(http://i.imgur.com/c2wbx3N.png) Download (https://www.patreon.com/posts/outer-rim-0-76912647) NexusMods mirror (https://www.nexusmods.com/starsector/mods/16) Add-on skin mods link (https://www.patreon.com/posts/61841796) Earliest compatible version: 0.92 Always DELETE the old version before extracting the new one Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) and MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0) Having problems running mods? Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931.0)! | https://youtu.be/Kwdl-jQkyTs |
0.95 BALANCING: - All ships with maneuvering systems now have reduced base acceleration. - Sempiternal Repeater: Range increased to 700su from 600. BUGFIXES/IMPROVEMENTS: - Eschewal Projector / Invocation Launcher: . Fixed a typo that made the slowing effect much more pronounced that it should have, . Added a multiplier that increase the effect with skills and systems that increase Energy weapon damage. - Prayer Sender missiles are now much smaller, more in line with their damage potential. - Fixed an error with the Xeno-Warfare Design hullmod that always gave the max debuff for asymmetric loadouts. - The Xeno-Warfare Design hullmod now displays the current engine debuff when using an asymmetric loadout. 0.94 NEW CONTENT: - New star system ambience musics courtesy of Mesotronik. BALANCING: - Attitude Jets system: . Duration reduced to 3s from 4, added a 2s charge-down, . Speed boost increased to 100 from 50, but only applies during the fully active time, . turn rate boost applies during the entire charge-up + active + charge-down duration. - Ships: . Many sideways energy turrets are now synergy, . Many spinal synergy turrets are now energy. > Ships have more missile-capable mounts overall. > Given that having projectile weapons in spinal mounts is important to make the AI broadside properly, this should eliminate pitfalls new users fall into. . All broadsider ships' Omni shields now have variable arcs, they get wider when pointed to the side and narrower to the front to catch fewer unnecessary shots. - Harmony destroyer: . System switched to Plasma Jets from Plasma Burn. - Grace destroyer: . Speed increased to 90 from 70. . Deployment/Maintenance cost increased to 13 supplies from 11. - Communion carrier: . Speed increased to 50 from 35. - Beatitude cruiser: . Speed increased to 65 from 50. - Elevation cruiser: . Speed increased to 75 from 65. - Revelation cruiser: . Shield changed to a Front bubble, from a 300 degrees Omni. . Now has built-in Accelerated Shields. - Discernment super-carrier: . System switched to Coordinated Engagement (+30CR to nearby ships) from Acausal Disruptor, . Deployment/Maintenance cost increased to 60 supplies from 50. - Choir Emitter: . Damage per shot increased to 25 from 10 (125 dps from 50) . EMP per shot increased to 80 from 40 (400 dps from 200) > This won't change much it's efficiency against missiles since most of the effect is scripted, but it might make it better than soaked porridge vs fighters. - Recital Deliverer: . Base fire-rate increased to 240 rpm from 120. Maximum fire-rate unchanged. - Litany Thrower: . Proj speed increased to 400 from 300. . Fires in bursts of 3 instead of having 6 ammo with regen. > Might be worse in player hands, but should work a lot better with the AI. - Eschewal Projector: . Now has a constant turn rate while firing or not. . Proj speed increased to 450 from 400. - Echoes Caster: . No longer affects friendly missiles. > Kind of necessary now with all the new missile mounts. - Calling Scatterer: . Proj speed increased to 350 from 300. - Incantation Horn: . Proj speed increased to 300 from 225. BUGFIXES/IMPROVEMENTS: - Xeno-warfare hullmod is now displayed to the top of all built-in hullmods 0.93 BALANCING: - Recital Deliverer: . Damage per shot decreased to 45 Energy damage from 60, flux reduced accordingly. . Rate of fire increases more rapidly to reach its full potential in 10 shots from 20. (4.5s of sustained fire from 5.6s) . Stat-card clarified. - Litany Thrower: . Burst firepower lowered to 600dps from 750. . Sustained firepower raised to 150dps from 75. - Eschewal Projector: . Range increased to 900 from 850. . Now fires in bursts of two shots. . Speed dampening effect now fixed to 25% from 0/20/40/60/80% depending on target size. (similar to cruiser effect if both projectiles connect) - Incantation Horn: . Range increased to 1000 from 900. . Firerate increased to 20 rpm from 17. - Sempiternal Repeater: Turn rate increased by 50% but added tag to not benefit from the idle turn boost. - Echoes Caster: Turn rate increased by 100% but added tag to not benefit from the idle turn boost. - Fervor-wing gunship: . Now only has a single Recital Repeater on a 360deg turret instead of two in 180deg turrets. . The fighters will now try to maintain some range off of their target's PD weapons instead of rushing in. - Communion-class carrier: System changed to Active flares from Long Range Fighters. - Felicity-class carrier: System changed to Sensor Drones from Entropy Amplifier. - Discernment-class carrier: System changed to Quantum Disruptor from Interdictor Array. - Attitude Jets system: Increased the speed boost to 50 from 25. - Commisioned Crew: . Removed the drawback of Alliance Conservation Methods. . Effect is now -15% or -4 supplies per month (whichever is smaller) instead of -25% or -2. BUGFIXES/IMPROVEMENTS: - Fixed ORA system spawning in Nexerelin random mode. - Calling Scatterer no longer uses its secondary PD function while phased. - Added the new Fury-class to ORA's spawn tables. - System's blue giant stars are now proper blue giants. - Solid State Capacitor system description adjusted to better reflect the effect. - Externalized a couple of strings that were missing. - Added missing fighter weapons descriptions. 0.92 Barebone 0.95a compatibility update 0.91 NEW CONTENT: - Added Incantation Horn large artillery: . 900 range energy weapon that packs a massive punch, . Abysmal fire-rate, . Laughable projectile speed, . Storm-trooper level of accuracy. BALANCING: - Sanctuary-class destroyer: . Flux capacity reduced to 6000 from 6500, . Flux dissipation reduced to 300 from 350, . Supplies/month - supplies/deploy raised to 11 from 10. - Litany Thrower flux efficiency improved to 1.0 f/dmg from 1.2. - Harmony-class destroyer: . Mount types shuffled around, . OPs raised to 110 from 100. BUGFIXES/IMPROVEMENTS: - FINALLY fixed the weapon availability issue in ORA markets. - Valis' binary star now properly show up in the planet list. - Fixed Bliss-class frigate miss-aligned mounts. - Fixed Discernment-class carrier weapon render order. 