Fractal Softworks Forum

Starsector => Mods => Topic started by: MinusUdn on May 02, 2017, 09:02:26 AM

Title: [0.95.1a] Green Knight Security (v3.0)
Post by: MinusUdn on May 02, 2017, 09:02:26 AM
(http://i.imgur.com/HtBRP6G.png)

DOWNLOAD HERE (https://mega.nz/file/hpsilCDY#caPDVNA8lWjOMWnrDZ5n-2gYlgLaC5QYguPDhBI-qCA)
Requires LazyLib




Features
Spoiler
New ships and faction added.
Adds:
-1 new capitalship
-2 new cruisers
-3 new destroyers
-4 new frigates
-2 new fighters
-2 new freighters
-10 new weapons

To do:
-NEXT: carrier update
-Balance the ships/weapons
-Create a NPC/Market where you can acquire some mercs (GKS fleet that will follow you and help you in battles) for a set period of time
[close]

Ships/Screenshots
Spoiler
(http://i.imgur.com/vqk4730.png) Wolf (GKS) (Line frigate)
(http://i.imgur.com/Irg8pwY.png) Vasuki(Fast Attack Craft)
(http://i.imgur.com/zzAP6ad.png) Vasuki (SWACS) (yes, the radome spins)
(http://i.imgur.com/JFJq0Ot.png) Tempest (GKS) (Phase Frigate)
(http://i.imgur.com/4YyA3t1.png) Guivre (Blockade Runner)
(http://i.imgur.com/UAGpU47.png) Kaliya (Freighter)
(http://i.imgur.com/pftkPx0.png) Sunder (GKS) (Close Support Destroyer)
(http://imgur.com/Wn5nFqN.png) Cecrops-C (Carrier)
(http://imgur.com/JDvNDqw.png) Cecrops-M (Missile Destroyer)
(http://i.imgur.com/mPJv9Bv.png) Vritra (Heavy cruiser)
(http://i.imgur.com/stvpugS.png) Linnormr (Fast Cruiser)
(http://imgur.com/hRsNPoF.png) Karkadann (Battleship)

(http://i.imgur.com/T5WJniY.png)(http://i.imgur.com/TwrmWMy.png)(http://i.imgur.com/aFtNQWC.png)
[close]

Change Log
Spoiler
Credits to FlashFrozen and Tartiflette, some of their sprites were used as bases for kitbashing
-v.3.0 updated to work on version 0.95.1a-RC3, thanks to the generous patronage of user delverge
-v.2.0c added source files to the download, changed some faction relationships, adjusted the weapon load out in the campaign, changed the karkadann ship system and weapon mounts
-v.2.0b compatibility with Starsector 0.9.1a added
-v.1.4c fixed a typo that made the decorative weapons show up in shops, Vritra: max flux 9000->8500, fluxdisipation 680->650 / Karkadann speed 60->50 / Cecrops(both) speed 90/85->80
-v.1.4b Nexelerin fix, added a new Capital ship: Karkadann class Battleship, balance: Vritra: max flux 10000->9000 / Linnormr: max flux 8500->8000 / Privateer Pulse Laser: damage 50->60, ammo 16->8, ammo/sec 1.5->1.2, flux 65->80, chargeup 0.35->0.40 / Privateer Heavy Pulse Laser: damage 220->200, ammo 9->6, ammo/sec 0.5->0.6, / Bifors & Hughes: missile speed 300->200, range 2000->1500, Pod Burst size 16->12
-v.1.3 reworked the Cecrops (C) & (M), reduced the damage(175->155) and rate of fire(10->12) of the missiles, reduced the ECM and Nav rating (half as much) of the linnormr and vasuki (SWACS) also reworked their shipsystems: reduced the chance to affect fighters/drones, no range reduction for large ships, missiles get their targeting affected instead of flaming out, added a new mission. 
-v.1.2b Nexelerin hotfix compatibility update
-v1.2 Nexelerin update!
-v1.1b balance fix reduced hp and dmg of the missiles
-v1.1 Adds 4 new missiles, 1 new medium energy weapon, 1 new system with 3 markets, 1 new space station, new variants, reworked some of the sprites
-v1.0a Adds faction & bases in Arcadia and Magec, lowered ship prices, re-balanced weapons and both cruisers
-v0.9b reworked the Quantum Jammers now their effects have a chance to proc instead of a flat 100% also reworked the AI to use them less often, reworked the SEW&C hullmod effects, fixed some descriptions, reduced fighter speed (now in the 2xx), reduced cruiser mobility/turn rate, bucaneer PD now does more burst damage but has a lower RoF and costs more flux to fire, changed the linnormr hunter variant now it uses harpoons instead of sabots
-v0.9 made the weapons flux negative to compensate for the extra range/accuracy, also reduced the damage of the ballistic weapons to 60 per shot, reduced damage of the small energy weapon to 60 per shot, reduced damage of the medium energy weapon to 220 per shot
-v.08 added a new cruiser (Linnormr), added a new weapon (PrivateerM), changed the ship names to fit a theme, change the Vasuki SWACS (new system and hullmod), fixed the price of some ships (Cecrops(C) doesn't cost as much as a capital ship), changed the cr reduction to the vanilla standard(0.25), now ships can break
-v.07 reduced the supply cost of the Kala, added a new ship, Varo (SWACS)
-v0.6 removed the WeaponsAI hullmod, reduced Vir's speed to 60 and Active Armor to only 1 charge, takes 25% more to recharge and reduces 33%Dmg
-v0.5b linux fix & new variants
-v.05 added a new freighter and balanced some of the other ships stats
-v0.4 added a new phase frigate
-v0.3 changed the ship systems(no more damper fields), Vir's stats are now similar to an Eagle's stats, weapons do less damage now
-v0.2 weapons are more vanilla friendly now, Vir gets a new sprite and stats (less flux, no flight deck)
-v0.1 Initial Release
[close]
Title: Re: [0.8a] Green Knight Security (v0.1)
Post by: PyroFuzz on May 02, 2017, 01:05:49 PM
Cool! Are you planning to add all the pictures for the ships soon?
Title: Re: [0.8a] Green Knight Security (v0.1)
Post by: The2nd on May 02, 2017, 01:25:30 PM
To do:
-Create a NPC/Market where you can acquire some mercs (GKS fleet that will follow you and help you in battles) for a set period of time

I would LOVE such a feature. Nexerelin has something similar where you have a "follow me" ping for allied fleets. However it's rather wonky and fleets get sidetracked very easily. I imagine it's one of the harder thing to do.
Good luck!   
Title: Re: [0.8a] Green Knight Security (v0.1)
Post by: MinusUdn on May 02, 2017, 03:06:19 PM
Cool! Are you planning to add all the pictures for the ships soon?


