Fractal Softworks Forum

Starsector => Mods => Topic started by: prav on June 04, 2017, 08:43:35 AM

Title: [0.97a] prv Starworks v28.3 (2024-03-11)
Post by: prav on June 04, 2017, 08:43:35 AM
(http://i.imgur.com/CtUYMpx.png)
DOWNLOAD prv Starworks v28.3 (https://github.com/johcas/prvStarworksRelease/releases/download/v28.3/prv.Starworks.v28.3.rar)
requires Starsector 0.97a

Requires Lazylib (http://fractalsoftworks.com/forum/index.php?topic=5444.0), Graphicslib (http://fractalsoftworks.com/forum/index.php?topic=10982.0) and MagicLib (https://fractalsoftworks.com/forum/index.php?topic=25868.0).

Additional content:
DOWNLOAD prv Path v1.2 (https://github.com/johcas/prvStarworksRelease/releases/download/v28-Path/prv.Path.v1.2.rar) - Pather versions of the Mora, Talon and Broadsword.

Ships, main models:
Spoiler
(https://i.ibb.co/7yQS5c8/ships-prv.png)
(https://i.ibb.co/QYCCng5/ships-rb.png) (https://ibb.co/PWgP4tc)
[close]

prv Starworks adds two new factions, the prv Starworks corporation and the Rust Belt, to the sector with associated star systems and a wide array of ships and weapons. The new prv equipment is popular among the Persean League and the Sindrian Diktat, but the more common pieces can show up all over the sector.

(https://i.ibb.co/McfKXvL/prv-crest-prv.png)
the prv
For the upstarts and opportunists of the prv Starworks megacorporation the post-collapse era has been ripe with opportunity, a time where wealth and power is within reach of anyone brave enough to reach out and grasp it, hold it down, and make it his own. After a series of leveraged buyouts, hostile takeovers, and a few direct invasions, the prv has managed to carve out a fief of its own and is eyeing the post-collapse sector hungrily for any new opportunities for an ”acquisition”.

The Works, an orbital megafactory orbiting a backwards fringe world, form the heart of the corporation's power. There one of only a few still functioning nanoforges in the sector churns out ship after ship, squadron after squadron, fleet after fleet to allow the prv to challenge the sector for supremacy. The major powers are not entirely impressed however - what could a group of fringe-worlders hope to accomplish against the likes of the Hegemony? The prv seem to agree, and have pursued trade alliances with the neighboring powers of the Persean League and Sindrian Diktat. Haughtier voices in the inner sector have gone as far as to describe the relationship as ”tributary”.

Indeed the situation of the prv is not entirely clear-cut. While their industrial capacity is respectable and the corporation's navy grows stronger by the day, they lack military experience and have an unenviable strategic situation with vulnerable supply routes connecting far-flung and isolated assets.

prv military doctrine has them operating "with the utmost priority on creating and exploiting flaws in the oppository tactical disposition"; ie as underhanded tricksters. Expect cheap-shots, disorienting support systems and ships that split the difference between ambition and hubris. This line does come at a cost however -  take out the few solid line ships that the prv field and the whole fleet quickly crumbles. Which may be easier said than done, as they are adept at reacting to changing tactical circumstances.

(https://i.imgur.com/vyw7Fb5.png)
the Rust Belt
Formally the Great Belt Alliance, but even the Rusters own official documents have trouble sticking with the full name. As a barely coherent confederation of not-quite outlaws, outcasts and other fringe elements, the Rust Belt hover just at the edge of ”shoot on sight” status with the established legal authorities of the sector.

Most of the spacefaring population of the faction live as scavengers, salvagers and miners in the Kratul Rust Belt, where the ship graveyards and asteroid mines can be scoured for a great abundance of rusted-up minerals. But, should a salvage group come up empty-handed Rusters travel well-armed and have been known to take live prey. So to speak.

Recent history has the Alliance butting heads with the prv, with a few convoy raids too many spurning the great corporation into a furious vendetta. Frequent prv patrols comb through the miserable ship graveyards of the Kratul system, trying to figure out which rusted hulks are dead, and which are Rusters that have gone dark - possibly laying up a vicious ambush. This low-intensity war has been ongoing for decades, and shows few signs of ending any time soon.

Ruster military doctrine is generally ad-hoc, with chain of command believed to be largely optional and "bring your own ship" being the main method of military procurement - though a few syndicates do operate private fleets. Ships and weapons range from solid old faithfuls to recklessly modified pirate ships that no one's even bothered to scrub the skull-and-crossbones from. The end result tends to be a collection of riff-raff orbiting a solid group of slow and powerful ships; an unbreakable rock - with all the flexibility that implies. Defeating the Rusters' light support lets you dissect their core at your pleasure - assuming you don't run out of CR before they run out of durability.

(https://i.ibb.co/McH6P2T/prv-crest-agni.png)
the Agni
::contact IFF off, inves-igating- previously evacuated, ma-ked with warning b-acon grade 2, empty of settlements for 97 cycles-
::unable to c---irm plume signature, does not ma----known emission pat---ns---- rec----y team: four salvagable, on----l loss-
::armor is pr-----ndifferent to attack types- high impact reco-----d, highly resistant to-
::lig------nt set---k we are recomme----g investigative efforts shift to observational methods-
::remain te------- set--ing m---- sta---s and infr------ure in --e sys---
::ethi----q--ion not to be pu---ed, Gy-----g inv--e h-use privil-ges o----e m-----

Signals fragments reconstructed by hyperwave splitting coprocessor Yotta-Thau, Stjärngård system, c157-c186

Strange things exist in deep space, dangerous things that may not behave as you expect - and they are helpfully signposted by warning beacons. Someone put those warnings there for a reason.

Old media:
Spoiler
v16 youtube trailer, somewhat outdated now - many sprites and effects have been redone. (https://www.youtube.com/watch?v=eGi_u46-QlM)
(https://i.imgur.com/FgfoPoO.png)
(https://i.imgur.com/8dsMHcq.jpg)
(https://i.imgur.com/RN3WWdI.jpg)
(https://i.imgur.com/G5hfkiV.jpg)
(https://i.imgur.com/xpoCL7Y.jpg)
(https://i.imgur.com/CB4jG9D.jpg)
(https://i.imgur.com/2pXeRzh.jpg)
(https://i.imgur.com/LFOXOhM.jpg)
(https://i.imgur.com/Dz1XkCK.jpg)
(https://i.imgur.com/E6FZWuJ.jpg)
(https://i.imgur.com/ARME1tj.jpg)
[close]

made with sf-edit (http://fractalsoftworks.com/forum/index.php?topic=375.0)
Title: Re: [0.8.1a] prv Starworks v1 - Ship and weapons pack
Post by: prav on June 04, 2017, 09:11:15 AM
Future plans:
I never do what I write here. We'll see.
Title: Re: [0.8.1a] prv Starworks v1 - Ship and weapons pack
Post by: SierraTangoDelta on June 04, 2017, 09:35:24 AM
Hey, these look pretty good so far! Might be a little too busy on some of the edges with all those protruding bits, but I overall like these designs and weapons.
Title: Re: [0.8.1a] prv Starworks v1 - Ship and weapons pack
Post by: PyroFuzz on June 04, 2017, 01:16:30 PM
Wow! Cool ships.
I can't wait for more content. It has a very interesting art style.
Title: Re: [0.8.1a] prv Starworks v2 - Ship and weapons pack
Post by: prav on June 08, 2017, 05:14:48 PM
I got sidetracked. Full update notes in the OP.

prv Starworks v2 download (http://www.mediafire.com/file/z3hh4o1g3m8x4dx/prv+Starworks+v2+rc1.rar)

(http://i.imgur.com/PJ9Mbee.png)
Mora (LP) variant. All of the speed, none of the safety.

(http://i.imgur.com/z6VBBYP.png)
Broadsword (LP) Hammer Bomber. Slow and very hard-hitting.

(http://i.imgur.com/K191pqc.png)
Talon (LP) Interceptors. Quicker than ever, with a lifespan to match. Increased wing size.
Title: Re: [0.8.1a] prv Starworks v2 (2017-06-09) - Now with more Ludd
Post by: Shyguy on June 08, 2017, 05:47:41 PM
Now if you wanted to go even more luddic you could always fire crewmen with plasma cutters at the enemy. Failing that ramming speed is always an option.
Title: Re: [0.8.1a] prv Starworks v2 (2017-06-09) - Now with more Ludd
Post by: prav on June 08, 2017, 06:18:50 PM
Failing that ramming speed is always an option.

I've got some good news about what the Mora (LP)'s ship system is:

(http://i.imgur.com/QX1pQdD.png)
Title: Re: [0.8.1a] prv Starworks v2 (2017-06-09) - Now with more Ludd
Post by: Shyguy on June 08, 2017, 06:22:22 PM
I've got some good news about what the Mora (LP)'s ship system is:

(http://i.imgur.com/QX1pQdD.png)

Are we talking the kind of massive speed boost that the shark from underworld can pull off or are we talking about a slower dominator style boost?
Title: Re: [0.8.1a] prv Starworks v2 (2017-06-09) - Now with more Ludd
Post by: prav on June 08, 2017, 06:24:37 PM
Are we talking the kind of massive speed boost that the shark from underworld can pull off or are we talking about a slower dominator style boost?

The vanilla system found on Enforcers, Legions, etc. It works well.
Title: Re: [0.8.1a] prv Starworks v2 (2017-06-09) - Now with more Ludd
Post by: Takion Kasukedo on June 09, 2017, 02:09:21 AM
Well that's unfortunate, needs a more super-prominent boost if you ask me. Burn drive just isn't the same.

As for the name...hmm...

Ah, LUDD'S CHARGE (Speed boost would be 3x the normal speed in a very short burst, insane acceleration (about 2 - 4 seconds maximum?) with the speed probably clocking in at 550 / 600?)

Description could go something like this.

Spoiler
Provides an insane speed boost to charge at those who would dare march against Ludd, while imbuing the machina of Ludd with a damper field to protect it against heathenous explosions. Collisions can possibly cause a flameout against larger machines while the system is active. Shields are disabled with no turning while system is active.
[close]

Not sure about the sound though. Probably rocket-ified?
Title: Re: [0.8.1a] prv Starworks v2 (2017-06-09) - Now with more Ludd
Post by: Mr. Nobody on June 09, 2017, 04:33:34 AM
Spoiler
Provides an insane speed boost to charge at those who would dare march against Ludd, while imbuing the machina of Ludd with a damper field to protect it against heathenous explosions. Collisions can possibly cause a flameout against larger machines while the system is active. Shields are disabled with no turning while system is active.
[close]

[Nasheed intensifies]
Title: Re: [0.8.1a] prv Starworks v2 (2017-06-09) - Now with more Ludd
Post by: Vigal on June 09, 2017, 07:12:10 AM
Nice work mate! I think the ludd mora is fine with burn drive anything more extreme and you just end up overshooting and having your ass blown off.
Title: Re: [0.8.1a] prv Starworks v2 (2017-06-09) - Now with more Ludd
Post by: Kitfox88 on June 14, 2017, 12:14:41 PM
I hope you put in more Ludd variants, I'd love to have enough that I can field a full fleet and take on Tri-Tach with them.
Title: Re: [0.8.1a] prv Starworks v2 (2017-06-09) - Now with more Ludd
Post by: Death_Silence_66 on June 14, 2017, 05:16:49 PM
The hammer broadswords are awesome, and an SO Piranha with twin hammers would be a nice heavy bomber.
Title: Re: [0.8.1a] prv Starworks v3 (2017-06-18) - Light, Noise and Silence
Post by: prav on June 18, 2017, 10:58:01 AM
New version! (http://www.mediafire.com/file/b4xcaril9slzm5r/prv+Starworks+v3.rar)

Highlights are redone effects and graphics for the Akers and Heavy Akers, new graphics for the Ljus and Ljus D and a brand new destroyer. Full notes (https://pastebin.com/raw/gwpGxsLS).

(http://i.imgur.com/J6sqhdI.jpg)
Title: Re: [0.8.1a] prv Starworks v4 (2017-07-09) - Pirates, on the loose again.
Post by: prav on July 08, 2017, 07:56:41 PM
After sinking way too much time into a dead end I got around to making a couple of skins that I think are pretty fun. Plus some other tweaks.

Version 4 download. (http://www.mediafire.com/file/78j1cbfl273b2ss/prv+Starworks+v4.rar) Use 4.1 instead: http://www.mediafire.com/file/gse7b7az4ckagbb/prv+Starworks+v4.1.rar (http://www.mediafire.com/file/gse7b7az4ckagbb/prv+Starworks+v4.1.rar)

Added the Tystnad (P) skin.
   A far more offensively inclined variant.
   Rebuilt to take any fighter wing. Phase Recall system replaced with Reserve Deployment.
   Small mount arcs greatly narrowed, rear pair now point forwards. Synergy and Hybrid mounts downgraded, new setup is 1x Med Missile, 1x Med Ballistic, 2x Small Ballistic, 2x Small Energy.
   Flown by Pirates and less scrupulous Salvagers and Independents.
   Adjusted Tystnad occurence rates.
   "Pirate" variant is available to fight in the simulator.

Added the Ljus (LP) skin
   Operates as a strike frigate. Can fire its Hammers at a frightening rate, so be careful.
   Nose mount replaced by a custom Hammer launcher with an 8-shot magazine. Mounts otherwise as on the (D) model.
   Lykta system replaced by Fast Missile Racks.
   Standard LP hullmods.
   Flown by the Luddic Path.
   
Ljus (D) Hammer and Rocket variants no longer have Safety Overrides, making them significantly less obnoxious.
Ljus Ambush variant trades its Dual Light Autocannon for an Akers.

Updated Punktskydd and Punktskydd Cluster graphics - now a pleasant ballistic tan.

Fusion Burst Laser role description changed from "Strike" to "Assault".
The AI will now consider the FBL a strike weapon, and keep it in reserve until it has a clear shot on armor or hull.

Various fleet integration adjustments. Most notably, reduced occurence rate of Ljus in independent fleets by roughly a third.

Corrected error in description of the Degraded Lykta System. Now correctly states that it reduces, not increases, sensor strength while active.

(http://i.imgur.com/S6DTRXe.png) (http://i.imgur.com/vvzuvp8.png)
Title: Re: [0.8.1a] prv Starworks v4 (2017-07-09) - Pirates, on the loose again.
Post by: prav on July 08, 2017, 08:00:40 PM
Also, please don't distribute this mod anywhere else, or include it in any sort of compilation. If you want to share it with someone, link them to this thread or the mediafire download.
Title: Re: [0.8.1a] prv Starworks v4 (2017-07-09) - Pirates, on the loose again.
Post by: DinoZavarski on July 09, 2017, 01:31:47 PM
In the standard Tystnad everything but the launch bays seems to be somehow misplaced (moved several pixels to top and right).
Title: Re: [0.8.1a] prv Starworks v4 (2017-07-09) - Pirates, on the loose again.
Post by: prav on July 09, 2017, 04:04:30 PM
In the standard Tystnad everything but the launch bays seems to be somehow misplaced (moved several pixels to top and right).

oh, nice catch. the bounds are right, it's the graphic that's wrong.

fixed version: http://www.mediafire.com/file/gse7b7az4ckagbb/prv+Starworks+v4.1.rar (http://www.mediafire.com/file/gse7b7az4ckagbb/prv+Starworks+v4.1.rar).

v4.1

Included missing Tystnad sprite update.
Title: Re: [0.8.1a] prv Starworks v4.1 (2017-07-10) - Pirates, on the loose again (bugfix).
Post by: Vigal on October 22, 2017, 10:59:38 AM
Hey prav anything more in the works? I really love the style of your ships so it would suck if you never did any more.
Title: Re: [0.8.1a] prv Starworks v4.1 (2017-07-10) - Pirates, on the loose again (bugfix).
Post by: prav on March 19, 2019, 12:31:02 PM
Hey prav anything more in the works? I really love the style of your ships so it would suck if you never did any more.

yeah i might have something
Title: Re: [0.9a] prv Starworks v5 (2019-03-19) - Welcome to the Works
Post by: prav on March 19, 2019, 12:32:31 PM
DOWNLOAD (http://www.mediafire.com/file/3b89okq5s4lgn6a/prv+Starworks+v5.rar)

v5:

Added the prv Starworks faction, an upstart megacorp attempting to balance diplomacy and brazen expansionism. Exerelin-compatible.
Added two new fully populated star systems, Stjarngard and Kylan, located on the Persean/Luddic Church border.

Complete overhaul of the Ballebo sprite.
Significant sprite adjustments of the Ljus and Tystnad.

Added Flamma combat frigate. A pocket destroyer, or possibly just cannonfodder.
Added the Ilbud phase combat freighter. Expensive and effective. Also available in a rare (D) skin.
Added the Kakafoni cruiser-carrier. A powerful ship suitable for forming the core of a fleet.
Added the Sunder (Ryak) destroyer. Extensively remodeled to serve as test platforms, these ships now carry ballistic armaments, advanced sensors, and beefed-up armor.
Added "Midline" skins for the Tystnad, Ballebo, and Flamma. Flown by the Diktat and Perseans.
Added Pirate skins for the Ballebo and Flamma. Very hotrodded.
Added secret skin for the Tystnad (prv_tystnad_mod). Does not spawn normally.

Added four new fighters:
the Skran heavy Interceptor,
the Diskordant strike fighter,
the Skral torpedo bomber,
and the Missljud suppression drone.

Added new weapons:
Regular:
Spattergun, small energy plasma projector. Not very precise.
Siege Akers, large ballistic kinetic cannon. Magazine-fired and short-ranged.
Bounder, medium ballistic explosive mortar. Recoils off shields and seeks a new target instead of detonating.

Built-ins:
Light Spattergun, scaled down version for the Diskordant fighter. Built-in exclusive.
Siege Akers (Prototype), integrated Sunder (Ryak) weapon. Lacks the the magazine of the final product. Built-in exclusive.
Microjursla, integrated Skran kinetic rifle. Built-in exclusive.
Raka, boosted homing torpedo carried by the Skral bomber. Built-in exclusive.

Added a ship names list for the prv.
Assorted codex fixes.
Assorted variant adjustments.
Minor but extensive balance tweaks. Most notable:
- Skata LRM now fires smaller salvoes at a higher burst rate.
- Fusion Burst Laser no longer has a travel time.
- Punktskydd Cluster flux efficiency greatly improved.

Adjusted the occurence rate and integration of prv ships and weapons into the sector. Overall, other factions will be using fewer prv assets.
Adjusted simulator list. Now features one fit per ship skin.


(https://i.imgur.com/sD738Fz.jpg)
Title: Re: [0.9a] prv Starworks v5 (2019-03-19) - Welcome to the Works
Post by: Vayra on March 20, 2019, 09:37:19 AM
That Pather Mora is great. This came outta nowhere!
Title: Re: [0.9a] prv Starworks v6 (2019-04-04) - Latest: Ashes and Energy Blasts
Post by: prav on April 03, 2019, 07:37:46 PM
DOWNLOAD (https://www.mediafire.com/file/pdt2v33e5f59krv/prv_Starworks_v6.rar)

v6:

The sophisticated technology of setting file encoding to UTF-8 has been discovered. Å, Ä and Ö will now be found where they rightfully belong. May require a new campaign to affect campaign map entities.
Updated numerous visual effects.
Added new firing sounds to many prv weapons.

Added the Aska Cruiser.
- Bulky phase-teleporting attack cruiser with heavy armaments. Very intimidating.
(https://i.imgur.com/bm1zoGa.png)

Added the Tiger Combat Tanker.
- Destroyer-sized tanker with plenty of bite.
- Added Luddic Church and Hotrodded skins for the Tiger.
(https://i.imgur.com/2kZY0A5.png) (https://i.imgur.com/RDEOrH1.png) (https://i.imgur.com/m69tbRI.png)

Added three prv Auxiliary skins with an associated hullmod.
- Tarsus (prv)
- Condor (prv)
- Gemini (prv)
(https://i.imgur.com/kxWCYW4.png) (https://i.imgur.com/vKbBbYH.png) (https://i.imgur.com/nsHGkgH.png)

Added the Gremlin (RB) frigate.
- Trades in the phase system for a *** shield and a large (!) energy turret. If you like your ships grungy, this is your boy.
(https://i.imgur.com/3lMYvBm.png)

Added the Sidensvans SRM family
- Launcher (small missile)
- Array (medium missile)
- Fires a barrage of 8/16 small explosive missiles. Missiles have a brief homing stage, after which they travel straight forwards at moderate speed.
- Reasonable ammunition reserves, decent rate of fire. Poor damage.
(https://i.imgur.com/XesXZsp.png) (https://i.imgur.com/vqhZuog.png)

Added the Linjär PK medium energy weapon.
- Fires a steady stream of minor pulse blasts.
- High rate of fire, limited ammunition. Reload rate increases greatly at high flux levels.
- Excellent DPS if you can stay hot. Go on. Live on the edge.
(https://i.imgur.com/eaWobPw.png)

Added the Ljungeld large energy weapon.
- Fires a massive explosive-damage beam that can arc energy-blasts off pressured shields. Limited ammunition with a marginal regeneration rate.
- Devastating.
(https://i.imgur.com/DN9r7uv.png)

Added the HFL Array large energy weapon.
- Fires impressive bursts of small, short-ranged laser pulses. Very energy-efficient.
- Sounds like a tin can, may be built out of one.
(https://i.imgur.com/CppB3Vi.png)

Added the Defense In Depth hullmod. Available as a built-in on the Aska and Kakafoni.
- Protects your crew and blunts frag and energy damage at the cost of EMP vulnerability and increased weapon repair times.
- That EMP vulnerability is no joke. Be careful.

Added Pirate (prv) weapon access to most vanilla factions. Pirates will sell to anyone willing to buy.

Updated the codex to include prv fighter built-in weapons. No more guessing what they do.
Updated the Siege Akers (Prototype) codex graphic.

Skrän fighter
- Increased damage and rate of fire on the Microjursla.
- Added new system, Energized Reactive Field. Zaps any hostiles in very close proximity to the fighter for minor energy damage.

Kakafoni
- Slightly reduced the fleet points of Kakafoni.
- Deployment cost reduced to 24.

Missljud
- Will now default to keeping their shield up, significantly improving their expected lifespan.
- Minimized shield bubble radius.

Kraka, Korp MRM Launcher
- Reduced ammunition regeneration time for the to 10 seconds per launch.

Siege Akers
- Increased damage and flux per shot to 240, EMP damage to 120.
- Increased rate of fire by 50%.
- Reduced reload time by 7%.

Ryak-fit Brawler and Missile Support-fit Lasher are no longer goal variants.
Updated many prv/prv-adjacent fits to use Sidensvans SRMs instead of other missiles.
Reduced firing glow on the Bounder. The barrel recoil action should no longer be obscured.
Added graphicslib textures for the prv_ballebo_p.
Added graphicslib surface texture for the prv_ovasen.
Updated the prv_tystnad_mod to carry a different nose weapon.
Improved many autofit weapon tags.

(https://i.imgur.com/MwJwbuL.jpg)
Title: Re: [0.9a] prv Starworks v7 (2019-04-15) - Latest: More ships, more skins!
Post by: prav on April 14, 2019, 03:22:13 PM
DOWNLOAD (https://www.mediafire.com/file/ej66ja1vb8187jp/prv_Starworks_v7.rar/file)

v7:

Kakafoni
- Reduced crew by 33%, now 200 skeleton crew, 300 max.
- Base cost reduced to 58000
- Updated sprite.
-- Wing aft portions are now smoother.
-- Corrected emissiveness.
- Added Pirate skin
-- Comes with a large hybrid slot, overhauled mounts, borer drones, and a large crew requirement.
-- Cool spooky skull (important).

Aska
- Corrected minor sprite error.
- Added the Aska (LC)
-- Missile-focused attack cruiser.
-- The Church of Galactic Redemption vehemently deny fielding any vessels capable of phase teleportation.

Added the Sorl-class light carrier.
- Somewhat supply-intensive DV with two fighter wings and moderate armaments. A Phase Skimmer keeps it out of too much trouble.

Added the Gryning-class frigate.
- Light and aggressive attack craft with a Temporal Core that lets it speed up time while toggled on.
- Also comes in a Tritachyon version. Imitation might be the sincerest form of flattery, but it's not neccessarily well received.

Added the Skära-class Heavy Frigate
- Durable salvage hull with a zappy shock emitter.

Added Kite (prv)-remodel shuttle.
- Flight deck version of the common Kite shuttle with a single integrated Oväsen fighter and its lone drone buddy Missljud.

Added the AKC c67 medium ballstic cannon
- Kinetic CIWS to keep fighters in check and frigates at an honest distance. Single rotary mount, reload rate permits ~66% uptime.

Updated the Tystnad, Tystnad (League), Tystnad (P) and Tystnad (Mod) sprites
-- Strange and funky bridge replaced with different strange and funky bridge.
-- Lighting and engines changed.
-- I hear the pirates painted their ship pink. Oooh, real intimidating there buddy.
- Deployment cost and maintenance reduced to 12.

Spattergun
- Increased spread decay rate. It will now re-zero quicker after firing.
- Burst is no longer interruptible. Should fix a rare unintended "stagger-fire" AI behavior.

Ljungeld
- Improved rarity to 1. Stays as a tier 3 prv_adv_bp, which should keep it rare enough.
- Narrowed the beam greatly. Sharp and deadly like a scalpel.

HGL Array
- Maximum range increased to 650.

Fusion Burst Laser
- Beam color shifted towards purple to help differentiate from pdlaser.

Linjär PK
- Increased sound variety.

Siege Akers (Prototype)
- Damage increased to 240 kinetic 120 EMP. Flux cost unchanged.
- Max spread reduced to 9
-- Now matches the standard Siege Akers.

Gremlin (RB)
- Base value reduced to 8000

Ballebo (P), Flamma (P)
- No longer have built-in D-mods.

Tystnad (P)
- Compromised Hull and Damaged Flight Deck D-mods replaced with Defective Manufactory.

Mora (LP), Ljus (LP)
- No longer have a Faulty Grid. Still very much Ill-Advised.

Oväsen Wing
- No longer no_drop, no_sell.

prv
- Reduced equipment randomization; ships are now more likely to adhere to their variant loadout.

Overhauled prv equipment table.
- prv ships will not use very low-tech weapons (eg. Hammer Barrage), or weapons with very close prv-tech equivalents (eg. Tachyon Lance) weapons unless absolutely neccessary.

Reduced weapon base values:
- Spattergun -100 (375 -> 275)
- Heavy Akers -600 (1800 -> 1200)
- Akers Nova -300 (2600 -> 2300)
- Korp MRM Launcher -1000 (4800 -> 3800)

Adjusted Aska variant weights. Heavy Artillery fits should be more common now. The Frag fit has been retired; no new ones will spawn.

Changed tech tag on Sunder (Ryak), now prv Starworks. Aesthetic change only.

Added Skatunge launcher graphic.
Added unused Ilbud fit to spawn table.
Fixed Tiger (HR) skin errors; the engines should now be pointing in the right direction.
Fixed minor kaja_quint sprite errors and created shader data.
Fixed tag errors in hfl_shot and sidensvans_srm, they will now correctly also hit friendly targets.

(https://i.imgur.com/z1Ur0nt.png) (https://i.imgur.com/FDiifc9.png) (https://i.imgur.com/h4tGKZj.png) (https://i.imgur.com/mfbZ47n.png)
(https://i.imgur.com/anKpz22.png) (https://i.imgur.com/V753Ftu.png)
(https://i.imgur.com/TKLsLkQ.png) (https://i.imgur.com/76ygPn6.png)
(https://i.imgur.com/TJS7D2f.png) (https://i.imgur.com/5MkO5X0.png) (https://i.imgur.com/eCUhjEf.png)

(https://i.imgur.com/hCqiDB3.png)
Title: Re: [0.9a] prv Starworks v7 (2019-04-15) - Latest: More ships, more skins!
Post by: Vex2 on May 03, 2019, 03:33:19 PM
Love the mod and ship designs, but with the current iteration it disables independent ship markets.
Any indipendent ship market (not black market) simply sold nothing at all.

Tested with a fresh download and no other mods bar the required, and also tested with all my normal mods bar this one.

Edit
Did some checking around in the files, seems you missed adding hull varients to the "known ships" for the independent faction that was causing the issue.
I added in what was set for the import hulls, though unsure if that fulfills the original intention, it does fix the indipendent ship markets.
Title: Re: [0.9a] prv Starworks v7 (2019-04-15) - Latest: More ships, more skins!
Post by: Nanao-kun on May 03, 2019, 05:13:48 PM
I get the same issue with independent markets.
Title: Re: [0.9a] prv Starworks v7 (2019-04-15) - Latest: More ships, more skins!
Post by: prav on May 03, 2019, 06:08:58 PM
Love the mod and ship designs, but with the current iteration it disables independent ship markets.
Any indipendent ship market (not black market) simply sold nothing at all.

Tested with a fresh download and no other mods bar the required, and also tested with all my normal mods bar this one.

Edit
Did some checking around in the files, seems you missed adding hull varients to the "known ships" for the independent faction that was causing the issue.
I added in what was set for the import hulls, though unsure if that fulfills the original intention, it does fix the indipendent ship markets.


thanks for the report. i didn't really intend to update further but that one annoys me. i'll finish up a skin i left half-done and release the fix soon-ish.

in the meantime i think replacing prv Starworks\data\world\factions\independent.faction with this fixes the problem (https://pastebin.com/raw/Fnmn7AXP). no guarantees, five minute fix. should also make the indys use a small amount of standard-tech prv ships in their fleets.
Title: Re: [0.9a] prv Starworks v7 (2019-04-15) - Latest: More ships, more skins!
Post by: Nanao-kun on May 03, 2019, 06:11:31 PM
Thanks, I deleted the array cause I wasn't sure if you planned to have them use prv ships or not.
Title: Re: [0.9.1a] prv Starworks v8 (2019-05-30) - Latest: Keeping up with mainline.
Post by: prav on May 30, 2019, 02:39:06 PM
DOWNLOAD (https://www.mediafire.com/file/xv5657i8c7mbv87/prv+Starworks+v8.rar)

v8:

Added the Conquest (Ryak)-class Battlecruiser
- Refit experimental weapons platform featuring large synergy mounts and a spinal particle projector.

Spattergun, Light Spattergun
- Marginally reduced ROF to ensure functionality in low fps scenarios.
-- Burst ROF reduced, chargedown reduced to compensate.
-- Net DPS unchanged.

HFL Array
- Marginally reduced ROF to ensure functionality in low fps scenarios.
-- Burst ROF reduced, chargeup and chargedown reduced to compensate.
-- Net DPS unchanged.

Punktskydd, Punktskydd Cluster
- Adjusted proximity fuze. Should now be considerably more powerful against ships and slightly weaker against missiles.

Increased base values of ship hulls to match vanilla changes.

Slightly reduced amount of Gryning (TT) in Tritachyon fleets.
Slightly reduced amount of Ilbud in prv fleets.

Fixed errors in independent faction generation. Independent markets will now populate properly, and the faction will use a small amount of standard prv ships.

Fixed error with missing value in Tritachyon (prv) color array.

Fixed error in the Sorl (League) description prefix.

Added missing Kite (prv) codex description.

(https://i.imgur.com/PkpJkmA.png)
Title: Re: [0.9.1a] prv Starworks v8 (2019-05-30) - Latest: Keeping up with mainline.
Post by: prav on May 30, 2019, 02:46:10 PM
mostly a maintenance update but hey, them's the breaks. got in a big dumb ship to play around with anyway. give it a go before i nerf the plasma manjets
Title: Re: [0.9.1a] prv Starworks v8 (2019-05-30) - Latest: Keeping up with mainline.
Post by: eidolad on May 30, 2019, 05:12:52 PM
Some really interesting ship designs in here...

...for players who've spent time in this mod, can you please say interesting things about:

1.  How does this mod ship/weapons balance stack up to vanilla?

2.  Or to other mod fleets like Diable or Dassault-Mikoyan?

3.  In Nexerelin:  how does this faction's fleet do in autocalc?  I.e. without the player doing anything, how does this faction do on its own?

I love to mix/match weapons and ships from from various mods to create custom ship load outs.  I know that it is a big ask to, for example, for individual mods to be balanced with each other...so I'm relying upon the "balance relationship with vanilla".

Title: Re: [0.9.1a] prv Starworks v8 (2019-05-30) - Latest: Keeping up with mainline.
Post by: Vex2 on June 05, 2019, 02:15:12 PM
1. Ships are a bit stronger than vanilla I would say. Comparable to Vanilla High tech.
Weapons I would say are comparable to midline tech, but with some extra utility. For example the Heavy Akers is a fast firing medium kinetic. Its DPS is comparable to a Heavy AC, with added EMP damage, but at a lower range.

2. I would say weaker than the big boy mod ships like Diable or DME, though maybe comparable once the roster is filled out a bit more and there are more weapon choices (fingers crossed)

3. In the few games I've played since they became a proper faction, they get it rough but can normally hold their own. Hard to tell because I'm normally off in the fringes not paying attention to the core.

tl:dr
Pretty well balanced to vanilla (imo)
Title: Re: [0.9.1a] prv Starworks v8 (2019-05-30) - Latest: Keeping up with mainline.
Post by: prav on June 14, 2019, 01:53:22 AM
DOWNLOAD (https://www.mediafire.com/file/aon3urdca9uramk/prv_Starworks_v9.rar/file)

v9:

Added the Skymning Battleship
- Fearsome capital ship with frontally focused firepower and a plasma burn drive.
-- Better at getting into fights than out of them.

Added the Gissel Destroyer
- Mixed-armament destroyer from the scrapyard fringe of the sector.
-- Watch out for its left hook.

Gremlin (RB)
- Updated sprite
- Added (HR) variant using the old sprite. Also replaces the Mining Laser with a lrpdlaser, otherwise identical.

Aska
- Armor increased by 100
- Adjusted Heavy Phase Teleporter AI hints

Ballebo
- Fleet points increased to 11
- Maintenance and recovery cost increased to 12

Sorl
- Flux dissipation increased to 300
- Shield efficiency improved to 0,9

Tystnad
- Fleet points reduced to 9
- Maintenance and recovery cost reduced to 9
- Acceleration reduced by 25%
- Turn acceleration reduced by 50%
- HP increased by 500
- Flux capacity increased by 300

Flamma
- HP increased by 600
- Beam variant adjusted to prevent 4x PD autofits

Kakafoni
- Engine and visual style changed to PRV_MID (greener)
- Fleet points reduced to 15
-- Maintenance and recovery costs unchanged.

Ilbud
- Ordnance Points increased to 70
- Flux dissipation increased to 240

Tiger
- HP increased to 5000

Kite (prv)
- Fleet points reduced to 3
- Maintenance and recovery cost reduced to 3

Broadsword (Pather)
- Increased refit time to 20
- Reduced speed to 110

Ljungeld (Prototype)
- Maximum range reduced to 900

Sidensvans, Sidensvans Array
- Adjusted to cause less clutter
-- Number of missiles launched cut in half
-- Missile damage and missile hitpoints doubled
-- Launch speed reduced to 100
-- Max speed increased by 200
-- Range/Lifetime reduced by ~33%

AKC c67
- Increased damage by 50%
- Increased flux cost by 100%
- Reduced reload rate by ~25%
-- New sustained uptime 50%, from ~67%

Siege Akers
- Tier reduced to 1

prv faction doctrine adjusted
- Fleet composition now somewhat prefers larger combat ships.
- Added Pilum LRM and Tactical Laser access*
- Added IR Pulse Laser, Ion Cannon, AM Blaster and Graviton Beam to the preferred equipment list
-- Should increase fit variety a little
- Removed Salamander MRM and Salamander MRM Pod access*
-- * Requires a new campaign to take effect

Luddic Church faction doctrine adjusted
- Removed access to standard prv weapons*
-- * Requires a new campaign to take effect

Adjusted ship spawn tables.

Expanded prv ship name list

Adjusted weapon tags for more sensible autofits
Corrected string error in prv_skara_attack.variant
Corrected typo in Linjär PK codex entry
Corrected fleet points error in Aska (LP) skin, now 19.

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

(https://i.imgur.com/VqOnR6g.png) (https://i.imgur.com/YsqQm8o.png)
Title: Re: [0.9.1a] prv Starworks v8 (2019-05-30) - Latest: Keeping up with mainline.
Post by: prav on June 14, 2019, 01:57:59 AM
i did a bit of focused fleet balance testing and found that prv fleets actually got their asses kicked a bit more often than warranted. so, a round of moderate buffs to hard stats and some doctrine tweaks.

they still lose soundly to the hegemony, but that's probably for the best. performance against other vanilla factions vary from generally winning to generally losing. oddly, pirates are among the worst matchups - that new atlas is no joke.
Title: Re: [0.9.1a] prv Starworks v9 (2019-06-14) - Latest: Battleship Skymning
Post by: Hrothgar on June 14, 2019, 07:08:50 AM
I just updated game to 9.1 rc8 so i dont see how Atlas MK2 is scary, after so many IBB and Styx Battles...

but hey, mayby i'm wrong.
Title: Re: [0.9.1a] prv Starworks v9 (2019-06-14) - Latest: Battleship Skymning
Post by: prav on June 14, 2019, 07:26:44 AM
lotta gun for 18 fleet points
Title: Re: [0.9.1a] prv Starworks v9 (2019-06-14) - Latest: Battleship Skymning
Post by: Hrothgar on June 14, 2019, 07:59:32 AM
Only 18?It may not be best ship ever, but for 18 points it have good amount of missiles...
Title: Re: [0.9.1a] prv Starworks v9 (2019-06-14) - Latest: Battleship Skymning
Post by: Takion Kasukedo on July 19, 2019, 01:57:28 PM
prav, are you aware that your Skral bombers, and likely some other bombers too do not get shielded by fighters like Broadswords and Gladii? They may be missing the "bomber" tag if that may be the case, since 9a onwards introduced fighters going first and distracting/deploying means to distract enemy PD.
Title: Re: [0.9.1a] prv Starworks v9 (2019-06-14) - Latest: Battleship Skymning
Post by: prav on July 20, 2019, 04:02:54 PM
no, that's an oversight. the tag is missing from skrål and diskordant but not pather broadswords.

(https://i.imgur.com/rn2lc3t.png)
Title: Re: [0.9.1a] prv Starworks v9 (2019-06-14) - Latest: Battleship Skymning
Post by: MesoTroniK on July 23, 2019, 09:14:34 PM
BoxyMcBoxenstein ships are very hard to make look good both in design and execution.

And of all the ships in your mod Prav, both present and known future? I like the thing in your preview screencap right there the most.
Title: Re: [0.9.1a] prv Starworks v10 (2019-08-03) - Latest: Second faction, the Rusters
Post by: prav on August 03, 2019, 04:28:50 AM
DOWNLOAD (http://www.mediafire.com/file/14ylvgsy2rg7qw2/prv_Starworks_v10.rar/file)

v10:

COMPATABILITY NOTE:
A new campaign is required for several new features to be enabled, most notably the Rust Belt faction.

Added the Rust Belt faction
- A loose confederation of usually-not-quite-pirates operating on the fringe of the sector. Fond of salvaging and restoring lost ships, for sale or use.
-- Ruster markets occasionally spawn pirate fleets. Travelers, beware.
-- Most Pirate (prv) ships and weapons have been reassigned to the Rusters.

Added the Kratul system
- Hiding in the never-ending iron-oxide asteroid fields and Dominion-era scrapyard dumping grounds of the Kratul belts lie the Great Belt Alliance, or more commonly Rusters. Miners, salvagers, occasionally pirates and generally free spirits the Rusters have ended up in a violent vendetta with the intractable prv's industrial world of Kratul II.

Added the Raider Hideout, Armed Community and War Syndicate HQ industries
- Rust Belt markets with one of these industries will generate Pirate fleets.
-- If the RB are at not at peace with the Pirates, additional RB fleets will spawn instead.
-- Corvus-mode pre-placed only, for the moment.

Added the Flock Light Missile Cruiser
- Fragile craft equipped with a unique automatic missile launcher that can fire prodigious amounts of Kråka missiles.
- Also comes in Midrange and Rust Belt variants:
-- Midrange: Unlocks the middle Large Missile mount and comes with fast missile racks. Very volatile.
-- Rust Belt: Carrier conversion with two fighter bays.

Added the Skiffer Salvage Tender
- Small civilian craft with a flexible drone bay and a frigate-size salvage gantry.

Added the Basalt Heavy Frigate
- A sturdy brawling ship with a cheap support profile that is popular in the belt.

Added the Visent Frontier Freighter
- Barely larger than a frigate, the Visent still carries everything you need to haul cargo on the fringes of the sector - including guns and armor. Boasts an excellent top speed, but it's held back by poor acceleration and agility.

Added the Middag, Fika and Munsbit freighters
- Ranging from large and heavily armed to small and mostly harmless these transports take on a variety of hauling jobs for the prv corporation.
- Carry a number of semi-autonomous gun pods.

Added the Kakafoni (RB) skin
- Pirate version, but with a burn drive.
- Kakafoni (P) spawn rate greatly reduced.

Added the Skarn Strike Fighter
- Quick strike craft which strafes the target with an AKC chaingun, inflicting significant kinetic damage.

Added the Buddy Utility Craft
- Unmanned industrial drone armed with a machine gun and a fusion cutter. Durable, damaging and fairly slow-moving.

Added the Dominator (RB) Heavy Cruiser skin
- A slower but more agile version with the ability to fit energy weapons.

Added the SIPD Laser
- Weak close-in defense laser that releases an energy damage burst after a moment of sustained fire.
-- prv mainstay in the PD Laser role.

Added the Kartesch mortar
- Fires a large canister that bursts into a hail of HE bomblets.
-- Deadly against poorly protected targets, and an efficient paint-stripper against those still armored.

Flamma
- Recategorized as a Heavy Frigate.
- Added Midline Missile variant.
- Updated autofit goal variants.
- Updated graphics.

Ljus
- Updated graphics.
- Updated autofit goal variants.

Skära
- Updated graphics.
- No longer has a built-in Insulated Engine Assembly.
- CR/day increased to 8%.
- Increased AI threat value of the ship system.
- Added Belt variant.
- Retired Hotrodded skin. No more will spawn.
-- To prevent an engine alignment issue, the Skära (HR) skin has changed to use the new Skära graphic.

Tystnad
- Updated graphics.

Ballebo
- Updated graphics.
- Shield type changed to Omni.
- Shield upkeep increased to 0,45.
- Shield arc reduced to 120.
- Shield efficiency increased to 0.9.
- Tweaked codex entry.
- Updated Midline Close Support variant.
- Updated autofit selection.

Skymning
- Max Flux reduced to 17 000.
- Hitpoints reduced to 15 000.
- Corrected visual error in fighter launch bay alignment.

Conquest (Ryak)
- Inceased max turn rate and turn acceleration by 1°/s.
-- It makes a difference I promise.

Missljud
- Added built-in Flux Shunt hullmod.
- The Light Ion Beam will now also target missiles, should it lack a bigger target.

Sidensvans
- Refire delay increased by 100%, now 12 seconds per salvo.
- Projectile hitpoints reduced by ~33%.
- Role description changed to "Anti Armor".
- Updated codex entry.

Svala
- Improved visual effect.

Pskd, Pskd Cluster
_ Increased AoE by 50%
- Increase anti-missile fuze range by 50%

Plasma Maneuvering Jets
- Corrected major code errors.
- Removed flat bonuses, reduced multipliers.
-- Now gives a smaller maneuverability increase, especially for larger ships.

Unstable Thrusters
- Unchanged.

Stjärngård System
- Will now create random outer entities during sector generation.
- Adjusted star size.

Kylan System
- Adjusted star size.

Adjusted prv fleet doctrine.
Adjusted ship spawn rates.
Adjusted weapon tags for more sensible autofits.
Expanded ship name list.
Reduced the LPK firing sound volume.
Retired custom variants for vanilla ships.

Added missing Siege Akers, Svala AM Blast, Ljungeld Prototype and Bounder graphicslib lights profiles.
Added missing bomber tag for Skrål and Diskordant fighters.
The Ljungeld (Prototype) should no longer show up in stores. May require a new campaign to take effect.
Fixed several codex typos.

