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)
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?
SpoilerProvides 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]
In the standard Tystnad everything but the launch bays seems to be somehow misplaced (moved several pixels to top and right).
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.
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.
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;
}
}
id,name,class,priority,special,requiredMod
prv_rb_pirate,Raider Base,data.scripts.world.exerelin.RBRaiderBase,,TRUE,
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:SpoilerPath: data/scripts/world/exerelin.RBRaiderBase.java (or wherever you want and change the package, if you like)Code: javapackage 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.csvCode: csvid,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)
"economyExceptionOnMissingMarketEntity":true,
That setting is specifically false in Nex to allow random sector to work, and should not be touched.
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.
- 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.
Yeah the nex diplo stuff is on the to-do list.
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.
Btw Prav, i dont know if you use discord , but your mod is in prime tournament.
Does the swarm host make it's fighters stronger, or is it just a fun way to use fighters without a physical carrier?
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
When trying to start a new campaign with your mod, I keep getting this crash.
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.
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)
{"enabledMods": [
"lw_lazylib",
"MagicLib",
"prv",
"shaderLib"
]}
Trying to raid the high-energy lab in Kylan crashes my game. Raiding works fine everywhere else.
Weird crash when using limit break
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
at scripts.hullmods.prv_gengangare.recallFighters(prv_gengangare.java:76)
I downloaded new version, started new game and after 15-20 min, I got this:
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 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?
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");}
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?
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.
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.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.
I wonder if the OP could be updated to better reflect the newer content.
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.That's all Vayra Raiders stuff, I just put a line in a csv to be honest.
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.
hello, this mod is amazing and has very fun weapons. thankies!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?
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.
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.
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"
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.
v22
Added the Agni
- Strange creatures found in remote parts of the Persean sector. Heed the warning beacons.
v22
Added the Agni
- Strange creatures found in remote parts of the Persean sector. Heed the warning beacons.
IT'S SPACE WHALING TIME BOYS
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
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.
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.
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.
they're underestimating their strength.
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;
}
return ship.getHullSpec().isPhase();
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.
Go for it.
Dreadnought for prv? GOOD
Could we get the new creatures working with Adjusted Sector? Would be greatI 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.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.
I tried all kinds of weapons against them, they're way too strong.
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.
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 everyoneNo 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 togetherCool stuff, though I have no intention to add any dreadnoughts - feel free to release it in a separate mod if you want to.
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.
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.
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.
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.
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! :)
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!
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.
any way to get the prv ships hidden from the codex? really like the spotless bergtagen if you know what i mean
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?
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.
Hello. Game crashes on launch on the last mod version. Log:
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?
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.
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.
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.
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.
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.
missing post
Quotemissing 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.
Well done, good to hear you got it working.
Is there anyway to improve relations have interactions with the agni?
Do v25 and adds-on save compatible with the previous ver?
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 abittoo strong unless it was nerfed recently.
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.
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
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?
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.
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...)?
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
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...)?
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.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.
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?
Getting the same error. Can't reload my old save or start a new game. I shouldn't have updated.
Shock DetonatorsThat's juicy, I should try it with a bomber swarm (Daggers, Reaper bombers from mods and other bombers...). :D :D
- 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.
I have a feature request: I love the huge, dangerous Ruster system in the south westofin the core system, I wish there was a toggle to spawn it in random sector... Pretty please with puppy eyes?
I'm afraid the balance police beat you to itNooooooO! 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!
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.
Dreadnoughts...Understandable.
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!
It does work with Warthogs... edit: no it doesn't. I know it did last I tested it. We've found a bug here.
java.lang.RuntimeException: Industry [prv_rb_pirate_2] not found
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)
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)
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.
Is 4D Lensing a hullmod available through the Lab/buying at prv markets? Or is it on the way rarer side?
Fixed crash when firing Jursla without Extraworks being enabled.
Have lastest PRV Starworks and Extraworks and still going with that crash
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?
Hey, the hullmod Gravitic anchor is not showing up in list after using BP and cannot be added to a ship using console commands.
do the fighters intentionally bypass shields for their flame attacks?
prv path work with 96?
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.
i conquerored a prv planet and to upgrade the starbase i need a facilty blueprint where would i find that??
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.
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?
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.
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.
Minor bug/issue, the prv Shrike doesn't have a ramshield despite it's description saying that it should
Meeting the Agni
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?
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.
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 :)
Note: Game version 0.96a-RC10, Xenolab was disrupted.
There seems to be a issue with 'adjusted sector' mod when interacting with the agni spawn causing ctd when starting a new game
Is there a way to disable Agni to resolve the conflict? Tried just removing it from the mods file, but it was still crashing. :-\
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?
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.
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.
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...
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?
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).
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.
(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.
v28.3 - Savegame compatible.
###
Rust Belt:
Fixed a crash related to Debris Belts and starless procgen systems.
PRV stations seem rather overtuned Imho.
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!
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)