0.90 pre tournament version NEW CONTENT: - New interaction music courtesy of Mesotronik. - Many new skin packs available as stand-alone downloads. BALANCING: - Sempiternal Repeater chargeup shortened to 0.5s from 1.2. - Awareness fighter speed increased to 130 from 120. - Fervor fighter speed increased to 140 from 130. BUGFIXES/IMPROVEMENTS: - Elevation-class' troublesome COMBAT CARRIER tags removed. - Eschewal (slow) is now a medium fighter weapon (no longer affected by the built-in IPDAI). - Fixed some outdated weapon stat cards information. - Solid State Capacitors system now has a proper custom AI and is no longer tied to shields. - Fixed Harmony-class' miss-placed ship center. 0.89 post tournament patch Added support for Industrial Evolution NEW CONTENT: - Awareness-wing: . Assault bomber. . 2 crafts per wing. . Launches 5 Calling shots each, for 5x500 Energy damage. BALANCING: - Choir emitter no longer creates EMP arcs on hits, firerate and raw EMP damage slightly increased. - Fervor-wing gunship: . Choir emitters replaced with Recital Deliverers + IPDAI. . Litany Thrower replaced with Eschewal Projector (half firerate) - Enlightenment-class deployment/maintenance costs raised to 55 from 45. - Invocation Launcher: . Tracking weakened. . Shockwave propagates to the front of the projectile instead of directly toward the target. - Allure bomber wing: . OP cost raised to 30 from 25. . Bomb payload doubled. - Ascension-class frigate: . System is now a proximity-based time dilation, has a higher ceiling but scale more linearly with the number of enemies in range. . Weapon arcs and types tweaked. . OP reduced to 50 from 55. . Deployment cost increased to 12 from 8. - Commissioned Crew hullmod now reduces the maintenance cost by 25% from 10, but is capped at 2 supplies per month per ship. BUGFIXES/IMPROVEMENTS: - ORA markets should provide a lot more of their weapons and fighters. - All normal maps have been redone, some maps that had minimal benefits have been removed to very slightly lower the VRAM load. - Minor description tweaks. 0.88 BALANCING: - Prayer Sender: . Range reduced to 800 from 1000. - Invocation Launcher: . Reduced armor penetration. - Newtonian Slinging: . Buffed duration, range and effect by 25% BUGFIXES/IMPROVEMENTS: - Calling Scatterer: . Hopefully fixed a very rare crash when the target gets destroyed the same frame as the weapon is firing. - Alternate skin pack now provided as an Addon mod, and now includes weapons. - Externalized all strings to facilitate the work of translators 0.87 - Added Starship Legend compatibility. - Added Ruthless Sector compatibility. - Added New Beginnings compatibility. - Added Vayra Sector compatibility. - Added Commissioned Crew compatibility. - Improved Nexerelin integration. - Added market music, courtesy of Tomatopaste. BUGFIXES/IMPROVEMENTS: - Economy slightly reduced in regard to other larger factions. - Added a few custom portraits. 0.86 BALANCING: - ORA blueprint packages prices lowered to vanilla levels. - Ascension-class Newton Slinger system effect significantly stronger. - Invocation Launcher EMP damage raised to 2500 from 1000. - Eschewal Projector flux to fire lowered to 360 from 500 (0.9 f/dmg from 1.25). - Calling Scatterer: . Range increased to 900 from 700. . Projectiles slightly faster. . Projectiles slightly harder to shoot down. . Sustained fire-rate doubled (1000 dps from 500). - Sempiternal Repeater: . Initial flux/shot reduced to 66 from 75, maximum flux per shot now 200 (1 f/dmg). . Accuracy slightly improved - Elevation-class cruiser system changed to Micro Burn from High Energy Focus. - Revelation-class cruiser OP amount raised to 170 from 150. - Beatitude-class cruiser OP amount raised to 195 from 180. - Enlightenment-class battleship: . Hull points raised to 20000 from 16000. . Flux dissipation raised to 1400 from 1200. . Flux capacity raised to 30000 from 22500. - Recital Deliverer now less accurate during sustained bursts. BUGFIXES/IMPROVEMENTS: - Added New Beginnings compatibility. - Shuffled around the systems, added a bit more content to them for a more dynamic experience. 0.85 BALANCING: - Ship prices raised to 0.9.1 levels, some fleet points and deployment costs reductions. - Choir Emitter flux per shot lowered to 15 (83 fps) from 25 (139 fps). - Solid State capacitors: . Conversion rate improved to 1/3 soft flux to hard flux, from 1/2. . Cooldown raised to 18s from 15. - Recital Deliverer: . Ammo limitation removed. . Firerate increases slightly faster. . Damage per shot reduced to 60 from 67. - Prayer Sender: . Range reduced to 1000 from 1500. . No longer collides with allies but the autofire AI won't use it that way. . Minimal salvo set to 5. - Changed many mounts to Synergy from Energy. BUGFIXES/IMPROVEMENTS: - Variants optimized for AI use. - Fleet compositions adjusted for a tougher end-game challenge. - Ascension frigate now much more available for everyone. - Adjusted Industries. 0.84 - Added Vesperon Combine compatibility - Added Prayer Sender medium missile: A reloading Energy rocket launcher. BALANCING: - All weapons prices adjusted to match 0.9 vanilla values. 0.83 - Updated compatibility with Nexerelin. BALANCING: - Fighter changes: . All fighters get the "no_weapon_flux" hullmod like vanilla, flux stats adjusted accordingly. . Fervor gunship shield nerf. . Wisdom interceptor hull buff. BUGFIXES/IMPROVEMENTS: - Added spaceport to Lu'men station. - Downgraded Marble's nanoforge to corrupted from pristine. - Added missing turn rate information to the Calling Scatterer. - Shuffled some blueprints, neither BP package contains any capital ship like vanilla. - Deactivated the "material maps" for GraphicLib, that had only a minor visual impact but significantly increased VRam usage. 0.82 BUGFIXES/IMPROVEMENTS: - Changed the faction colors for something farther from the League's gold. - Fixed Calling Scatterer secondary PD firing at nothing. 0.81 rc2: Removed Lu'men trade restrictions entirely due to infrequent bug BUGFIXES/IMPROVEMENTS: - Proper running economy and planet conditions. - Updated interaction dialogs. - Added proper Commission dialog. - Added second and rarer blueprint package. - Added individual ship wing and weapon blueprints. 0.80 rc2: Fixed AM bomber CTD. rc3: Fixed Calling Scatterer flux issue. rc4: Fixed Lu'men interaction. Barebone 0.9.0 compatibility update. |
Omgomgomgomg, FINALLY AI FRIENDLY BROADSIDE SHIPS!
