"totalConversion":"true"
"totalConversion":"false",
You really should set the "total conversion" flag to true on your mod, its entire purpose is for TCs and that's what this is...Addendum on reasoning: If people want to use other mods with this they should change the TC flag themselves (i.e. poweruser opt-in), until such time as Archean Order is known to be compatible with most/all extant mods.
You really should set the "total conversion" flag to true on your mod, its entire purpose is for TCs and that's what this is...Addendum on reasoning: If people want to use other mods with this they should change the TC flag themselves (i.e. poweruser opt-in), until such time as Archean Order is known to be compatible with most/all extant mods.
Otherwise some users will inevitably fail to note the incompatibility issues, break it and won't know who to look to for help.
This looks super-cool. Bravo! I'll try this out tomorrow :)
A smallish request / suggestion, if I may.SpoilerIt wouldn't take a huge amount of work to get the ships / weapons converted to use FX mod for performance improvements.
If fighters tend to be more numerous, we can expect pretty crawling framerates in big fights, especially as the count of fighters goes up.
At the very least, I'd do Fighter engines and gun flares / explosions; that will save a surprising amount of CPU, I think you'll find, while preserving the Vanilla look of the ship engines and missile trails.
I might just find time to do this initially for you as an optional mini-mod; you'll have to maintain it, though.[close]
As a geologist, I need to ask "why archean?" ;D
By the way, this mod has some really nice sprite, really like them. And its seems to have take a lot of work!
Spoiler(http://www.reactiongifs.com/r/2013/12/aVOSkIC.gif)[close]
Woooo! I am very excited to try this!
Looks very interesting and fresh, will test it in the next year ;)
" - > Smaller weapons, more weapons per ship- designed to mimic a cinematic combat experience inspired by the Star Wars movies."
Me: DOWNLOAD FASTER YOU STUPID POTATO OF A COMPUTER!!!
Wow, great work.Thanks! Hope you are enjoying the mod!
Why not hand place more content, and make the proc gen placement stuff just a small fraction of the overall campaign rig?
SpoilerOk! Review from just an hour of playtime (and reading your manual):
I chose the Wolf and Drone Tender start, and immediately bought a Condor-H and a Steady carrier officer (level 3). A rather nice find in the starting Corvus black market. Skills are Combat 1 with Defensive subsytems and Impact Mitigation.
Loadouts:Spoiler
Drone Tender: Default.
Wolf armed with: Starting set, took off the + burn speed engine mod to add stabilized shields and 2 more caps.
The condor is armed with: A Retribution, a Talon, a mass driver and dual autocannon facing forwards, a salamander and 2 bolas, 1 point defense gun forwards and 2 machine guns backwards. 12 Caps, 5 Vents[close]
First impressions, in no particular order:
I like the long delay, long range skimmer. Weapon placement on the Wolf is nice, as is the Condor - I really like the more, smaller mounts on ships that I've seen. Missile balance is nice - a lot of HE burst from swarmers, but they rely on the target having PD and shields down or they do nothing. Bola SRM's on the Condor are surprisingly effective! Really a nice little missile, and your balance of refire time vs reload speed is really good.
Piloting the Wolf so far is quite boring. None of the weapons on it take flux except the swarmers and my dissipation quickly takes care of that, so I don't need to dart in and out of combat to vent (no flux management). Its 'combat speed' is only 70, so if I'm not travelling (larger 0 flux bonus) its very sluggish. I just kind of sit near an enemy pointing near them until they die, which takes a while due to higher armor and lower dps. And the guns fire slowly, so there isn't much to look at either :P. The enemy, just pirates so far, don't have anything that pressures the (7400 with .85 efficiency) shield very well, and with everything doing so little damage/having a long refire timer I can just vent at 700 range or so and take like 5 armor damage if I'm feeling lazy. Or use a skimmer charge and pop away if I'm feeling like not risking it. The Wolf does have the same deployment cost as the Condor, so maybe its just supposed to be a very powerful ship compared to pirates? Whatever the case, there's just nothing for me as a pilot to do while using it.
I did have one good fight where I was very outnumbered and I was trying to take down a kite - it could dodge every shot from the pulse cannons at medium range and was faster than me so I needed to skim on top of it repeatedly without getting fragged by its missiles. That was a good interaction.
The 'shields up reduces passive venting too' hasn't effected me at all yet, will reserve judgement.
The fighters make things more interesting, and I quite like all of the different kinds you've made. I really like how they have defined roles, and I really like how every cruiser has fighter bays, though I haven't been in any combats with cruisers yet. The fighters themselves are moderately effective, though as with everything their overall DPS is low. Certainly the Condor loadout above can smack around pirates with ease. From reading your manual, I think that the fighter update from a few versions ago pre-empted a lot of your fighter changes - speeds and wing sizes seem similar to vanilla. Balance is a bit better than vanilla imo and the few carriers I've tangled with were not overpowered, perhaps because they didn't have good escorts.
Smaller fighter size + low hitpoints works great! PD weapons are good at their roles without being effective in ship to ship combat, while the slow projectile speed of main guns makes them ineffective unless in a great big barrage.
Weapons:
Visuals, descriptions, and relative balance of power seem good from what I've seen so far (and I already said I liked the missiles and fighters). I am skeptical of having entire classes of weapons with 0 flux - but I also understand that that is how you are differentiating 'assault' type weapons from 'fire support' type weapons. Looking at my starting Wolf, I really think the ship would be a flat 50% stronger if I took out the forward PD and replaced it with another pulse cannon - there's no flux usage to balance around. You did say in your manual that specialization is important, so is this just a manifestation of that? Removing the flux management of SS combat contributes to dull frigate combat, but I'll wait to see how big ship play turns out.
Suggestions:
Hard to make because I haven't played much and don't know the larger ships, but... double frigate offense or half their defense? Higher speed? More weapon mounts for frigates in general?[close]
Quick bug note: Eisheth II has 0 population listed on the map and on the star info page, but is a pop 5 planet. It also has very very few things for sale.
Setup bug?
The safety overrides hullmod says it reduces weapon range beyond null units
I've been getting crashes when selecting some systems from the intel screen map.
Pretty sure the code below is the crash log.Spoiler28316 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.intel.o0OO.void.return$new(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.o0OO.afterSizeFirstChanged(Unknown Source)
at com.fs.starfarer.ui.Q.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.OO0O.set(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.j.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.OO00.advanceImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.O0oO.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.OO00.advanceImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.B.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.B.Ò00000(Unknown Source)
at com.fs.starfarer.ui.newui.if$7.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newui.if.setCurrentTab(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.showCoreUITab(Unknown Source)
at com.fs.starfarer.coreui.map.A.super(Unknown Source)
at com.fs.starfarer.coreui.map.Objectsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Right. I have used Console commands to get ships since I am lazy. I also haven't gotten into any decent fights (though I recommend waiting a little on that. After I post this, I am going back in to get said big fight) that actually push my to do more than "Charge in, Murder" with my Pillager. I will say that a swarm of 5+ squadrons of Talon's is...shockingly effective vs my Pillager's PD. It has half of its small slots filled with MG's, and the other half Point defense (and at one point all point defense...which was slightly less effective). One flak at the back too...And I have found a stupid amount of XIV ships in Hegemony markets. o.o
Last thing I want to say before I start getting into fights: I LOVE THE WEAPON SPAM!!! You have truly shown the Star Wars inspired side of this mod with that! ^^
Wait...so Talon span on my 4 falcons and 1 eagle would be useful? (evil thoughts) So the MG's and Talons are no longer useless! BULLET SPAM HERE I COME!!!Right. I have used Console commands to get ships since I am lazy. I also haven't gotten into any decent fights (though I recommend waiting a little on that. After I post this, I am going back in to get said big fight) that actually push my to do more than "Charge in, Murder" with my Pillager. I will say that a swarm of 5+ squadrons of Talon's is...shockingly effective vs my Pillager's PD. It has half of its small slots filled with MG's, and the other half Point defense (and at one point all point defense...which was slightly less effective). One flak at the back too...And I have found a stupid amount of XIV ships in Hegemony markets. o.o
Last thing I want to say before I start getting into fights: I LOVE THE WEAPON SPAM!!! You have truly shown the Star Wars inspired side of this mod with that! ^^
Thank you for your feedback! The Pillager is one of my favorite ships. ;D
The Point Defense Cannon is slightly better against missiles and bombers, the machine gun is slightly better against faster threats like interceptors. So combining the two actually is the optimal way to go since they play off each others strengths! (Also the machine gun is probably best in class at finishing off "almost kills" from larger per shot weapons that fire slowly- so it is just nice to have a couple regardless.)
I have tried to make all point defense options synergize this way-
good at least in some scenarios: investing in additional ordinance points to increase effectiveness- but combining different kinds of weapons increases effectiveness more than only focusing on only one type.
As to Talons being good at pure point defense, since you tend to have a lot more interceptors as a whole to potentially work with, you need an interceptor screen from your own fighter bays defending your capitals as well if you are outnumbered. Otherwise enemy fighters will eventually disable your turrets and keep your engines offline. Then you're in real trouble if a strike ship shows up. Well, that's the idea anyway.
What I am very pleased with is how much the AI seems to understand this. I am always so impressed with this game's ability to just roll with things that way. lol
**Edit** Missed your note on XIV ships! Yes the Hegemony has rediscovered the ability to convert these hulls. ;) All Hegemony ships are now either "XIV" which means modeled after that battle-group with relevant stats or reinforced civilian auxiliaries like the Heg Hound and Cerebus. So most vessels found in Hegemony markets have their mark on it. They are also quite expensive compared to their standard counterparts.
Standard hulls are still found in Heg markets, but also predominantly in the black market and independent markets- since to me that's what would make sense from an immersion perspective.
Don't be fooled, however, that doesn't mean you get the best finds with the Hegemony by any means. Other factions' vessels are just as powerful and can come with their own stat modifiers. Mid-tech and Hi-tech vessels tend to not have these, but factions who use those vessels also can have conversions of lower tech ships to entice you. Not to mention their weapons and fighters.
I'm glad it feels balanced so far! It was the largest and hardest part of development, along with sprite editing. I pretty much had to re-invent the wheel with load-outs.SpoilerWait...so Talon span on my 4 falcons and 1 eagle would be useful? (evil thoughts) So the MG's and Talons are no longer useless! BULLET SPAM HERE I COME!!!
Anyway, got a...decent fight. Gonna use the Spoiler thing to make this a smaller reply.
OnslaughtSpoilerGlad to see the Onslaught can still delete most cruisers...Though I still prefer my TPL's, the Term beams are better for me since I have bad projectile aim. Still need to edit my build, but to do that I need a large kinetic weapon that doesn't have a range of 800 meters. Curse my luck!
Besides that, putting a MG and PD mix into all the small slots, and FLAK in all the medium slots is extremely strong and gives a defense that requires 4 squadrons to last more than 10 seconds against. Who needs a Paragon level shield when you have a stupid amount of armor, a stupid amount of HP, and a stupid amount of guns! I do think I would prefer to have the Burn drive over the AAF however, 90 is okay for speed, but it takes a while to get anywhere. Pretty much have to bring it in first, or not at all.[close]
PD weaponsSpoilerI did some testing, and they seem...pretty bloody balanced,
but seem to have a hard time actually hitting targets that are strafing. This may be a Vanilla problem, but thought I'd say it just in case. Either way, glad to see they are pretty much worthless against anything larger than a bomber.[close]
MissilesSpoilerOnce again fairly balanced. However, it seems that when they are countered, they are countered hard. It is almost impossible to get even large swarms of harpoons through a even larger swarm of...every fighter that has ever been made? Cut me some slack darn it, they look like tiny bloody dots![close]
FightersSpoilerI'm gonna sum this one up easily, and quickly.
(in refit screen)
"I have some pretty good PD across my entire fleet! This should be easy!"
(in battle)
"HOLY F***ING MOTHER OF GOD THAT IS A LOT OF DOT SHAPED FIGHTERS!"[close]
That's all I will say for now. I need to play more in order to give more feedback, but everything I have faced so far has been very balanced......At least the mod is darn fun...GIVE ME YOUR DROID CONTROL SHIP/MEGALITH DARN YOU AI!SpoilerI just don't want to have my entire ship lose all of its PD because the enemy wave of fighters decided to do a bloody flyby of my ship with guns blazing!!![close]
**Edit**
DHDBUS FORGOT TO TALK ABOUT HOW MANY SHIPS YOU CAN BRING IN!!!...And the number of fighters you can get in a battle.
Number of ships you can bring inSpoilerTHAT IS A LOT OF POTENTIAL ONSLAUGHTS I COULD SEND INTO BATTLE...DO YOU KNOW HOW OP THAT CAN BE!? And not just the Onslaught,
Cap ships in general. The Paragon is be far the strongest ship in Vanilla, and my testing showed it carried into here among the Vanilla ships.
I doubt the AI will do Cap Spam, but the player almost certainly will. I recommend keeping the cruisers the same in Deployment Cost, but make the Deployment Cost of the Cap ships more around that of Vanilla...or maybe just double what it is now. That should keep Cap Spam from being AS viable, as the player should face about 4 cruisers per cap ship, with escort. Though that one should be debated a little, as I do go more for effect.[close]
Fighter NumbersSpoilerMy computer is an absolute potato and should never be used to play starsector, but the number of fighters the Falcons can put out is ridiculously overpowered when you think about fleet battles. A Hegemony fleet could have maybe 5 cruisers with around 2 bays each,
totalling 10...Combined with Caps, and other carriers. That is around a Vanilla size fleet...The fleets in this mod have the potential to be bigger, and can easily lag out major computers. I suggest not having any bays for Light cruisers, one for Heavy cruisers, and whatever for Cap ships.[close][close]
I understand not firing into interceptor swarms (Though that explains the suicidal Talons). Problem is, the number of fighters on the field make it hard to see if it is safe to fire or not...That actually bring an idea to mind. Why not make it fire 4 harpoons that individually do less damage, but combined do the same? There is a missile weapon (not sure if Vanilla or not) that fires 4 missiles very quickly, but each one constantly twists and turns to make it more difficult to block/intercept. It does less damage, but I VASTLY prefer it to literally every other missile out there.I'm glad it feels balanced so far! It was the largest and hardest part of development, along with sprite editing. I pretty much had to re-invent the wheel with load-outs.SpoilerWait...so Talon span on my 4 falcons and 1 eagle would be useful? (evil thoughts) So the MG's and Talons are no longer useless! BULLET SPAM HERE I COME!!!
Anyway, got a...decent fight. Gonna use the Spoiler thing to make this a smaller reply.
OnslaughtSpoilerGlad to see the Onslaught can still delete most cruisers...Though I still prefer my TPL's, the Term beams are better for me since I have bad projectile aim. Still need to edit my build, but to do that I need a large kinetic weapon that doesn't have a range of 800 meters. Curse my luck!
Besides that, putting a MG and PD mix into all the small slots, and FLAK in all the medium slots is extremely strong and gives a defense that requires 4 squadrons to last more than 10 seconds against. Who needs a Paragon level shield when you have a stupid amount of armor, a stupid amount of HP, and a stupid amount of guns! I do think I would prefer to have the Burn drive over the AAF however, 90 is okay for speed, but it takes a while to get anywhere. Pretty much have to bring it in first, or not at all.[close]
PD weaponsSpoilerI did some testing, and they seem...pretty bloody balanced,
but seem to have a hard time actually hitting targets that are strafing. This may be a Vanilla problem, but thought I'd say it just in case. Either way, glad to see they are pretty much worthless against anything larger than a bomber.[close]
MissilesSpoilerOnce again fairly balanced. However, it seems that when they are countered, they are countered hard. It is almost impossible to get even large swarms of harpoons through a even larger swarm of...every fighter that has ever been made? Cut me some slack darn it, they look like tiny bloody dots![close]
FightersSpoilerI'm gonna sum this one up easily, and quickly.
(in refit screen)
"I have some pretty good PD across my entire fleet! This should be easy!"
(in battle)
"HOLY F***ING MOTHER OF GOD THAT IS A LOT OF DOT SHAPED FIGHTERS!"[close]
That's all I will say for now. I need to play more in order to give more feedback, but everything I have faced so far has been very balanced......At least the mod is darn fun...GIVE ME YOUR DROID CONTROL SHIP/MEGALITH DARN YOU AI!SpoilerI just don't want to have my entire ship lose all of its PD because the enemy wave of fighters decided to do a bloody flyby of my ship with guns blazing!!![close]
**Edit**
DHDBUS FORGOT TO TALK ABOUT HOW MANY SHIPS YOU CAN BRING IN!!!...And the number of fighters you can get in a battle.
Number of ships you can bring inSpoilerTHAT IS A LOT OF POTENTIAL ONSLAUGHTS I COULD SEND INTO BATTLE...DO YOU KNOW HOW OP THAT CAN BE!? And not just the Onslaught,
Cap ships in general. The Paragon is be far the strongest ship in Vanilla, and my testing showed it carried into here among the Vanilla ships.
I doubt the AI will do Cap Spam, but the player almost certainly will. I recommend keeping the cruisers the same in Deployment Cost, but make the Deployment Cost of the Cap ships more around that of Vanilla...or maybe just double what it is now. That should keep Cap Spam from being AS viable, as the player should face about 4 cruisers per cap ship, with escort. Though that one should be debated a little, as I do go more for effect.[close]
Fighter NumbersSpoilerMy computer is an absolute potato and should never be used to play starsector, but the number of fighters the Falcons can put out is ridiculously overpowered when you think about fleet battles. A Hegemony fleet could have maybe 5 cruisers with around 2 bays each,
totalling 10...Combined with Caps, and other carriers. That is around a Vanilla size fleet...The fleets in this mod have the potential to be bigger, and can easily lag out major computers. I suggest not having any bays for Light cruisers, one for Heavy cruisers, and whatever for Cap ships.[close][close]
**EDIT** As to Harpoons, I'll keep track to see if an increase in hit-points is necessary. It is a finisher weapon for overloaded ships, so ideally it only excels with minimal PD- hence its speed, low maneuverability.
I think I tried to make it more durable and it makes the weapon ridiculously OP due to its speed. A couple hit points can be the difference between it always getting through frigates and destroyer PD... and that makes those ships worthless to large spam of the missile since it hits like a truck.
Advice: try combining it with missiles like the Locust, torpedoes or a couple pd frigates to create some pandemonium first.
Always try and avoid firing into heavy interceptor swarms, however. They actually will suicide into the missile as a last resort to protect their carrier, so even if it get's through the pd sometimes it can be frustratingly denied. Happened to me too many times for it not to be a thing, and the faster ones are shockingly good at it. :-X
I consider it a necessary evil considering all missiles have infinite ammo.
I also definitely get some of your concerns regarding performance due to fighter spam. I have gone back and forth on how many I want per battle a couple times now, and some tweaking and pruning may be in order here and there. I'll look a little more into it, but to be fair, I AM going for: ;D ;)
https://youtu.be/xPZigWFyK2o?t=2m3s (https://youtu.be/xPZigWFyK2o?t=2m3s)
https://youtu.be/hlecG3nYaLw?t=32s (https://youtu.be/hlecG3nYaLw?t=32s)
All jokes aside, though, perhaps a little higher deployment cost for capitals and a reduction in battle size? I don't want to go chopping away at fighter bays just yet, because ships actually are balanced around them. For what it costs to deploy a Falcon, two bays isn't all that much when you consider ships like... the Osprey, for example. The pirate version of that is less than a supply to deploy and its pretty much just a flying, broken, sad flight deck. :P
The reason for the deployment costs being low is actually more to do with economy than wanting a ton of ships per battle. It'ssuper difficulttricky to mess with the price of- say- supplies, so if I want a certain feel to both progression speed as well as the "punishment feeling" of suddenly needing more supplies due to defensive deployments or E-burns, I have to reduce those costs another way.
That was one of the reasons I felt Vanilla really needed a way to requisition aid and resources from NPC fleets. As a newbie I often found myself adrift- or went for a bounty, got stranded or lost a fight and had to flee, and lost everything. It seemed a little unforgiving for new players, even with the tutorial giving you a foot-hold. That was something I intended to address both with lower deployments costs in general (especially to start) and the fleet dialogue features.
Every time, I thought: "Hey look, there's a Hegemony trade fleet, loaded with supplies... but, I'm a nice guy, loyal and all that... so I can't just take them. Why is not a single soul within this organization that I've been fighting pirates for for cycles now friendly enough to help me out or even just sell me some emergency supplies at a mark-up?"
So, I built a system to do just that. Speaking of which... ok, ok, I'll stoop to fishing: Anyone try that out yet? I know Cease-fire is still a little buggy. It's surprisingly hard to get hostile/vengeful fleets to not want to blast you away.
I've been getting crashes when selecting some systems from the intel screen map.
Pretty sure the code below is the crash log.Spoiler28316 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.intel.o0OO.void.return$new(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.o0OO.afterSizeFirstChanged(Unknown Source)
at com.fs.starfarer.ui.Q.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.OO0O.set(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.j.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.OO00.advanceImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.O0oO.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.OO00.advanceImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.B.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.B.Ò00000(Unknown Source)
at com.fs.starfarer.ui.newui.if$7.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newui.if.setCurrentTab(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.showCoreUITab(Unknown Source)
at com.fs.starfarer.coreui.map.A.super(Unknown Source)
at com.fs.starfarer.coreui.map.Objectsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
I understand not firing into interceptor swarms (Though that explains the suicidal Talons). Problem is, the number of fighters on the field make it hard to see if it is safe to fire or not...That actually bring an idea to mind. Why not make it fire 4 harpoons that individually do less damage, but combined do the same? There is a missile weapon (not sure if Vanilla or not) that fires 4 missiles very quickly, but each one constantly twists and turns to make it more difficult to block/intercept. It does less damage, but I VASTLY prefer it to literally every other missile out there.
Cap ship deployment increase definitely, but a decrease in battle size isn't AS necessary as you can put a hard limit to it in the Game options. I don't normally play long enough to deal with the Economy aspect (Command Console FTW!), but I can see what you mean.
I will immediately test to see if the cease fire thingamajig works for me!
Considering Fighters are less Valuable than the ships they are protecting, I can entirely justifying them suiciding.
-----
I've liked the mod so far, however, some issues/comments/suggestions
having trouble telling weapon sizes at a glance. Presumably the icon size scales the same as they do in the refit screen and game screen, but I currently have trouble distinguishing medium from small. I'll get used to it eventually. I also don't recognize half the icons, so yea...
There are only a few small strike weapons. Probably ought to be more. (Found burst lasers early on, quite impressive)
There don't seem to be any small support weapons. I thought the support weapons were the longer ranged, low damage ones. Quite a few, like railgun, were what I expected in this group.
The "Photon Cannon" probably was supposed to be a support weapon, given the tooltip and that it wasn't in vanilla, but costs no flux.
Ammunition limits with regeneration added back in are great. I immediately started using extended magazines again. 24 burst-laser shots are quite nasty. Do most strike weapons use ammo?
Regenerating missiles are also cool. Small clips of 1-3 missiles, holding 1-6 of them is interesting. Given the increase in point defense in general, missiles are a lot more common.
If they don't, ship systems like Flares should also regenerate (and maybe have a cap of 2 instead of 5)
Had fun with a few new weapon types. The shotgun missile is cool, not really sure if it gives anything over alternates.
Zero-flux assault weapons. Interesting approach. However, given that 90% of the weapons I have been able to use seem to be zero-flux, it means that flux is pretty much shield until you have medium weapons, or get lucky and find burst lasers, mortar, etc. Not sure if this is intended. Either way, at least it makes shields stronger in general.
Some frigates, like the hound and wolf seem to have lost their medium weapon slot, which is kind of disappointing. The idea here is to have more, smaller, weapon slots however, so that makes sense. The wolf has more slots in general, and the wolf has those crappy PD drones. Shame that I have trouble finding ships that can carry all the medium weapons around now though, and the lack of support/strike small weapons hurts that.
Found the mining laser. Its medium instead of small now (kinda sensible) and does way more damage. Thought it was a small weapon looking at it (because of the rescale)
Some of the tooltips are wrong as to where they weight their power, I think. Would have to open the game and minimize to get the correct stats, but a doublecheck might be warented.
I'll reread the front page, but I think some of the weapons are too powerful for their assault role.
Assault - Short-Mid range, no flux, low-med damage. (In their face, using all flux for shields)
Support - mid-long range, low flux, low-med damage. (Pressure from a distance, also long-range missiles)
Strike - Short-mid range, mid-high flux, high damage. (Break heavy armor/shielding, requires external power supply from ship)
PD - Short-mid range, no flux, low damage, high accuracy/speed (Deal with missiles/fighters)
As least that was what I got from it when I read it last time.Shield flux alterations. Not sure I understand it. Do shields not allow dissipating any flux? I didn't observe that. How exactly did the flux stats change to make weapon flux a problem if you have shields up vs vanilla?
I see. Shield upkeep is, for every ship, exactly equal to it's base flux dissipation. So, flux vents provide shield dissipation. If you have none, you can't dissipate at all.
More importantly, Stabilized shields are now significantly more powerful, given they have way more to work with. Interesting.
If you are screwing with weapon range, make sure you check Safety overrides base range. It might need to be adjusted, depending.
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Overall, having fun thus far.
Guardian PD laser doesn't seem to be willing to fire unless you do it manually, which defeats the purpose. Not sure why.
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I think the changes to the Flux system were the most interesting out of everything, honestly.
It seriously alters how you run a ship, and build it, for that matter.
In vanilla, while you try and get as many powerful weapons as you can, you also try and keep enough OP left over to get as many vents as you can, such that you, hopefully, have a surplus of dissipation so you can run your shields and fire all weapons.
Capacity helps, but is insignificant compared to dissipation in almost all cases.
Not so here. I actually sometimes go for capacity over vents entirely.
The flux-heavy weapons tend to use a LARGE chunk of flux in a short period of time, and getting capacity lets you unleash a very large attack. This comes at the cost of your shields being weakened. This is normal for starsector, but here, flux is more of a shield meter than a weapons meter.
Flux is far more linked to powerful weapons and shields than vanilla.
Being able to just hold shields up without worrying about it cutting into your normal weapons changes things. On the other hand, the, effectively, massive upkeep for shields forces you to drop them a lot more often. Increased armor stats helps with that as well.
The effect is Exaggerated if you have a flux weapon. Shield goes up, you fire off a powerful attack, your shields will only recover very slowly unless you drop them. In vanilla it can generally recover if you stop firing, or slow down at least. Here, not so much. Forces you to backoff after throwing a powerful blow, moreso than vanilla.
Oh, and run away from the swarm of fighters that jumps on you for daring to attack their charge.
Plus, the distinction between hard and soft flux is significantly reduced.
I would note that some ships have no shields, and since small weapons that use flux are currently very rare, it is quite possible to have a ship that doesn't use flux at all.
I've seen that in other mods, but here it is much more common.
Not really sure how to resolve that part, aside from adding more strike/support weapons, or converting existing ones.
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Missiles are a lot more fun, and feel like an active part of the game instead of trump cards. Being able to sustain missile fire, while it not being silly OP is quite fun.
Hunters are very nice support weapons, throwing missiles at massive flux cost. (Got a pair onto a Kite, which it can only just support)
A lot of missiles go for engines, which I suppose makes sense. Even non-EMP missiles.
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Magazines.
Strike, missile, support weapons seem to have magazines most of the time. If you have the flux to support them, grabbing the expanded ammo hull mods works great.
Missiles just being part of this category makes them less exotic, and being able to burst-fire followed by reloading changes the flow of combat.
I was surprised to learn that the Tachyon Lance now has a 60 second cooldown. Given it's power, I can't exactly disagree, given what firing 4 of them at an onslaught does (in the forlorn hope mission)
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Scaled weapons
I understand how this works better now.
In effect, you reclassified weapons. Small weapons either stayed small and got weaker/smaller, or were reclassified as medium. same as medium to large. And then you added in more extra-small weapons.
Now that I understand that it makes more sense.
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Intimidate
Not sure if intended, but trying to intimidate pirates tends to not work sometimes, because your reputation is bad. As in, hated. They refuse to help you. I'm not asking for help. I am threatening to kill them if they don't give up their cargo. A negative reputation should help there.
I think the changes to the Flux system were the most interesting out of everything, honestly.
"Aw, really, not evil, tribute-demanding vampire barons?! Wink"Uhm, What?
Ah. Vanilla lacks any missile-only weapons, and I kinda assume PD means anti-missile + Anti-fighter.
I think you need to screw with how reputation works for the intimidation to work as such. The whole, Must kill large fleets to get past -60 rep type things, or w.e.
Just killing pirates initially gets you to vengeful. Now, naturally intimidating, taking loot, and THEN killing them too probably ought to have more of a rep cost.
Good to have more strike varients. A large number of weapons with impressive range seem to be assault, while some weapons, like the medium artillery, while technically they have long range, have such crappy accuracy I have to treat them as strike, even vs a capital ship.Quote"Aw, really, not evil, tribute-demanding vampire barons?! Wink"Uhm, What?
Is that a reference?
Or did I not find that part of the mod yet?
Oh, had some fun with Ordeer. Fighting the [Data Expunged] in a full war given they shared a sector. Some *** captain was offended, and I had to run away since bribing wasn't and option, and intimidation, naturally, failed. And then a [Data Expunged] got in on the action, tearing the chasing fleet apart with 6 tachyon lances, while I did a full retreat. And the entire attacking force died. Did... Not expect that. I guess they REALLY hate each other?
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How do I update this mod? I mean, it still says V1.0
Are you actually updating the version number? Cuz it doesn't look like it.
I've been playing SS with this on for the past couple days, I gotta say I really like it. I love how you changed up the weapon mounts and sizes, it makes each ship feel a bit more versatile. I especially like how different variants of each ship (Eg Wolf - Standard, Pirate and XIV) have different characteristics, and that D-hull Wolves have a degraded phase jumper. Speaking of the Wolf, the phase jump feels a lot less overpowered now, it won't necessarily save you from that huge slug flying towards you because your ship hangs around for a split second and might eat it before the jump is complete.
I kinda despise the phase jumper that the lower tech wolfs have now. Not because its not useful, or less mobile or w.e, but because with a lack of landmarks, it can be hard to tell which direction you will teleport in in some cases.
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The pirate buffalo, I think, seems to be considered a combat vessel for autodeploy.
Quite a few ships with different ship systems have charges and a cooldown, which happens to be longer than it takes to recharge one charge..... Can't point any examples from here atm tho, can't access game at this time.
Can't Wait :D
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About the pirate buffalos. Suggest adding that to the tooltip for pirate modded ships, that they autodeploy. Optionally, make it a result of a custom hullmod that the player can remove or something.
Nice update.
I think those new weapons have too high a rarity, balistic-wise anyhow. I haven't actually run into them, even if the codex makes them look reasonable enough.
Admittedly, It took me a while to find my first energy Strike weapon (Gatling Laser) but I can still find them. Haven't seen any of the new Balistics yet in a shop.
Actually, I think they are hidden behind commissions to a large extent. There needs to be a lower quality example without that trait I think.
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Had my first near-disaster with bombers. Caught me with my shield facing the wrong direction in a mule (pirate) Engines exploded, took nearly 60% hull damage. Nasty.
Bad start overall, need to restart the game again. Was trying to figure out how to finish a black-market quest. After a few attempts, A hegenomy fleet decided it wanted to kill me without hating me first, and kept chasing me and disrupting my CR.
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The medium balistic "Artillery Cannon" has far too low accuracy for it's range. It needs either more accurate shots, or else be stated to be specifically intended to be able to hit capitals or cruisers (with a bit of luck)
The spread on it is kinda excessive for the range, so it is far shorter range than stated.
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The Guardian PD system tooltip still doesn't say anything about missiles vs Fighters
Burst PD laser doesn't work vs Fighters either.
I really don't agree with this change. I really, really think PD should always work vs Fighters.
Also, when I say tooltip, I mean the in-game, Refit screen text, not the codex text.
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The Atrepos Single Torpedo does not regenerate.
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I love the Locust SRM. Tears fighters apart pretty well.Extra racks are great on it. Best Anti-fighter weapon I've found.
A couple of them can takes down an entire wing almost instantly.
Heavy, shielded, or gunships get pounded to scrap taking a whole volly or a volly and a half with them, but they die anyway, and dodging only delays the inevitible. The missiles have massive effective range if manually fired (~2-3x their stated range) if you don't need the manuvering as much, so you can prempt bombers if you are paying attention. They also move fast enough that they only rarely get shot down.
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Anyhow, having fun still.
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- There is a new small missile, the Hornet, rather similar to the Locust. The stinger is the less effective version, as well, but both are kind of rare in markets. Working on that. :)
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I know this is a Total Conversion and therefore mutually exclusive from other mainstream mods, but you're aware the Ship&Weapons Pack also has a Hornet missile?
You may want to take notes from this then:
http://fractalsoftworks.com/forum/index.php?topic=9550.0
https://docs.google.com/spreadsheets/d/1TezjLhhemFYX6Dzn6HAQay2CzBCQ-0Rqo7AyxDjpvyg/edit#gid=1857351268
8)
Not really sure if correct. The idea of the strike weapons was to have them be alongside the assault weapons, costing flux to make them more powerful. That said, given they ARE more powerful, I suppose they ought to be a little bit rare-er
I'll try to touch on everything:
- Yeah I noticed the new strike weapons are still fairly rare (no rarity limits in the weapons file at least :( )- in early markets. I may add the low-tech ones to markets manually and add maybe one or two more tier 0 small ballistic strike/support weapons to give better odds of finding one in the next patch.
- Definitely adding at least one tier 0 energy strike weapons that will be widely available instead of locked behind salvage and commissions, maybe more- have to make them interesting and not just copy-pastes.Good to know. Same for Ballistics as well (unless thats the tiny morter, in which case, uhm, I think thats more support than strike)
- Played around with the Artillery Cannon and reduced the spread by about 20%- it's still pretty inaccurate, but I can use forward firing ones to fairly consistently hit an enforcer while flying another enforcer.Awesome. That was what I was hoping for. At least a bit of accuracy. Seriously, the spread was enough to reliably miss a Destroyer. I dropped it and replaced it since I hadn't started fighting cruisers yet.
- I'm still testing, but considering changing the PD Burst Laser, Heavy PD Burst Laser and Guardian PD Laser to attack fighters and ships. A trip to the 'balance lab' indicates that the PD_ONLY flag was set back when fighters used supplies to respawn and so is no longer as necessary. Still, the thing with beams is that if you make them too good, fighters and missiles become irrelevant. They don't ever miss- whereas everything else hits at best like 1/3 of the time. It ends up being a huge difference.What? Do you mean older versions of this mod before you published it? its not like that in vanilla.
- That being said- the only caveat will be a slight reduction in charge regeneration for the small PD Burst Laser as well as the addition of charges (8 to be exact) with regen for the Guardian. All 3 still do not cost flux, however.That is fine by me. The whole point of putting powerful PD lasers on your ship is to keep those darn fighters off of you. More-so now than in vanilla, where it was also largely for missiles.
- The Atropos (single) originally had regen, but that makes the Dagger never go back to the carrier and re-arm. Still, pretty much all the other fighters have built-in versions separating their strike weapons from the equippable ones, so I don't see why I can't add that back in and solve both problems. Done, updated for next release.If that Fighter hullmod disables Missile Regen (Is that even possible? Is ammo regen mutable?) Do fighters stick around or go back to reload?
- There is a new small missile, the Hornet, rather similar to the Locust. The stinger is the less effective version, as well, but both are kind of rare in markets. Working on that. :)Hornet is already taken by another mod. Kinda a sidewinder missile (which is probably the wrong word) that moves in a sinusoidal pattern to throw off non-laser PD. I think you got 8 missiles instead of 3 as well, but less damage.
Glad this update helped things, though!Indeed.
The reserve deployment on the Conquest is kinda useless considering how much flux it generates and that it only has 2 bays.
You may want to take notes from this then:
http://fractalsoftworks.com/forum/index.php?topic=9550.0
https://docs.google.com/spreadsheets/d/1TezjLhhemFYX6Dzn6HAQay2CzBCQ-0Rqo7AyxDjpvyg/edit#gid=1857351268
8)
Thank you! Will cross-reference!
THAT WAS THE MISSILE I WAS THINKING OF IN A PAST POST!!!I know this is a Total Conversion and therefore mutually exclusive from other mainstream mods, but you're aware the Ship&Weapons Pack also has a Hornet missile?
Shoot, I did not! :( I'll try and think of something else. It gets a little rough with so many names already taken (honestly wouldn't be surprised if that was the only one). I will do the best that I can in that regard, though.
- I'm still testing, but considering changing the PD Burst Laser, Heavy PD Burst Laser and Guardian PD Laser to attack fighters and ships. A trip to the 'balance lab' indicates that the PD_ONLY flag was set back when fighters used supplies to respawn and so is no longer as necessary. Still, the thing with beams is that if you make them too good, fighters and missiles become irrelevant. They don't ever miss- whereas everything else hits at best like 1/3 of the time. It ends up being a huge difference.What? Do you mean older versions of this mod before you published it? its not like that in vanilla.
Yea, Beam weapons trade, generally damage or flux stats, for perfect or near perfect accuracy.
In vanilla, Vulcan cannon vs PD Laser damage is insane. Its Still quite a bit higher if you factor out the frag damage.
- That being said- the only caveat will be a slight reduction in charge regeneration for the small PD Burst Laser as well as the addition of charges (8 to be exact) with regen for the Guardian. All 3 still do not cost flux, however.That is fine by me. The whole point of putting powerful PD lasers on your ship is to keep those darn fighters off of you. More-so now than in vanilla, where it was also largely for missiles.
If you are spending a Large energy slot for PD, I would hope the damage is similar.
Adding charge limits is a reasonable tradeoff. Maybe make it frag damage as well, despite being a beam. That way, its still stronger vs Missiles than fighters, and doesn't need to have the raww power to overwelm shields, tear through armor, and vaporize hull.
I don't mind it having less damage, I just want it to shoot at fighters because PD system.
- The Atropos (single) originally had regen, but that makes the Dagger never go back to the carrier and re-arm. Still, pretty much all the other fighters have built-in versions separating their strike weapons from the equippable ones, so I don't see why I can't add that back in and solve both problems. Done, updated for next release.If that Fighter hullmod disables Missile Regen (Is that even possible? Is ammo regen mutable?) Do fighters stick around or go back to reload?
I think the Fighter Tooltips need a bit more information.
Before the Fighters became weapons instead of ships, they had various stats visible. While you can read the tooltips and get a general idea, A few things might be nice.
Make them in different colors if it supports some form of markup, or at the top at least.
-Shielded/Bubble Shield/Armored/Unarmored
-Fast/Slow
-Short/Medium/Long intercept Range
-PD/Intercepter/Bomber/Special
Just for a quick summery of functionality, Given there are like 5x as many fighter types and I don't know even most of them yet.
Generally I try for shielded ones because they tend to last a lot longer, but that requires me to skim the tooltips and its somewhat irritating. /#FirstWorldProblems
Stabilized shield is GREAT. I almost always go for it over flux dissipation, because 10 flux vs 180 flux for 3 OP is kinda a large difference, and being able to hold your shield up is quite nice. Its almost like allowing a small amount of hard flux disspation (but not really)
The Frontal/Omni conversion changes are also pretty nifty, although I can't recall the exact effects at the moment.
Makes them both more tempting to use at least. (I generally used frontal to get bubble shields in vanilla. Here, sometimes no need to bother)
It took me a while to figure out why my shields deactivated when I used accelerated Ammo feed. Not sure if vanilla or not, but yea....Thanks for the tooltip feedback. Also, another good suggestion on making strike weapons better for ships with this. Made a note!
Don't suppose that can also make Ballistic weapons charge faster? I suppose its feeding into the weapon instead of into the clips, but still.
Went through many of the "Missions". Fighters are BRUTAL.
I really, really wish Guardian PD worked. XD
I still love Tachyon lances. The changes make them very support weapons.
Tachyon lances tend to get stuck instantly vaporizing fighters and then stretching back out.
Managed to sweep one through a few wings when they got in my way. Kinda amusing, if infficient.
The long cooldown, high flux impulse, and massive damage is awesome. Reminds me of Energy Projectors from Halo (at least the books)
And, naturally, strains, tears through shields, breaks armor, EMPS everything, and causes it's target to explode in general.
the increased cooldown and Alpha power (I think) makes it more useful to tearing apart supporting vessels while actively ignoring heavier targets.
I tear apart Carriers first, because fighters. Then Frigates with a single beam (minus wolfs because teleport, they disjunction half the time) to keep them off of the rest of the fleet/myself. (Paragon)
(Always alternating because long recharge time) After that, I work my way up, and leave capitals for last. Because they have shields and generally I need all 4 beams to break the shield. Killing it's support leaves it surrounded, lets allies drain the shield, and once the shield is overworked, THEN I hit it with the horrible death beams of EMP and death.
Heh. I wonder if putting one on the Venture would work. I am pretty sure it has a Large energy slot. Not sure about flux stats, but wow.... (Maybe I should take a commision with TriTachyon?)
The mining Laser and Mining blaster tooltips, given how powerful they are now, Might need an update.
Mining Laser: Something about how it's massive power consumption requires a dedicated power feed, and while not optimized for combat, carving up armor and carving up asteroids have a lot in common.
Blast is similar, except its more blasting things apart.
Both are way more powerful than vanilla. To the point that I used mining lasers in med energy slots over other medium energy because sustained high damage.
Tooltips don't really communicate their surprising power. They used to be like third-rate weapons. Here, no so much...
Some of your default layouts seem to violate weapon rules. I've seen energy in ballistic only slots, and so on.
(Might be campaign specific though)
Saddens me that the hound lacks a medium slot. And for that matter many ships that used to have medium slots. I understand why to an extent, but still....
Trying to find Frigates and destroyers with medium slots is somewhat difficult.
Less a problem now that, hopefully, more small-Strike/Support weapons exist.
Also Love the significantly increased usage of hybrid slots.
haven't seen any omni-slots yet, but I'm sure i will.
The reserve deployment on the Conquest is kinda useless considering how much flux it generates and that it only has 2 bays.
I agree. Only notable thing is that it respawns the fighters instantly, but its not really optimized as a carrier, so the system seems weird.Yeah, you're right. This was a place holder. I need to think of a good midtech system to implement here. Thanks for the feedback! Any suggestions?
If it helps, Meso reminded me that since this is a Total Conversion it isn't strictly as necessary to worry about name clashes. So @Morrokain I apologize for bringing that up without proper explanation there, and in all honesty it's fully up to you what you name things here.
The important bit in this case therefore is whether the name clashes bother you, not anyone else. If it does (or you work on another non-TC mod in future), then that thread and Google doc exist, and if it doesn't then no sweat. ;)
THAT WAS THE MISSILE I WAS THINKING OF IN A PAST POST!!!I know this is a Total Conversion and therefore mutually exclusive from other mainstream mods, but you're aware the Ship&Weapons Pack also has a Hornet missile?
Shoot, I did not! :( I'll try and think of something else. It gets a little rough with so many names already taken (honestly wouldn't be surprised if that was the only one). I will do the best that I can in that regard, though.
Anyway, if you decide to keep the bee related theme, why not "Vespid"? It's a type of Wasp...I was going to say "Wasp", but there is already a drone called that. Darn you for taking the perfect name Axle!
I think giving it maneuvering jets again would be fine.
Reserve deployment is wasted on a few other ships (Eagle, Falcon, and Medusa). When these ships spot the enemy they automatically activate it, building flux and slowing their advance. It seems to actually make them less combat effective. Additionally, AI captains are far too eager to use the engage order, meaning their 0-flux boost goes unused.
Also, the medusa seems to hang back and behave like a carrier rather than a destroyer.
@Medium Weapons
Its more that I keep expecting to find medium weapon slots on ships that have them in vanilla and they don't, than it is hard to find them.
More because I couldn't find support/strike weapons for the no-shield, small slot only ships, and hence flux did nothing.
Hmm. Does the normal PD AI hull mod actually do anything useful here? I've never found it useful. Does this mod make it effective in more cases?
Might actually make it into a mod that goes, "Laser PD will also attack fighters, -50% damage" or something.
Not really sure though. I just seriously have trouble with High-grade PD not PD-ing. XD.
And I have said that many times.
Haven't been playing Starsector for the past few days, but I have been randomly coming back here. I suggest a hullmod that makes using the engage order for fighters generates no flux, but bringing up shields generates flux like normal...normal for this mod anyway.
Also, a comment about the Wolf: I do remember what hullmods I had and what weapons I had, but putting 3 vents (I think) ended up with me not losing or gaining flux. Not sure if this was intended or not, but I can see it becoming annoying as you won't be able to fire weapons, take any amount of fire, and keep shields up for long. I'd prefer to have a little soft flux dissipation when I am not firing my weapons. :/
How easy would it be to remove the flux generation of the "Engage Fighters" command?
Basically impossible, it's hardcoded.
Ah ok that's what I suspected. Thanks! :)
It took me a while to figure out why my shields deactivated when I used accelerated Ammo feed. Not sure if vanilla or not, but yea....
Don't suppose that can also make Ballistic weapons charge faster? I suppose its feeding into the weapon instead of into the clips, but still.
The various "Systems" hullmods for converted ships are a bit too strong. The "Simple Core Systems" hullmod on the hegemony wolf makes it shields far worse than any low tech clunker, which is a bit odd. Similarly, the "Updated Core Systems" hullmod gives ships shields better than any high tech ships.
Hi there! first of all, i must say i love your mod very much, thank you for bringing us such a new (and wonderful!) take on starsector.
There are 2 things i have noted about the mod that i would like to know whether they are intentional or not (only 2 for now because i am still early in my campaign).
The first is the cargo capacity on the Hermes class shuttle is at 250, for only 1supply/month. Is it normal? This seems like an enormous upgrade in terms of cargo capacity compared to all other freighter available in early game (Hound/Cerberus/Wayfarer), as those are around 100-150 cargo for around 3supplies/month.
The second is the description for the D-mod Faulty Power Grid reads "flux capacity and flux dissipation rate reduced by ONE THIRD". Does this mean the rank 3 of safety procedures doesn't reduce by 50% the negative effects of that D-mod like the others? (from what i could see on some of my ships, it didn't, but i'd like to know whether it is working as intended or not).
Thank you for your time, and once again, thank you for a wonderful mod.
No matter what i do/Have done i can't seem to start a new game past the "Skip/Play tutorial" options as both are grey and cannot be selected :(Ah, I think this is a bug! Very sorry!
I've tried just the 3 base mods and other assortments but nothing helps.
Please assist ;-; :'(
I had the same issue. You just need to start one unmodded game to fix it.Far out thank you :D
I have a reaper on my mule. Easily the most powerful ship in my fleet so far.Indeed. Reapers always hurt. A lot. I just didn't expect 5 of them at once. I expected 2 of them.
Gah. Just ran into a mudskipper 2. Had reaper torpedos, which is normal. Dodged the first one. Second one took half my shield down (using a rhino class)Mudskipper is no longer a meh ship.
Next two managed to hit, tore my shield down, and took 90% of my hull.
