Fractal Softworks Forum

Starsector => Mods => Topic started by: Dark.Revenant on April 20, 2016, 01:42:33 AM

Title: [0.97a] Underworld 1.8.3
Post by: Dark.Revenant on April 20, 2016, 01:42:33 AM
Download Underworld 1.8.3 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.8.3.7z)
Download Mirror (https://drive.google.com/file/d/10NLuiUcjElBgNLjX5d0a8VfRzu5wJAl9/view?usp=sharing)
(Requires LazyLib 2.8b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.9.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supports Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -
- Supports LunaLib (http://fractalsoftworks.com/forum/index.php?topic=25658.0) -

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



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


Contents
Underworld seeks to flesh out the pirates and criminal elements in Starsector.  Included are numerous new ships, the Starlight Cabal faction, Cabal skins, an IBB battle featuring a unique Astral, a new star system, and numerous campaign features.

(https://thumbs.gfycat.com/AdeptLinearDromaeosaur-size_restricted.gif) (https://gfycat.com/gifs/detail/AdeptLinearDromaeosaur) (https://thumbs.gfycat.com/AcclaimedPhysicalFugu-size_restricted.gif) (https://gfycat.com/gifs/detail/AcclaimedPhysicalFugu)

Ships

Spoiler
Sidecar-class Frigate[/sup]
(http://www.sc2mafia.com/Starsector/ssp_sidecar_ff.png)
HELMUT


Venom-class Combat Freighter
(http://www.sc2mafia.com/Starsector/ssp_venom_ff.png)
Tartiflette


Torch-class Gunboat
(http://www.sc2mafia.com/Starsector/ssp_torch.png)
Cycerin


Scythe-class Phase Frigate
(http://www.sc2mafia.com/Starsector/ssp_scythe_ff.png)
Shellster and Tartiflette


Tiger-class Frigate
(http://i.imgur.com/U2lMuxi.png)
Cycerin


Predator-class Frigate
(http://i.imgur.com/FNQoUVn.png) (http://i.imgur.com/JV1veA2.png)
AxleMC131 and Dark.Revenant


Predator-X-class Frigate
(http://i.imgur.com/74H94bN.png)
AxleMC131, Dark.Revenant, and HELMUT


Venom-X-class Frigate
(http://www.sc2mafia.com/Starsector/ssp_venomx_ff.png)
Tartiflette, Shellster, and MesoTroniK


Boar-class Destroyer
(http://www.sc2mafia.com/Starsector/ssp_boar_dd.png)
Shellster, Tartiflette, and MesoTroniK


Shark-class Battle Barge
(http://i.imgur.com/LxCH0AG.png)
Cycerin


Mongrel-class Gunboat
(http://i.imgur.com/rG49mAo.png)
HELMUT


Barbarian-class Cruiser
(http://www.sc2mafia.com/Starsector/ssp_barbarian_cc.png)
HELMUT, Shellster, Tartiflette, and MesoTroniK


Stalker-class Cruiser
(http://www.sc2mafia.com/Starsector/ssp_stalker_cc.png)
HELMUT, Shellster, Tartiflette, and MesoTroniK


Amalgam-class Death Barge
(http://i.imgur.com/tvhBXzR.png)
HELMUT


Dragon-class Battlecruiser
(http://www.sc2mafia.com/Starsector/ssp_dragon_bc.png)
HELMUT, Shellster, Tartiflette, and MesoTroniK


Renegade-class Battlecruiser
(https://i.imgur.com/bWi6RNI.png)
Alfonzo, MesoTroniK, and Cycerin


Infernus-class Battlewagon
(http://www.sc2mafia.com/Starsector/ssp_infernalmachine_fs.png)
HELMUT, Shellster, Tartiflette, and MesoTroniK
[close]


Fighters

Spoiler
Revolver Support Fighter Wing
(https://i.imgur.com/JHD0MZm.png) (https://i.imgur.com/JHD0MZm.png)
Tartiflette, HELMUT, MesoTroniK


Razor Fighter Wing
(https://i.imgur.com/jSWp0XT.png) (https://i.imgur.com/jSWp0XT.png) (https://i.imgur.com/jSWp0XT.png)
(https://i.imgur.com/jSWp0XT.png) (https://i.imgur.com/jSWp0XT.png)
HELMUT, MesoTroniK
[close]


Starlight Cabal
Spoiler
(https://i.imgur.com/dNF0Ot9.png) (http://i.imgur.com/xiqPUHx.png) (https://i.imgur.com/B3zr8ys.png) (http://i.imgur.com/UU8BEoM.png) (http://i.imgur.com/vc8DGHO.png) (https://i.imgur.com/NlTX3a8.png)
(https://i.imgur.com/yAZkEEH.png) (http://i.imgur.com/bmDSIj0.png) (https://i.imgur.com/4iOtmaN.png) (https://i.imgur.com/6EMUjzW.png) (https://i.imgur.com/TrHBWP4.png) (https://i.imgur.com/s7l8ALV.png)
(https://i.imgur.com/yeA8t9i.png) (https://i.imgur.com/LXZzh80.png) (https://i.imgur.com/3m0NBJc.png)
HELMUT, King Alfonzo, Lloyd, Tartiflette, Nia, MesoTroniK, SleepyFish/Foxer, and the unofficial Starsector Discord community
[close]

The Starlight Cabal is an exclusive cult of like-minded entrepreneurs and inheritors deeply embedded within the Tri-Tachyon Corporation. Believing that the future of mankind mandates complete technological synthesis, the Cabal ostensibly seeks a higher, euphoric state of being. However, to attain ascension within this scientific dark age, the price is steep. For the privilege of membership, tremendous sums of credits must be paid - either directly or indirectly - into a dark web of Cabal-controlled hedge funds and capital investments.

Skeptics mock the Starlight Cabal as an elaborate financial scam, and others excoriate the organization as nothing more than a corpo-backed privateer group. Critics of the Cabal tend to lay low, however; more than a few whistleblowers have mysteriously disappeared over the cycles...

The Starlight Cabal encourages a "doctrine of acquisition" (read: hyperspace robbery), broadly engaging in acts of piracy and the occasional bout of terrorism or vandalism. Direct strikes on political entities are rare, however.


(http://i.imgur.com/wuYEFc5.png) (http://www.sc2mafia.com/Starsector/donate/index.html)


Change Log
Version 1.8.3 (February 3, 2024):
- Updated for Starsector 0.97a

Version 1.8.2 (October 30, 2023):
- Gala Parade fleet has better loot but takes longer to respawn, especially if you kill it
- Palace always deploys and cannot retreat, like a station
- Cabal bar event can now occasionally generate Cabal contacts
  * Dice wagers depend on the importance of the contact
- New text for Cabal reputation level descriptions
- Cabal fleets spawn less often near player colonies at higher reputation levels
  * This is in addition to the behavior described in the 1.8.0 patch notes
- Cabal submarket no longer allows the player to sell items back to them
- Nexerelin Random Sector compatibility fix
- Slight performance optimization when Underworld weapons/ships are not present in a battle
- Slight performance improvement in campaign when using Cabal
- Palace music doesn't play in the menus erroneously
- IndEvo crash fix

Version 1.8.1 (May 29, 2023):
- The bonus items sold by the Cabal submarkets are now globally unique (you can't buy two Pristine Nanoforges anymore, just one)
- Cabal submarkets now sell one each of IndEvo Luxury Goods VPC, Drugs VPC, Relay Hypertransmitter, and Simulation Engine
  * No effect if Industrial Evolution is not enabled
- Another Cabal-related crash hotfix

Version 1.8.0c (May 27, 2023):
- Attempted Cabal-related crash hotfix

Version 1.8.0b (May 27, 2023):
- Cabal-related crash hotfix

Version 1.8.0 (May 26, 2023):
- Updated for Starsector 0.96a
- New Renegade sprite (thanks Alfonzo and MesoTroniK!)
- Cabal only appear around larger/richer/high-tech player colonies, otherwise they don't appear outside of core
  * This depends on Hostile Activity progress
  * They do *not* add their own Hostile Activity factor; the Cabal does not impose a stability penalty etc.
- Cabal skins reworked; slot changes are the same but they no longer offer bonus OP
  * Cabal Upgrades mostly offers stat penalties and doesn't count as a d-mod (it isn't removed with hull restoration)
  * Instead, Cabal Upgrades increases the s-mod limit of the ship by 1
- Cabal Submarket access is easier / more consistent
  * No longer scales in price based on assets, only by reputation
  * Better variety of items
  * Now has additional one-off prize items that can be purchased with enough reputation, including an Alpha Core, Pristine Nanoforge, Mini-Blueprint Package, and the full Blueprint Package
- The Cabal's Palace will spawn periodically and roam the sector, spawning extra Cabal fleets and offering a unique challenge, should you choose to fight it
  * Has loot equivalent to a Research Station in a Remnant system
  * Easily detectable from afar...
- Easier to raise reputation with the Cabal
- Scythe CR %/deploy increased to 30
- Revolvers now stay in front of the ship, armor increased to 125 from 60, refit time reduced to 10 from 15 seconds
- Razors are faster (300 from 250) and have significantly improved maneuverability
- Mongrel DP (supplies/deploy) reduced to 12 from 15
- Amalgam DP (supplies/deploy) reduced to 24 from 30
- Succubus armor increased to 1000 from 900, hull increased to 12000 from 11000, speed increased to 50 from 45, maneuverability improved
- Renegade DP (supplies/deploy) reduced to 30 from 35, hull decreased to 15000 from 18000
- Starscream DP (supplies/deploy) reduced to 15 from 18
- Reworked or recreated numerous ship variants, tailoring them to their expected vanilla factions
- Numerous doctrinal changes across the board:
  * Luddic Church has access to Shark (uncommon) and Venom
  * Luddic Path has access to:
    - Barbarian (uncommon), Predator, Sidecar (uncommon), Shark (uncommon), Tiger (rare), and Torch
    - Razor Fighter Wing
  * Revamped Cabal doctrine to include exclusively Cabal-themed combat ships
    - Few carriers, moderate number of phase ships, mostly standard combat ships
    - Access to just about every type of non-[REDACTED] weapon, including Kinetic Blaster and Gigacannon
  * Independents/Scavengers have access to:
    - Barbarian, Boar, Predator, Scythe, Shark, Stalker, Tiger, and Venom
    - Razor Fighter Wing and Revolver Support Wing
  * Mercenaries have access to:
    - Barbarian, Boar, Dragon, Predator, Renegade, Scythe, Shark, Stalker, Tiger, and Venom-X
    - Razor Fighter Wing and Revolver Support Wing
  * Pirates have access to:
    - Amalgam (uncommon), Barbarian, Boar, Dragon (uncommon), Infernus (rare), Mongrel, Predator, Predator-X, Renegade (uncommon), Scythe, Shark, Sidecar, Stalker (uncommon), Tiger, Torch, Venom, Venom-X (rare)
    - Razor Fighter Wing and Revolver Support Wing
- LunaLib support

Spoiler
Version 1.7.1 (January 5, 2022):
- Updated for Starsector 0.95.1a RC6
- Slightly buffed TIM's minefield upgrade, also made it less likely to mine yourself
- Cabal cannot take ships that can't be scuttled (such as Ziggurat) or those that have unremovable captains (such as integrated AI cores)
- Cabal cannot take mission items (such as Janus Device)

Version 1.7.0 (December 13, 2021):
- Updated for Starsector 0.95.1a
- Added Cabal skin for the Fury
  * Thanks to King Alfonzo for the sprite!
- Added Climax-class Cruiser
  * Cabal equivalent of the Apogee
  * Thanks to King Alfonzo for the sprite!
- Infernus shield arc reduced to 90 from 180 degrees
- Infernus shield upkeep reduced to 300 from 480
- Infernus armor increased to 1600 from 1400
- Starscream now uses Advanced Ground Support instead of Ground Support
- Cabal ships no longer have S-mods when recovered in Nexerelin
- Added Rugged Construction to shieldless ships
- Barbarian hull increased to 11000 from 9000
- Mongrel hull increased to 10000 from 6500
- Amalgam hull increased to 16000 from 12000
- Renegade supplies decreased to 35 from 40

Version 1.6.1 (April 21, 2021):
- Palace sprite updated
- Fixed a major bug that made a SP-cost Cabal interaction item not actually cost a SP

Version 1.6.0 (April 19, 2021):
- Updated for Starsector 0.95a
- Cabal forced combat and transponder hostility fix
- Fixed bug that caused Cabal fleets to bother the player more often than intended near high-Cabal-activity areas
- Improved Cabal TOff behavior and other interaction aspects
- Added fighter weapon descriptions
- Venom cargo increased to 90 from 65
- Starscream fuel increased to 120 from 100
- Starscream fuel per light year increased to 4 from 3
- Fleet extortion options are disabled if the other fleet is not intimidated by player
- Removed Cabal Hyperion
- Temporarily removed Cabal Scarab
- Added Story Point options to get out of giving the Cabal your stuff
- Integrated various new campaign features into existing content
- Revolver OP reduced to 9 from 10
- Razor OP reduced to 7 from 10
- Razor AI behavior tweaked

Version 1.5.0 (March 10, 2021):
- Added Succubus-class Pocket Battleship (Cabal)
  * Appears in Cabal fleets as a capital ship; should make them spam Odysseys less
- Added Palace-class Enlightenment Center (Cabal)
  * Will appear in a future update with special campaign integration...
  * For now, is just part of a special HVB (Vayra's Sector required)
- Added special new late-game IBB fleet of... abominations
- Diablo Cannon is now a STRIKE, USE_VS_FRIGATES weapon, like the Hellfire Cannon

Version 1.4.7 (January 10, 2021):
- Made the Infernus less likely to be available to purchase in markets
- Added custom Nexerelin start "The Infernal Machine"
  * Start with a salvaged unique Infernus (Augmented Drive Field built-in) and a mid-size scavenged fleet (all with starting d-mods)
  * Start inhospitable with most factions (and vengeful with pirates)
  * Restore the ship, one upgrade at a time, to its former glory and beyond
  * Branching and mutually-exclusive upgrade paths

Version 1.4.6 (December 25, 2020):
- Cabal extortion/contribution: Force open comm link on fleet interaction (fixes the "skip contribution by closing dialog" exploit)
- Dragon now has a large composite mount on the left side
- Fixed version file HTTPS redirect

Version 1.4.5 (September 28, 2020):
- Fixed bug where most battles with Dickerson counts as a Dickerson kill
- Fixed a Cabal dice game having the wrong score requirement
- Made the Infernus rarer
- Some configuration for compatibility with various other mods
- Prevent Cabal from spawning with unnatural sizes if there's somehow a Cabal-owned market somewhere in the sector
- Migrated version file to custom host (sigh)

Version 1.4.4 (July 11, 2020):
- Actual fix for Cabal extortion causing transponder-on hostilities with disguise faction(s)
- Some configuration for Vayra's Sector and Starship Legends

Version 1.4.3 (July 8, 2020):
- Shielded Cargo Holds now loosely affects the demands of Cabal extortion attempts
- Fix a rare crash in Cabal fleet AI
- Possible fix for Cabal extortion causing transponder-on hostilities with disguise faction(s)
- Migrated version file to BitBucket

Version 1.4.2 (December 23, 2019):
- Added Starlight Doom
- Added Cabal bar event
- Fixed issue where turning transponder off and on after paying a Cabal shakedown "reveals hostile actions"

Version 1.4.1 (September 8, 2019):
- Dickerson fleets prefer larger ships at higher levels; have more and better officers
- Fixed "loose" enemy fighter wings in Purple Haze mission
- Revolver's main weapon will target missiles if no other targets are in range
- Made Cabal somewhat less aggressive in the early game
- Cabal spawns decrease to near-0 when far from Cabal-influenced or Tri-Tachyon markets
- Tweaked CR/deploy for multiple ships to adjust the cost of full recovery
- New sprites for Euphoria, Starlight Afflictor, and Starlight Wolf

Version 1.4.0 (July 12, 2019):
- Added Starlight Odyssey
- Added Starlight Eos
- Added Starscream-class Combat Transport
- Cabal Upgrades is now a 50% supply penalty, from 33%
- Adjusted Cabal spawning to have fewer logistics ships (especially for the small fleets)
- Adjusted Cabal spawning to trend much larger over time and with higher player levels
- Cabal fleets will now change factions on-the-fly to avoid difficult situations and hopefully survive longer
- Cabal extortion refusal reputation penalties work now
- Mongrel and Amalgam are now tagged with ALWAYS_PANIC

Version 1.3.3 (June 28, 2019):
- Fixed extorting own faction fleets
- Added Starlight Shrike
- Enhanced each Starlight skin...

Version 1.3.2 (May 17, 2019):
- Updated for Starsector 0.9.1a
- Various minor updates to bring in line with the new Starsector version
- Updated ship prices
- Increased Renegade flux capacity to 20,000 from 18,000
- Increased Renegade top speed to 40 from 35, improved accel/decel/turning
- Cabal commanders can now be found with Loadout Design skill
- Fixed Cabal-related non-CTD NPE
- Fixed Cabal taking marine slaves...

Version 1.3.1 (February 2, 2019)
- Biased Cabal fleet sizes to be smaller on average
- Made Cabal fleet aggression triggering range shorter
- Adjusted negative reputation impact from refusing Cabal extortion
- Revised Cabal spawning behavior, should be in-system more often and avoid crazy build-up
- Fixed Cabal submarket access behavior when the player is Friendly or Cooperative
- Vesperon Combine whitelist

Version 1.3.0b (January 13, 2019)
- Emergency Cabal-related crash hotfix

Version 1.3.0 (January 12, 2019)
- Removed Pillage event
- Predator and Predator-X flux capacity reduced to 2200 from 2500
- Stalker top speed reduced to 45 from 50, reduced deceleration
- Renegade shield efficiency nerfed to 1.4 from 1, but increased flux capacity to 18,000 from 16,000
- Boar shield efficiency buffed to 1 from 1.2
- Removed all (D) skins
- Scythe now has a normal phase cloak
- Infernus' built-in wings are now both borers
- Added a fancy trail for the Prototype Gauss Cannon
- Infernus now uses the Burn Drive system
- Dramatically reduced the number of preset variants
- Reworked nearly every remaining preset variant
- Fixed/standardized file and ID prefixes
- You can now buy the Cabal Blueprint Package at the Cabal Exchange... if Cooperative with them
- Cabal Exchange fee and tariff now depends on wealth, income, and relationship level
- Cabal Exchange will refuse to sell certain ships if you don't have enough money
- Reworked a whole bunch of descriptions
- Works in Starsector 0.9a

Version 1.2.2 (April 23, 2018)
- Revamped Dickerson's level scaling and added a utility console command
- Minor Dickerson, extortion, crash fixes
- Improved pirate fleet composition
- Cabal submarket no longer free to enter at zero stability

Version 1.2.1 (January 26, 2018)
- Improved/fixed player extortion

Version 1.2.0 (December 1, 2017)
- Added Revolver-class support fighter
- Added Razor-class fighter

Version 1.1.3 (October 1, 2017)
- Fixed crash on game start in Nexerelin's random mode
- Fixed rare possibility of getting stuck in interaction dialog with Cabal
- Fixed some player extortion issues

Version 1.1.2 (June 19, 2017)
- Predator and Predator-X now have a 150-degree 0.4-upkeep front shield (was 120-degree 0.5-upkeep omni)
- Fixed Cabal still being aggressive to poor players
- Disco Ball now has 6 Tachyon Lances
- Major adjustment to fleet composition ratios for various factions

Version 1.1.1 (June 10, 2017)
- Improved Cabal extortion calculations, especially for fighter LPCs
- Cabal leaves you with more supplies
- Cabal won't attack you if you're so poor that you have nothing to extort, unless reputation is Vengeful
- Additional DynaSector support
- Added a relay to Styx
- Improved various odds and ends

Version 1.1.0 (June 4, 2017)
- Updated to support Starsector 0.8.1a
- Added pirate pillager fleet event
- Added player extortion of NPC trade fleets
- Added super secret ship and weapon
- Added Styx system featuring a special pirate station with a new submarket
- Adjusted various ship stats to meet new standards
- Killer Bee (IBB wing) now has Heavy Burst PD instead of Phase Lance (oh god)
- Infernus now has two built-in wings: one borer wing and one mining pod wing
- Infernus system is replaced with Reserve Deployment
- Infernus now has built-in Operations Center and Salvage Gantry
- Dragon now has two flight decks
- Renegade now has a flight deck
- Stalker now has a built-in wing: borer wing
- Stalker system is replaced with Accelerated Ammo Feeder
- Stalker now has built-in Survey Equipment
- Updated sprites for Tiger, Shark, and Renegade
- Rebalanced Torch
- Adjusted debris/derelict spawning for Cabal fleet battles

Version 1.0.5 (March 26, 2017)
- Added Predator, Predator D, and Predator-X ships
- Fixed Cabal market tariff bug
- Added Purple Haze mission

Version 1.0.4 (January 8, 2017)
- Added Cabal Tempest
- Updated all Cabal ship sprites
- Prevented exploit where you can buy Cabal Exchange weapons even if you have not paid to unlock the market (they now have an absurd tariff until unlocked)
- Increased OP of Barbarian to 135 from 130
- Updated ship prices
- Slightly increased Barbarian maneuverability

Version 1.0.3 (September 17, 2016)
- Cabal fleet count improved (smarter)
- Updated for Exigency
- Shark and Venom now have shielded cargo holds

Version 1.0.2 (May 21, 2016)
- Cabal faction entry is now hidden if Cabal is disabled
- Cabal faction no longer uses a nonexistent name source
- General compatibility update

Version 1.0.1 (April 22, 2016)
- Fix an ID change

Version 1.0.0 (April 20, 2016)
- Initial release (split from Starsector+)
- startOptions.json now called UNDERWORLD_OPTIONS.ini
- Removed Bull
- Renegade and Infernus reworked
- Fixed Cabal bug that made it impossible to become non-Hostile with them
- Removed High Maintenance from Cabal ships, added nominal logistics penalty to Cabal Upgrades
[close]


Credits
Dark.Revenant for general development
HELMUT, Shellster, King Alfonzo, Lloyd, and SleepyFish/Foxer for art assets
Cycerin for Cabal music and various art assets
MesoTroniK for numerous art assets
AxleMC131 for the original Predator sprite
Bloodtrailkiller for a portrait
Psiyon for a system background
Some of these may be modifications of the original work.
Title: [0.7.2a] Underworld 1.0.1
Post by: Dark.Revenant on April 22, 2016, 07:31:40 PM
Download Underworld 1.0.1 (https://www.mediafire.com/?gzam1stdmbunccg)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.0.1.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.0.1 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!

DOES NOT WORK WITH STARSECTOR+



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

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

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



Change Log
Version 1.0.1 (April 22, 2016)
- Fix an ID change
Title: Re: [0.7.2a] Underworld 1.0.1
Post by: Deshara on April 23, 2016, 12:19:31 PM
Oh yes. Yes please. I need more Cabal.
In fact, since before you split SSP and Cabal your work with the high-end alternative to pirates has made me wish the Luddic Path and Pirates were worked a bit more like the Cabal-- the Luddic Path in that you could (through console if nothing else) become a part of them and Pirates to make them attempt to extort you if they're just on the underside of being able to take you but you're carrying valuable cargo inside of non-dedicated (which would be out of a fight and therefor not risk being lost if one or two ships get tanked in an otherwise won fight) so as to give them a bit more wiggle room to interact with and threaten you besides chasing you down if you're weaker and running away if you're stronger-- and giving you more reason to run them down when you have the opportunity to make pirates see you as being more of a threat and less likely to harass you for extortion money
Title: Re: [0.7.2a] Underworld 1.0.1
Post by: BHunterSEAL on April 24, 2016, 11:54:47 AM
I like the new pirate ships but prefer to play without the Cabal. Has anyone had success setting "starlightCabal":false--are they supposed to still appear in the Factions screen when off?
Title: Re: [0.7.2a] Underworld 1.0.1
Post by: Dark.Revenant on April 24, 2016, 12:08:04 PM
They don't spawn.  I didn't implement anything that would remove them from the faction screen.
Title: Re: [0.7.2a] Underworld 1.0.1
Post by: adimetro00 on May 14, 2016, 01:54:02 AM
The Cabal Encounter music is a good bit louder than other music

eg. I was cruising along, hunting some Cabal, when suddenly SPACE DISCO MUSIC!
Oh man, please reduce the volume to vanilla music levels
Title: Re: [0.7.2a] Underworld 1.0.1
Post by: Alphascrub on May 14, 2016, 02:06:54 AM
The Cabal Encounter music is a good bit louder than other music

eg. I was cruising along, hunting some Cabal, when suddenly SPACE DISCO MUSIC!
Oh man, please reduce the volume to vanilla music levels

I maybe speaking out of turn here but I think the Cabal music is meant to be loud and annoying. Kind of snobbish if you will.

I could have sworn DR mentioned it was supposed to be a bit over the top somewhere. I just don't remember where.
Title: Re: [0.7.2a] Underworld 1.0.1
Post by: CaptainWinky on May 14, 2016, 07:31:35 AM
I maybe speaking out of turn here but I think the Cabal music is meant to be loud and annoying. Kind of snobbish if you will.

I could have sworn DR mentioned it was supposed to be a bit over the top somewhere. I just don't remember where.

It seems appropriate in my opinion.  Imagine your fleet is flying around and minding their own business when some rich jerk in a purple Medusa flies up and wants you to fund his next ship purchase, with Space Disco blasting in the background of the comm channel while he makes his request.
Title: Re: [0.7.2a] Underworld 1.0.1
Post by: adimetro00 on May 14, 2016, 09:17:44 AM
It seems appropriate in my opinion.  Imagine your fleet is flying around and minding their own business when some rich jerk in a purple Medusa flies up and wants you to fund his next ship purchase, with Space Disco blasting in the background of the comm channel while he makes his request.

Which said, he still does that even when i'm in my Conquest. With the full fleet. On my way to invade some poor faction's station
Title: [0.7.2a] Underworld 1.0.2
Post by: Dark.Revenant on May 21, 2016, 02:18:10 PM
Routine update.

Download Underworld 1.0.2 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.0.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.0.2.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -
- Supported by Nexerelin 0.7.5c (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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

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



Change Log
Version 1.0.2
- Cabal faction entry is now hidden if Cabal is disabled
- Cabal faction no longer uses a nonexistent name source
- General compatibility update
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: joey4track on May 30, 2016, 04:08:29 PM
It says in OP that this is Nexerelin supported but it is not showing as an option to start in the faction. I have also not come across any if the ships, weapons etc.. but I really haven't explored much yet. Is this not a playable faction?
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: adimetro00 on May 30, 2016, 06:40:59 PM
Try starting as a pirate. The mod is designed to be an extension to the Pirate faction. Oh,and if you want the Cabal to be friendly to you, try starting as a tritach. or... if you want to keep your faction (and save) you can hunt pirates or cabals and hope that the ship you want is captureable. and make sure you have enough marines.
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: zeno0010 on August 01, 2016, 04:17:01 AM
So has anyone actually been able to use the cabal markets?

I have them at (81/100) cooperative and their markets still say "requires clandestine approach"
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: Orikson on August 01, 2016, 06:33:39 AM
So has anyone actually been able to use the cabal markets?

I have them at (81/100) cooperative and their markets still say "requires clandestine approach"

That usually means transponder off, if I'm not mistaken
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: zeno0010 on August 01, 2016, 12:32:19 PM
So has anyone actually been able to use the cabal markets?

I have them at (81/100) cooperative and their markets still say "requires clandestine approach"

That usually means transponder off, if I'm not mistaken

You are totally right, Tyvm.
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: Grizzlyadamz on August 09, 2016, 12:13:11 PM
Hey, posted this in the wrong thread earlier, moving it here.

I'd like to suggest adding Shielded Cargoholds to a lot of the pirate vessels.

Seems strange that the Venom, a pirate-designed bare-armor combat freighter, has unshielded holds.
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: King Alfonzo on August 09, 2016, 05:08:31 PM
Seems strange that the Venom, a pirate-designed bare-armor combat freighter, has unshielded holds.

I think that's kind of the point.
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: Weltall on August 09, 2016, 06:09:41 PM
Seems strange that the Venom, a pirate-designed bare-armor combat freighter, has unshielded holds.

I think that's kind of the point.

I do not see how that is the point, especially when it is supposed to be capable of ferrying illegal cargo admirably.
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: King Alfonzo on August 09, 2016, 08:22:52 PM
I do not see how that is the point, especially when it is supposed to be capable of ferrying illegal cargo admirably.

I think they mean along the lines that it's fast and shooty, making it good at avoiding patrols either through speed or safely ferry it through combat. Also I think they mean from the perspective from a pirate captain; if you get caught, you're not going to get scanned, you're going to get shot at.
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: Weltall on August 09, 2016, 08:40:22 PM
Actually I would totally agree, about pirates not really caring for shielding. It is not like anyone would trust them to begin with.

But with that train of thought, shouldn't you wonder; Why the pirate variant of buffalo has Shielded Cargo Holds?
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: Grizzlyadamz on August 09, 2016, 09:20:03 PM
And pirates rub shoulders with smugglers.

In fact they're two sides of the same coin.
Say you're a pirate engineer, and your boss is withholding your narcs until you've redesigned the hound (a cargo freighter) to perform even better in that role.
You've got two distinct demographics to target:

Sure the former don't have as much of a use for cargo-shielding, but it's vital for the other half of the market & it's still gravy for the former.


Case in point, I'm playing as a pirate-smuggler and this is the reason the Venom isn't even in consideration for me.
It would be an interesting trade-off between OP/mounts & maintenance cost, but the fact that it'd cut my shielded cargo capacity in half puts a foot on the scale.
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: Sy on August 10, 2016, 10:14:16 AM
isn't the primary in-lore purpose of Shielded Cargo Holds to protect freight against radiation or some such? i think the gameplay effect of shielding against scanners is supposedly just a custom (albeit common) modification that is done by whoever flies the ship, rather than part of the ship's blueprint.

so i do think shield-less transports / combat freighters should always have that hullmod, when looking at it purely from a lore perspective, regardless of how and by whom the ship is used in practise.
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: Weltall on August 10, 2016, 03:05:11 PM
So that means that it does not fir the lore a pirate cargo ship to have shielding? This is a pirate transport we are talking about, not just one that is used by factions as a cheapskate/different solution. More or less like the modified pirate buffalos. They are modified by pirates, in order to be able to transport illegal goods after all.
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: Grizzlyadamz on August 10, 2016, 06:46:43 PM
I think Sy was agreeing with us- since vanilla bare-armor ships have SCH, (regardless of faction), and since most pirate ships are bare-armor, then most pirate ships should have SCH.
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: Sy on August 10, 2016, 07:09:48 PM
I think Sy was agreeing with us- since vanilla bare-armor ships have SCH, (regardless of faction), and since most pirate ships are bare-armor, then most pirate ships should have SCH.
basically, yeah.

i think there could be gameplay/balance arguments against giving all of them that hullmod, like allowing some ships to keep a unique role besides their combat capabilities. but lorewise, i think every ship that has any noteworthy cargo capacity but no shields should have SCH.
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: Weltall on August 10, 2016, 07:20:36 PM
Sorry, I am Greek. English is not my first language, so many times I express myself or read things the wrong way XD
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: Thecrashingwave on September 05, 2016, 05:23:35 PM
Is this mod compatible with SS+ as of the 1.2 patch?
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: King Alfonzo on September 05, 2016, 05:55:20 PM
Yes, but you also need dynasector (IE you need to run both SS+ 3.5.2 and Dynasector 1.0.3 running simultaneously).
Title: [0.7.2a] Underworld 1.0.3
Post by: Dark.Revenant on September 17, 2016, 07:20:47 PM
Not a large update, but it lays some groundwork for a bigger mod...

Download Underworld 1.0.3 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.0.3.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.0.3.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.0.4 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -
- Supported by Nexerelin 0.7.5c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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

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



Change Log
Version 1.0.3
- Cabal fleet count improved (smarter)
- Updated for Exigency
- Shark and Venom now have shielded cargo holds
Title: Re: [0.7.2a] Underworld 1.0.3
Post by: Orikson on September 17, 2016, 07:32:07 PM
Oh my, do I see Exigency coming soon? Nice tease!
Title: Re: [0.7.2a] Underworld 1.0.3
Post by: DrakonST on September 17, 2016, 08:55:24 PM
"Not a large update, but it lays some groundwork for a bigger mod..."
What us waits? Maybe you will tell a little? ::)
Title: Re: [0.7.2a] Underworld 1.0.3
Post by: MesoTroniK on September 17, 2016, 09:27:55 PM
"Not a large update, but it lays some groundwork for a bigger mod..."
What us waits? Maybe you will tell a little? ::)

https://my.mixtape.moe/lqujki.webm
Title: Re: [0.7.2a] Underworld 1.0.3
Post by: Bastion.Systems on November 30, 2016, 02:45:40 AM
Cabal is a very unique addition to the game, now we have 3 tiers of crazy people: pirates->cabal->templars.
Title: Re: [0.7.2a] Underworld 1.0.3
Post by: DornoDiosMio on December 05, 2016, 03:54:27 PM
Cabal is a very unique addition to the game, now we have 3 tiers of crazy people: pirates->cabal->templars.

Yeah, I like the Cabal a lot. Especially the way they'll randomly stop you and ask for free stuff and if you refuse your reputation takes a hit. It's the kind of behavior you'd expect from a zealot.

It adds some nice flavor to the galaxy.

I haven't had a chance to fly or fight any of their ships yet, so I am looking forward to that. I think I'm going to kill them soon in the game I'm currently playing. They are starting to get mad due to my refusal to shower them with freebies.

I'd rather let them cultivate a hatred towards me and then annihilate them when the time is right.

