Fractal Softworks Forum

Starsector => Mods => Topic started by: Inventor Raccoon on January 03, 2017, 07:28:03 AM

Title: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
Post by: Inventor Raccoon on January 03, 2017, 07:28:03 AM
(https://i.imgur.com/ucj5cqk.png) (https://github.com/InventRaccoon/arsenal-expansion/releases/download/v1.5.5/Arsenal.Expansion.1.5.5.zip)


Hello! This is my ship pack mod. It adds a variety of new ships and fighter wings to the Persean Sector, including
several that attempt to blend in with Starsector's base content while still throwing some unique ideas into the mix.

You'll also be able to find everything new used across the Sector by the various factions, and might be
able to get your hands on some blueprints so that you and your own colonies can make use of them.

Additionally, there's a test mission included so that you can try out everything the mod has to offer.

Showcase
Spoiler
(https://i.imgur.com/acmcv8n.png)
Built to outlive and outlast,
Wielded by order and an outcast.


(https://i.imgur.com/VWzbOo9.png)
Carve a burning streak into their lines.

(https://i.imgur.com/7EhzLkr.png)
Steadfast 'till the very end...

(https://i.imgur.com/PqgtN0Q.png)
Calm and in control.
Molten fury at a moment's notice.

(https://i.imgur.com/K6MXX0m.png)
Like a rapier - renovated for a more civilized age, swift, deadly and precise.

(https://i.imgur.com/vW4j242.png)
A captain's best friend.

(https://i.imgur.com/lsLwKcE.png)
Relminth's Fyrestarter

(http://i.imgur.com/zHmavMo.png)
Escort a bud, transport cargo, or eat a Reaper to the cockpit and brush it off.

(https://i.imgur.com/QL0mkIh.png)
An escort fighter to chase off Talons and keep shields up

(https://i.imgur.com/g0gh8po.png)
Kehehehehehe!

(https://i.imgur.com/3W4ACu1.png)
In everyone's blindspot.

(https://i.imgur.com/JULBfY2.jpg)
Attention! The following information is only for Hegemony officers of COMSEC level ALABASTER,
or those operating outside of the Core Worlds under Protocol 54.

Spoiler
(http://i.imgur.com/jLmJXsk.png)
For when those pesky rebels get out of control.

(https://i.imgur.com/RGLjjlq.png)
> hostile strike craft detected
> intercepting...

(https://i.imgur.com/LmfllPc.png)
Tick, tock.

(https://i.imgur.com/ZqGkugJ.png)
Bringing pain (and a friend!)
[close]
[close]

> CLICK HERE TO DOWNLOAD < (https://github.com/InventRaccoon/arsenal-expansion/releases/download/v1.5.5/Arsenal.Expansion.1.5.5.zip)
(or click on the banner image)

This mod requires LazyLib and MagicLib! You can get them here: > LAZYLIB < (http://fractalsoftworks.com/forum/index.php?topic=5444.0) > MAGICLIB < (http://fractalsoftworks.com/forum/index.php?topic=13718.0)

Changelog
Spoiler
- Increased version number to 0.95.1a
- Added Nexerelin compatibility to the Ninth Battlegroup. They should now do things and can be chosen as a playable faction
- Disabled "A Promise" quest. If you want it, install Secrets of the Frontier, as its "Watcher Beyond The Walls" module adds an updated version
- If Secrets of the Frontier is installed and its Watcher Beyond the Walls module enabled:
   - On game load, removes AE's Sierra from the player's officer list, scuttles her ship and gives 120k credits and 4 story points as compensation (sorry)
   - On game load, converts AE's Request Assistance ability to its SoTF counterpart
   - On game load, converts AE's Edict Stormblaster to its SoTF version in cargo, on fleet's ships, and any learned blueprint, and adds the SYSTEM tag so it doesn't appear again

Version 1.5.4a (April 10-18 2021)
- Quest ship d-mods no longer considered built-in, reduced VFX
- Quest station can't be the target of analyse entity missions
- Fixed issue where quest would break when done out of order
- Request Assistance - now displays cooldown in tooltip

Version 1.5.4 (March 27-30 2021)
- 0.95a compatibility
- Minor quest updates, major updates to the quest's reward
- Theseus - reduced flux capacity (22500 > 20000) and dissipation (1350 > 1150)
- Cackle - reduced EMP emitter energy damage (50 > 25) and increased cooldown (3.5s > 6.5s)
- Reaver - reduced shield health (1400 > 1200)
- Daemon - no longer equipped with a Graviton Lance
- Removed: Asgard station, Pawn frigate, Vatinae fighter, Anti-Ship Mine Bays hullmod

Version 1.5.3i (Jan 4)
- Improvements to Request Assistance fleet - now jumps into system beside player, will join any player battle on their side as long as they are within 1500 units, no longer cares about faction relations

Version 1.5.3h (Oct 12)
- Increased Flourish CR loss per deployment (same supply cost) (10% > 15%)
- Ninth Battlegroup are visible in the intel menu
- Reaver and Daemon are now properly affected by Converted Hangar OP cost increase (and similar effects)
- Alterations to Vanquish mount arcs/angles (especially medium mounts) to better encourage broadsiding
- Minor quest changes from Secrets of the Frontier ported (drops/dialogue)

Version 1.5.3g (May 26)
- Fixed non-functioning noEyrie setting
- Fixed Eyrie markets being above the industry limit

Version 1.5.3f (May 9-10)
- 0.9.1a compatibility - adjusted ship prices and bomber refit times
- Artillery Swarmer now has an ammo system, increased OP cost (4 > 5)
- Fixed Clio missing default role

Version 1.5.3e (Apr 2 - Apr 21)
- IXBG partial rework: randomly generated fortresses replaced by a single fortified system, the Eyrie
- Added ae_settings.ini config file to allow disabling the Eyrie and Ninth Battlegroup
- Added Clio-class frigate
- Mini-flak cannon - now has ammo system (2 shots, 1 shot regained per 2 seconds), reduced OP cost to 6, reduced autofit value to reduce rarity

Version 1.5.3d (Feb 8)
- Vanqush - opened up fighter bay previously locked to mining pods, rearmost medium changed from ballistic to composite, reduced price (265000 > 245000), reduced maintenance/deploy cost (45 > 40)
- Anti-Ship Mine Bays - increased mine lifetime (10 seconds > 20 seconds)

Version 1.5.3c (Jan 21)
- Fixed Promise not starting correctly
- Deleted old Blacksmith lance file that might cause issues on Linux systems

Version 1.5.3b (Jan 13)
- Made changes to Promise that should fix crashing and bugs
- Ninth Battlegroup fortresses can now decivilise

Version 1.5.3a (Jan 11)
- Fixed Anomalous Shift
- Added description for Ninth Battlegroup for if they are added to the intel screen e.g they gain a market in Nexerelin

Version 1.5.3 (Dec 18 - Jan 05) - Systems
- Theseus - changed ship system to Sympathetic Subsystems (area buff)
- Added GraphicsLib support
- Ninth Battlegroup now care about transponders, don't allow trade when hostile, now accept AI cores, have military markets instead of black markets
- Slight improves to Vanquish sprite
- Pulse Rocket - reworked into an energy-based rocket pod
- Renamed Flare Swarm to Swarm Flare Launcher, now has a custom system AI so the AI will spam it relentlessly
- Increased Tremor flux dissipation (450 > 500), reduced auxiliary stats
- Reduced Scrapper value (15000 > 10000), reduced maintenance/deploy cost (5 > 4), reduced auxiliary stats
- Reduced Pigeon value (10000 > 9000), reduced maintenance/deploy cost (5 > 4)
- Reduced Blacksmith MRM first stage hitpoints (300 > 225)
- Minor tweaks to quest content

Version 1.5.2a (Dec 15)
- Fixed crash to desktop when clicking on an option in the intel tab

Version 1.5.2 (Nov 28 - Dec 14) - Thematic
- The Ninth return
- Promise
- New sprite for non-degraded Scrapper to reflect its military status (swanky new lowtech paint!)
- Anti-Ship Mine Bays - fiddled with mine spawning, reduced mine damage (1000 > 750), increased mine health (250 > 400)

Version 1.5.1 (Nov 19 - Nov 23) - Field Operations
- Switched from using Nicke's loose trail script to MagicLib. Hence, Arsenal Expansion now requires MagicLib to run
- Added a new Pawn - largely similar, new sprite, less storage, has worse fighter potential, turret is now hybrid
- Added experimental Anti-Ship Mine Bays modular hullmod
- Adjustments to Promise
- Switched from using faction files to using faction tags for ship/weapon spawning
- Fixed overwriting of vanilla faction files causing a myriad of issues
- Fixed IX Battlegroup ships not being able to be built by custom order

Version 1.5 (Nov 18) - Workshop
- Updated for 0.9a
- Added Theseus-class battlecruiser, currently work in progress
- Added "Flames of Rebellion" blueprint package
- Derelicts can now use Converted Hangar
- Renamed Merlon drone cruiser to "Cavalier" due to new name conflict
- Removed Wolf (SNT), Pawn, Mule (M), Wolfpup, and also some unused ship systems
- Flames of Rebellion and Surrounded missions removed for now while I figure out what to do with them

Version 1.4.12a (Aug 3 - Aug 27) - Edict
- Added Edict Stormblaster
- Blacksmith MRM and Lance Cannon lances are now prettier and stand out more, MRM lances are slower, cannon lances are much faster, lances no longer draw PD fire
- Request Assistance ally is now hostile to Starlight Cabal and Templars
- Increased payout for Ninth Battlegroup bounty (130000 > 144000)
- 'Concord' now grants the always-recoverable effect of Reinforced Bulkheads
- Fixed wording of Ninth Battlegroup hullmod
- Fixed Vanquish weapon arcs not being symmetrical

Version 1.4.12 (May 14 - June 22) - Intricacies
- Added Fallen Ninth. Await instructions. Work quickly. Once it's gone, it's gone.
- Scrapper - now a full-on lowtech military frigate, new layout and sprite, added to relevant major factions, increased shield arc (120 > 160)
- Improved Pigeon (XIV) paintjob
- Improved {ERROR} paintjob
- From now on, AE's high-tech ships will appear in Starlight Cabal and Outer Rim Alliance fleets
- Increased Autoblaster flux/shot (35 > 40)
- Increased Mini-Flak chargedown (0.75 > 1)
- Added a small amount of impact to the Graviton Lance, allowing it to disrupt enemy fighter maneuvering
- Adjusted position of Tremor's central hardpoint
- Daemon and Vatinae have blue engines now
- Reduced Pulse Rocket maneuverability
- Added some AE-related tips to the main menu and loading screens
- Fixed crash when mousing over Flux Reactor hullmod
- Fixed Linux imcompatibility due to filename case-sensitivity

Version 1.4.11 (Apr 22-May 12)
- Updates to Promise. Lost. Distress. Splinters. Co-operation.
- Mantidae Bomber variant replaced with Mantidae Support variant, 4 per wing, armed with a low-power tactical laser
- Mantidae now has visible weapons
- Merlon, Keeper and Lustrare spawns should be more consistent with normal Remnant and Derelict ships
- Fixed Power Redirect reducing damage by way more than intended
- Minor improvements to hullmod descriptions

Version 1.4.10 (Apr 2-17) - Vanquish
- Added Vanquish-class battleship and upgraded Borer wing
- Added Auxiliary Jets system (weaker maneuvering jets, used by Vanquish and Merlon)
- Added Power Redirect system (fortress shield analogue that's more effective against shieldbreaking damage types), replaces Torment's damper field
- Merlon has auxiliary engines that activate on system use
- Added Lance Cannon, only available in weapon caches and such
- Pikes are now available in the open market
- Parapets fire far fewer flares (say that five times fast)
- Pheonix no longer has Maneuvering Jets
- Reaver - weapons are now in different groups, shield statistic in refit is now accurate
- Adjustments to [ERROR ERROR DATA STREAM CORRUPTED] dialogue and descriptions
- Fixed Flourish's engines being off-center

Version 1.4.9 (Mar 10-22) - rest
- Added Promise
- Added Flourish-class frigate
- Removed Lasher Duelist elite skin
- Reverted Pulse Rockets to use vanilla missile AI, should make them significantly more consistent
- As such, Mantidae pulse rockets do significantly less energy damage (400 > 250)
- Reduced Torment's secondary shield's dissipation (175 > 125)
- Reduced Pheonix's speed slightly (250 > 225)

Version 1.4.8 (Jan 15-Feb 23) - Flames of Rebellion
- Added Blacksmith MRM and Blacksmith MRM Pod
- Added Phoenix-class bomber (and Blacksmith MRM Rack)
- Added Kindling-class destroyer
- New Pulse Rocket sprite
- Mini-Flak Cannon now has visual recoil
- With Lightshow, the Mimic's decoys now use Lightshow's PD laser color
- Removed elite variants Tempest Saboteur, Hammerhead Seeker, Sunder Warden, Gryphon Hunter and Onslaught Guardian. Wolf and Lasher stay for now
- Removed Thunder Multirole variant
- Player can no longer find and unlock the Micro Flux Shunt and Repair Drones hullmods. They will be limited to built-ins
- Replaced "Assault" with "Flames of Rebellion"
- Fixed Pawn losing CR extremely quickly after running out of PPT

Version 1.4.7 (Jan 1-6) - Infernal
- Added Daemon-class warp fighter and Projection system
- Autoblaster is now available as a modular weapon, firing sound has some pitch variance to avoid hemorrhaging of ears
- Assault Pulser - reduced damage/shot (100 > 85), shots per burst (24 > 16), increased flux/shot (60 > 90), reduced OP cost (16 > 14)
- Graviton Lance no longer has a period of not being able to turn the beam, increased damage/second (250 > 300)
- Reduced Brattice hull points (350 > 300)
- Wolfpups are no longer available as a standalone wing
- Pike now fires its Willows out to the sides for increased dramatic effect and both they and Swallows fire their Willows sooner
- Increased Lustrare's shield size

Version 1.4.6 (Dec 16-25) - Scales of War
- Added Peon-class bomber drone (and Mining Charge Launcher weapon)
- Reduced Mini-Flak damage (125 > 100)
- Reaver: new weapons loadout (Pulse Laser + Ion Laser), escorts are now Wasps, is considered an assault fighter (ignores enemy fighters to attack ships)
- Reduced chance of Keepers using non-Derelict fighters
- Merlon is less able to spam small missiles (some composites > ballistics, removed side missile mount), reduced OP (110 > 105)
- Reduced Artillery Swarmer ship variant damage (45 > 40) and flux/shot (50 > 45)
- IR Skittergun reworked - now a full-auto blaster, new sounds and visuals too
- Graviton Lance chargeup time removed and made into chargedown (same fire rate, more responsive)
- Asgard has slightly better shield coverage
- Slight adjustment to Tremor's weapon arcs
- Followers in Nexerelin now use AE ships
- Mid-Tourney balance stuff technically is in this update now

Mid-Tourney Balance
Round 1 (Dec 8-10)
- Improved Gryphon Hunter's flux stats and boosted OP (140 > 150)
- Artillery Swarmer partial rework - split into separate Bombardier and ship variants
- Ship variant has lower range (5000 > 3000), increased damage (25 > 45), reduced missiles/burst (15 > 8), reduced missile health (30 > 25)
- Artillery Swarmer missiles now have blue contrails, engines and explosions
- Merlon has less armor (1100 > 1000)
- Lowered Lustrare's flux stats slightly (cap 4250 > 4000, dis 400 > 380)

Version 1.4.5 (Nov 5 -22) - Spring Cleaning in November
- Added Tremor-class cruiser
- Added Hailfyre-class frigate with new Advanced Autoloader hullmod
- Removed Eagle Rumbler and Centurion Hailfyre elites, and Pincer heavy fighter
- Renamed Slammer Drive to Energised Charge
- Reaver is more expensive to mount (18>20 single, 25>35 for the twin ones you shouldn't even be able to mount at all)
- Adjusted Mini-Flak Cannon spawn rate
- Adjusted most internal IDs to have an "ae_" prefix for compatibility (internal screaming)
- Possibly some minor stat adjustments that I forgot about

Version 1.4.4 (Oct 22- Nov 3) - Phosphorous
- Added support for Version Checker
- Added Lustrare-class droneship light destroyer
- Added Cackle-class EMP fighter and Fighter EMP Emitter
- Added Pigeon (XIV) skin and Courier Jets system
- Pigeon has: two auxiliary engines that activate on system use, more armor (150 > 200), improved shield efficiency (1 > 0.8)
- Torment has: more armor (400 > 600), central medium mount is a hybrid again, penalties for generator destruction are explained in a hullmod instead of the ship description
- Lasher Duelist sprite update (little shield generator added, not a part of the actual module)
- VPR Flares system now fires 4 weaker flares to improve reliability
- Renamed Firefly fighter to Phosphor
- Phosphor nerf - removed PD laser
- Flickers now jitter while Evasive Maneuver is active
- Some rewritten fighter descriptions

Version 1.4.3 (Oct 9-19) - Tormented
- Added Firefly-class fighter drone and Flicker-class interception drones, used by Remnants (and their systems, "Flicker Escort" and "Evasive Maneuver")
- Torment rework - new sprite, replaced Flux Armor with Damper Field, has a rear flux reactor that provides increased flux stats and a second shield, but it can be destroyed by rear attacks (damaging the rest of the ship slightly, disabling the second shield, and reducing the Torment's capacity and dissipation by 30%), hybrid medium and synergy smalls are now energy only
- Brattice and Parapet no longer have Automated Ship hullmod (which caused weird AI interactions like Parapets attacking on their own, and isn't consistent with other drone fighters)
- Swallows no longer have Advanced Turret Gyros hullmod and their OP cost is now 12
- Hidden No Venting hullmod - prevents Lasher Duelist and Torment's secondary shields from venting
- Artillery Swarmer missiles have 2 seconds extra lifetime and deal 25 damage (up from 15), increased cooldown by 3 seconds
- Mini-Flak Cannons are less common on Dynasector variants
- Removed Hammerhead Seeker, Sunder Warden and Torment from pirate fleets

Version 1.4.2 (Sep 29) - Dynamic Warfare
- Weapons and fighter wings will now show up on Dynasector variants
- Added Parapet support drone
- Brattice is now a modular fighter, Keeper can mount any kind of fighter (but should only have Brattices or Parapets 99.9% of the time it's fought in the wild)
- Thunder Rumbler is now Thunder Multirole Fighter, now has the same loadout as the pre-interceptor Thunder (Harpoon, ion cannon, swarmer, no Flux Armor)
- Keeper's sprite size properly fits it (slight vram usage reduction)
- Keeper has an increased spawn rate
- Pulse Rockets have a slower missile speed and have better handling
- Vatinae has Plasma Jets just like the Mantidae
- Small buff to the Tempest Saboteur's armor
- Two of the Torment's front missile mounts are now synergy mounts, mount arcs revised, shield has a larger radius
- Phase Dash now operates on a cooldown instead of a singular charge
- Flux Armor now has a longer cooldown to prevent spam
- Brattice engines now use the fighter version of low-tech
- Fixed a typo in the Brattice's description
- Fixed some ship systems not having categories

Version 1.4.1 (June 14) - Yeah, There Are More Fighters
- Added Pincer-class heavy fighter
- Added Pike-class escort fighter, and Willow Point-Defense Missile (PDM) launcher
- Added Keeper-class drone carrier, Brattice-class drone interceptor and AI Override system
- Updated sprites for: Merlon, Hammerhead Seeker, Sunder Warden, Torment, Artillery Swarmer, Bombardier, Pulse Sprayer
- Bombardier is no longer a drone
- Pulse Sprayer now named Assault Pulser
- Swallow is now armed with Willow PDMs instead of Swarmers
- Sunder Warden has more armor
- Decreased flux cost of the Artillery Swarmer
- Micro Flux Shunt is weaker on larger ships
- Mantidae Support Bomber now just Mantidae Bomber, pulse rockets are limited, deal more damage, are fired forwards, are better aimed
- Vatinae's Ion Laser does more damage
- Improved hullmod descriptions
- Asgard-class battlestation can now be spawned as an opponent in the simulator
- If the Scrapper's flare system somehow ends up only firing in 180 degrees, it'll now fire forwards instead of backwards
- Fixed some fighter variant names

Version 1.4 (June 5) - Duelist, Mantis and Swallow
- Updated to 0.8.1a
- Replaced Gryphon Hunter's ship system with Hunter Rangefinder, which has a reduced fire rate increase and reduces movement speed but also increases range
- Added Lasher Duelist (DUL), Undershield module, VPR Flares system
- Added Mantidae adaptable fighter wing (split into the fighter, bomber and interceptor variants), Vatinae phase fighter wing (and their exclusive weapons, the Skittergun, Graviton Lance, Pulse Rocket (Mini) and Ion Laser)
- Added Swallow escort fighter wing
- Removed Minotaur and Asteroid Turret
- Reaver Heavy Fighter LPC is now a one-fighter wing, reduced OP cost, Onslaught Guardian still has 2 in its free wing
- Reaver is no longer a drone
- Pulse Rocket MRM now has a custom AI for its missile (and the fighter version)
- Slight improvements to the Pigeon's sprite
- Wolf Sentinel got back its sweet antenna
- Some adjusted descriptions
- LazyLib is now a requirement for AE to function

Version 1.3.7 (May 24) - Sentinels and Saboteurs
- Wolf Sentinel and Wolf Pup now have yellow engines/shields/LPC and venting/teleporting animations
- Tempest Saboteur and Mimic fighter now have purple engines, venting animations and LPC colour
- Centurion Hailfyre now has low-tech engines and shields
- Wolf Pup's shield is no longer a hullmod, drone no longer generates flux when firing its weapons
- Removed Light Needlers from Scrapper and Pigeon (D) variants
- All ships now have autofit variants

Version 1.3.6 (May 22) - Merlons and Crenels
- Added Merlon-class drone cruiser
- Repair Drones hullmod works properly now
- Artillery Swarmer now generates flux when fired
- Pulse Sprayer range decreased to 500 from 900 and is even less accurate
- Pulse Rocket now generates twice as much flux when fired
- Onslaught Guardian got back its built-in Reaver wing (oops)
- Reaver no longer generates flux when firing its weapons, capacity reduced

Version 1.3.5 (May 15) - Asgard
- Added Asgard-class Battlestation, and a mission for it
- Added the campaign-integrated Asteroid Turret, used only by scavengers
- Fixed some descriptions
- Decoy Mimic's 0-damage weapons can no longer drop
- Removed Interceptor Missiles entirely
- Slightly shifted the Onslaught Guardian and Wolf Sentinel weapon mount locations to be the same as the standard variants, and altered the Onslaught's side large mounts to point more sideways
- Slight tweaks to ship costs

Version 1.3.4 (May 7) - Pest Control
- Rebranded from Raccoon's Arms Pack to "Arsenal Expansion"
- Reduced the spawn rate of Pigeon (D)s in pirate fleets

Version 1.3.3 (Apr 27) - Bullrush
- Added Minotaur-class combat freighter
- Added currently unused Damper Dash system
- Added Micro Flux Shunt hullmod
- Wolf Sentinel and Mule Miner now have a Drone Bay hullmod, purely flavour for the Wolf, no more fighter refit penalty for the Mule
- Bombardier is now midline instead of high-tech
- Slight tweaks to ship costs
- Wolfpup is slightly faster

Version 1.3.2 (Apr 26) - Mimicry
- Added Pulse Rocket MRM
- Added Mimic fighter
- Nerfed Wolf (SNT) by reducing its additional sensor range to 40 units and reducing the Wingman's range to 500 units
- Wingman is now a Wolfpup fighter instead of a Terminator
- Wolf (SN) doesn't appear in pirate fleets. At all.
- Reduced price of Pawn
- Interceptor Missiles no longer appear in campaign

Version 1.3.1 (Apr 23) - Mule Miner
- Added Mule (M), as a skin of the normal Mule
- Command Center is now available in campaign mode, rarely replacing capital ships and appearing in markets.
- Command Center Platforms now have Advanced Targetting Core instead of Targetting Supercomputer
- Command Center has a slightly bigger and wider shield, base is less durable and platforms are more durable
- Pulse Sprayer fires a slightly smaller projectile
- Tempest Saboteur has a lower phase upkeep
 - "Surrounded" is more difficult, with the mod's new ships attacked to the pirate fleet
- Fixed Reaver Drone Drone, is now Reaver Drone, properly deploys PD wing
- Persean League now has modded ships
- Reduced number of modded ships in pirate fleets
- Onslaught Guardian is more expensive
- Artillery Swarmer can now appear in markets

Version 1.3 (Apr 22)
- Updated for 0.8
- All ships have different variant styles, as opposed to the same 3 previous ones
- Many ships have gotten new sprites
- Added Pigeon (D)
- Added Command Center, currently not accessible in campaign
- Removed Pawn (G), Kite (G), Gemini (G)
- Removed Pigeon (R) and Torment (R)
- Removed Omen (SB)
- Removed all drone systems, instead they are built-in fighter wings
- Wolf Guardian is now Wolf Sentinel (SNT), has "Phase Dash" as a system (phase skimmer with 1 charge), and built-in "Wingman" wing (1 terminator with IR pulse laser and PD laser)
- Onslaught Guardian (GRD) has same name, has "Engine Overcharge" as a system (burn drive but shorter)
- Gryphon Guardian is now Gryphon Hunter (HNT), has Accelerated Ammo Feeder and built-in "Artillery Wing" (Artillery Swarmer + Vulcan), new sprite for it and the drone
- Centurion Rumbler is now Centurion Hailfyre (FYR), new sprite, no Hardened Subsystems
- Hammerhead Rumbler is now Hammerhead Seeker (SKR), lowered armor and increased speed, no longer has Hardened Subsystems
- Sunder Rumbler is now Sunder Warden (WRD), large mount is back to energy, no longer has Converted Weapons Mounts or Hardened Subsystems
- Tempest Saboteur (SAB) now has Interdictor Array as a system, built in "Ion Drone" wing (1 terminator with ion cannon and PD laser)
- New weapons loadouts for different ships
- All fighter wings now can appear as LPCs in different markets
- "Surrounded" is a mission that has replaced The Guardians for now, where you must fend off a pirate horde with a small fleet and a command center

Version 1.2.5 (Apr 12th)
- Added Scrapper-class frigate
- Added Mini-Flak Cannon (appears in markets, too)
- Added Flare Swarm system
- Added Thunder (R) and a modified Flux Armor system for it to use (ineffectively, because fighter AI is weird)
- Wolf (G) and Gemini (G) are less common in pirate fleets
- Sunder (R) now does 20% less ballistic damage (first new hullmod woo)

Version 1.2.4 (Apr 5th)
- Fixed Omen (SB)'s System Hacker and re-added it, removed the ability for it to appear in markets
- Increased damage of System Hacker
- Added Reaver Drone Wing
- Reaver Drone now has the Overlord system (2 PD drones), yes, I did actually give drones to drones
- Reaver Drone is slower and has less flux capacity, fighter version has 2 capacitors
- Slight adjustments to some loadouts that didn't have proper settings or were impossible

Version 1.2.3 (Mar 11th)
- Replaced Omen (SB)'s System Hacker with an Ion Beam until I can fix it crashing the game

Version 1.2.2 (Feb 17th)
- Added Eagle (R), the (current) pillar in Rumbler oversized-gun technology, and three variants
- Minor adjustments to codex descriptions
- Removed JRE8 requirement

Version 1.2.1 (Feb 3)
- Added Tempest (SB), a phase ship!
- Added Ion Drone (not a unique drone, just a different weapon loadout for the Terminator)
- Modified Omen (SB) description to not use "modified" twice in the span of a few words
- Added some fluff to the descriptions of some drones

Version 1.2 (Jan 13-17)
- Added Kite (G)
- Added Pulse Sprayer (a pulse laser but it fires in 24 shot bursts and can't hit the broadside of a Conquest)
- Added Omen (SB), the first Saboteur variant, has stats equal to the 0.8 buffed Omen (will stay at that level when the update hits, it's just in advance)
- Added System Hacker (EMP beam)
- Currently, both new ships are Tri-Tachyon exclusive, may change in the future

Version 1.1.1 (Jan 5)
- Added Pigeon (R), with Slammer Drive
- Slammer Drive now gives a blue glow and no longer disables turning
- Pigeon now has Courier Drive, which does disable turning and also weapons
- Lowered combat stats of the Pigeon, increased storage stats so it can function somewhat as a freighter/shuttle
- Most ships have 1 extra variant (except both Torment variants, both Pawn variants, and the original Pigeon)
- Enemy fleet in "The Guardians" now has a Pigeon, Pawn and 2 extra Talon wings

Version 1.1 (Jan 4)
- Added Pigeon and Slammer Drive
- Reaver Drone is much faster and is more durable
- Sunder (R) has more armor, but has lower flux capacity and dissipation
- Updated spawning - new variants are generally less likely to spawn

Version 1.0 (release, Jan 3)
- Added Pawn, (G) variant is now a skin due to not being different enough from the standard variant
- Added Torment
- Added a mission, showing off the Guardian variants
- Removed hidden missile mounts from Onslaught (G), drones now regenerate slowly, drones are stronger

Version 0.7 (prerelease, Dec 12-Jan 1)
- Added Sunder (R)
- Added Torment (R), sprite taken from SPIRAL ARMS sprite dump and modified by me
- Remade the Hammerhead (R) sprite so it isn't stupid
- Also remade the Centurion (R) sprite so it isn't stupid
- Updated Wolf (G) sprite so it's more blue and can be better distinguished from normal Wolf-classes
- Hammerhead (R) is no longer incredibly OP (no longer has a free Hardened Shields, and downgraded extra mount to small)
- Hammerhead (R) now has Disruptor Ammo, a unique system (ish) that is like Accelerated Ammo Feeder, but instead increases weapon and engine damage
- Sunder (R) and Torment (R) have Flux Armor, a version of Damper Field that is toggled and does not disable weapons, but builds up flux
- Bulwark drone renamed to Guard Drone (curse you Blackrock), replaced light autocannon with a PD missile launcher
- Pirates now use Guardian and Rumbler frigates and destroyers (no fighter wings or larger ships)
- Added new sprite for use by Artillery Swarmer and Interceptor Missiles
- Fixed Swarmer SRM launcher using the missile speed and flight time of the Artillery Swarmer and creating an OP long-range high explosive anti-Cerberus killing machine

Version 0.6 (prerelease, Nov 26, 27)
- Added Centurion (R)
- Added Hammerhead (R)
- Added Artillery Drone Wing
- Tri-Tachyon, the Hegemony, the Independents, the Sindrian Diktat and the Luddic Church now use new variants (Tri-Tachyon does not use Rumbler variants)

Version 0.5 (prerelease, Nov 25)
- Added Pawn (G)
- Gryphon (G) now works properly
- Reaver Drone has been reworked, is now a Kite instead of Hermes
- Artillery Drone's missile launcher now fires 5 times as many missiles, but each missile does less damage and has less health

Version 0.4 (prerelease, Nov 24)
- Added Gryphon (G)
- Added Artillery Drone
- Wolf Pup Fighter Wing now uses supplies and can not theoretically have infinite wings deployed with SS+

Version 0.3 (prerelease, Nov 23)
- Added Wolf Pup Fighter Wing
- Broadsword Drone renamed to Wolf Pup, now has Phase Skimmer
- Added fancy lights to drones
- Wolf Pup has lower flux stats and a weaker missile launcher, drone version has 1 vent, 1 capacitor and 1 extra launcher to compensate

Version 0.2 (prerelease, Nov 22)
- Added Onslaught (G)
- Added Reaver Drone
- Gemini (G) now has an extra turret
- Bulwark Drone system now has 2 drones, drone shields are smaller and not broken

Version 0.1 (prerelease, Nov 20, 21)
- Added Wolf (G)
- Added Gemini (G)
- Added Broadsword Drone
- Added Bulwark Drone
[close]
Credits
Alex, David and Stian for creating Starsector
AxleMC131 for various kindly donated/free to use sprites
Medikohl and HELMUT for creating the original versions of sprites I updated
LazyWizard for scripting help
Tartiflette for some code of his I use
Nicke535 for his projectile trail code
Unofficial Starsector Discord for a lot of advice

There are currently no plans to update Arsenal Expansion beyond 0.95.1a. Arsenal Expansion is spritually succeeded by Secrets of the Frontier (https://fractalsoftworks.com/forum/index.php?topic=15820.0), which contains an updated and expanded version of this mod's quest content. but not most of the ship-pack content.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.0
Post by: Tartiflette on January 03, 2017, 08:00:43 AM
Mmmh, I like that blue Onslaught a lot. Some of the other sprites might require a tiny bit of polish but all the blue ones are pretty damn sexy (you can check the Kitbash Database in my Toybox if you want bits and bobs to put on them).
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.0
Post by: Inventor Raccoon on January 03, 2017, 08:26:03 AM
Mmmh, I like that blue Onslaught a lot. Some of the other sprites might require a tiny bit of polish but all the blue ones are pretty damn sexy (you can check the Kitbash Database in my Toybox if you want bits and bobs to put on them).
Looking at them again, the Gemini sprite does look like it would need a few bits of black outlines, and the Torment has those weird black spots just above the rear turrets. I could've sworn that I desaturated some of the tan bits of the Centurion but I probably didn't do enough. The Hammerhead is probably my favourite.