Thanks for this, love some broadsidesWith most loadouts they behave from okay to incredibly well (way better than I can to say the least) in AI control, but you can still make it derp with a few. Do take a look at the default loadouts if you are having troubles, but overall get ready for some awesome fleet action and bullet-hell spam!
Woa, nice style, getting somewhat of a persian vibe here from the paintjobs.Actually I went for a Art-Nouveau style of ornaments. Something fitting both their origin, and the "rebuild" theme of the faction. Persian ornaments are usually very intricate and plays a lot more with symmetries and geometric patterns. I did consider using something like that at first but it seemed too heavy handed and hard to pull off on small ships. Could be an IBB skin though... ^^
Really nice ships! More subtly creepy in terms of faction lore too, rather than the usual anvil to the face.Yeah, in the sea of Bad-but-not-too-bad faction I figured there was some more space between Good-but-not-too-good factions, next to Shadowyard Reconstruction Authority and the Luddic Church.
Very elegant ship design, looks very interesting. Once I get done with some of my projects, I'll be sure to check this out - I gotta get back into Starsector as some point.
O.O and I was wondering if the ship you were giving an example about broadside attack would appear in your mods.. now a whole bunch of them appeared!!!! I love the squarish and really solid and tough looking design! This is really awesome :D
Sexy.Thanks, I hope you'll enjoy them.
Regarding an IBB bounty ship, it should be two of the capitals strapped together :pIt must get integrated to dynasector first though... Should it be, I'm thinking more about a super-carrier version of the Enlightenment. Loses two large weapons, but gets four flight decks. Something like that
Coming soon, Coriolis stations (http://i.imgur.com/4lKUy3b.mp4) (5MB gif in spoiler):Spoiler(http://i.imgur.com/4lKUy3b.gif)[close]
And since it's all done with vanilla functions, I wonder if we will get stuff like that in 0.8???
it's not animated, it's a custom "orbital junk" spinning in the middle with a matching orbit.
86462 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error compiling [data.scripts.ORA_modPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.ORA_modPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Caused by: java.lang.ClassNotFoundException: data.scripts.ORA_modPlugin
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 2 more
You need java7.
THIS is why all modders should use Java 7 and not 8:You need java7.
This is bad. Given the number of Nexerlin compatible mods that won't run with jre7 it is better to wait until this one is fixed to work with jre8 before starting game with it.
Still, thank you for the hint. It allowed me to play the missions and see how new ships look in action. Some nice work.
MiscellaneousBasically it was so s***, even Alex said screw it and went back to JRE 7, even though that meant more work for him due to having to rebuild the launcher if I understand that quote from him correctly
Rewrote game launcher in OpenGL (was in Swing)
Improves compatibility for certain versions of OS X and Linux
Allows downgrade to the more stable Java 7
"legacyLauncher" option in settings.json to use old launcher
Downgraded to Java 7 (more stable)
69964 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error compiling [data.scripts.ORA_modPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.ORA_modPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.ORA_modPlugin
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
./starsector.sh 63,93s user 6,04s system 81% cpu 1:25,50 total
1 dino@valqk ~/Games/starsector % cat starsector.sh :(
./jre_linux/bin/java -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=./native/linux -Xms2048m -Xmx4096m -Xss1024k -classpath janino.jar:commons-compiler.jar:commons-compiler-jdk.jar:starfarer.api.jar:starfarer_obf.jar:jogg-0.0.7.jar:jorbis-0.0.15.jar:json.jar:lwjgl.jar:jinput.jar:log4j-1.2.9.jar:lwjgl_util.jar:fs.sound_obf.jar:fs.common_obf.jar:xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=./saves -Dcom.fs.starfarer.settings.paths.screenshots=./screenshots -Dcom.fs.starfarer.settings.paths.mods=./mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
dino@valqk ~/Games/starsector % realpath jre_linux
/home/dino/Games/starsector/jre7_linux_64
dino@valqk ~/Games/starsector % /home/dino/Games/starsector/jre7_linux_64/bin/java -version
java version "1.7.0_80"
Java(TM) SE Runtime Environment (build 1.7.0_80-b15)
Java HotSpot(TM) 64-Bit Server VM (build 24.80-b11, mixed mode)
https://youtu.be/vwGrfkUKyHo
(http://i.imgur.com/iKT1g2b.jpg)
Testing some stuff for fun. I wanted to do such weapon for a while but it didn't really fitted Scy (also they already have a bazillion of large weapons) It's quite situational but I'm sure people will come up with crazy builds using it.
