Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: Ryxsen1421 on June 20, 2017, 12:31:37 PM

Title: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1da_exp
Post by: Ryxsen1421 on June 20, 2017, 12:31:37 PM
(https://i.imgur.com/JuBglWR.png)
United Aurora Federation
A stray faction far away from home in a place where they don't truly belong.
Development is on-going towards 0.73 but the mod is actually playable in campaign.
Keep in mind that everything is subject to change and continuously being updated, nerfs and buffs come and go - but artstyle will never change.

Mod review by IroncladLion!
https://www.youtube.com/watch?v=lrr3K3i3wLI


[Click here for 0.72g1b!] (https://www.patreon.com/posts/72021272)
[0.72g1da Experimental Patch] (https://www.patreon.com/posts/uaf-0-72g1da-72550849)

0.72g1da is compatible with g1c patch!... I think? Oh and I heard more nukes are coming.


The mod requires;

Nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0)
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)



There isn't much known about the Federation as a whole from where they're from but they do come in full force as they established a solid foothold in the outer reaches of the Persean Sector. Their goal is simple, they're simply there to guard the 'interdimensional' gate at all cost and hold until they found a way to close the gate and return home... but while waiting, why not try to be friendly with the locals, engage in cultural and trade exchange? Oh, lets sell some baked goods from their homeworld too because why not? at least we tried to be welcoming first but with an iron fist at the ready.

Ship Tech Tree removed because its too outdated, it will be given a new one sooner or later.

Special thanks to;
Vermy, Yimie, Naggy, and the rest of the core team for helping this mod come true at last.
Selkie & Timid N' Co, for their relentless support from the beginning to the end.
Title: Re: [WIP] Auroran Shipyard
Post by: Nanao-kun on June 20, 2017, 04:39:21 PM
Looking forward to this.
Title: Re: [WIP] Auroran Shipyard
Post by: c0nr4d1c4l on June 20, 2017, 05:04:49 PM
Looks pretty cool! Can't wait (well...I can, take your time :) ) to see what this brings!
Title: Re: [WIP] Auroran Shipyard
Post by: PyroFuzz on June 21, 2017, 09:43:23 AM
Reminds me of shadowyards just a tad bit! Besides that. It looks great I can't wait for the royal variants
Title: Re: [WIP] Auroran Shipyard
Post by: cjuicy on June 21, 2017, 05:58:08 PM
I can't wait.
Title: Re: [WIP] Auroran Shipyard
Post by: Ryxsen1421 on June 22, 2017, 05:22:23 AM
(http://i.imgur.com/sCMhvwi.png)

Solvernia

VARIANT
Spoiler
(http://i.imgur.com/MyBJD9C.png)
[close]

OLD
Spoiler
(http://i.imgur.com/zJuoh3v.png)
[close]
Title: Re: [WIP] Auroran Shipyard
Post by: Death_Silence_66 on June 22, 2017, 05:25:58 AM
Wow, that looks amazing.
Title: Re: [WIP] Auroran Shipyard
Post by: Nanao-kun on June 22, 2017, 04:06:03 PM
Wow, the art has really improved.
Title: Re: [WIP] Auroran Shipyard
Post by: Tufted Titmouse on June 23, 2017, 03:44:47 AM
 :o
You have my interest.
Title: Re: [WIP] Auroran Shipyard
Post by: Ryxsen1421 on June 23, 2017, 05:57:26 AM
Thanks everyone, at least I know there's some of you interested in our mod.
Title: Re: [WIP] Auroran Shipyard
Post by: Snrasha on June 23, 2017, 06:03:15 AM
Thanks everyone, at least I know there's some of you interested in our mod.

I wait the mod me too, and I wait the specify(shield, mounts, etc) of these ship!

I love the Minersky.
Title: Re: [WIP] Auroran Shipyard
Post by: Hazard on June 23, 2017, 06:28:48 AM
The Solvernia variant especially looks really nice, its color scheme is quite striking. And you could hide it somewhere, like Neutrino's Unsung, if it ends up being too powerful for general use.

Edit: Just saw the AI variant, that's very impressive as well. Can't wait to get my hands on them. :)
Title: Re: [WIP] Auroran Shipyard
Post by: Ryxsen1421 on June 23, 2017, 08:29:46 PM
(http://i.imgur.com/bfvf8On.png)
Minoria
Escort Carrier


A new ship has joined the ranks.

The Solvernia variant especially looks really nice, its color scheme is quite striking. And you could hide it somewhere, like Neutrino's Unsung, if it ends up being too powerful for general use.

Many thanks! .. indeed she will be a powerful adversary. She is planned to be a boss ship and isn't meant to be controlled by a player- but that doesn't mean you can't seize control or legitimately buy your way to her. she'll be a logistical nightmare though
Title: Re: [WIP] Auroran Shipyard
Post by: PyroFuzz on June 24, 2017, 11:20:31 AM
I am loving these new sprites
Title: Re: [WIP] Auroran Shipyard
Post by: Kwbr on June 24, 2017, 06:53:07 PM
I was expecting a faction made entirely of variants of auroras ;D

Jokes aside these ships look stunning
Title: Re: [WIP] Auroran Shipyard
Post by: adimetro00 on June 24, 2017, 07:20:22 PM
After you're done with the planned (sketched) ships, will you add more ships? The planned ships in the cruiser category consist of only carriers, so unless that's intended you should probably add a ship or two into that category.
Title: Re: [WIP] Auroran Shipyard
Post by: jupjupy on June 25, 2017, 03:31:03 AM
Very nice sprites! I love the striking, sci-fi sharpness of them!

Looking forward to what this faction has in store.
Title: Re: [WIP] Auroran Shipyard
Post by: Ryxsen1421 on June 25, 2017, 12:47:44 PM
After you're done with the planned (sketched) ships, will you add more ships? The planned ships in the cruiser category consist of only carriers, so unless that's intended you should probably add a ship or two into that category.

Fear not as I planned for more ships but for now, I'm aiming to reach the skeleton requirement of a mod before releasing to public for testing. Of course, there will be more variants other than carriers if thats what you meant.

Very nice sprites! I love the striking, sci-fi sharpness of them!

Looking forward to what this faction has in store.

Thank you, I hope that my mod will be unique or something when its done.
Title: Re: [WIP] Auroran Shipyard
Post by: OhNoesBunnies on June 25, 2017, 10:21:09 PM
This looks really gorgeous! I eagerly await the full release. ?
Title: Re: [WIP] Auroran Shipyard
Post by: Cyan Leader on June 28, 2017, 02:49:15 AM
These look stunning, thanks for sharing it with us.

What sort of play style are you thinking of for this faction? What about the weapons?
Title: Re: [WIP] Auroran Shipyard
Post by: Trylobot on July 04, 2017, 08:08:58 PM
Ryxsen1421 your sprite work is sexy. I can't wait to fly them around the sector! And, ping a moderator if you have a download you want promoted to the other subforum.
Title: Re: [WIP] Auroran Shipyard
Post by: Ryxsen1421 on July 05, 2017, 12:29:42 PM
(http://i.imgur.com/mqUN316.png)
Reisen
Battle Cruiser / Light Battleship

Four Large Ballistic Mounts ( 2 frontal, 2 rear )
Four Medium Ballistic Mounts ( all frontal )
Four Large Built-in Missile Launchers ( two rear missile spammers, two frontal torpedo tubes )
Six Small Mounts ( placed in respective angles )


(http://i.imgur.com/UHk3pWx.png)

REPLIES

Spoiler
What sort of play style are you thinking of for this faction? What about the weapons?

Thanks for ye' feedback, I think we'll primarily focus on ballistic and missiles. We might offer the best anti-missile protection system fochton of flak spams, literally and aiming to provide various number of strike crafts for you to have a versatile carrier fleet.

I don't have any way to explain in details but I may hint several things.

Spoiler
You'll start small, be evasive and cautious. You'll end up being big and mighty, ready for the onslaught.

Looking to choose a faction for a carrier gameplay? Welcome to the Aurora where you can be versatile. So far, we only have three carriers dedicated for support role.. I'll see if we can have something like the formidable Legion.

Feeling sneaky and ready to deal a devastating blow?

[close]

Ryxsen1421 your sprite work is sexy. I can't wait to fly them around the sector! And, ping a moderator if you have a download you want promoted to the other subforum.

Thank you! I'll be sure to poke any moderators when I feel we're ready for public release.
[close]
Title: Re: [WIP] Auroran Shipyard
Post by: Ryxsen1421 on July 07, 2017, 11:24:57 AM
(http://i.imgur.com/voqoXb8.png)
Neuxoria
Super Carrier
Advanced ( AI )

Two Medium Ballistic Mounts ( frontal and rear )
Four Small Mounts ( placed in respective angles )
6 ~ 9 Strike Craft Slots ( Four flight decks ) That or same stats as Astral Class.

(http://i.imgur.com/ffU2Mc1.png)

Selam
Phase-Submarine
Advanced ( AI )

Eight Large Built-in Torpedo Tubes ( 6 frontal, 2 rear )
Two Small Ballistic Mounts ( frontal and rear )
Three Built-in VLMS

 Its like a slow destroyer-size submarine with decent phase duration ( unlike vanilla ships that are nimble and deadly ), I hope we can make it phase in and out at much slower rate with cooldown timer. I'm thinking of this ship to be specifically made to combat anything bigger and slower than a destroyer. Her torpedoes might be unguided but fast that deals heavy damage if not blocked or intercepted.

Ever since we cant really have a dedicated switch ammo type system for the submarine, it may have two anti-shield and four high explosive torpedo loadout frontally. The rear tubes will have high explosives only.
Title: Re: [WIP] Auroran Shipyard
Post by: Ahne on July 07, 2017, 12:24:03 PM
Wow, there is a forum thread for your faction already, nice! Cool looking ships, i wish you the best for the mod!

greetings
Ahne
Title: Re: [WIP] Auroran Shipyard
Post by: dan212 on July 07, 2017, 01:56:48 PM
(http://i.imgur.com/voqoXb8.png)
Neuxoria
Super Carrier
Advanced ( AI )

Two Medium Ballistic Mounts ( frontal and rear )
Four Small Mounts ( placed in respective angles )
6 ~ 9 Strike Craft Slots ( Four flight decks ) That or same stats as Astral Class.

(http://i.imgur.com/ffU2Mc1.png)

Selam
Phase-Submarine
Advanced ( AI )

Eight Large Built-in Torpedo Tubes ( 6 frontal, 2 rear )
Two Small Ballistic Mounts ( frontal and rear )
Three Built-in VLMS

 Its like a slow destroyer-size submarine with decent phase duration ( unlike vanilla ships that are nimble and deadly ), I hope we can make it phase in and out at much slower rate with cooldown timer. I'm thinking of this ship to be specifically made to combat anything bigger and slower than a destroyer. Her torpedoes might be unguided but fast that deals heavy damage if not blocked or intercepted.

Ever since we cant really have a dedicated switch ammo type system for the submarine, it may have two anti-shield and four high explosive torpedo loadout frontally. The rear tubes will have high explosives only.
Man, this is awesome! I know what my next playtrough of Nexlerein will next. And i am really like your style.

P.S.: What softwhare you using for spriting i wonder...
Title: Re: [WIP] Auroran Shipyard
Post by: Ryxsen1421 on July 08, 2017, 07:53:00 AM
Do you guys wanna try out the Solvernia with a lot of weapons for testing first while waiting for full release?
Title: Re: [WIP] Auroran Shipyard
Post by: Ahne on July 08, 2017, 07:56:26 AM
A testing mission would be nice to get a first idea of ship handling, balancing and look into the future what this mod will bring.
Good idea to release a little mission.
Title: Re: [WIP] Auroran Shipyard
Post by: dan212 on July 08, 2017, 09:14:26 AM
You never can have too much testing. If you feel like it - sure, go ahead, we will be happy to look at what is allready done and how well it balanced.
Title: Re: [WIP] Auroran Shipyard
Post by: Arkar1234 on July 09, 2017, 08:01:52 AM
I can't wait to see these ships ingame... It's got that anime-esque feel to it... Also....catgirls

Spoiler
(http://i.imgur.com/2D6cx2v.gif)
[close]
Title: Re: [WIP] Auroran Shipyard
Post by: Matbag248 on July 09, 2017, 08:51:25 AM
As an alpha tester (old test files) of the SLV and the destroyers. The SLVs were absolute monsters when introduced into the Vanilla game. They sucked up your supplies and fuel fast, I had to cheat my way across the Sector. I used the second most up to date file at the time of playing (because the quad railguns on the SLV3 (the old SLV that was shown before) got nerfed). SLV3 could take on at least 2 Onslaughts and their escorts if you managed the flux properly. The railguns generated a lot of flux each time they fired. The SLV3 also had inbuilt missile pods that would create a salvo of missiles that could shred most ships if their defence weapons were inadequate. However, the escorting destroyers and frigates were weak, so weak that they could not compare to any vanilla ship. They were pretty much only good for dying and soaking up damage if they could.
Title: Re: [WIP] Auroran Shipyard
Post by: etherealblade on July 15, 2017, 04:51:19 PM
Really hyped about this mod. I love your art style and thank you for your efforts.
Title: Re: [WIP] United Aurora Federation
Post by: Originem on July 19, 2017, 04:47:13 AM
WELL! So pretty! I LOVE IT! :-* :-* :-*
Title: Re: [WIP] United Aurora Federation
Post by: Arkar1234 on July 19, 2017, 09:26:43 AM
That Super-capital.... even the silhouette gives me the chills.

I'd say keep it, you can even have it as an IBB or a "Boss Ship" like the ones in ApproLight.
Title: Re: [WIP] United Aurora Federation
Post by: jupjupy on July 22, 2017, 08:03:36 AM
That Super-capital.... even the silhouette gives me the chills.

I'd say keep it, you can even have it as an IBB or a "Boss Ship" like the ones in ApproLight.

Much agreement here, thats one scary silhouette.
Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on July 25, 2017, 08:52:38 PM
(http://i.imgur.com/bCft9Hp.png)
Reisen
Battle Cruiser / Light Battleship

Spoiler
(http://i.imgur.com/y8HNP5G.png)
[close]

Four Large Ballistic Mounts ( 2 frontal, 2 rear )
Four Medium Ballistic Mounts ( all frontal )
Four Large Built-in Missile Launchers ( two rear missile spammers, two frontal torpedo tubes )
Eight Small Mounts ( placed in respective angles )

Hehe, thanks again everyone! We're almost done salvaging the mod and slapping old weapons back onto our ships. By the way, what upgrades do you guys wanna suggest for this ship? I might consider implementing them for her military and advanced variants.
Title: Re: [WIP] United Aurora Federation
Post by: Arkar1234 on July 25, 2017, 11:04:09 PM
Hmm.... Maybe have 2 of the Ballistic mounts be... hybrid?

Edit: (Messed up the formatting)  :-[
Title: Re: [WIP] United Aurora Federation
Post by: jupjupy on July 26, 2017, 02:33:30 AM
Hehe, thanks again everyone! We're almost done salvaging the mod and slapping old weapons back onto our ships. By the way, what upgrades do you guys wanna suggest for this ship? I might consider implementing them for her military and advanced variants.

Aw man, that ship is some sweet piece of artwork.

Seeing as we don't know much of the actual statistics or weapons, a military variant would likely have upgraded subsystems, maybe a slightly higher top speed and shield efficiency. An advanced variant might incorporate an entirely different ship system or an up-gunned energy PD system.

... I want one already.
Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on September 02, 2017, 12:52:12 AM
I have bad news for those waiting for this mod.  :'(

I sent my PC for maintenance last week and I forgot to backup a specific folder with the entire mod in it. but fortunately, all the new sprites survived and uploaded here in this thread and somewhere on my facebook. It'll take some time for us to recover, I'm sorry.
Title: Re: [WIP] United Aurora Federation
Post by: etherealblade on September 02, 2017, 07:42:50 AM
Lost my pc to a flood last year in Louisiana. My condolences. I believe the mod is still worth waiting for. Thanks for the update!
Title: Re: [WIP] United Aurora Federation
Post by: TrashMan on September 02, 2017, 07:50:29 AM

Four Large Ballistic Mounts ( 2 frontal, 2 rear )
Four Medium Ballistic Mounts ( all frontal )
Four Large Built-in Missile Launchers ( two rear missile spammers, two frontal torpedo tubes )
Eight Small Mounts ( placed in respective angles ) [/center]


8 large mounts, 4 medium, 8 small
8 LARGE
"Light" battleship

 :-[ ??? :-[
Title: Re: [WIP] United Aurora Federation
Post by: cjuicy on September 02, 2017, 01:00:51 PM

Four Large Ballistic Mounts ( 2 frontal, 2 rear )
Four Medium Ballistic Mounts ( all frontal )
Four Large Built-in Missile Launchers ( two rear missile spammers, two frontal torpedo tubes )
Eight Small Mounts ( placed in respective angles ) [/center]


8 large mounts, 4 medium, 8 small
8 LARGE
"Light" battleship

 :-[ ??? :-[

It'll probably be a wet paper towel or have crippling flux issues.
Title: Re: [WIP] United Aurora Federation
Post by: King Alfonzo on September 02, 2017, 06:59:52 PM
Kind of like Mayorate ships, I imagine. A ridiculous amount of big weapon mounts, but not a whole lot of flux and armour to sustain them.
Title: Re: [WIP] United Aurora Federation
Post by: PyroFuzz on September 07, 2017, 07:00:36 PM
Oooh, i just saw the phase submarine title. Sounds awesome!

The universe is a ocean, and its diving in and out of it.
Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on September 11, 2017, 10:14:04 PM
8 large mounts, 4 medium, 8 small
8 LARGE
"Light" battleship

 :-[ ??? :-[


How on Aurora did you get that number?
Title: Re: [WIP] United Aurora Federation
Post by: Protonus on September 12, 2017, 01:13:34 AM
How on Aurora did you get that number?

I think it went from the sum of this statement.


Four Large Ballistic Mounts ( 2 frontal, 2 rear )
Four Large Built-in Missile Launchers ( two rear missile spammers, two frontal torpedo tubes )

8 LARGE
Title: Re: [WIP] United Aurora Federation
Post by: NightfallGemini on September 28, 2017, 02:44:13 PM
Oooh, I like the super clean spritework on these. :3
Title: Re: [WIP] United Aurora Federation
Post by: A Random Jolteon on October 03, 2017, 08:45:16 PM
Huh. That Solver-whatever totally doesn't look like a Uchuu Senkan Yamato inspired ship bristling with anti-everything death dealers ready to deal death suffering and pain on anything that gets within range...I want.
Title: Re: [WIP] United Aurora Federation
Post by: PyroFuzz on October 04, 2017, 03:54:01 AM
Now all we need is a phase submarine carrier! XP
Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on October 06, 2017, 07:35:22 PM
can you guys see this? its a demosntration of our signature AA weapon system but not sure if we can reproduce it in current starsector version.

https://www.youtube.com/watch?v=OzcHPyMk12I
Title: Re: [WIP] United Aurora Federation
Post by: A Random Jolteon on October 07, 2017, 10:24:47 AM
can you guys see this? its a demosntration of our signature AA weapon system but not sure if we can reproduce it in current starsector version.

https://www.youtube.com/watch?v=OzcHPyMk12I
...I'm no modder, but I'm not sure why it wouldn't work. The Reina's (which I assume was what you were showing off) seem to act like vulcans, though I could easily be missing something.
Title: Re: [WIP] United Aurora Federation
Post by: NightfallGemini on October 10, 2017, 02:00:34 AM
Just dropping by again to praise the smooth sprite art and that flak effect. Looks very nice so far.
Title: Re: [WIP] United Aurora Federation
Post by: PyroFuzz on October 10, 2017, 01:34:38 PM
I'm not trying to specifically aim towards this mod to do this, but i'd like to have more point defense like the Vulcan cannon.

I'm not sure if its just me but the visuals of a volley of quickly fired bullets look cool.

Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on October 10, 2017, 07:14:57 PM
I'm not trying to specifically aim towards this mod to do this, but i'd like to have more point defense like the Vulcan cannon.

I'm not sure if its just me but the visuals of a volley of quickly fired bullets look cool.



with a pinch of flak rounds. that's what the Reina PD's about. but if you feel like wanna have classic PDs, I better start making more sprites then.  :)
Title: Re: [WIP] United Aurora Federation
Post by: jupjupy on October 11, 2017, 07:43:33 AM
with a pinch of flak rounds. that's what the Reina PD's about. but if you feel like wanna have classic PDs, I better start making more sprites then.  :)

Is it difficult to reproduce a fast-firing flak gun?

Those effects certainly were really sleek though!
Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on October 11, 2017, 05:33:31 PM
Is it difficult to reproduce a fast-firing flak gun?

Those effects certainly were really sleek though!

It doesn't use the vanilla flak script IIRC. and such script are already obsolete which cant be used in 0.8.1a.
Title: Re: [WIP] United Aurora Federation
Post by: Tufted Titmouse on October 12, 2017, 07:12:28 AM
with a pinch of flak rounds. that's what the Reina PD's about. but if you feel like wanna have classic PDs, I better start making more sprites then.  :)

Is it difficult to reproduce a fast-firing flak gun?

Those effects certainly were really sleek though!

Not really, Just take the Vulcan and set it up so it's using the flak gun's bullet just scaled down
I did it
Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on October 14, 2017, 08:23:30 PM
(https://i.imgur.com/q41vgi2.png)
Nameless
Heavy Freighter

Feel free to suggest names to her.
Title: Re: [WIP] United Aurora Federation
Post by: Az the Squishy on October 14, 2017, 10:22:34 PM
(https://i.imgur.com/q41vgi2.png)
Nameless
Heavy Freighter

Feel free to suggest names to her.

Monjria

Renga

Omoni

Hebira

Hebi

Onjoni

Oni

Those are a few names I thought of based on some of the others i saw.

Also, speaking of things. I am pretty sure somewhere, someone, had taken this stuff and gone made Rule 34 with it.
otherwise, I like what I see so far! Woo! Keep going!

PS:
 Heoka
 Noka
 Coria
 Kureto
 Tobka
 

Title: Re: [WIP] United Aurora Federation
Post by: jupjupy on October 15, 2017, 01:00:30 AM
Man, the Nameless is such a cool name for a ship, though. Maybe we could have one in-lore as some kind of hero ship?

As for class names,

Hakobu
Rifuta
Morigana
Aliana
Kamotsu
Unso
Takiko
Arixis

Title: Re: [WIP] United Aurora Federation
Post by: Arkar1234 on October 15, 2017, 05:40:55 AM
A simple name but... i suppose "Fae" would work as well.
Title: Re: [WIP] United Aurora Federation
Post by: King Alfonzo on October 15, 2017, 04:24:30 PM
Auroch?
Title: Re: [WIP] United Aurora Federation
Post by: A Random Jolteon on November 14, 2017, 06:05:46 PM
Opphaler. According to Google Translate, it's Norwegian for "Hauler"

Could just call it "Bob" however. Nice, Simple, gets job done.  ;)
Man, the Nameless is such a cool name for a ship, though. Maybe we could have one in-lore as some kind of hero ship?

As for class names,

Hakobu
Rifuta
Morigana
Aliana
Kamotsu
Unso
Takiko
Arixis


"Nameless" sounds more like a name that goes to a mysterious and powerful warrior who's actions have inspired fear...That should be saved for a extremely powerful ship.

Random idea for a cruiser class ship called that: Low armor and hull but fast and maneuverable with a narrow but tough shield. Narrow profile with no rear defense and limited broadside defense. 2 hidden large weapon hardpoints that are tailor-made purely for the ship. Only 3-5 small ballistic mounts, intended for defense. Low flux capacity and vent points, but with a active system that vents flux rapidly when used. Dark coloring with nothing to make it stand out except that there is nothing to make it stand out.

Basically a quiet harmless looking cruiser who, if you let your guard down, will kill you before you realize something is wrong.

Think this plane for design.
http://www.desktopas.com/files/2012/11/18/lockheed-sr-71-blackbird-1920x1200.jpg
(http://www.desktopas.com/files/2012/11/18/lockheed-sr-71-blackbird-1920x1200.jpg)
Example lore
Spoiler
A terrifying relic of ancient times. Next to nothing is known about this strange cruiser sized vessel. What little the Domain managed to learn of this strange vessel of almost humanlike design seemed to terrify them even more. It's shape is barely known, it never comes up on even the most powerful of scanners. The only thing that the Domain of Man managed to learn was it's name, which has since been lost. It now goes by many names, but it is most commonly known as "The Nameless Hunter", on account that it only hunts the most powerful of prey.
[close]
Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on November 18, 2017, 01:01:47 AM
Opphaler. According to Google Translate, it's Norwegian for "Hauler"

-

"Nameless" sounds more like a name that goes to a mysterious and powerful warrior who's actions have inspired fear...That should be saved for a extremely powerful ship.

Random idea for a cruiser class ship called that: Low armor and hull but fast and maneuverable with a narrow but tough shield. Narrow profile with no rear defense and limited broadside defense. 2 hidden large weapon hardpoints that are tailor-made purely for the ship. Only 3-5 small ballistic mounts, intended for defense. Low flux capacity and vent points, but with a active system that vents flux rapidly when used. Dark coloring with nothing to make it stand out except that there is nothing to make it stand out.

Basically a quiet harmless looking cruiser who, if you let your guard down, will kill you before you realize something is wrong.

(http://i.imgur.com/lKB8AAI.png)
Exoscar
Fast Torpedo Wing

I believe this is what you're looking for. a very fast and nimble strikecraft capable of dealing strategic blow to enemy ships. but this one can only launch a barrage of torpedoes before needing to return to carrier for resupply. however, she won't have anything but speed to avoid taking hits. I also have a much bigger strikecraft ( as big as a Tempest frigate! ), but I havent remake it for use yet.

(https://i.imgur.com/WLAesnw.jpg)

here's my counterpart of the vanilla small carrier. we're almost ready to launch the mod, starting with frigate size ships and their respective weapons!
Title: Re: [WIP] United Aurora Federation
Post by: A Random Jolteon on November 18, 2017, 07:07:07 AM
Opphaler. According to Google Translate, it's Norwegian for "Hauler"

-

"Nameless" sounds more like a name that goes to a mysterious and powerful warrior who's actions have inspired fear...That should be saved for a extremely powerful ship.

Random idea for a cruiser class ship called that: Low armor and hull but fast and maneuverable with a narrow but tough shield. Narrow profile with no rear defense and limited broadside defense. 2 hidden large weapon hardpoints that are tailor-made purely for the ship. Only 3-5 small ballistic mounts, intended for defense. Low flux capacity and vent points, but with a active system that vents flux rapidly when used. Dark coloring with nothing to make it stand out except that there is nothing to make it stand out.

Basically a quiet harmless looking cruiser who, if you let your guard down, will kill you before you realize something is wrong.

(http://i.imgur.com/lKB8AAI.png)
Exoscar
Fast Torpedo Wing

I believe this is what you're looking for. a very fast and nimble strikecraft capable of dealing strategic blow to enemy ships. but this one can only launch a barrage of torpedoes before needing to return to carrier for resupply. however, she won't have anything but speed to avoid taking hits. I also have a much bigger strikecraft ( as big as a Tempest frigate! ), but I havent remake it for use yet.

(https://i.imgur.com/WLAesnw.jpg)

here's my counterpart of the vanilla small carrier. we're almost ready to launch the mod, starting with frigate size ships and their respective weapons!
Hmm...That works! Glad to see it's almost ready though! even though it felt ready for a while
Title: Re: [WIP] United Aurora Federation
Post by: Hazard on March 13, 2018, 06:15:14 AM
Hey, how's the mod coming along, if I may ask? The waiting is killing me. ;)
Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on March 31, 2018, 09:13:26 PM
Hey, how's the mod coming along, if I may ask? The waiting is killing me. ;)

(https://i.imgur.com/5eoZzpy.jpg)

Give the big girl a bit more time aye? I mean, her engines are just about enough for steady as she goes.  ;)

ETA, somewhere in the middle of April.
Title: Re: [WIP] United Aurora Federation
Post by: Arkar1234 on April 01, 2018, 02:57:20 AM
ETA, somewhere in the middle of April.

Sweeeeeeeeet
Title: Re: [WIP] United Aurora Federation
Post by: Takion Kasukedo on April 01, 2018, 07:36:51 AM
The question arises of Nexerelin compatibility.

Or will it not have it from the start?
Title: Re: [WIP] United Aurora Federation
Post by: Kevin Flemming on April 01, 2018, 07:47:07 AM
Wow, these look amazing. Love the style and detailing! Think I found my new faction. ;D
Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on April 02, 2018, 06:23:51 AM
The question arises of Nexerelin compatibility.

Or will it not have it from the start?

Unfortunately no, but the mod will eventually grow into a full fledged faction mod and then we'll work on making it compatible.
Title: Re: [WIP] United Aurora Federation
Post by: Harmful Mechanic on April 03, 2018, 11:11:09 AM
Nex compatibility isn't really that hard (I'd estimate it's about an evening of work), but it can be one more thing than you need to deal with when you're just trying to make it to release on your first mod. You're going to be wrestling balance demons and hunting bugs anyway; same deal with GraphicsLib integration (although once you know how, there are advantages to integrating it from day one).

Looking pretty good so far, if a little flat (mostly notable because your weapon sprites aren't). Kind of annoyed by the reversed painted text on the sprite; I'd probably make that actual type on a separate layer with a gentle distortion.
Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on April 11, 2018, 10:31:57 AM
So, uhh - some good news I suppose, the basic weapons are ready to go and my flagship happened to be the best ship as a weapon testing platform.
The mod will be ready for public test release as soon as she arrives at the outer reaches of the sector - which is somewhere in this or next weekend.

(https://i.imgur.com/tI5aeCF.png)
Title: Re: [WIP] United Aurora Federation
Post by: Nanao-kun on April 13, 2018, 08:28:20 PM
Can't wait to see it come out.
Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on April 14, 2018, 06:00:13 AM
(https://i.imgur.com/vGrBOLH.png)
Neuxoria
Super Carrier
Advanced

A new late-game / hi-tier supercarrier exclusive for the sub-faction- Neuxoria has arrived, her main purpose is to stay back behind friendly lines and provide air support with her large and spacious flight decks. Oh and since this faction's main strength would be their carriers and fighters. I made a quick concept sketch of my current plans for carrier line ups ( subject to change ).

Spoiler
(https://i.imgur.com/jEyxlVO.jpg)
[close]
Title: Re: [WIP] United Aurora Federation
Post by: Arkar1234 on April 14, 2018, 07:33:59 AM
Hmm... Exoria looks like some kind of Phase minelayer or Drone boat.
Title: Re: [WIP] United Aurora Federation
Post by: Hazard on April 19, 2018, 11:55:58 AM
Looking good! Can't wait to try out the test release.
Title: Re: VERSION 0.0.1
Post by: Ryxsen1421 on April 28, 2018, 11:26:36 AM
(http://i.imgur.com/DV9qMHh.png) (http://www.mediafire.com/file/xjjc88wdhj2vsno/United%20Aurora%20Federation_0_0_1.zip[/url)
Mini UAF
Click here to download version 0.0.1

Released:
Ships:

Weapons:
[/list]
Title: Re: [WIP][0.0.1] Mini_UAF - Public Test Version
Post by: Nicke535 on April 28, 2018, 12:32:07 PM
Nice to finally see the mod get off the ground! I played around in the test mission, and this is what I could think of immediately:


1) Sound design is really nice, but it has issues with timing (weapon sounds play long after the weapon has been fired).

2) The Reisen seems to have one of its Medium Ballistics slots as a Large Ballistic instead (the frontal right one).

3) The Weiss_50 and Claris_50 have identical projectile appearance despite having wildly different mechanics/stats, which makes them very hard to identify in a firefight.

4) The Solvernia seems to have 4 built-in cannons, but these can be removed by clicking "Strip" (This is probably due to an issue in the .ship file). It also completely lacks collision bounds.

5) The special hullmod doesn't seem to work as intended: looking through the code it seems as though you are using some functions in ways they don't quite work. Also, a quick tooltip on what, more exactly, the hullmod is supposed to do would be nice.


All in all, really nice work for a first version!
Title: Re: [WIP][0.0.1] Mini_UAF - Public Test Version
Post by: Ryxsen1421 on May 04, 2018, 10:20:25 AM
Nice to finally see the mod get off the ground! I played around in the test mission, and this is what I could think of immediately:


1) Sound design is really nice, but it has issues with timing (weapon sounds play long after the weapon has been fired).

2) The Reisen seems to have one of its Medium Ballistics slots as a Large Ballistic instead (the frontal right one).

3) The Weiss_50 and Claris_50 have identical projectile appearance despite having wildly different mechanics/stats, which makes them very hard to identify in a firefight.

4) The Solvernia seems to have 4 built-in cannons, but these can be removed by clicking "Strip" (This is probably due to an issue in the .ship file). It also completely lacks collision bounds.

5) The special hullmod doesn't seem to work as intended: looking through the code it seems as though you are using some functions in ways they don't quite work. Also, a quick tooltip on what, more exactly, the hullmod is supposed to do would be nice.


All in all, really nice work for a first version!

1) Thank you, I really made a good ( and got lucky with it ) choice in hiring a local skilled person!

2) Fixed!

3) I agreed, Weiss_50 is basically the close-in-weapon system that fires fragmentation rounds - it should work similarly to my basic MG which is the Reina MG.. however, Claris is an anti-ship cannon. so, yes. I believe that needs some changes to the projectiles and such.

4) How do you fix the 'strip' problem? I also noticed that collision bound issue ( only after releasing it tho ) as well and fixed it.

5) The special hullmod should work similarly or exactly like the vanilla 'XIV Battlegroup'. but in my version, they would enhance weapon range ( preferably point-defenses ) and fighter wing performances such as increased combat endurance and other generic upgrades that's suitable for respective ships.
Title: Re: [WIP][0.0.1] Mini_UAF - Public Test Version
Post by: xenoargh on May 04, 2018, 02:49:28 PM
Quote
4) How do you fix the 'strip' problem?
Make the weapons Built-In, not part of the Variant.  Build-In weapons may not be removed via Strip.
Title: Re: [WIP][0.0.1] Mini_UAF - Public Test Version
Post by: LeoMaximus on May 07, 2018, 03:44:28 AM
Yeah I've loaded the ship's data file onto the ship editor and added the weapons to the fixed slots. Looking forward to your work, love the ships these act like Battle-cruisers once you hit the jets   


(https://i.imgur.com/QdOSPgD.png)
Title: Re: [WIP][0.0.1] Mini_UAF - Public Test Version
Post by: Ryxsen1421 on May 07, 2018, 09:10:53 AM
Looking forward to your work, love the ships these act like Battle-cruisers once you hit the jets   

Thanks, Reisen is meant to be yours truly if you're looking for a speedy capital ship - Solvernia in the other hand, is your mobile fortress that should take hits for your fleet while the rest flanks around for the kill.
Title: Re: [WIP][0.0.1] Mini_UAF - Public Test Version
Post by: Ryxsen1421 on September 16, 2019, 06:32:39 AM
Hey everyone,

Im back with a new determination and motivation to continue working on this mod with a team of close friends. But while waiting for the others to graduate from their respective colleges. I'll be trying to come out with as many sprites as possible at the ready so that we can get started. Here are a few of them that I just came up with. Disclaimer: I'm aware of the sprites being overly huge, they'll be resized when put into the game.

Tier 4 space crafts
Expensive and requires cooperative standing with faction.
Spoiler
(https://i.imgur.com/4CiM6NU.png)
Forlorn
Air Superiority Fighter
Dual Kinetic Gatling Cannons
Single HE Gatling Cannon
Dual AAM Pods


Slightly armored, moderately speedy, low ammo storage, 4 fighters per wing.