I'll take a lot at the kitbash database. Already spotted an opportunity to turn the front bit of the Conquest into a cool frigate.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.0
Post by: Tartiflette on January 03, 2017, 08:42:24 AM
I also wrote a pretty extensive paintjob tutorial linked in the toybox, you might find it interesting for the gryphon in particular.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.0
Post by: Inventor Raccoon on January 03, 2017, 08:47:58 AM
I also wrote a pretty extensive paintjob tutorial linked in the toybox, you might find it interesting for the gryphon in particular.
Yes! I just have to install Photoshop and I'll try and make a slightly less boring Gryphon paintjob. At one time I tried desaturating your sprite and making it blue and it looked pretty great, so hopefully in the next few days there'll be a snazzy new paintjob.

Also, I updated the sprites a little bit (less black dots on the Torment, little bit of outline on the Gemini and a more desaturated Centurion). Torment and Centurion are in the post, Gemini is just in the mod.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.0
Post by: Sy on January 03, 2017, 09:39:28 AM
i agree with Tarti, i quite like the color scheme! :]

the large drones feel weird to me, though.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.0
Post by: Inventor Raccoon on January 03, 2017, 09:57:44 AM
i agree with Tarti, i quite like the color scheme! :]

the large drones feel weird to me, though.
Yeah, the Kite drones are a bit odd. A decent number of mods have fighter-sized drones but the only frigate-sized one I can think of is the Vixen drone from Citadel. Originally the Kites were still classified as frigates, but trying to deploy them resulted in them colliding with the Onslaught and almost dying. So now they drift over stuff in an odd way and have somewhat weak weapons for their size (Gladius fighters have greater offensive ability). They're also big enough that most ships can easily hit and kill them. Even being much more durable than normal Kites, they die pretty quickly. I may replace them with Xyphos drones.

Also: what I've managed to accomplish so far with kitbashing the Conquest (and a few other ships):
(http://i.imgur.com/dCZue0z.png)
Possibly some kind of light frigate? The name database doesn't list any Pigeon-classes. I might give it some kind of burst maneuvering jet like Blackrock ships.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.0
Post by: Sy on January 03, 2017, 10:33:07 AM
yeah, drone size seems to make a big difference in their ability to stay alive. ^^ i dislike BRDY's Bulwark Drone mainly for that reason. it's meant to be a slow but tough defensive drone (i think), but it's also quite large, so it dies quickly.

replacing them with Xyphos (and maybe your Wolf's Broadsword with a Wasp or something?) would look better, i think.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.0
Post by: King Alfonzo on January 03, 2017, 05:40:23 PM
That's some pretty good ideas there. Really digging the Ammo disruptor, and the concept of a long range kinetic pressure wing, and giving small ships drones. Have you considered turning this into a 'workshop' faction, like Steiner's Foundation?
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.0
Post by: Inventor Raccoon on January 04, 2017, 03:07:11 AM
That's some pretty good ideas there. Really digging the Ammo disruptor, and the concept of a long range kinetic pressure wing, and giving small ships drones. Have you considered turning this into a 'workshop' faction, like Steiner's Foundation?
I considered making a faction of bounty-hunting AIs that used the Guardian variants and spawned from independent planets, but I had no idea how to actually code it. I'm unsure how to really make proper factions right now, mostly all the stuff to spawn them. It would solve the problem where currently, having DynaSector makes all the variants impossible to obtain normally.

Also, I changed the Onslaught (G) to use Xyphos drones, and the Pigeon is mostly functional. Just have to make its ship system, which will hopefully be a combination of Damper Field and Maneuvering Jets, increasing speed but also protecting it. Otherwise, just a powered-up maneuvering jets system.

Also a funny note, the Sunder (R) has more armor than the regular variant, 250 instead of 200. However, if you play with the Ship and Weapon Pack, it'll have LESS armor because that mod remakes the Sunder to have more armor (300 I think) and the old stats are on the Sunder (S). Might have to up it to at least 300.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.0
Post by: Takion Kasukedo on January 04, 2017, 03:25:00 AM
That's some pretty good ideas there. Really digging the Ammo disruptor, and the concept of a long range kinetic pressure wing, and giving small ships drones. Have you considered turning this into a 'workshop' faction, like Steiner's Foundation?
I considered making a faction of bounty-hunting AIs that used the Guardian variants and spawned from independent planets, but I had no idea how to actually code it. I'm unsure how to really make proper factions right now, mostly all the stuff to spawn them. It would solve the problem where currently, having DynaSector makes all the variants impossible to obtain normally.

Also, I changed the Onslaught (G) to use Xyphos drones, and the Pigeon is mostly functional. Just have to make its ship system, which will hopefully be a combination of Damper Field and Maneuvering Jets, increasing speed but also protecting it. Otherwise, just a powered-up maneuvering jets system.

Also a funny note, the Sunder (R) has more armor than the regular variant, 250 instead of 200. However, if you play with the Ship and Weapon Pack, it'll have LESS armor because that mod remakes the Sunder to have more armor (300 I think) and the old stats are on the Sunder (S). Might have to up it to at least 300.

That wouldn't be a bad idea. Probably bring it in line with those newer Sunders or even more armor than them (But that wouldn't make much sense though)
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.0
Post by: Inventor Raccoon on January 04, 2017, 08:27:40 AM
Updated the download with a new version. A new ship, the Pigeon-class, with a new(ish) ship system. Also some balancing stuff. Will try and get gifs working of each non-drone system.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.0
Post by: King Alfonzo on January 04, 2017, 04:08:52 PM
That's some pretty good ideas there. Really digging the Ammo disruptor, and the concept of a long range kinetic pressure wing, and giving small ships drones. Have you considered turning this into a 'workshop' faction, like Steiner's Foundation?
I considered making a faction of bounty-hunting AIs that used the Guardian variants and spawned from independent planets, but I had no idea how to actually code it. I'm unsure how to really make proper factions right now, mostly all the stuff to spawn them. It would solve the problem where currently, having DynaSector makes all the variants impossible to obtain normally.

Hilariously, I am actually finishing up such a faction, just doing some polishing at the moment. It is somewhat difficult, and requires rudimentary knowledge of coding (or in the very least an intensive logical process) but you can work backwards from Underworld's CABAL code using IntelliJ.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.0
Post by: Deshara on January 04, 2017, 10:19:56 PM
Also, I changed the Onslaught (G) to use Xyphos drones, and the Pigeon is mostly functional. Just have to make its ship system, which will hopefully be a combination of Damper Field and Maneuvering Jets, increasing speed but also protecting it. Otherwise, just a powered-up maneuvering jets system.

):
I was super excited to see that you had made a corvette attendant, and PARTICULARLY that you had made a combat Kite to do so.
Could I... get to the G_Kite as a stand-alone ship? I love the idea
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.0
Post by: Inventor Raccoon on January 05, 2017, 04:48:20 AM
Also, I changed the Onslaught (G) to use Xyphos drones, and the Pigeon is mostly functional. Just have to make its ship system, which will hopefully be a combination of Damper Field and Maneuvering Jets, increasing speed but also protecting it. Otherwise, just a powered-up maneuvering jets system.

):
I was super excited to see that you had made a corvette attendant, and PARTICULARLY that you had made a combat Kite to do so.
Could I... get to the G_Kite as a stand-alone ship? I love the idea
Of course. Currently list of ships todo are the Pigeon (R), Omen, and some cruiser (R) because there are way too many Rumbler frigates and destroyers and now I'm piling on more. I'll add a new Kite somewhere on that and give it a useful combat function. Omen will probably lose the EMP system but gain a built-in rapid fire EMP lightning gun and the ability to immediately overload. Not sure whether to make it a (G) variant or make a new saboteur variant and make the Tempest I have a sprite for into one of them too.

Having a frigate-sized drone sounds fun but even a Kite with about 150% flux stats and durability dies very quickly and often I was left without any drones. Xyphos drones last quite a bit longer since you can't properly focus a large ship's fire on a fighter and they can be super fast without looking dumb.

Maybe the Kite will get a pulse laser version of the Imperium Sagittarius ADC, the gun that spews bullets absolutely everywhere.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.1
Post by: Chronosfear on January 05, 2017, 09:23:09 AM
Hi ,

Game crashed when starting my first combat  ::)
Spoiler
Using SS+ and downloaded the newest version of the game

[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.UnsupportedClassVersionError: data/shipsystems/scripts/SlammerDriveStats : Unsupported major.minor version 52.0
java.lang.UnsupportedClassVersionError: data/shipsystems/scripts/SlammerDriveStats : Unsupported major.minor version 52.0
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(Unknown Source)
   at java.security.SecureClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.access$100(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.Class.forName0(Native Method)
   at java.lang.Class.forName(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.specs.N.getStatsScript(Unknown Source)
   at com.fs.starfarer.combat.systems.F.<init>(Unknown Source)
   at com.fs.starfarer.combat.systems.M.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.N.createSystem(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.forsuper.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.ÔÔ0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.ÒÔ0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.ÕÔ0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.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)
[close]

I just changed the system to the normal damper field to start playing .
Still a tough ship with a brand new character.

Other than that : your pics teased me to give it a go. The Ships really have a nice coloring.

Chronosfear
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.1
Post by: Inventor Raccoon on January 05, 2017, 09:57:49 AM
Hi ,

Game crashed when starting my first combat  ::)
Spoiler
Using SS+ and downloaded the newest version of the game

[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.UnsupportedClassVersionError: data/shipsystems/scripts/SlammerDriveStats : Unsupported major.minor version 52.0
java.lang.UnsupportedClassVersionError: data/shipsystems/scripts/SlammerDriveStats : Unsupported major.minor version 52.0
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(Unknown Source)
   at java.security.SecureClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.access$100(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.Class.forName0(Native Method)
   at java.lang.Class.forName(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.specs.N.getStatsScript(Unknown Source)
   at com.fs.starfarer.combat.systems.F.<init>(Unknown Source)
   at com.fs.starfarer.combat.systems.M.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.N.createSystem(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.forsuper.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.ÔÔ0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.ÒÔ0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.ÕÔ0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.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)
[close]

I just changed the system to the normal damper field to start playing .
Still a tough ship with a brand new character.

Other than that : your pics teased me to give it a go. The Ships really have a nice coloring.

Chronosfear
Looks like it's a problem with the classes and Java. Apparently I might have to compile with Java 7 so you don't need 8 to use the mod. I'll get on it now. Presumably it'll also crash with any Rumbler destroyers since they all have new systems.

EDIT: Should be done and working. Try it again.

Also, just finished another update. Adds a Rumbler variant to the Pigeon, adjusts the Pigeon's stats to be more of a combat freighter with the (R) variant as a combat corvette. The Slammer Drive is now only on the (R) variant and allows for turning, and the Courier Drive on the standard variant disables weapons and turning. I also added one new loadout to almost every variant, so they won't just be the same loadouts over and over (usually just a strike loadout or close support)
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.1
Post by: Chronosfear on January 05, 2017, 12:02:37 PM
Still crashing .
But I updated my Java ( in the starsector folder )
and now it seems to work.

If something else comes up I´ll you know.
thanks
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.1
Post by: Inventor Raccoon on January 05, 2017, 12:13:18 PM
Still crashing .
But I updated my Java ( in the starsector folder )
and now it seems to work.

If something else comes up I´ll you know.
thanks
Darn, no idea why it would be crashing in that case. Pretty sure it's compiled with Java 7. Sorry for any inconvenience.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.1.1
Post by: MesoTroniK on January 06, 2017, 10:47:29 PM
Inventor Raccoon, do I have permission to make your Gemini (G), Hammerhead (R), and Sunder (R) ships able to be retrofitted into the THI versions at their submarket? Lore wise, it makes sense to me as they do not seem very different from the base model of the ship. Where generally I only think a variant upon a vanilla ship should not be able to be retrofitted is if the conversion is very different.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.1.1
Post by: Inventor Raccoon on January 07, 2017, 06:42:00 AM
Inventor Raccoon, do I have permission to make your Gemini (G), Hammerhead (R), and Sunder (R) ships able to be retrofitted into the THI versions at their submarket? Lore wise, it makes sense to me as they do not seem very different from the base model of the ship. Where generally I only think a variant upon a vanilla ship should not be able to be retrofitted is if the conversion is very different.
Yeah, that's fine.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.1.1
Post by: MesoTroniK on January 07, 2017, 02:47:03 PM
Ok cool, and so it is done.

By the way, you really seriously should not compile a mod that requires JRE8 as it is unsupported by SS and will cause issues.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.1.1
Post by: Midnight Kitsune on January 07, 2017, 02:55:56 PM
Ok cool, and so it is done.

By the way, you really seriously should not compile a mod that requires JRE8 as it is unsupported by SS and will cause issues.
If you don't know Raccoon, SS comes with JRE (java) 7 which means that people would have to download JRE 8 in order to play with your mod, however people with JRE 8 can still play it if it is complied in JRE 7.
Oh and JRE 8 is so buggy that Alex switched back to JRE 7 after trying out 8!
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.1.1
Post by: Inventor Raccoon on January 08, 2017, 05:07:54 AM
Ok cool, and so it is done.

By the way, you really seriously should not compile a mod that requires JRE8 as it is unsupported by SS and will cause issues.
If you don't know Raccoon, SS comes with JRE (java) 7 which means that people would have to download JRE 8 in order to play with your mod, however people with JRE 8 can still play it if it is complied in JRE 7.
Oh and JRE 8 is so buggy that Alex switched back to JRE 7 after trying out 8!
I tried to fix this when Chronosfear was having issues but it didn't seem to work. I downloaded Java 7, that's the box that's checked in the installed java versions in Eclipse, and set the compiler compliance level to 1.7. Anything else I need to do?
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.1.1
Post by: Takion Kasukedo on January 08, 2017, 07:00:19 AM
Spoiler
7026651 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.UnsupportedClassVersionError: data/shipsystems/scripts/FluxArmorStats : Unsupported major.minor version 52.0
java.lang.UnsupportedClassVersionError: data/shipsystems/scripts/FluxArmorStats : Unsupported major.minor version 52.0
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(Unknown Source)
   at java.security.SecureClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.access$100(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.Class.forName0(Native Method)
   at java.lang.Class.forName(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.specs.N.getStatsScript(Unknown Source)
   at com.fs.starfarer.combat.systems.F.<init>(Unknown Source)
   at com.fs.starfarer.combat.systems.P.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.N.createSystem(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.forsuper.o00000(Unknown Source)
   at com.fs.starfarer.title.C.OO0O.Ò00000(Unknown Source)
   at com.fs.starfarer.title.C.OO0O.o00000(Unknown Source)
   at com.fs.starfarer.title.C.OO0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.O0OO.oooO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.M.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.I.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

An error happened with Flux Armor.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.1.1
Post by: Chronosfear on January 08, 2017, 07:15:12 AM
Spoiler
7026651 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.UnsupportedClassVersionError: data/shipsystems/scripts/FluxArmorStats : Unsupported major.minor version 52.0
java.lang.UnsupportedClassVersionError: data/shipsystems/scripts/FluxArmorStats : Unsupported major.minor version 52.0
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(Unknown Source)
   at java.security.SecureClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.access$100(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.Class.forName0(Native Method)
   at java.lang.Class.forName(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.specs.N.getStatsScript(Unknown Source)
   at com.fs.starfarer.combat.systems.F.<init>(Unknown Source)
   at com.fs.starfarer.combat.systems.P.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.N.createSystem(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.forsuper.o00000(Unknown Source)
   at com.fs.starfarer.title.C.OO0O.Ò00000(Unknown Source)
   at com.fs.starfarer.title.C.OO0O.o00000(Unknown Source)
   at com.fs.starfarer.title.C.OO0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.O0OO.oooO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.M.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.I.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

An error happened with Flux Armor.

I´d say : you have the same problem as I had : you need to replace the starsector java ( which is java7 ) with java8 ... solved it for me ( was a different shipsystem, but since then no crashes ) ..
and thats what the the other guys are already talking about :)
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.1.1
Post by: Clutch31313 on January 12, 2017, 10:07:55 PM
So I installed the mod, replaced the java with jre8, and confirmed that the ships are in the codex. So where do I buy them? I've loaded Prism spaceport 10's of times now, and I haven't seen any of the ships from your mod. Where are they?
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.1.1
Post by: Sy on January 13, 2017, 06:15:25 AM
So where do I buy them?
this mod is currently incompatible with Dynasector, as the later replaces vanilla's spawn system with a new, rather complicated one, and integrating a new mod into that isn't easy. you should still be able to spawn them in using the Console Commands mod (if you don't want to cheat, you could do something like buy another ship of similar power/price and scrap it in return for getting yourself one of these).
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.1.1
Post by: Inventor Raccoon on January 13, 2017, 12:08:05 PM
Yeah, while all of the variants and their loadouts are added to Hegemony, Luddic Church, Sindrian Diktat and Independents, that'll all break if you use Dynasector because all those markets will be overrided with Dynasector stuff. The only way other than console commands (ship names are pretty simple by the way, it's just their standard name and if applicable followed by the full name of the variant e.g. pigeon/pigeon_rumbler) that you'll be able to get them is if I make a market for them which I would do if I could.

Also, hopefully there'll be an update this weekend. Most likely the Omen (Saboteur) and Kite (Guardian). So far all I'm thinking is that the Omen replaces the old EMP emitter with a rapid-fire EMP Lightning Gun that comes as a built-in weapon, and the Kite has a built-in Pulse Laser with stupid fire rate and spread, but low damage. Also also, TIL that the Lightning Gun is a SS+ weapon. Huh.

UPDATE: Kite (G) is almost done! The Pulse Sprayer fires 24 shot bursts of energy bolts (yes, they do the same damage as normal Pulse Laser shots) but it uses a lot of flux and is very inaccurate (generally, it'll hit a shielding Lasher with about half the shots at optimal range). The Kite itself has improved stats to match its new role as a combat frigate.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.1.1
Post by: Clutch31313 on January 13, 2017, 01:20:36 PM
Thanks for the heads up, guys. I eventually came to suspect that it was a compatibility issue, but wasn't sure if there was some market I was overlooking somewhere.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.2
Post by: Inventor Raccoon on January 17, 2017, 01:22:33 PM
New update, two days late. Woops. Anyway, it introduces two new ships - the Kite (G) and Omen (SB). Kite has enhanced stats and a built-in rapidfire pulse laser, and the Omen loses the EMP generator but gains an EMP beam and the Interdictor Array (it also has post-0.8 stats, so more flux capacity, armor and shield arc)
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.2
Post by: NightKev on January 30, 2017, 02:37:09 AM
The mod_info.json from the main post download indicates it's still version 1.1.1, did you forget to change it or did you forget to upload the new version?
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.2.1
Post by: Inventor Raccoon on February 03, 2017, 02:20:34 PM
Was a bit busy over the last few weeks so I didn't have as much time to work on the mod. However, I pulled myself together and finally finished the Tempest (SB)! It's a phase version of the normal Tempest, with a sweet paintjob, unique 2-light coil (yeah that's not very impressive) and a very awkward looking bridge.

I think I'll keep it at 3 different variant types for now. I might add more to each variant (there's no Rumbler cruiser or capital ship, and I gotta get those sweet green stripes on an Eagle or Conquest), and maybe look into making it playable with Dynasector (a market around Asharu, maybe). Not sure about adding more unique ships like the Torment and Pigeon.

Possibly a civilian/cargo version of combat ships? Who knows, I bet an unorthodox engineer could theoretically find a way to make to stick containers onto the Hammerhead, although I feel like that might have been done before.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.2.2
Post by: Inventor Raccoon on March 04, 2017, 04:19:27 PM
Well, I may be slightly very late, but here's a new update. Added the Eagle (R), which is your average Eagle except the middle frontal mount is Large and it has the protective drive system of the Pigeon (R). I'm feeling a little odd for being the last 3 posts in this thread (deleted the first one).
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.2.2
Post by: Deshara on March 04, 2017, 04:33:10 PM
You don't have to worry about that, we're too busy playing the mod to talk about it. Plus if we aren't here bitching it's a compliment.
If it makes you feel weird tho you could update your OP with the changes & a date stamp, and simply reply to the thread "new update" to bump, feels less weird for me
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.2.2
Post by: Sy on March 04, 2017, 04:42:31 PM
i haven't played your mod myself yet, so i don't have much to comment on, but i'm still interested in the changes and additions you make. :]
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.2.2
Post by: Deshara on March 04, 2017, 05:51:10 PM
i haven't played your mod myself yet, so i don't have much to comment on, but i'm still interested in the changes and additions you make. :]
I'm gonna out myself here: I haven't played the game since the last update, I'm just here to read mod updates & blog post discussions
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.2.2
Post by: MesoTroniK on March 04, 2017, 06:14:38 PM
Until the mod's jar is compiled to not require JRE8... It is very hard to recommend playing it.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.2.2
Post by: Inventor Raccoon on March 05, 2017, 05:36:42 AM
Until the mod's jar is compiled to not require JRE8... It is very hard to recommend playing it.
Good news! I think my friend figured out that I didn't change something in Eclipse and accidentally had it set to compile with whatever Java my Starsector uses, which usually is 8. Updating with a version which hopefully is compiled with Java 7.

EDIT: He's confirmed that the new update works on Java 7. Try it out!
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.2.2
Post by: Sy on March 05, 2017, 07:35:26 AM
I'm gonna out myself here: I haven't played the game since the last update
preposterous! D:
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.2.2
Post by: Takion Kasukedo on March 10, 2017, 03:14:32 PM
So, attempted to add the ships to the simulator but your Omen (SB) had an error.

I'll see if I can replicate the error again, if it hasn't been fixed.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.2.2
Post by: Inventor Raccoon on March 11, 2017, 10:18:09 AM
So, attempted to add the ships to the simulator but your Omen (SB) had an error.

I'll see if I can replicate the error again, if it hasn't been fixed.
Darn. I kind of have to go back and make the Omen (SB) better (the built-in weapon is kind of rushed)

EDIT: Replaced the built-in weapon with an Ion Beam, until I can fix it. Updated download.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.2.2
Post by: Bastion.Systems on March 18, 2017, 09:43:47 AM
Super strange error, after unpacking the archive with 7zip and trying to open the folder with with windows explorer I get a "Catastrophic Failure" error.
When I navigate to the folder via the address bar it works and I can see the contents.

I assume that somehow my Windows registry has become corrupted or something but so far this is the only folder that triggers the error even if I rename it or remove the mod contents.
Something to do with NTFS security permissions?
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.2.2
Post by: Inventor Raccoon on March 18, 2017, 10:13:06 AM
Super strange error, after unpacking the archive with 7zip and trying to open the folder with with windows explorer I get a "Catastrophic Failure" error.
When I navigate to the folder via the address bar it works and I can see the contents.

I assume that somehow my Windows registry has become corrupted or something but so far this is the only folder that triggers the error even if I rename it or remove the mod contents.
Something to do with NTFS security permissions?
Downloaded it myself and it seems fine to me, also using 7zip and Windows Explorer, and it looks like nobody else has problems. I don't know what's the issue other than something with the windows registry.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.2.2
Post by: Bastion.Systems on March 18, 2017, 12:09:04 PM
Ehhh, I guess it's about time I did a system reset, the mod works fine though.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.2.2
Post by: Takion Kasukedo on March 19, 2017, 09:45:23 PM
Got an error while trying to put a System Hacker (a weapon) on a ship.

Spoiler
2280357 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.float] with id [phase_cloak_collision] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.float] with id [phase_cloak_collision] not found
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.oOOO.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.forsuper.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.forsuper.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.o0O000(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.Õ00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.B.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.private.ôO0000(Unknown Source)
   at com.fs.starfarer.coreui.refit.private.ooo000(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.coreui.refit.WeaponPickerDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacesuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.c$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.c.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.O0OO.oooO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.M.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.WeaponPickerDialog.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.M.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.J.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.M.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.T.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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)
[close]
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.2.2
Post by: Inventor Raccoon on March 21, 2017, 02:46:00 PM
Just updated with a version that removes the System Hacker from markets.

Also, kind of an update, I probably won't be pushing out any new content updates until 0.8 launches (I'm assuming it comes out in a couple of weeks to a month), since the main thing I want to get done is the Conquest (R). I intend to use the station mechanics to give it two independent broadside shield generators, which obviously isn't possible until then, but if I can actually pull it off I think it'll be a great sight, a Conquest slinging fire all over the place, firing both broadsides at once while remaining protected, using less flux and becoming almost impossible to overload. Will probably remove all normal shielding, reduce the flux stats and make it slower with a burn drive-esque system, so it isn't too horribly OP. The use of station pieces as AI-controlled shield generators and weapon mounts seems very interesting to me. Maybe a Saboteur destroyer will have an automatic EMP generator or something whacky like that.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.2.4
Post by: Inventor Raccoon on April 05, 2017, 10:41:25 AM
I probably won't be pushing out any new content updates until 0.8 launches
I lied. New update. Firstly, it fixes the System Hacker. Second, it gives the Reaver Drone a pair of PD-laser wielding companions. Yes, drones that have drones of their own. No, it shouldn't be too overpowered. And yes, it's pretty cool. Also allows you to obtain Reaver Drone Wings from Tri-Tachyon markets and they'll appear in their fleets.
Title: Re: [0.7.2a] Raccoon's Arms Pack v1.2.5 - Scrapper
Post by: Inventor Raccoon on April 13, 2017, 03:49:02 AM
I lied extra-hard. New update. Adds the Scrapper-class frigate, a new mini flak weapon (which can also be sometimes found in markets), the Thunder (R) which can use the Flux Armor system to limited effect (mostly because the fighter AI has absolutely no idea what to do with it), some minor spawning changes, and also a nerf for the Sunder (R). Playtested a little bit and found that the early game was pretty hard because a lot of pirates had Wolf (G)s, which get overwhelming with more than one opponent.
Title: Re: [0.8] Raccoon's Arms Pack v1.3
Post by: Inventor Raccoon on April 22, 2017, 05:24:30 PM
Guess what. New update. Now compatible with 0.8. I removed 6 different variants from the game, because I felt like they were too lazy and were not original enough. And the remaining ones have been overhauled. Check the OP for details. And do check out the new mission that replaces The Guardians. Another update will be coming soon.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3
Post by: Death_Silence_66 on April 22, 2017, 09:07:41 PM
Cool mod, though I have some issues. The blue onslaught's description says it has xyphos drones when I actually has reapers. If its meant to be a high tech onslaught then it should have the high tech engine plumes. The phase Tempest's cloak is unbelievably costly to operate. 750 flux/s is way too much (afflictor has 120 flux/s). 200 is a bit more reasonable.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3
Post by: NightfallGemini on April 22, 2017, 09:37:19 PM
I'm curious, can these be acquired as derelicts/combat salvage or only through markets?
Title: Re: [0.8a] Raccoon's Arms Pack v1.3
Post by: facc00 on April 22, 2017, 10:33:01 PM
Thanks for the quick update!
Title: Re: [0.8a] Raccoon's Arms Pack v1.3
Post by: Death_Silence_66 on April 23, 2017, 03:37:23 AM
The interceptor missiles cause CTDs.

Fatal: com.fs.starfarer.combat.entities.Missile cannon be cast to
com.fs.starfarer.combat.entities.ship
Title: Re: [0.8a] Raccoon's Arms Pack v1.3
Post by: Inventor Raccoon on April 23, 2017, 04:00:26 AM
The interceptor missiles cause CTDs.

Fatal: com.fs.starfarer.combat.entities.Missile cannon be cast to
com.fs.starfarer.combat.entities.ship
Darn, must have slipped by the cracks while updating. Will fix today.

I'm curious, can these be acquired as derelicts/combat salvage or only through markets?
Both. They appear in markets and faction fleets.
Cool mod, though I have some issues. The blue onslaught's description says it has xyphos drones when I actually has reapers. If its meant to be a high tech onslaught then it should have the high tech engine plumes. The phase Tempest's cloak is unbelievably costly to operate. 750 flux/s is way too much (afflictor has 120 flux/s). 200 is a bit more reasonable.
Reavers are modified Xyphoses. I'll resolve some of the other stuff today.

Thanks for the quick update!
:)
Title: Re: [0.8a] Raccoon's Arms Pack v1.3
Post by: Death_Silence_66 on April 23, 2017, 05:45:27 AM
The modded ships seem to be way too common, with most pirate fleets at about 90% modded. Could you tone down the spawn rate?
Title: Re: [0.8a] Raccoon's Arms Pack v1.3
Post by: D00D on April 23, 2017, 06:18:40 AM
Hi, may I ask where did you get the turret hardpoints and their sprites? I've been trying to find them on the forums but no luck.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3
Post by: Inventor Raccoon on April 23, 2017, 06:24:32 AM
I can reduce the spawn rate, yes. Will do so in today's update, specifically for pirates because it looks to me like other factions have relatively normal amounts of ships.