After the shield went down, I was like, Oh crap. Then the next one came out, and I was like, OH S**T. Then, a fifth one came out, and killed me..... I did not see that coming. I thought it would be only 4 at best. Ouch.......
Fun times.
Indeed. Their ability to wield heavy-duty missiles, which now regenerate make them actually a sort-of sane ship design. Still fragile as h**l, but they now actually have enough firepower to make up for it.Gah. Just ran into a mudskipper 2. Had reaper torpedos, which is normal. Dodged the first one. Second one took half my shield down (using a rhino class)Mudskipper is no longer a meh ship.
Next two managed to hit, tore my shield down, and took 90% of my hull.
After the shield went down, I was like, Oh crap. Then the next one came out, and I was like, OH S**T. Then, a fifth one came out, and killed me..... I did not see that coming. I thought it would be only 4 at best. Ouch.......
Fun times.
Mudskipper is now a ship to fear.
You make me want to spawn 20 and fit them all with Reaper launchers just to kill an Onslaught. :)Indeed. Their ability to wield heavy-duty missiles, which now regenerate make them actually a sort-of sane ship design. Still fragile as h**l, but they now actually have enough firepower to make up for it.Gah. Just ran into a mudskipper 2. Had reaper torpedos, which is normal. Dodged the first one. Second one took half my shield down (using a rhino class)Mudskipper is no longer a meh ship.
Next two managed to hit, tore my shield down, and took 90% of my hull.
After the shield went down, I was like, Oh crap. Then the next one came out, and I was like, OH S**T. Then, a fifth one came out, and killed me..... I did not see that coming. I thought it would be only 4 at best. Ouch.......
Fun times.
Mudskipper is now a ship to fear.
That sounds fun. Just hope the Onslaught doesn't have Heavy PD and a decent escort.
You make me want to spawn 20 and fit them all with Reaper launchers just to kill an Onslaught. :)
Seems pretty cool. Interesting to get my head around a new style of combat.
I've got a few low tech frigates and a mule freighter but I'm not too sure what to do against enemy fighter swarms. Any suggestions?
I've been finding it difficult to keep some of my frigates alive in the face of enemy cruisers/destroyers al though the same can be said of the vanilla game.
I find that my ships flux out in seconds which does make it challenging when facing enemies with medium sized weapons.
The lasher frigates seem kinda bad in my opinion, they get overloaded and caught almost instantly in battle but this might be due to them not being hegemonic auxiliary or 14th fleet ships. When compared to the wolf frigates/kites/rhinos that I have picked up they seem really lacking.
Looking forward to getting into the bigger battles with proper destroyers!
Whats with the "Stabilized Drive Conduit" mod? What specifically makes a ship have that mod?
So, how would everyone feel about a slight increase in base soft flux dissipation (like 10-15% with shields raised over the current 0%) and a slight reduction in the effectiveness of the Stabilized Shields hullmod? I felt that it was too good before, and as time goes on I am feeling more certain of it.Yes. That would be sensible. 10% innate and +20-30% from stabilized. Or make stabilized give hard flux dissipation? Actually no, Given the flux polorization, hard and soft flux aren't as differentiated as they are in vanilla
The second is the description for the D-mod Faulty Power Grid reads "flux capacity and flux dissipation rate reduced by ONE THIRD". Does this mean the rank 3 of safety procedures doesn't reduce by 50% the negative effects of that D-mod like the others? (from what i could see on some of my ships, it didn't, but i'd like to know whether it is working as intended or not).
Will this break save files?
The Brawler(T)'s tooltip still states that it has manuvering jets while it was replaced with High Energy focus.
I've finally got a Cruiser up and running. Given I still am trying to keep a relatively fast fleet, I am using tugs and Augmented Drive fields.
I looted a wrecked Falcon class Cruiser (which still had full engine power) and gave it plenty of anti-shield assault weapons. Tried a few combos before I ended up using a heavy annihilation launcher to deal with armor. Also gave it Injector for speed.
It is quite nasty. Despite having 3 damage mods, Its extremely effective, and can take a decient amount of fire comapared to destroyers. The fighters help too.
Why not modify the 14th Battlefleet hullmod to add the core-strain effect? It currently says "No downsides", but you can change that to point out the strain on the core.
I did change the description to reflect that there are downsides for the next small release, but I'm fairly sure combining the hullmods into a single one would break saves for anybody with hegemony ships in their fleet or nearby (so most people, I would assume Tongue ). I'm not sure that would be worth it, but maybe for the next major content release- like the tutorial or something that would likely break saves anyway- I may look into it then.
Added a blurb to the hull skin description describing that fact, as well as one to the the Pather version of the hull, which uses an ammofeeder. If I have time, I will do a full check of the skin files for this sort of discrepancy.
- Also, I haven't really heard anything on this so I assume it hasn't been too much of an issue, but how is supply and fuel management in the mod? Is it more accessible? Less? Are people running out often or constantly oversupplied? I lowered the payout for bounty fleets and increased the payout for general bounties, so attempting to ensure bounty-hunting is still profitable.I appreciate the general bounty-hunting boost. I haven't had any serious supply issues yet, but my fleet is growing pretty quickly so it might happen soonish.
- Similarly, do people feel that using the fuel/supply request feature for NPC fleets is mandatory for effective play? Is is too farmable? Are the downsides not potent enough to discourage that, too potent? Etc.I have yet to have to use it. Generally I keep my supplies healthy, and if it gets bad, I drop ships off at Corvus and downsize until I feel I can expand again.
Assuming the combat system is in a pretty decent spot at this point, and most of the pet peeves are eliminated, I am going to start work on the tutorial again, and finally get around to polishing and adding to the Intimidation and Bribery systems since they are far behind the Commodity Request feature in complexity and nuance.
Really? You added hull mods to existing ships, and they changed. Does it break only when removing them?
And honestly, given the game doesn't care if you change OP costs and it goes over, I don't see how this would happen.
Test it anyhow.
I appreciate the general bounty-hunting boost. I haven't had any serious supply issues yet, but my fleet is growing pretty quickly so it might happen soonish.
I have yet to have to use it. Generally I keep my supplies healthy, and if it gets bad, I drop ships off at Corvus and downsize until I feel I can expand again.
(I probably expand too aggressively, honestly)
Combat seems great currently. Only complaint I have is that I can't install the Automous Ships (http://fractalsoftworks.com/forum/index.php?topic=13199.0) mod which would help a lot. Not sure exactly why.
Yeah good point. I assumed, perhaps incorrectly, that because new ids being read on load would be different from missing ids that were supposed to have been there and are absent (causing save incompatibility), but that is making some assumptions based on older builds of the game that are irrelevant now anyway. I will test and get back to you. I have a save file I can use. :)
The mod_info file specifically overrides the hullmods.csv which I assume that mod uses. Not sure if it HAS to, though, if I just did it as a safeguard. I'll test and see. If not, then I don't see why this mod wouldn't work as long as its set as a utility mod.
I think the cruicible missile destroyer is a bit too powerful.
The whole, 18 reapers in 12 seconds thing. Just a little..... Yea..... Its almost a constant stream of reaper missile, one per second sustained (not sure exactly the cooldown on reloading)
Its kinda fun, but I think that's a few too many reaper missiles from one destroyer.
As in, I fed around 20 of them to an Afflictor Frigate (Phase frigate) and eventually one of them connected. Being able to throw reapers at a Phase frigate until it fails to dodge is a little bit silly.
The only downside is the serious cost in CR, but taking out cruisers with almost trivial ease, well....
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Oh, wait, I had it on no-repair. There isn't a large CR cost either.
I think you put the wrong name on the ability. The function is the missile autoforge or whatever it was, while the name is the one that resets the cooldown on missiles so you can fire another volly instantly. Admittedly given how the missile mechanics work in this mod they aren't quite as disimilar, but still.
Unlike the mudskipper 2, It doesn't have a downside (fragile, minimal defenses, slow-ish, flux problems) to go with the extreme strike capacity.
If this IS intentionall, I suggest nerfing it, making it so that it gives a +30-60 seconds of full regen, instead of full 100% regen.
I just noticed that many ships don't have a peak performance anymore. Afflictor at least has it still, and I would expect anything else extremely agile. Hyperion perhaps. Any particular reason?
Do the Adamantian Consortium not pay out bounties? I am not an enemy of them, but there is no message after killing Pirates there. Are they allied with pirates or something?
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Huh, apprently they have No relationship with Pirates. There isn't even an entry between the two. Bug maybe?
Got myself a proper Sunder. It WAS a wrecked version with ill-advised modifications (meaning it loses one of the three medium weapons as soon as it tries to fire) But I repaired it (kinda pricy).
After that, I fed it 3 Phase beams. deals terrible, terrible damage to whatever it catches up to. Overloads shields without too much trouble, And whatever is left tends to melt as well. Very strike destroyer build.
Shame I haven't found any advanced optic mods yet. Would be awesome (even if it would cost 40% more flux, a sensible tradeoff IMO)
Also shame it's shield is now omni and not exactly large....
After the 3 phase beams it's OP is a bit limited, especially if I want it to hold onto some flux for shielding.
Not infinite, silly, its more like 6k DPS. Not infinite at all, just massive for a destroyer :P
Hmm, yeah that was designed when reapers cost flux and were weaker in pd health. Practically infinite is too much DPS. I'll implement a charge based cd, as well, to decrease the amount of times a player can use the system. That shouldn't hurt the use of other missiles, either.
Makes sense. I didn't like it when it was added, but it did help with some serious issues.
I, personally, dislike the peak performance system. It is useful for the ships you mentioned, and I think the Hyperion also has it. I'll double check because it really should. As a whole, I felt that the increased speed and utilization of fighters (especially among all slow capitals) solve most of the "infinite kiting" problems that peak performance was designed to solve. So instead I generally limit that mechanic to phase ships and extremely agile ones. I should probably implement that mechanic to ships who equip Safety Overrides, too, if possible, since that can also stack with Unstable Injector.
I still think they shouldn't have an undefined relationship though. Its entirely missing....
It isn't explicitly mentioned (except through exploration of the faction's colonies in a way I won't spoil), but, yes the Adamantine Consortium is pretty indifferent to pirates. Bounties are most likely for Sci-Corps patrols- who frequently attack Consortium holds because of the barons' reputation for cruelty. (It should pay out if you attack a Sci-Corps patrol)
Saw the hullmod in, I think, a Persian League commission shop. But I have been chasing bounties mainly and haven't hit those systems enough yet.
Nice, I would check Tri-Tachyon and Sci-Corps markets for that hullmod. Their ships frequently use it, and I've seen it there more often.
---------------------------NOOOOOOOOOOOO (http://www.nooooooooooooooo.com/)
Updated notes for the next patch. (Not yet available for download, though)
Next Patch Changes: v1.2.1aHmm. interesting. Any specific reason for the downgrades?
Content Additions
- New factions now have custom dialogue when you hire their officers.
- You can now "Rescue" Officers from the Adamantine Consortium if you cannot afford to pay a "hiring" bribe. This will make the barons less than pleased, of course.
- New variant for the Osprey-class light carrier that features Mining Drones - added to independent and scavenger fleets.
Balance Changes
- Tempest-class frigate now has a "small" version of the Wasp interceptor wing wing built-in. This wing has 4 max interceptors instead of 6.
- Acolyte-class heavy frigate now has a "small" version of the Spectre interceptor wing built-in. This wing has 4 max interceptors instead of 6.
Quite nice. Maybe I will get one eventually. No capitals yet.
- Removed built-in Talon wing for the Atlas superfreighter. Now has two open flight decks instead of one, but not enough Ordinance to carry much heavy strike craft. Standard variant adjusted.
I find it amusing how this mod took the junk mining weapons and stuff and made them inefficient, but potent weapons.
- The Mining Drone wing now has a combat assault range similar to other gunships, and Assault AI. Ordinance cost increased to 2 (from 0).
Meaning limited to a smaller radius around the ship, right?
- Built-in Mining Drone wing on the Venture-class combat freighter has been modified to retain its short range support role, as intended.
Vanilla Redacted, right? Not one of the two new factions?
- Redacted heavy fighter primary weapon replaced with something stronger. Was too weak for its number/OP cost.
- Redacted interceptor has had its secondary weapon removed. Was too strong for its number/OP cost.
Bug Fixes
- You can now hire new faction mercenary officers as intended. A bug in Rules.csv prevented the dialogue option to hire them from appearing.
- Removed override of hullmods.csv file to allow power user opt-in of Autonomous Ships mod. (Must still set totalConversion to "false" in the mod_info.json file)
- Fighter wings should no longer disappear from inventory after visiting the refit screen if hulls with built-in versions of the same type exist within your fleet.
- Corrected name error in Mining Drone wing tooltip.
- Redacted heavy bomber will now correctly use its primary weapon.
Not infinite, silly, its more like 6k DPS. Not infinite at all, just massive for a destroyer :P
Which system was it based on anyway? missile autoforge or fast racks? I do think they should be merged for this mod tho.
Vanilla had it have 1 charge and that was it I think at one point.
I still think they shouldn't have an undefined relationship though. Its entirely missing....
Saw the hullmod in, I think, a Persian League commission shop. But I have been chasing bounties mainly and haven't hit those systems enough yet.
Thanks for advise.
NOOOOOOOOOOOO (http://www.nooooooooooooooo.com/)
Hmm. interesting. Any specific reason for the downgrades?
Meaning limited to a smaller radius around the ship, right?
Vanilla Redacted, right? Not one of the two new factions?
The sound effects of the repeater and the iridium cannon are a bit too loud. It makes using them annoying and the fighters armed with them are deafening.
I mean it doesn't show up in the Faction menu as a relationship. Every other faction has a link to every other faction (I think)
It's actually set to favorable for Consortium->Pirates, but Suspicious Pirates->Consortium, so that's why it doesn't show up under "ally" or "enemy", since they are technically neither. But its's not undefined. Do you mean you want it to show up?
I mean it doesn't show up in the Faction menu as a relationship. Every other faction has a link to every other faction (I think)
The Condor has a similar issue with it's fast racks. Missiles use a LOT of flux in general, (and their tooltips base flux cost on recharge rate, not max fire rate)
I can either try to use it for missiles, or else get good fighters. Either way, its not exactly good.
Harpoons use 2k Flux/second, not the 150 I previously expected. Kinda a vanilla issue, but still. If that is intended, I think that needs to be more clearly stated in tooltips for missiles.
Ah, nevermind. I see
Not that I can see on my end, just that factions allies and enemies. Pirates just happen to be enemies with just about everyone :)
Rephrase that? Not specific enough, not sure what you are talking about
It uses less flux once it has charges (reduced by 33% over the current build) so hopefully that will help with that.
Uhm, I think it costs way too much flux, at least for the kind of ships it can fit on, and the tooltip should probably state that it costs 2k flux given vanilla tooltip parts don't tell you that.
I don't think I can do anything about the way its weighted, but what would you suggest for tooltip info? Just that it has a very large flux cost per salvo? Or higher than the tooltip?
Rephrase that? Not specific enough, not sure what you are talking about
Uhm, I think it costs way too much flux, at least for the kind of ships it can fit on, and the tooltip should probably state that it costs 2k flux given vanilla tooltip parts don't tell you that.
Its pretty obvious that fast-missile racks are a bit of a problem atm.
Harpoon missile flux costs are actually pretty reasonable given other Medium strike-type weapons, looking at them. I think its mainly the whole fast missile racks that throws it all off.
Any strike/Support weapon with a ROF less than 10/minute (As Clip regen as well as normal cooldown) probable needs a "Flux Impulse" in it's tooltip, stating how much flux it generates in an instant. I spent a long time having useless weapons on some ships that I didn't realize didn't actually have enough flux storage to fire it. This isn't nearly as common as vanilla so it isn't a huge deal there, but here it kinda is.
The math is somewhat simple, but it is still annoying. Especially as it tends to involve parts of 60 AND fractions.
Heh, true enough. I think that sounds reasonable.
Sorry I was typing that response too quickly and didn't proofread enough. It was pretty vague.
What I meant was: Fast Missile Racks in the current build generates 15% of the base flux of the ship per use (not including capacitors, concentrated shields, etc). I have changed that in the next build to only generate 10% base flux per use, a 33% reduction in its cost. It keeps its small cooldown between uses (10 secs) and now only has 2 charges. Charges will take significantly longer to regenerate than the cd (every 100 secs I think).
The charge-based ship system is quickly becoming a necessary theme. :P
The second mainly. Using them with Fast Missile racks. Hence the changes should help with them, Reapers, and so on.
Trying to make sure I completely understand what you mean or would like to see: So you think Harpoons cost too much flux? Or they cost too much flux when used with Fast Missile Racks? Or is it more the issue that I will respond to below, as well, regarding misleading tooltip info?
Also, just so I have a frame of reference for your experience, is this mostly through equipping them on condors, or have you also tried them out on any higher tech ships, if you have them? I can understand what you mean about the condor's lack of flux if you are equipping advanced missiles like the Harpoon or Hunter. Because of its nature as a conversion warship from a freighter, I tried to somewhat limit its combat capabilities in accordance with lore. It's cheaper, and easier to maintain and deploy compared to full combat destroyers, and provides decent fighter support without sacrificing every last drop of combat ability like the Anchorage does- the other low tech destroyer-sized carrier in this category.Ah yes. In vanilla, it is far easier to use all the slots without horrible flux costs. The problem is that there aren't many missiles which aren't flux hungry, and ships like the Condor and Crucible, and honestly most missile-heavy ships tend to have to either use Reapers, anti-fighter missiles, or suffer massive flux costs. There aren't many lighter-weight missiles around. Will try the smaller racks though.
Fast Missile Racks being present is also misleading when outfitting the condor for the AIs use. Since that system will likely be entirely wasted- even in the next build, if you are using advanced missiles that generate more flux than the condor can handle. So you are right in this case that builds for this carrier will likely revolve around: Do I lean more on its combat ability (luddic church, hegemony and pirates typically take this route) or do I give it some heavy-duty fighters, bombers or gunships and use fast missile racks for things like swarmers, trebuchets, bolas and salamanders. Combining the ship system with lighter costing missiles or a combination of heavy flux missiles like the trebuchet and flux free ones like the salamander can really let you see the system shine even on the condor.Yea, it has too few reasonable builds, and it's ability really doesn't fit it since it still doesn't have enough flux to run it all, or even close.
Maybe that ship needs a little more in its description to let players know its missile limitations. Your thoughts? Any counter arguments?I know you can't touch the built-in tooltip, something I asked for as a suggestion a while ago. Would be really useful for a lot of modders.
**Edit: Also, the Harpoon(single) or Sabot(single) version works a lot better on the condor with its system, and saves some ordinance points as well.
I agree that tooltips describing "flux per shot/salvo/burst" are needed. Unfortunately, unless things have changed since I last checked, the U.I is off limits to mods. Otherwise I would add both of those entries below "flux per second."
If it has indeed changed, an API file path to the file that handles the weapon tooltips would be very helpful in this case.
On your suggestion: By tooltip do you mean the description in the tooltip? That, I can edit at least. I can try and add that information, but it will kind of look weird and out of place. Guess its better than not having it though, and so likely necessary, especially considering ships just wont be able to use certain weapons, like you said. Still, it will take a little time to get all that information into the descriptions. There are quite a few weapons that fall into that category. :)
Heh, true enough. I think that sounds reasonable.
Wasn't it a x cost per missile slotted before? Or am I recalling that wrongly?
The second mainly. Using them with Fast Missile racks. Hence the changes should help with them, Reapers, and so on.
Most missiles cost a lot more flux, and there are not a lot of "Assault" variants. (As in, low-no flux cost) Mainly there are those PD missiles. Which excluding assault mostly makes sense, It is hard to find a reasonable missile to use.
I know you can't touch the built-in tooltip, something I asked for as a suggestion a while ago. Would be really useful for a lot of modders.
I mean the description, like how you did for fighters. (Something that got lost from vanilla when they became weapons and you couldn't read it's stats anymore)
Just something like: 2,000 Flux/shot, and 2,000 Flux/sec for 3 seconds would do it. It says 60 shots a second peak, and you got 3 ammo? Easy to calculate by brain.
That just says 2k minimum flux storage, and 6k or 8k to unload all the missiles.
I wonder... Can you hack the cooldown on those missiles, such that after firing it sets the cooldown to 1 second? Or for, like, any strike type weapon?
I mean, being able to unleash 3 missiles in seconds which do terrible, terrible damage is one of the perks of a Harpoon, and even with the flux cost that is the purpose. Just that 450 flux is not quite 6k flux.
The big problem though, is that I looked at the missile, saw 150 flux/second, and said, Yes, I can equip that. I have 200 or so flux dissipation, so it will be a bit tight, but no issue. However, once I try to actually use it, the serious flux impulse shows that is not really the case.
Concentrated Shield Emmiter's tooltip says it reduces shield damage taken by 25. you forgot the % there.
Its more that the LRM or other stronger missiles use so much flux that ships that have one of them have trouble running it, regardless if military or not. Most ships with one or two small missile slots can run a pair of hunters, but only if they don't use the flux for anything else. It just seems a little TOO much flux is spent on those larger missiles compared to the size, if not effect.
Ok yeah we will see how the changes go for that system.
On missiles, I can see what you mean here. But some may seem to cost more than they really do. Part of that may be just because the condor's flux capabilities are quite weak. I am buffing its flux while nerfing its shields (similar to the lasher in the last update). There are the two torpedoes, the two anti-fighter missiles, annihilator rockets, frag bombs, bolas and swarmers that should all be very condor friendly. Even more so after the next buff.
I'll continue to monitor this though and if this doesn't help let me know.
Probably worth it admittedly. Just a thought anyhow.
Hm, sorry not sure what you mean by this. The cooldowns, themselves are too long? Or trying to fool the tooltip calculation by an everyframe script?
If the second, not really worth the memory, imo, when I can just add the relevant info into the description. I'm not 100% sure that would even work, though that's only an early presumption.
Concentrated Shield Emmiter's tooltip says it reduces shield damage taken by 25. you forgot the % there.
Thanks, I'll correct.
Wow. I just got a Dominator XIV, and gave it two Mark IX Cannons and two heavy railguns (among other lesser weapons)From a realistic standpoint, Cruisers are faster and easier to maintain than a Capital ship (Carrier, Battlecruiser, Battleship). However, they pack more fire power than a destroyer and can take a bigger beating. So it WOULD make sense that they would be the main "killing force" of any good sized fleet. I'd say 1 cap ship for every 5-7 cruisers is a good center force.
The amount of firepower that brings is horrifying. Tears apart lesser cruisers in seconds. I suppose that is to be expected from an actual military cruiser.
I mean wow.. The range and damage on that....
I can't wait till Capital ships are inside my price range :D
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Salvaged a Pillager Class capital ship from a pirate bounty. Even more nasty. Shame it has wrecked armor and hull, but it's ability to focus 3-4 large cannons on a target is scary. Plus it can take quite a bit of punishment. Never got close to losing it, although cruisers do tend to take quite a bit more fire.
The idea of Cruisers being a huge force multiplier is clearly accurate from what I've seen. While They can and do get taken down, they take a lot of damage and have massive levels of firepower, thanks to those medium and large slots.
I am clearly having a lot more fun than vanilla Starsector. I haven't previously gotten this far before. I think I might have gotten an Onslaught a while back, but that was many Starsector Versions ago.
That said, I think the part when I went after a bounty, saw two fleets, paused, and realized that the second one had a pair of Paragons was the point I realized that A, I should run away, and B, I need more firepower before I am confidant in my having "Won" the game.
I do not want to face a Paragon quite yet....
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Did you change any of the missions? Sinking the Bismar has a different set of ships that I remember. It might be vanilla, but it might be this mod.
Its more that the LRM or other stronger missiles use so much flux that ships that have one of them have trouble running it, regardless if military or not. Most ships with one or two small missile slots can run a pair of hunters, but only if they don't use the flux for anything else. It just seems a little TOO much flux is spent on those larger missiles compared to the size, if not effect.
Wow. I just got a Dominator XIV, and gave it two Mark IX Cannons and two heavy railguns (among other lesser weapons)
The amount of firepower that brings is horrifying. Tears apart lesser cruisers in seconds. I suppose that is to be expected from an actual military cruiser.
I mean wow.. The range and damage on that....
I can't wait till Capital ships are inside my price range :D
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Salvaged a Pillager Class capital ship from a pirate bounty. Even more nasty. Shame it has wrecked armor and hull, but it's ability to focus 3-4 large cannons on a target is scary. Plus it can take quite a bit of punishment. Never got close to losing it, although cruisers do tend to take quite a bit more fire.
The idea of Cruisers being a huge force multiplier is clearly accurate from what I've seen. While They can and do get taken down, they take a lot of damage and have massive levels of firepower, thanks to those medium and large slots.
I am clearly having a lot more fun than vanilla Starsector. I haven't previously gotten this far before. I think I might have gotten an Onslaught a while back, but that was many Starsector Versions ago.
That said, I think the part when I went after a bounty, saw two fleets, paused, and realized that the second one had a pair of Paragons was the point I realized that A, I should run away, and B, I need more firepower before I am confidant in my having "Won" the game.
I do not want to face a Paragon quite yet....
From a realistic standpoint, Cruisers are faster and easier to maintain than a Capital ship (Carrier, Battlecruiser, Battleship). However, they pack more fire power than a destroyer and can take a bigger beating. So it WOULD make sense that they would be the main "killing force" of any good sized fleet. I'd say 1 cap ship for every 5-7 cruisers is a good center force.
As for the Paragon's: Good choice. I never fought against or alongside a Paragon in this mod, but in Sim it was still a very strong ship. 2 Paragons are almost a fleet on their own.
Did you change any of the missions? Sinking the Bismar has a different set of ships that I remember. It might be vanilla, but it might be this mod.
What are the exact values on fast missile racks?
Very nice. I now have respect for exactly how much power those strike weapons take. Its a lot more than I previously assumed (until I did the math manually)
Explains exactly why Hunters cost so much flux, and other stuff.
Is it clear that "Flux per Salvo" means all possible ammunition? (not including expanded mags of course)
- > Fighters are smaller, faster, more numerous, and can deal extra damage to ships' weapons and engines.How much exactly? double damage? How is it done? EMP? some kind of damage modifier effect?
Though the weapons they carry are the same ones (visually/sound/lore) as the ship-based versions equipped on combat vessels, all fighters have a built-in hullmod (visible by title only in the in-game codex) called Fighter Systems that Reduces missile ammo by 50%, Beam range by 50%, Energy Weapon Damage by 33% and Energy Charges(if Strike) by 66%. This is so fighters can be more numerous without making carriers/cruisers/capitals overwhelmingly powerful. As it is, they are very strong.
Some weapon niches are harder to find.
Is there a small energy strike weapon similar to the Antimatter blaster in vanilla? Long cooldown and high impulse damage?
Medium ballistic assault like Assault chaingun (current version is very burst fire instead of the constant stream gattling cannon I like)
Where is the vulcan cannon? is it Small or medium now?
Why did the hammerhead have its missiles and ballistic slots swapped? It just looks sooooo wrong..... I don't know why it bugs me soooo much.
I much preferred the original "Sinking the Bismar" mission. Mainly because it let you try out the Hyperion without actually finding one. Expensive, fragile (1k health?), high upkeep, and horrifyingly good at flanking and strikes, as well as the fastest ship in the game. It is probably still quite a bit faster than fighters too.
More importantly in this mod, at drastically higher risk from fighters, such that new tactics may be required, and heavier point defence mounted.
S.O. gives 100% constant flux venting in effect, and speed too (and you plan to make that give them a peak performance limit?)
Supports are harder to build, because its generally not feasible to get enough flux to fill out all main turrets with LR support weapons. If it goes to near flux-overflow and can sustain it with minimal venting, its great, but... yea.... And missiles like Harpoons are full-fledged Strike-Support weapon hybrids, with the missile trait. Homing and support-level range, and hits like a proper strike weapon, but it's flux cost is intense. its not a finisher like vanilla, or rather it is, but the flux cost makes it a serious strike weapon.
The makeshift carrier deck hullmod seems unnessesary in this mod. Almost every you might consider using it on already has fighter slots. Maybe make it an "expanded Fighter Deck" hullmod, which gives +1-2 extra fighter slots (at the cost of even less OP to spend on anything else)
The civilian star-liner ship has a tooltip from vanilla claiming it lacks a fighter deck. this is no longer the case.
What were the justifications for the fighter hull mod's changes.
I would note that the other half of Peak performance was to balance shield and armor-based ships. Shield ships tended to have far lower performance, so neither armor nor shield based ships could last forever. Shielded ships would malfunction, so their theoretical infinite damage resistance doesn't really apply.
How much exactly? double damage? How is it done? EMP? some kind of damage modifier effect?
Makes sense. Frustrating, but I will just have to figure out a way to handle it. That was also what the whole peak performance was about.
My strategy for support vessels is to generally focus on a single damage type, maybe two on more capable ships, and emphasize that until at peak flux efficiency, then fill out the rest with cheap PD since fighters tend to focus on support ships more anyway. Then synergize my assault vessels to emphasize the complementary damage type.
There was a build, at one time, that had cheaper fire support costs. Support ships were, hands down, the best ships in that build. They could kite almost infinitely with their dissipation giving them speed boosts faster, or at least as fast, as the assault ships under fire. So the assault ships would never close the distance. They would eventually reach critical flux levels from fire, and begin retreating- completely wasting the entire charge in the first place. Overwhelming numbers were required, and even then if you had enough support ships focus fire ensured there would still be heavy losses from the assault.
I also tried increasing the time it took to fully vent flux to counter the first problem, and combat became sluggish and dull. Half of the time, a player would be waiting for flux to vent so they could catch things. The AI was also noticeably worse at deciding when it was a good time to do this.
I will continue to monitor this for potential improvements, however, and thank you as always for the feedback!
Sort of, yea. High-tech ships tend to have lower CR time than low-tech, and I feel that is partly to balance the armor-vs-shield equation. Shields regenerate. Armor doesn't. The CR means that if it comes down to attrition, instead of shields always winning, armor based ships will keep their peak performance longer.
So, you mean without peak performance, shielded ships have too much of an advantage since they can kite and vent more easily?
Good to know it's noticeable though!
Coded into the hullmod to deal more damage to turrets and engines specifically- not EMP, since I didn't want hullmods reducing the effect.
Actually, I double checked and it is EMP, after all. 33% more damage from Talons, 100% more from Gladius and Broadsword. I had made a note to convert it to the hullmod for a base 50% increase, instead, and thought I had. Whoops, I'll see about correcting that! It may be that I ended up not being able to do that with the API and just don't remember.
Oh, also meant to say that the manual is now a little outdated with the changes since the mod's release and honestly since .8 (I wrote that manual before the fighter update was live and fighters were sub-optimal in vanilla)
Makes sense. Frustrating, but I will just have to figure out a way to handle it. That was also what the whole peak performance was about.
Hmm. So flux venting thinggy would resist it. Why the different values for different ship types? Seems like something to just make linear. Does the talon weapon have more raw damage because fragmentation, so a lower value is needed? If it is a hullmod, do the different fighters have different versions?
Ah, well, may want to put an OUTDATED warning on it. Its the main reason I tried the mod out honestly.
Is collision damage modified, or is it normal to have ramming damage tear away 20k armor and half of a pillagers health on impact? I never really had burn-drive capable ships in vanilla.
Yea. I never said Peak Performance was a good fix, more of a patch. It just feels like it kinda sorta balances out Shields, Kiting, and long range support. It doesn't do a good job, and since you found another way to do it, its great, but..... That just happens to be the way that I feel about it. What do you think?
Well, peak performance wouldn't really help here since the issue is that assault ships basically become obsolete. Besides, if the only way to deal with support ships was to tank their damage until they malfunctioned, would it really be all that fun anyway?
Is it certain ships you really feel are underwhelming in this role?
Also, it may be useful to go off of existing variants, when possible, for support builds to start. They don't seem to suffer from ineffectiveness on my end (so far, at least), and can give you a sense of how to outfit them successfully. The difference between having a couple of Bulls with Artillery Blasters or a Wolf with a LRM or two can be significant, from what I've found. Increasingly so when equipping larger ships. The elite Astral, for instance, can maintain fire of several separate Missile Batteries, projecting enough firepower to outright eliminate most vessels below a cruiser in a single volley.
If the issue is that you, yourself, are trying to pilot a support ship, remember that by design you need assault ships as a defense screen. Using the escort command can be key to this tactic. Otherwise assault ships will eventually close into combat range and you will be very vulnerable and unable to even strike back due to your high flux levels.
Fire Support weapons compliment well with PD, or, in certain cases, a longer range assault weapon or utility missile.
It was originally based on the number per wing and the effectiveness in combat trials, but yes, the idea of the hullmod is to make it linear at 50% for simplicity. That kind of nuance is no longer needed, and I did not want any emp-reducing hullmods or skills to factor in- only armored weapon mounts and automated repair.Don't forget Insulated Engine Assembly :p
Going to update it with the next release. Also, thanks for your notes. They catch many of the changes already. :)Heh. Nice. I just had an hour and felt like complaining. Its always nice to be able to complain constructively.
Huh. Rammed my pillager into one of those... Uhm.... Archean Order Cruisers (I think)..... I would suspect it was the death explosion, but still...
:o What did you hit??
Could be based on mass, but nothing should be out of the ordinary there.
Yea. I never said Peak Performance was a good fix, more of a patch. It just feels like it kinda sorta balances out Shields, Kiting, and long range support. It doesn't do a good job, and since you found another way to do it, its great, but..... That just happens to be the way that I feel about it. What do you think?
As for my personal experience, Its pretty much, I build a LR support ship by putting as many LR missiles on it as will fit, and the rest is PD. When a ship can't handle that, it feels wrong.
I haven't really bothered piloting a support ship, because assault and strike ships are more fun, and it feels like it adds more to my combat potential.
Don't forget Insulated Engine Assembly :p
Heh. Nice. I just had an hour and felt like complaining. Its always nice to be able to complain constructively.
And again, that manual heavily implied to me that you put a lot of thought into the TC, hence why I Tried it out. Making it better can only help, surely?
Huh. Rammed my pillager into one of those... Uhm.... Archean Order Cruisers (I think)..... I would suspect it was the death explosion, but still...
And just because my armor and hull were reduced shouldn't have caused that, although admittedly i DID ram a cruiser. However, it was a high tech cruiser. You would think low-tech pillager, with ramming drive would be built for that.
In vanilla it rarely did much even to armor, although I never scaled up to cruisers, let alone capital ships. Given it was a lethal ramming, intended mainly to force the shield to overload and hopefully put a hole in the armor, I am not sure what happened.
The Gods of Ram may have given you extra power. I heard it happens from time to time.Yea. I never said Peak Performance was a good fix, more of a patch. It just feels like it kinda sorta balances out Shields, Kiting, and long range support. It doesn't do a good job, and since you found another way to do it, its great, but..... That just happens to be the way that I feel about it. What do you think?
Well, peak performance wouldn't really help here since the issue is that assault ships basically become obsolete. Besides, if the only way to deal with support ships was to tank their damage until they malfunctioned, would it really be all that fun anyway?
Is it certain ships you really feel are underwhelming in this role?
Also, it may be useful to go off of existing variants, when possible, for support builds to start. They don't seem to suffer from ineffectiveness on my end (so far, at least), and can give you a sense of how to outfit them successfully. The difference between having a couple of Bulls with Artillery Blasters or a Wolf with a LRM or two can be significant, from what I've found. Increasingly so when equipping larger ships. The elite Astral, for instance, can maintain fire of several separate Missile Batteries, projecting enough firepower to outright eliminate most vessels below a cruiser in a single volley.
If the issue is that you, yourself, are trying to pilot a support ship, remember that by design you need assault ships as a defense screen. Using the escort command can be key to this tactic. Otherwise assault ships will eventually close into combat range and you will be very vulnerable and unable to even strike back due to your high flux levels.
Fire Support weapons compliment well with PD, or, in certain cases, a longer range assault weapon or utility missile.
As for my personal experience, Its pretty much, I build a LR support ship by putting as many LR missiles on it as will fit, and the rest is PD. When a ship can't handle that, it feels wrong.
I haven't really bothered piloting a support ship, because assault and strike ships are more fun, and it feels like it adds more to my combat potential.QuoteIt was originally based on the number per wing and the effectiveness in combat trials, but yes, the idea of the hullmod is to make it linear at 50% for simplicity. That kind of nuance is no longer needed, and I did not want any emp-reducing hullmods or skills to factor in- only armored weapon mounts and automated repair.Don't forget Insulated Engine Assembly :pQuoteGoing to update it with the next release. Also, thanks for your notes. They catch many of the changes already. :)Heh. Nice. I just had an hour and felt like complaining. Its always nice to be able to complain constructively.
And again, that manual heavily implied to me that you put a lot of thought into the TC, hence why I Tried it out. Making it better can only help, surely?QuoteHuh. Rammed my pillager into one of those... Uhm.... Archean Order Cruisers (I think)..... I would suspect it was the death explosion, but still...
:o What did you hit??
Could be based on mass, but nothing should be out of the ordinary there.
And just because my armor and hull were reduced shouldn't have caused that, although admittedly i DID ram a cruiser. However, it was a high tech cruiser. You would think low-tech pillager, with ramming drive would be built for that.
In vanilla it rarely did much even to armor, although I never scaled up to cruisers, let alone capital ships. Given it was a lethal ramming, intended mainly to force the shield to overload and hopefully put a hole in the armor, I am not sure what happened.
Edit: Hmm...is it possible to get a start with a closer relation to the newer factions, or maybe with the vanilla ones? Not saying to start me out with a bloody cruiser like in Nex, but it would be nice to have a head start going into one of the factions.
It works fine. Been using it since I started this mod.
Hmm. Well, I'm willing to give it a try and add it back in with a higher timer, especially now knowing the mod is compatible with Autonomous Ships. The main reason I dislike the mechanic is because I can't avoid taking additional CR damage in any prolonged fights without serious micromanagement. The global warnings are insufficient for me, or I miss them completely in the heat of battle. I may also see if the combat chatter mod is compatible. That may help things as well.
As a programmer and game modder (Factorio, Warcraft III) I get into the habit of finding things that need improvement or that I don't like, recording them, and fixing them.
Absolutely! I really appreciate constructive feedback, irregardless if I happen to agree with the proposed change. In this case, I certainly think its important to have the manual up to date for new players or those still adjusting to the combat changes. The input so far has already greatly improved the mod experience, imo, so keep it coming whenever you feel like it! :)
Hmm, could be the ramming weakened the armor and the explosion caused the hull damage. The larger the ship and the higher the speed the more damage collisions deal, as far as I can tell. Also, you battle rammed an Archean heavy cruiser? A bold move, indeed. ;)Heh. Yea, How much of a bang do death bangs actually deal? I have wonderful memories of using a wolf with 4 reapers (expanded missile skill), ramming other frigates or destroyers, unloading death, raising shield, and being overloaded for like 15 seconds. Sadly reapers now have an arming time so they aren't functional in that situation anymore. Which is probably a good thing, given how silly powerful that combo was.
I was actually thinking having a start that was similar to that, but all the other new factions. It doesn't need to be like that with the vanilla factions as there would be less new stuff with them, and they are more familiar to players.Edit: Hmm...is it possible to get a start with a closer relation to the newer factions, or maybe with the vanilla ones? Not saying to start me out with a bloody cruiser like in Nex, but it would be nice to have a head start going into one of the factions.
If you start as a Mercenary Captain you will have some starting rep with the Trader Guilds as well as a small fleet under your command, though you will be suspicious with some other factions.
I can add more starting options pretty easily, however, which faction did you have in mind, or what sort of scenario?
You could take roughly vanilla times and increase them by 5x or so. It would still only apply in rare cases, but you could them use that for the hullmods, like SO and High Maintenance and Phase Field which cut it down to a more vanilla level.
As a programmer and game modder (Factorio, Warcraft III) I get into the habit of finding things that need improvement or that I don't like, recording them, and fixing them.
Its only a small step from there to sending suggestions to the actual developer, or suggesting to the people who wrote the game.
Its highly satisfying when my suggestions or reports are responded to.
Heh. Yea, How much of a bang do death bangs actually deal? I have wonderful memories of using a wolf with 4 reapers (expanded missile skill), ramming other frigates or destroyers, unloading death, raising shield, and being overloaded for like 15 seconds. Sadly reapers now have an arming time so they aren't functional in that situation anymore. Which is probably a good thing, given how silly powerful that combo was.
Pillager's main turrets spread a large arc, and there isn't a point where it gets full coverage, If you get the angle right you can get 4 cannons running however. Kinda reminding me of the Fatboy from Supreme Commander.
Oh god, the BEES
I was actually thinking having a start that was similar to that, but all the other new factions. It doesn't need to be like that with the vanilla factions as there would be less new stuff with them, and they are more familiar to players.
With the scenario's: I can't actually think of many, but maybe a raiding party for the Consortium (Frigates and a destroyer with a freighter), Science related fleet for the Sci-Corps (couple frigates, destroyer, freighter or tanker), and a combat fleet (couple destroyers and either a few carriers or frigates) for the Archeus?
I may also see if the combat chatter mod is compatible. That may help things as well.I am about to do some testing on that for you, but I can confirm that Combat chatter does NOT cause any crashes or problems at the very least.
I may also see if the combat chatter mod is compatible. That may help things as well.I am about to do some testing on that for you, but I can confirm that Combat chatter does NOT cause any crashes or problems at the very least.
Currently I am using Autonomous ships, Autosave, Combat Chatter, Common Radar, Leading Pip, and Upgraded Rotary Weapons (which I have no idea if it does anything here)
I am about to do some testing on that for you, but I can confirm that Combat chatter does NOT cause any crashes or problems at the very least.
Edit: I did some testing, and Combat Chatter works perfectly fine! I have noticed no difference when I use this mod and when I use other mods, so it's definitely safe.
No problem. The only thing I have noticed through more testing is that there is no random chatter like "Engaging hostiles" or "Could use some help here!". So far they have only been "Overloading", "X% hull left", and stuff like that.Currently I am using Autonomous ships, Autosave, Combat Chatter, Common Radar, Leading Pip, and Upgraded Rotary Weapons (which I have no idea if it does anything here)I am about to do some testing on that for you, but I can confirm that Combat chatter does NOT cause any crashes or problems at the very least.
Edit: I did some testing, and Combat Chatter works perfectly fine! I have noticed no difference when I use this mod and when I use other mods, so it's definitely safe.
Thanks for the confirmation! Much appreciated!
No problem. The only thing I have noticed through more testing is that there is no random chatter like "Engaging hostiles" or "Could use some help here!". So far they have only been "Overloading", "X% hull left", and stuff like that.
Still extremely useful and all you actually NEED to know, but still worth mentioning considering that is a part of the mod.
I have not messed with it at all, and I get them when I don't have this mod running.
No problem. The only thing I have noticed through more testing is that there is no random chatter like "Engaging hostiles" or "Could use some help here!". So far they have only been "Overloading", "X% hull left", and stuff like that.
Still extremely useful and all you actually NEED to know, but still worth mentioning considering that is a part of the mod.
Are you sure that's enabled? I seem to recall some of the stuff being disabled by default. Although its been a while.
I have not messed with it at all, and I get them when I don't have this mod running.
No problem. The only thing I have noticed through more testing is that there is no random chatter like "Engaging hostiles" or "Could use some help here!". So far they have only been "Overloading", "X% hull left", and stuff like that.
Still extremely useful and all you actually NEED to know, but still worth mentioning considering that is a part of the mod.
Are you sure that's enabled? I seem to recall some of the stuff being disabled by default. Although its been a while.
If it's my fault that those are not showing them I take back what I said, but I don't think it is.
Alrighty, so I have an update to current dev progress. As stated before, I've slowed down development a bit, in preparation for a new professional position, but I'm still working on cool things! :)Yea, I don't do Dialog much, and my ability to "Feel" is really lacking. So I can't really have an opinion there at all.
Specifically, improving the fleet encounter dialogue mechanics takes a lot of trial and error. The scripts have random components that are supposed to generate a certain subjective "feel" and that can take a while to get right.
I really wanted to make bribes more mainstream if the player wants to avoid a battle, even if heavily outnumbered (or sometimes, specifically in that case). Currently in the available build, bribes only occur when prompted by the enemy commander. This just doesn't feel complete to me, so I am in the process of adding upfront bribes, and increasing the volatility of the results between the various factions.
This, of course, also presents a fair workload in dialogue- faction specific responses, etc. But I think it will feel much more natural and provide some interesting choices for the player in the end.
I've also worked on another small balance pass, and added in previously requested content: new missions, start scenarios and the reintroduction of a peak performance time.No Comment
Here's a summary of current progress. Asterisks* indicate W.I.P status:
Content Additions
- *Improved Bribery mechanic: Now also allows for bribery upfront- greatly increases the chances of a successful ceasefire negotiation.
- Can include several increments of bribes(with varying levels of cultual implications per faction) to increases chances of success- the highest bribe almost guarantees success with certain factions.
- Should the player choose not to bribe upfront and the negotations fail, the player will have a second opportunity to bribe the enemy commander at a higher cost.
- Improved Cease-Fire mechanic: Now can successfully negotiate a ceasefire with Vengeful rep Pirates (was guaranteed to fail before) and new bribery mechanics allow for more controllable, consistent results for the player, should they really want to avoid a battle.
- 2 new missions featuring the Hyperion-class Experimental Frigate as a flagship.Yay. Can't wait. Hyperion is always fun :D
- Added 3 new starting options for new factions- now consolidated with the former two additions under "Advanced Start".Well, that could be nice, although I don't start new games often.
- Consolidated "Normal Start" options (containing the basic start options and separating the destroyer-sized starts more clearly)
Good. Make sure tooltips on those hullmods explain exactly why they cut the PP so much.
Balance Changes
- Peak Performance mechanic implemented back into all vessels. Timers greatly increased for all but phase ships, and ships with High Maintenance from their experimental nature, such as the Sunder, Hyperion etc.
- Safety Overrides' Peak Performance reduction now greatly limits prolonged combat performance as a downside to balance out its benefits. OP to install reduced by 33% as a result. This will also make Pathers less annoying to fight in prolonged engagements where the player doesn't happen to have any pursuit or interdiction vessels.
- Reduced Flux per Salvo of Trebuchet LRM by 33%, missile speed reduced by ~20% (This should make the missile less of an issue when massed and allow it to be more easily added to load-outs. It was also too powerful/useful for its tier and in comarison to the advanced Hunter LRM).Could make it more usable. Flux costs on those hurt, xd. Those Low-tier LR missiles, honestly, I could go for them having that kind of change overall, maybe except for the single Hunter varient (which is powerful for it's size)
- Nova Cannon damage increased by 25% to compensate for loss of EMP component. It should now properly take its place as a top tier PD option with a secondary assault role.Hmm. I missed Nova cannon losing EMP damage. What does EMP damage do to missiles anyway? If anything at all?
- Added the Refit Time effect of Damaged Flightdeck to Civgrade Hullmod.Sensible enough. Hmm..