(https://i.imgur.com/zU5X3JG.png)
Axiel
Advanced Phase Fighter
Single large-caliber EMP Cannon
Single Kinetic Gatling Cannon
Dual Dumbfire Rocket Pods


Poorly armored, high speed, phase-able, low ammo storage, 3 fighters per wing.

(https://i.imgur.com/iWa3Nwf.png)
Naggy
Railgun Attacker
Dual Anti-Ship Kinetic Railguns
Single Kinetic Gatling Cannon


Average on all stats, slightly prone to overheat flux, shielded, 2 attackers per wing.

(https://i.imgur.com/goBX0PM.png)
Harriet
Strategic Heavy Bomber
A shipload of High Explosive dumb bombs
Front and Rear Gunner Turrets
Active Flare Rear Launcher


Heavily armored, slow and vulnerable, EMP-proof, 1 bomber per wing.
 
(https://i.imgur.com/YNunvez.png)
Sera
Fast Strike Torpedo Bomber
Five Anti-Capital torpedoes

Poorly armored and somewhat fragile, Versatile and nimble, EMP-proof, 1 bomber per wing.

[close]
Title: Re: [WIP][OUTDATED] United Aurora Federation
Post by: LeoMaximus on September 16, 2019, 06:50:12 PM
Welcome back, wow your sprite work is amazing.
Title: Re: [WIP] Auroran Shipyard
Post by: ASSIMKO on September 23, 2019, 03:52:18 PM
 
:o
You have my interest.


we are two with the same interest ;) :D :D :D
Title: Re: [WIP][OUTDATED] United Aurora Federation
Post by: Ryxsen1421 on November 14, 2019, 06:32:58 AM
New not really new, just remastered boat just came in along with the militarized variant. She is meant to be more or less Reisen's escort carrier, providing close air support and all that.

(https://i.imgur.com/osDqm2C.png)
Exoria Class Carrier
Standard

UAF's standard aircraft carrier that carries at least 3 or 4 fighter wings. She came with a large cargo hold / aircraft hangar while using the same powerful engine that powers a Reisen class battlecruiser which made her perfect for a medium size speedy flotilla.

(https://i.imgur.com/uhn8L7q.png)
Exoria(M) Class Carrier
Military

Exoria, but militarized inside out. She traded her aircraft / cargo capacity for large missile built-in launchers and also comes in with extended amount of gun mounts for extra firepower. Suitable for someone that wants to be closer to the front line while able to protect themselves.

 
Spoiler
(https://i.imgur.com/VhAEHa8.jpg)
[close]
Title: Re: [WIP][OUTDATED] United Aurora Federation
Post by: Lethice on December 17, 2019, 04:14:09 AM
Sooo guessing this aint compadible with the newest version of the game(Yet?)?
Title: Re: [WIP][OUTDATED] United Aurora Federation
Post by: connortron7 on December 17, 2019, 04:43:45 AM
Sooo guessing this aint compadible with the newest version of the game(Yet?)?

Given that it says "OUTDATED" in the title,  id say yes....
Title: Re: [WIP][OUTDATED] United Aurora Federation
Post by: Nanao-kun on December 17, 2019, 09:35:34 AM
Still looking forward to this though. Love the art.
Title: Re: [WIP][OUTDATED] United Aurora Federation
Post by: deoxyribonucleicacid on October 11, 2021, 09:48:20 PM
I'm pretty sure this is pretty much dead but... i hope you can update this.. The ships looks glorious!
Title: Re: [WIP][OUTDATED] United Aurora Federation
Post by: connortron7 on October 12, 2021, 03:52:44 AM
I'm pretty sure this is pretty much dead but... i hope you can update this.. The ships looks glorious!
Has nobody read the forum rules about necroing posts?  ???
Title: Re: [WIP][OUTDATED] United Aurora Federation
Post by: alexwtb234 on October 12, 2021, 03:17:02 PM
thats one of those mods i am willing to delete a save just to use it
Title: Re: [WIP][OUTDATED] United Aurora Federation
Post by: Aramoro on October 12, 2021, 04:34:19 PM
I'm pretty sure this is pretty much dead but... i hope you can update this.. The ships looks glorious!
Has nobody read the forum rules about necroing posts?  ???

off topic but, is there a place to request old mods to be updated?
Title: Re: [WIP][OUTDATED] United Aurora Federation
Post by: 6chad.noirlee9 on October 18, 2021, 06:58:41 AM
i agree there should be a forum post for outdated/abandoned mods for requesting permission to update etc
Title: Re: [WIP][OUTDATED] United Aurora Federation
Post by: Ryxsen1421 on February 22, 2022, 07:45:06 AM
i agree there should be a forum post for outdated/abandoned mods for requesting permission to update etc

Spoiler
(https://i.imgur.com/obYo1SP.png)
[close]

Your wish came true, the mod have been secretly under development and I tried my best to make sure that UAF pretended to be dead until I deemed its ready to be released.
However, the mod was already playable since 2 years ago, I just refused to release it because I don't want to rush it... but I guess I did.

Enjoy!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation
Post by: tomatopaste on February 22, 2022, 08:54:21 AM
(https://i.imgur.com/w139kxo.png)
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation
Post by: Ruddygreat on February 22, 2022, 12:45:04 PM
Congrats on the release, though just at a first glance the balance on this is awful - esp. for the capitals

I dl'd the mod and did a set of (extremely unscientific - 1v1, player vs ai in the SCVE mission) tests with whatever loadout came to mind first and of the caps I tested, 5 could beat an apex from Apex Design Collective (https://fractalsoftworks.com/forum/index.php?topic=22704.0) hands down, with no competition.

3 main things stuck out to me (outside of the caps being boring stat sticks)-
not gonna lie I don't have particularly high hopes for the balance of the rest of the mod after this, I know it's a work in progress but some of this stuff is glaringly obviously OP.

I'll give it a shot in a normal run (and give some less "lol what were you thinking"-tier feedback), but I doubt they'll become a mainstay in my modlist for the above reasons.

also a silly lore question for my mod that might never see the light of day - I see the UAF make heavy use of AI, are they proper members of their society or are they subservient to the humans?

EDIT : lol you forgot to add them to the bounty manager

add this to your modplugin's onNewGame() to get them to spawn bounties
Code
SharedData.getData().getPersonBountyEventData().addParticipatingFaction("uaf");
and other players can use this command to get it to happen in existing saves
Code
runcode com.fs.starfarer.api.impl.campaign.shared.SharedData.getData().getPersonBountyEventData().addParticipatingFaction("uaf");
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation
Post by: Harmful Mechanic on February 22, 2022, 07:54:30 PM
I'm with Ruddy on balance, but; kudos for adding some off-the-wall culinary commodities, even if chocolate lava cake immediately makes me think of the infamous meltdown scene from Chef.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation
Post by: arwan on February 28, 2022, 05:31:11 PM
they may be OP, sure, but the style of the mod, and the sound scape that is with the mod has quickly made it a favorite of mine, i have been having a lot of fun trying out all the ships i can get my hands on. i noticed that a lot of dialogue and flavor text in the game could use a once over for grammatical issues. but that is to be expected.

as far as it being OP though, i also believe that not everything needs to be balanced in line, some times its nice to be the boss in a fight.

keep up the good work. and make it like you want it. ultimately its your mod and faction.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation
Post by: Lemuria on March 01, 2022, 05:28:16 AM
Where's the source code of this mod?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation
Post by: Ruddygreat on March 01, 2022, 09:10:16 AM
Where's the source code of this mod?

It's not included in the mod (@ author can you include it in the next update?)

also a (very) minor note - all of your portraits are in 128 * 128 and taking up 4x more vram than they need to be, the game only displays them at 64 * 64 (iirc, might be wrong here?) & the mod's already v vram-hungry, it'd be much nicer on lower-end machines if you cut 'em all down to the proper size.
EDIT: huh, turns out i was entirely wrong, dunno where I got vanilla portraits being 64 * 64 into my head, sorry!

(also^2 no proper feedback yet, elden ring came out before the UAF gave me any bounties so I've been playing that; though if you wanna get my thoughts as they are, feel free to contact me on discord @ ruddygreat#2615)
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation
Post by: Lemuria on March 01, 2022, 09:41:58 AM
Where's the source code of this mod?

It's not included in the mod (@ author can you include it in the next update?)

also a (very) minor note - all of your portraits are in 128 * 128 and taking up 4x more vram than they need to be, the game only displays them at 64 * 64 (iirc, might be wrong here?) & the mod's already v vram-hungry, it'd be much nicer on lower-end machines if you cut 'em all down to the proper size.

(also^2 no proper feedback yet, elden ring came out before the UAF gave me any bounties so I've been playing that; though if you wanna get my thoughts as they are, feel free to contact me on discord @ ruddygreat#2615)

Is the source code out there? Well, I need to search harder.

And after searching harder, I think I found the source code.

https://github.com/suzakuchris/uaf
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation
Post by: Goemon29 on March 01, 2022, 02:10:06 PM
Where's the source code of this mod?

It's not included in the mod (@ author can you include it in the next update?)

also a (very) minor note - all of your portraits are in 128 * 128 and taking up 4x more vram than they need to be, the game only displays them at 64 * 64 (iirc, might be wrong here?) & the mod's already v vram-hungry, it'd be much nicer on lower-end machines if you cut 'em all down to the proper size.

(also^2 no proper feedback yet, elden ring came out before the UAF gave me any bounties so I've been playing that; though if you wanna get my thoughts as they are, feel free to contact me on discord @ ruddygreat#2615)

Is the source code out there? Well, I need to search harder.

And after searching harder, I think I found the source code.

https://github.com/suzakuchris/uaf

That may be the source code of a earlier closed testing version tho. From what I remember CY was still doing stuff after Dezember so it doesn't look like the updated version we have avaliable to download atm.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation
Post by: Yunru on March 01, 2022, 02:32:48 PM
There's no obligation to post source cod.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Harmful Mechanic on March 01, 2022, 05:40:11 PM
There's no obligation, but it's generally considered polite and makes it much easier to check for malicious code in a mod - and it preserves your comments, which simply digging around in the .jar doesn't.

As far as any misguided attempts at 'securing' code go, it doesn't do much.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Goemon29 on March 01, 2022, 06:41:27 PM
Not sure if it's by decision but with the new update the Auroran Nanoforge instead giving you 30% Production Quality gives you -50%. Is it a bug or intended to work like that ?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Pegboard on March 01, 2022, 07:12:40 PM
Not sure if it's by decision but with the new update the Auroran Nanoforge instead giving you 30% Production Quality gives you -50%. Is it a bug or intended to work like that ?

I noticed this on Day 1 and had to set up a colony with an orbital works and a pristine nanoforge so that UAF wouldn't be running around with 5 DMod fleets
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Ryxsen1421 on March 01, 2022, 08:10:30 PM
Not sure if it's by decision but with the new update the Auroran Nanoforge instead giving you 30% Production Quality gives you -50%. Is it a bug or intended to work like that ?

prior to release, our nanoforge worked just fine until we realize too late that its actually boasting 700% ship quality!

however this is more of a leftover from more recent testing, we tried to copypaste the vanilla coding from existing nanoforge to see if we can somehow fix the stubborness of our nanoforge refusing to unapply themselves even after we took them off the industry. but otherwise the stat should be;

anyway, guess I'll annoy my co-dev some more about it.. she's already hampered enough by it.

+2 production
+35% ship quality
-1 stability
-pollution
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Lemuria on March 01, 2022, 08:38:29 PM
There's no obligation, but it's generally considered polite and makes it much easier to check for malicious code in a mod - and it preserves your comments, which simply digging around in the .jar doesn't.

As far as any misguided attempts at 'securing' code go, it doesn't do much.

Well, here's a website full of articles on why free software (free as in freedom) and freely licensing your code is important.

https://gnu.org
https://fsf.org

Aside from that, I find source code access important, and I will not be running the UAF mod until I have the source code. I don't want my freedom taken away, nor do I want to risk my computer's resources being used by a potential virus in the mod. And no, I'm not insinuating anything about your mod or what you put in it, it's just safety protocol for me to always ask for source code.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Dal on March 01, 2022, 09:05:32 PM
The source code is in the jar, guys. Open it with an archive program and extract the zip within.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Caymon Joestar on March 01, 2022, 09:34:37 PM
The source code is in the jar, guys. Open it with an archive program and extract the zip within.

But I dont know how to open the pickle jar by myself

also a (very) minor note - all of your portraits are in 128 * 128 and taking up 4x more vram than they need to be, the game only displays them at 64 * 64 (iirc, might be wrong here?) & the mod's already v vram-hungry, it'd be much nicer on lower-end machines if you cut 'em all down to the proper size.


128x128 is the standard size for ALL portraits including vanilla.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Lemuria on March 01, 2022, 10:30:38 PM
The source code is in the jar, guys. Open it with an archive program and extract the zip within.

No, I extracted the jar with "jar xf UAF.jar" (it's a terminal command), and it was all .class files. Not the source code.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Histidine on March 01, 2022, 11:21:18 PM
(https://i.imgur.com/qrEFu3G.png)
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Obsidian Actual on March 01, 2022, 11:27:25 PM
I use this Java Decompiler GUI (https://github.com/java-decompiler/jd-gui) to explore the "cooked" JAR files of every StarSector mod I've played with thus far, as part of my efforts to learn how to code for this game.

As with all decompilers, the resulting converted java is not a 100% match for the original source code, but at least the interface is clean and lightweight, which suits my purposes. Thus, having a ZIP or unpacked java src folder within the mod folder is no longer a necessity for me.


Let us leave it at that and keep this thread on topic please.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Sheodoq on March 02, 2022, 02:35:04 PM
Found a typo in the mod for the Hikone 125 AP(O). It's marked as anti-armor while using kinetic as its damage type.

Using the 27/02 2022 version
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Harmful Mechanic on March 02, 2022, 05:05:35 PM
There's no obligation, but it's generally considered polite and makes it much easier to check for malicious code in a mod - and it preserves your comments, which simply digging around in the .jar doesn't.

As far as any misguided attempts at 'securing' code go, it doesn't do much.

Well, here's a website full of articles on why free software (free as in freedom) and freely licensing your code is important.

https://gnu.org
https://fsf.org
Preaching to the choir.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Lemuria on March 02, 2022, 10:51:17 PM
I use this Java Decompiler GUI (https://github.com/java-decompiler/jd-gui) to explore the "cooked" JAR files of every StarSector mod I've played with thus far, as part of my efforts to learn how to code for this game.

As with all decompilers, the resulting converted java is not a 100% match for the original source code, but at least the interface is clean and lightweight, which suits my purposes. Thus, having a ZIP or unpacked java src folder within the mod folder is no longer a necessity for me.


Let us leave it at that and keep this thread on topic please.

I'm probably going to start a thread about mod source code, but for me, decompiling JARs isn't enough. I want the ACTUAL source code, not decompiled source code.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Oni on March 04, 2022, 01:15:42 AM
... well, I just found and salvaged a Solvernia elite flagship dreadnought.

In testing, only the Sajuuk-Khar (Hiigaran Descendants) could take it one on one. Even then it could've easily gone either way.

I did see it chew through several fleets in the simulator.  :o
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: UpRightUpDown on March 05, 2022, 07:42:36 AM
Is this mod gonna receive updates? The first post says it's discontinued but this thread seems to be active and the author has posted implying they will update the mod.

This is a incredible mod that I hope continues to be updated.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Yunru on March 06, 2022, 02:43:18 AM
It's functional, and that's enough for the author(s) to want a stress break.

I hope they chose to return to it, but appreciate if they don't want to.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Oni on March 09, 2022, 05:48:38 PM
Hmm... no 'Commissioned Crews' it seems.

I wonder what kind of advantage they'd get?  ???
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: LinWasTaken on March 10, 2022, 01:10:59 AM
are there any plans on adding your own hullmods? or custom stations?
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: kintsu on March 10, 2022, 03:01:48 AM
No longer discontinued, that’s great to see. I suggest anyone who wants changes or additions to support the author through their fanbox: https://cyarrival.fanbox.cc/ as well as MesoTronik: https://fractalsoftworks.com/forum/index.php?topic=19739.0
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: AppleMarineXX on March 10, 2022, 07:07:32 PM
I'm loving the aesthetics of the mod - the portraits and ships are wonderful, the weapons are interesting, and the music makes me feel very comfy.

One issue though - for some reason my game crashes after talking to UAF characters. I'd be on Random-Sector Nex playthroughs and talk to the Admin on the Independant for the first time (while not being commissioned), and one of the dialogue options would spazz out with a NullPointerException. I'd then dodge out of the dialogue with "forcedismissdialog" with a console command. Then I went to talk to the Queen, selected one of the dialogue options (which gave like a blank response), and when I leave the planet I crash a few seconds later. I'm not sure what's the cause, though.

It's happened to me on like 3 separate runs already - I'd fly to the UAF system, talk around, then promptly crash. I remembered to save the log for one of them though:

Log:
Spoiler
3558549 [Thread-3] INFO  sound.public  - Cleaning up music with id [njol.ogg]
3558549 [Thread-3] INFO  sound.public  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
3558559 [Thread-7] INFO  sound.public  - Cleaning up music with id [uaf_final_friendly_market_loop1.ogg]
3559038 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [uaf_final_friendly_market_loop1.ogg]
3559057 [Thread-9] INFO  sound.OooO  - Playing music with id [uaf_final_friendly_market_loop1.ogg]
3559733 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
    at com.fs.starfarer.ui.Q.advance(Unknown Source)
    at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
    at com.fs.starfarer.ui.Q.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]

I'll try to post a video of it spazzing out later.


EDIT: I haven't been able to replicate the crash state yet, but here's the sequence of events to the Null response when talking to Nia:
- 2. Try to Spark a Conversation with Nia
- 3. <Converse>
NullPointerException: Null
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: raedenjin on March 13, 2022, 03:59:07 AM
Also here to show a crash report --

I get a nullpointer when I try to open the market at Hem Fayette. "Fatal: Texture [advanced_fuel_prod] from category [industry] not found"


Spoiler
556832 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Texture [advanced_fuel_prod] from category [industry] not found
java.lang.RuntimeException: Texture [advanced_fuel_prod] from category [industry] not found
   at com.fs.starfarer.settings.StarfarerSettings.Ò00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getSpriteName(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.FuelProduction.getCurrentImage(FuelProduction.java:42)
   at com.fs.starfarer.campaign.ui.marketinfo.ooo0.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.s.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.newsuper.showOverview(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.newsuper.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.campaign.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.ui.Q.setSize(Unknown Source)
   at com.fs.starfarer.coreui.O0O0.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.ui.Q.setSize(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: raedenjin on March 13, 2022, 08:26:21 PM
Nevermind.. I messed with stuff in settings.json, market opens as expected!

Unrelated but I also really like your work on UAF! Love the graphics and sounds!
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: blackcatvn on March 15, 2022, 09:03:05 AM
Hi, just want to say the this mod has the best looking ships ever for me. Really appreciate your work here.
Btw, is there a guide to spawn your special pilot bar quest. I saw it once but mis-clicked escape and never saw it again...
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Oni on March 15, 2022, 03:13:17 PM
Now that I've played around with the mod a bit, some opinions:

I like the ships and the factions style, but I have to echo some others here about the weapons needing some balancing.

For example, the Semibreve nuclear missile rack. It's a large mount missile that gives you four shots of 8000 damage, to put that in perspective that's comparable to what you can find in 'Superweapons Arsenal' (except in a regular manufactureable weapon system instead of an incredibly rare find in ruins or ripped off enemy bounties), with only a collateral damage downside all for only 25 ordinance points. You can use 'Expanded Missile Racks' can double it's ammo count, but considering that sticking two of them on a Legion lets it double tap a Paragon with laughable ease, you won't need it.

For balancing that specific weapon, assuming you don't want to make it weaker, I'd recommend lowering it to 1 shot and maybe making it unaffected by 'Expanded Missile Racks'. Then I'd increase it's ordinance cost to at least 40, possibly higher.

Anyway, looking forward to this mods future.  8)
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Cyber Von Cyberus on March 16, 2022, 10:16:55 AM
So far I like this mod, it has some good potential. One thing that really annoys me though is Favonius, it keeps spewing out an unreasonable amount of tourist fleets from different factions and I always find 20 fleets full of buffalos and nebulas fighting eachother and massively slowing down the game. After finding that out I started always targeting and destroying that planet as my first priority.

Perhaps you could tone down the spawn rate of tourist fleets, or if you can't simply remove whatever industry or market condition Favonius has that makes those fleets spawn ?
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Oni on March 16, 2022, 04:06:36 PM
So far I like this mod, it has some good potential. One thing that really annoys me though is Favonius, it keeps spewing out an unreasonable amount of tourist fleets from different factions and I always find 20 fleets full of buffalos and nebulas fighting eachother and massively slowing down the game. After finding that out I started always targeting and destroying that planet as my first priority.

Perhaps you could tone down the spawn rate of tourist fleets, or if you can't simply remove whatever industry or market condition Favonius has that makes those fleets spawn ?
They should also be neutral (edit: as in Independent faction), just named Tourism Fleet or something, regardless of which faction they spawn from.
That way they'd only really be fighting pirates.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Cyber Von Cyberus on March 17, 2022, 01:36:16 AM
They should also be neutral, just named Tourism Fleet or something, regardless of which faction they spawn from.
That way they'd only really be fighting pirates.
From what I've seen, hostile factions will attack each other. I've seen plenty of hegemony tourist fleets attack other hostile tourist fleet such as the Anarkis, Legio or League.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Sincronic on March 18, 2022, 10:09:33 AM
I'm getting some kind of error related to colors. I've put 4x Menascars in an Isenoria(P), with hullmod Swarm Core + Fighter Armor removal from modern carriers mod, and strikecraft specialization from unusual hullmods mod, and the game crashes upon hitting enemy with bombing run. Here's the 2 logs if it helps

Spoiler
445898 [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(Unknown Source)
   at java.awt.Color.<init>(Unknown Source)
   at com.fs.starfarer.renderers.damage.F.String(Unknown Source)
   at com.fs.starfarer.renderers.damage.F.super(Unknown Source)
   at com.fs.starfarer.renderers.damage.D.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.BaseEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.renderExcluding(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Spoiler
447794 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha Green Blue
java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha Green Blue
   at java.awt.Color.testColorValueRange(Unknown Source)
   at java.awt.Color.<init>(Unknown Source)
   at com.fs.starfarer.renderers.damage.F.String(Unknown Source)
   at com.fs.starfarer.renderers.damage.F.super(Unknown Source)
   at com.fs.starfarer.renderers.damage.D.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.BaseEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.renderExcluding(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I did a couple tests and it seems to happen only on this carrier if you use all 3 hullmods but i might be wrong.

Loving the mod so far  :D
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: kintsu on March 20, 2022, 03:01:03 AM
I've been enjoying this mod quite a bit! I found some typos in the quest for
Spoiler
Yimie where you walk her home https://i.imgur.com/jkVIQHF.png
[close]
.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Visha on March 25, 2022, 09:58:49 PM
I absolutely love this mod, the ships look fantastic, and preform really well. the animations are so freaking good on all the guns, and the ships are alot of fun to pilot, the super capitals are awesome to throw on to the map and pulverize enemy fleets
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Kakroom on March 26, 2022, 06:57:38 PM
The first time I fired the howitzer that is also a ship was the first time I saw light in this grimdark universe
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: heh on March 27, 2022, 10:02:40 AM
I have a bit of a problem, all auroran markets stopped selling ships, i do not have any idea on what caused it, but i do have a guess, they stopped selling ships after i used the "home" command from console commands, i set my home on auroria and went out to do a mission, then used the command to teleport back, only to find the ship market completely empty.

If anyone has encountered the same problem but managed to fix it, please do tell me how, because i dont want to start a new run just because of this.

edit: just found out if affected all the modded factions.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: BHH on March 28, 2022, 09:36:37 AM
Are there any other quests other than the one that send you to a pirate base?
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: SomeKindOfLifeform on March 28, 2022, 05:18:28 PM
I have a bit of a problem, all auroran markets stopped selling ships, i do not have any idea on what caused it, but i do have a guess, they stopped selling ships after i used the "home" command from console commands, i set my home on auroria and went out to do a mission, then used the command to teleport back, only to find the ship market completely empty.

If anyone has encountered the same problem but managed to fix it, please do tell me how, because i dont want to start a new run just because of this.

edit: just found out if affected all the modded factions.
You would probably be better off posting this in the forum of the mod that adds the home command rather than this one.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Sheodoq on March 30, 2022, 04:31:24 PM
While playing UAF I had a lot of fun and found them very interesting with varied ships and interesting faction design.

After playing for awhile just wanted to give some feedback, suggestions, and some things I noticed while playing.

Campaign
Ships
Weapons and Fighters

I hope this helps c: Also Solvernia pls I need more cute warships.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Mosthra on March 30, 2022, 08:26:51 PM
tks for great mod. The ships are so beautiful
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2d1
Post by: Phantasia on April 01, 2022, 07:36:55 AM
FYI there's a Linux-specific bug: the mod won't get past the loading screen due to the case-sensitivity with file paths.
Specifically Starsector looks for:
- pd_claris_cn_hardpoint_recoil.png (not found) vs. pd_claris_cn_hardpoint_recoil.PNG (exists).
- sm_tona_rg_hardpoint_recoil.png (not found) vs. pd_claris_cn_hardpoint_recoil.PNG (exists).
- sm_tona_rg_turret_recoil.png (not found) vs. sm_tona_rg_turret_recoil.PNG (exists)
- aria.png (not found) vs. Aria.png (exists).
Once either the file paths or file names (but not both) are modified correctly Starsector can get past the loading screen when UAF is enabled.
Given the existing files the easiest would be to simply use lowercase file extensions.

EDIT: v0.7.2d1 still has these issues.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Ryxsen1421 on April 02, 2022, 12:28:16 AM
An essay worth of useful feedback.

Thank you sincerely for your constructive feedback, I've already shared this to my friends and other players and they seems to agree with your points. I also appreciate that you took your time into writing this, I will try to reply as best as I could into several categories as you have written before;

Campaign:
Spoiler
  • It is intentional that I planned the reputation grind to be this slow. You as the player will never be a full fledged Auroran, you are definitely a local starfarer who took interest in the newly arrived faction and probably wanna learn or interact more with them. However, as you already know by now. The interdimensional bakery serves as both custom commodity and a nice method to level up your reputation with the faction. It's currently a work-in-progress atm and will continue to work on that until its refined enough for me to move onto the next stage of UAF development. I've also made sure that the entire Persean sector are basically at open war with the unknown (UAF), however I also received words that the relation thingy is not working for some reason? I'll look into that when I have time for it. 
  • UAF Keycard initially started as a simple reference to the colorful labs keycard from a game name Escape from Tarkov that basically rewards you with massive amount of money depending on the color of the card. I have recently came up with a plan to further utilize these cards by creating some sort of a parody of a premium gift shop in-game. However, you don't need to pay real money for it. You just need to trade-in vanilla survey data in exchange for the keycards. Once you have a card, you can trade it for any items or packages that was offered in a special cafe somewhere in Favonius. Some item will be in limited numbers per game while others refill per month. I din't know that some cards will spawn more often than the rest, I would appreciate if anyone reading this can provide info on how often does one card spawn, regardless of the types.
  • I am well aware that some factions do offer get-rich schemes with their commodities but I don't really want my bakery to be like that, instead we kinda did it in the same way as how Volturn lobsters are valued with a lil' bit of sweet bonuses around them, especially the giggles if you noticed! You have also gave me an idea of a special type of rare bakery products that can be gifted to the Auroran officials for higher boost of reputation but it'll be a random loot drop and does not produce from any industries. Which means, the pineapple cake will be used and given proper sprite sooner or later. There will be more coming as well!
  • Currently, Yimie's Tilted Dagger quest is the only custom story line we have in-game. It's a prototype for us to work on before we move onto the real one which is the Queen's Campaign, the primary reason to why UAF is a thing in the first place. I have yet to write anything about it and I would rather focus on completing the faction's arsenal and mechanics first before the main story itself. With that being said, you can easily tell that we simply took all the vanilla quests and put them into our faction as placeholders. It may sound ridiculous that the queens themselves are offering their services to steal their own ships, but gameplay-wise - you should think of it as a means for the player to easily purchase our arsenal of ships and weapons more easily. I will be focusing on custom quests after the next major patch.
[close]

Ships/Weapons/Fighters:
Spoiler
  • I see no problem with that honestly, the stock ships are basic versions and doesn't really offer anything much other than the fact that it will be able to enjoy full advantage of Ballistic Rangefinder or whatever other mods offer that'll boost ballistic weaponry. FYI, some already think I'm bloating up the faction by having numerous amount of fighters and ships but I simply don't care about what they think. I want my faction to feel like a big federation of united nations and also to offer as many variants as possible to fight against. Should they choose to have UAF as the enemy. Not to mention I never want UAF as a competitive modiverse faction, I intentionally design my faction this way as it is my personal passion project and its my own way of world building based on a concept from my comic project. Think of it as a playable light novel, a faction literally dedicated and created around a single character, the Permaisuri Aeria Charlotte Yuki.
  • Honestly, I may have given extra attention to the Automata ships because they're the most flashiest and unique sub-faction available to the UAF. I'm quite sure a number of people have already nicknamed them as 'Space Police' thanks to their blinking police lights. They're suppose to be the UAF's elite special force that's more suited to fight against battle hardened enemies and tend to experiment a lot with Persean Sector technologies regardless of their tech level. Not to mention I also gave them hybrid, composite, universal and energy mounts as a futureproof for when the player wishes to utilize their own arsenal on UAF ships. The UAF research divisions are currently developing their own energy weapons and they will be deployed when they're ready.
  • November ships in the mean time are the Queen's personal elite fleet. They're the backbone of the UAF Navy and prefers to stick to the good ol' tactics of overwhelming firepower and airpower. They also have extra armor installed on their ships as they're expected to fight at the front line and bring the fight to the enemy. Hence why they have frontal shield only with probably higher capacity while Automata gets to enjoy having omni shield with better damage-to-flux performance.
  • With these in mind, I'd like to note that stock ships are basic versions that are accepted into navy service. The two sub factions will customize these ships to further meet their needs depending on their doctrines; November (M) ships are meant to be armored ships with classic naval doctrine in mind while Automata (SP) is a highly experimental and more radical approach to combat and utilities. Prototype ships are literally as advertised, they're experiments that wasn't accepted into service but available for limited production.

    (M) - Armored and upgunned, but slower and limited in loadout versatility.
    (SP) - Experimental and versatile but more expensive and high maintenance.

Best example would be Zepporia(M) and Neuxoria(SP), they're both Supercarriers with more or less the same tonnage and size but each have their own attributes and features. For example;
Zeppy have higher survivability and can defend herself thanks to her superheavy armor plating and large amount of weapons placed in defensive angles while Neuxoria gets to enjoy having more fighters and even greater maneuverability, which means she can disengage and flank more easily than the other if needed. All according to their sub faction's doctrine.


  • You might notice that a couple of the Automata ships have external upgrades such as Lillaru(SP), Akatsuzuma series and Shinoria(SP). Their states are reflected accordingly to the added weight by having slower top speed and maneuverability. Thus somewhat changing their playstyle as they have something more than the stock variant. They're not necessarily better than the others but who knows they're exactly what you need in your fleet?
  • Ah yes, the controversial missile battlecruiser. I kinda saw it coming really and I'm not surprised at all, countless people already warned me about the potential dangers of having such a ship in my faction. ( then suddenly Alex made a bunch of new ships with more or less the same characteristic as mine, coincidence? ) But this is exactly what the UAF need to fight against numerous enemies that uses all kinds of terrifying technologies such as black hole spewing missiles or even phase ships! UAF is a relatively fresh faction and the best tech we got are simply guns, fighters and nukes. Reisen(M) in the mean time was recently buffed because a number of people said during the closed testing phase that we deserved some buffs. Our ships actually performed worse and OP starved before the release version, not to mention our guns are also kinda hit and miss as well in terms of performance. I will do another run of balancing at some point but not now, it's kinda mentally demanding honestly especially when I gotta deal with 200 variants and so much more.
  • Minoria is pretty difficult to balance as it's a frigate carrier. Yeah, I know it's a frigate and I'm not changing that. I kinda like the way it is and my core audience don't want me to change it. However, I will admit that PPT is all over the place - I will address this issue as well across all ships of the UAF and adjust accordingly to how Alex do his vanilla ships.
[close]

Spoiler
  • The current UAF arsenal are just the basic weapons that the faction need to function properly as we do not use anything vanilla at all. I mean, we're suppose to come from alternate dimension right? Better stick to theme! I kinda like the large weapons as they are atm, they feel like actual naval guns and they hit pretty good too, especially the Tona series and Solvernia's main guns.

FYI, more gun barrel means higher rate of fire but wider spread and less damage per shot. Vise versa for the lesser barrel version of every standard weaponry.

  • I will take a look at the Minirest, all missiles and medium weapons again, I might bump them to 10 OP and do something with the small weapons. I don't need them to perform better or worse than the vanilla counterpart, its just there to provide variety of choices for the faction to use on their ships. There are some exceptions of course and we'll see if we can improve on them or not.
  • It's pretty tricky to balance out the UAF's Tier 4 fighter wings such as Forlorn and others. There are no vanilla equivalent to super fighters other than maybe broadswords as far as I know. Please note that it's been years since I played vanilla and I don't have time to freely play anything but my own faction for obvious reasons. So feel free to correct me if I'm wrong and suggest whatever you have in mind that might help me in this particular matter. Their performance must reflect on the fact that they're very costly to install on carriers and if they perform any worse than that. What's the bloody point of having them then? I honestly think its better to just outright give them high HP and armor for survivability rather than installing some hidden hullmod that allows them to soak up damage. Point taken though, I need to experiment more with this just to be certain.
  • Menascar is a high speed torpedo bomber and the way it performed in-game is really just awesome, I will not change that no matter what. but I can at least make it more fragile as you noted that its speed alone is already helping as not all point defenses can effectively intercept her in time.
  • Currently, the UAF fighters are categorized in 4 tiers via noticable OP cost. T1/<10, T2/10>, T3/20>, T4/25>. Their goal is to provide maximum carrier loadout versatility and to provide as many roles as possible ot the player and faction itself. Allow me to write some examples below;

    Carpet bombers (Flower name series) - Saturate the whole area with bombs as area denial tactics, they dont necessarily have to hit but it feels great when they do.
    Torpedo bombers (SCAR series and Taufan(NX)), Strike hard and fast with style! Watch as they do a drive-by and drift out of combat after dropping their payload.
    Fighters (Aria series, Forlorn ) - Front liners equipped with universal loadout, good vs everything but not specialized vs anything.
    Interceptors ( Mitsurei, Surreal line ) - Good vs Fighters but will use their heavy missiles vs ships when necessary.
    Attackers ( SKY series ) - Dedicated anti-ship fighters, good vs ships.

[li]You can clearly tell that UAF have a serious focus on airpower, there will be more wings coming in the next following patches and won't be part of the main roster but still available for purchase in the up-coming gift shop. That's where you can also redeem prototype ships and weapons too.[/li][/list]

There'll be more girls and boys like Solvernia and others too with their own UAF skills. There'll be special skins of the unique commanders as well so look forward to them!
[close]

With that out of the way, I'd like to thank everyone for trying out my mod. Some even decided to support me directly through my fanbox which is greatly appreciated, CNSector also seems to welcome my mod pretty nicely as well. I'll admit that the first few weeks are brutal as people (ENSector) preferred to meme on the negatives instead of playing the mod itself for what it is but I digress. I'm just happy that UAF is finally out and that huge burden was finally out of my heart, that's all that matters.