(https://i.imgur.com/3vLwijA.png) (https://i.imgur.com/iCr4qkI.png) (https://i.imgur.com/0vveLdW.png) (https://i.imgur.com/BKtYXOq.png)
(https://i.imgur.com/f4CgkDK.png) (https://i.imgur.com/dWW8Qm9.png) (https://i.imgur.com/xqSY5mg.png)
(https://i.imgur.com/TnwUAek.png) (https://i.imgur.com/9hFpOnQ.png) (https://i.imgur.com/dU7pW8q.png) (https://i.imgur.com/tCgr2s3.png)
(https://i.imgur.com/JNVUlbY.png) (https://i.imgur.com/fjamEj8.png)
Title: Re: [0.9.1a] prv Starworks v10 (2019-08-03) - Latest: Second faction, the Rusters
Post by: Clibanarius on August 03, 2019, 09:55:49 AM
I wasn't originally planning on adding any other mods, faction or no, for a while, but... DANG! Your ships look GOOD AS HELL! Thanks for the excellent work!
Title: Re: [0.9.1a] prv Starworks v10 (2019-08-03) - Latest: Second faction, the Rusters
Post by: prav on August 03, 2019, 10:30:28 AM
thanks man, that means a lot to me
Title: Re: [0.9.1a] prv Starworks v10 (2019-08-03) - Latest: Second faction, the Rusters
Post by: Histidine on August 04, 2019, 12:09:43 AM
The mod crashes in Nexerelin random sector (because it tries to seed the Rust Belt pirate structures, but the game doesn't have the random sector industry generation script for this).

I've written the files needed, drop them in for your next release:

Spoiler
Path: data/scripts/world/exerelin.RBRaiderBase.java (or wherever you want and change the package, if you like)
Code: java
package data.scripts.world.exerelin;

import exerelin.world.ExerelinProcGen.ProcGenEntity;
import exerelin.world.industry.IndustryClassGen;

public class RBRaiderBase extends IndustryClassGen {

public RBRaiderBase() {
super("prv_rb_pirate_1", "prv_rb_pirate_2", "prv_rb_pirate_3");
}

@Override
public float getWeight(ProcGenEntity entity) {
return entity.market.getSize();
}

@Override
public boolean canAutogen() {
return false;
}
}

Path: data/config/exerelin/industryClassDefs.csv
Code: csv
id,name,class,priority,special,requiredMod
prv_rb_pirate,Raider Base,data.scripts.world.exerelin.RBRaiderBase,,TRUE,
[close]

Also consider whether you want to change the order of the raider structure seeds in faction config
(currently they go from smallest to largest, but can run out of markets before reaching the large ones, and can put larger versions of the structure on smaller markets)
Title: Re: [0.9.1a] prv Starworks v10 (2019-08-03) - Latest: Second faction, the Rusters
Post by: prav on August 04, 2019, 12:26:14 AM
The mod crashes in Nexerelin random sector (because it tries to seed the Rust Belt pirate structures, but the game doesn't have the random sector industry generation script for this).

I've written the files needed, drop them in for your next release:

Spoiler
Path: data/scripts/world/exerelin.RBRaiderBase.java (or wherever you want and change the package, if you like)
Code: java
package data.scripts.world.exerelin;

import exerelin.world.ExerelinProcGen.ProcGenEntity;
import exerelin.world.industry.IndustryClassGen;

public class RBRaiderBase extends IndustryClassGen {

public RBRaiderBase() {
super("prv_rb_pirate_1", "prv_rb_pirate_2", "prv_rb_pirate_3");
}

@Override
public float getWeight(ProcGenEntity entity) {
return entity.market.getSize();
}

@Override
public boolean canAutogen() {
return false;
}
}

Path: data/config/exerelin/industryClassDefs.csv
Code: csv
id,name,class,priority,special,requiredMod
prv_rb_pirate,Raider Base,data.scripts.world.exerelin.RBRaiderBase,,TRUE,
[close]

Also consider whether you want to change the order of the raider structure seeds in faction config
(currently they go from smallest to largest, but can run out of markets before reaching the large ones, and can put larger versions of the structure on smaller markets)

well ***, i thought i tested for that.

thanks, i'll get to work.

edit: yeah reproduced on the first try.
Title: Re: [0.9.1a] prv Starworks v10.1 (2019-08-03) - Latest: Rusters, Random Nex Fix
Post by: prav on August 04, 2019, 01:59:15 AM
DOWNLOAD (http://www.mediafire.com/file/j0g8a7a1wmd6k2l/prv_Starworks_v10.1.rar/file)

v10.1

- Fixed a crash that would occur with the Nexerelin mod while generating a random sector map. Thanks to Histidine for the bug report and assistance.
- Raider Hideout, Armed Community and War Syndicate HQ industries will now be pre-placed during Nexerelin random sector generation.
-- Rarely a Ruster colony may spawn with a Raider Hideout and no regular military industries. Honest travelers would do well to avoid such places.
Title: Re: [0.9.1a] prv Starworks v10.1 (2019-08-03) - Latest: Rusters, Random Nex Fix
Post by: prav on August 04, 2019, 02:02:08 AM
quick and a little dirty, but getting Nex random working asap took priority.
Title: Re: [0.9.1a] prv Starworks v10.1 (2019-08-04) - Latest: Rusters, Random Nex Fix
Post by: grinningsphinx on September 22, 2019, 01:23:15 AM
Hola!

Just acquired the PrV Conquest for my fleet!

It looks cool as hell bro, but yeah...  The combination of a spinal mounted weapon mounted on a ship with no other forward firing weapons is counter productive. Even the two mediums up at the front are angled to fire towards the rear of the ship.  Would you consider reworking it so that the ship actually has a reason to use the Lung Prototype? 

Looking forward to using it when whatever fixes go in! 

Btw, i tested this on the 14th Battlegroup Conquest. No contest.

I do however like the Skymning and the Aska...those two are solid ships for there respective classes.
Title: Re: [0.9.1a] prv Starworks v10.1 (2019-08-04) - Latest: Rusters, Random Nex Fix
Post by: prav on September 25, 2019, 08:50:59 AM
The awkwardness is intentional; it's a prototype ship built around a failed weapons concept. For a more flexible version, there's the regular Ljungeld gun mounted on whatever hull you prefer.

The Conq (Ryak) meat-and-potatoes armaments are on the broadside, same as on the regular Conquest. Use the plasma jets to opportunistically deploy the Ljungeld as a strike/punisher/finisher weapon, similar to a double-cyclone Conquest.

That's the idea anyway. I might give it a little something as it probably is on the weak side. Should probably change the codex too, make it clear that it's still a broadside combatant.

(https://i.imgur.com/No43aCB.png)
Title: Re: [0.9.1a] prv Starworks v10.1 (2019-08-04) - Latest: Rusters, Random Nex Fix
Post by: Dwarden on September 30, 2019, 07:03:57 AM
market exception with invalid entity sindria
when enabled exception in nexerelin config
Code
"economyExceptionOnMissingMarketEntity":true,
Spoiler
438280 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: z:\Raw\StarSector\starsector-core\..\mods\prv Starworks (data\campaign\econ/../starmap.json)]
438280 [Thread-4] INFO  com.fs.starfarer.campaign.econ.A  - Loading star system: askonia.json
438282 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/askonia.json)]
438316 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: java.lang.RuntimeException: Market in askonia system refers to invalid entity sindria
java.lang.RuntimeException: java.lang.RuntimeException: Market in askonia system refers to invalid entity sindria
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Market in askonia system refers to invalid entity sindria
   at com.fs.starfarer.campaign.econ.A.o00000(Unknown Source)
   at com.fs.starfarer.campaign.econ.A.o00000(Unknown Source)
   ... 14 more
[close]
Title: Re: [0.9.1a] prv Starworks v10.1 (2019-08-04) - Latest: Rusters, Random Nex Fix
Post by: prav on September 30, 2019, 08:15:54 AM
looks like it's tripping on askonia. i don't touch the sindria system.
Title: Re: [0.9.1a] prv Starworks v10.1 (2019-08-04) - Latest: Rusters, Random Nex Fix
Post by: Histidine on October 01, 2019, 02:18:16 AM
That setting is specifically false in Nex to allow random sector to work, and should not be touched.
Title: Re: [0.9.1a] prv Starworks v10.1 (2019-08-04) - Latest: Rusters, Random Nex Fix
Post by: Dwarden on October 01, 2019, 03:11:25 AM
That setting is specifically false in Nex to allow random sector to work, and should not be touched.

oh, thanks @histidine (one less things to worry about)
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03)
Post by: prav on October 03, 2019, 08:01:40 AM
DOWNLOAD (http://www.mediafire.com/file/s4mf5wytuvwlf54/prv_Starworks_v11.1.rar/file)

v11.1

Conquest (Ryak)
- Medium missile hardpoint arcs now correctly 5°.

####

v11

Added the Välljud Battlecarrier
- Offensively inclined ship with plenty of fightercraft and firepower. Just don't expect it to hold a battleline.
- Its Disruption Mine Strike system allows it to place mines that momentarily overload their targets.

Added the Hornfals Cruiser
- Resilient Ruster Cruiser with a Fortress Shield system. Thinks it's a battleship.
- Also comes with a Luddic Path skin:
-- Built-in Safety Overrides turn the immovable object into an irresistible force. Outlasting it won't be easy.

Added the Kondensator Heavy Destroyer
- A deep flux tank and an efficient shield keep this ship standing against most opponents, while its Stillhet Phase Fighter wing wears them down.
- Carries an advanced Tachyon Vent system which allows the ship to reduce its flux levels without disabling its shield - at the steep price of slowing down its own time rate.

Added the Gnejs Destroyer
- With a large ballistic hardpoint and low operating costs this Ruster ship offers heavy firepower at an affordable price.
- Also comes in a Pirate model:
-- Preferring heavy missiles, this ship punches well above its weight while the munition supplies last.

Added the Fasklot Phase Destroyer
- Mobile ship that believes in the virtue of ganging up on disabled opponents and striking from behind. Pretty sure that's a virtue.
- Carries an EMP Cluster Mine Strike system, in case it runs across anyone not already helpless.

Added the Fasnod Phase Frigate
- Disruption specialist designed to break up enemy formations and wreak general havoc.
- The Gravity Mine Strike system teleports in a disruption mine at the targeted location. Up to 7 charges can be stored at once.
- Gravity Mines home towards nearby enemies and unleash a strong kinetic blast on contact, displacing the target.
-- You can absolutely use this to bowl ships into each other.
- Also comes with a Pirate skin:
- With its mounts converted to composite/universal this little terror can deal a disturbing amount of damage. The system is replaced with a Reactive Emitter.

Added the Stillhet Phase Fighter
- Strike-and-evade offensive fighter mounting specialized UV lasers and a brief-period phase cloak system.

Added the Grus Interceptor
- Militarized racecraft fit with anti-missile armaments. Performs best when combined with heavier fighters.

Added the Munsbit (LC) skin.
- Luddic Church variety freighter.

Added the Slag Mode ship system
- Near-zero K cooling systems allows for briefly and vastly increased ballistic weapon damage. Afterwards the weapons must thaw out, reducing rate of fire for a short time.
-- Used on the Sunder (Ryak).

Lykta System
- Complete visual overhaul.
- Removed loop sound effect.

Unstable Thrusters
- Adjusted description.

Flock, Flock (Export)
- Major sprite overhaul.
- Maintenance & recovery cost increased to 17.
- Fleet points increased to 13.
- Medium hardpoints converted to turrets.

Flock (RB)
- Major sprite overhaul.
- One medium composite hardpoint turned into a small composite hardpoint.
- One medium composite hardpoint turned into a turret.
- Maintenance & Recovery cost increased to 17.
- Fleet points increased to 13.
- Variants updated.
- Now correctly considered a carrier when spawning AI fleets.

Aska
- Minor sprite adjustments.
- Redesignated as a Heavy Cruiser.
-- No functional changes.

Skära
- Enhanced Reactive Emitter system visual effect.

Bergslag
- Maintenance & recovery cost increased to 21.

Dominator (RB)
- Updated sprite.
- Added plasma chamber decorative flare.
- Updated target variants.
- Updated codex entry.
-- Technical change: Changed from .skin to .ship. Id remains prv_dominator_rb.

Gissel
- Updated sprite.

Gremlin RB
- Updated sprite.

Flamma, Flamma Midline, Flamma (P)
- Updated variants.
- Adjusted (P) sprite.

Tystnad
- Base cost reduced to 39 000.
- Secret model rear PD replaced with Vakt UV PD.

Sunder (Ryak)
- Lykta ship system replaced with Slag Mode.
- Engine and visual style changed to PRV_MID (greener).
- Updated codex entry.

Ballebo (P)
- Sprite updated.
- Mounts overhauled.
- Now comes with three Swarmers instead of two Hammers.
- Engine style changed to LOW_TECH.
- Fleet points reverted to base (12).
- Value multiplier increased to 0,85.

Kakafoni
- Adjusted hitbox.
- Updated (RB) skin sprite.
- (RB) Burn Drive ship system replaced with Missile Autoforge.

Conquest (Ryak)
- Updated graphics.
- Adjusted codex entry.
- Base value reduced to 300 000.
- HP reduced to 13000.
- Armor increased to 1300.
- Shield Efficiency improved to 1,2.
- Flux Dissipation increased to 1200.
- Added a large hybrid turret located at the rear of the ship.
- Skatunge launchers replaced with small ballistic turrets.
-- To alleviate weapon group crowding.
- OP increased to 320.
-- At 5/10/20 points per mount with all mounts used the net change is -20 OP.
- Ljungeld Prototype
-- Flux cost reduced by ~23%.
-- Chargeup reduced by 25% (0,11 seconds).
-- Chargedown increased by ~4% (0,11 seconds).

Skymning
- Rear energy turret coverage slightly reduced.
- Can now show up as a rare BP.

Diskordant Fighter
- Tweaked sprite.
- Light Spattergun improved.
-- Damage and flux per shot increased by ~15%.

Buddy Fighter
- Flux dissipation increased by 33%.
- Fusion Burst Cutter improved.
-- Firing angle increased to 45°.
-- Rotation rate greatly increased.
-- Chargeup reduced by 0,25 seconds.
-- Cooldown increased by 0,25 seconds.

Kaja, Kaja Array, Kråka, Kråka Auto, Korp MRM Launchers
- Complete launcher sprite overhaul.
- Missile sprite updated and engine effects adjusted.

Sidensvans, Sidensvans Array
- Complete visual overhaul.
- Missile orientation time increased by 50%.

Punktskydd
- New weapon graphics.
- Damage increased by ~15%.

Punktskydd Cluster
- New weapon graphics.
- Damage increased by ~15%.
- DPS increased to 3000.
- Now fires continously.

AKC c67
- Burst size increased to 3.
-- net DPS, ROF, etc unchanged.

Akers, Heavy Akers, Siege Akers
- EMP arcs made rarer and more potent.
-- Akers family EMP is now ~1x their kinetic damage, half applied directly and half in (relatively) powerful arcs.
-- 2x for the Akers Nova.

Akers Nova
- Burst size increased to 6.
- Cooldown increased to 1,764.
- Added 0,146 chargeup delay.
-- No net rate of fire change.
- EMP arcs made rarer and more potent.
- Removed arc energy damage component.
- Projectile size reduced.
- Firing sound volume reduced.

Spattergun, Light Spattergun
- New weapon graphics.

LPK
- New weapon graphics.
- Effects recolored.

Hammer Launcher
- New weapon graphics.

Svala Torpedo
- New launcher graphic.
- Minimum time to split increased by 100%.
- Ammunition increased to 3.
- Refire delay increased to 16 seconds.

Skata LRM
- Updated launcher graphic.

Ljus (D) and Ilbud (D)
- Now use the base graphic.

Updated prv ship variants
- Cleaned up and replaced many less interesting variants with Overdriven specs.
- Several smaller tweaks.

Rust Belt (PRV_LOW) engine style shifted to orange/red.
prv Standard (PRV_MID) engine style intensity increased.
Adjusted prv and RB factions fleet doctrines and weapon preferences.
Adjusted prv and RB starting relationships.
Various graphicslib light tweaks.
Fixed codex typo.


(https://i.imgur.com/wIBr15H.png) (https://i.imgur.com/jIMLmso.png)
(https://i.imgur.com/jDEiT9d.png) (https://i.imgur.com/nge25xJ.png)
(https://i.imgur.com/LOdgYVC.png) (https://i.imgur.com/JjnWpvQ.png)

(https://i.imgur.com/86ZFGj7.png) (https://i.imgur.com/tzwLDHC.png)
(https://i.imgur.com/75J2BIs.png) (https://i.imgur.com/6txavWz.png) (https://i.imgur.com/H2X99qX.png)
(https://i.imgur.com/yNj2n50.png) (https://i.imgur.com/luCSghv.png)
Title: Re: [0.9.1a] prv Starworks v11 (2019-10-03) - Latest: Phase ships & new systems.
Post by: prav on October 03, 2019, 08:48:26 AM
Oh yeah just as a release note, prv fleet compositions have changed a fair bit and they fight dirty now with phase ships, rapid missiles, safety overrides and aggressive officers. An overdriven Aska demands a lot of respect.

Edit: found a minor bug, download v11.1 from the post above if you care about it.
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: Histidine on October 04, 2019, 09:17:17 PM
Note: New version doesn't appear to be save-compatible (see here (http://fractalsoftworks.com/forum/index.php?topic=5061.msg266787#msg266787) for partial details).

As an aside: Good work on the descriptions for planets, ships, and the like, you can really see the attention to detail here.
Aska (LC) description is suitably mysterious. And I find Flamma's "fat, lazy cow" bit funnier than I should <_<

Couple of minor text errors:
Spoiler
Middag desc: megalomanic -> megalomaniac
Skymning desc: Dominion -> Domain
[close]
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: prav on October 05, 2019, 04:04:41 AM
I thought that removing variants didn't break saves. Yeah there's a few I deleted. Copying over the v10 variants directory without overwriting might fix it.

And yeah please report codex mistakes; I'm working without an editor here! Megalomanic is correct though, it's just a less used form. https://www.merriam-webster.com/dictionary/megalomania (https://www.merriam-webster.com/dictionary/megalomania).

Not that my spellchecker agrees...
(https://i.imgur.com/5kalKsS.png)
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: 123nick on October 06, 2019, 12:08:15 PM
why is the Ljungled prototype on the conquest so different too the normal ljungeld? it works fine ingame, but i think seeing a much more menacing beam carve across a ship would look WAY cooler than just the energy projectile burst (in my opinion).
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: prav on October 06, 2019, 12:43:06 PM
Beam fatigue from making the standard Ljungeld, and I felt that spinal burst beams had been done, done again and then done a third time. I'm actually pretty fond of this version and how violent it feels when you land a dozen blasts on a high flux target.

Speaking of the Conq Ryak, I think I overbuffed it. Some combination of 1,2 shield efficiency, free aux thrusters, and 1200 dissipation should probably go. The turret was probably healthy on the other hand.
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: giggily on October 06, 2019, 05:59:16 PM
prav, it looks to me like your normal maps don't have any inversion. from what i can tell graphicslib needs xyz to all be inverted, and if it does then yours may not be working as intended
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: prav on October 06, 2019, 06:34:40 PM
I'll look into it. Not like I've been using consistent settings there anyway.
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: 123nick on October 07, 2019, 01:02:54 PM
Beam fatigue from making the standard Ljungeld, and I felt that spinal burst beams had been done, done again and then done a third time. I'm actually pretty fond of this version and how violent it feels when you land a dozen blasts on a high flux target.

Speaking of the Conq Ryak, I think I overbuffed it. Some combination of 1,2 shield efficiency, free aux thrusters, and 1200 dissipation should probably go. The turret was probably healthy on the other hand.

you have a point there ,tbh. regardless, it is very nice now with the burst of projectiles. maybe if the projectiles had a bit more of a stronger looking aesthetic or came out more precisely? like TPC projectiles, maybe?
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: Captain Trek on October 26, 2019, 11:49:46 AM
So I found this mod while looking through the threadlist and I was pleasantly surprised. So far as faction mods go, this is kind of a sleeper hit, and needs more love if you ask me. Much of it is very nicely done, seeming balanced and relatively in-keeping with the vanilla gameplay and lore. It has interesting ships, a well-conceived backstory for the two factions, and the three new in-system maps are simply beautiful, especially Kratul.


Despite that, though, there are some issues that I noticed that I felt now was a good time to bring to your attention, seeing as the latest Nex updates will require factions to be tweaked to take full advantage of in any case:

- A few of the destroyers and frigates seem overpowered for their Deployment Point (Recovery) cost. I'll go through each one that concerns me:

Fasklot: With comparable firepower and superior mobility compared to a Harbinger, the worse flux and special system is not enough for it to be worth 7 DP less. Should probably be more like 18. Maybe 16 at a stretch
Ilbud: A phase cloak is still a phase cloak, even on a combat freighter. Should probably be more like 12 or 14 DP, close to where the Fasklot is now.
Gissel: Seriously threatens to render the Enforcer obsolete, being absolutely bristling with guns and sporting a phase skimmer for only 1 DP more. Should match the Medusa's 12 DP, since compared to the Medusa it trades mobility for fightability.
Kondensator: Its ability to dump all flux essentially instantly is nothing short of batshit crazy. With that system in place, this could easily match the Harbinger's 20 DP and still be amazing. Maybe even 22 or 25. In fact you should probably move it to the cruiser category and re-designate it as a light cruiser, considering both its capabilities and raw physical size compared to something like a Falcon.
Basalt: Lasher firepower and endurance, but vastly superior mobility. Renders the Lasher totally obsolete. Should be 5 DP like the Wolf, since it's effectively a low-tech alternative to the Wolf's supreme mobility.

- Is Lean Hanger supposed to recover replacement rate faster? Shouldn't it deplete faster and recover more slowly?

- Moving on to campaign feel and balance; since prv is a Tri-Tachyon style small corporate polity, I reckon Utbo could stand to be reduced to size 6, the same as Echou Bres.

- The faction also has overly competitive market share in heavy industry, and both they and the Rust Belt are overly competitive in marines. Additionally, no faction, not even the Hegemony, has three heavy industries. I would strongly suggest removing the heavy industry from Ryak in order to address this. Perhaps replace this with Tech-Mining if you want something to represent the research facilities there. Or swap it to refining if you like, since prv currently produces no refined metals. Curtailing the marine share could potentially be done by removing the military bases from Ryak and Store's Rock, as whilst I'm not sure of your intentions there, it does seem at least to me that there's no reason both Kylan and Kratul need to be in constant, high-intensity conflict. If anything, having lower-intensity conflict from smaller patrols in Kylan could make the experience more varied, and perhaps provide players more of an opportunity to be able to participate in battles against either faction's enemy in the early game (as right now fights in both systems are too large and intense for an early game player to productively engage in).

- If Tordehus is freshly re-colonized and has no industries, it should really only be size 3 or 4.

- Kylan is smothered by deep hyperpsace on the hyperspace map. If this was intentional then fair enough.

- You could make Fristad more interesting by placing mining there. Independents have relatively low market share in mining and the planet is poor in resources, so it wouldn't over-balance anything.


I hope these concerns find you well. Rest assured that this mod is otherwise very solid, and definitely one I will be recommending since it doesn't seem to get the recognition it deserves.
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: prav on October 29, 2019, 10:36:30 AM
- A few of the destroyers and frigates seem overpowered for their Deployment Point (Recovery) cost. I'll go through each one that concerns me:

Fasklot: With comparable firepower and superior mobility compared to a Harbinger, the worse flux and special system is not enough for it to be worth 7 DP less. Should probably be more like 18. Maybe 16 at a stretch
Ilbud: A phase cloak is still a phase cloak, even on a combat freighter. Should probably be more like 12 or 14 DP, close to where the Fasklot is now.
Gissel: Seriously threatens to render the Enforcer obsolete, being absolutely bristling with guns and sporting a phase skimmer for only 1 DP more. Should match the Medusa's 12 DP, since compared to the Medusa it trades mobility for fightability.
Kondensator: Its ability to dump all flux essentially instantly is nothing short of batshit crazy. With that system in place, this could easily match the Harbinger's 20 DP and still be amazing. Maybe even 22 or 25. In fact you should probably move it to the cruiser category and re-designate it as a light cruiser, considering both its capabilities and raw physical size compared to something like a Falcon.
Basalt: Lasher firepower and endurance, but vastly superior mobility. Renders the Lasher totally obsolete. Should be 5 DP like the Wolf, since it's effectively a low-tech alternative to the Wolf's supreme mobility.

Starsector destroyers tend to be just a good deal. Go figure when the Hammerhead and Sunder are around.

I'm happy with the Fasklot. It's meant to be a good performer per supply. I think missing out on a third phase lance/heavy blaster/etc in exchange for the rear synergy turret makes a fairly big difference.

If you manage to get its DP value out of the Ilbud, good on you. Enjoy it. But I'd have real trouble costing it at 1,5-2 Afflictors.

The Gissel is a beast in a very local area. But in spite of the phase teleporter, the thing handles like a fridge. It does compete with Enforcers in the destroyer anchor role, but the difference in durability between 550 and 750 armor is pretty big. Is it broadly speaking better? Possibly. Big picture too good? I don't think so.

The Kondensator being classified as a destroyer is an intentional downside for it. As a cruiser it would have another 10 flux vents and cruiser weapons range. This leaves it as a less interesting ship. As a destroyer it has to actually get into the scrum to accomplish anything (a trait I want to play up in the prv) - which also ensures that its narrow omni shield becomes a very mixed blessing.

Have you tried using the system first-person by the way? It's pretty trippy.

As for the deployment cost, I dunno - it certainly tanks damage better than a Falcon. But with mediocre mobility, poor dissipation and very limited ballistic slots it's much worse at putting out pressure or pressing an advantage. I think increasing it much would turn it into a ship that you just don't want to use. Another ship to consider here is the Apogee, which is also a strong shield tank in the 15-20 DP range.

All that said I'm not entirely happy with the ship. If I eventually revisit it, I'd change it considerably.

I had the Basalt targeted at 5 supply originally, but I found it hard to justify the cost. Sure it's fast and for-a-frigate sturdy, but with awkward turret angles and no ammo feed the damage output just isn't there. In role I actually find it to be closer to a fat Kite than to the Lasher.

- Is Lean Hanger supposed to recover replacement rate faster? Shouldn't it deplete faster and recover more slowly?

- Moving on to campaign feel and balance; since prv is a Tri-Tachyon style small corporate polity, I reckon Utbo could stand to be reduced to size 6, the same as Echou Bres.

- The faction also has overly competitive market share in heavy industry, and both they and the Rust Belt are overly competitive in marines. Additionally, no faction, not even the Hegemony, has three heavy industries. I would strongly suggest removing the heavy industry from Ryak in order to address this. Perhaps replace this with Tech-Mining if you want something to represent the research facilities there. Or swap it to refining if you like, since prv currently produces no refined metals. Curtailing the marine share could potentially be done by removing the military bases from Ryak and Store's Rock, as whilst I'm not sure of your intentions there, it does seem at least to me that there's no reason both Kylan and Kratul need to be in constant, high-intensity conflict. If anything, having lower-intensity conflict from smaller patrols in Kylan could make the experience more varied, and perhaps provide players more of an opportunity to be able to participate in battles against either faction's enemy in the early game (as right now fights in both systems are too large and intense for an early game player to productively engage in).

- If Tordehus is freshly re-colonized and has no industries, it should really only be size 3 or 4.

- Kylan is smothered by deep hyperpsace on the hyperspace map. If this was intentional then fair enough.

- You could make Fristad more interesting by placing mining there. Independents have relatively low market share in mining and the planet is poor in resources, so it wouldn't over-balance anything.


I hope these concerns find you well. Rest assured that this mod is otherwise very solid, and definitely one I will be recommending since it doesn't seem to get the recognition it deserves.

Lean Hangar works as intended - rebuilding your backup fighters is easy when you don't have any. So the bay and manufactory are easy to over-stress, but give them a chance to recover and they will.

The entire Stjärngård system is due an overhaul, eventually. Utbo is a huge world that's only marginally ruled by the prv - by controlling the Works, they control the entirety of the planet as far as it interacts with the sector at large. But the population of the planet mostly tends itself, not really interacting with the rest of the Perseans any more than by paying some primitive taxes once a year. This suits the prv fine; they have more important things on the agenda than taxing some backwards farmers for a second turnip. Maybe I should add a custom market condition to better represent this.

Yeah the overabundance of heavy industry has been on my radar. It's a little hard to avoid with one faction being space-Kockums and the other being big on salvage and refurbishment.

Store's Rock has a military base because I wanted the Rusters to have an Armed Community industry somewhere. I don't find the Kylan conflict to be all that intense, mostly because no one can find anyone in all those nebulas. Next update I'll also have something to encourage some trade with the HEL. I'll add that I've got a bugfix coming with the next major version that should have Ruster markets spawn considerably fewer pirate fleets.

Tordehus is not recolonized. It's mostly populated by the descendants of the bombardment survivors. Economically the planet still operates on survival needs however.

Fristad is kind of intentionally unimportant. It's a safe, self-sufficient and carefully neutral place where travelers can stop by before heading into the ongoing mess that is the outer Kratul system.

Kylan being inside a HS nebula is mostly a coincidence, but I think I like it. I might change my mind eventually.

Thanks for the feedback. I hope you appreciate my perspective for why I made these things the way I did. It's always interesting to hear what other people think; personally my biggest sup/dep / performance concerns are the Ballebo, which I think I'll leave alone for now, and the Skymning, which I'll be bumping by about 20% and still keeping my eye on after that. There's also the Gryning, which continually baffles me by not being too busted.
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: prav on October 30, 2019, 07:59:37 AM
(https://i.imgur.com/bq3LQN0.png)

eh, close enough
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: Captain Trek on October 31, 2019, 12:52:43 AM
I'm pleased to hear that campaign-level changes may be forthcoming (you may also want to look into the two factions' diplomatic statistics and starting relations with other factions, since right now their behavior with Nexerelin is a little bit odd), but with regards destroyers (ships in generally, really) you've gotta compare like with like. Even if you consider the Harbinger to be overpriced at 20 DP, that is none-the-less the standard that other phase destroyers must be balanced to. I agree it's not quite as good as the Harbi (hence my suggestion of 18 or 16), but by no means is it so much weaker that it justifies being able to deploy three of them for every two Harbingers one deploys. From what I understand, it is possible to give a ship different values for recovery cost and maintenance cost, so perhaps just increase the recovery cost (and thus DP cost) while keeping monthly maintenance the same?

For the Gissel, keep in mind that it has substantially better flux stats than the Enforcer to compensate the armour. Between its superior firepower and the value of phase skimmer and temporal shell (that's why the Medusa and Scarab have high DP), it's surely worth 11 points minimum. You did mention the Sunder (also 11) before...

As for the Basalt, I must admit to being sort of confused what matter of "fat Kite" would have more than double the Kite's firepower. I see your point about the two side mounts, but if "fat Kite" is the feel you want to go for you could just as easily lose those two mounts, methinks.


With regards the ships you mentioned, the reason the Gryning doesn't feel broken is that its excellent capabilities justify its high DP cost. Can't speak for the Skymning, since it seemed pretty comparable to an Onslaught when I looked at it, but I'd suggest bumping by only 10% if you feel it's a problem, since I kinda doubt it's more powerful than Scy Nation's Keto or Shadowyards' Mimir (both 45 DP).
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: prav on October 31, 2019, 02:25:14 AM
Yeah the nex diplo stuff is on the to-do list. I'm not sure what's causing it. Looking at the files nex seems to use -0.3 and -0.6 instead of -0.25 and -0.5 so there might be some border problem here. Sure felt odd to run into a Remnant fleet that just made funny faces at me but didn't attack.
edit: No it was a missing check for corvus mode.

I don't think I have to limit myself to just the Harbinger as a reference point for new phase destroyers. Focusing too hard on existing ships limits the design space unnecessarily.

I'm seeing your points on the Gissel.

The Basalt, I'm just not gonna cost at more than a Lasher or Brawler. For 5 supply on a frigate I want something like a Phase Beam, rapid-fire Reapers or an EMP system. And believe you me, removing two turrets from a sprite is not as easy as changing a 4 to a 5 in a spreadsheet. Not that I particularly want to - those are there to let you choose between a couple of awkward PD mounts, or a hullmod and some flux caps. I think it's an interesting enough choice.
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: Captain Trek on November 01, 2019, 10:18:32 AM
Yeah the nex diplo stuff is on the to-do list.

Sweet. Looking forward to the next update.

I respectfully disagree with regards the Harbinger, but hey, worst case scenario the Fasklot can be prv's "one". Every mod needs one. :V
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: prav on November 01, 2019, 11:43:19 AM
Yeah I just don't see it being a problem.
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: CrixM on November 09, 2019, 02:31:16 AM
The Skata LRM Launcher feels incredibly underwhelming. I'm not a huge fan of limited ammo large missile mounts unless they're something ridiculous and the Skata... aren't.
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: prav on November 09, 2019, 09:14:39 AM
Yeah I've found it hard to tune. It has a tendency to delete destroyers if I buff it up much.

Maybe I should give it some moderate redesign, change the firing mode or something along those lines. I'll play around with it a bit.

e: I'll add that it has a lot of ammo, especially with expanded racks, so don't be afraid to just fire it every time it's up. Most ships will run out of peak time before you run out of ammo.
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: Vayra on November 26, 2019, 04:42:08 PM
Hey prav, is it intended that prv's not on the index? You've clearly put a lot of work into it! Might be time to bother a moderator to add it :P
Title: Re: [0.9.1a] prv Starworks v12.1 (2020-01-18) - Latest: Applied Gravitonics
Post by: prav on January 17, 2020, 04:02:26 PM
DOWNLOAD (http://www.mediafire.com/file/6t3hyqnyf8uiuc0/prv_Starworks_v12.1.rar)


v12.1

Reduced the occurrence rate of several ships. Should be fully save compatible with v12.

###

v12

Added prv-style stations.
- Come in three sizes and are similar to standard stations in role and performance.
- The stations have varying axial rotation; advanced gravitic systems allow the station to change its rotational speed and direction.
- Larger stations add independent omni-shielding, EMP mine teleporters, gravity minefields and phase drones.
- Used by the prv and, occasionally, the Rusters.

Added a few rare weapons.
- Found in the depths of space.

Added the Laboratory Complex industry
- Found at the Ryak High-Energy Labs.
- Consumes large amounts of rare materials, producing luxury goods and heavy armaments.
- Sells advanced weapons and equipment to those who enjoy good relations with the market controller.
-- Modder note: Weapons tagged prv_lab_bp, or are known by welcoming (+25 to market controller) factions, show up here.
-- The blueprint is unobtainable; if you get your hands on one anyway, be aware that it can't be removed once constructed.

Added the Fasvinge phase cruiser
- A dangerous high-tech strike craft with a rapid-shift phase system.
-- Also equipped with a Gravity Shield system, offering it some protection from material projectile weapons.

Added the Gabbro armed transport
- A Starliner cruiser adapted for Ruster use, adding significant amounts of guns and armor.

Added the Eld destroyer.
- A drop-in replacement for the Ballebo, which is being retired.
- Very similar in loadout, role and performance.

Added the Gnista frigate.
- Light missile support ship with limited armaments.
- Also comes in Pirate and Luddic Church variants, with more gun.

Added the Gravity Shield ship system.
- A graviton field protects the ship, bending enemy projectiles away from it.
-- Ineffective against projectiles with negligible mass, such as laser pulses.
-- Highly effective against light or slow projectiles.
-- Moderately effective against missiles.
-- Used on the Flamma and the Fasvinge.

Added the Tensor Drive ship system.
- Engages the ship's gravitic drive, instantly propelling it in the chosen direction.
- Used on the Eld and Skymning.

Added the Automatstudsare weapon.
- Large-mount ballistic weapon which fires a barrage of small explosive shells which can rebound a single time. High potency, but poor range.

Added the Studsare weapon.
- Replaces the Bounder.
- Fires mid-sized ricocheting shells at a moderate rate.
- 850 range, high shell velocity.
- Ricochet accuracy is now derived from your current gun spread.
- Ricochets will no longer aim for fighters.

Added the Light Thumper weapon
- A shrunk-down Thumper, trading rate of fire for size.
-- Used by the Rusters and Luddic Church.

Added Sindrian Diktat Lion's Guard skins for the Aska, Flock and Eld.
- In the style of the Ships/Weapons Pack skins, painted purple on white and with Solar Shielding integrated.
- Will only spawn if you have the S/W Pack enabled.

Added the Ilbud (H) skin
- Uparmored, upspecced courier ship.
-- I wonder what the Hegemony wants with a stealthy spec-ops vessel. I asked, but they wouldn't tell me.

Added the Kalk phase bomber
- Unleashes a barrage of indirectly fired Sidensvans missiles.
- Uses a phase system to ensure a safe approach and escape. Vulnerable while attacking.

Added several hullmods:
Arcfault Insulator
- Reduces overload duration.

Flicker Core
- Reduces phase system cooldown.

Hallbar Missile Plating
- Gives a flat increase to missile durability and a slight percentage increase to missile top speed.

Gravity Anchor
- Increases the mass of the ship, and exerts a weak pull towards nearby enemies. Adds a slight collision zone for hostile fighters.

Ruggedization
- Significantly reduces CR recovery rate and CR deployment cost, allowing you to deploy the ship more times before it needs time to recover.
-- Note that due to vanilla quirks with how the CR recovery cost is calculated, this will greatly increase the cost of recovering a ship from 0 to full.
-- This is especially relevant if you like to overstay your peak time.

Crew Comforts
- Reduces the in-combat CR decay rate, and increases the out-of-combat CR recovery rate. Requires a few additional supplies per month.

Blast Heater
- Improves weapon performance at very low and very high flux levels.

Added Starship Legends faction preferences.
Added Commissioned Crews compatability.
- prv ships install Command Implants, increasing maximum CR and reducing the minimum crew requirement.
- Ruster ships have Belt Spirit, increasing hull integrity and repair rates at the cost of a reduction in max CR.
Added Nexerelin faction personalities.

Additional changes:
Spoiler
Raider Hideout, Armed Community, War Syndicate HQ industries
- Will now automatically match the tier of local military infrastructure, assuming there's a functioning HQ. Updated roughly bi-weekly.
- Will now reduce local stability by 1.
- Will now have an increased demand for goods while stability is low.
- Cost set to 0.
- Upkeep set to 0 while hidden.
- Can no longer be manually upgraded.
- Corrected min/max error; should now correctly spawn more pirates at low stability.
- Pirate spawn rate additionally reduced by 33%.

Skymning
- Plasma Burn system replaced with a Tensor Drive (see above).
-- Yes, prv engineers discovered that there are directions other than forward. Investigations are ongoing.
- Small and medium rear energy turret arcs narrowed by 25%.
- Fleet points increased to 26.
- Maintenance and recovery cost increased to 47.
- Added the Companion Integration hullmod, reducing support wing OP costs by 10.
- Removed the built-in Oväsen wing.
- Base value increased to 370 000.

Conquest (Ryak)
- Shield flux/damage increased to 1,4.
- Hull and armor reduced by ~7,5%.
- Built-in Auxiliary Thrusters removed.

Välljud
- Adjusted shield offset.

Aska
- Sprite adjustments.
- Large synergy mount arc reduced to 5°.
-- This should improve the AI's behavior somewhat.
- Now also availiable as a rare blueprint.

Aska (LC)
- Sprite adjustments.
- Large synergy mount arc reduced to 5°.
-- This should improve the AI's behavior somewhat.
- Added ALWAYS_PANIC AI hint, promoting aggressive missile usage.
- Now also availiable as a rare blueprint.

Kakafoni
- Sprite adjustments for all versions.
- Fuel use reduced to 4/ly
- Fuel capacity increased by 20%.
-- Net range is increased by 50%, to 30 ly.

Flock
- Improved Autokråka visual integration.

Kondensator
- Removed; no more will spawn.

Ballebo
- Removed; no more will spawn.
-- Get an Eld instead.

Fasnod
- Fleet points, maintenance, and recovery cost increased to 9.

Ljus
- Lykta System weapon and sensor range bonuses increased by ~50%.
- Small energy turret arcs reduced to 195°.
- Acceleration reduced by 50%.
- Turn acceleration reduced by 60%.
- Max turn rate reduced by ~33%.
- Minimum crew required reduced to 15.
- Base value reduced to 15 000.

Ljus (LP)
- Added ALWAYS_PANIC AI hint, promoting aggressive missile usage.

Gissel
- Maintenance and recovery cost increased to 12.

Ilbud
- Sprite updated.
- Removed nose turrets.
-- Pre-v12 Ilbuds may retain decorative weapons in these locations. To remove them, simply use the Strip button on the ship refit screen.

Tystnad
- Added the Companion Integration hullmod, reducing Support Wing OP costs by 10.
- Removed the built-in Oväsen wing.

Tystnad (Midline)
- Cost multiplier reduced to 1.

Tystnad (P)
- Engine style changed to LOW_TECH.
- Removed the Defective Manufactory hullmod.

Munsbit
- Minimum crew reduced by 33%.

Fika
- Added built-in Militarized Subsystems.
- Maximum burn reduced by 1.
- Minimum crew reduced by 33%.
- CR per deployment increased by 33%.
- Recovery cost and supplies per month increased by 9%.

Middag
- Added built-in Militarized Subsystems.
- Maximum burn reduced by 1.
- Minimum crew reduced by 33%.
- CR per deployment increased by 33%.
- Recovery cost and supplies per month increased by 8%.

Skära
- Now comes with a Crew Comforts hullmod built-in.

Gnejs
- Rear ballistic mount arcs increased to 165°.

Gnejs (P)
- Added ALWAYS_PANIC AI hint, promoting aggressive missile usage.
- Rear ballistic mount arcs increased to 165°.

Oväsen fighter
- HP reduced by 18,75%.
- Max flux reduced by ~45%.
- Crew reduced to 2.
- Forgevats system removed.

Skrän fighter
- Weapon glow color shifted to yellow.

Grus fighter
- Hagel Hailcannon replaced with a standard Vulcan.
-- On account of the gun being completely uninteresting.

Akers family
- Projectile styles adjusted.

Akers / Light Akers
- Display name changed to Light Akers.
- Sprites updated. Now reduced to a humble two barrel cannon.
- OP reduced to 4.
- Range reduced by 125.
- Flux/shot reduced by 40%.
- Now fires continuously. DPS increased by ~50%.
-- Now a solid knife-fighting weapon occupying the middle-ground between an autocannon and a machinegun.

Akers Nova
- Sprites updated. Now a smooth, futuristic tri-barrel.

Siege Akers
- Sprites updated.

Bounder / Studsare.
- Display name changed to Studsare.
- Overhauled, see above.

Punktskydd
- Added a slight variance to the projectile's range. Largely a visual change.

Punktskydd Cluster
- Reverted availiability change.

SIPD Laser
- Now focuses ~50% faster, for an average frequency of 1Hz.
- Explosion damage and visual effect size will now scale with the ship's energy damage multiplier.
-- These things are pretty good now.

Ljungeld
- Full beam damage increased by 3.45%.
- Energy/second increased by 4.2%
- Focus rate is now linear, not exponential.
- Fracture rate increased.
- Fracture damage type changed to high explosive.
- Base fracture damage reduced by 40%.
-- Net change is a major increase in fracture effectiveness against armored targets.

Fusion Burst Laser
- Overhauled.
- Now fires a potent long-duration beam burst that requires several seconds to reach full potency.
- Beam size greatly increased at full charge; there should be no doubt when someone is getting can-opened.

HFL Array
- Updated sprite.
- Projectile speed reduced to 1 000.
- Projectile restyled; now considerably shorter.

Skata LRM Launcher
- Firing behavior redesigned; now quickly launches nine Skata missiles followed by a brief reload period.
- Sustained DPS increased by 70%.
- Salvo size reduced by 64%.
- Ammunition reduced by 18%.
- OP cost reduced by 6.
- Launch inaccuracy reduced.
- Engine burn time increased by 30%.
- Contrail visual effect shortened significantly.