All hardpoints are taken from vanilla sprites.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3
Post by: Calodine on April 23, 2017, 08:47:34 AM
Having just spawned a bunch of stuff in for testing while waiting for stuff to update, oh god the artillery swarmers are so goooood. Not like, STRONG, since they do bugger all damage, but firing off six of 'em is just magical. Based off the ID and them only showing up on the drones I'm guessing they're not supposed to actually show up, like bomb bays - but they should! I'd totally use em, they're like much, much less dangerous fighters, just keep mild pressure on to make managing shields harder. But mainly it's the 'here's a hundred missiles have fun'.

Also that sunder variant is NASTY. That's uh...Most of what I got. Just wanted to drool over the artillery missiles a bit :P
Title: Re: [0.8a] Raccoon's Arms Pack v1.3
Post by: Inventor Raccoon on April 23, 2017, 09:01:27 AM
Having just spawned a bunch of stuff in for testing while waiting for stuff to update, oh god the artillery swarmers are so goooood. Not like, STRONG, since they do bugger all damage, but firing off six of 'em is just magical. Based off the ID and them only showing up on the drones I'm guessing they're not supposed to actually show up, like bomb bays - but they should! I'd totally use em, they're like much, much less dangerous fighters, just keep mild pressure on to make managing shields harder. But mainly it's the 'here's a hundred missiles have fun'.
Glad you like them. They originally weren't supposed to show up except on the Gryphon Hunter (originally it was a Guardian variant and had an artillery drone), and they don't, because none of the variants that spawn in fleets or markets have them. I'll remember to add more of the mod's weapons to variants.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3
Post by: SainnQ on April 23, 2017, 09:11:24 AM
Having just spawned a bunch of stuff in for testing while waiting for stuff to update, oh god the artillery swarmers are so goooood. Not like, STRONG, since they do bugger all damage, but firing off six of 'em is just magical. Based off the ID and them only showing up on the drones I'm guessing they're not supposed to actually show up, like bomb bays - but they should! I'd totally use em, they're like much, much less dangerous fighters, just keep mild pressure on to make managing shields harder. But mainly it's the 'here's a hundred missiles have fun'.
Glad you like them. They originally weren't supposed to show up except on the Gryphon Hunter (originally it was a Guardian variant and had an artillery drone), and they don't, because none of the variants that spawn in fleets or markets have them. I'll remember to add more of the mod's weapons to variants.


I came across a Reaver Drone Drone LPC in an abandoned Habitat

I'm assuming Drone Drone is a typo?  :D
Title: Re: [0.8a] Raccoon's Arms Pack v1.3
Post by: Inventor Raccoon on April 23, 2017, 09:24:23 AM
I came across a Reaver Drone Drone LPC in an abandoned Habitat

I'm assuming Drone Drone is a typo?  :D
Yep. Already fixed.

By the way, just updated with a new version. Adds a miner version of the Mule, and some small fixes.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3
Post by: facc00 on April 23, 2017, 11:51:13 AM
Thanks for the updates!
Title: Re: [0.8a] Raccoon's Arms Pack v1.3
Post by: SainnQ on April 23, 2017, 02:45:00 PM
I came across a Reaver Drone Drone LPC in an abandoned Habitat

I'm assuming Drone Drone is a typo?  :D
Yep. Already fixed.

By the way, just updated with a new version. Adds a miner version of the Mule, and some small fixes.

Is there any way I could request a couple ships BESIDES the Apogee with High Res Sensor Packages?
Title: Re: [0.8a] Raccoon's Arms Pack v1.3
Post by: Inventor Raccoon on April 23, 2017, 02:49:07 PM
Is there any way I could request a couple ships BESIDES the Apogee with High Res Sensor Packages?
Yeah, sure. PM or a post here, I don't mind. Already have an idea of what the next update will hold (something a little special), but I'll try to fit suggestions in.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: Sy on April 23, 2017, 03:25:57 PM
ooh, Miner Mule! \o/
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: Nanao-kun on April 23, 2017, 03:26:55 PM
Does this mod have any custom hullmods? If so, is the Converted Ballistic Mounts hullmod from it? I found it as a modspec that can be installed for 0 OP.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: Inventor Raccoon on April 23, 2017, 03:31:27 PM
Does this mod have any custom hullmods? If so, is the Converted Ballistic Mounts hullmod from it? I found it as a modspec that can be installed for 0 OP.
Oh. Yep. Converted Ballistic Mounts was supposed to be a built-in hullmod for balancing. It doesn't need to exist anymore, and I'll probably remove it.

ooh, Miner Mule! \o/

Hooray for miner Mule! I remember you and Axle making it and asked him if I could use the idea. It's a pretty neato concept, and fits well with the general feel of this mod.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: Nanao-kun on April 23, 2017, 03:54:50 PM
Found a Reaver Drone; it appears to have an omni shield of 1100 degrees. It's not actually full coverage in battle, so it just seems to be some error in the description.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: AxleMC131 on April 23, 2017, 04:01:34 PM
Hey @Raccoon, I know it's gonna sound pedantic, but do you think you could credit me alongside the Miner Mule sprite? It's not a big issue to me (and I know some people are already aware I kitbashed the sprite), but best not to get into bad habits.

Otherwise, great to see the mod updated!  ;D
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: Inventor Raccoon on April 23, 2017, 04:20:15 PM
Hey @Raccoon, I know it's gonna sound pedantic, but do you think you could credit me alongside the Miner Mule sprite? It's not a big issue to me (and I know some people are already aware I kitbashed the sprite), but best not to get into bad habits.

Otherwise, great to see the mod updated!  ;D
Oh, yeah, sure. I'll credit you with the idea (technically I made the sprite myself but it's basically the same as the one you did with a little bit of empty space filled in).
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: AxleMC131 on April 23, 2017, 04:39:42 PM
Hey @Raccoon, I know it's gonna sound pedantic, but do you think you could credit me alongside the Miner Mule sprite? It's not a big issue to me (and I know some people are already aware I kitbashed the sprite), but best not to get into bad habits.

Otherwise, great to see the mod updated!  ;D
Oh, yeah, sure. I'll credit you with the idea (technically I made the sprite myself but it's basically the same as the one you did with a little bit of empty space filled in).

Oh, is it?  :-[ Whoops. My apologies - no need to credit me in that case.  ;D I suppose it isn't that complex a kitbash...
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: Calodine on April 23, 2017, 05:22:25 PM
Still need to get me one of the new mules - currently using a standard one as part of a small 'go off and survey/salvage on the edge of space' fleet - An Apogee, two drovers (Each with four of the artillery swarmers. No really, it's still hilarious), a phaeton, a mule, and two salvage rigs. Alternatively, 'come fight my survey cruiser and also six billion missiles'. But swapping out a few missiles for a drone wing and surveying equipment would be a good tradeup, even with the higher crew req.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: Death_Silence_66 on April 23, 2017, 08:19:25 PM
The pawn seems too expensive. At 30000 it costs more than a condor despite lacking shields and having half the fighter capacity.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: Darenkel on April 25, 2017, 06:43:25 PM
The Terminator Drones could use a bit of a nerf, namely in their insanely high speed. I've lost half my fleet (only about 5-6 ships at the time) to the insane harassment damage that they bring. You basically have to give your ships a ton of high accuracy point defense and armor just to deal with the little blighters.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: Death_Silence_66 on April 25, 2017, 11:09:03 PM
For balance reasons, you should remove the Terminator look alike from the Wolf [SNT] and give it back the default phase cloak.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: TaLaR on April 25, 2017, 11:11:52 PM
The Terminator Drones could use a bit of a nerf, namely in their insanely high speed. I've lost half my fleet (only about 5-6 ships at the time) to the insane harassment damage that they bring. You basically have to give your ships a ton of high accuracy point defense and armor just to deal with the little blighters.

Because PD is not good at killing them. Phase Lance reliably one-shots them, weapons like Pulse Laser also do quite well with Gyro hullmod.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: Inventor Raccoon on April 26, 2017, 12:32:59 AM
For balance reasons, you should remove the Terminator look alike from the Wolf [SNT] and give it back the default phase cloak.
I'm going to be real stubborn on removing the Wolf's drone, because that's the main change to it (omni shield and high res sensors are really just a bonus).

The drone IS a Terminator, the exact base drone found on the Tempest, just with a different weapons loadout. If the IR pulse variant is too annoying and fast, I'll consider adding degraded engines to it.

Also, new update soonish (hopefully this week, if I have the time). My "special" stuff likely won't make an appearance, have to wait for 0.8.1. Instead, I'll try and expand the additional weapon choices.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: Death_Silence_66 on April 26, 2017, 01:23:08 AM
In that case, the sensors should be removed. Having both seems like too much for a wolf chassis.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: SainnQ on April 26, 2017, 02:48:33 AM
For balance reasons, you should remove the Terminator look alike from the Wolf [SNT] and give it back the default phase cloak.
I'm going to be real stubborn on removing the Wolf's drone, because that's the main change to it (omni shield and high res sensors are really just a bonus).

The drone IS a Terminator, the exact base drone found on the Tempest, just with a different weapons loadout. If the IR pulse variant is too annoying and fast, I'll consider adding degraded engines to it.

Also, new update soonish (hopefully this week, if I have the time). My "special" stuff likely won't make an appearance, have to wait for 0.8.1. Instead, I'll try and expand the additional weapon choices.

Is it not possible to modify the High Resolution Sensor's Hullmod to have a scaling buff based on hull size? So it's not so OP?
I really don't see a sensors hullmod being OP IMO considering it's not a very integral function of salvaging & derelict scanning.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: DanJSC on April 26, 2017, 07:26:43 AM
The SNT wolf is making me rage, every pirate group i run into that's bigger than 2 ships has 2 or more of these. They're more common than the (D) wolf! It's not a bad ship imo, and i'd be fine with how scary strong the Terminator drones were if i wasn't fighting 2-3 of them every fight. What do i need to change to make the ship much rarer in pirate fleets?
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: Inventor Raccoon on April 26, 2017, 08:08:23 AM
You'd have to go into data/world/factions/pirates.faction and change all the weights of the Wolf (SNT)'s variants from 2 to 1. I already decreased them in a previous update, but I'll go further if it's a problem. If needed, I'll make a weaker version of High-Res Sensors for it.

Thanks for all the feedback. It helps greatly.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: DanJSC on April 26, 2017, 11:17:04 AM
Only one group seemed to have the SNT wolf above 1. Combat Small, every meaning they were popping up alot, even far away from the central sectors as small ambush groups. Maybe may a D version for the pirates, with a weaker drone, maybe not a terminator but something relatively worthwhile, like a modified gladius or something.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: grinningsphinx on April 27, 2017, 11:26:05 PM
Is this something with RA's?


I found a missile system called "Interceptor Missile" and just equipped it. Maybe the cause?





492169 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.combat.entities.Ship
java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.combat.entities.Ship
   at com.fs.starfarer.combat.ai.missile.MissileAI.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.dosuper.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.dosuper.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.J.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.J.fireProjectile(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.OoOO.öO0000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.OoOO.Ô00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.J.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: Inventor Raccoon on April 28, 2017, 12:30:54 AM
It is. I didn't fix that bug in the last patch because I couldn't recreate it (it works fine on my end). Will take another look. For now, avoid them.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: grinningsphinx on April 28, 2017, 07:44:36 AM
If it helps, i have it equipped in the left missile slot on a large energy Sunder.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: RandomnessInc on April 28, 2017, 08:11:37 AM
Could you make a wing of terminator drones that fit in any carrier
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: Inventor Raccoon on April 28, 2017, 09:56:26 AM
Could you make a wing of terminator drones that fit in any carrier
Reading that post gave me the idea to have a 1-unit wing consisting of a single Terminator that deploys two harmless clones.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: Hussar on April 28, 2017, 12:01:32 PM
I hope you won't mind a little input of mine in here?

I gave your pack a spin and quite enjoyed it gonna say. Sadly I have ultimately had to remove it for now for one single reason. Which are sentinel wolfs spawning in pirate fleets - something others have already mentioned.

I love the Sentinel Wolf, it's a great asset and I would still love it without the terminator drone but with the sensors. It's the best thing about them I think, especially early on in the game before players spec fully into sensor skills. It's just a strong desired feature of it, the drone by my taste is just a plus.

That however I found that SNT Wolfs are stronger than tempests for that simple fact they don't degrade CR as fast as them. So if I had to change things about the SNT wolf it would be 2 simple things:
- Total removal of those from pirate fleets, if they had to show up I would treat them as kind of minibosses in highly damaged D variants (damaged hangar as a must have then). They're simply too OP and they do severely affect the balance. One tempest is scary but those hunt in pairs and it's just simply frustrating to seeing them left and right in every pirate fleet there is...
- The terminator drone itself... It should be a weaker version of the one from the tempest otherwise tempest is out of job really. Degrading the drone's engines and cutting i's firepower is one thing... But what was frustrating me the most was it's range. Separating 2 SNT wolfs was doing nothing because drones from both ships were still attacking a single target - so I would cut the W-SNT's drone range in half at least in comparison to tempest? I think this would make it way more balanced than it is now.

But other than that I really liked the SNT Wolf and I would like to see it in the future. If tuned, would it be possible to have an option for a separate SNT-Wolf mod, without the rest of the gear? They were nice but heh... I gave the artillery swarmers to all my shepherds ships... The map... Just... Saturated with hundreds of kinetic missiles. Even with such low damage... Kind of OP xD
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
Post by: NightfallGemini on April 28, 2017, 01:09:22 PM
An idea would be to make the terminator 'hug' the W-SNT, maybe only be allowed to stray a hundred or so units away from its mothership, sorta like a PD drone. That way it's still a strong, desirable ship, but it doesn't directly outmode the Tempest and isn't a total *** in pairs when enemy fleets have them. :v
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: Inventor Raccoon on April 28, 2017, 03:41:54 PM
New update. Some changes to the Wolf Sentinel, specifically reducing its sensor range bonus slightly and decreasing the range of its drone, so that it should no longer be able to help out other ships that it isn't engaging itself. A new fighter, effectively the 0.7 Terminator except as a standalone fighter to be installed in whatever carrier you wish, and with six identical but harmless clones that help it distract things. Also, a new missile weapon, the Pulse Rocket MRM, regenerating, ionising and reliable, but dealing only a little energy damage.

(http://i.imgur.com/IPMSgb4.png)
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: AxleMC131 on April 28, 2017, 03:46:18 PM
Okay, that is officially a cool fighter concept and I love every bit about it. Only issue is, now I'm thinking this...

Terminator used Double Team! IT'S SUPER EFFECTIVE
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: Phearlock on April 28, 2017, 05:44:33 PM
There seems to be something weird going on with the pirate bounties in my save using this mod. It's like all of them suddenly got a terminator and 1-2 terminator drone wolves on top of their usual assortment of D-mod cerebruses, lashers and hounds.

I still don't think the wolf-terminator drone is balanced in any way shape or form (considering it's common practice to undergun a wolf anyway, losing one weapon mount in return for 2 weapons that act outside of its own flux pool is insane).
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: sirboomalot on April 29, 2017, 12:13:31 AM
Spoiler
458819 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.combat.entities.Ship
java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.combat.entities.Ship
   at com.fs.starfarer.combat.ai.missile.MissileAI.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.dosuper.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.dosuper.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.oOOO.J.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.oOOO.J.fireProjectile(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.B.öO0000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.B.Ô00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.oOOO.J.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.T.advanceImpl(Unknown Source)
   at com.fs.starfarer.combat.systems.OOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.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)
458964 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
458965 [Thread-10] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
[close]

Went to main menu and crashed, looks like something broken tried to spawn.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: Midnight Kitsune on April 29, 2017, 12:13:41 AM
Okay, that is officially a cool fighter concept and I love every bit about it. Only issue is, now I'm thinking this...

Terminator used Double Team! IT'S SUPER EFFECTIVE

Status moves can't be Super Effective, nor does Double Team add actual clones. (It just adds speed mirages basically)
Yes, I'm fun at parties
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: AxleMC131 on April 29, 2017, 12:15:06 AM
Status moves can't be Super Effective, nor does Double Team add actual clones. (It just adds speed mirages basically)
Yes, I'm fun at parties

Dammit Kitsune.  ;D Anyway, my sister was is the Pokemon fan, not me.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: Inventor Raccoon on April 29, 2017, 07:04:59 AM
Okay, download updated, I won't mark this as a new update, it's more like a hotfix. The Wolf Sentinel is COMPLETELY removed from all pirate fleets. Its wingman is no longer a Terminator, it's a Wolfpup as it was originally (a shielded, phase skimming, slower Broadsword). I tried to fix the crash-on-launch bug but it's an issue that I cannot test.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: Darenkel on April 29, 2017, 08:27:14 AM
Okay, download updated, I won't mark this as a new update, it's more like a hotfix. The Wolf Sentinel is COMPLETELY removed from all pirate fleets. Its wingman is no longer a Terminator, it's a Wolfpup as it was originally (a shielded, phase skimming, slower Broadsword). I tried to fix the crash-on-launch bug but it's an issue that I cannot test.

Do you mean this crash that seems to be due to the drone_guard having gone missing in v1.3.2? (see attached file)

Any chance we could get access to the v1.3.1 download again? If the downloads had a version number in the name, I wouldn't need to ask. I tend to keep at least the most recent 2 versions of a mod, in case something breaks. Most mod authors add a version suffix to the file names, so I'm not in the habit of manually renaming the files before I save them to my mod folder.

[attachment deleted by admin]
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: Hussar on April 29, 2017, 08:28:20 AM
Okay, download updated, I won't mark this as a new update, it's more like a hotfix. The Wolf Sentinel is COMPLETELY removed from all pirate fleets. Its wingman is no longer a Terminator, it's a Wolfpup as it was originally (a shielded, phase skimming, slower Broadsword). I tried to fix the crash-on-launch bug but it's an issue that I cannot test.

This sounds nice, I'll add it back for my next, TT oriented play-through then. But did Wolf kept his sensors?
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: Inventor Raccoon on April 29, 2017, 08:46:19 AM
Okay, download updated, I won't mark this as a new update, it's more like a hotfix. The Wolf Sentinel is COMPLETELY removed from all pirate fleets. Its wingman is no longer a Terminator, it's a Wolfpup as it was originally (a shielded, phase skimming, slower Broadsword). I tried to fix the crash-on-launch bug but it's an issue that I cannot test.

Do you mean this crash that seems to be due to the drone_guard having gone missing in v1.3.2? (see attached file)

Any chance we could get access to the v1.3.1 download again? If the downloads had a version number in the name, I wouldn't need to ask. I tend to keep at least the most recent 2 versions of a mod, in case something breaks. Most mod authors add a version suffix to the file names, so I'm not in the habit of manually renaming the files before I save them to my mod folder.
A different crash related to missiles, specifically how their range, flameout time and missile lifetime interact.

Also, that specific drone is never used in-game and is no longer attached to any ship system, or wing, or anything. The ship that used it was removed in 1.3, and 1.3.2 removed the drone itself as it wasn't necessary. Not sure why it crashes, since nothing in the files link to its name, wiped it from any .csvs, and deleted its variants and ship files. Unless you're using a save where you used 1.2.5 at one point, because that'll crash regardless since like 4 ships were removed.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: Darenkel on April 29, 2017, 09:03:20 AM
I found the problem. Usually, I don't need to do a fresh install of a mod because things aren't removed very often. So, after doing a clean install of the mod, it works again. Oddly enough, that issue was cause by 'patching' from v1.3.1 to v1.3.2.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: Bastion.Systems on April 29, 2017, 09:23:03 AM
Good that you removed the Terminator Wolf from pirate fleets, it was insane that every tiny pirate fleet seemed to have one making early-game pirate hunting impossible.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: Inventor Raccoon on April 29, 2017, 09:27:22 AM
Yeah, I tried making them less common but either I was doing something wrong or there's a bug. Or both.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: Hussar on April 29, 2017, 09:37:20 AM
Pirate's still got Pigeons so I'd wouldn't say they've got off "bad" with this mod. Better Pigeons than herme'ses or mercury shuttles or even hound's.

Glad you removed SNT-Wolf from pirates altogether.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: Inventor Raccoon on April 29, 2017, 11:01:58 AM
D-Pigeons aren't really that tough. Their weapons package is weak, and they die pretty quickly to the starter Wolf.

Torment is a little tough, especially the variant with the Hypervelocity Driver. Damper Field is hard to get through - I'll probably replace it with the Sunder Warden's Flux Armor (basically the same system, except it doesn't help as much at high flux as it builds flux and prevents hard flux dissipation). They're not too bad, though, my Wolf, Shepherd and Brawler could whittle it down eventually. Only thing to watch for is the sabots and Reapers, though the Wolf can dodge them somewhat easily.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: Phearlock on April 29, 2017, 11:17:20 PM
Pretty sure wraith drones were the new SRA fighter wing. The crew error is a known bug.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: grinningsphinx on April 29, 2017, 11:47:42 PM
got it, thanks..removing
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: Hussar on April 30, 2017, 02:27:22 AM
D-Pigeons
Speaking of them - D versions do not loose the D or change skin upon restoring to full condition. Tested it in a new playthrough.

But anyway, I've begun new smuggler-oriented playthrough (I'll make a run on voltrum in 12 parasecks ;) ) and the sentinel wolf feels way better. First off, I haven't seen any around aside from the one I've bought at some forsaken black market in persean leauge territory. So it feels already thousand times better in comparison to every pirate scout rocking with 2 of them and just eating you. I didn't done much combat this time yet so I'm not fully aware of it's new/old capabilities but the SNT Wolf in general was doing okay on the retreats. The drone/fighter seems to have more reasonable range and was doing some good and much wanted distraction & acted as far range PD.

In general I like it much more now. I would only say that SNT Wolf tho seems kind of slow and now being brought much better into line with other ships I would perhaps add back some speed to him (145? still slower than regular 150) or one more phase skimmer charge (still one less than regular wolf).
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: AxleMC131 on April 30, 2017, 02:37:41 AM
D-Pigeons
Speaking of them - D versions do not loose the D or change skin upon restoring to full condition. Tested it in a new playthrough.

Can't be sure, but this is likely because the "Pigeon (D)" that comes as a skin with this mod is not the same as a "Pigeon (D)" the game creates as a damaged ship after a battle or as a derelict. In the former case, restoring the ship just brings it back to being a D-skin but without the D-mods, while in the latter it restores it to a stock Pigeon.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: Hussar on April 30, 2017, 02:41:57 AM
D-Pigeons
Speaking of them - D versions do not loose the D or change skin upon restoring to full condition. Tested it in a new playthrough.

Can't be sure, but this is likely because the "Pigeon (D)" that comes as a skin with this mod is not the same as a "Pigeon (D)" the game creates as a damaged ship after a battle or as a derelict. In the former case, restoring the ship just brings it back to being a D-skin but without the D-mods, while in the latter it restores it to a stock Pigeon.

Nope for sure. I have snatched one (D) as derelict floating in space and they're not loosing D prefix.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: AxleMC131 on April 30, 2017, 03:27:36 AM
Nope for sure. I have snatched one (D) as derelict floating in space and they're not loosing D prefix.

Huh. Weird weird. :-\ In that case I got nothing.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: Hussar on April 30, 2017, 06:07:25 AM
Nope for sure. I have snatched one (D) as derelict floating in space and they're not loosing D prefix.

Huh. Weird weird. :-\ In that case I got nothing.
\

Me neither because some of the mod ships work fine. At the same time the same issue touches some of the vanilla ships and I do not talk about the unique paintjobbed variants.

So I'm totally clueless is it something which can be fixed by a mod creator or do we have to wait for 0.8.1.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: Inventor Raccoon on April 30, 2017, 07:53:43 AM
Not sure if it's something I'm supposed to fix. IIRC Alex might change that for 0.8.1 but I'm not entirely certain if he said that.

The Pigeon (D) is identical to the normal Pigeon except for the built-in hullmods, so restoring it should make it just as good as any normal Pigeon.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: Hussar on April 30, 2017, 08:37:30 AM
I bet. I would wait for Alex to fix the issue that bugs the vanilla ships, as I think it will fix the problem.

Anyway, I keep on playing my smuggler playthrough btw. I tested a few things out, fooled around get into some battles (then rolled back) - and I do really like the SNT Wolf as it is now. It's not overpowered at all anymore. It's rare, so finding one on the market is an reward in itself. It also brings good sensors for campaign use and if properly setup it will win with regular Wolf.

Only it's speed... 140 vs 150 makes a huge difference, so huge had to counter it with unstable injector to make it more mobile combatant. But other than that, I absolutely love it and it's lore friendly too. The drone fighter have a sufficient range to be useful without turning it overpowered. And it's a good distraction especially if enemy ship doesn't have omni shield, also acts as decent pd. So...

Good job Raccon! I really like it, it's strong but in it's own way. For sure it plays differently than regular wolf, without breaking anything so huge props for that.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: RandomnessInc on May 01, 2017, 07:29:15 AM
New update. Some changes to the Wolf Sentinel, specifically reducing its sensor range bonus slightly and decreasing the range of its drone, so that it should no longer be able to help out other ships that it isn't engaging itself. A new fighter, effectively the 0.7 Terminator except as a standalone fighter to be installed in whatever carrier you wish, and with six identical but harmless clones that help it distract things. Also, a new missile weapon, the Pulse Rocket MRM, regenerating, ionising and reliable, but dealing only a little energy damage.

(http://i.imgur.com/IPMSgb4.png)

Seems like someone took my idea into consideration
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: Toxcity on May 01, 2017, 10:17:56 PM
Small thing, but it seems that none of the ships have any Autofit variants to go off of.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: Deshara on May 02, 2017, 11:22:29 AM
ionno if I've mentioned this yet or not but if so it deserves mentioning again; I love that your mod is a vanilla tie-in, and not just a new faction & markets & visual aesthetic.
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
Post by: Inventor Raccoon on May 04, 2017, 02:00:40 PM
Neeew update! Adds the Minotaur-class combat freighter, a new hullmod for you to find and stick on your ships, a buff for the Mule Miner (a different new hullmod makes it refit drones at normal speed), and some minor tweaks. The Torment also now uses the Sunder Warden's Flux Armor system, instead of Damper Field.

Spoiler
(http://i.imgur.com/UCICilv.png)
[close]
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.3 - Bullrush
Post by: Hussar on May 04, 2017, 03:14:23 PM
Looks interesting, might give it a go in a while but I don't wanna start another playthrough.

Anyway, could you start numbering the release'es maybe? (:
Title: Re: [0.8a] Raccoon's Arms Pack v1.3.3 - Bullrush
Post by: Bastion.Systems on May 07, 2017, 01:13:38 AM
Pigeon appears way too often in pirate fleets, I have fought multiple fleets where 9 out of 10 ships are Pigeons. They also up the pirate difficulty curve by being a pretty well rounded ship with expensive weapon loadout presets (compared to the trash pirates have in non-modded starsector). Also I think the scrapper is maybe a little too strong/well equipped for a pirate ship, I don't think that default pirates used light needlers that often.
Title: Re: [0.8a] Arsenal Expansion v1.3.4 - Pest Control
Post by: Inventor Raccoon on May 07, 2017, 04:55:51 AM
Update. Should decrease the number of Pigeons you find in pirate fleets. Also, renamed the mod for people who don't like narcissists (just kidding!)
Title: Re: [0.8a] Arsenal Expansion v1.3.4 - Pest Control
Post by: dk1332 on May 07, 2017, 05:12:26 AM
Thank god, I am getting a bit sick of seeing Pigeons in every pirate fleet I encounter (even more so cause they keep appearing as floating derelicts alot as well).


Btw, I don't know if anyone has noticed. If they change the D ship "repairs" in the game's config file to 0.5 or something less. Pigeon's repair costs are still high than what you earn from selling it after the d mod removal.
Title: Re: [0.8a] Arsenal Expansion v1.3.4 - Pest Control
Post by: Zenobious on May 08, 2017, 01:11:37 AM
Messed around with the Blueslaught a bit this afternoon. A few things about it are bugging me. For example, here's a comparison of the base Onslaught, XIV, and Blueslaught with similar loadouts--

(http://i.imgur.com/caQL2Ug.gif)

The location of most of the turret bases is unchanged from the base Onslaught/XIV sprites -- yet the locations for some of the weapon sprites are subtly different. Some of them have had their firing arcs adjusted, but that shouldn't change the center point of the turret... and others have the same firing arcs but have still moved a bit, like the centerline medium and large ballistic mounts. Was this intentional or an oversight? It's a very minor complaint, but unfortunately bugs me a lot now that I've noticed it. Can't unsee!  :P

The deployment cost also seems a bit high. While it offers a fairly unique mix of direct assault firepower and fighter bays, it doesn't seem to deserve 50 points. In AI-controlled sim matchups, the Paragon consistently beats it, while the Odyssey and Astral can fight it to a standstill. While I agree it should be higher than the base Onslaught or the Legion -- both of which it can quickly kill with a good loadout -- 50 is probably too far. I'd suggest 45.

I'm not sure I like the changes to the side Large Ballistic mounts. With both of them more forward-facing, it very quickly runs out of flux, especially since it's been lowered from the base Onslaught's capacity. This isn't so much a problem when flying it personally, but in AI hands it seems to run up its flux a bit too fast. Outfitting it with low-flux weapons like Hellbores helps a lot, but tweaking the turret arcs to be more similar to those of the original version would help as well I think.

Quite a lot of fun to play with though. Good work!  :)
Title: Re: [0.8a] Arsenal Expansion v1.3.4 - Pest Control
Post by: Hussar on May 08, 2017, 06:15:51 AM
Same happens with SNT Wolf when speaking about moving weapon mounts. Just one pixel down like on Onslaught GRD :P
Title: Re: [0.8a] Arsenal Expansion v1.3.4 - Pest Control
Post by: Inventor Raccoon on May 08, 2017, 08:16:40 AM
-snoip-
Thanks a ton for the feedback! I'm not the best at balancing larger ships, since I'm more of a frigate/destroyer kind of guy (which is why most of the ships are either frigates or destroyers).

I think that 0.8 may have secretly changed a couple of weapon mount locations - they should be accurate for 0.7, but of course if Alex shifted them a little upwards, they might be a little off. I'll go ahead and have them fixed for the next update (already noticed that the Wolf Sentinel has slightly lowered mounts, but not the Onslaught Guardian.) I think my intentions with the weapon arcs is to slightly help with the reduction in frontal firepower since the removal of the TPCs. I have noticed that it tends to get pretty high on flux, so I might move the arcs closer to where the normal Onslaught has them. The increased maintenance was mostly a balancing thing, though I guess it's not as necessary since the Guardian's carrier duties are a little less important with the Legion available. The built-in Reavers are pretty strong (and man are the LPCs common, not nearly as uncommon as Wolfpups, Bombardiers and Mimics.), but otherwise it's got the same fighter capability as a destroyer and it slows to a crawl while they're set to Engage.