- Op Cost of Operations Center hullmod reduced by 33%.That makes it way more usable.
- Converted Hangar hullmod now increases the number flight decks on existing carriers by +1/+1/+2 on destroyers/cruisers/capitals in addition to its normal effects. This hullmod can now also be installed on existing carriers.Oh, so you downgunned it before, and made it medium again? And isn't it's Maintance harsh enough? :p
- Significant buffs to Hyperion and now has medium universal hardpoints at each wing. Increased cost and supplies to maintain/deploy.
- Reduced flux use of Phase Teleporter by 15% and increased its range.Would prefer a lower cooldown personally, or maybe a 3-charge system with cooldown on recharge.
- Decreased Tyrant-class Battleship's turn rate by 60%. It was too inaccurate with beams otherwise.No Comments
- Liberator Heavy Fighter has had one of its Icer Guns removed, and Limited Range Finders hullmod is now built-in.
- Ion Torpedo projectile hitpoints reduced by 40%.
- Changed starting variant load-out for Medusa.
Heh, awesome
Bug Fixes
- Fixed description for civilian Star-Liner to include its built-in, yet poorly operating fighter bay.
- Correctly implemented extra damage to weapons/engines from fighters- normalized this stat to 50% extra damage in order to reduce combat layer complexity. Removed EMP component from all small PD weapons.Hmm. What effect does removing EMP do anyway?
- *Updated and corrected Tactics Manual to reflect changes since release.Is that deployed on the front page? Want to READ!
- *Fixed bug with Adamantine Consortium Comm-Relay encounter not taking priority over Tribute requests.No Comment, yet.
- *Added story text to "The Great Restructuring" mission.
EMP against Missiles will cause them to flame out. They can still detonate, but they can't maneuver...Best used against missiles that actually have the ability to turn.Quote- Correctly implemented extra damage to weapons/engines from fighters- normalized this stat to 50% extra damage in order to reduce combat layer complexity. Removed EMP component from all small PD weapons.Hmm. What effect does removing EMP do anyway?
The Vengeful part of reputation level, I do think that a different approach to reputation might be sane.
http://fractalsoftworks.com/forum/index.php?topic=9786.0
Old suggestion, and might not be quite correct, but a tiered reputation system might be sane given your intention of an RPG-like system.
Essentially, each level of reputation is harder to get, like vanilla, but much more clear cut. Allied/Vengful specifically would take serious, deliberate effort to obtain, via Quest/Killing capital fleets.
Hmm. I missed Nova cannon losing EMP damage. What does EMP damage do to missiles anyway? If anything at all?
Oh, so you downgunned it before, and made it medium again? And isn't it's Maintance harsh enough? :p
Is that deployed on the front page? Want to READ!
Please snip the quote down to the part you are replying to.Sorry, got distracted IRL and forgot to do that. :-\
I'm sure this has been asked before, but what is the author's philosophy on having the features and content aspects of this mod separate? I've now played several hours of the mod, and I enjoy its features, but between using it and playing the base game and all its addons, vanilla and other mods win out. I would love to include this mod's campaign features alongside the version of the game that I play. Not to mention Nexerelin... :)
I'm sure this has been asked before, but what is the author's philosophy on having the features and content aspects of this mod separate? I've now played several hours of the mod, and I enjoy its features, but between using it and playing the base game and all its addons, vanilla and other mods win out. I would love to include this mod's campaign features alongside the version of the game that I play. Not to mention Nexerelin... :)TBH, I'd be able to play this mod forever if Nex was compatible. As of now, I end up needing breaks because I am use to the weapon ship and style variety that comes from having multiple mods, and the stuff that Nex provides.
I'm sure this has been asked before, but what is the author's philosophy on having the features and content aspects of this mod separate? I've now played several hours of the mod, and I enjoy its features, but between using it and playing the base game and all its addons, vanilla and other mods win out. I would love to include this mod's campaign features alongside the version of the game that I play. Not to mention Nexerelin... :)
TBH, I'd be able to play this mod forever if Nex was compatible. As of now, I end up needing breaks because I am use to the weapon ship and style variety that comes from having multiple mods, and the stuff that Nex provides.
Quote- Reduced flux use of Phase Teleporter by 15% and increased its range.Would prefer a lower cooldown personally, or maybe a 3-charge system with cooldown on recharge.
That being said, if you have time, do you mind breaking it down for me a little?
It's pretty hard to surpass the collective mastery and efforts of the mod community as one person working on a TCConsidering how you are one person, I think you are 80-90% matched in the awesomeness.
If Histidine doesn't mind, in the future I will look into adding Nex-like features into this TC
True that.It's pretty hard to surpass the collective mastery and efforts of the mod community as one person working on a TCConsidering how you are one person, I think you are 80-90% matched in the awesomeness.
If Histidine doesn't mind, in the future I will look into adding Nex-like features into this TC
Either way, I don't think Nex would be hard to make compatible. Not like you are trying to get Blackrock or Dassault-Mikoyan compatible. Nex doesn't add weapons or ships.
Sure, let me expand a bit. When I said content I meant to refer to the new things (ships, factions, stat changes), when I said features I meant new actions (bribing, intimidating, etc). The big draw your mod has over others is in characterization. You've got lots of flavor in your lore, lots of consistency in your ships, and lots of interaction with your characters. These, and in particular the last one, are very hard to find in regular Starsector. There's obviously only so much you can change outside of a TC, but I still long for a middle ground where you could bribe and extort other fleets and so forth in the base game (only using more generic dialog out of necessity).
Unfortunately it goes both ways; you've clearly put a lot of thought into your work, and it's really distinct... but it's really distinct. I don't have any major suggestions for you because you seem to be following a vision of the game very closely and very well. There are little things, like how Archean ships are in a whole different class of speed compared to everything else, but that's barely a blip.
Considering how you are one person, I think you are 80-90% matched in the awesomeness.
True that.
As for Nex: The only thing I think would be a problem is the Asgard Station. Even then, it's just the weapons that are the problem...Although it wou-I am going to stop there so I don't ramble on possibilities.
Either way, I don't think Nex would be hard to make compatible. Not like you are trying to get Blackrock or Dassault-Mikoyan compatible. Nex doesn't add weapons or ships.
The difficulty is that this mod doesnt just add stuff, it changes everything to do with game balance. While yea, you could probably easily integrate it with nex, it would be extremely imbalanced. Bring fighters from another mod here? No idea of op or not. Slow, but way more firepower, so probably act like cheap gunships.
All vanilla and Order ships have heavier armor and tougher shields, zero flux boost. Most of these weapons cost no flux. Missile spam. Etc, etc. You could do it, but i suspect balance would be difficult.
The iridium cannon, Icer gun, and micro repeater have issues with their sound. They are louder than other weapons and their sound effects seem to drown out other effects.
Sorry for all the nitpicking, I like this mod and want to help make it better.
One minor issue, the pulse laser costs too much OP for what it does. It is about as effective as the machine gun is an anti-fighter weapon and outclassed by the pulse beam against missiles. For an example of this, load up the first Condor (P) in the simulator.
The burst PD laser has the same problem, being slightly better than the pulse beam against fighters and larger missiles, only decisively superior against rocket barrages and swarms of light fighters.
If the intent was to make energy based PD worse, than the pulse beam is in need of a nerf, probably to range. If not, the pulse beam and burst PD laser are in need of re-balancing.
Edit: The void driver seems to have this issue as well, but is a passable ship-to-ship weapon. I would suggest reducing its OP cost to 5. (also, its desc. mentions losing burst damage rapidly but the stats don't reflect this.)
One minor issue, the pulse laser costs too much OP for what it does. It is about as effective as the machine gun is an anti-fighter weapon and outclassed by the pulse beam against missiles. For an example of this, load up the first Condor (P) in the simulator.
The burst PD laser has the same problem, being slightly better than the pulse beam against fighters and larger missiles, only decisively superior against rocket barrages and swarms of light fighters.
If the intent was to make energy based PD worse, than the pulse beam is in need of a nerf, probably to range. If not, the pulse beam and burst PD laser are in need of re-balancing.
Edit: The void driver seems to have this issue as well, but is a passable ship-to-ship weapon. I would suggest reducing its OP cost to 5. (also, its desc. mentions losing burst damage rapidly but the stats don't reflect this.)
One bug I found, adding the converted hanger seems to add thousands to the skeleton crew requirement.
The Hegemony Auxiliary Condor has 20 less OP than the standard Condor. Bug?
The Hellcat fighter doesn't seem to require crew, and its description doesn't say it's a drone. Is this a bug?
It seems the converted hanger hullmod only adds 1 flight deck to the Atlas despite it being a capital ship. Is this because it is also a civilian ship or actually counted as a cruiser?
I just finished all the missions with 100%. The balance is pretty good. They are hard, but not impossible. The only one that I have an issue with is The Captain's Gambit. It's fairly easy if you outfit all the ships with sparks, xyphos, renegades, and daggers. The issue is getting all the carriers to actually engage the tyrant. After killing all the other ships, they just kited away from it. Only the fighter only carriers sent their wings against it, doing almost nothing. I had to run the tyrant out of CR and then switch to a carrier to bomb it.
I was flying around Askonia and saw this...SpoilerThe gate's orbit might need to be extended a bit :P(https://i.imgur.com/FeDToOr.png)[close]
You might want to change Hybrasil a bit, at the moment the Tri-Tachyon-Archean Order fighting continually creates debris fields and high tech derelicts. It can make the early game easy if you snag an Aurora or Doom.
Hmm. A hullmod, probably that delicate machinery one. Gives a 90% chance of breaking up. :p
If the conflict is intended, you should buff up the spawnrate of TT fleets. Whenever I show up in the system 2-8 huge Templar fleets with multiple megaliths swarm Eochu Bres.
Penembrous and Eochu Bres get pretty damn close.Spoiler(https://i.imgur.com/UmaFCLg.png)[close]
Quite late, got a fleet of 2 paragons and a few Auroras.
Ran into an issue. Tried to start a game. Got 3 shipping orders to another system, took them. Got to the stations, the person requesting them wasn't there. Maybe he went out for a smoke break?
Hyperion doesn't seem to have delicate machinery hullmod. Not sure why.
Weapon shipments, 3x 10 each. From Jangala in the Corvus system to Sphinx and Tigra City in the Samarra System. Sphinx shipment worked fine. Tigra gave me the route (autopilot to the dock) but once I docked, couldn't complete as the person wasn't there. Quartermaster had a different name. Also, no yellow excelmation point indicating it.
Spelling might be wrong, XD
Hyperion doesn't seem to have delicate machinery hullmod. Not sure why.
Upcharge is the spool-up time, how long between deciding and firing, and actually firing. So less delay and fires faster?
Reduced upcharge, increased recharge of Iridium Cannon. -This will allow Hellcats to combat interceptors a little better. Before they could almost never effectively target them. They are still inaccurate at it, just less so.[/li][/list]
Replaced one of the Drover-class Light PD Carrier's Hydra Gunship wings with a Hercules Gunship wing to give it a fair amount of assault potential for an insiginifcant loss in overall PD strength.No comment
Increased Peak Operating Time of Megalith and Tyrant.
All Interceptors/Fighters/Bombers/Gunships of the same tech level will have the same combat range. (Should solve AI issues with carriers and allow for more diverse fighter-type combinations).Good. AI issues always a pain, at least if they are on your side.
Fixed min crew requirements of Hydra, Renegade, Liberator, Cyclops and Hellcat fighter-craft.Difference skins had different Stats too? I mean, quality might say different stats, but did not expect that.
Fixed OP of Hegemony, Pirate and Luddic Church Condor skins. Variants adjusted accordingly.
Atlas now correctly read as a capital ship, so Converted Hangar hullmod will add 2 fighter bays, as intended.Heh. Oops
Corrected Askonia Gate orbit to match nearby entities' orbit speed (now they shouldn't collide in the late campaign).Don't worry Warp gates are all equipped with phase shift drive coil thingies, so they can go through planets with no ill effects XD
Corrected late-game campaign issues with Archean Order and Tri-Tachyon in Hybrasil. Archean Order strongholds are much, much farther away from the system's star. (There should be less hi-tech debris and the markets should hopefully be a little more stable.)Heh. In those systems, there is only war.
Hyperion-class frigate now has Delicate Machinery hullmod built-in.Heh. I would note that Hyperions have an above average chance to be vaporized due to their low health already.
Slight re-work of Wolf (Arc) skin sprite.No comment
Patch is up.I guess I will review and add more
Phew, that was a lot of work to re-update the manual and document the dialogue mechanics. :) It took way longer than expected.
This is a pretty big balance pass, as well, and the update version is a little misleading as there is actually quite a bit of new and revised content for such a tiny update in the version id lol.Hmm. Can't say much yet. I don't bribe as a matter of course, only when I am certain it is better than trying to fight.
I also spent a good amount of time refactoring older scripts and improving existing features. I'm especially excited for bribery to be more fleshed out. The faction specific responses haven't been implemented yet, but I wan't to make sure the "base case" is working as intended before going down that rabbit hole.
Improved Bribery mechanic: Now also allows for bribery upfront- greatly increases the chances of a successful ceasefire negotiation.
- Can include several increments of bribes(with varying levels of cultural implications per faction) to increases chances of success- the highest bribe almost guarantees success with certain factions.
- Should the player choose not to bribe upfront and the negotations fail, the player will have a second opportunity to bribe the enemy commander at a higher cost.
Good. Although I would far prefer my idea of the Rep system, that is a good stopgap. The whole, Vengeful requires you to be an existential threat to the faction, and/or become well known for breaking your word (They surrender, you accept, get loot, and then you kill them anyway)
Improved Cease-Fire mechanic: Now can successfully negotiate a ceasefire with Vengeful rep Pirates (was guaranteed to fail before) and new bribery mechanics allow for more controllable, consistent results for the player, should they really want to avoid a battle.
2 new missions featuring the Hyperion-class Experimental Frigate as a flagship.
Added 3 new starting options for new factions- now consolidated with the former two additions under "Advanced Start".
Consolidated "Normal Start" options (containing the basic start options and separating the destroyer-sized starts more clearly).
New skin and variants for Archean Order's Wolf-class frigate.
Peak Performance mechanic implemented back into all vessels. Timers greatly increased for all but phase ships, and ships with High Maintenance from their experimental nature, such as the Sunder, Hyperion etc.Do those ships also have the new higher timers, which are cut by the hullmod? If not, adding/removing that hullmod later would require extra work.
Safety Overrides' Peak Performance reduction now greatly limits prolonged combat performance as a downside to balance out its benefits. OP to install reduced by 33% as a result. This will also make Pathers less annoying to fight in prolonged engagements where the player doesn't happen to have any pursuit or interdiction vessels.Good. Is the range modifier adjusted in any way from vanilla?
Reduced Flux per Salvo of Trebuchet LRM by 33%, missile speed reduced by ~20% (This should make the missile less of an issue when massed and allow it to be more easily added to load-outs. It was also too powerful/useful for its tier and in comparison to the advanced Hunter LRM).Awesome. Those two missiles were too similar imo, this gives a less powerful and more useable LRM.
Nova Cannon damage increased by 25% to compensate for loss of EMP component. It should now properly take its place as a top tier PD option with a secondary assault role.No comment, not Familiar enough with said weapon. Still, a PD/Assault hybrid is cool.
Added the Refit Time effect of Damaged Flightdeck to Civgrade Hullmod.Cool. I will have to note the effect that has on those civilian carriers that were treated as dedicated carriers/Freighters. Can't recall which ones those are atm, but yea.
Op Cost of Operations Center hullmod reduced by 33%.Yay. More Command points... In most cases.
Converted Hangar hullmod now increases the number flight decks on existing carriers by +1/+1/+2 on destroyers/cruisers/capitals in addition to its normal effects. This hullmod can now also be installed on existing carriers.Nice. Does it stack with expanded flight decks?
Significant buffs to Hyperion: now has medium universal hardpoints at each wing. Increased cost and supplies to maintain/deploy. Variants adjusted accordinly.Such a legendary ship, now with more customization... And upkeep.
Reduced flux use of Phase Teleporter by 15% and increased its range significantly.Which one was Phase teleporter again?
Decreased Tyrant-class Battleship's turn rate by 60%. It was too inaccurate with beams otherwise.Huh. What if you had given it built in turret Gyros instead :P
Liberator Heavy Fighter has had one of its Icer Guns removed, and Limited Range Finders hullmod is now built-in.As a fighter hullmod, I have no idea what that does. Sounds like a double nerf, but I can't be certain.
Ion Torpedo projectile hitpoints reduced by 40%.Don't Ion torpedos work through shields (direct impact, either way dumps flux into the buffer?)
Changed starting variant load-out for Medusa.Can't say much, aside from Medusa no longer being the Wolf II from vanilla I recall, and this doesn't change that
Redistributed success rates for some dialogue features- now that bribery is a more mainsteam feature.No details, only vague understanding of mechanic, so no comment.
Minor tweaks to deployment costs across all ships (couple exceptions of "minor", like Scarab, that were pseudo bugs), Fleet Points in ships and across skins now properly correlates to deployment cost for calculations in some scripts.Fixes are always good.
But we can still go for joyrides, right?
Fixed description for civilian Star-Liner to include its built-in, yet poorly operating fighter bay.
Correctly implemented extra damage to weapons/engines from fighters- normalized this stat to 50% extra damage in order to reduce combat layer complexity. Removed EMP component from all small PD weapons.Good. Although, wasn't that EMP on small PD weapons mainly to overload fighters? Not complaining, but yea.
Updated and corrected Tactics Manual to reflect changes since release. Also greatly expanded the manual, including non-technical documentation of dialogue features and mechanics as well as tips for tactics against certain factions for new players.Will be around to
Fixed bug with Adamantine Consortium Comm-Relay encounter not taking priority over Tribute requests.Huh. So you refuse Tribute AND are trying to hack their Comm-Relay. I guess they ought to just try and kill you?
Added story text to "The Great Restructuring" mission.Fluff! Yay!
Corrected a few scripts that had incorrect IDs for the Tri-Tachyon corporation.What kind of scripts? Code scripts, Dialog Scripts, or what?
Bribe calculation in Cease Fire requests now stems from enemy fleet strength, as intended, rather than player fleet strength.Wait, so was it looking at ratio between your fleet and your fleet, instead of their fleet and your fleet?
Corrected fleet strength calculations in Cease-Fire and Commodity request features. It was too punishing when severely outnumbered (almost never happened).Well, If you are seriously outnumbered, attempting to Surrender (with a bribe) should be an option, but just a cease fire (to conserve resources on both sides) should be reasonable.
Refactored code of several scripts to run more efficiently and have less redundancy.
Next up, planning on looking into Nex-like feature implementation, if possible.Cool. I still think Reputation system is more important :P
Sorry I've been away for a while. I didn't want you to think I had forgotten about this.
Hey thanks for the feedback! :) Rest assured I am responding but that's a lot to go through so it may take a day or two to get to everything.No problem. I've been busy, College and Internship, so, like, less free time.
Edit: I do want to respond to this, first, though.Sorry I've been away for a while. I didn't want you to think I had forgotten about this.
Oh no worries I too take breaks from things I play but thanks I always appreciate it! :D
I have been slacking a little on development after the move, but still working on things slowly. I will probably pick up speed again soon once things at work settle a bit.
Fighters are smaller, faster, more numerous, and far more dangerous. They still get hard-countered without too much difficulty, but have a dramatic effect.
The majority of ships have fighters of some kind, And fighters have a drastically increased role in the combat meta.
Missiles are something of a combination of Strike and Support weapons (Below) and have limited ammo capacity and use non-trivial amounts of flux. The ammo regenerates over time.
Basic scheme with vanilla examples.
Point Defense - Short range, anti-fighter/Missile. Low damage, often fragmentation. Uses no flux.
-Machine gun, Burst Laser, Flak, Guardian PD laser.
-Deals with Fighters and missiles, and can somewhat damage frigates/stripped armor
Assault - Shorter ranged, common weapon type. Uses no flux.
-Assault gun, Autocannon, Pulse Laser.
-Short range guns, goes with SO and UI well. Large versions often have a flux cost, but generally you can fire freely. Makes fast and High DPS ships.
Strike - Shorter range, stronger weapon with heavy alpha strike. Significant flux cost, limited ammo. The kind of thing that tears through shield or armor in a single shot. Some missiles use this as a subtype.
-Antimatter Blaster, Phase Lance, Plasma Cannon. Rocket Pods, Harpoon(Ish), Reaper, Hammer.
-Assasin/Duelist ships. Focuses on large alpha strikes. Should it fail, massive flux costs can be lethal, so often requires assault ships to assist. Horrific vs smaller scale ships.
Support - Longer range, Normal damage, uses significant flux. Often has limited ammo. Allows engagement from out of normal range, but costs flux (and costs speed boost) as a result. Not good on it's own, but can interdict or support other ships from a distance. Missiles tend to be of this type.
-Needler, Mauler, Hypervelocity Driver, Tachyon Lance, Pilum, Mirv, Locust, Sqall.
-Artillery/Missile ships. Uses large amounts of flux to get high range. Damage is subpar, but supports other ships from a longer distance.
Many weapons and ships have changed loadouts, and some even have different roles.
Medusa is now a high-tech carrier, instead of a teleporter, and the Hound lost it's medium weapon slot for point defence drones.
Weapons as well. Many weapons have been bumped up an extra size. Harpoons are considered medium or large, and Heavy mauler is large. A lot of new small weapons were added (or are left as is, like the machine gun) Some weapons changed roles (Swarmer missile is more anti-frigate than anti-fighter, and the Locust/Hornet/Stinger family takes it's place) Salamander is a medium missile, with a smaller Bolo missile replacing it.
As such, read descriptions before buying.
As a consequence, Many ships will have far lower tier weapons, (but more of them) and as ships get larger, they will be decidedly scarier. (Especially because of the range advantage with size)
Most ships have fighter wings. Frigates have them a bit more often, destroyers often have at least one. Cruisers almost always have at least 2 wings, and Capitals have at least 4.
Some are hardcoded(DRM broke civilization, so it isn't too surprising), so you can't swap PD drones out for bombers, but many more let you customize.
Flux mechanics are quite different from normal.
Hard and soft flux are less distinguished in general.
Shield upkeep is massive, 70-90% of default flux. As such, simply raising shields will cut flux disipation by a massive amount.
Strike and support weapons, especially missiles, use large chunks of flux up instantly, or at least per volly, ranging from trivial 50 to 5k flux instantly.
So, make sure that you have enough flux to cover the cost of firing AND enough vents to maintain constant fire. If you don't have much give, expect shields to not help you much.
As such, in addition to flux vents, capacity is extremely important, just to let you fire powerful weapons.
Magazines and Missile racks give a +50% to capacity, which corresponds to a 50% increase in instant flux used. (But not sustained, since it doesn't effect regeneration)
Zero-flux bonus is a 5% bonus, so ships with shields up or only using PD/Assault weapons will always get a significant boost to speed. Correspondingly, Support and strike ships will suffer in speed, in exchange for their alpha-strike/Range advantage. As such, Assassins and Sniper/Kite builds will be more difficult or impractical (At least without support)
So, you can make an assassin (Strike, Speed, but fragile and may strain flux. Or use torpedos, which recharge very slowly but use no flux)
Assault Brawler (Assault focus, maybe with a but of strike/support) which is fast, short range, and has plenty of flux for shields.
Assault/Striker (Unloads strike, but sticks around, relying on armor and assault weapons to win, or uses assault weapons and then strike to overload the target.)
Support (Long ranged weapons/Missiles. Flux heavy, so will need to be covered with fighters/Assault ships to protect it) Is likely to spend most of it's flux on periodic vollies, and it's speed and shield suffers as a result.
Carrier - Many ships of many types count as carriers, although their OP budget can suffer.
PD - Carriers lots of PD weapons to ward off fighters, and/or plenty of intercepters/PD drones. Surprisingly useful, given that just covering most angles with 1-2 PD guns tends to be insufficient. Intercepter missiles are especially effective.
Can seriously wreck swarms of fighters or the heavier, but still agile fighters.
Outlasting ships by just kiting them until their CR runs out is far less practical.
Assault ships tend to be fast but short lived, so it doesn't take long, but they will catch any ship that tries to kite, or fail rather quickly.
Support/Long ranged ships tend to suffer from a lack of zero-flux, so cannot run effectively. Both speed boosting mods (Injector and SO) cut range drastically, so they can't really use them.
Fighters are faster than you, and love to damage your weapons and Engines (Built in EMP) so fleets will generally have intercepters/Interdictors around. (Forcing you to take at least 5% shield damage or breaking your engines)
As such, avoiding combat is much harder. Even the Tempest itself will have trouble.
Upcharge is the spool-up time, how long between deciding and firing, and actually firing. So less delay and fires faster?Yes, the spool-up time was long enough that by the time the weapon would actually fire its first shot the targeted interceptor had moved out of the firing arc and so the AI stops charging the weapon until a new target is found... and rinse and repeat. It made it rare to even see them fire in some cases. Its much more visually accurate from a fighter dogfight perspective now, and the heavy fighters can at least somewhat combat interceptors without being able to hit an interceptor with a full salvo of their weapon.
Now we just need them to send fighter escorts to the correct person....I think I saw somewhere that has been suggested and fixed for the next update? Not 100% sure.
Difference skins had different Stats too? I mean, quality might say different stats, but did not expect that.Yup! At least 70% or more of the skins come with stat modifiers. Faction skins, especially, tune the ship towards that faction's doctrine, weapons, built-in hullmods and ship systems.
Don't worry Warp gates are all equipped with phase shift drive coil thingies, so they can go through planets with no ill effects XDThis issue was you couldn't click on the base when it was encompassed by the planet, so you couldn't dock there for a time. It also looked quite messy. :P
Heh. In those systems, there is only war.*Sad face* Well, more extreme measures may have to be taken and a script to remove cruisers and up from wrecks may be necessary. I thought distance mattered more. Oh well.
Heh. I would note that Hyperions have an above average chance to be vaporized due to their low health already.Cruiser sized shields though! If you don't have major flux using weapons slotted it can take a serious beating when its shields are up.
Good. Although I would far prefer my idea of the Rep system, that is a good stopgap. The whole, Vengeful requires you to be an existential threat to the faction, and/or become well known for breaking your word (They surrender, you accept, get loot, and then you kill them anyway)I would actually like to redo the rep system at some point, but it may already be happening in the next update since so much is changing on the campaign layer with faction colonies and blueprints. Since there are other equally cool and pressing things to do, such as Nex features, Tutorial (there is some really cool stuff there being backlogged by a single encounter not working as intended), more customize-able officers through mercenary recruitment centers, and talking to your officers on the campaign level for advice on engagements and nearby points of interest, I am taking a "wait and see" stance for now. I feel the same way about the current dialogue system implementing escorts from friendly factions and assaults on strongholds. Why take the time to build that when I will likely get a working (and probably better designed :D ) version of it when .9 comes out? If not, well, then I'll tackle that with the likely new API I'll have access to at that point.
New missions? YAY:)
Do those ships also have the new higher timers, which are cut by the hullmod? If not, adding/removing that hullmod later would require extra work.I think they were boosted, but I can't remember to be honest. I know at the time I had a certain balance in mind. You should never be able to always outlast CR in one of those ships compared to one with normal timers. I think I was factoring in skill boosts and hullmod boosts to that stat, so phase ship timers are probably pretty low, and ships like the Sunder and Hyperion. If not, those ships would be pretty broken since they can either move around unhindered due to speed, or attack from a seriously long range.
Also, Yay!
Good. Is the range modifier adjusted in any way from vanilla?I think its either 400 or 600 (plus 25% original weapon range, so weapons like the trebuchet actually still have a bit of range to them)
What is Pather anyway? Obviously slang for something.
Nice. Does it stack with expanded flight decks?I don't see that hullmod. I know I renamed the original hullmod this is based on, so maybe that is what you are thinking of?
Such a legendary ship, now with more customization... And upkeep.It's pretty darn fun to fly now, imo. :D
Which one was Phase teleporter again?The ship system the Hyperion uses. Long range teleport.
Huh. What if you had given it built in turret Gyros instead :PIt's accelleration was pretty high considering you also have phase acceleration and the time warp ship system to increase. It kind of needed it, and the AI is much scarier with that ship now. Much, much, scarier.
As a fighter hullmod, I have no idea what that does. Sounds like a double nerf, but I can't be certain.It is, and it was needed. Massing them was way too optimal against almost everything. Having the ability to keep many ships at high flux from long range is a big deal.
Don't Ion torpedos work through shields (direct impact, either way dumps flux into the buffer?)They do equal damage to all defense types, but they don't penetrate shields. I nerfed their hit points because massing Renegade fighter-bombers could kill almost anything regardless of point defense. They feel adequately strong now.
If so, yea, I approve. Otherwise unsure.
No details, only vague understanding of mechanic, so no comment.Essentially, I reworked NPCs to ask for bribes less often, and only when a player has not offered a bribe themselves. I also made it harder to negotiate a cease-fire without a bribe, but the bribe tiers give a lot of customization to how much you are willing to invest to end hostilities and avoid a fight. It's not fully fleshed out yet, but there is also some political ramifications to certain bribes for certain factions, but I'm not telling there... ;)
But we can still go for joyrides, right?Always!
Good. Although, wasn't that EMP on small PD weapons mainly to overload fighters? Not complaining, but yea.It was so fighters would do more damage to weapon and engine hardpoints. It had the side effect of making PD better against fighters, but that was unintended and actually caused me to have to build in the anti-emp hullmod in a few cases of the higher-tech fighters and bombers that don't have shields.
Huh. So you refuse Tribute AND are trying to hack their Comm-Relay. I guess they ought to just try and kill you?Have you tried it? I believe that is likely how that would end, haha. They are far less forgiving than any other faction.
Fluff! Yay!:) more of that in the future for sure!
What kind of scripts? Code scripts, Dialog Scripts, or what?Code scripts. Technical explanation: some of my nested loops in certain calculations were redundant and could be reduced to a single loop higher up in the script. It causes the script to run and load a bit faster. Probably not noticeable for most, but optimization is always good.
Wait, so was it looking at ratio between your fleet and your fleet, instead of their fleet and your fleet?No, but your own fleet size played too large a role in how much of a bribe was required, rather than how many enemies you would theoretically be paying off. This just feels more intuitive.
Well, If you are seriously outnumbered, attempting to Surrender (with a bribe) should be an option, but just a cease fire (to conserve resources on both sides) should be reasonable.Try it out. I think you will find bribing while outnumbered is possible if you are willing to pay a large amount to do so. Cease-fires without a bribe would be pretty rare unless dealing with a nice faction and a generous commander. As for requesting things, its actually pretty complicated. Allies typically are more willing to help in general, but there are a lot of variables. Commanders who are more aggressive are less likely, and not every faction treats fleet strength the same way. Warlike factions are swayed by strength far more (almost 4 times more influenced if I remember) and greedy factions will often agree only if you pay an exorbitant amount for the goods. There are definitely many patterns and trends to discover in how different cultures will react to things, but I wouldn't expect or rely on the same result in the same circumstance each time. Its meant to be as unpredictable as real people would be.
As for requesting stuff, well, Allies should be more willing if you are weak, enemies if you are strong. Maybe.
Cool. I still think Reputation system is more important :PNoted. :) See above explanation for why I am not tackling that just yet.
Ah, the whole, Open fire, they are out of range, then the projectile is released. Yea, that ruins accuracy. Do guns track while spooling up? And do their turn speed slow down when spooling up? Either way, I can see the issue.
Yes, the spool-up time was long enough that by the time the weapon would actually fire its first shot the targeted interceptor had moved out of the firing arc and so the AI stops charging the weapon until a new target is found... and rinse and repeat. It made it rare to even see them fire in some cases. Its much more visually accurate from a fighter dogfight perspective now, and the heavy fighters can at least somewhat combat interceptors without being able to hit an interceptor with a full salvo of their weapon.
I think I saw somewhere that has been suggested and fixed for the next update? Not 100% sure.Hmm. In the command screen, there isn't a distinction between telling the carrier to escort and fighters to escort. Mainly because fighters are missiles now. Or something.
Yup! At least 70% or more of the skins come with stat modifiers. Faction skins, especially, tune the ship towards that faction's doctrine, weapons, built-in hullmods and ship systems.Like Pirates, which always fight. Is it possible to make that a hullmod you can remove?
This issue was you couldn't click on the base when it was encompassed by the planet, so you couldn't dock there for a time. It also looked quite messy. :PAh, selection box issues. Yep. I remember that from Warcraft III.
*Sad face* Well, more extreme measures may have to be taken and a script to remove cruisers and up from wrecks may be necessary. I thought distance mattered more. Oh well.Haven't seen a full on battle there yet, although I AM trying to provoke one.
Cruiser sized shields though! If you don't have major flux using weapons slotted it can take a serious beating when its shields are up.I meant that if you break through the shields, the Hyperion doesn't have much health behind it, so it highly likely to be overkilled enough it would just disinitigate into fragments instead of being potentially recoverable.
True that. Wait and see, given we have upcoming patch notes.
I would actually like to redo the rep system at some point, but it may already be happening in the next update since so much is changing on the campaign layer with faction colonies and blueprints. Since there are other equally cool and pressing things to do, such as Nex features, Tutorial (there is some really cool stuff there being backlogged by a single encounter not working as intended), more customize-able officers through mercenary recruitment centers, and talking to your officers on the campaign level for advice on engagements and nearby points of interest, I am taking a "wait and see" stance for now. I feel the same way about the current dialogue system implementing escorts from friendly factions and assaults on strongholds. Why take the time to build that when I will likely get a working (and probably better designed :D ) version of it when .9 comes out? If not, well, then I'll tackle that with the likely new API I'll have access to at that point.
I think they were boosted, but I can't remember to be honest. I know at the time I had a certain balance in mind. You should never be able to always outlast CR in one of those ships compared to one with normal timers. I think I was factoring in skill boosts and hullmod boosts to that stat, so phase ship timers are probably pretty low, and ships like the Sunder and Hyperion. If not, those ships would be pretty broken since they can either move around unhindered due to speed, or attack from a seriously long range.Eh, not a huge deal either way. Will report if any actual issues are visible.
I think its either 400 or 600 (plus 25% original weapon range, so weapons like the trebuchet actually still have a bit of range to them)Ah. Right. Makes sense. Using that from now on.
Ha, "Pather" is slang for Luddic Path. I think I saw it used in a blog post somewhere once upon a time. David maybe? You know I'm not sure at this point, I've been following this game for so long... maybe I made that up?? :P
I don't see that hullmod. I know I renamed the original hullmod this is based on, so maybe that is what you are thinking of?There are two hullmods in vanilla. One that gives better flight deck stats (faster rearming and respawning) and one that adds flight decks to ships without them.
It's pretty darn fun to fly now, imo. :DOh yes. Its so clearly a hero's customized super-frigate that you might expect from an RPG. But it still hates fighters, and isn't THAT durable.
The ship system the Hyperion uses. Long range teleport.Theres Phase teleporter, whatever the wolf has in vanilla, whatever it has in this TC, (Phase skimmer and something else) and possibly a few others. I can never get them straight.
It's accelleration was pretty high considering you also have phase acceleration and the time warp ship system to increase. It kind of needed it, and the AI is much scarier with that ship now. Much, much, scarier.Yep. Just pointing out that Gyros also could resolve that problem. Faster turret turning speed and all.
It is, and it was needed. Massing them was way too optimal against almost everything. Having the ability to keep many ships at high flux from long range is a big deal.Uhm, I was asking what it does. What all the fighter hullmods do while I'm at it, since you can't exactly view them ingame.... Should be part of the codex imo.
They do equal damage to all defense types, but they don't penetrate shields. I nerfed their hit points because massing Renegade fighter-bombers could kill almost anything regardless of point defense. They feel adequately strong now.Energy damage missiles eh? Huh. Might have been a different mod that had Ion torpedos that on impact added flux to the target directly.
Essentially, I reworked NPCs to ask for bribes less often, and only when a player has not offered a bribe themselves. I also made it harder to negotiate a cease-fire without a bribe, but the bribe tiers give a lot of customization to how much you are willing to invest to end hostilities and avoid a fight. It's not fully fleshed out yet, but there is also some political ramifications to certain bribes for certain factions, but I'm not telling there... ;)Yep. I haven't had to mess with bribes for a bit, but the flexability might well help.
Always!XD
It was so fighters would do more damage to weapon and engine hardpoints. It had the side effect of making PD better against fighters, but that was unintended and actually caused me to have to build in the anti-emp hullmod in a few cases of the higher-tech fighters and bombers that don't have shields.Yea. I suppose that makes sense.
Have you tried it? I believe that is likely how that would end, haha. They are far less forgiving than any other faction.Naw. Com relays are basically useless atm. Sure, it tells you the prices, sometimes, but you can't find planets with resources you need for a mission, or anything useful.. Maybe with the intel revamp they will be useful though.
:) more of that in the future for sure!Am a programmer, and I prefer being able to trace where the code goes. Usually you can goto the definition of a function easily, but notepad++ or w.e. can't do that. I guess if I was serious about Starsector modding, I might try to setup a proper environment.
Code scripts. Technical explanation: some of my nested loops in certain calculations were redundant and could be reduced to a single loop higher up in the script. It causes the script to run and load a bit faster. Probably not noticeable for most, but optimization is always good.
*As a side note for those technically inclined, my code in this mod is purposefully not isolated in classes so that players new to coding can find everything that's manipulated in a single script. I find it amusing that when I started out it was easier to read "bad" code. I could more clearly see how the data was manipulated downstream in the code's workflow since it was contained in a single file and not passed into new classes all the time. I obviously won't go too crazy with that for readability, but for those that were wondering that's the reason.
No, but your own fleet size played too large a role in how much of a bribe was required, rather than how many enemies you would theoretically be paying off. This just feels more intuitive.Ah. So the larger your fleet, the more of a bribe it cost, when it really ought to be kinda the opposite. to an extent. Maybe.
I haven't been caught in a bad spot in my current game, but I will certainly attempt it if needed.
Try it out. I think you will find bribing while outnumbered is possible if you are willing to pay a large amount to do so. Cease-fires without a bribe would be pretty rare unless dealing with a nice faction and a generous commander. As for requesting things, its actually pretty complicated. Allies typically are more willing to help in general, but there are a lot of variables. Commanders who are more aggressive are less likely, and not every faction treats fleet strength the same way. Warlike factions are swayed by strength far more (almost 4 times more influenced if I remember) and greedy factions will often agree only if you pay an exorbitant amount for the goods. There are definitely many patterns and trends to discover in how different cultures will react to things, but I wouldn't expect or rely on the same result in the same circumstance each time. Its meant to be as unpredictable as real people would be.
Noted. :) See above explanation for why I am not tackling that just yet.Indeed.
At first this mod was not flagged as a totalConversion in the mod_info file, then some folks commented on it and then it was flagged as such.
But now it appears the latest version is again not flagged as a TC when it really should be.
Well, trying to run it along side pretty much all mods will break said mods brutally. This is a headache for other modders, resulting in a nearly infinite number of both obvious and anomalous issues.I'm pretty sure some mods may not be affected. Mods like Music mods, Combat chatter, Combat Radar, etc etc should be fine. (Been months since I last played with this mod, so I forget which mods I tried, and which ones worked and which ones didn't)
Archean Order *is* a TC, and not flagging it as one is illogical to say the least.
Awesome mod! I can't sleep -_-
At first this mod was not flagged as a totalConversion in the mod_info file, then some folks commented on it and then it was flagged as such.
But now it appears the latest version is again not flagged as a TC when it really should be.
Ah, the whole, Open fire, they are out of range, then the projectile is released. Yea, that ruins accuracy. Do guns track while spooling up? And do their turn speed slow down when spooling up? Either way, I can see the issue.Yes to both.
Hmm. In the command screen, there isn't a distinction between telling the carrier to escort and fighters to escort. Mainly because fighters are missiles now. Or something.Yeah, you as the captain can do that by clicking an ally and pressing "z" to send fighters to escort, but the A.I is autowired in how it handles fighters other than explicit "send fighters to attack this ship" command. I think its called Fighter Strike. The AI is pretty good most of the time, but in the largest battles I do feel it often has the tendency to start a giant fighter furball that marauders across the battlespace like the loony toons' Tazmanian Devil. XD
Like Pirates, which always fight. Is it possible to make that a hullmod you can remove?Probably? I'm actually not 100% sure if I can edit that attribute with a hullmod instead of a skin file. I'll look into it.
I meant that if you break through the shields, the Hyperion doesn't have much health behind it, so it highly likely to be overkilled enough it would just disinitigate into fragments instead of being potentially recoverable.Oh! Yes that is very true. That prototype may be difficult to obtain until blueprints. Even then, if I have it my way it will take an epic quest chain and access to a crazy amount of resources to get that blueprint and manufacture one. :)
And missiles don't really get effected, aside from autofire range.A.I won't fire them until "within range" so it effects allies more profoundly than it does the player.
There are two hullmods in vanilla. One that gives better flight deck stats (faster rearming and respawning) and one that adds flight decks to ships without them.The first one(deck stats) is unchanged. The second one now adds one flight deck to all ships regardless if they already have one. The exceptions are frigates and phase ships of course, but it adds 2 flight decks to capital ships!
I actually can't recall exactly what you did with them.
Yep. Just pointing out that Gyros also could resolve that problem. Faster turret turning speed and all.Oh right yeah. I just don't want to over-saturate built in hullmods for something like that. If it affected the vessel's ability to effectively engage smaller, faster targets too much then I would reconsider that approach, but so far it doesn't appear to be the case. To be honest, I often die in The Captain's Gambit from losing track of the Tyrant then suddenly getting hit with concentrated Atronarch Beams after it uses its ship system to zoom up and close to firing range. I'm certainly no pro pilot or anything, though, so I don't know how much that counts for. ::)
Uhm, I was asking what it does. What all the fighter hullmods do while I'm at it, since you can't exactly view them ingame.... Should be part of the codex imo.Agreed on the codex part, but then they are equipable in the refit screen in missions, I'm pretty sure. Can't have that.
Energy damage missiles eh? Huh. Might have been a different mod that had Ion torpedos that on impact added flux to the target directly.I haven't dug into weapon scripts just yet, but they certainly aren't off the table!
That... Is a scary thought.
Do fighter weapons still deal EMP, and as such the EMP resist hullmod effects it? If not, how does it work again?The ship system makes all fighter weapons deal an extra 50% damage to engines and weapons built-in. Most weapons that had an EMP component for that sake have had it removed. If the weapon still has an EMP component, however, the fighters who have that weapon will still also cause EMP damage on top of the extra 50% (so gunships like Xyphos (has an Ion Pulser) are pretty nasty).
Am a programmer, and I prefer being able to trace where the code goes. Usually you can goto the definition of a function easily, but notepad++ or w.e. can't do that. I guess if I was serious about Starsector modding, I might try to setup a proper environment.Me too at this point, but I am more speaking to the higher percentage of casual modders who only want to get as technical as editing text files and maybe a spreadsheet here and there. That was how I started, and I stuck to those waters for a couple years, even when already coding C++ in VS. That in no way means an IDE like IntelliJ is not waaaaaay better because it is! But, "setup" is the key element here. You can't just install IntelliJ, open starsector with it somehow and get to work. It can take a fair amount of configuring and even then the IDE is just a finicky beast sometimes. Looking at you, Maven Dependencies. :P
For a user-friendly thing, could make two copies, or have a readme explaining how to change it, or something.Yeah I think a readme would be a good idea while not causing problems for the rest of the modding community. I'll probably take that approach.
The "Heavy Shockstorm Launcher" appears to have a massive knockback in some situations. Not sure exact condutions, but....I think it may be the high speed and a high impact? It also has to do with flameouts, but I'm unclear on the specifics. It's not completely intended, but makes sense with the weapon as a high end kinetic rocket. I'll add a blurb to the description.
Saw this in the "Ambush" Mission.
Is this intended? if so, the tooltip should reflect it.
It doesn't seem to be the enemy's ship system or anything, so yea.
Huh. I've seen said furballs myself, but it tends to just be between the two fleets, and acts as a projectile shield... Well more of an Anti-beam shield actually. Beams get stuck on fighters constantly.
Yeah, you as the captain can do that by clicking an ally and pressing "z" to send fighters to escort, but the A.I is autowired in how it handles fighters other than explicit "send fighters to attack this ship" command. I think its called Fighter Strike. The AI is pretty good most of the time, but in the largest battles I do feel it often has the tendency to start a giant fighter furball that marauders across the battlespace like the loony toons' Tazmanian Devil. XD
Oh! Yes that is very true. That prototype may be difficult to obtain until blueprints. Even then, if I have it my way it will take an epic quest chain and access to a crazy amount of resources to get that blueprint and manufacture one. :)
Agreed on the codex part, but then they are equipable in the refit screen in missions, I'm pretty sure. Can't have that.That clears things up. If you ever add hullmods to fighters, it has to be documented somewhere, because it ain't in the codex, and it ain't available ingame anywhere.
Fighter-class Systems reduces energy weapon charges by 40%, lowers energy weapon damage by 66% and beams by 50%, and increases the fighter's damage to weapon and engine hardpoints by 50%
Warp Field prevents the engines from ever flaming out
Limited Range Finders reduces all weapons to 50% range past a 400 range threshold (similar to overdriven ships)
I haven't dug into weapon scripts just yet, but they certainly aren't off the table!I just recall an "Ion Torpedo" that did that. Don't recall what mod that was though.
The ship system makes all fighter weapons deal an extra 50% damage to engines and weapons built-in. Most weapons that had an EMP component for that sake have had it removed. If the weapon still has an EMP component, however, the fighters who have that weapon will still also cause EMP damage on top of the extra 50% (so gunships like Xyphos (has an Ion Pulser) are pretty nasty).Huh. So you can just add damage to weapons/engines without EMP trait, and you removed the usage of EMP for that.
I think it may be the high speed and a high impact? It also has to do with flameouts, but I'm unclear on the specifics. It's not completely intended, but makes sense with the weapon as a high end kinetic rocket. I'll add a blurb to the description.Hmm. Do projectiles have a Mass? Admittedly the physics simulation is weird anyway, or at least engines make a lot of it be partly ignored.
Huh. I've seen said furballs myself, but it tends to just be between the two fleets, and acts as a projectile shield... Well more of an Anti-beam shield actually. Beams get stuck on fighters constantly.Once upon a time, I fiddled with piercing beams (through fighters) because of that issue in larger fights. It didn't go well. Either it simply didn't work, or it created an error that I couldn't solve. I may revisit it to see if it's now possible at some point.
A few of those are actually already in the tutorial (an more extended and story-based version of the stock tutorial with defined characters and player choices leading to different outcomes). But I need to better learn the battle context before I can lay the finishing touches to things. In my knowledge, I don't think it's been done quite like this in a mod before, and I'm really exited to release it.Dear god why.
Yes, Quests and other stuff like that would be awesome.
That clears things up. If you ever add hullmods to fighters, it has to be documented somewhere, because it ain't in the codex, and it ain't available ingame anywhere.It's 500x the health and 90% damage reduction. I've never seen a claw flame out. Destroyed in one hit maybe...