Sure, do you want me to post the sprites of the ships? I can do that yeah


To do:
-Create a NPC/Market where you can acquire some mercs (GKS fleet that will follow you and help you in battles) for a set period of time

I would LOVE such a feature. Nexerelin has something similar where you have a "follow me" ping for allied fleets. However it's rather wonky and fleets get sidetracked very easily. I imagine it's one of the harder thing to do.
Good luck!   

I'll try yo cannibalize some code from Nexelerin, but I can't promise anything before 0.81
Title: Re: [0.8a] Green Knight Security (v0.1)
Post by: SpaceRiceBowl on May 02, 2017, 05:00:21 PM
Play tested these ships a bit in the editor. The ships themselves feel alright, but the custom weapons might be a bit too op compared to vanilla. Especially the Buccaneer PD system, it basically outclasses the Burst PD laser system in every single way possible, with just a higher OP and flux cost.

Edit: It's actually insane how good the Aegis Cruiser is. I was able to completely negate an Atlas's fighter and bomber compliment with it.
Title: Re: [0.8a] Green Knight Security (v0.1)
Post by: MinusUdn on May 02, 2017, 05:43:41 PM
Play tested these ships a bit in the editor. The ships themselves feel alright, but the custom weapons might be a bit too op compared to vanilla. Especially the Buccaneer PD system, it basically outclasses the Burst PD laser system in every single way possible, with just a higher OP and flux cost.

Edit: It's actually insane how good the Aegis Cruiser is. I was able to completely negate an Atlas's fighter and bomber compliment with it.

Ah thanks for the feedback, I'll nerfbalance it in the next version
Spoiler
funny how the Buccaneer has exactly the same stats as Diable's Burchel beam repeater, I guess I'll have to make it more vanilla friendly
[close]
Title: Re: [0.8a] Green Knight Security (v0.2)
Post by: adimetro00 on May 02, 2017, 09:41:19 PM
So nice to see ships with green colors. That shade of color is really rare in modded ships these days. I hope you keep it up and eventually create a new faction out of these ships.
Say, What the new faction's lore going to be, in a nutcase?
Title: Re: [0.8a] Green Knight Security (v0.2)
Post by: AxleMC131 on May 02, 2017, 10:28:44 PM
Nice work with the kitbashing and paint jobs!  ;)
Title: Re: [0.8a] Green Knight Security (v0.2)
Post by: SierraTangoDelta on May 03, 2017, 12:16:07 AM
Some quick balance notes from using the ships:
The Strauss M is insanely good for how inexpensive it is. 12 small missile slots and a missile autoforge are way too powerful for a roughly destroyer-sized ship.
GKSec Wolf seems fair, I like being able to put kinetic weapons on it. A nice change when combined with the lower flux stats.
Title: Re: [0.8a] Green Knight Security (v0.2)
Post by: SCC on May 03, 2017, 02:22:45 AM
Balance is... Off.
With Vir and no skills, I could solo dominator, eagle, hammerhead and enforcer - at once!
Green Sunder seems powerful as well, but I can't beat eagle with it alone, at least for now, so it's not that powerful. Still, it feels like you're unnecessarily spamming damper field when you shouldn't.
Not to mention Varo not only is very fast, it also can have very long-range weapons... It's an ideal pursuit ship, but probably it'd be super irritating to fight against one.
Title: Re: [0.8a] Green Knight Security (v0.3)
Post by: MinusUdn on May 03, 2017, 08:33:37 AM
V0.3 is out, hopefully more balanced this time & V.0.4 includes a new ship
Title: Re: [0.8a] Green Knight Security (v0.3)
Post by: PyroFuzz on May 03, 2017, 02:36:02 PM
Since you got them from the sprite dump, it kinda looks like their ships were pirated of some sort.
(In a cool starsector way! Not stealing XP.) Looks pretty cool!
Title: Re: [0.8a] Green Knight Security (v0.3)
Post by: MinusUdn on May 03, 2017, 03:56:11 PM
Since you got them from the sprite dump, it kinda looks like their ships were pirated of some sort.
(In a cool starsector way! Not stealing XP.) Looks pretty cool!

ahahah yeah I plan to put the faction homebase in Agreus(Arcadia system), the description says that the planet is a center of ship-breaking and ship-reconstruction so I guess it is fitting  ;D
Title: Re: [0.8a] Green Knight Security (v0.4)
Post by: Midnight Kitsune on May 03, 2017, 09:48:27 PM
Two issues I see with the sprites:
One: The Sunder looking variant looks unshaded on the top rear portion of the ship that is shaped like an A
Two: The Vir looks WAAAAAY too similar to the Diable Avionics tanker ship it was based off of
Title: Re: [0.8a] Green Knight Security (v0.4)
Post by: sycspysycspy on May 04, 2017, 02:38:24 AM
DA in green?  :D
Title: Re: [0.8a] Green Knight Security (v0.4)
Post by: ApetureUnicorn on May 04, 2017, 03:52:12 AM
loving the green army camo colour, it reminds me of neutrino corp but like forest/jungle stlye, more stealth like.
Title: Re: [0.8a] Green Knight Security (v0.4)
Post by: MinusUdn on May 04, 2017, 05:14:40 AM
Two issues I see with the sprites:
One: The Sunder looking variant looks unshaded on the top rear portion of the ship that is shaped like an A
Two: The Vir looks WAAAAAY too similar to the Diable Avionics tanker ship it was based off of
(http://i.imgur.com/4CHapEi.png) let me see, is this better now? made the A part darker
DA in green?  :D
(http://i.imgur.com/7X9j49H.png) added some stuffs(some plumbing and engines) to make the not!Rime look less obvious, slightly better now? feedback on how to not look like Diable but still look clean, sharp and solid is welcome
Title: Re: [0.8a] Green Knight Security (v0.5)
Post by: DinoZavarski on May 04, 2017, 04:56:01 PM
Hi. Nice modifications, look like actual tech mixing. Makes them feel immersive.