I also really like the look of the ships. The purple adds some flash to the galaxy.
Title: Re: [0.7.2a] Underworld 1.0.3
Post by: SierraTangoDelta on December 25, 2016, 06:39:27 PM
Does the Starlight Cabal have issues working with Nexerelin? Whenever I am in neutral standing with them and ask where the market is located, it just says "The market is located in."
As in, there is no location.
Title: Re: [0.7.2a] Underworld 1.0.3
Post by: Histidine on December 25, 2016, 06:46:15 PM
Random generation Nexerelin currently doesn't have a mechanic to guarantee creation of Cabal submarkets, although it does spawn them sometimes.
Title: Re: [0.7.2a] Underworld 1.0.3
Post by: SierraTangoDelta on January 04, 2017, 05:37:50 PM
Yeah, I have been able to randomly find Cabal markets on tri-tach planets and stations. It just does not tell you where they appear when you talk to cabal members, which is unfortunate.
Title: [0.7.2a] Underworld 1.0.4
Post by: Dark.Revenant on January 08, 2017, 01:49:08 AM
New goodies!

(http://i.imgur.com/Eay28O0.png) (http://i.imgur.com/xiqPUHx.png) (http://i.imgur.com/2gcljzK.png) (http://i.imgur.com/stIk8Be.png) (http://i.imgur.com/UU8BEoM.png) (http://i.imgur.com/1qsBnUS.png) (http://i.imgur.com/sAN64UE.png) (http://i.imgur.com/vc8DGHO.png)

Download Underworld 1.0.4 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.0.4.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.0.4.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.0.5 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -
- Supported by Nexerelin 0.7.6d (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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

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



Change Log
Version 1.0.4
- Added Cabal Tempest
- Updated all Cabal ship sprites
- Prevented exploit where you can buy Cabal Exchange weapons even if you have not paid to unlock the market (they now have an absurd tariff until unlocked)
- Increased OP of Barbarian to 135 from 130
- Updated ship prices
- Slightly increased Barbarian maneuverability
Title: Re: [0.7.2a] Underworld 1.0.4
Post by: King Alfonzo on January 08, 2017, 02:54:21 AM
(http://i.imgur.com/Eay28O0.png) (http://i.imgur.com/xiqPUHx.png) (http://i.imgur.com/2gcljzK.png) (http://i.imgur.com/stIk8Be.png) (http://i.imgur.com/UU8BEoM.png) (http://i.imgur.com/1qsBnUS.png) (http://i.imgur.com/sAN64UE.png) (http://i.imgur.com/vc8DGHO.png)

Oh.

Oh there may have been an accident in my pants.

Those are GORGEOUS!
Title: Re: [0.7.2a] Underworld 1.0.4
Post by: Sy on January 08, 2017, 07:50:25 AM
oh dang! so shiny.

only criticism i've got is that the most forward protrusion of the Aurora looks a bit too close to the original bulbous shape now, compared to the rest of the ship, imo. other than that, they're great.

Those are GORGEOUS!
the shapes have a similar style to your GMDA, don't they? is that coincidence?
Title: Re: [0.7.2a] Underworld 1.0.4
Post by: borgrel on January 08, 2017, 10:32:43 AM
so beautiful

i hope we see a starlight vertex and a starlight revenant in the near future??
Title: Re: [0.7.2a] Underworld 1.0.4
Post by: King Alfonzo on January 08, 2017, 04:58:11 PM
Those are GORGEOUS!
the shapes have a similar style to your GMDA, don't they? is that coincidence?

Actually, both GMDA and these are derived from when Tart took one of my earlier sprites in the Sprite Judgement thread, and demonstrated exactly how far you can go with ship painting. I had originally been constrained to a classical, 16-bit approach, thinking you had to keep colour range down and limit yourself. The Lasher, Wolf and Tarsus/Condors show that. Tart, however, elegantly showed exactly how far you CAN go with ship painting:

Spoiler
https://www.youtube.com/watch?v=HiOc_wVAD1s
[close]

While discussing exactly why I thought it was awesome, and why I wouldn't want it as a part of the GMDA fleet (It looked WAY too awesome), I made a comment ("stick purple on it and it'll look like a CABAL ship"), which Helmut picked up on, and carried it over onto these beautiful boats. So it's all Tart's fault.
Title: Re: [0.7.2a] Underworld 1.0.4
Post by: Sy on January 08, 2017, 05:04:04 PM
So it's all Tart's fault.
goddamn Tarti, ruining boring sprites everywhere! ^^
Title: Re: [0.7.2a] Underworld 1.0.4
Post by: Tartiflette on January 09, 2017, 12:45:51 AM
I could do that only because the base sprite design was already pretty cool and only needed some polish to get closer to the art-style of the game. (as well as correcting a few minor mistakes like over-saturated shadows and lack of AA)
Title: Re: [0.7.2a] Underworld 1.0.4
Post by: Ali on March 17, 2017, 03:02:45 PM
How do you unlock the cabal market normally please?
Title: Re: [0.7.2a] Underworld 1.0.4
Post by: Orikson on March 17, 2017, 06:11:39 PM
How do you unlock the cabal market normally please?


Cabal markets are established on "non-military" Tri-Tachyon controlled markets. This is in Corvus mode and Nexerelin's random mode too.

You can access the Cabal market by meeting these conditions:
1) Having good relations with the Cabal. To increase relations, make sure to 'donate' what they ask of you to them when asked.
2) Approach a market with a 'Cabal Exchange' with your transponder off.
3) Have enough credits to pay the 'entrance fee' (as well as buy their expensive hardware).
Title: Re: [0.7.2a] Underworld 1.0.4
Post by: Ali on March 18, 2017, 01:07:54 AM
Many thanks Orikson,

I've console'd in 100 rep and gone in transponder off but the 1000% tariff is still there..

I managed to track down a random fleet and pay them a fee but this didn't reduce or remove the tariff either?
Title: Re: [0.7.2a] Underworld 1.0.4
Post by: Dark.Revenant on March 18, 2017, 11:52:29 PM
There's a bug where the 10x cost tariff applies even if your rep is high enough to avoid the pay-to-enter mechanic.
Title: [0.7.2a] Underworld 1.0.5
Post by: Dark.Revenant on March 26, 2017, 04:30:58 PM
New ship!

(http://i.imgur.com/FNQoUVn.png) (http://i.imgur.com/JV1veA2.png) (http://i.imgur.com/74H94bN.png)

Download Underworld 1.0.5 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.0.5.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.0.5.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.4 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.0.7 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -
- Supported by Nexerelin 0.7.7 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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

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



Change Log
Version 1.0.5
- Added Predator, Predator D, and Predator-X ships
- Fixed Cabal market tariff bug
- Added Purple Haze mission
Title: Re: [0.7.2a] Underworld 1.0.5
Post by: AxleMC131 on March 26, 2017, 05:08:17 PM
Hey look, it's my Chimera! :D A huge honour @Dark.Revenant to see that in the changelog.
Title: Re: [0.7.2a] Underworld 1.0.5
Post by: Sy on March 27, 2017, 08:28:51 AM
those looks really cool! are we gonna see more of these fusions in the future?
Title: Re: [0.7.2a] Underworld 1.0.5
Post by: DrakonST on March 31, 2017, 02:37:47 AM
I can't come on the "Cabal Exchange" market. But I can buy guns through "Refit" from there. I think it it is necessary to correct.
Spoiler
(http://i.imgur.com/RdoBpzl.png)
(http://i.imgur.com/QISWxq6.png)
[close]
Title: Re: [0.7.2a] Underworld 1.0.5
Post by: Dark.Revenant on March 31, 2017, 02:43:35 PM
If you want to pay 5280 credits for a light dual MG, be my guest.
Title: Re: [0.7.2a] Underworld 1.0.5
Post by: cjuicy on April 03, 2017, 12:43:54 PM
If you want to pay 5280 credits for a light dual MG, be my guest.

I am laughing at the absurdity of that. 5280 for a dual MG is heresy!
Title: Re: [0.7.2a] Underworld 1.0.5
Post by: Inventor Raccoon on April 03, 2017, 12:50:50 PM
If you want to pay 5280 credits for a light dual MG, be my guest.

I am laughing at the absurdity of that. 5280 for a dual MG is heresy!
Yep, you're at the point where buying two dual MGs as PD for your fancy Lasher is practically the same price as going to the nearest black market and just buying an extra Lasher.
Title: Re: [0.7.2a] Underworld 1.0.5
Post by: DrakonST on April 11, 2017, 07:29:11 AM
Maybe need remaking in-build cannon "Dragon"? To make like in-build "Infernus"?
Title: [0.8.1a] Underworld 1.1.0
Post by: Dark.Revenant on June 04, 2017, 04:05:43 AM
You can now do more stuff!

Download Underworld 1.1.0 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.1.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.1.0.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0) (Updated!))
(Requires GraphicsLib 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated!))

- Supported by DynaSector 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Strongly recommended!) -
- Supported by Nexerelin 0.8 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Not yet updated!) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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

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



Change Log
Version 1.1.0
- Updated to support Starsector 0.8.1a
- Added pirate pillager fleet event
- Added player extortion of NPC trade fleets
- Added super secret ship and weapon
- Added Styx system featuring a special pirate station with a new submarket
- Adjusted various ship stats to meet new standards
- Killer Bee (IBB wing) now has Heavy Burst PD instead of Phase Lance (oh god)
- Infernus now has two built-in wings: one borer wing and one mining pod wing
- Infernus system is replaced with Reserve Deployment
- Infernus now has built-in Operations Center and Salvage Gantry
- Dragon now has two flight decks
- Renegade now has a flight deck
- Stalker now has a built-in wing: borer wing
- Stalker system is replaced with Accelerated Ammo Feeder
- Stalker now has built-in Survey Equipment
- Updated sprites for Tiger, Shark, and Renegade
- Rebalanced Torch
- Adjusted debris/derelict spawning for Cabal fleet battles
Title: Re: [0.8.1a] Underworld 1.1.0
Post by: Hazard on June 04, 2017, 04:33:37 AM
- Added player extortion of NPC trade fleets
Yarrrr! It's a great time to be a pirate in the Sector.
Title: Re: [0.8.1a] Underworld 1.1.0
Post by: Ali on June 04, 2017, 04:59:54 AM
Thanks so much!!  ;D ;D ;D
Title: Re: [0.8.1a] Underworld 1.1.0
Post by: Inventor Raccoon on June 04, 2017, 05:28:41 AM
Amazing work as always, DR.
Title: Re: [0.8.1a] Underworld 1.1.0
Post by: Hussar on June 04, 2017, 07:57:33 AM
Another mod I was soo patiently waiting for :)
Thanks for your work!

- Added player extortion of NPC trade fleets

A quick question/idea. Would it be possible that this action would yield us some positive rep with the pirates? 1 point would be enough, and would offer some chance of 'redemption' with pirates. Would also make sense if someone was going to do some privateer'ing even on a commission. It would really tie itself well for example for a pirate/diable-avionics playthrough.

Just a thought tho. I'm still pretty intrigued by the current option and possibilities it yields and might go for a full pirate playthrough for a first time since 0.7.1a i think.
Title: Re: [0.8.1a] Underworld 1.1.0
Post by: Bastion.Systems on June 05, 2017, 09:50:24 AM
Is it a feature that all the named bounties hang around the new pirate system?
Title: Re: [0.8.1a] Underworld 1.1.0
Post by: Dark.Revenant on June 05, 2017, 10:01:43 AM
That's just pure luck, actually.
Title: Re: [0.8.1a] Underworld 1.1.0
Post by: Death_Silence_66 on June 05, 2017, 10:36:45 PM
Where are the cabal markets? I can't seem to find any.
Title: Re: [0.8.1a] Underworld 1.1.0
Post by: ANGRYABOUTELVES on June 05, 2017, 10:45:39 PM
They're submarkets on Tri-Tach planets, and you have to suck up to the Cabal pretty hard if you want access.
Title: [0.8.1a] Underworld 1.1.1
Post by: Dark.Revenant on June 10, 2017, 05:06:05 PM
Some quality-of-life improvements.

Download Underworld 1.1.1 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.1.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.1.1.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0) (Updated!))
(Requires GraphicsLib 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated!))

- Supported by DynaSector 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Strongly recommended!) -
- Supported by Nexerelin 0.8c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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

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



Change Log
Version 1.1.1
- Improved Cabal extortion calculations, especially for fighter LPCs
- Cabal leaves you with more supplies
- Cabal won't attack you if you're so poor that you have nothing to extort, unless reputation is Vengeful
- Additional DynaSector support
- Added a relay to Styx
- Improved various odds and ends
Title: Re: [0.8.1a] Underworld 1.1.1
Post by: Lprsti99 on June 12, 2017, 11:06:48 PM
Ran into a bug, the Cabal extorted me out of... my Tempest's Terminator Drone.  Didn't lose it, but it showed up in their fleet and they were happy.
Title: Re: [0.8.1a] Underworld 1.1.1
Post by: Deshara on June 13, 2017, 11:23:08 AM
That sounds like... an acceptable bug to me lol
Title: Re: [0.8.1a] Underworld 1.1.1
Post by: ANGRYABOUTELVES on June 13, 2017, 07:37:02 PM
You've probably heard this before, but the Cabal music is really good. Sometimes before I fight a Cabal fleet I just stop and listen to their theme music for a minute.
Title: Re: [0.8.1a] Underworld 1.1.1
Post by: Sy on June 13, 2017, 08:50:47 PM
Sometimes before I fight a Cabal fleet I just stop and listen to their theme music for a minute.
same here! :D
Title: Re: [0.8.1a] Underworld 1.1.1
Post by: cjuicy on June 17, 2017, 09:57:40 AM
Sometimes before I fight a Cabal fleet I just stop and listen to their theme music for a minute.
same here! :D
Agreed. It's a wonderful tune. Really screams "Technological Delinquent".
Title: [0.8.1a] Underworld 1.1.2
Post by: Dark.Revenant on June 19, 2017, 03:34:49 AM
Had some changes on the plate, and figured I'd update alongside my other mods while I had the chance.

Download Underworld 1.1.2 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.1.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.1.2.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated!))

- Supported by DynaSector 1.3.2 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Strongly recommended!) (Updated!) -
- Supported by Nexerelin 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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

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



Change Log
Version 1.1.2
- Predator and Predator-X now have a 150-degree 0.4-upkeep front shield (was 120-degree 0.5-upkeep omni)
- Fixed Cabal still being aggressive to poor players
- Disco Ball now has 6 Tachyon Lances
- Major adjustment to fleet composition ratios for various factions
Title: Re: [0.8.1a] Underworld 1.1.2
Post by: Histidine on June 19, 2017, 07:07:42 AM
Note: 1.1.2 crashes when starting a new game Nexerelin's random mode.
If you really want to start a new game before next update, use this fixed version of Underworld.jar (https://www.dropbox.com/s/g44mhpm3473r87b/Underworld.jar?dl=0).
Title: Re: [0.8.1a] Underworld 1.1.2
Post by: Bastion.Systems on June 19, 2017, 08:44:15 AM
Note: 1.1.2 crashes when starting a new game Nexerelin's random mode.
If you really want to start a new game before next update, use this fixed version of Underworld.jar (https://www.dropbox.com/s/g44mhpm3473r87b/Underworld.jar?dl=0).

Thank you, would have just started to debug this.
Title: Re: [0.8.1a] Underworld 1.1.2
Post by: yamadaeclipse on July 24, 2017, 04:27:05 AM
got a crash that i think related
348730 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [scarab_cabal_default_D_Hull] not found!
java.lang.RuntimeException: Ship hull variant [scarab_cabal_default_D_Hull] not found!
   at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at org.lazywizard.omnifac.OmniFac$ShipData.create(OmniFac.java:1104)
   at org.lazywizard.omnifac.OmniFac.processBlueprint(OmniFac.java:305)
   at org.lazywizard.omnifac.OmniFac.heartbeat(OmniFac.java:442)
   at org.lazywizard.omnifac.OmniFac.advance(OmniFac.java:628)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.8.1a] Underworld 1.1.2
Post by: Dark.Revenant on July 24, 2017, 11:03:50 AM
That's an Omnifactory bug.
Title: [0.8.1a] Underworld 1.1.3
Post by: Dark.Revenant on October 01, 2017, 10:03:25 PM
Bug fixes, while I'm ahead.  Breaks saves.

Download Underworld 1.1.3 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.1.3.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.1.3.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -
- Supported by Nexerelin 0.8.2d (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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

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



Change Log
Version 1.1.3
- Fixed crash on game start in Nexerelin's random mode
- Fixed rare possibility of getting stuck in interaction dialog with Cabal
- Fixed some player extortion issues
Title: Re: [0.8.1a] Underworld 1.1.3
Post by: havocdrake on October 01, 2017, 10:38:55 PM
Why is cabal not a selectable function in new game?
Title: Re: [0.8.1a] Underworld 1.1.3
Post by: Dark.Revenant on October 01, 2017, 10:44:44 PM
What are you referring to?
Title: Re: [0.8.1a] Underworld 1.1.3
Post by: AxleMC131 on October 01, 2017, 10:56:48 PM
Why is cabal not a selectable function in new game?

I think they mean "faction", referring to Nexerelin's custom start, and the reason is because that would probably be a very, very broken start to the campaign.  :-\
Title: Re: [0.8.1a] Underworld 1.1.3
Post by: havocdrake on October 01, 2017, 10:57:40 PM
I mean you cannot select cabal in mods with DynaSector and Nexerelin.
Title: Re: [0.8.1a] Underworld 1.1.3
Post by: Dark.Revenant on October 01, 2017, 10:59:26 PM
Cabal isn't selectable; this is on purpose because they're supposed to be mid-to-late-game allies/enemies.  That's why they just ask you for some of your stuff or laugh you off; a Cabal fight is skippable.
Title: Re: [0.8.1a] Underworld 1.1.3
Post by: AxleMC131 on October 01, 2017, 11:00:44 PM
I mean you cannot select cabal in mods with DynaSector and Nexerelin.

Thought so. I couldn't say myself, but I'm going to presume that the reason you can't select the Starlight Cabal as a starting faction is because it would be very broken.

Of course, DR will need to confirm that, but that's my suspicion. It's not the only faction you can't start as, after all. Can't play Nex as the Luddic Path.

EDIT: Dammit DR, you beat me to it.  ;D
Title: [0.8.1a] Underworld 1.2.0
Post by: Dark.Revenant on December 01, 2017, 09:38:40 PM
New fighters!

(https://thumbs.gfycat.com/AdeptLinearDromaeosaur-size_restricted.gif) (https://gfycat.com/gifs/detail/AdeptLinearDromaeosaur)

(https://thumbs.gfycat.com/AcclaimedPhysicalFugu-size_restricted.gif) (https://gfycat.com/gifs/detail/AcclaimedPhysicalFugu)

Download Underworld 1.2.0 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.2.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.2.0.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.1 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -
- Supported by Nexerelin 0.8.2d (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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

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



Change Log
Version 1.2.0
- Added Revolver-class support fighter
- Added Razor-class fighter
Title: Re: [0.8.1a] Underworld 1.2.0
Post by: DrakonST on January 22, 2018, 05:42:30 PM
It seems to me strange that in all fleet of Mr. Dickerson always only 5 officers.

Spoiler
(https://i.imgur.com/6Q0BAnc.png)
(https://i.imgur.com/qQv9Pcj.png)
(https://pp.userapi.com/c841635/v841635545/5a4b3/BzhY137lEJI.jpg)
(https://pp.userapi.com/c840530/v840530987/480c4/Grlt4uabyXA.jpg)
[close]

Perhaps it I have broken something, but what? I have I have the following parameters for officers:

Code
	"officerSkillIncreasePerLevel":1,
"officerMaxLevel":29,

"officerMaxHireable":40,
"officerAIMax":20,
"baseNumOfficers":4;
        "maxShipsInFleet":50,

How to make so each ship in NPC fleets have officers?

UPD. Nevermind, in VI stage i see more officers.
Spoiler
(https://i.imgur.com/DZvC6z1.png)
[close]
Title: Re: [0.8.1a] Underworld 1.2.0
Post by: DrakonST on January 23, 2018, 07:43:36 PM
Mr. Dickerson fleets it is fantastic! Hordes of mad pirates in in fight which lasted hour, wow!
Spoiler
(https://pp.userapi.com/c824500/v824500389/93a35/kXlb6_4DgFM.jpg)
[close]
In a stage 10 I have counted at the enemy of 196 ships, and then I have destroyed all of this, and it was astounding.It is amusing that I used for this purpose the same piracy ships.
Spoiler
(https://pp.userapi.com/c824500/v824500389/93a03/A6AvQJnJyXo.jpg)
[close]
Thanks Dark.Revenant for the this feature for fights with such enemy! It was mind-blowing!
Title: [0.8.1a] Underworld 1.2.1
Post by: Dark.Revenant on January 26, 2018, 10:13:22 PM
Just bug fixes this time.

Download Underworld 1.2.1 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.2.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.2.1.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.3 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -
- Supported by Nexerelin 0.8.3c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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

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



Change Log
Version 1.2.1
- Improved/fixed player extortion
Title: Re: [0.8.1a] Underworld 1.2.1
Post by: ANGRYABOUTELVES on March 30, 2018, 08:05:53 PM
I'm getting a reproducible CTD when fighting a pursuit battle vs one particular cabal fleet.

Quote
651060 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
   at java.awt.Color.testColorValueRange(Unknown Source)
   at java.awt.Color.<init>(Unknown Source)
   at data.scripts.hullmods.UW_CabalUpgrades.advanceInCombat(UW_CabalUpgrades.java:46)
   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)

The Starlight ships in the pursuit battle were Tempests, Scarabs, and Wolves. I repeated the battle until it didn't crash, and the battle that didn't crash didn't have any Starlight Wolves in it.
Title: [0.8.1a] Underworld 1.2.2
Post by: Dark.Revenant on April 23, 2018, 04:29:57 AM
Dickerson.

Download Underworld 1.2.2 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.2.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.2.2.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.4 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -
- Supported by Nexerelin 0.8.3e (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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

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



Change Log
Version 1.2.2
- Revamped Dickerson's level scaling and added a utility console command
- Minor Dickerson, extortion, crash fixes
- Improved pirate fleet composition
- Cabal submarket no longer free to enter at zero stability
Title: Re: [0.8.1a] Underworld 1.2.0
Post by: Sarissofoi on May 06, 2018, 03:44:53 AM
It seems to me strange that in all fleet of Mr. Dickerson always only 5 officers.

Perhaps it I have broken something, but what? I have I have the following parameters for officers:

Code
	"officerSkillIncreasePerLevel":1,
"officerMaxLevel":29,

"officerMaxHireable":40,
"officerAIMax":20,
"baseNumOfficers":4;
        "maxShipsInFleet":50,

How to make so each ship in NPC fleets have officers?

UPD. Nevermind, in VI stage i see more officers.
Spoiler
(https://i.imgur.com/DZvC6z1.png)
[close]

I think you need to go to data/world/factions and change officers per point
      # officers
      ## tend to be poor, but plentiful + but high variance because very independent.
      "officersPerPoint":0.35,
      "officerLevelPerPoint":0.15,
      "officerLevelBase":3,
      "officerLevelVariance":0.5,

If it use a pirates as a fleet template. Or whatever it use as a base template.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Sabaton on July 30, 2018, 02:40:15 PM
Is there any chance this mod will ever include the other pirate imitations of other high tech ships? Like the Paragon, Astral, Doom, Shade, etc? The ones posted in Spiral Arms?
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: MesoTroniK on July 30, 2018, 04:41:24 PM
Unlikely due to the massive amount of work they would require to bring the sprites up to par, and most of those do not make a ton of thematic / lore sense and would offer limited actual gameplay value.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Tartiflette on July 31, 2018, 01:12:02 AM
There are vanilla pirate versions of the Wolf, Shade and Afflictor though.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Sabaton on July 31, 2018, 02:25:26 AM
Yeah, those sprites are obsolete and the vanilla wolfs, shades, etc are more like decreipt piniatas than actual reverse engineered variants.
Oh well, the mod is good as it is so whatever.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: NightfallGemini on August 12, 2018, 06:00:55 AM
Getting a weird crash after salvaging some D-variant Starlight Auroras when I go to check them out in refit.

Code
150407 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.systems.OOoO.advanceEvenIfPaused(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.coreui.refit.super.??00(Unknown Source)
at com.fs.starfarer.coreui.refit.super.?0000(Unknown Source)
at com.fs.starfarer.coreui.refit.V.super(Unknown Source)
at com.fs.starfarer.coreui.refit.oOoO.dialogDismissed(Unknown Source)
at com.fs.starfarer.coreui.refit.oOoO.super(Unknown Source)
at com.fs.starfarer.coreui.refit.oOoO.String(Unknown Source)
at com.fs.starfarer.coreui.refit.oOoO.String(Unknown Source)
at com.fs.starfarer.ui.newui.if$4.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newui.if.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.if.setCurrentTab(Unknown Source)
at com.fs.starfarer.coreui.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.j.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.coreui.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.intsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.OOOo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.String.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I can provide a modlist if needed, but they were stripped bare as far as I saw. One had a Heavy Blaster and that's it, for instance.

E: Nevermind, found the culprit! No worries. Is it possible for a mod to move this post to the Borken thread or should I just remake there?
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Ali on September 17, 2018, 10:31:36 AM
Any chance of a Cabal Zeus!?? ( Modified Paragon ) or a Cabal Paragon otherwise! ;D
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Retry on September 17, 2018, 12:22:40 PM
Any chance of a Cabal Zeus!?? ( Modified Paragon ) or a Cabal Paragon otherwise! ;D
Cabal Paragon would be an evil IBB ship.  This.  I like this.

If the Cabal were ever to get a standard Cabal-modified Capital though (and that's a very big if), I'd lean on the Odyssey.  The faster battlecruiser seems like it would fit the Cabal's doctrine of lightning-fast high tech thievery better than the Paragon which is more of a front-line Battleship.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Sy on September 17, 2018, 02:09:18 PM
If the Cabal were ever to get a standard Cabal-modified Capital though (and that's a very big if), I'd lean on the Odyssey.  The faster battlecruiser seems like it would fit the Cabal's doctrine of lightning-fast high tech thievery better than the Paragon which is more of a front-line Battleship.
agreed! Paragon is very different from most other high-tech ships in that it is incredibly slow, but can tank absolutely massive amounts of damage. Odyssey on the other hand would fit with Cabal focus on fast, aggressive ships, and sports-car-inspired ship skins.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: King Alfonzo on September 17, 2018, 05:25:10 PM
They already have one - the IBB Astral with the Tachyon Lance Disco Ball. I am not making that last bit up - it's a slowly spinning drone with seven tachyon lances on it. It is quite literally a perpetual tachyon lance, straight at you, constantly, flux-free, INSIDE a capital ship (so you can snipe it) with the CABAL mod (so it has ridiculous shield efficiency), along with entire wings of Wasps, EACH armed with a light phase lance.

It's as terrifying as it sounds.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Retry on September 17, 2018, 05:36:03 PM
They already have one - the IBB Astral with the Tachyon Lance Disco Ball.
Astrals aren't Paragons, though.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: A Random Jolteon on September 17, 2018, 08:58:50 PM
They already have one - the IBB Astral with the Tachyon Lance Disco Ball. I am not making that last bit up - it's a slowly spinning drone with seven tachyon lances on it. It is quite literally a perpetual tachyon lance, straight at you, constantly, flux-free, INSIDE a capital ship (so you can snipe it) with the CABAL mod (so it has ridiculous shield efficiency), along with entire wings of Wasps, EACH armed with a light phase lance.

It's as terrifying as it sounds.
...I regret coming onto this page just before I sleep. ;-;
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: DrakonST on November 20, 2018, 02:49:22 PM
"Path when?"
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Deshara on November 20, 2018, 09:06:44 PM
update when? I need a Cabal Shrike and I need it bad.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: DrakonST on November 20, 2018, 09:36:28 PM
Shrike? Pfff, i need "Infernus" blueprint! And moar pirates, moar red, moar DAKKKAAA!!!
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Delta7 on December 25, 2018, 07:33:08 PM
Update, plz
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: cjuicy on December 28, 2018, 12:49:14 AM
Update, plz
Asking ain't gonna speed things up. Work is still being done for the main SWP pack, and both Dyna and Underworld have seen a cursory look at most. Please have patience guys, 0.9 has only been out for about 2 months.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Drone_Fragger on December 28, 2018, 04:31:44 AM
Indeed, and updates take time. I'd rather have a quality mod than something rushed and broken. That just gives the mod a bad name.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: travhill20 on December 29, 2018, 04:29:27 PM
This mod has beautiful ships and adds nice flavor. Looking forward to an update when it is ready.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Nikopol on December 30, 2018, 06:56:30 AM
I write this a year later, but this is by far the best mod for me. I love to play as a pirate and also I like to kill them. Usually, when downloading a mod I have to remove stuff I don't like, like ships out of content and so on. Here every ship has a purpose, everything works like well oiled machine. Well done!
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Delta7 on December 30, 2018, 11:01:14 AM
A well oiled rusted machine
I love it
Title: [0.9a] Underworld 1.3.0
Post by: Dark.Revenant on January 12, 2019, 10:55:23 PM
My nightmare ends, and yours begins...

(https://i.imgur.com/i7khyEb.png)

Download Underworld 1.3.0 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.3.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.3.0.7z)
(Requires LazyLib 2.4b (http://fractalsoftworks.com/forum/index.php?topic=5444.0)) (Updated!)
(Requires GraphicsLib 1.3.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.8.4z2 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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

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



Change Log
Version 1.3.0
- Removed Pillage event
- Predator and Predator-X flux capacity reduced to 2200 from 2500
- Stalker top speed reduced to 45 from 50, reduced deceleration
- Renegade shield efficiency nerfed to 1.4 from 1, but increased flux capacity to 18,000 from 16,000
- Boar shield efficiency buffed to 1 from 1.2
- Removed all (D) skins
- Scythe now has a normal phase cloak
- Infernus' built-in wings are now both borers
- Added a fancy trail for the Prototype Gauss Cannon
- Infernus now uses the Burn Drive system
- Dramatically reduced the number of preset variants
- Reworked nearly every remaining preset variant
- Fixed/standardized file and ID prefixes
- You can now buy the Cabal Blueprint Package at the Cabal Exchange... if Cooperative with them
- Cabal Exchange fee and tariff now depends on wealth, income, and relationship level
- Cabal Exchange will refuse to sell certain ships if you don't have enough money
- Reworked a whole bunch of descriptions
- Works in Starsector 0.9a
Title: Re: [0.9a] Underworld 1.3.0
Post by: Alphascrub on January 13, 2019, 12:06:34 AM
Awesome just a few more mod releases and I'll be ready for fully modded 9.0 play-through. Thanks for all your hard work Dark.Revenant your mods really help take SS to whole other level.
Title: Re: [0.9a] Underworld 1.3.0
Post by: FreedomFighter on January 13, 2019, 12:53:01 AM
Game doesn't feel the same without these numnut tackling you in hyperspace and blasting loud music into your intercom.
Title: [0.9a] Underworld 1.3.0b (Hotfix!)
Post by: Dark.Revenant on January 13, 2019, 02:51:38 AM
Extremely important crash fix!

Download Underworld 1.3.0b (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.3.0b.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.3.0b.7z)
(Requires LazyLib 2.4b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.3.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.8.4z2 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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

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



Change Log
Version 1.3.0b
- Emergency Cabal-related crash hotfix
Title: Re: [0.9a] Underworld 1.3.0
Post by: grinningsphinx on January 14, 2019, 12:48:12 PM
Game doesn't feel the same without these numnut tackling you in hyperspace and blasting loud music into your intercom.

I made em eat base!

https://www.youtube.com/watch?v=gI8aSJBC9u0&t=1s      9:30
Title: Re: [0.9a] Underworld 1.3.0b
Post by: zeno0010 on January 20, 2019, 01:21:48 PM
Aight i got the cabal to friendship status: cooperative, but they wont sell me things in the market anymore. Everything is redded out and says that i require " paid access"

Id attach a picture, but the upload folders full

Title: Re: [0.9a] Underworld 1.3.0b
Post by: Shad on February 01, 2019, 08:58:25 AM
I noticed I'm not getting any procgen person bounties on the Cabal. Those were a thing in 0.8. Have they been removed or am I just unlucky?
Title: Re: [0.9a] Underworld 1.3.0b
Post by: Wyvern on February 01, 2019, 09:14:19 AM
...Okay, so I've finally found one thing the Cabal can demand that makes me really upset with them: they came flying along and demanded I hand over my flagship.  Can they please not do that?
Title: Re: [0.9a] Underworld 1.3.0b
Post by: HELMUT on February 01, 2019, 09:33:29 AM
that makes me really upset

Sounds like it's working as intended.

What's the real problem with it though? The Cabal always have been trying to steal the player's most precious stuff. In your exemple it doesn't seems all that different from usual. And it's not like you can't fight or run.
Title: Re: [0.9a] Underworld 1.3.0b
Post by: Wyvern on February 01, 2019, 09:42:42 AM
...Demanding the player's flagship is on a whole other level from demanding, well, literally -anything else- in the player's fleet.  It's just rude.  (I'm also not pleased with their ability to strip weapons off the player's flagship, but that's a somewhat lesser sin.)
Title: Re: [0.9a] Underworld 1.3.0b
Post by: SCC on February 01, 2019, 12:36:39 PM
They really are a bunch of ***. That's the point.
Title: Re: [0.9a] Underworld 1.3.0b
Post by: Wyvern on February 01, 2019, 01:50:07 PM
And it's not like you can't fight or run.
Oh, yes.  Let me just run a retreat scenario against this swarm of tempests and phase ships with my...

*checks fleet*

...Two destroyers and three frigates plus a few effectively-unarmed civilian vessels?  This seems like it will be very effective and an excellent use of my time compared to, say, simply reloading the last save.
They really are a bunch of ***. That's the point.
Funny, I thought the point was to make pirates that were actually -pirates- and looking to make a profit, rather than vanilla's suicidal anarchists who just want to fight you to the death.  Maybe I'm wrong here?