Skatunge missile
- Contrail visual effect adjusted to match Skata missiles.

Kaja-family missiles
- Nominal range increased to 3 000.
-- De-facto range is unchanged.

Sidensvans, Sidensvans Array
- Nominal range increased to 1 500.
-- De-facto range is unchanged.

Gravity Mine Strike system
- Improved visual effect.
- Regeneration rate reduced by 33%.
- Added a slight variation to mine lifetime.

EMP Cluster Mine Strike system
- Regeneration rate reduced by 33%.
- Added a slight variation to mine lifetime.

Disruption Mine Strike system
- Maximum system charges reduced to 1.
- Added a slight variation to mine lifetime.

Kaja / Akers Nova / LPK Drones systems
- Maximum system charges reduced to 3/2/4.
-- ie no spares.
- Regeneration rate set to one drone per 20/30/15 seconds.

Remanualized Hullmod
- Minimum Crew penalty reduced to +50%.
- Now additive, not multiplicative.

Campaign
- prv industry redistributed.
- Overhauled the market conditions on Utbo, adding three new custom conditions.
- Added two market conditions to the Ryak HEL.
- Removed several do-nothing market conditions.
- Stjärngård and Kratul will now clear nearby deep hyperspace.
- Kylan will clear only a fractional amount.
- Nexerelin prv player starting equipment is now prv Standard Blueprint Package and prv Advanced Blueprint Package both, rather than either.
- Nexerelin prv player spawnpoint moved to The Works over Utbo.
- Adjusted the size of the custom stations.

Many codex updates.
Many ship material updates.
Improved Flock thumbnailing.
Increased TTL on PRV_HIGH engine trail particles.
Cleaned up some int-on-float math.
Removed "CIVILIAN" hint from the Skiffer; it will now autodeploy as a combat ship.
Removed access to basic prv weapons from the Pirates and Luddic Path factions.
Added access to Annihilator Pods for the Rusters.
Adjusted fighter wing rarity & autofit hints.
Slightly reduced Välljud spawn rate.
Greatly reduced Flamma (P) spawn rate in very small or pirate-faction fleets.
Aska Heavy Artillery variant renamed just Artillery.
-- Heavy Heavy Artillery Cruiser indeed.
Fixed Ruster markets with a Raider Hideout erraneously getting a "Military" map flag.
pskd_shot, pskd_cluster_shot now range 0, not undefined. Note that this means that they will now explode on reaching max range.
Fixed a mod conflict issue with Nexerelin resulting in odd faction reputations.
Countless variant changes.
[close]

(https://i.imgur.com/t7HJgnm.png) (https://i.imgur.com/gmiwLKy.png) (https://i.imgur.com/sDGMAuU.png)
(https://i.imgur.com/BHY7xC9.png)
Title: Re: [0.9.1a] prv Starworks v12.1 (2020-01-18) - Latest: Applied Gravitonics
Post by: MesoTroniK on January 18, 2020, 12:24:25 AM
Added the Laboratory Complex industry
- Found at the Ryak High-Energy Labs.
- Consumes large amounts of rare materials, producing luxury goods and heavy armaments.
- Sells advanced weapons and equipment to those who enjoy good relations with the market controller.
-- Modder note: Weapons tagged prv_lab_bp, or are known by welcoming (+25 to market controller) factions, show up here.
-- The blueprint is unobtainable; if you get your hands on one anyway, be aware that it can't be removed once constructed.

Solid on the tag for that place, though the second part worries me. If there is no opt-out rig for that can you please add one in your next update? 99% of factions the auto-system you got is fine but there are a few edge cases here and there of hidden factions or ones that only operate in isolated places etc etc where your station selling their stuff would not make sense and could even spoil content.

Edit: Thinking on this more, the opt-out would probably look for a specified tag and or manufacturer (in a mergeable .json or .csv). Well is probably obvious that bit, but it wasn't what I was thinking initially so figured I would edit this in just in case™.
Title: Re: [0.9.1a] prv Starworks v12.1 (2020-01-18) - Latest: Applied Gravitonics
Post by: prav on January 18, 2020, 05:28:06 AM
R&D market exclusion added for the next update with the spec tag prv_lab_exclude. Also applies to wings and hullmods.
Title: Re: [0.9.1a] prv Starworks v12.1 (2020-01-18) - Latest: Applied Gravitonics
Post by: Chairman Suryasari on January 18, 2020, 05:39:06 AM
Can you make it compatible with Commission Crew mod? Thanks!
Title: Re: [0.9.1a] prv Starworks v12.1 (2020-01-18) - Latest: Applied Gravitonics
Post by: MesoTroniK on January 18, 2020, 07:40:25 PM
Sweet, that will work thank you Prav!
Title: Re: [0.9.1a] prv Starworks v13 (2020-01-22) - Latest: Space Truckin'
Post by: prav on January 21, 2020, 07:34:45 PM
DOWNLOAD (https://www.mediafire.com/file/ir7kbmrucmyhtye/prv_Starworks_v13.rar/file)

v13

Added limited support for Vayra's Sector bounties.
- Including one unique ship.

Added the Venture (RB)
- A freighty variant with fewer missiles.

Command Implants hullmod (Crew Commissions)
- Redesigned.
- Now increases the combat speed of the ship and the fleet, similar to Coordinated Maneuvers.
- Also periodically changes the AI personality of the ship.
-- Vaguely respects your faction doctrine's aggression value.

Välljud
- Added COMBAT AI hint, encouraging it to seek out enemy ships directly.
- Shield efficiency increased to 0,7
- Max speed increased by 33%
- Agility increased by ~40%.

Eld
- Maintenance and recovery cost increased to 13.

Svala Torpedo
- Main torpedo damage increased to 1000.
-- Improves AI behavior.

Gravity Shield
- Backend change, added some code hardening which may prevent a rare crash when used with other mods.
- Force factor against missiles reduced by 75%.
- Upkeep cost reduced by 50%.
- Now builds hard flux based on the mass of the projectiles being effected.
-- Safety shutoff when near max flux.

Added an escape tag, "prv_lab_exclude", for weapons that absolutely should not show up at the Lab R&D market.
-- I wouldn't worry too much about it, myself.
-- Flavor-wise the prv will absolutely try to resell, reverse-engineer or outright steal tech from their allies and associates.

Removed (prv) manufacturer suffix.
-- By request.

(LG) variants are now tech "Lion's Guard", not Midline.
Title screen flyby list updated.
Code refactoring and backend changes.
Kratul system specials chance reduced by 2/3.

(https://i.imgur.com/ENBBSVR.png)
Title: Re: [0.9.1a] prv Starworks v14 (2020-02-18) - Latest: Ghost in the Machine
Post by: prav on February 18, 2020, 09:11:35 AM
DOWNLOAD (https://www.mediafire.com/file/svvrvtaj6jaltq5/prv_Starworks_v14.rar/file)

v14

NOT SAVEGAME COMPATIBLE

Added Vayra's Sector Raiding Base support.

Added some rare ships and unique bounties. Most require Vayra's Sector.

Added the Ande and Gast Integrated Swarms.
- Very irregular carriers.

Added the Oklang Fighter Drone
- Rare wing.

Added the Light Triple Autocannon
- A Ruster special, this gun is exactly what it sounds like. Volume of fire is the name of the game.

Added the Arc Smelter hullmod
- Converts Ore and Rare Ore into Metals and Transplutonics on a weekly basis.
-- Found built-in on the Bergslag Mining Ship.

Kite (prv)
- Wings are now short-ranged fighter wings rather than long-ranged support wings.

Flamma
- Flux dissipation increased by 7%.
- Maintenance and recovery cost increased to 6.

Gryning, Gryning (TT)
- Sprite updated.
- Enhanced Temporal Core vfx.
- Removed built-in High Maintance hullmod.
- Recovery rate reduced to 12%/day.

Gnejs, Gnejs (P)
- Sprite updated.

Ballebo, Ballebo P
-- Returning as rare bounty flagships with Vayra's.
- Sprite restyled.
- Mounts overhauled.
- Statline updated.
- Maintenance and recovery cost increased to 14.

Gabbro
- Added the Habitat hullmod, which reduces crew capacity to one third.
- Base crew capacity increased to 1500.
-- Net crew capacity is reduced to 500.
- Maintenance and recovery cost reduced to 12.
- Fleet points reduced to 9.

Venture (RB)
- System changed to Micro Burn, a low-tech version of Plasma Burn.

Kakafoni
- Major sprite update.
- Swapped locations between the medium synergy and ballistic turrets.
- Widened the firing arc of the composite turret to 135°.

Kakafoni (P)
- System chanced to Micro Burn, a low-tech version of Plasma Burn.
- Large hybrid hardpoint changed to ballistic.
- Missile hardpoints changed to 30° arc composite turrets.
- Removed the rear right-hand small turret.

Aska
- Large synergy mount changed to a 30° turret.
- Adjusted large mount visual style.
- Armor reduced by ~10%.

Fasvinge
- System changed to Entropy Amplifier.
-- The phase ship AI simply does not get along with the gravity shield. A shame.

Välljud
- Swapped the location of the bridge and the large hybrid turret.
- Center large hybrid turret arc reduced to 45°.
- Inner small hybrid turrets reoriented slighly inwards, with their arcs reduced to 45°.
- Number of fighter bays reduced to 3.
- OP reduced to 270.

Conquest (Ryak)
- Sprite hue adjustments.
- Ljungeld (Prototype) rate of fire reduced by 3%.
-- Ammunition reload rate is unchanged.
- Maintenance and recovery cost increased to 45.
- Cost increased to 330 000.

Skymning
- Sprite depth adjustments.

Tensor Drive
- Tuned to be significantly better behaved in AI hands. "Jittering" should be almost completely eliminated.

Gravity Shield
- Added a minor cooldown to prevent AI ***.
- Hard flux buildup reduced by 33%.

Unstable Thrusters
- Now framerate agnostic.
- Flameout chance adjusted.
- Now displays the flameout chance as a status info.

Fusion Burst Laser
- Overhauled. Now fires a brief 400 damage burst.
- Flux efficiency reduced to 1,33.
- AI hints adjusted.
-- Much, much more comfortable to use now.

Spattergun, all versions
- Updated code.
- Will now dynamically generate spatters based on the actual damage amount of the projectile.
-- e.g. firing with High Energy Focus on will create more spatter.
- Enhanced visual effects.

Linjär PK
- Shots will now home towards the closest enemy fighter or ship.
- Accuracy reduced.
- Rewrote the reload code.
-- No practical difference user-side but it's much better I promise.
- Enhanced visual effects.

Kaja-family
- Trails restyled

Skata missiles
- Trails restyled.

Skatunge SRM Launcher, Skatunge SRM Pack
- Rate of fire increased by ~5%.
-- Ammunition reload rate is unchanged.

Missljud Fighter
- Sprite completely redone. It looks exactly the same.

Buddy Drone
- Fusion Burst Cutter updated to be more similar to the Fusion Burst Laser.
-- Scary.

prv Stations
- Removed the Arcfault Insulator hullmod from the Shield module.
-- Shield overloads should now last considerably longer.

Campaign
- Completely restructured the Rust Belt industry update functionality. It will now process at the end of every month.
 Stjärngård
- Strand now has a custom texture.
- Strand description updated.
 Kratul
- Tordehus JP is now in a stable lagrange location. It should no longer dip into the star corona.
- The abandoned station above Tordehus can now be used for storage.
 Kratul
- Outer JP now has the same orbital period as the Outer Yard.

Factions
- prv ship name prefix is now lowercase.
- Removed non-pirate prv hulls from the Pirates.
- Added access to the Fusion Burst Laser for the prv and the independents.
- Added access to the Vulcan for the RB.
- Removed access to the PD Laser from the prv.
- Removed access to the Light and Heavy Needler from the RB.

Added more magenta paint to the Fristat Lasse.
Added confetti to the Punktskydd and Spattergun projectiles.
Added support for rare wings to the R&D market. Use the tag "prv_lab_bp".
prv (LG) hulls are now hidden in the codex.
Increased the intensity of several system vfx.
Fixed some logistics-tag related hullmod niggles.
Completely removed the Kondensator and Ballebo (Midline).

(https://i.imgur.com/PV7hNvC.png)

(https://i.imgur.com/Lnm08BX.png) (https://i.imgur.com/GL1Lazo.png) (https://i.imgur.com/54f09Ui.png)

(https://i.imgur.com/01iLBwt.png) (https://i.imgur.com/6C5rvgF.png)
Title: Re: [0.9.1a] prv Starworks v14 (2020-02-18) - Latest: Ghost in the Machine
Post by: BigBeans on February 18, 2020, 10:42:00 AM
Love it though I can't believe the Balllebo is gone. F's in the chat for my little fat destroyer boy. :'(
Title: Re: [0.9.1a] prv Starworks v15 (2020-03-02) - Latest: vfx update and tuning
Post by: prav on March 01, 2020, 09:36:20 PM
DOWNLOAD (http://www.mediafire.com/file/yacqx96msco6zwo/prv_Starworks_v15.rar/file)

v15

Magiclib is NOT required but strongly recommended.
Implemented Magictrails for many weapons.

Added the Jämmer Bomber
- Hits the target with a single fast torpedo, before firing a frag beam into the resulting hole.
- Replaces the Skrål as the prv's heavy bomber.

Added the Fräsare burst beam
- With a sharp kick and rapid dropoff, this beam quickly dumps a large amount of fragmentation damage into the target.
- Also generates a smattering of secondary explosions, dealing additional fragmentation damage to nearby targets.

Replaced all composite mounts on prv ships.
Flamma
- Medium turret composite mount converted to synergy.
- Flux dissipation increased by 20.
- Flux capacity increased by 250.

Flamma (Midline), Flamma (P)
- No mount changes.
- Otherwise as above.

Eld
- Composite hardpoints converted to synergy.
- Flux dissipation increased by 50.
- Flux capacity increased by 750.

Eld (Midline)
- No mount changes. Otherwise as above.

Eld (LG)
- Energy hardpoints converted to composite. Otherwise as above.

Sorl
- Composite hardpoints converted to synergy.
- Small ballistic turrets converted to hybrid.
- Medium hybrid turret converted to energy.
- Crew mess seating assignments rearranged.

Sorl (Midline)
- Hardpoints converted to composite. Otherwise as above.

Flock
- Medium composite turrets converted to synergy.
- Small composite hardpoints converted to missile.
- Flux dissipation increased by 50.

Flock (Midline)
- Medium turrets converted to composite.
- Small hardpoints converted to composite.
- Otherwise as above.

Kakafoni
- Medium composite turret converted to hybrid.
- Flux capacity increased by 500.

Rare ships
- Increased maintenance and recovery costs by up to 50%.

Gryning (TT)
- Price markup reduced to +50% over base hull.
- Maintenance and recovery cost increased to 10.

Fasklot
- Maintenance and recovery cost increased to 17.

Aska
- Heavy Phase Teleporter cooldown increased by ~15%.
- HPT activation now generates soft flux, not hard.

Välljud
- Crew capacity and minimum crew reduced by ~35%.
- Fuel/ly reduced by ~15%.
- Fuel capacity reduced by ~30%.
-- Range to 40 from 45.

Skymning
- Tensor Drive replaced with Heavy Tensor Drive
-- Longer duration and cooldown, with a slower recharge rate.
- Fuel capacity and fuel/ly increased by 33%.

Fusion Burst Laser
- Damage and flux per burst reduced by 25%.

Spattergun, all types
- Projectiles restyled.
- spawnType changed to BALLISTIC_AS_BEAM.

Linjär PK
- Damage per shot doubled.
- Rate of fire and ammo rates cut in half.
- Magazine size reduced by 40%.
- Now has some innate shot dispersion
- Projectiles will not home for the first 0,33s of their life.
- Added a moderate range variance.
- Max range increased to 525.
-- Average shot range is more or less unchanged.
- Projectile size increased.

Ljungeld (Prototype)
- Projectiles restyled.
- spawnType changed to BALLISTIC_AS_BEAM.

Studsare, both types
- Bounce spread is now based on maximum gun dispersion, rather than current.
- Bounces will now speed up a little, rather than slow down.

Kaja-family MRMs
- Will now be autogrouped as linked weapons.

Skata
- Rate of fire reduced by 40%.
- Ammunition reduced by 40%
- Damage per missile increased by 33%.
-- Note that this does not effect the Skatunge SRMs used by lighter launchers, which remain at 200 damage per missile.

UVIR Pulse Laser
- OP cost increased to 18.
- Cost reduced to 3700.
- Damage per shot reduced to 200.
- Rate of fire increased by 33%.
-- Damage and flux throughput increases by ~5%.

Skrål Torpedo Bomber
- Now a rare laboratory LPC.

Kalk Phase Bomber
- Wing size increased to 3.
- OP cost increased to 18.

Phase Recall
- Cooldown reduced by 45%.
- Flux cost per use doubled.

Gravity Shield
- Increased effectiveness against projectiles by 25~40%, depending on projectile size.

Swarm Host hullmod
- Wing range remainder doubled.

Command Implants
- Ships with senior officers will now base their random weighting on the officer's personality rather than your faction doctrine.
- Adjusted personality weighting; outcomes that are more than one step away from your doctrine are now less likely.
- Aggression bias set to 33% chance to roll as one step higher on the doctrine setting.

Campaign
- prv blueprint packages have been split into three, one for each primary industrial hub operated by the faction:
-- Kratul supplies primarily ballistic weapons. Its main products are reliable Akers autocannons and the tensor drive ships, Eld and Skymning.
-- Stjärngård supplies carriers and missile weapons. The package includes Kaja-family missiles, the Välljud and the Flock.
-- The Ryak HEL supplies phase ships and energy weapons. The blueprints include sophisticated weapons and the Conquest (Ryak) battlecruiser.
--- Nexerelin prv starts will supply the player with only one of the above packages.
- Reduced asteroid counts in the Kratul system by two thirds.

Factions
- Removed access to the Plasma Cannon from the prv.
- Added the Pulse Laser to the prv preferred weapons list.
- Removed the Ion Beam and Heavy Burst Laser from the prv preferred weapons list.
- Promoted the UVIR Pulse Laser to a standard prv weapon.

Shortened many codex shorts.

(https://i.imgur.com/fJgooQe.png)
Title: Re: [0.9.1a] prv Starworks v15 (2020-03-02) - Latest: vfx update and tuning
Post by: tindrli on April 05, 2020, 08:31:49 AM
i wonder if you have plans to include this great mod to version checker?

thanx again for sharing
Title: Re: [0.9.1a] prv Starworks v15 (2020-03-02) - Latest: vfx update and tuning
Post by: grinningsphinx on April 07, 2020, 12:44:03 PM
Hiya Prav!

The Flicker Core mod upgrade could use some more explanation as to what it does and what its used with.  If its referencing Defence: Phase cloak, those dont have a cooldown that ive ever seen. Ive seen gremlins that literally phased between ballistic burst weapons...AI controlled of course lol.. 

Maybe some ships have a phase cloak system thats slow? I feel that there some room for a bit more out of it, perhaps additional mobility or a reduction in phase flux costs?
Title: Re: [0.9.1a] prv Starworks v15 (2020-03-02) - Latest: vfx update and tuning
Post by: prav on April 29, 2020, 06:15:56 PM
Phase cloak absolutely has a cooldown after you uncloak, brief as it is, and Flicker Core will reduce it and let you do some Matrix-style dodging. As it is now, I believe the hullmod is worth its cost - especially on smaller ships. I'll look at the tooltip wording though.

It also works on certain ship systems from other mods that use the phase implementation. I hear that some of them benefit a lot from a cooldown reduction. Might be fun to abuse if you manage to find something compatible.

But the core use of the hullmod is to do quick phase/unphase, er, flickers to dodge fire. If you feel that your ship stays safe enough at the normal CD, yeah, don't install it.

No plans for version checker compatibility. I have enough trouble remembering to update the modinfo.

And while I'm bumping the thread I'll mention that v16 is probably both small and a bit off. I got burned out on a big sprite.
Title: Re: [0.9.1a] prv Starworks v15 (2020-03-02) - Latest: vfx update and tuning
Post by: Hrothgar on June 04, 2020, 12:16:51 PM
Btw Prav, i dont know if you use discord , but your mod is in prime tournament.
Title: Re: [0.9.1a] prv Starworks v15 (2020-03-02) - Latest: vfx update and tuning
Post by: prav on June 04, 2020, 10:10:47 PM
Btw Prav, i dont know if you use discord , but your mod is in prime tournament.

Haven't been on lately, so thanks for telling me!
Title: Re: [0.9.1a] prv Starworks v16.1 (2020-06-05)
Post by: prav on June 04, 2020, 11:32:49 PM
DOWNLOAD (https://github.com/johcas/prvStarworksRelease/releases/download/v16.1/prv.Starworks.v16.1.rar)

https://www.youtube.com/watch?v=eGi_u46-QlM

Update 20-06-10:
v16.1

Fixed a crash bug that could occur in combination with other mods when the Gravkan hit near certain projectiles.

v16

Added the Bergtagen Battleship
- More heavy weapons and rusted-up hull than you can shake a stick at.
- Press F for fun.

Added the Brand Destroyer
- A prv elite destroyer with a powerful attraction/repulsion system and heavy energy armaments.

Added the Svepfräsare
- Large energy weapon which sweeps through space leaving an arc of fragmentation blasts behind it.

Added the Gravkan
- Mid-sized ballistic assault weapon with a tendency to push around smaller targets.

Added the Akers Denova
- A developmental what-if that might be found in the dark corners of space.

Added the Remission EMP Mortar
- Fires explosive shells which cause energy weapons around the hit location to discharge EMP damage.
-- Used and developed by the Luddic Church. May also occasionally turn up on Ruster ships.
-- We all know that wouldn't have been punished if they hadn't been doing anything wrong.

Added Ramshields
- This hullmod is found on all prv ships, and most derived models.
- Ramshields deploy rapidly, and briefly cover a larger arc than normal before settling at regular size.

Välljud
- Disruption Mine Strike replaced with Disruption Zone
-- Teleports a short-lived disruption emitter to the targeted location.
-- The emitter continually disrupts (briefly overloads) all ships caught in its area of effect.
- Removed built-in Defense in Depth hullmod.

Sorl
- Overhauled
-- New sprites
-- Shield efficiency improved to 0,8.
-- Armor reduced by ~11%
-- Hull reduced by ~11%
-- System changed to Plasma Thrusters.
- Spawn group changed to carrierMedium
-- Should reduce the amount of Gasts used by prv fleets a little.

Tystnad
- New sprite.
- Mounts realigned for broadside firing.
- Added two small hybrid turrets.
- Nose mount removed.
-- Pre-v16 Tystnads may retain a decorative weapon in this location. To remove it, simply use the Strip button on the ship refit screen.
- OP reduced by 5.
- System changed to Kaja Gun Drones.

Tystnad (League), Tystnad (P)
- Also updated.

Tystnad (Mod)
- No longer availiable.
- Retained only for save compatability. Expect visual errors if you still use one.

Flamma (P)
- The built-in Punktskydd Cluster is now restricted to a 90° arc, and faces forward.

Ljungeld
- Improved visual effect.
- Chargeup and chargedown reduced by 0.8s total.
- Beam duration increased by 0.8s.
- Beam damage per second reduced by ~20%.
- Rotation speed reduced by 50%.
-- Sustained DPS, ROF and damage per burst is unchanged.
-- Net change should be slightly improved AI behavior, with similar raw performance.

Vakt
- Improved visual effect.

Linjär PK
- Projectile and effects color changed to violet.
- Hits will launch two 30-damage splinters which are strongly homing.
- Removed homing from the main projectile.
-- Significantly improves game performance.
- Cooldown time switched to chargeup time.
- Rate of fire reduced by 14%.

Fräsare
- Enabled friendly fire on the secondary explosions.

Belt Blaster
- Damage and flux per shot increased by 50%
- Maximum burst size reduced to 4.
- Cooldown increased to 6s
-- Throughput is unchanged.

Light Akers
- Projectile speed reduced by 50%.

Heavy Akers, Siege Akers
- Projectile speed reduced by 25%.

Punktskydd
- Sprite updated.

Punktskydd Cluster
- Sprite updated.
- Rotation rate reduced by 80%.
- Proximity fuze and explosion radius reduced by ~50%.
-- It's still highly potent against massed missiles, but you'll have to work a little harder for reliable coverage.

Skata
- New sprite.

Annihilator Rocket Burst Launcher
- Renamed to Annihilator Burst Launcher.

Gravity Mine Strike
- Contact detonating mines will now displace nearby entities.

Gravity Shield
- Added a dynamic particle effect.
- Status info will now display the flux usage.
- Fixed a bug that caused projectiles to get ejected with incorrect speed and heading in certain arc sectors.
-- Sadly this also fixes the cool "loop around" behavior.
- Fixed a bug that caused odd over-effective behaviour with missile-class projectiles.
- Removed effect penalty vs missiles.
- Improved game performance.
- Push effect and flux buildup rate may be somewhat different. Overall changes are minor.

Lykta System
- The antennas will now send electrical arcs between them while the system is active.
-- You have no idea how long I've wanted to add this.

Swarm Host
- Increased the update rate significantly. Swarm Hosts will now die many times more quickly when capped on flux.
- Removed the glow effect from linked fighters.
-- Largely for performance reasons. It sure looked cool though.

Arc Smelter
- Reversed smelting order; it will now smelt ore before transplutonics.
- Improved tooltip.

Campaign
- For factions with no defined relationship with the Rust Belt, the starting relationship level will now be half of that with the pirates.
-- E.g. a faction that's hostile to the pirates will be inhospitable to rusters.
-- This applies both directions; factions that somehow love pirates will like rusters.
--- Technical comment: the check is if the rep is exactly 0f.

The Tiger combat tanker now belongs to the Kratul blueprint group.
Adjusted weapon mount z-render order on the Skymning, Eld and Aska.
Adjusted magictrail offsets on several projectiles.
Added a small visual highlight to the Fristat Lasse TPC.
Overdriven Thumpers will no longer show up at the lab market.
Improved burnout behavior for Kaja, Råka and Skata-family missiles; no more dangling trails.
Corrected a few sound effects, now correctly mono-channel. Volume and sound characteristics may be slightly different.
Added version checker support.

Title: Re: [0.9.1a] prv Starworks v16.1 (2020-06-10)
Post by: CrixM on July 04, 2020, 03:08:59 AM
Does the swarm host make it's fighters stronger, or is it just a fun way to use fighters without a physical carrier?
Title: Re: [0.9.1a] prv Starworks v17 (2020-07-10)
Post by: prav on July 10, 2020, 11:46:59 AM
DOWNLOAD (https://github.com/johcas/prvStarworksRelease/releases/download/v17/prv.Starworks.v17.rar)

Notes correction: Svepfräsare no longer pierces ships or fighters.

v17

MAGICLIB (http://fractalsoftworks.com/forum/index.php?topic=13718.0) IS NOW A REQUIRED DEPENDENCY.

Added the Eldsjäl
- An extensive conversion of the Eld, adapted to Ruster wants, needs, and wallets.

Added the Bergslag (P)
- Rearmed with not-at-all-civilian weapons, this ship is a clear danger to anyone too slow to run away.

Added the Aska (Au)
- Wouldn't you like to know.
- Vayra's Sector HVB.

Added the Spatterflamer
- Large ballistic weapon which sprays a stream of plasma fire that sticks to the target and delivers additional damage over time.

Added the Rörsångare Torpedo Rack
- Mid-sized strike weapon of the Svala family, which disperses a long chain of antimatter blasters around the target, striking from all angles.
- Limited ammunition.
- Rare laboratory weapon.

Ljus
- Sprite updated.

Aska
- Sprite updated.
- Bounds refined.
- Middle and fore small turret locations swapped.

Aska (LC)
- Removed the fore (previously middle) small turret.
- Outer large missile mount is now correctly a hardpoint.
- Otherwise as above.

Aska (LG)
- Removed the fore (previously middle) small turret.
- Otherwise as above.

Skära
- Sprite touchups.
- The Ljungeld emitter can now also be fired directly, twice per battle.

Gnejs, Gnejs (P)
- Hull reduced by 10%.
- Armor reduced by 20%.
- Max speed and acceleration reduced by ~25%
- Shield arc reduced to 150°.

Spattergun, all sizes
- Damage reduced by 20%.
-- Nominal efficiency is now 1,0.
- Hits on hull and armor will now cling to the target, dealing an additional 100% damage over time.
-- Burns deal damage 4 times per second; armor is effective at reducing the damage.
-- Spattergun plasma will agglomerate if it hits an already affected surface, leading to larger rather than more numerous ticks.
- Spatter amount on shield hits reduced.

Linjär PK
- Homing reintroduced using new backend mechanics.
- Base accuracy massively reduced.
- Projectile size slightly increased.
- Splinter effect removed.

Fräsare
- Damage and flux cost increased by 30%.
- Beam impact increased by 100%.
- Range increased to 900.

Jursla
- Flux per shot increased by ~18%.
-- Efficiency is now 1,3.

Kartesch
- Mechanics overhauled; large back-end changes. No longer has strange corner case behaviors.
- No longer vulnerable to PD.
- Nominal range increased to 1 000.
- Rate of fire increased by ~10%.
- Turn rate reduced by ~33%.
- Projectile restyled.

Svala
- New missile sprite.
- Added a new custom missile AI
-- The split behavior is now VASTLY cleaner, and the submunition stage is skipped entirely.
-- Split distance may be somewhat different.
- Improved visual effect.
- Damage per blast reduced by 9%.

Sidensvans
- Added a custom missile AI
-- Will now split into three small and strongly homing submunitions if the missile is a near miss or has been sufficiently damaged.
-- The SubSRMs deal 80 HE damage each, have a short lifespan, and are very fragile.
- Nominal range reduced by 33%.

Skrål
- Added a custom systems AI.
-- Fighters will now preserve their burn charges until they are in final approach, or are returning to the carrier.
--- While in approach for a bombing run the fighters will coordinate their burn timing.
--- While returning fighters will use any remaining charges to evade individually.
- Maximum turn speed increased by 100%.
- OP cost reduced to 12.

Grus
- Now launches one flare per fighter, not two.

Kalk
- Missile pack now fires Sidensvans submunitions (see above).

Diskordant
- Spatterguns have had their base damage reduced and will now stick to the target and deal additional damage over time (see above).

Jämmer
- Karbinfräsare damage increased by 30%.

Skrän
- Max speed reduced to 225.
- Gun damage increased by ~21%
- ER field damage tripled.
- Both the Microjursla and the ER Field will now generate significant amounts of flux.
- Flux stats adjusted.

Oklang
- Hull integrity increased by 50%.
- Armor increased by 33%.

Tensor Drive, Heavy Tensor Drive
- Improved visual effect.
- Will now repel and deal damage over time to any ships that it would otherwise collide with.
- Affects all ships, and fighters belonging to any other ship.

Gravity Shield
- The safety shutoff will now only engage if the ship's shield is active.
- Fixed a bug which resulted in BaB-type projectiles to always get pushed towards absolute left.
- Reduced BaB deflection by 33%

Absolute Territory Field
- Fixed a very odd bug which could cause a crash under rare circumstances.
- Now also affects friendlies.

Arcfault Insulator
- Renamed Arcfault Ejector
- Overload duration reduction reduced to 20%.
- In addition to reducing overload duration, the hullmod will now emit a powerful gravitic burst when the ship is overloaded or destroyed.
-- The burst potency scales by ship size and does not discriminate based on teams.

Blueprint reshuffling
- Heavy Spattergun to Stjärngård
- Fräsare, Svepfräsare to HEL
- Linjär PK to Laboratory

Updated several ship variants.
Added missing variants for the rare Flock.
Rare flock maintenance and deployment cost increased to 19.
Simplified several fighter bounds.
Simplfied Gnejs bounds.
Refined Venture (RB) bounds.
Fixed a bug which caused considerably more Gryning to spawn than intended.
Fixed a bug which would cause the Ruster industry synchronization script to conclude prematurely.
Fixed Ramshield not affecting the Sunder (Ryak)
Fusion Burst Laser autofit weights reduced.
Belt Blaster projectile color shifted towards red.
Ballebo can now show up as a rare blueprint.
Added skin-specific codex entry for the Hornfels (LP)

(https://i.imgur.com/dNS3FOH.png) (https://i.imgur.com/MnUGO7I.png)
(https://i.imgur.com/79IiHmM.png) (https://i.imgur.com/Cr3T0Ji.png) (https://i.imgur.com/rGUQQZl.png)
Title: Re: [0.9.1a] prv Starworks v16.1 (2020-06-10)
Post by: prav on July 10, 2020, 12:12:49 PM
v17 release download and notes are on the last post of the previous page.

Does the swarm host make it's fighters stronger, or is it just a fun way to use fighters without a physical carrier?

The supply cost per wing is pretty good, and the HVB version has a Targeting Feed system. The general behavior also favors some kinds of bombers, which will have very fast attack runs, essentially immediately firing and going back to reload. (Careful with that though; reloading bombers build flux. Keeping a durable non-bomber wing in a swarm is generally a good idea.)

But otherwise no, no explicit stat buffs or the like.
Title: Re: [0.9.1a] prv Starworks v17 (2020-07-10)
Post by: Albreo on July 20, 2020, 08:58:41 PM
A swarm host, with a bit of imaginative mod, without fighter, can be made into an almost invincible decoy. The only thing that can harm it a little is Tach-lance and it can still tank it for a few minutes.

Valljud ability is very OP against orbital station.

Gravity mine is very strong and cheap to deploy.

Title: Re: [0.9.1a] prv Starworks v17 (2020-07-10)
Post by: onychannel on August 14, 2020, 12:06:06 PM
I encountered an issue with the Valljud in the most recent update, it appears to create the old disruption mine instead of the disruption zone. I checked the ships.csv and it is listed and the disruption mine. not sure what other info to provide atm
Title: Re: [0.9.1a] prv Starworks v17 (2020-07-10)
Post by: prav on August 19, 2020, 12:51:17 AM
I encountered an issue with the Valljud in the most recent update, it appears to create the old disruption mine instead of the disruption zone. I checked the ships.csv and it is listed and the disruption mine. not sure what other info to provide atm

If you have distortion effects from graphicslib turned off it will look very similar to the old mine - but should still function correctly mechanically, disrupting ships that are within it's area of effect.

Beyond that, no idea.
Title: Re: [0.9.1a] prv Starworks v18.1 (2020-08-19)
Post by: prav on August 19, 2020, 12:53:46 AM
DOWNLOAD (https://github.com/johcas/prvStarworksRelease/releases/download/v18.1/prv.Starworks.v18.1.rar)


v18.1
- Fixed a rare crash related to memory management.

####

v18

Added the Fasfasa mission
- Take on a Tri-Tachyon blockade using a prv specops detachment.
- Watch out of the phase jammer!

Added the At the gates of HEL mission
- Fight for your life as a Rust Belt raid intercepts your trade convoy.
- The HEL are scrambling a relief force. Stay cool.

Added the Kvarts Phase Cruiser
- The Rusters have managed to steal enough phase coils and graviton cores to build their very own Doom knockoff.
- Lacking a standard shield it instead relies on a Gravity Pulse Core for protection.

Added the Plasma Agitators hullmod
- Rare hullmod that can be acquired at the Laboratory Complex.
- Causes Spattergun plasma to explode rather than burn.
-- Don't let the 50% conversion rate fool you; it's quite effective.

Added the Ramshield Adjunct hullmod
- Rare hullmod that can be acquired at the Laboratory Complex.
- A modular version of the Ramshield.
- It places some additional strain on the shield generator, but can be installed on most ships.

Ljus
- Hybrid turret arc reduced to 70°.

Tystnad
- Ballistic medium turret now faces forwards.

Jämmer Wing
- Autofit priority reduced to bomber3

Diskordant Wing
- Autofit priority increased to bomber4

Skära
- Built-in Ljungeld (Damaged) range increased by 100%.

Skrål Bomber
- Added missing system description.
- Improved system AI.

Spatterguns, all sizes
- Shield spatter damage type changed to energy.
-- Damage values are unchanged.

Spatterfire
- Damage rate reduced to 2 ticks per second.
-- Armor will be less effective at reducing the damage from heavy burns.
-- Net application rate is unchanged.
-- Exact amount per tick is ((remaining plasma damage * 0,25) + 30) * 0,5
--- Eg. 300 damage stored (one full Spattergun volley) creates damage ticks of 53, 46, 40, etc energy damage (before armor).

Studsare
- Bouncing behavior adjusted - will now behave more closely in line with the "skips on the outside of the shield" concept.
- Seeking behavior toned down, will now aim for new targets in a 45° cone from its impact angle.
-- ie it will no longer bounce backwards.
- Rate of fire increased by 12.5%.
- Trail size reduced.

Automatstudsare
- Bouncing behavior adjusted - will now behave more closely in line with the "skips on the outside of the shield" concept.
- Seeking behavior toned down, will now aim for new targets in a 45° cone from its impact angle.
-- ie it will no longer bounce backwards.
- Maximum number of bounces uncapped.
- Damage and flux per shot increased by 12.5%.
- Rate of fire increased by ~40%.
-- Net throughput is now 650/second, an increase of 57%.
- Recoil buildup and recovery rates reduced.

Gravity Shield
- Optimized AI code.
-- Exact behavior may be slightly different.

Tensor Drive
- Added special-casing when resetting the collisionclass for fighters with burned-out engines and phased ships.

Gravity Mine Strike
- Replaced with Gravity Well
- The mines will now repel objects near them while active.
- The mines will also give off a repelling blast when they time-detonate.
- Homing reduced.

EMP Cluster Mine Strike
- Updated.
- The mines will now give off light EMP arcs while active.
- The mines will also detonate into a more potent set of arcs.
- Homing reduced.

Rörsångare Torpedo
- Missile durability increased by ~30%.
- Vfx tweaked.
- Adjusted AI threat profile; enemy ships will now be more likely to keep shields up while the missile is discharging.

Ramshield
- Shield will now change color based on deployment state.
- Icon updated.

Blast Heater
- Thresholds improved to 33%/67%.
- Ballistic ROF increase and Energy flux discount doubled.
- Reduced CPU load.

Arc Smelter
- Will now keep its tracker state between save reloads, and only report smelt amounts of 1 or more.
- Improved smelting logic.
- Now leaves a message intel notification instead of a floating text.

War Syndicate
- Blueprint can now be acquired.
- Will now continue operating if controlled by a faction that matches one of the following:
-- Are the Rust Belt.
-- Have a Suspicious or better relationship with the pirates.
- Other factions will attempt to shut down the industry as soon as they are able. The success chance is based on market stability.
- Added an intel item for syndicate industry changes.

Campaign
- The Ryak HEL's Dazzling Lights condition will now add a slight increase to population growth.
- Ryak HEL volatiles reduced to 'diffuse'.
- Rust Belt fleets will now contain slightly more phase ships and slightly fewer line ships.
- The prv will now occasionally reshuffle their naval doctrine.
- Rust Belt weapon preferences updated
-- Siege Akers replaced with Storm Needler
-- Removed all ballistic weapons from the priority list; ballistics will now be fit without any particular preference.
- prv weapon preferences updated
-- Gauss Cannon access added.
-- Hephaestus Assault Gun, Assault Chaingun and Hypervelocity Driver access removed.
-- Removed the priority list; weapons will now be fit without any particular preference.
- Greatly increased the priority of Laboratory Complex and War Syndicate HQ industries when generating a random Nexerelin sector.

Console
- Added the "smeltore" console command: instantly performs one week's worth of ore processing.
- Added the "shuffledoctrine" console command: permanently shuffles the specified faction's fleet doctrine.
-- While only intended to be used on the prv, it can be used on any faction. Keep in mind that there is no reset command.
- Added the "syncrusterindustry" console command: forces a synchronization pass on all War Syndicate line industries.
-- Created to aid development. There is no reason to use this in a normal game.

Centered Eldsjäl's rear small turret.
Brand "Standard" variant renamed "Advanced".
Removed errant Kartesch BP tags.
Corrected the engine attachment point for Sidensvans submunitions.
Fixed a bug which would prevent Skrål from using their system while returning to the carrier unless they were the wing leader.
Fixed a bug which would cause the Gravity Shield safety shutoff sound to play at the wrong volume.
Fixed a bug which would cause phased ships or fighters with disabled engines to recieve the wrong collision class when reset from a Tensor Drive effect.
Fixed a bug which could cause a crash if Gravity Shield was used by a ship without a shield.
Fixed a bug which could cause a crash if Disruption Zone was used by a ship without a shield.
Fixed a bug which could cause a crash if a gravitic effect with added damage was applied to a ship without a shield.
Fixed a bug which caused Gravity Shield to display an incorrect statusinfo. Actual flux usage has not changed.
Fixed a bug which caused Remission shells to ignore muzzle the flash particle color of the targeted weapon when choosing effect color.
Fixed a bug which would let a Tensor Drive overwrite the damage of a Heavy Tensor Drive.
Improved Ruster Industry Manager code performance.
Added missing Ballebo variants to DSR.
Further reduced the spawn rate of the Gast for prv fleets.
Improved how certain gravitic effects affect certain types of projectiles.
Increased patch note vagarity.

Mod intercompatability
- Added a hullmod whitelist for the Laboratory Complex to ensure that an otherwise hidden or restricted hullmod can show up there.
- Use the "prv_lab_bp" tag to opt in.
- "prv_lab_exclude" opt-out remains.
- Added an optional .faction "custom":{"syndicateName": "your syndicate name here",},
-- Use if you want to specify a syndicate name for a faction. Otherwise one will be picked from the sector-wide name list.
-- Should work with the format "[syndicateName] have established a Raider Base at Umbra" and "There are rumors that [syndicateName] are operating a Raider Base on the Hegemony station of Tigra City."
-- Criminals know no borders.
Title: Re: [0.9.1a] prv Starworks v18.1 (2020-08-19)
Post by: EpicLancer on August 23, 2020, 11:33:19 AM
im not sure what exactly broke but something did. just installed it and was starting a new game. tried reinstalling but still crashed. had it set to random gen, both factions off, rust belt off, prv off, and still crashes.

(http://puu.sh/GkYlO.png)
Title: Re: [0.9.1a] prv Starworks v18.1 (2020-08-19)
Post by: prav on August 23, 2020, 04:03:48 PM

I believe that's related to Free Stars Union (AicModPlugin), get the hotfix.
Title: Re: [0.9.1a] prv Starworks v18.1 (2020-08-19)
Post by: wakko151 on September 09, 2020, 01:24:07 PM
Hi, this is my first post on the forums. I registered just so I could write it. I have been playing the game for about 2 weeks now. It reminds me of Sid Meiers pirates. Loved that game. As a fulltime gamer I didn't want to learn the game vanilla. It seemed like a waste of time. So I of course downloaded every single mod that seemed relativley balanced or added something and attacked the game like my life depended on learning every inch of it. I struggled at first to find a flag ship that suited my playstyle. I just felt like none of the ships really spoke to my playstyle. I tend to be a pirate. But all of that changed when i tried out a "prv Military Commander". I was given an Aska, a wolf variant designed to be sneaky, and a potato that focused on disabling ships.

The Shadow in the Warp is a stock Aska fit with 3 Studsare Anti Armor shells that will hit a shield and bounce off of it sometimes hitting other people, friend or foe alike. I fit a bunch of cheap point defense on it and put in Missles. Doesn't matter what kind as long as they have some guidance. I tank it like crazy. Studsares are cheap to fit and low flux cost for a cruiser so you can just be firing all day with them without a care.

The first indication I even exist will be the missiles flying towards you from the edge of your view. Then you will see a giant purple gorilla slowly ploding towards you. Then it will teleport in front of you, squaring off and firing Anti-Armor rounds into your shield like an idiot. Then the missiles hit you. Forgot about them. Then you suddenly realize all your support has peeled off because the rounds are flying off your shield and smacking them at weird angles. Anyone near you is going to be hurting. Its just you and the purple ape. And then its behind you. Firing into your engines. As you spin out of control and your crew struggles to get the engines back online a ship drops out of cloak near you like a purple potato and drops an ion field which you drift through. The purple gorilla relentlessly mauls you until you explode.