Also, could have sworn that I removed those two hidden missile mounts. No real point in removing the two back missile mounts if I'm just gonna add two more, hah.
Title: Re: [0.8a] Arsenal Expansion v1.3.4 - Pest Control
Post by: Deshara on May 09, 2017, 05:51:35 PM
Middle of a warzone, there's a gap in the enemy line filled by a lone hammerhead with dual heavy needlers, four Vulcans, a LAG and harpoons. I burn up to it in my cruiser, take its opening salvo of non-HE to my face preparing to vomit chaingun hatred into its face and then, all my guns go out and I sit there going ??? as their fleet collapses around me and murder my flagship.
Good way to discover what the hammerhead_SKR is, 10/10 I got murdered

edit: altho, I think upon replaying the mission, it may be too much weapon damage. Caught out the hammerheader_SKR after having its engines shot out, jet-boosted in from the side and caught two single LAG rounds to the nozzle before my shields got up and both of my chainguns are shut down just from that-- which I'm pretty sure is more than even an ion cannon does
Title: Re: [0.8a] Arsenal Expansion v1.3.4 - Pest Control
Post by: Kwbr on May 09, 2017, 08:42:11 PM
The Sunder WRD seems to have a bad habit of not disabling its active ability, I forget what its called. It gets to like 99% hard flux before venting, even if its well outside of hostile weapon range.
Title: Re: [0.8a] Arsenal Expansion v1.3.4 - Pest Control
Post by: Ranik on May 09, 2017, 09:06:37 PM
http://www.dumpt.com/img/links.php?file=jrsr1sqwfszox8mtntmx.jpg (http://www.dumpt.com/img/links.php?file=jrsr1sqwfszox8mtntmx.jpg)Using the latest version, pigeon (d)'s still seem to be quite common. Maybe it's just me.
Title: Re: [0.8a] Arsenal Expansion v1.3.4 - Pest Control
Post by: SCC on May 13, 2017, 10:23:05 AM
Repair drones repair hull up to... "null" percent. I'll have to play with micro flux shunt to see how (if?) broken it is.
Title: Re: [0.8a] Arsenal Expansion v1.3.4 - Pest Control
Post by: Inventor Raccoon on May 13, 2017, 10:28:05 AM
Repair drones repair hull up to... "null" percent. I'll have to play with micro flux shunt to see how (if?) broken it is.
Repair Drones is non-functional and really shouldn't appear at all.
Title: Re: [0.8a] Arsenal Expansion v1.3.4 - Pest Control
Post by: dk1332 on May 13, 2017, 12:34:53 PM
Pidgeons are still everywhere...like literally EVERYWHERE.

Oh detected a derelict signal? BAM! Pidgeon.
Pirate fleets? BAM!! Pidgeons!
Oh look a debris field? BAM!!! Pidgeon!

Joking aside, I noticed that pirates uses alot of ships from this pack most of the time. Especially the Torment, Sunder (WRD), and the Hammerhead (SKR). 4 out 5 mid sized pirate fleet encounters I had are mostly filled with them. Not really fun if you just started and doesn't have enough firepower to repel them. Maybe some D versions to tip the balance perhaps?
Title: Re: [0.8a] Arsenal Expansion v1.3.5 - Asgard
Post by: Inventor Raccoon on May 16, 2017, 10:15:12 AM
Updaaate. The bulk of this update is a new mission that showcases both a new battlestation and every variant ship in the mod, but also some minor tweaks and fixes. Screenshot below:

Spoiler
(http://i.imgur.com/M5uZ8Z3.png)
[close]
Title: Re: [0.8a] Arsenal Expansion v1.3.5 - Asgard
Post by: AxleMC131 on May 16, 2017, 05:10:42 PM
Hehehe. I know where that station sprite(s) came from. :P
Title: Re: [0.8a] Arsenal Expansion v1.3.5 - Asgard
Post by: dk1332 on May 16, 2017, 05:18:19 PM
Updaaate. The bulk of this update is a new mission that showcases both a new battlestation and every variant ship in the mod, but also some minor tweaks and fixes. Screenshot below:

Spoiler
(http://i.imgur.com/M5uZ8Z3.png)
[close]


Is this save compatible?
Title: Re: [0.8a] Arsenal Expansion v1.3.5 - Asgard
Post by: Inventor Raccoon on May 17, 2017, 08:12:00 AM
Should work with saves (although I would heavily advise removing any missiles you might have equipped in the Onslaught (GRD)'s hidden slots, since they're gone now. AI variants didn't use them so those should be OK)
Title: Re: [0.8a] Arsenal Expansion v1.3.5 - Asgard
Post by: Metadane on May 17, 2017, 09:32:10 AM
Love this mod. The Reaver drones are a godsend but because of that high OP cost I had to skimp on the weapons and hullmods for the carrier itself, feels well balanced though! I look forward to trying the rest of the ships when I can buy them.
Title: Re: [0.8a] Arsenal Expansion v1.3.5 - Asgard
Post by: c0nr4d1c4l on May 21, 2017, 04:38:40 PM
Umm... it seems that the fighters are spawning at the middle of the Onslaught Guardian. Did you specify your launch ports and bays?
Title: Re: [0.8a] Arsenal Expansion v1.3.5 - Asgard
Post by: Death_Silence_66 on May 21, 2017, 07:19:31 PM
The Repair drones hullmod has some significant issues. It says it repairs ships up to Null % and once installed becomes invisible and cannot be removed.
Title: Re: [0.8a] Arsenal Expansion v1.3.6 - Merlons and Crenels
Post by: Inventor Raccoon on May 22, 2017, 10:48:12 AM
I'm a lean, mean, updating machine. This one adds a new low-tech [REDACTED] type (fine I'll just call it a derelict droneship) that you'll encounter just like the other ones. It isn't covered by Usable [REDACTED], but you can go into the files and change that yourself. Weapons have been balanced a bit, Repair Drones is now a functioning hullmod that'll repair you hull up to 75%, and there were a couple minor adjustments. Picture of the new ship:

Spoiler
(http://i.imgur.com/o9aMc3a.png)
[close]
Title: Re: [0.8a] Arsenal Expansion v1.3.6 - Merlons and Crenels
Post by: Death_Silence_66 on May 22, 2017, 01:39:34 PM
can you update the OP with pictures of the new content?
Title: Re: [0.8a] Arsenal Expansion v1.3.6 - Merlons and Crenels
Post by: Hussar on May 22, 2017, 02:04:11 PM
Also what happened to the download? :o

Edit: See you fixed it, thanks!
Title: Re: [0.8a] Arsenal Expansion v1.3.6 - Merlons and Crenels
Post by: Death_Silence_66 on May 22, 2017, 02:13:30 PM
A few balance notes after some playtesting.

The Pigeon, a civilian ship, has superior flux dissipation than the Lasher, a military frigate. This combined with it's speed makes it an incredibly effective duelist and line frigate. A nerf to it's flux stats is needed, otherwise it is OP.

The (SAB) Tempest's phase cloak is 3 times as costly to activate and use than the shade and afflictor. This high flux cost is not offset by its combat performance, and should be reduced to ~200 from 375.

The Pawn Carrier costs more credits than and has the same supply cost as a Condor despite having half the fighter capability and being totally defenseless when caught. Considering it's apparent tech level and size a cost of ~15000 and a supply per day of 5 would be more sensible.

As a cosmetic change, the Wolfpup fighters seem high tech, and should have the high tech shields and engine plume.
Title: Re: [0.8a] Arsenal Expansion v1.3.6 - Merlons and Crenels
Post by: Inventor Raccoon on May 22, 2017, 02:31:19 PM
I experienced some momentary technical difficulties that may have included briefly deleting half of the forum post.

All has been resolved.

-snoop-
Thanks a lot for the feedback, I think my judgement of how strong the Pigeon is might be clouded by how I'm almost always fighting the (D) version. Will reduce its flux stats a tad.

Tempest Saboteur's phase cloak cost and upkeep is actually way too high because of a typo that I didn't notice until just now. Fixed that - will hotfix tomorrow, and it'll be similar to the Afflictor and Shade.

Pawn has the utility of being frigate-sized and having a burn speed of 10, and I think it should be about the same cost as a Condor, but it's performance could be better. Might give it Reserve Deployment so it can buff up its singular fighter wing temporarily. Still, reducing the supply cost.
Title: Re: [0.8a] Arsenal Expansion v1.3.6 - Merlons and Crenels
Post by: Death_Silence_66 on May 22, 2017, 02:36:39 PM
One thing I noticed, the Default (SAB) Tempest variant has the Extended shields hullmod that it can't use.
Title: Re: [0.8a] Arsenal Expansion v1.3.6 - Merlons and Crenels
Post by: Inventor Raccoon on May 23, 2017, 10:49:50 AM
Download updated with a hotfix fixing the Saboteur and adjusting the Pawn.
Title: Re: [0.8a] Arsenal Expansion v1.3.6 - Merlons and Crenels
Post by: SCC on May 24, 2017, 07:54:13 AM
Why did you put needlers on scrapper and pigeon? I get it, they're rare or something, but it's extremely irritating to get past pigeons and scrappers in wolf because you're constantly under pressure from fast ship with long range weapon is painful, not to mention pigeon also has swarmers.
Title: Re: [0.8a] Arsenal Expansion v1.3.6 - Merlons and Crenels
Post by: dk1332 on May 24, 2017, 05:20:43 PM
Why did you put needlers on scrapper and pigeon? I get it, they're rare or something, but it's extremely irritating to get past pigeons and scrappers in wolf because you're constantly under pressure from fast ship with long range weapon is painful, not to mention pigeon also has swarmers.

I second this, Not only they are hard to take on at the start of the game but they also are annoying due to their load outs. Swap it with auto cannons or something to balance them out, And there are still pigeons everywhere.

Also, there's no autofit variants on all the ships. Is that intended?
Title: Re: [0.8a] Arsenal Expansion v1.3.6 - Merlons and Crenels
Post by: Death_Silence_66 on May 24, 2017, 05:32:28 PM
The issue with fleets overflowing with pigeons is still there. Half of the pirates I encounter are flying them.
Title: Re: [0.8a] Arsenal Expansion v1.3.6 - Merlons and Crenels
Post by: dk1332 on May 24, 2017, 06:59:31 PM
Btw, think you can add salvage gantry on the Mule (M)? Being able to use borer drones while not being able to give the salvage bonus is a bit off.
Title: Re: [0.8a] Arsenal Expansion v1.3.6 - Merlons and Crenels
Post by: Spess Mahren on May 25, 2017, 09:54:55 AM
I have also noticed a excessive amount of pigeons in pirate fleets with the latest version, It seems random pirate fleets are 60-70% made of pigeons.
Title: Re: [0.8a] Arsenal Expansion v1.3.7 - Sentinels and Saboteurs
Post by: Inventor Raccoon on May 25, 2017, 02:15:58 PM
Updateroonie. Attempted to reduce the spawn rate of Pigeon (D)s and also removed their needlers (normal Pigeons will still use them).

Most importantly, a couple of ships have gotten some snazzy aesthetic upgrades. While the Centurion Hailfyre gives off a normal lowtech vibe in its shields and engines, the Wolf Sentinel and Wolf Pups stand out with yellow engines and shields, and the Tempest Saboteur and Mimic's engines have gotten a purple makeover. Those special colours even apply to their venting fumes and Phase Dash! Never again have to strain your eyes to see Wolf Pup and Mimic LPCs - they stand out obnoxiously!

Spoiler
(http://i.imgur.com/RQ5MvhJ.png) (http://i.imgur.com/ERjBptW.png)
[close]

The next update, for 0.8.1 (unless I get bored and release more 1.3.X updates), will hopefully feature more variants of existing ships - with more interesting features.
Title: Re: [0.8a] Arsenal Expansion v1.3.7 - Sentinels and Saboteurs
Post by: Hussar on May 25, 2017, 02:29:19 PM
Aww, not sure I like yellow for sentinel wolves...

I loved how they blend in.
Spoiler
(http://i.imgur.com/ExqsQqt.png)
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Anyway, save compatibile? I'd like to see less pigeons around honestly.
Title: Re: [0.8a] Arsenal Expansion v1.3.7 - Sentinels and Saboteurs
Post by: Inventor Raccoon on May 25, 2017, 02:42:15 PM
Should be fully save compatible. I wanted the Sentinel to be somewhat distinct from the normal Wolf - it's generally of a higher calibre, with a strong drone buddy (who got buffed this version, by the way - its just a bit better in the shielding department). The Hammerhead Seeker will probably get a similar treatment with slightly lime-tinted shields - it's something that will cripple you if you get caught off-guard and take a needler burst to your weapons.
Title: Re: [0.8a] Arsenal Expansion v1.3.7 - Sentinels and Saboteurs
Post by: Hussar on May 25, 2017, 05:22:55 PM
Hmm I get it. But for me they were fine coloristically. With them you have nailed their rarity right so it was a pleasure to suddenly realize "huh, why this guy have a drone? ooooooooooooooh" ;)

I guess this buff touches the wolf-pup wing as well?
Title: Re: [0.8a] Arsenal Expansion v1.3.7 - Sentinels and Saboteurs
Post by: grinningsphinx on May 26, 2017, 12:57:07 AM
Bombadiers do not fire on anything anymore.
Title: Re: [0.8a] Arsenal Expansion v1.3.7 - Sentinels and Saboteurs
Post by: Inventor Raccoon on May 26, 2017, 10:13:20 AM
Bombadiers do not fire on anything anymore.
Oh - right. Artillery Swarmer took up more flux in one burst than the Bombardier had capacity for. Updated the download with a fixed version.

Also, yeah, the Wolf Pup fighter got the same changes as the drone - but the fighters have individually worse flux stats, so their shields are less durable.
Title: Re: [0.8a] Arsenal Expansion v1.3.7 - Sentinels and Saboteurs
Post by: Hussar on May 29, 2017, 12:19:10 PM
Hmm sadly I have to say that I think Pigeon's are still too common. They're so common that it really still hurts diversity among pirate fleets. There's always a pigeon in a pirate fleet. It's better than it was before but still far from perfect.
Title: Re: [0.8a] Arsenal Expansion v1.3.7 - Sentinels and Saboteurs
Post by: Bastion.Systems on May 31, 2017, 11:41:10 AM
Hmm sadly I have to say that I think Pigeon's are still too common. They're so common that it really still hurts diversity among pirate fleets. There's always a pigeon in a pirate fleet. It's better than it was before but still far from perfect.
Me after fighting another pirate fleet with 8-12 pigeon(D)'s: FUCKKNNN PIGEONS GET OUT REEEEEEEE
Title: Re: [0.8a] Arsenal Expansion v1.3.7 - Sentinels and Saboteurs
Post by: Hussar on May 31, 2017, 11:57:24 AM
Not to mention a Pigeon D is still outclassing a Wolf (standard setup but with additional hullmods and benefiting from +10% OP)! A pigeon d!!!!!!!!!!!!!!

Just wat. It shouldn't. At all.

Already before I have untagged this mod because of that. Seriously please ton down pigeons. Use the same thing you did to wolfs snt's! They're rare and it's perfect!
Title: Re: [0.8a] Arsenal Expansion v1.3.7 - Sentinels and Saboteurs
Post by: Inventor Raccoon on May 31, 2017, 12:48:50 PM
Oh my god I realised why so many Pigeons spawn in pirate fleets despite all of my attempts to reduce their spawn rate. Pirates don't have any ships assigned to the "fast attack" role by default - but this mod adds the Pigeon into there. Instead of falling back to another category, the fleet will always pick a Pigeon (D). I'm updating the download with a fixed version, Pigeon (D)s should be significantly less common than other pirate ships. I promise. Argh.
Title: Re: [0.8a] Arsenal Expansion v1.3.7 - Sentinels and Saboteurs
Post by: Hussar on May 31, 2017, 01:25:56 PM
Argh.

Spoiler
(http://i.imgur.com/UWNm2ct.png)
I feel like this illustrates our problem pretty well XD
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Title: Re: [0.8a] Arsenal Expansion v1.3.7 - Sentinels and Saboteurs
Post by: Inventor Raccoon on May 31, 2017, 02:10:39 PM
Spoiler
(http://i.imgur.com/VRQiyoj.jpg) (http://i.imgur.com/yka7sSi.jpg) (http://i.imgur.com/z6fNj0F.jpg)
(http://i.imgur.com/YMsei9H.png)
oh wait this doesn't belong in here
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Title: Re: [0.8a] Arsenal Expansion v1.3.7 - Sentinels and Saboteurs
Post by: dk1332 on May 31, 2017, 02:38:35 PM
Oh my god I realised why so many Pigeons spawn in pirate fleets despite all of my attempts to reduce their spawn rate. Pirates don't have any ships assigned to the "fast attack" role by default - but this mod adds the Pigeon into there. Instead of falling back to another category, the fleet will always pick a Pigeon (D). I'm updating the download with a fixed version, Pigeon (D)s should be significantly less common than other pirate ships. I promise. Argh.


Jesus christ, to think that was the cause of the problems.

As much as I got sick of them pidgeons, any plans for a pirate version?
Title: Re: [0.8a] Arsenal Expansion v1.3.7 - Sentinels and Saboteurs
Post by: AxleMC131 on May 31, 2017, 03:25:07 PM
Oh my god I realised why so many Pigeons spawn in pirate fleets despite all of my attempts to reduce their spawn rate. Pirates don't have any ships assigned to the "fast attack" role by default - but this mod adds the Pigeon into there. Instead of falling back to another category, the fleet will always pick a Pigeon (D). I'm updating the download with a fixed version, Pigeon (D)s should be significantly less common than other pirate ships. I promise. Argh.

Darnit. This explains much, but it's a problem I had also encountered a while back. Should've thought of it and mentioned it.  :-[
Title: Re: [0.8a] Arsenal Expansion v1.3.7 - Sentinels and Saboteurs
Post by: Takion Kasukedo on May 31, 2017, 03:37:53 PM
Spoiler
(http://i.imgur.com/VRQiyoj.jpg) (http://i.imgur.com/yka7sSi.jpg) (http://i.imgur.com/z6fNj0F.jpg)
(http://i.imgur.com/YMsei9H.png)
oh wait this doesn't belong in here
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Yo dawg, I heard you like Shields, so we put a shield in a shield, so you can shield while you shield!

Spoiler
(http://i.imgur.com/Qqj4D2a.png)
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Title: Re: [0.8a] Arsenal Expansion v1.3.7 - Sentinels and Saboteurs
Post by: Hussar on May 31, 2017, 03:38:36 PM
Spoiler
(http://i.imgur.com/YMsei9H.png)
oh wait this doesn't belong in here
[close]

Spoiler
https://www.youtube.com/watch?v=UdoGGqeLqAw
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Title: Re: [0.8.1a] Arsenal Expansion v1.4 - Duelist, Mantis and Swallow
Post by: Inventor Raccoon on June 11, 2017, 08:47:32 AM
It may be a bit late,
but here's an update.


New update adds the Lasher Duelist frigate, which has the unique property of having a backup reserve shield that'll tank damage for you in emergencies. Also adds a few more fighter wings, including the Swallow escort wing, Vatinae phase fighter wing, and Mantidae adaptable fighter wing, which comes in fighter, interceptor and support bomber varieties. Pigeon got a visual upgrade, Gryphon got a new ship system, Reaver LPC got some balancing, possibly some minor stuff.

This update removed the Minotaur for not being of a high enough quality, and a custom missile AI means this mod now requires LazyLib. If you're using the currently unavailable version of Dynasector, you'll have to disable fleet integration in its .ini to allow Arsenal Expansion ships to show up in fleets and markets. Next version of Dynasector might remove that function if I heard correctly.
Title: Re: [0.8.1a] Arsenal Expansion v1.4 - Duelist, Mantis and Swallow
Post by: AxleMC131 on June 11, 2017, 05:30:38 PM
I like the new image format.  :D Very chic. Also the Swallow looks like a neat fighter.
Title: Re: [0.8.1a] Arsenal Expansion v1.4 - Duelist, Mantis and Swallow
Post by: Hussar on June 11, 2017, 05:38:21 PM
The new images are neat for a presentation, but I would retake&recut all of them to the same size - put together (especially in table) would gave a professional appeal.

Also I have found one Lasher Duel. so far, strangely his underpants (err I mean undershield) was misplaced? Like anchored behind the point that is shown on the preview images so it's bridge was sticking ahead of the shield. So far I only seen & fought just one so I'm not sure what happened there and I'm not coming with a bug-report for it yet. Still, it was strange.
Title: Re: [0.8.1a] Arsenal Expansion v1.4 - Duelist, Mantis and Swallow
Post by: Inventor Raccoon on June 12, 2017, 01:57:04 PM
Right, right. Was testing something and must have forgotten to put the module slot back forwards. Download updated if you aren't keen on fixing it in the files.
Title: Re: [0.8.1a] Arsenal Expansion v1.4 - Duelist, Mantis and Swallow
Post by: Shyguy on June 18, 2017, 12:23:37 PM
Are you going to make the pawn act more like the rook in terms at a later date as it currently doesn't match up to its info in the codex in anyway aside from the pocket carrier capabilities.
Title: Re: [0.8.1a] Arsenal Expansion v1.4 - Duelist, Mantis and Swallow
Post by: Inventor Raccoon on June 18, 2017, 12:42:38 PM
Are you going to make the pawn act more like the rook in terms at a later date as it currently doesn't match up to its info in the codex in anyway aside from the pocket carrier capabilities.
Nope! Rook was depreciated from SS+ for a reason - the logistics mechanics are weird and complicated and doesn't work well. I'll edit the codex entry to explain this, but the Pawn is most likely going to stay as it is, a pocket carrier (I am considering giving it a fighter-based ship system, and as of the next update it'll be even cheaper than it is now)
Title: Re: [0.8.1a] Arsenal Expansion v1.4 - Duelist, Mantis and Swallow
Post by: SierraTangoDelta on June 25, 2017, 11:07:21 PM
This definitely isn't how the ship is supposed to work, right?
(http://i.imgur.com/whpBJap.png)
Title: Re: [0.8.1a] Arsenal Expansion v1.4 - Duelist, Mantis and Swallow
Post by: Inventor Raccoon on June 26, 2017, 07:47:57 AM
Redownload, was fixed a while ago.
Title: Re: [0.8.1a] Arsenal Expansion v1.4 - Duelist, Mantis and Swallow
Post by: SierraTangoDelta on June 26, 2017, 08:14:00 AM
I'm pretty sure I had the newest version, but I'll redownload and check again.
Title: Re: [0.8.1a] Arsenal Expansion v1.4 - Duelist, Mantis and Swallow
Post by: AxleMC131 on July 23, 2017, 02:38:27 AM
First and foremost, my apologies for not actually trying this mod out sooner. I finally downloaded it the other day (if I'm honest, I wanted to look at how a few things worked) and while I do like the content, I have noticed two initial issues I believe should be attended to.

First: the Pulse Rocket MRM. What's this thing supposed to do? It costs 5 OP for a single-shot missile with a long reload, which struggles to hit stuff. But it reloads on a one-round magazine? I suppose that means you could up the total ammo with Expanded Missile Racks to 2 shots, but it still seems very underwhelming and altogether... Strange. I might just be missing the point, but if so, what is this thing's role?

And second, a bunch of the custom ship variants are either over or under their OP budget. The Onslaught (GRD) and Tempest (SAB) are both slightly over budget, while the Sunder (WRD), Centurion (FYR) and the station in the "Surrounded" mission are about 10 OP under budget. Ships outside of the missions I can't check right now, but I'd bet there's a few more variants with OP issues.

Bear in mind I've done basically nothing campaign-wise with this mod enabled, and both these points come from mucking around in the included single missions.

Anyway, gripes aside, loving the additional ships and weapons, and while some things do look like they could use a touchup or correction (not gonna lie, I really want to enjoy the Pulse Rocket MRM, but right now I just can't... Or I'm doing it wrong. It's likely...) I'll definitely be using this mod more in future and trying the ships as I find them in the campaign.

Title: Re: [0.8.1a] Arsenal Expansion v1.4 - Duelist, Mantis and Swallow
Post by: Inventor Raccoon on July 23, 2017, 08:12:34 AM
Pulse Rocket's role is as a sort of flexible punisher missile that you can use whenever a nearby enemy overloads. It's most effective against frigates and lighter destroyers, I find. It has a custom AI that leads its target but it might need some tweaking so it's more consistent at range.

Also, thanks for those variant catches. Thought I weeded those out earlier, but I'll add those to the list of things to fix in 1.4.1 (which contains another fighter wing and a couple of sprite updates)
Title: Re: [0.8.1a] Arsenal Expansion v1.4 - Duelist, Mantis and Swallow
Post by: AxleMC131 on July 23, 2017, 11:39:40 PM
Pulse Rocket's role is as a sort of flexible punisher missile that you can use whenever a nearby enemy overloads. It's most effective against frigates and lighter destroyers, I find. It has a custom AI that leads its target but it might need some tweaking so it's more consistent at range.

Also, thanks for those variant catches. Thought I weeded those out earlier, but I'll add those to the list of things to fix in 1.4.1 (which contains another fighter wing and a couple of sprite updates)

Cool, thanks for clarifying. Next time I try the Pulse Rocket I'll keep that in mind. Also nice to hear that more is still to come. :)
Title: Re: [0.8.1a] Arsenal Expansion v1.4 - Duelist, Mantis and Swallow
Post by: FreedomFighter on August 10, 2017, 10:03:19 AM
The Duelist flux usage from weapons always show as 0 in fitting screen.
Title: Re: [0.8.1a] Arsenal Expansion v1.4.1 - Yeah, There Are More Fighters
Post by: Inventor Raccoon on September 26, 2017, 10:08:42 AM
Quote from: NonExistentForumPoster
hey racoon, u should add more fighter wings cuz there arnt enough
Got it, my real, living and not imaginary dude.

Version 1.4.1 is out! More fighter wings, a new ship to fight, sprite updates (some by the great AxleMC131), balance changes. Check the changelog below.

Spoiler
Code
Version 1.4.1 (June 14)
- Added Pincer-class heavy fighter
- Added Pike-class escort fighter, and Willow Point-Defense Missile (PDM) launcher
- Added Keeper-class drone carrier, Brattice-class drone interceptor and AI Override system
- Updated sprites for: Merlon, Hammerhead Seeker, Sunder Warden, Torment, Artillery Swarmer, Bombardier, Pulse Sprayer
- Bombardier is no longer a drone
- Pulse Sprayer now named Assault Pulser
- Swallow is now armed with Willow PDMs instead of Swarmers
- Sunder Warden has more armor
- Decreased flux cost of the Artillery Swarmer
- Micro Flux Shunt is weaker on larger ships
- Mantidae Support Bomber now just Mantidae Bomber, pulse rockets are limited, deal more damage, are fired forwards, are better aimed
- Vatinae's Ion Laser does more damage
- Improved hullmod descriptions
- Asgard-class battlestation can now be spawned as an opponent in the simulator
- If the Scrapper's flare system somehow ends up only firing in 180 degrees, it'll now fire forwards instead of backwards
- Fixed some fighter variant names
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Title: Re: [0.8.1a] Arsenal Expansion v1.4.1 - Yeah, There Are More Fighters
Post by: Death_Silence_66 on September 26, 2017, 04:22:39 PM
The cloak tempest is kind of without a combat role. Not enough mounts for the strike role and not tough enough to hang around at midrange. Medium energy is fairly unsuited for striking, but it fairly good at max range fire support. You could give it a better cloak and more armor, and have it be a slippery support frigate, or swap out one of the med mounts for 2-3 small universals. It could also use a bit more (~200?) more flux capacity.
Title: Re: [0.8.1a] Arsenal Expansion v1.4.1 - Yeah, There Are More Fighters
Post by: Death_Silence_66 on September 26, 2017, 04:32:05 PM
Or, you could focus more on the drone, and make the ship like the sentinel wolf. Give it better shields and a pulse laser.

There seems to be a typo in the repair drones hull mod description.

The launch range on the Mantdae's rockets is too short, and about 1/3 of them miss cruiser sized targets
Title: Re: [0.8.1a] Arsenal Expansion v1.4.2 - Dynamic Warfare
Post by: Inventor Raccoon on October 02, 2017, 03:06:11 PM
Hey hey! The 1.4.2 "Dynamic Warfare" update is out!

The biggest part of this update is that if you have Dynasector 1.4.0 installed, Arsenal Expansion weapons and fighter wings will appear on random variants in vanilla factions. Expect to be pelted by Bombardiers and Artillery Swarmers, be distracted by Mimics, have your fighters and missiles taken out by Mini-Flak Cannons, Pikes and Swallows, your shielded fighters sheared through by Mantidaes, various other flavours of getting shot at by little fighters, and then sprayed down by the Assault Pulser or torn in half by rampaging Reavers.

Changelog below.
Spoiler
Code
Version 1.4.2 (Sep 29)
- Weapons and fighter wings will now show up on Dynasector variants
- Added Parapet support drone
- Brattice is now a modular fighter, Keeper can mount any kind of fighter (but should only have Brattices or Parapets 99.9% of the time it's fought in the wild)
- Thunder Rumbler is now Thunder Multirole Fighter, now has the same loadout as the pre-interceptor Thunder (Harpoon, ion cannon, swarmer, no Flux Armor)
- Keeper's sprite size properly fits it (slight vram usage reduction)
- Keeper has an increased spawn rate
- Pulse Rockets have a slower missile speed and have better handling
- Vatinae has Plasma Jets just like the Mantidae
- Small buff to the Tempest Saboteur's armor
- Two of the Torment's front missile mounts are now synergy mounts, mount arcs revised, shield has a larger radius
- Phase Dash now operates on a cooldown instead of a singular charge
- Flux Armor now has a longer cooldown to prevent spam
- Brattice engines now use the fighter version of low-tech
- Fixed a typo in the Brattice's description
- Fixed some ship systems not having categories
[close]
Title: Re: [0.8.1a] Arsenal Expansion v1.4.2 - Dynamic Warfare
Post by: AxleMC131 on October 02, 2017, 09:34:27 PM
Awesome!  ;D
Title: Re: [0.8.1a] Arsenal Expansion v1.4.2 - Dynamic Warfare
Post by: Histidine on October 07, 2017, 11:37:42 PM
Mission "Surrounded" still references the Thunder Rumbler, and thus fails to load.
Title: Re: [0.8.1a] Arsenal Expansion v1.4.2 - Dynamic Warfare
Post by: Inventor Raccoon on October 08, 2017, 07:59:37 AM
Mission "Surrounded" still references the Thunder Rumbler, and thus fails to load.
Are you sure? The mission doesn't reference either the Rumbler or Multirole and neither fleet uses either of them by default (player fleet gets Borers, Broadswords and 2x Talons, enemy fleet gets mining pods, Gladius, 3x Talons). Could it be that you had Rumblers on a custom variant?
Title: Re: [0.8.1a] Arsenal Expansion v1.4.2 - Dynamic Warfare
Post by: Histidine on October 08, 2017, 08:05:43 AM
Could it be that you had Rumblers on a custom variant?
Looks like that was it; pressing Reset made the issue go away.
Guess I'll file a Starsector bug report. Sorry for the confusion! :-X
Title: Re: [0.8.1a] Arsenal Expansion v1.4.3 - Tormented
Post by: Inventor Raccoon on October 19, 2017, 03:02:40 PM
Quote from: StillNotARealPerson
hey racoon, the torment is anoying

Version 1.4.3 "Tormented" update is out. Features a near-total rework of the Torment-class destroyer, swapping its role from missile platform to a stalwart tank with some interesting quirks. Also an obligatory new fighter wing. Patch notes below.