There are some file name case typos that prevent game from booting on Linux:

Code
diff -crB /home/dino/Downloads/games/starsector/08/GKsec/data/hulls/collier.ship GKsec/data/hulls/collier.ship
*** /home/dino/Downloads/games/starsector/08/GKsec/data/hulls/collier.ship 2017-04-26 20:10:51.000000000 +0300
--- GKsec/data/hulls/collier.ship 2017-05-05 01:20:55.277537242 +0300
***************
*** 127,133 ****
      -0
    ],
    "shieldRadius": 80.622574,
!   "spriteName": "graphics/ships/collier.png",
    "style": "HIGH_TECH",
    "viewOffset": 0,
    "weaponSlots": [
--- 127,133 ----
      -0
    ],
    "shieldRadius": 80.622574,
!   "spriteName": "graphics/ships/Collier.png",
    "style": "HIGH_TECH",
    "viewOffset": 0,
    "weaponSlots": [
diff -crB /home/dino/Downloads/games/starsector/08/GKsec/data/hulls/dualkrio.ship GKsec/data/hulls/dualkrio.ship
*** /home/dino/Downloads/games/starsector/08/GKsec/data/hulls/dualkrio.ship 2017-05-02 17:03:14.000000000 +0300
--- GKsec/data/hulls/dualkrio.ship 2017-05-05 01:22:34.303206128 +0300
***************
*** 51,57 ****
      -0
    ],
    "shieldRadius": 30.5,
!   "spriteName": "graphics/ships/dualkrio.png",
    "style": "MIDLINE",
    "viewOffset": 0,
    "weaponSlots": [
--- 51,57 ----
      -0
    ],
    "shieldRadius": 30.5,
!   "spriteName": "graphics/ships/dualKrio.png",
    "style": "MIDLINE",
    "viewOffset": 0,
    "weaponSlots": [
diff -crB /home/dino/Downloads/games/starsector/08/GKsec/data/hulls/ghent.ship GKsec/data/hulls/ghent.ship
*** /home/dino/Downloads/games/starsector/08/GKsec/data/hulls/ghent.ship 2017-05-04 22:51:00.000000000 +0300
--- GKsec/data/hulls/ghent.ship 2017-05-05 01:21:32.766169172 +0300
***************
*** 115,121 ****
      -0
    ],
    "shieldRadius": 67.5,
!   "spriteName": "graphics/ships/ghent.png",
    "style": "HIGH_TECH",
    "viewOffset": 0,
    "weaponSlots": [
--- 115,121 ----
      -0
    ],
    "shieldRadius": 67.5,
!   "spriteName": "graphics/ships/Ghent.png",
    "style": "HIGH_TECH",
    "viewOffset": 0,
    "weaponSlots": [
diff -crB /home/dino/Downloads/games/starsector/08/GKsec/data/weapons/privateers.wpn GKsec/data/weapons/privateers.wpn
*** /home/dino/Downloads/games/starsector/08/GKsec/data/weapons/privateers.wpn 2017-04-28 16:24:29.000000000 +0300
--- GKsec/data/weapons/privateers.wpn 2017-05-05 01:24:40.801336403 +0300
***************
*** 4,12 ****
   "type":"ENERGY",
   "size":"SMALL",
   "turretSprite":"graphics/weapons/privateerS_turret_base.png",
! "turretGlowSprite":"graphics/weapons/privateerS_turret_glow.png",
   "hardpointSprite":"graphics/weapons/privateerS_turret_base.png",
! "hardpointGlowSprite":"graphics/weapons/privateerS_turret_glow.png",
   "glowColor":[200,0,200,150],
   "turretOffsets":[10, 0],
   "turretAngleOffsets":[0],
--- 4,12 ----
   "type":"ENERGY",
   "size":"SMALL",
   "turretSprite":"graphics/weapons/privateerS_turret_base.png",
! "turretGlowSprite":"graphics/weapons/privateers_turret_glow.png",
   "hardpointSprite":"graphics/weapons/privateerS_turret_base.png",
! "hardpointGlowSprite":"graphics/weapons/privateers_turret_glow.png",
   "glowColor":[200,0,200,150],
   "turretOffsets":[10, 0],
   "turretAngleOffsets":[0],

Also i think you really should add variant for your Sunder with Locust SRM, 2xCorsair Battery, 2xPrivateer and 3xBuccaneer. It is not only good all-round combo, but also looks great.
Title: Re: [0.8a] Green Knight Security (v0.5)
Post by: MinusUdn on May 04, 2017, 05:43:27 PM
Hi. Nice modifications, look like actual tech mixing. Makes them feel immersive.

There are some file name case typos that prevent game from booting on Linux:

Also i think you really should add variant for your Sunder with Locust SRM, 2xCorsair Battery, 2xPrivateer and 3xBuccaneer. It is not only good all-round combo, but also looks great.


Thanks for the feedback, I don't have a Linux so thanks for testing the compatibility for me.

Do you want to name that Sunder (GKSec) variant? I can add it to the mod as a goal variant if you want  ;D
Title: Re: [0.8a] Green Knight Security (v0.5)
Post by: DinoZavarski on May 05, 2017, 06:19:54 AM
[Do you want to name that Sunder (GKSec) variant? I can add it to the mod as a goal variant if you want  ;D

Wow, a Green knight on a quest to find the Holy Locust Launcher! Sound like the beginning of a long story... :P
Title: Re: [0.8a] Green Knight Security (v0.5b)
Post by: Euripides on May 06, 2017, 02:36:27 PM
I like the ship sprites, and I like that they're added to independent fleets to help flesh them out a little more, but the mods and ships themselves are brokenly overpowered.
Title: Re: [0.8a] Green Knight Security (v0.5b)
Post by: SCC on May 06, 2017, 02:52:09 PM
Even after damper nerf they're still too good... I think it's because of built-in 200u range extender. This hullmod should either be not-built in or removed altogether (probably the latter), it does bad things to game balance.
Title: Re: [0.8a] Green Knight Security (v0.5b)
Post by: MinusUdn on May 06, 2017, 05:18:51 PM
I guess that makes sense, fast ships with extra range seem to be a bit too OP, I'll change it and get a patch ASAP, are you guys testing the ships in 1v1 battles or in big team battles? the AI can't deal with these ships in 1v1 since they usually out range the vanilla ships.

Also light cruiser soon, and AWACS destroyer once 8.1 releases (since the radome doesn't want to spin).

Thanks for the feedback
Title: Re: [0.8a] Green Knight Security (v0.6)
Post by: MinusUdn on May 06, 2017, 05:42:41 PM
So which ships do you think are more broken? Any suggestion on how to fix them?
Title: Re: [0.8a] Green Knight Security (v0.6)
Post by: Kulverstukass on May 07, 2017, 08:45:55 AM
Kala maintenance seems like a typo, being 11 for 250 cargohold (Mule require 7 w/more OP/weapon points and longer peak perf. time), not comparing it to buffalo with 3 maint. for 300 cargo and less fuel req. 11 is a Sunder w/ big energy amongst other slots.
It's peak time being 180 also more fits phase ships and shuttles.
Maybe add or alternate it to have command HQ built-in, so it would worth it to haul around, with bit decreased maintenance cost.
Shielded cargohold, as side effect for low-orbit capabilities wouldn't harm too.