Thank you for making the Aska. When i was first learning to use it I died alot to over confidence and bad fitting descions. It is an amazing ship.
Title: Re: [0.9.1a] prv Starworks v18.1 (2020-08-19)
Post by: Pokpaul on January 10, 2021, 06:59:42 AM
Is there any way to easily find out about where the Ruster base is when they're raiding your system, like the pirate in the bar? Haven't found any so far.
Title: Re: [0.9.1a] prv Starworks v18.1 (2020-08-19)
Post by: Requal on January 25, 2021, 11:33:23 AM
I recommend adding a list of all added ships so we see what we add.
Title: Re: [0.9.1a] prv Starworks v18.1 (2020-08-19)
Post by: 603bill on March 13, 2021, 05:24:48 AM
When trying to start a new campaign with your mod, I keep getting this crash.

54357 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Class: com.fs.starfarer.loading.specs.null
54790 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Found 1 serliazed classes not marked with DoNotObfuscate.
java.lang.RuntimeException: Found 1 serliazed classes not marked with DoNotObfuscate.
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] prv Starworks v18.1 (2020-08-19)
Post by: prav on March 17, 2021, 02:59:09 AM
When trying to start a new campaign with your mod, I keep getting this crash.

Yeah, known issue, I'm not sure what's causing it. I'll see if I can fix it for v19.

Loading the save it creates just before the crash should work as a workaround in the meantime.

Is there any way to easily find out about where the Ruster base is when they're raiding your system, like the pirate in the bar? Haven't found any so far.

I don't think so, but almost all functionality related to those bases comes from Vayra's Mod, so aim your feedback that way. I will be adding a feature that makes Rusters less likely to create bases though; if they are at not peace with (almost) everyone, they will focus on their wars instead of creating new bases.
Title: Re: [0.9.1a] prv Starworks v19 (2021-03-24)
Post by: prav on March 24, 2021, 07:52:00 AM
DOWNLOAD (https://github.com/johcas/prvStarworksRelease/releases/download/v19/prv.Starworks.v19.rar)

v19

NOT SAVEGAME COMPATIBLE

Added the Rök Battlecruiser
- Combining solid armor with a gravitic shield and wide-arc gun turrets, this battlecruiser is happiest in the thick of battle. Be careful not to overtax its generator though.
- The Rusters may have also gotten their grubby fingers on a few speciments. Or parts of them, at least.

Added the Is Light Cruiser
- Equipped with a device that can momentarily freeze a target in time, this sleek cruiser is designed to work with other fast craft to hunt and destroy capital ships.

Added the Shrike (prv)
- Featuring a ramshield and ballistic hardpoint the prv knockoff of the Shrike has much to recommend it, but these features come at the cost of a severely limited OP count.

Added the Karbid Assault Fighter
- Attacks the target with a giant spinning blade.
- Not a manhack.

Added the Berguv Torpedo
- Fires unguided torpedoes with proximity fuzes which detonate and leave devastating burns on any nearby ships.
- Available as a heavy launcher or a light rack.

Added the Gravpjäs
- This long-ranged cannon attacks the target with immense gravitic blasts, tearing through armor and displacing all but the heaviest ships.

Added the Jursla Graviton Emitter
- Replaces the Jursla cannon and shamelessly retains the name.
- This large kinetic beam guides a steady stream of energy blasts towards the target, heavily pressuring any shield.

Added the Gengångare Reversion Core hullmod
- Rare hullmod that can be acquired at the Laboratory Complex.
- If the equipped ship is disabled or destroyed it will recall all its fighters and create an Integrated Swarm to care for them for the rest of the battle.

Gravity Effects
- Many previously instant gravity effects are now applied over a brief duration.
- Performance improvements.
- Improved handling of projectiles that were not fired from a weapon; notably Gravmines will now affect each other.
- Improved handling of locational damage.
- Improved handling of very light projectiles.
- Removed the direct damage portion of all gravitic effects that had one.
-- ie. Arcfault Ejector, Absolute Territory Zone, Gravwell.

Spatterfire Effects
- Large detonations will now damage nearby ships.
- Vfx overhauled, now applies a glowing plasma web.
- Vfx performance optimizations.
- Sizing and bunching behavior improved.
- Application rate now scales with the local time rate of the target.
- Will no longer stick to split hulks. This fixes the lingering point bug.

Ships, general
- All prv ships now sport prominent livery colors.
-- The colors match the ship's place of origin:
--- Green: The Works
--- Yellow: Kratul Heavy Industries
--- Pink: Ryak High-Energy Labs

Skymning
- Sprite updated.
- Large synergy hardpoint converted to a missile turret.
- Nose small energy turret group can no longer aim straight forwards. Number of mounts increased to 6 (3 per side).
- Rear medium energy turret pair downsized to smalls.
- Medium turret locations adjusted.
- Removed Defense in Depth hullmod.

Välljud
- Sprite updated.
- Turret arcs adjusted slightly.
- Added Gengångare Reversion Core as a built-in hullmod.
- Maintenance and recovery cost reverted to 37.
- OP reduced by 10.
- AI hints adjusted, may now be slightly more aggressive.

Middag, Fika
- Retired, will no longer spawn.

Aska
- Sprite updated.
- Small turrets rearranged.
- Small synergy turret converted to energy.
- Removed Defense in Depth hullmod.

Aska (LC), (LG)
- No longer lose a small turret compared to the base model.
- Removed "Remanualized" hullmod.

Kakafoni, all models
- Sprites updated.
- Mount locations adjusted.
- Shield center moved back slightly.
- Bounds and collision size updated.

Kakafoni
- Fixed a visual error related to weapon mount z-indexes and very long gun sprites.
- Removed built-in "Defense in Depth" hullmod.
- Medium synergy turret arcs increased to 60°.

Kakafoni (P)
- Mounts adjusted.
-- Now more similar to base model. Retains its 1x Ballistic Large, 2x Composite Medium core.
- Maintenance and recovery cost reduced to 21.
- OP reduced by 20.
- Built-in Ramshield hullmod replaced with Ramshield Adjunct.
- Shield changed to Frontal, 225 upkeep, 0,9 efficiency, 150° arc
-- from Omni, 300 upkeep, 0,8 efficiency, 120° arc.
- Engine and shield styles updated.
- Technical change: now a hull, not a skin. Id is unchanged.

Kakafoni (RB)
- Mounts adjusted.
-- Large hybrid and medium missile mounts are now narrow-arc turrets.
-- Secondary mounts redistributed and adjusted.
- Shield changed to Frontal, 225 upkeep, 0,9 efficiency, 150° arc
-- from Omni, 300 upkeep, 0,8 efficiency, 120° arc.
- Engine and shield styles updated.
- Technical change: now a hull, not a skin. Id is unchanged.

Bergslag
- Adjusted arcs and facings of the medium ballistic turrets.
- Updated sprite normal and material maps.

Brand
- Added the built-in "Tide Vanes" hullmod.
-- Increases weapon ROF up to 100%, following a periodic pattern.
- Large turret is now oriented forwards.
-- May improve autofitter behavior somewhat.

Fasklot
- Sprite updated.

Flock
- Sprite adjusted.
- Removed "Defense in Depth" hullmod.
- Style changed to PRV_MID.

Sorl
- Added Gengångare Reversion Core as a built-in hullmod.
- Removed "Defense in Depth" hullmod.
- Adjusted normal map.

Eld
- Sprite updated.
- Removed "Defense in Depth" hullmod.
- Nose turrets now only cover a 120° arc to each side, plus straight forward.

Eld (Diktat), (LG)
- No longer lose a small turret compared to the base model.

Eldsjäl
- Max speed reduced to 75.
- Hull integrity increased to 6000.
- OP increased by 5.
- Flux dissipation increased to 300.
-- It's a real shame to have a big gun you can never afford to fire.

Sunder (Ryak)
- Greatly restricted availability.

Tiger, Tiger (LC)
- Sprite updated.
- Maintenance and recovery cost increased to 7.
- Mounts updated.

Tiger (HR)
- Removed.

Flamma, Flamma (Diktat)
- Sprite updated.
- Mounts redistributed.

Flamma (P)
- Built-in Pskd Cluster replaced with a Spatterflamer.
- Hybrid turrets changed to Ballistic.
- OP reduced to 35.

Basalt
-- Now considerably slower and tougher.
- Sprite updated.
- Mounts updated.
- Top speed reduced to 110.
- Hull increased to 3000.
- Armor increased to 500.
- Peak CR time increased to 270 seconds.

Stillhet Fighter
- UV Pulse Laser renamed Flickerpulse Laser.
- Flickerpulse Laser can now target missiles.
- UV Beam Lance renamed Flicker Lance.
-- Flicker Lance vfx updated; now similar to Vakt.
- Burst PD Laser replaced by a second Flickerpulse Laser.

Skrän Fighter
- Sprite updated.
- Microjursla gun replaced with Akers Repeater.
-- Very similar in performance.
- OP cost increased to 11.

Missljud Drone
- Sprite updated.
- Light Ion Beam replaced with the Blåmes EMP missile.
-- Repeatedly launches 3 light homing missiles.
- Flare system removed.
- Shield arc reduced to 210°.
- Shield radius increased slightly.

Jämmer Bomber
- Sprite updated.
- Karbinfräsare VFX updated.

Buddy drone
- Will now stick slightly closer to their target while attacking.

prv Station Hangar Module
- Added Gengångare Reversion Core as a built-in hullmod.

Disruption Zone
- Now has a visual fallback when Graphicslib shaders are disabled.
- Hit detection improved.
- Deployment range reduced by 33%.
- Deployment time increased by 100%.
- Net cooldown increased by ~25%.
- Disruption Zones will now disperse when they encounter a target with the Massive Bulk hullmod or an extremely strong shield.
-- The target will still be briefly disrupted.
-- Station modules do not have Massive Bulk. Stations do.
- A collapsing Disruption Zone will now cause any unfortunate fighters caught within it to disappear.

Tensor Drive, Heavy Tensor Drive
- Now blocks weapons from firing while active.
-- Largely to improve AI behavior.

Gravity Well
- Sustained push force reduced by 60%
- Area burst push force increased significantly.
- Will now have a brief homing phase before entering the terminal detonation sequence.
-- ie first it homes towards the target, pushing it strongly if it makes contact.
-- if it does not find a target in a few seconds it halts and emits push force around it before detonating in a strong gravitic blast.
--- Yes I missed the ping-pong mode too.

EMP Cluster Mine Strike
- Number of mines deployed reduced by 1.
- Mines will now hit targets up to one more time per discharge round.
-- Note that this increases their effectiveness against fighters significantly.
- Fixed a bug where spent mines would sometimes continue discharging.

Lykta System, Temporal Core
- AI perfomance optimized.

Absolute Territory System
- Improved visual effect.
- Cooldown increased by 5 seconds.
- Duration increased by 1 seconds.
- Push area increased by 50%.
- Peak push force reduced.
- AI adjustments.
- Behavior tweaks.

Jursla
- Removed. Name is reused for a large energy weapon.

Spatterflamer
- Damage per shot increased by 20%.
- Will now pass through missiles.
- Accuracy description changed to "poor".
-- Actual accuracy is unchanged.

Siege Akers
- Sprite updated.
- Range increased to 750.
- Flux per shot increased to 270.
-- Flux efficiency is now 1,125.

Automatstudsare
- Range increased to 750.
- Spread on bounces reduced by 50%.
- Visual effect tweaked.

Skata
- Sprite updated.
- Reload time increased by 2,8%.

Akers Denova
- Vfx enhanced.
- Fixed tooltip; now correctly states that each fragmentation blast deals 75 additional damage.

Fräsare
- Vfx enhanced.
- Reduced the fragmentation blast damage to 75.
- Due to backend changes the exact damage rate may be slightly different.

Svepfräsare
- Sprite updated.
- Vfx enhanced.

Vakt UV PD Laser
- Sprite updated.
- Renamed Vakt Flicker Beam
- VFx adjusted.
- Particle logic optimized.
- Beam split into two.
- Range increased by 100.
- Beam speed increased by 83x.

Gravkan
- Burst is now interruptible.
- Rate of fire reduced by ~15%.
- Recoil per shot doubled.
- Push size and force are now derived from the projectile's damage.

Akers Nova (Single)
- Now available as a rare Laboratory weapon.
- Size set to Small.
- OP cost set to 7.
- Rate of fire reduced to 0,67 shots per second.

AKC c67
- Range increased to 500.
- Projectile speed reduced by 25%.
- Rate of fire reduced by ~1%.
- Reload rate reduced by ~1%.

Studsare
- Spread on bounces reduced by 50%.
- Flux per shot reduced to 120.
-- Flux efficiency is now 1,0.
- Visual effect tweaked.

Punktskydd
- Sprite updated.
- Burst size increased to 9 shots.
- Refire delay (net) increased to 2.25s
-- DPS reduced to 300.

Light Thumper
- OP cost reduced to 3.
- Spread per shot increased slightly.
- Maximum spread increased by ~28%.

Overdriven Thumper
- OP cost reduced to 7.
- Spread per shot increased slightly.

AKC rb-f
- Projectile speed reduced by 25%.
- Rate of fire reduced by ~1%.

Rörsångare
- Ammunition increased to 8.
- OP cost increased to 14.
- Main torpedo damage increased to 2000.
-- Largely used for AI threat assessment.

Intangible hullmod
- Damage reduction cut in half.
-- Damage reduction is still very high.

Plasma Agitators
- Conversion rate increased to 75%.

Blast Heater
- Thresholds improved to 35%/65%.
- Energy discount is now multiplicative, not a percentage decrease.
-- ROF boost remains a percentage increase.
- Bonuses increased to 35%.
- Adjusted vfx.

Gravitic Anchor
- Improved visual effect.
- No longer affects phased ships.
- Backend code updated; overall behavior should be similar.

Additional sprite touchups:
- Tystnad
- Ballebo
- Ballebo (P)
- UVIR Pulse Laser
- Belt Blaster
- Light Akers
- Heavy Akers
- Siege akers
- Akers Nova (Single)
- Hammer Launcher
- Spattergun
- Heavy Spattergun
- Spatterflamer
- HFL Array
- HFL
- Fräsare
- Remission
- Skata
- Skatunge
- Svala
- Kaja
- Kråka
- Korp
- Kråka Autolauncher
- Kråka Burst Launcher
- Sidensvans
- Sidensvans Array
- Punktskydd Cluster
- Ljungeld
- Ljungeld (Damaged)
- AKC c67
- AKC rb-f
- Skarn Fighter

Updated codex entries:
- Ljus (LP)
- Fasnod (P)
- Flock (Midline)
- Flock (LG)
- Kakafoni (P)

Converted from skins to hulls and baked-in the maintenance & recovery cost increase:
- Gremlin (RB-Mod)
- Venture (RB-Mod)

Campaign
-- Utbo in the Stjärngård system is now a Terran-Eccentric planet.
-- Fristad in the Kratul system is now a Tundra planet.
- Removed (standard) access to Swarm Host ships from the prv.
- prv fighter preferences updated.
- prv weapon preferences updated - now uses very few sustained beams.
- prv access to Hurricane and Cyclone missile launchers removed.
- Atropos torpedoes removed from prv target variants; they will still be used by the faction, but only rarely.
- Bergtagen, Kvarts, Välljud, Conquest (Ryak), Skymning, Middag, Aska and Fasvinge removed from BP packages; they are now rare-drop only.

Intermod functionality
- With Vayra's Sector & Nexerelin
-- The Rust Belt may now abstain from creating raider bases if they are in a war with a large "civilized" faction other than the prv.
-- Comes with an intel notification when the raiding mode switches.

Minor fighter wing price adjustments.
Improved fitting hints for Fusion Burster.
Improved the code performance of many effects.
Fixed a typo in the "shuffledoctrine" console command error message when a supplied factionId argument is not found.
Fixed a typo in the Jämmer's codex.
SIPD Laser description condensed.
Fixed a harmless but unintended clearing of the Tritachyon preferred ships list.
Fixed Ramshield Adjunct being applicable to ships that do not have a shield.
Fixed a bug which would cause the Gravity Shield AI to only activate the system if at greater than 80% flux.
Fixed a bug which would cause Arcfault Ejector to play the chargeup sound at an incorrect volume.
Fixed a bug which would rarely cause EMP Cluster Mines to fail to detonate.
Fixed a bug which would cause the War Syndicate intel notifier to list the wrong industry tier when downgrading from tier 3.
Fixed an error where the flare launchers on the Bergslag were not marked as hidden.
Improved the performance and responsiveness of Exposed Flux Transport.
Reduced the size and tweaked the color of Akers-family hit glows.
Spatterfire weapon tooltips adjusted.
Recolored some EMP arcs.
Completely removed the Tystnad (Mod) and Skära (HR).
Cleared out assorted cruft.
Title: Re: [0.9.1a] prv Starworks v19 (2021-03-24)
Post by: BigBeans on March 24, 2021, 05:22:49 PM
I'm not sure how I feel about the colours, I'm that used to them being blue. Maybe subtle trim would've been better. But I'm sure what you've done will grow on me.

I do think the old Flamma was nicer than the new one though.

Everything else is solid and lovely as usual Prav  :)
Title: Re: [0.9.1a] prv Starworks v19 (2021-03-24)
Post by: prav on March 28, 2021, 09:51:42 AM
So, 0.95 plans: while we wait for Graphicslib, which I understand may be a while, I will be ripping out my distortion shaders and put out a barebones interim release ASAP. Some vfx will be completely missing. Stability may take a few hotfixes, hard to be sure when the base game has changed so much.

After that I will put out a more polished version, still with little new content, better integrating the mod into the 0.95 context, weapon stats, faction preferences, some barebones vfx for the missing distorsions, stuff like that. This will take longer.
Title: Re: [0.95a] prv Starworks v19.1 (2021-03-28)
Post by: prav on March 28, 2021, 02:37:08 PM
DOWNLOAD (https://github.com/johcas/prvStarworksRelease/releases/download/v19.1/prv.Starworks-v19.1.rar)
REQUIRES LAZYLIB AND MAGICLIB. Does not require Graphicslib.

v19.1

Interim release for 0.95a compatability. Be warned, playtesting has not been thorough.

No longer requires Graphicslib.
- Disabled all distortion effects.
- Many systems and weapons will now have minimal vfx. They will be adjusted in a later update.

Phase fighters (Stillhet, Kalk)
- Due to base game changes phase fighters currently cause crashes.
- As a temporary solution, both fighters now have shields instead of phase systems.

UVIR Pulse Laser
- Flux cost reduced to 220.
-- Flux efficiency is now 1,1.

Campaign
- prv and RB officer skills updated to 0.95a.
- Defined agent voice styles for both factions.

Added the gravbeam infotext to Jursla.
Tidevanes icon is now correctly sized.

####

v19 note addendum
- The Conquest (Ryak) is only available as a rare bounty.
Title: Re: [0.95a] prv Starworks v19.1 (2021-03-28) - Interim 0.95a release.
Post by: prav on March 30, 2021, 04:56:14 PM
Heads up, I've got reports that saves using prv (or a number of other mods) are not always compatible across base game hotfixes, eg. RC-10 -> RC-11 or similar. I will fix this for prv for v19.2, but for now if your save is dear you might want to make sure you keep a copy of the Starsector install you started the campaign on around until you're sure you can load the save in the new version.

Incidentally 19.2 will not be savegame compatible.
Title: Re: [0.95a] prv Starworks v19.2 (2021-03-31) - Early 0.95a release.
Post by: prav on March 31, 2021, 04:44:20 AM
DOWNLOAD (https://github.com/johcas/prvStarworksRelease/releases/download/v19.2/prv.Starworks.v19.2.rar)
v19.2

NOT SAVEGAME COMPATIBLE

Aska
- Updated Heavy Phase Teleporter AI to use PHASE_TELEPORTER_2.

Spatterflamer
- Now uses a flame cohesion mechanism based recent base game code.

Fräsare, Svepfräsare, Karbinfräsare, Akers Denova
- Improved visual effect.

Spatterfire
- Improved visual effect.

Added support for launcher dependency checks. Current dependencies are:
- Lazylib
- Magiclib

These weapon-type changes are experimental, do not be surprised if some or all of them are rolled back in a later update:
The following weapons are now classed as Hybrid. For bonuses they are considered energy weapons.
- Spatterflamer
- Gravkan
- Gravpjäs

The following weapons are now classed as Composite. For bonuses they are considered ballistic weapons.
- Kartesch

The following weapons are now classed as Synergy. For bonuses they are considered missile weapons.
- Kaja
- Kråka
- Korp

Correction - the Kaja-family remain pure missiles for the moment.

Campaign
- Added access to the Shield Shunt, Assault Package, and Escort Package hullmods for the Rust Belt.
- Added access to the High Scatter Amplifier for the prv.

Integrated Swarms are now hidden in the codex.
Added new columns to ships, systems and weapons csvs.
Fixed a serialization error that could cause savegame incompatability between different versions of Starsector.

Edit, note addendum: Restored Kalk and Stillhet phase systems.
Edit 2, note addendum: Some of the advertised mount type changes were not included in the update. They may or may not be included in a later version.
Title: Re: [0.95a] prv Starworks v19.2 (2021-03-31) - Early 0.95a release.
Post by: MagicKarpson on April 11, 2021, 09:08:03 AM
Trying to raid the high-energy lab in Kylan crashes my game. Raiding works fine everywhere else.
Title: Re: [0.95a] prv Starworks v19.2 (2021-03-31) - Early 0.95a release.
Post by: Flacman3000 on April 21, 2021, 07:24:56 PM
Everytime I fight the prv I get a memory leak issue the game slows down so much any others experiencing this?
Title: Re: [0.95a] prv Starworks v19.2 (2021-03-31) - Early 0.95a release.
Post by: lechibang on April 23, 2021, 08:21:43 AM
Weird crash when using limit break
Quote
49429 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 5
java.lang.ArrayIndexOutOfBoundsException: 5
   at scripts.shipsystems.prv_limitbreak.apply(prv_limitbreak.java:94)
   at com.fs.starfarer.combat.systems.return.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Quote
{"enabledMods": [
  "lw_lazylib",
  "MagicLib",
  "prv",
  "shaderLib"
]}
Title: Re: [0.95a] prv Starworks v19.2 (2021-03-31) - Early 0.95a release.
Post by: Seita on April 24, 2021, 07:33:43 AM
Started a Nex game with Rust Belt start. Mined some ores, realize the ship refines stuff, proceed to raid the core world so RB became the sole proprietor of refineries. 11/10
Title: Re: [0.95a] prv Starworks v19.2 (2021-03-31) - Early 0.95a release.
Post by: prav on April 24, 2021, 11:52:19 AM
Trying to raid the high-energy lab in Kylan crashes my game. Raiding works fine everywhere else.

Probably due to the Laboratory Complex industry not having integrated v0.95's raid properties - I'm surprised it actually crashes though. Getting overhauled in v20, which shouldn't be too far away. The Lab Complex is gonna have some neat stuff, and be a viable target for BP raids.

Edit: Further investigation shows that this happens specifically if you're raiding for Ship Equipment due particularities related to the HEL's market size, industry lineup and the prv's fighter lineup. So, for now, just don't raid the HEL for ship equipment.

Weird crash when using limit break

Alex increased the weapon group limit on me. Fixed in the upcoming v20. Workaround: only use weapon groups 1-5.

Started a Nex game with Rust Belt start. Mined some ores, realize the ship refines stuff, proceed to raid the core world so RB became the sole proprietor of refineries. 11/10

Nice.
Title: Re: [0.95a] prv Starworks v19.2 (2021-03-31) - Early 0.95a release.
Post by: ShangTai on May 01, 2021, 03:23:33 AM
Hi, i got this crash:
Spoiler
4967602 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at scripts.hullmods.prv_gengangare.recallFighters(prv_gengangare.java:76)
   at scripts.hullmods.prv_gengangare.advanceInCombat(prv_gengangare.java:57)
   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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

mods:
Spoiler
zz GraphicsLib 1.5.1 (shaderLib)
    prv Starworks v19.2 (prv)
    Tahlan Shipworks 0.6 (tahlan)
    Scy Nation 1.64 (SCY)
    Seeker - Unidentified Contact 0.42 (SEEKER)
    Legacy of Arkgneisis v1.9.4 (ArkLeg)
    Kadur Remnant 3.2.3 (kadur_remnant)
    The Star Federation 0.8.1a (star_federation)
    Terraforming and Station Construction 6.0.0 (Terraforming and Station Construction)
    Mayasuran Navy 8.3.4 RC3 (Mayasuran Navy)
    Outer Rim Alliance 0.93rc2 (ORA)
    Diable Avionics 2.61 (diableavionics)
    Xhan Empire 2.21 Plans set in motion (XhanEmpire)
    ScalarTech Solutions 0.7 (tahlan_scalartech)
    Extratential Lanestate Union 0.7.3 (XLU)
    Vayra's Ship Pack 1.2.3 (vayrashippack)
    The Exalted 1.3.2 (exalted)
    Nexerelin 0.10.0e (nexerelin)
    High Tech Expansion 1.4.3 (hte)
    Torchships And Deadly Armaments 0.15rc2 (TORCHSHIPS)
    Roider Union 1.2.2 (roider)
    Industrial.Evolution 2.1.b (IndEvo)
    Scy Addon - BLUESKY 1.1 (scy_bluesky)
    Arsenal Expansion 1.5.4a (raccoonarms)
    Combat Chatter 1.11.1 (chatter)
    DIY Planets 1.0.13 (diyplanets)
    MagicLib 0.32rc2 (MagicLib)
    Beyond the Sector 1.0.0 (beyondthesector)
    Grand.Colonies 1.0.b (GrandColonies)
    Console Commands 2021.4.10 (lw_console)
    Hyperdrive 2.1.1 (sun_hyperdrive)
    A New Level of Confidence - 25 1.0 (pantera_ANewLevel25)
    Autosave 1.1c (lw_autosave)
    Better Colonies 1.63 (timid_admins)
    Captain's Log 0.1.4 (CaptainsLog)
    LazyLib 2.6 (lw_lazylib)
    Leading Pip 1.9.1 (leadingPip)
    $$$ Lightshow 1.41 ($$$_lightshow)
    Ramscoop 0.2b (m561_ramscoop)
    SpeedUp 0.7.1 (speedUp)
    Stellar Networks 1.0.0-pre1 (eli95)
    Transfer All Items 1.2 (transfer_all_items)
[close]
Title: Re: [0.95a] prv Starworks v19.2 (2021-03-31) - Early 0.95a release.
Post by: prav on May 01, 2021, 08:59:48 AM
   at scripts.hullmods.prv_gengangare.recallFighters(prv_gengangare.java:76)

Someone is spawning source-less fighters. Which I suppose is allowed. Might even be Alex.

Thank you. Fixed.
Title: Re: [0.95a] prv Starworks v20.1 (2021-05-01)
Post by: prav on May 01, 2021, 09:44:12 AM
DOWNLOAD (https://github.com/johcas/prvStarworksRelease/releases/download/v20.2/prv.Starworks.v20.2.rar)

v20.2

- Fixed a bug with Gengångare Reversion Core forgetting its memory state.

v20.1

- Added exception handling for a suspected crash involving the Debris Belt terrain.

v20
MAY NOT BE SAVEGAME COMPATIBLE. Depends on your campaign state.

Reintegrated GraphicsLib, it is once again a dependency.
- While GraphicsLib must be present and activated in the mod manager, its shaders do not need to be enabled.

Added the Sinne frigate
- An advanced pack leader that can channel its flux level into a potent attack.
-- Largely replaces the Gryning.

Kalk
- Weapon replaced with Brytare SRM
-- Fires a group of explosive rockets which will orient themselves and then head straight for the target.
- Top speed increased to 160.
- Phase cost reduced by 25%.

Gravity Effects
- Fixed a bug that gave area push effects diminishing returns depending on how many entities were affected.
- Adjusted the push force of several effects to account for this.

Bergslag (P)
- Added Advanced Ground Support Package hullmod.

Sorl
- System changed to Phase Recall.

Eld, Eldsjäl
- Turn acceleration increased to 60°/s.

Gryning
- Greatly reduced spawn rate. They will now be very rare ships.

Skära
- Maintenance and recovery cost increased to 10.
- Small hybrid hardpoint switched to medium composite.
- Significant across-the board buffs to most stats.
- Minor sprite tweaks.

Tarsus (prv), Gemini (prv),
- Now retain the base model's Civilian Grade Hull hullmod.

Kite (prv)
- Wings replaced by a single wing of 4 Oklang drones in support formation.
- Added Civilian-grade Hull, Militarized Subsystems hullmods.
- Maintenance and recovery cost increased to 3.

Ljungeld, Ljungeld (Damaged), Ljungeld (Prototype)
- Improved vfx.

Jursla, Vakt
- No longer receives a turn rate boost while idle.

Spatterflamer, Punktskydd Cluster
- No longer receives a turn rate boost while idle.
- Base turning rate tripled.

Svepfräsare
- Tooltip updated

Fräsare
- Anomaly count increased to 9.
- Tooltip updated.

Karbinfräsare
- Anomaly count increased to 9.
- Tooltip updated.

Linjär PK
- Temporarily removed, though you may find one in some odd corners of the sector.
- Will return, possibly split into two weapons.

Gravkan
- Sprite updated.

Fusion Burster
- Improved vfx.

Karbid
- Armor increased by 300%.

Missljud Wing, Oklang Wing, Buddy Wing
- Can now be installed on automated ships.

Gravity Shield
- Will no longer overload ships at extremely high flux loads.

Disruption Zone
- Now uses a nebula cloud visual effect.

Tensor Drive, Heavy Tensor Drive
- Improved visual effect.

Phase Recall
- Now uses charges.
- 2 charges base, 3 with Systems Mastery.
- 40 second recharge rate.
- Cooldown reduced to 10 seconds.

Heavy Phase Teleporter
- Cooldown increased to 10 seconds.
-- System's Mastery cooldown is 6,67 seconds, marginally faster than in 0.91a.

Asolute Territory Field
- Cooldown increased to 15 seconds.
- Once again deals damage.

Reactive Emitter
- Damage increased by 33%.
- Range increased by 40%.
- 7 second cooldown added.
-- 50% uptime.

Unstable Thrusters
- Flameout chance reduced by 33%.

Arcfault Ejector
- OP cost reduced to 4/8/15/25.
- Now displays a visual effect when the ship is near overloading.
- Once again deals damage.

Laboratory Complex
- Can now be raided for blueprints.
- Can now be constructed by the player.
- R&D market inventory spiced up.
- Tariffs increased by 50%, unless the market is player-owned.
- Now receives bonuses from story-point Improvement and installed alpha cores.
- Production and resource demand reduced by 1 across the board.
- No longer recieves a stability penalty from production of illegal goods if the market is a freeport.
- UI improvements.
- Added "heavyindustry" tag to bypass a vanilla bug.

Fighters
- Attack positions offsets adjusted.

Mod interoperability
- GraphicsLib
-- Disabled self-destruct effect for most missiles.
- Commissioned Crews
-- Belt Spirit no longer reduces the CR of automated ships.
-- Belt Spirit CR penalty reduced to 10%.
- Console Commands
-- Added the CheckVariantOPUsage command, which prints any ship variants belonging to a specified manufacturer which use too many or too few OP.
--- Very useful if you're a modder. Not very useful if you're not.
- Nexerelin
- Fixed some oddities with starting relationships.

Campaign
- The Rust Belt now offer commissions.
- Utbo will no longer suffer polution from its orbital nanoforge.

Kratul System
- Fristad population size reduced to 4.
- Fristad and Inner JP orbits swapped.
- Outer JP is now slightly further from Outer Yard.
- Fleets will now lurk in the debris belts of Kratul. Some are harmless. Others are quite dangerous.
- Removed the lesser asteroid fields from Kratul. The great belts remain.

Kylan System
- Tordehus population size reduced to 5.
- Now has a slightly larger clearing in hyperspace.

Hullmod OP costs in capital hulls rounded off to the nearest 5 OP.
Arc Smelter description now explicitly states that you get metals of the same quality as that of the ore used.
Reduced the frequency of prv doctrine switchups by 67%, doubled intel lifetime. Tweaked wording.
Adjusted the codex entries of all fighter-exclusive weapons.
The Aska (LC) is no longer part of the Luddic Church BP package. The blueprint is now rare-drop (or raid) only.
-- The Church still uses the ship.
Fixed a bug that could sometimes cause the Karbid to fail to engage its blade against foes that were unworthy of its attention.
Fixed a crash that would occur if the Bergtagen activated its system while equipped with more than 5 weapon groups.
Fixed a crash that would occur when spawning an Integrated Swarm if there were fighters present which did not have a carrier mothership.
Fixed Is hardpoint location.
Adjusted Gravpjäs barrel offsets.
Adjusted Command Implants combat infotext.
Adjusted Berguv, Berguv Launcher autofit hints.
War Syndicates will no longer spawn additional blueprints if the player has already learned the industry.
War Syndicate growth will no longer create intel notifications during campaign creation.
Reduced the tier of Skrän and Missljud wings to 0 and 1 respectively.
Gravanchor now accounts for the ship's own collision radius.
Slightly reduced the brightness of the Jursla beam and increased particle density.
Title: Re: [0.95a] prv Starworks v20 (2021-05-01)
Post by: ShangTai on May 01, 2021, 02:32:30 PM
I downloaded new version, started new game and after 15-20 min, I got this:

Spoiler
2143617 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at scripts.campaign.terrain.RustBeltTerrainPlugin.createLurkerFleet(RustBeltTerrainPlugin.java:211)
   at scripts.campaign.terrain.RustBeltTerrainPlugin.advance(RustBeltTerrainPlugin.java:144)
   at com.fs.starfarer.campaign.CampaignTerrain.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Mods:
Spoiler
    zz GraphicsLib 1.5.1 (shaderLib)
    prv Starworks v20 (prv)
    Tahlan Shipworks 0.6 (tahlan)
    Scy Nation 1.64 (SCY)
    Seeker - Unidentified Contact 0.42 (SEEKER)
    Legacy of Arkgneisis v1.9.4 (ArkLeg)
    Kadur Remnant 3.2.3 (kadur_remnant)
    The Star Federation 0.8.1a (star_federation)
    Terraforming and Station Construction 7.0.0 (Terraforming and Station Construction)
    Mayasuran Navy 8.3.4 RC3 (Mayasuran Navy)
    Outer Rim Alliance 0.93rc2 (ORA)
    Diable Avionics 2.61 (diableavionics)
    Xhan Empire 2.21 Plans set in motion (XhanEmpire)
    ScalarTech Solutions 0.7 (tahlan_scalartech)
    Extratential Lanestate Union 0.7.3 (XLU)
    Vayra's Ship Pack 1.2.3 (vayrashippack)
    The Exalted 1.3.2 (exalted)
    Nexerelin 0.10.0e (nexerelin)
    High Tech Expansion 1.4.3 (hte)
    Torchships And Deadly Armaments 0.15rc2 (TORCHSHIPS)
    Roider Union 1.2.2 (roider)
    Industrial.Evolution 2.1.b (IndEvo)
    Scy Addon - BLUESKY 1.1 (scy_bluesky)
    Arsenal Expansion 1.5.4a (raccoonarms)
    Unofficial New Game Plus 1.3.0 (ungp)
    Combat Chatter 1.11.1 (chatter)
    DIY Planets 1.0.13 (diyplanets)
    MagicLib 0.32rc2 (MagicLib)
    Beyond the Sector 1.0.0 (beyondthesector)
    Grand.Colonies 1.0.b (GrandColonies)
    Console Commands 2021.4.10 (lw_console)
    Hyperdrive 2.1.1 (sun_hyperdrive)
    A New Level of Confidence - 25 1.0 (pantera_ANewLevel25)
    Autosave 1.1c (lw_autosave)
    Better Colonies 1.63 (timid_admins)
    Captain's Log 0.1.4 (CaptainsLog)
    LazyLib 2.6 (lw_lazylib)
    Leading Pip 1.9.1 (leadingPip)
    $$$ Lightshow 1.41 ($$$_lightshow)
    Ramscoop 0.2b (m561_ramscoop)
    SpeedUp 0.7.1 (speedUp)
    Stellar Networks 1.0.0-pre1 (eli95)
    Transfer All Items 1.2 (transfer_all_items)
[close]
Title: Re: [0.95a] prv Starworks v20 (2021-05-01)
Post by: prav on May 02, 2021, 12:09:53 AM
I downloaded new version, started new game and after 15-20 min, I got this:

I was unable to replicate the crash, and thorough code investigation only suggested one very odd cause, which I've now hopefully fixed, download (https://github.com/johcas/prvStarworksRelease/releases/download/v20.1/prv.Starworks.v20.1.rar) in the post above. Do you remember if you were in hyperspace at the time?
Title: Re: [0.95a] prv Starworks v20 (2021-05-01)
Post by: ShangTai on May 02, 2021, 12:53:44 AM
I downloaded new version, started new game and after 15-20 min, I got this:

I was unable to replicate the crash, and thorough code investigation only suggested one very odd cause, which I've now hopefully fixed, download (https://github.com/johcas/prvStarworksRelease/releases/download/v20.1/prv.Starworks.v20.1.rar) in the post above. Do you remember if you were in hyperspace at the time?

I don't remember, but I was playing on v20.
Title: Re: [0.95a] prv Starworks v20 (2021-05-01)
Post by: DecoyGrenadeOut on May 02, 2021, 06:34:44 AM
So when I destroy a Valljud-class battlecarrier it spawns a swarm carrier with the ship's wings, but the battlecarrier corpse keeps on spawning more and more of the thing, even more so if it breaks into pieces as each pieces spawn swarms independently. I counted 18 of those things before my fleet got wiped. Is this intentional behaviour?

Pic, 1 Valljud destroyed in simulation.
Spoiler
(https://files.catbox.moe/pl15dc.png)
[close]
Title: Re: [0.95a] prv Starworks v20 (2021-05-01)
Post by: prav on May 02, 2021, 10:11:48 AM
Yes of course I'll look into it.
Title: Re: [0.95a] prv Starworks v20 (2021-05-01)
Post by: prav on May 02, 2021, 10:21:56 AM
DOWNLOAD (https://github.com/johcas/prvStarworksRelease/releases/download/v20.2/prv.Starworks.v20.2.rar)

v20.2

- Fixed a bug with Gengångare Reversion Core forgetting its memory state.
Title: [0.95a] prv Starworks v21 (2021-05-08)
Post by: prav on May 08, 2021, 01:08:44 PM
DOWNLOAD (https://github.com/johcas/prvStarworksRelease/releases/download/v21/prv.Starworks.v21.rar)

v21

Added the Berguv MIRV Launcher
- A medium-sized finisher weapon with moderate homing ability.
- Used by the prv.

Added the Brytare Rocket Launcher and Brytare Rocket Pod
- Launch orienting rockets. The heavy barrage is good at overwhelming the defenses of slower ships.
- Used by the Rust Belt, and the occasional independent captain.

Gravity Well
- Recharge rate reduced by 33%, to one charge per 10 seconds.

Swarm Hosts
- Target Designator now applies a brief debuff to the target, increasing damage taken and reducing autoaim accuracy.
- Target Designator now automatically sets wings to engage while fired. Reverts to the previous setting afterwards.
- Added a fitting hint and an explanatory line to the Swarm Host and Intangible hullmods, respectively.

Campaign
- Rust Belt starting relationship with the Hegemony improved to suspicious.
- Debris Belts can now spawn in the sector fringes on new campaigns.
- Reduced Aska (LC) spawn rate in LC fleets by two thirds.
- Removed Skära from the Rust Belt package, it is now rare-drop only.
-- Rusters will continue using the ship as usual. Other factions will no longer use it.
- Added some items to the Mercenary table of equipment.
- Removed the Ion Cannon from the prv's table of equipment.
- prv doctrine switchups will now also affect their weapon preferences.

Added as potential Historian targets
- Skrål Wing
- Oklang Wing
- Ballebo
- Is
- Vålnad
- Gryning
- Akers Denova
- Rörsångare Torpedo

Fixed an error where Fräsare-family explosions were significantly larger than intended.
Touched up the Sinne sprite in a couple of spots.
Kite (prv) codex now accurately reflects its new fighter loadout.
Tweaked the color-picking logic for the Arcfault Ejector.
Fixed Rök (P) weapon arc error on one of the small ballistic mounts.
Adjusted the missile attachment points for the Berguv Launcher.
Kakafoni spawn category shifted to carrierMedium.
Flares will no longer be affected by gravitic effects.
Adjusted the death vfx and sfx of Integrated Swarms.
Added some code hardening to Blast Heater to hunt down a very rare NPE.

(https://i.imgur.com/JiPRChS.png)
Title: Re: [0.95a] prv Starworks v21 (2021-05-08)
Post by: Warnoise on May 18, 2021, 08:20:10 AM
I just fought against prv and they felt even more difficult than fighting remnants. Tanky shields, insane weapons, very high mobility and some crazy time manipulation ships systems.

I wonder what their weakness is :/
Title: Re: [0.95a] prv Starworks v21 (2021-05-08)
Post by: GreeM on May 19, 2021, 11:11:04 AM
How do you guys even use the gast carrier? If im in a fight that's rather close or hard the fighters get popped and i have no way of reaching the 666 vent thats needed to keep it up. So i end up never beeing able to use them in a bigger fight, only fights i can stomp the enemies. which for me makes them useless, but its a cool concept so wanted some input from someone.
Title: Re: [0.95a] prv Starworks v21 (2021-05-08)
Post by: Warnoise on May 20, 2021, 05:48:17 AM
You need to field some flamma's. Put them in the front and nothing will reach your big ships. Those little fellas are super OP
Title: Re: [0.95a] prv Starworks v21 (2021-05-08)
Post by: shoi on May 21, 2021, 04:58:48 PM
running a playthrough with a rust belt commission while testing some things. On an overall assessment of the mod, the aesthetic of all of the weapons are great with really nice effects, and there are a lot of unique abilities and campaign level mechanics.

Anyway, playing as Rust Belt is probably the hardest campaign start i've done, but it's been a lot of fun. I've been mostly stuck in Kratul due to the faction getting hammered with invasions and raids due to unlucky nex rng; this might seem boring at first, but the system feels like a perpetual hotzone with many fleets out to kill you that also yield lots of salvage. Speaking of, I noticed a lot of "hidden" fleets popping up in the system - is this a part of the mod?

 prv ships are pretty tough to crack and most of the campaign has involved losing large chunks of my scrap fleet any time I tangled with them. I don't know if i can accurately gauge balance given the abysmal ship quality of what I can scrounge up from Rust Belt markets at the moment compared to what the prv are fielding, but getting a hold of just a few of their ships and weapons really made the playthrough less painful. I'll probably have to post again with a better assessment, but felt like dropping my .02 cents.
Title: Re: [0.95a] prv Starworks v21 (2021-05-08)
Post by: TMPhoenix on May 29, 2021, 03:42:16 AM
I seem to have a problem with the laboratory complex: I have a colony, but haven't built the lab. Closest thing I did was hover over the option in the build menu while browsing for something to construct. Yet somehow my colony is suffering from the stability reductions caused by the lab. Is this a known issue? Can I do something about it?
Title: Re: [0.95a] prv Starworks v21 (2021-05-08)
Post by: prav on May 30, 2021, 04:25:49 PM
I seem to have a problem with the laboratory complex: I have a colony, but haven't built the lab. Closest thing I did was hover over the option in the build menu while browsing for something to construct. Yet somehow my colony is suffering from the stability reductions caused by the lab. Is this a known issue? Can I do something about it?

Thanks, I found the error. Will be fixed next release.