Hi any idea on this crash? Thank you!!Spoiler338153 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.ORA_beamDefensePlugin.advance(ORA_beamDefensePlugin.java:89)
at com.fs.starfarer.title.C.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.A.B.o00000(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]
(http://i.imgur.com/c2wbx3N.png) (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_V0.50.7z) Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) DYNASECTOR INTEGRATION! I wasn't exactly expecting it before 0.8 but hey, when Dark.Revenant wants to integrate your faction you don't exactly try to argue... Also included, the Sempiternal Repeater. A large energy weapon able to dish out an inordinate amount of damage at very close range for a reasonable amount of flux. (http://i.imgur.com/8a6OQatl.png) (http://i.imgur.com/8a6OQat.png) As for smaller changes: - The frigates have been slightly buffed. - The Revelation-class cruiser got a new powerful system: the Solid State Capacitors cuts in half all flux generated and converts it into hard flux, but negates all dissipation too. As such, the ship has been slightly nerfed. - Some QOL improvements to the weapon order when setting the firing groups. - The Litany will cause less friendly fire incidents. Please note that this update WILL BREAK SAVES, please delete all your mission variants before launching the game. Use Save Transfer to continue your journey. |
oh. question: is it possible to use the console to add the hullmod, that enables broadsides, to the iliad?
That would be helpful. Force a ship's AI to be broadside with a free hullmod.oh. question: is it possible to use the console to add the hullmod, that enables broadsides, to the iliad?
... There's a hullmod that enables broadsides? This sounds odd to me. ???
Only way to force broadsides is to do what Tarti did in the Outer Rim Alliance modThat would be helpful. Force a ship's AI to be broadside with a free hullmod.oh. question: is it possible to use the console to add the hullmod, that enables broadsides, to the iliad?
... There's a hullmod that enables broadsides? This sounds odd to me. ???
oh. question: is it possible to use the console to add the hullmod, that enables broadsides, to the iliad?There isn't a hullmod that forces broadsides. Its just the way ORA ships are built causes them to broadside with a proper lodout.
oh. question: is it possible to use the console to add the hullmod, that enables broadsides, to the iliad?There isn't a hullmod that forces broadsides. Its just the way ORA ships are built causes them to broadside with a proper lodout.
i'm surprised i haven't found out about this till now, I'm also surprised no one made this joke yetBecause it was me, Dio!Spoiler(https://68.media.tumblr.com/93ed4102fdbdb19adf37e815f0c23793/tumblr_npwtr9btKi1s6rdono1_500.jpg)[close]
-snip-Rip
Tried this out.To answer #7, the aura marks out the distance the "beam nerf" applies. Hostile ships passing into its area suffer the penalties.
ORA ships:
1. Are slow; too slow to maintain broadsides in most cases.
2. Have inefficient shields that are huge because they're long / skinny (the Conquest problem). Suggestion: do something like the "shields" I did for a few long / skinny things in Vacuum, where it ignored the Vanilla shield system entirely but behaved like a shield in all important respects. Really not hard to set up, but you'll have to make a (fairly trivial) art asset for the shield.
3. Have energy shot weapons with insufficient punch to really make the broadsides work out well. They simply don't compare with Heavy Blasters, and that's about the only choice that makes sense, because you're not going to get multiple chances to fire before their weak Shields collapse.
4. I don't even slightly understand the Beam nerf and massive penalties for asymmetry; the "buff" doesn't help them much, the nerf hurts ORA a lot.
5. The mobility system for the Cruisers is pretty nifty, but the smaller ships lack something similar.
6. Instead of ITU, please give them something better that doesn't allow ITU. I totally understand why that's part of their design, but it needs to be better (and, if you want to keep the Beam nerf as a concept, it should just buff Energy but debuff Beams).
7. What is the strange dark-purple radius at a huge distance around certain ORA ships? It's a fancy graphics effect but it doesn't appear to have a purpose and it's fairly expensive to render.
Hm. I'm using a slightly outdated version of ORA, but I also haven't seen any mention of this in update notes - is there any particular reason ORA is hostile to the Luddic Church, but neutral to the Luddic Path?
Hm. I'm using a slightly outdated version of ORA, but I also haven't seen any mention of this in update notes - is there any particular reason ORA is hostile to the Luddic Church, but neutral to the Luddic Path?
Luddic Path are the bad side of the Luddic Church. Just about everyone hates them.
Thoughts on a few of these, some of these taken from conversations with Tart in discord:SpoilerTried this out.
ORA ships:
1. Are slow; too slow to maintain broadsides in most cases.
2. Have inefficient shields that are huge because they're long / skinny (the Conquest problem). Suggestion: do something like the "shields" I did for a few long / skinny things in Vacuum, where it ignored the Vanilla shield system entirely but behaved like a shield in all important respects. Really not hard to set up, but you'll have to make a (fairly trivial) art asset for the shield.
3. Have energy shot weapons with insufficient punch to really make the broadsides work out well. They simply don't compare with Heavy Blasters, and that's about the only choice that makes sense, because you're not going to get multiple chances to fire before their weak Shields collapse.
4. I don't even slightly understand the Beam nerf and massive penalties for asymmetry; the "buff" doesn't help them much, the nerf hurts ORA a lot.
5. The mobility system for the Cruisers is pretty nifty, but the smaller ships lack something similar.
6. Instead of ITU, please give them something better that doesn't allow ITU. I totally understand why that's part of their design, but it needs to be better (and, if you want to keep the Beam nerf as a concept, it should just buff Energy but debuff Beams).
7. What is the strange dark-purple radius at a huge distance around certain ORA ships? It's a fancy graphics effect but it doesn't appear to have a purpose and it's fairly expensive to render.[close]
Hm. I'm using a slightly outdated version of ORA, but I also haven't seen any mention of this in update notes - is there any particular reason ORA is hostile to the Luddic Church, but neutral to the Luddic Path?Hum, they start Friendly with the Church and Inhospitable with the Path so you must have brought this upon yourself with your actions.
Tried this out.
ORA ships:
1. Are slow; too slow to maintain broadsides in most cases.
2. Have inefficient shields that are huge because they're long / skinny (the Conquest problem). Suggestion: do something like the "shields" I did for a few long / skinny things in Vacuum, where it ignored the Vanilla shield system entirely but behaved like a shield in all important respects. Really not hard to set up, but you'll have to make a (fairly trivial) art asset for the shield.