Haven't tried .6 yet, but Kala isn't mentioned, thus posting.
Title: Re: [0.8a] Green Knight Security (v0.6)
Post by: MinusUdn on May 07, 2017, 09:10:17 AM
Kala maintenance seems like a typo, being 11 for 250 cargohold (Mule require 7 w/more OP/weapon points and longer peak perf. time), not comparing it to buffalo with 3 maint. for 300 cargo and less fuel req. 11 is a Sunder w/ big energy amongst other slots.
It's peak time being 180 also more fits phase ships and shuttles.
Maybe add or alternate it to have command HQ built-in, so it would worth it to haul around, with bit decreased maintenance cost.
Shielded cargohold, as side effect for low-orbit capabilities wouldn't harm too.

Haven't tried .6 yet, but Kala isn't mentioned, thus posting.

Thanks, yeah it is sort of a typo since the ship used to have more cargo and fuel capacity I'll get to it tomorrow, i'll wait a bit longer for more feedback before releasing the next balance patch
Title: Re: [0.8a] Green Knight Security (v0.6)
Post by: NightfallGemini on May 08, 2017, 02:36:32 AM
FWIW, a range boost could still work. Perhaps make it a static %range increase that doesn't stack with ITU/DTU? Perhaps in between the frigate and destroyer tiers of ITU so it keeps a unique flavor, still feels good yet doesn't go too nuts.
Title: Re: [0.8a] Green Knight Security (v0.6)
Post by: DinoZavarski on May 08, 2017, 05:02:11 AM
Hym, maybe you can make something different, maybe something like this:

"Marksman training" "Extensively trained since childhood in situational awareness and intuitive shooting, Green Knight fire control officers are adepts at finding the right target and hitting it even against the odds. On direct neurointerface control their score against moving targets is significantly above average an in numerous occasions they managed to score hits at ranges that exceed official weapon specifications. Unfortunately they are unable to use any targeting aids, as this actually results in decreased performane".

Target leading improvement, small range improvement (~5% maybe), maybe lower ROF with lowered recoil to simulate gunners doing short pauses to decrease recoil. Not compatible with targeting upgrades and point defense AI.
Title: Re: [0.8a] Green Knight Security (v0.6)
Post by: NightfallGemini on May 08, 2017, 05:11:41 AM
Hym, maybe you can make something different, maybe something like this:

"Marksman training" "Extensively trained since childhood in situational awareness and intuitive shooting, Green Knight fire control officers are adepts at finding the right target and hitting it even against the odds. On direct neurointerface control their score against moving targets is significantly above average an in numerous occasions they managed to score hits at ranges that exceed official weapon specifications. Unfortunately they are unable to use any targeting aids, as this actually results in decreased performane".

Target leading improvement, small range improvement (~5% maybe), maybe lower ROF with lowered recoil to simulate gunners doing short pauses to decrease recoil. Not compatible with targeting upgrades and point defense AI.

I like this idea a lot.
Title: Re: [0.8a] Green Knight Security (v0.6)
Post by: MinusUdn on May 08, 2017, 05:14:47 AM
Thanks for the awesome ideas! I'll get to it as soon as I finish this new light cruiser, what do you guys think about a ECM/ECCM cruiser? should I make the missile hardpoints hidden or would that cause too many problems? also naming ships is hard!

Spoiler
(http://i.imgur.com/IOCTVpg.png)
[close]
Title: Re: [0.8a] Green Knight Security (v0.6)
Post by: SCC on May 08, 2017, 12:46:02 PM
Name it Echidna because why not.
It would be nice (for me) if you could say where balance-wise you see your ships - I mean, I called Vir overpowered for being able to destroy 2 cruisers with 2 destroyer escort, but I also did it with Aurora...
Also, Ghent seems a little to... Uncatchable to me, but then again, it's wayfarer's level of efficiency. It'd be more interesting if it had only its medium mount, so it could either be invulnerable to missiles or able to kite bigger ships, but not both.
Title: Re: [0.8a] Green Knight Security (v0.6)
Post by: Maelstrom on May 08, 2017, 02:17:51 PM
So why does this faction have no home system? Or any station?
Title: Re: [0.8a] Green Knight Security (v0.6)
Post by: MinusUdn on May 08, 2017, 03:10:34 PM
Name it Echidna because why not.
It would be nice (for me) if you could say where balance-wise you see your ships - I mean, I called Vir overpowered for being able to destroy 2 cruisers with 2 destroyer escort, but I also did it with Aurora...
Also, Ghent seems a little to... Uncatchable to me, but then again, it's wayfarer's level of efficiency. It'd be more interesting if it had only its medium mount, so it could either be invulnerable to missiles or able to kite bigger ships, but not both.

I think SRA is already using the "Greek mythological creatures" theme in their names (right now I'm using germanic and roman names but I really need to find a solid naming theme, something green or knightly).

Balance-wise, well, they should be balanced with the AI piloting them, I don't mind if someone can take an Onslaughts with a frigate, as long as the AI can't take one that is balanced in my book (since a vanilla kite can solo an Onslaught), right now the Vir dies to an Aurora but can take an Eagle, that isn't bad but I might bring back the weapons AI hullmod and reduce the ordnance points, I'd like the ships to be fast and with good range.

The Ghent is a blockade runner so being uncatchable is a requisite (the ship is meant to be a solo/early game trade ship not a late game bulk trader), right now it doesn't have enough flux/OP to take bigger ships head-on; the medium mount is there mainly to deal with hounds or similar fast ships, and only a madman would pilot a ship without PDs or at least that is what our engineers say :p

So why does this faction have no home system? Or any station?


Two reasons mostly, first this faction is meant to be a mercenary faction that the independent planets, that are not part of the Persean League, can contract to protect their trade fleets/planets so if you install this mod you will see GK Security ships flying with the independent fleets and in their markets and second because creating a home system takes time and I'd rather finish adding the ships I have planned.

But don't worry I plan to add some size 2ish military markets orbiting most of the neutral planets and a big one in the Arcadia system (instead of the Hegemony's citadel station), lore wise GK Security is being employed by the Ko Combine so I might even add them as a faction (big maybe), later on I also plan to add a system south of Arcadia and turn it into the home system.
Title: Re: [0.8a] Green Knight Security (v0.7)
Post by: MinusUdn on May 09, 2017, 05:31:09 PM
v0.7 is out, balanced the supply cost of some ships and added a new electronic warfare frigate
Title: Re: [0.8a] Green Knight Security (v0.7)
Post by: Warhunterpro on May 09, 2017, 07:32:37 PM
just curious. is the strauss C supposed to cost more than some battleship class ships? just saw one in the market that costs 300k a bit more than the legion in the same market

(just looking through the files and see
Spoiler
Strauss C,claudius,Carrier,reservewing,8,4000,300,3000,,200,70,2,85,50,40,30,25,750,OMNI,,90,0.5,1,,,50,80,90,80,2,,9,250000,6,16,360,0.1,10,10,,,,,7995
[close]
i assume the 250000 has 1 too many 0s
of course i have no clue how all the coding is worked so i could be looking at the wrong area to change it)
Title: Re: [0.8a] Green Knight Security (v0.7)
Post by: AxleMC131 on May 09, 2017, 09:19:06 PM
just curious. is the strauss C supposed to cost more than some battleship class ships? just saw one in the market that costs 300k a bit more than the legion in the same market

(just looking through the files and see
Spoiler
Strauss C,claudius,Carrier,reservewing,8,4000,300,3000,,200,70,2,85,50,40,30,25,750,OMNI,,90,0.5,1,,,50,80,90,80,2,,9,250000,6,16,360,0.1,10,10,,,,,7995
[close]
i assume the 250000 has 1 too many 0s
of course i have no clue how all the coding is worked so i could be looking at the wrong area to change it)

Haven't used the mod myself, but @Warhunterpro if you have something like Excel or LibreOfficeCalc you can open a ".csv" file as a spreadsheet. It's much easier to understand that way.