Regardless of your opinions, I'm still suggesting having them leave the player's flagship alone.
Title: Re: [0.9a] Underworld 1.3.0b
Post by: Katsumi on February 01, 2019, 02:46:42 PM
With salvaging or mod-added super secret stuff, it's entirely possible that the player's flagship might be something completely irreplaceable and unmanufacturable, like the Legacy of Arkgneisis champion. I can see why taking something away that you can never, ever legitimately get back might ruffle people's feathers.
Title: Re: [0.9a] Underworld 1.3.0b
Post by: Hussar on February 01, 2019, 03:23:50 PM
Regardless of your opinions, I'm still suggesting having them leave the player's flagship alone.

I agree, as it is an literal insult when they demand a fully decked out Paragon for meager two or three points of reputation  :o
Title: Re: [0.9a] Underworld 1.3.0b
Post by: Troika on February 01, 2019, 03:24:27 PM
Any chance of a Starlight capital ship sometime?
Title: Re: [0.9a] Underworld 1.3.0b
Post by: Shad on February 01, 2019, 03:34:31 PM
Any chance of a Starlight capital ship sometime?
The question is: what? A starlight Paragon/Astral/Chronos will be broken OP. Maybe an Odyssey?
Title: Re: [0.9a] Underworld 1.3.0b
Post by: solardawning on February 01, 2019, 03:35:30 PM
"Starlight Odyssey" sounds JRPG as all heck.

...But I like it.
Title: Re: [0.9a] Underworld 1.3.0b
Post by: Wyvern on February 01, 2019, 03:45:15 PM
They've got one, actually!  There's a Starlight Astral as an IBB bounty.  (Admittedly, I haven't gotten to it in 0.9 yet, but I assume it's still there.)
Title: Re: [0.9a] Underworld 1.3.0b
Post by: Shad on February 01, 2019, 03:57:34 PM
They've got one, actually!  There's a Starlight Astral as an IBB bounty.  (Admittedly, I haven't gotten to it in 0.9 yet, but I assume it's still there.)
IIRC, it's not a true "Stralight" ship, it's unique variant (different loadout, deployment points etc.). The "true" stralight ships are like XIV battlegroup/Lion's guard/6B in that they are straight up upgrades without any extra deployment points).
Title: Re: [0.9a] Underworld 1.3.0b
Post by: Blothorn on February 01, 2019, 04:20:50 PM
I don't think avoiding the player's flagship addresses the concern--I quite often am not piloting the most valuable ship in my fleet in favor of something less boring or with a better return on tactical skill (or conversely a lower return on twitch skills).

That said, I haven't had a problem with them except when they jump me in the very early game before I have acquired combat ships. However, I think the cost/benefit of being friendly with them doesn't make sense--being hostile provides a steady supply of desirable free ships, while pursuing friendship involves potentially considerable costs that won't pay back until the game is more or less won.
Title: [0.9a] Underworld 1.3.1
Post by: Dark.Revenant on February 02, 2019, 11:42:18 AM
Various tweaks to the Cabal.  But they'll still take your flagship!

Download Underworld 1.3.1 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.3.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.3.1.7z)
(Requires LazyLib 2.4b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.3.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.9c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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

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



Change Log
Version 1.3.1
- Biased Cabal fleet sizes to be smaller on average
- Made Cabal fleet aggression triggering range shorter
- Adjusted negative reputation impact from refusing Cabal extortion
- Revised Cabal spawning behavior, should be in-system more often and avoid crazy build-up
- Fixed Cabal submarket access behavior when the player is Friendly or Cooperative
- Vesperon Combine whitelist
Title: Re: [0.9a] Underworld 1.3.1
Post by: FreedomFighter on February 02, 2019, 12:02:23 PM
Various tweaks to the Cabal.  But they'll still take your flagship!

No one seizes my flagship like Cabal did.
Title: Re: [0.9a] Underworld 1.3.1
Post by: Wyvern on February 02, 2019, 12:26:01 PM
Various tweaks to the Cabal.  But they'll still take your flagship!
No.  No they will not.  (They may try, but that's a situation where I'm perfectly happy to blow them up, reload the game, or otherwise take whatever action is needed to make that not happen.)

That aside, yay bug-fixes!  I actually haven't seen them generate unreasonably large or numerous fleets... though I suppose that could be something that happens in Nexerelin more than otherwise?
Title: Re: [0.9a] Underworld 1.3.0b
Post by: Shad on February 03, 2019, 01:56:32 PM
Will bump my earlier question. Does anyone see procgen person bounties on the Cabal?
Title: Re: [0.9a] Underworld 1.3.1
Post by: Hussar on February 03, 2019, 02:52:20 PM
(They may try, but that's a situation where I'm perfectly happy to blow them up, reload the game, or otherwise take whatever action is needed to make that not happen.)

Quickload usually ends with them asking for money. Something I'm happy to oblige when I float on money.

Strangely it had paid out, though only at welcoming rep - I've snatched a Paragon from their market. That makes my second one I have, waiting patiently for me to call upon it to take down a remnant station or something. Since it sits at my capital with a star fortress, I guess it makes for system defense flagship :P

Only drawback - it ain't pink & flashy!
Title: Re: [0.9a] Underworld 1.3.1
Post by: Ali on February 09, 2019, 11:23:10 AM
Many thanks - this mod is making my pirate playthrough alotta fun!! Jus wish pirates were as well supported campaign wise as much as the other factions!!  :-\

Don't know if it'd be possible to add a "pirate commission"? prevent pirates from reducing stability when i'm aligned with them? Have pirate friendly bounties?

Is it tricky to add mounts to a ship? the infernus does seem a little short?

Wish she was a little more "fearsome"!! More mounts similar to barbarian & dragon ( masterpieces!! )  ;D

Maybe there's a "mod" version of the infernus out there in hyperspace somewhere!!  ;D  

Title: Re: [0.9a] Underworld 1.3.1
Post by: Troika on February 16, 2019, 11:26:59 AM
I kind of feel like the Dragon and Renegade should swap their systems (and possibly also their top speeds) . Fast racks is a poor fit for a ship that has just two med missile hardpoints, whereas the Renegade has a large missile slot that can take better advantage. '

e: Also why is Renegade's shield worse than a makeshift shield generator?
Title: Re: [0.9a] Underworld 1.3.1
Post by: MesoTroniK on February 16, 2019, 07:30:58 PM
I kind of feel like the Dragon and Renegade should swap their systems (and possibly also their top speeds) . Fast racks is a poor fit for a ship that has just two med missile hardpoints, whereas the Renegade has a large missile slot that can take better advantage. '
The Dragon and Renegade are both well turned and at the power level they should be. And actually Fast Racks is amazing on the Dragon because those two med missile "hardpoints" are actually turrets! This allows it to quickly fire off torpedo volleys etc until the system charges run dry then return to facing head on at the target while having more targeting flexibility for unguided missile weapons in general :)

e: Also why is Renegade's shield worse than a makeshift shield generator?
Balance, the ship is powerful enough. This feeds back into the some parts of the same reasoning for what the ship systems are on each ship.
Title: Re: [0.9a] Underworld 1.3.1
Post by: Troika on February 17, 2019, 03:57:06 AM
The Dragon has three large ballistics slots and doesn't really have an anti-armor firepower problem. The Renegade has one large ballistic slot and a large missile slot, and kind of struggles due to it's asymmetric weapons layout. It -can- work on the battlefield but currently isn't terribly efficient at any particular role.
Title: Re: [0.9a] Underworld 1.3.1
Post by: Drone_Fragger on February 17, 2019, 05:01:39 AM
Dragons are great because they can slam sabot pods into ships repeatedly till they overload then use 2 x hellbore or 2 x HAG to just destroy them completely. fill every other slot with LAG and regular dual autocannons too so it can basically zone anything smaller than itself out with waves of firepower.
Title: Re: [0.9a] Underworld 1.3.1
Post by: Dostya on February 17, 2019, 11:06:12 AM
Doing a playthrough with Nex, and Arigato in the Styx system with that respawning Dickerson fleet doesn't allow invasions. It does, however, let you raid it into decivilizing to allow easy exploitation of the vast ruin planet below it. AFAIK after decivilizing the fleet stops spawning too. I'm not sure if either of these is a bug, but if one isn't supposed to work then probably neither should the other.
Title: Re: [0.9a] Underworld 1.3.1
Post by: Dark.Revenant on February 17, 2019, 12:45:38 PM
That's more-or-less intentional, yeah.
Title: Re: [0.9a] Underworld 1.3.1
Post by: Serenitis on March 09, 2019, 03:11:56 AM
The Cabal are possibly the finest antagonists I have faced in any game for quite a while. While it is common to face opposed forces/characters, they are frequently just an objective that must be overcome to progress.
But the Cabal are such unrepentant dicks I have found it virtually impossible to not dislike them in an almost visceral manner. Not only will they demand everything of value you own in order to ingratiate yourself to them while they blast you with obnoxious noise, the final, awful insult comes when you finally get access to thier special super-secret club shops and find.... An incredibly underwhelming array of mediocre things at vastly marked up prices.
I always found it a better use of time (and it feels much more satisfying) to just punch them right in thier smug faces and take whatever is left.

Every time I encounter them and they start making ridiculous demands I think "They can rut off immediately and forever."
They are amazing and I hate them. Good job D.R
Title: Re: [0.9a] Underworld 1.3.1
Post by: Shad on March 09, 2019, 05:04:30 AM
I wish the Cabal remained a threat past early-game. Regular pirates have bases, raids, high end bounties, (and revenge fleets in Nex). Cabal, you may see a some roaming fleets, and that's it. Once your fleet is big enough, the Cabal just run for it.
Title: Re: [0.9a] Underworld 1.3.1
Post by: pairedeciseaux on March 24, 2019, 02:42:14 PM
I encountered a non-crashing null pointer exception in my current modded game. This is a Nexerelin random sector, playing as Tri-Tachyon. I believe it is a bug in version 1.3.1 of the Underworld mod, related to a change a Cabal donation/extortion mecanism.

Symptoms, part 1:

Spoiler
In my home system a friendly Cabal fleet came in to ask for a contribution, I refused, NullPointerException, and IIRC no reputation change. Here is a transcript:

You're being hailed by the Cabal fleet.

A triangular symbol appears on the comms-line. "That
is an excellent fleet in your employ, Nil Michael. I hope
you will continue on the Starlight Path by graciously
donating the TTS Baku to a greater cause."

Refuse to give

NullPointerException: null

"It is disappointing to hear that, Nil Michael."

The Cabal shepherd angrily cuts the connection.


Excerpt from the log file:

1919884 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with Tri-Tachyon for a rep change (371721.66, 0.11940003)
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Seen credit value of 515284.0
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated cargo value of 490792.0
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated loose weapons value of 0.0
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated loose fighters value of 0.0
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated ships value of 1511437.5
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Seen monthly profit of 0.0
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Evaluated net worth at 2517513.5
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Targeting extortion value at 957918.94
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Evaluated player power level of 52.0
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Tithe extortion method at weight 0.6538266
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated biggest cargo stack value of 126825.0
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Cargo extortion method at weight 0.36386314
1923146 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated best weapon fanciness of 37.94733
1923146 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Weapon extortion method at weight 0.14073795
1923146 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated best fighter fanciness of 37.94733
1923146 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Fighter extortion method at weight 0.18169191
1923146 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated best ship value of 45800.0
1923146 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Ship extortion method at weight 0.054664876
1924451 [Thread-11] INFO  sound.public  - Creating streaming player for music with id [cabal_neutral_friendly.ogg]
1924451 [Thread-11] INFO  sound.OooO  - Playing music with id [cabal_neutral_friendly.ogg]
1974615 [Thread-5] WARN  com.fs.starfarer.campaign.rules.oOOO  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.UW_AdjustRepCustom: null
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.rulecmd.UW_AdjustRepCustom.execute(UW_AdjustRepCustom.java:28)
   at com.fs.starfarer.campaign.rules.oOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:176)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:208)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:768)
   at com.fs.starfarer.ui.newui.ooOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.int.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(Thread.java:745)
2003964 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel  - Created SurveyPlanetMissionIntel: Zeta Xanthe Che II, faction: Coalition
2004132 [Thread-5] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Diplomacy brain for pirates considering options
2004942 [Thread-9] INFO  sound.public  - Cleaning up music with id [cabal_neutral_friendly.ogg]
2005236 [Thread-11] INFO  sound.OooO  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
[close]

Symptoms, part 2:

Spoiler
Later in the same game, it happened again - with the same outcome:

You're being hailed by the Cabal fleet.

A triangular symbol appears on the comms-line.
"You've got some valuable cargo, Nil Michael. Maybe
you can be convinced to continue on the Starlight Path
by donating 480 units of marines."

Refuse to give

NullPointerException: null

"It is disappointing to hear that, Nil Michael."

The Cabal high seer angrily cuts the connection.

Log:

3843555 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel  - Created SurveyPlanetMissionIntel: Beta Saleronos X, faction: Coalition
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Seen credit value of 628532.0
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated cargo value of 1421239.0
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated loose weapons value of 265844.0
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated loose fighters value of 265200.0
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated ships value of 2392812.5
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Seen monthly profit of 75608.5
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Evaluated net worth at 5049236.0
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Targeting extortion value at 1956506.1
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Evaluated player power level of 102.0
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Tithe extortion method at weight 0.64074427
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated biggest cargo stack value of 417004.0
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Cargo extortion method at weight 0.36101854
3843687 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated best weapon fanciness of 101.82337
3843687 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Weapon extortion method at weight 0.16131254
3843687 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated best fighter fanciness of 101.82337
3843687 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Fighter extortion method at weight 0.16613315
3843687 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated best ship value of 79400.0
3843687 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Ship extortion method at weight 0.050362773
3844778 [Thread-11] INFO  sound.public  - Creating streaming player for music with id [cabal_neutral_friendly.ogg]
3844778 [Thread-11] INFO  sound.OooO  - Playing music with id [cabal_neutral_friendly.ogg]
3853955 [Thread-5] WARN  com.fs.starfarer.campaign.rules.oOOO  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.UW_AdjustRepCustom: null
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.rulecmd.UW_AdjustRepCustom.execute(UW_AdjustRepCustom.java:28)
   at com.fs.starfarer.campaign.rules.oOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:176)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:208)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:768)
   at com.fs.starfarer.ui.newui.ooOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.int.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(Thread.java:745)
3880098 [Thread-9] INFO  sound.public  - Cleaning up music with id [cabal_neutral_friendly.ogg]
3880391 [Thread-11] INFO  sound.OooO  - Playing music with id [campaign_music_part_2_v28.ogg]
3881918 [Thread-5] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Diplomacy brain for sindrian_diktat considering options
[close]

Cause (99% sure):

Spoiler
There is a typo in various Java source files,

    memoryMap.get(MemKeys.LOCAL).set("$Cabal_repBegImpact", repNegImpact, 0);

should be

    memoryMap.get(MemKeys.LOCAL).set("$Cabal_repNegImpact", repNegImpact, 0);
[close]

By the way "donating 480 units of marines" and having marines being considered as mere cargo doesn't sound right. I see the script has special dialog branches for fuel and supplies. Would it be possible to use a similar approach for marines (and maybe crew) to solve this? It looks like it could be a lot of work, and I'm not even sure the Starlight Cabal seeks donation-extortion of crew/marines. They aren't slavers aren't they? Maybe (if possible) just exclude marines and crew from the cargo calc logic? What do you think ?

Anyway I had as much fun reading the available dialogs in the rules.csv file as playing, well done. :D  Makes me think I should try as least once going through the Starlight Path.
Title: Re: [0.9a] Underworld 1.3.1
Post by: Dark.Revenant on March 28, 2019, 05:22:38 PM
Marines apparently count as commodities, so they need a special exception.  There are probably a bunch of human “commodities” in other mods, too, so it’s not like there’s an easy fix for it in general.

As for the typo: thanks for the catch; I’ll fix it in the next version.  It shouldn’t really impact the game much, either way.
Title: [0.9.1a] Underworld 1.3.2
Post by: Dark.Revenant on May 17, 2019, 03:55:21 PM
Now supports 0.9.1a!  Also, addresses a number of pending issues.

Download Underworld 1.3.2 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.3.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.3.2.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.9.1e (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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

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



Change Log
Version 1.3.2:
- Updated for Starsector 0.9.1a
- Various minor updates to bring in line with the new Starsector version
- Updated ship prices
- Increased Renegade flux capacity to 20,000 from 18,000
- Increased Renegade top speed to 40 from 35, improved accel/decel/turning
- Cabal commanders can now be found with Loadout Design skill
- Fixed Cabal-related non-CTD NPE
- Fixed Cabal taking marine slaves...
Title: [0.9.1a] Underworld 1.3.3
Post by: Dark.Revenant on June 28, 2019, 08:44:07 PM
Thanks to King Alfonzo, the Cabal are even more dangerous than they were previously...

(https://i.imgur.com/NlTX3a8.png)

Download Underworld 1.3.3 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.3.3.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.3.3.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.9.2 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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

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



Change Log
Version 1.3.3:
- Fixed extorting own faction fleets
- Added Starlight Shrike
- Enhanced each Starlight skin...
Title: Re: [0.9.1a] Underworld 1.3.3
Post by: Vayra on June 28, 2019, 08:51:00 PM
If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

 ???
Title: Re: [0.9.1a] Underworld 1.3.3
Post by: Dark.Revenant on June 28, 2019, 09:05:50 PM
Presumably it *could* be updated.  In ten thousand years.
Title: Re: [0.9.1a] Underworld 1.3.3
Post by: Histidine on July 08, 2019, 05:11:06 AM
Do others feel that Cabal fleets feel too rare now?
I think I've seen an average of <=2 per cycle in my last game (10 cycles). And in that game and IIRC the last one as well, I never had a fleet I couldn't evade before I reached the point where my fleet is so big it scares all the Cabal tax collectors away. Well, not getting ganked by random elite-tier enemies in the early game is good, but I'm annoyed by the fact that I am effectively locked out of the Cabal submarket permanently because I have no source of reputation gain (at least without doing deliberately gamey things like scaling down to a couple of frigates and going to look for Cabaleros to pick on me).

Actually, that last one is annoying enough that I feel like coding a bar event where you can gain Cabal rep, through stuff involving gambling and drugs.
Title: Re: [0.9.1a] Underworld 1.3.3
Post by: Shad on July 08, 2019, 09:51:04 AM
I noticed this too. Cabal fleets are extremely rare, even with the devmode radar you can see they are just not there.

In 0.8, I would have seen cruiser-grade fleets with those sweet Starlight Auroras, and even the occasional auto-generated bounty with value over 1 million+.
Title: Re: [0.9.1a] Underworld 1.3.3
Post by: Alphascrub on July 09, 2019, 12:32:13 AM
I can also can confirm fleets seem a bit more rare now. I've only seen a few and most are maybe 10 ships or less nothing bigger than a medusa.  Mine however might be related to large sector like around 22 modded factions + the vanillas, so I see tons of factions.
Title: Re: [0.9.1a] Underworld 1.3.3
Post by: namad on July 09, 2019, 01:34:36 AM
Do others feel that Cabal fleets feel too rare now?
I think I've seen an average of <=2 per cycle in my last game (10 cycles). And in that game and IIRC the last one as well, I never had a fleet I couldn't evade before I reached the point where my fleet is so big it scares all the Cabal tax collectors away. Well, not getting ganked by random elite-tier enemies in the early game is good, but I'm annoyed by the fact that I am effectively locked out of the Cabal submarket permanently because I have no source of reputation gain (at least without doing deliberately gamey things like scaling down to a couple of frigates and going to look for Cabaleros to pick on me).

Actually, that last one is annoying enough that I feel like coding a bar event where you can gain Cabal rep, through stuff involving gambling and drugs.


Yes I've seen them as too rare now. HOWEVER I am not sure they're ACTUALLY too rare. Why? Because I've seen a lot of them dying. If they're dying that means maybe enough are spawning but they just die before you see them. One thing I've noticed is that sometimes these small starlight fleets have non-starlight logistics ships that vastly slow down their fleet, which might result in them dying more easily. I also haven't seen any/many powerful starlight fleets, more just weaker ones, but again, are they spawning weaker? or are they just getting into more combat's than they used to. IMO it's probably the latter.

I think what starlight needs is improved burn speed (which you'd get by say preventing any logistics ships with 8 base burn speed from spawning in their fleets)... You might know better than me. I also haven't seen any starlight auroras and I have weirdly seen quite a few small all frigate+logistics starlight fleets.




edit: maybe i'm wrong.... I just saw a starlight fleet with an aurora, burn speed 9, but it's engaged in battle against a large mercenary fleet with a vindicator and max burn speed 7. It's going to kill the starlight fleet, and the starlight fleet was much faster. So I think starlight fleet's aren't too slow to run from big ai fleets.... but the starlight fleets might be attacking slash trying to extort money from gigantic ai fleets and getting themselves killed?

I waited and watched the cabal lose, they left the battle with 2 ships down from their starting 8 or so. One problem with the starlight constantly getting into fights is that... afterwards they refuse to try and extort me because their fleet is pathetic.... another reason more starlight cabal fleets don't spawn is maybe because the total number of starlight cabal fleets has a maximum number? but if they're all constantly fighting and getting whittled down to 1or2 ships.... that means you end up filling that maximum limit full of worthless garbage fleets with 1or2 super fast ships in each... these fleets constantly fleeing from everything and preventing new full force fleets from spawning?
Title: Re: [0.9.1a] Underworld 1.3.3
Post by: crawlers on July 11, 2019, 07:01:02 AM
Could you add some capital ships to the cabal?  I remember they once had a version of the astral that was significantly stronger with some kind of strange drone with a bunch of tachyon lances.  Could they also get the ability to spawn large fleets to take on other factions' fleets?  At the moment, they are not very relevant in the late game.

I also feel that their fleets are rare, and even when I do see them, they tend to be really weak.
Title: Re: [0.9.1a] Underworld 1.3.3
Post by: Midnight Kitsune on July 11, 2019, 07:10:31 AM
Could you add some capital ships to the cabal?  I remember they once had a version of the astral that was significantly stronger with some kind of strange drone with a bunch of tachyon lances.  Could they also get the ability to spawn large fleets to take on other factions' fleets?  At the moment, they are not very relevant in the late game.

I also feel that their fleets are rare, and even when I do see them, they tend to be really weak.
The Cabal Astral is an IBB IIRC
Title: Re: [0.9.1a] Underworld 1.3.3
Post by: crawlers on July 11, 2019, 08:40:51 AM
The Cabal Astral is an IBB IIRC

Oh, ok.  Could they get some other sort of carrier and some fighters then?  The cabal astral was the only one they had.
Title: Re: [0.9.1a] Underworld 1.3.3
Post by: namad on July 11, 2019, 12:58:01 PM
Cabal fleets can include non-cabal ships, like say an eos. I swear I've seen cabal have a carrier before, although it was bluish and not pink.
Title: Re: [0.9.1a] Underworld 1.3.3
Post by: crawlers on July 11, 2019, 03:13:27 PM
Yeah, their fleets can include non cabal ships (though it does sort of bother me when that is the case).  I was talking about a cabal-modded carrier, fighters, and capital ship, as well as having some heavier fleets so they are relevant in the late-game.
Title: [0.9.1a] Underworld 1.4.0
Post by: Dark.Revenant on July 12, 2019, 02:06:49 PM
Thanks to King Alfonzo, Lloyd, and Tartiflette, the Cabal are yet more dangerous!

(https://i.imgur.com/4iOtmaN.png) (https://i.imgur.com/TrHBWP4.png) (https://i.imgur.com/yeA8t9i.png)

Download Underworld 1.4.0 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.4.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.4.0.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.9.2c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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



Change Log
Version 1.4.0:
- Added Starlight Odyssey
- Added Starlight Eos
- Added Starscream-class Combat Transport
- Cabal Upgrades is now a 50% supply penalty, from 33%
- Adjusted Cabal spawning to have fewer logistics ships (especially for the small fleets)
- Adjusted Cabal spawning to trend much larger over time and with higher player levels
- Cabal fleets will now change factions on-the-fly to avoid difficult situations and hopefully survive longer
- Cabal extortion refusal reputation penalties work now
- Mongrel and Amalgam are now tagged with ALWAYS_PANIC
Title: Re: [0.9.1a] Underworld 1.4.0
Post by: PyroFuzz on July 12, 2019, 04:34:35 PM
Amazing!
Title: Re: [0.9.1a] Underworld 1.4.0
Post by: crawlers on July 21, 2019, 05:59:03 PM
The new additions to the cabal are delightful, and although their fleets are rare, they are at least relevant now. 

Can you add a way to add in new cabal markets, perhaps at least at colonies one owns?  Maybe it will require a high reputation with them like cooperative or something. 
Title: Re: [0.9.1a] Underworld 1.4.0
Post by: Serenitis on August 08, 2019, 03:43:28 PM
I hadn't noticed this until these.... Individuals jumped on me by hiding in plain sight.
Spoiler
(https://i.imgur.com/lbmDEGb.png)
[close]
It's sneaky.
It's underhanded.
It's perfect in every way.
Title: Re: [0.9.1a] Underworld 1.4.0
Post by: Alphascrub on August 08, 2019, 06:08:27 PM
I hadn't noticed this until these.... Individuals jumped on me by hiding in plain sight.
Spoiler
(https://i.imgur.com/lbmDEGb.png)
[close]
It's sneaky.
It's underhanded.
It's perfect in every way.

I quite like the changes and the new Cabal ships. They are without a doubt more threatening now than before much longer (almost gatekeeper from a midgame to lategame threat). The ability for them to switch sides seems to keep the alive longer in hyperspace to. Sometimes the cabal might be at war with one faction but the tri taychon isn't. Least that's how it appears to me.
Title: Re: [0.9.1a] Underworld 1.4.0
Post by: Kwbr on August 14, 2019, 06:43:15 PM
Not sure if this is a stupid question but what's the reason for turning your transponder on near disguised cabal fleets causing instant hostilities with tri-tach?
Title: Re: [0.9.1a] Underworld 1.4.0
Post by: Dark.Revenant on August 14, 2019, 11:47:08 PM
Likely a bug in the way reputation mechanics work in vanilla.  Not sure if there's anything I can do about that.
Title: Re: [0.9.1a] Underworld 1.4.0
Post by: 123nick on August 19, 2019, 01:33:50 PM
any way too disable the cabal? and will the mod still be compatible with nexerelin without the cabal?
Title: Re: [0.9.1a] Underworld 1.4.0
Post by: atreg on August 19, 2019, 01:49:16 PM
any way too disable the cabal? and will the mod still be compatible with nexerelin without the cabal?
Set "starlightCabal" to false in UNDERWORLD_OPTIONS.ini. Cabal isn't needed for Nex compatibility.
Title: [0.9.1a] Underworld 1.4.1
Post by: Dark.Revenant on September 07, 2019, 11:51:52 PM
Thanks to King Alfonzo, Nia, MesoTroniK and the unofficial Starsector Discord community:

(https://i.imgur.com/dNF0Ot9.png) (https://i.imgur.com/B3zr8ys.png) (https://i.imgur.com/41QdHI4.png)

Download Underworld 1.4.1 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.4.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.4.1.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.9.4b (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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



Change Log
Version 1.4.1:
- Dickerson fleets prefer larger ships at higher levels; have more and better officers
- Fixed "loose" enemy fighter wings in Purple Haze mission
- Revolver's main weapon will target missiles if no other targets are in range
- Made Cabal somewhat less aggressive in the early game
- Cabal spawns decrease to near-0 when far from Cabal-influenced or Tri-Tachyon markets
- Tweaked CR/deploy for multiple ships to adjust the cost of full recovery
- New sprites for Euphoria, Starlight Afflictor, and Starlight Wolf
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Botaragno on September 08, 2019, 02:47:27 PM
With the way Pirates seem to spew out endless deathballs of fleets I realise now I'm actually going to have to uninstall this mod.

Every "Strong" pirate fleet is awash with at least 8-10 Dragons and Amalgams and my colonies just cannot hope to build themselves up to withstand that.

Lookit this:

(https://i.imgur.com/BPD8jzL.png)
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Dark.Revenant on September 08, 2019, 05:55:24 PM
This mod doesn’t increase the size of pirate fleets.

Renegades and Amalgams are easier to kill than Atlas Mk2s.

Only about half those ships in the fleet example you posted are actually from this mod.
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: ZeCaptain on September 12, 2019, 01:20:54 AM
I'm surprised there's nothing special when a cabal fleet chases you back to your cache of ships, wherein you triple the size of your fleet, then proceed to chase them across the map and catch them. They still try to extort supplies from you, nothing like "ok ok you got us, take this 'rare item' and let us live!".
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Sinigr on September 12, 2019, 04:05:47 AM
With the way Pirates seem to spew out endless deathballs of fleets I realise now I'm actually going to have to uninstall this mod.

Every "Strong" pirate fleet is awash with at least 8-10 Dragons and Amalgams and my colonies just cannot hope to build themselves up to withstand that.

Lookit this:

(https://i.imgur.com/BPD8jzL.png)
You do not know how to play that game, and you say you are going to have to uninstall this mod, it is so funny.
I play with starfarer+spacer modes, and ai officers in each ship max 29 lvl (enemy is much stronger) and i do not have problems, pirates are weakest fraction as usial. And now my colonies are standing without my help, whitout planetary shields.
Before puting such messages just try to think what is wrong with you, not with mods.
8 x High Command  ;)
(https://i.imgur.com/UEXjJDV.png)
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Augustgrad on September 15, 2019, 02:40:25 PM
With the way Pirates seem to spew out endless deathballs of fleets I realise now I'm actually going to have to uninstall this mod.

Every "Strong" pirate fleet is awash with at least 8-10 Dragons and Amalgams and my colonies just cannot hope to build themselves up to withstand that.
I wouldn't call it a mod's fault for constantly sending out pirate fleets and usually with mods you have to accept there will be imbalance, especially ones that involves additions to enemies like pirates.

Although I do see a point in an content expansion for pirates having more heavier ships being troublesome if you're not used to tough pirates, I'd simply solve this by decreasing the chance they can spawn by lowering their values yourself in:
"mods/underworlds/data/world/factions/default_ship_roles.json"

It seems with all their variants combined both the ships you mentioned can spawn up to a value of 10, which is the default amount for many Starsector ships.
I'd go ahead and lower each value by 2 if you want to see them less for a total spawn chance value of 4 on each ship. An example in the spoiler below which you can then copy and paste or edit the numbers in their respective location.
Spoiler
(Make sure to ctrl-f the ship names to find these! These are under "combatCapital":{ in mods/underworlds/data/world/factions/default_ship_roles.json)
[I also highly recommend Notepad++ to read these easily]

        "uw_amalgam_arm":1,
        "uw_amalgam_ass":1,
        "uw_amalgam_jun":2,

        "uw_dragon_bra":1,
        "uw_dragon_eli":1,
        "uw_dragon_sta":2,
[close]
Remember that you can do this to any ships in that file and other mods, but do note however that by decreasing their value you will see other types of pirate ships more and won't solve the problem of a constant pirate armada Starsector sends.

You do not know how to play that game, and you say you are going to have to uninstall this mod, it is so funny.
I play with starfarer+spacer modes, and ai officers in each ship max 29 lvl (enemy is much stronger) and i do not have problems, pirates are weakest fraction as usial. And now my colonies are standing without my help, whitout planetary shields.
Before puting such messages just try to think what is wrong with you, not with mods.
8 x High Command  ;)
No need to rudely flex there, everyone's been frustrated by constant piracy, luddic cells, and ai inspections before.
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Nexodas on September 20, 2019, 01:38:09 AM
Hey there! Love the Mod!

Does this mod still require Dynasector? As of this post DynaSector isn't yet compatible with the current game version...should I just refrain from salvaging stuff or...?
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Dark.Revenant on September 20, 2019, 12:41:48 PM
Hey there! Love the Mod!

Does this mod still require Dynasector? As of this post DynaSector isn't yet compatible with the current game version...should I just refrain from salvaging stuff or...?

Dynasector isn’t required.  You can safely ignore it.
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Avallac on September 23, 2019, 10:54:29 PM
Thanks for the mod! I've de-civilized arigato station in hopes of taking it over but ended up only being to colonize roboto separately while everything on the station disappeared. Unfortunately I didn't know this would de-spawn dickersons fleets as I wasn't done destroying them. Is there some way through say, console commands, to re-enable dickerson's fleet functionality back without restoring Arigato, or restore them both if necessary?
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Dark.Revenant on September 23, 2019, 11:47:48 PM
I honestly doubt it.  That's not really a scenario I put much design effort into...  whoops.
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Modo44 on September 24, 2019, 03:02:22 AM
I love the battle barge (4000 fuel capacity because why bring squishy tankers), and the other new pirate ship variants are also pretty nice.

The Cabal seems very OP early on, but becomes a source of "free" high-end ships without having to go to war with anyone. 5 Odysseys in, I thought they would mount a proper punitive expedition to get those back, but no? Is this a Starsector problem, or will the Cabal show up as a faction (pirate or normal)?
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Hague on September 25, 2019, 06:32:37 AM
Thanks for the mod! I've de-civilized arigato station in hopes of taking it over but ended up only being to colonize roboto separately while everything on the station disappeared. Unfortunately I didn't know this would de-spawn dickersons fleets as I wasn't done destroying them. Is there some way through say, console commands, to re-enable dickerson's fleet functionality back without restoring Arigato, or restore them both if necessary?

Decivilized colony stations cannot be restored. Best they can be used for afterward as an abandoned station to store ships and supplies. You have to invade the station markets with Nexerelin in order to capture them yourself.
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Avallac on September 27, 2019, 12:23:26 AM
Thanks for the mod! I've de-civilized arigato station in hopes of taking it over but ended up only being to colonize roboto separately while everything on the station disappeared. Unfortunately I didn't know this would de-spawn dickersons fleets as I wasn't done destroying them. Is there some way through say, console commands, to re-enable dickerson's fleet functionality back without restoring Arigato, or restore them both if necessary?