Spoiler
Version 1.4.3 (Oct 9-19)
- Added Firefly-class fighter drone and Flicker-class interception drones, used by Remnants (and their systems, "Flicker Escort" and "Evasive Maneuver")
- Torment rework - new sprite, replaced Flux Armor with Damper Field, has a rear flux reactor that provides increased flux stats and a second shield, but it can be destroyed by rear attacks (damaging the rest of the ship slightly, disabling the second shield, and reducing the Torment's capacity and dissipation by 30%), hybrid medium and synergy smalls are now energy only
- Brattice and Parapet no longer have Automated Ship hullmod (which caused weird AI interactions like Parapets attacking on their own, and isn't consistent with other drone fighters)
- Swallows no longer have Advanced Turret Gyros hullmod and their OP cost is now 12
- Hidden No Venting hullmod - prevents Lasher Duelist and Torment's secondary shields from venting
- Artillery Swarmer missiles have 2 seconds extra lifetime and deal 25 damage (up from 15), increased cooldown by 3 seconds
- Mini-Flak Cannons are less common on Dynasector variants
- Removed Hammerhead Seeker, Sunder Warden and Torment from pirate fleets
[close]
Title: Re: [0.8.1a] Arsenal Expansion v1.4.3 - Tormented
Post by: Vigal on October 28, 2017, 06:55:38 AM
On the new Torment

Pros
- The damper field is a massive improvement over the flux armour due to the flux capacity needed to make it last.
- The new over shield lets you get away with more aggressive manoeuvres or when the enemy fires a sneaky reaper at you
- works really well as distraction ship (kind of like a fat monitor)

Cons
- The change to energy mounts doesn't really suit it very well, most energy weapons have a shorter range than ballistic leaving quite a
miss match between the missiles and the other weapons.(Unless you pick beams all the time but that boring)
-Not as fun to fly due to the weird weapons mix

Overall its gone from one of my favourites to fly to something I might get if I cant find a monitor.
Nothing really beat strapping 6 annihilator rockets and heavy auto cannon to the torment and firing everything at once!

I hope this doesn't seem to negative but I thought I would give feedback since it was a ship I enjoyed flying.

Also on a side note do you plan on doing anything with the bigger pawn carrier in the pic since you have already done one? Either way keep up the good work!

[attachment deleted by admin]
Title: Re: [0.8.1a] Arsenal Expansion v1.4.3 - Tormented
Post by: Inventor Raccoon on October 28, 2017, 03:11:59 PM
-snip-
Thank you for the feedback, I'll take another look at the Torment for the next update. It's largely shifted from a player-focused ship (since the AI couldn't make effective use of Flux Armor) to an AI ship (since it isn't as exciting to fly), but I'll see what I can do about making it more fun to fly.

The Rook (what Starsector Plus named that sprite) isn't very likely to appear in AE unless I can find a unique purpose for it.
Title: Re: [0.8.1a] Arsenal Expansion v1.4.4 - Phosphorous
Post by: Inventor Raccoon on November 03, 2017, 01:12:15 PM
Update 1.4.4 "Phosphorous" is out. More content as expected (a new ship, a skin and a fighter wing) and support for Version Checker. If you've got that installed, you'll be notified in-game when I release new updates. Otherwise, just a little bit of balance changes. Patchnotes below.

Spoiler
Code
- Added support for Version Checker
- Added Lustrare-class droneship light destroyer
- Added Cackle-class EMP fighter and Fighter EMP Emitter
- Added Pigeon (XIV) skin and Courier Jets system
- Pigeon has: two auxiliary engines that activate on system use, more armor (150 > 200), improved shield efficiency (1 > 0.8)
- Torment has: more armor (400 > 600), central medium mount is a hybrid again, penalties for generator destruction are explained in a hullmod instead of the ship description
- Lasher Duelist sprite update (little shield generator added, not a part of the actual module)
- VPR Flares system now fires 4 weaker flares to improve reliability
- Renamed Firefly fighter to Phosphor
- Phosphor nerf - removed PD laser
- Flickers now jitter while Evasive Maneuver is active
- Some rewritten fighter descriptions
[close]
Title: Re: [0.8.1a] Arsenal Expansion v1.4.5 - Spring Cleaning in November
Post by: Inventor Raccoon on November 22, 2017, 10:20:33 AM
This update is incredibly save-incompatible.

Hello everyone! Today's update will be a little bit different from usual - most of my updates mainly feature balance changes and a couple of new bits of content, whether they're ships or fighter wings or whatever.

The Spring Cleaning in November update has a net loss in content - I've completely removed the Eagle Rumbler and Centurion Hailfyre elite variants and the Pincer heavy fighter. As I work to generally improve AE, I want to try and cut down on content that is added that feels unoriginal and uninspired, or like I made it entirely just to have "more stuff".

Not all is sullen! The two elite variants removed have been replaced by entirely unique ships - the Tremor-class linebreaker cruiser and the Hailfyre-class assault frigate. Adapted by the Domain after a defeat by the hands of the rebel forces of Relminth, the two rebel-made ship designs fill holes in their (mid)lineup.

More of the elite variant ships may be replaced in the future, I don't know. But these felt like a good place to start. The Onslaught Guardian, Wolf Sentinel and Lasher Duelist are unlikely to go, the first being the flagship of the mod, the second being relatively unique, and the third being mechanically interesting enough to warrant staying.

If you read all that rambling, thanks. Otherwise, patchnotes below.

Code
Version 1.4.5 (Nov 5 -22) - Spring Cleaning in November
- Added Tremor-class cruiser
- Added Hailfyre-class frigate with new Advanced Autoloader hullmod
- Removed Eagle Rumbler and Centurion Hailfyre elites, and Pincer heavy fighter
- Renamed Slammer Drive to Energised Charge
- Reaver is more expensive to mount (18>20 single, 25>35 for the twin ones you shouldn't even be able to mount at all)
- Adjusted Mini-Flak Cannon spawn rate
- Adjusted most internal IDs to have an "ae_" prefix for compatibility (internal screaming)
- Possibly some minor stat adjustments that I forgot about
Title: Re: [0.8.1a] Arsenal Expansion v1.4.5 - Spring Cleaning in November
Post by: NightKev on November 22, 2017, 05:55:53 PM
I feel like such an update warrants a version bump to 1.5.0.
Title: Re: [0.8.1a] Arsenal Expansion v1.4.5 - Spring Cleaning in November
Post by: EvilPineapple on November 23, 2017, 06:43:45 AM
I'm curious how similar the new ships are to the old. How much are they redesigned (obviously the new ship system) is it pretty significant or is it closer to just adding proper skins to them?
Title: Re: [0.8.1a] Arsenal Expansion v1.4.5 - Spring Cleaning in November
Post by: Inventor Raccoon on November 23, 2017, 08:25:31 AM
I'm curious how similar the new ships are to the old. How much are they redesigned (obviously the new ship system) is it pretty significant or is it closer to just adding proper skins to them?
The Tremor is largely similar in role to the Eagle Rumbler, although it's a little lighter and has more ballistic-focused firepower. Energised Charge is the same as the old Slammer Drive. Otherwise it's the same idea - lots of frontal firepower, able to withstand large amounts of damage while pressing forward, absolutely screwed if something attacks from the rear.

The Hailfyre is less durable than the Centurion Hailfyre, but has the benefit of missiles and maneuvering jets. However, while Accelerated Ammo Feeder grants a 100% DPS boost, the Advanced Autoloader the Hailfyre has only works out to around 10% (although it doesn't need activation), so overall it's more of a general assault frigate.
Title: Re: [0.8.1a] Arsenal Expansion v1.4.5 - Spring Cleaning in November
Post by: dk1332 on November 23, 2017, 10:58:50 PM
I nearly forgot about the eagle rumbler since I rarely saw it in the sector, probably faced it several times during combat with deserters but I couldn't notice, since it looks identical to the standard eagle. The tremor seems, interesting. I might try to find one as a temporary flagship in a new game.

Gonna miss the Centaurion Hailfyre tho, I always have one or two in my early games built as a sniper with a hypervelocity cannon to harass shielded ships and other larger pirate ships. I got mixed feelings with the Hailfyre. While the missile and maneuver jets makes it a flexible assault frigate, the lack of accelerated ammo kinda kills it for me. But hey, who knows? I might like it.

Anyway, can't wait to see the new ships.  just hope that the Sunder WRD stays in the future. That bastard saved my ass many times when I least expected it


P.S. Is it just me? Or the Onslaught GRD's hangar is misplaced? I always see the fighters go inside the center of the ship (somewhere behind the bridge or on top of the bridge) to "dock" rather than the two flight decks in the front. If this is intended, forget I mentioned it.
Title: Re: [0.8.1a] Arsenal Expansion v1.4.6 - Scales of War
Post by: Inventor Raccoon on December 25, 2017, 05:20:44 AM
On the first day of Christmas
Raccoon gave to me
A new version of AE.


... yeah I know it's not that good. Anyway, 1.4.6 is out today as a present from me. It's mostly a balance update, although the Mantidae Fighter variant has gotten some love and Keepers have a new tool to aid in your destruction.

Code
Version 1.4.6 (Dec 16-25) - Scales of War
- Added Peon-class bomber drone (and Mining Charge Launcher weapon)
- Reduced Mini-Flak damage (125 > 100)
- Reaver: new weapons loadout (Pulse Laser + Ion Laser), escorts are now Wasps, is considered an assault fighter (ignores enemy fighters to attack ships)
- Reduced chance of Keepers using non-Derelict fighters
- Merlon is less able to spam small missiles (some composites > ballistics, removed side missile mount), reduced OP (110 > 105)
- Reduced Artillery Swarmer ship variant damage (45 > 40) and flux/shot (50 > 45)
- IR Skittergun reworked - now a full-auto blaster, new sounds and visuals too
- Graviton Lance chargeup time removed and made into chargedown (same fire rate, more responsive)
- Asgard has slightly better shield coverage
- Slight adjustment to Tremor's weapon arcs
- Followers in Nexerelin now use AE ships
- Mid-Tourney balance stuff technically is in this update now
Title: Re: [0.8.1a] Arsenal Expansion v1.4.7 - Infernal
Post by: Inventor Raccoon on January 06, 2018, 08:31:26 AM
1.4.7 Infernal update is out. New fighter wing, and Autoblasters can now be used on ships. Couple of balancing chances too.

Spoiler
- Added Daemon-class warp fighter and Projection system
- Autoblaster is now available as a modular weapon, firing sound has some pitch variance to avoid hemorrhaging of ears
- Assault Pulser - reduced damage/shot (100 > 85), shots per burst (24 > 16), increased flux/shot (60 > 90), reduced OP cost (16 > 14)
- Graviton Lance no longer has a period of not being able to turn the beam, increased damage/second (250 > 300)
- Reduced Brattice hull points (350 > 300)
- Wolfpups are no longer available as a standalone wing
- Pike now fires its Willows out to the sides for increased dramatic effect and both they and Swallows fire their Willows sooner
- Increased Lustrare's shield size
[close]
Title: Re: [0.8.1a] Arsenal Expansion v1.4.7 - Infernal
Post by: Arkar1234 on January 08, 2018, 05:18:35 AM
Ayyyyyy new update!

(https://orig00.deviantart.net/09a8/f/2011/027/0/2/super_w00t_base_by_derrealvaporeontwo-d385ppk.png)
Title: Re: [0.8.1a] Arsenal Expansion v1.4.8 - Flames of Rebellion
Post by: Inventor Raccoon on February 23, 2018, 09:09:29 AM
Hi everyone! It's me again.

In 1.4.6 I mentioned that I wanted to cut down on some of AE's less original content. Originally the intent was to gradually phase out old things and replace them with something new, but I've bit the bullet and went much further. If you checked the ship list recently, you'd see that the Tempest Saboteur, Hammerhead Seeker, Sunder Warden, Gryphon Hunter and Onslaught Guardian were all removed, and as of 1.4.8 they are completely gone. If you miss them, you can probably find a suitable replacement in another mod (e.g try Disassemble Reassemble's Insurgent phase frigate, it's really cool!) The Wolf Sentinel stays for now (because I like it and I bet a couple other people like it too) and so does the Lasher Duelist (which stays until I make a functional replacement)

For new content, you've got the Kindling-class destroyer, which can use its fighter bay, respectable weapons layout and upgraded Swarm Flare launcher to help control the battlefield, the Blacksmith MRM, a new missile that fires molten lances of metal into enemy ships (available in small and medium varieties), and the Phoenix multirole bomber, which can both launch Blacksmiths and pelt shields with its machineguns. There's a new mission to replace Assault, too. Check it out!

This update is INCREDIBLY save-incompatible. Use Save Transfer, don't try to bring any ships that no longer exist.

Spoiler
- Added Blacksmith MRM and Blacksmith MRM Pod
- Added Phoenix-class bomber (and Blacksmith MRM Rack)
- Added Kindling-class destroyer
- New Pulse Rocket sprite
- Mini-Flak Cannon now has visual recoil
- With Lightshow, the Mimic's decoys now use Lightshow's PD laser color
- Removed elite variants Tempest Saboteur, Hammerhead Seeker, Sunder Warden, Gryphon Hunter and Onslaught Guardian. Wolf and Lasher stay for now
- Removed Thunder Multirole variant
- Player can no longer find and unlock the Micro Flux Shunt and Repair Drones hullmods. They will be limited to built-ins
- Replaced "Assault" with "Flames of Rebellion"
- Fixed Pawn losing CR extremely quickly after running out of PPT
[close]
Title: Re: [0.8.1a] Arsenal Expansion v1.4.8 - Flames of Rebellion
Post by: Dudok22 on February 23, 2018, 09:29:31 AM
Molten lances of metal  :o
Title: Re: [0.8.1a] Arsenal Expansion v1.4.8 - Flames of Rebellion
Post by: Takion Kasukedo on February 23, 2018, 11:09:45 AM
Which means now you need to update the head banner.
Title: Re: [0.8.1a] Arsenal Expansion v1.4.8 - Flames of Rebellion
Post by: Inventor Raccoon on February 23, 2018, 11:53:29 AM
Which means now you need to update the head banner.
Hehe, I'll first need to find a screenshot to top it.

Also, if you're reading this, I've just updated the download with a slight tweak to the Blacksmith's usability.
Title: Re: [0.8.1a] Arsenal Expansion v1.4.8 - Flames of Rebellion
Post by: NightfallGemini on February 23, 2018, 03:21:23 PM
Kinda sad the blue Onslaught's gone, but the new destroyer's pretty nice looking. :3
Title: Re: [0.8.1a] Arsenal Expansion v1.4.8 - Flames of Rebellion
Post by: Bastion.Systems on February 24, 2018, 01:59:44 AM
Just bumping in to say that Lustrare is really cool looking and captures remnant style perfectly.
Title: Re: [0.8.1a] Arsenal Expansion v1.4.9 - rest
Post by: Inventor Raccoon on March 22, 2018, 03:58:43 PM
error save data corrupted

eos exodus 0,0
promise -5,-4

PrintChangelog AE149
Spoiler
Version 1.4.9 (Mar 10-22) - rest
- Added Promise
- Added Flourish-class frigate
- Removed Lasher Duelist elite skin
- Reverted Pulse Rockets to use vanilla missile AI, should make them significantly more consistent
- As such, Mantidae pulse rockets do significantly less energy damage (400 > 250)
- Reduced Torment's secondary shield's dissipation (175 > 125)
- Reduced Pheonix's speed slightly (250 > 225)
[close]

file uplink ok. broadcasting... (https://www.dropbox.com/s/g3tutbvoa4f2i0x/Arsenal%20Expansion.zip?dl=0)
Title: Re: [0.8.1a] Arsenal Expansion v1.4.9 - rest
Post by: Takion Kasukedo on March 23, 2018, 08:06:17 AM
[REDACTED]
Title: Re: [0.8.1a] Arsenal Expansion v1.4.10 - Vanquish
Post by: Inventor Raccoon on April 17, 2018, 10:39:03 AM
attempting data reconstruction. error: insufficient data at present moment. will resume at later date.

... ahem. New update out! Adds a new low-tech broadside-focused battleship, the Vanquish class. Some adjustments related to ship systems (a couple new ones!) and to aborting process.

Patch notes!

Spoiler
Version 1.4.10 (Apr 2-17) - Vanquish
- Added Vanquish-class battleship and upgraded Borer wing
- Added Auxiliary Jets system (weaker maneuvering jets, used by Vanquish and Merlon)
- Added Power Redirect system (fortress shield analogue that's more effective against shieldbreaking damage types), replaces Torment's damper field
- Merlon has auxiliary engines that activate on system use
- Added Lance Cannon, only available in weapon caches and such
- Pikes are now available in the open market
- Parapets fire far fewer flares (say that five times fast)
- Pheonix no longer has Maneuvering Jets
- Reaver - weapons are now in different groups, shield statistic in refit is now accurate
- Adjustments to [ERROR ERROR DATA STREAM CORRUPTED] dialogue and descriptions
- Fixed Flourish's engines being off-center
[close]
Title: Re: [0.8.1a] Arsenal Expansion v1.4.11 - Ping
Post by: Inventor Raccoon on May 12, 2018, 10:00:15 AM
Reposting just to notify everyone that last night's update had a bug where it would crash if you tried to play Nexerelin's random mode with AE installed. Updated download with a fixed vers communications jammers deployed, beginning electronic warfare protocols...

heavy damaged sustained, escorts irreparable, hostile forces neutralized, objective incomplete. beginning distress pings...

long-range sensors active. broadcasting...

PrintChangelogAE1411 AddText "CONTENTS: [REDACTED], ERRORS RESOLVED"

Spoiler
Version 1.4.11 (Apr 22-May 12)
- Updates to Promise. Lost. Distress. Splinters. Co-operation.
- Mantidae Bomber variant replaced with Mantidae Support variant, 4 per wing, armed with a low-power tactical laser
- Mantidae now has visible weapons
- Merlon, Keeper and Lustrare spawns should be more consistent with normal Remnant and Derelict ships
- Fixed Power Redirect reducing damage by way more than intended
- Minor improvements to hullmod descriptions
[close]

compatibility calculation: sitrep OK, clear to continue. advise avoiding classified zones.
Title: Re: [0.8.1a] Arsenal Expansion v1.4.11 - Ping
Post by: k2arim99 on June 07, 2018, 04:15:21 PM
mines instantly crashes with    at com.fs.util.C.Ó00000(Unknown Source)
   at com.fs.util.C.String(Unknown Source)
   at com.fs.graphics.TextureLoader.Ô00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.H.o00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
asking me for a not found MIRV warhead sprite in the error
Title: Re: [0.8.1a] Arsenal Expansion v1.4.11 - Ping
Post by: Histidine on June 07, 2018, 04:49:41 PM
k2arim99: That's a Linux (and Mac?) incompatibility issue, fixed for next Arsenal Expansion release.

For now, open Arsenal Expansion 1.4.11/data/weapons/proj/ae_blacksmith_lance.proj and ae_cannonlance.proj
and change
Code
"bulletSprite":"graphics/missiles/missile_mirv_warhead.png",
to
Code
"bulletSprite":"graphics/missiles/missile_MIRV_warhead.png",
Title: Re: [0.8.1a] Arsenal Expansion v1.4.11 - Ping
Post by: k2arim99 on June 08, 2018, 09:07:37 AM
aah it makes sense, i had similar problems with the mayasura mod but fiddling with it i could solve it the same way, thanks histidine!
Title: Re: [0.8.1a] Arsenal Expansion v1.4.11 - Ping
Post by: Inventor Raccoon on June 08, 2018, 02:20:06 PM
Sorry about that, running on Windows so I didn't notice. I've fixed it for the next version.
Title: Re: [0.8.1a] Arsenal Expansion v1.4.11 - Ping
Post by: NightfallGemini on June 19, 2018, 03:25:37 PM
Got a crash while mousing over the Torment's built in Flux Reactor hullmod.

Code
11321325 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Yama by 0.001213428, is now 0.032894425
11321325 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Yama by 0.0027908843, is now 0.03498759
11321325 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Nachiketa by 0.001213428, is now 0.031700708
11321325 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Nachiketa by 0.0027908843, is now 0.033793874
11321325 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.missions.FactionCommissionMissionEvent  - Paying commission bounty of 2500 from [Diable Avionics]
11321330 [Thread-4] INFO  exerelin.campaign.events.FactionBountyEvent  - Paying bounty of 4250 from faction [Diable Avionics]
11321334 [Thread-4] INFO  exerelin.campaign.events.FactionBountyEvent  - Paying bounty of 4750 from faction [Tri-Tachyon]
11321339 [Thread-4] INFO  exerelin.campaign.events.RevengeanceManagerEvent  - Required revengeance setting: 2
11321339 [Thread-4] INFO  exerelin.campaign.events.RevengeanceManagerEvent  - Adding revengeance points: 1.15
11321339 [Thread-4] INFO  exerelin.campaign.events.RevengeanceManagerEvent  - Required revengeance setting: 2
11321339 [Thread-4] INFO  exerelin.campaign.events.RevengeanceManagerEvent  - Adding faction revengeance points for hegemony: 5.52
11321339 [Thread-4] INFO  exerelin.campaign.StatsTracker  - Tracker tracking battle
11321542 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Added officer at hotri, 40 total available
11321545 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config fob not found, using default
11321545 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config fob not found, using default
11321545 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config fob not found, using default
11322353 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [faction_hegemony_encounter_02_hostile.ogg]
11322650 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
11322650 [Thread-10] INFO  sound.OooO  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
11331216 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.IllegalFormatConversionException: e != java.lang.String
java.util.IllegalFormatConversionException: e != java.lang.String
at java.util.Formatter$FormatSpecifier.failConversion(Unknown Source)
at java.util.Formatter$FormatSpecifier.printFloat(Unknown Source)
at java.util.Formatter$FormatSpecifier.print(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.lang.String.format(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$11.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.ôo0000(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.e$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.refit.D.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.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.refit.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)
Title: Re: [0.8.1a] Arsenal Expansion v1.4.11 - Ping
Post by: Inventor Raccoon on June 19, 2018, 06:51:09 PM
Thanks for the report, got that fixed up. In the meanwhile, avoid mousing over that hullmod.
Title: Re: [0.8.1a] Arsenal Expansion v1.4.11 - Ping
Post by: xenoargh on June 21, 2018, 02:20:10 AM
Snrasha sent me a bug report saying there was some sort of crash-bug incompatibility with AA and one of my mods (I presume FX). 

Can't seem to find a report here and SS starts up just fine with this mod in the load order with all of my current mods... and I don't see anything super-obvious (the main known crash-bug with FX is related to mods that use .SKIN files to modify Vanilla ships' EngineSlots, which I cannot address but am totally willing to offer a fix for).

Can anybody explain what bug was observed?
Title: Re: [0.8.1a] Arsenal Expansion v1.4.12 - Intricacies
Post by: Inventor Raccoon on June 22, 2018, 10:19:57 AM
Attention. Stragglers of the Domain Ninth Battlegroup have been reported within the Persean Sector. We are offering a bounty for the destruction of their fleet. Work quickly - if they go into hiding, we may be unable to locate them again.

Ahem. 1.4.12 Intricacies update is out. Features a redesign of our old friend the Scrapper, some updates to paintjobs (making them much prettier now), some balancing to weapons and such, bugfixes, and some campaign content. No secrets this time - hunt down the target and eliminate them for a bounty and the chance to get a some pre-Collapse relics. It should be save-friendly.

Patchnotes.
Spoiler
Version 1.4.12 (May 14 - June 22) - Intricacies
- Added Fallen Ninth. Await instructions. Work quickly. Once it's gone, it's gone.
- Scrapper - now a full-on lowtech military frigate, new layout and sprite, added to relevant major factions, increased shield arc (120 > 160)
- Improved Pigeon (XIV) paintjob
- Improved {ERROR} paintjob
- From now on, AE's high-tech ships will appear in Starlight Cabal and Outer Rim Alliance fleets
- Increased Autoblaster flux/shot (35 > 40)
- Increased Mini-Flak chargedown (0.75 > 1)
- Added a small amount of impact to the Graviton Lance, allowing it to disrupt enemy fighter maneuvering
- Adjusted position of Tremor's central hardpoint
- Daemon and Vatinae have blue engines now
- Reduced Pulse Rocket maneuverability
- Added some AE-related tips to the main menu and loading screens
- Fixed crash when mousing over Flux Reactor hullmod
- Fixed Linux imcompatibility due to filename case-sensitivity
[close]
Title: Re: [0.8.1a] Arsenal Expansion v1.4.12 - Intricacies
Post by: zachatack24 on June 22, 2018, 10:37:08 AM
sorry if this is an issue on my end but after updating and running for the first time i get this error

java.lang.RuntimeException: Ship hull variant [scrapper_d_attack] not found!

Ive poked around in the files a bit but i am by no means sure of what to look for but havent found any that seem to be a matter of mis-naming, as that all i know to look for really
Title: Re: [0.8.1a] Arsenal Expansion v1.4.12a - Edict
Post by: Inventor Raccoon on August 29, 2018, 08:29:00 AM
(https://i.imgur.com/0x3Oho4.gif)

Yep. There's a new gun, the Edict Stormblaster. Perfect weapon for leaving enemies dead in the water, and just dead in general. Also some small tweaks, fixes and graphical improvements. Should be save-compatible.

Changelog.
Spoiler
Version 1.4.12a (Aug 3 - Aug 27) - Edict
- Added Edict Stormblaster
- Blacksmith MRM and Lance Cannon lances are now prettier and stand out more, MRM lances are slower, cannon lances are much faster, lances no longer draw PD fire
- Request Assistance ally is now hostile to Starlight Cabal and Templars
- Increased payout for Ninth Battlegroup bounty (130000 > 144000)
- 'Concord' now grants the always-recoverable effect of Reinforced Bulkheads
- Fixed wording of Ninth Battlegroup hullmod
- Fixed Vanquish weapon arcs not being symmetrical
[close]
Title: Re: [0.8.1a] Arsenal Expansion v1.4.12a - Edict
Post by: atreg on September 08, 2018, 12:24:56 AM
I noticed the Flourish IX doesn't have an Undershield like the regular Flourish. Is that intended, or just a bug?
Title: Re: [0.8.1a] Arsenal Expansion v1.4.12a - Edict
Post by: Inventor Raccoon on September 08, 2018, 05:40:23 AM
It seems to be working fine for the IX Battlegroup bounty, any IX Flourishes that are salvageable have an undershield. If for some reason the module is destroyed (which shouldn't be possible) it should regenerate after some time.

If you're referring to the codex or using console commands, it does look like that's an effect of the IX Flourish not being associated with any factions. Fortunately, I think that'll sort itself out naturally once 0.9 is out and I make my first major update for that.
Title: Re: [0.8.1a] Arsenal Expansion v1.4.12a - Edict
Post by: Inventor Raccoon on October 04, 2018, 01:49:22 PM
Fixed an issue where the secondary stage of the Blacksmith MRM could pierce shields if it activated too close to the target. Updated download.
Title: Re: [0.8.1a] Arsenal Expansion v1.4.12a - Edict
Post by: NightfallGemini on October 07, 2018, 01:09:04 AM
I love the Edict's aesthetic.
Title: Re: [0.8.1a] Arsenal Expansion v1.4.12a - Edict
Post by: DividedSpleen23 on November 04, 2018, 12:06:29 PM
Quote
sorry if this is an issue on my end but after updating and running for the first time i get this error

java.lang.RuntimeException: Ship hull variant [scrapper_d_attack] not found!

Ive poked around in the files a bit but i am by no means sure of what to look for but havent found any that seem to be a matter of mis-naming, as that all i know to look for really

I am having the same issue as zachatack, though my game doesn't crash on startup, it does so after combat. Most of the time it seems to crash after a victory against remnant AI fleets.
Title: Re: [0.8.1a] Arsenal Expansion v1.4.12a - Edict
Post by: Inventor Raccoon on November 06, 2018, 08:50:07 AM
Hi, thanks for the report. Your problem was that it was crashing specifically in systems with both Omnifactory and Remnants? If you could test that with just those two mods and their requirements active, that'd be helpful, to make sure there's nothing else going on. Other than that, I'm led to believe that Omnifactory can be very unstable and I don't know if it's something that can be fixed on my end - zachatack's issue was an error on my part that was fixed back in mid-late June (and also unrelated to this, I believe)
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: Inventor Raccoon on November 18, 2018, 12:29:32 PM
Hi everyone! A day or so later that I'd hope, but here it is, version 1.4.5 for 0.9a. This is largely a compatibility update, so not much has changed, but I have included a new work-in-progress ship, the high-tech Theseus battlecruiser. It's not quite done yet - its Plasma Burn system is a placeholder for a far more interesting one - but it's there. I've also turned off the Ninth Battlegroup bounty for now, as more work needs to be done to make it work properly with 0.9 (you'll still be able to get their ships via blueprints!). I will be making further updates to add new things based on the new possibilities with 0.9. I've also cleaned up some of the old ships I don't deem important to the mod - specifically the Wolf Sentinel, Pawn and Mule (M).

Please pipe up if something is off or it crashes - the transition was a tad rough and I might've missed something during testing.
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: Hobostabbins on November 18, 2018, 04:33:31 PM
Just got a crash from this mod. I was looting the tech cache that you get sent to find by the tri-tac lady in one of the bars and I got "Fatal: Ship hull spec [mantidae_interceptorqwing] not found!"
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: Inventor Raccoon on November 18, 2018, 05:15:33 PM
Just got a crash from this mod. I was looting the tech cache that you get sent to find by the tri-tac lady in one of the bars and I got "Fatal: Ship hull spec [mantidae_interceptorqwing] not found!"
Hiya, I've uploaded a version that should have fixed this issue.
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: Hobostabbins on November 18, 2018, 06:03:58 PM
That did the trick, thanks a ton!
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: Spess Mahren on November 19, 2018, 02:18:39 PM
The IX medusa and IX flourish have bugged custom orders, you get the crew and fuel but the ships in question are never actually built and just stay on your production list forever. If there are other IX ships I wouldn't be surprised if they had the same issue.
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: Inventor Raccoon on November 19, 2018, 02:56:39 PM
The IX medusa and IX flourish have bugged custom orders, you get the crew and fuel but the ships in question are never actually built and just stay on your production list forever. If there are other IX ships I wouldn't be surprised if they had the same issue.
Thanks for the report, got that fixed up for 1.5.1.
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: TMPhoenix on November 20, 2018, 02:53:37 PM
Got a similar crash as above, but this time with: mantidae_supportwing. Is this also fixed?
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: Lesolan on November 20, 2018, 07:18:06 PM
Here's something...