3. Have energy shot weapons with insufficient punch to really make the broadsides work out well. They simply don't compare with Heavy Blasters, and that's about the only choice that makes sense, because you're not going to get multiple chances to fire before their weak Shields collapse.
4. I don't even slightly understand the Beam nerf and massive penalties for asymmetry; the "buff" doesn't help them much, the nerf hurts ORA a lot.
5. The mobility system for the Cruisers is pretty nifty, but the smaller ships lack something similar.
6. Instead of ITU, please give them something better that doesn't allow ITU. I totally understand why that's part of their design, but it needs to be better (and, if you want to keep the Beam nerf as a concept, it should just buff Energy but debuff Beams).
7. What is the strange dark-purple radius at a huge distance around certain ORA ships? It's a fancy graphics effect but it doesn't appear to have a purpose and it's fairly expensive to render.
But then taking hits wouldn't raise the ship's flux and you wouldn't have any control on the shield.Unless the Great Code Archwizard Tartiflette find a way to have the modules transfer their flux to the main ship.
(http://i.imgur.com/c2wbx3N.png) (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_V0.60_RC1.7z) Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) Be warned this is a rather barebone compatibility update, without any fancy procgen and exploration content but still very much enjoyable. Later updates will have a lot more stuff, but I have Scy and Diable to update first. Still there has been a few changes since the last version: Spoiler BALANCING: - Eschewal Projector: . Raised damage per shot to 400 from 200. . Raised flux per shot to 600 from 300. . Halved fire-rate to 30 round per minute from 60. - Mirth frigate: . Speed increased to 160 from 140. . Ship system changed to High Energy Focus from Phase Skimmer. - Harmony destroyer: . Ship system changed to Heavy Phase Teleporter (limited charges, long regen, lower range) from High Energy Focus. . Flux capacity raised to 7000 from 5000. - Choir Emitter: . Projectile speed increased to 1000 from 500. . Minimum spread raised to 5 degrees from 0. - Carriers: . Got one extra deck with built-in Wasp wing. BUGFIXES/IMPROVEMENTS: - Corrected Cureus being tidally locked sideways. - Corrected Lum'en sometimes missing its coriolis ring. - Added missing hints to the ship systems that screwed the AI. [close] Enjoy! |
hey guys, sorry if this has been asked (or possibly clearly stated elsewhere). is this mod campaign compatible or just missions? i cant find the ships or weapons anywhere AND none of the fleets have mod ship composition
plz halp, is confuzled
hey guys, sorry if this has been asked (or possibly clearly stated elsewhere). is this mod campaign compatible or just missions? i cant find the ships or weapons anywhere AND none of the fleets have mod ship composition
plz halp, is confuzled
This is a barebones compatibility release, you won't see many O.R.A fleets roaming, but you can find them in the Gudonov star system.
They also have a "stripe" purple & yellow-orange'ish fleet color scheme.
So to tackle this issue let's start by adding a pair of ships that at least look different without straying too far from the "brick" theme:
(http://i.imgur.com/c2wbx3N.png) (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_V0.70RC1.7z) Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) It's UPDATE TIME again, with ORA 0.7, featuring two new ships (visible a couple posts above) designed to be used as player flagships. Additionally all the beam range shenanigans are gone, but now they cost slightly more to install compared to projectile weapons. Also several ships have been reworked as fast hit-and-run attackers to improve the overall battle dynamic. Finally there has been some changes to the AI in 0.8 that slightly hurt their behavior in some circumstances. To compensate the overall ships balance has been revised upward. Full changelog: Spoiler V0.7 NEW CONTENT: - Grace-class heavy destroyer. . Artillery destroyer taking an intermediary role between the Harmony and Sanctuary before rebalance. - Elevation-class recon cruiser. . Versatile cruiser able to face any type of enemy thanks to a very permissive weapon layout. BALANCING: - Xeno-Warfare hullmod: . No longer affect beams range. . Now raises the cost of beam weapons by a flat 3 OP. . Reduces the cost of PD weapons by a flat 2 OP. - Choir Emitter: . OP cost raised to 7 OP from 6. - All ships: . Removed built-in ITU. . Available OP raised accordingly. - Attitude Thrusters: . Charges reduced to 3 from 4. . Regen rate halved to 20s. . Duration tripled to 6s. - Heavy Teleporter: . Range reduced to 500 from 1000. . Charges regeneration halved to 20s. - Bliss: . Shield arc raised to 240 deg from 180. . Speed increased to 130 from 120. - Mirth: . Shield efficiency raised to 0.6 f/dmg from 0.7. . Speed raised to 170 from 160. - Harmony: . Ship system switched to Plasma Jets from Heavy Teleport . Hull reduced to 3000 from 3250. . Flux capacity reduced to 5500 from 7000. . Shield arc increased to 180deg from 120. . Shield efficiency increased to 0.6 from 0.8. - Sanctuary: . Ship-system switched to Solid State Capacitors from Sensor Drones. . Added a flight deck. . Armor reduced to 400 from 425. . Hull reduced to 3250 from 3500. . Flux capacity reduced to 6500 from 7000. . Speed raised to 80 from 60 - Beatitude: . Hull reduced to 6000 from 8500. . Armor reduced to 750 from 900. . Shield arc raised to 180 deg from 120. - Revelation: . Hull raised to 8000 from 6000. . Armor raised to 950 from 750. . Speed raised to 55 from 40. - Enlightenment: . Flux dissipation raised to 1200 from 1000. BUGFIXES/IMPROVEMENTS: - Fixed break-apart bug. - Fixed lootable Xeno-Warfare hullmod. - Improved systems with more exploration related content. [close] Enjoy! |
If I might make a suggestion. I have only seen large mounts on the battleship so far. I think it would be great if we could get a cruiser with a heavy mount as well. Possibly a synergy mount and a few small / medium synergy mounts on it as well to make a kind of "missile cruiser"Two of the four cruisers have large mounts.