Decivilized colony stations cannot be restored. Best they can be used for afterward as an abandoned station to store ships and supplies. You have to invade the station markets with Nexerelin in order to capture them yourself.
Arigato station cannot be invaded... Destabilizing it is the only way to get rid of it. I'm only interested in Dickerson's fleet anyway, not the station.
I honestly doubt it.  That's not really a scenario I put much design effort into...  whoops.
Okay np!
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Hrothgar on September 27, 2019, 01:40:34 AM
Dickersons will not spawn if you kill Arigato. So you should pet it and sent nudes anti-unrest packages.
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: xucthclu on November 28, 2019, 01:31:01 AM
Is there a way to get the Underworld ship pack without the Cabal?
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Serenitis on November 28, 2019, 02:00:05 AM
Is there a way to get the Underworld ship pack without the Cabal?
In the mod folder there's an options file. In that you can turn the cabal off.
No idea if the ships would still get randomly generated. I suspect not if the cabal is not present.
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: xucthclu on November 28, 2019, 12:15:56 PM
Thank you. I've got more than enough factions and don't like the way they look, but dig the pirate stuff here

Is there a way to get the Underworld ship pack without the Cabal?
In the mod folder there's an options file. In that you can turn the cabal off.
No idea if the ships would still get randomly generated. I suspect not if the cabal is not present.
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: n3xuiz on December 01, 2019, 07:58:13 PM
am i right that the dickerson fleets are part of this mod? i once saw a twitch streamer defeat the final fleet (infinite dickerson). i am currently at infinite sons of dickerson XI. exactly how many are there?
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Hrothgar on December 02, 2019, 12:39:34 AM
They will go up until you get a fleet where he brag about this being a biggest fleet yet assemble to kick someone's ass. Then they go up in power or not, i am not 100% sure, but overall they can spawn infinitely.
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: n3xuiz on December 02, 2019, 01:43:33 AM
thanks for the quick answer.
they can spawn infinitely.
very nice as they are a great way to farm money in the endgame.
Title: [0.9.1a] Underworld 1.4.2
Post by: Dark.Revenant on December 23, 2019, 02:57:24 PM
Some more sinful pink goodness.

(https://i.imgur.com/s7l8ALV.png)

Download Underworld 1.4.2 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.4.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.4.2.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.9.5h (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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



Change Log
Version 1.4.2:
- Added Starlight Doom
- Added Cabal bar event
- Fixed issue where turning transponder off and on after paying a Cabal shakedown "reveals hostile actions"
Title: Re: [0.9.1a] Underworld 1.4.2
Post by: Muffin_man on January 17, 2020, 04:38:45 PM
Is it just me or does the Death Barge fuel usage seem a little steep? It has a fuel usage of 15/LR which when comparing to other ships seems a little high.

I'm thinking more around 10-12 but want to see what others think of it balance wise. Also out of curiosity anyone use Death Barges in their fleet?
Title: Re: [0.9.1a] Underworld 1.4.2
Post by: Ali on January 18, 2020, 02:05:35 AM
Any additions / more love for the regular pirates planned please!?

More mounts for the infernus or something bigger would be awesome!  ;D
Title: Re: [0.9.1a] Underworld 1.4.2
Post by: sucateer on March 07, 2020, 05:25:48 PM
Any additions / more love for the regular pirates planned please!?
+1
My personal wish is a Torch with a hangar instead of a Medium Universal. Also, thanks for the Predator-X, it's a hell of a pursuer.
Title: Re: [0.9.1a] Underworld 1.4.2
Post by: snicka on April 26, 2020, 11:20:19 AM
Firstly, i've gotta say i really like this mod. It fleshes out the pirate faction, has many other fun, suprising, and usefull additions.

BUT

In order to convey my point, let me refer to another game. Dungeon Crawl Stone Soup. A roguelike, heavily dependent on positioning and movement speed. There is a particular enemy there - a centaur. Shoots from afar, usually faster than player characters, difficult to run from. However, it does not kite, despite being technically able to do so, as it is not programmed to do so. Why? There was an extensive discussion, and testing, overally the results boggled down to this - such a behaviour, while tactically sound for the mob, would make him far to strong, and, most importantly, importantly tedious and unfun to fight against.

Starlight Cabal is a faction of kiting centaurs. Dear lord, never have i despised something so hard in a video game.
Title: Re: [0.9.1a] Underworld 1.4.2
Post by: FAX on April 26, 2020, 04:02:30 PM
Firstly, i've gotta say i really like this mod. It fleshes out the pirate faction, has many other fun, suprising, and usefull additions.

BUT

In order to convey my point, let me refer to another game. Dungeon Crawl Stone Soup. A roguelike, heavily dependent on positioning and movement speed. There is a particular enemy there - a centaur. Shoots from afar, usually faster than player characters, difficult to run from. However, it does not kite, despite being technically able to do so, as it is not programmed to do so. Why? There was an extensive discussion, and testing, overally the results boggled down to this - such a behaviour, while tactically sound for the mob, would make him far to strong, and, most importantly, importantly tedious and unfun to fight against.

Starlight Cabal is a faction of kiting centaurs. Dear lord, never have i despised something so hard in a video game.
Hellow, Im also a fan of underworld's pirate content, especially the Renegade. Amalgam is also interesting for it's special design heh.

Equal to most of my friends playing with this mod, I dont like Starlight Cabal at all for the same reason(maybe plus the pure purple art)

Anyway, "a faction of kiting centaurs" is based on hightech frigate fleet, which act similar in both TriTachy and Cabal. Alex said there will be more aggressive phase ship for AI adjust,it can be really affect to this problem.

But for other hightech frigates like omen or hyperion? Hard to say. ::)
Title: Re: [0.9.1a] Underworld 1.4.2
Post by: Chairman Suryasari on April 26, 2020, 06:20:09 PM
If you want you can disable Cabal on .ini file on the mod folder.
Title: [0.9.1a] Underworld 1.4.3
Post by: Dark.Revenant on July 08, 2020, 07:47:52 PM
Small update, just fixing bugs.

Download Underworld 1.4.3 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.4.3.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.4.3.7z)
(Requires LazyLib 2.4f (http://fractalsoftworks.com/forum/index.php?topic=5444.0)) (Updated!)
(Requires GraphicsLib 1.4.2 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by Nexerelin 0.9.6d (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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



Change Log
Version 1.4.3:
- Shielded Cargo Holds now loosely affects the demands of Cabal extortion attempts
- Fix a rare crash in Cabal fleet AI
- Possible fix for Cabal extortion causing transponder-on hostilities with disguise faction(s)
- Migrated version file to BitBucket
Title: [0.9.1a] Underworld 1.4.4
Post by: Dark.Revenant on July 11, 2020, 12:28:35 AM
Fixing the bug for real this time...

Download Underworld 1.4.4 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.4.4.7z)
Download Mirror (https://drive.google.com/file/d/1AjHunRhVdXz7rb7LiJTQlfm0sQjUm1CH/view?usp=sharing)
(Requires LazyLib 2.4f (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.2 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by Nexerelin 0.9.6d (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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



Change Log
Version 1.4.4:
- Actual fix for Cabal extortion causing transponder-on hostilities with disguise faction(s)
- Some configuration for Vayra's Sector and Starship Legends
Title: Re: [0.9.1a] Underworld 1.4.4
Post by: mora on July 11, 2020, 09:26:54 AM
The Dickersons at Arigato seem to die and go to the next level even if you manage to disengage without killing anything. This happens when another pirate fleet decides to attack you because of its proximity to the station and you disengage. If you come back after a while, the Dickerson's fleet will have a ! on its fleet and say something about killing its predecessor.

EDIT:I forgot to add that I used console commands when testing this. Do they "die" when a battle ends as player victorious?(endcombat command)
Title: Re: [0.9.1a] Underworld 1.4.4
Post by: spengler88 on September 03, 2020, 09:17:36 PM
Hello man, really enjoy your mod, but for some reason since the last time I played, and now, the game seems to really slows down after I attack a cabal fleet, the only mod I'm using now that I wasn't using before is adjusted sector, and set my sector size just to be a little bit bigger than the vanilla game, do you think there could be any problem with that mod? it's only after I fight cabal fleets, not fleets with any of the other ships that come with the mod, thanks in advance
Title: Re: [0.9.1a] Underworld 1.4.4
Post by: mkire on September 22, 2020, 10:07:16 PM
i managed to get cabal relations to positive once, then one of them asked me for something i didn't want to give and i said no.

relations were still good enough that he wasn't hostile, but there's no button for leaving in this situation, so my choices were attack him, ruining relations, or force the game to close and load my game from my last save.
Title: Re: [0.9.1a] Underworld 1.4.4
Post by: Modo44 on September 23, 2020, 01:54:24 AM
This seems to be a Starsector, or maybe Nexerelin issue. Some dialogue options railroad you into "we're friendly, but all I can do is attack" situations.
Title: Re: [0.9.1a] Underworld 1.4.4
Post by: Chairman Suryasari on September 23, 2020, 12:40:08 PM
you can press "esc" to bail out, i thinks it's because how the game code work, even with high reputation they still "ask" you for monetary support, but then again just pres "esc"
Title: Re: [0.9.1a] Underworld 1.4.4
Post by: Troika on September 26, 2020, 04:10:26 PM
I think that there should be a general balance pass on a lot of units in this mod, as they havn't kept up with the times at all. Most notoriously the death barges are not remotely competitive with the Atlas mk II, which can bring a lot more weapons to the field per deployment point and is also not a death trap.

 
Title: [0.9.1a] Underworld 1.4.5
Post by: Dark.Revenant on September 28, 2020, 01:43:22 AM
Maintenance update!

Download Underworld 1.4.5 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.4.5.7z)
Download Mirror (https://drive.google.com/file/d/1kKTfHOq8upq1y8zlVzja1arWxKUkLOpg/view?usp=sharing)
(Requires LazyLib 2.4f (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.3 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by Nexerelin 0.9.7b (http://fractalsoftworks.com/forum/index.php?topic=9175.0) - (Updated!)

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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



Change Log
Version 1.4.5:
- Fixed bug where most battles with Dickerson counts as a Dickerson kill
- Fixed a Cabal dice game having the wrong score requirement
- Made the Infernus rarer
- Some configuration for compatibility with various other mods
- Prevent Cabal from spawning with unnatural sizes if there's somehow a Cabal-owned market somewhere in the sector
- Migrated version file to custom host (sigh)
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: fellabrando on October 03, 2020, 07:22:39 AM
Does this still require dynasector?

Even though dynasector is no longer updated?
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Arcagnello on October 29, 2020, 10:12:58 AM
Does this still require dynasector?

Even though dynasector is no longer updated?

I'm playing with Underworld withouy Dyna's Secotr and I can confirm it works flawlessly :)

P.S: I know I just wrote more or less the same thing in HMI, but I've tested most of the Pirate ships in underworld and it's just a matter of overcoming my procastination and write some feedback about them instead of...you know...playing Starsector :P

Spoiler
Infernus is the True Onslaught
[close]
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Chairman Suryasari on October 29, 2020, 10:25:03 PM
Infernus is nice and dandy untill some Hammered Luddic shoot it down wit Reaper. Still my fav ship for pirate playthrough beside Renegade.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Arcagnello on October 30, 2020, 03:42:07 AM
Infernus is nice and dandy untill some Hammered Luddic shoot it down wit Reaper. Still my fav ship for pirate playthrough beside Renegade.

The only offensive weapons aside from the Infernus Turret are three HVDs, the rest including the two large slots are PD just for that reason. I've also installed advanced turret gyros since I noticed the cannon struggles to turn as it fires and on cool down, the faster it stays on target the more it can keep firing. Also, don't forget about Aux thrusters and Expanded Deck Crew to not regret boosting into the enemy and having a very useful tool against frigades and phase ships!

Edit: I'm also using the Dragon despite the fact that it gets a missile-related ability while at the same time having less missile slots than the original Odissey AND me not even bothering to use them. Can anyone mind explaining me that? I would love for it to get Accellerated Ammo Feeder Instead :P
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: MesoTroniK on October 30, 2020, 02:34:43 PM
The Dragon would be extremely OP if it has Accelerated Ammo Feeder!

Anyways Fast Racks is actually really great on it. It can knock down shields with its guns, and then turn a broadside and fire a prodigious volley of torpedoes, or just spam MRMs etc etc whatever.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Arcagnello on October 30, 2020, 02:59:53 PM
The Dragon would be extremely OP if it has Accelerated Ammo Feeder!

Anyways Fast Racks is actually really great on it. It can knock down shields with its guns, and then turn a broadside and fire a prodigious volley of torpedoes, or just spam MRMs etc etc whatever.

I'll disagree on the first part:

The Dragon's AI is hardcoded into always facing the enemy it prioritizes with its nose due to the downsized single TPC at the front being fixed, meaning only one large ballistic mount (out of 3!) would be focusing on a target while the Accellerated Ammo Feeder is active. It even has no medium ballistic mounts facing directly in front of it, just three small ones you're inevitably going to use for PD.

Hell, even with non-vanilla weapons like the Balor Smartgun (from Legio Infernalis) making it able to shoot the front enemy with two large ballistics (it's got very bad flux-damage efficiency but the shell it fires has low tracking capabilities to compensate) the ship still struggles in the damage department.

Fast Missile racks on the Dragon gives me the same exact feeling I would experience if Alex&colleagues got drugged out of their minds while on a Raging Lockdown Zoom Bender and gave High Energy Focus to the Eagle instead of its Manouvering Jets (If you're reading this Alex, I'm sorry, it was the first comparison that came into my head for some reason). It's "ok" but it misses the point of the whole ship as far as I'm concerned. The Dragon is already really tight on ordinance points (stock 250, 275 with skills) if you actually want the two fighter bays to do anything remotely impactful, giving it an ability that would make its inefficient weapon arrangements somewhat effective for a short amount of time would be swell.

The Atlas Mk.II has Accellerated Ammo Feeder for Ludd's sake! And that thing can get double gauss/hurricane MIRV working!!

P.S: You know, even giving it a downgraded version of the Odyssey's plasma jets that recharges faster instead would really do wonders. Manouvering Jets would probably fit it even better since it does not broadside like its non-bootleg stepbrother and something that only boosts it forward would really screw with its already poor survivablity, being one third carrier and all that.

Edit: oh would you look at that, I forgot about the rest of your post entirely and only focused on that specific part that triggered my spaghetti feelings. Very Italian of me, I know.

The dragon setup I am using right now has two heavy fighters+expanded deck crew, the most long-ish range, most DPS itensive kinetic weapon I could find across my modded campaign since it's the one weapon it's going to be shooting most of the time (Arteria Heavy Railgun from The Great Houses, 26 OP, 1k range, fast fire rate, basically a premium version heavy autocannon on most aspects), a Balor Smartgun from LI right behind that and general PD everywhere else. I also managed to cram PDAI, ITU and Hardened shields while I was there. It has no flux capacitors so it can get overwhelmed really fast but it's mobile enough to fend for itself most of the time.

I've found any OP investments in missiles to even use the special skill to cripple it way too much anywhere else, so I did not bother even installing any:
-use Sabots and it's going to want to get close and get murdered
-use Salamanders and they're not going to be useful against the ships the Dragon struggles most (actual combat carriers/battlecruisers and not a combined bastardization of the two like itself)
-use Harpoons and the Dragon is going to spam them on the first frigade it overloads with the railgun and they would be reduntant considering I've got a large HE weapon already installed
-use fancy stuff like the Karion Seeker from the Great houses to waste 30FP in a virtually zero damage EMP gimmick just to have the enemy eat it, walk up to you anyway and blast you to kingdom come

Edit: I edited this reply way more than I should have.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Retry on October 30, 2020, 05:39:08 PM
From fielding the Dragon somewhat, I'm somewhat skeptical that AAF would transform the machine into a slayer of fleets.  At worst I'd roughly guesstimate it'd be slightly overtuned, but I'd expect overall average performance due to general limitations in flux, OP, and turret firing arcs.  Also I'm way too busy/lazy/uninterested to actually test that change like I did with the Gladius a month ago

(Slight irrelevant nitpick with Arca's argument though, Odyssey has Plasma Burn since 0.9, not Plasma Jets)

I don't find the Dragon's current implementation to be a problem, though.  Not everything's gotta be top grade after all, especially pirate equipment.  I'm personally quite happy to blow up 'em all sky-high and take their ever-lovely Stalker escorts as salvage for my next deep-space expedition.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Arcagnello on November 01, 2020, 09:07:03 AM
From fielding the Dragon somewhat, I'm somewhat skeptical that AAF would transform the machine into a slayer of fleets.  At worst I'd roughly guesstimate it'd be slightly overtuned, but I'd expect overall average performance due to general limitations in flux, OP, and turret firing arcs.  Also I'm way too busy/lazy/uninterested to actually test that change like I did with the Gladius a month ago

(Slight irrelevant nitpick with Arca's argument though, Odyssey has Plasma Burn since 0.9, not Plasma Jets)

I don't find the Dragon's current implementation to be a problem, though.  Not everything's gotta be top grade after all, especially pirate equipment.  I'm personally quite happy to blow up 'em all sky-high and take their ever-lovely Stalker escorts as salvage for my next deep-space expedition.

Pardon for the late reply, I've had some busy days!

The Dragon actually has a pretty nice flux dissipation, I was positively surprised by it the first time I tried it, the problem is (as you just said) that it's really hard for it to use all of its large kinetic weapon mounts unless you resort to very flux inefficient tracking/AOE weapons from other mods like the Balor Smartgun (Legio Infernalis) or the Shockweb Canister (Kadur Remnant)

Ah, I knew there was something wrong in the way I called the Odissey's special ability, but I was at bed and too tired to get up and check what the exact name was :P

Well, more or less every other ship from this mod has better "pound-for-pound" performance than the Dragon not because they've got more mounts or better weapon arcs, but because they all have a special ability that directly benefits their playstyle (I'll list the ones most on my mind):


1)Stalker is an up-gunned kinetic version of the Apogee and while it sacrifices the front facing large slot it retains the large missile mount, gets a plethora of new ballistic mounts, obtains a built-in Revolver wing (wich I love by the way) and even recieves the coveted Accellerated Ammo Feeder

2) Barbarian is an oddly shaped frontsider basically begging you to be overridden but that can also play as a broadsider using railguns (you'll have to skip installing PDAI for it to work) effectively being able to keep pressuring faster ships with its Burn Drive

3)Boar is a great alternative to the Falcon P when it comes to vomiting missiles but is actually a bit more durable and sacrifices the latter's agility for better chasing capabilities thanks to its Burn Drive

4)Infernus is a barely mobile array of TPCs slapped on a destroyer-sized turret with the slowest in-combat speed of any vessel (stock speed is 20 I think) and a hull rotation speed comparable to a low tech battlestation but that gets the option of a burn drive to quickly close the distance with the enemy. A bit off topic but I think the burn drive on this behemoth does not result in the ship getting a flameout even if I ram really big allies/opponents with it. Is it intended?

5)Torch more or less is a miniature Conquest with a makeshift shield generator + extended shield and offensive weapons (heavy mortar + railguns) on one side. It brings quite the heavy aount of firepower for its size and its burn ability makes it keep up with stuff running away from it.

Accellerated Ammo feeder is what I would like Odyssey to have the most of course, I won't deny my bias. Another Option would just be to turn one (or even two to fully embrace the meme) large ballistic mount into composite, allowing it to use large missile weapons and finally, finally make use of the Special Ability well enough to consider installing missiles in the first place.

Just imagine a pirate fleet with some Dragons with Double Piranha, a Gauss Cannon at the front and Double Squall at the sides. Now THAT would make people respect it a whole lot more. Giving barely PD capable capitals too slow to catch it PTSD and all that.

Edit: Alternatively, how about giving that salvaged TPC at the front a generous weapon arc so that the Dragon can actually broadside on either side to at least utilize two of the three large ballsitic mounts on the same target? That would probably provide the ship with the most customization options, given it's already got a wide omni shield and the only reason it's not a good idea to do right now is because that TPC is fixed at the nose.

Edit: I actually managed to list the Barbarian twice in a 5 point list. Amazing.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Dark.Revenant on November 02, 2020, 12:28:29 AM
Coincidentally:
(https://cdn.discordapp.com/attachments/187635036525166592/771894935464837130/unknown.png)
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Arcagnello on November 02, 2020, 03:12:32 AM
Spoiler
Coincidentally:
(https://cdn.discordapp.com/attachments/187635036525166592/771894935464837130/unknown.png)
[close]

All Hail the mighty Doot!

Edit: I have a feeling this discussion could've been avoided if I actually used Discord a bit more, I just like the forum format a lot better tough  :-X
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Avanitia on November 02, 2020, 03:20:57 AM
Clearly best mount for Hammer Barrage.
This does make broadside setup with guided missile on the large slot more fun.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Ali on November 02, 2020, 11:22:40 AM
Really hope the Dragon doesn't get changed at all - it's 1 of my favouriate ships!!!

The only change Underworld needs is higher turret density on the infernus to match / eclipse the dragon and babrbarian!!  ;D

Oh and more ships / cool pirate theme'd mods with no downsides please!
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Arcagnello on November 02, 2020, 01:25:14 PM
Really hope the Dragon doesn't get changed at all - it's 1 of my favouriate ships!!!

The only change Underworld needs is higher turret density on the infernus to match / eclipse the dragon and babrbarian!!  ;D

Oh and more ships / cool pirate theme'd mods with no downsides please!

I think Dark.Revenant is doing the best possible change to it, wich is converting purely ballistic large mounts into composite mounts able to install either large ballistic weapons or large missile weapons. You're going to play it as if the change did not even happen if you like it ballistic, but you're also going to have the option of making it a missile heavy battlecruiser.

What...what do you mean the Infernus does not have enough turret density? It's got the Infernus Turret with 0.8 efficiency, 1k range, brutal burst damage and 500+ DPS but it can also field 4 medium ballistic and 1 large ballistic aiming at the front and with very generous weapon arcs to the side. What is even better about the Infernus is that it's actually got amazing flux dissipation stats to back all of its weapons up too, meaning that if you invest into flux dissipation and relatively flux efficient weaponry you get to this result:
Spoiler
(https://i.imgur.com/NPqlCFG.png)
[close]
It's got a level 20 officer mind you, but it still reliably beats two legions/an astral+a small carrier like it's nothing even without one. It even makes fleets like these a joke, the amount of point defence and long range, hard flux generating firepower the thing can just vomit at range is astonishing. It could even be a better "pound-for-pound" point defence bastion than the Onslaught!
Spoiler
(https://i.imgur.com/br07nIQ.png)
[close]
Oh, and have I mentioned the fact that the Infernus works really well when working in tandem with the Junk from HMI? They even look eerily similar to boot!
Spoiler
(https://i.imgur.com/v2EmPKs.png)
[close]

Moving on, the Barbarian is, to be fair, ok. I honestly feel like it only shines with Assault Chainguns/machineguns and is a big enough ship to also fit Hardened Subsystems and keep doing its dirty job longer than most frigades despite being overridden. That said, I really don't feel confident in saying the Barbarian is as worth its 18 FleetPoints as the Stalker is worth its 20.

Really, the Barbiarian really feels like a mix between a Dominator (high armor, burn drive, lots of small ballistic mounts) and a Falcon (mobile, same FP range, no large mounts) but it sort of inherits the weaknesses from both, added to the fact the barbarian has very, very poor PD arcs to the back, meaning Salamanders absolutely neuter it, even with PDAI.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Ali on November 02, 2020, 02:02:49 PM
ah if its just balistic to composite then great! :)  ( as long as no nerf's!! )

i look at some of the other cap ships with their cool "pd batteries" and compared on that front the infernus seems to lack a little :(

+ for me personally the infernus just isn't deadly / intimidating enough..

i come across 1 in my paragon and a few seconds later, it's toast :( ( i'll have some aurora's with me as well so addmitidly its not like its a fair fight even if it was buffed but still )

I haven't played starsector in ages ( waiting on the update so maybe with the changes since things may be different - will see )

Maybe this year Santa will hide a "mod-infernus" behind a console command! - i can but dream! ;p

Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Arcagnello on November 02, 2020, 02:10:01 PM
ah if its just balistic to composite then great! :)  ( as long as no nerf's!! )

i look at some of the other cap ships with their cool "pd batteries" and compared on that front the infernus seems to lack a little :(

+ for me personally the infernus just isn't deadly / intimidating enough..

i come across 1 in my paragon and a few seconds later, it's toast :( ( i'll have some aurora's with me as well so addmitidly its not like its a fair fight even if it was buffed but still )

I haven't played starsector in ages ( waiting on the update so maybe with the changes since things may be different - will see )

Maybe this year Santa will hide a "mod-infernus" behind a console command! - i can but dream! ;p

The Paragon is litterally DESIGNED to kill ships like the Infernus, wich have bad shield ratios, lower weapon ranges and can't even run away when pressured, not to mention a Paragon is a logistical nightmare to carry around the sector while the Infernus has very, very attractive maintenance/fuel consumption stats for how much firepower it can field, not to mention the converted refinery ship is part of that rare, rare breed of self sufficient capital ships that can easily go around the sector by themselves with just their own cargo and fuel capacity.


Edit: Speaking of said converted refinery ship Dark.Revenant, have you considered the option of actually introducing the ship the Infernus is converted from as a utility ship? A huge (and I quote) harvester, salvage barge and refinery that carries cargo, fuel, a salvage gantry and maybe even helps with fuel efficiency across the entire fleet would make for a very attractive ship to have in a fleet!
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Chairman Suryasari on November 02, 2020, 05:07:13 PM
The big fuel capacity of the infernus is so useful for people like me who always have 11 capital in the end game, it's easily the best ship for saturation bombardment and raid.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Chairman Suryasari on November 02, 2020, 05:08:38 PM
Renegade-class have better change killing Paragon with a lot of small EMP missile.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Arcagnello on November 14, 2020, 04:09:38 AM
Edit: Speaking of said converted refinery ship Dark.Revenant, have you considered the option of actually introducing the ship the Infernus is converted from as a utility ship? A huge (and I quote) harvester, salvage barge and refinery that carries cargo, fuel, a salvage gantry and maybe even helps with fuel efficiency across the entire fleet would make for a very attractive ship to have in a fleet!

Incidentally, I've recently acquired a couple of Starlifters and I'm pretty sure that' where the Infernus came from considering the hull is the same, it's got most of the small weapon mounts in the same spots and also has 3 fighter bays :)
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Retry on November 14, 2020, 09:42:48 AM
Uh, the Starlifter's hull is nothing like the Infernus's hull.  They're from 2 different mods, and different authors.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Arcagnello on November 14, 2020, 10:14:01 AM
The hull shape and size is almost identical, without the various pirate add-ons, it's got three fighter bays obviously meant for drones and the Infernus already comes with built in drones, the burn level is identical and the cargo/fuel storage is close too. All it's missing is the infernus cannon, for obvious reasons. It may be from a different mod but the similarities are too many to ignore.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Retry on November 14, 2020, 10:41:10 AM
Double check your codex.  The Infernus is significantly larger than the Starlifter with 4x the fuel capacity, 5x the maximum crew capacity, 2x the fuel consumption, and dramatically better flux stats and weapon slot emplacements.  Burn level will obviously be similar as they're both slow Capital-class ships, and neither ship has a monopoly on the "vaguely rectangular" form factor.

The Starlifter is a mining & exploration ship from DaRa that's converted from the Atlas superfreighter.  The Infernus is a warship that's converted from a refinery ship of a currently-unknown class.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: hollow on November 26, 2020, 01:40:57 AM
Hi there!
is there a way I could possibly put a cabal market to another tritach market??
the one in my game decivilized while I was out exploring and I dont want to have use console commands to get there ships
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Chairman Suryasari on November 26, 2020, 05:50:25 AM
Hi there!
is there a way I could possibly put a cabal market to another tritach market??
the one in my game decivilized while I was out exploring and I dont want to have use console commands to get there ships

There is atleast 2 Cabal market if i'm not mistaken, did both of them get scuffed? check Port Tse Franchise Station. Wait? Tri-tachyon only have 5 market in the vanilla game, that's rough.

I think Tri-tachyon cannot built another Cabal Market, it's hard coded (i think), same reason why ED Shipsyard Market and Kassadari Market cannot be built on other Independent market.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: King Alfonzo on November 26, 2020, 06:05:17 PM
There's two markets that can have Cabal submarkets in Corvus Mode Nexerellin/Vanilla. This is hardcoded; the code looks for the specific names of these markets, and puts the submarket in. There used to be three Cabal submarkets, but the 'main' one has been removed. In previous versions, the number of Cabal sub-markets was dependent on how many Tri-Tachyon markets there were; this is no longer the case. There should technically be a third if you have Interstellar Imperium installed, but DR deleted the market.

Cabal fleets however will still spawn from Cabal markets and in hyperspace around Tri-Tachyon markets, so you should still run into them that way.

Hope this clears things up a bit
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Chairman Suryasari on November 26, 2020, 10:05:16 PM
Oh yeah, i almost forget, you probably can use Agent from Nexerelin to steal their ship in Tri-tachyon colonies, maybe, i mean, i steal all Kassadari Ship using agent after all.
Title: [0.9.1a] Underworld 1.4.6
Post by: Dark.Revenant on December 24, 2020, 09:56:12 PM
Just updating this while I update everything else...

Download Underworld 1.4.6 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.4.6.7z)
Download Mirror (https://drive.google.com/file/d/1kTenfdtL6fCO2ysuF7spV4g8-r1MxEdz/view?usp=sharing)
(Requires LazyLib 2.4f (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.4 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by Nexerelin 0.9.7c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) - (Updated!)

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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



Change Log
Version 1.4.6:
- Cabal extortion/contribution: Force open comm link on fleet interaction (fixes the "skip contribution by closing dialog" exploit)
- Dragon now has a large composite mount on the left side
- Fixed version file HTTPS redirect
Title: Re: [0.9.1a] Underworld 1.4.6
Post by: Rain on December 28, 2020, 02:04:33 AM
I once mistook a partly shot-up Barbarian for a disabled burning wreck in the heat of battle, 10/10. I love the pirate "junk" ships occasionally just... Looking like junk. :D
Title: Re: [0.9.1a] Underworld 1.4.6
Post by: n3xuiz on January 06, 2021, 02:19:17 AM
the station in styx from where the Dickerson Fleet spawns got destroyed and now there is no fleet. any way i can fix this in a running savegame? i'm not running nexerelin so i can't re-populate and then transfer the station back to pirates.


any way to fix this without restarting?
Title: Re: [0.9.1a] Underworld 1.4.6
Post by: Dark.Revenant on January 06, 2021, 02:33:14 AM
the station in styx from where the Dickerson Fleet spawns got destroyed and now there is no fleet. any way i can fix this in a running savegame? i'm not running nexerelin so i can't re-populate and then transfer the station back to pirates.


any way to fix this without restarting?

If you can somehow resurrect the market, they'll respawn.  I'm not sure if that's possible.
Title: Re: [0.9.1a] Underworld 1.4.6
Post by: n3xuiz on January 06, 2021, 05:56:07 AM
with nexerelin there are console commands to give market to another faction but without it i think i'm screwed. for now i just took the station for myself.
Title: [0.9.1a] Underworld 1.4.7
Post by: Dark.Revenant on January 10, 2021, 08:18:54 PM
It's finally here: The Infernal Machine (custom start)

Start with a bucket of bolts lifted off the surface of Maxios:
(https://i.imgur.com/rRW9ZIM.png)

End a galactic pirate lord in your customized, fully-upgraded Doomwagon:
(https://i.imgur.com/08YClHf.png)

Download Underworld 1.4.7 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.4.7.7z)
Download Mirror (https://drive.google.com/file/d/1e-V_AyS_Ekzac321gX0wA0fMP_Tflbz8/view?usp=sharing)
(Requires LazyLib 2.4f (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.4 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by Nexerelin 0.9.7c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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



Change Log
Version 1.4.7:
- Made the Infernus less likely to be available to purchase in markets
- Added custom Nexerelin start "The Infernal Machine"
  * Start with a salvaged unique Infernus (Augmented Drive Field built-in) and a mid-size scavenged fleet (all with starting d-mods)
  * Start inhospitable with most factions (and vengeful with pirates)
  * Restore the ship, one upgrade at a time, to its former glory and beyond
  * Branching and mutually-exclusive upgrade paths
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: IonDragonX on January 10, 2021, 08:38:57 PM
* Restore the ship, one upgrade at a time, to its former glory and beyond
Is it quest based or random events? Is it bad to restore the ship the regular way?
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Agalyon on January 10, 2021, 08:49:29 PM
Yo that is absolutely wild. Can you give some more technical details on how the upgrades work? I assume theres no way to get this thing without that custom start and I really dont want to restart right now.
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Chairman Suryasari on January 10, 2021, 08:54:53 PM
I like the new start, first the Cathedral and now Infernus, thanks for the amazing work!
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Dark.Revenant on January 11, 2021, 12:36:22 AM
* Restore the ship, one upgrade at a time, to its former glory and beyond
Is it quest based or random events? Is it bad to restore the ship the regular way?

Just dock at a station you have authority to repair at, and you can restore/upgrade the ship.

Yo that is absolutely wild. Can you give some more technical details on how the upgrades work? I assume theres no way to get this thing without that custom start and I really dont want to restart right now.

See above; also, there are a total of twelve different upgrades, which you can install eight of.  The first four are basic improvements to refurbish your ship.  After that, you make a series of choices between two different upgrades, creating a specific build for your ship.
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Ali on January 11, 2021, 02:27:30 PM
YES!!!!   ;D ;D ;D ;D ;D

Why do i have to work the rest of the week damn it!!  :'( :'( :'(
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Wyvern on January 14, 2021, 01:21:18 PM
So, started a couple of new games with The Infernal Machine (...a few other mods updated shortly into my first game so I restarted), and I'm finding it fun - and a bit harder of a start than I'd expected - first game I figured "Oh, sure, I can take on that 90k pirate base bounty with my starting fleet," except it turned out to be a midline station's gun section with a good mix of HE and kinetic, and that did not go well for me.