However, matching those values up with any "ship_data.csv" shows that 250,000 is indeed set as the base price. Unless it has some absurd powers I'm unaware of, that is mental for a destroyer! :o

Also odd is that there aren't any values for "breakProb/minPieces/maxPieces", so this ship (I presume) doesn't ever break up if disabled. And it's CR degrades at 0.1 unit per second. Waaaaaaay slower than stock ships.

Unless there are specific balance reasons for these, I suggest @MinusUdn take a closer look at some of these values. They're a little odd, to say the least.
Title: Re: [0.8a] Green Knight Security (v0.7)
Post by: dk1332 on May 11, 2017, 04:58:26 AM
found an odd bug on one of the GSK wolves I got, this one has 0 weapon flux/sec . No matter how I replace its weapons its still has 0 flux/sec. Didn't happen to the other one though.

Probably just a graphical bug though since it still gets some flux when shooting a weapon.


P.S. not sure if its just me or is the left PD mount looks a bit lower than the right one?
Title: Re: [0.8a] Green Knight Security (v0.7)
Post by: Takion Kasukedo on May 11, 2017, 06:29:53 AM
Is the radome on the Varo supposed to be that big? @_@
Title: Re: [0.8a] Green Knight Security (v0.7)
Post by: DinoZavarski on May 12, 2017, 08:39:30 AM
Two file name case typos in .ship files last release: Vir image is "vir.png" and Dual Kiro's one is "dualKiro.png"
Title: Re: [0.8a] Green Knight Security (v0.7)
Post by: dk1332 on May 13, 2017, 01:09:48 AM
Not sure if a bug or not, but the Strauss Carrier cost 300,000 credits even in the black market. Thats like the same price tag as a capital ship.
Title: Re: [0.8a] Green Knight Security (v0.7)
Post by: MinusUdn on May 13, 2017, 09:01:22 AM
Not sure if a bug or not, but the Strauss Carrier cost 300,000 credits even in the black market. Thats like the same price tag as a capital ship.

Yeah that was a typo, but don't worry v0.8 should fix it

also fixed the linnormr system, now it doesn't auto giv missiles but instead there is a small chance over time that they will fail, good against slow missiles like javelins not so much against fast ones like sabots
Title: Re: [0.8a] Green Knight Security (v0.9)
Post by: MinusUdn on May 13, 2017, 02:25:44 PM
-v0.9 re-balances the weapons to make them more vanilla friendly, the ballistic weapons should fill the niche between high OP cost, long range and high damage needlers and low cost medium range average damage auto canons, and the energy weapons should fit between short range high damage repeating lasers and long range low damage tac lasers
Title: Re: [0.8a] Green Knight Security (v0.9b)
Post by: Metadane on May 15, 2017, 11:50:19 AM
Me like this mod.
Title: Re: [0.8a] Green Knight Security (v0.9b)
Post by: Metadane on May 15, 2017, 01:29:14 PM
Love this mod, thanks for your work and any future work you may do  :)
Title: Re: [0.8a] Green Knight Security (v0.9b)
Post by: felixsimon on May 15, 2017, 02:37:40 PM
Awesome looking mod, although im forcing myself to wait: need at least one capital ship to feel competitive without zerging enemies with cruisers =_=
Title: Re: [0.8a] Green Knight Security (v0.9b)
Post by: MinusUdn on May 15, 2017, 02:45:48 PM
Love this mod, thanks for your work and any future work you may do  :)

Thanks for your kind words!

Awesome looking mod, although im forcing myself to wait: need at least one capital ship to feel competitive without zerging enemies with cruisers =_=

Ah I understand capitals are hard to get so they weren't top priority and this mod doesn't have a custom faction yet so you don't have to worry about commissions (ships can be found in independent markets!)
But don't worry I'm working on both of those, so what type of capital would you like to see, I have some ideas but if you want to see something special I'm open to suggestions
Title: Re: [0.8a] Green Knight Security (v0.9b)
Post by: felixsimon on May 15, 2017, 03:03:47 PM
oh, i thought it was a custom faction... Still, i prefer my fleet to be uniform (if i play neutrino or diable mods, i never use ships from any other faction) and considering specific color and style of your ships, they wont blend well with anything but themselves, so im looking forward to making GKS Fleet to rule them all  ;D
As for the capital... Im kinda biased toward something like Unsung from Neutrino mod, but i understand that it's unreasonable. As for more realistic option, ive been playing many different mods,and all capital ships that i umm... "commissioned" have same problem: crapton of mounts, no flux to support possible firepower. I understand, that it's made for balance purposes, but maybe GKS could have capital ship that is light on weaponry (like maybe only 2 large mounts, or even only one) but great flux dissipation, that would allow player to stick pretty much any weaponry on it and not feel like they use only half of it after first barrage. Just throwing the idea out there  ;D
Title: Re: [0.8a] Green Knight Security (v0.9b)
Post by: dk1332 on May 15, 2017, 08:40:13 PM
Found one of the "Radome" disc being sold in several markets. Are they supposed to be sold normally?
Title: Re: [0.8a] Green Knight Security (v0.9b)
Post by: AxleMC131 on May 15, 2017, 08:41:56 PM
Found one of the "Radome" disc being sold in several markets. Are they supposed to be sold normally?

Probably not. O.o

@MinusUdn, you might want to give the Radome the "SYSTEM" hint in weapon_data.csv .
Title: Re: [0.8a] Green Knight Security (v0.9b)
Post by: MinusUdn on May 16, 2017, 01:41:51 AM
Found one of the "Radome" disc being sold in several markets. Are they supposed to be sold normally?

Probably not. O.o

@MinusUdn, you might want to give the Radome the "SYSTEM" hint in weapon_data.csv .