Warp field. Huh. Does that work by adding like 100000% more health or is there an actual invulnerability flag?
Rangefinders. That makes sense. Cuts half of the range past 400 range, but a 450 range will go to 425, not 225, right?
Huh. So you can just add damage to weapons/engines without EMP trait, and you removed the usage of EMP for that.With a built in hullmod for fighters, yes. EMP implementation was weapon-specific, which made it necessary to give balance trade offs that weren't strictly necessary without the EMP component. A hullmod allowed me to separate those two dependencies.
Hmm. Do projectiles have a Mass? Admittedly the physics simulation is weird anyway, or at least engines make a lot of it be partly ignored.
Kinetic damage is not kinetic energy, so yea.
I will try and see if a flameout was involved.
Huh. According to the wiki (https://starsector.wikia.com/wiki/Tactical_Laser) The tactical beam penetrates missiles without being disrupted.
Once upon a time, I fiddled with piercing beams (through fighters) because of that issue in larger fights. It didn't go well. Either it simply didn't work, or it created an error that I couldn't solve. I may revisit it to see if it's now possible at some point.
It's 500x the health and 90% damage reduction. I've never seen a claw flame out. Destroyed in one hit maybe...Well, you clearly haven't fired enough ION blasts at one.
I don't know for sure, but flamed out missiles and ships/fighters are a different "hit class", so that may be why the collision behavior is different than what you would normally expect.Yea, The simulation is complex, and I don't really know the rules.
The Template A class appears to have the Phase field hullmod, but uses shields instead.The Eagle A also has the hullmod and is clearly not a phase ship. The hullmod only states the ship is capable of running a low grade phase field not fully phase cloaking.
Bit of a necro here (sorry to everyone excited thinking it's been updated) but I wanted to ask if there were plans to update this for .9, as it was one of my favorite mods recently. Thanks!
Given op has been offline for a while, it will likely be a while. I too cant wait.
I would honestly prefer a quick and dirty update followed by a few months of polish. But if you prefer to delay for good content, not gonna blame you
Wow, just found this and it looks amazing, I love the rich story you have created. Looking forward to seeing it in 0.9.
I also kind agree with Ranakastrasz. A compatability patch should be the priority.
I finally got around to trying your mod.
I seem to have run into an issue early on though, I accepted a delivery mission (350 domestic goods) at the second station I visited and proceeded to fly to the destination (Sci Corps Directorship HQ), the problem is they don't seem to want to receive the goods. I've double checked the mission and its definitely this location.
Am I missing something obvious? I've played vanilla starsector lots so im used to the trading
The heavy shocklauncher missile probably has too much mass - if they hit something between flameout and fadeout whatever they hit gets launched away at ludicrous speeds. This might also be true for other missiles, but the shocklauncher one is where I noticed it (because of the starting sunder).
I finally got around to trying your mod.
I seem to have run into an issue early on though, I accepted a delivery mission (350 domestic goods) at the second station I visited and proceeded to fly to the destination (Sci Corps Directorship HQ), the problem is they don't seem to want to receive the goods. I've double checked the mission and its definitely this location.
Am I missing something obvious? I've played vanilla starsector lots so im used to the trading
Hmm, I haven't checked missions yet for new factions in this build. It could be the Rules for those have changed, and so it is not picking up the mission return rule in the dialogue. If you have a second, more information would be great. Do you at least see the person you are supposed to drop the goods off to? Is the issue that you talk to them and they don't give you the correct dialogue to finish the mission, or absolutely no contact and the market just looks normal?
And is this happening with all missions or just that particular one?
Thanks for bringing this to my attention. I will investigate.
No idea if it happens with other missions as I'd only just started a new game and played for 15 minutes and I haven't played since I encountered the issue :)
Btw you should ask them to update the mod sticky as it still says your mod is not 0.9 compatible.
Fun mod, nice change of pace.
A few bugs/issues Ive seen:
Wolf seems imbalanced, I started with 80 of 50 op....also it feels like it has too many mounts given its OP.
I bought a hammerhead and it had ghost mounts ballistic/hybrid, and i could add a weapon to one mount and it "teleported" to another spot? Weird...
I seem to be getting negative faction hits alot from just carting around normal pirate drops. (from bounty hunting)
What operating system are you using? These sound like file merging issues with mod_info.json's replace array.
If you aren't on Windows, maybe even specifically Windows 10 (what I test on), that may be a base Starsector bug that is going to be corrected in the next official update. I will double check on my end to be sure, however. There are.. a lot.. of files to replace and it is very possible I missed some.
If time, what start did you choose? The standard bounty hunter? Or was it a wolf variant in one of the faction start's fleets? This will help me narrow it down and confirm if it works on my end or not.
Ah thanks for the update, i'll wait until this is fixed then. Good luck! :)
Hmmm I noticed these on my Macbook Pro so OSX. I haven't used those ships on my desktop (Win 10) so that sounds pretty likely.
Standard bounty hunter start. But maybe it's related to the above merge issue.
I'll have to play some more to see if I can get better repro steps on the faction hits. It just stuck out to me because I had no illegal cargo and less then 150 units of space, so i was barely carrying anything. (lotta small weapons i guess, not sure how that system works))
So looking at the mod_info.json...
I looked at replace and noticed \\ was being used as a separator for file paths.
I replaced them all with / and it appears to work fine now. (Weapon slots match the .ship info)
Not really sure what that means....something is probably horribly broken somewhere....
75435 [Thread-4] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
75466 [Thread-10] INFO sound.public - Creating streaming player for music with id [MainTheme01.ogg]
75467 [Thread-10] INFO sound.H - Playing music with id [MainTheme01.ogg]
79774 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_OsirisLee_8077689570174871142\descriptor.xml]
81265 [Thread-8] INFO sound.public - Cleaning up music with id [MainTheme01.ogg]
81475 [Thread-10] INFO sound.public - Creating streaming player for music with id [MainTheme01.ogg]
81475 [Thread-10] INFO sound.H - Playing music with id [MainTheme01.ogg]
81635 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.Object.int.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
at com.fs.starfarer.combat.ai.missile.MirvAI.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.title.TitleScreenState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Ed: Ignore, did a fresh install and it's all good
Alright, couple real issues this time.
In attempting to speak to a mercenary officer on Ilys, the only option I get is "A former Templar of the Archean Order? Interesting...". I cannot exit the dialogue, and it says IndexOutOfBoundsException: Index: 1, Size: 1 three times. I am running with Common Radar, Leading Pip and LazyLib (All latest versions).
Another issue I had earlier was in accepting a bar quest to deliver food to the same planet, I get no option to deliver the goods on reaching the destination. Job was to deliver 80, it gave me 80.
Not sue if it's anything to do with the planet or what.
What faction start or starts have you tried, and what would you define as early game? -Anything before a cruiser, for instance, or anything before high faction rep/commission, etc. That will tell me how widespread this is and whether the above solutions would be sufficient.I'd define early-game as the period before the player's able to sustain at least one cruiser and a handful of destroyers - which usually necessitates either a colony or a commission.
QuoteWhat faction start or starts have you tried, and what would you define as early game? -Anything before a cruiser, for instance, or anything before high faction rep/commission, etc. That will tell me how widespread this is and whether the above solutions would be sufficient.I'd define early-game as the period before the player's able to sustain at least one cruiser and a handful of destroyers - which usually necessitates either a colony or a commission.
As for faction starts, I've not tried any. I've only done the basic start that begins with you orbiting Jangala.
But the biggest issue I have overall, is it seems to make battles much more about the comparative size of your and your opponent's fleets and how many ships are able to field fighters; they severely limit how much the player's decision-making within a battle can influence its outcome. In other words, the threat of ships being mobbed by fighters is much greater than the firepower of any one ship alone. So it becomes more about countering that threat with PD or matching/exceeding it with your own fighters, than out-maneuvering or isolating parts of the enemy fleet.
Typically the player finds themself fighting fleets larger than their own, so more often than not you'll be fighting battles where the enemy has more fighter wings than you have ships and fighter wings, more or less incapacitating your fleet; they're either equipped well enough to counter the swarms in which case they won't stand up well to the enemy's non-carrier ships, or vice-versa. So the only optimal solution there is to ensure you have many more fighters than your enemy can deal with.
To sum it up even further, compared to vanilla it's much less likely you can win (without cheesing) against a numerically superior enemy, or lose against a numerically inferior enemy, simply because of the effectiveness of fighters per-OP compared to any other weapon, and how prevalent they are in this mod.
The idea behind built-in PD was a bad one really, like you say it'd probably end up railroading those ships into anti-fighter roles. So instead; A point-defence hullmod. For ~8OP (Frigate), the ship's hull is fitted with several small-calibre PD weapons (less effective than any given weapon-mount PD turret) at the expense of increased crew requirements. There could be several different variants of this - Beam (Energy) weapons with high accuracy and good damage, but weak ROF and flux generation; Ballistic weapons with area-of-effect, but a long reload time between magazines (Flak); Smaller ballistic weapons with weak damage and middling accuracy, but high sustained ROF (CIWS); EMP weapons with high flux generaion and weak damage, but a decent ROF and accuracy.
Another idea is a weapon-mount PD that's an "active" countermeasure; It spits out explosives (or an EMP variant) in a 360deg arc and detonates them after they reach some distance from the ship.
Something else is the fact that fighters are able to shoot down most missiles. Again not sure as to the feasibility of this, but rendering them only able to destroy (Not just target, but actually hit) torpedos would help balance them out.
I'd define early-game as the period before the player's able to sustain at least one cruiser and a handful of destroyers - which usually necessitates either a colony or a commission.
As for faction starts, I've not tried any. I've only done the basic start that begins with you orbiting Jangala.
But the biggest issue I have overall, is it seems to make battles much more about the comparative size of your and your opponent's fleets and how many ships are able to field fighters; they severely limit how much the player's decision-making within a battle can influence its outcome. In other words, the threat of ships being mobbed by fighters is much greater than the firepower of any one ship alone. So it becomes more about countering that threat with PD or matching/exceeding it with your own fighters, than out-maneuvering or isolating parts of the enemy fleet.
Typically the player finds themself fighting fleets larger than their own, so more often than not you'll be fighting battles where the enemy has more fighter wings than you have ships and fighter wings, more or less incapacitating your fleet; they're either equipped well enough to counter the swarms in which case they won't stand up well to the enemy's non-carrier ships, or vice-versa. So the only optimal solution there is to ensure you have many more fighters than your enemy can deal with.
To sum it up even further, compared to vanilla it's much less likely you can win (without cheesing) against a numerically superior enemy, or lose against a numerically inferior enemy, simply because of the effectiveness of fighters per-OP compared to any other weapon, and how prevalent they are in this mod.
The idea behind built-in PD was a bad one really, like you say it'd probably end up railroading those ships into anti-fighter roles. So instead; A point-defence hullmod. For ~8OP (Frigate), the ship's hull is fitted with several small-calibre PD weapons (less effective than any given weapon-mount PD turret) at the expense of increased crew requirements. There could be several different variants of this - Beam (Energy) weapons with high accuracy and good damage, but weak ROF and flux generation; Ballistic weapons with area-of-effect, but a long reload time between magazines (Flak); Smaller ballistic weapons with weak damage and middling accuracy, but high sustained ROF (CIWS); EMP weapons with high flux generaion and weak damage, but a decent ROF and accuracy.
Another idea is a weapon-mount PD that's an "active" countermeasure; It spits out explosives (or an EMP variant) in a 360deg arc and detonates them after they reach some distance from the ship.
Something else is the fact that fighters are able to shoot down most missiles. Again not sure as to the feasibility of this, but rendering them only able to destroy (Not just target, but actually hit) torpedos would help balance them out.
i can agree with this i just played this mod its hard to get income as well during the start. the pirate bounties are really tough with all those fighters. I was hoping a bit like the starfarer days where ships gain exp.
you are saying fighter strength is the number one factor in any given battle and you feel that ship load-outs almost exclusively revolve around that layer of combatYep, that's the long-and-short of it. Re: PD, in many cases I don't feel as though they're effectie/efficient enough either.
when recruiting new officers it get error message null with three lines. i don't have any other mods on.
i see there was a defector girl she seemed to have a nice backstory sadly i crashed without saving lol.... a bit annoyed haha
Beams get stuck on fighters constantly.
when recruiting new officers it get error message null with three lines. i don't have any other mods on.
Lore wise, Isn't the Paragon cut off from support and has to hold the line, heroically? Despite being set for support fire?
True enough. Also, I can't see any reason to use missiles over tachyon lances, given their sheer efficiency. Seriously, the missile is pretty easy if you replace pretty much any of the large slots (except maybe the rear ones) with a tachyon lance. They are just so powerful. And un-dodgeable. Seriously, cores a frigate in one shot, when a full volly from two squalls can't match that (Admittedly EMP, so w.e.) or you have to flush at least 3 of the medium hunter launcher thinggies. The lance has all the advantages of missiles, and none of the counters. The only downside is it requires Line of sight, but, well, that isn't nearly enough of a downside.
Hold the line heroically? Yes. But equipped specifically as Fire Support? Less clear to me based on the mission description. It could be possible even now to use that variant with the general Paragon buff though. It's pretty substantial.
-----------------------------------------True enough. But you can't really build missile-boats, or even get close to them. The flux costs are just too extreme, and you end up at the point where you can't keep up constant fire even with venting after each volly. And it gets worse for those ships with Missile autoload, since that also makes flux.
On Missile Flux:
The reason that most missile flux costs are high in the case of long range missiles like the the Hunter was originally because ships can mass equip and focus fire those weapons even over allied ships guarding them. Ballistic or energy strike weapons, by contrast, must have a direct line of sight to the target or they will cause friendly fire, so more allies in front to guard have diminishing returns. Those weapons also still cause a lot of flux build up too, but yes the impulse is generally lower that full missile salvos.
Fighters also accomplish massed strikes, however, and they are more effective in their strikes since they stick around and keep firing. Limited ammo will help a little bit, but missiles do seem a little weak in comparison. Consider though that missile slots are far more common than fighter bays (It may not seem that way but it is true. :P) and so they can be massed more easily and don't have a built-in limiting mechanic like fighters other than flux and regen.Missile slots are more common, yes, but the flux to run them isn't.
There are some other reasons, too, like ensuring long range missiles generate a lot of flux to avoid too much kiting from full salvo bursting then 0-flux boosting until you can do so again. In large fleet encounters this is less effective because there are so many fighters to screen against missiles, but in small engagements missiles become overwhelming and cheap when used this way.True enough, but, well, its more extreme than is needed. I mean, a frigate, except maybe the Hyperion, can't launch a hunter missile without losing it's zero-flux bonus. A destroyer, maybe, a Cruiser, almost always, and a Capital absolutely. But, well, It doesn't need to be that extreme.
That being said, the Hunter and a few other missiles could use a re-evaluation after the power creep of fighters when trying to diversify their weapon loadouts. Vessels firing them should still find themselves vulnerable, but maybe not defenseless as is the case sometimes.Yea. A hunter ought to eat 10-30% of the flux budget, maybe. Not 50-200%.
True enough. Also, I can't see any reason to use missiles over tachyon lances, given their sheer efficiency. Seriously, the missile is pretty easy if you replace pretty much any of the large slots (except maybe the rear ones) with a tachyon lance. They are just so powerful. And un-dodgeable. Seriously, cores a frigate in one shot, when a full volly from two squalls can't match that (Admittedly EMP, so w.e.) or you have to flush at least 3 of the medium hunter launcher thinggies. The lance has all the advantages of missiles, and none of the counters. The only downside is it requires Line of sight, but, well, that isn't nearly enough of a downside.
True enough. But you can't really build missile-boats, or even get close to them. The flux costs are just too extreme, and you end up at the point where you can't keep up constant fire even with venting after each volly. And it gets worse for those ships with Missile autoload, since that also makes flux.
Strike and support weapons have a similar problem, but nowhere near as extreme.
Missile slots are more common, yes, but the flux to run them isn't.
Also, hanger conversion, plus they relaunch without flux (Although fighter replacement tweaks might make the decay more notable)
True enough, but, well, its more extreme than is needed. I mean, a frigate, except maybe the Hyperion, can't launch a hunter missile without losing it's zero-flux bonus. A destroyer, maybe, a Cruiser, almost always, and a Capital absolutely. But, well, It doesn't need to be that extreme.
If you can only throw one hunter, then shields/pd can probably handle it, even on a frigate.
The volleys are what matters.
Yes, Having lots of frigates shooting one missile while kiting is a problem. But, the flux cost is such that you can't safely even shoot a volly from a single frigate without nearing overload. It doesn't need to be that extreme to avoid hitting the kiting point. Also, as a ship gets larger, the issues with kiting should be smaller, so they don't need massive flux costs either, and probably shouldn't have to slow down to shoot a few small missiles.
Yea. A hunter ought to eat 10-30% of the flux budget, maybe. Not 50-200%.
But I need to look at the math and figure out what I think should happen to get good answers. After you fix the PD thing ofc.
Buggy Mercenary Officer Hiring?
Cant seem to hire mercinaries of any of the new factions
Every time i talk to one i just have the 1st option that would be (in vanilla) "interesting, what are your skills" to press over and over
on the bottom of the test it says "IndexOutOfBoundsException: Index: 1,Size 1"
Tried reinstalling and turning all of the mods off, it didnt help
Cant seem to find anyone mentioning this bug in the replies
Am i the only one with this problem? Am i missing something?
Thanks so much for a fast reply, glad to know its not just meBuggy Mercenary Officer Hiring?
Cant seem to hire mercinaries of any of the new factions
Every time i talk to one i just have the 1st option that would be (in vanilla) "interesting, what are your skills" to press over and over
on the bottom of the test it says "IndexOutOfBoundsException: Index: 1,Size 1"
Tried reinstalling and turning all of the mods off, it didnt help
Cant seem to find anyone mentioning this bug in the replies
Am i the only one with this problem? Am i missing something?
Hey there, welcome to the forums!
Yes that is a known bug that is already fixed for the next update, sorry!
I have something I am going to try to solve the other known bug (some market procurement missions aren't able to be turned in) and if that works I may update later today. I've been fighting a severe illness the last two days and that has slowed me down considerably.
I've read around a bit, are you planning on adding the rest of the blueprint later? I got an Archean phase-tech blueprint with nothing on it, wondering if it's either a bug or something not yet added.
sickness thats sad please get well
Thanks so much for a fast reply, glad to know its not just me
Hope you get well soon and good luck in your future work
A few others have mentioned this bug in here, but I might as well mention it too. I've run into a bug with delivery missions where occasionally after arriving at the destination it will not turn in. I have confirmed it is the correct location and that I have the required number of resources and that there is no specific NPC I need to contact. This particular mission was to deliver Ore to a Sci-corps station, and I know that I have had the same problem when delivering to an Archean Order world. It does not happen with every delivery mission, but both times it has happened have been with ones where you only need to dock at the location, but not every mission where you need to dock is bugged like this.
Sounds good! I haven't noticed any other bugs in my playthrough after about 20 cycles.
More specilized fighters, and crappy pirate fighters are good.
Campaign Changes/Additions
- New/replaced stations for many major factions strongholds. Now there should be a lot more tactical diversity even among tech tiers.
- Adamantine Consortium has a capital-class carrier and a unique heavy fighter(skin) added to their fleets.
- Nightmare-class heavy fighter is now unique to the Archean Order's fleets.
- Pirates have unique fighter(skins) added to their fleets.
Well, trader guilds are notorious for aggressive :P
- Increased Adamantine Consortium aggression, reduced Archean Order and Trader Guilds aggression.
- If not already present in the last patch, added Adamantine Consortium strongholds to the list of player colony threats.
Good. Pirates should be newbie's first target. Derelicts second. Everything else third. I thin?
- Derelicts have increased in difficulty to match pirates. Pirates have had their fighter numbers considerably weakened.
Sounds good
- Increased the starting player fleets for any new game start to roughly match early pirate bounties in size.
- The two changes listed above should make either salvage or bounty hunting a good starting option for any new game.
- Added most of the new game starts available to the base game from .9 to the Normal Start option list.
Still can't fix the PD issue? Does tweaking rarity/tier not help? Maybe it has to do with OP cost?
- All new starts now contain a cargo freighter of some kind and a small supply of pd weapons.
Die pirates die. Less overwhelming fighters will help.
- Pirates now have unique fighter craft. These are considerably weaker than standard fighter craft, but can be deployed more easily.
How is pirate version nerfed?
Station Battles
- Balanced most factions' station style to match their respective technological access and doctrine.
- Upgraded the tier of some stations, and added some where none existed. The purpose was better faction balance.
- Unique station looks and/or loadouts for Hegemony, Pirates, Sci-Corps and Luddic factions
Blueprint System
- Added Blueprint Packages for Adamantine Consortium, Trader Guilds, Persean League, Sci-Corps and Tri-Tachyon Corporation.
- Further separation of tech tiers with more base strike craft available at the start.
- Higher tier versions of some base strike craft bp available as single drops or in the various tech/faction bp packages.
- Added icons to all blueprint packages.
- New legendary blueprint packages.
Balance Changes
- Increased OP cost of Talon to 2 from 0. Its combat effectiveness remains unchanged. Pirate version has 0 OP requirement.
General fighter specialization and rebalancing.
- Hegemony now has slightly better fighter craft with a tactical focus on anti-ship weaponry. They no longer use bombers very often.
- Luddic Church and Luddic Path have new fighter craft skins with unique loadouts.
- Higher tier fighter craft has increased the Luddic factions' military potency by a noticeable degree. Not to the degree of the highest tier military powers, however.
- Slightly adjusted sprite for Perdition to match its role as a Luddic heavy bomber. Now has two side-turret Machine Guns to support against interceptors.
- Tri-Tachyon Corporation now has a heavy interceptor to support their advanced interceptor drones.
- Hercules-class Heavy Gunship has had its primary turreted weapon upgraded to a dual cannon, and has an updated sprite.
- Hydra-class Gunship has an updated sprite.
Rocket Launch? is there a generic rocket launcher weapon, or is this for all dumbfire missiles, or what?
- Added shield modules to the sides of Trader Guilds' battlestations. They were slightly weaker -defensively- than intended.
- Changed rocket launch behavior. Only a minor adjustment in overall functionality, but a different start-up to full speed. (Reduced launch speed but greatly increased proj acceleration).
Not sure exactly how blueprints work, so yea....
- Marauder, Warthog, and Gauntlet are now base bps.
- Vanguard is now a low_tech bp (tier 1).
Can't wait to try.
- Rebalanced Luddic Church Condor variants.
- Increased Paragon's max flux by 8000, flux dissipation by 300, and armor by 300. It was slightly too weak compared to similar tiered vessels and sometimes couldn't make use of all its weapons when surrounded.
Less fighters, so use them smarter.
- Reduced fighter replacement rates across the board. I put an extra special emphasis on drones and interceptors that seemed to spawn continuously, and tended to only slightly increase bomber deployment rates.
Yea, beams vs missiles as opposed to beams vs shields. Or hull honestly. Makes sense to not get as much out of PD. Linear range boosts are massive on short ranged weapons.
- Increaed PD Beam damage by ~40%-70% accross the board. This won't interfere with missile effectiveness (other than make them better against torps which is their intended purpose).
- Changed Advanced Optics hullmod to only increase PD beam weapons by 200su (down from 500su) to balance the large damage increase for those weapons.
- Reduced the range bonus on PD weapons on ships equipping Super Computer hullmod by 10%.
- Reduced the range bonus on PD weapons on ships equipping Advanced Targeting Core hullmod by 20%.
Awesome. Lets see if this makes them too powerful now.
- Reduced the flux cost of all Fire Support Missiles by ~50%.
Snerk. How did this happen anyway?
Bug Fixes
- Corrected issues with rockets sending flamed-out ships launching away at large speeds.
This is why you increased PD beam damage I assume.
- All assault and strike beams now pierce fighters. Fighters now take 60% less damage from beams.
Can't say much here.
- Fixed Templar Strike variant's weapon groups.
- Corrected Hegemony and Adamantine Consortium ship size in fleet doctrine.
Is it possible to enable the raider/escort variants as default loadouts so I can try the Raider variant again?
- Forlorn Hope mission's flagship is now the Escort variant of the Paragon instead of the Raider variant.
- Corrected OP of Condor(A) variants.
Hurray! No more out to lunch persons.
- Fixed bug when hiring faction officers, added text for faction administrators.
- Fixed bug with procurement missions not able to be turned in.
- Fixed bug with some bar missions not able to be turned in.
Wages? Ha. You are a slave now. Get back to work! Mutiny? What do you mean? ARGHHH NOT THE AIRLOCK! AGGH><...... *Sufficates*
- Fixed bug where your crew would not leave even if you owed them considerable debt.
Well, more blueprint stuff I haven't gotten into.
- Corrected issue with Tri-Tachyon blueprint package adding Persean League ships, fighters and weapons.
- Fixed bug where blueprints of higher tiers were empty of hulls, weapons or wings.
Good. Pirates should be newbie's first target. Derelicts second. Everything else third. I thin?
Still can't fix the PD issue? Does tweaking rarity/tier not help? Maybe it has to do with OP cost?
How is pirate version nerfed?
Rocket Launch? is there a generic rocket launcher weapon, or is this for all dumbfire missiles, or what?
Snerk. How did this happen anyway?
This is why you increased PD beam damage I assume.
Is it possible to enable the raider/escort variants as default loadouts so I can try the Raider variant again?
Wages? Ha. You are a slave now. Get back to work! Mutiny? What do you mean? ARGHHH NOT THE AIRLOCK! AGGH><...... *Sufficates*
Well, more blueprint stuff I haven't gotten into.
too funny...killed myself saving for one of those...
The high resolution sensors hullmod says it increases "sensor strength by null for capital ships".
I encountered an odd bug. The echo proximity mines given to the player at the start of the game don't appear when refitting ships.
....lol i brought 2 weapons in black market i get scanned by templar and they instanly attack lol.
Running into the following crash after a second or two at the main menu. Doesn't happen in vanilla, no other mods installed. Let me know if I can do anything to help reproduce/test fixesSpoiler30455 [Thread-10] INFO sound.H - Playing music with id [MainTheme01.ogg]
35912 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.Object.int.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
at com.fs.starfarer.combat.ai.missile.MirvAI.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.title.TitleScreenState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Running into the following crash after a second or two at the main menu. Doesn't happen in vanilla, no other mods installed. Let me know if I can do anything to help reproduce/test fixesSpoiler30455 [Thread-10] INFO sound.H - Playing music with id [MainTheme01.ogg]
35912 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.Object.int.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
at com.fs.starfarer.combat.ai.missile.MirvAI.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.title.TitleScreenState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Thanks for the report, I will investigate. It may be an issue with dropbox not uploading all the files if I had connectivity issues while performing the bulk upload, or I may have missed something. I'll pull down the latest version and run some tests later tonight to try and reproduce it.
Anyone else having this issue? Sorry if I did not realize this was happening commonly with the latest update.
I'll redownload the file and test it, but I am on windows yes
Fired the latest mod version up today and some quick impressions:
1. I like that pirates are:
a) A fairly significant threat due to their fighter swarms. If I bring fair amount of PD they lose their bite once the initial squadrons masses are thinned out. Thankfully they think that weaponized tankers can act like cruisers.
b) Yet the number of d-mods (five on average) means that they aren't a cheap and easy way to get early ships. There has to be a reason to fight pirates (hi system bounties)...I think this is exactly what a pirate should be: annoying and worthless all at the same time.
2. Zero flux weaponry? Tasty. Collecting these is almost a mini-game in itself. Then I salvaged this immense horseshoe shaped carrier with tons more weapon mounts than it could possible power....ah.
3. I got overwhelmed trying to sort/order all of the ballistic weapons. Choice is good...but my goodness.
4. Regarding this mod: the force is strong in this one.
Yea, zero flux weapons are a huge perk, but don't forget to compare that to the sheer punch a good strike weapon, artillery support, or a missileboat can provide.
But yes, zero flux weapons are wonderful. Just remeber the tradeoffs.
I'm hoping that AI loadouts won't take advantage of free slots like this...and there is at least one flagship that I've seen that would really, really take advantage. Good thing I'm not actually posting this where the mod meister can see it. Um.
Well anyway: some feature requests:
a) elite groups that fill the post-flux-budget slots up with flux-free weapons.
b) perhaps hide a few of "elite deserters" in AI fleets (esp. pirates) who follow this "max slot" (I guess what I'm really aiming for is a feature that adds uncertainty to farming pirates).
Second game in the current version, now just getting into the cruiser "era":
a) find it really hard to grind rep with Archean Order...is this intended? Mostly I've been able to gain rep with other factions via the system bounties.
c) ...however my ships are tending towards large missile loadouts. I find that I worry the most (and do my killing the most with) missiles. Venting flux gets REALLY interesting when my opposite number suddenly flings harpoons and trebuchets at me. And a dual setup with heavy rapier batteries...oh my. Got to know those in the simulator against the patrol Hammerhead...had to have me some.
c) Never thought I'd want a bunch of laser machine guns so badly. Front batteries of PD with the point defense ship mod have become top priority for missile defense first, and fighter defense second. Energy PD hard to come by. Ranged PD is really really desirable now to shut down the various missile threats.
d) The pirate battlecruisers are worthy opponents...great addition to their fleets.
Turns out leaving an unzipped folder of the old version was probably responsible. Worked fine the second time.
Milterized Subsystems doesn't negate all penalties from Civilian grade hulls. The effect of having a second logistics hullmod, like expanded cargo bay isn't removed. Is this intended?
Milterized Subsystems doesn't negate all penalties from Civilian grade hulls. The effect of having a second logistics hullmod, like expanded cargo bay isn't removed. Is this intended?
I took a look at the script for this and it looks like it just removes the penalties on sensor strength and sensor profile, does it also have more hidden effects in standard Starsector? If so, it isn't clear how that happens, at least at the moment.
Snuck in some gaming during work today (ssssh):
1. Known bug? On my shiny new Revenant cruiser, I have built in "Advanced Targeting Core" that is supposed to disallow installation of an ITU...yet I was able to add an ITU.
More padawan-learner impressions:
1. Archean flux war:
a. a heavy missile loadout and a bit of excess flux budget worked great for general pirates swarms or working the edge of a mid-game sized battle line hunting and killing smaller ships. However this ship setup does poorly when stuck into the middle of a battle line (the above Revenant cruiser) and having to "hold"...way too long delays between salvos. Now moderating to solid beam with solid missile salvo...AND a fair amount of overhead to deal with the hard flux coming in from...let's see: a billion fighters, missiles, debris, beams, lasers, and kitchen sinks.
So back to the simulator...and: Gauss cannon, artillery blasters, max flux capacity/distributors, and some burst pd means I can duel an Onslaught (slowly). Sure great for duelist config...will have to see how it does in the "Archean mid-game threat environment"
b. It was horrifying when I booted up the simulator against a Paragon and the thing blasted me from outside visual range. And then proceeded to hound me off the field like a Man Mountain the Sumo wrestler. However since I have just joined the Archean Order, I shall pay back these Tri-Tachyon Paragon on the field of battle...eventually.
Weapon availability at colonies:
Ensures weapons for several different roles (PD, anti-shield, etc) are available if possible
So I thought I would try the mod and I am getting the following error. Fatal:Ship hull Spec(Legion_Hegemony not Found! I am currently using Starsector 0.9.1a-RC should I be using something different.
Well thanks for looking into it. The funny part is I updated just before trying the mod. If it makes any differences the game would load and let me make all my choices and the when it was building everything it would get through about 3/4 of the bar and the give me the error. I am going to play the game I started and then come back and give this Mod a go. Looks fun.
0.9.1a compatible? let's give this a spin...
Hi, having trouble with trade missions as whenever i accept one i can no longer buy anything other than weapons at planets and stations, and no one hails me to receive the goods. Any thoughts?
Upside: New factions, dialogue, fighter heavy playstyle
Downsides: fighter heavy battles bring down fps, ships too easy to acquire and archean are also op
Question, are the 15 extra markets removed? I don't see the extra goods in my game.
Hi, having trouble with trade missions as whenever i accept one i can no longer buy anything other than weapons at planets and stations, and no one hails me to receive the goods. Any thoughts?Strange I'll try and reproduce this. What happens to the other commodities such as fuel? Do they disappear or just are no longer purchase-able?
Question, are the 15 extra markets removed? I don't see the extra goods in my game.
I'm not quite sure what you mean by extra markets and goods. Do you mean faction markets that are unique to this mod? They should all still be functioning as normal. Was something like this added in the last Starsector update and I missed it?
If this is a spoiler feel free to PM me more details on the issue :)
Within your "Screenshots and Gifs" section - Factions - you have a new item/good called Hand-Weapons listed within the illegal commodities for some factions like the Sci-Fi Corps as shown here.In my game, I don't have that listed in the illegal commodities nor can I find it. Also, for the Consortium, they have food as a illegal commodity - is that normal?Sci-Fi Corps(https://i.imgur.com/OwTbg7z.png)[close]
Within your "Screenshots and Gifs" section - Factions - you have a new item/good called Hand-Weapons listed within the illegal commodities for some factions like the Sci-Fi Corps as shown here.In my game, I don't have that listed in the illegal commodities nor can I find it. Also, for the Consortium, they have food as a illegal commodity - is that normal?Sci-Fi Corps(https://i.imgur.com/OwTbg7z.png)[close]
On the last question, yes that is normal. The Barons hold their territory and slaves with an iron fist. They therefore seek to control the flow of all commodities to their markets. Carrying food especially (to possibly use as a way to provoke a rebellion) is considered a high crime in their politics, and that is assuming you can get on their good side in the first place. As of this update I think the only way is continual bribery. I may also include domestic goods in the illegal goods category some time in the future.
On the Hand Weapons in the picture, those are a little dated from a few releases ago at this point. :-[ I need to update them. I believe that particular item is a carry-over from before that item became.. .errrr... "Heavy Weapons" I think?
That is probably the inconsistencies you are seeing. Heavy Weapons should now take that item's place and have a different icon picture.
^ Not as of yet, but there are plans for them. Maybe alongside missions? (target of the next update)Nice. Also, while this may not be the right thread to ask, how can I select two different mods? Every-time I try to select one mod then the other mod is unchecked.
^ Go to the mod_info file located in the mod directory root and set: "totalConversion":"true", to: "totalConversion":"false",Well, Starship Legends for now.
Keep in mind that as a total conversion which reworks combat stats so heavily this mod is not compatible with the majority of other mods (Including Nex, sorry! Possibly compatibility may come later, or at least similar features, but that is further down the dev road.)
Utility mods are usually compatible, though. If you like, you can give me the list of mods you want to use alongside this one and I can tell you if I've heard of other players using those alongside this one running into any problems.
Hi, having trouble with trade missions as whenever i accept one i can no longer buy anything other than weapons at planets and stations, and no one hails me to receive the goods. Any thoughts?
Strange I'll try and reproduce this. What happens to the other commodities such as fuel? Do they disappear or just are no longer purchase-able?
it doesn't disappear in my inventory, just in the store.
Sad, but thanks for the clarification, anyway you really did a excellent mod, keep it up :)
it doesn't disappear in my inventory, just in the store.
If you go to the mod_info file located in the mod directory root and set: "totalConversion":"true", to: "totalConversion":"false"
- you can install Console Commands and that mod works with Archean Order (unless something has changed recently). I used it to test blueprints and make sure they actually contained the correct hulls and weapons.
When I release the next update I am going to spend some time updating the main page too. One of the things I am going to try and add is a "Recommended and Verified Utility Mods" section that will list some mods that don't have issues with the TC but can enrich the experience with Archean Order. There are actually quite a few utility/feature mods that are compatible.
So I thought I would try the mod and I am getting the following error. Fatal:Ship hull Spec(Legion_Hegemony not Found! I am currently using Starsector 0.9.1a-RC should I be using something different.
I'm having the same issue. Downloaded the mod twice, just to make sure I had all the files. For me, the game crashes when reaching March 1, just as the game is about to start, after loading everything.
Not sure how to make my own post, so I'm just gonna reply here sorry! I am trying to play your mod, but when it starts loading after I've made my decisions for a new game it always crashes. The pop up always reads "Fatal: Ship hull spec [legion_hegemony] not found! Check starsector.log for more info." This is my first time modding starsector so any help would be great! thanks
Not sure if related to this mod but it seems like the Galatia system never reconnects with the rest of the sector. Though It might be something else causing it.
My one real complaint about the mod is the slowdown in large fleet battles. Some of it is just Starsector, but I feel like a large part is the fighter spam. I've had issues with the aforementioned Luddic Path armadas fielding so many fighters that I've had multiple instances of not being able to finish off enemies simply because of ablative fighter swarms eating all my shots. And during those times, the game just grinds to a crawl.
mod compatible with Nexerelin?
Can't help but thinks that stations are a bit OP now... with a one star threat level small station collapsing the shields of and maiming a cap ship before it even gets in range, Consortium especially with their ridiculously powerful fast fire rate blasters (of some sort). Now I'm surrounded by Consortium and Luddic bases that I can't dislodge due to fleets and station.
It wouldn't be so bad if literally anyone else on the map cared about anything going on beyond the borders of their own system but I'm just stuck with whatever happens to be going on.
Can you explain what you mean? (Sorry trying to help but a little confused) Do you want allied factions to assist your colonies in defense? Or follow your fleet and help against enemy stations?
Can you explain what you mean? (Sorry trying to help but a little confused) Do you want allied factions to assist your colonies in defense? Or follow your fleet and help against enemy stations?
I imagine he means the fact that the NPC factions never attempt to take out hidden bases, leaving them to build up over time and become monstrously strong. Not to mention the super strong fleets they tend to have in system.
97339 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Archean Order TC v1.3.4 (data\campaign\econ/mordreath.json)]
98718 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: n must be positive
java.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.updateMax(BaseEventManager.java:37)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.<init>(BaseEventManager.java:29)
at com.fs.starfarer.api.impl.campaign.intel.PersonBountyManager.<init>(PersonBountyManager.java:16)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.addScriptsIfNeeded(CoreLifecyclePluginImpl.java:421)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onNewGameAfterEconom yLoad(CoreLifecyclePluginImpl.java:662)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.0000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I have wanted to play this mod. Unfortunately everytime at sector generation the game crash:SpoilerQuote97339 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Archean Order TC v1.3.4 (data\campaign\econ/mordreath.json)]
98718 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: n must be positive
java.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.updateMax(BaseEventManager.java:37)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.<init>(BaseEventManager.java:29)
at com.fs.starfarer.api.impl.campaign.intel.PersonBountyManager.<init>(PersonBountyManager.java:16)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.addScriptsIfNeeded(CoreLifecyclePluginImpl.java:421)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onNewGameAfterEconom yLoad(CoreLifecyclePluginImpl.java:662)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.0000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
I couldn't figure out the problem. I do have the library mods so that shouldn't be the problem.
I just tried to start a new game with ONLY Archeon Order, absolutely nothing else active, and I still get the same crash.
This will happen if, in settings.json, "minPersonBounties" is set higher than "maxPersonBounties".
It works!
The Bounty setting indeed seem to have been the problem. I had set the settings at minbounty=8 and max=20 for a bounty-only run with Varya's Sector.
I set the value to min=3 and max=5 and I was able to successfully start the game. I'll go see what the mod offers now.
Thank you.
Not sure if related to this mod but it seems like the Galatia system never reconnects with the rest of the sector. Though It might be something else causing it.
I feel like this has already been asked, sorry in advance. But how compatible is this mod with other faction mods?very low compatibility, because this is a total conversion mod. A snippet of the info on the main post
However, "Archean Order" is a TOTAL CONVERSION and will NOT work with the majority of other mods due to its comprehensive editing of core files.
I feel like this has already been asked, sorry in advance. But how compatible is this mod with other faction mods?
Well I am very happy to announce that it does look like 0.9 changes has made it so that merging in Nex will be a lot easier. Probably not easy, but I think I can get it done. I'll give more details when I have them. :)Glad to hear! Keep up the great work! :D
Alright I added all the portraits from the new merged portrait pack (thanks Interestio!) and I have 40 of the 60 rules done for faction portraits. There was an unforeseen issue on that feature I am trying to solve, and I need to add the Trader Guilds to the Nex faction config and finish the polish for Sci-Corps as well.
If I can get all of that done I'll release a Nex compatible update late tonight. No promises though: a lot could come up. ;)
"totalConversion":"true"
"totalConversion":"false",
hey chief, when ya say its Now Nex compatible is that implying the Nexerelin by Histidine, Zaphide mega mod?
hey chief, when ya say its Now Nex compatible is that implying the Nexerelin by Histidine, Zaphide mega mod?
Yes. :) Though there is a bug with my helmsmanship skill I just found out about that I need to correct.
I totally love the idea of the more immersive interactions of your mod here. Is there any safe way to only implement that way without the faction-, ship- and weapon-modifications, -additions?
I know it's basically getting rid of the most important part, which by the way I really love the idea and design of. I'm stunned by its beauty, especially the sci faction & background <3
Holy crap this is actually happening. You do not know what you have unleashed upon the galaxy. MISSILE BOATS AWAY!
Oh I see! A lot has changed since then as far as balance and hopefully performance goes. Let me know if that worsens or enhances your experience.
Battles should be larger and frigates have more of a role due to some recent buffs in their category of vessel. Archean Order ships and weapons have been reworked a bit, but their overall strength in the player hands should be a bit less overwhelming for the benefit of the AI having a noticeable improvement with them. I think that should balance out to a more fun end game experience. Previously the player could absolutely destroy with them (the Megalith was a bit OP honestly) and now end game threats should offer a bit more of a challenge if playing as that faction. Simultaneously, playing against the Archean Order should be more challenging and less about the "wait for high flux then pounce" play-style that the fire support weapons often forced. Their weapons still max their vessels flux quickly, but their salvos are more damaging and require more careful mitigation. They cannot snipe and kite nearly as effectively, however.
I'm hoping those changes provide adequate trade-offs.
If you don't want to wait for me (understandable haha) then you can probably get the dialogue into other mods with a bit of work:Spoiler1) Open the rules.csv file using SafariJohn's rule tool:
https://fractalsoftworks.com/forum/index.php?topic=13976.0 (https://fractalsoftworks.com/forum/index.php?topic=13976.0)
2) delete all the rules other than the directories titled "fleet interaction menu options" "cease fire interaction" and "commodity request/demand interactions"
3) look at the src directory and find the rulecmd directory under "src/archeus"
4) the rule commands you would need to compile into a jar are: "CeaseFireBribeCalc" "CeaseFireRequestCalc" "CommodityRequestCalc" "ReqCredits" "ReqFuel" "ReqSupplies" "SetReputationLevel"
5) add the jar (name it whatever) to the setting file in your starsector directory.[close]
All I ask if you do this is that you don't release it and keep it as a personal mod (because I will release an official one eventually).
Well that seems like hell with me then, I was struggling with the CIS battleship which I think is the Megalith? against REDACTED and other faction ships of equal size weight. BUt I'll check it out later tonight. Thanks for keeping these updated as fast and fixed best ya can chief!
Thank you very much! this is actually exactly what I was hoping for! :)
And a standalone is already in planning? Perfect!
And I'm looking forward to that as well. Keep up the good work mate :)
These mods are causing crash in my game in someway, seems the only ones incompatibles
Kadur Remnant 3.0.4 (https://fractalsoftworks.com/forum/index.php?topic=6649.0)
Ship Weapons Pack 1.10.4 (https://fractalsoftworks.com/forum/index.php?topic=11018.0)
Underworld 1.4.1 (https://fractalsoftworks.com/forum/index.php?topic=11002.0)
prv Starworks v11 (https://fractalsoftworks.com/forum/index.php?topic=12553.0)
My modlist (selected one arent enabled):
http://prntscr.com/pxhn3q
These mods are causing crash in my game in someway, seems the only ones incompatibles
Kadur Remnant 3.0.4 (https://fractalsoftworks.com/forum/index.php?topic=6649.0)
Ship Weapons Pack 1.10.4 (https://fractalsoftworks.com/forum/index.php?topic=11018.0)
Underworld 1.4.1 (https://fractalsoftworks.com/forum/index.php?topic=11002.0)
prv Starworks v11 (https://fractalsoftworks.com/forum/index.php?topic=12553.0)
My modlist (selected one arent enabled):
http://prntscr.com/pxhn3q
Any mods that rely on vanilla StarSector as a base will cause the game to crash. Pretty much the only mods that work with Archean Order are ones that only add or change things that have nothing to do with the ships or weapons unfortunately.
These mods are causing crash in my game in someway, seems the only ones incompatibles
Kadur Remnant 3.0.4 (https://fractalsoftworks.com/forum/index.php?topic=6649.0)
Ship Weapons Pack 1.10.4 (https://fractalsoftworks.com/forum/index.php?topic=11018.0)
Underworld 1.4.1 (https://fractalsoftworks.com/forum/index.php?topic=11002.0)
prv Starworks v11 (https://fractalsoftworks.com/forum/index.php?topic=12553.0)
My modlist (selected one arent enabled):
http://prntscr.com/pxhn3q
How did you manage to get Vayra's Sector running? Just tried it a second ago in a new save and just going into the simulator caused it to crash
I played i bit with TC and really enjoyed this one, but its sad that you can't play with these others, including Vayra that brings good features.
I played i bit with TC and really enjoyed this one, but its sad that you can't play with these others, including Vayra that brings good features.
I'm not done adding ships and weapons to the mod though, so if there are any ships and weapons from other mods you would like to see in Archean Order let me know (Permission from the mod author will be strictly required of course) and I can rebalance them.
Shame ya said just other mods cause the pizza wedges would be a great add in I'd think.
Shame ya said just other mods cause the pizza wedges would be a great add in I'd think.
This mod?
https://fractalsoftworks.com/forum/index.php?topic=12243.0 (https://fractalsoftworks.com/forum/index.php?topic=12243.0)
Oh yes they certainly look inspired from Star Wars. :)
Have you tried it yet? I think it should actually work with Archean Order by looking at the mod. You just need to disable the TC flag to include it in your mod list. Directions are on the front page (it is very simple)
TC flag meaning totalConversion line?
And I've played it by itself when I first acquired the game, but haven't sense. Been this mod only because well, Its a big blast.
Ah, And I hit a Null Error when picking out starting stuff. Ya can't swap the picture or it crashes the game. I'm using the Ao mod and the Nexeraline as well if that helps pinpoint it.
I have zero idea what ya mean at all by the library mods tank stuff, or that stuff.
Sorry I can't get this mod to work. I tried changing the line to false, and it still crashes and gives a null error.What does your starsector.log say?
The Heavy Hunter Launcher doesn't have it's Volly data included.
----
Love the new innate hullmods. Different low-flux stats, and different speeds (for carriers)
How exactly does Lockdown Protocol work? I've seen derelicts of these ship types, so is it just not 100% reliable, despite implying such?
If I may ask, what's the real design goal of lockdown protocol?
If ya ain't having a single end game ship fighting entire fleets with 1 colony system fully stocked are ya really winning?