Initial difficulty scales heavily with random factors, though; on my second game, my starting fleet included a Hammerhead - and that one destroyer was the star of the show for a while, better able to handle early small bounty fleets than the unwieldy TIM itself. Compared to my first run, that was a much more capable starting fleet - I think the first time around I got an SWP Albatross instead of the Hammerhead, and it's just not the same.  In retrospect, I should probably have put TIM in storage for a while - that 8k a month in crew cost adds up surprisingly quickly when you don't yet have income from a planet or commission to offset it.

Once you get some upgrades, though, TIM's a proper beast; I've just gotten to upgrading mine with modular fighter bays - currently using interceptors to help with hunting down and finishing off agile frigates.

(I might re-phrase 'removes one random d-mod' in the upgrade options, though. At least from my testing, it seems to remove d-mods in a specific order, always starting with Unreliable Subsystems... as such, I haven't repaired any of TIM's d-mods yet.)

It's also neat to have a solid money-sink that's improving a specific ship rather than the usual colony upgrade business.
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Dark.Revenant on January 15, 2021, 11:26:03 AM
Thanks for the feedback!

(I might re-phrase 'removes one random d-mod' in the upgrade options, though. At least from my testing, it seems to remove d-mods in a specific order, always starting with Unreliable Subsystems... as such, I haven't repaired any of TIM's d-mods yet.)

I do have a comment about this though: the random order is fixed in place when you start the save; saving and loading won't change the order, but starting a new game will.  That said, I don't expect people to remove d-mods until at least having cleared the first four upgrades, since the upgrade cost starts to eclipse the cost of removing d-mods.

As you alluded to, I priced the upgrades to encourage a sort of pace for the run, and in the early game the deployment cost reduction from all the d-mods helps keep TIM as a viable flagship.  If the player was encouraged to clear those d-mods right away, they'd lose the cost advantage without adding much actual power to the ship.
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Wyvern on January 15, 2021, 12:29:54 PM
Looks like I just got unlucky, then, with both runs picking the same d-mod to start with - I didn't test out the whole sequence, and running that test with my current game & a new game shows that it does work exactly as you said.

...And for my current run the last two d-mods to go are glitched sensor array & faulty power grid. Joy. Guess I'll just ignore the 'remove one d-mod' option and do a full restore at some point. (Since those are the two d-mods that I really want gone, and a full restore costs 1.8m credits while removing d-mods individually would cost me almost 2.3m credits.)
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Wyvern on January 19, 2021, 03:13:25 PM
So, I've gotten my TIM fully upgraded and started playing around with the options.

Terminator Drones: a neat idea, but I don't think I'll actually be using these. Maybe there's some situation where they'd be good, but at least with TIM under player control, I'd rather have a pair of wasp wings than the terminator drones - and that's not even getting into the flexibility of modular fighter bays or the extra ordnance points.
(AI control is a different matter - the AI, given wasps, will cheerfully send them off to die rather than keeping them in close to defend their mothership. An AI-driven TIM might well perform better with terminator drones than wasps.)

Diablo Cannon: I ran with this for quite a while, and would suggest that maybe it should, like the Hellfire Cannon, not auto-fire at fighters? I ended up just putting it as the primary manual-control weapon instead of the ship's missile mounts - and then, just for the convenience factor, stripping the missiles entirely and swapping to light bombers. Still, it's a very viable option.

Infernal Minefield: Still need to do more testing with this. Thematically goes well with the ATC, for that mobile space station feel. Going to be running with this next play session, see how it goes.

Infernal Shield: This one's the game-changer, though; it synergizes well with both the manuevering jets upgrade (so you can get your mobility system going without having to drop shields) and the second modular slots upgrade (since you don't need as much rear-facing firepower/PD when you've got 360 shields, which lets you actually use those rear slots for missiles - or leave them empty and focus on forward firepower now that you've got two large slots that can aim that way.)

...I still find myself skewing towards the ATC upgrade over the maneuvering jets, though, given that the latter comes with an extra range penalty on top of needing to find another 25 ordnance points to install ITU.
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Chairman Suryasari on January 19, 2021, 06:43:52 PM
Will we get similar upgradeable ship with Interstellar Imperium in the future?  ;D
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Wyvern on January 22, 2021, 11:40:44 AM
Current conclusion on infernal minefield: it is competitive, at least in fleet engagements (as opposed to fights against starbases where it doesn't seem to do much), but its effects are frequently subtle and less directly obvious than the infernal shield.

There are some ships that it doesn't really work against - the simulator's onslaught, for example, has a front shield and enough PD that it just about ignores the mines - but it causes real problems for anything with an omni shield (that's now facing towards the mine instead of towards your guns) or anything that's got weak point-defense. Frigates in its range will occasionally just explode. And - much to my surprise - I haven't (yet, at least) seen it cause any friendly-fire incidents. (Edit: Two fights later I ended up with a pair of holes in my own armor from the mines. Still, the friendly-fire levels it causes are relatively low.)

Will we get similar upgradeable ship with Interstellar Imperium in the future?  ;D
Given the Imperium's fancy ship-system-changing hullmods... we kinda do already?

I mean, okay, I wouldn't turn down more ships with story-level upgrades to them. And you could probably make a pretty good story about an AI-upgraded vessel, especially next patch with the ability to have actual AI-core-piloted ships in your fleet. But in terms of just versatile upgrade options for its ships, the Imperium is pretty set already.
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Shadow39344 on February 18, 2021, 04:03:20 PM
even if you win, you lose
(http://cabal_dice.png)

[attachment deleted by admin]
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Chairman Suryasari on February 18, 2021, 04:26:44 PM
It is cheaper to buy them a couple of happy juices instead playing a dice roll with them. Increasing relation with them is painful and slow waiting game, but it is well worth it when you can buy their blueprint.
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Histidine on February 18, 2021, 04:51:24 PM
1 isn't defined as a prime number. (https://en.wikipedia.org/wiki/Prime_number#Primality_of_one)
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: peppermeth on February 20, 2021, 06:36:43 PM
Is this mod "already started campaign" compatible?
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Chairman Suryasari on February 20, 2021, 09:27:03 PM
I think it is, well, some content like faction and custom market will not spawn, but the rest of the ship should start appearing after a couple of weeks.
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Half-full on February 27, 2021, 12:11:51 PM
Hi, I love your work and this mod. I checked around the thread and the mod files but do not see an option for this so I'm posting here. Is it possible that in the future the mod can be setup so attacking the Cabal doesn't affect my character's reputation either as much or at all with TT? Getting to market with TT is quite difficult with the Cabal around to begin with.
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Piemanlives on February 28, 2021, 12:45:19 AM
Hi, I love your work and this mod. I checked around the thread and the mod files but do not see an option for this so I'm posting here. Is it possible that in the future the mod can be setup so attacking the Cabal doesn't affect my character's reputation either as much or at all with TT? Getting to market with TT is quite difficult with the Cabal around to begin with.
That was fixed like... a year ago dude.
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Dark.Revenant on February 28, 2021, 12:49:00 AM
In case you were using a recent version, can you explain specifically what you did and in what circumstances you did it?  Cabal fleets should not affect reputation with non-Cabal factions.
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Chairman Suryasari on February 28, 2021, 09:40:34 AM
Maybe, just maybe, he try to chasing a cabal fleet and suddenly it turn into Tri-tachyon fleet right before he start a battle with them.
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Frosterus on March 02, 2021, 02:50:01 AM
If the Starlight Cabal are disabled, do their ship models still use up some of my VRAM?
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Dark.Revenant on March 02, 2021, 10:39:39 AM
If the Starlight Cabal are disabled, do their ship models still use up some of my VRAM?

Yes.
Title: [0.9.1a] Underworld 1.5.0
Post by: Dark.Revenant on March 10, 2021, 12:27:52 AM
Beware the new Cabal menace, thanks to SleepyFish/Foxer!
(https://i.imgur.com/LXZzh80.png) (https://i.imgur.com/e7EktNf.png)

Beware a new ultra-difficult, ultra-cursed IBB fleet...
(https://i.imgur.com/xj4HgFN.png)

Download Underworld 1.5.0 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.5.0.7z)
Download Mirror (https://drive.google.com/file/d/1CC5keLNRPYMPAMuIfi7VYlDxOvfJ5WXi/view?usp=sharing)
(Requires LazyLib 2.5c (http://fractalsoftworks.com/forum/index.php?topic=5444.0)) (Updated!)
(Requires GraphicsLib 1.4.5 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by Nexerelin 0.9.8b (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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



Change Log
Version 1.5.0:
- Added Succubus-class Pocket Battleship (Cabal)
  * Appears in Cabal fleets as a capital ship; should make them spam Odysseys less
- Added Palace-class Enlightenment Center (Cabal)
  * Will appear in a future update with special campaign integration...
  * For now, is just part of a special HVB (Vayra's Sector required)
- Added special new late-game IBB fleet of... abominations
- Diablo Cannon is now a STRIKE, USE_VS_FRIGATES weapon, like the Hellfire Cannon
Title: Re: [0.9.1a] Underworld 1.5.0
Post by: Chairman Suryasari on March 13, 2021, 03:33:19 AM
Cabal still try to mug my fleet and I cannot leave the dialog despite I'm not hostile and already give them a ton of stuff before this encounter like 3 minutes ago, forcing me to openly attack and reset my reputation to hostile with them or using "ForceDismissDialog" and it's usually this end badly if my fleet far more weaker than their fleet.
Title: Re: [0.9.1a] Underworld 1.5.0
Post by: Dark.Revenant on March 13, 2021, 03:39:52 AM
Cabal still try to mug my fleet and I cannot leave the dialog despite I'm not hostile and already give them a ton of stuff before this encounter like 3 minutes ago, forcing me to openly attack and reset my reputation to hostile with them or using "ForceDismissDialog" and it's usually this end badly if my fleet far more weaker than their fleet.

Were they asking you for more stuff, or just attacking you directly?
Title: Re: [0.9.1a] Underworld 1.5.0
Post by: Chairman Suryasari on March 13, 2021, 04:33:42 AM
I am usually just trading from Culann/Eochu Bres to Donn in Hybrasil Star System for months. And once in awhile get stopped by Cabal, I keep giving them all of my stuff because I want their Blueprint. But sometimes they stopped me not asking anything, they just say "Hey, you want move in life? Check our market!" or something along these lines but with no option to exit the dialogue at all except attacking them and reset all the progress I made with them.
Title: Re: [0.9.1a] Underworld 1.5.0
Post by: Dark.Revenant on March 13, 2021, 01:07:50 PM
I am usually just trading from Culann/Eochu Bres to Donn in Hybrasil Star System for months. And once in awhile get stopped by Cabal, I keep giving them all of my stuff because I want their Blueprint. But sometimes they stopped me not asking anything, they just say "Hey, you want move in life? Check our market!" or something along these lines but with no option to exit the dialogue at all except attacking them and reset all the progress I made with them.

Try extracting rules.csv from this file and putting it in Underworld/data/campaign (overwrite the existing rules.csv).  Let me know if the problem persists.

[attachment deleted by admin]
Title: Re: [0.9.1a] Underworld 1.5.0
Post by: Chairman Suryasari on March 14, 2021, 03:24:57 PM
I think it work. Thanks! But they mugged me twice faster now, it is intentional?

Spoiler
(https://i.imgur.com/JmOWYso.png)
[close]
Title: Re: [0.9.1a] Underworld 1.5.0
Post by: Dark.Revenant on March 14, 2021, 06:14:25 PM
That rules.csv change won’t change the rate of them chasing you down; it only fixes the forced-engagement bug.  I’ll probably adjust (in the scripts) how often that happens, if I can...
Title: Re: [0.9.1a] Underworld 1.5.0
Post by: mora on March 17, 2021, 04:44:42 PM
The Cabal considers the act of simply flying near them a hostile act and when you interact with them in that state, if you decide to pay up and turn on your transponder you will instantly get dropped to hostile rep in the interaction dialog with no warning. Why do they require the transponder now and why is flying close to them considered a hostile act anyway?
Title: Re: [0.9.1a] Underworld 1.5.0
Post by: Dark.Revenant on March 17, 2021, 11:43:50 PM
The Cabal considers the act of simply flying near them a hostile act and when you interact with them in that state, if you decide to pay up and turn on your transponder you will instantly get dropped to hostile rep in the interaction dialog with no warning. Why do they require the transponder now and why is flying close to them considered a hostile act anyway?

What version of Underworld are you using?  Are you sure it actually dropped Cabal reputation, and not some other faction?
Title: Re: [0.9.1a] Underworld 1.5.0
Post by: mora on March 18, 2021, 05:34:38 AM
The Cabal considers the act of simply flying near them a hostile act and when you interact with them in that state, if you decide to pay up and turn on your transponder you will instantly get dropped to hostile rep in the interaction dialog with no warning. Why do they require the transponder now and why is flying close to them considered a hostile act anyway?

What version of Underworld are you using?  Are you sure it actually dropped Cabal reputation, and not some other faction?
The newest, since it has all the new cabal capital ships. The reputation drop wasn't through the interaction dialog (rules.csv) but it was through the transponder ability itself where it starts glowing red and trying to turn it on normally would invoke a "Faction X will turn hostile are you sure" prompt. I guess turning it on through the interaction dialog completely skips that prompt. The rep drop showed up behind the interaction dialog in the normal intel thing where all the nexerelin stuff and such appear.
I tried to recreate this because a screenshot would be better, but couldn't get them to set the "hostile act" flag to turn on so I'll just write some additional info that may or may not be useful.
The cabal fleet was in a debris field generated by a battle the fleet was probably in and I couldn't see them where as they were able to see me while in the standing down state.
The interaction dialog was started by them.(I did not click on them)
I was hostile with Tri-tachyon and most other factions except for the cabal which was at -5 rep. The rep change intel showed -45 too.
Title: Re: [0.9.1a] Underworld 1.5.0
Post by: Dark.Revenant on March 18, 2021, 08:51:25 AM
Did you fight against any Cabal fleets in the prior three months or so?
Title: Re: [0.9.1a] Underworld 1.5.0
Post by: mora on March 18, 2021, 12:36:46 PM
No. It was a new save that was on Cycle 206 Month 11.
Title: Re: [0.9.1a] Underworld 1.5.0
Post by: Dark.Revenant on March 19, 2021, 12:40:47 AM
I've fixed a number of bugs with the Cabal since the 1.5.0 update.  Lots of bugs, in fact.  It's at the point that I don't think there are more bugs to find, and then you come alone with a bug that is literally inexplicable.

There is a special flag given to fleets that witness, either firsthand or given the information secondhand by a same-faction fleet you've attacked, a hostile action you took.  The flag interacts with the Transponder ability to make any fleet with that flag nearby trigger a reputation drop to Hostile if you turn your Transponder on.  There is, however, a separate flag that suppresses this behavior.

The Cabal have, for several versions, had that latter flag whilst masquerading as other factions.  Therefore, they will, say, become spooked if you attack a Cabal fleet at some point and the grapevine reaches them, but a fleet that's masquerading as another faction will never care about hostility events—not to nearby fleets or even themselves.  This leaves no opportunity to flip hostile unless, for whatever reason, you've genuinely attacked a Cabal-presenting fleet at some point.
Title: Re: [0.9.1a] Underworld 1.5.0
Post by: Histidine on March 19, 2021, 01:04:22 AM
Semi-informed guess:
- Cabal fleet disguises as TT
- Fleet sees player commit hostile action against TT with transponder off
- Fleet therefore becomes hostile to player
- Fleet reverts to Cabal faction (thereby losing its MEMORY_KEY_NO_REP_IMPACT)
- Fleet thinks it's still hostile to player, and since the memory key is unset, it blows up faction rep when player turns transponder on

Do you object if I yeet the whole faction switching mechanic? Disregarding the past and present bugs, I think it looks pretty odd to the player and isn't really needed with the Cabal fleet size buffs.
Title: Re: [0.9.1a] Underworld 1.5.0
Post by: Dark.Revenant on March 19, 2021, 01:19:19 AM
Semi-informed guess:
- Cabal fleet disguises as TT
- Fleet sees player commit hostile action against TT with transponder off
- Fleet therefore becomes hostile to player
- Fleet reverts to Cabal faction (thereby losing its MEMORY_KEY_NO_REP_IMPACT)
- Fleet thinks it's still hostile to player, and since the memory key is unset, it blows up faction rep when player turns transponder on

Do you object if I yeet the whole faction switching mechanic? Disregarding the past and present bugs, I think it looks pretty odd to the player and isn't really needed with the Cabal fleet size buffs.

TOffAlarm:
Code
public void notifyNearby() {
    CampaignFleetAPI playerFleet = Global.getSector().getPlayerFleet();
    if (playerFleet == null) return;

    if (fleet.getContainingLocation() == null) return;

    if (fleet.getMemoryWithoutUpdate().getBoolean(MemFlags.MEMORY_KEY_LOW_REP_IMPACT)) {
        return;
    }

    List<CampaignFleetAPI> fleets = fleet.getContainingLocation().getFleets();
    for (CampaignFleetAPI other : fleets) {
        VisibilityLevel level = other.getVisibilityLevelTo(fleet);
        if (level == VisibilityLevel.NONE) continue;

        if (level == VisibilityLevel.COMPOSITION_AND_FACTION_DETAILS && other.getFaction() == fleet.getFaction()) {
            MemoryAPI mem = other.getMemoryWithoutUpdate();
            Misc.setFlagWithReason(mem, MemFlags.MEMORY_KEY_MAKE_HOSTILE_WHILE_TOFF, "tOffAlarm", true, 1f);
        }
    }
}

The LOW_REP_IMPACT flag is, for some *** reason, not checked on both sides when infecting other fleets.  Is Alex aware?

And yes, I absolutely object.  Faction switching is absolutely mandatory, especially in the early game when their fleets are, appropriately, sized for the player to be able to deal with.  Without that mechanic, small Cabal fleets are almost immediately killed and thus tons of Cabal ships and high-end weapons are littered around hyperspace, waiting to be collected for free.  The AI is simply not designed to "stay alive", especially when they have to have an aggressive, no-retreat policy for player interactions.  It is no exaggeration to say that I would have to redesign the entire faction (save the actual ship skins) from scratch for want of the faction-swap mechanic.
Title: Re: [0.9.1a] Underworld 1.5.0
Post by: mora on March 20, 2021, 06:06:42 AM
I didn't fight anything in the same star system prior to encountering the cabal fleet. I just jumped into the Magec system and immediately after I got intercepted by the irregular cabal fleet.
The LOW_REP_IMPACT flag is, for some *** reason, not checked on both sides when infecting other fleets.  Is Alex aware?
Does this mean its a bug or oversight in vanilla code? Like somehow a flag that shouldn't be there ended up on a cabal fleet? I once had a independent scavenger fleet respond to the encrypted broadwave signal event and try to intercept me while still in "independent mode".(this only ever happened once so it must be some kind of very rare bug or some mod script.) Maybe this and that are related?
Title: Re: [0.9.1a] Underworld 1.5.0
Post by: peppermeth on March 23, 2021, 02:16:53 PM
What is A diabolo canon?
Title: Re: [0.9.1a] Underworld 1.5.0
Post by: Reviire on March 24, 2021, 09:59:20 PM
What determines whether you succeed in extorting a fleet for money or cargo? I consistently fail in extorting fleets that I can, personally, easily wipe out with a combat fleet. If you fail to extort, initiate combat (and let some ships retreat), you can't re-attempt it either.

Overall it doesn't feel great. Aside from failing when they're flying a fleet of a few freighters and I have a battleship and multiple cruisers, not being able to re-attempt it after nearly wiping them out entirely doesn't feel like what should happen.
Title: Re: [0.9.1a] Underworld 1.5.0
Post by: Achilles42x on March 29, 2021, 11:23:10 PM
Hi Dark,
Thank you for all of the awesome mods. I had a question about this one (although I know it hasn't been updated yet). You reference DynaSector as a recommended mod to have for with this and many other factions, but it looks like DynaSector hasn't been updated in a long time. Is it still needed?
Thanks!
Title: Re: [0.9.1a] Underworld 1.5.0
Post by: Chairman Suryasari on March 30, 2021, 03:10:05 AM
I never install DynaSector and Underworld run just fine.
Title: Re: [0.9.1a] Underworld 1.5.0
Post by: BlyatBullet on April 16, 2021, 04:21:32 AM
Can be upgrade tothe newest version of game ? or something to run on the newest version ?
Title: Re: [0.9.1a] Underworld 1.5.0
Post by: Xeno056 on April 16, 2021, 07:55:16 AM
Can be upgrade tothe newest version of game ? or something to run on the newest version ?

Give the folks some time. Mods this size need modification not just for the new ship data, but the new story stuff as well. Also, based on the Mod page Dark.Revenant has at least one other ship pack with story items and and another faction pack that he could be working on. All on their own free time.
Title: Re: [0.9.1a] Underworld 1.5.0
Post by: BlyatBullet on April 16, 2021, 09:09:59 AM
I see , at least i know is working on . Thanks
Title: [0.95a] Underworld 1.6.0
Post by: Dark.Revenant on April 19, 2021, 01:28:07 AM
(https://i.imgur.com/odNppuS.png)

Download Underworld 1.6.0 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.6.0.7z)
Download Mirror (https://drive.google.com/file/d/1bjvY-6jBoH3xAWxz86juqvqpoNfLwHyH/view?usp=sharing)
(Requires LazyLib 2.6 (http://fractalsoftworks.com/forum/index.php?topic=5444.0)) (Updated!)
(Requires GraphicsLib 1.5.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by Nexerelin 0.10.0d (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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



Change Log
Version 1.6.0:
- Updated for Starsector 0.95a
- Cabal forced combat and transponder hostility fix
- Fixed bug that caused Cabal fleets to bother the player more often than intended near high-Cabal-activity areas
- Improved Cabal TOff behavior and other interaction aspects
- Added fighter weapon descriptions
- Venom cargo increased to 90 from 65
- Starscream fuel increased to 120 from 100
- Starscream fuel per light year increased to 4 from 3
- Fleet extortion options are disabled if the other fleet is not intimidated by player
- Removed Cabal Hyperion
- Temporarily removed Cabal Scarab
- Added Story Point options to get out of giving the Cabal your stuff
- Integrated various new campaign features into existing content
- Revolver OP reduced to 9 from 10
- Razor OP reduced to 7 from 10
- Razor AI behavior tweaked
Title: Re: [0.95a] Underworld 1.6.0
Post by: Revontulet on April 19, 2021, 01:32:53 AM
WOOOOOOOOOO CABAL YEAAAAAHHHH
Title: Re: [0.95a] Underworld 1.6.0
Post by: captinjoehenry on April 19, 2021, 01:34:05 AM
Heck yeah!  Can I add this to an ongoing campaign without too much issue?  I'm not sure but I imagine I can't with the additional planets and such this adds?
Title: Re: [0.95a] Underworld 1.6.0
Post by: dk1332 on April 19, 2021, 05:36:26 AM
Finally! I've been dying to use the Dragon in 0.95a. Thanks for the update.
Title: Re: [0.95a] Underworld 1.6.0
Post by: Inhilicon on April 19, 2021, 05:49:40 AM
Yay! It's PIRATIN' TIME!
Title: Re: [0.95a] Underworld 1.6.0
Post by: Caypbaron on April 19, 2021, 08:18:37 AM
Oh, i´ve been waiting for this mod.

The vanilla pirates require more variety, and i really like the "cobbled together" aesthetics.
Title: Re: [0.95a] Underworld 1.6.0
Post by: robepriority on April 19, 2021, 06:00:56 PM
Huh, what factors into the "lavish party" attempts during cabal interactions?
Title: Re: [0.95a] Underworld 1.6.0
Post by: RemnantAI on April 19, 2021, 06:42:06 PM
The beacons are lit! The Ludic Path calls for aid!
Title: [0.95a] Underworld 1.6.1
Post by: Dark.Revenant on April 21, 2021, 01:14:52 AM
Save-compatible.

Download Underworld 1.6.1 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.6.1.7z)
Download Mirror (https://drive.google.com/file/d/19w32NihIzouDDmt9OvpZcy0uTQ4HjhuG/view?usp=sharing)
(Requires LazyLib 2.6 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.5.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by Nexerelin 0.10.0d (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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



Change Log
Version 1.6.1:
- Palace sprite updated
- Fixed a major bug that made a SP-cost Cabal interaction item not actually cost a SP
Title: Re: [0.95a] Underworld 1.6.1
Post by: Fenrir on April 21, 2021, 05:34:18 AM
All Hail Dark Revenant!
Title: Re: [0.95a] Underworld 1.6.1
Post by: robepriority on April 21, 2021, 11:47:36 AM
Oh, the parties were an SP interaction?
Damn.
Title: Re: [0.95a] Underworld 1.6.1
Post by: Flacman3000 on April 21, 2021, 08:57:47 PM
How do most players in this mod raise their relations with the cabal I have no chances of helping them in combat and for the first time I'm doing a pirate run and would like to be allied with them. Does anyone have recommendations?
Title: Re: [0.95a] Underworld 1.6.1
Post by: Chairman Suryasari on April 21, 2021, 10:18:46 PM
Just hanging around near Tri-tach colony, usually you will get shanked by one, just give them your stuff.
Title: Re: [0.95a] Underworld 1.6.1
Post by: Flacman3000 on April 21, 2021, 11:08:56 PM
Just hanging around near Tri-tach colony, usually you will get shanked by one, just give them your stuff.

Its kinda hilarious how they like you after you surrender this soon gives you access to a secret cult within tri tachyon which is hilarious, but once they start ignoring it how do you raise them past neutral? this can't be the only solution to entering their cult?
Title: Re: [0.95a] Underworld 1.6.1
Post by: Inhilicon on April 22, 2021, 04:32:49 AM
Just hanging around near Tri-tach colony, usually you will get shanked by one, just give them your stuff.

Its kinda hilarious how they like you after you surrender this soon gives you access to a secret cult within tri tachyon which is hilarious, but once they start ignoring it how do you raise them past neutral? this can't be the only solution to entering their cult?

On stations, you can sometimes meet a Cabalero. He will ask you to gamble and that is another way to raise Cabal rep. Even works if you don't win. Can you even win? I don't know.
Title: Re: [0.95a] Underworld 1.6.1
Post by: Wispborne on April 24, 2021, 02:47:38 PM
Two things.

1. The mod's listing in the index still shows 0.9.1, hasn't been updated yet.

2. Not a bug, just unexpected.

The Cabal's submarket plugin's `isIllegalOnSubmarket(someCabalShip, SubmarketPlugin.TransferAction.PLAYER_BUY)` returns false, even when the player is not allowed to buy the ship. In contrast, vanilla submarkets return true for the same call if the player doesn't have access to buy the ship on the submarket (eg buying a military-locked ship from a military submarket).

I've worked around this by using the plugin's isEnabled method, which does indicate whether or not the player has access to the Cabal's submarket. Therefore, if this is even a bug and not something intentional, it's zero priority. Still, different from vanilla behavior, thought I'd mention it.
Title: Re: [0.95a] Underworld 1.6.1
Post by: gogis on April 25, 2021, 08:11:38 AM
Holy ***, DR. Time for new game
Title: Re: [0.95a] Underworld 1.6.1
Post by: Arcagnello on April 26, 2021, 11:56:02 AM
How dare this forum keep Underworld below the first page of mods? Unacceptable!

First things first, I'm loving what this mod does to my pirate themed campaign and how actually competent pirates become thanks to it when I'm not being one myself. I just wanted to express my utmost gratitude to you for giving us such a great experience, among all your other mods!

Now, I've got two little feedback pieces to give about a couple of ships this mod introduces, the Big TPC Energy and the Major In Plunder

Thomas The TPC Engine is a great, dual purpose centerpiece of any fleet fielding it. It slows down everything traveling to a crawl due to its eye-watering 6 maximum burn speed but it provides with a suprisingly competent frontline capital and a crazy good tanker holding the absolutely ludicrous amount of 3000 metric tons of fuel. I am however bothered by a few pet peeves I have with it:

The Shield
It's quite surprising for what basically amounts to a converted tanker and salvage barge to have such an impressive 180 front shield with a respectable damage ratio, but I truly do NOT think it should have a shield that wide, or having it as a front shield alone. Why do you ask? Well, to put things into perspective...
Spoiler
(https://i.imgur.com/aKeWlL2.png)
[close]
That's a picture showing a Pain TPC Train and a Fat Pigeon
Notice how the latter's shield gracefully follows its grossly obese frame and leaves no shield amount wasted?
Now, look at the Ice Thermal Pulse Truck. You could unironically state that the front shield it has covers more empty space behind it than the barge itself. Don't believe me?
Spoiler
(https://i.imgur.com/47yBFGD.png) You won't believe how much effort it took for me to not go in the simulation, get two of those ball cruisers parking up beside it revert back to being a child for 5 minutes.
[close]
The two gaps this enormous frontal shield leaves behind it is actually big enough to completely protect a small cruiser!

I reckon that just giving it a 90° Omni Shield would work a lot better for the Infernus than a 180° front one. I would even be willing to trade it for the shield system to generate more flux or even have a worse damage ratio (It would also be fun to mention the shield was actually pilfered from a Conquest and improved upon with augments thanks to the generous internal hull compared with the much slender Battlecruiser in the ship description).

The massive front shield also heavily messes with allied firing lines as a wall that wide can really become a bother for allies to get around or the Infernus itself to even advance forward with. A massive dome of a shield really looks wierd on such a gorgeous, tubular monstrosity of a hull.

Funky Flux stats and Ordinance Points balance
I am perfectly aware the Magic TPC Schoolbus is worth 50 Deployment Points, and it does not feel either underpowered or just better than other capital ship options when that's taken into consideration. I am just really wierded out by the Flux Stats belonging to a Paragon and the lack of Ordinance points to fill such a huge ship with. Observe
https://www.youtube.com/watch?v=uiVXxjC1ErI (https://www.youtube.com/watch?v=uiVXxjC1ErI)
Spoiler
(https://i.imgur.com/ccMfoz2.png)
[close]
This is the build I am using. I wanted to make this thing able to hold the line, armor tank and have impressive enough fron point defence to not worry about anything as long as there's an ally keeping its back safe.

The weapon variety and mounts are more than fine, really, but the relatively low amount of Ordinance Points on such an immense frame makes it unable to even fill all the weapon mounts properly, if at all. Were both Flux capacity and Flux Dissipation worse (by some thousand for the former, a hundred or two by the latter) and the ship had significantly more OP (from the current 265 to 300-330, maybe even 350) the ship would still be able to pretty much specialize in any way it wanted, but it would at least have MORE options, without being Overpowered due to the reduced flux stats.



The Impact Science may feel like in the same boat at first glance, with really good flux stats but not enough Ordinance Points to fill them, but it really isn't in my humble optinion. I personally am under the impression the Doctorate In Dakka is still trading way too many weapon mounts from the Apogee and is in a really wierd spot because of it. In order:

Why the Hybrid Mounts?
I understand this must've been an obvious attempt to show continuity from the Apogee, but why would anyone consider installing even simple energy based point defence when the ship itself now has an ability that massively boosts all ballistic weapons across the board? It may appear as a way to further customize the ship but there really is no choice there.

The Large Missile Mount is redundant
Having a large missile mount was quite the boon on the Apogee, which had long range capabilities and no good ways to deal hard flux damage if it used a HIL/tach lance on the large mount or high explosive damage to exploit the hard flux damage it dealt if it used Autopulse/Plasma Cannon. On The Stalker however, the constricted amount of Ordinance Points forces it to either install a cheap Locust as an afterthought, downgrade it to something generalist like a Salamander Pod or strip it and forget it entirely, which is what I did:
Spoiler
(https://i.imgur.com/foJzxbG.png)
[close]

The Revolver wing is..eh?
Don't get me wrong, I really like the Revolver Support Wing and it's great on my Cerus Asteroid Cruisers from the Asteroid Ship pack mod (and other combat carriers aswell), but it's neither fish or meat on the Cheeki Science Breaky. It either has too low of a maximum range to basically never fire and only provide PD or barely does anything consistent if it's Overridden and gets very close to the enemy. Having that hangar bay open for customization would amount to something but even than, who in their right mind would invest 15OP for Expanded Deck Crew on a Cruiser that's already starving with only 130 of them and that only buffs one bay?


What I propose is a general repurposing of the entire cruiser. I was perfectly torn between three designs so I'll include them all:

Stalker (M)
-Deployment Points increased from 20 to 25
-Ordinance Points increased from 130 to 160-170
-Ship Special Ability changed from Accellerated Ammo Feed to Fast Missile Racks
-The two back medium turrets are no longer Hybrid (Ballistic/Energy) but Composite (Ballistic/Missile)
-Built-in Surveying Equippent Hullmod swapped for ECCM

Stalker (B)
-Deployment Points increased from 20 to 25
-Ordinance Points increased from 130 to 160-170
-The side large missile hardpoint is removed and two-three side facing ballistic turrets are there in its stead
-The two back medium turrets are no longer Hybrid (Ballistic/Energy) but Ballistic
-Built-in Surveying Equippent Hullmod swapped for Integrated Targeting Unit

Stalker (C)
-Deployment Points increased from 20 to 25
-Ordinance Points increased from 130 to 160-170
-Ship Special Ability changed from Accellerated Ammo Feed to Reserve Deployment
-The already present hangar bay is now customizable, and there is an additional hangar bay that took place of the now removed Large Missile Hardpoint
-The two back medium turrets are no longer Hybrid (Ballistic/Energy) but Composite (Ballistic/Missile)
-Built-in Surveying Equippent Hullmod swapped for Expanded Deck Crew


You could consider these in the future if they actually make any sense and I'm not going crazier by the post, two out of three would even require consistent sprite work. But between you and me, the only thing the Stalker really starves for is more OP, even at the cost of being bumped up in Deployment Points. The ship itself with 3 integrated hullmods and using railguns as point defence is incredibly strong for 20 OP, but I'd rather have a proper 25DP cruiser that does not need to go into battle half naked to be effective at its job.