This causes a crash on launch. Something about a missing system in ship data.Delete and reinstall the mod first
I think ORA adds too many systems to the game, look at any other mod, the base amount is around 2-3, five systems clumped together wayyy too much.
Their systems could be spread apart across the sector and that more of them should feature markets from base game factions. (I really like the new SRA placement, makes it possible to interact with them without having to actively seek them out from the edges).
I think ORA adds too many systems to the game, look at any other mod, the base amount is around 2-3, five systems clumped together wayyy too much.
Their systems could be spread apart across the sector and that more of them should feature markets from base game factions. (I really like the new SRA placement, makes it possible to interact with them without having to actively seek them out from the edges).
Changing the position of ORA systems would require a revamp of the lore around them. Plus, placing markets into Vanilla star systems is usually not ideal.
On the case of outer systems, the introduction of Sustained Burn basically makes their distance redundant.
77711 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 10 (exception)
77711 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 11 (exception)
77711 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 12 (exception)
77711 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 13 (exception)
77711 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 14 (exception)
77712 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 15 (exception)
77712 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 16 (exception)
78016 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 48 out of a maximum 50 trade fleets in play
78017 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Picked market [Ragnar Complex] to spawn trade fleet from
78017 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Will send trade fleet to market [Eldfell]
78017 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Delivering: [], bringing back [Food]; volume: 60
78017 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Creating trade fleet of tier 1 for market [Ragnar Complex] (volume: 60)
78018 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 20 point economy fleet from [Ragnar Complex] to [Eldfell]
78156 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 5 out of a maximum 13 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.BountyPirateFleetManager]
78157 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [pirate raiders] at hyperloc Vector2f[-51.010162, -10496.24]
78396 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [chicomoztoc|tigra_city]: trade (s: 10, l: 2), smuggling: (s: 0, l: 0)
78628 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 29 out of a maximum 30 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.PirateFleetManager]
78631 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [pirate attack fleet] at hyperloc Vector2f[3300.0, -500.0]
78739 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 6 out of a maximum 13 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.BountyPirateFleetManager]
78741 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [pirate attack fleet] at hyperloc Vector2f[400.0, -9400.0]
78978 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Salamanca by 0.0040069437, is now 0.17403217
78979 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Salamanca by 0.0040069437, is now 0.17703737
79008 [Thread-8] INFO sound.oo0O - Cleaning up music with id [miscallenous_main_menu.ogg]
79145 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 34 out of a maximum 35 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.LuddicPathFleetManager]
79146 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[-17200.0, -7500.0]
79168 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
79168 [Thread-10] INFO sound.OooO - Playing music with id [miscallenous_corvus_campaign_music.ogg]
79260 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 6 out of a maximum 13 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.BountyPirateFleetManager]
79261 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [pirate scout] at hyperloc Vector2f[397.02985, -9395.82]
93524 [Thread-8] INFO sound.oo0O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
93560 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ClassCastException: com.fs.starfarer.campaign.CustomCampaignEntity cannot be cast to com.fs.starfarer.campaign.CampaignPlanet
java.lang.ClassCastException: com.fs.starfarer.campaign.CustomCampaignEntity cannot be cast to com.fs.starfarer.campaign.CampaignPlanet
at com.fs.starfarer.campaign.ui.MarketConditionsWidget.ÖÖÔ000(Unknown Source)
at com.fs.starfarer.campaign.ui.MarketConditionsWidget.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.MarketConditionsWidget.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.OOoO.if.return$new(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.OOoO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.B.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.O0OO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.String.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.if.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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)
93670 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [campaign_music_part_2_v28.ogg]
93670 [Thread-10] INFO sound.OooO - Playing music with id [campaign_music_part_2_v28.ogg]
(And yes, plural "Echoes", get over it!Act 1, 2 or 3?
It kinda like Dragonborn's shout. This gotta be great at disable an entire fight wings.FUS-RO-...Uh...EMP! FUS-RO-EMP!...Erk...Lame jokes with A Random Jolteon folks. Bask in the crud that it is.
I think it only works on new saves. But otherwise it unlocks at friendly.Can confirm that it does not actually work, started a new game with the polished version and Lu'men still isn't letting me deliver stuff.
ORA likely has too many markets at game start....11 is... even hegemony doesnt have that many markets, and some of the Heg's are in shared systems. Doesnt seem like to many to you?They have 8 individual markets, a lot of them very small against 11 Hegemony markets, or 13 League markets, so no.
ORA likely has too many markets at game start....11 is... even hegemony doesnt have that many markets, and some of the Heg's are in shared systems. Doesnt seem like to many to you?are you maybe confusing Persean League markets with ORA's? because they have a rather similar text color, and are both mainly situated in the same core world quadrant, so it would be an easy mistake to make.
ORA likely has too many markets at game start....11 is... even hegemony doesnt have that many markets, and some of the Heg's are in shared systems. Doesnt seem like to many to you?are you maybe confusing Persean League markets with ORA's? because they have a rather similar text color, and are both mainly situated in the same core world quadrant, so it would be an easy mistake to make.
- Changed the faction colors for something farther from the League's gold.
For those that thought the ornate look of ORA was off-putting and those that just want a cleaner "Wet Navy" experience, you can now download an alternative look pack HERE (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_ALTERNATE_LOOK.7z)I appreciate the choice but why would anyone in their right of mind go around in ships that DON'T have gold trimmings all along the hull given the chance?
(https://i.imgur.com/0vpGF7Vl.png) (https://i.imgur.com/0vpGF7V.png)
The lack of a Spaceport is actually a mistake.This can be fixed on a per-game basis via the console commands mod; the relevant command is:
RunCode Global.getSector().getStarSystem("Valis").getEntityByName("Lum'en Factory").getMarket().addIndustry("spaceport")
1470738 [Thread-4] 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.C$2.if.float(Unknown Source)
at com.fs.starfarer.ui.impl.C$2.beforeShown(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)
Hey there, Tart.