Also uh question does the AI in this with Nexerelin actually expand too newly found worlds yet or nah?
And will there be a way of removing the lockdown parts in the future? I'm a fan of mixing my ships so ya have the best of each world but that takes along time with my terrible play style as is.
If ya ain't having a single end game ship fighting entire fleets with 1 colony system fully stocked are ya really winning?
Also uh question does the AI in this with Nexerelin actually expand too newly found worlds yet or nah?
And will there be a way of removing the lockdown parts in the future? I'm a fan of mixing my ships so ya have the best of each world but that takes along time with my terrible play style as is.
The AI should expand as long as I have the settings right.
I am changing lockdown protocol to only reduce the chance of recovery over low tech and midline rather than outright prevent it. I'd say maybe 10-20% less likely. Would that feel better?
That feature will ideally feel more in place at a higher reduction once other things have been included to offset the reduced RNG accessibility of high tech vessels.
Hey I'm new to mods for this game and compatability, is the Galactic Order compatible. Problem is the faction isn't using its custom shipset
Hey there! Ive been using this mod and Nexerelin for about two months now, playing Starsector off on on and Ive really enjoyed it.
I'm not done with it, but I was wondering if there were other mods people use commonly with the Archean Order? Preferably more in line with gameplay changes and not just the addition of factions and ships on top of the ones Ive already got. Although, I'd gladly take any working changes to the Remnants. They can be a little uninteresting.
Hey there! Ive been using this mod and Nexerelin for about two months now, playing Starsector off on on and Ive really enjoyed it.
I'm not done with it, but I was wondering if there were other mods people use commonly with the Archean Order? Preferably more in line with gameplay changes and not just the addition of factions and ships on top of the ones Ive already got. Although, I'd gladly take any working changes to the Remnants. They can be a little uninteresting.
For now, what I've gathered:
Starship Legends: https://fractalsoftworks.com/forum/index.php?topic=15321.0 (https://fractalsoftworks.com/forum/index.php?topic=15321.0)
Combat Chatter: https://fractalsoftworks.com/forum/index.php?topic=10399.0 (https://fractalsoftworks.com/forum/index.php?topic=10399.0)
Unknown Skies: https://fractalsoftworks.com/forum/index.php?topic=12041.0 (https://fractalsoftworks.com/forum/index.php?topic=12041.0)
Ruthless Sector: https://fractalsoftworks.com/forum/index.php?topic=15279.0 (https://fractalsoftworks.com/forum/index.php?topic=15279.0)
Second Wave Options: https://fractalsoftworks.com/forum/index.php?topic=17086.0 (https://fractalsoftworks.com/forum/index.php?topic=17086.0)
Grand Sector: https://fractalsoftworks.com/forum/index.php?topic=16127.0 (https://fractalsoftworks.com/forum/index.php?topic=16127.0)
Commissioned Crews: https://fractalsoftworks.com/forum/index.php?topic=16677.0 (https://fractalsoftworks.com/forum/index.php?topic=16677.0)
Common Radar: https://fractalsoftworks.com/forum/index.php?topic=7526.0 (https://fractalsoftworks.com/forum/index.php?topic=7526.0)
Fuel Siphoning: https://fractalsoftworks.com/forum/index.php?topic=15272.0 (https://fractalsoftworks.com/forum/index.php?topic=15272.0)
Sundiving: https://fractalsoftworks.com/forum/index.php?topic=15584.0 (https://fractalsoftworks.com/forum/index.php?topic=15584.0)
SpeedUp: https://fractalsoftworks.com/forum/index.php?topic=13394.0 (https://fractalsoftworks.com/forum/index.php?topic=13394.0)
Updated Rotary Weapons: https://fractalsoftworks.com/forum/index.php?topic=9446.0 (https://fractalsoftworks.com/forum/index.php?topic=9446.0)
Automatic Orders: https://fractalsoftworks.com/forum/index.php?topic=15128.0 (https://fractalsoftworks.com/forum/index.php?topic=15128.0)
Hyperdrive: https://fractalsoftworks.com/forum/index.php?topic=17157.0 (https://fractalsoftworks.com/forum/index.php?topic=17157.0)
Player Station Construction: https://fractalsoftworks.com/forum/index.php?topic=17094.0 (https://fractalsoftworks.com/forum/index.php?topic=17094.0)
Ships/Weapons/Hullmods
Tyrador Safeguard Coalition: https://fractalsoftworks.com/forum/index.php?topic=5492.0 (https://fractalsoftworks.com/forum/index.php?topic=5492.0)
Outer Rim Alliance: https://fractalsoftworks.com/forum/index.php?topic=11646.0 (https://fractalsoftworks.com/forum/index.php?topic=11646.0)
For now, what I've gathered:life is suffering with just those 2 Ship mods
For now, what I've gathered:life is suffering with just those 2 Ship mods
;) Not a complete list yet- just what I had time to verify last night. I'll try a few more and update the list as I verify no crashes on variants. It won't guarantee other bugs won't crop up but it is the best thing I can realistically do to verify a mod list.
Bless lad, was just a joke. Wish i could help but I am techno *** dumb.
Not sure what version I am playing compared to what you are working on, but is the Revanant supposed to have a more efficient fuel/light year jump cost then the Justicar? You'd figure a larger ship would take more fuel to move around.
Now I just need to decide what to do. Was going to commission myself with the church but they have no fuel or heavy industries, making them awkward targets to ally with and support due to relying on imports. So I dunno, might colonise and might not.
edit: I have the Devastator super weapon on my falcon. I can't be 100% sure, but I think I killed a pirate dominator in one volley. Holy crap is this a cool gun!
Hey there! Ive been using this mod and Nexerelin for about two months now, playing Starsector off on on and Ive really enjoyed it.
I'm not done with it, but I was wondering if there were other mods people use commonly with the Archean Order? Preferably more in line with gameplay changes and not just the addition of factions and ships on top of the ones Ive already got. Although, I'd gladly take any working changes to the Remnants. They can be a little uninteresting.
For now, what I've gathered:
Starship Legends: https://fractalsoftworks.com/forum/index.php?topic=15321.0 (https://fractalsoftworks.com/forum/index.php?topic=15321.0)
Combat Chatter: https://fractalsoftworks.com/forum/index.php?topic=10399.0 (https://fractalsoftworks.com/forum/index.php?topic=10399.0)
Unknown Skies: https://fractalsoftworks.com/forum/index.php?topic=12041.0 (https://fractalsoftworks.com/forum/index.php?topic=12041.0)
Ruthless Sector: https://fractalsoftworks.com/forum/index.php?topic=15279.0 (https://fractalsoftworks.com/forum/index.php?topic=15279.0)
Second Wave Options: https://fractalsoftworks.com/forum/index.php?topic=17086.0 (https://fractalsoftworks.com/forum/index.php?topic=17086.0)
Grand Sector: https://fractalsoftworks.com/forum/index.php?topic=16127.0 (https://fractalsoftworks.com/forum/index.php?topic=16127.0)
Commissioned Crews: https://fractalsoftworks.com/forum/index.php?topic=16677.0 (https://fractalsoftworks.com/forum/index.php?topic=16677.0)
Common Radar: https://fractalsoftworks.com/forum/index.php?topic=7526.0 (https://fractalsoftworks.com/forum/index.php?topic=7526.0)
Fuel Siphoning: https://fractalsoftworks.com/forum/index.php?topic=15272.0 (https://fractalsoftworks.com/forum/index.php?topic=15272.0)
Sundiving: https://fractalsoftworks.com/forum/index.php?topic=15584.0 (https://fractalsoftworks.com/forum/index.php?topic=15584.0)
SpeedUp: https://fractalsoftworks.com/forum/index.php?topic=13394.0 (https://fractalsoftworks.com/forum/index.php?topic=13394.0)
Updated Rotary Weapons: https://fractalsoftworks.com/forum/index.php?topic=9446.0 (https://fractalsoftworks.com/forum/index.php?topic=9446.0)
Automatic Orders: https://fractalsoftworks.com/forum/index.php?topic=15128.0 (https://fractalsoftworks.com/forum/index.php?topic=15128.0)
Hyperdrive: https://fractalsoftworks.com/forum/index.php?topic=17157.0 (https://fractalsoftworks.com/forum/index.php?topic=17157.0)
Player Station Construction: https://fractalsoftworks.com/forum/index.php?topic=17094.0 (https://fractalsoftworks.com/forum/index.php?topic=17094.0)
Ships/Weapons/Hullmods
Tyrador Safeguard Coalition: https://fractalsoftworks.com/forum/index.php?topic=5492.0 (https://fractalsoftworks.com/forum/index.php?topic=5492.0)
Outer Rim Alliance: https://fractalsoftworks.com/forum/index.php?topic=11646.0 (https://fractalsoftworks.com/forum/index.php?topic=11646.0)
You may put Supply Forging (https://fractalsoftworks.com/forum/index.php?topic=17503) on that list and I'd like to talk why Better Colonies (http://fractalsoftworks.com/forum/index.php?topic=17103) seems to crash for players that I believe it's more related to the OrbitalStation.java. Was wondering if you modified OrbitalStation by any chance?
com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD newOSL = (com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD)market.getIndustry( "orbitalstation");
\Starsector\mods\Better Colonies\jar\src.zip\src\data\scripts\GDModPlugin.java
"industries":[
...
"orbitalstation_guilds",
],
"industries":[
...
"orbitalstation_heg",
],
That's great, what was the solution? Just change the OrbitalStation entry into something that your csv is correlating an entry to?You may put Supply Forging (https://fractalsoftworks.com/forum/index.php?topic=17503) on that list and I'd like to talk why Better Colonies (http://fractalsoftworks.com/forum/index.php?topic=17103) seems to crash for players that I believe it's more related to the OrbitalStation.java. Was wondering if you modified OrbitalStation by any chance?
Thanks for the info! I'll add it to the list.
I haven't really had much time to work on this in the last week or two, but I got some free time today so I can take a quick look and see what I can see as far as the crash goes. Do you mean com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation when you say OrbitalStation? I haven't modified that file, no, but I have overridden the orbital station industry entries in the csv file. Does your mod need those for anything?
*EDIT*
This is the error you are getting, right? Looking into this now.
(https://i.imgur.com/l9xUDXU.png)
(https://i.imgur.com/AtfPIiS.png)
*EDIT 3*
I was wrong. I wasn't reading the error correctly. Updated info below.
Seems to be related to this line:
Codecom.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD newOSL = (com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD)market.getIndustry( "orbitalstation");
in:Code\Starsector\mods\Better Colonies\jar\src.zip\src\data\scripts\GDModPlugin.java
So, I'll check to see if this tag is missing from myindustries entries(they were correct afaik) markets and update here.
That's great, what was the solution? Just change the OrbitalStation entry into something that your csv is correlating an entry to?
Object OSLObj = market.getIndustry( "orbitalstation" );
if( OSLObj != null && OSLObj instanceof com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation ) {
com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation shield = (com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation)OSLObj;
float disrupted = shield.getDisruptedDays();
float build = shield.getBuildOrUpgradeProgress();
market = econ.getMarket( market.getId() );
market.removeIndustry( "orbitalstation", null, false );
market.addIndustry( "orbitalstation" );
com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD newOSL = (com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD)market.getIndustry( "orbitalstation" );
if( build > 0 ) newOSL.setNewBuild( build );
if( disrupted > 0 ) newOSL.setDisrupted( disrupted, true );
}
if (ArcheanOrderEnabled**See below for details) {
if (entity.getMarket().getFactionId() = "hegemony") {
Object OSLObj = market.getIndustry( "orbitalstation_heg" );
if( OSLObj != null && OSLObj instanceof com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation ) {
com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation shield = (com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation)OSLObj;
float disrupted = shield.getDisruptedDays();
float build = shield.getBuildOrUpgradeProgress();
market = econ.getMarket( market.getId() );
market.removeIndustry( "orbitalstation_heg", null, false );
market.addIndustry( "orbitalstation_heg" );
com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD newOSL = (com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD)market.getIndustry( "orbitalstation_heg" );
if( build > 0 ) newOSL.setNewBuild( build );
if( disrupted > 0 ) newOSL.setDisrupted( disrupted, true );
}
}
}
Now, because fighters have become weapons, carriers must focus mostly or solely on fighters instead of real guns to do their basic job competently. What is the point of weapon mounts on dedicated carriers now?
Give all carriers a hullmod like the Legion that reduces weapon costs and makes them feel more competitive. I'd even be ok with making that hullmod completely take off the "base" cost of the standard weapon of each size. Then only "upgrades" actually cost any OP. It's similar to the idea of the talon being free so there wouldn't be any fighter-less carriers acting like warships.
Hey I'm new to mods for this game and compatability, is the Galactic Order compatible. Problem is the faction isn't using its custom shipset
Hmm, not 100% sure. I can't think of anything offhand that would cause that to happen. It would likely use its own faction file to do that I'd imagine. Nothing I've done should override that to my knowledge.
That being said, this mod is still a TC so it could be possible that I have and I didn't realize.
*snip* (problem in mod_info.json replace array replacing important custom faction mod files)
Is this a fixable problem?
*snip* (problem in mod_info.json replace array replacing important custom faction mod files)
Is this a fixable problem?
First of all, thank you for pointing that out! ;D
I hadn't considered that but it makes complete sense that it would cause that behavior. To answer the question, I'm not sure if that is legacy from older vanilla versions or if I just did it as a safeguard back when this mod was strictly a total conversion.
(I've been trying to ease the constraints as much as I can while preserving the combat balance of the base mod). Let me investigate removing those lines and see if there are any solutions in case that is not an option for some reason.
Ofcourse no problem! :D I love what the mod does to add to the game, so I wanted to do as much research into what could cause the problem myself as I have worked on mods in teams here and there for other games and know that certain files can't be replaced/overridden without breaking Something.
To be honest, I didn't really see differences in ships used compared to vanilla when the files were there. Most notably every faction used Ventures as Cruisers and never anything higher than Low Tech ships. Made for interesting fights as it sometimes would just stalemate and no-one would hit eachother XD
"data\\weapons\\weapon_data.csv",
"data\\hulls\\ship_data.csv",
"data\\hulls\\wing_data.csv",
"data\\world\\factions\\default_fleet_type_names.json",
"data\\world\\factions\\default_ranks.json",
"data\\world\\factions\\default_ship_roles.json",
Ofcourse no problem! :D I love what the mod does to add to the game, so I wanted to do as much research into what could cause the problem myself as I have worked on mods in teams here and there for other games and know that certain files can't be replaced/overridden without breaking Something.
Thank you! I really appreciate that and the effort you took to solve the problem. :)
To be honest, I didn't really see differences in ships used compared to vanilla when the files were there. Most notably every faction used Ventures as Cruisers and never anything higher than Low Tech ships. Made for interesting fights as it sometimes would just stalemate and no-one would hit eachother XD
Me either- at least from the play testing I was able to get in today. It seems like removing those constraints are completely ok and should hopefully solve the issues everyone is having. These will be included in the next update which hopefully I can get out very soon- just a couple more descriptions to get through- which can take a bit of time as I try to put thought into them and my first drafts are often typo-prone. XD But I will especially rush in this case to provide this fix and the fix to recovery of rare vessels post combat through Lockdown Protocol changes- as has already been brought to my attention.
The power of .9's merging is most impressive. :)
Hmm, yes that's weird. It looks like maybe it shares the weapon id with a mod that is overriding it... maybe? The weapon is from my mod, though that's not even the correct weapon sprite for that weapon.
Can I get a full mod list? I'll try and troubleshoot from there.
Also, have you removed anything from the replace array in mod_info.json by chance? That will help me narrow it down further from recent suggestions for bugfixes.
no, i didn't do anything besides changing the totalconversion from true to false
but just to be save, i'll try to redownload the mod and clean install it
"data\\weapons\\lrpdlaser.wpn",
also, is it possible to make a compatibility fix for diable avionics ?
their ship and fighter models are just too awesome to miss in any playthrough ;D
Hey there, thanks for the mod. I'm loving it so far but I've got a question. If I run this mod with a compatible mod to add factions or ships, would they be affected by the vanilla changes of having additional launch bays and smaller weapon mount?
Hey there, thanks for the mod. I'm loving it so far but I've got a question. If I run this mod with a compatible mod to add factions or ships, would they be affected by the vanilla changes of having additional launch bays and smaller weapon mount?
Did that help?i haven't checked, been busy IRL, will do when i have the time to play :(
Also, make sure this line is in the replace array in mod_info.jsonyes, it's in the json file of your mod, i just checkedCode"data\\weapons\\lrpdlaser.wpn",
Since replacing files doesn't affect mods, it could be a mod that is changing that weapon. Nothing on the list you gave me seems to, however, though I didn't check most of the feature mods.i'm using windows 10, so I don't think it's the problem, most likely some files got corrupted while downloading since it failed a few times and I had to retry the download...
The other potential issue could be operating system related. Are you running the game on windows?
Agreed. It's already compatible actually :) (Though not necessarily balanced since it bases its balance off of vanilla)yeah, I've noticed that ships from Tyrador Safeguard Coalition have different values compared to your mod, the maintenance per month, extra fighter bays, it's speed, etc
Well, I just wanted to play a different challenge, and I installed this over vanilla.... In 10 mins I earned 500k running supplies to same pirate base... Is this meant to play like this?
Can you please add 1 if-then that will goes like this:
If: u exploit
then: u can do it after 1 year...
In practice:
If: I make s good trade run
then: I cant do same run for xxx period of time....
Or is this meant to be a trainer mod?
The beginner Derinkuyu mining station. But also there is spam of other good trading opportunities.
Station keep asking for 200 supplies. There were even double contract... I went to the base with 600 supplies and finished 2 contract with 100k.
It is simple really... this is not a multiplayer game, so u can make boundaries. U cant make machine beat a brain in this, just set a rule that if 1 run is made, there are no other in 1 year or so.... simple as that.
So it will handle it self automatically.
Ahh, I see. There's some stuff I need to work out there - apparently Derinkuyu suffers from the same or a related issue on new game start, but you could remove procurement missions entirely by removing them from the generic mission manager on every game load:
GenericMissionManager manager = GenericMissionManager.getInstance();
And then iterate over manager.getCreators() to remove whatever you like. And then, possibly, replace it with your own version.
FYI, I have also had problems with the Tyrador faction and one or more other faction mods, mostly due too either not running with Archean Order, or because they conflict with other Faction mods. Or Nexerelin ofcourse.
Lets just say some are known for having compatibility issues including Tyrador now and then.
And yes, I am still active and subbed on this thread, to see if I may be able to help here and there if needed :P
After all, I helped fix a game breaking bug, and love this mod enough to help where I can!
Thanks for the continued assistance! I'm a little unclear what this means, though. Do you mean the same issue that should be fixed for the next release or a separate issue altogether? If it's a separate issue I can try and fix that for the next release too. What kind of incompatibility behavior is happening?Ofcourse!
Ofcourse!
It's either a Space Station error I'm getting saying something of a station couldn't be written, or a NULL error with literally 0 information. What exactly I don't remember anymore. But as I said, I am also not sure if it's either from Archean Order or because of Faction Incompatibilty between the "problem factions" and others. What I can conclude from the errors though from what I remember is that multiple things try to (over)write the same line of code or something like that.
Rejoice
i found the culprit of the Pulse Cannon MkII Bug,
*snip*
after turning on/off each mods im using, this one mess the stats.
dunno why
Rejoice
i found the culprit of the Pulse Cannon MkII Bug,
*snip*
after turning on/off each mods im using, this one mess the stats.
dunno why
Ah thanks! I'll take a look and see if there is anything I can do.
*EDIT* Yup this is going to be some work to solve. I will have to change the id for that weapon (and therefore edit every variant file that uses it), and then design a beam weapon under that id. It probably won't be in the next update, but it's on the list!
So, im having a problem with Outer Rim Alliance and Tyrador safeguard Coalition modded guilds.
It seems like that both factions dont use their own ships and i cant find it to sell anywhere.
Is there a way to fix it or i should just turn off the mod?
Using both Archean Order and Nexerelin together.
So, im having a problem with Outer Rim Alliance and Tyrador safeguard Coalition modded guilds.
It seems like that both factions dont use their own ships and i cant find it to sell anywhere.
Is there a way to fix it or i should just turn off the mod?
Using both Archean Order and Nexerelin together.
The update I'm going to release in the next hour or two will fix this and add a bunch of lore descriptions for colonies and some additional music. :)
Thanks! ;D
You can clean reinstall to experience all the new features (shouldn't break saves afaik)* or use the fix to solve the problem immediately. Either should work.
* *EDIT* Just in case: there are market changes with this update that I don't think will break saves- but may require a new game to generate and cause the right dialogue to appear. I think I have coded around this but wanted to provide that disclaimer as well. Carry on. :)
Another thing that i think you should know is that deleting the code lines requires you to create a new save so things go back in place.
I tried the fix and roamed around a few minutes in a old save i had and it didnt replace ships on both guilds fleets.
@Morrokain, is that Eldrus part of the new update of was it in the old one too ? i haven't updated my game yet in fear of breaking save... how's the Lightshow mod compatibility going ? ;D
i want to ask whether the whooping increase to flux for beam weapon by 60% if i install Advanced Optics is intended? i mean, i could understand if it's 20% or 30%
but 60% is way too much, i think... idk, im not a pro at this game
in the end, i used that thing only if im using a non-flux beam weapon... in fear of raking too much soft flux
also, i think a dreadnaught (megalith) in the mod is a bit underwhelming compared to a battleship,
i mean, dreadnaught is supposed to instill fear to its enemies, but i can fight it just fine with paragon...
at first i thought "oh ***, do i have to fight it ?" when they send a raid force to my lovely terran planet
but then... "that wasn't as hard as i thought it'll be"
i want to feel like when facing a dreadnaught, i couldn't win unless i surround it with 3-4 battleship or another dreadnaught... me 'em bigger and more badass please ::)
or maybe because the AI is not as smart as i thought ::)
Thank you so much! It's fine, I'll start a fresh save and let you know if I find anything weird! As for the patrols.. yeah, that was really weird, and it hasn't happened since I averted it the first time. I had saved past that, but now I wish I hadn't so I could send you a screen shot! Still, if it happens again, I'll be sure to post it here. Thank you for looking into it for me though :)
A Tyrant generally dominates the battlespace in the hands of the player.
well lad dumb question, how do i get grand sector with this mod?
I've also learned via the few faction mods i've played with, it seems that they don't actually 'use' there faction's ships and default too the base game ones. Pretty funny.
Blackrock, Legacy are the two. 0 crashes but just defaults everywhere, expect there guns
well lad dumb question, how do i get grand sector with this mod?
I've also learned via the few faction mods i've played with, it seems that they don't actually 'use' there faction's ships and default too the base game ones. Pretty funny.
Blackrock, Legacy are the two. 0 crashes but just defaults everywhere, expect there guns
check the installation method in grand sector, grand sector requires you to make changes to the vanilla game data
once you've dont that, open archean mod folder, edit the totalConversion from true to false, and voila.
i've been using grand sector in all my playthrough, it's amazing
I've also learned via the few faction mods i've played with, it seems that they don't actually 'use' there faction's ships and default too the base game ones. Pretty funny.
Blackrock, Legacy are the two. 0 crashes but just defaults everywhere, expect there guns
A Tyrant generally dominates the battlespace in the hands of the player.
i got one after a bloody battle involving 2 tyrants and 1 malevolent, sadly only got 1 tyrant at the end.
i've been "hunting" that ship ever since, whenever i see them, i chase ;D
anyway,
i took the "capital" of Sci-Corps, Directorate Headquarters, and inside there are 7 industries over the limit of 4
that's cheating :P
**
not sure if it's known yet, i updated my game to the latest mod version, and this eldrus station thing won't recognize my fleet as having its transponder turned off.
i had a trade mission with pirates inside that station, but no matter what i do, the station still recognizes me even if i went dark...
**
I've also learned via the few faction mods i've played with, it seems that they don't actually 'use' there faction's ships and default too the base game ones. Pretty funny.
Blackrock, Legacy are the two. 0 crashes but just defaults everywhere, expect there guns
Hmm, that should have been fixed in the current update. Are you using an older version to preserve your save?
I keep getting crashes with variances on:To help me troubleshoot, what version of Archean Order are you on, and what is your currently installed mods list?
Fatal: Slot Id [WS 004] not found on hull [mule]
Whats up with that?
Archean Order 1.3.4e is the one I was running, but I've recently changed over to a bunch of other mods that were incompatible with yours so I'm not entirely sure what I had at the time.
I recall having these, and ensuring that there wasn't anything to do with factions or weren't directly listed under the compatible mods you have on the main page. (Excluding any that didn't make major changes to the game either by adding sounds/portrait packs etc.)
Another Portrait Pack
Combat Chatter
Console Commands
Girls Frontline Portrait Pack 1.3
LazyLib 2.4e
MagicLib 0.28
Station Construction 3.0.0
Unknown Skies 0.42
ZGrand Sector 0.3.0
ZZ Audio Plus 1.1.1
ZZ GraphicsLib 1.4.1
Hi would you ever consider making a sub mod with the ships and guns only?
Hi would you ever consider making a sub mod with the ships and guns only?
It wouldn't be particularly hard to do, but it wouldn't be balanced for use with other mod factions any more that way. Other than fleet dialogue and campaign faction additions, the core mod mostly acts this way already using Nex's randomly generated start.
Are you saying you would prefer a mod without the new factions' content? (Not a bad thing if you are- just to be clear :) )
I love the ships and guns the mod adds i run heavy modded game so its not compatible with some of the mods so would love to see a sub mod containing say the ships and guns implemented so instead of full conversion mod a soft mod thats not changing any of the core game files. :)
I love the ships and guns the mod adds i run heavy modded game so its not compatible with some of the mods so would love to see a sub mod containing say the ships and guns implemented so instead of full conversion mod a soft mod thats not changing any of the core game files. :)
Ah, so a rebalance of the core stats back to Vanilla standards. Not going to say never by any means, but there are some other things that will likely come first. - Such as fleshing out the fleet dialogue system as a stand-alone mod, etc etc.
I'll definitely keep this in mind, though, and thank you for the compliment! :)
*EDIT*
As a way of explanation of this thought process, part of the reason is that core vanilla stats are not yet finalized. They are close, but the tweaks required to make everything feel good to revert this mod back are time intensive. So, if I were to do such a thing I would want it to be under the implication that future maintenance would be minimal (so as to not overload my workload by maintaining too many projects).
Overall, this mod was intended to provide an alternative gameplay implementation more along the lines of RTS/DnD-esque style games- backed up with immersive lore content telling my own stories. I would consider vanilla, currently, to fall more under the Rogue-Like Tactical Arcade shooter with a secondary campaign layer of Mount and Blade? Idk... it's pretty hard to put Starsector in a box. That is one of the reasons it's a fantastic game, but that is the best way I can explain design vision.
So that comes first and foremost, but I am not trying to give the impression that I am discluding the general community by a stubborn unwillingness to separate out popular features, for example. I just want the features to be finished first (so I am not doing double work- even assuming replacing files in two directories is always possible- which it may not be).
TLDR: I am taking the cautious route to preserve dev time, but I'm definitely open to multiple, separate, feature mods in the future. :)
Is there some kind of guide for this mod, as in what ships and weapons are good etc.? It looks really nice (especially the factions) but I don't really want to relearn the game, as it seems almost everything from weapon names to ship hulls is changed
*snip*
1. Archean flux war:
a. a heavy missile loadout and a bit of excess flux budget worked great for general pirates swarms or working the edge of a mid-game sized battle line hunting and killing smaller ships. However this ship setup does poorly when stuck into the middle of a battle line (the above Revenant cruiser) and having to "hold"...way too long delays between salvos. Now moderating to solid beam with solid missile salvo...AND a fair amount of overhead to deal with the hard flux coming in from...let's see: a billion fighters, missiles, debris, beams, lasers, and kitchen sinks.
So back to the simulator...and: Gauss cannon, artillery blasters, max flux capacity/distributors, and some burst pd means I can duel an Onslaught (slowly). Sure great for duelist config...will have to see how it does in the "Archean mid-game threat environment"
b. It was horrifying when I booted up the simulator against a Paragon and the thing blasted me from outside visual range. And then proceeded to hound me off the field like a Man Mountain the Sumo wrestler. However since I have just joined the Archean Order, I shall pay back these Tri-Tachyon Paragon on the field of battle...eventually.
Yea, missile boats and other long-range support designs are horrifically effective in their role, but can't handle a melee. Paragon doesn't really count, given the whole, normal design is really more an assault with several TACHYON LANCES. The Support paragon is, while not horrible, is absolutely a support ship which without guards cannot handle much on it's own.
I generally think of it in rough D&D-ish RPG terms. With Support as Wizard, Assault as Warrior, and Strike as Assassin, with some overlap and a few other traits.
Support vessels, naturally. Long range, and hence ability to pick and chose targets and push them over the edge. Missiles or long range support weapons. But in melee combat, the shield's upkeep makes it lose half it's damage output, and it loses the other half from the tradeoff that long range support weapons make, of flux cost and lower damage for range.
Assault Vessel. Fast, tough, and they get in your face and prevent you from doing anything clever. The Low-Flux speed boost makes them great at interceptions. Assault weapons have the best DPS, and use no flux, so while they get barely any alpha potential, they DO have the ability to just make a target's shields remain under strain, and keep them slow. The lack of flux cost means stronger shields, and higher speed, but the lack of alpha potential means no real finishing power unless you have several teaming up, or, more likely, from support vessles or having assasin traits.
Strike Vessel. Has a powerful alpha strike, but needs opportunities to take advantage of. They are fast and great at obliterating targets in the opening volly, but they have no staying power to speak of. Zero-flux helps them get into position, but since they tend to spend easily half or more of their flux in their strike, they obviously won't maintain it afterwards. Best used as hiding behind Assaults, until the target's shields are weakened enough for you to tear through them. And then backoff, vent, and wait for ammunition to reload.
Carriers are weird, and are more an afterthought, even in this mod. Mostly it just makes them worse quality, while supporting fighters, so they are more strategic target. I really have no idea how to think about them, aside from them being really important and high priority targets.
Hybrids exist, but it has serious costs. Adding a few strikes to the assault helps it break stalemates on it's own, but the loss of DPS and survivability hurts. Adding support helps it intercept or maintain contact, but again, costs DPS and survivability.
Point defense is pretty universal. That said, dedicated PD vessels can work, although I have no idea if the AI really handles the correctly.
-----
Been using an Archean Order Frigate as my flagship. After my entire starting force kinda died horribly though the incompetent commander.
Not sure what it was called, but it has 6 small missile slots, 2 charges of missile forge, and 2 small energy slots.
I think I have 6 trebuchet missile launchers, extended racks, unstable injector, and safety overrides (Plus hardened subsystems). And two sorta-pd/assault guns.
It is horrifyingly effective as a support vessel. I can unload 3 vollies of 18 missiles from the start, although the second reforge has a longer cooldown. I can generally obliterate 2 frigates in an opening volly, from way, way out of range. That said, between the long restocking time and the saftey overrides, I can generally manage around 3 more full vollies, barely, before CR decay sets up.
But, the shield is tough, its fast enough to sorta evade fighters (at least get to support before the shield collapses) and is a horrifically effective support/assassin hybrid.
I tried using short range missiles, like Swarmer, or torpedoes, or rocketpods, or w.e., but nothing can match the sheer potential I got from 18 longrange missiles. I can't even really get a good shield breaker missile to work. Its just that there aren't any similarly FAST missiles. I don't have to get close either.
That said, its not OP enough. It takes a lot to even pound down a frigate's shield, and even two vollies doesn't do much to a destroyer. Hence I have to wait for vulnerable targets.
Point defense on frigates generally isn't enough to save them, but it certainly makes me spend more ammunition. Larger ships can pretty much ignore the huge waves though.
Past that, when ammunition is depleted I have a 10 second delay before I get 6 missiles back, and I can only kinda kill fighters, and mildly poke frigates with the secondary guns.
Overall, highly effective, but not even close to being able to, say, solo an enemy fleet.
DnD-esque is exactly the kind of battle dynamic I was going for, yeah. I play a lot of RPG's as well as RTS, and that has definitely been an influence for this entire mod. :)
AI assault/support pairs or task force groups - You can do this pretty reliably *snip*:
Step 1: Select your assault group and tell it to escort a support ship. The recommendation for this is that the assault escorts are either a class smaller or at least fairly faster than the support ship. 0-flux boosting helps this a lot with assault and strike ships though, so you will be surprised what you can get away with there. Do this for each support ship in your fleet.
Step 2: Select the support/strike ships (Only the support/strike ships, mind you) you want to have target a priority enemy ship and right click that enemy vessel. The support ships will focus either their missiles or fighter waves on that ship, and strike vessels will close for a salvo.
Why this works well:
- The key here is that the AI is very aware of when it is "flankable" and will behave much more cautiously when it has that liability unless an eliminate command is explicitly given. That's why numbers are so important because the larger group has the flank advantage and can sometimes outright intimidate the other side into being overly defensive and not using their strike weapons until its too late. Escorts, however, provide flank defense the AI is aware of, and even the minor distraction of having to briefly engage an escorting frigate can buy enough time to make the AI confident enough to fully engage their weapons. This can often mean the difference between an attack killing a target (optimal outcome) or merely overloading it and hoping the long range missiles can get through the enemy fighter screen and finish it as it limps off. The escorts for your long range support ships are to ensure that they don't get similarly surrounded and sniped while your "away" at the enemy battle line.
4) Carrier weakness/uniqueness from the large fighter nerf that's coming will be addressed because they will all have built-in hullmods reducing fighter replacement time substantially- both to give them the actual sense of being a carrier and slightly weaken the fighter strength of standard assault vessels so comparison between the two classes can be more easily drawn. It isn't as noticeable for frigates or destroyers since the majority of them can't field fighters if they aren't carriers, but the lines get really blurred above that. Cruisers meant to be hybrids (like the midline Eagle or Megalith, for instance) will still feel that way because of their ship systems. For many carriers, limited ammo being a factor will also greatly increase the strength of the majority of carrier-based ship systems in comparison to the current release, so that will also make them stand out more.
Yea better be cautious then hasty but yea you doing a great job i just love extra pew pew in my game ;D ;D
Also, potentially some big news regarding mod faction compatibility:
I may be able to accelerate this process considerably using my IDE. Assuming the game's behavior when loading mods holds to my assumptions, it will be far easier to correct than I had originally thought. Not saying it might not take some time, but it hopefully will not be the monumental effort I had originally assumed it would be- based upon early-on modding experiences and a lack of technical tool application.
We shall see. I'm hopeful though! ;D
Also, potentially some big news regarding mod faction compatibility:
I may be able to accelerate this process considerably using my IDE. Assuming the game's behavior when loading mods holds to my assumptions, it will be far easier to correct than I had originally thought. Not saying it might not take some time, but it hopefully will not be the monumental effort I had originally assumed it would be- based upon early-on modding experiences and a lack of technical tool application.
We shall see. I'm hopeful though! ;D
does this apply to the ship stats of other mods?
;D
I can't seem to grasp this mod. Why is everything so fast, why does every second ship have entropy amplifier as its ship system, why is there a ship with 4000+ armor(LC legion)? Every weapon type (missile/energy/ballistic) has good(ish?) weapons for every type of damage making them feel homogenous. Everything has charges. Carriers seem even more overpowered than in vanilla. PD guns use no flux...
It might be that I'm just a bad player, actually that is very likely since I haven't learned much about this mod, but IMO some of the balance/design decisions seem quite questionable.
I don't really want to relearn the game, as it seems almost everything from weapon names to ship hulls is changed
well lad dumb question, how do i get grand sector with this mod?
I've also learned via the few faction mods i've played with, it seems that they don't actually 'use' there faction's ships and default too the base game ones. Pretty funny.
Blackrock, Legacy are the two. 0 crashes but just defaults everywhere, expect there guns
check the installation method in grand sector, grand sector requires you to make changes to the vanilla game data
once you've dont that, open archean mod folder, edit the totalConversion from true to false, and voila.
i've been using grand sector in all my playthrough, it's amazing
If that doesn't work let me know just in case I broke something.I've also learned via the few faction mods i've played with, it seems that they don't actually 'use' there faction's ships and default too the base game ones. Pretty funny.
Blackrock, Legacy are the two. 0 crashes but just defaults everywhere, expect there guns
Hmm, that should have been fixed in the current update. Are you using an older version to preserve your save?A Tyrant generally dominates the battlespace in the hands of the player.
i got one after a bloody battle involving 2 tyrants and 1 malevolent, sadly only got 1 tyrant at the end.
i've been "hunting" that ship ever since, whenever i see them, i chase ;D
anyway,
i took the "capital" of Sci-Corps, Directorate Headquarters, and inside there are 7 industries over the limit of 4
that's cheating :P
**
not sure if it's known yet, i updated my game to the latest mod version, and this eldrus station thing won't recognize my fleet as having its transponder turned off.
i had a trade mission with pirates inside that station, but no matter what i do, the station still recognizes me even if i went dark...
**
;D
Reported Eldrus transponder issue:
Thanks for the info! I should have some time in a few hours to take a look at that. Hopefully that can be fixed without breaking saves.
Sci-Corps Headquarters:
Still planning on separating these out but don't want to break the economy too bad. I'm shooting for those changes and an additional market or two for the Luddic Church in the next update. :)
I didn't see there was an update, I'll try it and see if the factions work now.
I didn't see there was an update, I'll try it and see if the factions work now.
If not, let me know, but removing the overrides should have done it.
Well I haven't had a single crash yet, and all factions are spawning with there faction designed ships. Its a nice surprise but if I run into a bug I will let you know.
Just pain because Arch ships aren't busted anymore lol
I can't seem to grasp this mod. Why is everything so fast, why does every second ship have entropy amplifier as its ship system, why is there a ship with 4000+ armor(LC legion)? Every weapon type (missile/energy/ballistic) has good(ish?) weapons for every type of damage making them feel homogenous. Everything has charges. Carriers seem even more overpowered than in vanilla. PD guns use no flux...
It might be that I'm just a bad player, actually that is very likely since I haven't learned much about this mod, but IMO some of the balance/design decisions seem quite questionable.
I'm sorry you feel that way and thank you for the feedback! Always appreciated! :)
DatonKallandor is correct that this is a TC and the design balance is different than vanilla for many reasons- some of them aesthetic and some of them design changes to make other things possible. As one minor example based upon one of your comments/concerns: I don't like how- in vanilla- PD and smaller assault weapons stop firing at high flux. It feels weird to me and though changing it requires other balance changes to compensate, it was an early design goal. That is why the majority of PD and assault weapons are flux free. Longer ranged weapons are oftentimes very superior in vanilla, and so I wanted some kind of trade off there. High flux generation (to offset flux-free weapons) seemed like a good solution. Similarly with missiles, AI issues and limited ammo make that weapon category pretty niche and mostly build-specific. Giving missiles regeneration (again with the offset of high flux generation) let's them be another weapon category choice in most set-ups.
Yup, that can make things feel homogenous if the design goal is to make every weapon feel especially unique. On the other hand, I wanted to make each weapon type able to perform more roles within that category so that A) faction commission choice is more interesting in that it unlocks a lot more unique weapons- and B) there is a larger variety of aesthetics to choose from, and, if you want to focus on a weapon category- you can- without being forced into a specific playstyle. If you think about it, vanilla doesn't have to particularly worry about that concern because the faction mods fill in those gaps with their own weapons. I started this out as a TC, so I couldn't (especially at the time due to technical reasons) rely on that for this mod.
If you want to flesh out that last sentence, feel free, and I'll see if any changes are warranted. Details like: what part of the game are you in? (early-mid-late)- what is your fleet composition?- what particularly are you struggling with?, etc, will help me give you advice if you want to learn-I don't really want to relearn the game, as it seems almost everything from weapon names to ship hulls is changed
-but if you are looking for just another vanilla experience with different ships and weapons, this mod is probably not for you. :) I will likely release some kind of balanced ship and weapon/faction pack at some point in the future, but there is a lot to get through first.
In the meantime, if that is what you are looking for, there are lots and lots of high quality faction mods out there that are very vanilla-friendly. There is also a guide on the modding sub-forum that attempts to categorize them by how close to vanilla standards they are.
Meanwhile... have you ever thought about doing (or asking someone to do) compatibility patches with various shipmods? Because the flux system from Achean is awesome, but once other shipmods come into play they don't mesh well with it at all. So something that bridges those mods to fit the Achean system where PD doesn't use flux and the other/new ships are further tweaked to fit into the system here better?
Is there a way to make the AI stop firing large, overpowered weapons with long cooldowns at enemy fighters and instead just leave that to their dozen point defense guns instead so that they can actually use their megacannons on actual enemy ships?If you're feeling up to some client-side (i.e. your own computer) personalized modding, adding the following:
Morrokain, similar to tseikk1 I was having issues figuring out the balance and choice making, it made my own decisions feel like guess work. While finally searching for what I realized must be common issue I stumbled across your above explanation. I appreciate the well thought out and candid response on what felt like the major pain points. Going into the next campaign I'll give it another shot with less expectations from prior knowledge.
I'll also keep digging for guides but if you can point me towards a good summary of the major differences or a CAQ threat I would appreciate it. Thanks for the effort as it's a real specific itch your mod scratches in a game that was already hitting spots I almost didn't know I even had.
Cheers,
*edit* Big oof, just found the .doc .
Sup lad its me again, Really strange glitch I keep stumbling into when black market dealing and haven't found a workaround it yet in game.
When the AI heads this way too search me after I sell VAST amounts of goods at 0 traiffs, they are stuck in a 'engage or open coms' without the ability too leave without fighting them which RUINS my relationship or relogging an earlier save. I've had this happen at 2 different ports. Both were Archean order this run so far but this is a strictly allied Archen run or atleast was.
Is there a way to make the AI stop firing large, overpowered weapons with long cooldowns at enemy fighters and instead just leave that to their dozen point defense guns instead so that they can actually use their megacannons on actual enemy ships?
I know this is probably just a vanilla thing, but I thought I'd ask. I also noticed that the AI has real trouble with the large laser tri-beam; specifically its range. It always seems to fire it at targets that are just past its actual range. That's the only weapon that seems to have that issue, too, at least as far as I've noticed.
Meanwhile... have you ever thought about doing (or asking someone to do) compatibility patches with various shipmods? Because the flux system from Achean is awesome, but once other shipmods come into play they don't mesh well with it at all. So something that bridges those mods to fit the Achean system where PD doesn't use flux and the other/new ships are further tweaked to fit into the system here better?
If you're feeling up to some client-side (i.e. your own computer) personalized modding, adding the following:
"STRIKE, USE_VS_FRIGATES"
to the 'tags' column of the weapon(s) in question in \StarSector\mods\Archean Order TC v1.3.4e\data\weapons\weapon_data.csv, would at least minimize the wasted weapons fire (will only deliberately target frigates or larger, but stray fighters WILL absorb said weapons fire, if in the way).
As I do not use this mod myself, I cannot make the changes for you, as I have little knowledge as to which weapons need the changes to suit your needs.
Ask other modders to make extra version of their mods with every ship having more mounts and a completely rebalanced set of weapons is your best bet.
Sup lad its me again, Really strange glitch I keep stumbling into when black market dealing and haven't found a workaround it yet in game.
When the AI heads this way too search me after I sell VAST amounts of goods at 0 traiffs, they are stuck in a 'engage or open coms' without the ability too leave without fighting them which RUINS my relationship or relogging an earlier save. I've had this happen at 2 different ports. Both were Archean order this run so far but this is a strictly allied Archen run or atleast was.
Thanks for the report and sorry for the experience. (I thought I tidied all that up but looks like I was wrong :( ) That might be fixable in a hotfix since it sounds like a rules issue. So I'm clear on the details: it happens only while smuggling with high reputation with the Archean Order faction or were you aligned with another faction? (That's the problem when a faction matches the name of the mod- it can create a little confusion at times haha)
Any strategic advice for stopping the Archean Order from curb-stomping literally every other faction into the dust? I've seen campaigns where they are down to two planets, declare war on someone with eight planets and still come out the winner every time. I've seen them single-handedly fight entire alliances and win.
It seem kinds of weird to me that a bunch of religious zealots could somehow field technology than makes Tri-Tachyon look like the Luddic Path, but there it is.
Add Boggled's Terraforming Mod to the list of working mods. Tested it, no problems so far
hi
loving the mod so far.
just wondering though, if anyone else is having issues with CTD complaining about fatal slot ID's in the Mule, Mule_d and sometimes the buffalo2?
usually referring to a missing WS 005 or some such.
i've cast my eye over the files and although sometimes the weapon slots seem to jump from 1234 then to 7,8,9 ect. but this seems to be true for other ships too that aren't throwing errors :s
any ideas on how to fix this or what tools i should use to DIY it myself?
thanks for any reply.
I play this mod with Arsenal Expansion and i get this Fatal Error on the medusa_ix.
I had try to solve this myself , but no luck so far....
Funny thing is , after i reload and fly inother direction , i can play a lots of hours before zjat error ecours again....
P.S.: Your mod is awesome !!! 8)
hi, thanks for the quick reply.
i understand that the issues i'm having is from playing with other mods alongside this conversion mod, and so wouldn't expect you to do anything you would not be already planning to do. i hope i didn't give that impression here. i am very much the type of player that slaps ALL the mods into the game till it breaks then spends months cheerfully trying to get them all to play nice as best i can, this seems to give me as much fun as the game play itself lol.
that being said, i was wondering if there would be a way to temporarily disable the converted vanilla ships purely for compatibility until such time you are ready to implement the changes you wish to make. (to achieve a sort of like a Archean lite if you will).
thanks again and sorry for asking these questions.
that being said, i was wondering if there would be a way to temporarily disable the converted vanilla ships purely for compatibility until such time you are ready to implement the changes you wish to make. (to achieve a sort of like a Archean lite if you will).
:D thanks again for the swift reply
this is fantastic to hear!
then i guess i will happily and patiently await these changes, thank you again for this information, it makes me smile greatly.
i feel there will indeed be a place for all versions within the community, freedom of choice is always happily received :D
i hope you achieve your plans with this, i am enjoying them greatly so far.
thank you.
I figured out the issue with the Archean Order overrunning the entire sector like Genghis Khan and it has nothing to do with their ships being OP per se, but rather their entire faction being OP. I noticed then when checking some industry output comparisons on the colony screen and found, to my horror, that Archean Order planets outproduce the rest of the entire sector combined. Their capitol is a size 12 planet, which I found amusing because the game caps planets at size 10. There was literally no category of commodity type that the AO did not own all the top five slots in, which is particularly amusing because this included food, despite most of their worlds orbiting a black hole.
And being that all of their worlds come with star fortresses, military bases and orbital foundries, there is basically zero chance for anyone else to actually take one of their worlds without direct player intervention to cripple them first, and even that doesn't do much good because the base defense strength of a size 12 planet - even without any functional ground defenses - is higher than the invasion strength that any other faction could ever hope to muster.
In other words, if Star Sector vanilla factions are like Gas Town, Bullet Farm and the Citadel, then the Achean Order are Clan Jade Falcon.