Until then, I'll be lurking around and take note of feedbacks.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Watchin_Life_Go_By on April 02, 2022, 01:55:45 AM
I love this mod its been fun playing with the faction in my current play through. I look forward to see your vision come true. Rip to when you take out the Queen's Underworld bounties, it was funny stealing ships from her own faction.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: beaverslayer on April 02, 2022, 10:00:12 AM
UAF is my favorite faction I've played so far. The ships, fighters, and characters look awesome and the variety keeps things interesting. Keep up the great work!
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: LinWasTaken on April 03, 2022, 07:36:04 AM
so when do you plan on adding this mod to the index?
after adding more weapons? ships? or after you finish the queen's story?
(looking forward to all of those)
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Sincronic on April 03, 2022, 05:31:27 PM
The only thing that was a bit confusing to me were special variants of - i think - every ship, that has a wasp drone fighter bay, and nothing else compared to its standard variant.

For someone with lame gpu like me, i think this spends a lot of memory, and the the blueprint list when you open ship production page looks almost bugged with how every ship is doubled:

shipA (SP)
shipA (SP)
shipB (SP)
shipB (SP)
(...)

Personally i'd remove all those as they are pretty much same thing as their normal variant (probably also makes battle laggier if you for example take 20 small ships with wasp x6 each); and normal ships are already good as is.

On the topic of keycards, i tried one decently long playthrough to the point i've become god in game, and i've found about 4+-1 keycard in total. IMO, considering how few of them i got, i didn't even notice there is rarity system behind them until i took a look into graphics folder. Maybe it's just my luck though

I'm not sure what others think of it, but i found the weapon names a little bit complex, it takes a while to find what youre looking for considering how there are double, triple, quad barreled weapons, AP/HE, torpedo with/without shield. Compared to vanilla weapon names at least, such as Arbalest cannon for example.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: IGdood on April 03, 2022, 08:58:18 PM
When I fight and destroy the Solvernia in the defense fleet I get this error

3778300 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.FighterAI.pickManeuver(Unknown Source)
   at com.fs.starfarer.combat.ai.FighterAI.cancelCurrentManeuver(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.cancelDirectOrdersForMember(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.giveDirectOrder(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.giveDirectOrder(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.orderFullRetreat(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.?O0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.Object(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.B.?00000(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:748)
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: nekozkun on April 03, 2022, 09:50:34 PM
i took over Auroria and when i click the 'add industry or structure' it crashes my game and i got this in my log: 145647 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.api.impl.campaign.procgen.PlanetGenDataSpec] with id [aurorian] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.api.impl.campaign.procgen.PlanetGenDataSpec] with id [aurorian] not found
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getSpec(Unknown Source)
   at kentington.diyplanets.WaterReceiver.isAvailableToBuild(WaterReceiver.java:46)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

i also got this problem with the resort world
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Ryxsen1421 on April 03, 2022, 10:38:33 PM
Feedback

Your feedback has been noted and a lot of changes were made. There's a lot more nerfs than buffs honestly but no problem.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Lukiose on April 05, 2022, 07:39:49 PM
The stuff in this mod looks crazy good, gonna give it a shot, keep up the good work ;D
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Commodore Stephans on April 12, 2022, 11:41:57 PM
I like the idea of this mod and what it does! The fact that it uses a .rar format makes downloading on linux somewhat convoluted, though; ran into some issues and I'm not sure if it's an issue with me not knowing how to use unrar from command line or if it's an issue with the mod.

Either way, any chance of a .zip version?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Ryxsen1421 on April 13, 2022, 01:14:57 AM
Either way, any chance of a .zip version?

Thanks for trying out the mod, .zip is uploaded.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Commodore Stephans on April 13, 2022, 04:23:02 AM
Either way, any chance of a .zip version?

Thanks for trying out the mod, .zip is uploaded.
Yooo ty
I'll try it out tonight and let you know if there's any issues
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Commodore Stephans on April 13, 2022, 07:47:30 AM
Either way, any chance of a .zip version?

Thanks for trying out the mod, .zip is uploaded.
Found a bug. "java.lang.RuntimeException: Error loading [graphics/weapons/Claris CN/pd_claris_cn_turret_recoil.PNG] resource".

Looking into it there's only one pd_claris_cn_turret_recoil.PNG, and changing it to a .png triggers a similar error; "java.lang.RuntimeException: Error loading [graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.png] resource"
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Phantasia on April 13, 2022, 07:54:11 AM
Found a bug. "java.lang.RuntimeException: Error loading [graphics/weapons/Claris CN/pd_claris_cn_turret_recoil.PNG] resource".

Looking into it there's only one pd_claris_cn_turret_recoil.PNG, and changing it to a .png triggers a similar error; "java.lang.RuntimeException: Error loading [graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.png] resource"

See my quoted post below.
The easiest way to go about fixing this would be to change all the names on the right-hand side to the left-hand side.
Afterwards you should be able to get past the loading screen.

FYI there's a Linux-specific bug: the mod won't get past the loading screen due to the case-sensitivity with file paths.
Specifically Starsector looks for:
- pd_claris_cn_hardpoint_recoil.png (not found) vs. pd_claris_cn_hardpoint_recoil.PNG (exists).
- sm_tona_rg_hardpoint_recoil.png (not found) vs. pd_claris_cn_hardpoint_recoil.PNG (exists).
- sm_tona_rg_turret_recoil.png (not found) vs. sm_tona_rg_turret_recoil.PNG (exists)
- aria.png (not found) vs. Aria.png (exists).
Once either the file paths or file names (but not both) are modified correctly Starsector can get past the loading screen when UAF is enabled.
Given the existing files the easiest would be to simply use lowercase file extensions.

EDIT: v0.7.2d1 still has these issues.

EDIT 14/04: Oh and at while I'm here can at the very least the existence of Tourism fleets that go back and forth to Favonious be dependent on whether the Sea Tourism industry exists on the colony?
I thought removing the colony via Console Commands would eventually lead to all the fleets to despawn (like you would expect of patrol fleets from a High Command) but instead it seems that the fleets spawning is independent of the colony and are hard-coded towards the planet (I can only speculate since the mod is closed-source).

EDIT: 16/04: Holy the Shinoria(SP) has a chonky amount of 210 OP to work with for no obvious downside. Compare it to the vanilla Heron which only has 100 OP to work or any other cruiser from the modiverse such as LoA, ScalarTech or Star Federation with OP only up to 150 give or take. For only 24 DP they bring a lot to the table. Unless I'm missing something I don't see this sitting well with the balance enthusiasts.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Commodore Stephans on April 13, 2022, 11:34:53 AM
Found a bug. "java.lang.RuntimeException: Error loading [graphics/weapons/Claris CN/pd_claris_cn_turret_recoil.PNG] resource".

Looking into it there's only one pd_claris_cn_turret_recoil.PNG, and changing it to a .png triggers a similar error; "java.lang.RuntimeException: Error loading [graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.png] resource"

See my quoted post below.
The easiest way to go about fixing this would be to change all the names on the right-hand side to the left-hand side.
Afterwards you should be able to get past the loading screen.

FYI there's a Linux-specific bug: the mod won't get past the loading screen due to the case-sensitivity with file paths.
Specifically Starsector looks for:
- pd_claris_cn_hardpoint_recoil.png (not found) vs. pd_claris_cn_hardpoint_recoil.PNG (exists).
- sm_tona_rg_hardpoint_recoil.png (not found) vs. pd_claris_cn_hardpoint_recoil.PNG (exists).
- sm_tona_rg_turret_recoil.png (not found) vs. sm_tona_rg_turret_recoil.PNG (exists)
- aria.png (not found) vs. Aria.png (exists).
Once either the file paths or file names (but not both) are modified correctly Starsector can get past the loading screen when UAF is enabled.
Given the existing files the easiest would be to simply use lowercase file extensions.

EDIT: v0.7.2d1 still has these issues.

Ahh, alright, thanks!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Sunnyko on April 18, 2022, 12:13:47 AM
How do you manage to get a UAF commission if you don't start as them any way?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Ryxsen1421 on April 18, 2022, 12:14:15 PM
How do you manage to get a UAF commission if you don't start as them any way?

Bribe a certain administrator in an independent station inside UAF territory with a bakery product, I think you can figure out the rest. Currently, UAF provides guaranteed npc contact as placeholder for future contents but they unlock based on that admin's rep level.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: giganticats on April 21, 2022, 02:16:09 PM
ive been playing starsector for years and i think this is some of my favorite ship art ive ever seen. the sprites are gorgeous, on par in sprite quality as the other top ship mods like diable and blackrock 
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: giganticats on April 23, 2022, 01:45:35 PM
after playing with this mod for a bit i can safely say that these ships are really op
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Juan-Dela_Cruz on April 23, 2022, 08:54:40 PM
after playing with this mod for a bit i can safely say that these ships are really op

Can you explain which ones and how?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Showtime178 on April 24, 2022, 04:44:24 AM
Hiya, I have an interesting bug that is making the game crash on the loading screen.

I disabled all of the mods but the ones needed to run the mod just to be sure it is the mod itself causing the issue.

Sure enough, from the crash log.

Code
17069 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/ships/Fusoreina_Prototype_glow1.png] resource, not found in [D:\Starsector\starsector-core..\mods\LazyLib,D:\Starsector\starsector-core..\mods\MagicLib,D:\Starsector\starsector-core..\mods\Nexerelin,D:\Starsector\starsector-core..\mods\UAF,D:\Starsector\starsector-core..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ships/Fusoreina_Prototype_glow1.png] resource, not found in [D:\Starsector\starsector-core..\mods\LazyLib,D:\Starsector\starsector-core..\mods\MagicLib,D:\Starsector\starsector-core..\mods\Nexerelin,D:\Starsector\starsector-core..\mods\UAF,D:\Starsector\starsector-core..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
    at com.fs.util.Object.Object(Unknown Source)
    at com.fs.util.Object.Ô00000(Unknown Source)
    at com.fs.graphics.TextureLoader.String(Unknown Source)
    at com.fs.graphics.TextureLoader.super(Unknown Source)
    at com.fs.graphics.TextureLoader.super(Unknown Source)
    at com.fs.graphics.TextureLoader.super(Unknown Source)
    at com.fs.graphics.H.o00000(Unknown Source)
    at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
    at com.fs.state.AppDriver.begin(Unknown Source)
    at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)

I checked, sure enough, the images for the glow effect are indeed missing. Just to be safe I re-downloaded and then re-installed the mod and they are still not there. So I just copied over the Fusoreina_Prototype.png twice (since there are two glow effects) and named those Fusoreina_Prototype_glow1.png and Fusoreina_Prototype_glow2.png respectively. And sure enough... Progress!

Code
14077 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.isDHull(Unknown Source)
at com.fs.starfarer.codex.CodexData.Object(Unknown Source)
at com.fs.starfarer.codex.CodexData.<init>(Unknown Source)
at com.fs.starfarer.codex.A.<init>(Unknown Source)
at com.fs.starfarer.codex.A.Ô00000(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)


Well, its a different type of error at least. I will try reinstalling Starsector and see if perhaps that fixes it and update this post when I have done so.

UPDATE: Re-installing an older version of Starsector has indeed fixed the 2nd error!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: IroncladLion on April 29, 2022, 11:09:37 AM
Hey UAF team!

I've been playing the mod the last two weeks, and I have to say, amazing work. One of the best mods I've ever played. The ships, the weapons, the missions, the faction (music is great), it's all really good. Superb work from everyone involved.

I can't help too much with the code side of things, but I'd love to help playtest, provide feedback, and promote the mod. I would say the faction is overpowered right now, but I have some ideas on how to tweak it. That being said, it's incredibly fun to play! The weiss flak is what I've been dreaming of for a point-defense weapon. Love the splash effect that makes it look like real flak. I'd love to do a mod-spotlight video on my channel if that's alright. I understand the mod is still a work in progress so I'd want permission from you team.

Would love to help out however I can  :)
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Ryxsen1421 on April 29, 2022, 11:52:27 AM
Feedback and request.

Hello, thanks for noticing and trying out the mod. Feel free to feature the mod in a video if you wanna and do please let me know when you have it up. I'll look forward to what you have to say about it, both pros and cons. Please do note that nearly everything is a subject-to-change, especially anything that uses vanilla things like missions and systems. The only thing that aren't changeable and absolute are my art style and its lore setting (vanilla unfriendly).
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: IroncladLion on April 29, 2022, 04:04:33 PM
I have no problem with the lore or art. In fact the art is great! Really well done on the portraits!

The only feedback I have on the art, is that the background glow on some characters hits the border of the portrait which doesn't look good. All the major characters with colored background glow are fine, but I think a few of the male portraits had a grey glow that stretched out too far and touched the edges of the portrait box. So the true black does not blend, it creates a harsh edge in game. It's very subtle, but I did notice it, and could be improved. Attached some portraits which I think stood out in that case.

All combat ships all look amazing, looking forward to when the logistics & exploration ships are more fleshed out, fuel tankers look great.

Now as for balance, I'll offer some suggestions.

We'll start with the ships. Almost every ship has a sea of OP to work with, but especially the capitals. The problem gameplay wise is that there's no tradeoff. For the Isenoria which I'm using as my flagship, I can have several 20 OP fighter / bomber squadrons, all the weapons I want, maxed out vents, and that's before we've even started on hullmods. The point is, I can equip everything. There should be a tradeoff where I can have the awesome high level fighters, but then I have to give up the powerful guns, or the 50 OP I have in vents. Right now it's an amazing carrier, AND frontline battleship wrapped into one. Because you have to consider just how powerful the player gets once they start building in hullmods, boosting vents, and all the other bonuses. So to summarize, a good start would be lowering the OP of the ships and comparing them to other vanilla ships of the same caliber.

What I wouldn't want you to change though, is the overall design of the ships, those are great. There are a lot of hardpoints on the bigger ships, but we can work with that. How do you make a lot of hardpoints work? With cheap weapons.

So the weapons are decently balanced, with nothing being crazy overpowered from what I've seen. The problem I do see, is there isn't much of a spread in OP costs. Every small weapon from what I could tell was either 5-6 OP, and that does create a problem when refitting UAF ships. I want to use all the hardpoints, but the UAF weapons don't have a big enough low/high cost spread. What I'd suggest, is nerfing some of the weapons significantly, but also lowering their OP cost along with it. Something like the smaller weiss PD could do less damage, but make it 3 OP instead of 5. Either that, or add a special UAF flare launcher for 1 OP, that'd be fun. Then make some of the longer range railguns 7-8 OP instead of 6. This would provide a lot more flexibility for refitting UAF ships, and also provide fun tradeoffs. It'll take a lot of tweaking to get perfect, but that's the challenge of good balance.

The fighters and bombers, AWESOME. And probably the best balanced out of everything in the mod. The OP costs reflect their power well. 20 OP for the strategic bomber is quite fair for example. Only possible oddity was their sheer size. That special 25 OP bomber is HUGE, looks like it barely fits in the fighter bays haha.

That's all the general feedback I have for now. Faction as a whole the very fun, and I thought the bakery was cute. Are the keycards actually used for anything? Or just money? I couldn't figure out how to 'crack' the orange card for blueprints like it suggested, unless that's just flavor text. Cheers, hope that helps!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Ryxsen1421 on April 29, 2022, 11:39:32 PM
Wall of feedback.

Ah, I see - the portraits you chose are the old ones. I guess I'll go have a look at my early portraits and see if I can solve it or not. Thanks for pointing that out, you're the first to mention this small issue as far as I can remember.

Are you proposing to intentionally starve the faction ships out with OP? We used to be like that before public release and too many people requested me to give them more OP to play with their loadouts. I couldn't really get them closer to vanilla ships due to several things; we have all sorts of fighters available from 4 ~ 35 OP which requires a lot of room to freely load it up which is what vanilla ships cant provide. Our arsenal are going to be expanded soon, so I will look into them once I have them ready. It's not fun adjusting over 150+ ships variants over and over again you know? Also, does this apply to the whole line up or you only saw this on some ships? Point 'em out maybe if you do?

Awww, I tried to do that just back in the 0.71 version. Do you notice how we have something like double and quad barrels of same weapon type? We used to have something like this; the more guns one have, the faster it fires and cheaper cost but wider spread and lower alpha damage, vise versa.  I guess I'll keep the OP cost weapon variations in mind for the future weapon additions, they're made specifically for the black automata faction as they're missing their weapon sets.

As for the fighters, I'm pleased to hear you've enjoyed them at least. I know the sizes are ridiculous in vanilla terms but so long as their designs resembles more of an aircraft than a space ship. I don't think you will find any trouble identifying them in combat. Just don't let that strategic bomber crawl up to you, she'll punish you hard especially if your ship are slow and bulky. and be very afraid of our supersonic torpedo bombers, they hit hard and usually came outta no where lol

I do have plans for the keycard, but we're currently focused on finishing the Yimie DLC quest first before going forth with the keycard gift shop. For now, enjoy the free money boost if you get one by luck.

Thank you for your feedback, I will consider some major changes if everyone else agree about the aforementioned issues. I'm still gonna look forward to that video though, can't wait for my turn to say "look mom, Im on youtube!" in my discord haha!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5
Post by: IroncladLion on May 02, 2022, 02:07:34 PM
SHIPSAh okay. Having more OP on the ships is indeed good for testing purposes. But should be toned down a little once your get closer to a "final release". I'll have to do more in-depth testing for specific ship feedback, as I haven't gotten to test all of them. Been trying to acquire the missile capital, but I haven't been able to recover it from the bounty fleets no matter how hard I try. I'll post any updates / feedback on the ships as I continue playing.

WEAPONSI did see the different versions of the weapons! More barrels = more power but less accuracy and range. Excellent design choice, no problems there. But for the weapons I'm thinking of that do that, both versions are the same OP cost. All small weapons are 5-6 OP, all medium weapons are 10 or 12 OP, etc. So the biggest thing I'd still hammer down is more variation in OP cost. There is nothing wrong with a 'weak' weapon, as long as it's OP cost is low for balance. The "reina" autocannon PD for example could be brought down to 3 op and weakened a bit. With the weiss being the higher cost and more effective PD. You have good variation in the types of weapons, just once again, the OP costs are all similar. Cheap weapons for example let you spend far less OP on the stern of your ship if you think you can keep your butt covered, or maybe you want to spend extra OP on your large mounts, etc. It allows more customization in refitting.

FIGHTERS & BOMBERS I'll keeping testing these, but they all seem pretty effective, and I love the variation in uses and OP costs.

VIDEO I'm currently in the middle of a 'beginner campaign walkthrough' series which is taking most of my time, so it might be awhile (like several months), but this mod will be the first on the list!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
Post by: Seti on May 03, 2022, 01:30:49 AM
Just finished a save with this mod
Just wanted to say, having those 3 of the flagships, Novaeria, Solvernia and Cherry
God that was just the best experience i had, just having a few really powerful ships, is much better than any giant fleet
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
Post by: WMGreywind on May 03, 2022, 02:49:16 AM
Hey, thanks for adding the UAF ships to the sim battle. Gonna be really interesting to test out fighting against UAF ships without having to make an enemy out of the UAF.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
Post by: Phantasia on May 03, 2022, 11:11:46 AM
Linux users will need to rename the two following files in `graphics/weapons/fighters/` in order to avoid a CTD before reaching the main menu:
- `57mm_class_iii_recoil.png` to `57mm_class_iii_recoil.PNG`
- `155mm_class_i_recoil.png` to `155mm_class_i_recoil.PNG`
Alternatively you can look for where these files are referenced and point the paths to use lowercase version...but that's more tedious to handle between updates.

Also if the Favonius tourist spawn rates are going to remain as they are from the 10x spawn rate buffs back in March at least make it customisable.
I don't know about other AMD Linux users but the screenshot below is an example of the extreme lag that I get whenever I come for a visit:
Spoiler
(https://cdn.discordapp.com/attachments/908453692271886418/971116668203966504/screenshot040.png)
(https://pic8.co/sh/ixU6ob.png)
(https://pic8.co/sh/F1Q8Ke.png)
[close]
It looks like the fleets tend to linger around since they're in combat all the time.
This doesn't just apply at the planet but also the jump points in and out of the system since those are also places where they gather.

EDIT: Added another image for 3 in total. The last is the worst so far...
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
Post by: Ryxsen1421 on May 04, 2022, 12:39:01 AM
Feedback

I'll ask my co-dev to disable this until I figure out a better way to show civilian traffic in and out of the resort world.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
Post by: Halo6301 on May 07, 2022, 06:39:03 PM
Hi!

So, the game plays nicely though for me, it feels like this is a faction more set on having you NOT taking control of the ships since they are that well armed to handle their own. It also feels like as a commissioned UAF captain, it feels like starting off is tricky but you get rewarded with better and better gear that snowballs real damn quickly once you get enough good attention on you.

Currently, I am stuck on the DLC question that is asking me to go to Namnlos to search for the wreckage after using the marines. Not sure if it's a bug or not.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
Post by: Arthur_The_Ok on May 13, 2022, 01:42:54 PM
I think the mod broke, the Aurora Diplomatic Bureau doesn't exist in my save, so I'm kind of stuck in terms of diplomatic relations with the UAF
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
Post by: Mihelev on May 15, 2022, 07:12:33 AM
Not sure if this was mentioned or not, my job is to throw this out here: when you colonise a planet with industrial ruins from industrial evolution, my planet had 3 different stability and "population upkeep" modifiers, which resulted in 549% upkeep and 10% income modifiers at 7 stab on a 200% hazard planet
the apparent problem can be found here

<incomeMult z="2547" b="1.0" m="0.09600001">
<mMs z="2548" s="uaf_bakery_base" d="Stability" v="1"></mMs>
<mMs z="2549" s="uaf_bakery_popmod" d="Population" v="1"></mMs>
<mMs z="2550" s="uaf_bakery_stabilitymod" d="Stability" v="1"></mMs>
<mMs z="2551" s="ind_population_3" d="Stability" v="1.0"></mMs>
</incomeMult>
<upkeepMult z="2552" b="1.0" m="5.2135997">
<mMs z="2553" s="uaf_bakery_base" d="Population Upkeep" v="1"></mMs>
<mMs z="2554" s="uaf_bakery_popmod" d="Population Upkeep" v="1"></mMs>
<mMs z="2555" s="uaf_bakery_stabilitymod" d="Population Upkeep" v="1"></mMs>

Previously these modifiers were quite crippling and multiplied each other, replacing them with 1 fixed it, so in summary something in the mod gives you 3 more stability modifiers than you should have and "population upkeep", hope this helps
P.S the music is sick, thank you for the mod
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
Post by: IroncladLion on May 15, 2022, 04:47:37 PM
Can confirm the issue with the industrial evolution. I've got multiple stability modifiers on all my colonies.

Also I've gotten a hard crash as well as a game freeze when using full retreat. Every time I've tried, something bad happens.

Otherwise I've been progressing and testing more things. Figured out how to acquire the solvernia, failed the Yimie quest (Is she permanently stuck on house arrest?), but how about the other dreadnoughts, like the cherry? Is it possible to explain how to get the big ships without public spoilers? (either dm or link to directions would be fine)

After further testing, balance is actually much better than I originally thought. Without boosts pretty much all the ships are well balanced, especially the frigates and destroyers. And the battlecarrier and other capitals are in a better place since your tweaks to their systems. I'm still trying to get the missile capital, but one day we'll get it. I had a quick note about the bombers. I've been using the hibiscus bombers and oh man, they are fun. I've noticed they are actually in many ways more capable than the medium or heavy strategic bomber, as they release their payload far earlier. Is it possible to get the medium and heavy bomber to release the bombers a bit earlier? I feel like the strat bomber is very slow and doesn't drop it's bombs till it's very close. I'd love to see it lose a bit of health and be made slightly faster. Right now I feel the strat bomber is better at tanking enemy ship cannons than actually being a bomber haha. And for 20 OP vs. 6 OP of the hibiscus, I feel it could drop it's payload earlier.

The earlier a bomber drops it's bombs, the quicker it can get back, get more bombs, and head out again. Sure it's more dangerous to your fleet (potentially), but it makes the bomber much for effective. The 3 hibiscus I'm using now is killer, and that's on the battle carrier. I'm sure it'd be insane on the dedicated carriers.

Oh and the gunships are very fun. Very effective against isolated ships, weak in large fleet battles. Gives them a nice niche.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
Post by: Oni on May 16, 2022, 11:37:13 AM
Feedback

I'll ask my co-dev to disable this until I figure out a better way to show civilian traffic in and out of the resort world.
Like I said before, you could make all civilian traffic be from the Independent faction regardless of where they're coming from. That way they'd only really be hostile to Pathers/Pirates and would stop fighting each other all the time. The space between the Aurora worlds and the rest of the core becomes a transport graveyard far too easily.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
Post by: Algoul on May 19, 2022, 10:40:49 AM
Feedback

I'll ask my co-dev to disable this until I figure out a better way to show civilian traffic in and out of the resort world.

Thanx guys, this is devastating for FPS - but idea is good, clearly need just limits quantity of tourists fleets to 5 or something like this.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Versil on May 19, 2022, 11:22:39 PM
Ryxsen1421 with version "0.7.2e1" got CTD:

36786 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: DIRECTORY: D:\misc\Starsector\starsector-core\..\mods\UAF (data/world/factions/uaf.faction)
Expected a ',' or ']' at 4350 [character 4 line 220]
org.json.JSONException: DIRECTORY: D:\misc\Starsector\starsector-core\..\mods\UAF (data/world/factions/uaf.faction)
Expected a ',' or ']' at 4350 [character 4 line 220]
   at com.fs.starfarer.loading.LoadingUtils.class(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.new(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.oo0000(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:748)

Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: KarlianaVonMauser on May 19, 2022, 11:45:53 PM
go to mod date file -> world- -> factions -> UAF.Faction -> got to line 219 and put "," at the end of it
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Ryxsen1421 on May 20, 2022, 12:04:17 AM
Crash log

How embarrassing. I've uploaded new files with a brand new comma on the line, hopefully that'll be all.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: sirjames101 on May 20, 2022, 01:38:12 AM
the fighters all have very high crew amounts. like for example the mitsurei interceptor wing says 6 crew per fighter with 6 fighters in the wing. this would mean you lose 36 crew if you lose the whole wing which is devastating. this would explain why every couple of fights i find myself under crewed. hopefully this gets fixed soon cause it makes me not want to use the cool fighters this faction has.

i might also suggest changing the salvage mission marine recommendation. you need about a 1000 to complete that quest but it says you only need 300.

i would also like to say i love this faction. the ship combat style has been something i needed forever. its obvious that this mod will become a gem of the community similar to black rock.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: hydremajor on May 20, 2022, 11:25:36 AM
Is nexerelin ABSOLUTELY NECESSARY or can I just run this without it and its just a little jank ?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: AtlanticAccent on May 20, 2022, 04:11:27 PM
Hi! Love the mod, love the sprites!

When you say not save compatible after 0.7.2d, what does that mean exactly? Does that mean saves started with versions below 0.7.2d are incompatible with 0.7.2d and above, or something else?

In my case, I started my current save 0.7.2d5a - is it safe to update to 0.7.2e1 with this save?

Also, small note that your remote Version Checker file still says the latest version is 0.7.1

Thanks either way!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Polite Pufferfish on May 22, 2022, 02:01:26 AM
In uaf_slvv_r_missile.ship, the hullSize is currently classed as "CRUISER". In uaf_slvv_l_missile.ship, the hullSize is currently classed as "CAPITAL_SHIP". I am not certain that this was intended.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Rzabat on May 23, 2022, 11:14:39 AM
So far I'm loving the mod, especially the ship designs! However I've noticed that the strike craft (especially fighters) have absurdly high crew complements which can result in hundreds of crew losses in even a small carrier engagement.
Also, do you plan on adding in a Commissioned Crews bonus? This mod has enough content to totally justify something like that.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: SolarGalaxy on May 24, 2022, 07:19:03 AM
Thank you for the Mod!

Lots of high quality sprites to digest and good music as well.

So far I am loving the Shinoria (SP) with 5 Clemente MRM. Lots of medium missile firepower in subcapital combat.
Perhaps this strategy will falter when I begin battling with capitals.

For fighter, is there an easy way to compare their weaponry when choosing to outfit a carrier?

Something like the Super Aria has 3 different weapons with unknown parameters:
1 x 40mm CN Class I (Some kind of kinetic)
2 x AMSSM Class III (HE?)
2 x HVAR Class I (HE?)
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Anariel on May 24, 2022, 09:05:34 AM
For fighter, is there an easy way to compare their weaponry when choosing to outfit a carrier?

Something like the Super Aria has 3 different weapons with unknown parameters:
1 x 40mm CN Class I (Some kind of kinetic)
2 x AMSSM Class III (HE?)
2 x HVAR Class I (HE?)

You can check the details of the weapons by pressing F1 to switch between the weapon details.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: SolarGalaxy on May 24, 2022, 11:26:48 AM
For fighter, is there an easy way to compare their weaponry when choosing to outfit a carrier?

Something like the Super Aria has 3 different weapons with unknown parameters:
1 x 40mm CN Class I (Some kind of kinetic)
2 x AMSSM Class III (HE?)
2 x HVAR Class I (HE?)

You can check the details of the weapons by pressing F1 to switch between the weapon details.

Thank you so much! :)

Over 300 hours of gameplay and I never noticed something as simple as this!

Now I can spend many more hours comparing weapons!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Rzabat on May 27, 2022, 12:05:35 PM
I've played some more of this mod, and I think that the 2 heavy cruisers (Lillaru and Seniraja, along with their variants) should show up more on the market. Unless Im doing something wrong, I find that I roughly only find one for sale every other cycle, whereas every other ship (even capitals) can be routinely found at all of the UAF planets.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
Post by: Crablobab on May 27, 2022, 01:15:44 PM
Not sure if this was mentioned or not, my job is to throw this out here: when you colonise a planet with industrial ruins from industrial evolution, my planet had 3 different stability and "population upkeep" modifiers, which resulted in 549% upkeep and 10% income modifiers at 7 stab on a 200% hazard planet
the apparent problem can be found here

<incomeMult z="2547" b="1.0" m="0.09600001">
<mMs z="2548" s="uaf_bakery_base" d="Stability" v="1"></mMs>
<mMs z="2549" s="uaf_bakery_popmod" d="Population" v="1"></mMs>
<mMs z="2550" s="uaf_bakery_stabilitymod" d="Stability" v="1"></mMs>
<mMs z="2551" s="ind_population_3" d="Stability" v="1.0"></mMs>
</incomeMult>
<upkeepMult z="2552" b="1.0" m="5.2135997">
<mMs z="2553" s="uaf_bakery_base" d="Population Upkeep" v="1"></mMs>
<mMs z="2554" s="uaf_bakery_popmod" d="Population Upkeep" v="1"></mMs>
<mMs z="2555" s="uaf_bakery_stabilitymod" d="Population Upkeep" v="1"></mMs>

Previously these modifiers were quite crippling and multiplied each other, replacing them with 1 fixed it, so in summary something in the mod gives you 3 more stability modifiers than you should have and "population upkeep", hope this helps
P.S the music is sick, thank you for the mod


Where are these config options located? I've been looking for a while and haven't been able to find them. Thanks.

Edit: found it, it's not a config file but actually in your campaign.xml save file. It seems separate for each colony, so you'll have to do it every time I think.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: xaz on May 28, 2022, 08:05:05 AM
Great mod! I really enjoy playing this mod. I have some questions though, after giving the card to yimie, is her quest finished? I'm just not sure if it's finished or my game just bugged and didn't trigger some event. Also, is there a way to talk to the queen even if you aren't commissioned with the UAF? I was commissioned with them originally and I had high rep but I resigned to make my own faction.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Ryxsen1421 on May 28, 2022, 08:22:43 AM
Fighter weapon classes.

Well, to put it simply; the higher the class numbers, the better the weapon performs in most cases. If you notice, UAF offers at least 4 tiers of fighters to choose from based on OP cost but expensive doesn't necessarily mean better. It offers you a chance to min/max your carrier loadout i.e better torpedo attackers but less air cover. and they also just happen to carry better weapons or more universal with their loadout. ( 5 ~ 10 ~ 20 ~ 30 ) I have this many weapon in order to have better control/management on fighter balancing since I want them to carry the same weapons as everyone else but some get to enjoy slightly upgraded version. It might be a bit trickier to get used to this because vanilla doesn't do that but I prefer to separate ship-based weapons away from fighters. At least I wouldn't nerf/buff everyone indirectly if I choose to do something.

Please don't mind the naming convention though, I'm not creative enough to come up with brand new names for every weapons that I came up with but I like these better honestly.

30/40mm = general purpose autocannons
76mm = fighter-based Tona railgun
57mm = Anti-shield heavy autocannon
155mm = Anti-armor cannon for gunships
HVAR = anti-ship dumb rocket
AMSSM = guided anti-air missile
ASMR = fighter-based clemente light missile
Exoscar = fighter-based anti-ship guided torpedo
USB = area denial/suppressive anti-ship bombs
Minibreve = tactical mini-nuke for taufan(NX)

Spoiler
(https://i.imgur.com/H0VG4h0.png)
[close]

High fighter casualty rate and commission crew bonus.

Oh, I see - I guess I din't really feel the massive casualty rate in my weekly test runs as I tend to have Recovery Shuttle and Expanded Deck Crew hullmods on my carriers all the time. Thank you for noticing the issue! Consider it fixed from now on as I finally understood what it actually means. I actually assumed it asked me how much crew do one fighter wing have instead of per spacecraft.

As for commissioned crew.. yeah, I've been asked for that even before UAF was released. I don't know why I haven't done it yet. I guess I'm not sure what I wanted for the thing? If possible I'd like to have at least 3 CCs ( carrier / combat / logistics ) that you can choose from but I'm not the coder and I din't know if its possible or not. I am currently indecisive and clueless, will likely to stay that way for the next couple versions.

Missing heavy cruisers.

Indeed, that's one thing that have been mind boggling for me for several versions now. For some reason, the faction really likes to spam rare stuff such as prototypes and elite ships while ignoring the heavy cruisers . I think I must've touch something that I wasn't aware of. If anyone know a solution to this, do please tell me!

Solvernia causing problem again.

Thank you for noticing it, I'll change it again and should be fixed in next version.

Fighter casualty, marine quest feedback and praises.

Thank you, although somehow I doubt that seriously with the amount of flak the mod receives for being.. different visually and aesthetically speaking. Regardless, I really appreciate you trying out the mod despite it being incomplete. Thanks for explaining how the fighter crew mechanic as well! As for the marine quest, I actually wanted to warn the player to prepare at least 300 marines due to RNG chance of mission failure. It's intentional, I wrote at least 6 variants for how you failed it. I hope you enjoy those random bit. I have notified my co-developer to actually lower the minimal marine requirement down to just 30 but the informant will still ask you to prepare at least 300.

Enquiry regarding Yimie and Queen.

I'm glad to hear you enjoy it! If you have given her the green card and receive the rewards ( Yimie, Mizuki and Hyper Aria ). You have completed the first half of the quest as its still WIP but stalled due to multiple reasons. You gained this much reward for just a simple RNG quest because I want to give everyone a chance to test the custom reward commanders and see if they're functional or not. As for NPC contacts, I am currently addressing this issue by allowing the player to manually request to regain access to UAF amenities via a certain representative. However, I haven't found time to test this yet personally so I'm not releasing Version 0.72e2 yet. If you'd like to have a sneak peek on whatever I've been doing, you can follow me on Twitter or Twitch. I stream my own gameplay sometimes just to give people a chance to provide feedback directly to me or just to have a chit chat.