The previous version was CTDing on certain Dmod Pigeons when you tried to reclaim them. That is now fixed.

HOWEVER...

Pirate groups are now only spawning as Pigeons.

So that's a thing.
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: Spess Mahren on November 21, 2018, 07:40:32 AM
For some reason the latest hot fix of RC10 has made it so pirates only spawn pigeons and scrappers with either no weapons or only mini flak, strange since I noticed nothing wrong in RC9.
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: Inventor Raccoon on November 21, 2018, 08:51:33 AM
Got a similar crash as above, but this time with: mantidae_supportwing. Is this also fixed?
I think I fixed that and updated the download without updating the version number. If not, it's already done for 1.5.1.

For some reason the latest hot fix of RC10 has made it so pirates only spawn pigeons and scrappers with either no weapons or only mini flak, strange since I noticed nothing wrong in RC9.
Hey - yeah, sorry about that. It's an issue caused by a change to how the game reads certain files. I've got it fixed up for the next version but there are still one or two content-related things I need to do before that's done.
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: SpaceRiceBowl on November 22, 2018, 11:20:34 AM
The Sierra combat support ability seems to crash me with a fatal null when I activate it.
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: Inventor Raccoon on November 22, 2018, 12:11:06 PM
The Sierra combat support ability seems to crash me with a fatal null when I activate it.
Do you mean the "request assistance" ability or the ship system? Either way, if you could get me a copy of your starsector.log file (or at least the last bit of it) I'll take a look, as both seem to work on my end.
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: grinningsphinx on November 22, 2018, 01:23:37 PM
LOL..now thats a horde of pigeons..i feel like im in New Jersey...
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: YuiTheModder on November 22, 2018, 01:51:06 PM
Your mod is wonderful, but for some reason does this:


(https://imgur.com/a/JBzC4wK)
https://imgur.com/a/JBzC4wK

(https://imgur.com/a/fhmaA40)
https://imgur.com/a/fhmaA40
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: Nanao-kun on November 22, 2018, 02:54:30 PM
Your mod is wonderful, but for some reason does this:


(https://imgur.com/a/JBzC4wK)
https://imgur.com/a/JBzC4wK

(https://imgur.com/a/fhmaA40)
https://imgur.com/a/fhmaA40

I've had the same problem. Fought a Pather station with nothing but mini-flak on it.
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: SpaceRiceBowl on November 22, 2018, 02:56:38 PM
Here's the last part of the log

Spoiler
85567 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.abilities.OmicronCallAbility$1.doAction(OmicronCallAbility.java:220)
   at com.fs.starfarer.api.util.DelayedActionScript.advance(DelayedActionScript.java:18)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: korniton on November 22, 2018, 03:43:01 PM
Hey,

Ive been restarting my game like 20 times to see which mod causes Remnants not spawning in beaconed systems and I am pretty sure its this mod. Could you please take a look into it? Even when I only have Lazy lib and Arsenal expansion it doesnt let em spawn. Only battlestations. Also, all the distress calls I get I never meet any ship in the system, probably also same bug caused by this.



Thanks
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: Melon on November 22, 2018, 03:51:05 PM
Hey,

Ive been restarting my game like 20 times to see which mod causes Remnants not spawning in beaconed systems and I am pretty sure its this mod. Could you please take a look into it? Even when I only have Lazy lib and Arsenal expansion it doesnt let em spawn. Only battlestations. Also, all the distress calls I get I never meet any ship in the system, probably also same bug caused by this.



Thanks

Yep, same thing here. Also those Remnant battlestations can't seem to spawn fleets. There'll be empty fleets spawning for a few moments.
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: Ishman on November 22, 2018, 04:44:01 PM
This totally breaks the Remnant ship weapon outfitting, they only have miniflak and missiles.
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: grinningsphinx on November 22, 2018, 05:06:11 PM
This totally breaks the Remnant ship weapon outfitting, they only have miniflak and missiles.

got 38 mini-flaks spawning in markets......
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: SpaceRiceBowl on November 22, 2018, 09:32:08 PM
Markets, bounties, and pirate stations seem to be broken for me as well. Though I'm not sure if it's just this mod or if it's any others as well.
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: Nezz on November 22, 2018, 09:50:40 PM
Thought I'd add another confirmation that yes, the mod is currently broken and borks the whole game, from a huge number of random fleets not spawning (REDACTED being the most noticeable) to breaking most AI ship loadouts.
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: sinani210 on November 23, 2018, 12:02:27 AM
Is this mod also why I don't ever seen to get any [REDACTED] defenders on any of the exploration finds? Domain probes, research stations, and mining stations, and even a domain mothership once, let me salvage them without a fight. I thought they were supposed to have defenders, or am I misremembering something?
Title: Re: [0.9a] Arsenal Expansion v1.5 - Workshop
Post by: Todriam on November 23, 2018, 12:13:13 AM
most likely yes.
Title: Re: [0.9a] Arsenal Expansion v1.5.1 - Field Operations
Post by: Inventor Raccoon on November 23, 2018, 07:41:34 AM
As of this update, Arsenal Expansion requires that MagicLib is installed.

This update will very likely break saves.

1.5.1 is out, should hopefully fix all the issues brought on by the latest hotfixes for 0.9. Minor content additions - the Pawn is back with some alterations, and I've included an experimental "Anti-Ship Mine Bays" hullmod that at the moment is only available via salvaging (looking for feedback on this - if you find it, do report back on your experiences using it. It's also available in missions)

I apologize for the delay.

Changelog
Spoiler
Version 1.5.1 (Nov 19 - Nov 23)
- Switched from using Nicke's loose trail script to MagicLib. Hence, Arsenal Expansion now requires MagicLib to run
- Added a new Pawn - largely similar, new sprite, less storage, has worse fighter potential, turret is now hybrid
- Added experimental Anti-Ship Mine Bays modular hullmod
- Adjustments to Promise
- Switched from using faction files to using faction tags for ship/weapon spawning
- Fixed overwriting of vanilla faction files causing a myriad of issues
- Fixed IX Battlegroup ships not being able to be built by custom order
[close]

> CLICK HERE TO DOWNLOAD AE 1.5.1 < (https://www.dropbox.com/s/i7nriff2qn0lft0/Arsenal%20Expansion%201.5.1.zip?dl=0)

> GET MAGICLIB < (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
Title: Re: [0.9a] Arsenal Expansion v1.5.1 - Field Operations
Post by: sinani210 on November 23, 2018, 04:53:44 PM
Thanks! Really looking forward to trying some of your ships!
Title: Re: [0.9a] Arsenal Expansion v1.5.1 - Field Operations
Post by: tzuridis on December 02, 2018, 11:31:21 AM
Is there a way I can download the 0.8.1 version of your mod or (whatever the last version of the mod is for the previous version of StarSector) I want to play with Nexerelin and Dynasector.
Title: Re: [0.9a] Arsenal Expansion v1.5.1 - Field Operations
Post by: Null Ganymede on December 02, 2018, 08:27:25 PM
I tried building a fleet dedicated to anti-ship mine bays. Goal was to saturate PD with fighter flares and Salamander spam to let mines do work.

I intentionally built ~6 carriers with D-mods (18 points, 3-fighters, fighter damage system) and a single no-dmod capital ship (Bulldog - same mod, P.A.C.K.) all with the mine hullmod. These were deployed en masse, with random Tempests/Harbringer flagship to round things out. All large ships had an augmented drive field fitted (burn 9 fleet with a capital, ha!) since I figured the fleet would create enough pressure to not need flux / point defense / standoff weapons.

(https://ultraimg.com/images/2018/12/03/Pkzj.png)

Did it work? Kinda.

I did a couple of 150-250k bounties and killed a couple of Pirate/Ludd bases. Kinetic-damage fighters with flares are really good and Salamanders annoy the AI, so the carriers were never in a ton of danger. Dumping points on mine bay + augmented drive worked out. I usually got bored and killed enemy capitals/cruisers with the Harbringer rather than wait for the Bulldog to get to them, or seeing how long it took for mines to penetrate their PD/drone screens.

The mines definitely got some good hits in around shields. Every so often I'd see ships entering the fight missing armor. They also got hits in once ships were flux and EMP-locked and drifted into them - but at that point there's more point-efficient ways to strip armor.

In combat that wasn't one-sided, there usually seemed to be enough mobility/rear-facing PD to evade or kill mines. I didn't really see mines swing flux wars, only hit targets that were already down. Then again the harder thing to judge is their effect on AI behavior - maybe some of those fights were won because the enemy AI rotated the wrong way or backed off too early due to mines appearing behind it.

This playthrough was heavy on combat skills and light on logistics/repair ones. As a result the lack of Efficiency Overhaul or salvage rigs was kind of annoying, and fights weren't quite self-sustaining when you take mothballed salvage into account. Dropping the unnecessary Augmented Drive hullmod would give me that, but the carriers were still kind of mediocre in combat. A bunch of flux regeneration, filling out awkwardly-facing weapon mounts to discourage flanking, and more aggressive weapon choices on the capital ship would probably have been a better use of 25 points. I assume going from ~150 points of mine-deploying ships to ~200 would have diminishing returns, and wouldn't tip them into relevance.

In short - awesome flavor hullmod, building a fleet around it kind of worked but wasn't overwhelming. Point cost might be too high for what it does.
Title: Re: [0.9a] Arsenal Expansion v1.5.1 - Field Operations
Post by: Spess Mahren on December 03, 2018, 03:15:36 AM
I have a question regarding the special system tied to this mods quest, I thought Alex changed hyperspace generation so that systems had a island of normal hyperspace to prevent intense aggravation at trying to enter or leave a system buried in storms. But the first time I found the system it has been covered in a hyperspace storm. Am I just unlucky or does the custom generation of the system need a tweak?
Title: Re: [0.9a] Arsenal Expansion v1.5.1 - Field Operations
Post by: Inventor Raccoon on December 04, 2018, 08:39:08 AM
Is there a way I can download the 0.8.1 version of your mod or (whatever the last version of the mod is for the previous version of StarSector) I want to play with Nexerelin and Dynasector.
Sure thing, I still have the download link for 1.4.12a. Click > HERE < (https://www.dropbox.com/s/mbi0gbgxaeq44mm/Arsenal%20Expansion%201.4.12a.zip?dl=0) to grab it. MagicLib not required for this version.

-snip for brevity-
Thanks for the feedback! Already got plans to make alterations to the mine bays hullmod - going to see if I can make the increase per additional ship more linear and will increase the health of each mine slightly so they get shot down slightly less quickly. I think I'll give it one more test round and then see about introducing it into AI fleets.

I have a question regarding the special system tied to this mods quest, I thought Alex changed hyperspace generation so that systems had a island of normal hyperspace to prevent intense aggravation at trying to enter or leave a system buried in storms. But the first time I found the system it has been covered in a hyperspace storm. Am I just unlucky or does the custom generation of the system need a tweak?
I hadn't noticed this issue before 0.9 but it does seem like it's a problem. I'll see about making sure that system isn't surrounded in deep hyperspace for 1.5.2.
Title: Re: [0.9a] Arsenal Expansion v1.5.1 - Field Operations
Post by: tzuridis on December 04, 2018, 03:02:58 PM
Thank you
Title: Re: [0.9a] Arsenal Expansion v1.5.1 - Field Operations
Post by: XpanD on December 12, 2018, 12:34:40 PM
Wow, just came across a certain bit of content in this that blew me away. Had to look it up when I came across it, and was surprised when I couldn't find anything -- turns out it's a part of a mod, and not the core game! The sprite art and overall quality of the whole thing had me fooled.

I'm in love with the Daemon as well, those things are great for hunting down fleeing AI. Very satisfying to finally see those pesky frigates not make their getaway with 5 hull remaining.

One thing I have noticed, and I'm not sure if this is just due to my fleet composition... The Tremor and Vanquish were really squishy, especially the former. I had them under AI control, but was having a lot of trouble keeping them alive. The Vanquish fared a bit better than the Tremor, but it still felt a bit fragile for its size. I also second the notion of the mines being a bit too pricey for what they do, looking forward to seeing how the changes there will play out.

Thanks for making this.
Title: Re: [0.9a] Arsenal Expansion v1.5.1 - Field Operations
Post by: Sin on December 12, 2018, 12:55:05 PM
I have used Vanquish for a while as my flagship in my last campaign and it felt almost indestructible.
I used PD weapons heavily in small slots and shield only for heavy non missile shots (or there were too many torpedos at once).Tried to stick to low tech weapons so they do not use too much flux and it works just fine.
I will post screenshot  when i will the game later, but overall Vanquish is great.
Title: Re: [0.9a] Arsenal Expansion v1.5.1 - Field Operations
Post by: Tei on December 12, 2018, 03:46:08 PM
Wow, just came across a certain bit of content in this that blew me away. Had to look it up when I came across it, and was surprised when I couldn't find anything -- turns out it's a part of a mod, and not the core game! The sprite art and overall quality of the whole thing had me fooled.

I'm in love with the Daemon as well, those things are great for hunting down fleeing AI. Very satisfying to finally see those pesky frigates not make their getaway with 5 hull remaining.

One thing I have noticed, and I'm not sure if this is just due to my fleet composition... The Tremor and Vanquish were really squishy, especially the former. I had them under AI control, but was having a lot of trouble keeping them alive. The Vanquish fared a bit better than the Tremor, but it still felt a bit fragile for its size. I also second the notion of the mines being a bit too pricey for what they do, looking forward to seeing how the changes there will play out.

Thanks for making this.

What fleets even use the Vanquish? I have this mod installed but the Hegemony still only uses Legions and Onslaughts, but I have not seen a single Vanquish anywhere.
Title: Re: [0.9a] Arsenal Expansion v1.5.1 - Field Operations
Post by: XpanD on December 12, 2018, 04:02:29 PM
I'm not too sure where I got mine, lost it a few days ago. I'm keeping an eye out for more, though -- from reading the comment on low flux usage I'm wondering if I just over-armed it, now.
Title: Re: [0.9a] Arsenal Expansion v1.5.2 - Thematic
Post by: Inventor Raccoon on December 14, 2018, 01:43:22 PM
(https://i.imgur.com/SAySJRg.png)

... it's about time.

On the negative-eleventh day of Christmas, Raccoon gave to me~
A new version of AE.


Update 1.5.2 is out, bringin ?? incompatibility is likely. the ninth return. promise.

print changelog ae152
Spoiler
- The Ninth return
- Promise
- New sprite for non-degraded Scrapper to reflect its military status (swanky new lowtech paint!)
- Anti-Ship Mine Bays - fiddled with mine spawning, reduced mine damage (1000 > 750), increased mine health (250 > 400)
[close]

> CLICK HERE TO DOWNLOAD AE 1.5.2a < (https://www.dropbox.com/s/p8g66lbyf589yom/Arsenal%20Expansion%201.5.2a.zip?dl=0)
Title: Re: [0.9a] Arsenal Expansion v1.5.2a - Thematic
Post by: Inventor Raccoon on December 14, 2018, 06:09:48 PM
Quick hotfix to fix a crash-to-desktop that snuck through testing. Should be save-compatible with 1.5.2.
Title: Re: [0.9a] Arsenal Expansion v1.5.2a - Thematic
Post by: Agalyon on December 20, 2018, 09:09:29 PM
Is there a download of the 0.8.1 version available? I picked through the forums but couldn't find it. I'd really appreciate one for playing with older mods.

[EDIT] Disregard that, I'm blind and its on page 17.
Title: Re: [0.9a] Arsenal Expansion v1.5.2a - Thematic
Post by: Sin on December 24, 2018, 01:15:55 PM
Two things about 9th which i am not sure if it is a feature or a bug:
1st - all of their systems are fully explored from the beginning of the game so you can actually find their systems on the map immediately.
2nd - their fleets do not attack me in their system at all. I have set up a colony in their systems and it seems they just ignoring me, but when my battle station is up they go for it right away.

Title: Re: [0.9a] Arsenal Expansion v1.5.2a - Thematic
Post by: Inventor Raccoon on December 24, 2018, 01:23:14 PM
At the moment Ninth Battlegroup fleets only attack transponder-on players. In the future this will be changed as I make them slightly closer to a regular faction.
Title: Re: [0.9a] Arsenal Expansion v1.5.2a - Thematic
Post by: Spess Mahren on December 30, 2018, 01:42:00 PM
I have had a few games where it seems "promise" did not generate, also looked through Hybrasil for a certain ship but unless it can spawn in the outer reaches it wasn't there.
Title: Re: [0.9a] Arsenal Expansion v1.5.2a - Thematic
Post by: Inventor Raccoon on December 30, 2018, 02:18:38 PM
I have had a few games where it seems "promise" did not generate, also looked through Hybrasil for a certain ship but unless it can spawn in the outer reaches it wasn't there.
Was reworked in 1.5.2. Check the bar every once in a while, you'll dig something up eventually.
Title: Re: [0.9a] Arsenal Expansion v1.5.2a - Thematic
Post by: Worachot on January 01, 2019, 03:02:36 PM
hi,

just wanted to bring to your attention that the Persean League seems bugged.

when i fight them in the middle of empty space, sometimes they get a starbase with them.
is it a bug or do they have "mobile" starbases?

either way its really hard to fight them early game when they have a base on there side.

here is a sc https://i.imgur.com/nazEj6F.jpg
its hard to see but its empty space

hope this helps
Title: Re: [0.9a] Arsenal Expansion v1.5.2a - Thematic
Post by: Inventor Raccoon on January 01, 2019, 03:54:29 PM
hi,

just wanted to bring to your attention that the Persean League seems bugged.

when i fight them in the middle of empty space, sometimes they get a starbase with them.
is it a bug or do they have "mobile" starbases?

either way its really hard to fight them early game when they have a base on there side.

here is a sc https://i.imgur.com/nazEj6F.jpg
its hard to see but its empty space

hope this helps
I'm fairly certain this is a vanilla bug that's been fixed for 0.9.1.
Title: Re: [0.9a] Arsenal Expansion v1.5.2a - Thematic
Post by: Worachot on January 01, 2019, 05:10:37 PM
ah ok, only ever noticed this happen with this faction.

guess i just have to wait for 9.1 then xD

Thanks for the fast reply!

Edit: also if i may ask, the new Theseus ship is gotten from Tri-Tachyon faction? have been looking all over the place but cant find it in any stores D:
Title: Re: [0.9a] Arsenal Expansion v1.5.2a - Thematic
Post by: Inventor Raccoon on January 01, 2019, 07:02:20 PM
ah ok, only ever noticed this happen with this faction.

guess i just have to wait for 9.1 then xD

Thanks for the fast reply!

Edit: also if i may ask, the new Theseus ship is gotten from Tri-Tachyon faction? have been looking all over the place but cant find it in any stores D:
It's a somewhat rare find from Tri-Tachyon, the Persean League and the Ninth Battlegroup. I'll be tweaking its availability for 1.5.3, which should hopefully be released somewhat soon.
Title: Re: [0.9a] Arsenal Expansion v1.5.2a - Thematic
Post by: grinningsphinx on January 03, 2019, 01:34:09 PM
ah ok, only ever noticed this happen with this faction.

guess i just have to wait for 9.1 then xD

Thanks for the fast reply!

Edit: also if i may ask, the new Theseus ship is gotten from Tri-Tachyon faction? have been looking all over the place but cant find it in any stores D:

Its not only you, in my game Khadurs systems have this bug as well...makes those pirate bases really annoying when they can engage you from half a map away.
Title: Re: [0.9a] Arsenal Expansion v1.5.3a - Systems
Post by: Inventor Raccoon on January 05, 2019, 07:41:27 AM
New update. Only new content is a new system for the Theseus-class, replacing its plasma burn with an area-of-effect buff to friendly ships. Otherwise, there's small adjustments to balance and sprites, new system AI, IX Battlegroup changes, and support for GraphicsLib if you've got it (it's not a requirement like LazyLib and MagicLib though - do tell me if you experience issues with GraphicsLib disabled!)

Changelog
Spoiler
- Theseus - changed ship system to Sympathetic Subsystems (area buff)
- Ninth Battlegroup now care about transponders, don't allow trade when hostile, now accept AI cores, have military markets instead of black markets
- Slight improves to Vanquish sprite
- Pulse Rocket - reworked into an energy-based rocket pod
- Renamed Flare Swarm to Swarm Flare Launcher, now has a custom system AI so the AI will spam it relentlessly
- Increased Tremor flux dissipation (450 > 500), reduced auxiliary stats
- Reduced Scrapper value (15000 > 10000), reduced maintenance/deploy cost (5 > 4), reduced auxiliary stats
- Reduced Pigeon value (10000 > 9000), reduced maintenance/deploy cost (5 > 4)
- Reduced Blacksmith MRM first stage hitpoints (300 > 225)
- Minor tweaks to quest content
[close]

> CLICK HERE TO DOWNLOAD AE 1.5.3a < (https://www.dropbox.com/s/z06sq1pkn8s02ht/Arsenal%20Expansion%201.5.3a.zip?dl=0)

Also, just a heads up that I wouldn't expect much in the way of content updates in the near future (Bugfixing and compatibility will continue, of course)
Title: Re: [0.9a] Arsenal Expansion v1.5.3a - Systems
Post by: Inventor Raccoon on January 11, 2019, 08:30:07 AM
1.5.3a released, just fixing a bug with a ship system and giving the Ninth Battlegroup a description in case they appear in the intel tab (e.g if you donate a market to them in Nexerelin)
Title: Re: [0.9a] Arsenal Expansion v1.5.3a - Systems
Post by: Worachot on January 13, 2019, 02:31:45 AM
(e.g if you donate a market to them in Nexerelin)

Does this mean the mod is compatible with the latest version of nexerlin?
Title: Re: [0.9a] Arsenal Expansion v1.5.3a - Systems
Post by: Arkar1234 on January 13, 2019, 09:41:55 AM
Are the Ninth Battlegroup Stations supposed to be unconquerable/destructible? Their stations are based in a system with some really good planets, but i can't clear them out >.>
Title: Re: [0.9a] Arsenal Expansion v1.5.3a - Systems
Post by: Sin on January 13, 2019, 10:15:13 AM
Hi, i came along some ?bug?.

Spoiler
Problem i have is with the Promise quest, I am playing Nex campaign with random spawned systems. Issue is that Promise system is occupied by Sylphons and there is only one planet and when i speak to the quest giver the research station is nowhere to be found in the system.
Maybe i am just blind or doing something wrong, but i even tried to boost sensors to 30k and nothing.
[close]
Title: Re: [0.9a] Arsenal Expansion v1.5.3a - Systems
Post by: Inventor Raccoon on January 15, 2019, 12:31:53 PM
1.5.3b released, Ninth Battlegroup stations should now be able to decivilise and I've made changes to the quest so that some bugs and crashes should be resolved on future playthroughs.

This hotfix may be incompatible with previous saves. I would recommend holding off on updating until you're ready for a new campaign.
Title: Re: [0.9a] Arsenal Expansion v1.5.3a - Systems
Post by: tindrli on January 16, 2019, 12:16:16 PM
1.5.3b released, Ninth Battlegroup stations should now be able to decivilise and I've made changes to the quest so that some bugs and crashes should be resolved on future playthroughs.

This hotfix may be incompatible with previous saves. I would recommend holding off on updating until you're ready for a new campaign.

im very new to this game and i wonder. how will we know that save is not compatible? it would not load? strange ingame bugs?
Title: Re: [0.9a] Arsenal Expansion v1.5.3b - Systems
Post by: DrakonST on January 17, 2019, 08:15:16 AM
1. Fix Flourish, this *** does not allow to finish fight like already fixed bug on TSC with Angon-class.

2. Do Ninth Battlegroup less OP. Even when you have the huge fleet difficult to be at war with them because to much fleets on system. And no any sense to fight with this ***. Nothing useful can be received from this battles.

P. S. Battlestation which do not disappear after their destruction in battle? Seriously?

P. S. x2 Two such station on one system, really?
Title: Re: [0.9a] Arsenal Expansion v1.5.3a - Systems
Post by: Inventor Raccoon on January 17, 2019, 08:36:26 AM
im very new to this game and i wonder. how will we know that save is not compatible? it would not load? strange ingame bugs?
It would crash, I imagine - I removed some procedural generation that happened at the start of a new save and moved it to when the quest starts.

-snip-
Flourish bug is being fixed by Alex for 0.9.1. For now, you can avoid using ships with modules yourself and use the "nuke" console command once all enemy ships are dead/retreated to end combat.

Ninth Battlegroup aren't really meant to be entirely fair, hence why their ships are intentionally overtuned and their fortresses are guarded by a frankly ridiculous number of large fleets. They're an endgame threat, which is why they almost entirely stick to their systems aside from the occasionally hyperspace patrol.

As for rewards, they've got pristine nanoforges and fancy ships, so that seems about right.
Title: Re: [0.9a] Arsenal Expansion v1.5.3b - Systems
Post by: DrakonST on January 17, 2019, 10:40:58 AM
Remnants also an endgame threat. But they not have more than one station in system, and they also have damaged station variant.

And where i can got pristine nanoforges? Need raiding the station?

Title: Re: [0.9a] Arsenal Expansion v1.5.3b - Systems
Post by: Inventor Raccoon on January 17, 2019, 11:22:36 AM
You can fight remnants early and midgame if you want. IX only have what equals to a level 3 system. Every fortress has a pristine nanoforge in its heavy industry facility.
Title: Re: [0.9a] Arsenal Expansion v1.5.3b - Systems
Post by: FreedomFighter on January 17, 2019, 12:33:51 PM
You can fight remnants early and midgame if you want. IX only have what equals to a level 3 system. Every fortress has a pristine nanoforge in its heavy industry facility.

And most of the time, you can pick your fight. Unlike IX group where if you step into wrong neighbourhood then oh well. . .Bladebreaker is also the same. IX rarely venture outside even if they do, they only patroling around their system.
Title: Re: [0.9a] Arsenal Expansion v1.5.3b - Systems
Post by: nb8 on January 19, 2019, 04:31:02 PM
where i can find a promise? i have quest "Find the ship in the Mirage Star System" i search it, fond many derelict ship, but no promise or similar
Title: Re: [0.9a] Arsenal Expansion v1.5.3b - Systems
Post by: DinoZavarski on January 19, 2019, 11:21:44 PM
In data/weapons/proj/ae_blacksmith_lance_old.proj you reference graphics/missiles/missile_mirv_warhead.png that does not exist.

The bug actually is present for some tile (at least 2 previous updates), but for various reasons (strains of laziness) i had no chance to report it earlier.
Title: Re: [0.9a] Arsenal Expansion v1.5.3b - Systems
Post by: tindrli on January 20, 2019, 07:36:23 AM
Does anyone else have a problem with IX Battlegroup fights? i colonized one of their system and every time i go to my base to clean it up from IX battlegroup fleets game get stucked after i kill all of them or they retreat. my ships just stop. they dont follow any orders except FULL RETREAT. is there a way to forcefully end a battle after an obvious victory?

thanx in advance
Title: Re: [0.9a] Arsenal Expansion v1.5.3c - Systems
Post by: Inventor Raccoon on January 21, 2019, 02:46:57 PM
Another hotfix, hopefully the last. Fixed a quest not starting properly, and the issue with the unused Blacksmith projectile. Should work fine with existing saves.
Title: Re: [0.9a] Arsenal Expansion v1.5.3c - Systems
Post by: Retry on January 25, 2019, 11:41:41 AM
I'm enjoying this mod so far.  I'm especially liking the Flourish, which feels like a high-tech Lasher in some sense.

I do have a few miscellaneous questions:

Could the weapons added by this mod (if any) be added and labeled somewhere clearly on the front page?  I like knowing which mod added what, it often gets hard to track when I've got a lot of mods enabled.

The IX Battlegroup, is there any backstory or other such lore as to why they're so antisocial to the rest of the sector?

The Promise arc was a nice touch, I actually thought it was a Vanilla thing until I couldn't find it on the official wiki.  Is there plans to expand that quest line's story arc in the future or will it remain a one-mission side-quest?

Making the Paragon an IX ship is an interesting choice.  I would have thought something like an Odyssey would have been more thematic for a "lightning war" doctrine capital.  Then again, AI isn't so great with Odysseys, and the IX Paragon skin is quite pretty and smooth.
Title: Re: [0.9a] Arsenal Expansion v1.5.3c - Systems
Post by: Avanitia on January 25, 2019, 11:56:05 AM
The IX Battlegroup, is there any backstory or other such lore as to why they're so antisocial to the rest of the sector?

Copied from Arsenal Expansion's descriptions.csv (you won't see it unless you have Nexerelin enabled and give away any market to Ninth):

Spoiler
Before the Collapse, the Domain Ninth Battlegroup were a specialized section of the Domain Navy, focusing their efforts on tactics that somewhat deviated from the classic "Decisive Battle" doctrine, instead employing liberal use of hit-and-run tactics, ambushes and overwhelming first strikes to strike terror among rebel forces. Later in their existence, their activities shifted to primarily operating in smaller legions in joint operations with other battlegroups.

In cycle 70, a Ninth Battlegroup task force limped itself into the Persean Sector, having been cut off from the rest of their forces and the Sixth Battlegroup they had been co-operating with. Negotiations with the newly-formed Hegemony suddenly turned violent for currently classified reasons, resulting in a massive battle over the skies of Jangala that led to the IX strike fleets being scattered and retreating to the fringe systems, where they promptly declared war on the organized polities of the Sector, and have since adopted an isolationist policy, prefering the seclusion of their high-tech fortresses, raiding Sector convoys, scavenging and trading with the free captains of the Sector.
[close]
Title: Re: [0.9a] Arsenal Expansion v1.5.3c - Systems
Post by: Codyrex123 on January 31, 2019, 05:06:03 AM
So whenever I hover over a ninth battlegroup fleet, the game immediately crashes, heres the log that I'm getting, I haven't been able to test if its with every fleet but I know at least two have caused it.
I can confirm that I have the most recent version, and that I'm using a heavily modded game.

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:258)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
   at com.fs.starfarer.campaign.C.super(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: [0.9a] Arsenal Expansion v1.5.3d - Systems
Post by: Inventor Raccoon on February 08, 2019, 10:18:43 AM
1.5.3d out. Balance tweaks for the fleetbuilding tournament (and regular game, of course!) Vanquish has been buffed slightly. Anti-Ship Mine Bays have also been somewhat buffed.