Indeed, fix coming soon, is there anything else that needs to be fixed? balance wise does the jamming system feel good? too strong too weak?
Title: Re: [0.8a] Green Knight Security (v0.9b)
Post by: dk1332 on May 16, 2017, 04:39:47 AM
none so far really (on my side), since I rarely get GSK ships due to them only appearing in black markets or locked military markets.
Title: Re: [0.8a] Green Knight Security (v1.0a)
Post by: MinusUdn on May 16, 2017, 06:02:43 PM
-v1.0a is finally out includes faction, 2 new stations & markets plus some balance patches (market related)
Title: Re: [0.8a] Green Knight Security (v1.0a)
Post by: MinusUdn on May 26, 2017, 04:12:17 AM
v1.1b is out!, it adds 4 new missiles 1 new medium energy weapon, 1 new system, 1 new space station, new variants, reworked some of the sprites

download link: DOWNLOAD HERE (https://mega.nz/#!AtkxxbaD!3gZaXQ5tFUV727TAcnuTfWgl2AcDlzrTepjXryzzXwk)
Title: Re: [0.8a] Green Knight Security (v1.1b)
Post by: Gwyvern on May 26, 2017, 03:39:51 PM
I'm currently waiting on console commands and save transfer to get updated because I'd rather not restart so soon, as such I'm stuck with the version before you added the faction. Is there a trick to finding the Vir for sale before the faction was added? Is it even purchasable?
Title: Re: [0.8a] Green Knight Security (v1.1b)
Post by: MinusUdn on May 26, 2017, 03:46:32 PM
I'm currently waiting on console commands and save transfer to get updated because I'd rather not restart so soon, as such I'm stuck with the version before you added the faction. Is there a trick to finding the Vir for sale before the faction was added? Is it even purchasable?

There is a fix for console commands that should work with 0.8, other than that the independent faction should have them in their markets, try the military ones
Title: Re: [0.8a] Green Knight Security (v1.1b)
Post by: Gwyvern on May 26, 2017, 03:51:41 PM
I'm currently waiting on console commands and save transfer to get updated because I'd rather not restart so soon, as such I'm stuck with the version before you added the faction. Is there a trick to finding the Vir for sale before the faction was added? Is it even purchasable?

There is a fix for console commands that should work with 0.8, other than that the independent faction should have them in their markets, try the military ones

There is, but not for save transfer.
Title: Re: [0.8.1a] Green Knight Security (v1.2)
Post by: MinusUdn on June 05, 2017, 03:20:03 PM
-v1.2b is out, this update makes GKSec Nexelerin compatible.
Download here: https://mega.nz/#!5x8WmQIB!3fIMEw9PdXWbhXQXXgETEZgpkzx0q-CIEAbwNc5P9XQ (https://mega.nz/#!5x8WmQIB!3fIMEw9PdXWbhXQXXgETEZgpkzx0q-CIEAbwNc5P9XQ)
Title: Re: [0.8.1a] Green Knight Security (v1.3)
Post by: MinusUdn on June 09, 2017, 07:02:09 AM
-v.1.3 reworked the Cecrops (C) & (M), reduced the damage(175->155) and rate of fire(10->12) of the missiles, reduced the ECM and Nav rating (half as much) of the linnormr and vasuki (SWACS) also reworked their shipsystems: reduced the chance to affect fighters/drones, no range reduction for large ships, missiles get their targeting affected instead of flaming out, added a new mission. 
Title: Re: [0.8.1a] Green Knight Security (v1.3)
Post by: Cerevox on June 09, 2017, 10:01:26 PM
Ive been playing these guys in nex and really enjoying it. However, the faction really seems to putter out on the power curve at the upper end. Like, both the cruisers are good and solid, if equipped properly the missile cruiser is pretty terrifying. Give it a bunch of kinetic weapons and 4x harpoons and it can murder things really fast. However, there are no real hard-hitters in the lineup that can take out heavy cruisers or caps without a pretty big numbers advantage. The only thing that comes close is the missile sunder, but its a sunder variant and thus the AI likes to explode in it without doing much. I guess the issue is that the Vritra "heavy" cruiser feels more like a standard cruiser. Its highly effective vs other sized cruisers and anything smaller, but it can't punch above its weight, mostly because of the limited slot size. It doesn't matter how many tactical lasers or privateer pulses I put on this thing, it won't stand up to a dominator or eagle, or any of those top end cruisers.

I am not saying any of the current lineup is bad, its just, there is a clear cut off where GKsec can't escalate but every other faction can, so its near impossible to keep using GKsec indefinitely, you have to swap to other faction to get heavy cruisers and up.

I am honestly not sure what I would expect in a heavy cruiser or cap, either beamspam or multiple heavy missiles, its just that the gap is definitely felt.


Also, unrelated to that, the carrier feels kind of soft. I feel like it gets itself killed more than a condor. Maybe a wider shield or something similar?
Title: Re: [0.8.1a] Green Knight Security (v1.3)
Post by: Mr. Nobody on June 12, 2017, 09:05:45 AM
I recently tested a typical GKS bounty fleet and i have to say that the missiles need a BIG nerf bat treatment.
Lots of missiles, good damage, long range and very fast, plus with the large quantity of missile mounts means that if your fleet isn't composed of 95% flack they will absolutely slaughter everything in the map. As far as i've seen the biggest offenders are the Bifors Pod.
Suggestion: reduce damage and/or change it to fragmentation and/or reduce speed
Those things are literally better than Sabots in most respects.
Title: Re: [0.8.1a] Green Knight Security (v1.3)
Post by: Histidine on June 12, 2017, 06:26:56 PM
Current GKS crashes with Nexerelin's random mode (see reports in the most recent page of Nex thread). Does your mod plugin use the Nexerelin checks specified in my OP?

Quote
Your sector generation code should have something like this:

Code: java
import exerelin.campaign.SectorManager;
//[...]

public class MyModPlugin {
    @Override
    public void onNewGame()
    {
boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
if (!haveNexerelin || SectorManager.getCorvusMode())
   new MySectorGen().generate(Global.getSector());
    }
    //[...]
}
If you don't want to use Nexerelin as a library, it may be possible (in principle) to check for Corvus mode at the new game stage, simply by checking if Corvus (or some other vanilla system/planet) exists. I haven't tested this yet however.

Be careful with any code that targets a specific planet or star system by name! Make sure you disable it in non-Corvus mode, and don't assume a given planet will always belong to its original owner.