Anyway. Back to actually playing Starsector. Cheers!
Title: Re: [0.95a] Underworld 1.6.1
Post by: IonDragonX on April 26, 2021, 12:22:26 PM
It's quite surprising for what basically amounts to a converted tanker and salvage barge to have such an impressive 180 front shield with a respectable damage ratio, but I truly do NOT think it should have a shield that wide, or having it as a front shield alone. Why do you ask? Well, to put things into perspective...
You could unironically state that the front shield it has covers more empty space behind it than the barge itself.
The two gaps this enormous frontal shield leaves behind it is actually big enough to completely protect a small cruiser!
I reckon that just giving it a 90° Omni Shield would work a lot better for the Infernus than a 180° front one. I would even be willing to trade it for the shield system to generate more flux or even have a worse damage ratio (It would also be fun to mention the shield was actually pilfered from a Conquest and improved upon with augments thanks to the generous internal hull compared with the much slender Battlecruiser in the ship description).
The massive front shield also heavily messes with allied firing lines as a wall that wide can really become a bother for allies to get around or the Infernus itself to even advance forward with. A massive dome of a shield really looks weird on such a gorgeous, tubular monstrosity of a hull.
I agree the enormous shield presentation makes it vulnerable to fluxing out. Maybe get really creative and add a module that has a makeshift shield and that's all it is. Set the module pointed foreword so it only protects the nose. Then make the real shield into 60° OMNI. Would make the defenses unique and feel cobbled together like the rest of the ship.
Title: Re: [0.95a] Underworld 1.6.1
Post by: Retry on April 26, 2021, 01:22:31 PM
Took a while to understand what that review post was talking about since it mostly used the weird custom names instead of the class of the ship.

On the Stalker, it doesn't make much sense for the pirate-based Apogee conversion to be significantly stronger than the Apogee itself.  As such, I'm opposed to the tweaks on that basis alone.  However, it's also worth nothing that none of the stalker changes proposed are actually worth the 25 DP compared to Vanilla ships, some are no stronger or even weaker than the original (proposition B comes to mind), pretty much all of them take the design further away from the Apogee baseline, and the proposal of sacrificing the surveying equipment built-in hullmod is just lame.

(Also, I've never had any issues mounting a large missile on a Stalker)
Title: Re: [0.95a] Underworld 1.6.1
Post by: Arcagnello on April 26, 2021, 03:39:05 PM
Quote
I agree the enormous shield presentation makes it vulnerable to fluxing out. Maybe get really creative and add a module that has a makeshift shield and that's all it is. Set the module pointed foreword so it only protects the nose. Then make the real shield into 60° OMNI. Would make the defenses unique and feel cobbled together like the rest of the ship.
The ship can barely be classified as low tech given it's a fusion of a fuel barge with a salvage gantry and as many weapons that could be bolted onto it as possible. Shield tanking was never really an option, especially when the vehicle can reach the 2.000 armor value just by using heavy armor and a base flux dissipation most capitals would dream of.
It's a trading frontsider that can slightly broadside to let one of the two large and two of the medium ballistics fire into the same target, and we can't even use the same excuse the Stalker could have that it's a former high tech ship and that it therefore could retain almost all the shield goodies of it's source material.

That module you suggest feels an awful lot like installing a module on the ship like the Cathedral Hubship or the Locomotive from HMI. I'm not sure the Infernus even can have something else stapled onto it at this point to be perfectly honest. The closest thing to that I can think of would be to give the Infernus the Damper Field ship system instead of the Burn Drive. That would just make it disgustingly durable at the cost of making it one of the slowest ships in the entire modiverse at a snail 20ish too speed while engaging the enemy.

Took a while to understand what that review post was talking about since it mostly used the weird custom names instead of the class of the ship.

On the Stalker, it doesn't make much sense for the pirate-based Apogee conversion to be significantly stronger than the Apogee itself.  As such, I'm opposed to the tweaks on that basis alone.  However, it's also worth nothing that none of the stalker changes proposed are actually worth the 25 DP compared to Vanilla ships, some are no stronger or even weaker than the original (proposition B comes to mind), pretty much all of them take the design further away from the Apogee baseline, and the proposal of sacrificing the surveying equipment built-in hullmod is just lame.

(Also, I've never had any issues mounting a large missile on a Stalker)

I apologize about the nomenclature. Truth is that talking about balancing numbers and concepts really, really bores me no matter the subject so I had to improvise to keep myself from just saving what I had written so far, put it in a word file and forever forget about it afterwards. 

Do not worry, I'm on my phone now and selecting silly names, scrolling up, pressing that tiny little B I could very well fatfinger for another effect and then come back down to keep writing is way too much finger waggling for me to pursue.

The Stalker is already a lot stronger than the Apogee, much more than a mere 2 more Deployment Points would imply it is.

It retains the one large missile mount to the side, most of the flux and shield stats, can now install medium kinetic weapons that can also reasonably point forward on the side medium turrets and trades the already very good set of energy weapons and single missile hardpoint at the front for 4 small and 1 medium incredibly good angle turrets.
And it does not end there, all the new weapon mounts even benefit from the new system which massively boosts firepower and weapon flux Efficiency and, in addition to that, the ship even recurves free point defence and medium to short range frag damage in the form of the Revolver wing.

Buffing it to a level where it can actually USE all the weapons it comes with at the cost of an already well deserved DP increase would probably make you enjoy the ship that much more.

I would also argue with the fact a mostly kinetic weapon cruiser with near-high tech shield stats, Improved Ammo Feeder AND enough leftover ordinance points to field max vents and almost max capacitors is not worth 25DP, because it most certainly would be since, unlike most cruisers in that DP range, the Stalker would be able to deploy top-shelf weapons and reasonably have enough flux stats to fire them all basically indefinitely with the help of the skill.

I'm surprised you seem perturbed about the removal of Surveying Equipment from the ship. And here I was comforting the poor old High Resolution Sensors that were axed when the Apogee went into the pirate dockyard. I hypothesized a removal of it because there are almost no vanilla ships that carry two built in hullmods, and pretty much all of those are civilian, exploration vessels, not nearly 100% combat focused vessels like the Stalker.

Pirates have already removed High Resolution Sensors which were most likely installed on the front of the ship to fit a plethora of ballistic weapons plus a fighter bay, wouldn't converting surveying equipment into a makeshift Integrated Targeting Unit (just to mention the Stalker B(allistic) you feel is weaker) make a whole lot of sense?

And finally, about that large missile slot. The Stalker massively boosts ballistic weapon performance (even more so if the ship has an officer with system expertise, I'll tell you that much) across the board. Let us keep count of the used ordinance points up to 130 without the Special Modifications, shall we?

You're going to want either heavy maulers or Hypervelocity Drivers in the back mounts since they sit in the back and need to be the offensive weapons with the most range. I will go with two Drivers.
26 Ordinance Points
I now also would really like a good ranged option for that front mount. Heavy Mauler would be ok but I will start saving OP early and go for the trusty old Heavy Mortar.
33 Ordinance Points
We still don't have any point defence and just two Hypervelocity Drivers and one Heavy Mortar sound really pathetic for a 20FP cruiser, so we're going with the rather expensive option of 4 Railguns plus Dedicated Point Defence AI plus Advanced Turret gyros for both the Railguns to become the best ballistic point defence in the game and all the weapons in the ship to stay locked into even the fastest of targets.
33+28+12+6= 79 Ordinance Points
Now we need the obligatory Integrated Targeting Unit for that juicy 40% range plus Stabilized shields for those shield flux stonks.
79+15+9=103
Oh, would you look at that. We only got 27 Ordinance Points left after fully kitting out the cruiser to make full use of Accelerated Ammo Feeder. I guess I'll just have to dump them all into vents and call it a day.

So, what would you cut for a large missile weapon that won't even be able to come with Expanded Missile Racks or ECCM, without butchering the only weapons benefitting from the ship ability?
Title: Re: [0.95a] Underworld 1.6.1
Post by: Retry on April 26, 2021, 07:10:12 PM
Quote
The Stalker is already a lot stronger than the Apogee, much more than a mere 2 more Deployment Points would imply it is.
It really isn't.

While Stalkers are good, you're underselling the strengths of the Apogee (and neglecting the Stalker's sacrifices).  The conversion from an Apogee to a Stalker results in considerable compromises: The Apogee has 20% more capacity, .3 more efficient shield, 70% more effective shield HP, 250 more flux dissipation, 10 more OP, and a Plasma Cannon Large Energy Hardpoint.  The latter part seems to be undervalued in your analysis of the Apogee, as it practically defines an Apogee's role.

Both Apogees and Stalkers are easy recoveries in my fleet, and they both easily pull their weight.  If your Apogees aren't, well, then use more plasma cannon I'm kind of curious as to how you're building them.
Quote
I would also argue with the fact a mostly kinetic weapon cruiser with near-high tech shield stats, Improved Ammo Feeder AND enough leftover ordinance points to field max vents and almost max capacitors is not worth 25DP, because it most certainly would be since, unlike most cruisers in that DP range, the Stalker would be able to deploy top-shelf weapons and reasonably have enough flux stats to fire them all basically indefinitely with the help of the skill.
The Stalker would be directly competing with the Champion and Dominator at 25 DP, and indirectly competing with the slightly cheaper Eagle.  Fighting a Dominator would be rough due to its heavy weapon advantage and equivalent missile capability, Eagles have equivalent firepower & range with all the capability to dictate engagement range, and Champion's a particularly one-sided matchup with the Champion matching or exceeding Stalkers in practically every attribute.

And if you do buff Stalkers even more such that they do become competitive with the 25 DP options, they become Pirate-In-Name-Only.
Quote
You're going to want either heavy maulers or Hypervelocity Drivers in the back mounts since they sit in the back and need to be the offensive weapons with the most range. I will go with two Drivers.
26 Ordinance Points
Only necessary for long-ranged Stalker builds.  Otherwise the slots are better suited to Flak Cannons; while the Revolvers are ok at incidental PD their Mining lasers and mini-Thumpers are insufficient against serious missile threats.

We'll assume a long-range build and take 2 HVDs.
Quote
I now also would really like a good ranged option for that front mount. Heavy Mauler would be ok but I will start saving OP early and go for the trusty old Heavy Mortar.
33 Ordinance Points
Absolutely not.  You decided this ship was going to be a long-range build when you installed the HVDs, and you need to range-match it.  Heavy Mauler it is.
Quote
We still don't have any point defence and just two Hypervelocity Drivers and one Heavy Mortar sound really pathetic for a 20FP cruiser, so we're going with the rather expensive option of 4 Railguns plus Dedicated Point Defence AI plus Advanced Turret gyros for both the Railguns to become the best ballistic point defence in the game and all the weapons in the ship to stay locked into even the fastest of targets.
33+28+12+6= 79 Ordinance Points
Ah, that's your problem.

All right, you just spend more OP on your PD guns than your actual offensive capacity.  While not wrong per sey, you must understand that sacrifices will have to be made when you start spending more than 1/3rd of your total OP budget (and no less than 2 hullmods) specifically on your PD array.
Quote
Now we need the obligatory Integrated Targeting Unit for that juicy 40% range plus Stabilized shields for those shield flux stonks.
Yes to ITU, no to Stabilized Shields.  Unnecessary expenditure for a ship that has neither demanding shields nor a heavy dependency on them.
Quote
So, what would you cut for a large missile weapon that won't even be able to come with Expanded Missile Racks or ECCM, without butchering the only weapons benefitting from the ship ability?
By redesigning it to fit a specific role and trimming the fat, I end up with this.
(https://media.discordapp.net/attachments/304690022299336705/836416245007253584/screenshot178.png?width=840&height=473)
Even had enough OP left over that I could fit cheap guns in the suboptimal small slots.  Enough caps left over that one can redirect get a Hurricane MIRV if one wants, either with a Story Point to add EMR or a Missile Spec Officer (or both)

Or if you want a midrange build, Heavy Mortar + 4x Railguns + 2x Flak Cannons, can also snugly fit a Locust or Hurricane (Squalls are still bad, unfortunately).
Title: Re: [0.95a] Underworld 1.6.1
Post by: Dark.Revenant on April 27, 2021, 12:21:35 AM
Hey, I really appreciate the support and feedback!  That said, I disagree with some of your points.

First, the Infernus' shield IS important, though admittedly the 180 degree arc isn't so great.  I'll drop the arc to 90 degrees and reduce the upkeep, but bump the armor.

Second, the Infernus is intended to have unusually good flux stats and unusually bad ordnance points.  You have to be very choosy with where you budget your precious ordnance points!  Frankly, I like it this way because it lends to a wide variety of interesting builds.  It's a ship that lends to S-Mods very well, as well.  In fact, there's a whole custom start for a build-your-own-Infernus that can address most of the issues with the standard ship!

Third, the Stalker has a bunch of weird *** going on for lore reasons. Many of the Underworld ships are sub-par in various ways, on purpose. The Stalker is almost too good for what it is, but the asymmetric janky kind of good-but-not-perfect balance of it appeals to me.

Fourth, don't sleep on the large missile slot.  Even a harpoon pod can strike a finishing blow.  It's your only missile slot, so make it count.
Title: Re: [0.95a] Underworld 1.6.1
Post by: Kurtdovah on April 27, 2021, 01:17:32 AM
I hope this mod will be update for the actual version of starsector :3
Title: Re: [0.95a] Underworld 1.6.1
Post by: Arcagnello on April 27, 2021, 03:31:02 AM
Quote
Spoiler
The Stalker is already a lot stronger than the Apogee, much more than a mere 2 more Deployment Points would imply it is.
[close]
It really isn't.

While Stalkers are good, you're underselling the strengths of the Apogee (and neglecting the Stalker's sacrifices).  The conversion from an Apogee to a Stalker results in considerable compromises: The Apogee has 20% more capacity, .3 more efficient shield, 70% more effective shield HP, 250 more flux dissipation, 10 more OP, and a Plasma Cannon Large Energy Hardpoint.  The latter part seems to be undervalued in your analysis of the Apogee, as it practically defines an Apogee's role.

Both Apogees and Stalkers are easy recoveries in my fleet, and they both easily pull their weight.  If your Apogees aren't, well, then use more plasma cannon I'm kind of curious as to how you're building them.

I've been running Overridden Apogees using a plasma cannon myself for a good portion of my second 0.95 playthrough, I reckon they'd still be good even without Integrated Safety Overrides.

In the current patch tough, I'm quite confident an Apogee, overridden or not, with integrated hullmods or without them, with or without an Officer will still lose to a Stalker given an equal amount of resources. The apogee has an amazing shield (I forgot the shield ratio chance between the two ships, that's on me), better base flux dissipation, a large energy mount and even 10 more OP (I forgot about that one aswell, you'd think the Stalker at least had an equal amount of OP given the fact it supposedly got stripped of many exploration components for more DAKKA) but that is not enough for it to compete.

The Plasma Cannon is a good large energy weapon, but the Apogee more or less is forced to install Safety Overrides to properly fire it continuously AND stay in range with the enemies it's supposed to be engaging. A Plasma Apogee with no SO and ITU will still have subpar range, a really hard time hitting anything smaller than a cruiser (unless it has aux thrusters) and won't even be able to fire it continuously. 

I have not run a "sane" Apogee since my second campaign playthrough before I found plasma cannons (my memory may be a bit warped I'll put a (?) if I'm not sure on some stuff) but I remember bits and pieces of the following setup:

Integrated Hullmods: Hardened Shield, Expanded Missile Racks

Addittional Hullmods: Expanded magazines, Stabilized Shields, ITU, Solar Shielding (?)

Weapons: Autopulse Laser, 2x IR Pulse Laser in the front hardpoints, 2 Heavy Burst lasers (or did I degrade them to just burst PD lasers? I honesly can't remember), PD lasers on the other small energy mounts, Hurricane MIRV on the large hardpoint, Harpoons on the small missile hardpoint (?)

Rest of the OP goes into vents. You can definetly cut Solar Shielding, the Harpoons and maybe even degrade those medium energy mounts in the back further to normal small PD laser to also instally ECCM.


Quote
Spoiler
I would also argue with the fact a mostly kinetic weapon cruiser with near-high tech shield stats, Improved Ammo Feeder AND enough leftover ordinance points to field max vents and almost max capacitors is not worth 25DP, because it most certainly would be since, unlike most cruisers in that DP range, the Stalker would be able to deploy top-shelf weapons and reasonably have enough flux stats to fire them all basically indefinitely with the help of the skill.
[close]
The Stalker would be directly competing with the Champion and Dominator at 25 DP, and indirectly competing with the slightly cheaper Eagle.  Fighting a Dominator would be rough due to its heavy weapon advantage and equivalent missile capability, Eagles have equivalent firepower & range with all the capability to dictate engagement range, and Champion's a particularly one-sided matchup with the Champion matching or exceeding Stalkers in practically every attribute.

I'd be perfectly fine with a Stalker having 40-50 more OP competing with either Champion Or Dominator in DP value.
The really good turret angles and ship skill put it in a very nice role of a frigade buzzsaw that both Champion and Crabbinator can't do themselves due to the former having garbage for mount options (The one I like the most being PDAI Champion with tactical lasers, HVDs and HIL using ITU, stab shields, turret gyros and flux distributor (?) ) and the latter being a steel, crab shaped brick with the majority of its weapons on front mounted hardpoints.

Quote
Spoiler
You're going to want either heavy maulers or Hypervelocity Drivers in the back mounts since they sit in the back and need to be the offensive weapons with the most range. I will go with two Drivers.
[close]
26 Ordinance Points
Only necessary for long-ranged Stalker builds.  Otherwise the slots are better suited to Flak Cannons; while the Revolvers are ok at incidental PD their Mining lasers and mini-Thumpers are insufficient against serious missile threats.

HVDs (and, to a lesser degree, Heavy Autocannons and Heavy Maulers) are more or less vital on those two back slots since Medium ballistic mounts generally have much better Ordinance Points efficiency than small ballistic mounts and/or better range. Relegating such mounts for point defence that does not even have a decent frontal angle is seriously underselling their value and the ship skill.

Quote
Spoiler
We still don't have any point defence and just two Hypervelocity Drivers and one Heavy Mortar sound really pathetic for a 20FP cruiser, so we're going with the rather expensive option of 4 Railguns plus Dedicated Point Defence AI plus Advanced Turret gyros for both the Railguns to become the best ballistic point defence in the game and all the weapons in the ship to stay locked into even the fastest of targets.
33+28+12+6= 79 Ordinance Points
[close]
Ah, that's your problem.

All right, you just spend more OP on your PD guns than your actual offensive capacity.  While not wrong per sey, you must understand that sacrifices will have to be made when you start spending more than 1/3rd of your total OP budget (and no less than 2 hullmods) specifically on your PD array.

Railguns are not point defence. They're a cream-of-the-crop ballistic weapon with 0.8 efficiency, amazing DPS, decent range, good turret traverse and perfect accuracy which I've just so happened to turn them into the best small ballistic point defence in the game with PDAI and Turret gyros.
Spoiler
https://www.youtube.com/watch?v=cr0BljPKksM (https://www.youtube.com/watch?v=cr0BljPKksM)
Railgun installed on the Stalker with PDAI and Advance Turret Gyros, colorized.
[close]
Those 4 railguns have more than double the Kinetic DPS of those two hypervelocity drivers and are the reason why the Stalker is among the best anti-frigade/destroyer cruisers in both vanilla and the modiverse, especially when the Accellerated Ammo Feeder kicks in. It's going to not only win flux wars against actual enemy ships, but it's also going to be an incredibly potent fighter clearer now that all small weapons even get perfect tracking AND to more damage to fighters.

Your variant that's sunk 32OP into a large saturation weapon with limited ammo and 4 vulcans that deal frag damage which aren't gonna do squat to fighters with shileds/armor (and sabots for that matter, does your point defence have over 1000 range too?) wishes it was that good. It's totally worth the extra 14 Ordinance Points and leaving a large slot empty.

Quote
Spoiler
Now we need the obligatory Integrated Targeting Unit for that juicy 40% range plus Stabilized shields for those shield flux stonks.
[close]
Yes to ITU, no to Stabilized Shields.  Unnecessary expenditure for a ship that has neither demanding shields nor a heavy dependency on them.
Quote
Spoiler
So, what would you cut for a large missile weapon that won't even be able to come with Expanded Missile Racks or ECCM, without butchering the only weapons benefitting from the ship ability?
[close]
By redesigning it to fit a specific role and trimming the fat, I end up with this.
*a picture with a Locust, 2x HVD, Heavy mauler, 4x Vulcan 2x Light Machinegun is shown*
Even had enough OP left over that I could fit cheap guns in the suboptimal small slots.  Enough caps left over that one can redirect get a Hurricane MIRV if one wants, either with a Story Point to add EMR or a Missile Spec Officer (or both)

Or if you want a midrange build, Heavy Mortar + 4x Railguns + 2x Flak Cannons, can also snugly fit a Locust or Hurricane (Squalls are still bad, unfortunately).

Stabilzed shields are still good here. They cost 9 ordinance points to install but cut the shield upkeep by 90, effectively translating in making you able to install 39 max vents instead of 30 (or 49 vents instead of 40 if you have special modifications). It comes in really handy to install better weapons and also if you've got an officer with Shield Modulation, as the extra flux margin will translate into more constant hard flux dissipation while the shields are up. 

Stabilized shields is a must have on litterally every single ship in the game where it has the same or a better OP to Flux Dissipation Efficiency than actual vents. I'd be willing to accept a flintlock pistol duel over this.

If you have enough OP to, and I quote, "fit cheap guns in the suboptimal small slots", then you definetly want to avoid doing that and trying to squeeze in something more useful into the ship. Solar Shielding comes to mind since it not also applies to shield and not only the (arguably really good)armor and hull of the Stalker. Unless you actually plan on putting that large missile hardpoint to use with something actually impactful.

In that case: Hurricane MIRV. It's not an option. It's the only option on a side mounted hardpoint for ANY ship. I've already thrown the glove and opened the set of dueling pistols for this one. It's non-negotiable. Hurricane MIRV or it stays empty.

I really appreciate having a friendly discussion over ship setups by the way (says the guy proposing a flinklock pistol duel over the use of the Hurricane MIRV  ;)), sharing eachother viewpoint and possibly learning something new every time really is stimulating (altough very time consuming to write)!

Hey, I really appreciate the support and feedback!  That said, I disagree with some of your points.

First, the Infernus' shield IS important, though admittedly the 180 degree arc isn't so great.  I'll drop the arc to 90 degrees and reduce the upkeep, but bump the armor.

Second, the Infernus is intended to have unusually good flux stats and unusually bad ordnance points.  You have to be very choosy with where you budget your precious ordnance points!  Frankly, I like it this way because it lends to a wide variety of interesting builds.  It's a ship that lends to S-Mods very well, as well.  In fact, there's a whole custom start for a build-your-own-Infernus that can address most of the issues with the standard ship!

Third, the Stalker has a bunch of weird *** going on for lore reasons. Many of the Underworld ships are sub-par in various ways, on purpose. The Stalker is almost too good for what it is, but the asymmetric janky kind of good-but-not-perfect balance of it appeals to me.

Fourth, don't sleep on the large missile slot.  Even a harpoon pod can strike a finishing blow.  It's your only missile slot, so make it count.
First
I mean, 180° front shields are great in general while a vacuum, but a 90° omni (or a 90° front one, which I feel would further disincentivize the use of side mounted offensive weapons even further) would allow for an entire Onslaught to fit beside it while in a battle line!
Second
I guess that's it for my argument. If being OP starved like Dark Souls 3 Dragon forms look like malnourished deers is the design choice of the Infernus then that's how it ought to be! I sadly am not playing with Nex (which tends to needlessly BLOAT my campaigns in endgame, I might just nerf colonization by a factor of 4 or something in the future) so I can't really fully appreciate that starting option, as much as it pains me to say it.
Third
Quote
The Stalker is almost too good for what it is
It's over Retryakin, I have the high ground! I do guess that settles it then! Altough I really could see it being worth 25FP with some tweaks. I personally think it's too similar in role to the Barbarian right now, but then again the Barbarian is basically married to Safety Overrides that it might aswell settle in and have kids and already come with it integrated into the ship to start with, at the cost of a few maximum ordinance points.
Fourth
I never heard of this "Large Missile Hardpoint" you speak of, only of an empty stump that magically fits a Hurricane MIRV whenever I got one in the inventory  ;)
Title: Re: [0.95a] Underworld 1.6.1
Post by: Retry on April 27, 2021, 07:07:21 AM
Quote
The Plasma Cannon is a good large energy weapon, but the Apogee more or less is forced to install Safety Overrides to properly fire it continuously AND stay in range with the enemies it's supposed to be engaging.
That's categorically false.  Plasma Cannon Apogee can effortlessly support Plasma Cannons without skills or officers while being fired continuously.  I'm not going to bother going through the flux calculations here, as nobody else seems to be having issues to make self-sustaining Plasma Apogee variants without SO (the most popular by far).

The Apogee's primary role is a line-holder, not a pursuit ship.  While not chasing down anything that's super speedy, its ungodly shield tankiness combined with excellent general-purpose main armament (+ large missile) is plenty for engaging and knocking out slower and less-tanky ships of similar weight class and range... such as Stalkers.  That's how I usually bag mine for my own use.

And that range you're calling sub-par matches your Stalker build's practical engagement range (980, for 700-range Heavy Mortar and Railguns with ITU)
Quote
The really good turret angles and ship skill put it in a very nice role of a frigade buzzsaw that both Champion and Crabbinator can't do themselves due to the former having garbage for mount options
Frigate hunters need to be fast enough to actually be able to jump their prey, which the Stalker can't do.  The ability to chew through a frigate that happens to suicidally charge and stay in its frontal arc is okay, but not unique to the Stalker.  (TL Champion tends slice through most frigates in 1 shot with HEF enabled)

If you genuinely believe the Champion has garbage mount options, then we have nothing more to discuss.  I'd suggest you spend more time looking up Champion builds...
Title: Re: [0.95a] Underworld 1.6.1
Post by: Gniwu on April 27, 2021, 08:17:32 AM
It's a ship that lends to S-Mods very well, as well.  In fact, there's a whole custom start for a build-your-own-Infernus that can address most of the issues with the standard ship!

Speaking of which, I've been eyeing that specific start for my next pirate playthrough, where I can apply the lessons I learned from my current, little-fish pirate foray into 0.95, but I have some questions before committing. Having only seen the first upgrade choices so far, I assume that it will not be possible to eventually get every upgrade from every path? Is there a chart somewhere where I can see what's waiting in store for me, so that I don't miss out on a ship feature that I might wanted to have for my playstyle? It looks really interesting as a flagship concept, but going in completely blind for what is going to be a fairly long-term time investment is obviously not ideal.

Also, considering the main character's backstory in that start, is there any modified story content concerning your interactions with Jorien Kanta? I imagine that she would recognize your bespoke ship, even after such a long time.

Absolutely great work on the entire mod, by the way. I love both the rickety pirate variants and the Cabal as a late-game pirate threat, and I can't imagine playing without my purple Tempest anymore! Thank you! :)
Title: Re: [0.95a] Underworld 1.6.1
Post by: MesoTroniK on April 27, 2021, 05:08:27 PM
I hope this mod will be update for the actual version of starsector :3
... It is already.
Title: Re: [0.95a] Underworld 1.6.1
Post by: connortron7 on April 27, 2021, 05:24:43 PM
I hope this mod will be update for the actual version of starsector :3
... It is already.
That person copy pasted that in like 12 different threads, doubt they read anything  :-\
Title: Re: [0.95a] Underworld 1.6.1
Post by: Dark.Revenant on April 28, 2021, 12:09:20 AM
Speaking of which, I've been eyeing that specific start for my next pirate playthrough, where I can apply the lessons I learned from my current, little-fish pirate foray into 0.95, but I have some questions before committing. Having only seen the first upgrade choices so far, I assume that it will not be possible to eventually get every upgrade from every path? Is there a chart somewhere where I can see what's waiting in store for me, so that I don't miss out on a ship feature that I might wanted to have for my playstyle? It looks really interesting as a flagship concept, but going in completely blind for what is going to be a fairly long-term time investment is obviously not ideal.

Also, considering the main character's backstory in that start, is there any modified story content concerning your interactions with Jorien Kanta? I imagine that she would recognize your bespoke ship, even after such a long time.

Absolutely great work on the entire mod, by the way. I love both the rickety pirate variants and the Cabal as a late-game pirate threat, and I can't imagine playing without my purple Tempest anymore! Thank you! :)

No choice is permanent.  You can (relatively cheaply) swap out the mutually exclusive upgrades to try out different builds.

TIM's start is meant for Nex, where it's kind of a freeform sandbox where the story content takes second stage to the 4X stuff going on.  I suppose for that reason, modifying the ATG mission for adjusted Kanta interactions could be done in the future, but generally speaking I don't like modifying vanilla stuff in a mod that's supposed to be an add-on.

Besides, what's she gonna do? Kill you? The player character is immortal.
Title: Re: [0.95a] Underworld 1.6.1
Post by: Gniwu on April 28, 2021, 02:20:02 AM
No choice is permanent.  You can (relatively cheaply) swap out the mutually exclusive upgrades to try out different builds.

TIM's start is meant for Nex, where it's kind of a freeform sandbox where the story content takes second stage to the 4X stuff going on.  I suppose for that reason, modifying the ATG mission for adjusted Kanta interactions could be done in the future, but generally speaking I don't like modifying vanilla stuff in a mod that's supposed to be an add-on.

Besides, what's she gonna do? Kill you? The player character is immortal.

That is good to know, thank you! In that case, I could even use the console to get enough money for exploratory Infernus surgery in a throwaway save.

When it comes to Kanta, I just thought there might have been some kind of altered reaction over the comms, that's all.
Title: Re: [0.95a] Underworld 1.6.1
Post by: Arcagnello on April 29, 2021, 12:11:09 PM
Just popping back to let you know the Venom-X may just be what allows me to be endgame ready with just low tech ships. I managed to get them to work without resorting to SO (I did put 3 integrated hullmods on them tough) and they tear things apart nice and good!

I'm currently playing so I can't make a screenshot and post it for now, but I can indeed give out the setup!

Officer: Yes, aggressive/reckless, with wolfpack tactics
Officer Skills: Elite Helmsmanship, Target Analysis, Shield Modulation, Elite Systems Expertise, Gunnery Implants, Reliability Engineering
Integrated Hullmods: Extended Shields, Hardened Shields, Hardened Subsystems
Additional Hullmods: Stabilized Shields
Weapons: 2x Heavy Machinegun, 2x Light Assault Guns. You can alternatively go with just one Heavy Machinegun and one Assault Chaingun and invest the remaining OP into capacitors if you want less dakka and more survivability.
Rest of the OP: 19 vents ( like them to go dakka dakka, but you "could" spend some OP in vents since the ship is dead 90% of the time when it's close to the enemy and high on flux/overloaded)

The ship has 413 seconds of peak performance time with this setup. 4 of them methodically win against the two Simulation Onslaughts, but they're better off hunting enemy frigades and non-capitals in a real battlefield.

Edit: I've still got to get back to the Dragon and field one or two of those aswell. I reckon they'll do "fine" with Sabot pods and a hurricane plus expanded missile racks, ECCM and an officer with Elite Missile Specialization  8)
Title: Re: [0.95a] Underworld 1.6.1
Post by: Bueno Horse on May 07, 2021, 08:36:03 AM
I hope this mod will be update for the actual version of starsector :3
... It is already.
That person copy pasted that in like 12 different threads, doubt they read anything  :-\

To be fair, the mod index lists this as 9.1a
Title: Re: [0.95a] Underworld 1.6.1
Post by: Arcagnello on May 07, 2021, 08:41:02 AM
I hope this mod will be update for the actual version of starsector :3
... It is already.
That person copy pasted that in like 12 different threads, doubt they read anything  :-\

To be fair, the mod index lists this as 9.1a

Indeed!

Post Scriptum: Welcome to the forum by the way, my fellow, morally ambiguous, seldomly shady Starfarer  ;)
Title: Re: [0.95a] Underworld 1.6.1
Post by: KaptainKal on May 14, 2021, 01:46:25 AM
The custom start for the upgradable battlewagon is my constant go-to for every single campaign ever since I discovered it, would absolutely love to see more custom starts with upgradeable ships if you ever get the chance!
Title: Re: [0.95a] Underworld 1.6.1
Post by: Warlord-616x on May 23, 2021, 02:12:50 PM

it doesn't make much sense for the pirate-based Apogee conversion to be significantly stronger than the Apogee itself.  As such, I'm opposed to the tweaks on that basis alone. 

was all about getting this mod until i saw that unfortunately.  was pretty excited before that, but kinda goes against the reasoning for picking it up when speaking in terms of pirate type factions.   
Title: Re: [0.95a] Underworld 1.6.1
Post by: Wyvern on May 23, 2021, 02:40:59 PM

it doesn't make much sense for the pirate-based Apogee conversion to be significantly stronger than the Apogee itself.  As such, I'm opposed to the tweaks on that basis alone. 

lol was all about getting this mod until i saw that unfortunately.  was pretty exited before that.
Why wouldn't that make sense? The base Apogee is, these days, basically a civilian-grade vessel. A refit that drops its utility in favor of more combat power is perfectly reasonable.
Title: Re: [0.95a] Underworld 1.6.1
Post by: Dark.Revenant on May 23, 2021, 06:55:29 PM

it doesn't make much sense for the pirate-based Apogee conversion to be significantly stronger than the Apogee itself.  As such, I'm opposed to the tweaks on that basis alone. 

was all about getting this mod until i saw that unfortunately.  was pretty excited before that, but kinda goes against the reasoning for picking it up when speaking in terms of pirate type factions.

The Apogee is a better ship than the Stalker.  If anyone claims otherwise, that's their opinion, not mine, nor the opinion of the consensus.
Title: Re: [0.95a] Underworld 1.6.1
Post by: crawlers on May 26, 2021, 11:35:34 AM
May you please add a way to bring cabal influence to a player colony?  Probably it would require being friendly enough with the cabal, and being rich enough to afford it.
Title: Re: [0.95a] Underworld 1.6.1
Post by: SpaceDrake on May 29, 2021, 02:08:27 PM
The custom start for the upgradable battlewagon is my constant go-to for every single campaign ever since I discovered it, would absolutely love to see more custom starts with upgradeable ships if you ever get the chance!