In the meantime you can clear the debuff by running this command in the console:
Code
runcode for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy()) {market.getStability().unmodify("ind_prv_labs" + "lux");market.getStability().unmodify("ind_prv_labs" + "drug");market.getStability().unmodify("ind_prv_labs" + "wep");}
Note that it will reapply again on hover, if given chance.
Title: Re: [0.95a] prv Starworks v21 (2021-05-08)
Post by: PersistantFlame on June 17, 2021, 07:33:57 PM
Hello,

I am getting a crash that happens every time a ship of mine hits a certain percentage of flux. I believe that it may be due to a bug with the arcfault ejector hullmod. Here is the script from starsector.log:

377308 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: n must be positive
java.lang.IllegalArgumentException: n must be positive
    at java.util.Random.nextInt(Unknown Source)
    at scripts.hullmods.prv_arcfault_ejector.advanceInCombat(prv_arcfault_ejector.java:136)
    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.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)

Is there a workaround to this bug?
Title: Re: [0.95a] prv Starworks v21 (2021-05-08)
Post by: yyptcw on June 17, 2021, 08:16:11 PM
I think it is more difficult to fight. Any tips?
Title: Re: [0.95a] prv Starworks v21 (2021-05-08)
Post by: grinningsphinx on June 17, 2021, 09:30:41 PM
wreck their shields with kinetics, they fold pretty quickly after that even with light explosive. The shields of PRV are just "ok".  They also have a weak fighter game, so you can trash them with swarming fighters.
Title: Re: [0.95a] prv Starworks v21 (2021-05-08)
Post by: prav on July 28, 2021, 05:08:10 AM
Hello,

I am getting a crash that happens every time a ship of mine hits a certain percentage of flux. I believe that it may be due to a bug with the arcfault ejector hullmod. Here is the script from starsector.log: [...]

Is there a workaround to this bug?

It may happen when a ship has no weapons. Workaround: equip at least one weapon. Next release will include a fix, thanks for the report.
Title: Re: [0.95a] prv Starworks v21 (2021-05-08)
Post by: Troika on August 30, 2021, 04:18:21 AM
Suggestion: rather than having set levels based on hull size, make Arcfault Ejector's damage and AOE size based on the maximum flux of the ship.
Title: Re: [0.95a] prv Starworks v21 (2021-05-08)
Post by: Zalpha on September 06, 2021, 03:46:31 AM
Hi love your mod but hate the name - mostly just the lower case prv. If anything the name should be PRV Starworks, I don't know why it bothers me so much. Maybe the way I was taught on how to use English, I don't know.   

Anyway I am playing with that gas cloud nano-bot swarm ship with Nexerelin starting and I am wondering how to get more of them. I want to try out a whole fleet of them. Overall your mod is awesome.

I think you should update your screenshots for your mod showcase with your newer ships as I feel this mod has grown beyond what is on offer and that was a nice surprise to discover in game but I would have downloaded this mod earlier had I of know how cool it really is.
Title: Re: [0.95a] prv Starworks v21 (2021-05-08)
Post by: Troika on September 09, 2021, 08:46:35 PM
Hey, can you add a medium mount version of the Spatterflamer?
Title: Re: [0.95a] prv Starworks v21 (2021-05-08)
Post by: Helldiver on September 11, 2021, 02:01:06 PM
I'm surprised that this mod doesn't get more attention. The sprites have become truly beautiful over time and versions (the multiple color pattern types on prv ships look especially great!), it has fun weapons, the factions are well made and come a few of their own unique mechanics, and it has the hallmarks of a polished faction mod such as unique battle stations.

I wonder if the OP could be updated to better reflect the newer content.
Title: Re: [0.95a] prv Starworks v21 (2021-05-08)
Post by: Octavus on September 16, 2021, 07:05:38 PM
I'm surprised that this mod doesn't get more attention. The sprites have become truly beautiful over time and versions (the multiple color pattern types on prv ships look especially great!), it has fun weapons, the factions are well made and come a few of their own unique mechanics, and it has the hallmarks of a polished faction mod such as unique battle stations.

I wonder if the OP could be updated to better reflect the newer content.

agreed, the improvement over time is very noticeable, a lot more personality with the ships now
Title: Re: [0.95a] prv Starworks v21 (2021-05-08)
Post by: Uhlang on September 22, 2021, 05:02:38 PM
I'm surprised that this mod doesn't get more attention. The sprites have become truly beautiful over time and versions (the multiple color pattern types on prv ships look especially great!), it has fun weapons, the factions are well made and come a few of their own unique mechanics, and it has the hallmarks of a polished faction mod such as unique battle stations.

I wonder if the OP could be updated to better reflect the newer content.
By this point, it's such a constant in my modded games that I tend to forget that not many people appreciate it as much as I do.
Cool factions in cool systems, cool ships, cool weapons, cool hullmods, cool Vayra's Sector bounties, etc. Anyone who doesn't give this mod a (second?) chance is frankly doing themselves a disservice.
Title: Re: [0.95a] prv Starworks v21 (2021-05-08)
Post by: Francis on September 23, 2021, 07:57:27 PM
Hello
I am a player in the Chinese community. Recently I've played your   mod which is an excellent work and Especially Ramshield is a wonderful design. I like it very much.

I think there will be many people in the Chinese community who like this mod as much as I am. Therefore I would like to ask your permission to translate it into Chinese and post it on the starsector Chinese Forum(link:https://www.fossic.org). Of course, once it's done, you will be credited and there will be a link to your original mod page.

I also sent a personal message on Discord and another on the forum.Wish that doesn't bother you.

Looking forward to your reply.
Title: Re: [0.95a] prv Starworks v21 (2021-05-08)
Post by: starmarco on October 11, 2021, 05:17:37 PM
Hello,
while the mod theme of the ships is absolutely awesome (and the ai using it very good), there is 1 flaw i have: the prv_gravity_shield shipsystem.

a flamma ("hullSize": "FRIGATE") can aoe tank a full missile-battleship for >10seconds already (while shooting back). the bigger ships (cruiser size) can tank a whole fleet of missile-battleships, basically being completely immune from missiles without crating a notable amount of hard flux (while also giving missile immunity to nearby ships due to the area of effect being even larger). (other super components have bigger drawbacks, for example: the special shield of the paragon battleship applies for that battleship only and creates hard flux while disabling all weapons for that time)

due to this, the hard flux being created by the grav shield should be a lot higher; the price for being immune to a full weapon class (this long!) is way to low.
Title: Re: [0.95a] prv Starworks v21 (2021-05-08)
Post by: Histidine on November 06, 2021, 03:00:27 AM
Is the Ruster activity effect always -3/-50%? That's really punitive on the afflicted system, especially when there's no easy way to find the base (till a faction puts a bounty on it). The raids seem really large too, like old-style pirate raids.

Either way the condition name/tooltip should probably say that it's by the Rusters, I thought it was from Vayra's Stormhawks at first.
Title: Re: [0.95a] prv Starworks v21 (2021-05-08)
Post by: Lance on November 06, 2021, 09:10:39 AM
hello, this mod is amazing and has very fun weapons. thankies!

I have a little problem with karka missile on hard mount slots with tight angles, they are never used by the AI while the salamander works fine. Is there a way to force the ai to use thoses weapons? It also seems to affect the opponents.

Note, it is not the only missile weapon added by mods affected by this problem.



Title: Re: [0.95a] prv Starworks v21 (2021-05-08)
Post by: prav on December 12, 2021, 07:03:51 AM
Heads up that the Sinne system will crash the game in 0.95.1a. Stick with 0.95 RC15 if you want to finish a campaign.

Next update shouldn't be too long, I was putting in finishing touches as 0.95.1a released. No concrete timeline promised, mind.

Is the Ruster activity effect always -3/-50%? That's really punitive on the afflicted system, especially when there's no easy way to find the base (till a faction puts a bounty on it). The raids seem really large too, like old-style pirate raids.

Either way the condition name/tooltip should probably say that it's by the Rusters, I thought it was from Vayra's Stormhawks at first.
That's all Vayra Raiders stuff, I just put a line in a csv to be honest.

hello, this mod is amazing and has very fun weapons. thankies!

I have a little problem with karka missile on hard mount slots with tight angles, they are never used by the AI while the salamander works fine. Is there a way to force the ai to use thoses weapons? It also seems to affect the opponents.

Note, it is not the only missile weapon added by mods affected by this problem.
Fun to hear and they can be a little finicky yeah. I don't have any solution I'm afraid - I guess you could try the old trick of putting it in the same linked weapon group as a taclaser?
Title: Re: [0.95a] prv Starworks v21 (2021-05-08) [not 0.95.1a compatible]
Post by: Godvana on December 17, 2021, 07:05:00 PM
Looking forward to the update, I don't want to start a game on the new patch without this mod!
Title: Re: [0.95a] prv Starworks v21 (2021-05-08) [not 0.95.1a compatible]
Post by: Flying_Whale on December 18, 2021, 03:44:11 AM
Hi, can anyone help with this error?

Spoiler
5487154 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.F.getMoveSpeed(Unknown Source)
   at com.fs.starfarer.combat.entities.MovingRay.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.a.?00000(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at scripts.shipsystems.prv_fracturer.apply(prv_fracturer.java:106)
   at com.fs.starfarer.combat.systems.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.95a] prv Starworks v21 (2021-05-08) [not 0.95.1a compatible]
Post by: prav on December 18, 2021, 08:18:56 AM
Hi, can anyone help with this error?
Related to a 0.95.1a vanilla bug. I believe Alex is solving it next hotfix, if not I'll code a workaround after. For the moment the mod is not 0.95.1a compatible.

As a workaround, the crash only triggers when the Sinne uses its system, so just, uh, avoid battles with that ship. I don't really recommend this.
edit: You could also edit ship_data.csv to have it use some other system, like highenergyfocus in the meantime.
Title: Re: [0.95a] prv Starworks v21 (2021-05-08) [not 0.95.1a compatible]
Post by: Flying_Whale on December 18, 2021, 10:36:16 AM
What should I change in this "ship_data"? Could you show a parameter?
Title: Re: [0.95a] prv Starworks v21 (2021-05-08) [not 0.95.1a compatible]
Post by: IonDragonX on December 18, 2021, 11:37:46 AM
What should I change in this "ship_data"? Could you show a parameter?
I think he means line 15, which starts with "Sinne", replace the "prv_fracturer" field with "highenergyfocus"
Title: Re: [0.95a] prv Starworks v21 (2021-05-08) [not 0.95.1a compatible]
Post by: Flying_Whale on December 18, 2021, 12:25:09 PM
Didn't work... The game gets crash right on start. For now I just avoid killing their fleets) Thanks anyway)
Title: Re: [0.95a] prv Starworks v21 (2021-05-08) [not 0.95.1a compatible]
Post by: prav on December 20, 2021, 04:22:38 PM
Heads up that the Sinne system will crash the game in 0.95.1a. Stick with 0.95 RC15 if you want to finish a campaign.

I believe this is now fixed as of 0.95.1a-RC6.

Edit: my testing to confirm was brief though, so proceed with caution.
Title: Re: [0.95a] prv Starworks v21 (2021-05-08)
Post by: Godvana on December 21, 2021, 01:02:40 AM
Yeee boi, can't wait to start a new playthrough
Title: Re: [0.95a] prv Starworks v22 (2021-12-22)
Post by: prav on December 22, 2021, 12:51:54 PM
DOWNLOAD (https://github.com/johcas/prvStarworksRelease/releases/download/v22/prv.Starworks.v22.rar) - requires Starsector 0.95.1a-RC6 or later.

v22

Added the Agni
- Strange creatures found in remote parts of the Persean sector. Heed the warning beacons.

Added the Andesit carrier
- Rust Belt capital carrier mixing fighter wings with a wide assortment of missiles.
- Not at all a brawler.

Added the Bitumen combat tanker
- Durable, but still far from a competent warship. Can offer missile support in an emergency.

Spatterfire effects
- Tooltip overhaul.

Gravity Well
- Minimum mine spawn distance from the target increased by 33%.
- Now has a new explosion sound effect.
- Now causes a small visual distortion while phasing in.

Flicker Core
- Completely overhauled
-- Now gives a large but brief boost to the time rate of the ship as it enters or exits phased space.
-- The boost is reduced based on the ship's hard flux level.

Plasma Agitators
- Will no longer convert existing Spatterfire agglomerations into Doomfire.

Phase Ships
- Inheriting across the board durability buffs from the 0.95.1a changes:

Kvarts
- Hull integrity increased to 12000.
- Armor increased to 1400.

Fasvinge
- Hull integrity increased to 8000
- Sprite updated.
- Weapon mounts updated, now uses 2 large energy mounts for its primary armament.
- Removed built in "Defense In Depth" hullmod.

Fasklot
- Hull integrity increased to 4500.
- Armor increased to 650.
- EMP Cluster Mine Strike system recharge time increased by 11%.

Fasnod
- Removed built-in Defense In Depth and Improved PD AI hullmods.
- Hull integrity increased to 1750.
- Armor increased to 350.

Ilbud
- Hull integrity increased to 4700.
- Armor increased to 700.
- Cargo capacity increased to 250.

Stillhet fighter
- Sprite updated.
- Flux capacity increased by 100%.
- Flux dissipation increased by 33%.
- Armor increased by 75.
- Added Adaptive Phase Coils hullmod.

Kalk fighter
- Flux capacity increased by 100%.
- Flux dissipation increased by 33%.
- Armor increased by 50.

Bergtagen
- Added Rugged Construction.

Dominator (RB)
- Inheriting buffs from the base Dominator.
-- Increased OP to 200.
-- Increased hull integrity to 14000.
-- Increased flux dissipation to 400.
-- Reduced shield upkeep to 0,4.

Brand
- Absolute Territory Zone
-- Push force adjusted.
-- Projectile slowdown effect is now much cleaner and moderately less effective.
- OP increased by 10.

Hornfels
- Sprite updated.
- Nose turret arc increased to 210°.

Sorl
- Maintenance and deployment cost increased to 17.
- Adjusted weapon arcs, now have much better convergence.

Sorl (Midline)
- Adjusted weapon arcs, now have much better convergence.
- Removed non-functional Ramshield dummy mod.
- Added built-in Ramshield Adjunct.

Venture (RB), (RB-Mod)
- Inheriting buffs from the base Venture.
-- Maintenance and recovery cost reduced to 14 / 21 respectively.
-- OP increased to 115.
-- Minimum crew reduced to 80.
-- Maximum crew reduced to 300.
-- Cargo capacity increased to 800.
-- Fuel capacity increased to 270.
-- Base cost reduced to 90 000.

Fasnod (P), Flock (RB), Fågeljävel
- Removed Remanualized.

Sinne
- Shield Efficiency reduced to 0,9.
- Turn rate reduced by 12,5%.
- Turn acceleration reduced by ~40%.
- Flux Fracturer
-- Fracture bolts will now have a moderate amount of randomness in what homing target they pick.
-- Made the AI more aggressive in activating the system.
--- Note that the flux-management habits of Aggressive and Reckless officers will generally lead to better usage of the Fracturer.

Eld (Midline)
- Ramshield replaced with Ramshield Adjunct.
- Recovery and maintenance cost reduced to 12.

Skära
- Flux Capacity increased by ~15%
- Ljungeld (Damaged) glow color shifted towards red.

Tystnad, Tystnad (League)
- Sprite updated.
- Mounts updated, now frontally focused again.
- Kaja Gun Pods replaced with Kaja Missile Drones.
-- New sprite.
-- Faster, less durable, and with a narrower shield.
- Deployment and recovery cost reduced to 7.
- Replaced Ramshield with Ramshield Adjunct (League only)

Flamma (P)
- Ordinance points increased to 40.
- Price increased slightly.

Basalt
- Added Rugged Construction.
- Corrected hit bounds; shrunk to match sprite.

Gremlin (RB)
- Hull integrity increased to 2600.
- Armor increased to 350

Visent
- Added Rugged Construction.
- Maintenance and recovery cost recovery cost reduced to 4.
- Increased hull integrity to 4100.

Broadsword (LP) fighter
- Overhauled to better differentiate it from the 3-fighter Perdition wing.
-- Wing size reduced to 2.
-- OP cost reduced to 12.
-- Refit time reduced to 15.
-- Top speed increased to 200.

Additional Skin cost changes:
- Tiger (LC) recovery and maintenance cost increased to 8.
- Flock (Midline)  recovery and maintenance cost increased to 20.
- Gryning (TT) and Egnejserhead recovery and maintenance cost is now set in the .skin definition, and not with a hidden hullmod.

Jursla
- Range reduced to 750.
- Projectile spawn sound volume reduced slightly.

Spatterflamer
- Damage per shot reverted to 50.
-- With the improved flame cohesion there is no need for the previous buff.

Fräsare, Svepfräsare
- Svepfräsare refire delay reduced by 5%.
- Svepfräsare sweep distance now locks in once the weapon starts firing.
- Tweaked the formula for Svepfräsare anomaly count.
- Properly corrected tooltip errors.
- Fräsare anomaly damage reduced to 60.
- Fräsare nebula vfx tweaked.

Rörsångare
- Blasts now have a moderate inaccuracy.
- Now always fires the full amount of shots regardless of target hullsize.
- Missile size increased slightly.

Svala
- Blasts now have a slight inaccuracy.
- Missile size increased slightly.

Brytare Launcher, Pod
- AI will now require the enemy to be in a narrow forward arc from the weapon before firing it.
- Damage reduced by 33%.
- Rate of fire reduced by 20% (pod only).
- Ammunition reduced by 25%.
- Increased flameout time.

Brytare Pack (Fighter)
- Damage reduced by 33%.
- Ammunition increased by 20%.
- Increased flameout time.

Kartesch
- Sprite updated.

Remission EMP Mortar
- EMP arc effect will now also affect Synergy and Hybrid weapons.
- Rate of fire increased by 25%.

Light Triple Autocannon
- Range reduced to 500.
- Flux per shot reduced by 20%.

SIPD Laser
- Flux cost increased to 70/s.
- Bursts now have a small area of effect.
- Burst damage reduced to 80.
- Burst delay will now be affected by rate of fire buffs and debuffs.

Nexerelin
- Added "Low Profile" diplomatic trait to the Rust Belt.

Campaign
- Updated officer skill selections.
- Added access to some of the new hullmods to the prv and RB factions.
- Renamed large Ruster fleets.
- Rust Belt no longer use the Prometheus Mk.II.
- Reduced the maximum size of Debris Belt ambush fleets by ~17%.

Added a config file, prvSettings.json, that can be used to disable certain features:
- The Agni.
- War Syndicate spread.
- prv Doctrine switching.
- Randomly generated Debris Belts.
- Rust Belt raiding when Vayra's Mod is also enabled.
-- Consider these toggles somewhat experimental.

Heavy Spattergun is now less rare.
Disruption Zone will now be better at detecting ships that are fully inside the zone.
Disruption Zone vfx tweaked.
Added clarifying text to several weapons and hullmods.
Adjusted the fits on certain HVB ships.
Reduced Siege Akers magazine fire rate by ~1%.
Spattergun onhiteffect code hardening.
Corrected Tiger collision bounds.
Reduced the volume of Phase Cloak sfx for the Stillhet and Kalk fighters.
Improved Kartesch splitting logic.
Improved Gissel variants.
Time Freeze now unapplies if the target is somehow very far away.
Clicking on an Arc Smelter notification will no longer open the Intel window.
Removed Linjär PK SYSTEM tag, added to prv_lab_bp blueprint group.
Improved Berguv MIRV mirvlet target picking in source retargeting scenarios.
Fixed a misaligned Ljus Lykta arc point offset.
Fixed a HVB variant id typo.
Fixed a problem with variant files in deep paths.
Fixed a rare crash related to markets being destroyed after having recently spawned a Ruster industry intel notification.
Fixed an error where Siege Akers shield-piercing EMP arcs would not pierce shields.
Fixed a misaligned small ballistic turret on the Rök (P)
Fixed an a/an error when downgrading from an Armed Community.
Fixed an error causing the static star systems to be added even during Nex random sector generation.
- Whoops.

Split the 3k-line patchnotes file into latest and legacy versions.
Title: Re: [0.95a] prv Starworks v22 (2021-12-22)
Post by: Ruddygreat on December 22, 2021, 04:53:17 PM
v22

Added the Agni
- Strange creatures found in remote parts of the Persean sector. Heed the warning beacons.


IT'S SPACE WHALING TIME BOYS
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: Zalpha on December 22, 2021, 09:10:13 PM
Thanks for the updated, I love this mod.
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: Algoul on December 22, 2021, 11:43:44 PM
Thank you, nice work
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: Uhlang on December 23, 2021, 09:40:25 AM
The madman went and added exploration content.

As if I needed any more reason to always keep this mod active.
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: BigBeans on December 23, 2021, 02:40:47 PM
Have you ever considered splitting Rusters and PRV into their own seperate mods?
Title: Re: [0.95a] prv Starworks v22 (2021-12-22)
Post by: Ruddygreat on December 23, 2021, 05:02:55 PM
v22

Added the Agni
- Strange creatures found in remote parts of the Persean sector. Heed the warning beacons.


IT'S SPACE WHALING TIME BOYS

nvm these whales got hands
Title: Re: [0.95a] prv Starworks v22 (2021-12-22)
Post by: Coil on December 23, 2021, 08:54:55 PM
v22

Added the Agni
- Strange creatures found in remote parts of the Persean sector. Heed the warning beacons.


IT'S SPACE WHALING TIME BOYS

nvm these whales got hands

Yeah, the first encounter did *not* go well.....
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: envenger on December 24, 2021, 05:50:51 AM
Is the Agni spawnning affected by adjusted sector?
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: prav on December 24, 2021, 09:34:38 AM
Is the Agni spawnning affected by adjusted sector?
The Agni are added to the sector theme generator as a regular constellation theme, much like the Remnant, but I believe AS overrides a lot of that stuff. For the moment AS does not generate Agni systems, or at least none are showing up when I run my debug command to list their systems.
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: Harmful Mechanic on December 24, 2021, 05:47:14 PM
Is the Agni spawnning affected by adjusted sector?
The Agni are added to the sector theme generator as a regular constellation theme, much like the Remnant, but I believe AS overrides a lot of that stuff. For the moment AS does not generate Agni systems, or at least none are showing up when I run my debug command to list their systems.

You'll need to add a new check to your themegen script, and the author will need to add the fields for them in Adjusted Sector's options. Drop the author a PM about it, maybe?
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: WARGAMES on January 01, 2022, 06:32:09 PM
Ok so I have been playing star sector for several months now, but now an HVB prv bounty is giving a weird error, which I stand to be corrected on if I need to direct it elsewhere(like magiclib or something). It stated prv so I am directing it here for now.  this is with Starsector951arc5 version.

1300552 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
        at com.fs.starfarer.loading.specs.F.getMoveSpeed(Unknown Source)
        at com.fs.starfarer.combat.entities.MovingRay.<init>(Unknown Source)
        at com.fs.starfarer.loading.specs.a.Ò00000(Unknown Source)
        at com.fs.starfarer.loading.specs.a.super(Unknown Source)
        at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
        at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
        at scripts.shipsystems.prv_fracturer.apply(prv_fracturer.java:106)
        at com.fs.starfarer.combat.systems.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
        at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
        at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
        at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
        at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
        at com.fs.state.AppDriver.begin(Unknown Source)
        at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)
1300572 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [battle_ambience_01.ogg]
1300572 [Thread-9] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [battle_ambience_01.ogg

update:
Starsector951arc6 no fatal: null
I guess ignore this but I'll leave this here in case someone in arc5 experiences it and just sees updating avoids it? maybe?  I'm still confused but maybe someone can say if there's a hook in arc6 that arc5 does not have for the mod(or other mod).
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: TontonBoo on January 04, 2022, 11:28:10 AM
So about those nasties you recently added. You know ... them big shinny pointy teeth thingies ...
Very interesting concept, pretty well executed given the limitations, and fearsome adversaries to boot. And they sing while fighting. You have to hear it to believe it. They sing like whales. Very dangerous whales. Spine chilling.

Anyway, I had a question (that was the buttering part). Are they not supposed to attack as soon as I loot their "cuddling" stations (not the nests) ? They just leave and go for another one instead, not even glancing back. If someone was to loot my teddy bear I'd be ***. But they seem fine with it. And don't attack on sight either, until I drop their opinion by fighting some, and then they become hostile, like any faction. I thought they would act like (REDACTED) and attack on sight, especially to protect their environment ? Or maybe there's a valid lore reason ?
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: prav on January 07, 2022, 10:31:30 AM
this is with Starsector951arc5 version.
Yeah there was a regression bug in vanilla for versions between 0.95.1a RC1 and RC5. RC6 works as it should.

Anyway, I had a question (that was the buttering part). Are they not supposed to attack as soon as I loot their "cuddling" stations (not the nests) ? They just leave and go for another one instead, not even glancing back. If someone was to loot my teddy bear I'd be ***. But they seem fine with it. And don't attack on sight either, until I drop their opinion by fighting some, and then they become hostile, like any faction. I thought they would act like (REDACTED) and attack on sight, especially to protect their environment ? Or maybe there's a valid lore reason ?
An interesting point. As it is they won't attack if you manage to sneak past their "personal space" range, or your fleet is scarier than theirs - and they're probably a little underconned, so they're underestimating their strength.
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: TontonBoo on January 08, 2022, 06:31:34 AM
Quote
they're underestimating their strength.

I'm not. They are absolute beasts. That's why I would've liked some of their systems to be a "sneak or die" situation like some (REDACTED) hangouts. They are a fantastic alternative to battling shield-centric ships and really freshen up the exploration bits. I'm really excited to see what you'll do with them.

They sing. I can't get over it.
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: JustThatGoo on January 22, 2022, 06:25:30 PM
Could we get the new creatures working with Adjusted Sector? Would be great
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: Sutopia on February 23, 2022, 10:56:32 PM
Instead of checking phase system ID for flicker core, can you check the phase status instance instead?
Code
if (ship == null) return false;
ShipSystemAPI cloak = ship.getPhaseCloak();
if (cloak != null && cloak.getSpecAPI().getStatsScript() instanceof com.fs.starfarer.api.impl.combat.PhaseCloakStats) {
      return true;
}

This would allow reskinned phase cloaks that merely modified the color or miscellaneous attributes to be compatible with it.

Or simply do what vanilla does
Code
return ship.getHullSpec().isPhase();
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: Vundaex on March 09, 2022, 11:04:03 AM
Hey, what's up with the Agni? I have a full fleet focusing fire on one of their ships, barely scratching it, while their weapons almost instantly get shields to a critical level.
I tried all kinds of weapons against them, they're way too strong.
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: 603bill on March 09, 2022, 12:14:08 PM
Hey, what's up with the Agni? I have a full fleet focusing fire on one of their ships, barely scratching it, while their weapons almost instantly get shields to a critical level.
I tried all kinds of weapons against them, they're way too strong.

Agni ships can have upwards of 3000 armor and convert HE and kinetic damage received into energy.  You need high alpha damage weapons to pierce their thick hide quickly.  Also, while most of their weapons aren't great for popping shields, they are quite heavy and tend to bump into your ships a lot.

*Edit*  I just checked and armor only goes to around 2000, but the point still stands.  And I just remembered that the female Agni are able to coat themselves in web, which adds a few thousand or so temporary HP that you need to burn through before you can hurt them again.
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: nukularpower on March 09, 2022, 12:59:14 PM
I dunno, Agni are tough but not that bad once you get used to killing them.  I love farming their weapons to put on Kingdom of Terra ships - Rex stuffed with Agni weapons is a terror
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: Island on March 28, 2022, 09:06:33 AM
Dang massive enemy fleets in asteroid belts. I like the idea of making belt dangerous and spooky but it could use some scaling.

I'm flying pretty low end fleet with 1 capital (Prometheus mk2) and around 3+5+5 of low end cruisers, destroyers and frigates.
First belt fleet that spawned on me was 2 Radiants and 3+5+6 of the rest (but luckily for me it prob bugged out, because after they opened the comms there was an option to just leave)
Second - 3 Guardians and load of derelicts, which didn't even matter, because they just fielded all 3 Guardians and ate me alive.

Neither of these fleets are beatable at that point. Could scale them against players fleet's DP? And/or keep them massive, but at least make them use slow ships, so you could attempt to disengage with smaller fleet.
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: 0202 on April 16, 2022, 05:39:09 AM
 Sorry, I sent the wrong message before. I apologize for my rudeness and carelessness. I just wanted to ask May I ask your permission to translate your 'prv Starworks ' into chineses ? then upload to a Chinese forum,sure,it's free for everyone
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: Ira on April 22, 2022, 04:23:01 AM
You may want to consider reworking flicker core again. In its current form its op in player hands. Its basically 600% time dialation on any phase ship for the whole fight if the player knows how to use it.
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: Maelstrom on April 22, 2022, 07:15:24 AM
(https://media.discordapp.net/attachments/966984522212184075/967058662696833094/prv_seskim.png?width=243&height=646)

Kitbashed this thing together in case you wanted to add it to PRV, it would require the permission of the Athena mod creator though since I used the vector thrusters and certain sprite sections from that mod. Sadly the original thread for the Athena ship is now gone so itll be hard to track down the original creator to ask permission...
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: sylva on April 22, 2022, 12:07:04 PM
Go for it.
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: Maelstrom on April 22, 2022, 12:10:17 PM
Go for it.

Noiceee thx man!
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: Algoul on April 22, 2022, 01:15:38 PM
Dreadnought for prv? GOOD
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: Maelstrom on April 22, 2022, 01:44:12 PM
Dreadnought for prv? GOOD

wait till you see the blackrock one I am currently working on hehehe
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: Phantasia on April 23, 2022, 04:13:45 PM
Giving this feedback makes me sad but in terms of modiverse balance the Einhander from ArmaA--which happens to use a standard phase system--with the Flicker Core hullmod just might be a little too strong.
Since Flicker Core considers cross-mod balance by fact that it only works on standard phase systems, I guess one way to balance its use on ships with the Strikecraft hullmod would be to have the time dilation bonus reduced by a certain amount if used on craft that has Strikecraft hullmod from ArmaA.

I think a reduction by half or two-thirds could work while still remaining a tempting option when you're at the ship loadout menu.
Alternatively you could add an internal cooldown to the enhanced time dilation effect (a potential for a fancy particle effect to trigger when activated or plain old text-based notification) but in doing so it would contradict the hull-mod's name since it's no longer a phase core modified for flickering.

All that being said this is only really abusable in the player's hands—only the player can handle pilotable strikecraft in the middle of a anti-fighter missile and bullet hell right in the thick within enemy lines and assassinate frigates destroyers.

EDIT: On second thought it might be moreso the combination of Flicker Core and Phase Anchor that is too strong in the player's hand since Phase Anchor reduces cloaking flux activation to 0 which means getting the time dilation effect is free when Flicker Core is also installed. Furthermore the time dilation effect is still on when the ship is venting flux which is very player-abusable.
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: prav on May 04, 2022, 08:16:41 AM
Could we get the new creatures working with Adjusted Sector? Would be great
I had a look at it and the technical bit was more involved than I expected. Maybe, but not now.

Instead of checking phase system ID for flicker core, can you check the phase status instance instead?
Sure, done next version. I'll go with the vanilla style. Edit: this MAY create some issues with the time dilation amount being incorrect on phase systems that use a different mutablestat id. We'll see.

Hey, what's up with the Agni? I have a full fleet focusing fire on one of their ships, barely scratching it, while their weapons almost instantly get shields to a critical level.
I tried all kinds of weapons against them, they're way too strong.
They require a somewhat different approach, and I fully expect people's first encounter to be a bit shocking - they hit hard and fast, and god help you if you get caught by a web, but the creatures simply don't have the stamina for a slug-out battle, and will become very careful or even flee if you get their hull integrity low enough.

They have pretty large batteries of small kinetics that don't cost flux, but quickly run out of ammo if you keep them pressured, and the female cocoons can tank quite a bit of damage before they run out of charges - and then you're stuck firing "energy" damage at pretty high armor. If you have big hitters this isn't a huge problem, but if you're relying lighter guns like LAGs, needlers, or hephags you may be in trouble against the adults. Big-hit kinetics also work here, since it doesn't care about the damage type - gauss, hvels, and similar.

Finisher missiles like Harpoons and Reapers work great for cracking the armor, and give you some much-needed counterpunch during the initial assault.

Could scale them against players fleet's DP?
They already are scaled to be up to 125% of your current FP - do you carry along a lot of cargo ships? I know some players bring along like 10 Colossus. If so, then that's the issue.

I'll make it heavily discount civilian ships unless they make up a very large portion of your fleet. Trading should be exciting, after all.

Sorry, I sent the wrong message before. I apologize for my rudeness and carelessness. I just wanted to ask May I ask your permission to translate your 'prv Starworks ' into chineses ? then upload to a Chinese forum,sure,it's free for everyone
No need to apologize; I think I already answered yes? Either way, yes, you may translate the mod and redistribute it without charge for the chinese community, assuming that you maintain primary attribution to me (feel free to take credit for the translation and porting yourself, of course).

You may want to consider reworking flicker core again. In its current form its op in player hands. Its basically 600% time dialation on any phase ship for the whole fight if the player knows how to use it.
Flicker Core hullmod just might be a little too strong.
Yeah, it's too abusable. I like the concept, but getting the AI/player balance right here won't be easy. I may go with a cooldown of some kind, the more you use it the less it helps.

Kitbashed this thing together
Cool stuff, though I have no intention to add any dreadnoughts - feel free to release it in a separate mod if you want to.
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: vok3 on May 04, 2022, 04:13:19 PM
This is the mod that adds the Sindrian Lion's Guard variants, right?  I am guessing that because I see several very PRV-specific hulls in the LG listings, as well as the more regular midline hulls.

Are you going to maintain your version of the LG ships going forward?  Because in light of the recent dev blog, my reaction is
1) the planned vanilla changes to Sindria largely duplicate what you've done
2) except they do it deliberately worse
3) I don't want it worse, I prefer your implementation, which is perfectly reasonable and fits in seamlessly with the overall universe and doesn't get me muttering angrily to myself the way the announced changes do.  To the point that I'd gladly toss the Executor and keep the Conquest-LG.

Probably there would be some people who wouldn't agree, I don't know how much work it would be to break the PRV-LG out into a separate download or whether you want to keep it as a single package or what.

Anyway, for whatever it's worth, you have at least one vote in favor of a PRV-style implementation of a professional and competent Sindrian elite, rather than a clownshoes one.
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: prav on May 04, 2022, 05:48:26 PM
This is the mod that adds the Sindrian Lion's Guard variants, right?  I am guessing that because I see several very PRV-specific hulls in the LG listings, as well as the more regular midline hulls.
I add a few prv-derived skins (eg Aska (LG)) in the same style that can show up if you're running the Ships and Weapons pack (or in some other way add the swp_LG_bp tag to a faction). I will be adjusting these with the next starsector update to show up without needing any other mod, and to match the new LG visual style. They won't be clown models.

As for adjusting the base faction, I suspect we'll be seeing both lightweight mods that change just the Special Modifications hullmod, and larger overhauls.
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: Big Bee on May 06, 2022, 04:34:25 AM
Hey, I just wanted to say that I love this mod! At first I wasn't sure about the funky diagonal looking ships but they grew on me pretty fast, and all the unique and interesting systems and hullmods are great!

I'm huge fan of the fire weapons, especially with the hullmod that makes the fire explode instead of dealing DoT. It makes the Spatterflamer very satisfying on more mobile ships with a large energy slot (I used it on the Vale before uninstalling Tahlan). I haven't seen the Agni yet (been using Adjusted Sector) but now I'll have to start a new game just to see them >:)
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: Thyrork on June 02, 2022, 08:02:20 AM
Prav, love the mod, especially the dangers that lurk in the belt and beyond. The two factions themselves took some time to wrestle with but damn if it wasn't worth that time. I thought I'd only like the prv but the rusters are great too. Especially if you want to do the whole ore miner thing to get started.

However, that said, I adore your doctrine changed mechanic and would love to see it expanded into a sub-mod that adds it to the original factions. Its so *** flavourful and just enormously charming.

Imagine the nobles on Eventide managing to flex influence over the Hegemony in favour of more midline ships in their fleets for a short time. TriTach "recalculating" against their perceived threats and expanding their capital ships to match, giving a focus on large ships in their fleets.
The pirates could be the push and pull of their various market bosses scheming in Kanta's ear, the Luddic Path getting a hold of equipment "sourced from generous donators".
The various worlds of the Persean league stepping up with an elite unit (s-modding a specific type of midline shipline into their units) and the Luddic church could be a wax and wane of the knights doing operations.

Its just so endearing to me, so I wanted to run the idea by you as a suggestion with some thought added! :)
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: Coil on June 02, 2022, 09:23:10 PM
However, that said, I adore your doctrine changed mechanic and would love to see it expanded into a sub-mod that adds it to the original factions. Its so *** flavourful and just enormously charming.

100% second on this. I don't think any other mod does this and I love seeing the update messages!

On a similar vein, could the ruster syndicate mechanic spread to all the pirate communities? I think that is such an interesting mechanic. The only thing is that because of spewing out pirates, ruster colonies always have the piracy debuff -accessibility and stability. Or is this working as intended?

ALSO Visent should have shielded cargo holds! It's a smuggler freighter!

Your mod is a staple in my load order, so thanks so much!

Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: envenger on June 04, 2022, 04:54:39 PM
The Ludic Church export ship is amazing missle carrier.
3 medium 1 large and 1 build in slot along with a teleporter makes it really fun, i have 3 of them in my fleet.
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: Regularity on June 05, 2022, 11:20:34 PM
Not sure if this is still being worked on but: The Kraka (and its sister launchers for different sized mounts) should have the DO_NOT_AIM hint. Because it does not have this, the AI assumes its a dumbfire projectile gun so seems to only fire at targets directly in its firing cone... despite the fact the projectile has ability to maneuver like a strike craft. As a result these launchers have far lower average DPS under AI control, as the AI will simply hold fire when nothing is in its firing arc as it would with other dumbfire projectile weapons.
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: prav on July 09, 2022, 10:19:06 AM
Thank you all for the kind words.

Not sure if this is still being worked on but: The Kraka (and its sister launchers for different sized mounts) should have the DO_NOT_AIM hint. Because it does not have this, the AI assumes its a dumbfire projectile gun so seems to only fire at targets directly in its firing cone... despite the fact the projectile has ability to maneuver like a strike craft. As a result these launchers have far lower average DPS under AI control, as the AI will simply hold fire when nothing is in its firing arc as it would with other dumbfire projectile weapons.

I've tried both, and GUIDED_POOR, and the catch is that if I add that hint it ends up firing a lot of missiles straight into nowhere, assuming that they can turn much earlier than they actually can, and then the weapon doesn't have any missiles available for when they would actually hit something other than shields. I prefer this version. But feel free to add the tag on your end, if you prefer the other behavior.

The Ludic Church export ship is amazing missle carrier.
3 medium 1 large and 1 build in slot along with a teleporter makes it really fun, i have 3 of them in my fleet.

Yeah, it's getting a bit of a nerf I'm afraid; losing the free Hammer Barrage. As you've noticed it's... quite powerful.

However, that said, I adore your doctrine changed mechanic and would love to see it expanded into a sub-mod that adds it to the original factions. Its so *** flavourful and just enormously charming.

Imagine the nobles on Eventide managing to flex influence over the Hegemony in favour of more midline ships in their fleets for a short time. TriTach "recalculating" against their perceived threats and expanding their capital ships to match, giving a focus on large ships in their fleets.
The pirates could be the push and pull of their various market bosses scheming in Kanta's ear, the Luddic Path getting a hold of equipment "sourced from generous donators".
The various worlds of the Persean league stepping up with an elite unit (s-modding a specific type of midline shipline into their units) and the Luddic church could be a wax and wane of the knights doing operations.

Its just so endearing to me, so I wanted to run the idea by you as a suggestion with some thought added! :)

I actually made a prototype for that early last year. But since no one seemed particularly interested in it at the time, I shelved it. I'll give it another look some time.

On a similar vein, could the ruster syndicate mechanic spread to all the pirate communities? I think that is such an interesting mechanic. The only thing is that because of spewing out pirates, ruster colonies always have the piracy debuff -accessibility and stability. Or is this working as intended?

ALSO Visent should have shielded cargo holds! It's a smuggler freighter!

The piracy is working as designed, more or less. Turns out that red-black anarchy has some drawbacks for trade and social stability. Note that the pirates won't attack Ruster or Pirate trade convoys, so some stuff should still get through - though maybe not in Kratul, if the prv's patrols are on the ball. As for spreading, right now it cares about if a faction has a functional War Syndicate, and good relations with the pirates. If I were to mess with it, I'd probably change it quite radically. Maybe some other time.

The Visent, hmm, it's something to consider. Flavor-wise the cargo module is supposed to be easily swapped...
Title: Re: [0.95.1a] prv Starworks v23 (2022-07-09)
Post by: prav on July 09, 2022, 10:35:13 AM
DOWNLOAD prv Starworks v23 (https://github.com/johcas/prvStarworksRelease/releases/download/v23/prv.Starworks.v23.rar) - NOT SAVEGAME COMPATIBLE. Always delete the old version before installing a new one.

v23

Mora (LP), Broadsword (LP), Talon (LP)
- Moved to a stand-alone mod, prv Path. (download) (https://github.com/johcas/prvStarworksRelease/releases/download/v23-Path/prv.Path.v1.rar)

Ships: Kite (prv), Afflictor (prv), Shade (prv), Harbinger (prv), Gnejs (P), Eldsjäl,
Aska (LG), Eld (LG), Flock (LG), Fika, Middag, Conquest (Ryak), Sunder (Ryak)
Bounties: Friend of Ludd, Gudalik Trial Group
Missions: At the gates of HEL, Fasfasa
- Moved to a sub-mod, prv Extraworks. (download) (https://github.com/johcas/prvStarworksRelease/releases/download/v23-Extra/prv.Extraworks.v1.rar)

Added the Gissel (P)
- Large missile turret. Enjoy responsibly.

Added a high-end rare bounty
- Visit Hegemony bars once you're well-prepared.

Agni
- Agni did not look weird enough. This has been rectified.
- Reduced the intensity of several particle effects.
- Agni star systems may now contain small prv research fleets.
- Agni will no longer politely answer commlink requests.
- Agni fleets will now prefer slightly smaller ships.
- Adjusted Agni death vfx.
- Greatly reduced the strength of Agni salvage guard fleets in low-danger systems.
- Slighly increased the minimum size of Agni shoals in low-danger systems.

Bergtagen
- Sprite updated.
- Mount layout updated.
- Ship system replaced with Targeting Pulse.
-- Briefly increases weapons range and accuracy significantly.
- Added two armor modules.
- Flux capacity increased by 50%.
- Shield upkeep reduced by 33%.
- OP increased to 340.
- Deployment and maintenance cost reduced to 35.
- Credit cost reduced to 280 000.

Andesit
- Added a large missile hardpoint.
- Turn rate and turn acceleration reduced by 15%.
- OP increased by 20.
- Deployment and maintenance cost increased to 35.
- Credit cost increased to 250 000.
- Sprite touchups.

Fasvinge
- OP increased to 175.
-- Missing change from v22.

Aska
- Deployment and maintenance cost reduced to 25.
- Removed Kaja MRM Array built-in.
-- (LC) Removed Hammer Barrage built-in.
-- (LC) skin value modifier reduced to 100%
- (AU) sprite coloring adjusted.

Dominator (RB)
- Sprite touched up.

Flock (P-mod)
- Annihilator Burst Launcher
-- Burst size increased by 42%.
-- Ammunition count increased by 15%.

Gissel
- Sprite updated.

Gabbro
- Deployment and maintenance cost reduced to 10.

Gnejs
- Armor increased to 700.
- Hull integrity increased to 5500.
- Shield efficiency reduced to 1,1.

Gremlin (HR)
- Removed.

Munsbit, Munsbit (LC)
- Sprite updated
- Weapon mounts updated.
- Max OP increased to 50.

Tarsus (prv), Condor (prv), Gemini (prv), Kite (prv)
- New sprites.

Tystnad
- Credit value reduced to 34000.

Belt Blaster
- Sprite updated.
- Range increased by 100.
- Flux per shot reduced by 8%.
-- Flux efficiency is now 1,5.

Ljungeld
- Vfx updated.
- Pierce chance formula rewritten; net change should be minor.

Vakt Flicker Beam
- Vfx updated.

Gravkan, Gravpjäs
- Gravity blast area of effect increased 50%.
- Gravity blast peak force reduced by 25%.