Also found on Discord: a crash from using FleetRequestCanInvade in rules.csv. I removed it in 0.8.1, IsValidInvasionTarget is used in its place.
(Although I suspect the issue in general is just from people trying to use the old rules.csv patch with new Nexerelin)
Spoiler
Code
18792 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [FleetRequestCanInvade] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame

com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [FleetRequestCanInvade] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame

    at com.fs.starfarer.campaign.rules.A.<init>(Unknown Source)
    at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
    at com.fs.starfarer.loading.SpecStore.OO0000(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)
Caused by: java.lang.RuntimeException: Command [FleetRequestCanInvade] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
[close]
Title: Re: [0.8.1a] Green Knight Security (v1.3)
Post by: peperoni_playboy on June 12, 2017, 06:35:45 PM
I was getting the crash even with GKS disabled, I'll try to narrow it down a bit.

Edit: GKsec and Snrasha's Nomads reboot are both crashing on random sector generation. when those are disabled it works as it should.
Title: Re: [0.8.1a] Green Knight Security (v1.3)
Post by: SierraTangoDelta on June 12, 2017, 10:06:46 PM
I was getting a crash on startup with GKSec and the newest Nexerelin enabled. When I disabled GKSec, it worked.

28614 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Loading rule: ExerelinFleetRequestOptionListFire
28615 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Loading rule: ExerelinFleetRequestOptionListFireNoMarkets
28615 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Loading rule: ExerelinFleetRequestOptionListFireNotEnoughCredits
28615 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Loading rule: ExerelinFleetRequestOptionListChangeFP
28615 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Loading rule: ExerelinFleetRequestOptionListChangeMarineCount
28652 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [FleetRequestCanInvade] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame

com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [FleetRequestCanInvade] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame

   at com.fs.starfarer.campaign.rules.A.<init>(Unknown Source)
   at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(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)
Caused by: java.lang.RuntimeException: Command [FleetRequestCanInvade] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame

   at com.fs.starfarer.campaign.rules.A.getCommandClass(Unknown Source)
   ... 8 more
Title: Re: [0.8.1a] Green Knight Security (v1.3)
Post by: MinusUdn on June 13, 2017, 09:02:00 AM
V.1.4 is out, it should fix the problem with nexelerin, link in the OP

-v.1.4 Nexelerin fix, added a new Capital ship: Karkadann class Battleship, balance: Vritra: max flux 10000->11000 / Linnormr: max flux 8500->9000 / Privateer Pulse Laser: damage 50->90, ammo 16->8, ammo/sec 1.5->1.2, flux 65->95, chargeup 0.35->0.45 / Privateer Heavy Pulse Laser: damage 220->350, ammo 9->6, ammo/sec 0.5->0.6, flux 230->370, chargeup 0.8->1 / Bifors & Hughes: missile speed 300->200, range 2000->1500, Pod Burst size 16->12
Title: Re: [0.8.1a] Green Knight Security (v1.4b)
Post by: Maelstrom on June 17, 2017, 02:02:01 PM
apperently i go a crash from this mod. Heres the log
Spoiler
8450024 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 0 out of a maximum 8 fleets in play for [data.scripts.campaign.fleets.DS_BountyPirateFleetManager]
8450024 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Could not spawn fleet - returned null
8450256 [Thread-4] INFO  data.scripts.campaign.events.DS_PersonBountyEvent  - Ending bounty on Jackson Cabrakan by Chicomoztoc
8450279 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager  - Cleaning up orphaned patrol [detachment] for market [Nova Maxios]
8450279 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager  - 1 out of a maximum 2 patrols in play for market [Nova Maxios]
8450280 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager  - Spawned patrol fleet [patrol] from market Nova Maxios
8450312 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 0 out of a maximum 8 fleets in play for [data.scripts.campaign.fleets.DS_BountyPirateFleetManager]
8450313 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Could not spawn fleet - returned null
8450378 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [cruor|raesvelg]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8450525 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 0 out of a maximum 8 fleets in play for [data.scripts.campaign.fleets.DS_BountyPirateFleetManager]
8450525 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Could not spawn fleet - returned null
8450634 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  -
8450634 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  -
8450634 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking 1 updates
8450634 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Ore(Satiate): weight 7.4532843
8450634 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Harvested Organs(Satiate): weight 238.03287
8450634 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Supplies(Satiate): weight 31.652382
8450634 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Volatiles(Satiate): weight 24.409697
8450634 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Metals(Satiate): weight 3.2980917
8450634 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Food(Satiate): weight 31.808714
8450635 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Supplies(Reverie Fortress): weight 28.028923
8450635 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Food(Reverie Fortress): weight 5.59017
8450635 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Supplies(Torment Listening Post): weight 18.091944
8450635 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  -
8450635 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picked Harvested Organs(Satiate)
8450722 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Udana Station by 0.001355463, is now 0.05592747
8450722 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Udana Station by 0.001355463, is now 0.05694407
8450722 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Salamanca by 0.001355463, is now 0.053017512
8450722 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Salamanca by 0.001355463, is now 0.054034106
8450785 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [joy_satiate|suddene]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8450810 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 0 out of a maximum 8 fleets in play for [data.scripts.campaign.fleets.DS_BountyPirateFleetManager]
8450811 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Could not spawn fleet - returned null

It just randomly crashed after I added underworld, dynasector, green knight security, combat chatter.

memory allocation was left at 2g and 4g so it is most likely the cause but in case it isn't theres the log Tongue
also it didn't throw me an error it just closed the game in case you needed the info. Ill increase the memory allocation to see if it fixes the random lag spikes in hyperspace and that random crash.

mods:

14   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: raccoonarms [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Arsenal Expansion]
15   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: blackrock_driveyards [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards]
15   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: chatter [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Chatter]
16   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_console [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands]
16   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: istl_dam [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering]
17   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: diableavionics [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS]
18   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: dynasector [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DynaSector]
19   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: GKSec [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GKSec]
19   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: shaderLib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GraphicsLib]
20   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: IFed Legacy [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ifed Legacy]
20   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Imperium [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium]
21   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_lazylib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib]
22   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Neutrino [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp]
23   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: nexerelin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
23   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_omnifac [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Omnifactory]
24   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: ORA [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ORA]
24   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: saveTransfer [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Save Transfer]
25   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: SCY [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY]
26   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: shadow_ships [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shadowyards]
26   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: swp [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ship and Weapon Pack]
27   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: nomads [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ss-nom]
27   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Templars [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Templars]
28   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: toreupplenty [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Tore Up Plenty]
29   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: underworld [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Underworld]
29   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: US [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UnknownSkies]
[close]
Title: Re: [0.8.1a] Green Knight Security (v1.4c)
Post by: MinusUdn on June 20, 2017, 11:57:16 AM
v.1.4c -> fixed some typos that caused the decorative weapons to show up in shops

Mealstrom
I think that bug might be caused by Dynasector since nothing in your log is related to GKSec
Title: Re: [0.8.1a] Green Knight Security (v1.4c)
Post by: Lesolan on January 02, 2019, 07:18:28 AM
Surely there will be an update...