Oh and if you intentionally said no to her at some point, that's actually a bait. The mission will also not resurface if you failed to complete it in time. You won't see her again so be sure to click responsibly or miss a pair of really good carrier commanders.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: LinWasTaken on May 29, 2022, 10:41:09 AM
i'v never been a missile fan...but the Purcellyra man. ever since i got my hands on it, i'v been using it exclusively. I never knew spamming missiles would be this fun!!!
love the mod so far.
tho i can't seem to figure out how to get my hands on the super capitals and or contact the head npc(can't remember the name).
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Satirical on May 29, 2022, 02:12:38 PM
i'v never been a missile fan...but the Purcellyra man. ever since i got my hands on it, i'v been using it exclusively. I never knew spamming missiles would be this fun!!!
love the mod so far.
tho i can't seem to figure out how to get my hands on the super capitals and or contact the head npc(can't remember the name).

RN its easy just keep talking with contacts (military) and this happens

Spoiler
https://www.reddit.com/r/starsector/comments/uzmamn/were_reaching_levels_of_over_powered_that_shoudnt/
[close]

In the future I think I heard they will add an EPIC custom quest to get it like the yimie quest :3c
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Ryxsen1421 on May 29, 2022, 02:59:38 PM
Suggestion on how to get the ship.

That is correct, everything in the UAF is currently accessible and can be found anywhere because it's still Work In Progress. Eventually everything will be somewhat locked behind something and you have to earn them to get whatever you seek but for now, you get to enjoy them as my team and I continue to work on the mod. Think of it as Early Access, and don't forget to provide any feedback if you have the time to post it here.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Anariel on May 29, 2022, 09:42:26 PM
I have discovered a couple of issues.

- Generating the UAF Weapons Blueprint into your cargo using console commands and then trying to open the cargo menu crashes the game.

- Attempting to generate the UAF Fighters Blueprint into your cargo using console commands returns an invalid null data.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: BassBX on June 02, 2022, 06:42:26 PM
Hey one of your flag ship Solvernia has quite a lot of oversight in it like one of the missile section using crusier class while others using capital module
the left part of the ship modules have prefix `port` while the right part of the ship modules are `starboard`, the missile slot on the engines are not symmetric as well
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Ryxsen1421 on June 03, 2022, 03:48:26 AM
Solvernia.

Noted, but I won't be addressing that for the next couple versions. I halted my plans to remaster both Solvernia and Novaeria as the new sprites are not ready yet. I prefer to do smaller or higher priority things for now.

Spoiler
(https://i.imgur.com/SJzsyhK.png)
[close]
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Stalkar on June 06, 2022, 12:02:15 PM
Good visuals and the overall concept,outside of just raw stats balancing here is what i found
Spoiler

Percellyra -  AI doesnt use its active ability at all,seems to be regardless of missile CD
also you need to heavily micromanaging it because it tends to brawl instead of acting as a artillery ship

Zepporia/Neuxoria - it often acts as battleship instead of dedicated carrier

Nova - there are few issues:

there is a built in hullmod in engines that just has a bunch of ? ? ? ? ?

its rotation speed might be too fast for its size,at least compared to solv

if you equip it with bombers (like intended, i assume) it performs pretty good,modules are rather responsive but often times take a bit to use recall resulting a few losses

active system on core module is confusing
giving a 1.5 heavy damage boost is nice,but its only for 2 wings out of 12, it also takes out potential recall which would be more valuable for bomber squads and mitigating losses,could be replaced or moved around
if you equip it with NOT bombers,it breaks pretty much,modules do not use recall system ever,core module takes a while to regroup wings,even modules regroup faster

for modules in general having the ability to focus single ship with every single module is something that should be done,for both nova and solv,in case of nova i outfit it with mostly cruise missiles,having half of them target absolutely whatever doesnt do much

wonky collision box,assigning ships to escort it makes them stay far away from it,like its collision is 2-3 times larger then it is,it also messes up pathing which often leads to ships being stuck and acting like they are nearly crashing in to it while being few ship length far

last one is that i have absolutely no idea what is the intent behind engine module,200+ OP with just 6 small mounts,logis hullmods do not apply to main ship either

Solv - used it much less then nova,same issue with modules

missile modules(second row from front) have different size classification(i belive one is cruiser and one is a destroyer),resulting different hullmods cost and flux caps

both third gun modules from front for whatever reason dont use large gun slot closer to middle,like at all,no idea if that was something related to specific gun in a specific slot(i used double HE anti-capital gun there paired with railgun to the side) or its a general thing

same thing with wonky collision box,fighters often wait quite far in front of the ship or far in front to the left
also remove the ability to put shield on modules completely for both ships

cherry - you can take decorative guns off and when you strip it they get renewed but those you stripped stay in the inventory,forgot to make them built-in?

for aux ships like eyeseau - i have no idea the intent,their combat system is weird and they do not provide fleet utility

havent played much with destroyers or frigates

General - based on the artstyle i assume this is intended to be heavy high-tech faction,domain-ish style even,but the weapon pool is only balistic+missiles setting it in mostly low-mid-tech and not that many ships have hybrid slots either
i was told that energy weapons are soon(tm) in next update,but it begs the question if all mounts that are currently balistic only would be switched to hybrid for that or this is going to be mainly balistics and aiming at low-mid tech playstyle

havent found much for quests,there was one with raid and quite neat reward,also as far as i understand it supposed to have a continuation?
i did see that there is a placeholder for NPC interraction(you can choose it,but no options inside it) and also found one contact(cat)havent found much else
[close]
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Regularity on June 08, 2022, 10:00:59 AM
I've noticed Aurora space bans you from storing AI ships on their planets, like most other factions... which wouldn't be unusual if not for the fact they have sentient robots living and working in their society. They should probably allow storing of AI ships like pirate bases do.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Oni on June 08, 2022, 06:12:58 PM
....As for commissioned crew.. yeah, I've been asked for that even before UAF was released. I don't know why I haven't done it yet. I guess I'm not sure what I wanted for the thing? If possible I'd like to have at least 3 CCs ( carrier / combat / logistics ) that you can choose from but I'm not the coder and I din't know if its possible or not. I am currently indecisive and clueless, will likely to stay that way for the next couple versions....

I'd recommend just keeping it simple, something that gives a small bonus to one of the factions themes.

Such as I think that fighter craft are important to their combat doctrine, so... A CC bonus giving all fighter craft +20% hull? Anyway, something like that.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Ryxsen1421 on June 09, 2022, 01:09:02 AM
Suggestion.

I did considered that actually but then I immediately remember seeing people complaining about how durable the fighters are in combat, hence I nerfed them all a couple times several versions ago. Maybe it should come with a downside too I guess?
or was it better to just give additional flux capacity instead since we have obvious weapon-to-flux inefficiency?

Storing AI ships.

Oh really? I din't know that is a thing, I shall address this in the next patch since you also pointed out that vanilla pirate bases allowed you to do so. Thank you for your feedback.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Oni on June 09, 2022, 02:40:44 AM
Suggestion.

I did considered that actually but then I immediately remember seeing people complaining about how durable the fighters are in combat, hence I nerfed them all a couple times several versions ago. Maybe it should come with a downside too I guess?
or was it better to just give additional flux capacity instead since we have obvious weapon-to-flux inefficiency?
...
Generally I don't think the CC-Bonus comes with a downside unless it's a really good bonus, given that it's something you're only supposed to get if you sign on with them or ally with them.

As for ideas... well you could make them cheaper. Something like using fighter craft get an ordinance point discount, if the discount isn't too over the top then it can be applied to the fleet without unbalancing things. Something like...

"Strike Craft Expertise = All strike craft have their ordinance cost reduced by 15%"

Just with a more thematic name, probably. You can adjust the percentage discount up or down as you determine what balances best and I think it'd be pretty unique, I don't remember if there's anything that gives an OP discount for strike craft.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Regularity on June 09, 2022, 03:26:31 PM
Gotta say I love the mod, so please don't mistake this big list of feedback as me not liking the mod!

Hey one of your flag ship Solvernia has quite a lot of oversight in it like one of the missile section using crusier class while others using capital module
There's a quick fix for this. \Starsector.0.95a\mods\UAF\data\hulls and replace ["hullSize": "CAPITAL",] with ["hullSize": "CRUISER",]
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Meeplet on June 13, 2022, 08:03:34 PM
Heya, updating from 0.7.2d5a to the current version caused the a crash with the following log:
java.lang.RuntimeException: Slot id [WS0005] not found on hull [uaf_lillaru]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Are updates not save compatible or did I screw something up?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Ryxsen1421 on June 13, 2022, 10:12:34 PM
Crash log.

Sure looks like it, did you try to play on your old save from 0.72d5a to 0.72e1? if so, then it is save incompatible.

Wall of feedback.


Thank you for trying out the UAF despite it in incomplete state  and for your time on writing your valuable feedback! I will consider these suggestions with my core team when the time comes.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: GalmTeamOne on June 14, 2022, 10:41:35 AM
Awww I'm so mad the developer burnout got to you!!! This mod is just so damn pretty and fun!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Meeplet on June 18, 2022, 08:10:43 PM
Not sure if it's a bug or not, but I've found that contacts are disappearing from their planets, so far the contacts from lunamun, auroria, nur and hem fayette have ceased to exist and only nia remains.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Ryxsen1421 on June 19, 2022, 07:56:01 AM
Not sure if it's a bug or not, but I've found that contacts are disappearing from their planets, so far the contacts from lunamun, auroria, nur and hem fayette have ceased to exist and only nia remains.

I need more context about this to diagnose this problem. What happened in your game?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Meeplet on June 19, 2022, 08:36:02 AM
Not sure if it's a bug or not, but I've found that contacts are disappearing from their planets, so far the contacts from lunamun, auroria, nur and hem fayette have ceased to exist and only nia remains.

I need more context about this to diagnose this problem. What happened in your game?

They no longer show up in the comms. Even though I've unlocked the missions from nia to reach them. I managed get one set up as contacts beforehand, and I can still get missions using stelnet but the rest can no longer be reached. Didn't notice any particular trigger, they just disappeared one day. The auroria and lunamun contacts were there 3 or 4 cycles ago, the planets were never taken at any point, no clue why they left.
Spoiler
(https://i.imgur.com/NB9TRlU.png)
(https://i.imgur.com/heY0mHg.png)
(https://i.imgur.com/J4j3zcc.png)
(https://i.imgur.com/7mfbxM0.png)
[close]
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: ArteMooNik on June 20, 2022, 02:26:08 AM
Bruh... Idk why, but when i point cursor on building Interdimensional Confectionery, my income and upkeep stats goes crazy.
(https://i.ibb.co/khB6bTp/sssss.jpg) (https://imgbb.com/)

I rised rep with UAF to max with Nexe operatives, mb this is the point? (I have no commission, and i cant built it, just pointing is enough)
Also when i do this again, multipliers changing!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Thyrork on June 21, 2022, 04:30:24 AM
Living upto my twitter and actually posting feedback in the thread;

The keycards are cool, but the more expensive ones should probably be limited somehow. Perhaps dedicated assassination/bounty missions offered by factions with an alert that a card might be involved? Saying "how about rare salvage from stations/planets" feels alittle boring as a recommendation.
Obviously this hurts getting early rep with UAF and Nia, so a "cheap" card can remain as drops to help players get that head start. Perhaps a damaged version of the existing cards that is still valuable for reputation but less cash?
I'm not really in favour of reducing the value of the original cards, finding one should be a good moment and money is always good! But the expensive ones dropping from random small pather/pirate fleets is abit crazy.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Odude on June 21, 2022, 10:30:26 AM
Is there any way to disable tourism currently? I love this mod, but all the tourist fleets completely cripple my computer, especially by midgame. I've tried removing the tourist beach building but that doesn't do it.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Ryxsen1421 on June 21, 2022, 03:39:37 PM
Is there any way to disable tourism currently? I love this mod, but all the tourist fleets completely cripple my computer, especially by midgame. I've tried removing the tourist beach building but that doesn't do it.

I'm afraid you'll have to wait for the next version which wont be coming in the next couple months. I'm not rushing out another update and will take my time on it. You can rest assure that I will scrap the tourism thing and try to come up with a better one.

Bruh... Idk why, but when i point cursor on building Interdimensional Confectionery, my income and upkeep stats goes crazy.
I rised rep with UAF to max with Nexe operatives, mb this is the point? (I have no commission, and i cant built it, just pointing is enough)
Also when i do this again, multipliers changing!

According to others, this kind of thing aint happening from my mod. Its caused by something else and I'm not sure what.

Living upto my twitter and actually posting feedback in the thread;

The keycards are cool, but the more expensive ones should probably be limited somehow. Perhaps dedicated assassination/bounty missions offered by factions with an alert that a card might be involved? Saying "how about rare salvage from stations/planets" feels alittle boring as a recommendation.
Obviously this hurts getting early rep with UAF and Nia, so a "cheap" card can remain as drops to help players get that head start. Perhaps a damaged version of the existing cards that is still valuable for reputation but less cash?
I'm not really in favour of reducing the value of the original cards, finding one should be a good moment and money is always good! But the expensive ones dropping from random small pather/pirate fleets is abit crazy.

I agree with you there, the keycard should serve as a lucky kickstarter for the player if they found one but its too common atm even though I clearly stated that we're testing if the thing actually spawns all the cards or not. We will reduce the spawn rate for all cards for now but the whole keycard thingy isn't ready yet and won't be available any time soon. However, I do really like your proposal for higher grade keycards and will keep that in mind. Thank you and sorry for the inconvenience.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Meeplet on June 24, 2022, 10:10:08 AM
I did a touch more testing, the contacts disappear after I speak to to them and leave the station. Thy appear once again after adding them as a contact, but if spoken to again, and after leaving the station, they are no longer reachable. No clue why this happens, if it's not happening to any else, then my best guess is there's some funky mod interactions going on, possibly with stelnet.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Nicb1 on June 25, 2022, 03:39:21 AM
So i'm fairly new to the game still and decided to do a playthrough with this mod although i'm a bit stuck at the moment, when you speak to Nia the UAF administrator is she supposed to give you some quests or has this not been implemented yet? (wondering if this is the result of other mods that i'm running alongside uaf). When clicking the option to 'ask about uaf access' the only option I get is 'nevermind'.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Ryxsen1421 on June 25, 2022, 10:52:16 AM
So i'm fairly new to the game still and decided to do a playthrough with this mod although i'm a bit stuck at the moment, when you speak to Nia the UAF administrator is she supposed to give you some quests or has this not been implemented yet? (wondering if this is the result of other mods that i'm running alongside uaf). When clicking the option to 'ask about uaf access' the only option I get is 'nevermind'.

Welcome to Starsector. Well, we haven't implement custom or unique sets of generic missions yet for our faction. So we've been using vanilla stuff as temporary placeholder. You should try to increase your reputation to Nia up to 50 to unlock all the access currently in the mod.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Nicb1 on June 26, 2022, 09:05:19 PM
So i'm fairly new to the game still and decided to do a playthrough with this mod although i'm a bit stuck at the moment, when you speak to Nia the UAF administrator is she supposed to give you some quests or has this not been implemented yet? (wondering if this is the result of other mods that i'm running alongside uaf). When clicking the option to 'ask about uaf access' the only option I get is 'nevermind'.

Welcome to Starsector. Well, we haven't implement custom or unique sets of generic missions yet for our faction. So we've been using vanilla stuff as temporary placeholder. You should try to increase your reputation to Nia up to 50 to unlock all the access currently in the mod.
Thanks so much for the quick reply. I was busy trying to increase faction wide rep, I didn't realise that i should have been trying to do it for the individual.
Also wanted to say, from what I've seen so far your mod looks great. Know how it feels to run into burnout occasionally from my modding experiences with other games. Hope to see more in the future regardless though :)
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Dreaming Dragon on June 29, 2022, 08:01:00 PM
Uh, I may have accidentally decivved that one pirate base from the DLC mission the pilot offers, and I saw no wreckage other than the pirates I destroyed there. Is it possible to complete that mission or did I mess it up?

Nvm I just colonized it.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: KarlianaVonMauser on July 09, 2022, 02:29:21 PM
Just wanted to ask, will this mod have commissioned crew if i have commission crew mod on?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Kilo181 on July 09, 2022, 06:01:45 PM
Anyone know how to get the weapon blueprints without the game crashing?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: vikingragnar on July 14, 2022, 02:24:44 AM
is there any upcoming hotfix to fix the blueprints issue, i reaally love the look and feel of the ships i just can't equip my fleet with your weapons and fighters and makes me very sad i've been looking for a few hours but I can't pinpoint the issues myself as there are so many fighters and weapons (v good i like this)

Spoiler
89349 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.trade.Object.renderShipWithCorners(Unknown Source)
   at com.fs.starfarer.api.campaign.impl.items.ShipBlueprintItemPlugin.render(ShipBlueprintItemPlugin.java:84)
   at com.fs.starfarer.campaign.ui.trade.Object.render(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderAtCenter(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOoO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: PraiseIt420 on July 14, 2022, 04:20:45 PM
is there any upcoming hotfix to fix the blueprints issue, i reaally love the look and feel of the ships i just can't equip my fleet with your weapons and fighters and makes me very sad i've been looking for a few hours but I can't pinpoint the issues myself as there are so many fighters and weapons (v good i like this)

The only way i have found to deal with this is to look up the weapons and fighters in Console Commands (i.e. "list weapons uaf" or "list wings uaf") and give yourself blueprints of the individual weapons (i.e. addspecial weapon_bp(or wing_bp for fighters) [insert weapon id here])
only do this with the individual weapons, do not do this for the weapon package as opening the inventory will hard crash the game
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: DerpDaHonk0Azuresoul on July 15, 2022, 12:16:10 PM
Into data/campaign/special_items.csv

UAF Weapon Blueprint Package,uaf_weapon_package,package_bp,United Aurora Federation,,100000,1000,1,EXTREME,graphics/icons/cargo/uaf_blueprint_missile.png,ui_chip_pickup,ui_bp_package_drop,com.fs.starfarer.api.campaign.impl.items.MultiBlueprintItemPlugin,uaf_weapon_bp,"A collection of Auroran missile weapon blueprints, most of which are conventional weapons ranging from micro missiles all the way to tactical nuclear cruise missiles.",311
UAF Fighter Blueprint Package,uaf_fighter_package,package_bp,United Aurora Federation,,100000,1000,1,EXTREME,graphics/icons/cargo/uaf_blueprint_missile.png,ui_chip_pickup,ui_bp_package_drop,com.fs.starfarer.api.campaign.impl.items.MultiBlueprintItemPlugin,uaf_fighter_bp,"A collection of Auroran missile weapon blueprints, most of which are conventional weapons ranging from micro missiles all the way to tactical nuclear cruise missiles.",321

Into data/config/settings.json under uaf_weapon_bp

"uaf_weapon_package":"graphics/icons/cargo/bp_auroran_msl.png"
"uaf_fighter_package":"graphics/icons/cargo/bp_auroran_msl.png"

Quick, dirty, works.

Also loving the UAF. This is right up there with SoTF mod for must have in my game.

What do you think of adding a ship like the Yamato from II but it being a Shinano?
Would be neat to see what you could come up with for a Space Carrier Shinano-Chan!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Nanao-kun on July 23, 2022, 09:11:49 AM
Somehow I completely missed that this actually released. Gonna add it to my next playthrough hopefully. Looks really cool so far though.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Ryxsen1421 on July 25, 2022, 04:04:52 PM
Somewhere in next couple weeks, I will officially release a preview patch that will remove or replace a couple things while also letting you guys experience the new additions to the federation. It will ruin your save for sure but at least it could potentially save your new run from 0.72f3 version in preparation for whenever 0.73 comes out. Some of you lucky ones, may already experienced the new version already as I posted the file in several discord servers and download links though. Feel free to find out where those downloads are! For the rest of you out here, I'll let you know when the preview patch comes out.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Reyvan on July 26, 2022, 01:18:22 AM
Had to do a double take when I saw those Malaysian ship names, but damn this mod is awesome

Good work man
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Ryxsen1421 on August 02, 2022, 09:14:46 PM
Hi guys, I finally have a good place to use as a download archive for my work-in-progress patches. Managing the download links separately in Google Drive can be rather cumbersome to deal with so this is actually pretty convenient on my end. I will not update the download link in the main thread yet because the patch is not ready for the public yet! but if you wanna try out the new stuff ahead of time then go here!

[Click here for 0.72f3c Early Access!] (https://www.patreon.com/posts/uaf-0-72f3c-70212364)
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3b EA
Post by: Versil on August 02, 2022, 11:07:09 PM
Awesome
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3b EA
Post by: Ramiel on August 03, 2022, 01:02:10 AM
Neat!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3b EA
Post by: andrew on August 07, 2022, 02:38:00 PM
Hello friend, I would like to let you know that your mod made me fall in love with this game again.
I dont think that i spent so much time with a single run ever before.
Thank you. :)
And please dont nerf your ships too much in the future.
I am having so much fun as they are now.
Looking forward to future updates.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: robepriority on August 12, 2022, 08:44:56 AM
I was wondering, who's the artist for all these new portraits?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: arwan on August 13, 2022, 07:18:43 AM
apologies if this was answered previously.

how do you gain access to the special markets. such as the November military and automata logistics?

im currently commissioned by the Auroran Federation and have an approval of 100/100 not sure what i got to do.

also. is there actually a way to talk to the queen? been to vermilion station and talked to the rep there. but not sure if there is a way to get the rep to let you see the queen.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Halo6301 on August 13, 2022, 11:35:55 AM
(https://media.discordapp.net/attachments/461525528650973184/1008081393127018516/unknown.png)

Heads up, getting this error with the EA build
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Ryxsen1421 on August 13, 2022, 06:25:17 PM
Spoiler
(https://media.discordapp.net/attachments/461525528650973184/1008081393127018516/unknown.png)

Heads up, getting this error with the EA build

Well, that aircraft was removed and rebranded into something else - it is now Lumayan(mFA) hybrid fighter - sorry but your old save is now incompatible if you're using the EA build.

I was wondering, who's the artist for all these new portraits?

The same person that draw basically everything in the mod really. lol  ;)

Hello friend, I would like to let you know that your mod made me fall in love with this game again.
I dont think that i spent so much time with a single run ever before.
Thank you. :)
And please dont nerf your ships too much in the future.
I am having so much fun as they are now.
Looking forward to future updates.


with how infinitely thirsty the whole community is about balancing and stuff, I doubt I'll stop nerfing/buffing things but I'll try my best not to make my contents unfun to play with. Thanks!
[close]
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Halo6301 on August 13, 2022, 06:58:34 PM
Spoiler
(https://media.discordapp.net/attachments/461525528650973184/1008081393127018516/unknown.png)

Heads up, getting this error with the EA build

Well, that aircraft was removed and rebranded into something else - it is now Lumayan(mFA) hybrid fighter - sorry but your old save is now incompatible if you're using the EA build.

I was wondering, who's the artist for all these new portraits?

The same person that draw basically everything in the mod really. lol  ;)

Hello friend, I would like to let you know that your mod made me fall in love with this game again.
I dont think that i spent so much time with a single run ever before.
Thank you. :)
And please dont nerf your ships too much in the future.
I am having so much fun as they are now.
Looking forward to future updates.


with how infinitely thirsty the whole community is about balancing and stuff, I doubt I'll stop nerfing/buffing things but I'll try my best not to make my contents unfun to play with. Thanks!
[close]

Unfortunately, I can't seem to figure out where the save is. Have tried deleting the save files but still have a CTD. Unless the save files are stored somewhere else, idk what's a good fix.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Ryxsen1421 on August 13, 2022, 07:09:05 PM

Unfortunately, I can't seem to figure out where the save is. Have tried deleting the save files but still have a CTD. Unless the save files are stored somewhere else, idk what's a good fix.

If all fails and the game failed to load, consider deleting your UAF entirely and re-extract the file.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Yunru on August 13, 2022, 11:57:15 PM
Spoiler
(https://media.discordapp.net/attachments/461525528650973184/1008081393127018516/unknown.png)

Heads up, getting this error with the EA build

Well, that aircraft was removed and rebranded into something else - it is now Lumayan(mFA) hybrid fighter - sorry but your old save is now incompatible if you're using the EA build.

I was wondering, who's the artist for all these new portraits?

The same person that draw basically everything in the mod really. lol  ;)

Hello friend, I would like to let you know that your mod made me fall in love with this game again.
I dont think that i spent so much time with a single run ever before.
Thank you. :)
And please dont nerf your ships too much in the future.
I am having so much fun as they are now.
Looking forward to future updates.


with how infinitely thirsty the whole community is about balancing and stuff, I doubt I'll stop nerfing/buffing things but I'll try my best not to make my contents unfun to play with. Thanks!
[close]

Unfortunately, I can't seem to figure out where the save is. Have tried deleting the save files but still have a CTD. Unless the save files are stored somewhere else, idk what's a good fix.
Always delete the old folder before any updating a mod. This crash is caused by leftover files from a previous version.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Psyentific on August 14, 2022, 09:21:08 AM
is there a version that just has the portraits?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Brainwright on August 14, 2022, 11:24:54 AM
is there a version that just has the portraits?

Not hard to make one.

But I would like to know if the portraits can be published without the blue and red lighting effect that marks it as stuff for Aurora.

Just curious if that was something you did through a program because it is very consistent, and taking that away would help it fit as standard portraits.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: b2cc on August 14, 2022, 12:30:06 PM
Hello Ryxsen!

Great mod overall, but there are a couple of upper/lowercase mismatches in some filenames, which make the mod error out on loading for us few, poor Linux users ;)

Maybe you could patch these out in an upcoming version? Currently these need to by fixed manually every
time a new version is released (which is of course generally very much appreciated).
I put the affected files and definitions together below.

Thanks in advance!

* UAF version: 0.72e1

Code
Error loading [graphics/weapons/Reina II HMG PD/pd_reina_mkii_hardpoint_recoil.PNG] resource, not found
 - defined in:      ./data/weapons/uaf_pd_reina_ii.wpn
 - actual filename: ./graphics/weapons/Reina II HMG PD/pd_reina_mkii_hardpoint_recoil.png


Error loading [graphics/weapons/Reina II HMG PD/pd_reina_mkii_turret_recoil.PNG] resource, not found
 - defined in:      ./data/weapons/uaf_pd_reina_ii.wpn
 - actual filename: ./graphics/weapons/Reina II HMG PD/pd_reina_mkii_turret_recoil.png


Error loading [graphics/weapons/fighters/155mm_class_i_recoil.PNG] resource, not found
 - defined in:      ./data/weapons/uaf_fw_155mm_class_i.wpn
 - actual filename: ./graphics/weapons/fighters/155mm_class_i_recoil.png


Error loading [graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.png] resource, not found
 - defined in:      ./data/weapons/uaf_claris_cn.wpn
                    ./data/weapons/uaf_cantata.cn.wpn
 - actual filename: ./graphics/weapons/pd_claris_cn_hardpoint_recoil.PNG
                    ./graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.PNG


Error loading [graphics/weapons/Tona RG/sm_tona_rg_hardpoint_recoil.png] resource, not found
 - defined in:      ./data/weapons/uaf_tona_i.wpn
 - actual filename: ./graphics/weapons/Tona RG/sm_tona_rg_hardpoint_recoil.PNG


Error loading [graphics/weapons/Tona RG/sm_tona_rg_turret_recoil.png] resource, not found
 - defined in:      ./data/weapons/uaf_tona_i.wpn
 - actual filename: ./graphics/weapons/Tona RG/sm_tona_rg_turret_recoil.PNG


Error loading [graphics/ships/aria.png] resource, not found
 - defined in:      ./data/hulls/uaf_wing_aria.ship
 - actual filename: ./graphics/ships/Aria.png
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: IroncladLion on August 22, 2022, 02:27:26 PM
I'm incredibly honored to be given a front page highlight, thank you!

I'm looking forward to the Rafflesya and future updates!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Paladin852 on August 25, 2022, 03:33:33 PM
Just stopping by to see if I can help with the bakery bug, because UAF is really cool and this bug makes me sad.


Reproduced in UAF 0.72f3e EA, no mods except UAF (and the three libs and Nex) and Console Commands.

Repro steps:

Start new game, do a UAF commission start
Run this console command: jump caeli constellation; goto clotho; addcrew 1000; addsupplies 200; additem heavymachinery 100;
Start a new colony on Clotho
Open the colony management screen
Mouse over your income to see that your stability modifiers are normal
Open the build an industry window
Mouse over the bakery long enough for the tooltip to appear
Close the build industry window
Mouse over your income to see the newly added stability modifiers
Exit the colony management screen and then reopen it to see your colony income accurately reflect the new modifiers


The save file I gave you on discord was created with these steps. Let me know if there's anything else I can do to try and help pin it down!

Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Psyentific on August 25, 2022, 04:13:04 PM
played a few dozen hours with this mod so far, wanted to offer feedback
-destroyer-size and frigate-size carriers need their max burn buffed to bring into line with other destroyers/frigates
--a few other ships could benefit from burn level buff as well (ex. freighters/tankers, eyeseeu) or DP reduction (ex. frigates)
-the guns are unimaginative; boring but effective with nice sprites. compare to DME or vayra or VIC other common mods which sometimes have interesting secondary effects or niches for various guns.
-the faction's systems are placed well away from the core worlds or any other periphery mod factions (ex. magellan, diable) which limits the interactions with other factions
-the Gunship wings are practically begging for (AA) Strike Craft variants, especially with some kind of parasite fighter (https://en.wikipedia.org/wiki/McDonnell_XF-85_Goblin) or escort drone
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: RAMEN_NOODLES on August 26, 2022, 05:17:11 PM
Sooo quick question here, I thought that you would have to talk to certain contacts in order to unlock certain markets within this mod. However when I decided to start a new playthrough, all the markets were already unlocked and open to me. I chose to start this playthrough with a commission with the UAF already. Is this how its supposed to work? I know this is a dumb question 
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: hydremajor on August 26, 2022, 11:36:47 PM
Haven't played this yet
(mostly because I'm VERY apprehensive of what Nexerelin is supposed to do and nobody's been willing to give me a straight answer)

But I'm understanding the "story quest" part of this involves a bit of a rework at some point ?

Sooooo....what's the plan for now ?

If I had to guess right now I imagine the current progression is over-simplified and later on the whole thing will take more of a standard "Grass roots" progression where you first get involved with a few random soldiers here and there and as you build up your reputation higher ups start taking notice or your services are pointed out to them by their subordinates

> wich leads to first contact with theses peoples
> wich can in turn lead to more missions
> wich leads to even higher ranking officers noticing your merry band of murder-hobos

and the cycle just repeats itself all the way up the chain of command

I'm also guessing that rewards along this "mission tree" will not just include ships and credits but also potentially hand-crafted officers ?

now of course theses officers won't be absurdly high in the chain of command wich means they'll first come decently early on so the player can level 'em up and skill them how they want

but would some of them come with unique skills ?
I can imagine thoses being quite strong but they CANNOT be leveled up by the player and instead involves quests to improve

have I guessed ANYTHING right or am I completely wrong ?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Psyentific on August 27, 2022, 06:47:26 AM
there is insufficient differentiation between Fighters and Attackers; both tend to have kinetic MGs or autocannons, both tend to have HE rockets and/or frag missiles. for so-called 'fighters' the Aria and Super Aria are slow enough to make ludd cry. 135 speed is barely sufficient to keep up with a frigate, nevermind a 200-speed Broadsword which imo should be the baseline against which all other fighters are measured. some of the attackers feature larger-calibre autocannons (ex. 57mm) but kinetic damage means these are functionally just bigger 30mms. i was disappointed that none of the attackers have an HE gun, instead relying on progressively heavier rocket payloads for armor and hull damage.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Suzu on August 28, 2022, 11:15:02 AM
I'm incredibly honored to be given a front page highlight, thank you!

I'm looking forward to the Rafflesya and future updates!

Well, I'm pretty sure you deserve the front page highlight because I'm sure most people, me included, only found out about this mod because of your video. Which was pretty weird it appeared in my front page, because it's been a long time since I've last seen anything Starsector-related on Youtube.
Mod looks pretty neat, and got me the urge to reinstall the game, add it to my complete mess of mods, and play with it, and I guess I'll start doing it today.


BTW, how the hell is a Federation ruled by a Queen?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: robepriority on August 28, 2022, 03:24:50 PM

BTW, how the hell is a Federation ruled by a Queen?

Either one of those could be vestigial titles.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Somtaaw on August 28, 2022, 07:17:52 PM
I downloaded 0.72f3e

Tried to run it

Got this  Ship hull spec [uaf_wing_stratos_chaetura] not found!
Spoiler
10903 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [uaf_wing_stratos_chaetura] not found!
java.lang.RuntimeException: Ship hull spec [uaf_wing_stratos_chaetura] not found!
   at com.fs.starfarer.loading.oO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(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.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.oO0000(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)
[close]
0.7.2e1 did not have that issue.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: phampanvn1998 on August 29, 2022, 02:54:22 AM
I am hard sucker for fighter superiority oriented mods like this, especially the art. Compared to dassault mikoyan and diabolic this mod is quite balanced, not too weak like diabolic and not too op, at least most stuffs from this mod anyway.
I know there is going to be future balance patch and all but please,please,please,please,please,please,please,please, never nerf the semibreve. Like, damn it is so fun to use. Maybe instead of nerfing it to the ground just do what vanilla does to all op stuffs, make them harder to gain access to. The semibreve should be removed from the market, from enemy drop from everything and the Queen should be the one handing us players the tactical nuke herself. I can imagine like having 2-4 of those should be enough for one playthrough
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: V_KJ on August 29, 2022, 12:49:26 PM
Okay, so I just got Yimie's quests but unfortunately, the station where I need to get the infomat out off has already been abandoned way early too into my playthrough.

Imma take a guess and say I have no way to progress huh?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Fluffy_Fox_Loli on August 29, 2022, 02:57:33 PM
I've encountered an odd and game breaking bug to do with this mod, at least when combined with the console command mod, I'd give you the error code but all it ever gives is "null" all I know is that when I spawned in bolth of the fighter blueprint options, the base ship bp option, bolth (non missile) weapon options, and the mod specific nanoforge it bugged out the game to the point that any time I try to open the inventory screen in any way it crashes the game. Don't know if it's one of the items mentioned are bugged by itself, or if it's specifically to do with using console commands to spawn one or all of them in. Update, I think I found the culprit item, the spawn I'd from the console command screen is uaf_ship_bp_item. Second update, looks like uaf_weapon_bp_item also breaks the game.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
Post by: Dabger1 on August 29, 2022, 06:40:15 PM
I think the mod broke, the Aurora Diplomatic Bureau doesn't exist in my save, so I'm kind of stuck in terms of diplomatic relations with the UAF

ok so, for whatever reason, you need to have a commission with UAF in order to even get options to talk about UAF access even if you have maxed out Nia and are cooperative with the UAF.

personally i feel like either the commission part should get taken out, or it should get stated as a requirement seeing as currently Nia says they only give access out to trusted individuals
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Brainwright on August 29, 2022, 06:53:16 PM
Worth noting that the mod has had 3 updates since the beginning of the month.  Make sure you have the up to date version.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Fluffy_Fox_Loli on August 29, 2022, 11:49:30 PM
Worth noting that the mod has had 3 updates since the beginning of the month.  Make sure you have the up to date version.