To emphasize this I started a new map with "Enable Random Core Worlds" turned on and lo & behold, the AO became just as weak as everyone else. Their fleets actually fail at invasions and their planets actually got captured in return once in a while. Without an economic base that could churn out five Death Stars before their rivals could build a single TIE Fighter it turns out that they are actually (gasp) fairly & decently balanced against everyone else.
In summary, if anyone is using this mod alongside Nexerlin, I strongly suggest taking the random core worlds option. Otherwise your campaign will be just watching the entire sector getting gobbled up like a steamroller over a community of ant hills.
As far as ships go... the AO stock ships aren't OP, but a devious player can make them OP pretty darn easy. For starters, the first thing I learned was that there's a lot of weapons out there with zero flux, and I soon set out to design my ships around the principle of "flux free living" when it came to weapon selection. This was also handy when paired with the focusing hullmod that adds 500 range to all beam weapon, because +60% penalty to a flux of zero is still zero.
From there it was just a matter of "how many pulse lasers and phase cannons can I stick on a ship?" and making sure that all my officers took Defense Systems to level 3. Why that particular skill? Because at level 3 they can (slowly) dissipate even hard flux with their shields still up. Since none of my ships were producing any flux of their own, and the zero-flux weapons tended to have a low point cost, this meant that they could tank anything short of a space station with near impunity.
But interestingly enough it wasn't the AO ships that I turned into OP monsters, it was the Adamntine ships. Specifically, their version of the Eagle with all energy mounts, 360 shields and the haste spell built right in. I found that if I just covered it in pulse cannon 2s in all the small mounts, then stuck thermal cannons in the mediums and added the weapon range booster, egads, they were unstoppable. Those weapons might look weapon on paper but when you've got literally a dozen guns all firing at once at double speed they can turn battleships from pristine to scrap metal in under ten seconds. Even stations could not withstand the onslaught of half a dozen of these things working together and taking turns.
Meanwhile, as for those oversized Hegemony mega-ships... I found a whole new purpose for them and it had nothing to do with guns. With all those hybrid mounts I realized that the true calling of that giant carrier was to not carry fighters at all (in fact I deliberately avoid using fighters with this mod, because maxing flux vents pays off a lot more - see above). There's two missile systems here with a range of 10,000 - one hits armor, the other hits shields (and causes EMP). So I just crammed eight of these things onto there instead and let them hang out all the way in the back, unleashing a steady stream of MIRV pain non-stop. Get about five of these things kitted out like that and you can take down starbases without ever coming into range of enemy weapons or even their fighters.
And my final act of cheese is this: With enough vents and a good officer, it is possible to kit out phases ships that can stay phased permanently. In fact, they can actually lose flux while remaining phased. Needless to say, this turns them into doom-snipers from hell. This is the one place where I flip my usual policy and go for maximum flux weapons (like Tachyon Cannons). Move up, fire once at absurd range, watch enemy instantly explode from one volley, then phase out and laugh as the enemy swarms around helplessly and my flux slowly fades away for the next fatal blow. Wash, rinse, repeat.
There was literally no category of commodity type that the AO did not own all the top five slots in, which is particularly amusing because this included food, despite most of their worlds orbiting a black hole.
Just ran a few battles.
This mod is pretty damn awesome. Was satisfied with the ship power scale up to cruisers, so I bought a paragon off the open market, kitted it with spinal atronarch beams, brought it to some fights I should have run from.
On paper the atronarch beam is a strike weapon which does great damage with each strike. The statline doesn't prepare you to see a single paragon with two science corp eagles smash and bash their way through the center of one of those huge pirate fleets with like 12 Atlas IIs. It doesn't prepare you to watch frigates disappear in a wave of explosions as you walk the beam across their bows. It doesn't prepare you to see cruisers and sometimes even cap ships go down in a single blast.
God that's epic. Of course the other weapons (I really like obliterators) pull their weight, but the quad beam of purple death is too much for anything, even bases.
Dosent need a nerf or anything. I still die if I get too trigger happy bc overload, this is just me ranting about how EPIC it looks.
Did you do all those profile pictures yourself? I have to admit, they really, really are nice. While I'm generally not using Archean often except for some unique playthroughs, I've totally spent the time to offload those icons into a personal mod. It's like, literally the best portrait back. It's so much better having such diversity!
One thing I have to wonder about: There are literally no ships in this mod that have the ground support package. There's troops ships... OK, one troop ship, but no ground support - which technically makes it no different than a civilian transport, if you think about it.
Is this intentional and by design or just something you forgot about? I mention this because while other mods have a plethora of troop ships, adding ship mods to this is always... risky, and their new weapons rarely jive well with the ones from this game.
Whoops, not intended, just forgot. Thanks for bringing it to my attention. :) Fixed for the next update.
Would more troop transports be interesting? Its certainly something I would consider if so- though I want to get the technical merging conflicts out of the way so I don't inadvertently cause crashes for users who are not experienced with the modding ecosystem but also want to mod mix. Crashes first, balance later is the general philosophy right now. Well, I should say that is the current goal other than the brief break to fix the economy for Nex and, while I'm at it (in order to avoid having to do it again), adding the previously requested markets/resources for some of the less currently well-off factions like Sci-Corps and Luddic Church.
Fixed the smuggling bug. You can:
A) Redownload and clean install the mod.
OR
B) Use this link and download the rules.csv file and replace it in the mod directory ("Archean Order TC v1.3.4e/data/campaign")
https://www.dropbox.com/sh/fm5br77z9dr0fyk/AAAsk6ehuJBC6hZyTSZr7Ql1a?dl=0 (https://www.dropbox.com/sh/fm5br77z9dr0fyk/AAAsk6ehuJBC6hZyTSZr7Ql1a?dl=0)
Shouldn't break saves.
Something I wonder about is crappy(?) fighters with ground support packages.
Sci-corp is absolutely dominating my save. Can't argue with TriTach's Paragon but bloody hell I love the Epiphanies, and since I liked their ships so much I decided to hell with it and made an alliance. They were friends with the Archean order but my starting world sort of spawned in with the Archean's so I couldn't keep them in. Perhaps our purple friends might have had to do with that scientific might.
Hey sorry for the late reply but thanks for fixing it, and ya it seemed like only them at the time. I'll give it a run with a few new factions tossed into the ring here in abit.
As for the others talking about the order kicking ass over others, mine are currently on the back foot after having three raids/invason's on the capital system shattering them.
Something I wonder about is crappy(?) fighters with ground support packages.
Sci-corp is absolutely dominating my save. Can't argue with TriTach's Paragon but bloody hell I love the Epiphanies, and since I liked their ships so much I decided to hell with it and made an alliance. They were friends with the Archean order but my starting world sort of spawned in with the Archean's so I couldn't keep them in. Perhaps our purple friends might have had to do with that scientific might.
Is fighters with ground support package possible? Since it's on the ship as a fighter instead of the ship hull itself I'm not sure it would be recognized during that calculation. As a concept though I wouldn't mind trying it out, though I think I would want to reduce the effect but make it stack with ground support package to avoid the potential risk of making the Valkyrie obsolete.
Regarding faction balance using Nex, I have to be totally honest here:
I don't really know the ins and outs of Nex, so... possibly? I have to assume there is likely some chance involved with faction dynamics anyway, so that could be a factor here.Hey sorry for the late reply but thanks for fixing it, and ya it seemed like only them at the time. I'll give it a run with a few new factions tossed into the ring here in abit.
As for the others talking about the order kicking ass over others, mine are currently on the back foot after having three raids/invason's on the capital system shattering them.
No problem and if you run into anything else let me know. I appreciate it. :)
Ah, good, it helps to know it can happen to the Archean Order too. Are you running a random-generated game with Nex or the core worlds playthrough?
-----------------
Generally in this regard, though, an update regarding faction industries and resources for the next release with some transparency for design goals: (Is this helpful or too much detail?)
Since I'm reworking the economy anyway to separate out industries over the market size cap, naturally this is a good time to try and make it as balanced as I can from the perspective of faction market share, market size, and resource access, etc. The first pass was mostly a compatibility placeholder until I better understood the .9 market system. I originally wanted to, at least generally, retain the original resources from .8 markets - which operated differently. I've spent some time tinkering with the market balance in the TC in order to hopefully create fun, balanced, nex campaigns.
A secondary design goal here is to make the player's choice of where to raid/invade more interesting. One way to do this is to isolate out resource types among multiple colonies in order to make some new factions slightly more vulnerable to tactical sabotage of their resource acquisition. Another way: balance resources so that some factions have weaker overall market share in some resource types and stronger share in other types- to create some small trade dependencies in the ecosystem depending upon differing factors and events. (Ideally anyway... disclaimer: hopefully I didn't break things too bad, haha)
Some detail:
Sci-Corps has a couple more markets added for this purpose, and the size of some markets and their resources/industries have been reworked. (They can actually field the Astral in their fleets now, as intended). This also includes some independent markets they interact with.
Luddic Church has had a slight revamp of Meiros and has another military market added with access to fuel production and heavy industry (blasphemy! :D ) so they can produce more capital power upon the campaign map. This also lets me write some cool lore to justify those resources, so that's a nice bonus!
Archean Order, Adamantine Consortium, and pirates: I didn't add any markets- but revamped market size, resource access, resource quality per market, and the raid-ability of some of their markets to various degrees. (Side note: Ilyss, lore-wise, is a resource treasure trove, so it still has really good resource conditions. The size of the market has been halved for a net loss to compensate, however, so the Archean Order doesn't have too large of an impact to the overall market share.)
These changes are under the assumption that, in Nex, market share matters more to faction dynamics (and I would guess resources do too?) and sticking to market sizes within vanilla faction comparisons will hopefully avoid any unintended imbalances within the 4x layer. Since the Adamantine Consortium is an evil faction, lore wise, I'm not 100% set on where to keep them, power-wise. Iirc, I believe I made them aggressive and tend to make war with everyone in the nex config, so giving them a slight advantage as a tier 3 enemy might be the way to go there. I just don't want them rolling over the whole sector every campaign, either.
These changes will likely take a lot of testing. I want to try and have a stable release (within reason) so I may take some extra time in this case for the sake of limiting the number of times saves are broken by bugs I have to fix down the line with updates I can't hotfix. I'm not sure exactly how long this will take, but I'll post progress updates here as they seem relevant.
Any plans with increasing the planets resources then or the rate at which the various factions will colonize then? or the sector size boss?
In my current AO game I checked out some of the markets on a whim and I was shocked to see you actually stuck to vanilla balance and didn't just stick AI cores, synch cores and pristine nanoforges in every single industry like most of the other mods. I hope that continues.
Incidentally a suggestion: It'd be great if the smaller ballistics, especially the HE ones (autocannons) had FX that was more obvious. They are extremely faint and hard to see against the combat background and that's kind of a problem when you're dealing with shots where you have to decide if you need to raise shields. The kinetics are mostly fine and easier to see and the large mount shots seem better about it too (devastators are very obvious and signal their power very well for example).
Since the Adamantine Consortium is an evil faction, lore wise, I'm not 100% set on where to keep them, power-wise. Iirc, I believe I made them aggressive and tend to make war with everyone in the nex config, so giving them a slight advantage as a tier 3 enemy might be the way to go there. I just don't want them rolling over the whole sector every campaign, either.
Just checked and yeah the MarkIX reads very HE (and is very readable). Not quite as dangerous looking as a devastator imo, but that's perfectly fine considering the per-shot effects of them.
Although in the process I did look at the Excalibur and that thing screams kinetic to me (good FX thickness and poppyness though).
I did notice the more high tech weapons have more exotic harder to parse effects. But at least one thing they're not is easy to overlook. Most of the energy weapons with unqiue projectiles I've run into really pop. Maybe even too much in the case of something like the little dual/single micro repeaters. The fx for those is pretty large and the sound is very loud for what they are.
I'd also argue they're probably too cheap on OP for what they do but that's a different topic entirely.
Since the Adamantine Consortium is an evil faction, lore wise, I'm not 100% set on where to keep them, power-wise. Iirc, I believe I made them aggressive and tend to make war with everyone in the nex config, so giving them a slight advantage as a tier 3 enemy might be the way to go there. I just don't want them rolling over the whole sector every campaign, either.
Are you familiar with Boggled's station building mod? It's current incompatible with AO, but if you wanted to make it play nice you could turn the AC into a group of super-pirates with that mod. By this I mean instead of planets give them orbital structures spread out among asteroid belts and gas giants on the fringes (map edges) and have them work their inward while everyone else is working their way outward. This would make them hard to locate for starters, and with their focus on fuel production (i.e. gas giant orbitals) they would have much longer range in Nexerelin than their rivals. While that doesn't translate to fleet size, it would allow them to launch raids at victims that may not be able to muster together an invasion fleet with that kind of counter-range to put them down. Thus they would continue to be a pirate menace for a long, long time, raiding and pillaging with impunity until someone is willing to build out in their direction (and have those new colonies survive long enough to become any kind of threat to them.)
And yes, I stole that idea entirely from Distant Worlds.
Taking away their planetary markets would be counter to that goal.
Taking away their planetary markets would be counter to that goal.
... but the stations mod doesn't take away markets at all. Orbital stations work just like the vanilla ones - they're basically planets that (usually) lack resources of their own, have a fixed 100% habitability and grow, build & produce stuff just like normal. All the station mod changes from that is conditional resources for those stations - if they're over asteroids, they get minerals and if over gas giants they get fuel gas. The only thing orbitals can't do at all is farming (though I'm sure someday someone will make a mod that adds hydroponics as an industry - hint hint).
So yes I can totally see a pirate faction living entirely on orbital stations and raiding everyone else for food, because that's the one thing they can't do for themselves. Also gives them a good reason for raiding and makes farms into preferred targets - something we've never seen before, to be sure.
I believe Alex is working on that for the next update, but you can also go to:
Fractal Softworks\Starsector\mods\Archean Order TC v1.3.4f\data\world\factions
The faction files there have a numShips entry that can be from 1 to 5 I think. So you can mess with that and see what effect it has.
As far as reasons for raiding, the AC raids pretty much all colonies for people more than food (their bosses, at least, are mostly vampires) because people are food to them at best, or an utterly dispensable commodity at worst.
I believe Alex is working on that for the next update, but you can also go to:
Fractal Softworks\Starsector\mods\Archean Order TC v1.3.4f\data\world\factions
The faction files there have a numShips entry that can be from 1 to 5 I think. So you can mess with that and see what effect it has.
thanks! do you know if there is a setting for this in other factions/ the starsector core files?i havent looked anywhere yet im replying before i do.thanks again!
as it turns out, theres not much to be done about this, considering the variety in scale of fleets based on the size of the market, among other factors, spawning said fleet.
it really is a moot point though as the upgrade parts for my pc (so that i dont bottleneck my graphics card so heavy, i actually took it off because its a waste of power until i get my new motherboard) will be here the 27th or 28th
still cool to know i can modify this factor some.
As far as reasons for raiding, the AC raids pretty much all colonies for people more than food (their bosses, at least, are mostly vampires) because people are food to them at best, or an utterly dispensable commodity at worst.
I assume you mean like The Family from Fallout 3?
I believe Alex is working on that for the next update, but you can also go to:
Fractal Softworks\Starsector\mods\Archean Order TC v1.3.4f\data\world\factions
The faction files there have a numShips entry that can be from 1 to 5 I think. So you can mess with that and see what effect it has.
thanks! do you know if there is a setting for this in other factions/ the starsector core files?i havent looked anywhere yet im replying before i do.thanks again!
as it turns out, theres not much to be done about this, considering the variety in scale of fleets based on the size of the market, among other factors, spawning said fleet.
it really is a moot point though as the upgrade parts for my pc (so that i dont bottleneck my graphics card so heavy, i actually took it off because its a waste of power until i get my new motherboard) will be here the 27th or 28th
still cool to know i can modify this factor some.
No problem! In case you don't already know this, you can also adjust battlesize to be lower and that may help with performance. I believe the minimum is pretty low in this mod, but you can adjust it further if needed by editing the settings file at: Fractal Softworks\Starsector\mods\Archean Order TC v1.3.4e\data\config
ok good to know there is another option
like i said though im upgrading my motherboard to a one that supports ddr4 with a single 16gig ram stick and ill be running an i3 9100f with a 1050 ti so my problems running starsector should mostly dissolve. might need to get a ssd at some point..... eventually
Still, the enterprising titans controlling the industry soon caught on to the idea that such technology could be marketed for targeted mutation of the human genome for enhancement purposes.
Still, the enterprising titans controlling the industry soon caught on to the idea that such technology could be marketed for targeted mutation of the human genome for enhancement purposes.
So... they're kind of like the Morthan Solidarity? (https://www.google.com/books/edition/The_Voyage_of_the_Star_Wolf/_bkIhF7Ca5AC?hl=en&gbpv=1&dq=voyage+of+the+star+wolf&printsec=frontcover)
I think a lot can be by length of trail and projectile size. I think the speed of the various shots will do a lot to make the guns feel differently already even if they had similar colours - and a slow shot feels powerful even if it's not a huge fx. Personally I really like at least some damage type standardization, visually - it lets you know if you need to raise or drop shields.
For example, doing a quick check, the assault autocannon and the dual autocannon fill very similar roles (assault, ballistic, HE, no-flux). They even have similar per-shot damage and projectile speeds (if not the same speed) - but one of them is traditional HE orange and one of them is traditional kinetic white. And the orange one (the assault autocannon, I believe) is very hard to spot in a fight. Railgun shots are much, much easier to spot and I think that's because of the long trails (and the kinetic white).
The avalanche cannon is, imo, almost perfect in terms of fx design - it's got the fat projectile and long-ish body that says "strike weapon shot, better do something about this". It's just kinetic white. The fissure cannon is very similar but reads as HE.
Although I'd honestly switch those two around - the fissure cannon FX is slightly larger and "more dangerous" looking, but the avalanche has a lot more per-shot damage. Per-shot damage seems like a really important stat to look at when deciding how big and obvious to make a weapons FX.
Fire rate, sounds, projectile speed and burst size (and magazine size really) do a lot to make weapons distinct, even if their FX is very similar.
Sounds real good, looking forward to trying that.
Hi, to start I just want to say that this mod is awesome, I'm having a great time with it so far. I've been wondering if the scaling of npc fleets works differently in this than in the base game? I am currently trying to play as an explorer with a relatively small and efficient fleet in order to get to the far corners of the map and back. I'm running into an issue where every random fleet I encounter, whether it's pirates, prospectors, or major factions seems to have hyper scaled to the point where they have about 5-10 capital ships each on average. Is this intended? I don't remember the scaling happening this quickly in the un-modded game but I could be remembering it incorrectly. I've been trying to get away without using a capital because the fuel/supply cost limits exploring range but it's getting kind of impossible. I'm not complaining, I'd just like to know how the scaling works so that I can play around it. In my opinion though, it would be more immersive if there were more variable npc fleet sizes instead of every fleet becoming huge.
Thanks I'm glad you are enjoying it! I don't think I've done anything to make the fleets scale faster than vanilla fleets, but I certainly could be wrong. If I did, it would likely be a misunderstanding of the faction file settings so I'll have to double check there. Iirc, I thought I had set them close to or the same as vanilla as far as number of ships - at least for the factions you are speaking to (salvagers, independent, pirates, etc).
Just so I can rule out any other potential causes: Are you running any other mods alongside the TC?
I know fleet sizes in vanilla are changing in the next update too, so if it ends up not being anything I've inadvertently done then it will be changed eventually anyway. Thanks for the feedback and I'll check on it!
The only other mod I'm running atm is lazylib 2.4e. I'll try turning it off to see if that has any effect. I'm glad to hear that vanilla fleet sizes are getting an adjustment though.
Just read those last few posts
So happy I'm purging the AC now XD
Oh, the music in the main menu changed. Is that AO or some other mod?
Hi,
Okay first this is a great mod thank you for all the work/time you put in it!
BUT... I have few issues like: it's say on the mod page that Boggled Terraforming is compatible but when I turn on Archean Order, it turn off TB. and if I try to turn on TB again it will turn off AO...
And the second is that it cannot invade planets or spacial stations, I've tried to attack the station first but don't even show me the text line, maybe I do something wrong...
Would like to point out that Imperium faction mod is not crashing this mod. I'm not seeing them much, but they're in an alliance and seem to be working well enough.
Midway through the game btw, 20 hour playtime, no problem so far.
Is there any way to cut down the number of portraits in the mod? Some are fairly in keeping and some are completely out of place (I'm looking at you, Eve Online...) and I'd love to be able to clear out some of the chaff but it causes errors.
Those are handled in the faction files. If you would like to remove some, you can reference the name of the portrait file and comment out or remove the entry in each of the faction files that contains it.
Since portrait tastes are pretty subjective, I may eventually make each of the added portrait packs optional modules for the mod or just have a download option without portrait additions available. I'm not sure yet as doing that kind of thing too much makes maintaining the mod impossible in the long run.
Also, Neophyte frigates, 6 ion torpedo racks... really? :S
Too powerful, or silly looking?- just to clarify the concern, lol. Ion torpedoes feel slightly underwhelming to me as a whole- but this could be the Neophyte's fast missile racks coming into play with a missile that doesn't cost flux (iirc). It could be that specific synergy that is making it too strong. That being said, no immediate solutions come to mind that wouldn't further hurt the missile- and removing missile slots from the Neophyte interferes with its designated role as a top tier missile frigate.
Maybe a reduction in defenses would help this? Or changing one or both of the forward mounts to energy?
Seemed a bit overwhelming at first due to that ability synergy, as you say, since it two shotted a few of my ships but they're fairly soft as it is so perhaps it's fine and a more cautious attitude is needed.
This mod is on another level I like it. I would like to give you some feedback on my first playthrough with this mod plus Nexerelin.Thanks a lot for all this feedback! I will respond in more detail a bit later after I go through it better. On the first pass over it what stands out:
- Bar delivery quest generated for extra faction has no NPC to be handover to.
- Onslaught build in beams is kind of rubbish and the AI doesn't like to raise shield even on low flux.
- Friendly ship collision seems to be in full throttle than vanilla.
- Hivemind orb friendly fire. Usually, missiles will pass over ally ship.
- Phase lance flux cost so much AI don't want to use it.
- Performance issues when fighters fire weapons with a lot of projectiles also small missile tend to fire a lot. I cannot play on 500 CR as my CPU max out on single core (4.3 GHz). Would suggest fighters to use a weapon with lower projectiles count.
- [REDACTED] Radiant class teleport ability cooldown is too quick, slow ships have no chance, so hard to kill, I surround it with 4 capitals and still took a few minutes to kill one.
- Helmmanship + Defensive officer for phase ship is OP and I like it, skate half a map in 2 sec.
- Phase battleship wiggles in front of the enemy ship or ontop until it runs out of flux instead of normally phase through the ship and fire at the engines.
- Mod nerfs supply and fuel drop rate(?), maintenance cost also seems to be reduced a lot but forgot the repair cost, it went through the roof, cost me 1300+ supply to fix my small fleet of 5 capitals after heavily damaged.
- Hunting pirate in the overlap bounties sector is too easy money.
- Hegemony fleet is super OP and plenty, it now owns half of the core world without the player intervention. I feel that XIV ships are too abundant.
- Bar delivery quest generated for extra faction has no NPC to be handover to.Hmm, that was an older bug that I thought I had resolved. If you could give me the version you are using (I'm assuming the latest version but just wanted to confirm so I'm not chasing something I've already fixed lol) and maybe a screenshot if you run into it again I would really appreciate it! Do you happen to remember what faction/market it was and what you were being asked to deliver?
- Friendly ship collision seems to be in full throttle than vanilla.As in ships seem to collide with each other more in the mod than vanilla?
- Mod nerfs supply and fuel drop rate(?), maintenance cost also seems to be reduced a lot but forgot the repair cost, it went through the roof, cost me 1300+ supply to fix my small fleet of 5 capitals after heavily damaged.What capitals were you using? That can make a difference when taking combat damage specifically.
- Onslaught build in beams is kind of rubbish and the AI doesn't like to raise shield even on low flux.Agreed that could use a built-in increase to the range of beams. I made a note about that a while back but haven't gotten to it yet. I think that is why it feels pretty weak compared to putting something like Devastators in those slots. The nice thing is that you don't have to spend the OP on those- so it allows bigger guns and more hullmods considering that hull also has an ordinance point increase and more armor than the standard hull.
- Hivemind orb friendly fire. Usually, missiles will pass over ally ship.Hmm I wonder if they are timing out and I don't have the flight time set correctly considering the range. I'll take a look.
- Phase lance flux cost so much AI don't want to use it.What ships are you using those on? If you are using them on midline vessels with energy weapon slots- I wouldn't recommend it unless you have invested a lot of OP into flux stats and made some critical sacrifices in your build to do so.
- Performance issues when fighters fire weapons with a lot of projectiles also small missile tend to fire a lot. I cannot play on 500 CR as my CPU max out on single core (4.3 GHz). Would suggest fighters to use a weapon with lower projectiles count.
- [REDACTED] Radiant class teleport ability cooldown is too quick, slow ships have no chance, so hard to kill, I surround it with 4 capitals and still took a few minutes to kill one.Fixed for next update. Doubled the cooldown to see how that looks. I want them to be hard- but for the right reasons not annoying ones. ;D
- Phase battleship wiggles in front of the enemy ship or ontop until it runs out of flux instead of normally phase through the ship and fire at the engines.That is vanilla AI. Not much I can do about it, unfortunately. The slow speed of a capital sometimes causes that to happen under AI control, but it even sometimes happens with frigates if the circumstances are right.
- Hunting pirate in the overlap bounties sector is too easy money.'
- Hegemony fleet is super OP and plenty, it now owns half of the core world without the player intervention. I feel that XIV ships are too abundant.From what I've gathered by feedback, that can happen with almost any of the more powerful factions (maybe any of them just in general). That's probably the way Nex goes sometimes (an assumption) but nevertheless there will be some market changes in the next update to spread things out more as far as industries and resources go for the newer factions.
Do you happen to remember what faction/market it was and what you were being asked to deliver?I do remember delivering to Archean Order - Temple of the Dark Stars and some places in Andamantine Consortium.
As in ships seem to collide with each other more in the mod than vanilla??Prominently at the start of the battle, my Tyrants and Executor just plow through friendly ships, damaged them and, sometimes, directly kill smaller ships. Maybe modded ship hitbox is off?
What capitals were you using? That can make a difference when taking combat damage specifically.I have two Tyrants, two Onslaught XIVs, an Executor, two Nightreavers, two Apogees, and a Harbinger. Also to note, I haven't put points into Repair skill yet. It may be the combat readiness recovery that costs so much. If I bath in a pulsar beam my recovery per day directly jumps to 300+. And from the tooltips, it looks like it's still in vanilla range. Usually in vanilla, If I were to blow up a large pirate fleet, I will turn a profit on supply but now I'm likely to be in a deficit even with 4 salvage ships. When I'm out exploring, I don't want to be fighting anyone anymore (in vanilla I welcome them with open arms, freebies).
I'm not 100% sure what you mean by this. Can you elaborate? Places like Duzak and Tia-Taxet where bounty missions sometimes spawn? Penelope's Star likely doesn't get those as I've added markets there.It's a sector wide pirate bounty. On vanilla, you are supposed to get 1300 credit per ship(frigate?) this has been bumped up to 5300. So, if two factions pose bounty in the same system I can get up to 300000 each(x2). If I'm able to intercept 4-5 fleets or more if there is a permanent base in that sector, then I'm rich.
The abundance of XIV ships is by design because I want "at a glance recognition of faction ships" and more differences between factions' tactics and style. Those hulls are powerful (more powerful than the stock hulls in many cases) but not more so than other factions' ships like Tri-Tachyon, Persean League, etc. It shouldn't, ideally, effect Nex campaigns overall balance.I'm not too sure. Its fleets have so many carriers that auto-resolve usually results in their favor. Tri-tac is a goner now, got ganged by everyone and Hegemony also manages to penetrate the Diktat. Diktat is on its last leg, only Sindrian left (so hot, Hegemony don't want to live there). Trader guild all fell under Hegemony. Adamantine Consortium is, actually, neutral with Hegemony. I do feel they should be a bad guy.
I'm on the latest version of the game and mods but NEX seems to be on updating spree at the moment. I also have combat speed mod, active gates mod and resist inspection mod enable.
I do remember delivering to Archean Order - Temple of the Dark Stars and some places in Andamantine Consortium.
Prominently at the start of the battle, my Tyrants and Executor just plow through friendly ships, damaged them and, sometimes, directly kill smaller ships. Maybe modded ship hitbox is off?
I have two Tyrants, two Onslaught XIVs, an Executor, two Nightreavers, two Apogees, and a Harbinger. Also to note, I haven't put points into Repair skill yet. It may be the combat readiness recovery that costs so much. If I bath in a pulsar beam my recovery per day directly jumps to 300+. And from the tooltips, it looks like it's still in vanilla range. Usually in vanilla, If I were to blow up a large pirate fleet, I will turn a profit on supply but now I'm likely to be in a deficit even with 4 salvage ships. When I'm out exploring, I don't want to be fighting anyone anymore (in vanilla I welcome them with open arms, freebies).
It's a sector wide pirate bounty. On vanilla, you are supposed to get 1300 credit per ship(frigate?) this has been bumped up to 5300. So, if two factions pose bounty in the same system I can get up to 300000 each(x2). If I'm able to intercept 4-5 fleets or more if there is a permanent base in that sector, then I'm rich.
I'm not too sure. Its fleets have so many carriers that auto-resolve usually results in their favor. Tri-tac is a goner now, got ganged by everyone and Hegemony also manages to penetrate the Diktat. Diktat is on its last leg, only Sindrian left (so hot, Hegemony don't want to live there). Trader guild all fell under Hegemony. Adamantine Consortium is, actually, neutral with Hegemony. I do feel they should be a bad guy.
The invasion fleets might be too large, everyone trade planet too easily. The home sector of every faction should be a bit stronger. I do feel that orbital stations should be buff a notch. It cannot withstand any fleet at all. But this is only my opinion, you should wait for more feedback from others.
PS. A few fleets of Archean Order actually stuck in their black hole, a nebula would be a safer choice.
I'm on the latest version of the game and mods but NEX seems to be on updating spree at the moment. I also have combat speed mod, active gates mod and resist inspection mod enable.
I do remember delivering to Archean Order - Temple of the Dark Stars and some places in Andamantine Consortium.
Thanks I'll investigate! I'm trying to remember what originally caused that in the first place. I'll have to look back and check.
I have noticed that when deploying at the start of a fight, sometimes the flagship (it could also happen to other ships, but I can't really see those) spawns in without doing the entry-burn. This isn't just an Archean thing though, it happens with regular modded starsector too (I can't confirm if it also happens in pure vanilla, I haven't played that in ages) - even with a very light mod load (I don't even use more than 1 faction mod if that).
I can see how there'd be more ship bumping when some ships don't do their entry burn and others do.
Looked into this a fair amount today and can't reproduce it in the current build. Do you remember if it was it from a bar mission or a procurement mission from intel? I assume it was a procurement mission. Those actually don't pop up that often for me, and I almost wonder if I've balanced the economy too well for Nex to the point where these things are rare due the overall stability of each faction.Yes, after more investigation, I do think that most of the bar quests should work fine as long as it auto accept. The ones that will have a problem are quests that require you to directly hand over to NPC, i.e., smuggle quest that has to be handover with transponder off, procurement quest or, somehow, a quest that didn't get auto accept. The problem is can you create an NPC to accept quests the same as vanilla?
Ah yeah all of those ships are very powerful and therefore very expensive to repair and deploy. Hazards that decrease CR cap should be avoided at all costs. There are so many ways to turn a nice profit in the game that I kind of wanted combat to cause a deficit. There has to be a deficit somewhere, and out of personal preference I wanted lighter costs for just existing.I understand that you would like it to be a bit more challenging. But I insist that those environmental damages cost too much that I prefer to reload than wasting 300 supplies. Everyone will one day have to dip into that corona for a research station + salvage 3 times. Another thing is auto-resolve no longer cost effective to do.
Yes, after more investigation, I do think that most of the bar quests should work fine as long as it auto accept. The ones that will have a problem are quests that require you to directly hand over to NPC, i.e., smuggle quest that has to be handover with transponder off, procurement quest or, somehow, a quest that didn't get auto accept. The problem is can you create an NPC to accept quests the same as vanilla?
Also, for the ship bumping after comparing to vanilla, I notice a big difference is that you nerf small ships speed by a lot. I install an unstable injector on most of my capital, even one that I did not put in, with entry burn, actually fly faster than smaller ship loitering around at the start. Hence bump fest commence.
On another note, I did get a Paragon to test Phase lance on, with max capacitors, I can only fire 3 shots simultaneously before venting. I think flux/damage ratio does not justify using it, Artronarch beam is much better. The firing delay feels alright.
Thunderbolt MIRV is the new OP sabot.
I understand that you would like it to be a bit more challenging. But I insist that those environmental damages cost too much that I prefer to reload than wasting 300 supplies. Everyone will one day have to dip into that corona for a research station + salvage 3 times. Another thing is auto-resolve no longer cost effective to do.
Defense fleet with modded ships will never have d-mod for some reason (no nanoforge).
Wait do you mean the Tachyon Lance? I thought you were talking about the Phase Beam. 3 shots simultaneously from a Tachyon Lance will likely one-shot anything below a capital at over double the range of most weapons. With the Paragon's system active it could probably even one shot lighter capitals. That's worth max flux to me.Ah yes, Tachyon Lance my bad. It's kind of strong, maybe, if my Paragon doesn't try to turn its hull mid beam and slash three ships. Is there a way to not let it turn during firing?
I'm pretty happy someone likes the Atronarch Beam more, though. I was worried that weapon felt underwhelming to a lot of players since people typically talk about the legendary weapons more.
The trade off, if I reduce that cost, is that you won't be able to chain battle as much. But yeah corona's are harsh. It does make skills/hullmods that reduce that effect more attractive for capitals as a result though. Would you ever even consider those otherwise? (I know I don't in vanilla). With the hullmod, you can equip the capital specifically for corona missions then unequip it when that isn't a danger.That would never be in my mind for the first playthrough for sure. I will test it out with two skill points I have left just in case, lol.
As in, don't give factions nanoforges? Any particular reason? Does it make it impossible for the player to reduce fleet quality for enemy factions through targeted hits to stability or something?Oh, I haven't stated clearly. It's my faction. Defense fleets spawn from my own planet. I'm looking at very clean no d-mod capitals then suddenly a 4 d-mods fuel tanker/trader. Only ships that have been tampered with seem to be affected.
Ah yes, Tachyon Lance my bad. It's kind of strong, maybe, if my Paragon doesn't try to turn its hull mid beam and slash three ships. Is there a way to not let it turn during firing?
Atronarch is strongOP. I put three on my Tyrant and it just one shot everything and almost one-shot capital. It seems to benefit greatly from phase acceleration, so the cooldown is minimal and can be fired in quick succession.
That would never be in my mind for the first playthrough for sure. I will test it out with two skill points I have left just in case, lol.
As for auto-resolve, it's kind of a chore to do so after main battle, in vanilla, to get rid of all stragglers but if I stop doing it, I notice that I'm able to turn profits a little from a very clean engagement. I only send small ships to do the cleanup afterward.
Oh, I haven't stated clearly. It's my faction. Defense fleets spawn from my own planet. I'm looking at very clean no d-mod capitals then suddenly a 4 d-mods fuel tanker/trader. Only ships that have been tampered with seem to be affected.
Do you wish to know how angry Hegemony look like? Its war-weariness went over 86000. What is war-weariness anyway?
There's a bug where retreating ship's fighters were left behind in the ongoing fight. Just chasing last remaining ships to find out there are 200 fighters at the map edge.
Ps. Holy crab, I'm pvping 3 fleets at a time.
Good thing or bad thing?Good thing that I manage to beat all of them. I'm going over to NEX to complain about how things can be this ridiculous. The moment I beat the crap out of one of their station they immediately sent 5 invasion fleets and I only have 8 planets.
Also, a minor complaint on Onslaught reload boost ability that down shield which seems to be very very bad in most situations. Downed shield vs Reaper is a very bad idea. Combine with slow speed and quite short of range weapons it has to get into a brawl quite personal and usually get rekt real fast. I would prefer the ability to generate hard flux instead. Most of the heaviest ballistic weapon can only fire two salvos, so, it pretty much not that useful.
I already scout all sectors on the map and only manage to get 2 Andamatine ship blueprint one frigate and one capital carrier. Never managed to get an Andamantine blueprint package or paragon blueprint. You really want it to be hard to get eh?
Archean Apocalypse cannon firing sounds nice to my ear but reload speed is awful. I would prefer low alpha damage but increase rate of fire instead.
Also, a minor complaint on Onslaught reload boost ability that down shield which seems to be very very bad in most situations. Downed shield vs Reaper is a very bad idea. Combine with slow speed and quite short of range weapons it has to get into a brawl quite personal and usually get rekt real fast. I would prefer the ability to generate hard flux instead. Most of the heaviest ballistic weapon can only fire two salvos, so, it pretty much not that useful.
All vanilla factions in Diplomatic Profile seem to have duplicate traits. If it's applied twice, this might be the reason why hegemony is so aggressive in my game. Modded factions don't have any problem. I have checked with NEX only start and that side worked fine with no duplication.
(https://i.ibb.co/JBJzjjR/04.jpg) (https://ibb.co/JBJzjjR)
I've found that Combat Capacitors are best used with the Assault weapons that generate flux. Those are usually not worth it in my experience (you're better off going with either the 0 flux assaults or proper strike weapons) - but slap all the bonuses of combat capacitors on it, and the benefit of turning off the shields (yes benefit, because that way the AI is forced to use all the flux for offense) and you get a lot of firepower.
If that ship system turns out to be under powered, maybe it should toggle on the low-flux speed boost while active. Lose shields, gain speed and firepower.
QuoteArchean Apocalypse cannon firing sounds nice to my ear but reload speed is awful. I would prefer low alpha damage but increase rate of fire instead.
Hmm. I'll try it out. It's kind of a strike/fire support hybrid weapon. Too little armor penetration makes it really weak, but this may be a good reason to buff the ships themselves a bit. I'll definitely consider this feedback.
Thanks for all the dialogue!
All vanilla factions in Diplomatic Profile seem to have duplicate traits. If it's applied twice, this might be the reason why hegemony is so aggressive in my game. Modded factions don't have any problem. I have checked with NEX only start and that side worked fine with no duplication.
Thanks for the picture- I'll look into this. It likely has to either be that the Nex settings in Archean Order are wrong or a Nex bug. Maybe a merging issue? Anyway I'll investigate.
Ah yeah I think I figured this out after taking another look at the file structure of Nex config. The JSON merging is duplicating the traits for the vanilla factions and probably doing a couple other unintended things. My fault- Sorry I didn't catch that during the initial Nex tests.No need to apologise, I'm already grateful enough that you keep updating it.
No need to apologise, I'm already grateful enough that you keep updating it.
Remnant Brilliant-class en masse are very tanky and should cost a bit more DP, scarier than a single Radiant.
Remnant Flash Bomber not worths 30 points. Phantom Phase Bomber is pretty OP. All torpedo ships (Cobra and Dagger) have a super short range, almost point blank and a guarantee it will never return from the trip.
Adamantine Consortium is categorised more of a pirate, no one is thinking about capturing their planet, so it can expand freely.
There's a lack of mining weapon options but this should be low in the priority list.
Some bug on Eventide planet under player control, it has 2 star fortresses (one hegemony, one high tech) where one keeps rebuilding and still under Hegemony control even when the planet is no longer. I have shut both down and rebuild a new one instead.
Hello, just registered to say thank you for brilliant mod. In my list it is number one, as I absolutelly agree with your combat balance.
By the way is there any way to make combat map bigger?
Also can't wait for your next update to fix issues with NEX compatibility, when are you going to upload it approximately?
Might want to see if Adjusted Sector or Grand Sector has any settings for that- but I'm not aware of a way to do it at least.
Sorry, I meant the map while tactical battle. Not the campaign map, but combat. Is it even possible to do it larger?
Some bug on Eventide planet under player control, it has 2 star fortresses (one hegemony, one high tech) where one keeps rebuilding and still under Hegemony control even when the planet is no longer. I have shut both down and rebuild a new one instead.
Interesting. I would have thought the Radiant was ridiculous due to its system. Any more details you can provide for this would be helpful in this case so I can better understand. Does tanky mean shields or overall defenses, for instance? You already said it should have more DP (thanks for the specifics there!) but why is it scarier than a teleporting Radiant with capital weaponry? (I assume this is considering the effectiveness as a DP group for the comparison)I fought them every so often in a high danger sector when no one trying to invade my planet. Mostly approaching the end of the combat, AI will deploy all of the remaining Brilliants it has which usually 2 times the numbers of my capital ship if I don't have a fleet size advantage. Its shield flux is very OP when one ship flux is full it can simply teleport back and immediately another ship can replace its position. So, in 2 vs 1 situation, this Brilliant can really shine as its name implied. Consider its superior flux, speed, and fighter capacity about 3 Brilliants should be equal to a Radiant. Or on another hand, if you want players to suffer, you can consider lowering the deployment cost of Radiant instead. I feel that the first half of the battle, where Radiants are present, is considerably easier than the second half, where only Brilliants remain. I don't think you have to low the difficulty in any way. The way it has access to some Archean Order and Andamantine weapon also feels strange a bit.
I'll try and get a mock-mission going for test purposes and see how the synergy works. I haven't fought Remnants en masse very often and so I need some kind of way to test these considerations before I can reliably make any changes. This may be pushed back to a further update if I'm honest. There is a lot of changes yet to be made first.
Thanks this is helpful. (I always ask questions to get a better perspective if you haven't noticed :P ) Is the engine homing aspect of the Phantom the issue- or is it the phase defense + projectile hitpoints that cause more reliability in the strike?I think. Because the rest of the bomber lines are all crappy that I feel this Phantom is the best option. LOL. It's not good against a capital ship target as the bombs hit the thick back armor while your capital shoot the front and the damage is quite spread out. But everything else below a capital, it's very effective against. Its bomb can effectively bypass any unraised shield target. If you want to nerf it a bit then consider made the bomb hit the front instead so AI can raise shield in time. But first, you should buff the rest of the bombers before that.
Not really sure what you mean by this. As in the faction stations that periodically spawn and harass (like pirates/luddic path) make the Adamantine Consortium too strong? What are you specifically observing? It could be that setting pirate behavior has an overall effect in Nex, for instance, that I'm unaware of.It's the aspect of them be able to colonise new planets where Luddic path and Pirate can't. It's NEX related, so, all other factions treat them as a pirate-like faction. There will be no raid or invasion against a pirate entity, hostility will never change so I can use agents to make them permanently hostile to any faction the same as Pirate/LuddP. No one will be interested in attacking them so they can keep all their newly found planets without worry.
I fought them every so often in a high danger sector when no one trying to invade my planet. Mostly approaching the end of the combat, AI will deploy all of the remaining Brilliants it has which usually 2 times the numbers of my capital ship if I don't have a fleet size advantage. Its shield flux is very OP when one ship flux is full it can simply teleport back and immediately another ship can replace its position. So, in 2 vs 1 situation, this Brilliant can really shine as its name implied. Consider its superior flux, speed, and fighter capacity about 3 Brilliants should be equal to a Radiant. Or on another hand, if you want players to suffer, you can consider lowering the deployment cost of Radiant instead. I feel that the first half of the battle, where Radiants are present, is considerably easier than the second half, where only Brilliants remain. I don't think you have to low the difficulty in any way. The way it has access to some Archean Order and Andamantine weapon also feels strange a bit.
PS. If you want my save file to test stuff just tell me
I think. Because the rest of the bomber lines are all crappy that I feel this Phantom is the best option. LOL. It's not good against a capital ship target as the bombs hit the thick back armor while your capital shoot the front and the damage is quite spread out. But everything else below a capital, it's very effective against. Its bomb can effectively bypass any unraised shield target. If you want to nerf it a bit then consider made the bomb hit the front instead so AI can raise shield in time. But first, you should buff the rest of the bombers before that.
It's the aspect of them be able to colonise new planets where Luddic path and Pirate can't. It's NEX related, so, all other factions treat them as a pirate-like faction. There will be no raid or invasion against a pirate entity, hostility will never change so I can use agents to make them permanently hostile to any faction the same as Pirate/LuddP. No one will be interested in attacking them so they can keep all their newly found planets without worry.
You can keep asking more questions as I'm not native English and I don't know what to type.
I believe all your strikecraft already use strikecraft specific versions of their weapons with different stats, don't they? Maybe slightly slower projectiles for the fighter version would help letting PD do a little more bit more work?
Oh also, because they tend to fire en-masse when bomber mounted, they can get very loud. You have to mount a lot of phase orb launchers to make them too loud on a ship, but you don't need that many wings of phase bombers to do it.
Hello again, just noticed a strange thing. In the description of speed there is a notice. While ship is not generated flux it has increased speed of base + 80. So it works well on most of them. But some has a boost around 20, wich is unexpainable and very annoying. Because they are to slow even to reach the battle. Exaples I found are Megalith and Epiphany. First I thought it is some kind of a nerf of Megalith or smth. But when I noticed that destroyer based carier cant outrun considerabely bigger ships even with speed boost hull mods installed. I guess it is a bug.
Not a bug, it was intended. Though, I can always look at it again. (There is a hullmod on those ships that explains why its reduced iirc.)
The purpose is to reduce the ability of dedicated carriers to kite assault ships (both in the players and the AIs hands) and to force them to be escorted and protected. The benefit the dedicated carriers get in return (also explained in a hullmod) is that they replace strike craft a lot faster than cruisers that just have a few fighter bays. Base replacement rate is very low otherwise.
So now that the purpose is stated, I don't want it to be annoying, though. So, keeping in mind that the purpose of a carrier in this mod is to provide strike craft assaults at long range (and stay away from the main battle and ideally have escorts against fast targets like frigates), what are you trying to do that you feel they are too slow?
For the Megalith in particular, that is already being changed in the next release. It will be faster though the zero flux boost limitation will remain. It is supposed to be a slow moving but nearly impregnable fortress ship that can fire at extreme ranges.
*EDIT*
Oh! Forgot to mention that I think this is why the collisions happen more often - it was talked about a few posts back. So, in that sense, some changes will likely be necessary to that balance system at some point.
Right now, the metric is that a destroyer carrier can be caught at 0 flux boost speeds by a destroyer not at 0 flux boost speeds. So when the carrier doesn't have the boost and the destroyer does, the destroyer is quite a bit faster. I may try to bring the two numbers closer to an equilibrium to prevent that extreme, while hopefully still keeping the same balance mechanic. Carrier kiting is too strong with the zero flux boost, and disabling that boost when strike craft assault a target interferes with battlecarriers to a large degree otherwise.