I just have to wait patiently...
Title: Re: [0.8.1a] Green Knight Security (v1.4c)
Post by: fatrat on January 02, 2019, 01:58:05 PM
Surely there will be an update...


I just have to wait patiently...

Holy necro Batman.
Title: Re: [0.8.1a] Green Knight Security (v1.4c)
Post by: grinningsphinx on January 03, 2019, 01:26:57 PM
Surely there will be an update...


I just have to wait patiently...

Holy necro Batman.

I really liked there ships; also, seeing Diable fight with GSK was cool:)
Title: Re: [0.9.1a] Green Knight Security (v1.4c)
Post by: MinusUdn on August 11, 2019, 06:47:38 AM
Version 2.0b is out, this time compatible with Starsector 0.9.1a, check the OP for download links.
All feedback is appreciated, it has been a while since last time I modded the game.
Title: Re: [0.9.1a] Green Knight Security (v2.0b)
Post by: Shrugger on August 11, 2019, 06:57:57 AM
This is pleasant.
Title: Re: [0.9.1a] Green Knight Security (v2.0c)
Post by: Augustgrad on September 11, 2019, 08:59:14 PM
Gave this mod a spin and I find this faction nicely balanced as a few of its ships and weapons goes off slight alternative variations of vanilla weaponry and ships. My only complaint about this has to be the lack of ships and weapons with more flavoring required in the lore side and descriptions, but I do love the general idea of a security force you see across the sector.

My favorite ship about this mod has to be the capital ship which I expected to be extremely weak due to its heavy broadside and no shielding, but I was pretty surprised by its power. The AI manages to use this thing to its full potential and juggles around its frontal heavy guns and broadside while the opponent has no idea what to do against armor after armor, but it falls prey to bombers, long range lasers, and EMP the most.

There are a few balance gripes I have about the missiles in the mod, they are fun weapons but it has a problematic power-spike as it is great against small ships while it struggles hard against anything bigger then a destroyer. This is most notable I feel with the small missile variant which feels oppressive against frigates due to its fast fire rate, high capacity, and long range tracking for only 4 points. The medium missiles deals too weak in damage to compete with sabot and harpoons against big ships, especially with its low fire-rate. I'd buff the speed and damage with slightly reduced range, magazine, and tracking to make it powerful against bigger ships more.

I'm also not sure if the Quantum Jammer actually disrupts missiles and fighters as I feel like it does but at the same time it feels like it does nothing. It needs a visual indicator like a circle around it to show its range while the ship itself glows purple or something to better support you.

Also both of the Vasuki frigates needs a wider shield coverage as missiles or shots often hit the side of its wings through the front.

Overall this is a mod I'll happily add to my mod-list, it has a good presence in my campaign where it has 3 markets covering existing vanilla systems alongside its new 3 market home system with interesting ships and weapons in their classy green DA look, although the laser weapons needs better sprite work imo. Here's hoping for new large weapons, ships, variants, and more lore.
Title: Re: [0.9.1a] Green Knight Security (v2.0c)
Post by: NaitNait on February 11, 2020, 06:42:41 PM
Hey, I have been having issues with 0 OP armor modules redeploying after the ship has been destroyed. If modules have at least 1 OP they behave normally, it would prevent fleets from getting stuck in a loop where the enemy can forever deploy their previously destroyed ships.
Title: Re: [0.9.1a] Green Knight Security (v2.0c)
Post by: Kossilar on July 27, 2021, 08:38:36 AM
This mod looks awesome. Any plans to update to the latest version?
Title: Re: [0.9.1a] Green Knight Security (v2.0c)
Post by: Cpt.Sirius_Jones on August 29, 2021, 07:25:33 PM
This mod is dead, Jim.
Title: Re: [0.9.1a] Green Knight Security (v2.0c)
Post by: Metadane on October 30, 2021, 01:01:37 PM
If it's dead it's a shame, really liked this mod and always had these ships in my faction.
Title: Re: [0.9.1a] Green Knight Security (v2.0c)
Post by: Cpt.Sirius_Jones on December 25, 2021, 02:56:01 PM
It has to be dead. I havent seen anything from the author in forever.

Shame.

A Volkov - Green Knight fleet would have been bad ass.
Title: Re: [0.9.1a] Green Knight Security (v2.0c)
Post by: delverge on December 01, 2022, 07:58:49 PM
alright, minusudn,
i'm ready to send you 100$ by paypal, if you're able to finish this mod.
This is my final offer , answer me via mail for further questions.
Title: Re: [0.9.1a] Green Knight Security (v2.0c)
Post by: delverge on December 01, 2022, 08:00:44 PM
alright, minusudn,
i'm ready to send you 100$ by paypal, if you're able to finish this mod.
This is my final offer , answer me via mail for further questions.
Just send me your paypal address via private message.
Title: Re: [0.9.1a] Green Knight Security (v2.0c)
Post by: A_Random_Dude on December 02, 2022, 01:27:06 AM
Not sure the forum rules are ok with that.
Title: Re: [0.9.1a] Green Knight Security (v2.0c)
Post by: MinusUdn on December 18, 2022, 05:26:06 PM
all right I'm not dead I will try my best to update it, I didn't knew people liked this mod so much, I thought everybody forgot about it after a while
Title: Re: [0.9.1a] Green Knight Security (v2.0c)
Post by: theDragn on December 18, 2022, 06:02:13 PM
all right I'm not dead I will try my best to update it, I didn't knew people liked this mod so much, I thought everybody forgot about it after a while

All that needs to be done to bring it up to the current version is changing the compatible starsector version in mod_info.json and removing old skill IDs in your faction config. None of the scripting changes affect any of your code.

(that guy has apparently messaged at least a few other mod authors to try and get it updated, including me)
Title: Re: [0.95.1a] Green Knight Security (v3.0)
Post by: MinusUdn on December 21, 2022, 12:30:53 PM
updated to [v3.0]

-v.3.0 updated to work on version 0.95.1a-RC3, thanks to the generous patronage of user delverge

I will try my best to add more content to the mod shortly, but for now it works on the latest version, if there is any more incompatibility let me know and I will try to fix it as soon as I can.
Title: Re: [0.9.1a] Green Knight Security (v2.0c)
Post by: Rafs on February 23, 2023, 12:09:49 PM
all right I'm not dead I will try my best to update it, I didn't knew people liked this mod so much, I thought everybody forgot about it after a while

You underestimate our love for this mod, this is always a must in any of my games, I had lost hope at this point, so glad you and GSK are back.
Title: Re: [0.95.1a] Green Knight Security (v3.0)
Post by: Rafs on November 18, 2023, 07:50:39 AM
Has anyone tested the mod with the new version? I am tempted to simply bump the version in the files but I don't want this to suddenly brick late into the game.