Don't know if this post is directed at me or someone else, if it's directed at me then unless they updated the early access version after roughly the 17th then I'm likely running the most recent version, if it wasn't directed at me then feel free to disregard my response.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
Post by: phampanvn1998 on August 30, 2022, 12:30:53 AM

ok so, for whatever reason, you need to have a commission with UAF in order to even get options to talk about UAF access even if you have maxed out Nia and are cooperative with the UAF.

personally i feel like either the commission part should get taken out, or it should get stated as a requirement seeing as currently Nia says they only give access out to trusted individuals
Nia is not the only high ranking official you need to win over. You will need to have good standing with UEF as well as with Nia before she connects you with other key officials in UEF. Those officials are the ones who will give you access to their best ships.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Ghosts of Razgriz on August 30, 2022, 05:58:00 AM
(https://i.imgur.com/JuBglWR.png)
United Aurora Federation
A stray faction far away from home in a place where they don't truly belong.
Development is on-going towards 0.73 but the mod is actually playable in campaign.
Keep in mind that everything is subject to change and continuously being updated, nerfs and buffs come and go - but artstyle will never change.

Mod review by IroncladLion!
https://www.youtube.com/watch?v=lrr3K3i3wLI


Download here for 0.72e1! (https://drive.google.com/file/d/1XAGcdoaXFQrQUScnkkRFl2oZHkVKUAGM/view?usp=sharing)
>or here for .zip!< (https://drive.google.com/file/d/1b9XhlVhOSVmV-dRtbMKYrUxvlxjh7NhP/view?usp=sharing)

[Click here for 0.72f3e Early Access!] (https://www.patreon.com/posts/uaf-0-72f3e-70369534)
NOT SAVE COMPATIBLE after 0.72e1 and 0.72f3c!

The mod requires;

Nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0)
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)



There isn't much known about the Federation as a whole from where they're from but they do come in full force as they established a solid foothold in the outer reaches of the Persean Sector. Their goal is simple, they're simply there to guard the 'interdimensional' gate at all cost and hold until they found a way to close the gate and return home... but while waiting, why not try to be friendly with the locals, engage in cultural and trade exchange? Oh, lets sell some baked goods from their homeworld too because why not? at least we tried to be welcoming first but with an iron fist at the ready.

Ship Tech Tree removed because its too outdated, it will be given a new one sooner or later.

Special thanks to;
Vermy, Yimie, Naggy, and the rest of the core team for helping this mod come true at last.
Selkie & Timid N' Co, for their relentless support from the beginning to the end.

I would like to get in contact with you, as I would like to offer you an accord and my assistance in the development of the mod, as a writer, I have already requested a friend request on discord, whenever you're available, do contact me.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: robepriority on August 30, 2022, 09:25:21 AM
Quote from: Ghosts of Razgriz

I would like to get in contact with you, as I would like to offer you an accord and my assistance in the development of the mod, as a writer, I have already requested a friend request on discord, whenever you're available, do contact me.

I think using the unofficial discords' channels might be more effective here -  I *think* proofreading is something needed but I'm not sure. Try practicing by "forking" the mod (editing your current copy) and see if you have any issues.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Rei Akiba on August 30, 2022, 10:35:59 AM
First of all i love the mod, and right now this is my number 1 favourite aside from Yuri expedition, Aria, and Royal Azalea

I have a problem that 2 officers (yimie thompson, and mizuki) apparently cant even level up, no it is more like it needs 13 Million XP needed to level up to level 8????????????????

that is completely bizzare, any officers didnt even have that kinda weirdness, hell even sunrider mod officer Ava crescentia doesnt have that problem, and it should be followed by quality captains level adjustments, bcs im using quality captains mod that increase the max levels of the officers to 8

i hope that you can address this, that will be helpful

and i cant even post a pict and it said "file is too large", i guess you have to test this yourself, use quality captains mod, or go to starsector config/settings, and then search maxofficerlevels, change it from 5 to 7, or 8


EDIT : so i checked how many xp does officer needs to level up, so i checked it and in fact needs a 10M at least. so my conclusion is that the problem is both officer cant level up, i highly suspect its bcs of bugs or maybe a scripts (maybe its an officer got from the story, i highly possibility the code for leveling up is bugged, and maybe the unique auroran carrier skill as well)


Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Ghosts of Razgriz on August 30, 2022, 11:48:50 AM
Quote from: Ghosts of Razgriz

I would like to get in contact with you, as I would like to offer you an accord and my assistance in the development of the mod, as a writer, I have already requested a friend request on discord, whenever you're available, do contact me.

I think using the unofficial discords' channels might be more effective here -  I *think* proofreading is something needed but I'm not sure. Try practicing by "forking" the mod (editing your current copy) and see if you have any issues.

Too bad I am banned from the "main" server for ranting about how much I hate dyslexic people and illiterates.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Alex on August 30, 2022, 07:31:12 PM
Too bad I am banned from the "main" server for ranting about how much I hate dyslexic people and illiterates.

That would get you banned here too; please familiarize yourself with the forum rules (https://fractalsoftworks.com/forum/index.php?topic=2668.0) and consider this an official warning.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Ghosts of Razgriz on August 31, 2022, 06:23:03 AM
Too bad I am banned from the "main" server for ranting about how much I hate dyslexic people and illiterates.

That would get you banned here too; please familiarize yourself with the forum rules (https://fractalsoftworks.com/forum/index.php?topic=2668.0) and consider this an official warning.

Noted and acknowledged, but I have changed my job and that was during last year december, and I am a changed man now, after seeing how society is like, I just wish to contribute to the modding community and that's it. Assuming I can get in contact with the wider community, and seeing how most of them are in discord which is a shame, plus I submitted an appeal. There's no point to regret my choices but to look back at my errors and learn from it.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Alex on August 31, 2022, 08:01:27 AM
*thumbs up*
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: MattyK on August 31, 2022, 08:55:41 PM
I just wanna say, thank you again for this wonderful mod, it's been a huge draw for me getting into Starsector (as previously I'd been on the fence and this game was very much in the 'love to watch' category).

I mentioned it previously over in the Arma Armatura (https://fractalsoftworks.com/forum/index.php?topic=18751.msg375078#msg375078) page, but have you considered doing a small collaboration with them as an addon?

It would really add to that 'Ace Combat in Space' vibe this whole content expansion has going for it and the Ground Combat Modifiers (and pilotable heavy strikecraft) would fit right in.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: RandomAnonK on September 01, 2022, 10:22:41 AM
I noticed that several of the UAF derelict ships have no damage with 3 in built s-mods is that intentional?  Also when entering UAF territory they don't seem to mind that I have the transponder off allowing me easy access to the black market fleets, will this be patched in the future or is it part of the UAF lore?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: StenKIRA on September 01, 2022, 04:43:53 PM
so this has started to happen to me shortly after the start of a battle with a special bounty
"version":"0.7.2f3e"

Spoiler
1230052 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [MODULE_ANCHOR] not found on hull [uaf_wing_superaria]
java.lang.RuntimeException: Slot id [MODULE_ANCHOR] not found on hull [uaf_wing_superaria]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.ui.super.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.super.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.E.B.o0OO$o.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.E.B.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.E.B.F.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Brainwright on September 01, 2022, 09:52:26 PM
I noticed that several of the UAF derelict ships have no damage with 3 in built s-mods is that intentional?  Also when entering UAF territory they don't seem to mind that I have the transponder off allowing me easy access to the black market fleets, will this be patched in the future or is it part of the UAF lore?

As a general rule, things are set up for maximum experimentation until the mod is closer to completion.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Ghostsniper64 on September 02, 2022, 08:27:01 AM
Just have to say I love this mod, the ballistic weapons just seem... right.

I may have encountered an issue though: I'm not at my main computer, so I can't look up the exact name, but the Nor Refinery? planet got nuked and decolonized before I developed the contacts there. Are they lost to space? I plan on recolonizing it and transferring the colony back over to the faction, but I think the station may be permanently abandoned still if I do this.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Freakycrafter on September 02, 2022, 06:39:59 PM
Just out of curiosity: is the auroran dimensional nanoforge supposed to lower ship quality by 50%? I mean i get it balance-wise maybe, but aren't auroran ships supposed to be basically top of the line, high quality ships? It just seems kinda odd, that their nanoforge basically just reduces the quality by this much.


Also, gotta say, I friggin love this mod! Gotta be my favourite besides maybe nex :D
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: VolkRonin on September 02, 2022, 08:58:33 PM
I've been having an absolute blast with the ships and weapons of this faction, and am so ready to see upcoming updates and sprite changes!

However, I've ran into this crash with the Taufan fighters, for additional context to the crash, they were mounted on the Fusoreina with a Converted Hangar hullmod. Latest EA version.

Edit #2.1: Its not the wing or ship's fault, I can reproduce this with the UAF hullmod, Assault Pack, seems to be the culprit and it is indeed affecting other wings.

Spoiler
5311488 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [MODULE_ANCHOR] not found on hull [uaf_wing_taufan]
java.lang.RuntimeException: Slot id [MODULE_ANCHOR] not found on hull [uaf_wing_taufan]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.ui.super.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.super.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.E.B.o0OO$o.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.E.B.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.E.B.F.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Chocollateral on September 02, 2022, 11:29:13 PM
So just got this mod, but I cant seem to find the star system where the UAF is located. Is there a set sector age we should be using along with size or any other requirements?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Oni on September 02, 2022, 11:32:46 PM
So just got this mod, but I cant seem to find the star system where the UAF is located. Is there a set sector age we should be using along with size or any other requirements?
Did you look in the lower left area of the Core during a non-random game?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: VolkRonin on September 02, 2022, 11:34:32 PM
So just got this mod, but I cant seem to find the star system where the UAF is located. Is there a set sector age we should be using along with size or any other requirements?

Look far to the south west, or bottom left-middle. Should be 3 systems down there, or that I've seen across most my saves with them.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Chocollateral on September 02, 2022, 11:36:14 PM
So just got this mod, but I cant seem to find the star system where the UAF is located. Is there a set sector age we should be using along with size or any other requirements?

Look far to the south west, or bottom left-middle. Should be 3 systems down there, or that I've seen across most my saves with them.
I looked but it seems to empty, the ones left seem to be to far from where they should be, or it might just be me.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Chocollateral on September 02, 2022, 11:41:45 PM
So just got this mod, but I cant seem to find the star system where the UAF is located. Is there a set sector age we should be using along with size or any other requirements?
Did you look in the lower left area of the Core during a non-random game?
What do you mean by non-random game?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: VolkRonin on September 02, 2022, 11:51:24 PM
So just got this mod, but I cant seem to find the star system where the UAF is located. Is there a set sector age we should be using along with size or any other requirements?
Did you look in the lower left area of the Core during a non-random game?
What do you mean by non-random game?

Non-random game =/= Keeping random core worlds off on sector generation with Nexerelin installed and enabled.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Antipie on September 03, 2022, 12:01:45 AM
The Auroran dimensional nanoforge doesn't seem to give any benefits, am I missing something or is this a glitch?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Ryxsen1421 on September 03, 2022, 12:18:02 AM
The Auroran dimensional nanoforge doesn't seem to give any benefits, am I missing something or is this a glitch?

We're working on it.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Chocollateral on September 03, 2022, 12:23:34 AM
So just got this mod, but I cant seem to find the star system where the UAF is located. Is there a set sector age we should be using along with size or any other requirements?
Did you look in the lower left area of the Core during a non-random game?
What do you mean by non-random game?

cant recall if i did on this save
Non-random game =/= Keeping random core worlds off on sector generation with Nexerelin installed and enabled.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: ithaqua on September 03, 2022, 12:45:35 AM
I'm pretty far into a playthrough with this mod and I was wondering how the keycards I keep seeing options for with the contacts are supposed to spawn. I haven't been able to find any through exploration or defeating bounties generated with UAF fleets. Have I just been unlucky or am I just looking in the wrong places?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: jkuba1903 on September 03, 2022, 02:33:02 AM
Man I tried loving them. I mean so much work wwas put into them. Either I dont get them or they are weak. My main issues are: ship lack any sort of rules of engangement, superships are useless, engines constantly flame out, ships are overpriced. Dont get me wrong im fanboy of high tech and i thought that these ships can hold out to hight tech. Well they cant. I just mass astrals, 2 paragons, 4 dooms and they are done. I cant find ships that can infict any damage. Whenever im trying to deploy similar ships to AI's I get overwhelmed. I constantly find myself using more ships that necessary. Well u can always use broken weapons but its no fun for me tbh.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: MattyK on September 03, 2022, 07:03:45 AM
I'm pretty far into a playthrough with this mod and I was wondering how the keycards I keep seeing options for with the contacts are supposed to spawn. I haven't been able to find any through exploration or defeating bounties generated with UAF fleets. Have I just been unlucky or am I just looking in the wrong places?

No, this is an issue I'm having as well, I think another mod's salvage weights may be overriding it.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: phampanvn1998 on September 03, 2022, 09:13:46 AM
is the aurora dimensional forge supposed to give negative ship quality debuff? I also notice uaf are spawning patrols with multiple dmods, not sure what's happening.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Ryxsen1421 on September 03, 2022, 11:08:50 AM
0.72g1 build is just around the corner, if you guys just keep reporting and solving things for us while at it. We can get the hotfixes and bugs patched out if possible before release.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Tallgiraffe on September 03, 2022, 11:27:45 AM
So I tried to get the UAF weapon blueprint via Console Command mod and it always crashes my game.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: ciph on September 03, 2022, 11:51:21 AM
Thanks for the great mod with so many ship weapon fighters etc.

Is there any way to turn off UAF nuke explosion effect..I tried editing setting but failed with crash.

Or hope there could be an option in setting file. The explosion effect is nice but it's kind of killing my eyes if I have more taufan fighters.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: MattyK on September 03, 2022, 12:40:35 PM
Not sure if this has been reported here, but I had a Ship-stealing encounter on the bar on New Aurora, the target was an Exoria-class Fast Carrier...

...Well after completing it the game pulled a NullPointerException;
Code
21915540 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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)

Not sure if this was the base game or another mod that caused it, think it's the first time I've seen one of these hop up in a while.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: TNB_Command on September 03, 2022, 02:49:40 PM
Not sure if this has been reported here, but I had a Ship-stealing encounter on the bar on New Aurora, the target was an Exoria-class Fast Carrier...

...Well after completing it the game pulled a NullPointerException;

...

Not sure if this was the base game or another mod that caused it, think it's the first time I've seen one of these hop up in a while.
I have run into a game-crashing Nullpointer exception just like you, except mine happened when I got a mission from the bar and declined it. Seems like something's already possibly gone wrong at the start of that bar conversation so I added a bit more from the log.

Spoiler
930098 [Thread-3] WARN  com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.missions.BarCMD: null
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.rulecmd.missions.BarCMD.execute(BarCMD.java:113)
   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
   at com.fs.starfarer.ui.newui.o0Oo$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
930099 [Thread-3] INFO  sound.public  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
930099 [Thread-3] INFO  sound.public  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
930102 [Thread-7] INFO  sound.public  - Cleaning up music with id [uaf_final_friendly_market_loop1.ogg]
930203 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [uaf_final_friendly_market_loop1.ogg]
930203 [Thread-9] INFO  sound.OooO  - Playing music with id [uaf_final_friendly_market_loop1.ogg]
930228 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.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)ate.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]
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: GriffinTalon on September 03, 2022, 02:52:46 PM
Hello

Getting crash bug not sure if mod related or game in general

Fatel: Slod id [Module_anchor] not found on hull [uaf_wing_aria]

I had some error on another wing

Any help would be great :D
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: ithaqua on September 03, 2022, 06:50:00 PM
I'm pretty far into a playthrough with this mod and I was wondering how the keycards I keep seeing options for with the contacts are supposed to spawn. I haven't been able to find any through exploration or defeating bounties generated with UAF fleets. Have I just been unlucky or am I just looking in the wrong places?

No, this is an issue I'm having as well, I think another mod's salvage weights may be overriding it.

I was able to salvage some when I tested by destroying some UAF fleets. So far that's the only way I've been able to find any. Has anyone been able to find any from renegade UAF fleets? Although it makes sense that only UAF fleets would spawn them, it would be nice to have some way to retrieve them when you are allied with the UAF.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: MoyaOto on September 03, 2022, 10:16:01 PM
Yeah... I just moused over the Interdimensional Confectionery and... Well, you see. (I mean "Population upkeep")
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: V_KJ on September 03, 2022, 10:29:16 PM
So I tried to get the UAF weapon blueprint via Console Command mod and it always crashes my game.

Same, I thought I was the only one having the same problem.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Ryxsen1421 on September 03, 2022, 11:01:04 PM
Thanks for the great mod with so many ship weapon fighters etc.

Is there any way to turn off UAF nuke explosion effect..I tried editing setting but failed with crash.

Or hope there could be an option in setting file. The explosion effect is nice but it's kind of killing my eyes if I have more taufan fighters.

Fear not, the nukes have been adjusted. You won't be blinded anymore except for the big one in the upcoming 0.72g1 patch.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Somtaaw on September 03, 2022, 11:39:12 PM
Hmm is the quest to check out the scrapyard for evidence no longer available? Usually I see it the first time I visit the New Aurorian system but not this time. Is there a time limit before it is no longer appearing?

Edit: Hmm just checked on a new game straight to Lunamun. No quest available there.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: TimeDiver on September 04, 2022, 01:12:42 AM
One last bug report, hopefully makes it way into 0.72g1:

Unlike the Solvernia or the Cherry Vanguard, the Novaeria's Auroran AEGIS Package hullmod isn't built-in via its .ship file, but rather through its .variant file (uaf_novaeria_elite.variant, specifically).

Thus, it is a 0 point value hullmod that can't be re-added if removed for any reason, accidentally or through autofitting.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Jolyphus on September 04, 2022, 04:31:03 AM
I dunno where to find the discord link for the UAF mod, so sorry in advance if it's wrong to ask this here.

May I ask if there are any performance issues that the UAF mod causes? In my case, the entire game lags extremely during combat and it occurs progressively sooner as my campaign goes on. After several hours into my campaign, the lag happens in any combat as soon as the game is opened, rendering the game unplayable. Does the game use up a lot of VRAM compared to other mods? I love adding a lot of mods to my game, but they never cause such a serious lag issue immediately after the game opens.

And yes, in this case I simply added only the UAF mod to my previous mod folder ( which I made months ago) and then booted a new campaign up. After swapping the UAF mod out and trying out my old save with my old mod list I no longer had any issues, so I just assumed that the UAF mod weighs on my VRAM? (I have 16gb RAM and set 8gb on my vmparam file, so there should be no problems there)
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: c00de on September 04, 2022, 10:41:10 AM
I had a whole question here but didn't realize the Hyper Aria was a wing and not a ship itself lol. Amazing mod, I'm enjoying it, brought me back to Starsector!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Tallgiraffe on September 04, 2022, 01:00:34 PM
So I tried to get the UAF weapon blueprint via Console Command mod and it always crashes my game.

Here is the log. It doesn't happen immediately. Only when you try to open the inventory.

The results can be filtered with 'list specials <filter>' to make finding a specific entry easier (ex: 'list ships hound' or 'list markets hegemony').
87838 [Thread-3] INFO  org.lazywizard.console.Console  - > addspecial uaf_weapon_bp
87838 [Thread-3] INFO  org.lazywizard.console.Console  - Added uaf_weapon_bp' to player inventory.
90268 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelin/miningConfig.json]
90271 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI]
90271 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
90272 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan-shipworks-0.8.5]
90274 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI]
90275 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
90276 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan-shipworks-0.8.5]
90278 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
92367 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
92437 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
92438 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
92549 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.trade.Object.renderWeaponWithCorners(Unknown Source)
   at com.fs.starfarer.api.campaign.impl.items.WeaponBlueprintItemPlugin.render(WeaponBlueprintItemPlugin.java:93)
   at com.fs.starfarer.campaign.ui.trade.Object.render(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderAtCenter(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOoO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: TheProtagonists on September 05, 2022, 07:31:03 AM
I'm pretty far into a playthrough with this mod and I was wondering how the keycards I keep seeing options for with the contacts are supposed to spawn. I haven't been able to find any through exploration or defeating bounties generated with UAF fleets. Have I just been unlucky or am I just looking in the wrong places?

No, this is an issue I'm having as well, I think another mod's salvage weights may be overriding it.

I think I'm also having the same problem. A few runs ago I was using mod version 0.7.2e1 with over 100 other mods but I was regularly getting keycards after battles. Started a new save with 0.72f3e and over a 20 cycle period I didn't see a single keycard drop.
So I started removing other mods and starting new saves to test the drop rates, and eventually I reduced the game to just UAF and its dependencies and I still was not seeing any keycard drops.
So I think the keycard drop rates may be bugged in the EA version, or that my testing method was wrong (I tested by using console commands to teleport across the sector, battling random enemies, and I tested for about 20 fights each save before concluding that no keycards are dropping.)

I can also reproduce the crash when adding the weapon blueprint into my inventory via commands, and the crash happens when I try to open the inventory when the blueprint is added.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: SniperCake on September 05, 2022, 08:59:13 AM
Found this mod thanks to IroncladLion and I absolutely love it! The ships are amazing and the feel of the south is a nice change from standard Starsector. I have noticed a bug I'd like to report though. It seems that when choosing to start as the UAF there's a chance you'll get the queen as your initial contact. Since you're not supposed to be able to interact with her until prerequisite checks have been completed, it seems to freak out and crash the game. Restarting with a new character gave me a different one and it was fine, so may just be bad luck.

One last thing as well, I'd love to help with the writing of the mod if you're looking for help! I've got experience writing for other mods and I've been wanting to help work on one for Starsector for a while now. Whether it's integrating lore into the story in an engaging way, or just proofreading and checking for errors or run on sentences, I can do a solid job! I'm not the best with other aspects so I'm stuck to writing though.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Count Crackula on September 05, 2022, 10:56:26 AM
Bug Report:

Hey Ryxsen!
Using the latest version of the mod, and I can't progress the questline past Nia. I'm at 75 rep with her and 100 with UAF. I've tried being commissioned, not being commissioned, doing more missions, giving more cakes, etc. but I'm not getting any indication of contact with Irina, I've checked everywhere, in every tab of the game, in all UAF stations, just to make sure I haven't missed anything but nada.

For context I used the UAF start on Nex, and can give you my modlist if you need that too.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Brainwright on September 05, 2022, 10:46:04 PM
Bug Report:

Hey Ryxsen!
Using the latest version of the mod, and I can't progress the questline past Nia. I'm at 75 rep with her and 100 with UAF. I've tried being commissioned, not being commissioned, doing more missions, giving more cakes, etc. but I'm not getting any indication of contact with Irina, I've checked everywhere, in every tab of the game, in all UAF stations, just to make sure I haven't missed anything but nada.

For context I used the UAF start on Nex, and can give you my modlist if you need that too.

Just checking, have you chosen the <converse> option and asked her about UAF access?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: TheProtagonists on September 06, 2022, 12:25:02 AM
I'm pretty far into a playthrough with this mod and I was wondering how the keycards I keep seeing options for with the contacts are supposed to spawn. I haven't been able to find any through exploration or defeating bounties generated with UAF fleets. Have I just been unlucky or am I just looking in the wrong places?

No, this is an issue I'm having as well, I think another mod's salvage weights may be overriding it.

I think I'm also having the same problem. A few runs ago I was using mod version 0.7.2e1 with over 100 other mods but I was regularly getting keycards after battles. Started a new save with 0.72f3e and over a 20 cycle period I didn't see a single keycard drop.
So I started removing other mods and starting new saves to test the drop rates, and eventually I reduced the game to just UAF and its dependencies and I still was not seeing any keycard drops.
So I think the keycard drop rates may be bugged in the EA version, or that my testing method was wrong (I tested by using console commands to teleport across the sector, battling random enemies, and I tested for about 20 fights each save before concluding that no keycards are dropping.)

I can also reproduce the crash when adding the weapon blueprint into my inventory via commands, and the crash happens when I try to open the inventory when the blueprint is added.

Just want to add that I just tried running the game with mod version 0.7.2e1 using just UAF, its dependencies and console commands, and I immediately started seeing keycard drops again.
For good measure I tried again with 0.7.2e1 but with over 100 other mods, and again I was able to see a keycard drop after the first test fight.
So I think it's enough for me to report that keycard drops are broken in mod version 0.72f3e.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: kinathis on September 06, 2022, 12:29:11 AM
I am also having this issue. I'm at 100 rep with both Nia and the UAF. When doing the CONVERSE option and asking for UAF access it gets no dialogue and the only option is "nevermind"

HOWEVER, i did find that after i resigned my commission with another faction and then asked for a commission with the UAF and was accepted. After that i tried asking for access again and only then did i get it. the full dialogue and options.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Cherepok on September 06, 2022, 04:03:41 AM
Firstly, thanks for your work on making this great mod, I've been playing with it for weeks after I found it by accident in youtube review. I really like every bit of it, from great sound and music to design and implementation of guns.

But I ran into something, that if isn't a bug, at least IMO an unintended feature. I founds blueprint, which is in attached screenshot, after searching in ruins.
Also, black market weapons dealers sell both semibreve and taufan. About the last sentence, I am not sure if is it as it should be, because I have yet to unlock special markets from the mod and I am not sure would they be there or it is the way you acquire them.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Count Crackula on September 06, 2022, 05:02:00 AM
I am also having this issue. I'm at 100 rep with both Nia and the UAF. When doing the CONVERSE option and asking for UAF access it gets no dialogue and the only option is "nevermind"

HOWEVER, i did find that after i resigned my commission with another faction and then asked for a commission with the UAF and was accepted. After that i tried asking for access again and only then did i get it. the full dialogue and options.

I got this exact problem, but the fix worked! Thanks for commenting!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Sparkz on September 06, 2022, 05:29:53 AM
I am also having this issue. I'm at 100 rep with both Nia and the UAF. When doing the CONVERSE option and asking for UAF access it gets no dialogue and the only option is "nevermind"

HOWEVER, i did find that after i resigned my commission with another faction and then asked for a commission with the UAF and was accepted. After that i tried asking for access again and only then did i get it. the full dialogue and options.

Taking the commission worked for me but is that what is supposed to happen? I'm pretty sure in my previous game I didn't need to. I am also stuck on the military contact now. I saw somewhere else someone mentioned if you did Mia's rep before the faction it could cause issues. Loving the mod just trying to figure out what is intended.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Ghosts of Razgriz on September 07, 2022, 07:52:28 AM
0.72g1 build is just around the corner, if you guys just keep reporting and solving things for us while at it. We can get the hotfixes and bugs patched out if possible before release.

Been trying to get in contact with thou, just wondering if you need a writer cause I'd offer myself for it.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: raptormother on September 07, 2022, 08:29:09 AM
Hi, amazing mod, I'm loving my commissioned playthrough with them!

One question... Alexandra Yamato gave me a mission to go "mining", but I don't understand how to do it. How does it work? What am I supposed to do?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Selvaria on September 08, 2022, 02:07:50 AM
Hi, amazing mod, I'm loving my commissioned playthrough with them!

One question... Alexandra Yamato gave me a mission to go "mining", but I don't understand how to do it. How does it work? What am I supposed to do?
You need to get some minening ships and interact with planets and asteroids to mine them for resources :)
That's my take on it.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Histidine on September 08, 2022, 06:35:20 AM
The mining 'mission' is pretty weird phrasing, and it's not like there's any handy rocks in the system to mine (at least that I recall).

Though the key point is: you can bring ore and rare ore to give to Alexandra as a gift. Much easier than buying choco lava cakes and donuts by the hundreds.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: CptBeacon on September 08, 2022, 07:42:52 AM
hi! idk if this has been adressed before, but in some of the wings that "stay and fight until ordered otherwise" in their description just return back on they do their first salvo, this is not only on mixed flight decks shared with bombers and what not, but also when they're the only wing employed.

Idk if this is an issue with the text or the wing itself.

Just wondering if you guys are aware of it, cause right now it's making it a bit difficult to design my fighters wings based on "waves" or not. I also thing some of the fighters are clearly intented to stay and they come out very weak otherwise with a very meager salvo for the price which kinda gave me a bad impression of some of the wings that would be fine otherwise.

I might suggest that we need a bit more distinction on the wings, at least in their description (of course when fixed) it should be clearer to know their intended use etc, i like watching fighters and what not but i think that not everyone should need to spend 30 minutes testing every wing to get an idea of what they do and which ones are "bugged" and that might be the main thing, cause maybe i found the need to test them because i saw some of them not doing what i expected to do which cost me a couple of fights as i kinda like going in outgunned and watching a very expensive fighter wing dropping a 500 dmg salvo and running away was a bit jarring.

I love the mod, thanks for your works guys!

edit I asked around the discord if it was intended, they where not figuring as bombers in the csv so i'm gonna report it as a "bug" now. One of the culprits is the forlorn but there where a couple more that while in description state they would stay just did salvo runs
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: generalspammer on September 09, 2022, 10:13:03 PM
Not sure if mentioned or possibly resolved fairly minor bug that doesn't a lot to anything much.

Trying to talk to the queen before granted access results in failure as intended but swapping over to the market and then backing out opens the dialogue menus for the queen.

Only thing possible since cant make a contact yet is complimenting her for a smidge of early favor.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Semberspirit on September 09, 2022, 10:31:07 PM
I found a bug with one of the dreadnoughts. During combat with a number of Radiants, all enemy projectiles were passing through the Novaeria's shields and hitting the hull.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: phampanvn1998 on September 10, 2022, 12:10:18 PM
hi! idk if this has been adressed before, but in some of the wings that "stay and fight until ordered otherwise" in their description just return back on they do their first salvo, this is not only on mixed flight decks shared with bombers and what not, but also when they're the only wing employed.

Idk if this is an issue with the text or the wing itself and, as i kinda want to respect the mod intentions i won't try to "fix" either of those.

Just wondering if you guys are aware of it, cause right now it's making it a bit difficult to design my fighters wings based on "waves" or not. I also thing some of the fighters are clearly intented to stay and they come out very weak otherwise with a very meager salvo for the price which kinda gave me a bad impression of some of the wings that would be fine otherwise.

I might suggest that we need a bit more distinction on the wings, at least in their description (of course when fixed) it should be clearer to know their intended use etc, i like watching fighters and what not but i think that not everyone should need to spend 30 minutes testing every wing to get an idea of what they do and which ones are "bugged" and that might be the main thing, cause maybe i found the need to test them because i saw some of them not doing what i expected to do which cost me a couple of fights as i kinda like going in outgunned and watching a very expensive fighter wing dropping a 500 dmg salvo and running away was a bit jarring.

I love the mod, thanks for your works guys!
You might want to address specifically which wings were you talking about? I am using aria and naga wings for pretty much 80% of my hangar slots and they seem to work just fine to me.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: CptBeacon on September 10, 2022, 12:47:19 PM
Sure the ones that don't do what the description says they do (stay and fight until ordened othewise) are

Forlorn, hyper aria, noversky, Aria and fisoyuz.

All of the other wings that state that will stay and fight do so, as in working as in description (even though they don't have missiles) are: both gunships, mitsurei, naga and lumayan.

I think that all of the ones that are labeled as returning after spending ordenance/missles and waht not work as descripted. I hope it helps

video of aria retruning after out of missile
description https://i.imgur.com/Rb62404.png they just have many salvos of missiles that's why it seems like they stay

Edit posted forlorn vid the first time https://www.youtube.com/watch?v=3haftOqUZMU
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Tutut on September 10, 2022, 01:51:27 PM
Hi, i downloaded uaf mod a few days ago and i can't manage to find the cherry vanguard supercapital.

I have the two other supercapital but i can't find the last one ,to which person do i need to talk to obtain it or do i need to find the  blueprint first??

I have over 75 reputation to all important character
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: syberion24 on September 10, 2022, 05:41:00 PM
Greetings

I humbly come before you to ask of a simple request, hopefully to be thought about and implemented. Could you please add some ArmaA mecha strikecraft for the mod? I think it would fit the lore and playstyle of the UAF
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: hydremajor on September 11, 2022, 12:51:45 AM
Greetings

I humbly come before you to ask of a simple request, hopefully to be thought about and implemented. Could you please add some ArmaA mecha strikecraft for the mod? I think it would fit the lore and playstyle of the UAF

Do you mean to say you wanna see playable UAF strikecrafts ?

'cause if yes, then I'm pretty sure you're not alone in thinking that...

and it is true that the mod "Arma Armatura" features a framework for player operable strikecraft and multiple mods have been made to add the functionnality to other mods by third party modders
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Ryxsen1421 on September 12, 2022, 04:11:35 AM
Need a player running on Linux system to do a brief check for a single start up run and see if it crash or not.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Snek7X on September 12, 2022, 01:09:03 PM
Heya Ryxsen, linux user here, ran the UAF 0.72f3e version and ran into the same issue as 0.7.2e1, a previous poster mentioned this as well, i did the same as him and i was able to play the mod just fine, it was an issue regarding lowercase and upercase in the file extension some paths were .PNG while the file had .png and viceversa

here:


Hello Ryxsen!

Great mod overall, but there are a couple of upper/lowercase mismatches in some filenames, which make the mod error out on loading for us few, poor Linux users ;)

Maybe you could patch these out in an upcoming version? Currently these need to by fixed manually every
time a new version is released (which is of course generally very much appreciated).
I put the affected files and definitions together below.

Thanks in advance!

* UAF version: 0.72e1

Code
Error loading [graphics/weapons/Reina II HMG PD/pd_reina_mkii_hardpoint_recoil.PNG] resource, not found
 - defined in:      ./data/weapons/uaf_pd_reina_ii.wpni'm attaching my log file as well if it helps.
 - actual filename: ./graphics/weapons/Reina II HMG PD/pd_reina_mkii_hardpoint_recoil.png


Error loading [graphics/weapons/Reina II HMG PD/pd_reina_mkii_turret_recoil.PNG] resource, not found
 - defined in:      ./data/weapons/uaf_pd_reina_ii.wpn
 - actual filename: ./graphics/weapons/Reina II HMG PD/pd_reina_mkii_turret_recoil.png


Error loading [graphics/weapons/fighters/155mm_class_i_recoil.PNG] resource, not found
 - defined in:      ./data/weapons/uaf_fw_155mm_class_i.wpn
 - actual filename: ./graphics/weapons/fighters/155mm_class_i_recoil.png


Error loading [graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.png] resource, not found
 - defined in:      ./data/weapons/uaf_claris_cn.wpn
                    ./data/weapons/uaf_cantata.cn.wpn
 - actual filename: ./graphics/weapons/pd_claris_cn_hardpoint_recoil.PNG
                    ./graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.PNG


Error loading [graphics/weapons/Tona RG/sm_tona_rg_hardpoint_recoil.png] resource, not found
 - defined in:      ./data/weapons/uaf_tona_i.wpn
 - actual filename: ./graphics/weapons/Tona RG/sm_tona_rg_hardpoint_recoil.PNG


Error loading [graphics/weapons/Tona RG/sm_tona_rg_turret_recoil.png] resource, not found
 - defined in:      ./data/weapons/uaf_tona_i.wpn
 - actual filename: ./graphics/weapons/Tona RG/sm_tona_rg_turret_recoil.PNG


Error loading [graphics/ships/aria.png] resource, not found
 - defined in:      ./data/hulls/uaf_wing_aria.ship
 - actual filename: ./graphics/ships/Aria.png


PD. I love your mod
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Snek7X on September 12, 2022, 02:11:19 PM
On an unrelated note, how does the Novaeria-class work? i was experimenting in the sim with it since i just got it (on verson 0.72e1) and i assumed that i had to place everything that is not on the bridge on auto-fire but, the fighters on both bays would not engage, they stay permanently in regroup state.

when i ran a simulation with the individual part of one of the decks, the fighers did engage this time, but only like this, maybe im doing something wrong?

something else, how do hull-mods work on this ship, for example augmented drive field and high resolution sensors, they stack or work correctly if i place more than 1 across different segments of the ship? or logistics mods only work in the main section of the ship?, this is probably a dumb question lol, im fairly new to the game (and the mod)

Edit: well it was indeed a dumb question, just tested high res sensors and only work in the main segment of the ship
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Ryxsen1421 on September 12, 2022, 03:33:25 PM
Heya Ryxsen, linux user here, ran the UAF 0.72f3e version and ran into the same issue as 0.7.2e1, a previous poster mentioned this as well, i did the same as him and i was able to play the mod just fine, it was an issue regarding lowercase and upercase in the file extension some paths were .PNG while the file had .png and viceversa

Actually.. I was asking for a volunteer to test the upcoming 0.72g1a build. Psst.. its basically early access to new version. Not the public version lol. I'll send you a download link in DM, do not distribute it and be responsible as it is not a guaranteed stable build. Report back if its all good or not.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
Post by: Snek7X on September 12, 2022, 06:14:47 PM

Actually.. I was asking for a volunteer to test the upcoming 0.72g1a build. Psst.. its basically early access to new version. Not the public version lol. I'll send you a download link in DM, do not distribute it and be responsible as it is not a guaranteed stable build. Report back if its all good or not.

ooohh i see my bad. Alright sounds good and i completly understand the conditions, send me the DM
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Criarino on September 13, 2022, 01:52:55 PM
why is graphics lib a dependency? I think graphicslib is responsible for a memory leak in my game but I can't turn it off because it is a dependency for this mod.