Changelog
Spoiler
Version 1.5.3d (Feb 8)
- Vanqush - opened up fighter bay previously locked to mining pods, rearmost medium changed from ballistic to composite, reduced price (265000 > 245000), reduced maintenance/deploy cost (45 > 40)
- Anti-Ship Mine Bays - increased mine lifetime (10 seconds > 20 seconds)
[close]

Main post updated with the download.
Title: Re: [0.9a] Arsenal Expansion v1.5.3d - Systems
Post by: CaveBacon on February 09, 2019, 04:19:27 PM
I'm having the same problem fighting the the ninth battlegroup as tindrli is experiencing.
I was able to get around the issue with the Console Commands Mod (specifically, the "EndCombat", and "EndCombat enemy" commands).
Title: Re: [0.9a] Arsenal Expansion v1.5.3d - Systems
Post by: ArnaudB on February 17, 2019, 02:55:44 AM
I have a problem where I called Omicron and he showed up, telling he'd return the favor... but I cannot leave or disengage from his fleet. Am I forced to kill him or what? It looks like a bug.
Title: Re: [0.9a] Arsenal Expansion v1.5.3d - Systems
Post by: Histidine on March 07, 2019, 06:31:50 AM
(Reposting from Discord, in case you haven't seen it)

Is it intentional that the Vanquish's side weapons can fire on the opposite broadside? (See the Mauler, Thumper and Vulcan)
(https://cdn.discordapp.com/attachments/310517733458706442/552491212553060362/unknown.png)
Title: Re: [0.9a] Arsenal Expansion v1.5.3d - Systems
Post by: emeticus on March 08, 2019, 01:03:35 AM
I'm having the same problem fighting the the ninth battlegroup as tindrli is experiencing.
I was able to get around the issue with the Console Commands Mod (specifically, the "EndCombat", and "EndCombat enemy" commands).

Same here, combat vs these fleet never ends so my game is stuck. On the plus side it made me learn about the console!
Title: Re: [0.9a] Arsenal Expansion v1.5.3e - Systems
Post by: Inventor Raccoon on April 21, 2019, 05:04:18 PM
New update, main post updated. Replaced the Ninth Battlegroup fortresses with a single fortified system, the Eyrie. Also a new ship, the Clio, a little escort frigate that can buff nearby allies like the Theseus.
Spoiler
Code
Version 1.5.3e (Apr 2 - Apr 21)
- IXBG partial rework: randomly generated fortresses replaced by a single fortified system, the Eyrie
- Added ae_settings.ini config file to allow disabling the Eyrie and Ninth Battlegroup
- Added Clio-class frigate
- Mini-flak cannon - now has ammo system (2 shots, 1 shot regained per 2 seconds), reduced OP cost to 6, reduced autofit value to reduce spawn frequency
[close]
Note there's now a "ae_settings.ini" file in the mod's folder - there's an option to switch off the Eyrie and Ninth Battlegroup in there, if you'd rather not play with them.
Title: Re: [0.9a] Arsenal Expansion v1.5.3e - Systems
Post by: Inventor Raccoon on April 21, 2019, 06:12:43 PM
... I may have forgotten to include the Clio's description. Fixed that up, updated download!
Title: Re: [0.9a] Arsenal Expansion v1.5.3e - Systems
Post by: Singrana on May 06, 2019, 04:33:10 AM
just wanted to whine about how strong the cackle is per OP cost, its basically my ideal anti strikecraft and anti larger ship fighter, i use vortex with cackle piranha, cackle flash, cackle cackle, cackle kopesh and astral with 6x kopesh, i use mostly vanilla power level mods, strongest competitor to cackle im using would be the super fighter in shadowyards or the falx super interceptor from SWP (also 14 op and should be nerfed a bit, but not as much as cackle)
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3f - Systems
Post by: Inventor Raccoon on May 10, 2019, 03:06:58 PM
1.5.3f out. Quick 0.9.1a compatibility update, with some minor tweaks.

Spoiler
Version 1.5.3f (May 9-10)
- 0.9.1a compatibility - adjusted ship prices and bomber refit times
- Artillery Swarmer now has an ammo system, increased OP cost (4 > 5)
- Fixed Clio missing default role
[close]

> CLICK HERE TO DOWNLOAD < (https://www.dropbox.com/s/u8jxt3j12avsdlq/Arsenal%20Expansion%201.5.3f.zip?dl=1)
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3f - Systems
Post by: Andres on May 11, 2019, 06:24:59 PM
Hello friends...I started a vanilla normal campaign and then I installed this mod... I played it normally except for the fact that the ninth battlegroup planets aren't there (I wasn't expecting it though).. but after finishing the "Promise" quest I don't know what to do with the "sierra core", I cannot find anyone to give it to. Any recommendation ??

Cheers
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3f - Systems
Post by: Retry on May 11, 2019, 07:38:43 PM
Every time I've done the Sierra core thing there was an immobile Remnant-type ship somewhere in the same system that wanted it back near some wreckage and debris of other ships, so I'd search every nook and cranny of Promise.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3f - Systems
Post by: Andres on May 12, 2019, 07:43:54 AM
Was it in a core system? What faction? Maybe I don't have that since I used a vanilla saved game and later I installed the mod...  :-\
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3f - Systems
Post by: Inventor Raccoon on May 12, 2019, 07:50:51 AM
The person you need to deliver the core to will be within a debris field somewhere in the same system you got the core.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3f - Systems
Post by: Andres on May 13, 2019, 10:30:20 AM
Thank you guys !... Silly me !  ;D
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3f - Systems
Post by: lethargie on May 17, 2019, 11:51:47 AM
I seem to be having a bug where the battle just wont finish if some of your ship are in it and retreat. Like there will be no enemy ship anymore but no option to claim victory. Im using latest version of starsector with nerexelin.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3f - Systems
Post by: emeticus on May 20, 2019, 12:40:19 AM
Not sure this is related to this mod, but occurred after I updated it : I was fleeing from a fight and my last ship was unable to flee form the edge of the map, it was a Clio class frigate. I was in full retreat, and I think all enemy ships might have retreated too as well but couldn't claim victory either. That ship was AI but when I took control the 'Enter to retreat' near the edge was showing but not doing anything.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3f - Systems
Post by: Inventor Raccoon on May 20, 2019, 12:47:36 PM
Was waiting to see about this, and yeah - it was a bug in vanilla wigging out the Clio when it tried to retreat. That bug has been fixed in the just-released hotfix.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3f - Systems
Post by: emeticus on May 22, 2019, 01:00:34 PM
Great news, can get my Clio out of the garage again.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3f - Systems
Post by: Whitey on May 24, 2019, 09:58:48 PM
Hey, I love the mod. The only complaint I have is that XI battlegroup and their system does some weird things to the economy, so I tried to disable it.

Using your ae_settings.ini, I followed the instruction and set it to true. I'm afraid to say that your config settings- at least as I have configured, doesn't work.

Code
"noEyrie":false, # default: false
This is the default. If you set this to
Code
"noEyrie":true, # default: false
It gives off the error of
Code
Fatal: java.lang.RuntimeException: Market in theeyrie system refers to invalid entity eyrie_scorn
Cause: Market in theeyrie system refers to invalid entity: eyrie_scorn
Check starsector.log for more info.

Am I doing this wrong? Or is there a bug here that breaks this config line.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3f - Systems
Post by: Inventor Raccoon on May 25, 2019, 07:09:49 AM
Could you give some more details? The config seems to work fine on my end. Are you using Nexerelin's random mode? What operating system are you on? Are you making sure to start a new game? Could you provide a copy of your starsector.log file after the error has occured (or a snippet of it, including the error message)?
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3f - Systems
Post by: OMGRussian on May 26, 2019, 04:18:43 AM
Could you give some more details? The config seems to work fine on my end. Are you using Nexerelin's random mode? What operating system are you on? Are you making sure to start a new game? Could you provide a copy of your starsector.log file after the error has occured (or a snippet of it, including the error message)?

I also get exactly the same Fatal error when setting "noEyrie":true

My log reports this:
Code
236484 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: java.lang.RuntimeException: Market in theeyrie system refers to invalid entity eyrie_scorn
java.lang.RuntimeException: java.lang.RuntimeException: Market in theeyrie system refers to invalid entity eyrie_scorn
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.xD20000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Market in theeyrie system refers to invalid entity eyrie_scorn
at com.fs.starfarer.campaign.econ.A.o00000(Unknown Source)
at com.fs.starfarer.campaign.econ.A.o00000(Unknown Source)
... 14 more

Running on Windows 10 Pro x64. I've got a large number of mods enabled, but I don't use Nexerelin myself. CTD upon starting a new game, immediately after skip tutorial choice.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
Post by: Inventor Raccoon on May 26, 2019, 06:46:18 AM
Thanks! Issue fixed, download updated with 1.5.3g, only other change is that the Eyrie markets no longer go above the industry limit.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
Post by: Whitey on May 26, 2019, 05:04:50 PM
Heya. Sorry, I didn't have the time to post my Starsector.log right away- I just recreated the issue and noticed another bug related to setting it to `true`- and then realized you fixed both!

Thanks so much, this version doesn't contain either issue I had previously experienced.
You're a very attentive dev, and I appreciate all the work you put into this mod, I like it a lot.

Just for some feedback, as to why I (and maybe others?) wanted to remove the Eyrie in our games.

Starting out, there's no real stated reason for the Eyrie and IX battlegroup existing.
As a player, I tried to find info on the Eyrie without risking my vessels- and found that I couldn't find anything. I found myself asking questions that fit into three categories.
Who are they- and how to they related to everyone else?
What faction-player interactions do they have that I need to be aware of?
What's their function to me, the player? Obviously the dev spent time adding them for my enjoyment.

Regardless, I don't intend this as criticism. I know too little about the Eyrie- which is the root cause for my intent to disable it. I hope I can help you see from a player's POV. As I said, I appreciate the work and care you put into your mod!
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
Post by: Inventor Raccoon on May 27, 2019, 08:38:12 AM
For now, the Eyrie is mostly a zone of player-murder, something you can challenge later in the game to try and pick up some of their very powerful ships. You can also befriend them by giving them enough AI cores (assuming you manage to get to one of their planets). I think this might be much clearer if they were in the intel tab, which I'll toggle on for the next version (which'd also let you see their lore blurb)

They'll have greater significance in the future, but I won't say exactly how.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3f - Systems
Post by: Shoat on May 27, 2019, 12:14:54 PM
The person you need to deliver the core to will be within a debris field somewhere in the same system you got the core.

What do I do if I accidentally fudge up the order of that quest?

Current campaign I have found the Promise system and got the Sierra Core there, and then afterwards I talked to some broken AI ship near the core sector and it told me to go explore the Promise system. However, the system's already explored and I already have the core I got from it, so I think the quest is stuck and can't update now?
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3f - Systems
Post by: Inventor Raccoon on May 27, 2019, 01:21:41 PM
The person you need to deliver the core to will be within a debris field somewhere in the same system you got the core.

What do I do if I accidentally fudge up the order of that quest?

Current campaign I have found the Promise system and got the Sierra Core there, and then afterwards I talked to some broken AI ship near the core sector and it told me to go explore the Promise system. However, the system's already explored and I already have the core I got from it, so I think the quest is stuck and can't update now?
Should work fine if you go back to the system, as long as you don't somehow lose the core.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3f - Systems
Post by: Shoat on May 29, 2019, 06:51:42 AM
Should work fine if you go back to the system, as long as you don't somehow lose the core.

So it did. Thank you.
Now, what exactly does
Spoiler
the special hullmod on the ship
[close]
do? It's tooltip says that
Spoiler
the sierra core "learns" skills from an officer, but I have not seen anything happen after assigning an officer to the ship and fighting a battle like that.
[close]
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
Post by: Inventor Raccoon on May 29, 2019, 09:52:39 AM
It's just fluff text stating that a officer's skills still apply even though they're technically not entirely in control of the ship.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
Post by: Shoat on May 29, 2019, 11:34:44 AM
Ah okay, I was worried there was a thing I was doing wrong. Thanks.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
Post by: Whitey on June 06, 2019, 07:10:29 PM
Small possible bug report regarding the redacted thing.

Spoiler
(https://i.gyazo.com/ff86ba1d3e1ac374f801a96a9222c892.png)
[close]
I don't think this is intended, but I don't even know if it's possible to make it not happen.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
Post by: Rafs on August 10, 2019, 09:34:02 PM
Is anyone just not getting the Omnicron fleet to join battle? Tried with a Remnant Nexus, they did not join, and now with a swarm of Remnant sub-ordos.
Edit: Just checked in the next battle, it says it's joining the enemy instead of me, yet their ships are not listed on the enemy or in my fleet nor do they apear in battle.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
Post by: Orcling on August 13, 2019, 07:27:31 AM
How come the Ninth battlegroup isn't displayed in the factions' list?
Also is it compatible with Nexerelin? It doesn't seem to interact with any of the other factions. Love the ships and extra stuff tho!

Currently commanding my fleet from [redacted]'s ship, using the unboardable boardables mod to take control and fix more [redacted] ships- Your mod makes this Lore Friendly even!
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
Post by: Inventor Raccoon on August 13, 2019, 11:48:11 AM
How come the Ninth battlegroup isn't displayed in the factions' list?
Also is it compatible with Nexerelin? It doesn't seem to interact with any of the other factions. Love the ships and extra stuff tho!

Currently commanding my fleet from [redacted]'s ship, using the unboardable boardables mod to take control and fix more [redacted] ships- Your mod makes this Lore Friendly even!
Intel thing is a holdover from when they spawned in random systems, they'll be visible in intel in the next AE update (whenever that is). They don't participate in Nexerelin intentionally - it doesn't make sense for their lore as isolationists (although you can still give them markets I've heard, funnily enough)
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
Post by: KingJasper on August 14, 2019, 09:01:29 AM
Is there any point to refusing the ship in the promise mission?

I know that accepting it gives you a unique ship but what is the point of saying no?
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
Post by: Inventor Raccoon on August 14, 2019, 12:23:58 PM
In this version, no, there isn't any benefit to refusing the ship. It's just there in case you don't want it for whatever reason (e.g you're playing a themed faction run)
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
Post by: KingJasper on August 14, 2019, 07:17:54 PM
In this version, no, there isn't any benefit to refusing the ship. It's just there in case you don't want it for whatever reason (e.g you're playing a themed faction run)
cool ty
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
Post by: Orcling on August 16, 2019, 09:26:29 AM
They don't participate in Nexerelin intentionally - it doesn't make sense for their lore as isolationists (although you can still give them markets I've heard, funnily enough)

They might not want to attack others, but that doesn't necessarily mean that other's don't wanna take over the Eyrie-
Also for being Isolationists they sure have a ton of giant Merchant fleets :D
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
Post by: Orcling on August 22, 2019, 01:25:44 PM
Any chance you'll ever add the grey recolors for the other remnant ships, like as a free/cheap Hull feature/mod ? Like with Sierra. I'd love to have a full Remnant fleet with Sierra as my flagship but the mismatching colors hurt me.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
Post by: PreConceptor on September 11, 2019, 06:25:21 PM
Hi, love the mod, especially the Flourish. It's everything I love in one speedy package.

However I've noticed that it seems to eat supplies like crazy after it's been damaged, especially in hyperstorms. It always takes massive hull and armor damage from strikes that the supply-to-repair counter states will take 24 supplies to repair (consistently) but actually ends up using upwards of 40 supplies to repair all the damage. For a frigate that's excessive. It makes it damn near unusable in campaign without commands to replace the supplies it pisses away either from battle or hyperspace damage, particularly in early game fleets.

It also seems to take way longer than expected to finish the repairs (about twice as long as listed in the overview). I think this might be why it goes through so many supplies (keeping up the supply usage but fixing damage at half the rate). I'm certain that this must be a bug.

<another edit> after some more testing the supply sink definitely appears to be a result of hull and armor damage, of which hyperstorm strikes cause large amounts of, and does not (as far as I can tell) have anything to do with CR recovery. I haven't tested other ships from AE for this behavior, so I'm not sure if any of them have the same issue.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
Post by: Avallac on September 22, 2019, 07:06:05 PM
Hey, seems Omicron fleet is bugged. Its escorting my fleet but when I try to fight Omicron fleet joins on the enemy side... But doesn't actually show up in the battle on either side at all. This might be an issue with Blade Breakers from dassault-mikoyan mod, haven't tried to fight other factions with omicron's help but it definitely bugs out when fighting blade breakers.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
Post by: Rbrx on September 26, 2019, 07:17:40 PM
Really enjoying the mod, love the IX battlegroup's aesthetic. I suppose my only complaint is I'm not a fan of farming the Eyrie trying to get their blueprints/ships.
Have you considered adding a blueprint package for them to the mod? So I can stop burning scorn to the ground trying to get each individual blueprint.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
Post by: Zym on October 11, 2019, 07:42:48 PM
Bugreport:
Some fighters are not getting their OP increased by 50% from Converted Hangars. Reavers should be 30 OP when used with converted hangars but are 20 as can be seen in the image:

(https://i.imgur.com/641Od7Y.png)

Title: Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
Post by: Inventor Raccoon on October 12, 2019, 09:23:46 AM
Got around to releasing 1.5.3h. Maintenance, no real content of any kind. If it's not obvious, this mod is pretty much in maintenance mode right now. Download in the main post as usual.

Changelog
Spoiler
Version 1.5.3h (Oct 12)
- Increased Flourish CR loss per deployment (same supply cost) (10% > 15%)
- Ninth Battlegroup are visible in the intel menu
- Reaver and Daemon are now properly affected by Converted Hangar OP cost increase (and similar effects)
- Alterations to Vanquish mount arcs/angles (especially medium mounts) to better encourage broadsiding
- Minor quest changes from Secrets of the Frontier ported (drops/dialogue)
[close]
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
Post by: CrixM on October 12, 2019, 08:44:32 PM
Is the 9th battle-group flourish not supposed to have the double shielding? Because it doesn't.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
Post by: PaperAntoine75 on October 13, 2019, 01:37:58 AM
Hi, great mod, keep going !
I have a little problem with the "Promise" mission : I can find the IA ship but I cannot find the Sierra core. I did find a research station but the Sierra core was not inside. I've been looking everywhere in the system but I cannot find anything... Is it a known problem?
Thank you!
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
Post by: Inventor Raccoon on October 13, 2019, 08:17:12 AM
Is the 9th battle-group flourish not supposed to have the double shielding? Because it doesn't.
Updated the download with a fix.

Hi, great mod, keep going !
I have a little problem with the "Promise" mission : I can find the IA ship but I cannot find the Sierra core. I did find a research station but the Sierra core was not inside. I've been looking everywhere in the system but I cannot find anything... Is it a known problem?
Thank you!
You're looking for a glowing station that releases purple pings. It might be in the outer reaches of the system or somewhere else. Just tested to confirm that the core drop isn't bugged or something.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
Post by: Klokinator on November 02, 2019, 07:22:48 PM
Where do I find Mantidae fighters ingame? Just random faction depots, or any specific factions?
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
Post by: Inventor Raccoon on November 02, 2019, 08:08:36 PM
Where do I find Mantidae fighters ingame? Just random faction depots, or any specific factions?
Independents, Persean League, Tri-Tachyon, Sindrian Diktat for all three variants.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
Post by: The_White_Falcon on November 06, 2019, 03:37:59 PM
Hello, I would like to start off by thanking you for this wonderful mod; really brought a lot of variety to the game.

I would like to ask how you managed to get your star systems and factions to still work with nexerelin's random home worlds option.  I'm trying to convert the Tahlan Shipyards mod to work with that feature as the mod author has declared that they have no intention of patching their mod to work for it.  As such I was hoping you might be able to shed some light on how you managed to override the option to always make your custom star system/factions to appear the way you intended.  I'm assuming it's something like:
    if (game.mods.contains("nexerelin") && game.mods.getMod("nexerelin").options.randomworldgen.isSelected()) {
        game.map.generateStarSystem("theEYRIE", [<x,y coordinates>]);
        game.factions.add("ninthBattleGroup");
    }

If this is the case, what files do I need to edit to include the factions/star systems in Tahlan Shipworks to work with Nexerelin's random home worlds option?

Any help you could provide would be greatly appreciated.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
Post by: Inventor Raccoon on November 06, 2019, 03:48:22 PM
Mods that skip generation when Nexerelin is installed do so because they're specifically coded to. Arsenal Expansion isn't, and just runs the IXBG generation code with no regard as to whether Nexerelin is even installed. The only check is for the noEyrie setting. I also decided to forgo an economy or starmap json file and do it manually so that the game would work even if the Eyrie didn't exist.

I'd think that Tahlan has its generation code started from the modplugin in the .jar, and the only way to change it would be to decompile, rejig the code that checks for Nexerelin and then recompile it, I assume.

EDIT: It actually looks like I've forgotten to update the source for newer versions. Here's the relevant code from my dev environment.

Spoiler
Code: java
public void onNewGame()
  {
    initAE();

    if (IX_OFF)
    {
      return;
    }

    initFrontier();
  }
[close]
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
Post by: The_White_Falcon on November 06, 2019, 05:35:10 PM
Spoiler
Mods that skip generation when Nexerelin is installed do so because they're specifically coded to. Arsenal Expansion isn't, and just runs the IXBG generation code with no regard as to whether Nexerelin is even installed. The only check is for the noEyrie setting. I also decided to forgo an economy or starmap json file and do it manually so that the game would work even if the Eyrie didn't exist.

I'd think that Tahlan has its generation code started from the modplugin in the .jar, and the only way to change it would be to decompile, rejig the code that checks for Nexerelin and then recompile it, I assume.

EDIT: It actually looks like I've forgotten to update the source for newer versions. Here's the relevant code from my dev environment.

Spoiler
Code: java
public void onNewGame()
  {
    initAE();

    if (IX_OFF)
    {
      return;
    }

    initFrontier();
  }
[close]
[close]
Thank you!! I'll give this a try.  Thanks again for the quick response.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
Post by: Captain Trek on November 16, 2019, 10:06:37 AM
The Vanquish infuriates me for some reason. I keep thinking it should be 5 DP higher, but most of its features are juuust bad enough that I keep catching myself and thinking "well maaaybeeee..."

Congratulations to Inventor Raccoon on creating the most annoying ship in all of Starsector. XD

EDIT: Oh and also - Ninth Battlegroup's market share in fuel is a little over-competitive. What would you reckon to taking off the Synchrotron Core?
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
Post by: Sundivingdownloader on January 03, 2020, 04:07:09 AM
Is anyone just not getting the Omnicron fleet to join battle? Tried with a Remnant Nexus, they did not join, and now with a swarm of Remnant sub-ordos.
Edit: Just checked in the next battle, it says it's joining the enemy instead of me, yet their ships are not listed on the enemy or in my fleet nor do they apear in battle.

Yes, although all I've done so far was a bounty.  Maybe they don't help unless it's a faction bounty?  Mine was a pirate bounty and I was neutral toward the pirates.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
Post by: Histidine on January 03, 2020, 04:42:58 AM
Is anyone just not getting the Omnicron fleet to join battle? Tried with a Remnant Nexus, they did not join, and now with a swarm of Remnant sub-ordos.
Edit: Just checked in the next battle, it says it's joining the enemy instead of me, yet their ships are not listed on the enemy or in my fleet nor do they apear in battle.

Yes, although all I've done so far was a bounty.  Maybe they don't help unless it's a faction enemy?
Is this with or without Nexerelin?
I'm not sure Omicron can be counted on to join player battles at all in vanilla. Nexerelin does some stuff to try and make it happen (for its own reasons), but I'd like to know if that's failing.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
Post by: Sundivingdownloader on January 04, 2020, 04:32:49 AM
Is anyone just not getting the Omnicron fleet to join battle? Tried with a Remnant Nexus, they did not join, and now with a swarm of Remnant sub-ordos.
Edit: Just checked in the next battle, it says it's joining the enemy instead of me, yet their ships are not listed on the enemy or in my fleet nor do they apear in battle.

Yes, although all I've done so far was a bounty.  Maybe they don't help unless it's a faction enemy?
Is this with or without Nexerelin?
I'm not sure Omicron can be counted on to join player battles at all in vanilla. Nexerelin does some stuff to try and make it happen (for its own reasons), but I'd like to know if that's failing.


With Nex, although I haven't updated in a month.  There aren't any incompatible mods that I'm just missing a note about?  They did come by to try and help with a non-bounty enemy, but it was a 'pursue' mission only.  I should have done the pursuit in person but forgot.
It might be nice if they did ignore bounties, except that bounties can be triggered into pursuing you, which is what happened to me... while the Omicron fleet looked on and said "ooooooh! Pirates!"

Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: Inventor Raccoon on January 04, 2020, 01:16:40 PM
Hi. Mod is still in maintenance mode but it seems pretty obvious that Omicron's escort fleet needed some improvements and I might as well update AE with what goes into the SOTF dev version. His fleet should reliably join any fight as long as he's within 1500 units (3/4 of a grid square on the map), and he should now join the player against pretty much any faction. Additionally, he now transverse jumps into the player's system, less likely to get distracted on the way in.

Let me know if there's any issues.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: Zyrixion on January 10, 2020, 02:42:02 PM
Just kinda wanted to toss in some feedback, the Theseus has really misleading visual clarity, as it's cruiser sized in dimensions but with massive capital statlines.  I fought a couple and thought them to just be cruisers, and *extremely* poorly balanced ones at that (after having tried to kill one) from some mod or another until I actually got a look at one in a deployment screen and saw that it had capital-level statlines and weapon slots.

I'm probably not the only one to look at its size in fleet screens on the map and (wrongly) assess it as a cruiser, and it was a serious problem in the ensuing fleet battles I had.  I didn't expect to have to dump 75,000 damage into an officer'd cruiser sized ship with 2k dissipation to break shields.  .-.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: PreConceptor on January 27, 2020, 08:01:52 PM
Still getting the issue where some ships (mainly the Flourish) take a very long time and use a stupid amount of supplies to repair armor damage, way more than listed in the fleet screen.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: Some dude on February 20, 2020, 08:07:25 AM
I noticed if I retreat a Flourish from battle the battle will never end and I have to exit the game. Also, possibly related: When the Flourish is in battle I get the `losing CR from extended deployment` messages not just for the Flourish but also for a "null (Undershield-class)" ship.

So I'm thinking maybe this undershield entity stays behind on retreat and that's what's blocking the battle from ending.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: AxleMC131 on February 20, 2020, 08:13:18 PM
I noticed if I retreat a Flourish from battle the battle will never end and I have to exit the game. Also, possibly related: When the Flourish is in battle I get the `losing CR from extended deployment` messages not just for the Flourish but also for a "null (Undershield-class)" ship.

So I'm thinking maybe this undershield entity stays behind on retreat and that's what's blocking the battle from ending.

Argh. Yeah you're exactly right, it's a bug with modules on ships, where the game combat engine doesn't remove them when the ship carrying them dies or reatreats. Keep thinking this bug has been fixed but it keeps coming baaaaack. :'(
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: furl on March 12, 2020, 04:04:46 AM
Thanks for the great mod! I especially liked 9th battlegroup faction.

One issue needs fixing though - when I fought ninth battlegroup and disabled theseus and won, the game wouldn't let me claim victory or show victory screen after all enemy ships have retreated. So I ordered full retreat and technically "lost" the battle. This didn't happen when I fought this same fleet once again and destroyed theseus instead of disabling it. Couldn't recover theseus anyway.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: mstachife on March 14, 2020, 09:28:22 PM
Those mimic fighters... oof. one wing shut down all my carriers in the early game.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: Cerevox on March 26, 2020, 05:02:41 PM
Just tried out the mantidae fighters and they are glued to the carrier. Kind of makes their ability and description of being able to project force a bit silly since they just hide behind the carrier and don't really engage.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: badamiral on April 02, 2020, 09:16:26 PM
Anyone know the console command to reset Omicron's relations?
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: Viking8008 on April 08, 2020, 07:12:29 AM
Is there any fix to make Omicron join battles? Cuz he is always joining opposite side.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: Viking8008 on April 11, 2020, 03:45:38 PM
Anyone know the console command to reset Omicron's relations?

So I first tried to edit mod files but installing JDE and IDE made my butt flames sooooo ...
I turned my sight on ConCom and I found a solution for all of you my dear friends! Untill author come back from creosleep.
So, you open ingame CC and enter

setrelation all omicron -111

Now all hates them and wanna kill.
After that you enter

setrelation player omicron 200

So you are friends with each other against all odds. Enjoy!
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: Vextor on June 25, 2020, 11:07:18 AM
I was testing Edict Stormblast in a 1v1 Paragon fight.

I'm not sure what causes it, but when the enemy Paragon's shields run out, my Paragon stops firing the edict turrets until the enemy shields are up again. This doesn't happen against an Onslaught for example, that one is dealt with mercilessly. It was really funny to watch the two paragon's sportsmanlike AI behavior.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: DEUCALION on September 06, 2020, 11:52:35 AM
I am having an issue due to an ai fleet successfully destroying the remnant base in the "promise" system. I have scanned every inch, and even used cheat mods to view the entire system at once and it definitely isn't there.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: Rag on October 15, 2020, 06:59:46 PM
Well I've gotten the sierra core but the quest still says "Explore promise" but there's literally nothing remaining in the whole system. Not even floating debris anymore, And by reading a few older posts in this thread apparently there meant to be a another ship in a system which you hand it over to or something. But nothing is on my end at all. (Playing on latest version and all of my mods are up to date incase you are woundering.)