Also about the speed boost. In early game I usually use little fleet from fast hightech cruisers and battlecruiser for exploration. So I managed to find a pirate horde once - consisting of mainly converted tankers and heavyfreighters + several destroyers. So in my opinion I should have escaped easily as their fast forces are considerably weaker than mine and not able to inflict any heavy damage. But in real it is just need to be tagged once, and all this mass will become faster than you. May be the solution is to implement more engine disruption weapons?Usually, these guys put on either unstable injector or safety override which boosts speed massively, more intense than vanilla. I also advise you to put on an unstable injector yourself. Once tab, the ship will rotate to fight back unless you order them direct retreat.
Usually, these guys put on either unstable injector or safety override which boosts speed massively, more intense than vanilla. I also advise you to put on an unstable injector yourself. Once tab, the ship will rotate to fight back unless you order them direct retreat.
I see, thank you for answer. But this looks strange, for example when reatreating, the Onslaught has far better chance to survive than little fast carier. Because it is faster... Also about protection - escort comand here in the game works rather strange. As the escorted ship faces the main threat upfront while ecort ships are preventing enemies from flank attacks. None of this options are good for CV, so usually I make a group from them only and send on their own, as the ai uses the max distance in this case. According to the balance, I don't think it is bad when destroyer base carrier can kite cruiser. Or cruiser kite battelship it seems logical. Also it won't be able to kite multiple enemies, as it usually attack only one target at once. Maybe the solution is to reduce the boost for all ships to that 20 points.
For example we have a destroyer on the one side, running from slightly faster, but weaker destroyer and battleship on the other. So it will never run away as once he was tagged by enemy destroyer, the battleship will finish him.
About how am I trying to use the carriers. I never played this game with direct control of the ship. So I always rely on AI, Playing as a strategy. This boost makes my capital ships, especially battlecruiser ram the enemy, while my carriers are so far away that they never reach the battle in time. If the enemy is strong it is bad because they can't give adequate fire support on time. And as the combat map is not so big the delay with occuping enough territory can result in being cornered. And if the enemy is weak they are also useless as everithing is done before they arrive.
So in general with the speed boost armored close range units are much more efficient than shield users with high range. For example Pillager is outstanding in terms of combat balance. I have tried thousands of Odissey variants in simulations but none of them was as much effective. When we are talking about 1 on 1 it is ok, the long ranged unit has a chance. But in real it loose all advantage in speed and range while having more enemies. So all speed glass cannon designs have bad performance.
And I say again can't say anything about direct controll as I never use it.
Sorry for poor grammar and chaotic thoughts.
None of this options are good for CV, so usually I make a group from them only and send on their own, as the ai uses the max distance in this case. According to the balance, I don't think it is bad when destroyer base carrier can kite cruiser. Or cruiser kite battelship it seems logical. Also it won't be able to kite multiple enemies, as it usually attack only one target at once. Maybe the solution is to reduce the boost for all ships to that 20 points.
my carriers are so far away that they never reach the battle in time
For example we have a destroyer on the one side, running from slightly faster,
So in general with the speed boost armored close range units are much more efficient than shield users with high range. For example Pillager is outstanding in terms of combat balance. I have tried thousands of Odissey variants in simulations but none of them was as much effective. When we are talking about 1 on 1 it is ok, the long ranged unit has a chance. But in real it loose all advantage in speed and range while having more enemies. So all speed glass cannon designs have bad performance.
QuoteUsually, these guys put on either unstable injector or safety override which boosts speed massively, more intense than vanilla. I also advise you to put on an unstable injector yourself. Once tab, the ship will rotate to fight back unless you order them direct retreat.
This mod installed gives from 20/25 boost speed, while no flux gives 80, so it didn't help. Also the direction of the ship does not affect the speed, even they face the enemy the speed they go to the edge of the map stays the same. Usually they rotate facing the enemy because of the weapons installed. The ship without weapon will not rotate.
According to the balance, I don't think it is bad when destroyer base carrier can kite cruiser. Or cruiser kite battelship it seems logical.
I have observed another strange thing weather this is intended. The number of fleets in an invasion seems to exceed the initial report prediction. I found that, at the destination of invasion that predict to have 3 fleets, it's turn out to be 7 fleets which more than double the number.
I'm able to loot 100 Spark Fighters from 3 big Remnant fleets I think the drop rate might be a bit silly here. Also, an evident how OP their fighter capacity is.
Also, my save file.
https://drive.google.com/open?id=107Yk0T2HYceKBou2cBcUotpMfxMdg94D
Mods
- Archean Order
- Nexerelin + LazyzLib
- Active Gates
- Resist Inspections
- SpeedUp
Quick Description: I have a lot of gates activated for convenience. One directly in Jahannam Where the high danger sector situated, this save will start off here. All my stuff is stored on Surganna planet in Karkara which also has a gate. Trantor, another settlement, also has a gate as well as multiple places in the core sector but not all of them.
You should check out Directorship Headquarters with 7 industries.
Exactly! If armored close range units outnumber shielded long range units, there is an actual fight instead of a kiting to victory scenario where numbers don't even matter. Numbers should always matter here.
(Btw kiting glass cannons are always super OP in the players hands and cause the game to be much easier for skilled pilots. The AI can't compare to a skilled pilot. So in that sense to increase the difficulty while keeping a larger variety of viable ships- this is intended- at least in part)
But!- that being said... remember that escort mentality I was talking about? Try equipping some speedier ships with flux free weapons and defense mods, then have those escort those glass cannons. Suddenly I think you will find that they perform much better when they dart in- unleash hell- then safely retreat behind their escorts.
It is definitely logical, I agree. The problem for me, is that then masses of cruiser-sized carriers annihilate battleships because they can infinitely kite without retribution of any kind- even in a fleet scenario. In the mod, if a commander knows what is going on they can actually chase down and kill the carriers piecemeal- or in the best case scenario all at once. Unless, that is, the carriers have escorts to provide a screen to the carriers and delay the assault push long enough for the strikes to weaken the battleship.
Thank you for detailed answer.
If you don't mind I will coment just one part right now.
Exactly! If armored close range units outnumber shielded long range units, there is an actual fight instead of a kiting to victory scenario where numbers don't even matter. Numbers should always matter here.
(Btw kiting glass cannons are always super OP in the players hands and cause the game to be much easier for skilled pilots. The AI can't compare to a skilled pilot. So in that sense to increase the difficulty while keeping a larger variety of viable ships- this is intended- at least in part)
But!- that being said... remember that escort mentality I was talking about? Try equipping some speedier ships with flux free weapons and defense mods, then have those escort those glass cannons. Suddenly I think you will find that they perform much better when they dart in- unleash hell- then safely retreat behind their escorts.
So if we are talking about large numbers. The maximum number you can have is 30 ships + probably not all of them will perfom in battle.
And right now fitting a fast and long range vessel is not vitable at all. There is no need in it. It will occupie a slot of an armored close range/more damage unit, wich will perform better in every situation. Also according to the flux free weapons. There are too many of them wich perform better than flux cost one, with the difference like 100 range or 1 point of ordnance, with comparable dmg/sec, this seems strange a little. Also all energy type flux free has 100% type damage to everything. For example compare small size heavy blaster with heavy pulse. Heavy pulse is better in everything though costs less. Actually for myself I have found no better weapon for small energy. Heavy pulse in every slot + void driver for point defence.What is the point in range if we are talking about mass fight. So as I noticed the most long range cannons either have very little damage like beams, (by the way I have found no use of them) or have a very big flux cost / ordnance cost and really good dmg. The second option is OK, because you can have a ship wich deals massive damage from afar guarded by allies. Usually it generates flux more than he can dissipate. I found a good use of them. But what is the point of so called support ships and weapons? wich have big range / flux cost / and not a big dmg compared to everything. In vanilla game you can use a pack of same vessel to kite enemy pack. Here because we can't kite is there any point in such weapon? I mean if we assume that we have a limit of 30 ships and for example that we also have a limited amount of money (so this 30 won't be all capital) Is there a place for a fast long range ship taking in to consideration it will replace someone.
[long range vessels] will occupie a slot of an armored close range/more damage unit, wich will perform better in every situation.
with the difference like 100 range or 1 point of ordnance, with comparable dmg/sec, this seems strange a little.
For example compare small size heavy blaster with heavy pulse. Heavy pulse is better in everything though costs less.
What is the point in range if we are talking about mass fight.
But what is the point of so called support ships and weapons? wich have big range / flux cost / and not a big dmg compared to everything.
Here because we can't kite is there any point in such weapon? I mean if we assume that we have a limit of 30 ships and for example that we also have a limited amount of money (so this 30 won't be all capital) Is there a place for a fast long range ship taking in to consideration it will replace someone.
I need to notice if we are talking about kite - player can. But AI can't.
Also I haven't found carriers deal sugnifficant damage espessially to heavy ships. There are too few efficent bombers especcialy low/mid grade. Plenty of good gunships and interceptors -+ yes, they can deal with small ships but with large one it is more like suppressive fire generating flux to the enemy. Torbedo bombers peformance is quite strange, they shoot torpedo from a distance closer than point defence work. And if it is pirate crafts for example sometime they can't even shot their torpedo dying earlier. We have a lot slots to fill with PD. So even if assume that we will remove the bonus of speed there is no way the cruiser/destroyer carrier fitted by you, will destroy the capital ship also fitted by you. It is my experience of course.
What I mean right now I can't see stone paper scissor system.
To simplify armored/slow beats fast close range, but loose to long range / medium speed. While the last loose to the second.
So for example a well balanced fleet made by you can beat the same fleet consisting of one type ship also made by you if we assume both fleets have the same value and cost of equipment in total. If it is so it is great.
Still hoping for late tonight-early morning tomorrow, but we'll see.
If you're having a problem with the slow carrier then utilise battle formations. Put on an unstable injector also help carrier a lot.
you rule this sky then you rule the battleYes everithing works fine in big battles. And the suppression effect the crafts make here is rather valuable. Though the torpedo strike crafts need to have little more impact in my mind.
Though the torpedo strike crafts need to have little more impact in my mind.
I have some kind of misunerstanding on the start of the game where you have just bought five ships destroyer or cruiser base and your weapons are old garbage. You have limited money and need to make choice of what ship to buy. What is the role of a carrier here? what is the place for destroyer base carrier in the game?
What I am tying to say you can replace it with any other ship and it will perfor better in smaller battle. The impact of one single carrier is too low.
And if we are talking about big battles there also no need of them, as the capital carrier costs far more less in comand points comparing to its perfomance.
Also for example have you ever used condor / coverted carrier? It's price is around the same as hammerhead destroyer. I can't imagine the situation where
I will choose condor instead of hammerhead.
Are we talking about the standard one in this case?
The designs I can manufacture on shipyard. I have almost all recipes. Usually they are pretty well, and some changes will not influence the cost much. Also all comparison I make is from my own experience of using different ships in my fleet. And testing their effectiveness in similar simulations.
As always I have a little dissapointment that the size matters the same as in vanilla game. So the fleet consits from Megalith or Astrals only will perform better in every situation. The problem here is the deployment cost for each ship. Right now Megalith is cheaper than 2 Odysey class to compare. By the way, is it possible to increase the deployment points for each size hull already deployed?
Also the new ships of Archean and Consortium are way better than other nations. But this is logical and can be explayned by lore, same as remnants good ships. It is ok when we have bad and good ships in the same class, and usually access to that ships differs in early and mid game.
The issue I only really struggled were missing roles for some ammount of ships and the light carriers are number 1 in this list. So basically you don't need them on every stage of the game, as the whole class.
Hi.I made rebalance of "Interstellar Imperium" to your mod mechanics and stats. I don’t know if you have time, but if you have, could you take a look at it.Does it suit you or not.
here's the link
https://fractalsoftworks.com/forum/index.php?topic=18394.0 (https://fractalsoftworks.com/forum/index.php?topic=18394.0)
Hi.I made rebalance of "Interstellar Imperium" to your mod mechanics and stats. I don’t know if you have time, but if you have, could you take a look at it.Does it suit you or not.
here's the link
https://fractalsoftworks.com/forum/index.php?topic=18394.0 (https://fractalsoftworks.com/forum/index.php?topic=18394.0)
First off, I'm very flattered you have taken the time to do this work and that you and your friends like AO. :)
As Thaago mentioned on the linked thread, however, Interstellar Imperium is Dark.Revenant's work so I will need his permission to give any feedback there. I know you are doing this for yourself and a couple of friends and that's perfectly fine as long as you don't publicly release anything without the author's permission.
If you are just looking for balance tips, send me a PM. (I think this should be ok since it's personal use, but if for some reason it's not- moderators please let me know!)
As far as the AO balance changes:Spoilerimproved not so relevant weapons such as
Avalanche Cannon(less flux generation), Iridium Cannon(less flux generation + opportunity to be mediocre Point defense) , Icer Gun(same as Iridium), Gatling Laser (lower dmg, faster charges,lower flux), Sabots(increase hp a little), Heavy Gatling (a little lower dmg but faster sharges ), Obliterators(both) now don't shoot at fighters, Tachyon Lance ( a little lesser flux generation and lesser cooldown(now ai paragons can do something and you have opportunity to use this "ultimate" weapon as weapon not just fun laser)
change Atlas mkII - safety overrides mod now not inbuild but installed anyway on all pirates Atlas. This allow you to make this ship more useful without changing the balance of pirates[close]
Just a note: You can always feel free to give feedback on this thread for those types of things. You can certainly make changes yourself, don't get me wrong, but reporting them allows me to make changes that will be more accessible to everyone else too (in that they wouldn't have to search for other balance modules). I generally don't mind anyone releasing stuff like this, but reporting it and having it changed here will make bug-fixing easier in the long run. Still, thanks again for the time you have taken and I will take the above feedback into consideration.
*EDIT*
I already made an edit based off your suggestions. I wanted to also give more explanation of the above comment to ensure that you don't think I'm discouraging you and I am really trying to help you and everyone that uses this mod.
To give an example of what I was talking about as far as potentially causing things that can be perceived as bugs without a way for me to easily trace the problem:
In the AO balance tweaks mod, you changed the Obliterator Cannon and Heavy Obliterator Cannon to a strike weapon to prevent it from auto targeting fighters. This makes sense and I agree with the change and have implemented it for the next release. Thanks for the feedback!
However, this negatively effects ~4 variants split between the Justicar and Revenant. How? A strike weapon designation prevents the entire weapon group the weapon is in from being placed on autofire when the ship is under AI control. So for variants (which could have been many more but luckily it was a relatively small impact in this case) that had Obliterators alongside Phase Cannons, for instance, the Phase Cannons would no longer autofire with this change. When those Phase Cannons that otherwise would target fighters never fire in some instances, or when multiple faster ships are targeting the affected vessel and it's Phase Cannons either don't fire or have firing delays (AI doesn't switch strike groups fast enough in some situations when surrounded) some players might think of it as a bug and report it here. If they don't say they've installed those changes from your thread, (you override the changes rather than it being present on a mod list, so even the mod list wouldn't tell me this) then when I check and can't reproduce this in my version it looks like a"ghost in the machine" kind of issue(won't translate well and won't make sense) situation where the mod seems to be doing things of its own mind rather than following the code present for evaluation. I hope that makes sense.
I fixed these variants to not use the Obliterators in mixed weapon groups, so that will be addressed for the change in the next release as well. I'll keep looking through what you posted as I make a few more changes.
thanks for the answer
I understand that putting everything out without copywriting was not very correct, so I will wait for the author's response.
I will immediately apologize for possible errors in the language and get down to business :)
Let me explain why I did this and why and you yourself decide whether such ideas are balanced or not
At first in one way or another, obliterators shooting at fighters do not succeed either in AA or in an attacking role
and very scary to watch how havy obliterators shoot full clips in 1 fighter right before engages it seems to me that the group of obliterators combined with anything is not showing itself very well, or more specifically to say it has big losses and instability in dealing damage for a strike weapon
I really like your mod and I wanted to make a "filler" weapon more unique
for example iridiums that cost less flux and can shoot at rockets become not good PD but only available kinetic PD in kinetic slots
icers with same tweaks become far worse PD because of their turn rate but they are an attacking weapon anyway and now i have opportunity not to add PD on ship's bow but install group of icers if I have other weapons of the appropriate radius that increasing the ability of small ships to attack without being too vulnerable as it be without PD at all.
changes with Avalanche mostly done to have choice in comparison to Photon Cannon but with default flux cost I did not see that someone chose avalanches(but how do they sound!:))
about sabots - all i want a little increase their speed,but i cant(don't knowing java or programmings stuff at all and thats why recompilation is too hard for 1 tweak) i did not want change your idea that they should check enemy PD but in current reality high explosive harpoons or anything else better as artillery rockets on shields dmg rockets - 4 heavy sabots have a chance to hit 4 medium also sometimes can hit with 1 rocket enemy with 2 PD if you unload full clip.Compare to AA Widows harpoons Shockwaves and ofc Thunderbolt they are never an option.So, I just increased their hp to 125 - a cheap solution
gatlings(small) have a really too high recharge for a small weapon - i understand that they should be "hit and run"\strike weapon but they can do this only at 1 fullclip charge. I try to make them with same "strike" idea but with faster recharges - fullclip unload still strong but without fullcharges it become sustain armor breaker with lower dps than assault autocanons(they are still much better in this role) this tweak also looks unexpectedly synergistic - gatlings make armor weaker another energy weapon hits a weak point. Heavy Gatlings very cool and strong but still slow to reload - I'm just a little reduced damage to compensate for the increased recharge.In fleets battles neither the ai nor the player has time to charge at least half the clip and as sustain weapon it will be irrelevant.
I think it’s also necessary to touch a little the Artillery Blaster because it looks cool but its role doesn't fit anywhere - you need a long-range weapon - Phase Cannon, Burst Siege Beam both cheaper on flux with actually more dmg. Yes you have additional 100 range but for what price? Maybe add them more emp dmg?or range? I don't think significantly reducing flux will be good - artillery should be artillery
and at last I would like to talk about ourlord and saviorAtlas MK2 - i understand that increase O.P. points and make safety override not inbuid but always installed mod - cheap solution but giving player opportunity to use atlas2 not only as start variants(actually i dont know people who use it) by simply removing safety overrides(1100 range cap too limited in the choice of ship roles). And also in the late game, you can repair it and use it on the roles of artillery or support artillery ship.
I hope to read this tongue-tied message was not too difficult and I hope this will help in your work
and again thank you for such a quick response.
Ps if you still need weapons stats I will send them to you in PM or I can write them here.
I am playing through your mod, and enjoying it. I want to give some feedback on playing as the Adamantine Order. I started with the Night Reaver super-ship, which make for an amazing flagship. But even with that ship, the start is still extremely hard and I think I had to restart about a dozen times before figuring out how to get my fleet built up enough to survive. The night-reaver can't handle being outnumbered with the starting loadout, and needs some upgrades and escorts to efficiently take on enemy fleets. The Adamantine Order starting system is really cool: I love that it is hidden in a warp storm, and that it is also a haven for pirates.
One of the hardest parts is that there are very few options to make any money early on. I think it would have been easier had I started out as a smuggler with some freighters and just smuggled at the beginning, but the night-reaver ship is ill-suited to most missions. It doesn't have the logistics for exploration missions, and isn't fast enough to survive well in enemy systems. And pirate bounties are off the table, as you cannot afford to *** off the pirates when they have massive fleets roaming your 1 friendly system. Being hostile with independents is really rough, as it isn't safe to approach even friendly stations because you will frequently be attacked by random mercs.
Salvaging more ships helps, but too many random ships cancels out one of the greatest advantages of the admantium ships: tiny sensor profiles. I spent the first 6 months in the starting system doing minor jobs, salvaging, and waiting for enough commission checks to buy a very expensive freighter and a couple destroyers, and shopping for mod specs (I can't live with a speed 7 ship without augmented drives). After several hours of playing, I managed to form a nice group of stealthy destroyers and freighters, and am having fun sneaking into enemy systems and hunting down their smaller fleets. Has the feeling of running a submarine wolfpack.
The combat is definitely an improvement over vanilla, with a lot more viable options. Filling the night reaver with heavy fighters to take down enemy ships' engines and shields, then finishing them with phase beams seems to be an effective strategy for me. The fighter phase shield system seems very effective at keeping tough attack fighters alive while they kill things. Later I filled it with interceptors and PD to escort my dreadcarrier, and it is very good in that role.
A lucky exploration haul got me enough to buy a malevolent dreadcarrier, which is is a blast to take into battles. It is even slower than a paragon, which is probably needed to balance it. It is set up to single-handedly win air wars: it was able to beat 2 astrals and an array of smaller ships with just the night reaver and a few destroyer escorts. It plays very distinctly from the Astral, with it being more optimized for fighters as opposed to the bomber waves that the astral system incentivizes. The phase shield system ensure that the heavy fighters and gunships survive long enough to deal some damage, and it almost never seems to run out of fighter replacement rate. The front shield emitter is probably a little overpowered on this ship, as it gives 360 coverage and cuts 525 flux cost. That plus stabilized shields means the dread-carrier can keep up shields constantly except to bleed hard flux. It supports 2 tachyon beams fairly nicely while keeping shields up, which are incredibly strong at killing off smaller ships at extreme range.
The Harbinger AD is pretty OP, with its 1000 base flux dissipation and phase shift which only cost 300. With something like an anti-matter blaster, it can phase shift in, pump out 12k damage in 3 seconds and then phase shift away while regenning the soft flux for the next burst. It's rather expensive for a destroyer, but it will take down most cruisers in a single burst.
I am playing through your mod, and enjoying it. I want to give some feedback on playing as the Adamantine Order. I started with the Night Reaver super-ship, which make for an amazing flagship. But even with that ship, the start is still extremely hard and I think I had to restart about a dozen times before figuring out how to get my fleet built up enough to survive. The night-reaver can't handle being outnumbered with the starting loadout, and needs some upgrades and escorts to efficiently take on enemy fleets. The Adamantine Order starting system is really cool: I love that it is hidden in a warp storm, and that it is also a haven for pirates.
One of the hardest parts is that there are very few options to make any money early on. I think it would have been easier had I started out as a smuggler with some freighters and just smuggled at the beginning, but the night-reaver ship is ill-suited to most missions. It doesn't have the logistics for exploration missions, and isn't fast enough to survive well in enemy systems. And pirate bounties are off the table, as you cannot afford to *** off the pirates when they have massive fleets roaming your 1 friendly system. Being hostile with independents is really rough, as it isn't safe to approach even friendly stations because you will frequently be attacked by random mercs.
Salvaging more ships helps, but too many random ships cancels out one of the greatest advantages of the admantium ships: tiny sensor profiles. I spent the first 6 months in the starting system doing minor jobs, salvaging, and waiting for enough commission checks to buy a very expensive freighter and a couple destroyers, and shopping for mod specs (I can't live with a speed 7 ship without augmented drives). After several hours of playing, I managed to form a nice group of stealthy destroyers and freighters, and am having fun sneaking into enemy systems and hunting down their smaller fleets. Has the feeling of running a submarine wolfpack.
The combat is definitely an improvement over vanilla, with a lot more viable options. Filling the night reaver with heavy fighters to take down enemy ships' engines and shields, then finishing them with phase beams seems to be an effective strategy for me. The fighter phase shield system seems very effective at keeping tough attack fighters alive while they kill things. Later I filled it with interceptors and PD to escort my dreadcarrier, and it is very good in that role.
A lucky exploration haul got me enough to buy a malevolent dreadcarrier, which is is a blast to take into battles. It is even slower than a paragon, which is probably needed to balance it. It is set up to single-handedly win air wars: it was able to beat 2 astrals and an array of smaller ships with just the night reaver and a few destroyer escorts. It plays very distinctly from the Astral, with it being more optimized for fighters as opposed to the bomber waves that the astral system incentivizes. The phase shield system ensure that the heavy fighters and gunships survive long enough to deal some damage, and it almost never seems to run out of fighter replacement rate. The front shield emitter is probably a little overpowered on this ship, as it gives 360 coverage and cuts 525 flux cost. That plus stabilized shields means the dread-carrier can keep up shields constantly except to bleed hard flux. It supports 2 tachyon beams fairly nicely while keeping shields up, which are incredibly strong at killing off smaller ships at extreme range.
The Harbinger AD is pretty OP, with its 1000 base flux dissipation and phase shift which only cost 300. With something like an anti-matter blaster, it can phase shift in, pump out 12k damage in 3 seconds and then phase shift away while regenning the soft flux for the next burst. It's rather expensive for a destroyer, but it will take down most cruisers in a single burst.
Thanks a lot for the feedback on your playthrough. :)
Some initial thoughts:
The Adamantine Consortium start is the hardest starting option- since they generally have the best ships of any faction. The AI can sometimes struggle to make effective use of the phase ships, but players can dominate with them. The Malevolent is strong all the way around and competes with the Megalith in power and deployment cost. There are some tweaks to that in the next update. Though these ships are meant to be OP to be scary to the player as an enemy faction, that is because they will not be salvageable/recoverable later. They are more available now mostly for testing purposes so players can get their hands on them. Once I develop a mission to allow players to get the blueprints, they will be made unboardable and the only way to get them will be to play as the Adamantine Consortium or sneak into Brelter in the Mordreath Triangle to buy them- which is not easy with all the dreadfleets and pirates that swarm there and I don't think that market often sells capitals so those will be especially difficult to get unless you get a commission- which will also be difficult. It will hopefully be a really neat way to make use of the upcoming story point system. :)
Archean Order will probably go the same way. You can kind of think of these factions as on par with Remnants- though Archean Order a bit less so and their ships will be slightly more accessible - well possibly. I haven't fully decided how I am going to go about that faction, yet.
Another thing I am hoping to address (not sure if it will be this update but it was originally planned to be) is the lack of mission availability when playing as the Consortium. I want to add another system for them that will help introduce more procurement opportunities and give access to some less stable markets. Hopefully that will help out the early game money making opportunities. Ideally, I would want to eventually make another mission system specifically when starting as the Consortium. Something that provides combat opportunities similar to pirate bounties since those, as you said, will be hard to do when it alienates your one ally.
Independents are hostile because Adamantine Consortium is notoriously cruel and predatory to their worlds. Most factions don't like the Consortium and some outright seek to wipe them out. Independents are one of the latter category. It certainly is difficult when a merc fleet spawns on top of you though. I think about ways of reducing the chance of that, but I'm not sure how possible it will be.
The flavor for the faction is pretty nice.
As far as early income sources, I think that system and faction bounties feel the most appropriate. But I haven't seen AC place many (or any?) of those. So I've mostly been making my money off of a long-running Archean - Tri-Tach war, since the Archeans keep a system bounty up most of the time. It feels right to just be hunting down fleets. Maybe increasing the rate that the consortium places system/faction bounties against their enemies would help.
I adapted to the hostile independents by just stopping trying to go to neutral stations, at first. Now that I have a battleship I can deal with them, but early on it was too dangerous. Maybe if I'd chosen a different starting fleet that would have been different: a smuggling start with. As such, the only procurement missions I did succesfully were within Mordreath itself or going to an Archean Order station.
It's worth noting that I think the agent supership start I used might be one of the more difficult ones for the faction early on. The other options for starting fleet have better logistics, so could run exploration missions and potentially even get the neutrals to stop hating you. Starting off as special agent and buying a freighter immediately also would have made things much easier. Smuggling to the lone independent outpost in Mordreath is also a good income stream. It honestly might be tuned to a good difficulty given it is supposed to be the very hard option, but more missions that you can do would certainly be nice. Worst case scenario, since you start with a commission you can just bum around Mordreath until you can afford a fleet to go hunting with. It takes about $250k to upgrade to a fleet that can take out merchant convoys and snipe small patrol fleets. You just need a freighter, a couple frigates, and some better weapons, fighters, and mods.
I could go on about how strong the Malevolent is: it will make a great late- game reward. I haven't had an opportunity to inspect the other capitals, but it seems to be in a league of its own. It rapidly snipes enemy escorts, wins every fighter war, andrapidly cripples enemy capitals.
It's good to hear there's plans for more ship rarity. I think the salvage reduction built-in already helps, but imo it could stand to be even harsher. You still get a lot of Consortium ships just by fighting them even if it's low intensity small fleets. And they're amazingly strong obviously.
(In case this was perceived as sarcastic) The Tyrant might give the Malevolent a run for it's money in the player's hands, but otherwise it's only real competition is the Megalith and the Radiant (in the upcoming update the Radiant got a big buff). I think it's a pretty cool ship, overall.
What kind of big buff? I thought it's already the strongest in the game. Not cruel enough, are you? I think remnant unique weapons drop would be nice addition.
Faction ships review time!!
Remnant: Holy crap fleet. Good thing they can't burn. Actually lost against everyone in auto resolve. Radient has sucide tendency to teleport into battle immediately and of course die. When will I be able to capture one, hurry up dev.
Archean Order: Revenant ship is pretty bad, lacking a lot of weapon mounts, also a very serious matter to all energy base ship is that the weapons flux/damage ratio are the most inefficient. It's usually self suicide all the time by firing till no enough flux for shield. Mine got killed by a Legion(XIV) with no crafts, so bad I don't want to recover it. I think Archean needs one more frontline capital ship or repurpose that Revenant. Megalith is pretty bad in AI fleet as it's so slow, the front line are all gone before it arrive. OP Phase bomber.
Adamantine: Overall OPnessly balance. Hivemind Orb is OP, projectile speed wise, can't be countered with PD. Widow is your best Anti-craft support but usually, shoot ship instead. Great fighters loadout. Has the strongest star fortress of all with so many Reapers. AD>High Tech>AO.
Psi-Corp: Why are you even here? Has the weakest fleet of all. Could make do as a minor faction. Apogee is weaker than vanilla. Odyssey is Odyssily weak.
Tri-Tac: Paragon speed is just superb than vanilla, the second best ship after Tyrant. Astral missing one small mount texture. Harbinger is pretty cheap this time. Auto resolve may never be in their favor.
Hegemony: Strongest fleet below Remnant. Devastator + Boltter is great. Onslaught(XIV), apart from the ability and terminator beams, is very strong for 30+5 points (not sure but look like it’s bug at 30 instead of 35). Terminator is actually a very crappy beam. Can't it be thicker to look more imposing? Normal Onslaught might actually be stronger with more ballistic? Legion(XIV) ability is so good, a very strong fire support ship as well. Dominator with Reaper is scary and can fire guns indefinitely with so little flux cost for some ballistic weapons. Eagle and Falcon (all models except AD) are not so great, easy to kill, can't kill anything maybe due to gun arc.
Persean: A little love for midline ship? Executor and Conquest Feel great but a bit squishy. Has good balance weapons. I do feel that there are too many high tech ships and would like to have more midline for Persean, Diktat, and Independence.
Prate/Ludd: Practice targets. Very threatening early game. Pillager is too squishy. I think the smallest fleet is still too large for starters. Can there be an additional smaller size fleet like a picket roaming out of the system like Luddic mini fleet for pirate? It could also be paired with a mini trader fleet for the would be pirate starter.
Overall Frigates: Too slow to survive. Have no meaning endgame. I think frigate should be half as fast as the average bomber/gunship, at least 120-150 in speed without boost. It should be balanced so that even with navrelay it will still be lower than fighter speed. Frigate should be an annoying ship that is hard to kill. I do imagine frigates as the Millenium Falcon fast but cannot shake away TIE fighters but also won't get swarm by it either. Also, peak performance time is not enough.
After more testing, the consortium start is very doable even with the 1 frigate agent start. Just worked my way up from that start to getting a doom AD in iron man. The night reaver start isn't too hard once you buy a freighter, which only takes a couple months of commission salary. I haven't tested the doom yet, but if the harbinger and the stats are any guide I will probably be soloing small fleets with it. The flux dissipation is higher than a battleship, so phasing between massive damage bursts to reload and dissipate flux is likely an extremely powerful tactic with the mod changes.
If you want to make the consortium fleets extra scary, I suggest making the default loadouts include insulated engines. The players wouldn't see them until they are quite close.
Edit: the Doom AD is less OP than I expected from using the harbinger. The triple plasma cannon harbinger is somewhat uniquely OP.
I noticed that when I had 2 Apogees in my fleet, whenever I equipped them with any fighters they were waaay too timid and never used any of their guns offensively, only using their fighters to attack which really squanders their amazing flux potential to be more aggressive. Only when I got rid of all fighters they had during refit, then they behaved normally.
I dug into the ship_data.csv in the hulls folder in your mod and noticed that under the hints column, the Apogee was labeled as 'CARRIER, COMBAT'. I'm assuming that this is telling it to act as a combat carrier? In any case, it never moved within range to use its energy weapons.
once I got rid of that tag, my Apogees behaved much better and closed in to attack with all of its weapons. Could this be the reason why Apogees feel a lot weaker in this mod?
Been having a lot of fun with your mod though, having a blast on my second playthrough of the game!
I'll take a look at autoresolve, though, that shouldn't be happening so I probably forgot to change the FP values.
Additionally, I'm (right now actually) coding a hullmod to hopefully reduce the cooldown of it's ship system to replace the carrier hullmod. So the Megalith is a special ship that still replaces fighters quickly due to its system- but without the carrier limitations. It will be a true dreadnought indeed and very difficult to take down. It's deployment cost is substantially more as well.
In my experience early pirates/luddics are pretty hard fights because a lot of the crappy early frigates they like to use come with built-in strikecraft, and it doesn't matter how crappy the strikecraft are if they outnumber you 3:1. It really drives home how important PD and fighter cover is. Don't know if it being that harsh is a good or a bad thing though.
I noticed on my last start that the Consortium starting blueprint sells for $800k to the pirates. Not sure if that's intended, but it certainly makes starting as them a lot easier. I've yet to see whether that makes the pirates start building consortium ships.
Fun fact: the toughest ship that a properly fit Harbinger AD can kill in a single burst is a Dominator heavy cruiser. Phase through the ship to shoot it in the butt, uncloak and press F on it, then land 4 antimatter blaster shot and a reaper torpedo and it is scrap while you are exposed to fire for about 3 seconds. I'm having a blast terrorizing the shipping lanes with my tiny fleet of frigates and destroyers, though. So not really complaining.
Well, no they should be good. Not sure why this would happen to be honest. It appears like they should autoresolve at a higher win rate according to FP stats.I don't have much chance to observe it but one time I saw 4 Paragons vs 3 moderate size pickets + battle station(not sure which size) and it lost trying to reclaim its rightful planet, that's where I got my first Paragon from. I have revived Tri-tac for a second time and they went all out with Archean Order, orbital bombardment, and whatnot. I thought I would be able to remediate with agents but, nope, it lockout at -100 as in lore. Oh boy. So they went extinct this time for sure with Eochu Bres decivilized.
Onslaught(XIV) is 30+9 now (iirc) (nope checked and still 30+5) and it's Terminator Beams are longer ranged now and represent a cost efficient alternative and higher OP opportunities. This really improved the AI's use of them, specifically.Have you rechecked the deployment cost yet? cause in my deployment screen I'm able to deploy Onslaught XIV for only 30 deployment points where it should be 35. But in XIV tooltip actually state that it increases deployment cost by 10%. Wouldn't it be 33 instead?
I ran simulation with elite version of it against the astral and it beat him 1 time from 5, under control of AI, not to say that under player control it would be 5/5, but let's be fair why it is even supposed to have a chance?I'd hope a Cruiser (and the Eagle is one of the best cruisers) beats a lone unprotected carrier. Carriers are support ships.
I'd hope a Cruiser (and the Eagle is one of the best cruisers) beats a lone unprotected carrier. Carriers are support ships.
On the escort issues you are having, do you mind specifically letting me know your build on all 3 ships? I want to reproduce this behavior and see if there is anything I can do to improve it. Generally I can't do much with the AI, but if vanilla is acting better then there might be things I can do. At the very least, I can explain why its happening and give advice on how to avoid it. My initial guess is the escorts are slower (which makes escorts generally not act the way you want them to) and in vanilla those same ships might be faster than the battlecruiser.
The BC is pillager fited with velocity cannons almost like standart fit and cruisers are eagles with beam weaponary. I will check it more precise when I am back to the game, as I don't remeber now. But the fact is that the speed of escort is higher.
Hi, I tried for a couple of hours the mod but I found out some things I think aren't working. I got a couple of missions (the "take n items to x colony" kind), and every time the mission is in one of the mod's factions (Adamantine or Archean), I can't complete the mission because reaching the colony does nothing (the colony is shown as the ones in construction, with no market).
Also, trying to play with any of the supported mods is apparently impossible, since the launcher doesn't allow me to select them and Archean at the same time (if I select Archean, say Nex is automatically unselected, and if I select Nex, Archean gets unselected). Any of the mods in the list in the description (all the way back in the main post), present this behavior. :(
Granted, when I tried my first play I didn't edit the mod_info.json, but I just tried again, and even after changing the line for TotalConversion from "true" to "false", the "auto-unselect" keeps happening. :-\
Anyway, thanks for any help you could give.
I'm running the game with Linux and everything works fine (except what I just posted). :P
Thanks for the mod, hope you finish the dialogues and tutorial soon. :)
You can play this with other utility mods absolutely, do check out "Directions to Enable Nexerelin" in red just under the download link. Be sure to save after edit. It works fine for me.
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Thanks for the mod, hope you finish the dialogues and tutorial soon. :)
I'm almost going to start a new playthrough without Archean. Lol. I will do a quick skim through for your patch. Does anything need to be specifically checked?
PS. Tri-tac is about to lose once again
Could you make a version of this mod where you only add the dialogue options? Instead of just murdering everyone I meet as a pirate, I'd like to just threaten them till they give me their stuff. I would download the whole thing, it seems like quite a good mod, but there are many other mods I want to use as well, and the grand majority aren't compatible with yours.
So, I was thinking, for those who just want the dialogue options, is that possible? Is there some way for me to make that change my self?
Also, your new ships and weapons look pretty cool, so in addition to my above questions, could you have a mod that only adds the ships and weapons? That shouldn't interfere with any other mods either I wouldn't think.
@Albreo Thanks for helping someone out and thanks for the save file that will likely really help! I'll take a look at it today. Hopefully I can get this fixed or at least narrow down the mod causing it if that ends up being the case.
Could you make a version of this mod where you only add the dialogue options? Instead of just murdering everyone I meet as a pirate, I'd like to just threaten them till they give me their stuff. I would download the whole thing, it seems like quite a good mod, but there are many other mods I want to use as well, and the grand majority aren't compatible with yours.
So, I was thinking, for those who just want the dialogue options, is that possible? Is there some way for me to make that change my self?
Also, your new ships and weapons look pretty cool, so in addition to my above questions, could you have a mod that only adds the ships and weapons? That shouldn't interfere with any other mods either I wouldn't think.
Absolutely! :)
Both of these options will be available very soon. I'm module-izing those very things for stand alone releases and this test update is partly to verify compatibility with more mods and some recently requested balance changes. A lot of work in this update was to separate out the ids from competing with other mods so that I can compile a ship and weapon pack more easily. Consider it groundwork for the above. A lot of this is structural changes to the mod code and should be otherwise unnoticeable- but it was a substantial undertaking that hopefully will allow for easier modulization and better compatibility with the TC as well. As an example from a past request, I think Ship and Weapon Pack (https://fractalsoftworks.com/forum/index.php?topic=11018.0) is now compatible with the TC when following the instructions to enable Nex. Most faction mods should be compatible now (unbalanced but compatible) and the only things that won't work well are ones that modify industries. Adding industries is probably ok, but trying to override orbital stations, for instance, won't work well.
The plan: The Archean Order factions' ship and weapon pack versions will remove those obstacles and allow vanilla ships and weapons back into the codex and standard markets. It will start out as just a fork that doesn't add any markets to the economy but lets the ships and weapons be available through blueprint drops. That should preserve the modiverse economy hopefully. You could theoretically feed those blueprints to pirates to fight against them if you wanted to, but a player would be opting in to that imbalance as a result. As it gets more vanilla balanced, I will add a market or two for each faction pack using the Map of the Modiverse (https://fractalsoftworks.com/forum/index.php?topic=11422.0) as a guide.
The dialogue options are a little trickier, but very doable. I wanted to wait until I could add other cools things to it and better flesh out the system/dialogue for releasing it stand-alone, but the demand is there so I may as well fork it and update both as I make that system better. It will add a bit of work, but overall I think it will be better for the community to have that option available. I would also like to work on a way to allow other modders to add their own dialogue to that system in their mods, but I'm not 100% sure how to go about that yet. It's definitely something I want to do though.
Balancing the ship and weapon pack will take a lot more time as it will very likely require stand-alone sprite edits as well as massive stat changes to be more in line with vanilla. I will work on it from time to time but still want to actively work on the TC as well. Since I don't think it will break anything, per se, with the way I am planning to structure that pack, I can still release it unbalanced and update it with balance changes as I get to them.
Thanks for the quick response! Modularization for the mod's different features sounds great, especially for your dialogue options, it's really something unique I haven't seen anyone else do.
You mentioned that other modders might be able to make dialogue for their mods, so does that mean that each faction has different dialogue options/different chances for options' results? If so I'd think you could have some sort of universal set of dialogue options that apply to every faction unless told otherwise, that way a dialogue options standalone mod should work regardless of the faction mods it's paired with.
Update: Ok there was a shipment for transplutonic ore to Sci-Corps Training facility in the save you linked. Upon accepting it I traveled to Kazeron and got the ore. Then went to the facility. If you are expecting a dialogue on docking that won't happen in every case- its random. If you don't get the dialogue, you have to go to the comm directory. There will be an NPC with a yellow "!" in the box. Choose that person and you will get the dialogue to turn in the quest. Screenshots:
If you do a quick skim then the new colonies that were added would be a good thing to check, or balance changes in general. Capitals were overhauled and the Megalith is much more powerful and costly so test play around that would be useful. But no big deal if you want to try other mods- the point is to have fun!
Wait what!? but my save was a delivery quest from the planet underneath to the temple of the dark star. lol. Once you are in just accept the bar quest immediately. It should always be bugged.
If it's balance thing, yep, Tri-tac is very underpowered. They don't have High Command on their major planet, so, no Paragon for defence. Even on Culann, it's only a military base. Culann falls 5 min into the game from everyone's hatred toward Tri-tac. I think Hybrasil system, maybe, shouldn't have Archean Order there and boost Tri-tac defence in the system with one or more planet and enhance Eochu Bres and Culann with high commands.
Can there also be a ceasefire between Tri-tac and Hegemony for some time like 2-3 cycles or it maybe broke after Tri-tac has a certain number of planets?
I do think that NEX thingy is too aggressive and a bit unsuitable for immersion. If it were me, I would tone down a lot of invasions and more raid instead, an invasion should also triggered a defensive fleet respond.
Is it intended to have Special task forces combine with invading fleet in an invasion? I still observed 1 invasion fleet + 2 Special task forces in an invasion by Hegemony with a prediction force of 1 fleet. Those fleets have the same amount of strength.
Adamantine now fighting with everyone properlybut I might miss their pirate base a bit. Oh, they still have a pirate base spawn. Neat.
I've been playing (and streaming) a playthrough with the new version and it's been great so far. The new weapon fx helps a lot when it comes to readability. I did get a lot of free capital ships already from just finding them drifting around after NPC fleet battles, but obviously small sample size so I don't know if that's common.
Combat Capacitor ships are properly scary now, it's great. There's (a few?) Luddic Path ships that have it however that also sport built-in SO, which means their combat capacitors are semi redundant (they're already getting the flux-speed-boost from SO, so that part of the combat caps is wasted). Don't know if that's intentional or not.
I seem to be having an issue with this mod
whenever I select archean order in the mod menu it seems to deselect some of my other mods which are supposed to be compatible with the mod
and it only happens when I select archean order, all the other mods don't do that
- I am skeptical with Megalith cost of 50 points. It does have a very high flux buff this patch but it still pretty much a dopped Paragon with double the craft. 46-48 range might be better.Still kind of messing around with it, but yeah definitely could change. I was cautious about it being too strong so went on the high end of deployment.
- Can install a converted hangar on Tyrant. Missing phase field mod.Whoops! Thanks!
- Those bombers are great again. OP Astral, here I come.Good! Glad bombers feel better. I think I made some Astral changes too, so hopefully its not too OP. I guess we will see.
- Tachyon Lance is still super tragic with beam not lock-on to target and instant vent after firing for 0.1ms at long range.Yeah this is something I'm hoping to address. I need to write a weapon script to prevent venting during the burst and lock the target. That may be complicated though and I will probably need some help to do it.
- Hivemind orb still hit my Paragon butt. Maybe it has mine tag so it was able to friendly fire. It should pass over friendly ships as other missiles do. From the description, it should be capable to do that much.You know what, I think I forgot about this one. Let me double check. It probably has the wrong collision class or what is happening is that it is timing out (not visible with no engine) before it reaches the target and then it becomes friendly fire. Other missiles do this too, but in this case it is probably too high a range for the AI compared to its flight time. I thought I addressed this already, my fault.
- Executor doesn't have enough OP to deploy both weapons and crafts.Thanks, noted. What are you trying to equip? All end tier stuff or mid tier?
- Ion cannon should not be auto fire at fighters. Its flux cost is so much to be wasted on something that can evade it easily.I'll see if I can change this without breaking the AI too much.
- Archean loadout is still prime for suicide. Their ships should all have flux capacity bump up a lot as Megalith so it can fire 1.0 flux/damage weapon properly.This is in the works. It can be done reliably now because these ships will be hard to get later. Before I was trying to make them more balanced in the players hands, but now that isn't quite as necessary.
- Pirate fleet size feels optimal this time.Great! Not sure what I did to be honest. I may have messed with the faction file a bit. I don't really remember.
- OMG, thic red Terminator beam makes the damage 3 times higher.Haha though it may hit a couple more plates, that isn't because its wider. I increased the damage. It was low for an energy weapon- even a strike one. Its perfect accuracy makes it really good though, so it may get tuned down a bit. It's now more competitive against higher tier strike weapons.
- Medium Thermal and Obliterator cannon have too little different stat-wise where one costs nothing and another cost some flux. Maybe Obliterator should be an explosive instead.That would make it a weird comparison to the Photon Cannon/Excalibur Cannon. Also the bullet would have to change. Technically its a heavy assault weapon (so burst damage and still high sustained) and that's why it costs flux, but the best way to make it more unique would be to add an ion cannon effect to it with a smaller amount of emp per hit. That would actually synergize well with the Sci-Corps doctrine and the burst mechanic. Hmm.. I like it more and more as I think about it.
- After taking a look at Remnant Brilliant stat, the flux is quite OP. It's higher than most capital ships.Did you look at the Radiant? It's much higher too. This may change, but it is a current experiment with really hard late game enemies.
- Luddic Church's defense stations feel strangely strong. The market size is big, as a result. They have the high ground this playthrough and capture quite a few planets.I'm glad Luddic Church is a competing player now! That was definitely intended in this update. I'm pretty proud of the lore too. I have some plans to expand that later in some cool ways. As far as Askonia is concerned, I'm not 100% sure how to go about that. Stations are already on most planets and the capital has a high command... maybe more military bases? Not sure. I'll look at Westernesse. It's kind of an outlier system that is otherwise largely ignored and the League has lots of worlds in general, so I kind of like the idea of having the Consortium act as an immediate menace there. We'll see.