Siege Akers
- Magazine removed, now fires a rapid 4-shot volley.
- Damage and EMP per shot reduced by 50%.
-- Maintains 360 net DPS.
- Recoil significantly reduced.
- EMP arcs are now more likely to punch through shields.
-- Previous chance was (hardflux - 0,5), now simply (hardflux).
- Projectile speed reduced by 17%.

Heavy Akers
- Projectile speed reduced by 17%.
- Damage per shot increased by 11%.
- Flux per shot reduced by 5%.
- Rate of fire reduced by 13%.
-- Now 200 DPS at 0,9 efficiency.

Akers Nova
- Projectile speed reduced by 25%.
- Rate of fire increased by 9%.
-- Now 150 DPS, maintaining 1,17 efficiency.

Light Akers
- Projectile speed increased by 25%.
- Damage per shot increased by 50%.
- Rate of fire reduced by 33%.
-- Net DPS unchanged.

Spattergun, Heavy Spattergun
- Recoil reduced.

Berguv MIRV
- Range (nominal) increased by 50%.
- Missile lifetime increased by 2 seconds.

SIPD Laser
- Vfx updated.

Intet Flickerbeam
- Vfx updated.

Missile Chaff
- Lowered the missiles-in-flight AI use threshold.

Gravity Shield
- Fixed a bug that allowed unlimited use of Gravity Shield for shielded ships that did not turn the shield on.
- Overloading a Gravity Shield will now cause it to go on a cooldown equal to its regular chargedown duration.
- Gravity Shield can no longer be activated while over 90% flux.
- Added a UI infotext for the chargedown state.

Flicker Core
- Now needs to build charge by spending a short time unphased.
- Hardflux penalty cut in half.
- Venting or overloading will now cancel the effect.
- Added a status info to track the core state.

Campaign
- Added custom intel relationship descriptions for the Rusters.
- Updated prv faction flag.
- Stjärngård system
-- The Works over Utbo has been downgraded to a Battlestation.
-- Strand now has a commercial orbital station operated by the prv.
-- Strand and Utbo now belong to the Independents. Formally speaking, anyway.
--- Market control remains with the prv.
- Added access to the Squall MLRS for the Rust Belt.
- Reduced the occurrence rate of Sinne frigates in prv fleets.
- Reduced the occurrence rate of prv export hulls in League and Diktat fleets by half.
- Debris Belt
-- Terrain tooltip colors updated to better indicate that it is a danger zone.
-- The encounter size calculation will now put much less weight to civilian ships, scaled based on the fleet's civilian to military ratio.
--- ie fleets with a few tankers will not attract attention based on their trade ships, but from the size of their military contingent.
--- But a large trade convoy may still attract a sizable pirate fleet.
-- Reduced the average and maximum encounter size slightly.
- Cleaned up Rust Belt ship access, now contains a much smaller set of unprioritized ships.

Industry
- Laboratory Complex
-- Now requires a commission for most trade.
-- Added a bar event allowing you to purchase some access even if you are not commissioned and well-liked by the market owner.
--- Still requires a relationship of at least Suspicious.
-- Fixed an error where s-mods on offered ships would sometimes not carry over between game reloads.
-- Fixed an error where installing an Alpha Core would increase commodity production in addition to improving the market selection.

Rare Bounties
- Added bounties for the Flock (P-mod), Ballebo, and to hunt an Agni shoal.
- Reduced officer levels.
- Ported all bounties to use the MagicBounty library instead of the Vayra's Mod interface.
- Some minor bounty reward and requirements adjustments.
- Added a cheatsheet, "bounty reference.txt", with bounty names and requirements.

Flicker Core isApplicable() now checks for hullspec.isPhase() instead of id literal.
Adjusted some projectile trail effects.
Updated Light Triple Autocannon codex description to match the new statline.
Fixed an issue that would cause the Tide Vanes hullmod to update weapon glow in the fitting screen.
Fixed a Tiger sprite alignment error.
Fixed a bug that would cause prv doctrine shifts to not persist beyond the current session.
Fixed a bug that would cause prv doctrine shifts to always have an autofit randomization probability of 0 or less.
Fixed a bug that would repeat a line in the Debris Belt terrain tooltip.
Fixed a bug where the Microburn (Fighter) AI would sometimes misjudge if it was facing the correct direction.
Fixed missing Conflagration glow color.
Fixed Berguv MIRV tracking description, now correctly states "Medium".
Fixed various typos.
Added a new rendering API for Spatterfire effects, bypassing a MagicLib regression issue.
Oklang (4), Down and Scale fighter wings now properly have the "restricted" tag.
Fixed Blåmes missile onhit explosion color.
Added a viewport check for the Karbid renderer.
Expanded the codex descriptions of the Fasvinge, Kvarts and Visent.
Increased the impact (mass) of Gravity Well mines, they will now push each other a little less.
Arc Smelter OP cost now matches Augmented Drive Field 8/16/24/40, net change 0/+1/-1/0.
Various polish.
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: prav on July 09, 2022, 10:39:21 AM
I've split off some content from the mod for being older, redundant, or otherwise just not quite neccessary. But since quantity has a quality all of its own, here it is:

DOWNLOAD prv Extraworks v1 (https://github.com/johcas/prvStarworksRelease/releases/download/v23-Extra/prv.Extraworks.v1.rar)  - Requires prv Starworks v23
Ships: Kite (prv), Afflictor (prv), Shade (prv), Harbinger (prv), Gnejs (P), Eldsjäl, Aska (LG), Eld (LG), Flock (LG), Fika, Middag, Conquest (Ryak), Sunder (Ryak)
Bounties: Friend of Ludd, Gudalik Trial Group
Missions: At the gates of HEL, Fasfasa

DOWNLOAD prv Path v1 (https://github.com/johcas/prvStarworksRelease/releases/download/v23-Path/prv.Path.v1.rar) - Stand-alone
Ships: Mora (LP)
Fighters: Broadsword (LP), Talon (LP)
Title: Re: [0.95.1a] prv Starworks v23 (2022-07-09)
Post by: shoi on July 09, 2022, 01:07:06 PM
wew, new agni look funky! (in a good way)
Cheers!
Title: Re: [0.95.1a] prv Starworks v23 (2022-07-09)
Post by: Ruddygreat on July 09, 2022, 01:32:47 PM
the new bergtagen feels way too symmetrical, but Overall a very cool sounding update, looking forwards to properly trying it out!
the lc aska losing the large hammer and getting nothing in return also hurts, but it was already turbo-busted, it deserved it
Title: Re: [0.95.1a] prv Starworks v23 (2022-07-09)
Post by: Big Bee on July 12, 2022, 04:02:44 AM
good update, although i did like the old Bergtagen's assymetry a bit more. It felt fitting given it's nature as a scrapper ship and description.
Title: Re: [0.95.1a] prv Starworks v22 (2021-12-22)
Post by: Thyrork on July 13, 2022, 06:35:36 AM
I actually made a prototype for that early last year. But since no one seemed particularly interested in it at the time, I shelved it. I'll give it another look some time.

I am excite!
Title: Re: [0.95.1a] prv Starworks v23 (2022-07-09)
Post by: Noobishnoob on July 14, 2022, 10:58:41 AM
any way to get the prv ships hidden from the codex? really like the spotless bergtagen if you know what i mean
Title: Re: [0.95.1a] prv Starworks v23 (2022-07-09)
Post by: prav on July 14, 2022, 11:10:34 AM
any way to get the prv ships hidden from the codex? really like the spotless bergtagen if you know what i mean

Most of them are available as rare bounties. This one in particular is from Andra Perseiska Kompaniet.

Requirements for it to get issued:
- 150 FP player fleet size.
- Visiting a market owned by: Hegemony.
Title: Re: [0.95.1a] prv Starworks v23 (2022-07-09)
Post by: Big Bee on July 16, 2022, 02:10:00 AM
any way to get the prv ships hidden from the codex? really like the spotless bergtagen if you know what i mean

Most of them are available as rare bounties. This one in particular is from Andra Perseiska Kompaniet.

Requirements for it to get issued:
- 150 FP player fleet size.
- Visiting a market owned by: Hegemony.

does that mean it's unobtainable if you have the hegemony turned off with Nex? or does it ignore that requirement then?
Title: Re: [0.95.1a] prv Starworks v23 (2022-07-09)
Post by: prav on July 16, 2022, 09:07:45 AM
does that mean it's unobtainable if you have the hegemony turned off with Nex? or does it ignore that requirement then?

Not sure, that's pretty far into magicbounty's guts.

You could probably just comment out the "trigger_marketFaction_any" requirement (line 69) from \data\config\modfiles\magicBounty_data.json if it refuses to show up.
Title: Re: [0.95.1a] prv Starworks v23 (2022-07-09)
Post by: NoTalkofLowTech on July 31, 2022, 01:05:04 PM
do blueprints exist of the old ship versions with the hulls unpainted? I'm not a fan of the pink and green on the blue. Orange looks cool but still.
Title: Re: [0.95.1a] prv Starworks v23 (2022-07-09)
Post by: prav on August 02, 2022, 03:47:49 PM
do blueprints exist of the old ship versions with the hulls unpainted? I'm not a fan of the pink and green on the blue. Orange looks cool but still.

The unpainted-but-still-updated versions are all unreleased I'm afraid.

WIP teaser unrelated:
(https://i.ibb.co/BBVZqyb/screenshot054.png)
Title: Re: [0.95.1a] prv Starworks v23 (2022-07-09)
Post by: QuePro on August 05, 2022, 09:47:01 AM
Hello. Game crashes on launch on the last mod version. Log:

30472 [Thread-3] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [prv_slag] not found in ship_systems.csv
30485 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95.1a] prv Starworks v23 (2022-07-09)
Post by: prav on August 05, 2022, 10:41:19 AM
Hello. Game crashes on launch on the last mod version. Log:

Thank you for the report. I'm unable to reproduce this, and grepping for "prv_slag" doesn't show any likely culprits. I'd double-check that everything is the latest version and unpacked in the right location. Is this with or without Extraworks?
Title: Re: [0.95.1a] prv Starworks v23 (2022-07-09)
Post by: QuePro on August 05, 2022, 10:53:24 AM
Hello. Game crashes on launch on the last mod version. Log:

Thank you for the report. I'm unable to reproduce this, and grepping for "prv_slag" doesn't show any likely culprits. I'd double-check that everything is the latest version and unpacked in the right location. Is this with or without Extraworks?

Game was launched without Extraworks, but I also tried to start it with it. Now there is Fatal: null error
Log:

11523 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [prv_talon_pather] not found in ship_data.csv
11523 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [fed_corvette_light] not found in ship_data.csv
11523 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [tempest_s] not found in ship_data.csv
11523 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [tahlan_Higanbana] not found in ship_data.csv
11523 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [prv_broadsword_pather] not found in ship_data.csv
11523 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [SKR_guardian_broadside] not found in ship_data.csv
11523 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [junker] not found in ship_data.csv
11523 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [module_hightech_decor] not found in ship_data.csv
11523 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [SKR_guardian_atc] not found in ship_data.csv
11523 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [fed_corvette_heavy] not found in ship_data.csv
11523 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [flare] not found in ship_data.csv
11523 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [SKR_guardian] not found in ship_data.csv
Title: Re: [0.95.1a] prv Starworks v23 (2022-07-09)
Post by: prav on August 05, 2022, 11:01:59 AM
Well, that's a whole heap of mods that are failing their initial loading. It's not impossible that you're having hardware problems - I had something similar, programs inexplicably failing to find files that did exist. Turned out I needed to reseat my HDDs's SATA cable, it had rattled loose somehow. Now, I don't know if that's your problem but I'd investigate how my drive health is, just to be sure.
Title: Re: [0.95.1a] prv Starworks v23 (2022-07-09)
Post by: QuePro on August 05, 2022, 11:16:16 AM
Well, that's a whole heap of mods that are failing their initial loading. It's not impossible that you're having hardware problems - I had something similar, programs inexplicably failing to find files that did exist. Turned out I needed to reseat my HDDs's SATA cable, it had rattled loose somehow. Now, I don't know if that's your problem but I'd investigate how my drive health is, just to be sure.

I will try to check my disk as soon as possible and let you know if the problem has been solved. It's strange that the problem appeared after updating the mod, before that everything worked. And there were no problems with other applications.
Title: Re: [0.95.1a] prv Starworks v23 (2022-07-09)
Post by: QuePro on August 06, 2022, 04:21:30 AM
Well, that's a whole heap of mods that are failing their initial loading. It's not impossible that you're having hardware problems - I had something similar, programs inexplicably failing to find files that did exist. Turned out I needed to reseat my HDDs's SATA cable, it had rattled loose somehow. Now, I don't know if that's your problem but I'd investigate how my drive health is, just to be sure.

I will try to check my disk as soon as possible and let you know if the problem has been solved. It's strange that the problem appeared after updating the mod, before that everything worked. And there were no problems with other applications.

The problem is solved. Apparently the error appeared from the fact that I was updating the mod with file replacement. My mistake
Title: Re: [0.95.1a] prv Starworks v23 (2022-07-09)
Post by: Hrothgar on August 06, 2022, 06:41:25 AM
Ye for everyone , delete old mod before placing update.
Title: Re: [0.95.1a] prv Starworks v23 (2022-07-09)
Post by: prav on August 06, 2022, 08:51:54 AM
Good thing it was something easily resolved.
Title: Re: [0.95.1a] prv Starworks v24 (2022-08-16)
Post by: prav on August 16, 2022, 07:24:31 AM
DOWNLOAD prv Starworks v24 (https://github.com/johcas/prvStarworksRelease/releases/download/v24/prv.Starworks.v24.rar) - NOT SAVEGAME COMPATIBLE. Always delete the old version before installing a new one.

v24

Added Rust Belt-style stations.
- Built around sturdy citadels with plentiful armor, flanked by fighter hangars.
- Slow rotation rate.
- Use resilient defensive drones at all station sizes.

Added a bar event which allows you to learn how to construct Rust Belt stations and syndicates.
- War Syndicate BPs will no longer be offered on the black market.

prv Stations
- Sprites updated.
- Should now be somewhat easier to fight.

- Combat Modules
-- Flux capacity increased by 75%.
-- Weapon layouts updated, every module is now highly specialized.

- Redan Drone
-- Phase cloak upkeep increased by 60%.
-- Flux dissipation reduced by ~12%.
-- Hull integrity increased by 50%.
-- Armor increased by 20%.
-- Weapons updated, now 5x SIPD, 2x2 Atropos.

- Shield Modules
-- Will now take a moderate amount of damage from overloading, and suffer longer overloads while at low hull integrity.
-- Flux capacity increased by 33%.
-- Shield upkeep reduced by 33%.
-- Armor reduced by 30%.
-- Flux Shunt hullmod added.
-- Fixed an issue where the shield would become invisible if the module was at the very edge of the screen.

- Hypergenerators hullmod
-- Now only reload a portion of energy weapon ammunition every period.

Skymning
- Narrowed slightly.
- Fighter bays restyled.

Bergtagen
- Added additional visual asymmetry.
- Slightly increased the arc of the small shoulder energy turrets.

Fasvinge
- Added missing Delicate Machinery hullmod.

Gnista
- Sprite updated
- Hull integrity increased by 100.
- Flux dissipation increased by 20.
- Flux capacity increased by 300.
- Turn acceleration increased to 90.
- Shield upkeep increased to 50.

Svepfräsare
- Maximum sweep arc reduced by 33%.
-- ie it now delivers the same total damage over a smaller area.
- Minimum sweep arc increased by 33%.
-- And vice versa, for very narrow mount arcs (hardpoints).
- Beam now pierces fighters.
- Fixed a bug where the beam end point would sometimes go past a shielded ship, asteroid, or split hulk.

Berguv, Berguv Launcher
- Range (nominal) increased by 50%.
- Missile lifetime increased by 1 seconds.

Campaign
- Ryak High-Energy Labs Battlestation downgraded to Orbital Station.
- Rust Station Battlestation downgraded to Orbital Station.
- Removed Rust Belt access to the Plasma Cannon.

Fixed Annihilator Burst Launcher tracking description, now correctly states "None".
Fixed a Gissel Support variant weapon slot mixup.
Fixed a timing error with the Dominator (RB) gauge decal effect.
Fixed prv station axial rotation always being synchronized if there is somehow more than one station in the battle.
Fixed Fasklot hitbox.
Remission EMP autodischarge now uses applyDamage instead of direct hp adjustment.
Blueprints are no longer required to downgrade prv stations.
Adjusted Fräsare fragpoint vfx.
Improved Kartesch target detection while the projectile is moving laterally.
Fully removed old Aska missile mounts.
Laboratory bar event now also gives +5 rep with the contact.
Laboratory R&D ships can no longer roll duplicate hullmods, increasing the average number of smods slightly.
Moved Gravpjäs turret center point up slightly. Added missing hardpoint barrel edge glow.
Updated Siege Akers description.
Reduced the occurence rate of the Bergslag (P) in pirate fleets.
Typo fixes.
Title: Re: [0.95.1a] prv Starworks v24 (2022-08-16)
Post by: prav on August 16, 2022, 07:26:01 AM
DOWNLOAD prv Extraworks v2 (https://github.com/johcas/prvStarworksRelease/releases/download/v24-Extra/prv.Extraworks.v2.rar) - Always delete the old version before installing a new one.

v2
Added the Visent (XL) Frontier Freighter
- Featuring a large shielded cargo module and some additional armaments, this hefty freighter has outgrown its powerplant by quite a bit.

Removed HIDE_IN_CODEX tag from the Gnejs (P) and Middag.
Title: Re: [0.95.1a] prv Starworks v24 (2022-08-16)
Post by: prav on August 16, 2022, 07:28:58 AM
prv Orbital Station
(https://i.ibb.co/Y3G7nCp/screenshot058-50pc.png)

Ruster Star Fortress
(https://i.ibb.co/qsyNsX0/screenshot062-50pc.png)
Title: Re: [0.95.1a] prv Starworks v24 (2022-08-16)
Post by: MarsInvicta on August 31, 2022, 06:32:27 AM
Excuse me, when a click on the bounty for "Flight Into The Unknown" using the magic bounty system, nothing happens. What I just see is text saying "Flight Into The Unknown" and the bounty does not start. Is this a bug or am I doing something wrong? Thank you!
Title: Re: [0.95.1a] prv Starworks v24 (2022-08-16)
Post by: Hrothgar on August 31, 2022, 11:12:22 AM
Ye that mission dont work for me too.

Also there is problem with SIPD laser which dont work.
Title: Re: [0.95.1a] prv Starworks v24 (2022-08-16)
Post by: prav on September 08, 2022, 11:27:36 AM
Excuse me, when a click on the bounty for "Flight Into The Unknown" using the magic bounty system, nothing happens. What I just see is text saying "Flight Into The Unknown" and the bounty does not start. Is this a bug or am I doing something wrong? Thank you!
Ye that mission dont work for me too.

Also there is problem with SIPD laser which dont work.

Using MagicLib 0.42.1rc3 I can't replicate either of these issues, as far as I can tell they work as they should [1] (https://i.ibb.co/vdxykxb/screenshot068.png) [2] (https://i.ibb.co/b7N2G8h/screenshot069.png). Do you have any further information?

With FITU MagicLib parses the bounty and says it's correct (278499 [Thread-3] INFO  data.scripts.bounty.MagicBountyCoordinator  - prv_gremlin_rb_rare_hybrid : VALID). I have no idea what could be causing an error like this for a valid bounty.

What's not working with the SIPD? In testing it shoots an "interrupted" beam, only drawing the tail end if it hits something, and does the burst explosion effect at the correct rate.
Title: Re: [0.95.1a] prv Starworks v24 (2022-08-16)
Post by: Hrothgar on September 10, 2022, 07:54:14 AM
Excuse me, when a click on the bounty for "Flight Into The Unknown" using the magic bounty system, nothing happens. What I just see is text saying "Flight Into The Unknown" and the bounty does not start. Is this a bug or am I doing something wrong? Thank you!
Ye that mission dont work for me too.

Also there is problem with SIPD laser which dont work.

Using MagicLib 0.42.1rc3 I can't replicate either of these issues, as far as I can tell they work as they should [1] (https://i.ibb.co/vdxykxb/screenshot068.png) [2] (https://i.ibb.co/b7N2G8h/screenshot069.png). Do you have any further information?

With FITU MagicLib parses the bounty and says it's correct (278499 [Thread-3] INFO  data.scripts.bounty.MagicBountyCoordinator  - prv_gremlin_rb_rare_hybrid : VALID). I have no idea what could be causing an error like this for a valid bounty.

What's not working with the SIPD? In testing it shoots an "interrupted" beam, only drawing the tail end if it hits something, and does the burst explosion effect at the correct rate.

Well i dont knew that sipd is now a interrupted beam and thought it is broken. Though Linjar PK is still not loading shells to magazine. about FITU i have 0.42.1rc3 also and it is not loading. it is also valid in my list , it's just not starting. I can send you my mod list which is now running , mayby something from other mod is stopping it. I can also send you picture.
Title: Re: [0.95.1a] prv Starworks v24 (2022-08-16)
Post by: prav on September 10, 2022, 08:47:09 AM
The LPK is due for a large overhaul really, probably an entirely custom projectile behavior. Right now it's really just left in as a curiosity.

I don't know what to do about the bounty, since it validates I feel like it's either an error in the MagicLib parser or core logic.
Title: Re: [0.95.1a] prv Starworks v24 (2022-08-16)
Post by: prav on September 10, 2022, 08:56:47 AM
OK, I figured it out: FITU is set to require a system with the Agni theme, and if your sector doesn't have any MagicBounty will still spawn the quest, but it can't be accepted.

You should be able to fix this locally by commenting out line 253 ("location_themes": ["theme_prv_agni_presence",],) from \data\config\modFiles\magicBounty_data.json . May require spawning the bounty again in some new location.
Title: Re: [0.95.1a] prv Starworks v24.1 (2022-09-10)
Post by: prav on September 10, 2022, 12:31:44 PM
DOWNLOAD prv Starworks v24.1 (https://github.com/johcas/prvStarworksRelease/releases/download/v24.1/prv.Starworks.v24.1.rar) - Always delete the old version before installing a new one.

v24.1

Agni Down Spinneret is now correctly tagged as a small weapon, not large.
Temporarily removed the theming requirement for the Flight Into The Unknown bounty.

RELEASE NOTE: This update is not neccessary if you always have the Agni enabled.
Title: Re: [0.95.1a] prv Starworks v24.1 (2022-09-10)
Post by: edixo on September 11, 2022, 03:21:05 AM
Hello,

Created a user simply to say that if your mod includes [REDACTED]-overwriting space bugs that are immune to most regular weapons, it'd be very nice if you listed that on the first page along with the other mod content so that you don't have to discover it once you're already well into a game.

Thanks
Title: Re: [0.95.1a] prv Starworks v24.1 (2022-09-10)
Post by: prav on September 11, 2022, 04:54:43 AM
And spoil the surprise?

Agni do not overwrite any Remnant systems, they are spawned after the Remnant theme is fully assigned.

Added a little teaser to post 1. Heed the warning b-acon.
Title: Re: [0.95.1a] prv Starworks v24.1 (2022-09-10)
Post by: 11bullets on September 11, 2022, 03:07:11 PM
I came here to see if there was a way to disable the Agni, and find that clearly I'm not the first person to get absolutely *** sideways by stumbling across them by mistake.

prav your response makes me think that you have an opinion that discovering the Agni is some kind of fun, wacky surprise that will make users of your mod giggle or chuckle or derive some kind of enjoyment from what they see.

It's not.

It's frustrating, it's disheartening, it's crushing to watch 5 frigates and 3 destroyers completely obliterate a 25+ ship combat fleet that has so far been trouncing its way through the stars - not by unique moves or really good use of flux/damage/armor/shield capabilities, but simply because those enemy ships are absolutely immune to (my estimate here) 85% of weapons (at least the weapons on my fleet). Shot after shot after shot after missile after missile after missile I watch impact on these things and do nothing. No flux damage, no armor damage, no hull damage, just... nothing at all.

That's not fun, that's bad design. But hey, your mod do what you want with it.

Not sure how long these things have been in your mod, I know I'd used prv Starworks a long time ago and never saw them but I guess I'm removing this mod from my list and starting a new campaign after finding these things.
Title: Re: [0.95.1a] prv Starworks v24.1 (2022-09-10)
Post by: prav on September 11, 2022, 04:11:56 PM
You can disable them in prvSettings.json

If you're shooting at an Agni and it's not taking damage it's likely because you're hitting a Cocoon, the frigate and female cruiser ship system, which absorbs a fair bit of damage before the charges run out - you should see some light grey damage text tallying up your impact. They recharge pretty slowly, so wearing them down is both viable and expected.

In testing Agni fleets tend to end up with close-fought wins against regular faction fleets of the same size, with around half the Agni retreating with heavy damage by the time the dust settles.

A known issue is that they're a little underconned, report as a little too easy, when they should probably be a little overconned instead. Not entirely trivial to fix since I have to adjust both ship FP and fleet spawn sizes without wrecking anything I'm otherwise happy with.
Title: Re: [0.95.1a] prv Starworks v24.1 (2022-09-10)
Post by: 11bullets on September 11, 2022, 08:23:11 PM
I'd offer to send you my save file but I already did a sweep of mods and started a new campaign, deleted the old save.

Perhaps I just had a really bad fleet set up. I don't claim to be ANY good at fleet design and weapon choices, but if my over a dozen frigates and half dozen each of destroyers/cruisers can take on the same size or even larger enemy forces and win in various (mostly pirate admittedly) combat engagements, I figure I'm doing okay. Suddenly I'm seeing a fleet less than half my size completely shatter my fleet and kick my teeth in with virtually zero losses.

What is the refresh rate on the use of the cocoon? Because there were several points where suddenly I'm doing damage again, get hopeful that maybe it was just a game glitch causing no damage then it seems like only a few seconds later my hopes are dashed and they're immune to all damage again.

FWIW I have around a hundred mods. It's a very real possibility my gameplay experience is completely saturated with sub-optimal ships/weapons/builds such that it whacks out my gameplay versus what these things were tailored against during testing. At the same time, they shouldn't be tailored against perfectly optimized builds because I would think that most players are mixing and matching like I do with all the weapons and ships and crap.
Title: Re: [0.95.1a] prv Starworks v24.1 (2022-09-10)
Post by: prav on September 11, 2022, 08:42:34 PM
I'd offer to send you my save file but I already did a sweep of mods and started a new campaign, deleted the old save.

Perhaps I just had a really bad fleet set up. I don't claim to be ANY good at fleet design and weapon choices, but if my over a dozen frigates and half dozen each of destroyers/cruisers can take on the same size or even larger enemy forces and win in various (mostly pirate admittedly) combat engagements, I figure I'm doing okay. Suddenly I'm seeing a fleet less than half my size completely shatter my fleet and kick my teeth in with virtually zero losses.

What is the refresh rate on the use of the cocoon? Because there were several points where suddenly I'm doing damage again, get hopeful that maybe it was just a game glitch causing no damage then it seems like only a few seconds later my hopes are dashed and they're immune to all damage again.

FWIW I have around a hundred mods. It's a very real possibility my gameplay experience is completely saturated with sub-optimal ships/weapons/builds such that it whacks out my gameplay versus what these things were tailored against during testing. At the same time, they shouldn't be tailored against perfectly optimized builds because I would think that most players are mixing and matching like I do with all the weapons and ships and crap.

Yeah the Agni are a lot tougher than a typical pirate bounty; think of it as stumbling across your first Remnant Ordo unprepared - odds are it's going to end badly.

Cocoon takes 50 seconds per charge, starts with three charges, absorbs 4000 raw damage (no armor reduction, counts frag at 25%) per charge on the cruiser, 2000 on frigates. Comes out to something pretty negligible like 60/20 protection per second sustained, but the starting buffer is large - especially if it has an extra charge from Systems Expertise on the officer. I'll ruminate a bit on if it shouldn't have a longer cooldown between uses, right now it can be more or less be chained for as long as the charges last.

Correction: 4000/2000
Title: Re: [0.95.1a] prv Starworks v24.1 (2022-09-10)
Post by: nukularpower on September 12, 2022, 04:01:41 AM
i dont find agni to be too bad.  Gotta have decent anti armor but they run away quickly once you get some of them down
Title: Re: [0.95.1a] prv Starworks v24.1 (2022-09-10)
Post by: BreenBB on September 13, 2022, 11:54:55 PM
Got crash related to prv lab at the start of the new game:
Spoiler
1074952 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Spawning officers/admins at prv_kylan_ryak_station
1074952 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     officerProb: 0.4
1074952 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     additionalProb: 0.1
1074953 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     mercProb: 0.25
1074953 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     adminProb: 0.15
1074953 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -
1074953 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Added admin at [prv_kylan_ryak_station]
1075538 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at campaign.submarkets.prv_labmarket.addResearchShips(prv_labmarket.java:195)
   at campaign.submarkets.prv_labmarket.updateCargoPrePlayerInteraction(prv_labmarket.java:176)
   at stelnet.board.query.provider.MarketProvider.updateSubmarkets(MarketProvider.java:71)
   at stelnet.board.query.provider.MarketProvider.updateMarket(MarketProvider.java:55)
   at stelnet.board.query.MarketUpdater.updateMarket(MarketUpdater.java:86)
   at stelnet.board.query.MarketUpdater.advance(MarketUpdater.java:47)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

Mod order was pretty much same I used always and was stable, but I disabled some faction mods, and added Osiris Mod, and swapped Arthrs Pirates But Epic with Arthrs Faction Blender SUPREME version of it (Mods which blends the factions, pirate ones gives to pirate all faction ships, the blender do this with all factions, supreme versions also adds stuff like Tesseracts and such to roster)
Title: Re: [0.95.1a] prv Starworks v24.1 (2022-09-10)
Post by: nukularpower on September 14, 2022, 02:07:48 AM
On the note of the agni, just wanted to say that the new look is amazing - love the tails!   Heres hoping we can play as them some day!
Title: Re: [0.95.1a] prv Starworks v24.2 (2022-09-14)
Post by: prav on September 14, 2022, 05:45:06 AM
DOWNLOAD prv Starworks v24.2 (https://github.com/johcas/prvStarworksRelease/releases/download/v24.2/prv.Starworks.v24.2.rar) - Always delete the old version before installing a new one.

v24.2

Agni
- Increased Agni fleet sizes and Agni fleet and deployment point cost per ship by 33%.
-- Net result should be that Agni fleets are reported as being more dangerous, with little change in actual composition.
- Cocoon cooldown will now be counted from when it is depleted, not from when it is applied.
- Cocoon damage text is now brighter.
- Improved logic for when Cocoon damage texts should be displayed.
- Beam and EMP damage reduction reduced by 33%.

Fixed a crash that could occur if an R&D Market owner knows extremely few ship blueprints.
Title: Re: [0.95.1a] prv Starworks v24.2 (2022-09-14)
Post by: prav on September 15, 2022, 04:44:31 AM
Quote
missing post

I'm sorry, you've been fixing what? Those INFO entries are a list of classes that are already compiled into a jar (you'll find the same message for eg the ion beam (Class [com.fs.starfarer.api.impl.combat.IonBeamEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.) followed by an NPE on some projectile spec with no real context. I have no idea what problem you're having.
Title: Re: [0.95.1a] prv Starworks v24.2 (2022-09-14)
Post by: sanya02 on September 15, 2022, 05:00:37 AM
Quote
missing post

I'm sorry, you've been fixing what? Those INFO entries are a list of classes that are already compiled into a jar (you'll find the same message for eg the ion beam (Class [com.fs.starfarer.api.impl.combat.IonBeamEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.) followed by an NPE on some projectile spec with no real context. I have no idea what problem you're having.

Thanks for the reply! I solved the problem! I have a mod: "id": "prv_unofficial_exp",
   "name": "prv Starworks unofficial expansion",
   "author": "Maelstrom (thanks a lot Prav and Sylva!)",
   "version": "1.0",
   "description": "Adds a big ship to PRV Starworks, maybe more ships will be added in the future!",
   "gameVersion":"0.95.1a-RC6",

It requires weapons from prv Extraworks v2 mod "prv_ljungeld_conquest_prototype". I did not install it and do not want to. I took the weapon files and transferred to the prv Starworks v24.2 mod and everything works.
Title: Re: [0.95.1a] prv Starworks v24.2 (2022-09-14)
Post by: prav on September 15, 2022, 05:01:21 AM
Well done, good to hear you got it working.
Title: Re: [0.95.1a] prv Starworks v24.2 (2022-09-14)
Post by: sanya02 on September 15, 2022, 05:17:23 AM
Well done, good to hear you got it working.

Yes! Thanks for the good mod!
Title: Re: [0.95.1a] prv Starworks v24.2 (2022-09-14)
Post by: Jade Tendency on September 20, 2022, 09:57:22 AM
Rusters don't build rading bases anymore?
Title: Re: [0.95.1a] prv Starworks v24.2 (2022-09-14)
Post by: StenKIRA on October 01, 2022, 01:57:08 PM
occasionally get this crash

Spoiler
12924395 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
    at java.awt.Color.testColorValueRange(Color.java:310)
    at java.awt.Color.<init>(Color.java:395)
    at com.fs.starfarer.api.util.Misc.scaleAlpha(Misc.java:1225)
    at scripts.hullmods.prv_arcfault_ejector.advanceInCombat(prv_arcfault_ejector.java:157)
    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.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Thread.java:748)
[close]
Title: Re: [0.95.1a] prv Starworks v24.2 (2022-09-14)
Post by: prav on October 05, 2022, 04:02:52 AM
That's an odd one, it occurs when a ship has more flux than its maximum amount (or less than 0). I didn't think that could occur; certainly never came up in my testing. I'll put in a guard check.
Title: Re: [0.95.1a] prv Starworks v24.2 (2022-09-14)
Post by: prav on October 05, 2022, 04:21:55 AM
DOWNLOAD prv Starworks v24.3 (https://github.com/johcas/prvStarworksRelease/releases/download/v24.3/prv.Starworks.v24.3.rar) - Always delete the old version before installing a new one.

v24.3

Fixed a color value bounds error.
Title: Re: [0.95.1a] prv Starworks v24.3 (2022-10-05)
Post by: Coil on October 25, 2022, 10:03:11 PM
Is there anyway to improve relations have interactions with the agni? I've set up in one of their systems and they attack and kill everything save for my faction ships (which is hilarious for the pirates, pathers, and heg that try to muck around).

 A simple yes or no would suffice! I don't want anything spoiled :D
Title: Re: [0.95.1a] prv Starworks v24.3 (2022-10-05)
Post by: prav on November 01, 2022, 02:34:48 PM
Is there anyway to improve relations have interactions with the agni?

No, or at least nothing intentional.
Title: Re: [0.95.1a] prv Starworks v25 (2022-11-01)
Post by: prav on November 01, 2022, 02:36:56 PM
DOWNLOAD prv Starworks v25 (https://github.com/johcas/prvStarworksRelease/releases/download/v25/prv.Starworks.v25.rar) - Always delete the old version before installing a new one.

v25

Added the Shard Driver
- A large kinetic cannon of Ruster provenance which fires heavy shells that disintegrate into razor-sharp fragments as they travel.

Ande, Gast, Vålnad
-- Overhauled, maintaining the previous design spirit.
- System on all ships set to Phase Skimmer.
- Base flux dissipation reduced to 0.
- Flux capacity increased by 200%.
- Ordinance points reduced by -10/-20/-30.
- Hitbox size increased.
- Removed the energy weapon mounts from the Vålnad.
-- Pre-v25 Vålnads may retain a set of invisible decorative weapons. To remove them, simply use the Strip button on the ship refit screen.

Swarm Host
- Now sets max number of flux vents to 0.
- Every fighter wing will increase the ship's flux dissipation by 100.
- Every fighter wing will generate up to 250 flux / second, depending on how far it is below full strength.
-- Reloading wings no longer build flux.
- Overload damage rate reduced by 75%.
- Overload damage is now applied when the ship's flux level is over 90%, gradually approaching the full damage rate at 100%.
- Added a status info tracking the current flux buildup rate.

Intangible
- Any damage will be applied to the ship's flux pool before striking its hull.
-- This can lead to the ship temporarily taking overload damage.

Added the addSwarmHosts flag to prvSettings.json
- Adds the Ande and Gast to the prv's regular ship lineup.
- Defaults to false, requires a new game to take effect.

Flock
- Kråka Autolauncher
-- Will now keep "loaded" missiles flying in a holding pattern around the launcher.
-- When fired, the weapon will prefer to launch one of the holding pattern missiles.
-- If none are available it will fire directly from the magazine.

Eld
- Maintenance and recovery cost reduced to 12.

Eld (Diktat)
- Added Overdrive Adapter hullmod.
-- Increases maximum speed by 15 su/s.

Skata LRM
- Will now keep "loaded" missiles flying in a holding pattern around the launcher, unleashing the whole swarm when the weapon is fired.
- Can now be fired in any direction.
- Refire delay increased to 10 seconds.
-- DPS is now 270.
- Range reduced to 3000.
- Acceleration increased significantly.
- Agility increased moderately.
- Top speed reduced significantly.
- Added on-hit particle effect.
- Codex updated.

Punktskydd Cluster
- Flux / second increased to 300.

Sidensvans SRM
- Significantly improved orientation stage behavior. Will now reliably head towards the target from any heading.
- Slightly increased orientation period duration.
- Slightly reduced MIRVlet split kickback.

Diskordant Fighter
- Light Spattergun cooldown reduced by 33%.
- Light Spattergun range increased to 400.

Stillhet Fighter
- "Intet" Flicker Beam width increased by 66%.

Vakt
- Beam width doubled.

Brytare Rocket Pod
- Engine appearance adjusted, should now be easier to differentiate from Annihilators.
- Refire delay increased to 7,5 seconds.
-- DPS is now 200.

Gravanchor
- Attraction force increased by 100%.
- Pull particles will now track the target ship.

Ramshields, Arcfault Ejector, Gravity Anchor, Sensitive Shield Core, Buddy Recovery Unit
Flux Compressor, Hypergenerators, Temporal Core, Variable Axial Rotation
- Performance improvements.

Slightly increased Karbid hit detection range and frequency.
Tide Vanes and Flux Compressor hullmods now display a status info.
Reduced the AI use threshold for Missile Chaff when system ammo is high.
Added exact numbers to the short description of many ship systems.
Aska (LC) large missile mount now remains a narrow turret, as on the base model.
Added access to the Sabot (Double) and Ballistic Rangefinder for the prv.
Added access to the Light Triple Autocannon and Light Thumper for the Luddic Path.
Removed access to several hullmods for the prv
Improved the Arc Smelter tooltip.
Fixed a culling error related to Spatterfire rendering.
Fixed a typo in Ruster Syndicate intel.
Fixed a tooltip error when viewing the Gengångare hullmod on a station module.
Fixed Plasma Agitators not working on fighters.
Title: Re: [0.95.1a] prv Starworks v25 (2022-11-01)
Post by: prav on November 01, 2022, 02:38:43 PM
DOWNLOAD prv Extraworks v3 (https://github.com/johcas/prvStarworksRelease/releases/download/v25-Extra/prv.Extraworks.v3.rar) - Always delete the old version before installing a new one. Main release in the preceding post.

REQUIRES prv Starworks v25

v3
Added the Enforcer (RB)
- Some structural changes mark out this Enforcer as having been constructed by the Rusters, enabling the otherwise primitive hull to mount some energy weapons.

Added the Mule (prv)
- Impressed to bulk out the prv's depleted merchant marine, these Mules have been given a quick refit before being put on hazard duty.

Conquest (prv)
- Hull suffix changed.
- Sprite updated.
- Mounts updated.
-- Pre-v3 Conquests may retain a pair of decorative weapons. To remove them, simply use the Strip button on the ship refit screen.

Sunder (prv)
- Hull suffix changed.
- System changed to Blåmes Countermeasures.
-- Fires two groups of light EMP missiles, which will target enemy missiles, fighters and ships within range.
- Sprite updated.
- Mounts updated.
-- Built-in Siege Akers (Prototype) removed.
- Maintenance and recovery cost reduced to 10.
- Ordnance points increased to 105.
- Armor increased to 500.
- Shield arc increased to 150°.
- Shield efficiency reduced to 0,9.

Fika
- Sprite updated.
- Mounts updated.
- Codex updated.
- Removed Civilian-grade Hull and Militarized Subsystems built-in hullmods.
- Maximum burn increased to 8.
- Minimum crew increased to 70.
- Fuel consumption reduced to 3 / ly.
- Fuel capacity reduced to 120.

Middag
- Sprite updated.
- Mounts updated, now has a broadside profile.
- Removed Civilian-grade Hull and Militarized Subsystems built-in hullmods.
- Acceleration reduced by 30%.
- Ordnance points increased to 230.
- Minimum crew increased to 180.
- Fuel consumption reduced to 8 / ly.
- Fuel capacity reduced to 400.
Title: Re: [0.95.1a] prv Starworks v25 (2022-11-01)
Post by: Wice111 on November 02, 2022, 02:12:57 AM
Do v25 and adds-on save compatible with the previous ver?
Title: Re: [0.95.1a] prv Starworks v25 (2022-11-01)
Post by: prav on November 02, 2022, 04:16:12 AM
Do v25 and adds-on save compatible with the previous ver?

Should be. I haven't intentionally broken any ids, anyway. But it's hard to test every corner case, so I don't really want to promise anything either. If the save loads it's probably fine.
Title: Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
Post by: prav on November 09, 2022, 05:56:17 AM
DOWNLOAD prv Starworks v25.1 (https://github.com/johcas/prvStarworksRelease/releases/download/v25.1/prv.Starworks.v25.1.rar) - Always delete the old version before installing a new one.

v25.1 - SAVEGAME COMPATIBLE

Fixed an infinite loop error with Skata and Kaja Autolauncher missiles when joining an in-progress battle.
Skata missile lifetime increased by 1 second.
Title: Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
Post by: Dadada on November 09, 2022, 11:54:51 AM
Excellent mod, thanks for the updates!
Imo: The Fräsare medium energy (fragmentation beam, 900 range, spawns a bunch of fragmentation? anomalies on hit, 11 or 13 OP I think? Also rather energy efficient imo, at least as far as I can remember) weapon might be a bit too strong unless it was nerfed recently.
Title: Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
Post by: prav on November 09, 2022, 12:36:24 PM
Excellent mod, thanks for the updates!
Imo: The Fräsare medium energy (fragmentation beam, 900 range, spawns a bunch of fragmentation? anomalies on hit, 11 or 13 OP I think? Also rather energy efficient imo, at least as far as I can remember) weapon might be a bit too strong unless it was nerfed recently.

13 OP yeah. It is indeed strong, and it's intended to be a high end-weapon.

I'm doing a bit of an overhaul of the Fräsare/Svepfräsare mechanics for the next update, make them a bit clearer (and fancier), so we'll see exactly how the details shake out. Here's the WIP state, exact numbers to be determined later:
Simulator video (https://files.catbox.moe/et3h7a.mp4)
Stat card (https://i.ibb.co/MhVypvQ/Capture.png)
Title: Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
Post by: Dadada on November 09, 2022, 01:03:37 PM
Nice. I really like the weapon by being so efficient and strong, easily one of my faves. High end or not, if the goal is or was to be vanilla adjacent it would be far too strong imo, if vanilla adjacent balance is not the goal then I never said anything. :D

Damage, range, precision, energy efficiency, the weapon imo has it all.
Title: Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
Post by: CountV on December 07, 2022, 05:29:18 AM
Hi, I think I might have noticed an issue with the Blast Heater hullmod, it doesn't seem to be applying it's stat bonuses at all.

The visual effect is present, with a light yellow glow on ballistic weapons at low flux and a blue glow on energy weapons at high flux, but the rate of fire and energy cost appear unchanged.

Timed it on a hellbore (slow firing ballistic weapon), no difference with and without the hullmod, 3 seconds between shots.