Through a combination of Nexerelin's random systems and ORA, I seem to have broken ORA stations. These stations have existed in system for longer than I have so I'm not sure what's causing the breakage. Flying to one (https://cdn.discordapp.com/attachments/176158444951306240/538271342185807872/20190125081733_1.jpg) results in an inability to attack it and hovering over it in the campaign map crashes the game to desktop with this error. I *did* update Nex from 0.9 to 0.9b but nothing in the changelog would indicate a fiddling with stations to me. I'm gonna crosspost this to the Nexerelin thread because I'm not entirely sure if I'm at fault for updating mods mid-campaign (probably), Nex is wigging out on me or ORA is wigging out on me.
We made our missile launcher hit everywhere at onceNOW DAT'Z PROPPA ORKY
2460854 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.ai.ORA_callingAI.<init>(ORA_callingAI.java:41)
at data.scripts.ORA_modPlugin.pickMissileAI(ORA_modPlugin.java:35)
at com.fs.starfarer.launcher.ModManager$6.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getPriorityPlugin(Unknown Source)
at com.fs.starfarer.launcher.ModManager.pickMissileAIOverride(Unknown Source)
at com.fs.starfarer.loading.specs.ifsuper.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.ifsuper.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.super.J.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.super.J.fireProjectile(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.B.??00(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.B.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.B.String(Unknown Source)
at com.fs.starfarer.combat.entities.ship.super.J.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)
System info:
---------------
Game version: Starsector 0.9a-RC10
Platform: windows (64-bit)
Resolution: 1920x1080 (60hz, 32bpp, windowed)
Launch args: -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms8192m -Xmx8192m -Xss1024k -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=.
Active mod list:
------------------
Regular mods (32):
- Arsenal Expansion 1.5.3d by Inventor Raccoon
- Blackrock Drive Yards 0.9.2 by cycerin & co.
- Dassault-Mikoyan Engineering 0.9.9e by Soren
- Diable Avionics 2.03 by Created by Flashfrozen, Maintained by Tartiflette, with the participation of Debido.
- Disassemble Reassemble v 1.6.5 by AxleMC131
- Foundation Of Borken 0.2.4-RC3 by Created by Originem. Ships Designed by BZone. Thanks for Nia, MesoTronik.
- Fringe Defence Syndicate 0.9.2 by Johnny Cocks
- Gladiator Society 1.0c by Snrasha
- Grytpype and Moriarty's Defense Authority 0.9.2 by King Alfonzo
- Junk pirates / ASP / PACK (release) 3.02 by mendonca
- Kadur Remnant 2.2.2 by Vayra, with help (check credits.txt for full list)
- Karlsson Heirloom 0.12 by Tartiflette, LazyWizard
- Legacy of Arkgneisis v1.2.8 by Gwyvern
- Mayasuran Navy 8.1.8 by Knight Chase
- Neutrino Corporation 1.85-RC4.1 by Flashfrozen and Deathfly
- Nexerelin 0.9.1c by Histidine (original by Zaphide)
- Outer Rim Alliance 0.84 by Tartiflette
- Sanguinary Anarchistic Defectors 0.9e by Snrasha
- Scy Nation 1.53 by Created by Tartiflette. Music by Fastland. With the help of Debido, Mesotronik, Dark Revenant, Histidine, Silentstormpt, SniZupGun, Deathfly, 19_30 and many others.
- Seeker - Unidentified Contact 0.2 by Tartiflette
- Shadowyards 0.8.1 by MShadowy
- Ship/Weapon Pack 1.10.0 by DarkRevenant
- SkilledUp 1.0 by bonomel
- Sylphon RnD 0.9.4b by Nia and Nicke
- Tahlan Shipworks 0.3.3c by Nia and Nicke
- Tyrador Safeguard Coalition 1.6.1c by Machine
- Underworld 1.3.1 by DarkRevenant
- Unknown Skies 0.31 by Tartiflette
- Vesperon Combine 1.2.0 by Straticus
- Wotani Federation 0.2a by Grimnir, with art by Rodrigo Vega and implementation by Vayra
- ZZ Audio Plus 1.1.1 by DarkRevenant
- ZZ Safety Override mod v1.01 by null
Utility mods (11):
- $$$ Lightshow 1.40 by Tartiflette
- $$$ Trailer Moments 0.6.1 by Nia
- Combat Chatter 1.9.2c by Histidine
- Common Radar 2.5 by LazyWizard
- Console Commands 3.0 by LazyWizard
- Fix All Empty Planets v1.0 by Carabus
- LazyLib 2.4d by LazyWizard
- MagicLib 0.24 by Modding Community
- SpeedUp 0.5.1 by DarkRevenant
- Upgraded Rotary Weapons 1.40 by Tartiflette
- ZZ GraphicsLib 1.3.1 by DarkRevenant
Given the abundance of small mounts for PD, the small PD weapons need to be a lot more available. I've found 4, in a black market, in cycle 209, and I've been scouring all the markets non-stop. Nothing else to say so far, its early days.Sadly that's an issue with the game in general. Factions that use vanilla weapons tend to have very little market availability for their custom ones.
stuff...Agreed on a cheap PD weapon.
Hello, I am making a weapon with a shockwave effect, mind if i check your code to see how you did your Invocation effect?Sure go ahead, it's CC for that reason.
30045 [Thread-4] WARN com.fs.starfarer.loading.WeaponSpreadsheetLoader - Error figuring out MIRV spec details
java.lang.NullPointerException
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?O0000(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)
narrowed one of two MIRV related java exceptions to "Outer Rim Alliance"Might be related to this http://fractalsoftworks.com/forum/index.php?topic=15634 or someone dragging new mod versions without deleting the old versions mod folder first which i doubt you did. If it really were a mirv issue then the weapons name should be listed after spec details [weapon_name] like in the following errors
==Codeany ideas / solutions to fix ?30045 [Thread-4] WARN com.fs.starfarer.loading.WeaponSpreadsheetLoader - Error figuring out MIRV spec details
java.lang.NullPointerException
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
i see mirv used only in .proj files for missile so i guess something wrong in that definition?