(https://cdn.discordapp.com/attachments/431918803128156180/766479450278985738/unknown.png)
(Checked every part of the star system. Haven't found anything else. Even surveyed every planet in that sector. Dont mind the other icon. Its the "Mysterious Champion" ship blueprint quest line)
(https://cdn.discordapp.com/attachments/431918803128156180/766479572773502976/unknown.png)
Neither I'm stupid or somethings up with the mod?
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: Histidine on October 15, 2020, 09:21:20 PM
You need to take the core to Omicron, found in the middle of a bunch of derelict ships in the Promise system. He emits a very long range (possibly system-wide) beacon ping.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: Rag on October 15, 2020, 10:32:55 PM
You need to take the core to Omicron, found in the middle of a bunch of derelict ships in the Promise system. He emits a very long range (possibly system-wide) beacon ping.
But thats the thing, I already got the core by beating up the remnants at the station but there's nothing else! Never found any derelict ships or anything else emitting a large beacon ping aside from the station itself. I remember it being like that even before I fought said station.
(https://cdn.discordapp.com/attachments/431918803128156180/766533282661138462/unknown.png)
(https://cdn.discordapp.com/attachments/431918803128156180/766533457886707723/unknown.png)
If theres meant to be a derelict ship of some kind it never spawned for me in the first place then, I double checked the system and even flew far away from the center of the system and there was nothing.
(Well at least another other poor soul that has the same issue as me can find out from my failings)
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: Flacman3000 on January 03, 2021, 05:29:23 PM
is after the battle to get the sierra core supposed to lag massively?
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: Flacman3000 on January 03, 2021, 05:44:41 PM
You need to take the core to Omicron, found in the middle of a bunch of derelict ships in the Promise system. He emits a very long range (possibly system-wide) beacon ping.
But thats the thing, I already got the core by beating up the remnants at the station but there's nothing else! Never found any derelict ships or anything else emitting a large beacon ping aside from the station itself. I remember it being like that even before I fought said station.
(https://cdn.discordapp.com/attachments/431918803128156180/766533282661138462/unknown.png)
(https://cdn.discordapp.com/attachments/431918803128156180/766533457886707723/unknown.png)
If theres meant to be a derelict ship of some kind it never spawned for me in the first place then, I double checked the system and even flew far away from the center of the system and there was nothing.
(Well at least another other poor soul that has the same issue as me can find out from my failings)

I have exactly the same issue as you  :-[
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: ctuncks on March 09, 2021, 09:37:06 PM
Just been mucking around with the Lance Cannon and noticing the shots often seem to veer off wildly (often slamming into friendly ships), according to the accuracy profile it should have only a permanent deviation of 2. I didn't see anything in the weapon or projectile file either. Am I missing something? Why do the shots fly so far off target?
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: NaitNait on March 16, 2021, 04:41:08 PM
Had the Torment class destroyer not being destroyed properly and redeploying in subsequent fights, unkillable with commands. Checked ships.csv and didn't find any issues with 0 ordnance points, not sure where the problem may be. (v1.5.3i)
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: JJ_Sheridan on March 28, 2021, 04:59:34 AM
Been using this mod for a while, thanks a lot! :D

Any chance for an update for v 0.95a?
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: Inventor Raccoon on March 28, 2021, 06:59:03 AM
Been using this mod for a while, thanks a lot! :D

Any chance for an update for v 0.95a?
Glad you like it! A 0.95a update will be in the works very soon.
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: JJ_Sheridan on March 29, 2021, 12:32:11 PM
Been using this mod for a while, thanks a lot! :D

Any chance for an update for v 0.95a?
Glad you like it! A 0.95a update will be in the works very soon.

Fantastic! You're the best :*
Title: Re: [0.9.1a] Arsenal Expansion v1.5.4 - Finding Anthems in the Fray
Post by: Inventor Raccoon on March 29, 2021, 09:08:50 PM
Hi, all. New update out that adds compatibility with Starsector 0.95a. It also includes a couple of balance changes, tweaks to the quest, a few removals, and a major adjustment of a certain ship. It should feel more unique and powerful now.

Plans for Arsenal Expansion at the moment have not changed - at some point during this update cycle it will be deprecated and its campaign content (and potentially a few specific ships/weapons) split off into Secrets of the Frontier. Content additions will be minimal but I will do my best to support it with bugfixes and the like until the next major Starsector update.

Changelog below.
Spoiler
- 0.95a compatibility
- Minor quest updates, major updates to the quest's reward
- Theseus - reduced flux capacity (22500 > 20000) and dissipation (1350 > 1150)
- Cackle - reduced EMP emitter energy damage (50 > 25) and increased cooldown (3.5s > 6.5s)
- Reaver - reduced shield health (1400 > 1200)
- Daemon - no longer equipped with a Graviton Lance
- Removed: Asgard station, Pawn frigate, Vatinae fighter, Anti-Ship Mine Bays hullmod
[close]

There is a specific bug that I am aware of in this release but is pending a fix by Alex, concerning the ship adjustment:
Spoiler
You can set the Vow as your flagship, which will cause unintended behavior. Swap back with the ship's existing officer to fix this. If you want to pilot the Vow, use Transfer Command after the battle has begun (if the option is greyed out and unusable, tell me, it's a bug)
[close]
Title: Re: [0.9.1a] Arsenal Expansion v1.5.4 - Finding Anthems in the Fray
Post by: lechibang on March 29, 2021, 09:35:18 PM
The title is still 0.9.1 tho  :D
Title: Re: [0.95a] Arsenal Expansion v1.5.4 - Finding Anthems in the Fray
Post by: MerkyJerk on March 30, 2021, 02:28:48 AM
Hey, love your mod, I was wondering if you could at least link older versions of the mod at some point? I'd love to play with it in 9.1 again. Think you could update that Nexus page a bit?
Title: Re: [0.95a] Arsenal Expansion v1.5.4 - Finding Anthems in the Fray
Post by: Inventor Raccoon on March 30, 2021, 08:14:34 PM
Issued a hotfix for a potential crash when refitting the Vow.

Hey, love your mod, I was wondering if you could at least link older versions of the mod at some point? I'd love to play with it in 9.1 again. Think you could update that Nexus page a bit?
I'll consider it sometime. In the meanwhile you can click here (https://bitbucket.org/InventorRaccoon/arsenal-expansion/downloads/Arsenal_Expansion_1.5.3i.zip) for a link to version 1.5.3i.
Title: Re: [0.95a] Arsenal Expansion v1.5.4 - Finding Anthems in the Fray
Post by: ShpunkY on March 31, 2021, 01:33:19 AM
can you recover the [REDACTED] ships in this mod with the [REDACTED] skill ?
Title: Re: [0.95a] Arsenal Expansion v1.5.4 - Finding Anthems in the Fray
Post by: Inventor Raccoon on March 31, 2021, 08:43:45 AM
can you recover the [REDACTED] ships in this mod with the [REDACTED] skill ?
Yes, they're all set to be recoverable with the Automated Ships skill.

Also, issued another hotfix for a potential crash during the quest.
Title: Re: [0.95a] Arsenal Expansion v1.5.4 - Finding Anthems in the Fray
Post by: Roflzozicals on April 05, 2021, 08:37:38 AM
can you recover the [REDACTED] ships in this mod with the [REDACTED] skill ?
Yes, they're all set to be recoverable with the Automated Ships skill.

Also, issued another hotfix for a potential crash during the quest.

My game crashes every time I complete the quest, says that it can't find the specified hull
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: Michael00181 on April 09, 2021, 12:00:31 AM
You need to take the core to Omicron, found in the middle of a bunch of derelict ships in the Promise system. He emits a very long range (possibly system-wide) beacon ping.
But thats the thing, I already got the core by beating up the remnants at the station but there's nothing else! Never found any derelict ships or anything else emitting a large beacon ping aside from the station itself. I remember it being like that even before I fought said station.
(https://cdn.discordapp.com/attachments/431918803128156180/766533282661138462/unknown.png)
(https://cdn.discordapp.com/attachments/431918803128156180/766533457886707723/unknown.png)
If theres meant to be a derelict ship of some kind it never spawned for me in the first place then, I double checked the system and even flew far away from the center of the system and there was nothing.
(Well at least another other poor soul that has the same issue as me can find out from my failings)

What mod are those golden looking nanoforges from?
Title: Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
Post by: Balefries on April 09, 2021, 02:09:31 AM
You need to take the core to Omicron, found in the middle of a bunch of derelict ships in the Promise system. He emits a very long range (possibly system-wide) beacon ping.
But thats the thing, I already got the core by beating up the remnants at the station but there's nothing else! Never found any derelict ships or anything else emitting a large beacon ping aside from the station itself. I remember it being like that even before I fought said station.
(https://cdn.discordapp.com/attachments/431918803128156180/766533282661138462/unknown.png)
(https://cdn.discordapp.com/attachments/431918803128156180/766533457886707723/unknown.png)
If theres meant to be a derelict ship of some kind it never spawned for me in the first place then, I double checked the system and even flew far away from the center of the system and there was nothing.
(Well at least another other poor soul that has the same issue as me can find out from my failings)

What mod are those golden looking nanoforges from?
http://fractalsoftworks.com/forum/index.php?topic=17556.0 (http://fractalsoftworks.com/forum/index.php?topic=17556.0)
Title: Re: [0.95a] Arsenal Expansion v1.5.4 - Finding Anthems in the Fray
Post by: captinjoehenry on April 16, 2021, 08:17:38 PM
The Deamon Warp Fighter has a gravaton lance in it's description but it doesn't have one equipped as a weapon?
Title: Re: [0.95a] Arsenal Expansion v1.5.4 - Finding Anthems in the Fray
Post by: dk1332 on April 17, 2021, 03:28:09 AM
Got an error after returning sierra and then picking the option to take the ship.

Code
1657495 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.DModManager.getNumDMods(DModManager.java:322)
at com.fs.starfarer.api.impl.campaign.skills.DerelictContingent.isDmoddedAndOfficer(DerelictContingent.java:73)
at com.fs.starfarer.api.impl.campaign.skills.DerelictContingent$Level1.apply(DerelictContingent.java:107)
at com.fs.starfarer.campaign.CharacterStats.applyFleetwideToStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.getMembers(Unknown Source)
at com.fs.starfarer.coreui.g$3.?00000(Unknown Source)
at com.fs.starfarer.coreui.g$Oo.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.advance(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
at com.fs.starfarer.coreui.g.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.advance(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0oO.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.advance(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.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)
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: Inventor Raccoon on April 17, 2021, 04:57:56 PM
Hi all, 1.5.4a is up with some quest related bugfixes and such. Changelog below.

Spoiler
- Quest ship d-mods no longer considered built-in, reduced VFX
- Quest station can't be the target of analyse entity missions
- Fixed issue where quest would break when done out of order
- Request Assistance - now displays cooldown in tooltip
[close]
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: IonDragonX on April 17, 2021, 06:08:11 PM
Hi all, 1.5.4a is up with some quest related bugfixes and such.

Cool  :D
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: Inventor Raccoon on April 17, 2021, 06:09:09 PM
Hi all, 1.5.4a is up with some quest related bugfixes and such.

The Banner link works fine. You need to change the Download Link further down from the Banner.
Good catch, fixed.
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: peppermeth on April 18, 2021, 03:08:48 PM
Is it their a way to download the 9.1a version?
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: cpmartins on April 25, 2021, 05:00:20 AM
I'm having issues with the sierra core quest. I found the ODS Dark Matters before I got the quest while exploring and talked with it. I then tried interacting with the station, but it would not let me get into the fight to get the core saying that "Exploration at this time seems unwise". After that, I left the system and continued playing. When I did get the quest and returned to the Dark Matters, it wouldn't continue the quest. I couldn't fight the station either, so I'm kinda stuck.

Is there a way to Console Command to get the core or to reset the quest? Thanks for any help you guys are able to give me.
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: captinjoehenry on April 27, 2021, 09:46:37 PM
Just so you know the .a version has broken Sierra's ship.  It has a lot of weird patterns flickering around it and the ability bar goes off the screen.  Not to mention that the ability cannot be used at all.  Either when test flying it or when you let the AI fly it.  It was working just fine in the previous version.
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: BreenBB on April 28, 2021, 01:20:24 AM
Same thing in Version 1.5.4a, Sierra ship's ability bar goes off the screen, and ability can't be used, in past version its was working fine. Also another thing with Sierra core itself, its build in in Cruiser, but when you stash ship the core remains in officer list, and you can add it as officer into another ship. :)

But overall I like changes with this quest, first of all its good what station guard is reduced, in 0.9.1 version it was guarded by several REDACTED capitals, not to mention smaller ships like cruisers and such, because when you can destroy that force you usually powerful enough and don't need that cruiser, and I tried in past version, Sierra's cruiser become much better that in past version, although sadly its got broken.
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: Inventor Raccoon on May 01, 2021, 03:13:35 PM
Warmfix to resolve the Anomalous Shift issue and add an ini option to disable the quest if you want to.
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: Roxorium on May 07, 2021, 07:11:45 PM
Here to report the same issue with Vow-class ship from Sierra AI core quest, bar goes off-screen and you can't use the Anomalous Shift

BUT, when you let Sierra(or in other words, the AI... not sorry) pilot the ship, it can zip around shifting in and out of my dimension just fine

Maybe that's intended? With human pilots not being able to handle the dimensional shift module and what not? ???

Forgot to mention, I'm using the latest 0.95a RC15 build
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: Vysafaro on May 08, 2021, 10:27:15 PM
I'm having issues with the sierra core quest. I found the ODS Dark Matters before I got the quest while exploring and talked with it. I then tried interacting with the station, but it would not let me get into the fight to get the core saying that "Exploration at this time seems unwise". After that, I left the system and continued playing. When I did get the quest and returned to the Dark Matters, it wouldn't continue the quest. I couldn't fight the station either, so I'm kinda stuck.

Is there a way to Console Command to get the core or to reset the quest? Thanks for any help you guys are able to give me.
I tried figuring out a way to fix the quest with CC and eventually gave up without accomplishing it. You can use additem ae_sierracore to add it to your cargo, though.
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: Liveware on May 21, 2021, 08:57:57 PM
Question about the Sierra quest:

Spoiler
Looking at past posts I've seen reference that you get Sierra officer OR ship but it seems that the reward in my save is either ship with permanent officer or nothing. Is there any way to get just the sierra officer?
[close]
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: briansd9 on May 22, 2021, 07:43:45 PM
Question about the Sierra quest:

Spoiler
Looking at past posts I've seen reference that you get Sierra officer OR ship but it seems that the reward in my save is either ship with permanent officer or nothing. Is there any way to get just the sierra officer?
[close]

You can
Spoiler
stash the ship and keep the officer.
[close]

Came here to ask about this actually, as it seems unintended.
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: Madskills on May 27, 2021, 02:14:28 AM
Had a playthrough with your mod. I definitely like how your ships are often more mechanically involved than the vanilla ones. Extra effort put into making them feel interesting is definitely appreciated.

My main complaint is that some ships feel definitely stronger than vanilla ones, for example the Sierra-core quest ship.
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: BreenBB on May 27, 2021, 04:17:18 AM
My main complaint is that some ships feel definitely stronger than vanilla ones, for example the Sierra-core quest ship.

Its unique ship, it should be stronger, if it will be same as regular Brilliant, what sense off having this ship. And I think ships overall should be on par with vanilla or stronger, because if everything will be weaker in mods, there will not be any reason to use the mod at all, since vanilla ships will be no-brainer option. And if you want weak ships, there a lot of mods with that.
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: DownTheDrain on May 27, 2021, 07:17:06 AM
To be fair, Sierra's ship kinda feels like cheating but it could be more the AI than the ship. I didn't actually check the values.

I certainly don't mind it being there. The quest is fun and it's completely up to the player to use it or not.
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: Retry on May 27, 2021, 09:25:08 AM
The Sierra-core quest ship is definitely not stronger than its vanilla equivalent: the Ziggurat.  Both are unique quest rewards that are stronger than the typical vanilla ship.  Sierra's more fun to watch and use though (I don't care for pure Phase gameplay).
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: DownTheDrain on May 27, 2021, 10:32:13 AM
The Sierra-core quest ship is definitely not stronger than its vanilla equivalent: the Ziggurat.  Both are unique quest rewards that are stronger than the typical vanilla ship.  Sierra's more fun to watch and use though (I don't care for pure Phase gameplay).

Are those supposed to be equivalents?
Cause I always get Sierra's ship much, much earlier and easier.

I don't really care about the balance, especially not on a unique design, but I wouldn't consider those comparable in terms of effort involved.
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: Retry on May 27, 2021, 11:06:38 AM
They're equivalent in that both are unique quest reward ships that you can only acquire 1 of, and as such have unique mechanics specific to them while being stronger than any standard ship with equivalent DP that you can order off the assembly line.  Obviously they're not equivalent in power levels; the Ziggurat has about 3x higher DP.  But in terms of strength on a per-DP level, I'd definitely claim the Ziggurat is a larger breach of the norm than the Sierra ship.

Ziggy always spawns in the same place, so after the first discovery you can grab Ziggy in the next runs whenever you're strong enough, no quests are technically required to do so.
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: 123nick on May 28, 2021, 10:38:40 PM
is the vow class supposed too look like this in the simulator? and its ability cant be used. maybe it has to do with the systems expertise skill integration? but idk whats causing it. it definitely doesnt look right though

Spoiler
(https://i.imgur.com/JpMCh0H.png)
[close]
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: Arcagnello on May 29, 2021, 03:34:08 AM
I'm finally coming out of my shameless habit of robbing the forum of mods wihout saying anything to say I love this mod, especially the Sierra storyline!

As for the Starwitch, he's my feedback:
The ship sometimes has visual bugs in the refit screen, as seen here:
Spoiler
(https://i.imgur.com/bu3zGk1.png)
[close]

I both love this ship and hate you for the fact Sierra does not have Misisle SPecialization, or that her 8 elite skills can not be modified. Then again you can hve an Alpha Core Superbriliant without automated ships so I should not complain. Quite a shame tough, I would kill for Elite Missile Spec on what's arguably thre best setup for the cruiser, which is this one. It's filthy strong already but I can guarantee you it would get even better with Integrated Hullmods. It could be a good idea to swap one PUlse laser for an Ion beam and the other one for something very flux intensive, like a Heavy blaster. Iop PUlsers works just as well as the IOn BEam but that side mountsd hardpoint makes it rather hard for the ship to hit a lot with it, especially small targets.
Spoiler
(https://i.imgur.com/DjFYp97.png)
[close]

This setup also works surprisingly well, that Paladin PD both makes sure the skittish SIerra personality gets in there and also doubles as a rather flux efficient frag weapon when the enemy hull has been melted thanks to the double phase lances:
Spoiler
(https://i.imgur.com/XDuX5oK.png)
[close]


Looking forward to finding the remaining content of this mod and see what's in store for the furure  :)

Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: tiberazure on May 29, 2021, 07:53:08 AM
Would be fun seeing capital class fitted sierra core, or getting more sierra cores. As its a nice change from reckless AI cores. These Siersas which u can mentor their aggression to your liking.
Any ideas for ix battlegroup, they feel like unfinished faction as of now. They do not really have a place with nex currently, no faction goals just negative rep with everyone. U can ally with them, ofc by building rep via agents, and missions. But other than that, not much is unique about them.
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: Chinno on June 04, 2021, 12:03:13 PM
Lustrate seems a bit OP ?

I DO understander that every REMNANT ship is more powerful in their DP ,and Radiant is a totally beast ,but Lustrate seems too aggresive to parry.

it has 4 small universal and 1 Medium energy slots, *3 damage in Temporal Shell, with over 300 speed,and oftenly a 8 level officer, an a fighter bay with Phosphor Fighter(2 railgun).

all of that makes a killing mechine-- every frigate and destroyer can be killed in a 1 on 1 combat in short time,and almost impossible to run away while in danger.

it is true that Lustrate is vulnerable without Tempporal Shell,  but it is TOO AGGRESSIVE   thus many of my AI ships dies from it.



scarab also have 5 small slots, but it has no ballistic and no MEDIUM slot thus scarab can't attack shield by kinetic weapon and  can't attack armor by medium energy weapon,
sadly Lustrate have BOTH small ballistic and medium energy,which makes Lustrate too hard to parry.



a 4 railgun and 1 phase lance Lustrate with Alpha core officer in simulation:

kill hammerhead in 1 Temporal Shell  time
kill eagle in 3 Temporal Shell time( remove all shield in 1 TS time)



in one word, Lustrate is too effective in killing AI ally, makes the REMNANT fight frustrating.


to avoid ally kiiled by Radiant:  avoid assignment
to avoid ally killed by Lustrate:   pray and killing Lustrate as fast as you can.   
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: KarakuriShogun on June 12, 2021, 06:55:55 AM
So... I was coming back to my relatively new colony (on a yellow warning system) and I find this...
does this mod have some funny surprise nexus mechanics? or did I just miss a F***ing nexus on orbit the fist times I was here?

[attachment deleted by admin]
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: Girogi on June 17, 2021, 01:24:07 AM
Hihi, love the mod, I have a question because I'm not sure if it's bugged or not. But I'm doing The Promise quest, and I've already spoken with the broken AI ship and it told me to go to a research station in the system and fight some Remnants. I found the station, the one that's pinging purple, but when I interact with it it just says that exploration at this time is unwise. Do I need something to trigger the Remnants or is this a bug. Note I have Nexerelin (thought that'd be useful). Thanks again for the mod! Love all the cool ships
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: mora on June 30, 2021, 11:41:28 PM
There's an error in the option nobody will probably pick.
Spoiler
(https://i.imgur.com/kVacbaD.png)
[close]
Also Sierra counts towards your officer limit, cannot be reassigned despite being removable by storing whatever ship it is in, making it simply cumbersome to use. Either just make Sierra a normal officer or integrate it into the quest ship if the API allows it.

Edit:Storing whatever ship Sierra is on makes the ship still have Sierra in it but makes Sierra reassignable to any other ship, leading to infinite Sierras.
Spoiler
(https://i.imgur.com/GG5zKmr.png)
[close]
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: Klokinator on July 08, 2021, 07:10:33 AM
Came here to report the same bug as Mora above.

https://i.imgur.com/M9uzki3.png

(https://cdn.discordapp.com/attachments/512356777451323393/862695805172973618/screenshot031.png)

So many Sierra, and they can't be removed, either.
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: Inventor Raccoon on December 14, 2021, 06:33:59 PM
Hi everyone. Keeping this post brief:

- I am not planning on updating Arsenal Expansion to 0.95.1a - the mod is, as of right now, abandoned. This may change. The current version might still work on the new Starsector update but no guarantees. If you'd like to update it yourself, go ahead. Note that content in Arsenal Expansion may be torn out and repurposed for my other mods.
- Arsenal Expansion's quest content has been improved and added to Secrets of the Frontier (https://fractalsoftworks.com/forum/index.php?topic=15820.0). Click there to visit its page where you can download if you like. SoTF also features other content that can be disabled if you just want the quest stuff.
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: Alucard on December 25, 2021, 11:27:53 PM
Hi everyone. Keeping this post brief:

- I am not planning on updating Arsenal Expansion to 0.95.1a - the mod is, as of right now, abandoned. This may change. The current version might still work on the new Starsector update but no guarantees. If you'd like to update it yourself, go ahead. Note that content in Arsenal Expansion may be torn out and repurposed for my other mods.
- Arsenal Expansion's quest content has been improved and added to Secrets of the Frontier (https://fractalsoftworks.com/forum/index.php?topic=15820.0). Click there to visit its page where you can download if you like. SoTF also features other content that can be disabled if you just want the quest stuff.
damn, I like this MOD. The ix battlegroup  really impressed me.
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: Nesano on April 02, 2022, 11:53:28 AM
When I try to store the Voidwitch it says I can't store my last ship. Was this done so that the infinite sierra bug wouldn't happen?
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: Phlyk on April 06, 2022, 01:53:57 PM
So, I was having the same issue and eventually learned how to compile Java to fix it - my first foray in modding!

You just need to comment out the line: Misc.setUnremovable(sierra, true);

from: "C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Arsenal Expansion 1.5.4a\jars\src\data\scripts\campaign\rulecmd\AEAddVow.java"

Then re-create the .jar file.

I can now remove Sierra and store the ship again.
Title: Re: [0.95a] Arsenal Expansion v1.5.4a - Finding Anthems in the Fray
Post by: Dwarden on May 31, 2022, 08:42:44 AM
So, I was having the same issue and eventually learned how to compile Java to fix it - my first foray in modding!

You just need to comment out the line: Misc.setUnremovable(sierra, true);

from: "C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Arsenal Expansion 1.5.4a\jars\src\data\scripts\campaign\rulecmd\AEAddVow.java"

Then re-create the .jar file.

I can now remove Sierra and store the ship again.

any chance to share patched .jar with the rest ?
Title: Re: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
Post by: Inventor Raccoon on June 05, 2022, 09:21:16 AM
Hi, all. I'm pushing a very, very quick patch to Arsenal Expansion to add a bit of mod compatibility. I'm not "back to work" on the mod or anything, it's just a little thing to help out anyone still playing it and clean up an issue that has arisen.

Firstly, I've added a Nexerelin profile to the Ninth Battlegroup. This should allow them to make use of that mod's 4x abilities, invasions, diplomacy (they still start off hating everyone), etc. You can also start off as part of their faction.

Secondly, I've gone and patched out the A Promise quest from the mod. On its own, the only change is that the bar event for the quest won't appear anymore.

If you have Secrets of the Frontier (https://fractalsoftworks.com/forum/index.php?topic=15820.0) and are using its Watcher Beyond the Walls module (which contains an expanded, updated and overall better version of A Promise plus a few more quests involving Sierra), there's some extra code to make sure the two mods don't overlap:
- When you load an existing save, it'll try and convert the Request Assistance ability and the Edict Stormblaster to their SoTF versions
- When you load a save where you have AE's version of Sierra, her ship will automatically be scuttled and Sierra removed from your officer list (sorry, that's just the best way to do this). If this happens, you'll receive 120,000 credits and 4 story points as compensation so you can buy and s-mod a new ship to replace the old Vow

That's all, enjoy!
Title: Re: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
Post by: Dwarden on June 05, 2022, 10:00:05 AM
thanks a lot for the update @Inventor Raccoon

q, any chance to add the 'fix' done by Phlyk to the `AEAddVow.java` ?
Title: Re: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
Post by: SillyCannibal on June 13, 2022, 12:34:01 PM
I'm getting a crash because of removed content. Any chance for a fix or solution so I can keep my save, last version had a crash with lasers and I cant continue. Thanks!






87521 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [ae_asmb_hullmod] not found for faction [player]
java.lang.RuntimeException: Hullmod with id [ae_asmb_hullmod] not found for faction [player]
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:452)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:440)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:425)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
Post by: Inventor Raccoon on June 13, 2022, 03:34:09 PM
I'm getting a crash because of removed content. Any chance for a fix or solution so I can keep my save, last version had a crash with lasers and I cant continue. Thanks!
Sorry, the Anti-Ship Mine Bays hullmod was removed in a save-breaking update that released in March 2020. The only solution is not updating beyond that really old version of AE.
Title: Re: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
Post by: SillyCannibal on June 14, 2022, 12:02:04 PM
Aw, thats too bad. Thanks for the quick reply!
Title: Re: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
Post by: Thecrippler on August 29, 2022, 02:36:09 AM
Quick question (MODED) game in my second play thru did the ninth battlegroup receive a special buff in 95RC 6 because the ninth battlegroup youst steamroll thru the core system like butter in 50 years in the game time no am no kidding they lately steam roll thru the core system solo with out any allies they wipe out all the faction is this normal ???
Title: Re: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
Post by: Dadada on August 29, 2022, 07:34:28 AM
Probably the Nexerelin integration from the last update...
Title: Re: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
Post by: Frosterus on September 23, 2022, 09:07:44 AM
I haven't seen the 9th Battlegroup lose a single invasion against any vanilla faction. They own like 1/3rd of the map now. Whatever the ship composition is for their invasion fleets is OP.
Title: Re: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
Post by: Astrefernal on October 08, 2022, 04:40:19 AM
I haven't seen the 9th Battlegroup lose a single invasion against any vanilla faction. They own like 1/3rd of the map now. Whatever the ship composition is for their invasion fleets is OP.

Lol. Got the same problem as you there. Thought it was nexerelin at first and posted there. I think i'll disable there ability to spawn no matter what.

And there winning spree is extended to modded factions with a 4 out of 5 win rate.
Title: Re: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
Post by: Catscrath on November 05, 2022, 10:16:15 AM
I haven't seen the 9th Battlegroup lose a single invasion against any vanilla faction. They own like 1/3rd of the map now. Whatever the ship composition is for their invasion fleets is OP.

Lol. Got the same problem as you there. Thought it was nexerelin at first and posted there. I think i'll disable there ability to spawn no matter what.

And there winning spree is extended to modded factions with a 4 out of 5 win rate.
Is there any way to disable them? They are way over the rest of the power wise then the other factions and just keep sat bombing everything

Found it! ae_settings.ini Set NoEyrie to true
Title: Re: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
Post by: Shogouki on November 17, 2022, 06:23:36 PM
How are the weapons and ships in this mod compared to vanilla?  Is it balanced pretty reasonably?
Title: Re: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
Post by: Catscrath on November 17, 2022, 09:50:23 PM
How are the weapons and ships in this mod compared to vanilla?  Is it balanced pretty reasonably?
The [Redacted] are scary and the flourish is annoying to fight against. Other than that everything is either equal or a little below normal power level.
Title: Re: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
Post by: redpac3 on December 19, 2022, 09:40:07 AM
Hello i seem to have a problem i found the ship it told me to rescue sierra i destroyed the research station but nothing happes i salvaged the debris field aswell its just stuck on rescue sierra from research station ?
Title: Re: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
Post by: rabbi on January 29, 2023, 07:21:44 AM
So this mod is linked in the "Content Expansions" section of the mod index, and it was quite unexpected to me that it added a new faction to the game. As others have pointed out, this is a big downside as the 9th Battlegroup seems overpowered compared to all of the other factions I'm playing with. I think it would be really helpful if one of these things was done:

1. Separate the 9th Battlegroup out into its own mod.

-OR-

1. Have the mod moved from the "Content Expansions" section of the mod index to the "Faction Mods" section so it's very clear that the mod adds a new faction.
2. Add info about the 9th Battlegroup to the OP; currently there's no info about it other than in the changelog.

I love the mod outside of the 9th Battlegroup, thanks for the work!
Title: Re: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
Post by: Dazs on January 29, 2023, 01:09:46 PM
Hello i seem to have a problem i found the ship it told me to rescue sierra i destroyed the research station but nothing happes i salvaged the debris field aswell its just stuck on rescue sierra from research station ?
Inventor Raccoon no longer supports this mod and has moved many assets as well as updated the Sierra quest to https://fractalsoftworks.com/forum/index.php?topic=15820.0
So this mod is linked in the "Content Expansions" section of the mod index, and it was quite unexpected to me that it added a new faction to the game. As others have pointed out, this is a big downside as the 9th Battlegroup seems overpowered compared to all of the other factions I'm playing with. I think it would be really helpful if one of these things was done:

1. Separate the 9th Battlegroup out into its own mod.

-OR-

1. Have the mod moved from the "Content Expansions" section of the mod index to the "Faction Mods" section so it's very clear that the mod adds a new faction.
2. Add info about the 9th Battlegroup to the OP; currently there's no info about it other than in the changelog.

I love the mod outside of the 9th Battlegroup, thanks for the work!
AE is no longer being updated but I highly recommend Secrets of the Frontier.  See above for link.
Title: Re: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
Post by: SpaceMarine100 on July 15, 2023, 11:39:22 AM
yeah it's a great mod but i misss my ninth battlegroup
Title: Re: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
Post by: Ovid on November 09, 2023, 01:38:21 PM
yeah it's a great mod but i misss my ninth battlegroup

Looks like Vicegrip's Emergent Threats mod (https://fractalsoftworks.com/forum/index.php?topic=27284) will have a submod that adds in the IX Battlegroup, with Inventor Raccoon's permission. However, the forum version is the stable one but doesn't seem to mention the "ET: IX Revival" faction submod, so that might be currently limited to the Discord beta version (at time of this post).