Used a plasma cannon for the energy test, brought my ship's flux up to near maximum (and with the blue glow on energy weapons) and still approximately 1600 flux per burst.
Title: Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
Post by: prav on December 08, 2022, 09:41:35 AM
Yeah I caught that recently, hoped it was just some test build slipup and not in v25. Fixed next version.
Title: Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
Post by: Supereor on December 10, 2022, 09:25:52 PM
Spoiler question for this mod's version of the [REDACTED]

Spoiler
Do the Agni actually drop any special rewards, or just a bunch of commodities and their weapons?  I don't mind the challenge of fighting them, but if they're going to match the Remnants in terms of difficulty, I would assume they would also have a useful reward to match as well.  Personally, I was hoping the Agni stations would drop some kind of "egg" or some special item that would allow you to grow and deploy Agni troops in your own colonies or something.
[close]
Title: Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
Post by: prav on December 11, 2022, 01:42:41 PM
The unique stuff is the weapons, yeah. The dangerous systems are also loaded with mining and research stations, similar to remnant systems. Killing a nest probably isn't worth the effort...

I'm buffing Eyes a bit, moving them to +5% range on non-Agni, and no flux penalty.
Title: Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
Post by: RoquetheRogue on January 21, 2023, 12:35:22 PM
Hey Prav, there's something odd wtih your special buildings, thought I'd share..

The Ruster War Syndicate Bar Encounter almost never spawns, tried it on multiple modlists, multiple characters, tried even with maximized relationships, it never spawns.

Any idea what could be happening? maybe it has a lower frequency because the RnD tech one at the prv labs seems to always spawn in the first time I visit it, Thanks.
Title: Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
Post by: prav on February 05, 2023, 02:08:54 AM
Hey Prav, there's something odd wtih your special buildings, thought I'd share..

The Ruster War Syndicate Bar Encounter almost never spawns, tried it on multiple modlists, multiple characters, tried even with maximized relationships, it never spawns.

Any idea what could be happening? maybe it has a lower frequency because the RnD tech one at the prv labs seems to always spawn in the first time I visit it, Thanks.

Sorry to hear you've had trouble triggering it, hope you didn't spend too much time hunting in vain. It's got a few requirements, the big one is:
- Player must have a colony.
-- Colony must be part of the Sector economy; I'm not sure it's possible to end up with a disconnected one, but it's certainly a corner case if so.
- Bar market owner is Rust Belt.
- Player relation to the Rust Belt is at worst Suspicious.
- Player does not already know how to build a Ruster defense station.

If these are fulfilled it should spawn normally, and it has isAlwaysShow flagged as true.

Maybe I should add some alternate condition for the colony, like colony or loads of credits or big fleet.

I'll add the bar event requirements to the bounty reference file so it's easy to look them up. Sometimes I wish the in-game codex was more comprehensive.
Title: Re: [0.95.1a] prv Starworks v24.1 (2022-09-10)
Post by: thefeint on March 06, 2023, 02:56:19 AM
I'd offer to send you my save file but I already did a sweep of mods and started a new campaign, deleted the old save.

Perhaps I just had a really bad fleet set up. I don't claim to be ANY good at fleet design and weapon choices, but if my over a dozen frigates and half dozen each of destroyers/cruisers can take on the same size or even larger enemy forces and win in various (mostly pirate admittedly) combat engagements, I figure I'm doing okay. Suddenly I'm seeing a fleet less than half my size completely shatter my fleet and kick my teeth in with virtually zero losses.

What is the refresh rate on the use of the cocoon? Because there were several points where suddenly I'm doing damage again, get hopeful that maybe it was just a game glitch causing no damage then it seems like only a few seconds later my hopes are dashed and they're immune to all damage again.

FWIW I have around a hundred mods. It's a very real possibility my gameplay experience is completely saturated with sub-optimal ships/weapons/builds such that it whacks out my gameplay versus what these things were tailored against during testing. At the same time, they shouldn't be tailored against perfectly optimized builds because I would think that most players are mixing and matching like I do with all the weapons and ships and crap.

Yeah the Agni are a lot tougher than a typical pirate bounty; think of it as stumbling across your first Remnant Ordo unprepared - odds are it's going to end badly.

Cocoon takes 50 seconds per charge, starts with three charges, absorbs 4000 raw damage (no armor reduction, counts frag at 25%) per charge on the cruiser, 2000 on frigates. Comes out to something pretty negligible like 60/20 protection per second sustained, but the starting buffer is large - especially if it has an extra charge from Systems Expertise on the officer. I'll ruminate a bit on if it shouldn't have a longer cooldown between uses, right now it can be more or less be chained for as long as the charges last.

Correction: 4000/2000

"A lot" is the understatement of the century.


Introducing a ship class with single one of those bullet points would be a challenge.

Granting one of those bullet points to all ship classes is absurd.

Granting multiple bullet points from that list to all ship classes goes beyond absurd into asinine.

But it's even worse than that! I didn't see any mention of 'Agni' in the mod description, so if - like me - you start a new run with more than 1 new mod including this one, and - like me - you have a run-in with the Agni extremely early in that run (the very first mission I took brought me to a system infested with them!), then you'll have to go investigating who is responsible for this utter BS.

It's such a great idea, but unless I'm deeply mistaken about every one of these details, the implementation of the Agni is ridiculous enough to throw into doubt every other design decision present in the mod, so I'm going to skip the rest of it.
Title: Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
Post by: mllhild on March 16, 2023, 03:30:26 PM
When searching for the mods with space monsters yours doesnt show up and also searching on google for terms like "starsector agni" or "starsector agni basking in sun" or "starsector living ship" or "starsector agni alien" didnt give me anything. Maybe adding a few words so that they show up on searches would be good.

Now on to kill bugs.
Title: Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
Post by: power12359 on March 22, 2023, 12:03:25 AM
Hey Prav, there's something odd wtih your special buildings, thought I'd share..

The Ruster War Syndicate Bar Encounter almost never spawns, tried it on multiple modlists, multiple characters, tried even with maximized relationships, it never spawns.

Any idea what could be happening? maybe it has a lower frequency because the RnD tech one at the prv labs seems to always spawn in the first time I visit it, Thanks.

Sorry to hear you've had trouble triggering it, hope you didn't spend too much time hunting in vain. It's got a few requirements, the big one is:
- Player must have a colony.
-- Colony must be part of the Sector economy; I'm not sure it's possible to end up with a disconnected one, but it's certainly a corner case if so.
- Bar market owner is Rust Belt.
- Player relation to the Rust Belt is at worst Suspicious.
- Player does not already know how to build a Ruster defense station.

If these are fulfilled it should spawn normally, and it has isAlwaysShow flagged as true.

Maybe I should add some alternate condition for the colony, like colony or loads of credits or big fleet.

I'll add the bar event requirements to the bounty reference file so it's easy to look them up. Sometimes I wish the in-game codex was more comprehensive.

What does colony has to be part of starsector economy mean? Does it mean the colonies have to produce an export?
Title: Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
Post by: prav on March 27, 2023, 01:42:16 PM
What does colony has to be part of starsector economy mean? Does it mean the colonies have to produce an export?

It's basically always. You may end up with an isolated player colony with some intense mod shenanigans, but I couldn't tell you how.

Technical: I'm checking that at least one market in Global.getSector().getEconomy().getMarketsCopy() matches (market.isPlayerOwned() == true)

When searching for the mods with space monsters yours doesnt show up and also searching on google for terms like "starsector agni" or "starsector agni basking in sun" or "starsector living ship" or "starsector agni alien" didnt give me anything. Maybe adding a few words so that they show up on searches would be good.

Now on to kill bugs.

The entire first post needs an update to be honest, new screenshots and whatnot. Which I hate posing. That's the problem with hobby projects: the parts that aren't interesting don't get done.
Title: Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
Post by: ToeCutter23 on April 09, 2023, 03:58:49 AM
Hi. Does this issue sound familiar? Got the "war syndicate HQ" industry showing up as not being buildable in colony managment without any explanation (got High Command on planned colony, neutral with Rusters, favorable with Pirates). Did I miss something, or could it be a less than usual mod compatibility issue (gone off the deep end with mod usage...)?
Title: Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
Post by: Coil on April 09, 2023, 06:32:38 AM
Hi. Does this issue sound familiar? Got the "war syndicate HQ" industry showing up as not being buildable in colony managment without any explanation (got High Command on planned colony, neutral with Rusters, favorable with Pirates). Did I miss something, or could it be a less than usual mod compatibility issue (gone off the deep end with mod usage...)?

Did you buy the blueprint? If not, that's your reason
Title: Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
Post by: ToeCutter23 on April 09, 2023, 07:42:24 AM
Hi. Does this issue sound familiar? Got the "war syndicate HQ" industry showing up as not being buildable in colony managment without any explanation (got High Command on planned colony, neutral with Rusters, favorable with Pirates). Did I miss something, or could it be a less than usual mod compatibility issue (gone off the deep end with mod usage...)?

Did you buy the blueprint? If not, that's your reason

Got the blueprint and it shows up in the build menu in the section for structures that is currently not buildable (without any explanation, so no "requires High Command" or similar text)
Title: Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
Post by: prav on April 09, 2023, 01:11:13 PM
Hi. Does this issue sound familiar? Got the "war syndicate HQ" industry showing up as not being buildable in colony managment without any explanation (got High Command on planned colony, neutral with Rusters, favorable with Pirates). Did I miss something, or could it be a less than usual mod compatibility issue (gone off the deep end with mod usage...)?

No clue, probably some oversight in the code.

I suggest just cheating it in with the console if the industry won't behave: addindustry prv_rb_pirate_3. Might be worth saving a copy first if you've got a huge modlist.
Title: Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
Post by: ToeCutter23 on April 09, 2023, 01:46:46 PM
Hi. Does this issue sound familiar? Got the "war syndicate HQ" industry showing up as not being buildable in colony managment without any explanation (got High Command on planned colony, neutral with Rusters, favorable with Pirates). Did I miss something, or could it be a less than usual mod compatibility issue (gone off the deep end with mod usage...)?

No clue, probably some oversight in the code.

I suggest just cheating it in with the console if the industry won't behave: addindustry prv_rb_pirate_3. Might be worth saving a copy first if you've got a huge modlist.
Thanks, should try that. Currently attempting to recreate (save-breaking mod update and build overhaul), but now I have backdoor if I re-encounter the issue.
Title: Re: [0.95.1a] prv Starworks v26 (2023-04-16)
Post by: prav on April 16, 2023, 09:52:41 AM
DOWNLOAD prv Starworks v26.3 (https://github.com/johcas/prvStarworksRelease/releases/download/v26.3/prv.Starworks.v26.3.rar) - Always delete the old version before installing a new one.

v26.3 - Savegame compatible with v26 and later.

----------------
- Weapons
----------------

Linjär PK
- Base range reduced to 600
- Now benefits from energy weapon range and projectile velocity bonuses.
-- eg Integrated Targeting Unit

Berguv
- Removed premature detonation chance for <50% hull missiles without Hallbar plating.
-- Too obscure.
- Reduced missile hitpoints by 30%.
-- Now roughly in line with standard torpedoes.
- Berguv MIRVlets now use vanilla AI.

Fixed crash when firing Jursla without Extraworks being enabled.

###

v26.2 - Savegame compatible with v26 and later.

Added the forceKratul flag to prvSettings.json
- Adds the Kratul star system even when Nexerelin is generating a random sector.
- Defaults to false.

Fixed Shock Detonators not being properly applied to eligible fighters.
Fixed a potential error related to Nexerelin industry seeds.
Fixed a crash related to Vayra's Mod raider integration.
VM Ruster raider bases will now use Ruster-style stations.
Removed outdated variants from the VM rare flagship list.

###

v26.1 - Savegame compatible with v26

Fixed an error related to Nexerelin random sector generation.

###

DOWNLOAD prv Starworks v26 (https://github.com/johcas/prvStarworksRelease/releases/download/v26/prv.Starworks-v26.rar) - Use v26.3 instead.
v26 - NOT SAVEGAME COMPATIBLE

----------------
- Agni
----------------

- Added three new Agni weapons.
- Improved warning beacon handling.
- Increased Agni autofit randomization probability.
- Removed Agni ship name prefix.

Agni Solar Carapace hullmod
- Beam and EMP protection reduced to 40%.

Agni Scale Symbiote fighters
- Death explosion radius reduced by 60%.
- Death explosion damage increased by 50%.

Agni Spinneret weapon
- Ammunition reload time reduced by 5%.

Agni Cocoon
- Damage absorption is now inversely proportional to the remaining armor at the point of impact.
-- ie 30% armor remaining means the cocoon is 70% effective, and undamaged ships are not protected at all.
-- Absorption is capped at 95%.
-- Shouldn't affect the overall potency of the ability much, but may improve readability (if it bleeds...).
- Dust cloud particle effect will now scale in size in relation to the damage of the shot absorbed.
- Adjusted overall dust particle size and intensity.
- Adjusted cobweb sprite overlay size and opacity.
- Shifted absorbed damage text color from slightly blue to slightly green.

Agni Eye weapon
- Added an auto-installed hullmod which displays your current range bonus.
- No longer reduces flux dissipation.
- Range bonus reduced to 5% on non-Agni hulls.

Agni Nest & Hive stations
- Now carry much fewer armaments, and have to rely on recalling Agni fleets for protection.
- Will now leave behind a significant amount of commodity goods when destroyed.
-- All in all, an enticing target - but how will you get a freight fleet past all the roaming shoals?
- Adjusted texture materials, should now be much less shiny.

Tail fronds will now waft slightly.
Tail frond sprite adjusted.
Tail frond length now has individual variance.
Agni bleeding will now come primarily from areas with damaged armor.
Adjusted Agni Web vfx.

----------------
- Industry
----------------

War Syndicate
- Now has only two tiers and no longer requires a matching military industry.
- Spread chance is reduced by high target colony stability, down to a minimum of 9%/month.
- Can now only attempt to spread to one new colony per month per HQ.
- Pirate reputation threshold reduced to Inhospitable or better.

Fixed high relations incorrectly bypassing the Laboratory Complex R&D Market access checks.

----------------
- Ships
----------------

Bergtagen, Basalt
- Removed Rugged Construction hullmod.

Is
- OP increased to 140.

Hornfels
- Armor increased to 1000.
- Maintenance and recovery cost reduced to 15.

Skära
- Ljungeld (Damaged)
-- Can no longer backfire.
-- Damage and flux per shot doubled
--- Now deals as much damage as a regular Ljungeld, at half the flux cost - but can (still) only fire twice.

Increased phase ship CR% cost per deployment:
- Fasnod 20% -> 30%
- Fasklot 20% -> 30%
- Fasvinge 15% -> 25%
- Ilbud 20% -> 30%
- Kvarts 15% -> 25%

Destroyed prv ships will now leave behind a damage cloud.
- Volatile drive cores? Anything to get an edge.

Slightly reduced the shield radius on the following ships:
- Flock and derived variants
- Rök and derived variants
- Is

Reduced the credit multiplier for the Ilbud (H) and Gnista (P) to 1x.

--------------------
- Ship Systems
--------------------

Time Freeze
- Can no longer be activated when out of range.
-- This would previously lead to an automatic cancelling of the effect.
- Vfx improved.
- Mouseover target picking improved.

Phase Chainer
- Mouseover target picking improved.

Tensor Drive
- Now has a custom AI, significantly improving how the system is used.
- Adjusted the push effect, it Will now do a better job of displacing other ships while there is an overlap.

Targeting Pulse AI will now be slightly more conservative about activating the system.

----------------
- Fighters
----------------

Oväsen
- Sprite touched up.
- Support range reduced to 0.

Oklang Drone
- Now carry a Subspace Charge that is detonated when the fighter is destroyed, leaving behind a zone of warped space.
- Flux dissipation increased to 45.

Skrål
- Sprite updated.
- Top speed increased to 200.
- Turning rate massively increased.
- Improved Plasma Burn system AI.

Stillhet
- Flickerpulse Laser flux efficiency improved to 0,8
-- Aesthetic change; Stillhet only tracks phase flux.

----------------
- Weapons
----------------

UVIR Pulse Laser
- Flux per shot reduced by 30%
-- Now 480 flux/second, 0,8 flux/damage.

Kaja, Kråka, Korp, Råka, Blåmes missiles
- Launch velocity is now affected by missile acceleration modifiers such as the ECCM hullmod.
- Will now launch at reduced velocity when fired away from the target.
- Added GUIDED_POOR AI hint to all launchers but the Råka and Blåmes (fighter weapons).

Fräsare, Svepfräsare, Akers Denova
- Will now leave behind a zone of warped space that periodically damages anything caught in the area.
-- AI ships will put an appropriate (ie small) amount of effort into avoiding the area.
- Vfx updated.
- Tooltips updated.
- Added an enhancing hullmod, 4D-Lensing.
- Fixed the Svepfräsare often incorrectly piercing ships and shields.

Skata LRM, Skatunge SRM
- Will now leave behind a zone of warped space that periodically damages anything caught in the area, as above.
- Missile durability increased to 90 (Skata +35%, Skatunge +20%).
- Damage per missile set to 225 (Skata -25%, Skatunge +12,5%).
-- A best-case particle soup hit will deal an additional 600 fragmentation damage spread over 6 ticks.
-- This gives the missiles an energy-equivalent damage range of 225-375, tending towards the lower end.
- Missile trail color shifted towards green.

Jursla
- Beam style overhauled.
- No longer pierces fighters.

Studsare & Automatstudsare
- Improved bounce aim behavior, now intelligently rebounds up to 5 times, with each successive bounce being less responsive.
-- Bounces now lose a fraction of their range and velocity, rather than gaining the same.
-- Shells will now terminate on hit if they do not have a valid rebound target.

Automatstudsare
- Burst size reduced by 1.
- Spread decay rate improved slightly.
- Refire delay increased by 11%.
- Damage per shot increased by 11%.
- Flux per shot reduced by 11%.
-- Now 600 DPS at 0.8 flux per damage.

Studsare
- Projectile and trail size reduced.

Berguv MIRV
- Ammunition increased to 9.
- Now splits slightly earlier
- Significantly reduced submunition arming delay.
- Submunitions can now be distracted by flares.

Sidensvans MRM
- Slightly increased engine visual glow.
- Will now halt and reacquire its target on misses, instead of splitting.
-- This can be done repeatedly, up to a limit of 2 times, 3 with ECCM.
- No longer hits friendly ships.

Punktskydd Cluster
- Now benefits from fire rates over 100%, such as Accelerated Ammo Feeder.
- Proximity fuze will now also trigger against ships, reducing overall damage.
- Fuze trigger radius adjusted.
- Explosion radius (full damage) reduced slightly.
- Explosion radius (half damage) increased slightly.
- Particle color adjusted.

AKC c67, AKC rb-f
- Now benefit from fire rates over 100%, such as Accelerated Ammo Feeder.

Light Triple Autocannon
- Flux per shot reduced to 25 (0,5 flux / damage).

Light Akers
- Flux per shot reduced to 15 (0,5 flux / damage).

SIPD Laser visual effect updated.
Ljungeld energy arc origin points will now follow the tip of the beam.
AI will now fire Berguv MIRV from any facing.
Berguv MIRV missile turning rate increased.
Swapped Heavy Spattergun and Fräsare tier, price and rarity.
Fixed Siege Akers ignoring Hardened Shields pierce protection.
Fixed Skata & Kråka Autolauncher missile swarms not timing out when the source ship is dead.
Fixed a bug that prevented Skata super-ready missiles from orienting towards their target.

----------------
- Hullmods
----------------

Swarm Host
- Overhauled particle effect.
-- Glow effect will now also apply to linked fighters.
-- Each individual swarm host will now have a slightly different color.
- Improved tooltip description.
- Improved performance.

Shock Detonators
- Tooltip will now clearly list which of the ship's equipped guns and wings are eligible.
- Now also applies to fighters launched by the ship.
- Cleaned up qualifying rules, now affects Ballistic guns that deal HE damage.

Plasma Agitators
- Tooltip will now clearly list which of the ship's equipped guns and wings are eligible.
- Doomfire explosion radius reduced significantly.
- Visual explosion style adjusted to better match actual size.

Ramshield Adjunct sorting category changed to Shields.
Agitated Plasma (Doomfire) is now implemented as a dynamic mutablestat.
Fixed incorrect value display in the Arc Smelter tooltip for unfinalized ship variants.
Fixed Blast Heater not applying its ROF/flux bonus. Vfx updated.

---------------------
- Miscellaneous
---------------------

Added the showAoEBounds flag to prvSettings.json
- Adds an outline to certain effects, showing the area affected.
- Defaults to false.

Added the enableHallar flag to prvSettings.json
- Enables the spawning of a prv-themed ruined star system on the Persean fringe.
- Defaults to true.

Added bar event requirements to the bounty reference.

Cleared out many deprecated ids.
Title: Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
Post by: prav on April 16, 2023, 09:53:05 AM
DOWNLOAD prv Extraworks v4 (https://github.com/johcas/prvStarworksRelease/releases/download/v26-Extra/prv.Extraworks.v4.rar) - Always delete the old version before installing a new one.

v4 - NOT SAVEGAME COMPATIBLE

Added the Graviton Blaster
- A small energy weapon that fires kinetic blasts with good range and per-shot damage.
- The otherwise inaccurate blasts will attach to and follow nearby Jursla beam guides.

Added the Klirr Companion Drone
- Equipped with a pair of Graviton Blasters and Sidensvans SRMs, the Klirr will significantly augment the firepower of its host ship.
- A slaved control system lets it inherit the range bonuses (and penalties) of its host.

Added the Xenolab industry and associated bar event.
- Gradually pacifies local Agni shoals.
- Requires a colony in Agni space.

Fixed a pair of codex typos.
Title: Re: [0.95.1a] prv Starworks v26 (2023-04-16)
Post by: 603bill on April 16, 2023, 10:30:41 AM
GitHub link for the main mod isn't working.
Title: Re: [0.95.1a] prv Starworks v26 (2023-04-16)
Post by: prav on April 16, 2023, 10:35:38 AM
Fixed a small error in the update notes, seems to have changed the filenames on github. Links should be working again now.
Title: Re: [0.95.1a] prv Starworks v26 (2023-04-16)
Post by: Challtdow on April 16, 2023, 05:07:15 PM
I'm getting an error trying to start a new game with the new version

259348 [Thread-3] ERROR exerelin.world.industry.IndustryClassGen  - Failed to load industry class generator War Syndicate HQ
java.lang.ClassNotFoundException: data.scripts.campaign.prv_war_syndicate_nex


It happens when I try to create a Random Sector with Derelict Empire.  I was able to create a non-random sector just fine, but later had it crash with the same error while flying through hyperspace.  Haven't tried random with no DE yet.  I checked earlier in the log and it is loading a class named data.scripts.campaign.prv_war_syndicate.  Maybe you just missed renaming something?
Title: Re: [0.95.1a] prv Starworks v26 (2023-04-16)
Post by: krazyone on April 16, 2023, 06:43:00 PM
Getting the same error. Can't reload my old save or start a new game. I shouldn't have updated.
Title: Re: [0.95.1a] prv Starworks v26 (2023-04-16)
Post by: prav on April 16, 2023, 11:40:03 PM
I'm getting an error trying to start a new game with the new version

259348 [Thread-3] ERROR exerelin.world.industry.IndustryClassGen  - Failed to load industry class generator War Syndicate HQ
java.lang.ClassNotFoundException: data.scripts.campaign.prv_war_syndicate_nex


It happens when I try to create a Random Sector with Derelict Empire.  I was able to create a non-random sector just fine, but later had it crash with the same error while flying through hyperspace.  Haven't tried random with no DE yet.  I checked earlier in the log and it is loading a class named data.scripts.campaign.prv_war_syndicate.  Maybe you just missed renaming something?

Yeah, forgot to update the id in the Nexerelin plugin for random gen, slipped through testing. I'll have a fix up shortly.
Edit: wasn't even that, apparently IntelliJ helpfully decided to update the classpath on its own. Thanks, IntelliJ.

Getting the same error. Can't reload my old save or start a new game. I shouldn't have updated.

Old version is still up: https://github.com/johcas/prvStarworksRelease/releases/download/v25.1/prv.Starworks.v25.1.rar
Title: Re: [0.95.1a] prv Starworks v26 (2023-04-16)
Post by: prav on April 17, 2023, 12:30:20 AM
DOWNLOAD prv Starworks v26.1 (https://github.com/johcas/prvStarworksRelease/releases/download/v26.1/prv.Starworks.v26.1.rar) - Always delete the old version before installing a new one.

v26.1 - Savegame compatible with v26

Fixed an error related to Nexerelin random sector generation.
Title: Re: [0.95.1a] prv Starworks v26.1 (2023-04-17)
Post by: Dadada on April 17, 2023, 01:32:10 AM
Awesome, thank you for the update(s)!
Quote
Shock Detonators
- Tooltip will now clearly list which of the ship's equipped guns and wings are eligible.
- Now also applies to fighters launched by the ship.
That's juicy, I should try it with a bomber swarm (Daggers, Reaper bombers from mods and other bombers...). :D :D
The balance police bolis will kick my teeth in enrich my day... I'll do it anyway.
I am sorry for being a nag, I have a feature request: I love the huge, dangerous Ruster system in the south west of in the core system, I wish there was a toggle to spawn it in random sector... Pretty please with puppy eyes?

Mayasura and Xhan recently got some long boy Dreads, any plans for PRV to add one? :D
https://fractalsoftworks.com/forum/index.php?topic=13239.msg390857#msg390857
https://fractalsoftworks.com/forum/index.php?topic=17972.msg390963#msg390963
Title: Re: [0.95.1a] prv Starworks v26.1 (2023-04-17)
Post by: prav on April 17, 2023, 01:54:39 AM
I'm afraid the balance police beat you to it, Shock Detonators only work for ballistic guns dealing HE damage (and weapons with the weapon_data.csv tag prv_shockdetonator), so no torpedo bombers. It does work with Warthogs... edit: no it doesn't. I know it did last I tested it. We've found a bug here.

Dreadnoughts, well, it takes a lot of time to draw sprites that big. So probably not any time soon. I'm not sure they really match prv doctrine or Ruster wallets, either. The Mörker and Bergtagen are already pretty big though.

I have a feature request: I love the huge, dangerous Ruster system in the south west of in the core system, I wish there was a toggle to spawn it in random sector... Pretty please with puppy eyes?

I'll give it a look. Brute-forcing it in is easy, something more elegant (keeping the number of prv/ruster colonies constant, etc) might be trickier.
Title: Re: [0.95.1a] prv Starworks v26.1 (2023-04-17)
Post by: Dadada on April 17, 2023, 03:47:39 AM
I'm afraid the balance police beat you to it
NooooooO! Only ballistic guns with HE... :D I've read it as HE ballistics for the ship, and also wings (with any HE) in general, curse the balanz polis!
Quote
Shock Detonators
- Tooltip will now clearly list which of the ship's equipped guns and wings are eligible.
- Now also applies to fighters launched by the ship.
- Cleaned up qualifying rules, now affects Ballistic guns that deal HE damage.

Quote
Dreadnoughts...
Understandable.

Quote
I'll give it a look. Brute-forcing it in is easy, something more elegant (keeping the number of prv/ruster colonies constant, etc) might be trickier.
Yay, awesome, thank you!

E4: removed rambling xD
Title: Re: [0.95.1a] prv Starworks v26.1 (2023-04-17)
Post by: prav on April 17, 2023, 04:12:18 AM
It does work with Warthogs... edit: no it doesn't. I know it did last I tested it. We've found a bug here.

Found & fixed, since it's very low impact I'll wait a couple of days to see if some other errors shake out, then do a bugfix update. 4D-Lensing is working for fighters on the other hand, as it has a slightly different implementation.
Title: Re: [0.95.1a] prv Starworks v26.1 (2023-04-17)
Post by: Dadada on April 17, 2023, 04:19:23 AM
*Thumbs up*


E: I just got an CTD and I don't even know how to interpret the error... Wait, it's the Ruster Syndicate pirate raid thingy, right?
Code
java.lang.RuntimeException: Industry [prv_rb_pirate_2] not found
Spoiler
Code
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for player
11332622 [Thread-3] INFO  data.scripts.VayraModPlugin  - Applying admin Captain Daw Callisto to market Rust BeltRaider Base
11333068 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Industry [prv_rb_pirate_2] not found
java.lang.RuntimeException: Industry [prv_rb_pirate_2] not found
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at data.scripts.campaign.bases.VayraRaiderBaseIntel.<init>(VayraRaiderBaseIntel.java:158)
at data.scripts.campaign.bases.VayraRaiderBaseManager.createEvent(VayraRaiderBaseManager.java:317)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
at data.scripts.campaign.bases.VayraRaiderBaseManager.advance(VayraRaiderBaseManager.java:138)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
[close]
I just left my capital and 1s or 3s or 5s passed and ctd.
Current PRV 26.1, current PRV Extraworks v4, PRV Path v1, latest Nex 0.10.6d, latest Vayra's Sector from the theDragn https://fractalsoftworks.com/forum/index.php?topic=16058.msg392179#msg392179
(Current Azul JRE 8 to test it and not the "usual" or "old" JRE 8, 126 o.O mods active)
More of the log:
Spoiler
Code
11328473 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. apex_design: 36.5, false
11328473 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. persean: 29.0, true
11328473 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. TDB: 28.069294, false
11328473 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. star_federation: 27.5, false
11328473 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. ironshell: 27.25, false
11328473 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. roider: 26.25, false
11328473 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. interstellarimperium: 25.5, false
11328473 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. vic: 24.0, false
11328473 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. prv: 23.0, false
11328473 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. vanidad: 21.7, false
11328473 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. scalartech: 21.5, false
11328473 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. keruvim: 19.5, false
11328473 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. ae_ixbattlegroup: 19.5, true
11328473 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. HMI: 18.75, false
11328473 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. xhanempire: 18.5, false
11328473 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. rb: 14.5, false
11328473 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. tahlan_legioinfernalis: 9.499999, true
11328474 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. SCY: 6.0, true
11328474 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. luddic_path: 3.499999, true
11328474 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. pirates: 3.499999, true
11328474 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. diableavionics: 1.0, true
11328474 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. adversary: 1.0, true
11328474 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. player: 0.5, false
11328474 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. science_fuckers: -2.500001, true
11328907 [Thread-3] INFO  exerelin.campaign.ai.concern.ImportDependencyConcern  - Generating import dependency concern for Bedean League
11328907 [Thread-3] INFO  exerelin.campaign.ai.concern.ImportDependencyConcern  - Import dependency existing concerns: [heavy_machinery, volatiles], size 2
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Diplomacy brain for roider considering options
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking peace for faction Roider Union: weariness 2850.0
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking war for faction Roider Union
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Relationship required for war: INHOSPITABLE
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. science_fuckers: 73.87218, false
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. keruvim: 47.8125, false
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. apex_design: 46.25, false
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. star_federation: 44.0625, false
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. prv: 43.75, false
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. persean: 43.125, false
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. scalartech: 41.875, false
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. HMI: 40.0, false
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. adversary: 40.0, true
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. TDB: 38.125, false
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. ironshell: 37.1875, false
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. interstellarimperium: 33.125, false
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. MVS: 32.8125, false
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. shadow_industry: 31.5625, false
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. SCY: 29.375, false
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. xhanempire: 27.206793, false
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. player: 22.5, false
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. vanidad: 18.1875, true
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. vic: 18.125, true
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. diableavionics: 14.0625, false
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. rb: 6.25, true
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. ae_ixbattlegroup: -2.8125, true
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. luddic_path: -3.7500012, true
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. tahlan_legioinfernalis: -7.5, true
11329292 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. pirates: -23.125, true
11329397 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Keruvim Shipyards
11329460 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  - Updating rebellion on Gengris Shipyard: day 47
11329460 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Stability: 0.0
11329460 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Initial force strengths: 221.61502, 133.3238
11329460 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Government engagement strength: 17.914894
11329460 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Rebel engagement strength: 13.265498
11329460 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Updated force strengths: 221.18422, 132.19559
11329460 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Conflict intensity: 20.397432
11330039 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Spawning officers/admins at market_sstc_moon_1_1663866640
11330039 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     officerProb: 0.2
11330040 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     additionalProb: 0.1
11330040 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     mercProb: 0.5
11330040 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     adminProb: 0.05
11330040 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -
11331420 [Thread-3] INFO  exerelin.campaign.ai.concern.ImportDependencyConcern  - Generating import dependency concern for Apex Design Collective
11331420 [Thread-3] INFO  exerelin.campaign.ai.concern.ImportDependencyConcern  - Import dependency existing concerns: [drugs, fuel, rare_metals, metals], size 4
11331820 [Thread-3] DEBUG ScanThoseGates.campaign.econ.abilities.GateScanner  - CheckForGates() took 0.00112216 seconds (1.12216 milliseconds or 1122160 nanoseconds) to complete.
11332498 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Koman-lay to Gindraum M-I
11332619 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for ae_ixbattlegroup
11332619 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for ae_ixbattlegroup
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for ae_ixbattlegroup
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for MVS
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for MVS
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for MVS
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for pirates
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for vanidad
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for vanidad
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for TDB
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for diableavionics
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for star_federation
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for SCY
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for luddic_path
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for keruvim
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for interstellarimperium
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for ironshell
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for roider
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for vic
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for apex_design
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for apex_design
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for pirates
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for HMI
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for shadow_industry
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for scalartech
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for ae_ixbattlegroup
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for rb
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for tahlan_legioinfernalis
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for xhanempire
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for luddic_path
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for pirates
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for pirates
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for luddic_path
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for rb
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for tahlan_legioinfernalis
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for HMI
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for vanidad
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for ironshell
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for luddic_path
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for MVS
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for star_federation
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for ae_ixbattlegroup
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for ironshell
11332620 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for apex_design
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for interstellarimperium
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for shadow_industry
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for diableavionics
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for scalartech
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for SCY
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for diableavionics
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for diableavionics
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for star_federation
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for star_federation
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for vanidad
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for SCY
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for SCY
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for MVS
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for keruvim
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for keruvim
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for interstellarimperium
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for interstellarimperium
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for ironshell
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for ae_ixbattlegroup
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for roider
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for vic
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for vic
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for apex_design
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for apex_design
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for science_fuckers
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for science_fuckers
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for pirates
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for pirates
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for HMI
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for HMI
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for shadow_industry
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for shadow_industry
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for scalartech
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for rb
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for tahlan_legioinfernalis
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for tahlan_legioinfernalis
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for roider
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for luddic_path
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for luddic_path
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for luddic_path
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for nex_derelict
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for pirates
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for player
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for player
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for player
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for nex_derelict
11332621 [Thread-3] WARN  data.scripts.campaign.bases.VayraRaiderBaseManager  - data.raidTargetWeights was null or couldn't get weight for player
11332622 [Thread-3] INFO  data.scripts.VayraModPlugin  - Applying admin Captain Daw Callisto to market Rust BeltRaider Base
11333068 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Industry [prv_rb_pirate_2] not found
java.lang.RuntimeException: Industry [prv_rb_pirate_2] not found
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at data.scripts.campaign.bases.VayraRaiderBaseIntel.<init>(VayraRaiderBaseIntel.java:158)
at data.scripts.campaign.bases.VayraRaiderBaseManager.createEvent(VayraRaiderBaseManager.java:317)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
at data.scripts.campaign.bases.VayraRaiderBaseManager.advance(VayraRaiderBaseManager.java:138)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
[close]
Title: Re: [0.95.1a] prv Starworks v26.2 (2023-04-18)
Post by: prav on April 18, 2023, 01:10:42 AM
DOWNLOAD prv Starworks v26.2 (https://github.com/johcas/prvStarworksRelease/releases/download/v26.2/prv.Starworks.v26.2.rar) - Always delete the old version before installing a new one.

v26.2 - Savegame compatible with v26 and later.

Added the forceKratul flag to prvSettings.json
- Adds the Kratul star system even when Nexerelin is generating a random sector.
- Defaults to false.

Fixed Shock Detonators not being properly applied to eligible fighters.
Fixed a potential error related to Nexerelin industry seeds.
Fixed a crash related to Vayra's Mod raider integration.
VM Ruster raider bases will now use Ruster-style stations.
Removed outdated variants from the VM rare flagship list.
Title: Re: [0.95.1a] prv Starworks v26.2 (2023-04-18)
Post by: Dadada on April 18, 2023, 02:33:07 AM
>fixes and "Gigachad".TM system
&%$!ing awesome :D
I like how my first try to dl 30s ago just did not work, Github was just being 2popular4usme.
Thank you!
Title: Re: [0.95.1a] prv Starworks v26.2 (2023-04-18)
Post by: Deageon on April 25, 2023, 11:10:55 AM
I have to say, it's pretty cool that we can find the home-system of the (destroyed? diminished?) prv house Regalvarven! I love little details and such like that which pop up in the campaign actually instead of just being background fluff. Though, I'm a little curious, should the planet below be actually inhabited (or at least holding a decivilized population)? Because the description mentions people in hazmat suits around in the landing area.
Title: Re: [0.95.1a] prv Starworks v26.2 (2023-04-18)
Post by: prav on April 25, 2023, 01:54:10 PM
I have to say, it's pretty cool that we can find the home-system of the (destroyed? diminished?) prv house Regalvarven! I love little details and such like that which pop up in the campaign actually instead of just being background fluff. Though, I'm a little curious, should the planet below be actually inhabited (or at least holding a decivilized population)? Because the description mentions people in hazmat suits around in the landing area.

Glad you enjoyed it, it's fun to follow up a previously off-hand mention like this. The flavor text is a little ambiguous so it still works if you (or someone else) settles the planet; they're either the local colonists, or your survey/away team.

Regalvarven still have their holdings on other prv worlds, whatever they managed to evacuate from Hallar, their IP rights and data assets, corporate branch offices, and so on, but are indeed much diminished and must turn to less depleted houses for patronage and material support.
Title: Re: [0.95.1a] prv Starworks v26.2 (2023-04-18)
Post by: Deageon on April 26, 2023, 04:02:21 PM
Ah. Part of me was wondering if some of the house's membership were still poking around, but that makes a lot more sense!

Also, I /always/ love it when we get to find little goodies like those two ships left behind in the station. Is 4D Lensing a hullmod available through the Lab/buying at prv markets? Or is it on the way rarer side?
Title: Re: [0.95.1a] prv Starworks v26.2 (2023-04-18)
Post by: ApolloStarsector on April 26, 2023, 06:08:23 PM
I'm getting a crash to desktop on the latest version (v26.2). I made a game with the large combat default ships, allied to PRV via nexerelin, random sector generation. I then immediately went into battle simulation with the Aska only. The moment it got into range of the enemy ship, a dominator, it fired 2 guns with no problem, but then instant CTD 2x in a row. I assume that's right when it's about to fire another weapon.

"Fatal: Weapon spec [prv_jursla_gbe] not found!"
Title: Re: [0.95.1a] prv Starworks v26.2 (2023-04-18)
Post by: prav on April 26, 2023, 11:43:36 PM
Oh that's a bad one, thanks for the report. Fix up shortly.

Is 4D Lensing a hullmod available through the Lab/buying at prv markets? Or is it on the way rarer side?

Sometimes for sale from Lab R&D, but not general markets. You can also find it as random salvage, though that's not very reliable.
Title: Re: [0.95.1a] prv Starworks v26.3 (2023-04-27)
Post by: prav on April 26, 2023, 11:52:44 PM
DOWNLOAD prv Starworks v26.3 (https://github.com/johcas/prvStarworksRelease/releases/download/v26.3/prv.Starworks.v26.3.rar) - Always delete the old version before installing a new one.

v26.3 - Savegame compatible with v26 and later.

----------------
- Weapons
----------------

Linjär PK
- Base range reduced to 600
- Now benefits from energy weapon range and projectile velocity bonuses.
-- eg Integrated Targeting Unit

Berguv
- Removed premature detonation chance for <50% hull missiles without Hallbar plating.
-- Too obscure.
- Reduced missile hitpoints by 30%.
-- Now roughly in line with standard torpedoes.
- Berguv MIRVlets now use vanilla AI.

Fixed crash when firing Jursla without Extraworks being enabled.
Title: Re: [0.95.1a] prv Starworks v26.3 (2023-04-27)
Post by: ApolloStarsector on April 27, 2023, 02:44:49 PM
Fixed crash when firing Jursla without Extraworks being enabled.

Thank you! I see that you went through the trouble of making normal maps for the ships in your extraworks pack. Downloaded!
Title: Re: [0.95.1a] prv Starworks v26.3 (2023-04-27)
Post by: Wojmistrz on April 30, 2023, 01:08:45 PM
Have lastest PRV Starworks and Extraworks and still going with that crash

44455 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [prv_u_ramshield] not found!
java.lang.RuntimeException: Weapon spec [prv_u_ramshield] not found!
    at com.fs.starfarer.loading.o00O. 0000(Unknown Source)
    at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
    at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
    at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
    at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
    at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.super(Unknown Source)
    at com.fs.starfarer.loading.SpecStore.public(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.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Thread.java:750)
Title: Re: [0.95.1a] prv Starworks v26.3 (2023-04-27)
Post by: prav on April 30, 2023, 01:29:03 PM
Have lastest PRV Starworks and Extraworks and still going with that crash

I don't know what could be causing that - it refers to a weapon id used in an old implementation of the modular ramshield that has been completely removed. The current mod data has zero mentions of that id at all. Are you sure you don't have any old files in the mod directory?
Title: Re: [0.95.1a] prv Starworks v26.3 (2023-04-27)
Post by: Wojmistrz on April 30, 2023, 02:32:30 PM
Have lastest PRV Starworks and Extraworks and still going with that crash

I don't know what could be causing that - it refers to a weapon id used in an old implementation of the modular ramshield that has been completely removed. The current mod data has zero mentions of that id at all. Are you sure you don't have any old files in the mod directory?

OMG FACEPALM.... after you posted that modular ramshield was completely removed I checked again in launcher and see that unofficial Starworks expansion was enabled even though I DISABLED THAT.... meh :D ok game works perfect now :)
Title: Re: [0.95.1a] prv Starworks v26.3 (2023-04-27)
Post by: Tito on April 30, 2023, 04:50:09 PM
Hey, the hullmod Gravitic anchor is not showing up in list after using BP and cannot be added to a ship using console commands.
Title: Re: [0.95.1a] prv Starworks v26.3 (2023-04-27)
Post by: ApolloStarsector on April 30, 2023, 11:36:24 PM
Appreciation post for the Rust Belt faction. In particular, doing a mining (early and mid game) playthrough with nexerelin - the Bergslag Mining Ship is so much fun. I love the unique design. I just love the faction, weapons, hull mods, everything. After playing the hell out of this game I’ve found something that rekindled my desire to play it. I use starpocalypse and disabled the vanilla stipend, along with a few other things to enhance the difficulty. Fun! Chad modder.
Title: Re: [0.95.1a] prv Starworks v26.3 (2023-04-27)
Post by: prav on May 01, 2023, 12:13:22 AM
Hey, the hullmod Gravitic anchor is not showing up in list after using BP and cannot be added to a ship using console commands.

You're not just running into that bug where a category starts out deselected if you don't start out knowing any mods for it? It's tripped me up a couple of times in testing.

(https://i.ibb.co/M1gmVkh/screenshot149.png)
(click for large) (https://ibb.co/M1gmVkh)
Title: Re: [0.96a] prv Starworks v26.4 (2023-05-07)
Post by: prav on May 07, 2023, 10:00:10 AM
DOWNLOAD prv Starworks v26.4 (https://github.com/johcas/prvStarworksRelease/releases/download/v26.4/prv.Starworks.v26.4.rar) - Always delete the old version before installing a new one.

###

v26.4

Updated for game version 0.96a.

Added SMod-effects to several hullmods.

Added faction skins for many fighters.

Considerably reduced prv ship and weapon exports.
- Factions will use only a few hand-picked prv ships and guns in addition to their regular lineup.

Gremlin (RB)
- Increased hull integrity by 500.
- Increased armor by 100.
- Added Rugged Construction hullmod.
- System replaced with Decoy Flare Launcher
- Engine and system offset fixes.

Gremlin-Apogee (RB-mod)
- Nose HFL Array built-in removed, can now take any large energy weapon. Correction: this was not done.
- One nose small hardpoint upsized to medium.
- OP increased by 15.
- Maintenance and recovery cost increased to 25.

Tystnad (P)
- Ship system replaced with Accelerated Ammo Feeder.

Jursla Graviton Emitter
- Now counts as one Graviton Beam for shield disruption.