Also, I'm willing to give a hand with the programing, or at least help with this linux file naming error if it hasn't been fixed already.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: eamax on September 13, 2022, 04:41:43 PM
why is graphics lib a dependency? I think graphicslib is responsible for a memory leak in my game but I can't turn it off because it is a dependency for this mod.

Also, I'm willing to give a hand with the programing, or at least help with this linux file naming error if it hasn't been fixed already.

You can disable features of the lib and even the whole of it as I remember:

https://fractalsoftworks.com/forum/index.php?topic=10931
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Arthur_The_Ok on September 13, 2022, 07:01:24 PM
Is the Novaeria's "Auroran Flagship Modification" hullmod going to be reworked, since the weapon buffs only work on ballistic weapons, or is it intended to do that?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: hydremajor on September 13, 2022, 11:44:53 PM
why is graphics lib a dependency? I think graphicslib is responsible for a memory leak in my game but I can't turn it off because it is a dependency for this mod.

Also, I'm willing to give a hand with the programing, or at least help with this linux file naming error if it hasn't been fixed already.

You can disable features of the lib and even the whole of it as I remember:

https://fractalsoftworks.com/forum/index.php?topic=10931

Wish I'd known that sooner
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Birolla on September 13, 2022, 11:47:43 PM
Great mod, I'm having lots of fun experimenting with it.

On an unrelated note, how does the Novaeria-class work? i was experimenting in the sim with it since i just got it (on verson 0.72e1) and i assumed that i had to place everything that is not on the bridge on auto-fire but, the fighters on both bays would not engage, they stay permanently in regroup state.
I'm also having this issue in my campaign. Most of the fighters are not engaging.
One of the officers (Yimie) is the captain, since I'd rather fly a smaller craft.

Probably my dumb ass is doing something wrong...
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: phampanvn1998 on September 14, 2022, 02:51:02 AM
Great mod, I'm having lots of fun experimenting with it.

On an unrelated note, how does the Novaeria-class work? i was experimenting in the sim with it since i just got it (on verson 0.72e1) and i assumed that i had to place everything that is not on the bridge on auto-fire but, the fighters on both bays would not engage, they stay permanently in regroup state.
I'm also having this issue in my campaign. Most of the fighters are not engaging.
One of the officers (Yimie) is the captain, since I'd rather fly a smaller craft.

Probably my dumb ass is doing something wrong...
the f3e version should fix that I believe
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: vok3 on September 14, 2022, 05:53:06 AM
When I have UAF enabled, the only way I can load a saved game is by starting Starsector from scratch and loading the game fresh.  Under any other circumstances - for example, if I load a game, play for a bit, exit back to title screen, load a game, and try playing - I get the memory leak error popup.  100% reproducible, every single time.  Having to quit to desktop every time I want to load a saved game isn't great.

Also very consistently, after playing for a while, saving a game starts getting slow and erratic, to the point that the game executable will freeze during the saving-game process.  Random save corruption isn't great either.

This is stuff I have seen within the first year of game time, so it's not like there's a lot of accumulated data to save.

This is with version .72e1.  I am using the JRE 8 and have modified my vmparams to use more system RAM (3072 is what I currently have it set to).

I also am using a fair number of other mods but the game runs very smoothly with them but not UAF - with the other mods and not with UAF, I've played for 10-20 years game time with no problems.  I could start doing systematic cross-checking - UAF alone, UAF plus Nex, UAF plus Nex and one other, etc - but, I admit it, the thought of doing all that work is a bit discouraging right now.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: phampanvn1998 on September 14, 2022, 06:58:12 AM
When I have UAF enabled, the only way I can load a saved game is by starting Starsector from scratch and loading the game fresh.  Under any other circumstances - for example, if I load a game, play for a bit, exit back to title screen, load a game, and try playing - I get the memory leak error popup.  100% reproducible, every single time.  Having to quit to desktop every time I want to load a saved game isn't great.

Also very consistently, after playing for a while, saving a game starts getting slow and erratic, to the point that the game executable will freeze during the saving-game process.  Random save corruption isn't great either.

This is stuff I have seen within the first year of game time, so it's not like there's a lot of accumulated data to save.

This is with version .72e1.  I am using the JRE 8 and have modified my vmparams to use more system RAM (3072 is what I currently have it set to).

I also am using a fair number of other mods but the game runs very smoothly with them but not UAF - with the other mods and not with UAF, I've played for 10-20 years game time with no problems.  I could start doing systematic cross-checking - UAF alone, UAF plus Nex, UAF plus Nex and one other, etc - but, I admit it, the thought of doing all that work is a bit discouraging right now.
It's a problem with graphiclibs and magic libs I believe. You can recreate the bug with both of them on without UAF
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: vok3 on September 14, 2022, 12:14:03 PM
It's a problem with graphiclibs and magic libs I believe. You can recreate the bug with both of them on without UAF

You're right.  I just did.  Definitely not UAF's fault, sorry about that.

Any suggestions on how to prevent this?  Any specific things to disable?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: ChronosEdge on September 14, 2022, 04:59:14 PM
so im stuck in the check wreckage mission the mission said to lock arround the planet but i am not finding anything, it also said i would need marines so i attacked the pirate base just to make sure but i still got nothing.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: Histidine on September 14, 2022, 08:33:02 PM
It's a problem with graphiclibs and magic libs I believe. You can recreate the bug with both of them on without UAF

You're right.  I just did.  Definitely not UAF's fault, sorry about that.

Any suggestions on how to prevent this?  Any specific things to disable?
After asking around a bit: Try upping the RAM allocation to fix the slowdowns, 3 GB isn't much depending on modlist.

The memory leak popup can usually be disregarded unless it can specifically be connected to a slowdown or crash.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: 12PoundsofGoatCheese on September 14, 2022, 10:07:26 PM
So my game has started crashing whenever I go into combat with UAF fighters, only starts happening later in the game.
199937 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [uaf_wing_pengawas] variant [uaf_wing_pengawas_gsp]: slot id [MODULE_ANCHOR] not found for weapon [uaf_triyia_pdx]
java.lang.RuntimeException: Ship hull [uaf_wing_pengawas] variant [uaf_wing_pengawas_gsp]: slot id [MODULE_ANCHOR] not found for weapon [uaf_triyia_pdx]
Happens with every UAF wing I try to use.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: StenKIRA on September 14, 2022, 10:45:52 PM
So my game has started crashing whenever I go into combat with UAF fighters, only starts happening later in the game.
199937 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [uaf_wing_pengawas] variant [uaf_wing_pengawas_gsp]: slot id [MODULE_ANCHOR] not found for weapon [uaf_triyia_pdx]
java.lang.RuntimeException: Ship hull [uaf_wing_pengawas] variant [uaf_wing_pengawas_gsp]: slot id [MODULE_ANCHOR] not found for weapon [uaf_triyia_pdx]
Happens with every UAF wing I try to use.

I had this problem a while ago, the fix was to go to hullmods.csv and remove assault pack and the other next to it, i forget exactly what the name of the other item was but assault "something"
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
Post by: spifomie on September 15, 2022, 12:25:57 AM
Howdy! Made a account to post this. Love the mod, but was noticing a very annoying issue with one weapon, the Swaras missles (all sizes)

The AI doesn't like to use them, and I *think* its because their targeting them like guns. I notice when I put them on a ship who's angle the missiles significantly look away from where i'm targeting, they simply won't shoot them. On autofire, or when i'm actually trying to fire them (linked). Its a shame because their very fun missles to use!

not sure if this is a known issue or not or i'm just being a dunce, I just didn't seen to have this problem with any other missiles in the mod or elsewhere.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: TimeDiver on September 15, 2022, 11:26:14 AM
[Click here for 0.72g1b!] (https://www.patreon.com/posts/72021272)
NOT SAVE COMPATIBLE after 0.72f3e!
CTD upon loading saved game(s) after updating to 0.72g1b, because of missing lines in hull_mods.csv for the Assault Pack and Assault Missile Pack hullmods; re-adding the lines from 0.72f3e seems to have resolved that.

Intended-by-yourself that 0.72g1b is not meant be compatible with 0.72f3e-created saves, and my edits will screw things up even further? Or an oversight that I've managed to solve on this PC, but with unpredictable results?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: Ryxsen1421 on September 15, 2022, 02:31:18 PM
Intended-by-yourself that 0.72g1b is not meant be compatible with 0.72f3e-created saves, and my edits will screw things up even further? Or an oversight that I've managed to solve on this PC, but with unpredictable results?

Of course it's not save compatible. Your edits will just ensure the crash-potential bugs ( related to some leftover experimentation that was overlooked and somehow affected our whole fighter line up ) stay later on. Although it will let you continue to play with your older save of course. The choice is yours.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: Commodore Stephans on September 15, 2022, 05:14:08 PM
...I heard that there's a series of quests that comprise a story for this mod, of sorts. How do I start it?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: Brainwright on September 15, 2022, 06:57:28 PM
Got the new update.  It looks good!

Should mention a bug from the previous update : the Triya 30 has a strange behavior where it plays the firing animation while on cooldown, despite otherwise behaving like it shouldn't have a cooldown at all.  It basically goes into cooldown at seemingly random intervals, and playing the firing animation during that looks weird.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: Shyul on September 15, 2022, 07:49:36 PM
The "Weiss I 50 PD (FK)" performs extremely poorly against fighters. It's great against missiles but it can't kill a single fighter even with concentrated fire. I have been testing this gun and it can't even kill a mining drone! The shots seems to always miss unless the drone is litteraly on top of the gun.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: Meelock on September 15, 2022, 08:21:52 PM
...I heard that there's a series of quests that comprise a story for this mod, of sorts. How do I start it?
Get cooperative with the uaf afaik.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: ChillySillyWilly on September 15, 2022, 09:51:11 PM
Found a bug in the current version(0.72g1b) that allows you to talk to the queen without having to going through the questline. Step1: talk to the queen, you're denied. Step2:go to bar, Step3: Leave bar. Now it should show you the options "do you have a task for me","converse" etc...
Edit: I am playing a bunch of mods but the last version of the mod didn't have this happening.
https://youtu.be/oiK5Z8KuVFo
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: theDragn on September 16, 2022, 01:44:43 AM
Sorry in advance for the long post.

As requested, I'm gonna go down the list of ships and give you some feedback. I'm not gonna touch the (M) and (SP) variants (unless they're the only version of the hull), but generally speaking, nearly every (M) or (SP) variant is hugely stronger than equivalent ships in vanilla. These variants have power similar to one-off bounty flagships, not standard hulls that regularly appear in a faction's fleets.

Broadly speaking, most ships in this mod have significantly more flux dissipation and speed than vanilla ships with roughly equivalent roles and DP costs. This will be a recurring criticism (sorry), but it's an important one. Dissipation is the main limiter on a ship's firepower; outsize dissipation values without a significant downside (such as a huge loss of range and peak performance time, like how Safety Overrides works) make a ship unfairly (and more to the point, boringly) strong.

It's worth noting that having individual ships be stronger than vanilla "counterparts" is fine in terms of balance, but with certain qualifications. A good example of this is the now-defunct Templars, who had ships that were far more powerful than they "should" have been for their size — but they were priced like it. A Templar frigate was 10 to 15 DP; a cruiser cost around 50. This let them be a "boss faction", but still leave players able to acquire their guns and ships. DP is the king of balancing, particularly when the player can easily acquire the ships in question.

Ships
Spoiler
Frigates
Spoiler
- Minoria: This is generally not worth the DP (pretty common for frigate carriers), aside from its very high base speed, which rather than making it good, just makes it incredibly annoying to fight, because it kites forever. Also, why is a 10 DP ship a frigate and not a destroyer?
- Nakiha: Has double the flux dissipation of a lasher, 20 more speed, and a medium ballistic, all for only 1 DP more. This has more dissipation than all vanilla high-tech frigates (and all the modded ones I can think of), which is nuts for a ship that uses ballistic weapons.
- Novayu: Weird to have a 12 DP frigate without anything super funky going on. 2 medium missiles + fast missile racks is a lot, but it's 12dp and doesn't have much else going on. Probably okay.
- Osela: This is a logistics ship, but it's insanely good. Compared to the Hound, it has more than double the cargo space, tons of fuel and crew space to spare, and survey equipment. And though it only has one weapon slot, it has way better flux stats. And a shield, which the hound doesn't. And it has all this for 2/3rds the supply and DP cost of a Hound.
- Perwira(M): Way better logistics stats than its closest competitor (the Kite), but that's not even the relevant part here: 2 medium missiles for 3 DP is frankly insane. 2 medium missiles is something you get on a 12 DP destroyer, not a 3 DP frigate.
- Rama: Effectively a Wolf with a worse system and slot layout, but using ballistics means it can take better advantage of its slots than a Wolf. And it's 60% of the cost of one, and has 50 more seconds of PPT.
- Sekai: Actually not that great? The competition is a Dram, which has almost as much fuel space for a lot less DP/supply cost.
- Supolev: Has like twice as much cargo space as it should for its supply cost.

Destroyers (only one of these, I guess)
- Lovela: This one is basically fine. It's a Hammerhead with a little less speed and a good deal more flux dissipation, but I don't know if that's worth 2 DP more.
[close]

Cruisers
Spoiler
- Akatsuzuma: Same price as a Falcon, with more dissipation, a significantly better slot layout (all ballistics!), and more speed, for the cost of being a bit more fragile. Honestly not that egregious, compared to some of the other stuff here, but it could take a flux nerf imo.
- Exoria: This runs into the same problem as the Minoria- it's not actually that good (the comparison here is the Heron, which has Targeting Feed and 3 bays for the same DP), but having Maneuvering Jets makes it fast enough that it just kites forever. Not very fun to run into. (The Exoria(M) is actually pretty reasonable, though.)
- Inazuma: A lot of guns on this one. And most of its base flux gets used up by the built-in guns. But also its supply cost does not match its deployment cost, which is annoying.
- Lillaru: A faster Eagle with better armament, and more PPT for some reason. Better than the Eagle in almost every way, for the same cost.
- Machi APA: This one is bad compared to the Valkyrie.
- Miyo Juiliet: Also just bad. Compare to the Colossus. One extra maximum burn isn't enough to make this worthwhile.
- Scinaut: A cruiser-size Surveying Equipment and Salvage Gantry for 6 DP instantly makes this the best utility ship I've ever seen, and that's before I looked at the cargo/crew/fuel stats. Way too good. Why does this have better cargo, crew, and fuel-per-supply efficiency than your dedicated cargo and tanker ships??
- Seniraja: A lot like the Lillaru in that it makes the Eagle completely obsolete. Has most of the same stats and a way better armament. Medium ballistics are very good, and this has six of them, and they can all point at the same target, and that's before you start talking about the 9 small ballistics. Also has 15 more OP than an Eagle.
- Sentry: Primary gun is way too good. Too much hit strength and too much range. The only gun with similar stats is the Gauss, and that's way more inefficient, does less damage per hit, and has less range. Also this has reloading short-range Harpoon missiles for some reason?? For a ship that is noted to be a "glass cannon", it has about as much effective health as an Eagle. Also it's cheaper, faster, and has the same flux dissipation. (Lots of Eagle comparisons today.)
- Shinoria: A bit fast for a ship that can fit HVDs and Maulers *and* two wings of fighters. Otherwise probably fine.
- Sunami: This has way too much ground support strength.
- Wo: Worse than two Phaetons.
[close]

Capitals
Spoiler
- Eyeseau: Some janky stuff going on with the radar dome weapon, but I'm more concerned about the stats. Better flux and shields than an Oddysey, for the same DP (also the supply cost does not match the DP). At least the armament isn't that bad, but the turrets have absurdly huge arcs, firing over parts of the ship that they shouldn't be able to.
- Fusoreina(P): First, the lore mentions "super-heavy armor plating", and this only has 1k armor. The Dominator (a cruiser) has 1500; the Onslaught has 1750. Second, that doesn't matter, because the rest of this ship is extremely powerful. It has six converging medium ballistics/hybrids and two large ballistics, which would make it too good for 35 DP in the first place, but then it adds in AAF to really just smash through any pretensions of reasonableness. Also it has significantly more OP than the 40 DP Legion. This could easily be in the 50 DP range and still be strong.
- Isenoria(P): Odyssey comparison again. This has better shields, more dissipation, and better guns for the same price. And while the bomber is aesthetically pretty darn cool, it's awful to play against, because it just doesn't die if you shoot it and you have no way to avoid 2 Reapers worth of HE damage. An Onslaught worth of PD does not kill it. Also, its huge size physically blocks incoming fire for the carrier.
- Junyo Delta: This is worse than an Atlas; it has less cargo per supply cost. The only place where it's better is that it can flee the battle a bit faster and has better shielding, but that's largely irrelevant for a ship that will only see combat if you've already lost.
- Nebula Bravo(M): Same as Junyo Delta.
- Neuxoria(SP): An Astral costs 55 DP and has six wings, two large missiles, and Recall Device. This is cheaper (50 DP), twice as fast, has better flux stats, has more OP, and has better armament. Why would you ever pick any other capital carrier over this ship? Also it has the same problem with turret arcs as mentioned before.
- Purcellyra: Improved since the initial version that had four modular large missiles, but not by a significant margin. While this is the only capital with remotely reasonable flux stats, it makes up for that by having an insanely heavy missile armament. Five medium missiles, two larges, and then four built-in quick-reloading larges is just too much burst damage on a single hull. There are very few ships that can survive a volley of sabots, squalls, and Minirests. Oh, and even after all that, it has Fast Missile Racks, so it can dump missiles even faster. Pure missile hulls are almost always just a bad idea, and this one isn't an exception.
- Reisen: Better than basically any other vanilla capital by a large margin. Has more dissipation than the Paragon, and it doesn't fit a single energy weapon. Has a stronger converging main battery (four large ballistics, four medium ballistics) than almost any other ship I can think of, even going into the 60+ DP range. Also, it's only 40 DP.
- Reisen(M): This one gets a special mention because its stats are so out there. It has more dissipation than the Radiant, a ship with five large energies, and more armor than the Onslaught. Also it upgrades those ballistics to hybrids, so you can do the fun Gauss/HIL combo. Costs 5 more DP than the normal version, which is absurdly cheap for the huge stat stick it gives you.
- Rillaru: Faster and tankier than a Conquest with none of the Conquest's downsides. I guess you don't get the large missiles, but that hardly matters with how strong this is. The (SP) version is even more egregious, with better-than-Paragon kinds of flux stats and adding the large missiles back in.
- Tsutsumu: Worse than the Prometheus by a fairly large margin in terms of fuel-per-supply. Very strong otherwise because it's a 15 DP militarized capital with lots of OP for logistics hullmods. Might actually be fine; idk, wouldn't use it over a Prometheus because I care about the fuel stats more.
- Zepporia(M): Surprisingly, the "Fleet Supercarrier" is significantly cheaper than the Astral, and significantly better in every way except raw number of fighter wings. For the price of 1 less fighter wing than an Astral, you get more flux dissipation, more shield, a massive amount more guns, and also a nice discount of 12 DP. I suppose I have to take back my statement about the Neuxoria, since the only carrier that competes with it is this.
[close]

Two final points that apply to everything:
- A lot of these ships have weird PPT values that don't fit well with other vanilla or modded ships (which are almost always in increments of 60 seconds), or even other UAF ships. (For example, why does the Inazuma have 5 seconds more PPT than the Akatsuzuma???)
- Almost every ship has very, very generous turret arcs, to the point where they don't make sense- the capitals are particularly bad about this, with turrets being able to shoot "over" sections of the ship that visually appear to be higher than the turret.
[close]

Weapons
Spoiler
Only gonna be hitting the big outliers here.

Missiles: First of all, it looks like literally all of the UAF missiles reload, except the Semibreve. They shouldn't do that, particularly the torpedo- or Harpoon-style missiles. Most of those missiles are good without reloading. With reloading, they're just flat-out better than other options.
- Semibreve: There's no way I'm the first person to mention these, but I'm gonna mention them anyway. If I saw the weapon card, I would assume that they were a boss's built-in weapon that wasn't supposed to drop. These are simply a Bad Idea. They should not exist in their current form. They are horribly unfun to play against, because the AI is not smart enough to get out of their way, and if you get them, you have now won the game. "But their cooldown," you might say. You have conveniently included a ship in your mod with large missile slots and Fast Missile Racks, which completely bypasses that restriction.
- Swaras MLRS (M): This reloads faster than it fires.

Ballistics: Generally these have the problem of being very difficult to tell apart. Very similar colors and shapes; even the names are only a few letters off from each other.
- Catantata/Weiss 50 AC: These have identical sprites but deal different damage types. Visual clarity might be important there.
- Tona III 452: This is almost a direct upgrade over the Gauss. Better hit strength, same range, lower DPS.
- Cyrexa 452 AP(T): This is a direct upgrade over the Mark IX in almost every way. Better accuracy, longer range, better hit strength, lower DPS (but better actual DPS because of the accuracy).
- Cyrexa 452 AP(Q): Actually just straight up better than the Mark IX. Also, the naming convention sucks on these; one letter of difference is not enough to make them easily distinguishable.
- Tona II 452: Better hit strength than the HVD, still has EMP, and it's more efficient and costs less OP.
- Medlav 254 AP(D/Q): Straight-up better than than the Heavy Autocannon. At this point I think the pattern should be obvious- most of these guns are just direct upgrades over their vanilla counterparts.
- Ivory 254 HE(T/D): Same as above.

Energies: If I though the ballistics were hard to tell apart, these are worse (visually, anyway. At least the names are distinct). I only have one stat criticism here: These all have far too much range for hard-flux energy guns. Cut them all back to the 600s for mediums and 700s for larges and they'd be fine.
[close]

Fighters
Spoiler
Broadly, these are all too strong. Too much armor (fighters should basically never have more than 200 armor, and even then only the toughest ones should have that much), too much hull HP, too much damage, too much range, too much speed. Compare their stats to vanilla wings with similar OP costs! Also it looks like they were "balanced" by increasing replacement times to an extreme degree, which only does anything if they're dying in the first place.

I was gonna do each of these individually but honestly I'm burnt out at this point.
[close]

Anyway, I hope you enjoyed my TED talk. This is, of course, your mod, and you're free to do whatever you want, but if you really do want to address complaints about balance, the stuff above would be a good place to start.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: hydremajor on September 16, 2022, 02:02:03 AM
I thought the whole "dev despising balance comments" from the video was just a joke but no there really do be guys out there trying to tell the guy MAKING THE MOD what "fun" actually is like ****ing nerds
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: Xdes on September 16, 2022, 02:19:59 AM
First time downloading and using the mod. Can’t run it for some reason even after I get the needed mods. Says;
Fatal: Error loading [graphics/ships/Fusoreina_Prototype_glow1.png]
resource not found in…mods. How do I fix this?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: theDragn on September 16, 2022, 03:30:32 AM
I thought the whole "dev despising balance comments" from the video was just a joke but no there really do be guys out there trying to tell the guy MAKING THE MOD what "fun" actually is like ****ing nerds

cy specifically asked me to post it here (instead of on discord where it'll get lost in conversation) so that's why I did
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: Ryxsen1421 on September 16, 2022, 06:58:30 AM
Sorry in advance for the long post.

Your post have been noted and I'm already discussing with significant people that I trust or usually consult for balance. They seems to agree with your points thus far, but I'll also take into account of those people also played the mod and from other point of view as well. However, there are some main points to consider and you should understand these first.

I understand where you're coming from really - you made good points and I applaud you for finally taking your time to write these feedback rather than just blabbering in the discord and expecting things to change. Thank you for being different than the others and posted your feedback in a place where I can freely use as a note.

First and foremost, this is not a vanilla mod. The UAF will not try to be or abide to vanilla style and balancing but they will respect it in their own ways and based around them. The mod's primary goal is to world build around the queen and establish a playable experience that'll also tell the story of the queen. Balancing is really just a constant subject to change no matter how hard you try to justify its importance. The more people keep pestering me about this without acknowledging that the mod is a work-in-progress. The more you're just in the way of my personal progress really.

I also find to be more enjoyable to focus on making things feel right. I want my weapon to feel like big naval guns depending on their calibers and my arsenal to cater into our fighting doctrines which are different from vanilla. Furthermore, don't bother using vanilla weapon as a point for balancing. UAF doesn't use them at all - so its better to just balance everything around ourselves instead. It might be worth noting that I'm not an experienced modder, I learn things as I go. The fact that some ships saw major positive changes proves that.

Also, this is another factor that may influence my opinion. I personally know you claimed you din't try the mod just because it's anime and unbalanced. My first impression with you have gone sour and negative because of this. So I find it very hard to convince myself to let you influence my mod's balance while knowing you simply don't play them yourself. No offense but I'd rather not sacrifice my passion and other people's fun just for your sake. If you did played the mod though, that'll definitely change my stance for sure.



Now we got that out of the way, here's my reply.

Spoiler
Ships
NOTE: All ships are subject to change, nothing are spared from this. Especially if they have vanilla ship systems, they're not final.

FYI;

Standard ships are usually all-rounder and served as fillers for the faction.
[M] November ships are armored, slow and made for the front lines.
[SP] Automata ships are much more advanced and made to fight against certain enemies and exploration but at the cost of shorter PPT and weaker durability.
[P] Prototypes are suppose to be rare ships that arent necessarily better or worse than anyone, but they werent accepted for a reason of their own. They'll come in limited numbers per game
once we have the shop ready for implementation.

Frigate and Corvette
Spoiler
Minoria
-It's a frigate because I want a carrier ship that can flank from the side in pursuit battle. Its high speed compensated the lack of personal defense, if you've shot down their wings. They're pretty much vulnerable for you to kill. There are no vanilla equivalent other than the Condor and that ship was designed with a different purpose in mind. I find the current version to be acceptable for now.

Nakiha
- It used to be 10++ DP previously but my core audience complained it was simply too costly for what they are. So I brought them down so that it doesn't soak up all the precious DP that could've been used to field more powerful ships. The ship's class is called Frigate Leader, it is essentially a destroyer in disguise basically. I'd say they're working as intended as UAF ships doesn't have beam weaponry for sustain fire. So they rely more on first strike capability and hit-and-run instead.

Novayu
- Ah yes, something that we can agree on. I made this ship back when I din't really grasp the full potential of missile mounts. So once I learned how dangerous they can be, I tried to balance her out without having to remove them off the mod.

Osela
- You're comparing a combat freighter to a research ship that was designed to expect hostility during exploration. I don't know why are you expecting anyone to field these ships into combat.

Perwira
- I'll admit I left this ship in the backburner because it wasn't important. It was created many years ago and never used since thus why it wasn't balanced at all. You're on point with this ship.

Rama
- Yep, it's suppose to dance like a butterfly ( thats what Rama means ) and annoy the adversary rather than being a direct competitor. It'll die the moment you slap the ship, so it has to rely on its mobility to live.

Sekai and Supolev
- For what its worth, they're just there to provide the UAF the means of small logistic support. If they're better or worse than the vanilla, that's not a major concern. Although I'll take another look into Supolev again. I do feel like they're overperforming.
[close]

Cruiser
Spoiler
Akatsuzuma and Inazuma
- This will be an occuring theme by the way. Without considering the stats as they're always changeable. I designed my ships to be optimal at what they do, they're also made for beyond 2D space which wasn't a thing for Starsector ships. David confirmed this himself when I enquired about Legion when I drawn that more than a year ago. So yeah, UAF ships are more or less made with realistic weapon emplacements in mind along with optimal positioning for 2D gameplay in consideration. You're lucky that half our weapons are unavailable simply because they're below the ships.

Anyway, these two are basically the same hull but altered for different purposes. AK is an all-rounder while INZ is an artillery cruiser made for anti-ship combat. Each ships came with their own ups and downs, you just have to decide how to make them optimal.

Exoria and Shinoria
- These ships are made to provide two different carrier gameplay style for the player. You can have more fighters and maneuverability but you have to sacrifice firepower and durability in return. This will be an occurring theme depending on what the variants try to address based on their subfaction's desires. Its okay for them to be worse or better than the vanilla counterpart, they're made to fill in the blank for the faction roster.

Lillaru and Seniraja
- Refer to above but change the carrier thingy to ballistic gameplay. Seniraja however is a special case, I really like Eagle and I chose it to be a ship that UAF tried to reverse engineer and ended up copying them but improving on the design.

Wo and Miyo Juliet
- Working as intended.

Scinaut
- I agreed, they're overperforming as we speak and I intend to address that. However I need a certain logistic cruiser to happen first before I can do the necessary changes. I'll let people enjoy the free overpowered logi ship while that ship hasn't come yet. I din't really like the way she looked either.

Machi APA
- Recently nerfed intentionally to promote the new prototype assault landing ship. That's basically the next stepping stone but it'll come in limited numbers.

Sunami
- Working as intended.

Sentry
- Working as intended, its basically a giant sniper gun strapped with engines to make it flyable. You're basically comparing an effective vanilla ship-based weapon design to what is basically an entire ship. It is a glass cannon by UAF standard and served a niche purpose very well.
[close]

Capital
Spoiler
Eyeseau
- I agreed with the weapon mounts. I think I screwed that up when I was editing the ship and forgot to double check. By the way, you're not suppose to bring that into combat as it is a capital class survey and command ship but it is designed with that into consideration. I'd say its fine as it is currently so long as I din't increase its firepower intentionally.

Fusoreina(P)
- Super-heavy armor plating by UAF standard. It was created during the time where UAF doesn't even have shield on their ships to begin with and it was hastily made to give UAF a fighting chance to fight back against the onslaught of vanilla capital ships. AAF is a placeholder, so that can be addressed later.

Isenoria(P)
- Working as intended. It is actually a discount Reisen by design and it used to be a lot more overpowered. Did you know it used to have 4 large ballistics and 1 universal mount with 3 hangars? A lot of people told and warned me not to implement the super heavy bomber but I persevered because I need it to exist so that it'll serve as compensation for such huge nerf. If you can't move out of the bomber's way or intercept its bombs in time, that's a skill issue. It doesn't even respawn if you managed to kill it.

Junyo Delta, Tsutsumu and Nebula Bravo
- That's right. I don't need it to carry more than the Atlas if they have a better chance of retreating safely. If you have better alternatives, you as a player have the freedom to pick what suit you fancy but not the UAF. They're a faction from another world, not you who is a starfarer with flexibility and freedom to pick anything else.

Neuxoria(SP)
- Aha, my crowl jewel of the UAF carrier roster! Recall device is placeholder. It was designed after we learned a thing or two from Astral. It deserved to be better for how rare and effective they are in combat. I'm not sure if Astral is more expensive than Neuxoria, if it is - I'll do the change in the future.

Zepporia(M)
- Do you finally get when I say 'do not use vanilla as comparison' for our ships? Zeppy is the alternate choice for Neuxoria. One is a front line carrier and another is a rear line support carrier. I think it would be fairer to compare Legion to Zeppy in terms of ship role as both are front line carrier ships. I'll stick to my ship however if I want a pure faction gameplay rather than min maxing my fleet to the brim.

Purcellyra
- Thanks for not flaming the hell out of her. Indeed, she is a far better ship than she was before but sadly at the cost of her base loadout which is 4 nuclear launchers top-side. Fast Missile Rack is a placeholder. The ship was designed for the faction as a force projection ship. A retaliatory warship capable of nuking everyone if they decide to fight against a faction that doesn't even want to interact with the core world to begin. The UAF need powerful ships as an active deterrence against potential adversaries, she is one of those ships. Balance-wise, you might as well throw that off the table. She's designed as a missile ship and I won't change that because it isn't. What's the point?

Reisen and Reisen(M)
- They're actually warships designed to counter vanilla capital ships. They do not possess special armaments like Thermal Pulse Cannon or beam weaponry like Tachyon Lances. They rely on the standard heavy weaponry currently available in the arsenal. They're kinda niche tbh and I personally favor Rillaru over them. I think they're fine as they are atm since hardly anyone complain about them. Think of them as fleet anchor or rally point, then you'll see they do their job well as a floating artillery platform.

Rillaru and Rillaru(SP)
- Yep, its suppose to have four large mounts but two of them are underneath the ship. Its a very versatile battlecruiser and I very much like them so much that I never bothered to use the rest of the ballistic capital line up unless the need for static heavy hitter are required. I'm aware of how versatile and powerful the upgraded version is. It's both my personal favorite and fan-favorite ship and often chosen as a flagship. Rillaru(SP) is not better than Paragon in some circumstances but it is generally meant to dance around such a static target and that's what she do best.

Final Note Reply;

Again, they're not vanilla ships and my ships are designed for 3D space warfare, not just 2D. I know we're playing a 2D game here but I personally think its more important to stick to my own ideals rather than forcing myself to adapt to something I know I won't enjoy and people will always find a way to bash me no matter what. If you can point out what ships have weapons firing over a higher position, please let me know so that I can have a look.
[close]

Weapons
NOTE: UAF is ideally a low tech faction and I quote; "Beams are bad, projectile's good!" by Ironclad Lion. Even our energy weapons are projectile based and simply upgraded variants of their predecessors. This is a pretty controversial point but some people enjoy uniform designs over the weapons along. I am one such people, I'd rather my ships and weapons to be grounded on their own design philosophies rather than trying to be unique on all aspects especially when there's no need to do so. However, I have listened to a useful feedback and future changes are coming to address the oddities on my weapons.

Spoiler
Cantata/Claris, Ivory and Medlav series
- Literally the same gun, if I can have a system that changes ammo type for them. I'd do it but thats impossible.

Tona Railgun series
- Sometimes its just better to throw a simple piece of hardened metal and use its own momentum to cause damage and prioritize on maximum accuracy instead. Its a sniper gun and different from Cyrexa as it comes with its own pros and cons as well.

Quad and Triple Cyrexa, Dual and Triple Herexa
- As I mentioned above, some weapons are subject to change and these are a good example. I'll do what I can to improve on naming convention and visually so that people can at least tell the difference a bit easier. I still won't name them like vanilla though. They're not better than Mark IX imo, vanilla have the sustain fire ability while you can't really spam our guns if you're not careful with the flux management. Each with their own distinct features I suppose.

Missiles
Semibreve
- Sorry to hear that you're on the other side. Good thing you're not gonna face those nukes other than fighting UAF ships right? I'm not gonna remove them no matter how hard you try to convince me, they're not even a boss weapon to begin. They're more of a tool for you to use as a last resort weapon if you can't win an impossible fight. So instead of cheating yourself to victory or use an obviously overpowered ship, why not throw a bunch of these in and see if they'll worked out or not? Throwing nukes at everyone won't solve everything however and the friendly fire are definitely a feature. It served as a reminder not to mess with the UAF or you'll face these nukes. They're also interceptible and pretty slow so long as the launcher wasn't affected by player missile skill. That's what made it more dangerous.