I was just going to come in here and say this. Oh my god after getting my feet wet in Starsector , and looking to get into Nex Starsector, I had been thinking "god but I'd love to start with a Cool Ship but it needs hella upgrades to go from being a junker to being The Hero Ship" and was beginning to idly wonder if I had to mod that in myself, somehow. Imagine my delight at seeing the Infernal Machine option after installing Underworld! The balancing of it is especially delightful - not only is an attempt made to make the ship reasonably balanced on the progression curve in and of itself (at the start, aside from all the d-mods bringing the stats down, the un-upgraded hardpoints means it effectively has a single-side broadside, which is a neat dynamic) but the price you pay for getting a big tough cap to start off with? Everyone is sus as hell of you and worried you're going to be like granddad. It's a nice way to make the start a challenge and find a way to open up markets and trading!

It's absolutely been my most compelling play of Starsector yet (and I'm still pretty new and haven't even "finished" a seed yet) and I can't wait to get into the late game with it. Thank you so much for putting this much effort into it!

Speaking of which, I've been eyeing that specific start for my next pirate playthrough, where I can apply the lessons I learned from my current, little-fish pirate foray into 0.95, but I have some questions before committing. Having only seen the first upgrade choices so far, I assume that it will not be possible to eventually get every upgrade from every path? Is there a chart somewhere where I can see what's waiting in store for me, so that I don't miss out on a ship feature that I might wanted to have for my playstyle? It looks really interesting as a flagship concept, but going in completely blind for what is going to be a fairly long-term time investment is obviously not ideal.

Also, considering the main character's backstory in that start, is there any modified story content concerning your interactions with Jorien Kanta? I imagine that she would recognize your bespoke ship, even after such a long time.

Absolutely great work on the entire mod, by the way. I love both the rickety pirate variants and the Cabal as a late-game pirate threat, and I can't imagine playing without my purple Tempest anymore! Thank you! :)

No choice is permanent.  You can (relatively cheaply) swap out the mutually exclusive upgrades to try out different builds.

TIM's start is meant for Nex, where it's kind of a freeform sandbox where the story content takes second stage to the 4X stuff going on.  I suppose for that reason, modifying the ATG mission for adjusted Kanta interactions could be done in the future, but generally speaking I don't like modifying vanilla stuff in a mod that's supposed to be an add-on.

Besides, what's she gonna do? Kill you? The player character is immortal.

I did want to touch on this, though, since I've been thinking a bit about it myself.

I've actually avoided most [REDACTED] content outside of experiencing it myself firsthand, but I do know Kanta comes up in the main story and I had been wondering if the TIM start gave that any extra content. Not surprised to hear "no, it doesn't", and Kanta's ways of interacting with the player are (currently) rather limited, but it still feels like the TIM start "ought" to do something with that, because of one thing: you touch upon something Baumgart spoke of in his blog:

Quote
Some games define a character for the player that’s a particular person who has their own opinions and outlook. Most games define at least a character who’s a bit of a cipher, allowing them to center their game mechanics. Master Chief or Gordon Freeman are pretty straightforward; they raise few questions about player agency outside of the limited mechanical range that the game can excel at. These are useful constraints.

We’re in a similar place with Starsector. This game has a nature to it, and it suggest a certain type of character: you’re some kind of cool space captain. Imagine a more successful Han Solo (which I guess makes you Lando, haha). I can safely assume that this character won’t have strong opinions or interest in something like farming except insofar as they’re buying, selling, or stealing cargo related to it. Good.

Still, we’ve got to keep dialog a bit vague. We have to leave an openness in interpretation of actual tone and wording so that the player can project enough of their own interpretation to those words that it feels correct. If we provide a dialog option that feels out of place or that pans out vastly contrary to the player’s expectation, then we lose narrative verisimilitude. The illusion wavers!

What's interesting here is that, due to the framing of this start, we aren't just a cipher-style character like other Starsector or general RPG/roguelike PCs are. We are, specifically, Harcourt's Grandchild™; it informs the ship we start with, it informs the attitudes others have to us in game mechanics, it's an impact that ripples out from the start of the game. This makes the character a bit more "Shepard-like", if you will; while we're still totally free to express the PC's character after the start in game mechanics, TIM gives the player a bit more grounding by default and thus makes more interaction from anything related to that backstory more "natural-feeling".

This isn't claiming that you're "obligated" to do it or whatever, of course; it's just something that kind of grows organically out of the conceit of the scenario. Even "without" it, I'm still having the time of my life, and I hope you decide to do similar styles of start for other mods!
Title: Re: [0.95a] Underworld 1.6.1
Post by: Stormy Fairweather on June 03, 2021, 06:26:07 AM
This might be a silly question, but why does the cabal not have an entry in the diplomatic profile tab? every other custom faction i've plugged in does
Title: Re: [0.95a] Underworld 1.6.1
Post by: robepriority on June 03, 2021, 09:52:27 AM
The cabal doesn't participate in nexerelin as they don't hold actual planets, they just infest tritachyon's.

Title: Re: [0.95a] Underworld 1.6.1
Post by: Stormy Fairweather on June 03, 2021, 05:19:24 PM
oh... so that means you cant improve relations with em?
Title: Re: [0.95a] Underworld 1.6.1
Post by: King Alfonzo on June 03, 2021, 06:47:35 PM
You can improve with Cabal by either giving them stuff when they encounter you, or doing the Caballero bar event for either a minor boost in rep, or a larger boost in rep.
Title: Re: [0.95a] Underworld 1.6.1
Post by: Girogi on June 16, 2021, 07:54:44 AM
Hihi, I freaking love this mod, and I love the Infernal Machine start~ Just wanted to ask, since this ship is pretty unique and all, do you plan on giving it its own unique skin? It'd be nice to be able to differentiate visually it from the other Infernus ships. Maybe giving it less brown and more darkish hues with a nice red to contrast it? Or maybe have it dark and grey. Anyways, just a suggestion that I thought would be nice. Thanks again for the amazing mod!
Title: Re: [0.95a] Underworld 1.6.1
Post by: Deshara on June 16, 2021, 10:12:16 AM
everybody heaps love on the TIM start, and it deserves it, but i dont want it to go unsaid; i love the cabal start. I prefer the early game part of SS to the mid & endgame and having the Cabal be the only non-pirates who don't shoot me on sight & are my only access to good ships (since all military ports are closed to me) and having them bleed me dry of creds aggressively for the opportunity -- I actually find it quite fun. I can't just pull up to a friendly market and have a whole fleet dropped into my lap & graduate into the midgame, I am being locked into early game mode as The Cabal drains me of my funds, with the option of joining mid-game massive fleet battles by either helping the pirates defend their stations or helping the cabal kill large fleets.
its my go-to every time

edit:
May you please add a way to bring cabal influence to a player colony?  Probably it would require being friendly enough with the cabal, and being rich enough to afford it.

i dont think ur ever gonna see this but if u dl the console commands mod u can use addcondition cabal_subfaction (?) while docked at a market to add a subfaction. I do this for all my colonies that I get a black market at
Title: Re: [0.95a] Underworld 1.6.1
Post by: idiotekque on July 18, 2021, 03:50:35 AM
Is there any way to simply remove the Cabal from this mod? I'm interested in expanding the pirate ship selection, but have no interest in the Cabal and their ships.
Title: Re: [0.95a] Underworld 1.6.1
Post by: Deshara on July 18, 2021, 04:26:07 AM
is there any possibility that this mod could be expanded to include the elite submilitaries of the other factions? Like the lions of sindria, knights of ludd, and. ... im forgetting what the hegemony one is.
theres an interesante thing irl in which the upper echelons of militaries tend to function as their own polity within their nation's state that can sometimes act independently of or counter to the interests of the rest of their state, which is a big part of what I love about the cabal & the path. & it'd be cool if every faction got something like that
Title: Re: [0.95a] Underworld 1.6.1
Post by: connortron7 on July 18, 2021, 05:09:09 AM
is there any possibility that this mod could be expanded to include the elite submilitaries of the other factions? Like the lions of sindria, knights of ludd, and. ... im forgetting what the hegemony one is.
theres an interesante thing irl in which the upper echelons of militaries tend to function as their own polity within their nation's state that can sometimes act independently of or counter to the interests of the rest of their state, which is a big part of what I love about the cabal & the path. & it'd be cool if every faction got something like that

Sure all they have to do is randomly make 40+ high quality sprites and the code for 4 new sub factions that dont act like normal factions
Title: Re: [0.95a] Underworld 1.6.1
Post by: IonDragonX on July 18, 2021, 08:28:23 AM
Is there any way to simply remove the Cabal from this mod? I'm interested in expanding the pirate ship selection, but have no interest in the Cabal and their ships.

In the Underworld folder, there is a file : UNDERWORLD_OPTIONS.INI
this is what is in it
{
    ### MODULES ###
    "starlightCabal":true,  # Default: true  ## The Starlight Cabal exists

    # CABAL OPTIONS #
    "cabalFleetFactor":1.0, # Default: 1.0  ## Affects fleet count
}
[close]
Just edit that 'true' to a 'false'
You have to start a new game for the change to work.
Title: Re: [0.95a] Underworld 1.6.1
Post by: idiotekque on July 18, 2021, 10:10:52 AM
In the Underworld folder, there is a file : UNDERWORLD_OPTIONS.INI
this is what is in it
{
    ### MODULES ###
    "starlightCabal":true,  # Default: true  ## The Starlight Cabal exists

    # CABAL OPTIONS #
    "cabalFleetFactor":1.0, # Default: 1.0  ## Affects fleet count
}
[close]
Just edit that 'true' to a 'false'
You have to start a new game for the change to work.

Oh, easy peasy. Thanks!
Title: Re: [0.95a] Underworld 1.6.1
Post by: SpaceDrake on July 18, 2021, 04:14:41 PM
On that note:

Spoiler
Can the Palace ever actually be obtained by players? I notice it's flagged as "no board" in the data files. I'm a bit obsessed with multi-part ships and it caught my eye, but if it's not intended for player use, then welp.
[close]
Title: Re: [0.95a] Underworld 1.6.1
Post by: Deshara on July 18, 2021, 09:32:43 PM
ive definitely played a multi-module boss ship the scale of a station from the seeker mod in random mission mode -- the game even has a neat little UI for switching modules while in the refit screen! so its possible. probably you could remove the "no board" tag from the ships.cvs, try to get it & see what happens
Title: Re: [0.95a] Underworld 1.6.1
Post by: JAL28 on August 07, 2021, 06:31:07 PM
Would be cool if there were Cabal contacts who would pay you to hunt down members who failed to pay their membership fees
Title: Re: [0.95a] Underworld 1.6.1
Post by: IonDragonX on October 16, 2021, 02:29:48 PM
@Dark.Revenant
I know that you are not actively modding or taking time off or what have you. I understand but still have suggestions, no pressure:
* Cabal could have variants that depend on High Tech Expansion (https://fractalsoftworks.com/forum/index.php?topic=19548.0) in a small addon mod.
* Cabal could send mercenaries at you if your fleet has Superweapons Arsenal (https://fractalsoftworks.com/forum/index.php?topic=22115.0) equipped.
* Cabal could send mercenaries at you if your fleet has:
redacted
Ziggy, Remnant, or Starlight Cabal ships; cruiser or larger
[close]
Title: [0.95.1a] Underworld 1.7.0
Post by: Dark.Revenant on December 13, 2021, 09:08:39 PM
Not just a routine update this time!  New ships!

Starlight Fury
(https://i.imgur.com/yAZkEEH.png)

Climax
(https://i.imgur.com/6EMUjzW.png)

Download Underworld 1.7.0 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.7.0.7z)
Download Mirror (https://drive.google.com/file/d/1BKNoGXdGOULc4VyrmZBIDCma2adCPheC/view?usp=sharing)
(Requires LazyLib 2.7b (http://fractalsoftworks.com/forum/index.php?topic=5444.0)) (Updated!)
(Requires GraphicsLib 1.6.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by Nexerelin 0.10.3g (http://fractalsoftworks.com/forum/index.php?topic=9175.0) - (Updated!)

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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



Change Log
Version 1.7.0:
- Updated for Starsector 0.95.1a
- Added Cabal skin for the Fury
  * Thanks to King Alfonzo for the sprite!
- Added Climax-class Cruiser
  * Cabal equivalent of the Apogee
  * Thanks to King Alfonzo for the sprite!
- Infernus shield arc reduced to 90 from 180 degrees
- Infernus shield upkeep reduced to 300 from 480
- Infernus armor increased to 1600 from 1400
- Starscream now uses Advanced Ground Support instead of Ground Support
- Cabal ships no longer have S-mods when recovered in Nexerelin
- Added Rugged Construction to shieldless ships
- Barbarian hull increased to 11000 from 9000
- Mongrel hull increased to 10000 from 6500
- Amalgam hull increased to 16000 from 12000
- Renegade supplies decreased to 35 from 40
Title: Re: [0.95.1a] Underworld 1.7.0
Post by: SpaceDrake on December 13, 2021, 09:26:31 PM
Oh ***! Thank you, DR! These new ships look rad!
Title: Re: [0.95.1a] Underworld 1.7.0
Post by: Zalpha on December 14, 2021, 09:51:01 AM
Hi new to this mod.

Those new ships do look awesome, I love the flowing shape that they have.

Anyway I am friends (more that 15 friendship) with the Cabal but I am still getting hit up for offering money or resources. If I use my story points I gain more rep with them but I still pay them anyway. (I never actually checked and they might be giving me resources, idk). Anyway do they have a base somewhere unknown or do I just have to visit Tri-bases and hope to come across them? 
Title: Re: [0.95.1a] Underworld 1.7.0
Post by: Oni on December 14, 2021, 10:23:30 AM
Hi new to this mod.

Those new ships do look awesome, I love the flowing shape that they have.

Anyway I am friends (more that 15 friendship) with the Cabal but I am still getting hit up for offering money or resources. If I use my story points I gain more rep with them but I still pay them anyway. (I never actually checked and they might be giving me resources, idk). Anyway do they have a base somewhere unknown or do I just have to visit Tri-bases and hope to come across them?

I believe they have some markets on a few Tri-Tachyon worlds that you need to be on good terms to use, but they will always extort money/goods from you. Always.
Title: Re: [0.95.1a] Underworld 1.7.0
Post by: pairedeciseaux on December 14, 2021, 10:55:51 AM
Not just a routine update this time!  New ships!

Yay!

Climax
(https://i.imgur.com/6EMUjzW.png)

- Added Climax-class Cruiser
  * Cabal equivalent of the Apogee
  * Thanks to King Alfonzo for the sprite!

Interestingly enough, Climax looks very much like a GMDA design with Cabal color.  ;D

Anyway: well done!
Title: Re: [0.95.1a] Underworld 1.7.0
Post by: Carcer on December 26, 2021, 12:27:51 AM
I'm doing a The Infernal Machine start and really enjoying it, I don't generally use pirate tech capitals or d-mod ships so its a very nice change of pace.

I saw there's meant to be a branching upgrade path, when does that unlock? I've done everything except clear all the d-mods and add the operation center and I don't see anymore options.
Title: Re: [0.95.1a] Underworld 1.7.0
Post by: Ravenholme on December 26, 2021, 04:28:58 AM
I'm doing a The Infernal Machine start and really enjoying it, I don't generally use pirate tech capitals or d-mod ships so its a very nice change of pace.

I saw there's meant to be a branching upgrade path, when does that unlock? I've done everything except clear all the d-mods and add the operation center and I don't see anymore options.

Upgrades are divided into tiers - once you get the Ops centre (I believe) you'll start seeing the next tier of upgrades. I don't believe that you have to clear the D-Mods to reach the second tier.
Title: Re: [0.95.1a] Underworld 1.7.0
Post by: Carcer on December 26, 2021, 05:01:44 AM
Thanks for the reply, I was holding off on the ops center but I'll pick it up soon as I can now.

That's good, I wanted to keep the D-mods I still have since the deploy cost is 7 right now, so I can just deploy this massive thing whenever I want.
Title: Re: [0.95a] Underworld 1.6.1
Post by: Grizzlyadamz on January 04, 2022, 08:51:01 PM
Dang, was hoping someone had posted the Infernal Machine upgrade paths.
I'll go ahead and do that then.

Spoiler
First one is Terminator Drones (2 per wing, unmanned, 20 second replacement time with 500 hull 100 armor 300 top speed, 1x IR pulse laser 1x PD laser) or 2 Fighter Bays & +20 OP (mining pods cost 4 each, wasps 5 (closest equivalent to the stock Borers))
Second is a built-in Advanced Targeting Core (+100% ballistic/energy range, +60% PD range)(Integrated Targeting Computer is +60% to ballistic/energy, including PD), or replacing the Burn Drive system with Maneuvering Jets (with burn drive I had 67 0-flux top speed, 195 with burn activated ;;;; maneuvering I had 80 0-flux top speed, 123 with jets activated (but you can keep your shield on, and turn)) PLUS built-in Auxiliary Thrusters (+50% maneuverability) *and* Unstable Injector (+15 top speed, -15% max range, +25% fighter replacement time (bad))
Third is replacing the Hellfire (TPC) Cannon with a Diablo Cannon (60 max ammo, 3 ammo regenerated per second, fires at 15/second...250 energy damage/shot, 200 flux/shot, 3750 damage a second for 5 full seconds...this thing SLAPS)) OR 2 medium slots become 2 large slots (11oclock missile & 10oclock ballistic), ALL the ballistic slots become hybrid/composite/universal(12oc mediumx2 -> hybrids, 11oc & 1oc smallx2 -> hybrids, 3oc & 9oc smallx2 -> universals, 4oc mediumx2 -> hybrids, 5oc & 7oc smallx2 -> hybrids, 6oc large x1 & med x1 -> composites), +20 OP, and the TPC main cannon firing arc is increased from 180 to 360 degrees.
Fourth is adding an Infernal Shield built-in system (360 omni, doubles turn/extension rate, -20% shield damage taken, 50% hard flux dissipation(!!), *and* it makes it a pretty RED color), OR an Infernal Minefield which spawns a mine or two every couple seconds which slowly drift towards enemies to deal moderate HE damage. They can spawn automatically at a range of up to 4000, drift for ~30 seconds before detonating, and several can be deployed at the same time, but they're easy work for enemy PD and CAN friendly-fire if they're within range when they time out and detonate. They may be most valuable for their effects on enemy AI and PD saturation.

Personally, I think I like:
THE FIGHTER BAYS- terminators are very good escorts, performing slightly better than my personal favorite escort, Pikes (jam some of those in a makeshift P Falcon hangar for a good time), for the same OP cost. *However*, keeping them as fighter bays instead of committing to the terminators grants significantly more flexibility & it even lets you ignore/downgrade them for the bonus OP points as needed.
THE ADVANCED TARGETING CORE- this one was close, because the extra maneuverability helps you bring your BIG GUN to bear and while I personally *love* the stock ram-drive, the speed differential is basically equal. The manuevering jet package would have been a very respectable sidegrade/possibly a flat-out upgrade, *but* what killed it for me was the built-in -15% range on the unstable injector. Compared to the targeting core's extra +40%? You can bring your gun to bear on those pesky frigates hiding in your shadow faster, sure, but the ATC's 2500 effective range main cannon is downright *oppressive*.
THE DIABLO CANNON- the alternative is pretty strong, nice to have, almost certainly *broken* if you build it right, but that's what the Diablo is right out of the box: broken. (hyperbole pls no nerf) The only thing I saw soak a fully charged Diablo barrage in my testing was a Paragon fortress shield, and those soak *everything*.
THE INFERNAL SHIELD- in a vacuum the mines are kinda underpowered. They can make frigates scream and cry, but as soon as you get a medium PD in the mix the mines might as well not exist- with how far away from ships they spawn, the enemy's PD lights up every couple seconds and that's that. Up against the shield? It's a no-brainer. Even if you were set on armor-tanking, you might want to take another look at this.
[close]

Besides, what's she gonna do? Kill you? The player character is immortal.

She can *try* lmao
Title: [0.95.1a] Underworld 1.7.1
Post by: Dark.Revenant on January 05, 2022, 11:15:29 PM
Small, but important, update.

Download Underworld 1.7.1 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.7.1.7z)
Download Mirror (https://drive.google.com/file/d/13jMe4PpqnvbOEKtJhWgc49WQpOz195Nu/view?usp=sharing)
(Requires LazyLib 2.7b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.6.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by Nexerelin 0.10.3i (http://fractalsoftworks.com/forum/index.php?topic=9175.0) - (Updated!)

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

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



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

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



Change Log
Version 1.7.1:
- Updated for Starsector 0.95.1a RC6
- Slightly buffed TIM's minefield upgrade, also made it less likely to mine yourself
- Cabal cannot take ships that can't be scuttled (such as Ziggurat) or those that have unremovable captains (such as integrated AI cores)
- Cabal cannot take mission items (such as Janus Device)
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Grizzlyadamz on January 07, 2022, 10:30:25 AM
Quote
- Slightly buffed TIM's minefield upgrade, also made it less likely to mine yourself
Ooh, what'd ya do? Did you make them spawn closer??
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Stalkar on January 08, 2022, 11:23:46 AM
Just popping up to say that idea of pirates actually demanding something from you rather then permanently trying to kill you is something i wanned for long,new ships are interesting,specifically SC as HT alternative to pirates,havent piloted them for much but definetely fought against them many many times
is that intended that SC like nearly permanently rally around your system hyperspace with one fleet when hostile?seeing those with 2-3 S-mods on all hulls is scary at times,specially considering they appear to be TT at first and have quite heavy fleets

will probably edit this when i get to ride those myself,specifically looking at palace,succubus and the wagon
some insight on how to get palace and wagon would be appreciated as i havent seen it outside of this page and files

finally rolled through some of the VS bounties and fought palace.....buuut it doesnt seem like repairing it was possible,so i suppose its still intended to not be piloted by player? i will go check out prism free port once in a while just in case buuut have my doubts now
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Dark.Revenant on January 08, 2022, 04:06:32 PM
Just popping up to say that idea of pirates actually demanding something from you rather then permanently trying to kill you is something i wanned for long,new ships are interesting,specifically SC as HT alternative to pirates,havent piloted them for much but definetely fought against them many many times
is that intended that SC like nearly permanently rally around your system hyperspace with one fleet when hostile?seeing those with 2-3 S-mods on all hulls is scary at times,specially considering they appear to be TT at first and have quite heavy fleets

will probably edit this when i get to ride those myself,specifically looking at palace,succubus and the wagon
some insight on how to get 1 and 3 would be appreciated as i havent seen them outside of this page and files

Yes, it's intentional.  They prey on you once you've got some reasonable market size, since you'll likely have good stuff to take.  To flush them out, get an upgraded Military Base so that you have patrols in hyperspace.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Maximecks on January 27, 2022, 08:19:38 PM
I'm running a few mods including Underworld but not Nexerlin. Whenever I fight cabal ships with s-mods, when I recover them they all just have a bunch of d-mods and no s-mods. Am I missing something?Is there a way to turn this off? Thanks.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Dark.Revenant on January 28, 2022, 12:09:37 AM
I'm running a few mods including Underworld but not Nexerlin. Whenever I fight cabal ships with s-mods, when I recover them they all just have a bunch of d-mods and no s-mods. Am I missing something?Is there a way to turn this off? Thanks.

That's how the game works by default; S-mods are not retained when you capture enemy ships.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Zr0Potential on January 28, 2022, 03:04:27 AM
I'm running a few mods including Underworld but not Nexerlin. Whenever I fight cabal ships with s-mods, when I recover them they all just have a bunch of d-mods and no s-mods. Am I missing something?Is there a way to turn this off? Thanks.

That's how the game works by default; S-mods are not retained when you capture enemy ships.

I don't think so because I used to hunt for Strike Groups to get ships with built in ITU & Heavy Armor, if it's not from vanilla then it might be from Nexrelin ig?
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Maximecks on January 28, 2022, 05:23:19 AM
I'm running a few mods including Underworld but not Nexerlin. Whenever I fight cabal ships with s-mods, when I recover them they all just have a bunch of d-mods and no s-mods. Am I missing something?Is there a way to turn this off? Thanks.

That's how the game works by default; S-mods are not retained when you capture enemy ships.

I don't think so because I used to hunt for Strike Groups to get ships with built in ITU & Heavy Armor, if it's not from vanilla then it might be from Nexrelin ig?

Ok, so then does Nexerlin by default let you keep them? I read the patch notes for Underworld, that it specifically called out removing them for Nexerlin so I assumed it was a balance thing. I guess I also assumed that it therefore keep them by default. Thanks.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: JustThatGoo on January 28, 2022, 07:41:28 PM
You sure you guys aren't confusing this with special Bounty ships and unique Mod-ships from bounties? Ship/weapon pack and Vayra's Sector bounty boards both add this possibility IIRC

Edit: Speaking of IBB...That one bounty fleet from this mod that appears at I think lvl 30....Holy crap, is there any other challenge in ANY mod greater than this?? I threw everything at it and ended up having to come back 40 hours later with a max fleet size of 800 and so many other bounty unique ships and still lost 3x
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Obsidian Actual on February 02, 2022, 12:20:15 PM
Greetings DR,

I'm running the latest Underworld 1.7.1, and shortly after accepting an IBB bounty for...
Spoiler
the smiling AI core guy (uw_in_this_moment_i_am_euphoric.png)
[close]
...I saved my session, which irreparably corrupted the save file.

Spoiler
Code
---- Debugging information ----
cause-exception     : java.lang.SecurityException
cause-message       : File access and reflection are not allowed to scripts. (java.lang.reflect.InvocationHandler)
class               : com.thoughtworks.xstream.mapper.DynamicProxyMapper$DynamicProxy
required-type       : com.thoughtworks.xstream.mapper.DynamicProxyMapper$DynamicProxy
converter-type      : com.thoughtworks.xstream.converters.extended.DynamicProxyConverter
line number         : 1146951
class[1]            : com.fs.starfarer.ui.OoO0
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : java.util.ArrayList
converter-type[2]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3]            : com.fs.starfarer.ui.newui.thissuper
class[4]            : com.fs.starfarer.ui.thisnew
class[5]            : com.fs.starfarer.ui.for
class[6]            : com.fs.starfarer.coreui.OOO0
class[7]            : com.fs.starfarer.ui.newui.OO0O
class[8]            : com.fs.starfarer.ui.newui.a
class[9]            : com.fs.starfarer.ui.v
class[10]           : com.fs.starfarer.campaign.CampaignState
class[11]           : com.fs.starfarer.ui.newui.o0Oo
class[12]           : com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl
class[13]           : com.fs.starfarer.api.impl.campaign.rulecmd.missions.BarCMD
class[14]           : java.util.LinkedHashMap
converter-type[3]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[15]           : com.fs.starfarer.campaign.rules.Memory
class[16]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[17]           : com.fs.util.container.repo.ObjectRepository
class[18]           : com.fs.starfarer.campaign.StarSystem
class[19]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[20]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[21]           : com.fs.starfarer.campaign.Hyperspace
class[22]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[4]   : com.fs.starfarer.campaign.save.oooO
version             : not available
-------------------------------
[close]

At least that's the last meaningful thing I did that save that might have corrupted it, I think.
(Well, I did engage the Helmut IBB before that and salvaged a lot of his ships, including the Royco... but that would be from the Interstellar Imperium mod...)

Haven't the first clue about anything, but any chance it could be related to this issue that Vayra had back in 2018 (https://fractalsoftworks.com/forum/index.php?topic=14748.0)?



EDIT: Yeah, that log doesn't seem very helpful in hindsight. I'm gonna devmode and make new save copies whenever I encounter an IBB rep at the bar, see if I can't find a new lead somehow.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Obsidian Actual on February 08, 2022, 03:41:42 PM
Greetings again DR,

I have completed a devmode test under the following conditions:

Spoiler
Activated mods:
  • Nexerelin 0.10.4b
  • LazyLib 2.7b
  • Console Commands 2021.12.25
  • MagicLib 0.42
  • GraphicsLib 1.6.1
  • Ship/Weapon Pack 1.13.0
  • Underworld 1.7.1

Non-default Nexerelin start settings:
  • Starfarer Mode: ON
  • Easy Mode: ON
  • Allow Faction Respawning: ALL FACTIONS (including those not currently present at start)

Pre-Test Setup:
  • Level up to max Level 15 via Console Commands
  • Use openmarket to scour markets for IBB representative
  • Create Master Save File to preserve IBB representative state

Test Steps:
  • Engage IBB representative, accept IBB
  • Create new Save Copy
  • Reload the new save, confirm that Loading completes without java.lang.SecurityException
  • Confirm that IBB bounty details are displaying properly under Intel tab
  • Delete Save Copy, reload Master Save
  • Repeat from Step 1, but spend story points to skip past already tested IBBs

IBBs to test:
  • Francis Butler
  • Ryx Barlow
  • Lisa Nanao
  • Ocula Gazer
  • Jaine Meredith
  • Blaize Rex
  • Mackie Corbin
  • Ned Ludd
  • Johnny Major
  • Elaine Megas
  • Clade Midnight
  • Xenno Aura
  • TTX Laplace
  • Trilby Enlightenment (the alleged culprit)
  • I'll Kill You All
  • El Psi
  • Gabriel Mosolov
[close]

And my findings:

Spoiler
All 17 IBBs were successfully F9'd without error -- including Trilby Enlightenment.

While the Interstellar Imperium mod was not activated in this test, I highly doubt the HELMUT IBB was responsible for the java.lang.SecurityException error that bricked my actual game save, as I had already completed that bounty before I met the representative to discuss Trilby Enlightenment.

(Vayra's Sector was also active in that save, however. Perhaps I had accepted a few HVBs from that mod as well...?)
[close]

Conclusion:
IBB bounties, when tested alone, are not responsible for the java.lang.SecurityException savefile corruption incident.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Dark.Revenant on February 08, 2022, 09:52:05 PM
Greetings again DR,

I have completed a devmode test under the following conditions:

Spoiler
Activated mods:
  • Nexerelin 0.10.4b
  • LazyLib 2.7b
  • Console Commands 2021.12.25
  • MagicLib 0.42
  • GraphicsLib 1.6.1
  • Ship/Weapon Pack 1.13.0
  • Underworld 1.7.1

Non-default Nexerelin start settings:
  • Starfarer Mode: ON
  • Easy Mode: ON
  • Allow Faction Respawning: ALL FACTIONS (including those not currently present at start)

Pre-Test Setup:
  • Level up to max Level 15 via Console Commands
  • Use openmarket to scour markets for IBB representative
  • Create Master Save File to preserve IBB representative state

Test Steps:
  • Engage IBB representative, accept IBB
  • Create new Save Copy
  • Reload the new save, confirm that Loading completes without java.lang.SecurityException
  • Confirm that IBB bounty details are displaying properly under Intel tab
  • Delete Save Copy, reload Master Save
  • Repeat from Step 1, but spend story points to skip past already tested IBBs

IBBs to test:
  • Francis Butler
  • Ryx Barlow
  • Lisa Nanao
  • Ocula Gazer
  • Jaine Meredith
  • Blaize Rex
  • Mackie Corbin
  • Ned Ludd
  • Johnny Major
  • Elaine Megas
  • Clade Midnight
  • Xenno Aura
  • TTX Laplace
  • Trilby Enlightenment (the alleged culprit)
  • I'll Kill You All
  • El Psi
  • Gabriel Mosolov
[close]

And my findings:

Spoiler
All 17 IBBs were successfully F9'd without error -- including Trilby Enlightenment.

While the Interstellar Imperium mod was not activated in this test, I highly doubt the HELMUT IBB was responsible for the java.lang.SecurityException error that bricked my actual game save, as I had already completed that bounty before I met the representative to discuss Trilby Enlightenment.

(Vayra's Sector was also active in that save, however. Perhaps I had accepted a few HVBs from that mod as well...?)
[close]

Conclusion:
IBB bounties, when tested alone, are not responsible for the java.lang.SecurityException savefile corruption incident.

Well done, and thank you!  It's very hard to determine what the root cause of the error is because there aren't any mod-written Java classes in the backtrace.  Very spooky...
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Vundaex on March 07, 2022, 06:29:49 PM
I've lost several story points and ships due to the Cabal in my game. I don't find it fun having them around so much.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Obsidian Actual on March 07, 2022, 07:17:29 PM
I've lost several story points and ships due to the Cabal in my game. I don't find it fun having them around so much.

Fortunately, the mod provides a way to disable them from your next playthrough while keeping the rest of the Underworld content active.

Just change the following boolean within the UNDERWORLD_OPTIONS.ini config file:

Code
"starlightCabal":true,  # Default: true  ## The Starlight Cabal exists
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Vundaex on March 07, 2022, 07:38:13 PM
I've lost several story points and ships due to the Cabal in my game. I don't find it fun having them around so much.

Fortunately, the mod provides a way to disable them from your next playthrough while keeping the rest of the Underworld content active.

Just change the following boolean within the UNDERWORLD_OPTIONS.ini config file:

Code
"starlightCabal":true,  # Default: true  ## The Starlight Cabal exists

Thank you.
I created my own faction on Nexerelin and several months in, a Cabal fleet led by a Paragon attacked my only planet. It's impossible to even approach the damn thing without being blown to pieces.
In this early stage of the game, either this faction has been overturned or it is far too aggressive and omnipresent. Probably a bit of both.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Dark.Revenant on March 09, 2022, 09:41:27 AM
I've lost several story points and ships due to the Cabal in my game. I don't find it fun having them around so much.

Fortunately, the mod provides a way to disable them from your next playthrough while keeping the rest of the Underworld content active.