Added USE_LESS_VS_SHIELDS AI hint to several weapons.
- Large usability boost for several of them, especially the Fusion Burst Laser.
- Notably Berguv torpedoes and the Ljungeld will be more hesitant to fire at a shield, and will behave much better on autofire.
Shots from the Gravpjäs, Belt Blaster and the main shot of the Shard Driver will now pass through missiles and destroyed fighters.
Reduced prv combat freighter usage.

Fixed application order for Eld (Diktat) max speed boost, it will now properly show up on the ship's infocard.
Removed outdated volatility warning from Berguv torpedoes.
Added SR autofit tag to the Triple Light Autocannon.
Updated MagicLib classpaths.
Console command "checkvariantopusage" now sorts the output list alphabetically.
Title: Re: [0.96a] prv Starworks v26.4 (2023-05-07)
Post by: prav on May 07, 2023, 10:01:12 AM
DOWNLOAD prv Extraworks v4.1 (https://github.com/johcas/prvStarworksRelease/releases/download/v26.4-Extra/prv.Extraworks.v4.1.rar) - Always delete the old version before installing a new one.

###

v4.1

Updated for game version 0.96a.
Added faction skins for the Klirr Companion Drone
Klirr Companion Drones will now stay in front of the ship they're escorting.
Added missing SYSTEM tag to Sidensvans SRM Rack (fighter).
Title: Re: [0.96a] prv Starworks v26.4 (2023-05-07)
Post by: TCA_ChinChin on May 13, 2023, 09:11:49 PM
Like the mod overall except for the Agni. They're hella tanky/do insane damage and unless you are one category above a ship size (destroyer vs frigate, cruiser vs destroyer, etc.), it seems impossible to defeat in a one-on-one basis. Also, do the fighters intentionally bypass shields for their flame attacks?  If that is the case, I highly suggest changing up the damage they are able to do in that way. I'm fine with a piranha occasionally bypassing shields to do drop bombs when their inside my ships sprite, but when its fighters that are faster, tougher (giving them the same carapace and tough hide hullmods as their ship counterparts is sadistic), and don't need to rearm, its a bit much.

Sorry, its a fantastic mod otherwise. The rust belt & prv both have cool, unique weapons/ship-systems. The art style and visual effects all look very polished and distinct. I particularly like the design and style of the prv destroyer class ships. If I ignore/avoid the agni, which is fortunately easy to do, everything else is very fun.
Title: Re: [0.96a] prv Starworks v26.4 (2023-05-07)
Post by: prav on May 13, 2023, 11:31:29 PM
Thanks for the feedback and kind words, all read and considered.

do the fighters intentionally bypass shields for their flame attacks?

The Flamelashes don't have any particular properties here - as far as the game is concerned it's basically a very quickly firing pulse laser. It might be the heat radiance effect, it deals damage to both itself and other ships nearby and looking at the code it doesn't care about shields - it probably should. I'll fix that.
edit: Wait, yes it does. Never mind that then. Might just be on-hit particles making things look unclear.
Title: Re: [0.96a] prv Starworks v26.4 (2023-05-07)
Post by: Darkspire91 on May 17, 2023, 12:23:28 PM
Game crashed when I interacted with a research station in an Agni populated system. This doesn't happen with other research stations throughout the game, so I have to assume it has something to do with the Agni being there.
Title: Re: [0.96a] prv Starworks v26.4 (2023-05-07)
Post by: prav on May 17, 2023, 12:56:17 PM
Most likely a coincidence, there's nothing special about the research stations in Agni systems. They're generated the same way as Remnant research stations.
Title: Re: [0.96a] prv Starworks v26.4 (2023-05-07)
Post by: Darkspire91 on May 17, 2023, 06:32:43 PM
Very likely. Which means there's something that'll show up in a station that'll crash my game out of nowhere, like a mine in waiting. Joy.
Title: Re: [0.96a] prv Starworks v26.4 (2023-05-07)
Post by: Meelock on May 18, 2023, 03:47:09 PM
I'm getting a CTD when fighting luddics sometimes, on latest prv and extraworks:
1656256 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at scripts.hullmods.plugins.RamshieldListener.advance(RamshieldListener.java:43)
    at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
    at com.fs.starfarer.combat.CombatFleetManager.new(Unknown Source)
    at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
    at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Ôo0000(Unknown Source)
    at com.fs.starfarer.combat.ai.admiral.DeploymentManager.null.super(Unknown Source)
    at com.fs.starfarer.combat.ai.admiral.DeploymentManager.float.super(Unknown Source)
    at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
    at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
    at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
    at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
    at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
    at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
    at com.fs.state.AppDriver.begin(Unknown Source)
    at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Thread.java:750)
Title: Re: [0.96a] prv Starworks v26.4 (2023-05-07)
Post by: prav on May 18, 2023, 11:10:52 PM
Hm, something is completely removing the ramshielded ship's shields mid-battle. I'll add a guard.

Thanks for the report.
Title: Re: [0.96a] prv Starworks v27 (2023-05-20)
Post by: prav on May 20, 2023, 12:21:01 AM
DOWNLOAD prv Starworks v27 (https://github.com/johcas/prvStarworksRelease/releases/download/v27/prv.Starworks.v27.rar) - Always delete the old version before installing a new one.

###

v27 - Savegame compatible.

----------------
- Weapons
----------------

Added the Blaster Charge Rack, Disperser and Launcher
- Directed energy blast missiles. Crude but flexible.
- Used by the Rust Belt.

Vakt Flicker Beam
- Damage per second increased by 30%.
- Flux per second increased by 3%
-- Now 0.8 flux/damage.

Svala, Rörsångare Torpedoes
- Retired, should no longer spawn.
- Custom AI disabled.

Heavy Akers sprite updated.
Fixed Shock Detonator tooltip.

----------------
- Ships
----------------

Flamma (Diktat)
- Medium turret mount changed from composite to ballistic.
- Maintenance and recovery cost reduced to 5.
- Description updated.

Eld (Diktat)
- Description updated.

Flock (League)
- Redesignated from Flock (Export)
- Medium composite mounts changed to missile.
- Small composite mounts changed to ballistic.
- No longer used by the Sindrian Diktat. Correction: this was not done.
- Description updated.

Tystnad (League)
- Medium composite mount changed to missile.

Sorl (League)
- Front medium turrets changed to missile.
- Rear medium turret changed to hybrid.
- Small mounts changed to energy.
- Removed Gengångare Reversion Core hullmod.

Fasnod
- Built-in AM Blaster removed.
- Mounts updated, all now converge frontally.
- OP increased by 5.
- Sprite updated.

Fasnod (P)
- Mounts updated.
- Maintenance and recovery cost reduced to 7.
- Sprite updated.

Shrike (prv)
- OP increased by 5.

Skymning
- Shield efficiency improved to 0,8.

Gabbro
- Mounts updated, now a dedicated broadside ship.
- OP increased by 35.
- Shield changed to 150° Omni.
-- Same as the base Starliner.
- Sprite updated.

Gremlin (RB)
- Shield removed.
- Maintenance and recovery cost reduced to 4.

Hornfels
- Small hybrid hardpoints changed to turrets.
- Sprite adjusted.

Hornfels (LP)
- Hybrid mounts changed to ballistic.
- Built-in Hammer Launcher replaced with Jackhammers.
- Sprite adjusted.

Ljus (LP)
- Built-in Hammer Launcher replaced with Jackhammer.

Aska (LC)
- Removed ALWAYS_PANIC AI hint.

Many, many ship variant updates.

----------------
- Other
----------------

Agni Pureflame burn effect
- Reduced the application rate for heavy burns, they will now linger for longer.
-- Due to hit strength calculations this will slightly reduce the total damage.
- Color will now shift towards blue-white at very high burn levels.

Agni Scale Fighter
- Now lists Heat Radiance as one of its weapons.
-- Was previously displayed as a hullmod.
- Heat Radiance damage type changed to energy.
- Base damage reduced by 25%.

Various faction equipment tweaks.
Significantly reduced the Rusters selection of missiles.
Gravitic effects will now ignore DEM drones.
Removed incorrectly listed Ramshield Adjunct S-mod bonus (was nonfunctional).
Fixed a crash related to ships with a Ramshield listener that have their ShieldAPI nulled post-creation.
Fixed Sindrian Diktat design type not being purple.
Title: Re: [0.96a] prv Starworks v27 (2023-05-20)
Post by: prav on May 20, 2023, 12:22:07 AM
DOWNLOAD prv Extraworks v5 (https://github.com/johcas/prvStarworksRelease/releases/download/v27-Extra/prv.Extraworks.v5.rar) - Always delete the old version before installing a new one.

###

v5

Updated Lion's Guard exports:
- Weapon layouts now focus on energy weapons, with supporting hybrid and missile slots.
- Ramshields have been removed, replaced with Energy Bolt Coherers.
- Sprites updated.

Eld (LG)
- Overdrive Adapter hullmod added.

Flock (LG)
- System changed to Displacer.
-- The Lion's Guard do not use any missiles that significantly benefit from Fast Missile Racks.

Klirr Companion Drone
- Removed one Graviton Blaster (of two).
- No longer tracks weapon flux.
- Flux capacity increased to 600.
- Hull Integrity increased to 550.
- Armor increased to 100.

At the Gates of HEL Mission
- Blue Star should once again have a reasonable loadout.
Title: Re: [0.96a] prv Starworks v27 (2023-05-20)
Post by: Soviet Tom Bombadil on May 21, 2023, 12:11:49 PM
prv path work with 96?
Title: Re: [0.96a] prv Starworks v27 (2023-05-20)
Post by: prav on May 21, 2023, 01:57:16 PM
prv path work with 96?

Yes, just needed a signature update.

prv Path v1.1 download (https://github.com/johcas/prvStarworksRelease/releases/download/v1.1-Path/prv.Path.v1.1.rar)
Title: Re: [0.96a] prv Starworks v27 (2023-05-20)
Post by: Discgear on May 31, 2023, 12:44:01 AM
Hey, just wanted to report the S-mod bonus for the hullmod 'Ramshield Adjunct' does not actually apply. The stat sheet and in simulator, damage to shields remain the same whether or not it was S-modded. Unknown if 0.96a broke it or it never worked at all.
Title: Re: [0.96a] prv Starworks v27 (2023-05-20)
Post by: prav on May 31, 2023, 01:04:03 PM
Hey, just wanted to report the S-mod bonus for the hullmod 'Ramshield Adjunct' does not actually apply. The stat sheet and in simulator, damage to shields remain the same whether or not it was S-modded. Unknown if 0.96a broke it or it never worked at all.

Ah shoot, I think I forgot to disable the option to smod it - it was just a bit too easy a choice when you could skip the penalty.

Thanks for the report, I'll have it fixed for the next version.
Title: Re: [0.96a] prv Starworks v27 (2023-05-20)
Post by: FunFact216 on May 31, 2023, 08:10:36 PM
I'm all for the Agni, but they don't seem to have anything keeping them from following you across the entire sector. I can take any group willing to pursue you and dump them off on any faction I want to destroy.

You can even chain outer systems to pick up multiple groups. Most factions will follow you a bit into hyperspace, but the Agni never stop as long as they can detect you. And even if they lose you in a hyperspace storm for a moment they'll continue on your last path.

I have rabid animals on a loose leash behind me. I'm able to put them anywhere I'm willing to fly. Not sure if that's intentional but it's incredibly easy to cheese and can be done from the beginning of the game with one ship.
Title: Re: [0.96a] prv Starworks v27 (2023-05-20)
Post by: prav on June 01, 2023, 01:08:30 AM
Oh that's funny - they've got the same long pursuit flag as the Remnant, but since they can enter hyperspace they just keep going.

I'll just remove that, they should be satisfied so long as you shove off and leave them alone.
Title: Re: [0.96a] prv Starworks v27 (2023-05-20)
Post by: ShadowKnightNZ on June 01, 2023, 03:21:35 AM
i conquerored a prv planet and to upgrade the starbase i need a facilty blueprint where would i find that??
Title: Re: [0.96a] prv Starworks v27 (2023-05-20)
Post by: prav on June 01, 2023, 03:25:38 AM
i conquerored a prv planet and to upgrade the starbase i need a facilty blueprint where would i find that??

Laboratory Complex R&D markets (such as on the Ryak HEL station) sometimes sell it.

You can also dismantle the station and build a standard model instead - which is probably cheaper, since industry BPs are pretty pricy.
Title: Re: [0.96a] prv Starworks v27 (2023-05-20)
Post by: Talinoth on July 04, 2023, 02:51:12 PM
Meeting the Agni in combat is very punishing. The standoff midline "shoot, kite, launch fighters" fleet builds I'm so fond of get their fighters melted instantly by the pollen and the "fighters" with flame breath, the Agni themselves soak absolutely astounding amounts of raw damage between their armour stats and cocoon abilities, they're really deceptively fast, and having a Buck charge one of your cruisers is like not entirely unlike having a player character with 10 elite combat skills and a Dominator charge them. I'm actually pretty sure a Buck could 1v1 a Hegemony Onslaught - not having to worry about flux + dealing concerning damage with their Pureflame lances and DOT.

I figured out my method for beating them - UAF's Purcellyra missile capital takes advantage of the one thing Agni are only "very good" at instead of "extremely strong", which is point defense. Spamming salvos of guided missiles and picking them off seems to be the winning play. You'd think a beam build would work better, but I picked up a Cabal unique ship (the "Euphoria") after killing an IBB bounty that uses gatling-gun Tachyon Lances as its special, and they're only mildly effective instead of ruthlessly effective. Killing them with missile spam is still really hard - the Agni are highly aggressive and will force the issue and come to you to stop you + take way more missiles to stop than even a fully shielded ship in the same weight class + have the pollen, pureflame fighters, and cocoons to slow you down, but at least volleys of nuclear warheads actually put them down. Phew!
There's still an obvious answer that doesn't require a player character with 2 capstone combat skills - an Executor with HILs - but woe betide you if you were dumb enough to use something like kinetic-heavy capitals with a top speed of 40su. Couldn't be me :^)
Their other big weakness is their lowish Peak Performance time and the amount of CR they lose each fight. They die very easily if they run from you. Just.. woe betide you if they outnumber you.

But yeah, I only have one ship in my entire fleet that can reliably fight Agni - my own. Everything else just gets run down - one of my star-performer cruisers that crushes other factions effortlessly instead got blown up so many times the crew went Mutinous! No matter how much dp spending you think is "overpreparing" for a fight, you actually need more, way more. What's worse is that unless you fight very carefully, the juice is often not worth the squeeze.
Ruthless Sector massively underestimates just how dangerous they are (less xp) and you don't get Supplies or Fuel from the fight - you get Organics, Transplutonic Ore, and Volatiles. Technically they could be worth a bit, but fighting Agni cuts your expeditions short and forces you to go back to market very early, and that's without having to repair blown up ships. Meanwhile, my ship can stay in deep space blowing up REDACTED indefinitely and never have to buy Supplies or Fuel, plus the rewards usually more than cover your costs.

The fleet numbers aren't mild either - the system I'm in right now has four nests! And I thought the Mess swarms in Hazard Mining Incorporated were crazy. Look how many I had to kill attacking my Star Fortress! https://imgur.com/a/4YxgIkl
Title: Re: [0.96a] prv Starworks v27 (2023-05-20)
Post by: Solarshade on July 04, 2023, 03:51:29 PM
Minor bug/issue, the prv Shrike doesn't have a ramshield despite it's description saying that it should
Title: Re: [0.96a] prv Starworks v27 (2023-05-20)
Post by: atreg on July 04, 2023, 04:38:21 PM
I don't know if this is just a simulator thing, but whenever I'm testing out ships with Gravitic Anchors, it seems like the AI will toggle them endlessly instead of leaving them on.
Title: Re: [0.96a] prv Starworks v27 (2023-05-20)
Post by: Solarshade on July 26, 2023, 07:08:35 PM
Encountered an odd bug that is as far as I can tell tied to the spawning of Yttre Bortom, with it deleting planets in it's orbit successfully, but not deleting their moons, magnetic fields, or hyperspace objects like jump points tied to them.
Title: Re: [0.96a] prv Starworks v27 (2023-05-20)
Post by: Aweguy on August 03, 2023, 12:14:06 PM
I am having a problem whenever i fight agni. For some reason in the course of the battle, SOS morse sounds happen. It gets very annoying especially if i am fighting a big number of agni in a battle? Any way to disable it?
Title: Re: [0.96a] prv Starworks v27 (2023-05-20)
Post by: Demto on October 09, 2023, 08:06:09 AM
I ran into a small issue while messing around in SCVE trying out the Svepfräsare and Fräsare (the rifts are interesting enough that I kinda want to design a fleet around the weapons). The Svepfräsare's beam collides with the firing ship's own modules, causing the rifts to spawn on top of the ship and damage it.
Title: Re: [0.96a] prv Starworks v27 (2023-05-20)
Post by: PipMan on November 08, 2023, 12:10:05 PM
I can't find the Höga Hallar system to save my life. I've checked the intel tab where planets and stars are listed, I've used console commands to list stars, no luck. There's nothing remotely resembling it in my game, and yes, it's turned on in prvSettings.json.
Title: Re: [0.96a] prv Starworks v27 (2023-05-20)
Post by: prav on November 14, 2023, 03:04:57 PM
I can't find the Höga Hallar system to save my life. I've checked the intel tab where planets and stars are listed, I've used console commands to list stars, no luck. There's nothing remotely resembling it in my game, and yes, it's turned on in prvSettings.json.

As it's implemented as a constellation theme it's possible for it to not spawn if the sector is small and crowded from eg. other mods. IIRC Adjusted Sector also overrides the standard theme collection, so I'm not sure how AS interacts if you run it. Generally you'll find YB/HH in a white/yellow/orange star NW of the core. It's mostly flavor, so you're not missing out on something you can't get elsewhere if it gets passed over. Note that the system can have any name, it's only the planet's name that's fixed.

I am having a problem whenever i fight agni. For some reason in the course of the battle, SOS morse sounds happen. It gets very annoying especially if i am fighting a big number of agni in a battle? Any way to disable it?

They can get a bit noisy in large battles. I'll see if I can think of something. In general they give a toot when you hurt one of them bad enough for their aggression level to change, or when they call a general retreat.

I ran into a small issue while messing around in SCVE trying out the Svepfräsare and Fräsare (the rifts are interesting enough that I kinda want to design a fleet around the weapons). The Svepfräsare's beam collides with the firing ship's own modules, causing the rifts to spawn on top of the ship and damage it.

Will fix.

I don't know if this is just a simulator thing, but whenever I'm testing out ships with Gravitic Anchors, it seems like the AI will toggle them endlessly instead of leaving them on.

The hullmod is always on and can't be controlled at all. The Gravity Shield ship system shouldn't be toggled too often, I'll see if there's some situation where the on and off checks overlap.

Minor bug/issue, the prv Shrike doesn't have a ramshield despite it's description saying that it should

Can't believe I missed that. Will fix.

Meeting the Agni

Thank you for the feedback! I hope you had fun, all in all - they are intended to be both challenging and punishing, largely in the ways you noticed (pretty good analysis). I think you rolled on the high end for Agni pop in that system, it's certainly a large swarm.

I'll be splitting them off into a mod entirely of their own, so they're more opt-in than out.
Title: Re: [0.96a] prv Starworks v27 (2023-05-20)
Post by: Shogouki on January 25, 2024, 08:12:17 PM
Hey Prav, I have a question regarding the Skata missiles.  Do increases or reductions in missile damage adjust the fragmentation damage done by the anomalies the missile creates? 
Title: Re: [0.96a] prv Starworks v27 (2023-05-20)
Post by: prav on January 26, 2024, 04:21:36 AM
Hey Prav, I have a question regarding the Skata missiles.  Do increases or reductions in missile damage adjust the fragmentation damage done by the anomalies the missile creates?

It uses the missile or beam's DamageAPI damage modifier multiplied by any bonus from 4D-Lensing. So a Missile Spec skilled Skata deals 110% anomaly damage per tick, increased to 137,5% (1,25 * 1,1) if you add 4D-Lensing (no-smod) on top.

So most damage boosts should apply. But not Energy Weapon Specialization, which seems to play by its own rules. I might need to look into that further.
Title: Re: [0.96a] prv Starworks v27 (2023-05-20)
Post by: Shogouki on January 26, 2024, 01:13:17 PM
Hey Prav, I have a question regarding the Skata missiles.  Do increases or reductions in missile damage adjust the fragmentation damage done by the anomalies the missile creates?

It uses the missile or beam's DamageAPI damage modifier multiplied by any bonus from 4D-Lensing. So a Missile Spec skilled Skata deals 110% anomaly damage per tick, increased to 137,5% (1,25 * 1,1) if you add 4D-Lensing (no-smod) on top.

So most damage boosts should apply. But not Energy Weapon Specialization, which seems to play by its own rules. I might need to look into that further.

Ok thanks!  I was just trying to figure out if the Exotic Technologies Hacked Missile Forge, which reduces missile damage by 40%, would effect the anomaly damage or not.
Title: Re: [0.97a] prv Starworks v28 (2024-02-04)
Post by: prav on February 04, 2024, 08:06:38 AM
DOWNLOAD prv Starworks v28 (https://github.com/johcas/prvStarworksRelease/releases/download/v28/prv.Starworks.v28.rar) - Always delete the old version before installing a new one.

v28 - Not savegame compatible.

###

What's New

All
- Split the mod into several subcomponents, giving the user better control over what's included.
- Various polish, tweaks, balance adjustments and bug fixes.

prv Starworks
- Derived ship variants such as the Aska (LC) and Eld (Diktat) have been given major sprite overhauls and moved to Extraworks.
- Included alternate prv ship sprites without color markings.

Rust Belt
- A couple of new weapons and a buff to the Belt Blaster has increased the range of Ruster fleets significantly. Trying to kite them can now be fairly hazardous.

Extraworks
- Now contains many derived variants that were previously a part of prv Starworks, with new artwork and some gameplay tweaks.

Agni
- Now a mod of its own.

Full patchnotes can be found in each mod folder.
Title: Re: [0.97a] prv Starworks v28 (2024-02-04)
Post by: Dazs on February 04, 2024, 09:02:01 AM
HI Prav, good idea separating the mods, you are on your way to megamod status! :)
Anyway, the folder for prv path is still set to 0.96a-RC10 though since it is a ship pack it probably just needs a version change. Figured I'd give you a heads up.
Title: Re: [0.97a] prv Starworks v28 (2024-02-04)
Post by: prav on February 04, 2024, 09:16:07 AM
Updated. It's just ship files, so changing the version tag should work just about forever.
Title: Re: [0.97a] prv Starworks v28 (2024-02-04)
Post by: Dazs on February 04, 2024, 10:31:26 AM
Updated. It's just ship files, so changing the version tag should work just about forever.
Can confirm, just wanted to give a friendly note. After just updating six mods to the current version all at once I know the tangle headache it can be :)
Title: Re: [0.97a] prv Starworks v28 (2024-02-04)
Post by: Uther Phobos on February 05, 2024, 02:00:09 AM
Spoiler
526805 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException: null
   at scripts.util.prvAgniFleetUtil.makeWild(prvAgniFleetUtil.java:73) ~[?:?]
   at scripts.util.prvAgniFleetUtil$prvWildingScript.advance(prvAgniFleetUtil.java:243) ~[?:?]
   at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
   at java.lang.Thread.run(Thread.java:750) [?:1.8.0_392]
[close]

Note: Game version 0.96a-RC10, Xenolab was disrupted.
Title: Re: [0.97a] prv Starworks v28 (2024-02-04)
Post by: prav on February 05, 2024, 05:52:12 AM
Note: Game version 0.96a-RC10, Xenolab was disrupted.

I think you found one of the reasons I disabled it entirely in v28.

These console commands might help if you run them in order. They'll remove all Xenolabs (don't build any new ones) and the Wilding scripts. Which I think were the core cause, but, well, the entire reason I removed it was that I haven't managed to figure out all the details with the problem.

runcode for (MarketAPI m : Global.getSector().getEconomy().getMarketsCopy()) {if (m.hasIndustry("prv_agnifeeder")) Global.getSector().getEconomy().getMarket(m.getId()).removeIndustry("prv_agnifeeder", MarketAPI.MarketInteractionMode.REMOTE, false);}

runcode for (CampaignEventListener l : Global.getSector().getListenerManager().getListeners(prvAgniFeederListener.class)) {Global.getSector().getListenerManager().removeListener(l);}

runcode for (EveryFrameScript scr : Global.getSector().getScripts()) {if (scr instanceof prvWildingScript) Global.getSector().removeScript(scr);}

runcode for (LocationAPI loc : Global.getSector().getAllLocations()) {for (CampaignFleetAPI f : loc.getFleets()) {f.removeScriptsOfClass(prvWildingScript.class);}}
Title: Re: [0.97a] prv Starworks v28 (2024-02-04) ctd interaction with agni
Post by: whatisthisbug on February 06, 2024, 08:45:56 PM
There seems to be a issue with 'adjusted sector' mod when interacting with the agni spawn causing ctd when starting a new game
Title: Re: [0.97a] prv Starworks v28 (2024-02-04) ctd interaction with agni
Post by: prav on February 07, 2024, 02:21:27 AM
There seems to be a issue with 'adjusted sector' mod when interacting with the agni spawn causing ctd when starting a new game

Yeah AS hasn't had time to do an update yet and there's a classpath that needs to be changed.
Title: Re: [0.97a] prv Starworks v28 (2024-02-04)
Post by: Phas on February 07, 2024, 08:58:57 PM
Is there a way to disable Agni to resolve the conflict? Tried just removing it from the mods file, but it was still crashing.  :-\
Title: Re: [0.97a] prv Starworks v28 (2024-02-04)
Post by: prav on February 08, 2024, 02:49:49 AM
Is there a way to disable Agni to resolve the conflict? Tried just removing it from the mods file, but it was still crashing.  :-\

AS just did a hotfix, redownload it and it should work.
Title: Re: [0.97a] prv Starworks v28 (2024-02-04)
Post by: J2Greene on February 13, 2024, 07:42:21 PM
In vanilla, the Talon interceptor now costs only 2 OP, and has 4 fighters in the squadron. However, Talon (LP) from prv_Path still costs 6 OP, for 5 fighters in the squadron. Should it perhaps be cheaper?
Title: Re: [0.97a] prv Starworks v28 (2024-02-04)
Post by: Blitzm0 on February 14, 2024, 01:35:30 AM
Hello.Your mod release seems to have some problem with the variant of the Gryning
104349 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [prv_gryning_tt_balanced] not found!
java.lang.RuntimeException: Ship hull variant [prv_gryning_tt_balanced] not found!
Could just be i'm on linux and got case sensitive.
Title: Re: [0.97a] prv Starworks v28 (2024-02-04)
Post by: prav on February 14, 2024, 04:09:11 AM
In vanilla, the Talon interceptor now costs only 2 OP, and has 4 fighters in the squadron. However, Talon (LP) from prv_Path still costs 6 OP, for 5 fighters in the squadron. Should it perhaps be cheaper?

I think it's still a decent deal. Keep in mind that Ill-advised doesn't actually hurt the combat ability of fighters, it's just there for flavor.

Hello.Your mod release seems to have some problem with the variant of the Gryning
104349 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [prv_gryning_tt_balanced] not found!
java.lang.RuntimeException: Ship hull variant [prv_gryning_tt_balanced] not found!
Could just be i'm on linux and got case sensitive.

Thank you for the report, that stuff can be really hard to catch. I knew there would be an id issue somewhere with all that reshuffling.
Title: [0.97a] prv Starworks v28.1 (2024-02-14)
Post by: prav on February 14, 2024, 04:11:48 AM
DOWNLOAD prv Starworks v28.1 (https://github.com/johcas/prvStarworksRelease/releases/download/v28.1/prv.Starworks.v28.1.rar) - Always delete the old version before installing a new one.

v28.1 - Savegame compatible unless your Nexerelin is very old.

###

prv Starworks
Nexerelin: Added diplomatic trait Predatory to the prv, replacing Paranoid.
Modding: Added the "prv_tensor_skip" ship tag, which blocks the Tensor Drive push effect.
Fixed a potential issue with Disruption Zones and fighters that do not have an associated fighter bay.
Swapped the Gryning (TT) with a standard Gryning in the Title Screen Variants, resolving a crash.
Title: Re: [0.97a] prv Starworks v28.1 (2024-02-14)
Post by: Shogouki on February 15, 2024, 04:14:25 PM
Out of curiosity is that unique Prv bounty battleship (I can't remember the name for the life of me right now...) normally salvageable?  I keep running across it when I'm not currently hostile with the Prv so I've yet to try.
Title: Re: [0.97a] prv Starworks v28.1 (2024-02-14)
Post by: prav on February 15, 2024, 04:30:30 PM
Out of curiosity is that unique Prv bounty battleship (I can't remember the name for the life of me right now...) normally salvageable?  I keep running across it when I'm not currently hostile with the Prv so I've yet to try.

The Mörker? Yeah, it's the main prize of the bounty. And if you happen to come across it while your transponder is regrettably malfunctioning, well...
Title: Re: [0.97a] prv Starworks v28.1 (2024-02-14)
Post by: Shogouki on February 15, 2024, 06:15:14 PM
Out of curiosity is that unique Prv bounty battleship (I can't remember the name for the life of me right now...) normally salvageable?  I keep running across it when I'm not currently hostile with the Prv so I've yet to try.

The Mörker? Yeah, it's the main prize of the bounty. And if you happen to come across it while your transponder is regrettably malfunctioning, well...

Hah, yeah!  I just have yet to be so bold.  Thanks for the info!
Title: Re: [0.97a] prv Starworks v28.1 (2024-02-14)
Post by: Blitzm0 on February 17, 2024, 07:13:35 AM
Heyy is the modular belt blaster suppose to be a offspring of Tachyon lance and Mjolnir that have an anime arc and become and the devourer of all energy weapon?Cause man it's wayy too strong even if accounting for the soft flux burst of the user
Title: Re: [0.97a] prv Starworks v28.1 (2024-02-14)
Post by: prav on February 17, 2024, 07:59:49 AM
Oh yeah thanks for reminding me, I keep thinking that it needs an OP cost increase, another 5 or so. I'll have a look the ROF too, but I'm a little hesitant about changes there, it's easy to put it in the garbage bin again.

I'll do some playtesting at 26 OP / 6,3 chargedown (7,5 total refire, 320 DPS), if anyone wants to do some home balancing.
Title: Re: [0.97a] prv Starworks v28.1 (2024-02-14)
Post by: Zisko on February 20, 2024, 11:24:14 AM
I just downloaded it with SMOL Mod Manager. It tells me that i´m missing a dependency: prv Library.
Can I ignore that or am I missing something?
Title: Re: [0.97a] prv Starworks v28.1 (2024-02-14)
Post by: prav on February 20, 2024, 02:29:48 PM
I just downloaded it with SMOL Mod Manager. It tells me that i´m missing a dependency: prv Library.
Can I ignore that or am I missing something?

Sounds like a SMOL issue with the mod split, try this download (https://github.com/johcas/prvStarworksRelease/releases/download/v28.1/prv.Starworks.v28.1.rar).
Title: Re: [0.97a] prv Starworks v28.1 (2024-02-14)
Post by: Zisko on February 21, 2024, 06:40:53 AM
I just downloaded it with SMOL Mod Manager. It tells me that i´m missing a dependency: prv Library.
Can I ignore that or am I missing something?

Sounds like a SMOL issue with the mod split, try this download (https://github.com/johcas/prvStarworksRelease/releases/download/v28.1/prv.Starworks.v28.1.rar).

Found the problem thank you!
Was my fault I guess. Didnt realize that there is another folder in the download file so SMOL couldnt find it.
Title: Re: [0.97a] prv Starworks v28.1 (2024-02-14)
Post by: Shogouki on February 25, 2024, 02:06:09 AM
I'm not sure if this is a bug or intended but I noticed when equipping ScalarTech's Gown ship's side modules with the large mount anomaly causing beam that fires in a sweeping arc (I can't remember the name and I'm unfortunately going to be away from my PC for a week) the beam would collide with the ship's core module causing anomalies to open up all over the ship whenever the weapon fired.
Title: Re: [0.97a] prv Starworks v28.1 (2024-02-14)
Post by: winters_shc on March 02, 2024, 06:28:03 AM
Hi,
i ran into this error when trying to defend a PRV station (0.97a-RC11 - completly fresh mod folder, prv 28.1)

661299 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [prv_mine_gravity] not found!
java.lang.RuntimeException: Weapon spec [prv_mine_gravity] not found!
   at com.fs.starfarer.loading.Q.String(Unknown Source)
   at com.fs.starfarer.loading.Q. 00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at prv.corp.hullmods.prv_gravityminefield.spawnMine(prv_gravityminefield.java:100)
   at prv.corp.hullmods.prv_gravityminefield.advanceInCombat(prv_gravityminefield.java:51)
   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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.97a] prv Starworks v28.2 (2024-03-03)
Post by: prav on March 03, 2024, 12:04:02 AM
DOWNLOAD prv Starworks v28.2 (https://github.com/johcas/prvStarworksRelease/releases/download/v28.2/prv.Starworks.v28.2.rar) - Always delete the old version before installing a new one.

v28.2 - Savegame compatible.

###

What's New

prv Starworks
- Fixed a crash involving prv Star Fortresses.

Rust Belt
- Belt Blaster toned down slightly.

Extraworks
- Added the Grendel (RB) heavy gunship.

A few minor additional patch notes can be found in the relevant mod folders.
Title: Re: [0.97a] prv Starworks v28.2 (2024-03-03)
Post by: prav on March 03, 2024, 12:06:39 AM
I'm not sure if this is a bug or intended but I noticed when equipping ScalarTech's Gown ship's side modules with the large mount anomaly causing beam that fires in a sweeping arc (I can't remember the name and I'm unfortunately going to be away from my PC for a week) the beam would collide with the ship's core module causing anomalies to open up all over the ship whenever the weapon fired.

Still need to look into this, just wanted the crash fixed ASAP.
Title: Re: [0.97a] prv Starworks v28.2 (2024-03-03)
Post by: Helldiver on March 03, 2024, 08:51:48 AM
Reporting an issue with Ryak High-Energy Labs - it features a Mining industry, but no resource to mine (the station has no resources and is separate from the planet it orbits, thus not inheriting its conditions), and the industry produces nothing.
Title: Re: [0.97a] prv Starworks v28.2 (2024-03-03)
Post by: prav on March 03, 2024, 08:59:47 AM
Ah, it should have sparse volatiles. I'll add that back, I think I removed it so it'd want a larger import volume of volatiles. The hazards of late-night work.
Title: Re: [0.97a] prv Starworks v28.2 (2024-03-03)
Post by: Warnoise on March 07, 2024, 02:05:07 AM
(https://ibb.co/dprhzgw)

Windows defender detected a threat with PRV. Anyone else have this issue?
Title: Re: [0.97a] prv Starworks v28.2 (2024-03-03)
Post by: prav on March 07, 2024, 02:56:01 AM
Virustotal reports no problems with the v28.2 rar (SHA-256 9c6dc4115cfa9034e396a06b7cd8b2fb05769dfac629a7156654130834c7cf17) and Windows Defender quick scan finds no local problems.
Title: Re: [0.97a] prv Starworks v28.2 (2024-03-03)
Post by: bibigun23 on March 11, 2024, 12:31:49 AM
Hello. Every time i get close to limbo the game crashes and gives me the following error log:

Spoiler
10606319 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.PlanetAPI.getTypeId()" because the return value of "com.fs.starfarer.api.campaign.StarSystemAPI.getStar()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.PlanetAPI.getTypeId()" because the return value of "com.fs.starfarer.api.campaign.StarSystemAPI.getStar()" is null
   at prv.rb.campaign.terrain.RustBeltTerrainGenPlugin.getPickerForCategory(RustBeltTerrainGenPlugin.java:162) ~[?:?]
   at prv.rb.campaign.terrain.RustBeltTerrainGenPlugin.generate(RustBeltTerrainGenPlugin.java:107) ~[?:?]
   at com.fs.starfarer.api.impl.campaign.procgen.StarSystemGenerator.addTerrain(StarSystemGenerator.java:1587) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.procgen.StarSystemGenerator.addOrbitingEntit ies(StarSystemGenerator.java:1533) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.procgen.StarSystemGenerator.addPlanet(StarSystemGenerator.java:1689) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.enc.AbyssalRogueStellarObjectEPEC.createEnco unter(AbyssalRogueStellarObjectEPEC.java:187) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.enc.EncounterManager.advance(EncounterManager.java:132) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]

 Using 100+ mods so not sure if anything else is triggering it. I can only understand the prv rustbelt name in this though.
Title: Re: [0.97a] prv Starworks v28.2 (2024-03-03)
Post by: Shogouki on March 11, 2024, 03:03:18 AM
(https://ibb.co/dprhzgw)

Windows defender detected a threat with PRV. Anyone else have this issue?

There seems to have been several others at least that have been reporting Windows Defender flagging Starsector mods all of a sudden.  Being that every one that I've seen so far get cleared by standalone virus scanners I get the feeling Microsoft might have tweaked their detection heuristics in a bad way recently.
Title: Re: [0.97a] prv Starworks v28.3 (2024-03-11)
Post by: prav on March 11, 2024, 03:09:39 AM
DOWNLOAD prv Starworks v28.3 (https://github.com/johcas/prvStarworksRelease/releases/download/v28.3/prv.Starworks.v28.3.rar) - Always delete the old version before installing a new one.

v28.3 - Savegame compatible.

###

Rust Belt:
Fixed a crash related to Debris Belts and starless procgen systems.
Title: Re: [0.97a] prv Starworks v28.3 (2024-03-11)
Post by: prav on March 11, 2024, 03:10:51 AM
I think that fixes the problem, but if it keeps occuring please do say so.

There seems to have been several others at least that have been reporting Windows Defender flagging Starsector mods all of a sudden.  Being that every one that I've seen so far get cleared by standalone virus scanners I get the feeling Microsoft might have tweaked their detection heuristics in a bad way recently.

Wouldn't surprise me if it's some blanket flag on JARs inside file archives.
Title: Re: [0.97a] prv Starworks v28.3 (2024-03-11)
Post by: bibigun23 on March 11, 2024, 05:24:27 AM
v28.3 - Savegame compatible.

###

Rust Belt:
Fixed a crash related to Debris Belts and starless procgen systems.

 Oh you work fast! Can't wait to try it later when i'm free again. Thank you for your time/ideas/work Prav  ^^.
Title: Re: [0.97a] prv Starworks v28.3 (2024-03-11)
Post by: SolariumOnTheMoon on March 11, 2024, 02:47:58 PM
To save people time.
Title: Re: [0.97a] prv Starworks v28.3 (2024-03-11)
Post by: Tyrgalon on March 27, 2024, 10:41:16 AM
PRV stations seem rather overtuned Imho.
Title: Re: [0.97a] prv Starworks v28.3 (2024-03-11)
Post by: Shogouki on March 27, 2024, 01:33:19 PM
PRV stations seem rather overtuned Imho.

Really?  I've done a few defense missions of PRV stations and they didn't really seem that different in potency from the high-tech ones.
Title: Re: [0.97a] prv Starworks v28.3 (2024-03-11)
Post by: prav on March 27, 2024, 03:06:28 PM
You may be right, especially with the Gravity Minefield mines getting upgraded. Still, tier 2 and 3 stations are tough nuts all around. midline what? Some potentially useful strategy notes:

- Make sure you have something durable along to absorb various prv cheapshots. Dominator, Onslaught, Paragon, something that has a lot of brawn. EMP resistance is also useful.
- I've assumed there's a player flagship along to pop stealth drones and put in some well-targeted damage when the shields are down/away. If everything is on auto you may have trouble wearing down the station before you get worn down yourself. Combat skills help, but shouldn't be critical.
- Against a Star Fortress the Redan drones are a high priority target, time their flux and kill them and things get significantly less complicated.
- The shield cores are always on and take damage when they overload, and will overload for longer the lower their hull integrity is. It's not easy, but you can outlast them.
- If you destroy one of the Hangar or Heavy Battery modules the shield cores can be damaged when they rotate past the hole. They're fragile, and will die to a few rounds of accurate fire.
- Only the Heavy Battery has kinetic weapons - quite a few, granted - and the HB itself only has kinetic damage; if you can distract it with an armor tanking ship that will help quite a bit. Just mind the Bastions on the sides, which have anti-armor weapons.
- When the station changes its direction of rotation there will be a period when it's almost stationary. This is a good time to get some heavy damage in.
- This is also a time when it's harder to move out of the way of the a module's fire since you can't move counter-rotation. Don't get caught out.
- Fitting some extra PD isn't a terrible idea, all those mines and missiles can be a real problem.
- While they can certainly put in some damage when there's a shield overload, glass cannons like the Sunder are likely to suffer from the station's various cheapshots. It is what it is.

If you want to cheese a prv station,
Spoiler
bring something with shield-arcing damage like a Tachyon Lance. Blows the cores right up.
[close]
Title: Re: [0.97a] prv Starworks v28.3 (2024-03-11)
Post by: Shogouki on March 27, 2024, 03:30:42 PM
Those are some pretty considerable vulnerabilities that I wasn't previously aware of and I didn't think it was too strong then.  Seems like once you know how to exploit its weaknesses it's a much easier fight.
Title: Re: [0.97a] prv Starworks v28.3 (2024-03-11)
Post by: Coil on April 10, 2024, 01:47:03 AM
Am I missing something? I have a mod agni one that needs prv library... is that found somewhere else?
Title: Re: [0.97a] prv Starworks v28.3 (2024-03-11)
Post by: A_Random_Dude on April 10, 2024, 03:09:47 AM
You get the library along with the other sub-mods when you download the whole pack. Look where you extracted the pack, maybe you just missed it when moving the Agni folder. If not, then re-download the whole thing and start over.
Title: Re: [0.97a] prv Starworks v28.3 (2024-03-11)
Post by: Coil on April 10, 2024, 03:46:30 AM
You get the library along with the other sub-mods when you download the whole pack. Look where you extracted the pack, maybe you just missed it when moving the Agni folder. If not, then re-download the whole thing and start over.
ty!
Title: Re: [0.97a] prv Starworks v28.3 (2024-03-11)
Post by: meatball on April 14, 2024, 08:56:51 PM
Absolutely great mod, never start a new game without it. (Kakafoni my beloved)

Only one issue I, and others've had is that the CC bonus for PRV gives a neglegible bonus but a massive debuff.
Giving my officers schizophrenia for a 5% or 1% speed bonus is a downright terrible trade.

I was wondering if you could buff it to something like 10% more speed for officered ships and 5% more for officerless ships, if that seems fair. (it is)
Title: Re: [0.97a] prv Starworks v28.3 (2024-03-11)
Post by: prav on April 18, 2024, 05:36:43 PM
Absolutely great mod, never start a new game without it. (Kakafoni my beloved)

Only one issue I, and others've had is that the CC bonus for PRV gives a neglegible bonus but a massive debuff.
Giving my officers schizophrenia for a 5% or 1% speed bonus is a downright terrible trade.

I was wondering if you could buff it to something like 10% more speed for officered ships and 5% more for officerless ships, if that seems fair. (it is)

I'm a bit of two minds about it. You're entirely correct that having your ship have a schizo moment at the wrong time is a really harsh penalty, but it's also something that often creates interesting - if not neccessarily beneficial - situations.

The shared speed bonus is a nav rating buff that stacks with Coordinated Maneuvers, so you're getting that speed across all your ships, added together, so you're going to have a significant nav advantage against most fleets. The wording is a little funny, I think it's based on the wording for some old version of CM. I should update it to be clearer. But the total bonus tends to be significant unless you're already maxing out your nav rating from other sources.

Now, if you have a particularly sensitive ship it may be wise to not put a maniac with cyberpsychosis in charge of it, but hey, that's the prv for you. More sensible commanders can use the Commisioned Crew Ban hullmod in these cases. Actually, writing this out gave me an idea that I'll need to check if it's technically feasible.

Anyway, feel free to consider it a flavorful challenge mode - the CC mod has upside, but you're entirely correct it's not always worth the downside, which is sometimes to the point of having a lynchpin ship reenact the charge of the Light Brigade...