The rest of the reloadable missiles
- I need the missiles to be reloadable so that my missile ships can buff them exclusively. Currently I'm trying to play around with flux to fire stat as a balancing act in return for these seemingly infinite reload missiles. Ideally I want them to take forever to reload but only enough to give you that much needed "one last shot" to win. I wish its easier to read the weapon_data.csv and figuring out what numbers does how long one reloads but eh. I'll figure it out in time. 

Energy Weaponry
- As I stated earlier, they're the upgraded variants of the ballistic base weapon that improves on what they do best. Their problems are pretty obvious though, not only they cost higher to fire.. they're also too specialized to the point where its ill-advised when not used in suitable situations. At least I tried to make them more unique and stand out compared to our generic arsenal! I probably won't reduce their range that hard because they're still suppose to be ballistic upgrade with energy rounds instead. We'll see how that goes overtime.
[close]

Fighter
Spoiler
Yes they're pretty overpowered if you just look at the numbers but I can also recall vanilla fighters that can outperform and even provide a worthy fight against them. I'd personally recommend you not to bother with trying to reason with balancing when it comes to my fighters. I'm not budging and that much is clear. I want to promote a fun and engaging carrier gameplay and you don't necessarily have to like them if you're not into it. Personally, I think they're not OP. They used to be overpowered but you weren't there when they were.
[close]

As my final note, if you manage to survive all this wall of text and got this far. Thank you for reading and giving me constructive feedback that aren't toxic and filled with filler bullshittery that I usually get. I think you can tell with the on-going theme that I'm not going vanilla and will never try to be. It's better to just leave me to my devices and pretend that UAF isn't canon and doesn't exist if you dont like it that much. That's one major reason why I don't want the mod to be in the mod index. Its a niche mod for a niche experience. Only download if you know what you're gonna experience.

I have my own ways of balancing my contents. It'll come on its own and I would rather do them when Im in the mood or having fun with the development at least. It makes me happy when I see people enjoying what I came up with rather than constantly bullying me for being different than the rest. If you can at least spare me that, you have my thanks. So... remember, UAF only exists if you choose to let it appear in your Starsector. Its all up to the player's choice and not mine. I just want to create a story and make it playable.
[close]

Thanks again for the reply. If you see other people complain about my lack of care for balance without sacrificing my vision and dreams. Show them this reply and think again.

TL;DR;
Let me do my own things and leave me alone so that I can balance them out later when everything are in place.

P.S,

I din't realize you're the person that made Apex. Good mod btw! I haven't fought against them yet since mod development hell is a thing but they're pretty a quality mod for sure. I can at least tell that much.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: theDragn on September 16, 2022, 02:06:14 PM
Quote
I'd personally recommend you not to bother with trying to reason with balancing
Regretfully, this seems to sum up the entire mod.

Quote
If you did played the mod though, that'll definitely change my stance for sure.
Yes, I have. Fairly extensively at this point; I played just with UAF and vanilla. (I didn't use other mods because most mods are balanced around vanilla, and it's unreasonable to expect authors to balance around specific mod interactions.) When I'm saying things are unfun to play against, or boring to play with, it's not from just looking at the stats on them, it's because I've played with and against them. But, also, most of these ships didn't need playtesting to tell they were overpowered. There is no magic juice in there that makes the UAF having straight-up better everything work fine in concert with other mods and the base game.

Quote
The UAF will not try to be or abide to vanilla style and balancing but they will respect it in their own ways and based around them.
Quote
Furthermore, don't bother using vanilla weapon as a point for balancing. UAF doesn't use them at all - so its better to just balance everything around ourselves instead.
...Then what's the point of the faction if it doesn't care about vanilla? This mod only adds one faction and that faction exists alongside vanilla; you either use UAF ships against vanilla/modded ships (boringly easy, it's like shooting fish in a barrel), use vanilla/modded ships against UAF ships (very rough; it's a "challenge" but it's not a fun one), or use UAF ships against UAF ships (still unfun- Semibreves, crazy strong fighters, and crazy powerful capitals mean most fights are very one-sided). UAF does not exist in a vacuum, and unless you add a few opposing factions and make this a total conversion, it will never exist in a vacuum.

Quote
I personally know you claimed you didn't try the mod just because it's anime and unbalanced.
I was right, though: It definitely is anime, and it definitely is unbalanced. I have played it now, though, so I hope you'll actually listen to my feedback.

Quote
It makes me happy when I see people enjoying what I came up with rather than constantly bullying me for being different than the rest.
Please don't interpret this as a personal attack on you. You aren't being bullied for being different, you are being told your mod is overpowered. I'm telling you this because you've clearly put a lot of effort into your mod, and it would be a real loss to have all that effort result in something that people don't want to use because it's too powerful to be fun. My opinions, of course, are my own; there are clearly plenty of players who do not care about that sort of thing.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: Ryxsen1421 on September 16, 2022, 02:52:00 PM
Spoiler
Please don't interpret this as a personal attack on you. You aren't being bullied for being different, you are being told your mod is overpowered. I'm telling you this because you've clearly put a lot of effort into your mod, and it would be a real loss to have all that effort result in something that people don't want to use because it's too powerful to be fun. My opinions, of course, are my own; there are clearly plenty of players who do not care about that sort of thing.
[close]

Thank you for your feedback. I can tell that this conversation isn't going anywhere beyond this point. We both made our points, so let's just end it here shall we? I know my mod is overpowered currently, that's what the [WIP] tag is for. If you can't let me develop the mod at my own pace and ideals. I don't know what else to tell you.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: MattyK on September 16, 2022, 08:55:15 PM
Mmm, I'm looking forward to that logistics cruiser.

Oh, uh, talking of which, there isn't really a tug-class or salvage class in the frigate/destroyer lineup I noticed, possible idea for the future?

And yeah, I think with the exception of the Scinaut, the logistics vessels of the UAF definitely portray a certain flavour that makes them unique (having enough teeth to deter flankers during pursuits).
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: HereticKannon on September 16, 2022, 10:02:36 PM
I'm glad I gave this mod a try, it has quickly become one of my favorite faction mods. The ships and portraits look great and have a nice style to them. The music is unique and keeps me from just listening to my own playlist which is saying something considering how many times I've heard the vanilla tracks. The weapons have good sound effects and are varied enough that you can go your entire playthrough using only UAF tech and not feel like you're hamstringing yourself. Flying around in an SP Lillaru smoking pirate capitals and stations with a Semibreve while the ballistics sing has been some of the most fun I've had in Starsector for a long time. Is it perfectly balanced? I don't know and honestly that isn't overly important to me. It's fun. That's what matters to me. I'm not saying balance and fun cannot exist simultaneously, but if I had to pick one I'd choose fun every day of the week.

From an observer's standpoint I've seen mod authors seemingly drive themselves crazy with one balance patch after another trying to bring their mod in line with people's feedback and personal views until they walk away from the project or nerf it into the ground just to be done with it. It's an unobtainable goal, vanilla itself isn't even balanced. This is a single player game where players are free to edit values from any given mod at any time to better suit their own wishes for balance or for fun. That's just my opinion, take it for what you will.

Thanks for all your work on the mod, it is appreciated.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: Commodore Stephans on September 17, 2022, 07:48:57 AM
tbh imo the only real overpowered part of the mod is the solverina but most likely it's more that my enormous skill issues just automatically balance the mod for me lol
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: Oni on September 17, 2022, 08:30:09 AM
I just assume "balance" is something you work out once everything else has been finalized. Kinda hard to determine relative strength of ships when you're still not entirely sure how many ships you'll even have in the final build. So other than making a note of it somewhere to get back to when you're getting near the release version, trying to balance mid WIP would be difficult at best if you weren't trying to do it from the outset.

Yes I'm aware I've commented on balancing before, mostly how the tac nuke should be a 1 shot instead of a 4 shot (cause it's an AOE super Reaper), but I in no way expect anything to be done in a WIP build beyond making a note of it since I'm sure the creators have more important things to do.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: UlyssesASL on September 17, 2022, 09:56:14 AM
I'm not sure if this is a display bug or something else, but for giving gifts to Yamato at Nur Processing Plant, she asked for 200 choco lava, but when I bring the amount she doesn't accept them. Am I bringing the wrong item, or is something bugged?

Edit2: Turns out she want 2 things: chovo lava & donuts. Also the item and amount is slightly not in sync, and the number doesn't say which one for what amount, so that might be what confused me. 500 choco lava, 200 donuts is what she asked.

Edit1: I also want to put in my 5 cents regarding the Semibreve: it is certainly very strong, maybe too strong, but I also really enjoyed the giant explosion. It looks so nice! But I do feel like if it's speed or HP is just lower a little bit, it would be better than it's current state. It is still very reliable to get pass even station defenses, when the station is just slightly distracted. And for many if not all capital ships, as long as you are not sending the missile straight into enemy salvo, it also seems very likely to reach target.

Surprisingly, giving it's slow reload speed, I think fighter formation is the best "counter" to Semibreve, because it's so easy to hit some other targets midway.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: Harmful Mechanic on September 17, 2022, 10:08:15 AM
I think the balance issue is one of community-wide good practices; there's a tendency for power-creep arms races to spill over into feedback on other mods ('UAF is a powercreep munchkin mod{1}, why isn't your mod a powercreep munchkin mod? Make it like that! All mods should be like that one mod I like!') which is annoying but also pretty easy to filter out once you know that tendency is there.

But I agree that bothering Ryxsen is not the way to go about it. Personally, I took a look at the preview posts and decided 'nah' a long time ago; I'm sure if/when it's finished I'll take another look for curiosity, but the mod doesn't grab me now and doesn't seem like it's headed in a direction I'll like, so... I'm just not using it.

Simple as that. Not everyone has to enjoy or approve of every mod.

{1}Note; I don't actually think UAF is a powercreep munchkin mod, at least not by design. I'm just using it as an example because we're in the UAF thread. Feel free to mentally substitute some other mod if this hurts your feelings.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: Bluedeferum on September 17, 2022, 10:21:07 AM
y'all talking about balance meanwhile i'm here waiting for the next tilted dagger continuation  :'(
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: demonnoises on September 17, 2022, 07:38:08 PM
Some of the most well respected mod authors on the forum, collective thousands of hours of experience, going over long swathes of design philosophy and balancing concepts.

Me: "hehe space foxgirls go brrrrrrrrr need more railguns and aircraft carriers pls"
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: V_KJ on September 18, 2022, 01:56:07 AM
I think the balance issue is one of community-wide good practices; there's a tendency for power-creep arms races to spill over into feedback on other mods ('UAF is a powercreep munchkin mod{1}, why isn't your mod a powercreep munchkin mod? Make it like that! All mods should be like that one mod I like!') which is annoying but also pretty easy to filter out once you know that tendency is there.

But I agree that bothering Ryxsen is not the way to go about it. Personally, I took a look at the preview posts and decided 'nah' a long time ago; I'm sure if/when it's finished I'll take another look for curiosity, but the mod doesn't grab me now and doesn't seem like it's headed in a direction I'll like, so... I'm just not using it.

Simple as that. Not everyone has to enjoy or approve of every mod.

{1}Note; I don't actually think UAF is a powercreep munchkin mod, at least not by design. I'm just using it as an example because we're in the UAF thread. Feel free to mentally substitute some other mod if this hurts your feelings.

Honestly, balance should be after the mod's fully finished, rn it does say its a work in progress, so it being unbalanced is fine, Ryxsen can tackle that problem later. In my opinion, it isn't op in a sense, the only op thing is the dreadnoughts but that's what its supposed to be, dreadnoughts.

The only thing I have a slight problem is the writing aspect, but like balance, that's for later.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: Brainwright on September 18, 2022, 07:40:57 AM
I'll say this for the Supolev Alpha : it's unbalanced, but not absurdly so.  A combat freighter that doesn't have the durability of a Mule isn't so great as people might think.

The primary thing is a combat freighter doesn't have the penalty for taking the expanded capacity mods.  So you should consider the capacity of the Supolev after Expanded Cargo holds.

I'd personally give it a maintenance cost of 7 and reduce its speed to 90 or so, and tone down the cargo capacity so it only exceeds the mule after Expanded Cargo Holds.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: Criarino on September 18, 2022, 05:11:55 PM
are there any plans to rework some gun sounds? The Tona III 452 is such a powerfull weapon but sounds like popcorn. Also it would be cool if some had secodary explosions like some of tahlan shipworks' guns
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: Versil on September 18, 2022, 11:16:33 PM
Nice mod
Awesome ships
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b
Post by: The Lag Mechanic on September 19, 2022, 09:43:24 AM
So um love the mod top quality work and loved your art.
P.S also six words for those who know "Elite Blueprint Package" and "What the F***"
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: The Lag Mechanic on September 19, 2022, 04:23:13 PM
Hey so an issue i have is that despite getting both faction reputation and Relation with Nia to max i am unable to request access, when i select the option nothing pops up, any ideas on how to fix this?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Aevita on September 20, 2022, 04:10:15 AM
Disclaimer: I don't know much about balance, and i haven't spent like 2000h on this game to know everything in and out. (Most of my build are either random or self improvise.)

The UAF design remind me A LOT of IJN ship design in World of Warship:

1.They are INCREDIBLY squishy, one mistake and your ship gone. Shield down, eat one torp, gone. Reckless pilot?  You can kiss your ship goodbye.
 -This made playing with an UAF heavy fleet require more running and save scumming hard fight.
 -You can pick up the D-mod deleter skill, which help with fight where one or two ship going down. That or you can either reload, run or reload, try again everytime your ship die.

2. Kiting is the way. You can forget objective/ capture point cuz holding it will get your ship killed, very quick. the AI controlled ship also love to run away anw so there is that too.
 - At least they are fast to do so. Not fast enough for DBZ ship that can zoom zoom to you tho.
 -This also made them somewhat incompatible with other vanilla ship, cuz they are too fast, they always leave your slower ship behind. Need a lot of baby-sitting. Another point in IJN lmao trait.

3. Carrier is stupid. The fact that the Super carrier can recall the strike fleet made it one of the most stupid, but fun to play, ship. You can essesentially, strike, call the bomber back before it get shredded on the way out, strike again cuz the last strike already sarturate enemy ship shield.
 -I don't think the AI capable of doing that, not that i dared to let them control the most important ship in the fleet.
 -Some of the Carrier ship does tent to do stupid *** and waste the smallcraft. Best just to have them on defensive and as interceptor.

4. The DP is a bit low, i think. Later in game, every UAF bounty are FILLED with BC, smol BB and CV, not to mention a bunch of CA, CL and numerous DD, Frigate. Outnumber a 250 point fleet almost 2 to 1.
 -One time a 350k bounty have like 4 Reisen, 4 BC (Lilliru?), 3 CV and a bunch of smoler ship. That was a nightmare fight. They can't even deploy all of their ship, and come in 2 wave.

5. While the weaponries doesn't depend on HE spamming, lmao, they did what they intended to do. SHield sarturate and CV finished the job.

Conclusion: The design philosophy is very solid, with a clear doctrine to follow. Some might say it is OP, or unbalance, but tbh after watching a few vid from starsector, i can say they are only OP because the player are the one building/ controlling it, which can made any ship OP tbh. AI build/ control ship doesn't understand the concept of kiting with Capital ship very well.

Ps: A small experiment in the simulator against same caliber UAF ship, with both have no captain skill/ ST mods quickly, standard/ default build and only AI control. UAF ship doesn't fare very well against other faction ship. It either end in a stalemate cuz they are very quick in running away, or made a small mistake and get dunked on.

They also get countered hard by Beam focused build.

Ps: Ps: I also forgot this. But i choose the Junyo over the Atlas anyday of the week. 8 burn max with Aug Drive field? Get that *** out of the fleet, im here for the speed. 20 Burn ftw.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Omega_DarkPotato on September 20, 2022, 04:54:35 AM
Well after two (somewhat finished) runs with this mod - I like it! A lot!
Both going up against em when I was playing as Scalartech, and now playing for them. as the Queen's personal hitman

Since I was playing 0.70 I didn't encounter the purcellyra nerf - and although quad minirests + 2 large missile mounts sounds interesting I think it'd be great if there was a variant (november-class maybe??) that was the OG version, since nothing's really been quite as fun as dropping an opening salvo of 60 Tartarus missiles on the enemy from quad tartarus LRM mounts. It's so cheesy and definitely fulfills the power fantasy of turning a single ship into a fleetkiller.

Also my god I never knew that I needed "EVERYTHING IS FLAK NOW ENJOY FLAK ALL YOU HAVE IS FLAK" for a PD doctrine, the big guns slap, the missiles slap, good mod, foxgirls
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Ryxsen1421 on September 20, 2022, 05:29:54 AM
Disclaimer: I don't know much about balance, and i haven't spent like 2000h on this game to know everything in and out. (Most of my build are either random or self improvise.)

To be fair, you understood what the UAF is all about.  So kudos to you fellow man of culture since we both played World of Warships. The UAF not only have IJN in their designs. We also have major USN, British Navy, Soviet Navy and German Navy doctrines in the mix as well but its mostly hybrid of WW2 and modern USN doctrine since we're very heavy fighter and ballistic focused faction.

So yeah, its clearly overpowered on player's hand whos unrestricted by lore or aesthetics but I don't care about that, everyone have their own playstyle and I'd say let them have fun especially in this wonderful single player game.  I find it acceptable that we have our own mixture of ups and downs as well.  Balance is merely subjective depending people's point of view, it's obvious we'll never be able to impress anyone and I quite frankly - don't want to bother with it because we're trying to do our own thing. All I care is turning the mod into a VN novel with playable ships and characters and make it fun to play as in their own setting. That's all that matters in my eyes.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Psyentific on September 20, 2022, 05:34:03 AM
I think I like the new Purcellyra more than the old. Two Semibreves is still more than enough and the built-in missiles are more flavorful.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Aevita on September 20, 2022, 05:55:46 AM
All I care is turning the mod into a VN novel with playable ships and characters and make it fun to play as in their own setting. That's all that matters in my eyes.

The only thing you should avoid is brain dead gameplay, too strong no think type. As long as the mechanic and playstyle of the faction require some level of thinking and rewarding for daring build/play, it will be fun to play as/ against.

As i quote a saying : "The only true balance you will find in gaming, is chess. And that's a pvp game." - My friend.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Brainwright on September 20, 2022, 06:01:27 AM
So yeah, its clearly overpowered on player's hand whos unrestricted by lore or aesthetics but I don't care about that, everyone have their own playstyle and I'd say let them have fun especially in this wonderful single player game.  I find it acceptable that we have our own mixture of ups and downs as well.  Balance is merely subjective depending people's point of view, it's obvious we'll never be able to impress anyone and I quite frankly - don't want to bother with it because we're trying to do our own thing. All I care is turning the mod into a VN novel with playable ships and characters and make it fun to play as in their own setting. That's all that matters in my eyes.

Yeah, I don't get why people are calling this mod OP.  The primary thing is the design is very consistent and easy to use, not intentionally hobbled like vanilla.

I mean, you can say it's OP because nearly all the ships have PD mounts that work, but then I'm just going to think your sense of design has problems.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Gabloc on September 20, 2022, 06:03:35 AM
This mod reminds me of Shadowyards, which also features eye-pleasing aesthetic designs and fighter-focused fleet doctrines. I enjoyed the run, especially the stories; my only compliant is that some of the capitals(ex. Rillaru, Reisen) are way too strong and way too fast for their DP, kind of ruining the fun in the late game. 
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: eamax on September 20, 2022, 07:05:35 AM
When you put several other mods the UAF doesn't look like OP at all, I'm playing with it and many other mods ... it's not easy as many here say.

Several fights even with pirates, yes my pirates are mod, I need to be very careful.
There are factions like Hive that I can't kill a single ship with my UAF fleet. I tried several times.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Aevita on September 20, 2022, 08:07:25 AM
When you put several other mods the UAF doesn't look like OP at all, I'm playing with it and many other mods ... it's not easy as many here say.

Well they only compare it to vanilla factions, so your opinion won't fly.

Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: eamax on September 20, 2022, 10:22:45 AM
Well they only compare it to vanilla factions, so your opinion won't fly.

Honestly, if you only play with a single mod... you're the one who's wrong.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: eamax on September 20, 2022, 10:34:35 AM
In the time when we had Templar Knights that destroyed everything in front of them, nobody complained that the mod was OP, now this one can't do something different that has a complaint... I can't understand.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: IroncladLion on September 20, 2022, 11:02:54 AM
Just heads up for anyone giving feedback about something specific in the mod, would be a huge help to include the version of the mod you are using (since there are several playtesting versions at any one time).
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Nikmyth on September 20, 2022, 12:18:28 PM
Hey so an issue i have is that despite getting both faction reputation and Relation with Nia to max i am unable to request access, when i select the option nothing pops up, any ideas on how to fix this?
Hey folks, just wanted to come by and give those wondering about the "Aurora Diplomatic Bureau" lock-out / missing text with UAF Admins that I've seen mentioned a few times.

It seems that the Iron Shell v1.1 and 1.181 mod (link: https://fractalsoftworks.com/forum/index.php?topic=18297.0 , by Timid) is incompatible with the named UAF Admins "Spark A Conversation" option, specifically those relating to progressing the mod's faction story in the mods' version 72f3e and 72g1b. Namely Nia, AER-1A, Aeria Charllote, Alexandra Yamato, etc.

I'm not too familiar with the forum software, so I've uploaded the comparison images to Imgur: https://imgur.com/a/1Ld2rdy
Will update this in case I find any further mod incompatibles when it comes to progressing past Nia.

Even with soft-locking myself outside of progress, I can whole-heartedly say that I've enjoyed the additions that the mod brings to the game, sadly I'm not well versed enough to speak to specifics. Bless the team for their hard work and making this happen!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Aranokai on September 20, 2022, 02:11:07 PM
Just bug report, specific to Linux:
The case is matter -- if you refer to file as foo.bar, then it must be foo.bar and not foo.BAR

Found so far, please check
Code
./graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.PNG
./graphics/weapons/Claris CN/pd_claris_cn_turret_recoil.PNG
./graphics/weapons/Missiles/amazoch_light_asrm_dual/Sample.PNG
./graphics/weapons/Missiles/amazoch_s_asrm_single/Sample.PNG
./graphics/weapons/Missiles/clemente_s_mrm_double/Sample.PNG
./graphics/weapons/Missiles/clemente_s_mrm_single/Sample.PNG
./graphics/weapons/Reina MG PD/pd_reina_mki_hardpoint_recoil.PNG
./graphics/weapons/Reina MG PD/pd_reina_mki_turret_recoil.PNG
./graphics/weapons/Weiss FLK PD/pd_weiss_flk_hardpoint_recoil.PNG
./graphics/weapons/Weiss FLK PD/pd_weiss_flk_turret_recoil.PNG
[close]
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Histidine on September 20, 2022, 07:32:21 PM
I could have written a long post re. the balance discussion that people seem to want to keep going for some reason
but a) I'm at work and b) Cy doesn't need more of this stuff;

So I'll just say, half of y'all are acting like you didn't read BadDragn's posts literally two pages ago

also "this other mod is even more poorly balanced" is not a defense
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: hydremajor on September 21, 2022, 12:07:37 AM
but then the "Its not your mod, let the guy do what he wants" defense is basically flawless

also the "if its such a big deal, do it yourself" defense is worth mentionning

but all gets trumped by the "I don't wanna" arguement

guy's literally making a passion project out here on HIS OWN TIME, WITH HIS OWN SKILLS and here all of you are pretending someone died and made you king....
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: AtlanticAccent on September 21, 2022, 01:55:10 AM
but then the "Its not your mod, let the guy do what he wants" defense is basically flawless

also the "if its such a big deal, do it yourself" defense is worth mentionning

but all gets trumped by the "I don't wanna" arguement

guy's literally making a passion project out here on HIS OWN TIME, WITH HIS OWN SKILLS and here all of you are pretending someone died and made you king....

tl;dr: feedback in a feedback thread is sort of the point of a feedback thread.

I mean, I sort of get your point, but Dragn and everyone else are trying to provide constructive criticism, aka feedback. I'd say it's settled now, in that Dragn gave their feedback (in good faith) and Cy has turned it down - which is perfectly fine too.

But you can't pretend that:
a) giving feedback in a thread about testing a mod is somehow wrong and
b) this mod exists in a vacuum. The vanilla game exists. Other mods exist. And player expectations of mods exist
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Ryxsen1421 on September 21, 2022, 03:15:18 AM

I mean, I sort of get your point, but Dragn and everyone else are trying to provide constructive criticism, aka feedback. I'd say it's settled now, in that Dragn gave their feedback (in good faith) and Cy has turned it down - which is perfectly fine too.


Actually I addressed some of his points in the new patch along with other people's ideas. I din't write them in the change log appropriately due to the chaotic nature of balance changes. The UAF is being updated on daily / weekly basis, so it's better to just highlight note worthy ones instead. In conclusion, I'll listen and take what feedback that may be useful for the mod so long as it doesn't stand in the way of progress and passion.

Just bug report, specific to Linux:
The case is matter -- if you refer to file as foo.bar, then it must be foo.bar and not foo.BAR

Addressed. I'ma check if there's any more annoying big letter PNGs. I don't know that's even a thing smh.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Deepfield on September 21, 2022, 04:37:51 AM
Is there a way to retrigger the mission with Yimie? I accidently went to her early game and wasn't prepared. Figured asking for more time to prepare would be longer than a few days. Looked though the save and couldn't really find anything to reset it.

Edit: Nevermind. I've figured it out. She was at the bar. I thought she was a contact for some reason.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: MattyK on September 21, 2022, 07:52:47 AM
Talking of Yimie and Tilted Dagger, it'd be really nice if we could get a hand on a Hyper Aria blueprint... I might've been playing a little 'loosey goosey' with a carrier task force and got it lost.

Heck, just enclose it in the experimental blueprint package, or even the supercapital one if you think they're a little overtuned, because as it stands, if you lose a ship containing the Hyper Aria's it's basically lost for the rest of the run (I don't even think it has a salvage % chance alongside other strikecraft does it?)
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Ryxsen1421 on September 21, 2022, 09:07:30 AM
Heck, just enclose it in the experimental blueprint package, or even the supercapital one if you think they're a little overtuned, because as it stands, if you lose a ship containing the Hyper Aria's it's basically lost for the rest of the run (I don't even think it has a salvage % chance alongside other strikecraft does it?)

I mean.. that's pretty much a mistake on your end really. I also lost my hyper arias from time to time if I wasnt careful or not remembering what ship have it. They're suppose to be one-of-a-kind and can't be duplicated. Just like the supercaps.

It is a good idea though for when you just wanna have fun. Maybe I'll include it in the super capital blueprint and rebrand it so that we can always have that choice of consoling them in for giggles. I'd do it if you guys can tell me how to restrict the bp drop completely so that you can't obtain it through legal means.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: hydremajor on September 21, 2022, 10:59:41 AM
suggestion: if you wanna add peticularly spectacular things for loot how about archeology quests ?

maybe quests involving ships that were thought long gone or who had gone missing (think bermuda's triangle stuff)

maybe even a quest line that happens once you stumble on a chunk of one of the larger ships, and finding all the pieces rewards you with some blueprints...
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Ryxsen1421 on September 21, 2022, 12:40:37 PM
suggestion: if you wanna add peticularly spectacular things for loot how about archeology quests ?

maybe quests involving ships that were thought long gone or who had gone missing (think bermuda's triangle stuff)

maybe even a quest line that happens once you stumble on a chunk of one of the larger ships, and finding all the pieces rewards you with some blueprints...

We have a water planet called Favonius. What if for every 2 months you can pretend you're salvaging in the waters for hidden treasures ( RNG on watcha get ) ? For a small fee of course. We have a canon reason to why there's ship wrecks everywhere after all.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: hydremajor on September 21, 2022, 01:58:56 PM
We have a water planet called Favonius. What if for every 2 months you can pretend you're salvaging in the waters for hidden treasures ( RNG on watcha get ) ? For a small fee of course. We have a canon reason to why there's ship wrecks everywhere after all.

Hmmm

What if there was multiple options of fees to pay ?

you can cheap out and greatly reduce the chance of getting something really nice

OR if you're really determined to get something specific, just fork over almost excessive amounts of cash on it to increase the chances of getting something nice, but it'd still be random...
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Harmful Mechanic on September 21, 2022, 03:57:54 PM
here all of you are pretending someone died and made you king....

I can't speak for anybody else, but that's not my intention in responding at all.

Ultimately it's up to an individual artist to manage their own emotions and set their own boundaries around their work. Sometimes the easiest way to do that is just to go fix a balance issue; other times you have to stand firm and say 'no, sorry, I'm doing it my way'.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Brainwright on September 21, 2022, 05:29:59 PM
So I'll just say, half of y'all are acting like you didn't read BadDragn's posts literally two pages ago

The fact is it's just so irrelevant.  The balance scheme he referred to just doesn't exist in Starsector.  Good ships in SS cheat.  Scarab has Temporal Shell.  Paragon has advanced targeting core.  Onslaught has integrated ballistics, almost always guaranteeing enough room for Heavy Armor.  Monitor has Flux Shunt.

SS combat isn't balanced off of raw stats.  It's balanced off of weapon behavior and the ability to vent flux.  Raw armor values are kinda pointless, because the important part for a capital ship is whether it can shrug off a reaper torpedo or hellbore shell.  If it can't, it needs to keep those shields up, which means it's always going to flux out.  The raw flux stats you need to get away from this dynamic are extreme.

Hell, the Sunami is a cruiser with about 500 ground support.  Sound op?  Well, it's 20 supplies a month, it should damn well be better than 4 Valkyries.  It's the only ship that might let you invade a Nex home planet without going over the ship cap, but it still requires quite a bit of finagling.   All of the other support mechanics scale geometrically, so you can say the cruiser sized ground support ship is just keeping up with vanilla standards.

Most of the ships in this mod are fairly straightforward and easy to understand.  There aren't so many special tricks, so yeah, their flux stats might be a bit higher.  They play like Diable Avionics except with standard battleship support.  So yeah, a little stronger.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: tinytrinket100 on September 21, 2022, 05:34:41 PM
Just a small note that the Isenoria with the Raffelsya bomber is incompatible with realistic combat and causes a fatal null crash.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: TimeDiver on September 21, 2022, 05:50:22 PM
Just a small note that the Isenoria with the Raffelsya bomber is incompatible with realistic combat and causes a fatal null crash.
Given how thoroughly Realistic Combat brute-force overwrites many, many established Starsector gameplay mechanics in favor of its own, your issue is something to bring up in that mod's thread, not this one.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Histidine on September 21, 2022, 07:35:26 PM
The fact is it's just so irrelevant.  The balance scheme he referred to just doesn't exist in Starsector.  Good ships in SS cheat.  Scarab has Temporal Shell.  Paragon has advanced targeting core.  Onslaught has integrated ballistics, almost always guaranteeing enough room for Heavy Armor.  Monitor has Flux Shunt.

SS combat isn't balanced off of raw stats.  It's balanced off of weapon behavior and the ability to vent flux.  Raw armor values are kinda pointless, because the important part for a capital ship is whether it can shrug off a reaper torpedo or hellbore shell.  If it can't, it needs to keep those shields up, which means it's always going to flux out.  The raw flux stats you need to get away from this dynamic are extreme.

xkcd 386 post, I recommend you do not read it
First off, "SS isn't balanced off raw stats" is a funny thing to say when you just used the examples of HBI (basically free OP) and Heavy Armor, and go on to talk about venting flux, all of which are in fact raw stats.

Second, "balanced off of weapon behavior and the ability to vent flux" - to consider just one case, what exactly do you think the whole thing about Reisen (M)'s four large + four medium ballistics running off better-than-Radiant flux stats (for 3/4th the DP and no Automated Ship restrictions, I might add) is?

Three:
Quote
Raw armor values are kinda pointless, because the important part for a capital ship is whether it can shrug off a reaper torpedo or hellbore shell.  If it can't, it needs to keep those shields up, which means it's always going to flux out.
This is just plain false in the way implied; if it weren't, shield shunt Onslaught would not be a thing.

It turns out that sufficiently high capital armor and hull is indeed what you need to shrug off Hellbores and at least not die immediately to Reapers (assuming your PD doesn't stop them, which turns out to be a lot less common when you can throw vulcans and flaks at the problem). Armor is the thing that lets you lower your shield even when under fire without promptly dying, up to the point of venting under fire if necessary; in fact, I would say that this is the purpose of armor for most ships.

As for "always going to flux out": again, misleading at best. When you're a capital that can run multiple large and medium ballistics at flux neutral, it's much, much harder to flux out because you can use your entire, massive, capacity bar to absorb damage, and vent it off that much faster after it does build up, and enemy ships have a much harder time closing enough to use their weapons to begin with. Almost 30k effective shield HP that can be active vented in under 17 seconds (stripped Reisen(M) and Rillaru(SP) both do this) is a hell of a drug. Even if you aren't anywhere close to flux neutral, the difference between fluxing out in 20 seconds of combat instead of 10, or 40 instead of 20, requires no description.
[close]

But you don't have to read any of that. Instead, here's an extremely simple test.
1v1 autopilot stock Reisen(M) standard variant versus sim Onslaught; the question is not "who wins?" or even "how much hull damage does the Reisen take?" but "knowing only what was said in this thread, does anyone have to think for longer than three seconds to guess who wins?"

(Before you say it: The point is not that 1v1 sim is a realistic matchup or anything of the sort, the point is that regardless of any theorycrafting we might post here, everyone immediately understands what 'better dissipation than Radiant' means for a ship.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Gabloc on September 21, 2022, 08:19:43 PM
The balance scheme he referred to just doesn't exist in Starsector. 

I think any ardent believer of the vanilla Starsector ship/fleet design can't not find a satisfying solution in this series of balancing debate, as essentially, UAF introduced a High-Tech faction with long-ranged, flux-efficient ballistic weapons and strong carrier-fighter support. The real issue is never to coerce someone to stick with the HighTech/Midline/LowTech system, but to think whether some design choices can be improved under the new framework introduced by the author.

I personably think you have gone to another extreme by claiming 'SS combat isn't balanced off of raw stats'. For me, at least the speed of the capital ships matters.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Omega_DarkPotato on September 22, 2022, 07:15:08 AM
Balance is great and all but there's more than enough balanced mods out there - I just want to mess about with a power fantasy ship and blow things up.
I don't like Legio Infernalis all that much (the Dun Scaith's nice though, devastators on that thing let me turn it into a flak battery) and hivers are kinda ugly. (sorry!!)

I like UAF being unbalanced compared to the vanilla game, and in terms of the few "unbalanced" factions, I like UAF the most.
although I get that the constant cry for "balance" from portions of the community isn't a demand, I feel as though it's probably contributed to the lack of available power difference in terms of modded factions.

It's ok to have some strong or weak factions in the mix - it makes for a more diverse game experience.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Brainwright on September 22, 2022, 07:48:47 AM
As for "always going to flux out": again, misleading at best. When you're a capital that can run multiple large and medium ballistics at flux neutral, it's much, much harder to flux out because you can use your entire, massive, capacity bar to absorb damage, and vent it off that much faster after it does build up, and enemy ships have a much harder time closing enough to use their weapons to begin with. Almost 30k effective shield HP that can be active vented in under 17 seconds (stripped Reisen(M) and Rillaru(SP) both do this) is a hell of a drug. Even if you aren't anywhere close to flux neutral, the difference between fluxing out in 20 seconds of combat instead of 10, or 40 instead of 20, requires no description.
[/spoiler]

But you don't have to read any of that. Instead, here's an extremely simple test.
1v1 autopilot stock Reisen(M) standard variant versus sim Onslaught; the question is not "who wins?" or even "how much hull damage does the Reisen take?" but "knowing only what was said in this thread, does anyone have to think for longer than three seconds to guess who wins?"