Just change the following boolean within the UNDERWORLD_OPTIONS.ini config file:

Code
"starlightCabal":true,  # Default: true  ## The Starlight Cabal exists

Thank you.
I created my own faction on Nexerelin and several months in, a Cabal fleet led by a Paragon attacked my only planet. It's impossible to even approach the damn thing without being blown to pieces.
In this early stage of the game, either this faction has been overturned or it is far too aggressive and omnipresent. Probably a bit of both.

The Cabal is designed for Starsector, not Nexerelin.  If their behavior is strange in Nex, bring it up with Histidine.  Was there a "Cabal Raid" event going on?
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Vundaex on March 09, 2022, 10:26:21 AM
Sorry and apologies, that's what I realized once I started a new game.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: vok3 on April 16, 2022, 11:44:58 AM
Is there a way to permanently defeat the Cabal so those annoying extortion patrols don't spawn anymore?
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Farya on April 18, 2022, 02:05:58 AM
Is there a way to permanently defeat the Cabal so those annoying extortion patrols don't spawn anymore?
You can't, but you can disable them completely in config file - however you need to start a new game for it to have any effect.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: vok3 on April 24, 2022, 08:34:42 AM
If it's a matter of starting a new game, I'll start a new game having uninstalled the mod.  Incessant unavoidable unending harassment of the player is terrible stupid design.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Chairman Suryasari on April 24, 2022, 11:09:52 AM
Their poor life choice of music is the worst offender, but then again the toggle has been always there. You don't have to play a mod in it's default setting, it's not a rite of passage to play as the mod author intended.

But if don't want to start a new game just use console command "nuke" every time you fight them.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Dark.Revenant on April 25, 2022, 10:36:42 AM
Is there a way to permanently defeat the Cabal so those annoying extortion patrols don't spawn anymore?
You can't, but you can disable them completely in config file - however you need to start a new game for it to have any effect.

That's incorrect.  If you toggle them off mid-campaign, they'll disappear pretty quickly.  At least, the Cabal spawned by Underworld will.  I have no idea if Nex honors the setting.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Zr0Potential on April 25, 2022, 06:55:59 PM
Love the mod, really expands on the Pirates lineup and low-tech gameplay in general.

Anyways is there a chance we could have more TIM upgrades? Maybe the 2nd modular weapon slots upgrade and/or adding more weapon slots for a huge sum of creds so it can eat the [REDACTED] for breakfast? I really love using it as a flagship it's an absolute monster.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: mora on April 28, 2022, 03:50:57 AM
Somehow a Cabal fleet ended up as an independent fleet after I blew up everything but a Doom with phase anchor and immediately interacted with it again.
(https://i.imgur.com/evTr0WA.png)
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Rumplenutskin on May 23, 2022, 06:55:58 AM
Has anyone been using the Climax? The apogee is my favorite ship, so I had to get my hands on the suped up version.

How's everyone building theirs? I'm new so I'm still unsure of what roles ships should be filling.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Takion Kasukedo on May 29, 2022, 07:46:35 AM
Has anyone been using the Climax? The apogee is my favorite ship, so I had to get my hands on the suped up version.

How's everyone building theirs? I'm new so I'm still unsure of what roles ships should be filling.

It feels weird to try and outfit, but I can only assume it's more of either a broadside OR a frontal assault ship, with some rather good shields and increased stats. Also one of the cheaper-costing deployable cruisers, especially with the Fleet DP mod.

How mine is built out (yet to take a screenshot of it) is it focuses on frontal firepower (2 IR Pulse Lasers, 1 Heavy Blaster), with missiles on the side slots (Arma has a homing laser that i've stuck on it).
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Farya on May 29, 2022, 09:19:16 AM
Has anyone been using the Climax? The apogee is my favorite ship, so I had to get my hands on the suped up version.

How's everyone building theirs? I'm new so I'm still unsure of what roles ships should be filling.
It's a funny broadsider and generaly more flexible in terms of weapons. However it loses out on exploration utility, so you are losing out on OP to outfit it for exploration or have to bring some other ship to fullfill that duty.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Zordiark Darkeater on May 29, 2022, 01:48:45 PM
{
    ### MODULES ###
    "starlightCabal":true,  # Default: true  ## The Starlight Cabal exists

    # CABAL OPTIONS #
    "cabalFleetFactor":1.0, # Default: 1.0  ## Affects fleet count
}

is this what i need to change to turn off cabals ?

all i need to do is replace True with False right ?
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Big Bee on May 29, 2022, 02:07:08 PM
{
    ### MODULES ###
    "starlightCabal":true,  # Default: true  ## The Starlight Cabal exists

    # CABAL OPTIONS #
    "cabalFleetFactor":1.0, # Default: 1.0  ## Affects fleet count
}

is this what i need to change to turn off cabals ?

all i need to do is replace True with False right ?

seems about right, I turned them off too. why don't you give it a go?
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Meelock on June 04, 2022, 06:00:48 AM
I just wish the cabal would stop emergancy burning to me, like, I'm not hostile to you, why don't you just pester other people who you are hostile to. They're like more annoying versions of pirates and I hate it. I am friendly with pirates, but cabal are being such an ass that I kind of want to decivilize all the worlds they have markets on.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: machobubba on June 16, 2022, 04:35:16 PM
How do you do the infernal machine custom start? I have Nexerelin but I am not seeing it as a custom start option. There is something I missing I guess I just can't seem to find it :/. Even checking the custom start under pirates faction, can't seem to find it.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Kragh on June 16, 2022, 07:11:26 PM
How do you do the infernal machine custom start? I have Nexerelin but I am not seeing it as a custom start option. There is something I missing I guess I just can't seem to find it :/. Even checking the custom start under pirates faction, can't seem to find it.
Need Nexerelin and Underworld.
It will be under Custom Start. You might need to press next page depending how many mods you have.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: nanocosm5203 on July 20, 2022, 01:14:57 PM
I see some people complaining about the cabal, but I rather like the cabal.  I like being harassed by the cabal, attacked by the caval, killing the cabal, putting cabal skulls my walls.  Unfortunately it seems the caval have disappeared from my game or at the very least I have not encountered any on a long time.  I'm using nex which I read in another post this mod wasn't designed for as well as about six or so faction mods.  I looked a the "fleet report" and didn't see them listed but their faction is still listed in the reputation list.  Just seeing what anyone's thoughts are. 
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Dadada on July 20, 2022, 04:23:28 PM
@nanocosm5203:
They need a market, and since they start on a Tritach market by being "affiliated"... So either the market is gone or Tri-Tachyon lost control of the market, I am not sure if they can spawn if the market is owned by someone else or if Tritach got completely wiped, I think (??) they still can spawn with another market owner despite their whole Tri-Tachyon shtick, but who knows... Sooo the cabal influence condition with their submarket may be gone.

The console commands mod allows you to add the Cabal influence to a market (planet, station) with the command: addcondition cabal_influence
https://fractalsoftworks.com/forum/index.php?topic=4106.0

[attachment deleted by admin]
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: nanocosm5203 on July 21, 2022, 12:12:49 AM
@Dadada

Perfect, thank you I didn't realize that's how that worked.  I'll go ahead and do that now.  Yeah, now that I've looked your absolutely right tritach has been getting stomped.  They only have one market left. 
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Janster on August 27, 2022, 01:37:15 PM
This needs a download link please :)
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Dadada on August 27, 2022, 02:30:40 PM
Download and mirror work fine on my end...
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: tigartar on September 09, 2022, 03:11:48 AM
Is there a way we can have the "The Infernal Machine" custom game start, start out on something like an abandoned station instead of a colony with a faction? after all the flare at the start says "You have managed to unearth the wreckage of the Infernal Machine, spending your fortunes to repair the hull and bring it online as your own flagship." It wouldn't really make sense to have a really build-up colony(granted it runs in the red most of the time).
Given that it also talks about you plotting your revenge on Kanta and how most factions don't like you, if you spend all your fortune repairing such a giant ship wouldn't it make more sense if the starting point was like an abandoned space station orbiting a random average planet(like a barren world or something like that)

I love the ship and the premise of that start but it feels easier than starting out with a single frigate at war with everyone but pirates or most other "hard" starts and just makes it feel less of a "trying to crawl back up while fighting to survive and take revenge" and more of a "sort out your planet while doing bounties and surveys and colonize some more until you get enough wealth incoming where in the first year of play you got your ship fully fixed and it's a beast that almost no one can compete with" I know that the start is mostly a simple thing made for it but honestly i do hope that it might get some more love and make it feel harder than how easy it is right now.

Besides that, i absolutely do love the ship designs that this mod adds

Honestly, I wish the way to create quests was easier in this game as the Infernal Machine's quest to hunt down the clues to find the ship crashed on the planet/adrift in an asteroid belt and then bringing it back to a station where you then try to lay low while funneling materials and credits into repairing the thing and defending the station from pirates and others once they find out about what you are doing and if you succeed being able to fly the ship and then take the fight to them would be such a nice start to a playthrough after all after your revenge is done then what, what do you do now with your freedom and no real goal.
But maybe some day that will be a thing but for now I will just hope to have the start of the custom start have us start out on an abandoned station or something of that nature if possible at all.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: OrariusTempus on November 16, 2022, 11:32:21 PM
Found a bug:
The Killer Bee drone fighters are missing the auto_fighter tag in the wing data csv file.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: HopeFall on November 23, 2022, 01:34:26 PM
Love the mod. I do have a question though:  Is it possible in a mod update to somehow address the mild incompatibility of the Infernal Machine's hullmods along with Better Deserved S-Mods? Better Deserved is just an amazing mod, period, giving a point to not just building in the most expensive hull mods. Unfortunately, Operations Center has amazing S-Mod bonuses, but sadly when you 'build it into' the Infernal Machine, it doesn't grant the special S-Mod effects.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Wyvern on November 23, 2022, 01:57:23 PM
Unfortunately, Operations Center has amazing S-Mod bonuses, but sadly when you 'build it into' the Infernal Machine, it doesn't grant the special S-Mod effects.
What you want is already a setting in Better Deserved S-Mods; by default it doesn't give the s-mod bonuses to built-ins, but you can change that via its settings file.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: mllhild on January 23, 2023, 08:24:07 AM
Is there an option to change the music volume of that track that plays when the cabal forces engage you? Its horribly loud compared to all other music.
Also why do they demand I give them something while running away from me?
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: FreonRu on April 19, 2023, 11:23:00 AM
Good day. Is there a plan to add the ability to hire an ambassador (for the Industrial Evolution modification) from the Legio Infernals faction?
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: BigBeans on April 19, 2023, 03:06:13 PM
Good day. Is there a plan to add the ability to hire an ambassador (for the Industrial Evolution modification) from the Legio Infernals faction?

That would be difficult, considering that faction isn't from this mod.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Euripides on April 19, 2023, 07:32:34 PM
Pirates definitely need fleshing out, but this just seems to be another OC faction with more ships/guns and few interesting gameplay changes.

I guess I'm just a negative nancy but I'd really like to see campaign and gameplay changes, not more ships and guns added to the game.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Draz on April 24, 2023, 06:45:53 AM
This mod does add gameplay changes. It adds a unique pirate faction (the cabal) with fun dialogue and a bribe mechanic. It lets the player extort NPC fleets, adds a unique starting scenario (The Infernal Machine) and several special markets.

It's okay to not like things (https://youtu.be/zZwTQmj16iI?t=16)

If you've got constructive comments, how about you just go straight into them like "Hey, wouldn't it be cool if X?"
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: FreonRu on April 26, 2023, 11:19:24 AM
Good day. Is there a plan to add the ability to hire an ambassador (for the Industrial Evolution modification) from the Legio Infernals faction?

That would be difficult, considering that faction isn't from this mod.

Good day. I'm sorry, I made a mistake with the modification.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Sanrai on May 07, 2023, 03:28:34 PM
So far mod appears to function simply by raising version number to .96.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Zr0Potential on May 09, 2023, 11:28:57 PM
Wish there were more upgrades to The Infernal Machine or an option to get the other tree's benefits (Shield + Minefield), overall a fantastic mod and TIM is a blast
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: GermanGopnik on May 19, 2023, 03:12:09 PM
So far mod appears to function simply by raising version number to .96.

Exept it seems like if you enable the mod you cannot get a commision from pirates.
Title: Re: [0.95.1a] Underworld 1.7.1
Post by: Sanrai on May 19, 2023, 04:55:51 PM
So far mod appears to function simply by raising version number to .96.

Exept it seems like if you enable the mod you cannot get a commision from pirates.

I admit, I did not test for that.
Title: [0.96a] Underworld 1.8.0
Post by: Dark.Revenant on May 26, 2023, 07:42:04 PM
Somewhere in the distance, EDM music is playing...

(https://i.imgur.com/bWi6RNI.png)
Alfonzo, MesoTroniK, and Cycerin

Download Underworld 1.8.0 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.8.0.7z)
Download Mirror (https://drive.google.com/file/d/1AAY7TdIIYm6_gtbseZje-TkTXmHkHa7_/view?usp=sharing)
(Requires LazyLib 2.8 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.7.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supports Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -
- Supports LunaLib (http://fractalsoftworks.com/forum/index.php?topic=25658.0)-

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



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



Change Log
Version 1.8.0:
- Updated for Starsector 0.96a
- New Renegade sprite (thanks Alfonzo and MesoTroniK!)
- Cabal only appear around larger/richer/high-tech player colonies, otherwise they don't appear outside of core
  * This depends on Hostile Activity progress
  * They do *not* add their own Hostile Activity factor; the Cabal does not impose a stability penalty etc.
- Cabal skins reworked; slot changes are the same but they no longer offer bonus OP
  * Cabal Upgrades mostly offers stat penalties and doesn't count as a d-mod (it isn't removed with hull restoration)
  * Instead, Cabal Upgrades increases the s-mod limit of the ship by 1
- Cabal Submarket access is easier / more consistent
  * No longer scales in price based on assets, only by reputation
  * Better variety of items
  * Now has additional one-off prize items that can be purchased with enough reputation, including an Alpha Core, Pristine Nanoforge, Mini-Blueprint Package, and the full Blueprint Package
- The Cabal's Palace will spawn periodically and roam the sector, spawning extra Cabal fleets and offering a unique challenge, should you choose to fight it
  * Has loot equivalent to a Research Station in a Remnant system
  * Easily detectable from afar...
- Easier to raise reputation with the Cabal
- Scythe CR %/deploy increased to 30
- Revolvers now stay in front of the ship, armor increased to 125 from 60, refit time reduced to 10 from 15 seconds
- Razors are faster (300 from 250) and have significantly improved maneuverability
- Mongrel DP (supplies/deploy) reduced to 12 from 15
- Amalgam DP (supplies/deploy) reduced to 24 from 30
- Succubus armor increased to 1000 from 900, hull increased to 12000 from 11000, speed increased to 50 from 45, maneuverability improved
- Renegade DP (supplies/deploy) reduced to 30 from 35, hull decreased to 15000 from 18000
- Starscream DP (supplies/deploy) reduced to 15 from 18
- Reworked or recreated numerous ship variants, tailoring them to their expected vanilla factions
- Numerous doctrinal changes across the board:
  * Luddic Church has access to Shark (uncommon) and Venom
  * Luddic Path has access to:
    - Barbarian (uncommon), Predator, Sidecar (uncommon), Shark (uncommon), Tiger (rare), and Torch
    - Razor Fighter Wing
  * Revamped Cabal doctrine to include exclusively Cabal-themed combat ships
    - Few carriers, moderate number of phase ships, mostly standard combat ships
    - Access to just about every type of non-[REDACTED] weapon, including Kinetic Blaster and Gigacannon
  * Independents/Scavengers have access to:
    - Barbarian, Boar, Predator, Scythe, Shark, Stalker, Tiger, and Venom
    - Razor Fighter Wing and Revolver Support Wing
  * Mercenaries have access to:
    - Barbarian, Boar, Dragon, Predator, Renegade, Scythe, Shark, Stalker, Tiger, and Venom-X
    - Razor Fighter Wing and Revolver Support Wing
  * Pirates have access to:
    - Amalgam (uncommon), Barbarian, Boar, Dragon (uncommon), Infernus (rare), Mongrel, Predator, Predator-X, Renegade (uncommon), Scythe, Shark, Sidecar, Stalker (uncommon), Tiger, Torch, Venom, Venom-X (rare)
    - Razor Fighter Wing and Revolver Support Wing
- LunaLib support
Title: Re: [0.96a] Underworld 1.8.0
Post by: FreyjaKitty on May 27, 2023, 05:13:20 AM
Hey! I got this CTD a month or so after creating my first colony (Fresh game, UW version 1.8.0.) My best guess is it's related to the Underworld mod due to the UW_CabalFleetManager being involved in the trace.

Code
493056 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.intel.events.PirateBasePirateActivityCause2.getMagnitudeContribution(PirateBasePirateActivityCause2.java:283)
at com.fs.starfarer.api.impl.campaign.intel.events.BaseHostileActivityFactor.getEffectMagnitude(BaseHostileActivityFactor.java:100)
at com.fs.starfarer.api.impl.campaign.intel.events.HostileActivityEventIntel.getTotalActivityMagnitude(HostileActivityEventIntel.java:744)
at com.fs.starfarer.api.impl.campaign.intel.events.HostileActivityEventIntel.getTotalActivityMagnitude(HostileActivityEventIntel.java:737)
at data.scripts.campaign.fleets.UW_CabalFleetManager.getHALevel(UW_CabalFleetManager.java:148)
at data.scripts.campaign.fleets.UW_CabalFleetManager.getDesiredNumFleetsForSpawnLocation(UW_CabalFleetManager.java:106)
at data.scripts.campaign.fleets.UW_CabalFleetManager.getMaxFleets(UW_CabalFleetManager.java:66)
at com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager.advance(BaseLimitedFleetManager.java:83)
at com.fs.starfarer.api.impl.campaign.fleets.PlayerVisibleFleetManager.advance(PlayerVisibleFleetManager.java:26)
at com.fs.starfarer.api.impl.campaign.fleets.DisposableFleetManager.advance(DisposableFleetManager.java:108)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
493161 [Thread-10] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [Labyrinthine_Nebula.ogg]
493161 [Thread-10] INFO  sound.H  - Playing music with id [Labyrinthine_Nebula.ogg]

I have a fair few other mods installed as well, and I can list them if convenient.
Title: Re: [0.96a] Underworld 1.8.0
Post by: Histidine on May 27, 2023, 07:40:45 AM
Here's a crude fix for the Cabal hostile activity crash (https://cdn.discordapp.com/attachments/619635013201428481/1112006256060792942/Underworld.jar) (place in Underworld/jars). DR will release an official fix update later.
Title: [0.96a] Underworld 1.8.0b
Post by: Dark.Revenant on May 27, 2023, 11:27:31 AM
Quick bug fix.  Has the same content as Histidine's patch.

Download Underworld 1.8.0b (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.8.0b.7z)
Download Mirror (https://drive.google.com/file/d/1tg-SmOGWSxZLG8op2-_p_bkrrF6tL-7P/view?usp=sharing)
(Requires LazyLib 2.8 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.7.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supports Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -
- Supports LunaLib (http://fractalsoftworks.com/forum/index.php?topic=25658.0)-

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



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



Change Log
Version 1.8.0b:
- Cabal-related crash hotfix
Title: [0.96a] Underworld 1.8.0c
Post by: Dark.Revenant on May 27, 2023, 06:57:29 PM
Another bug fix; this time I can't really test it.  Fixes a rare crash possibly attributable to the Palace fleet.  Save-compatible, but the fix only applies to new, rather than existing, Palace fleets.

Download Underworld 1.8.0c (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.8.0c.7z)
Download Mirror (https://drive.google.com/file/d/1GGiIXPZNKXQozOBL6IAyzggtcH79ULmC/view?usp=sharing)
(Requires LazyLib 2.8 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.7.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supports Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -
- Supports LunaLib (http://fractalsoftworks.com/forum/index.php?topic=25658.0) -

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



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



Change Log
Version 1.8.0c:
- Attempted Cabal-related crash hotfix
Title: Re: [0.96a] Underworld 1.8.0c
Post by: ST-Helios on May 27, 2023, 11:29:16 PM
Hello, i seem to have found a bug. Was crashing like @Freyakitty (same log messages) on version 1.8.0.
Installed 1.8.0C and now i now crash on save load instead of a few moments after loading.

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [uw_scarab_cabal] not found!
java.lang.RuntimeException: Ship hull spec [uw_scarab_cabal] not found!
   at com.fs.starfarer.loading.M.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:482)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:476)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:461)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.OO0O.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.new(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.o0O0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.privatesuper$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.E.int.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Also have a bunch of other mods enabled, can give the list if needed but that doesn't like an incompatibility to me
Title: Re: [0.96a] Underworld 1.8.0c
Post by: Dark.Revenant on May 28, 2023, 12:56:00 AM
Hello, i seem to have found a bug. Was crashing like @Freyakitty (same log messages) on version 1.8.0.
Installed 1.8.0C and now i now crash on save load instead of a few moments after loading.

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [uw_scarab_cabal] not found!
java.lang.RuntimeException: Ship hull spec [uw_scarab_cabal] not found!
Also have a bunch of other mods enabled, can give the list if needed but that doesn't like an incompatibility to me

The phrase "uw_scarab_cabal" does not appear anywhere in the mod (or any of my mods), so it categorically cannot be a problem with Underworld.  You should try again with a fresh install of Underworld (do NOT overwrite your mod folder when you update; always delete and then re-add).
Title: Re: [0.96a] Underworld 1.8.0c
Post by: zento on May 29, 2023, 02:13:06 PM
yeah im getting the uw_scarab_cabal not found as well, any idea where its from?
Title: Re: [0.96a] Underworld 1.8.0c
Post by: Xzaven on May 29, 2023, 04:03:24 PM
I am experiencing a CTD currently seconds after I saved, with the following error. It seems to be related to Underworld Cabal. I won't rule out it is a conflict with another (not yet updated) mod though.

Can anyone help with this?
Code
206059 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.fleets.UW_PalaceFleet.getRandomCabal(UW_PalaceFleet.java:269)
at data.scripts.campaign.fleets.UW_PalaceFleet.canSpawnFleetNow(UW_PalaceFleet.java:256)
at data.scripts.campaign.fleets.UW_PalaceFleet.advance(UW_PalaceFleet.java:105)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Stelnet Log - Mod List
Spoiler
Code
SYSTEM PROPERTIES
Java version: 1.8.0_372
Java vendor: Red Hat, Inc.

ENABLED MODS
pantera_ANewLevel25-25 2.1: A New Level of Confidence
adjustable_skill_thresholds-1.2.0: Adjustable Skill Thresholds
advanced_gunnery_control_dbeaa06e-1.11.1: AdvancedGunneryControl
AttunedDriveField-0.1.1: Attuned Drive Field Hullmod
automatedcommands-1.3: Automated Commands
lw_autosave-1.2b: Autosave
timid_admins-1.86: Better Colonies
Csp-1.2.1: Caymon's Ship pack
combatactivators-1.0.5: Combat Activators
cmutils-0.4.0: Combat Misc Utils
timid_commissioned_hull_mods-1.999999ggg: Commissioned Crews
lw_console-2023.5.05: Console Commands
timid_cum-1.13: Content Unlocking Missions
DetailedCombatResults-5.3.3: Detailed Combat Results
diableavionics_ornate-1.0: Diable Addon - ORNATE
diableavionics-2.7.0rc3: Diable Avionics
Diktat Enhancement-1.2.1e: Diktat Enhancement
dynamictariffs-1.4: Dynamic Tariffs
exoticatechnologies-1.5.3: Exotica Technologies
a111164_ExtendPack-3.19rc2: FSF Miltary Company - [a111164_ExtendPack]
fast_engine_rendering-1.1.2: Fast Engine Rendering
fleetsizebydp-1.0.2b: Fleet Size By DP
sun_flux_reticle-1.2.1: Flux Reticle
HexShields-1.3.1: Hexagonal Shieldidgeridoos
hte-1.4.13: High Tech Expansion
Imperium-2.5.2: Interstellar Imperium
kadur_remnant-3.2.3: Kadur Remnant
keruvim_shipyards-0.6.1: Keruvim Shipyards
LTA-0.6.5d: LTA
largerZoomOut-1.1.0: Larger Zoom Out
lw_lazylib-2.8: LazyLib
leadingPip-1.9.2: Leading Pip
ArkLeg-v1.9.12: Legacy of Arkgneisis
lockedAndLoaded-0.13.0: Locked and Loaded
logisticsNotifications-1.4.5: Logistics Notifications
luddenhance-1.2.6b: Luddic Enhancement
lunalib-1.7.5: LunaLib
MagicLib-1.1.1-rc02: MagicLib
Mayasuran Navy-10.0.0 RC1: Mayasuran Navy
MoreBarMissions-0.0.1: More Bar Missions
wisp_NeutrinoDetectorMkII-1.4.1: Neutrino Detector Mk.II
sun_new_beginnings-1.3.0: New Beginnings
nexerelin-0.11.0: Nexerelin
objects_analysis-002: Objects Analysis
officerExtension-0.5.0: Officer Extension
pay- 192.168.0.2: Play as Yourself
progressiveSMods-0.10.0: Progressive S-Mods
pt_qolpack-1.1: QoL Pack
assortment_of_things-1.4.1: Random Assortment of Things
rebalanced_doom-v1.0: Rebalanced Doom
scalartech-0.9: ScalarTech Solutions
scan_those_gates-1.5.5: Scan Those Gates
SCY-1.6.6rc3: Scy Nation
SEEKER-0.5.3rc1: Seeker - Unidentified Contact
holdsforall-1.0: Shielded Holds For All
PT_ShipDirectionMarker-1.3.1: Ship Direction Marker
swp-1.14.0: Ship/Weapon Pack
speedUp-1.0.0: SpeedUp
sun_starship_legends-2.3.0: Starship Legends
stelnet-3.0.0: Stellar Networks
timid_supply_forging-1.41: Supply Forging
tahlan-1.1.1: Tahlan Shipworks
presmattdamon_takenoprisoners-0.16.1: Take No Prisoners
underworld-1.8.0c: Underworld
vayrashippack-1.2.3: Vayra's Ship Pack
WEAPONARCS-1.7.0: Weapon Arcs
whichmod-1.2.2: WhichMod
unpackblueprints-2.1: Yunru's Unpack Blueprints
shaderLib-1.7.0: zz GraphicsLib
ShipCatalogVariantEditor-1.8.0: ~Ship Catalogue / Variant Editor
[close]
Title: [0.96a] Underworld 1.8.1
Post by: Dark.Revenant on May 29, 2023, 05:28:43 PM
Another fix.  Probably save-compatible but I don't really know.

Download Underworld 1.8.1 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.8.1.7z)
Download Mirror (https://drive.google.com/file/d/1cki_IDdbX3SAwKv2klQ5-UDFEonS0JON/view?usp=sharing)
(Requires LazyLib 2.8 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.7.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supports Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -
- Supports LunaLib (http://fractalsoftworks.com/forum/index.php?topic=25658.0) -

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



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



Change Log
Version 1.8.1:
- The bonus items sold by the Cabal submarkets are now globally unique (you can't buy two Pristine Nanoforges anymore, just one)
- Cabal submarkets now sell one each of IndEvo Luxury Goods VPC, Drugs VPC, Relay Hypertransmitter, and Simulation Engine
  * No effect if Industrial Evolution is not enabled
- Another Cabal-related crash hotfix
Title: Re: [0.96a] Underworld 1.8.1
Post by: Xzaven on May 30, 2023, 01:56:59 AM
Thank you so much for that fast response, month end crash isn't happening any more :)
Title: Re: [0.96a] Underworld 1.8.1
Post by: Vundaex on June 03, 2023, 07:50:49 AM
Is there a way to desactivate the cabal faction?
Title: Re: [0.96a] Underworld 1.8.1
Post by: SpaceDrake on June 03, 2023, 02:06:17 PM
Is there a way to desactivate the cabal faction?

In UNDERWORLD_OPTIONS.ini in the main Underworld folder.
Title: Re: [0.96a] Underworld 1.8.1
Post by: Vundaex on June 04, 2023, 05:43:38 AM
Thanks, looks like it can be done directly in Lunalib GUI.
Title: Re: [0.96a] Underworld 1.8.1
Post by: eidolad on June 16, 2023, 05:56:37 PM
another crucial mod update!  new game time
Title: Re: [0.96a] Underworld 1.8.1
Post by: raco12 on June 23, 2023, 01:59:14 PM
The mod is still compatible with the 0.95 starsector version?
Title: Re: [0.96a] Underworld 1.8.1
Post by: Dark.Revenant on June 23, 2023, 07:34:25 PM
The mod is still compatible with the 0.95 starsector version?

This version is: https://fractalsoftworks.com/forum/index.php?topic=11002.msg352809#msg352809
Title: Re: [0.96a] Underworld 1.8.1
Post by: Inhilicon on June 28, 2023, 06:17:47 AM
I gotta say that I love the Starlight Cabal music. Good job, Cycerin, wherever you are! It's a banger.
Title: Re: [0.96a] Underworld 1.8.1
Post by: crawlers on July 10, 2023, 12:14:46 PM
How do you gain a cabal submarket at a player colony?  Previously I did it using console commands, but is there another way?
Title: Re: [0.96a] Underworld 1.8.1
Post by: Takion Kasukedo on August 08, 2023, 08:52:53 AM
So THIS was the mod playing that absolute bop that I'm certain I wasn't mishearing...

Well, that explains it, and this has house rave music vibes. Well done Cycerin!

(I'm sure that there has to be a longer version of this beat in a 4 minute soundtrack somewhere on the interwebs...)
Title: Re: [0.96a] Underworld 1.8.1
Post by: Maelstrom on October 18, 2023, 05:20:37 PM
weird glitch, cabal music plays faintly in the background when the game is paused while in menus and such... If you open the intel screen etc same thing. Kinda annoying
Title: Re: [0.96a] Underworld 1.8.1
Post by: Phenir on October 18, 2023, 07:57:00 PM
weird glitch, cabal music plays faintly in the background when the game is paused while in menus and such... If you open the intel screen etc same thing. Kinda annoying
Is the special cabal fleet nearby? Might be that it is far away enough that you don't notice the music until you pause.
Also, your signature is kind of obnoxiously long. Maybe you can rotate it?
Title: Re: [0.96a] Underworld 1.8.1
Post by: Stokes52 on October 27, 2023, 07:59:17 PM
Is it safe to add this mod to an existing save? Will it help if I disable the Cabal faction? I'm mostly interested in adding the new ships.

EDIT: It looks like it's working. I turned off the Cabal in the settings, loaded up my save, and everything seems good.

I LOVE the Renegade, such a fun pirate flagship! Still learning some of the other ships. Great mod!
Title: [0.96a] Underworld 1.8.2
Post by: Dark.Revenant on October 30, 2023, 11:08:47 AM
A few fixes, and various miscellaneous improvements.

Download Underworld 1.8.2 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.8.2.7z)
Download Mirror (https://drive.google.com/file/d/19iYBbDTSx0DlncAZTNAKUfmMJ7pW6z1r/view?usp=sharing)
(Requires LazyLib 2.8 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.7.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supports Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -
- Supports LunaLib (http://fractalsoftworks.com/forum/index.php?topic=25658.0) -

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



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



Change Log
Version 1.8.2:
- Gala Parade fleet has better loot but takes longer to respawn, especially if you kill it
- Palace always deploys and cannot retreat, like a station
- Cabal bar event can now occasionally generate Cabal contacts
  * Dice wagers depend on the importance of the contact
- New text for Cabal reputation level descriptions
- Cabal fleets spawn less often near player colonies at higher reputation levels
  * This is in addition to the behavior described in the 1.8.0 patch notes
- Cabal submarket no longer allows the player to sell items back to them
- Nexerelin Random Sector compatibility fix
- Slight performance optimization when Underworld weapons/ships are not present in a battle
- Slight performance improvement in campaign when using Cabal
- Palace music doesn't play in the menus erroneously
- IndEvo crash fix
Title: Re: [0.96a] Underworld 1.8.2
Post by: 2_Wycked on November 02, 2023, 06:32:51 PM
Probably need to start a new game for this to work properly ya?
Title: Re: [0.96a] Underworld 1.8.2
Post by: spacezoom on November 09, 2023, 09:26:05 PM
Is there any way to get the Shadowclaw cruiser from the Dickersons?
Title: Re: [0.96a] Underworld 1.8.2
Post by: TheMuffinOfEvil on December 31, 2023, 11:13:52 AM
Is there a way to make the disco ball move away from the Euphoria class carrier? 

I see on the left that it has a status that just says in holding pattern, and I also notice that I get more than 1 disco ball use, but nothing I press makes it move away from the carrier.

Am I missing something super obvious here?

Thanks,
Title: Re: [0.96a] Underworld 1.8.2
Post by: Wyvern on December 31, 2023, 02:16:17 PM
Am I missing something super obvious here?
As far as I'm aware, the disco ball just holds where it is. Extra charges means you can call up a new disco ball if the existing one somehow manages to get killed - AoE damage might be able to do that without taking out the host carrier first.
Title: [0.97a] Underworld 1.8.3
Post by: Dark.Revenant on February 02, 2024, 11:52:34 PM
Just a version update!

Download Underworld 1.8.3 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.8.3.7z)
Download Mirror (https://drive.google.com/file/d/10NLuiUcjElBgNLjX5d0a8VfRzu5wJAl9/view?usp=sharing)
(Requires LazyLib 2.8b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.9.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supports Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -
- Supports LunaLib (http://fractalsoftworks.com/forum/index.php?topic=25658.0) -

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



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



Change Log
Version 1.8.3:
- Updated for Starsector 0.97a
Title: Re: [0.97a] Underworld 1.8.3
Post by: Ali on February 03, 2024, 02:47:16 AM
Much appreciated Dk!  :D
Title: Re: [0.97a] Underworld 1.8.3
Post by: vicegrip on February 27, 2024, 04:11:44 PM
I think adding the bounty portraits to the player portrait pool will cause them to pop up as valid choices for player faction NPCs. Seeing Mr. "in this moment I am euphoric" as a potential colony administrator hire is funny, but I don't think that's intended.