Getting this when hover over a fleet not sure if this mod is doing it:Code16164 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [MSS_big_rotary] not found in weapon_data.csv
16164 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ms_instantFlak] not found in weapon_data.csv
16166 [Thread-4] WARN com.fs.starfarer.loading.WeaponSpreadsheetLoader - Error figuring out MIRV spec details
java.lang.NullPointerException
Hi, I've just experienced a crash and I think Blackrock might be to blame (my favourite mod btw ;) ):but here it isn't. The only other relatable error log is from this topic http://fractalsoftworks.com/forum/index.php?topic=13528 and it pretty much seems to have been an issue of copy pasting updates without deleting the folder first.
I do run a ton of other mods though but I see that achilles is from BRDYCode1553862 [Thread-4] WARN com.fs.starfarer.ui.impl.CargoTooltipFactory - Error figuring out MIRV spec details for [achilles_mrm]
org.json.JSONException: JSONObject["emp"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
i always doing byte compare of files when updating mods so it doesn't feel like leftovers issues ...I don't honestly know what the trick to this is but try to just delete the folder of the mod and re-download it, i just tried it myself and the game loads and starts without problems. There is something related to this in regards to weapon id's being changed in weapon_data.csv being able to lead to such errors when the old weapons_data file wasn't deleted first, or better said it was mentioned once in the forum.
anyway loading only those mods (in this case ORA) separate w/o anything else (ofc the needed lazylib,magiclib) equals same error
As I mentioned on discord, this is either an outdated version of the game (0.9.1 RC8) or an outdated version of the mod/overwriting the old mod folder instead of delete and extract. If you are certain it's not any of those, then a clean reinstall is in order, including deleting all mods.
What's the exact size of your ORA mod folder.As I mentioned on discord, this is either an outdated version of the game (0.9.1 RC8) or an outdated version of the mod/overwriting the old mod folder instead of delete and extract. If you are certain it's not any of those, then a clean reinstall is in order, including deleting all mods.
everything is latest
everything is latestClean reinstall it is then. Of both the game and all mods.
I just did that, dled from official repository (non amazon and amazon), re-grabbed mods, yet the "Error figuring out MIRV spec details" for a Null still persists. Its not a critical error, I'm just wondering what its implications are.everything is latestClean reinstall it is then. Of both the game and all mods.
If it's not crashing, none.
(http://i.imgur.com/3F2EkQBl.jpg)
Maintenance update: added compatibility with various campaign mods (Starship Legend, Commissioned Crew etc), new market music courtesy of Tomatopaste, minor campaign tweaks.
This update should not break saves.
Download available in the Original Post (http://fractalsoftworks.com/forum/index.php?topic=11646.0)Changelog:0.87
- Added Starship Legend compatibility.
- Added Ruthless Sector compatibility.
- Added New Beginnings compatibility.
- Added Vayra Sector compatibility.
- Added Commissioned Crew compatibility.
- Improved Nexerelin integration.
- Added market music, courtesy of Tomatopaste.
BUGFIXES/IMPROVEMENTS:
- Economy slightly reduced in regard to other larger factions.
- Added a few custom portraits.[close]
Hey boss, got an error when launching and found that you've got two potraits entries (or whatever) in your ora.faction file.yeah I also got this error at launch, thanks for the quick fix
I've crammed them into the one and the game launches fine now. I'll attach my fix for you should you wish to use it.
Hey boss, got an error when launching and found that you've got two potraits entries (or whatever) in your ora.faction file.
I've crammed them into the one and the game launches fine now. I'll attach my fix for you should you wish to use it.
There is no reason either lore-wise or gameplay-wise for them to have custom non-combat ships. The moddiverse doesn't need yet another Atlas clone clogging the markets.
May I ask your permission to translate your mod into Chinese and upload it to a Chinese Starsector Forum?
I have no idea what could be referencing Brexit in the faction description, but David Rittenhouse is a famous astronomer of the XVIIIth century and was the first director of the United States Mint (which is fitting for a system named after caretakers and custodians).
I have no idea what could be referencing Brexit in the faction description, but David Rittenhouse is a famous astronomer of the XVIIIth century and was the first director of the United States Mint (which is fitting for a system named after caretakers and custodians).
Ah, okay. The Second to last paragraph, about Cycle 167, reads a lot like Brexit what with Johnson's Leave campaign winning a razor thin margin over Remain.
That part is deliberately written to be reminiscent of any contentious votes that always end up conveniently close after so much disinformation and manipulation that the result can hardly be representative of anything. You may think it references Brexit, I think it represents my countries elections, other will get reminded of other events... The fact you took it personally means it works as intended.
-snip-
Thanks for the report, I'll check it out. It should at least report it as "Unknown Energy" and be in the EMP column.
Edit:
Just put it in the debugger, there is no EMP damage being reported at all to the damage listeners via the in game Combat Engine. So one of two possibilities:
* Invocation Launcher doesn't actually do EMP
* Game Engine doesn't report the EMP damage that the IL is doing.
Your destroyers and cruisers all need to have their maneuverability decreased by about 30-40%. Or inertia increased by about that amount. Or something. They bounce around like yo-yos, not spaceships. A Hammerhead is a lumbering cow by comparison and even a Shrike would be hard put to it to match even a few of these back-and-forth maneuvers.
I can't speak to the capitals as I haven't fought them yet but the midsize ships are annoyingly stupid enough I don't want to try.
To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update ORA and/or change it however they want.
In the meantime, ORA's code can freely be re-used by anyone and the sprites can freely be kitbashed from without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and I am credited.
https://drive.google.com/file/d/1FoPYMrRpDLQK4AFP9uYwKio0pBRSCLh9/view?usp=sharingSame link as the above post, slight update.
Update for 0.96a.
Updated deprecated magiclib calls.
Removed references to deprecated admin abilities.
Fixed Invocation Launcher missing EMP damage value.
Change hull chance numbers to match current game version.