(Before you say it: The point is not that 1v1 sim is a realistic matchup or anything of the sort, the point is that regardless of any theorycrafting we might post here, everyone immediately understands what 'better dissipation than Radiant' means for a ship.

I've done this (Radiant vs Resisen (M)).  The Reisen(M) practically overfluxes itself, and adding a gamma core makes it a cakewalk.   This is why I think you're talking nonsense.  I'll post a vid later, if I can get the conversion right.

And a Reisen vs Onslaught comparison isn't reasonable.  Reisen simply excels in all the places the Onslaught doesn't.   It's faster, and I mean, it's actually got two large mounts pointed in the same direction!  Revolutionary!

The balance scheme he referred to just doesn't exist in Starsector. 

I think any ardent believer of the vanilla Starsector ship/fleet design can't not find a satisfying solution in this series of balancing debate, as essentially, UAF introduced a High-Tech faction with long-ranged, flux-efficient ballistic weapons and strong carrier-fighter support. The real issue is never to coerce someone to stick with the HighTech/Midline/LowTech system, but to think whether some design choices can be improved under the new framework introduced by the author.

I personably think you have gone to another extreme by claiming 'SS combat isn't balanced off of raw stats'. For me, at least the speed of the capital ships matters.

Yeah, speed is a valuable component of the ability to dissipate flux.  I don't really feel the need to reiterate it every statement.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Brainwright on September 22, 2022, 09:41:15 AM
suggestion: if you wanna add peticularly spectacular things for loot how about archeology quests ?

maybe quests involving ships that were thought long gone or who had gone missing (think bermuda's triangle stuff)

maybe even a quest line that happens once you stumble on a chunk of one of the larger ships, and finding all the pieces rewards you with some blueprints...

We have a water planet called Favonius. What if for every 2 months you can pretend you're salvaging in the waters for hidden treasures ( RNG on watcha get ) ? For a small fee of course. We have a canon reason to why there's ship wrecks everywhere after all.

I've been thinking about this, and it might be better for the Roboqueen to spawn exploration-type missions to investigate lost Auroran fleets.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: HeWhoSalads on September 22, 2022, 04:18:37 PM
Are there specific requirements for starting the Twisted Daggers missions? I swear I’ve googled everything I could, but I can’t seem to find any info.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: atokal on September 22, 2022, 06:13:38 PM
Sorry for the trouble, but is there a written guide or overview of this mod I can find? I'd love to learn more about it and see what is available in game, like quests and how to aquire the super ships if its even possible!

Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Histidine on September 22, 2022, 08:19:55 PM
And a Reisen vs Onslaught comparison isn't reasonable.  Reisen simply excels in all the places the Onslaught doesn't.   It's faster, and I mean, it's actually got two large mounts pointed in the same direction!  Revolutionary!
So, you yourself have noticed that Reisen is an Onslaught with none of its weaknesses. Which is one of the things people normally mean by 'OP', so why is that claim in dispute again?

Also, saying it's unreasonable to compare the Reisen to the first vanilla analogue just about everyone will think of on sight is... a take.

Quote
I've done this (Radiant vs Resisen (M)).  The Reisen(M) practically overfluxes itself, and adding a gamma core makes it a cakewalk.   This is why I think you're talking nonsense.  I'll post a vid later, if I can get the conversion right.
I look forward to the explanation of how the vs. Radiant matchup – one I specifically did not cite – shows that anything I said (as opposed to being presumed to have said) is nonsense, unlike, say, the more pedestrian observation that Sabots and Reapers* are good actually.

*as part of a balanced ship fit

But now that you brought it up, I decided to try the matchups myself (Standard Reisen(M) versus the three vanilla Radiant variants, all unofficered)
- Standard Radiant wins with little?/no hull damage received
- Assault Radiant wins with 45-60% hull remaining
- Strike Radiant loses with little/no hull damage inflicted. An illustration of the limitations of relying on Sabots for all your hard flux, although an AI core's fearless personality might change how well this goes

A decent showing against one of the strongest vanilla ships, I'd say. I could try different variations (with comparable officers etc.) later, but I'm not sure there's a point if all it's going to be used for is to argue what should be completely uncontroversial points.

Are there specific requirements for starting the Twisted Daggers missions? I swear I’ve googled everything I could, but I can’t seem to find any info.
Go to the Lunamun bar while being Cooperative with UAF, that should be it
(if you're getting it for the first time, if you already encountered it and picked the wrong dialog options there may be complications)
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Ekental on September 22, 2022, 08:55:19 PM
Are there specific requirements for starting the Twisted Daggers missions? I swear I’ve googled everything I could, but I can’t seem to find any info.

Lunamun, Aoi -> Take shuttle to the bars -> "A woman can be seen grieving alone at the far corner". I don't remember if you need rep with UAF however I didn't notice having the option till I was cooperative.

Sorry for the trouble, but is there a written guide or overview of this mod I can find? I'd love to learn more about it and see what is available in game, like quests and how to aquire the super ships if its even possible!

1st post of the thread in the middle is a long youtube overview:

Youtube overview (https://www.youtube.com/watch?v=lrr3K3i3wLI)

tl;dr this mod adds

Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: atokal on September 22, 2022, 09:03:09 PM
Are there specific requirements for starting the Twisted Daggers missions? I swear I’ve googled everything I could, but I can’t seem to find any info.

Lunamun, Aoi -> Take shuttle to the bars -> "A woman can be seen grieving alone at the far corner". I don't remember if you need rep with UAF however I didn't notice having the option till I was cooperative.

Sorry for the trouble, but is there a written guide or overview of this mod I can find? I'd love to learn more about it and see what is available in game, like quests and how to aquire the super ships if its even possible!

1st post of the thread in the middle is a:

Youtube overview (https://www.youtube.com/watch?v=lrr3K3i3wLI)

I've watched it before and thought I got everything I needed from the video, but I rewatched and found it out, thanks!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: HeWhoSalads on September 22, 2022, 09:11:21 PM
Go to the Lunamun bar while being Cooperative with UAF, that should be it
(if you're getting it for the first time, if you already encountered it and picked the wrong dialog options there may be complications)

Lunamun, Aoi -> Take shuttle to the bars -> "A woman can be seen grieving alone at the far corner". I don't remember if you need rep with UAF however I didn't notice having the option till I was cooperative.

Thank you both! I wasn't sure but it turns out I'm still only Friendly with them.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Stalkar on September 23, 2022, 02:28:47 PM
Few things to note after update (0.72g1b)
Spoiler
Novaeria -
if you use makeshift shield gen on modules they lose any sort of hit detection or collision
engine module has a bunch of ? ? ? ? in "auroran melody modification",still no idea of its purpose as it doesnt seem like hullmods work on main ship and it only has 6 small slots
ship itself still has weirdly high turn rate,not sure if its intended or not as other 2 capitals are much less agile
shield is completely broken (it doesnt work)

Cherry -
2 PD decorative guns in front can be taken off,they are in small synergy slots
could use makeshift shield gen on modules,not sure if intended or not
2 topmost small balistic slots on core module are slightly out of texture and are not visible on the ship

you can bug-talk to queen if you interract with her and just switch a little

cant seem to figure out alternative way to progress with UAF outside of commision
files mention "you need to be commissioned or allied" but doesnt seem like NEX alliance works,i also was told that 51+ rep on nia should unlock that option but doesnt work either even with max rep,having any clarification on this would help

if/when i find something else,will add it in here
[close]
a random crash when went to bar on one of the core planets
Spoiler
1909295 [Thread-3] INFO  sound.public  - Cleaning up music with id [Starsea.ogg]
1909296 [Thread-3] INFO  sound.public  - Cleaning up music with id [Unknown.ogg]
1909310 [Thread-7] INFO  sound.public  - Cleaning up music with id [uaf_final_friendly_market_loop1.ogg]
1909749 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [uaf_final_friendly_market_loop1.ogg]
1909751 [Thread-9] INFO  sound.OooO  - Playing music with id [uaf_final_friendly_market_loop1.ogg]
1910736 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.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]
And a minor bump to previous post that was unnoticed(at least i think so?) as it still has some relevant feedback
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: VolkRonin on September 23, 2022, 06:48:04 PM
Hello again, I'm torn as to whether this is truly a bug or just a side effect but I thought I'd take it up with you since I noticed it on UAF ships. So far seen it on g1b and g1c experimental.

For one, I don't think radar dish sprites are supposed to be animating at such high speed;
Spoiler
https://i.imgur.com/oA5he0Z.mp4
[close]

For two, as to what I've done to even achieve this, I used Progressive S-Mods feature of raising the built-in hullmod limit, but the visual bug only appears when you build in more than 3 hullmods. Nothing game breaking but really strange to catch on ships where its noticeable like the Purcellyra and the Neuxoria.

I can't tell if its a Java 8 side effect, Prog S-Mod related, or just some way animated sprites/modules are handled, and I don't know enough to tell any of them.
If its neither of the above, that's even more of a headscratch.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: ithaqua on September 23, 2022, 07:31:34 PM
I'm on the experimental branch (72g1c), and out of curiosity, did the 40 ACX get buffed? This thing is just melting hull whenever I use it, to the point where it heavily outshines the other large anti-armor ballistic options for this faction. In my previous playthrough (72f3e), I don't recall this weapon having even close to this much power. I might've just not been playing as close of attention, but if this is currently being tweaked then the strength might be a little too buffed. This could just be my personal preference for big guns being better than small guns though lol

Edit: Also the new semibreve visual effect looks amazing, significantly more terrifying to learn that it was changed while fighting against it.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Ryxsen1421 on September 24, 2022, 02:02:21 AM

Spoiler
https://i.imgur.com/oA5he0Z.mp4
[close]


Have you tell that Isenoria's radar operator and tell him to calm down? Semibreve ain't real, trust me. That aside, this is probably the funniest bug I ever seen, thanks for sharing.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Aevita on September 24, 2022, 06:05:18 AM
I have some bug report 0.72g1b

Isenoria SUPER heavy bomber sometime dock, and then refuse to leave. I have no idea what trigger it. The skill bar just stuck at standby, press it and it went into cool down, the bomber refuse to leave.

It work fine most of the time, but some time that happen.

I only use UAF, Scarla tech and Iron Shell mods
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Brainwright on September 24, 2022, 02:26:43 PM
Spoiler
And a Reisen vs Onslaught comparison isn't reasonable.  Reisen simply excels in all the places the Onslaught doesn't.   It's faster, and I mean, it's actually got two large mounts pointed in the same direction!  Revolutionary!
So, you yourself have noticed that Reisen is an Onslaught with none of its weaknesses. Which is one of the things people normally mean by 'OP', so why is that claim in dispute again?

Also, saying it's unreasonable to compare the Reisen to the first vanilla analogue just about everyone will think of on sight is... a take.

Quote
I've done this (Radiant vs Resisen (M)).  The Reisen(M) practically overfluxes itself, and adding a gamma core makes it a cakewalk.   This is why I think you're talking nonsense.  I'll post a vid later, if I can get the conversion right.
I look forward to the explanation of how the vs. Radiant matchup – one I specifically did not cite – shows that anything I said (as opposed to being presumed to have said) is nonsense, unlike, say, the more pedestrian observation that Sabots and Reapers* are good actually.

*as part of a balanced ship fit

But now that you brought it up, I decided to try the matchups myself (Standard Reisen(M) versus the three vanilla Radiant variants, all unofficered)
- Standard Radiant wins with little?/no hull damage received
- Assault Radiant wins with 45-60% hull remaining
- Strike Radiant loses with little/no hull damage inflicted. An illustration of the limitations of relying on Sabots for all your hard flux, although an AI core's fearless personality might change how well this goes

A decent showing against one of the strongest vanilla ships, I'd say. I could try different variations (with comparable officers etc.) later, but I'm not sure there's a point if all it's going to be used for is to argue what should be completely uncontroversial points.
[close]

When I first started playing this game,

I've done extensive testing with the Reisen(M) versus the Onslaught, and the Reisen typically wins in an autopilot battle, but not by much.  5 DP much.  However, how it does so is interesting : the Reisen is consistently able to withdraw out of range and bleed flux.  Venting or whatever.  Same problem you always get when pitting the Onslaught against other capital ships.  It's one of the most poorly performing ships besides the Legion.

Again, it's speed and weapon behavior that typically wins the day.  You could increase the Onslaught's flux stats by double, and it wouldn't change much.  It would still ride at that last 10% of flux cap just like the Reisen does.

So I changed the test parameters.  Instead of autopilot, I just held forward and turned the ship to keep on target.  The Reisen was always near maximum flux unless it vented.  One last change to the parameters : I used full burn to close the distance so the PD was less effective against the four annihilator pods.  Consistently killed the Reisen in one or two rounds of venting.  Both versions, too.  Though the standard Reisen is a bad comparison because all its large mounts are kinetic, and the Onslaught cares nothing for kinetic.

Autofit sucks.  It always stacks too much flux.  The combat script also sucks, it relies on shields when the Onslaught is supposed to rely on armor and use shields to soak HE hits.

But the Onslaught can consistently beat the Reisen(M).

There are plenty of outright overpowered ships in this mod, but the Reisen isn't one of them.   Most of the ships have core vulnerabilities, and I typically refuse to use the (SP) ships because of this.

Balance in Starsector is a really strange beast.  It would be nice if it wasn't, but one thing I can say for certain is that flux stats have very little effect on low-tech ships.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Psyentific on September 24, 2022, 04:36:46 PM
you should make the Minibreves from the Taufan(NFX) into a medium missile launcher.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Ryxsen1421 on September 24, 2022, 04:41:10 PM
you should make the Minibreves from the Taufan(NFX) into a medium missile launcher.

Becareful of what you wish for.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Oni on September 24, 2022, 06:20:03 PM
you should make the Minibreves from the Taufan(NFX) into a medium missile launcher.

Becareful of what you wish for.
Well, that's ominous.  :-\
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Histidine on September 24, 2022, 10:11:39 PM
You could increase the Onslaught's flux stats by double, and it wouldn't change much.  It would still ride at that last 10% of flux cap just like the Reisen does.

Balance in Starsector is a really strange beast.  It would be nice if it wasn't, but one thing I can say for certain is that flux stats have very little effect on low-tech ships.
If this were actually true, it would have shocking implications for the ship fitting meta and balance in general. Flux == sustained firepower and effective HP and its recovery, claiming flux stats don't matter is claiming those things don't matter.

If flux has "very little effect" on low-tech ships, to the point that doubling Onslaught's flux wouldn't 'change much', why is it standard practice to max vents even on LT ships? Doubling an Onslaught's base flux = 600 dissipation; meanwhile we're spending 50 OP for 5/6 of that benefit; if nothing else, we'd now have 50 free OP to spend elsewhere.
Onslaught with double base dissipation (about 50% more dissipation after maxing vents) would 'still' be riding at near max-flux but it'd be firing 50% more non-missile weapons while doing so!

I did a sanity check:
Spoiler
Basic 1v1 sim test
Onslaught (Standard variant) mirror match, player Onslaught wins with 14%/47% hull left.
Versus an 'Onslaught Alter' with the same loadout but doubled base dissipation, alter version wins with 50%/76% hull. Onslaught Alter won even in the test where I botched the setup and gave non-Alter Onslaught ITU instead of DTC.

I won't even describe the outcome of the otherwise-mirror match where I removed all the vents from the player Onslaught.

Okay Histi, but I tried the Onslaught mirror match myself and it's painful to watch how skittish they are. They're barely using their dissipation. What about a matchup where the enemies don't just dance around each other?
Same test, except player-side Onslaught has an Eliminate order.

-Player Onslaught wins mirror match with 25%/10% hull remaining
-Player Onslaught loses vs. Onslaught Alter, with 57%/58% hull remaining

(While we're here let's do the same test real quick, with player ship being the Reisen(M)):
- Reisen(M) vs. Onslaught: wins with 98% hull
- Reisen(M) vs. Onslaught Alter: wins with 34% hull


Still too skittish! Let's try the Onslaught 'kiss' test
Manually piloting player Onslaught into other Onslaught/Alter's face, Annihilators on autofire:

- Versus Onslaught: Tried once, won with 94% hull
- Versus Onslaught Alter: Tried six times, failed each time (including the three where I was smart enough to not overload)
(manually firing the Annihilators, in attempts not counted above, just made things worse)

It turns out having a 50% faster combat vent is incredible, who knew
Honestly, I'm going to file the whole idea of flux not mattering under "surprising ideas are often false"

Multi-ship test
Also tried a different test: Using The Last Hurrah main menu mission, send the Eagle and two Falcons (all with Eliminate order) against Onslaught.
This one is quite unsatisfying because it depends on luck with positioning and the Falcon's Harpoons, but here it is for completeness

- Onslaught wins with 32% hull (woah)
- Onslaught loses, one Falcon dead, one Falcon at ~0% hull, Eagle at 85% hull

- Onslaught Alter loses, both Falcons dead, Eagle at 27% hull
- Onslaught Alter wins with 7% hull
[close]

EDIT: Just occurred to me that a literal interpretation of 'double' the flux stats would also affect capacity. Now that would be extra fun to try.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: hydremajor on September 25, 2022, 12:51:26 AM
you should make the Minibreves from the Taufan(NFX) into a medium missile launcher.

Becareful of what you wish for.
Well, that's ominous.  :-\

methinks he probably already tried that and knows something we don't
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Psyentific on September 25, 2022, 05:02:58 AM
you should make the Minibreves from the Taufan(NFX) into a medium missile launcher.

Becareful of what you wish for.
Five Minibreve launchers on a Purcellyra? No, no I won't be careful.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: kehnneh on September 25, 2022, 03:18:57 PM
I experience a crash when loading this mod while playing on Linux using version 0.72g1b. The crash is caused by the failure to find two resource files:
Code
graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.png
graphics/weapons/Claris CN/pd_claris_cn_turret_recoil.png
These files actually exist, but use PNG as their extension (not png):
Code
graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.PNG
graphics/weapons/Claris CN/pd_claris_cn_turret_recoil.PNG
Renaming these files to have the png extension fixes the issue.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: MrMistoffeleez on September 26, 2022, 03:46:10 AM
I keep getting this CTD error

Spoiler
5773288 [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 data.scripts.weapons.uaf_laserPrecannon.advance(uaf_laserPrecannon.java:69)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.G.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(Thread.java:748)
[close]

I have a *** ton of mods, so I dunno which ones could be interacting with UAF specifically. Maybe Arma Armatura or laser colors.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Casey Verma on September 26, 2022, 05:06:17 AM
Keep crashing to Desktop with this error, any ideas?
Spoiler
75221 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [uaf_fighterAssaultPack] not found for faction [player]
java.lang.RuntimeException: Hullmod with id [uaf_fighterAssaultPack] not found for faction [player]
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:452)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:440)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:425)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.ooOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Ryxsen1421 on September 26, 2022, 05:26:19 AM
Keep crashing to Desktop with this error, any ideas?

Delete your UAF folder completely and replace it from the zipped archive. or go to hullmod_data.csv and delete assaultpack or the other line that was in it.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: NotChopsticks on September 26, 2022, 08:12:39 AM
I have a bug report, or perhaps just something that's become a bit of a major issue for me.

I've gotten to the point in my current campaign where I have a super-capital or two in my fleet, but I've noticed a few issues that happen when I field them:

Deployment: When I initially deploy my ships, depending on how many ships I deploy, it'll place some larger ships (like an Isenoria, Fusoreina, or Purcellyra) directly in front of the super-capitals and the super-capitals will suddenly jump forward a small bit. When this happens with most ships there's ample space and nothing happens, but because of the lengths of the super-capitals, they'll end up slamming into the back of a friendly ship and because of the ramming damage of the super-capitals they'll usually instantly kill the friendly ship and half the time blow up themselves.

Unintended Collisions Mid Combat: I'm not too familiar with the intricacies of coding a multipart ship, but surrounding friendly ships don't seem to fully register the sections that jut out the most. There'll be multiple times in one battle where either a medium+ size ship just starts gravitating towards a super-capital, or a frigate just flies full speed straight into one and subsequently die. For the Solvernia, they'll usually run into the engine sections, and for the Novaeria it's the flight deck sections. The problem is much more apparent for the Novaeria since the center of rotation is so far to the back, that it will often take out a friendly ship when it turns (like that one mod ship that's a spinning hammer).

Anyway, I love the mod and I love the super-capitals, but it starts getting a little frustrating when I start losing more ships to my super-capitals than I do enemy fleets. Just wondering if this is a known issue?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Ryxsen1421 on September 26, 2022, 11:56:16 AM
I have a bug report, or perhaps just something that's become a bit of a major issue for me.

and that folks and future modders is why you should avoid making super capitals. don't worry, we already acknowledged that. all super capitals are subject to change and we will try to optimize them as much as we could in future versions but not now. I don't want to spend too much effort on something that I will change in the future, so we'll apply some duct tapes and stop gap solutions for now and pray for the best.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Casey Verma on September 26, 2022, 05:14:40 PM
Keep crashing to Desktop with this error, any ideas?

Delete your UAF folder completely and replace it from the zipped archive. or go to hullmod_data.csv and delete assaultpack or the other line that was in it.

I completely removed the old versions of the mod and installed the latest versions, however the error persisted. I went into the hull_mod.csv file in the latest update and found no mentions of assaultpack mod.
I deleted the folder and downloaded the previous build before this update and my game didn't crash or throw any errors. I went into the hull_mods file of that version and opened it up (IN NOTEPAD++ because I don't have excel) to find these lines at line 46:

Assault Pack,uaf_fighterAssaultPack,0,0,,uaf_assault_pack,Special,0,,,,50,50,50,50,data.hullmods.uaf_fighterModulePacks,Attach extra cannon for greater assault capabilities.,Improves Firepower,graphics/hullmods/uaf_aircraftmodificationcc.png
Assault Missile Pack,uaf_fighterMissilePack,0,0,,uaf_missile_pack,Special,0,,,,50,50,50,50,data.hullmods.uaf_fighterModulePacks,Attach extra missiles for greater assault capabilities.,Improves Firepower,graphics/hullmods/uaf_aircraftmodificationcc.png

After reinstalling the new mod and copy pasting these lines back into the csv file, it seems to have fixed the issue as the game as running properly.
I don't understand much about code, but my guess is these lines might have been deleted in the new version but it keeps being called for regardless, causing the crash. Hope this helps you!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Ryxsen1421 on September 26, 2022, 05:35:43 PM
I don't understand much about code, but my guess is these lines might have been deleted in the new version but it keeps being called for regardless, causing the crash. Hope this helps you!

If you keep doing that, you'll be able to play your old save but you'll always be at risk of a random crash related to them. Do as you will.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Aevita on September 26, 2022, 07:26:39 PM


Anyway, I love the mod and I love the super-capitals, but it starts getting a little frustrating when I start losing more ships to my super-capitals than I do enemy fleets. Just wondering if this is a known issue?


This.

Eventually i decide just deploy the super capital alone. And tbh, the Solvenia do VERY WELL, even alone. It can decimate 6 Legion of ships from both Iron shell and Hege by itself and doesn't even break a sweat or lose any hull HP.

It maybe because my 40 lv god emperor captian, but still, what is flanking the super cap ship when it can spin faster than you can say "***" and blast any unfortunated Cruiser/destroyer trying to get it engine into oblivion.

Don't misunderstand this as a complain...Well it kinda is, but it is more fun than annoying. Like really fun....

Balance? I think we can forget about that.

If you manage to get 80m, or in my case the queen be like *SLAP HULL "This baby is perfectly new" with 3 D-mod and sell it for 30m, i think you are already capable of blastin everything out of the sky anw.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Brainwright on September 27, 2022, 01:20:00 AM
Spoiler
You could increase the Onslaught's flux stats by double, and it wouldn't change much.  It would still ride at that last 10% of flux cap just like the Reisen does.

Balance in Starsector is a really strange beast.  It would be nice if it wasn't, but one thing I can say for certain is that flux stats have very little effect on low-tech ships.
If this were actually true, it would have shocking implications for the ship fitting meta and balance in general. Flux == sustained firepower and effective HP and its recovery, claiming flux stats don't matter is claiming those things don't matter.

If flux has "very little effect" on low-tech ships, to the point that doubling Onslaught's flux wouldn't 'change much', why is it standard practice to max vents even on LT ships? Doubling an Onslaught's base flux = 600 dissipation; meanwhile we're spending 50 OP for 5/6 of that benefit; if nothing else, we'd now have 50 free OP to spend elsewhere.
Onslaught with double base dissipation (about 50% more dissipation after maxing vents) would 'still' be riding at near max-flux but it'd be firing 50% more non-missile weapons while doing so!

I did a sanity check:
Spoiler
Basic 1v1 sim test
Onslaught (Standard variant) mirror match, player Onslaught wins with 14%/47% hull left.
Versus an 'Onslaught Alter' with the same loadout but doubled base dissipation, alter version wins with 50%/76% hull. Onslaught Alter won even in the test where I botched the setup and gave non-Alter Onslaught ITU instead of DTC.

I won't even describe the outcome of the otherwise-mirror match where I removed all the vents from the player Onslaught.

Okay Histi, but I tried the Onslaught mirror match myself and it's painful to watch how skittish they are. They're barely using their dissipation. What about a matchup where the enemies don't just dance around each other?
Same test, except player-side Onslaught has an Eliminate order.

-Player Onslaught wins mirror match with 25%/10% hull remaining
-Player Onslaught loses vs. Onslaught Alter, with 57%/58% hull remaining

(While we're here let's do the same test real quick, with player ship being the Reisen(M)):
- Reisen(M) vs. Onslaught: wins with 98% hull
- Reisen(M) vs. Onslaught Alter: wins with 34% hull


Still too skittish! Let's try the Onslaught 'kiss' test
Manually piloting player Onslaught into other Onslaught/Alter's face, Annihilators on autofire:

- Versus Onslaught: Tried once, won with 94% hull
- Versus Onslaught Alter: Tried six times, failed each time (including the three where I was smart enough to not overload)
(manually firing the Annihilators, in attempts not counted above, just made things worse)

It turns out having a 50% faster combat vent is incredible, who knew
Honestly, I'm going to file the whole idea of flux not mattering under "surprising ideas are often false"

Multi-ship test
Also tried a different test: Using The Last Hurrah main menu mission, send the Eagle and two Falcons (all with Eliminate order) against Onslaught.
This one is quite unsatisfying because it depends on luck with positioning and the Falcon's Harpoons, but here it is for completeness

- Onslaught wins with 32% hull (woah)
- Onslaught loses, one Falcon dead, one Falcon at ~0% hull, Eagle at 85% hull

- Onslaught Alter loses, both Falcons dead, Eagle at 27% hull
- Onslaught Alter wins with 7% hull
[close]
[close]
EDIT: Just occurred to me that a literal interpretation of 'double' the flux stats would also affect capacity. Now that would be extra fun to try.

You can try an Onslaught with doubled flux stats.  It's called a Reisen(M).  It only produces 5 dp better performance in the sim, and minor tweaks to combat behavior eliminate that.

Your principles are blatantly false, primarily because shields and weapons consume so much flux that increases in raw stats don't result in better performance compared to management.  Only speed and weapon composition produce significant changes.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Aran1 on September 27, 2022, 02:11:42 AM
is the UAF a custom/original faction or is it from something else?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Histidine on September 27, 2022, 02:19:34 AM
You can try an Onslaught with doubled flux stats.  It's called a Reisen(M).  It only produces 5 dp better performance in the sim, and minor tweaks to combat behavior eliminate that.

Your principles are blatantly false, primarily because shields and weapons consume so much flux that increases in raw stats don't result in better performance compared to management.  Only speed and weapon composition produce significant changes.
"Can kill in a standoff engagement with little or no hull damage" is not what I normally categorize as the value of a 1/8th DP increase.

Your second paragraph is just plain logically incoherent ("shields and weapons consume so much flux that more flux doesn't help") and flatly contradicts how the entire experienced playerbase builds their ships without contrary evidence. Nor have you responded to my actual results finding that doubling one flux stat turns around the results of Onslaught combat results by significant amounts in exactly the direction expected, even though Onslaught is actually the weakest example because its effective weapon flux consumption is far lower than the apparent figure; it's a lot more noticeable on something like an Enforcer.

I'm done with this discussion, unless you wish to (say) join the ongoing PvP tournament and do a build that abandons flux stats for, well, anything else. See how far flux not mattering gets.

Bonus
It takes <30 seconds of thought to make a Reisen(M) variant that defeats the Onslaught in both stand-off and knife fight (with the player controlling the Ons in the knife fight):
(https://i.imgur.com/fNvgIN1.jpg)

"But Histi! That just shows that the loadout is what matters!"
I never said loadout didn't matter, did I? Only if the Reisen didn't have the flux stats it has, do you think it'd win the knife fight even with the new loadout?* Or rather, what stat is it you think lets the loadout work to begin with?

*If you have trouble guessing, consult the results on the Onslaught kiss test in the previous post, or rather, simply look at the screenshot below where the Reisen(M) base dissipation has gone from 1600 -> 800

(https://i.imgur.com/ZgSti7V.jpg)
[close]
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: hydremajor on September 27, 2022, 03:55:06 AM
huh....

Found some diagrams for robotech's bigger ships and some of thoses have a resemblence with the larger ships in this mod

coincidence or was that intended ?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1da_exp
Post by: Weedy on September 27, 2022, 03:20:31 PM
Edit: Bug seems to no longer be present with latest experimental patch. Not sure if you had fixed it or if it was just my game being weird but either way.

So, another issue with supercapitals...

No idea if it's been mentioned before, but Solvernia and Novaeria both have this funny thing where the main shield doesn't like to actually stop anything. As the shield initially unfolds, it sort of "flickers" and every millisecond or two it will alternate between blocking and not blocking projectiles, but then once it's open it simply doesn't stop anything. It has a similar flickering effect near the edges when the shield is rotating as well.

Sometimes if shots go between the prongs of the hull they will randomly be absorbed by the shield when they get near the main hull, but anything aimed at the defense sections will without fail ignore the shield and damage them.

Not sure if this applies to Cherry Vanguard since I haven't gotten my hands on one yet. Honestly it might just be a me problem, because in this save I've been in I have found exactly zero keycards by cycle 238 (besides one that dropped from the affiliate thing on Favonius), and I have no clue why that might be happening.

Love the mod tho, very fun, keep it up
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1da_exp
Post by: _YuukiFeya_ on September 27, 2022, 09:11:20 PM
Hi, I have a question about certain mechanics in UAF (From version 0.72g1c)

I noticed that fighters with limited ammo (e.g. Noversky, Forlon) will return to their carrier when they run out of ammo despite the description explained that they won't unless ordered to regroup. Is it a bug or the descriptions are outdated?

Also is it normal for Raisen(M) (November Raisen) system to be the Burn Drive? I believed it was Rangefinder before the update but now it is a Burn Drive.

Anyways I have so much fun playing with the mod. I really love the Queen's shadow(Automata) ships a lot. Thank you for your amazing work! ^-^
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1da_exp
Post by: raptormother on September 28, 2022, 12:16:57 AM
Hello! I am currently running the mod in version 0.7.2e1, is it safe to update to the latest non-experimental, or does it require a new save? Thank you kindly!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1da_exp
Post by: Aevita on September 28, 2022, 08:50:26 PM
I think i figured out what is the deal with Rafflesya.

It keep getting counted as lost, even tho it successfully dock back => Leading to the game doesn't understand what it is since it use a special launch sequence instead of a normal one.

This WILL happen when Raffle-chan getting hit a lot, suffer some to major damage and trigger the real "docking" mechanic of the game by making the planes "Disappear" for a moment and respawn it later => and since Raffle chan base replacement time is 9999, she's gone "forever".

This occured in both 0.721b and g1da_exp

Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1c_exp
Post by: Malignantcookie on September 29, 2022, 05:43:43 PM
Heck, just enclose it in the experimental blueprint package, or even the supercapital one if you think they're a little overtuned, because as it stands, if you lose a ship containing the Hyper Aria's it's basically lost for the rest of the run (I don't even think it has a salvage % chance alongside other strikecraft does it?)

I mean.. that's pretty much a mistake on your end really. I also lost my hyper arias from time to time if I wasnt careful or not remembering what ship have it. They're suppose to be one-of-a-kind and can't be duplicated. Just like the supercaps.

It is a good idea though for when you just wanna have fun. Maybe I'll include it in the super capital blueprint and rebrand it so that we can always have that choice of consoling them in for giggles. I'd do it if you guys can tell me how to restrict the bp drop completely so that you can't obtain it through legal means.

Would love to see the hyper arias be in a blueprint. Maybe as a reward for another campaign quest? Even having them at crazy production cost like 1 million for a squad, as reason for them not being used by the UAF normally? Love the mod, something so satisfying about all the dakka and space fighters.

Edit: Are the super capital blueprints not suppose to be found through exploration or tech mining? I found the elite bp with them a few updates ago. Using UNGP to save at least my bp progress. Also, found a derelict cherry vanguard, with an officer in it. Sadly couldn't salvage it.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1da_exp
Post by: Tschudy on September 29, 2022, 07:05:35 PM
Ok, so i seem to be stuck a bit on the progression and none of the NPCs are giving me any leads.
Spoiler
I'm at 100 rep, commissioned, 49 rep with the vemillion station admin (capped), 74 with each fo the npcs she sends me to (also capped) and nobody is saying how to progress further.
[close]
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1da_exp
Post by: EadTaes on October 01, 2022, 04:02:39 AM
Ok, so i seem to be stuck a bit on the progression and none of the NPCs are giving me any leads.
Spoiler
I'm at 100 rep, commissioned, 49 rep with the vemillion station admin (capped), 74 with each fo the npcs she sends me to (also capped) and nobody is saying how to progress further.
[close]

If you relying on gift to get you up they eventually stop working. At one point you can only raise rep by putting in the actual work. That is at least how it is in my playthrough. IF even completing missions doesn't raise rep then you might be the victim of some bug.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1da_exp
Post by: spifomie on October 03, 2022, 11:08:40 AM
Howdy! Is there a changelog anywhere for this mod?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1da_exp
Post by: Lukenstor on October 04, 2022, 06:32:34 AM
So I recently started a new game with Random Core Worlds enabled, Proceeded to get rich first before I realized that I don't have the lore planets of UAF, any possible remedies other than a full rerun of my save?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1da_exp
Post by: Thorveim on October 04, 2022, 12:47:37 PM
Tested the dreadnought, can confirm thats its shield has a nasty tendency to not stop shots that should impact it. Also i noted that its built-in missile launchers currently can't shoot (not an AI issue, even when manually controlled they do not fire anything). Not that the ship needs it to be a monster though, and hey for all i know, its just that the function of these guns isnt done yet ^^

Also, little question, is a full-fledged battleship for the UAF in the plans? We already have a pocket battleship and a dreadnought, so i wonder if something in between will happen one day as far as gun boats go (dont need to be much bigger than the reisen already is, maybe arouns paragon size of just slightly larger.. and I think the same front weaponry with more support mediums on the side and back and point defense would already seal the deal. Think something akin to the DunScaith)
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1da_exp
Post by: MattyK on October 04, 2022, 06:42:38 PM
Howdy! Is there a changelog anywhere for this mod?

You can find the most recent patch notes (including experimental versions) on Milkydromeda's Patreon (Link (https://www.patreon.com/cyrille_yukimaru))
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1b / g1da_exp
Post by: SpartanAaron04 on October 04, 2022, 07:55:18 PM
Hey I've been having some trouble with getting the Queen to allow me into the November Auxillary on the most recent experimental patch. I have 100 relation with both her and the faction and yet she also won't accept any gifts.