- Sindrian would like to purchase some more defense stations of its own. Askonia sector has to be fortified as much as possible.
- Persean league planets in Westernesse are too weak. It's close to Adamantine and took quite a lot of beating to the point of decivilized.
Thanks, noted. What are you trying to equip? All end tier stuff or mid tier?Mostly cheap stuff, Spark, Mid-tier weapon, and still unable to fill many slots without compromise flux vent. It doesn't have enough flux to mount energy weapons properly. I might also have to tone down mods as well cus I always use like 8 essential mods.
Did you look at the Radiant? It's much higher too. This may change, but it is a current experiment with really hard late game enemies.Radiant is quite easy to kill when it's alone. It's slow and weak against fighters. I can gang it with 2-3 capitals, Tyrant is pretty good at killing it. Brilliant on another hand has strong fighter support and great speed making it hard to 1v1, the ship fighting it can't vent properly as this little pest is super fast and can pursuit aggressively. Lower the speed might reduce its difficulty a bit.
- Sabot secondary projectile range seems to be a little too short. The missile is also a little too slow it never survives close enough to shoot out sabot.
That's not my experience. Sabots are one of the few missiles that pretty reliably get damage on target even when there's PD present for me.Just to make it clear, I barely test the rest of the missile apart from large mount/high tech one. If you're talking about experience then I think it might be fine I guess, in the early game where Thunderbolt will be very hard to find but I have tested it quite comprehensively and find that it's much worse than Thunderbolt in every situation. Thunderbolt has a much longer secondary projectile fire range which pretty much bypasses most of the PD. Whereas Sabot, its missile is super fragile, any small bullet that hit it obliterate it entirely. I put it in place of Thunderbolts to test it and the result was disappointing. I also tested it on Apogee for a small ship fight and the result is the same. It's the same on a prolonging fight as well where I place the only 4 capitals in test mode in a row.
Mostly cheap stuff, Spark, Mid-tier weapon, and still unable to fill many slots without compromise flux vent. It doesn't have enough flux to mount energy weapons properly. I might also have to tone down mods as well cus I always use like 8 essential mods.Hmm, ok. I'll do a comparison to some of the other capitals. More flux or OP shouldn't really break the balance of that ship, anyway.
Radiant is quite easy to kill when it's alone. It's slow and weak against fighters. I can gang it with 2-3 capitals, Tyrant is pretty good at killing it. Brilliant on another hand has strong fighter support and great speed making it hard to 1v1, the ship fighting it can't vent properly as this little pest is super fast and can pursuit aggressively. Lower the speed might reduce its difficulty a bit.Are Radiants coming in alone often?? Ugh, sometimes I get really annoyed at how the AI deploys ships. I'll take a look at the Brilliant's speed.
- Sabot secondary projectile range seems to be a little too short. The missile is also a little too slow it never survives close enough to shoot out sabot.I tried making it stronger in the past (your exact suggestion actually) and it was too good. It was better than the Thunderbolt because it has higher armor penetration in comparison.
Archean was dead by the way. Not sure why but the trader guild went all out and capture most of their planets while its focus is on Tri-tac lol.Trader Guilds, eh? Weird they have the smallest number of colonies. Maybe it was an alliance situation, lol.
I tried to download the latest version but the Dropbox link is down. the version for 8. is working fine but the 9. is linking to a 404 on Dropbox.Ah right I'll remove that link it was to an old version. The main download link is the version you should be going for (that old version had some bugs iirc) or the test download link is the newest version of the mod in general if you want to play with the new colonies.
That's not my experience. Sabots are one of the few missiles that pretty reliably get damage on target even when there's PD present for me.
Just to make it clear, I barely test the rest of the missile apart from large mount/high tech one. If you're talking about experience then I think it might be fine I guess, in the early game where Thunderbolt will be very hard to find but I have tested it quite comprehensively and find that it's much worse than Thunderbolt in every situation. Thunderbolt has a much longer secondary projectile fire range which pretty much bypasses most of the PD. Whereas Sabot, its missile is super fragile, any small bullet that hit it obliterate it entirely. I put it in place of Thunderbolts to test it and the result was disappointing. I also tested it on Apogee for a small ship fight and the result is the same. It's the same on a prolonging fight as well where I place the only 4 capitals in test mode in a row.I think I made Thunderbolt more reliable like you describe since it is a rare weapon and I want high tier rare weapons to feel powerful. It is supposed to outclass the Sabot at the cost of more flux/OP. Now, thing is, if there is never a reason to use the Sabot to get that OP or save flux in a build, then the Thunderbolt is probably a little too strong. I want it to be more reliable than the Sabot, but not a guaranteed hit, for instance. And EMP might be too high I think I just slapped on a value there anyway.
PS. more test ship would be nice.
My conclusion is SABOT has to be buff in someway either increase secondary projectile range, buff missile HP, buff missile speed, or reduce its mount size from large to medium. Add EMP might not be suitable.
On another hand, Thunderbolt might need its EMP nerf a bit.
Love the mod, great gameplay additions and tweaks, I have no problem with anything in that regard, great job dude. But the portraits? I really want to figure out how to disable them. I'm not really into anime and they all clash with the main style anyhow. Anyway, I'm not good at understanding code, but I can wrap my head around how it works kinda, so I don't know if I'm stupid for trying but I looked in settings.json and mod_info.json but that's not it. If anyone, or the modder, knows how, or if I even can, disable or remove the portraits, please help.
That's great, what was the solution? Just change the OrbitalStation entry into something that your csv is correlating an entry to?You may put Supply Forging (https://fractalsoftworks.com/forum/index.php?topic=17503) on that list and I'd like to talk why Better Colonies (http://fractalsoftworks.com/forum/index.php?topic=17103) seems to crash for players that I believe it's more related to the OrbitalStation.java. Was wondering if you modified OrbitalStation by any chance?
Thanks for the info! I'll add it to the list.
I haven't really had much time to work on this in the last week or two, but I got some free time today so I can take a quick look and see what I can see as far as the crash goes. Do you mean com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation when you say OrbitalStation? I haven't modified that file, no, but I have overridden the orbital station industry entries in the csv file. Does your mod need those for anything?
*EDIT*
This is the error you are getting, right? Looking into this now.
(https://i.imgur.com/l9xUDXU.png)
(https://i.imgur.com/AtfPIiS.png)
*EDIT 3*
I was wrong. I wasn't reading the error correctly. Updated info below.
Seems to be related to this line:
Codecom.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD newOSL = (com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD)market.getIndustry( "orbitalstation");
in:Code\Starsector\mods\Better Colonies\jar\src.zip\src\data\scripts\GDModPlugin.java
So, I'll check to see if this tag is missing from myindustries entries(they were correct afaik) markets and update here.
This is what I ran into recently. Did you happen to find a solution? Both these mods are great and I wish they would work together.
Iirc, I think it ended up being pretty hard to solve. I'll try and work with Techpriest to take another crack at it after I'm done coding Fleet Dialogue.
For the most part, I'm looking at recently requested balance changes in Archean Order until Fleet Dialogue's coding is done- partly because that mod will become a required supporting mod for this one, and I will remove that mod's functionality from this one to save on loading times and give more transparency to those who want to see how each faction responds to the dialogue system (since they will be in spreadsheets instead of hardcoded by the end).
now I know this mod is supposed to be a total conversion mod that wouldn't work well with the normal faction mods but I find the imperium
and the coalition to be really underpowered compared to the rest of the ships
to better illustrate the power gap here ill take the Olympus as an example, normal game the rocket would literally wipe half a capital fleet
but in this mod? not even a scratch to the hull if they aren't hugging the ship when it explodes
not to mention the flux of there ships is really terrible compared to the mod ships which makes them underwhelming to say the least.
is there a way I could edit them cause id like to make them viable for actual use not just as trophies in my hanger?
edit: I really love the mod but I would love to make the extra factions viable
Incidentally, I ran into the Cryosleeper Guardian in AO for the first time...I was really hoping he got the Remnant treatment and got buffed to be a true end-game threat, but he was really wimpy. Is giving him a make-over planned?
Hi! I'm very new to the game and I was playing this mod, really liked. There is only one thing, don't know if its a bug, but the system where you start in the tutorial in vanilla (galatia) seems to have a problem with supplies. There is 3 factions there, Hegemony, Independent and the (forgot the name) Science one. They are spamming supply request, I was making millions just trough trading. Like they can't receive(?) supplies from other means.
And again, amazing mod.
Does it have any escorts when you fight it?
It does not. It's always a solo fights, so you'd have to pump it up a lot to make it a real threat.
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull variant [kite_Interceptor] not found!
java.lang.RuntimeException: Ship hull variant [kite_Interceptor] not found!
at com.fs.starfarer.loading.B.super(Unknown Source)
at com.fs.starfarer.loading.B.super(Unknown Source)
at com.fs.starfarer.loading.V$Oo.getFPCost(Unknown Source)
at com.fs.starfarer.loading.V.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:64)
at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I test this mod with another 108 mods all run together
List of mods here:SpoilerAdjusted Sector
AI Flag tool
Another Portrait Pack
Anvil Industries
Appro Light
Arsenal Expansion
Artefact
Audio Plus
Autosave
Better Colonies
Blackrock Drive Yards
Celestial Mount Circle
Combat Chatter
Combat Analytics
Commissioned Crews
Common Radar
COPS
CWSP
Dassault Mikoyan
Degenerate Portrait Pack
Diable Avionics
Disassemble Reassemble
ED Shipyard
Extratentail Lanestate Union
FDS
Fluff Ship pack
Foundation of Borken
Fuel Siphoning
Galaxy Tigers
Girl Frontline Portrait Pack (another weeb portrait pack )
GKSec
Gladiator Society
GraphicsLib
Grytpype Moriarty
Hiigaran Descendants
HMI
Idoneus Citadel Exiles
Industrial Evolution
Interesting Portraits Pack
Interstellar Imperium
Junk Pirates
Kadur Remnant
Kingdom of Terra
LazyLib
Legacy of Arkgneisis
Lightshow
Logistics Notification
Luddic Enhancement
MagicLib
Mayasuran Navy
Metelson
Missiles & Sundry
Missing Ships
Nabaal
Neutrino Corp
Nexerelin
Oculian Armada
ORA
Planetary Shield Access Control
Polaris Prime
Pokemon Portrait Pack
Portrait Pack
Practice Targets
Prv Starworks
Pulse Industry
Rebalanced Pilums
Roider Union
Ruthless Sector
Safety Override
Sanguinary Anarchistic Defectors
SCY
SD Advanced Hullmods
Second Wave Options
Shadowy Broker
Shadow Yards
Ship & Weapon Pack
Skilled Up
Speed Up
Starship Legends
Stop Gap Measure
Supply Forging
Sylphon
Tahlan
Terraforming & Station Construction
Thgualsno
Tiandong Heavy Industries
Toggle Weapon Group
Torchship
Trailer Moments
Transfer All Items
Transponder Reminders
Tyrador Safeguard Coalition
Underworld
Unknown Skies
Unofficial New Game Plus
Upgraded Rotary Weapons
Va-11 Hall-A Portrait Pack[close]
And so far only 2 mods from the list are incompatible with Archean Order and it's "Second Wave Options" & "Better Colonies"
Thanks for testing out all the mods! I'm glad that things are working as planned so far. Better Colonies will likely require some sorcery to get working, but Second Wave Options comes as a bit of a surprise. I'll take a look at fixing that tonight especially now that I have highlight parsing and highlight color logic done for Expanded Fleet Dialogue. Those were the goals for this week.
"data/variants/kite/kite_Interceptor.variant",
"data\\variants\\kite\\kite_Interceptor.variant",
ok actually, I look into Archean Order and found out that my mod_info.json doesn't have "replace" tag lol and now with I fix it by replace old mod_info with default one but now, other mod(s) that used to work, crash during startup with fatal null messageThanks for testing out all the mods! I'm glad that things are working as planned so far. Better Colonies will likely require some sorcery to get working, but Second Wave Options comes as a bit of a surprise. I'll take a look at fixing that tonight especially now that I have highlight parsing and highlight color logic done for Expanded Fleet Dialogue. Those were the goals for this week.
Hmm. I'm not reproducing this error (I have started ~20 new games with both mods enabled), but I took a look at the code for Second Wave Options and my hunch is that it's a path separator issue based upon your operating system in the "replace" section of mod_info.json - (found in the first level of the mod directory). Can I get your operating system for informational purposes?
This is the entry in Second Wave Options:Code"data/variants/kite/kite_Interceptor.variant",
This is the entry in Archean Order:Code"data\\variants\\kite\\kite_Interceptor.variant",
Try changing these to match each other in format and the issue should hopefully go away. Not sure which format your operating system would require though.
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.ShipHullSpecLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Object(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.ShipHullSpecLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Object(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index: 4, Size: 4
java.lang.IndexOutOfBoundsException: Index: 4, Size: 4
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Object(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
UPDATE and it's very BAD NEWS
I test this mod with another 104 mods AGAIN all run together
List of tested mods:SpoilerAdjusted Sector
AI Flag tool
Another Portrait Pack
Anvil Industries
Appro Light
Arsenal Expansion
Artefact
Audio Plus
Autosave
Better Colonies
Blackrock Drive Yards
Celestial Mount Circle
Combat Chatter
Combat Analytics
Commissioned Crews
Common Radar
COPS
CWSP
Dassault Mikoyan
Degenerate Portrait Pack
Diable Avionics
Disassemble Reassemble
ED Shipyard
Extratentail Lanestate Union
FDS
Fluff Ship pack
Foundation of Borken
Fuel Siphoning
Galaxy Tigers
Girl Frontline Portrait Pack (another weeb portrait pack )
GKSec
Gladiator Society
GraphicsLib
Grytpype Moriarty
Hiigaran Descendants
HMI
Idoneus Citadel Exiles
Industrial Evolution
Interesting Portraits Pack
Interstellar Imperium
Junk Pirates
Kadur Remnant
Kingdom of Terra
LazyLib
Legacy of Arkgneisis
Lightshow
Logistics Notification
Luddic Enhancement
MagicLib
Mayasuran Navy
Metelson
Missiles & Sundry
Missing Ships
Nabaal
Neutrino Corp
Nexerelin
Oculian Armada
ORA
Planetary Shield Access Control
Polaris Prime
Pokemon Portrait Pack
Portrait Pack
Practice Targets
Prv Starworks
Pulse Industry
Rebalanced Pilums
Roider Union
Ruthless Sector
Safety Override
Sanguinary Anarchistic Defectors
SCY
SD Advanced Hullmods
Second Wave Options
Shadowy Broker
Shadow Yards
Ship & Weapon Pack
Skilled Up
Speed Up
Starship Legends
Stop Gap Measure
Supply Forging
Sylphon
Tahlan
Terraforming & Station Construction
Thgualsno
Toggle Weapon Group
Torchship
Trailer Moments
Transfer All Items
Transponder Reminders
Tyrador Safeguard Coalition
Underworld
Unknown Skies
Unofficial New Game Plus
Upgraded Rotary Weapons
Va-11 Hall-A Portrait Pack[close]
last time I tested those mods without "Replace" tag in Achean Order "mod_info.json" but this time with default mod_info I test it again and surprisingly and shockingly, there are 6 mods that is incompatible with Achean Order and it's Kadur Remnant, Mayasuran Navy,Ship/Weapon Packs, Underworld, Vayra's Sector & prv Starwork
Kardur Remnant, Mayasuran Navy, Ship/Weapon Packs, Underworld & Varyra's Sector crash during startup and will receive same error message said Fatal: null
...........
At the moment, the only solution I found is to go to mod_info in Archean Order mod folder and delete every "data\\hulls\\[ship name].ship" but I'm sure this is not the right way to solve those problems and it might cause future problems? (I'm not a modder, so I don't really understand how those work). If anyone gets a proper solution, please lemme know. Thank you!!
Ah thank you very much!!!! Now everything work perfectly fine except Tiandong Heavy Industries which said to be incompatible so it is fine AND portrait pack
none of them work anymore :-\
Any solution tho?
I see, well, thank you very much once again for keep a track of my dumb problem with compatibility and solved most of my problem ;D Keep up an awesome work with this amazing mod!!Ah thank you very much!!!! Now everything work perfectly fine except Tiandong Heavy Industries which said to be incompatible so it is fine AND portrait pack
none of them work anymore :-\
Any solution tho?
Tiandong Heavy Industries does this purposely through a check for me as the mod author in the mod plugin. I think that may change in the next update for that mod, but I'm unsure. It was from back when Archean Order was less compatible and caused issues for faction mods. There was also an embarrassingly long amount of time the mod wasn't flagged as a TC because I forgot to re-add the flag after testing out some feature mods and by the time it was caught I wasn't working on the mod at the time. That *shouldn't* happen anymore but I wouldn't blame MesoTronik if he kept the check in there just in case.
Ah, I forgot that locking vanilla faction files would affect portrait addition mods. Darn it. I'll see about potentially removing that behavior. (I actually can't remember why that was necessary but I think it was for some reason. We'll see.) Several portrait packs have already been merged, however, and they can be found on the main mod page under Credits with a link to the portrait pack mod so that you can see examples. Still, I'd like to allow additions to those if at all possible. I think it had something to do with stations, though, so no promises there, sorry. :(
I see, well, thank you very much once again for keep a track of my dumb problem with compatibility and solved most of my problem ;D Keep up an awesome work with this amazing mod!!
Hey, I tried out a game with the test version. It worked pretty well, no visible issues, apart from Prism Freeport having less ships than usual and only having a single blueprint to buy. I didn't play very long, about half an hour to test out the waters and see if the factions worked correctly and everything seemed fine.Thanks for testing things out!
*snip*
The only mod that gave me problems was Commission Hullmods, since it crashed every time time I docked with a planet. Something about the Commission Hullmod of the Archean faction being missing.
The only real problem I have are the portraits. Is there any way to not have them override vanilla portraits? I have a bunch of portraits that I put in myself and I can't use them with Archean Order.
Anyway, apart from that, everything seems great.
Regarding Commissioned Hullmods bonuses, may I make some suggestions?:
Adamantine Consortium: Bonus to raiding, bonus to marine efficacy (if at all possible to code in) or bonus to fleet speed, either in combat or campaign (since they're meant to be hit-and-run spooky slavers as far as I can see).
Archean Order: Bonuses to energy weapons. You could have different versions for either damage, fire rate or range.
Sci-fi Corps: Bonuses for looting ruins and abandoned stations and bonuses to survey planets. Maybe some bonuses for repairing ships.
Trader Guild: MONEY! MONEY! MONEY! GIMME THE MONEY! MONEY! MONEY! Bonuses to selling and buying stuff (if possible to code in), if not feasible, bonuses to looting debris and battles or bonuses to cargo space.
This is taking longer than I thought it would but I have the first (and probably hardest) Commissioned Crews hullmod for Archean Order mostly working. There is still some nuance and flavor to add though. Sorry for the delay. This hullmod may seem really strong and I have more I want to do with it, but this is a flagship-only hullmod. The rest of your fleet won't get it and it will require the player to pilot an Adamantine Consortium vessel. It's not finalized, but here's the tooltip to show what it does:Spoiler(https://i.imgur.com/zEBFP8R.png)[close]
i know essentially nothin about modding, however, i recall there being ship systems that have an area of effect that changes certain parameters of enemy ships. perhaps something similar that targets ship malfunction chance? is ship malfunction chance tied specifically to combat readiness (with the exception of perhaps emp damage)? maybe a work around would be a constant emp effect around the flagship in the picture. the "mental energy" could be emp and flagged as fragmentation so that the shields and armor could (as far as your idea goes it would make sense for the dense matter in the way to mitigate the effect) mitigate the emp effect. i have no idea what numbers to go with really but i like the idea youre running with and i think it suits the adamantium consortion well
i know essentially nothin about modding, however, i recall there being ship systems that have an area of effect that changes certain parameters of enemy ships. perhaps something similar that targets ship malfunction chance? is ship malfunction chance tied specifically to combat readiness (with the exception of perhaps emp damage)? maybe a work around would be a constant emp effect around the flagship in the picture. the "mental energy" could be emp and flagged as fragmentation so that the shields and armor could (as far as your idea goes it would make sense for the dense matter in the way to mitigate the effect) mitigate the emp effect. i have no idea what numbers to go with really but i like the idea youre running with and i think it suits the adamantium consortion well
Thanks for the suggestion and I'm glad you like the idea. :)
I actually have the behavior working already and I like it. It is essentially an area of effect application of the same behavior that "Ill-Advised Modifications" causes. So there is a base chance for a weapon to malfunction on any enemies within a range of 1500 around the flagship. When something malfunctions there is a chance it will be a critical malfunction- which can be read as crew weeping uncontrollably in a maintenance shaft somewhere or otherwise refusing direct orders to return to battle stations - which means the weapon is permanently disabled.
The things I still have to do are:
1) Make the radius and strength scale a bit- probably by player level and reputation. I like the idea of the player visibly seeing their power grow in that sense. So numbers aren't finalized yet.
2) Code a check in the faction file to allow other modders to either reduce or completely negate the impact of the effect. AI factions can use this to be immune. This also makes sense for hardier factions who wouldn't balk at that sort of thing.
3) Decide if I want to have a custom graphic of some kind and make that happen.
4) Code text popups of effected ships for some flavor. Things like "Nooo! Not like like this! Not like this!!" or "AHHH!" for when the effect is working and things like "Steady men... steady..." OR "I'm not afraid of you, demon!" when it doesn't. Stuff like that.
yea really cool and the messages popping up would be great! also the idea of the player having the ability sounds fun
perhaps something similar could be done with another faction where they are psi warriors or something, like the angel to the consortiums demon
yea really cool and the messages popping up would be great! also the idea of the player having the ability sounds fun
perhaps something similar could be done with another faction where they are psi warriors or something, like the angel to the consortiums demon
Thanks!
The Archean Order (the faction) sort of acts as a counter-part through their "phase walkers", but initially the faction is forced to be reluctant - well not allies but more of a ceasefire accord - with the Adamantine Consortium as a necessity to wage their war on the Tri-Tachyon Corporation. So they aren't Sith but they aren't Jedi either. Rather they are a kind of combination of the two extremes.
It is set up that way to drive the eventual narrative for the mod (a long ways off most likely as writing takes an extremely long amount of time and I also have to implement the events, missions, etc to go alongside it) and it intentionally creates ambiguity for the Archean Order. They believe in a prophecy of doom and act with determination to prevent it from happening. The dire consequences of failure creates hard choices that are a theme of the narrative. There are sub-factions/iconic characters planned within the Archean Order who do act in the way you describe (in that they loathe the Consortium and seek to break the accord) but they aren't really visible at the moment.
That being said, the primary antagonist to the Adamantine Consortium is the Corps of Science and Exploration. They aren't capable of using any special powers, however. They are just brave and battle-hardened people determined to fight against the Consortium's atrocities at all costs and generally seek to improve the sector's standard of living. You can kind of compare them to the rebel alliance or a very weakened version of Starfleet desperately trying to survive in a sector struggling to keep law and order (and also citizen freedoms) intact.
The Corps and the Archean Order don't exactly trust each other, but have enough in common to work together in some situations. I'm hoping this creates a diverse and nuanced backdrop to create a really good story when the time comes.
i think thats great! well thought out and makes me personally like the archean order much more. interestingly enough i had an idea that the consortium and the order and all the factions could use a mission based system in the bars similar to delivering for the independents. i may be remembering incorrectly but it seems as though delivery contracts only raise independent relation status. it would be neat to have something similar tailored to the other factions. it could be as simple as having delivery contracts that you can find in a bar that would be linguistically representative of the faction they would raise relations with. other neat things like being able to buy commodities from luddic planets in the bar would be interesting, especially if it relates directly to that faction like the luddic ones seem to.
Hi. today i was playing my lvl 15 scientist, i tried to look at my intel panel and it instantly crashed , pressing the shortcuts did nothing, litteraly.
Do someone know what to do?
Thanks again
Hi, I have a crash issue when entering in a system.
671549 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Slot id [WS 001] not found on hull [scarab]
java.lang.RuntimeException: Slot id [WS 001] not found on hull [scarab]
edit : I replace in the scarab.ship the id weapons "WS0001" by "WS 001" and it worked.
If it's an error, the file scarab_adamantine.ship have the same "WS0001"
What version are you on? Are you using the latest one?
I've got the same problem with gemini (SW 003 now) in the middle of the space. I play the game since a month so I imagine than I have the last version. Where can I check the version I play ? it's not in the menu or the launch screen.
Ah sounds like you are on 1.3.4e (you can see this in mod_info.JSON in the mod folder) - which until just now was the main download. I wanted to give some time for 1.3.5 to be tested so it was under a Test Download section directly below that. I have removed that now to avoid this confusion since I haven't heard of any critical errors with that version yet.
It will require a new game, but 1.3.5 should solve those issues. That was a major update that allows for most if not all the faction mods to no longer cause crashes (which is what I think is happening here - you are probably running into a faction fleet that has variants of existing vanilla ships that try and map weapons to the modified Archean Order vanilla ships).
Yes, I'm in 1.3.4e. Sad to learn I'll need to make a new game ^^'
The weirdest is that I haven't faction mods other than the archean order mod. I've change just one thing. I've add ships to the archean order mod (so .ship, .variant and modifying ship_data) and creating a new bp to have my own fleet design, but all I've done is add something and my ship aren't associated with a faction. I've never touch files of other ship like the gemini or the scarab. so having crash issue about file I didn't touch is weird ^^'
Hmm that is weird. :( What is your modlist?
archean order 1.3.4e
Commissioned Crews 1.9
Console Commands 3.0
Industrial.Evolution 1.7d
LazyLib 2.4f
Logistic notification 1.3
MagicLib 0.29
Nexerelin 0.9.6d
Practice Targets 1.4
Second Wave Options 0.5.3b
SpeedUp 0.6.0
Starship Legends 1.4.1
Unofficial New Game Plus] 0.2.0 (I never used yet)
Upgraded Rotary Weapons 1.41
Version Checker 2.0
ZZ Audio Plus 1.1.1
ZZ GraphicsLib 1.4.1
Hey there,
I was wondering if there was any way that I could change the maximum number of deployment points while using the mod. Whenever I have the mod enabled, it reverts the maximum and minimum back to the default levels of around 200-500, even though I put the options on settings.json to be far higher. Is there something I'm doing wrong, or is there just no way to change the default game settings while using the mod?
Has anyone noticed that Buffalo's are kinda hard to come by? At least for me the hegemony ones are non existent even when i used console commands to try and find a market with them.
Correct possibly just random luck, I found it in nexerelin's ship buying thing through their agents so no worries
Changes sound great. A little worried the Pathers maybe get problematic if buffed, but we'll see.
Ah yeah I took a look at the faction files and it just can't be done- at least for now. :(
Since I don't override vanilla ships, fighters or weapons anymore, if I don't explicitly remove them from the faction files by overriding them they will merge even in the stand alone TC. This means that a player can get vanilla ships and weapons from raiding and they might even show up in markets. So even assuming a new player understands the risks of mod merging they would still have to put up with a lot of "useless" (from the perspective of TC balance) stuff bloating markets and loot.
If in the future the faction definitions for weapons/fighters/etc get a weight modifier like hulls and stations (so I can thereby set it to 0), then I can prevent vanilla items from spawning in the TC without overriding the entire file. I'll suggest this to Alex and see what he thinks. Maybe there is way I can do this already and I'm just not aware of it.
If not, the best I could likely do would be to modulize the portraits by adding them to dummy factions and then writing code to "merge" the portraits into vanilla factions when the module is present. Then I can take portrait pack requests and add them as players request them. This would also give more customization options for portrait styles. (Again this will likely take some time to set up.)
Just coming back to the game and I'm so exited to see this post and the updated main post with the list of compatible mods. I'll be messing around with those off and on over the next few days and preparing myself for the deep dive back into hyperspace.Hey there! Ive been using this mod and Nexerelin for about two months now, playing Starsector off on on and Ive really enjoyed it.
I'm not done with it, but I was wondering if there were other mods people use commonly with the Archean Order? Preferably more in line with gameplay changes and not just the addition of factions and ships on top of the ones Ive already got. Although, I'd gladly take any working changes to the Remnants. They can be a little uninteresting.
For now, what I've gathered:
Starship Legends: https://fractalsoftworks.com/forum/index.php?topic=15321.0 (https://fractalsoftworks.com/forum/index.php?topic=15321.0)
Combat Chatter: https://fractalsoftworks.com/forum/index.php?topic=10399.0 (https://fractalsoftworks.com/forum/index.php?topic=10399.0)
Unknown Skies: https://fractalsoftworks.com/forum/index.php?topic=12041.0 (https://fractalsoftworks.com/forum/index.php?topic=12041.0)
Ruthless Sector: https://fractalsoftworks.com/forum/index.php?topic=15279.0 (https://fractalsoftworks.com/forum/index.php?topic=15279.0)
Second Wave Options: https://fractalsoftworks.com/forum/index.php?topic=17086.0 (https://fractalsoftworks.com/forum/index.php?topic=17086.0)
Grand Sector: https://fractalsoftworks.com/forum/index.php?topic=16127.0 (https://fractalsoftworks.com/forum/index.php?topic=16127.0)
Commissioned Crews: https://fractalsoftworks.com/forum/index.php?topic=16677.0 (https://fractalsoftworks.com/forum/index.php?topic=16677.0)
Common Radar: https://fractalsoftworks.com/forum/index.php?topic=7526.0 (https://fractalsoftworks.com/forum/index.php?topic=7526.0)
Fuel Siphoning: https://fractalsoftworks.com/forum/index.php?topic=15272.0 (https://fractalsoftworks.com/forum/index.php?topic=15272.0)
Sundiving: https://fractalsoftworks.com/forum/index.php?topic=15584.0 (https://fractalsoftworks.com/forum/index.php?topic=15584.0)
SpeedUp: https://fractalsoftworks.com/forum/index.php?topic=13394.0 (https://fractalsoftworks.com/forum/index.php?topic=13394.0)
Updated Rotary Weapons: https://fractalsoftworks.com/forum/index.php?topic=9446.0 (https://fractalsoftworks.com/forum/index.php?topic=9446.0)
Automatic Orders: https://fractalsoftworks.com/forum/index.php?topic=15128.0 (https://fractalsoftworks.com/forum/index.php?topic=15128.0)
Hyperdrive: https://fractalsoftworks.com/forum/index.php?topic=17157.0 (https://fractalsoftworks.com/forum/index.php?topic=17157.0)
Player Station Construction: https://fractalsoftworks.com/forum/index.php?topic=17094.0 (https://fractalsoftworks.com/forum/index.php?topic=17094.0)
Ships/Weapons/Hullmods
Tyrador Safeguard Coalition: https://fractalsoftworks.com/forum/index.php?topic=5492.0 (https://fractalsoftworks.com/forum/index.php?topic=5492.0)
Outer Rim Alliance: https://fractalsoftworks.com/forum/index.php?topic=11646.0 (https://fractalsoftworks.com/forum/index.php?topic=11646.0)
Just coming back to the game and I'm so exited to see this post and the updated main post with the list of compatible mods. I'll be messing around with those off and on over the next few days and preparing myself for the deep dive back into hyperspace.
Astral nerf, ouch. I don't think Fortress Shield is any useful much to Astral. I can't imagine it to go frontline as it's pretty much paper thin, unlike Legion. I would prefer something else, maybe, a temporary boost to crafts speed, temporary remove missile recharge cooldown so it can fire a huge barrage, massive boost to weapon range/damage then overload the ship afterward.
Eagle (AD) nerf. Oh no, my OP zero flux ultimate ship that can face tank capital.
Ship accessibility, ah yes the inevitable. I will let you know that, in my last playthrough, I only got Astral and Onslaught blueprint and nothing else from the entire map. I wonder if a drop rate from a successful raid can be increased somewhat. If you keep NEX agent ability to smuggle a ship then I might be ok with it.
I see that you actually put a lot of my half-ass recommendation in it, I'm honored.
Well the Astral isn't a combat carrier, so it's slow. If an enemy decides to engage, then it has to fight, so the fortress shield is probably going to be very useful.
hey ive been experimenting with mods that work with archean order and in particular aria and galaxy tigers seem to work fine.
(i havent tried every single one there is) it seems like they all work just fine
in fact the only problem ive hit is certain mods that add hullmods, i can obtain and learn the hullmods but they dont show up when i go to apply them to ships
that is to say in galaxy tigers (they add cool hull mods that cost a lot of op to add a drone bay to any ship that can spare the op) i cant use the drone hullmods
ive noticed a few others that have the same issue
any idea how to fix this?
hey ive been experimenting with mods that work with archean order and in particular aria and galaxy tigers seem to work fine.
(i havent tried every single one there is) it seems like they all work just fine
in fact the only problem ive hit is certain mods that add hullmods, i can obtain and learn the hullmods but they dont show up when i go to apply them to ships
that is to say in galaxy tigers (they add cool hull mods that cost a lot of op to add a drone bay to any ship that can spare the op) i cant use the drone hullmods
ive noticed a few others that have the same issue
any idea how to fix this?
Is there a way to capture or board remnant ships? Tried using the mod boardables unboardables and it doesn't seem to work.
I think there is an exploit/bug. You shouldn't be able to intimidate your own faction. You can basically get infinite money this way. Then again you can just use console commands so not sure if dev time is worth fixing this and being a despot tyrant isn't out of the question, but getting around 300k creds each time you ask for it seems a bit much and just they turn hostile they don't even attack you because they can't. Maybe they could deflect and turn into pirates or something, but there would be a lot of abuse in that also.
Maybe you could get bounties placed on you for being evil?
And thanks for your reply.
hey ive been experimenting with mods that work with archean order and in particular aria and galaxy tigers seem to work fine.
(i havent tried every single one there is) it seems like they all work just fine
in fact the only problem ive hit is certain mods that add hullmods, i can obtain and learn the hullmods but they dont show up when i go to apply them to ships
that is to say in galaxy tigers (they add cool hull mods that cost a lot of op to add a drone bay to any ship that can spare the op) i cant use the drone hullmods
ive noticed a few others that have the same issue
any idea how to fix this?
Have you toggled the filter in the refit screen to show the hullmods? New categories acquired during gameplay start toggled off, and most mod hullmods are in their own categories nowadays.
Apparently the problem also exist if you have high relations and request for help too. You can get infinite money that way also. I think there should be some debuff that doesn't allow you to request for aid too much. Maybe something like that for intimidation too.
Apparently the problem also exist if you have high relations and request for help too. You can get infinite money that way also. I think there should be some debuff that doesn't allow you to request for aid too much. Maybe something like that for intimidation too.
Agreed, but it shouldn't be infinite, exactly, as unless there is a bug going on here it should lock you out from re-requesting anything for 30 in game days per fleet. Are you able to spam the dialogue for a single fleet?
im having problems downloading from the main link are there any alternative links i can use?
Thing is you can just go around begging people for money in a circle that would give more money than really anything else. In my sector I got a lot of allied fleets around to beg money from and with 100 reputation they all give me money. And you can beg and extort money from your faction fleets for around 600k each time. Just doing that for 10 mins gave me over 10 million credits.
Can't do it for a single fleet but if you got like 20 different fleets coming and going in your sector you can just sit around and beg and get more money than whole planets provide.
DOH
that was it lol thanks
Hi! First to say, the mod looks really interesting and well done! I wanted to give it a try, but I have an error that pops ups in any of the new markets of the mod.
For example, I get this:
619541 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Hullmod CHM_scicorps not found!
java.lang.RuntimeException: Hullmod CHM_scicorps not found!
at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at data.scripts.plugins.CommissionCheck$NexCommissionCheckMarket.reportPlayerOpenedMarket(CommissionCheck.java:64)
at com.fs.starfarer.campaign.CampaignEngine.reportPlayerOpenedMarket(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I run the recommended mods + Industrial evolution. I tried with deactivating the latter and I still get the same error.
Thanks you for the mod ^^ I hope I can get an answer.
Is there any way to get the tyrant's blueprint?
I assume this is where you post bugs, if not please tell me where.
I saw some weapons mounts where misaligned from my point of view this is unintentional.
On the Paragon the middle row of medium synergy mounts.( one points more to the outside then the other )
On the Nightreaver the small frontal small missile slots.( they point to the right )
I wanted to attach some screenshots but they are to big.
are the raiding results always constant or can I just keep loading till i get it,also is it affected by the scavenging skill?
Not really a modding question but someone asked about it on my mod thread:
Is raiding a market to get a blueprint seeded? So that save scumming doesn't give you the same results?
IIRC yes but the seed changes after... some time period. Now that I think about it, actually, it might've also been bugged and not actually seeded; if that's the case this is fixed for the next release.
well I thought about giving it to myself plus removing like 500k to give myself abit of a setback but problem is I couldnt find the tyrant Blueprint ID, can you please mention it or at least tell me where it is located?
RunCode Global.getSector().getPlayerFaction().getKnownShips().add("archean_tyrant");
Hey, I'm really enjoying this mod, and i've been trying out the different factions with it. Currently, I'm using the Consortium, and I've been having a game slow-down problem whenever the carrier uses its phase fighter ability or whatever, the one that makes the fighters more resilient to damage. I haven't had lag anywhere else besides this, and I was wondering if there's a way to disable just those effects, the purple/pink tint around the fighters when the ability is active. I'm not 100% sure if the effect itself is the problem, or the ability entirely, regardless, anything helps.
Thanks
Hmm I'll have to take a look at the code and see if anything stands out. Not sure why it would cause slowdown that drastically other than a lot of the effects being on screen. Out of curiosity, did you encounter slowdown when you deployed a bunch of wings that phase in and out - like the spectre?
It could be something unique to how the system's glow works though. I'll see what I can find out about it.
Currently my fighter force consists of majority Banshees and Broadswords, I may have 1 spectre in there somewhere. Even in something like the simulator the moment i activate the ability with the malevolence class, there is a definite performance hit, and the game does slow down. i can have fairly large battle with little to no slowdown, but as soon as that ability goes off, it tanks pretty hard for as long as it's active.
Currently my fighter force consists of majority Banshees and Broadswords, I may have 1 spectre in there somewhere. Even in something like the simulator the moment i activate the ability with the malevolence class, there is a definite performance hit, and the game does slow down. i can have fairly large battle with little to no slowdown, but as soon as that ability goes off, it tanks pretty hard for as long as it's active.
Ok, thanks! That helps. I'll try and troubleshoot tomorrow. It must be specific to that system, then. Hopefully looking at the code will tell me more about what could be going wrong or otherwise cause this.
Got another misaligned pair of weapons on:
On the Onslaught XIV and original the second row of small ballistics slots from the bottom-up.
On the Eagle XIV and original (I also suspect that the Eagle (SCI) has the same problem) the first small hybrid slots from the top-down. (not the medium ones)
So when you have AO and Commissioned Crews on, if you choose to spawn in as part of one of the AO factions (in my example the trader guild) the game will crash and say.
java.lang.RuntimeException: Hullmod CHM_trader_guilds not found!
Any fix for that or do you just have to wait until your factions get their own buffs?
What role is the Tyrant supposed to fill?
On the issue of BPs, I found both Tyrant and Malevolent in my AC game last version. I can tell you with great certainty that the critical BP isn't a ship hull at all. It's the Hivemind Orb Launcher BP. Once you find that beauty, you can probably field a fleet of literally nothing but 30 Apogees and... do anything. The only other thing you need is a good book.
*EDIT* Didn't catch it when replying, but welcome to the forums! And thank you for your feedback. :)
Thanks! I've actually had this thread on the bookmark bar of my gaming rig for like a year now. I've just been lurking. I check in periodically to look for new versions of this or SS.
I completely agree that Tyrants should be threatening. I'm glad to hear that the AI will be getting tweaked soonish because currently it really is suitable for harassment and not much else. The Tyrants weren't even particularly threatening to Auroras is what really made it frustrating. They'd fire one salvo. As soon as something shot at them, they'd phase, their flux would skyrocket, and they'd jump away. They'd need pretty epic alpha strike potential to threaten cruisers with even half decent shielding.
If it had been a battle between the AC and me rather than the AI, I'd just anchor my fleet into a corner and they would become toothless.
Ideally, I think a good rock-paper-scissors balance for them would see them very dangerous to cruiser and smaller ships / reinforcements, too agile for things like the ubiquitous Tach Lance Paragons (or Megas, etc.) to deal with, too armored for Astrals to deal with effectively, but vulnerable to properly configured battlecruisers or pocket battleships that have just enough speed and durability to chase them and survive. It would be kind of neat if Tyrants and Radiants defined a late game role for ships like the Revenant, Ody, Conquest, etc. (The Nightreaver is already pretty OP on a DP basis as far as I'm concerned.) Of course, I realize there are many considerations when it comes to balance.
Alex's latest blog post makes it sound like he, too, wants to get away from the late game fleet being 15 tach lance Paragons and a train.
As far as the Hivemind Orb Launcher, I don't think it really needs to be nerfed. The BP seems quite rare, and it is legendary, as you say. There are lots of RNG elements that can make particular playthroughs easier or harder. Currently, it doesn't seem like BP seeds actually update, so you're not guaranteed to find it in any particular playthrough. (Maybe by raiding AO?) Moreover, there will always be gimmicky fleet compositions that players can exploit if they choose. The way they are now, it's a big deal if I find a launcher much less the BP in early game exploration. I'd say it's a good thing to have a few items like that that really incentivize exploration.
Oh, there is one other thing. Is it possible to adjust the scolding about running with transponders off? I feel like the system would work a lot better if there was only a rep loss for your commissioned faction in a contested system if you were within X distance of a friendly planet/station. They should be perfectly happy about you contributing to the war effort with hit and run tactics, imo.
In particular, I have in mind AO starts where you have a small fleet and are in a system full of hostile Tri Tach. You lose one of the big advantages of AO fleets if you have to run with transponders on. Plus, it makes the early game a lot more fun if you can stalk with small fleets. The way it currently works, I ended up spending nearly as much time dodging small AO patrols as huge Tri Tach fleets.
Having more options to vary playthroughs is good in my opinion. It helps keep things from getting stale.
I tend to get bored somewhere in the mid-game and restart with some new self-imposed limitations, so these sorts of toggles would be welcome.
Tried this mod before I did a vanilla run, decided to try vanilla with a bunch of other mods on, and realized this mod is still way better.
The factions are more unique and believable, AO's blackhole system is just amazing and fits the theme so well, tho I sided with Sci-corp cuz they are the only morally good faction in the entire modiverse. Everything about ships and combat just feels fun, balanced and just right. I honestly enjoy combat with AO way, way more than vanilla.
You have done a stellar job making this mod, I'm 50 hours in now and I throughoutly enjoyed all of it. It's damn near a perfect mod.
The one thing I wish could happen is more legendary weapons (or even hulls!) to find and maybe a remnant-like boss minor faction where you can defeat and get those precious legendary stuff. For legendary hulls, you can get rare intels in bars about derelict legendary ships, which will have d-mods on them but also extra beneficial 0 cost mods. For instance intel about a derelict ship named The Behemoth could have a +30% hull but -20% top speed mod on it, which you can recover and restore and get a somewhat unique ship. Or intels about derelict legendary weapons on probes/stations.
Still the mod is the best starsector mod by far imo.
100% agreed. Iirc, the difference between having the jump and not having the jump was the single salvo you talk about. Without that exit strategy this ship only really engages anything when the target is distracted. Otherwise, it moves in until the first counter shot goes off, phases, and backs off.
Thing is, the higher alpha strike potential I give it for the AI, the more broken it is when in the player's hands. And it's already very broken. :D
The idea of it being sort of countered by pocket battleships and battlecruisers is interesting. I'll probably have to wait for the changes to really do anything, but I'll keep that in mind. The lower jump range might make this possible since those types of vessels typically are pretty fast themselves, and it already will annihilate anything below a cruiser.
Really it could annihilate most cruisers too... but the AI just doesn't lol. In a straight front to front engagement it can still beat an Onslaught, Executor, etc, but it would take significant damage doing so, which is intended. The ideal strategy is to jump behind and attack the vulnerable engines, so if the AI can ever reliably pull that off the Tyrant will become a really intimidating AI ship.
Well, I always let the AI fly my Tyrants. You would need an officer at lest Aggressive with proper skill set (missile/defensive/amour damage reduction) to make it strong. Phasing is actually good with weapons that have long reloading time, burst or generate large amout of soft flux since when phasing you can still vent soft flux and also reload 4 times faster. So, tyrant with proper loadout can almost go 1v1 with Radient. The problem with AI at the moment is that it doesn't know how to phase to the back of the enemy ship. You will see it wiggles on top of another ship a lot, maybe because this ship is far lager than the nomal vanilla phase ship and some parameter is incompatible but phase ship AI is being updated in the next patch. So, that's also good to hear.
I think, if you let AD fleet Tyrant come preinstalled with an Aggressive-Reckless officer with at lest defensive skill it will be more of a simple threat. Reapers on it have to be set to fire all at once. If you think it's not sadistic enough, you can put my loadouts on. A Tyrant with full Thunderbolts can kill Radient easily
Is it possible, coding wise, to put random buffs/debuffs as fixed mods on the same hull/weapon?
What i mean is that when you acquire say a legendary hull like the megalith, you could get the regular megalith if you purchase it, or you could acquire it through some special ways, and that megalith could have say an extra fixed mod on it. Kinda like acquiring a hull with d-mods, but have it be buffs. That way you can have a lot of variations every run, since the extra layer of randomness means every paragon or megalith is unique.
Btw Tyrants are easy to deal with because AC fleets does not have a tanky capital or battlecruiser to occupy players fleet. What happens most of the time is Tyrants ended up tanking everything and it just couldn't deal damage back since it has to keep phase up to survive. Maybe a tanky battlecruiser with emp loadouts to do some cc and free tyrants up to do damage?
Wow, this mod is impressive as all get-out!
One question though, is it compatible with SkilledUp, or would that cause a problem?
I'll have to start thinking of designs. It will either be forward-firepower concentrated or simply have a lighter "general armament package" but either way it will have a tough shield and be very maneuverable for its class. I may even give it the mine launcher system to let it zone out enemy fleets.
We started with a problem whereby one group of factions cannot kill Tyrants, so battles of equal fleets would reproducibly run to unreasonable lengths of time.
Now we are addressing a problem that Tyrants are too easy to kill, so we need to give the AC an even more defensive focus. The trouble is this is also reproducible.
It seems clear to me that this is a double-sided problem. Phase ships are hard countered by L Ballistic Anti-Armor weapons--in particular the Devastator Cannon. (This goes double for giant phase ships with a giant hit box.)
Some factions use them routinely. Others never. Trying to balance the Tyrant will prove to be a Sisyphean task.
It's also going to be perilous to attempt because it's quite obvious many players are using the Tyrant and invested in its fate.
The better option might be to let it be the Hyperion of Battleships. Leave it for the player, and have the AI rarely field it in practice.
The Consortium's problem isn't only the Tyrant, in any event. The Carriers are similar. Cobra wings are deadly to smaller ships, but not particular effective at big game hunting given the AC's overall composition. Currently, the AC lacks either a reliable means to overload large enemies or the shield-piercing EMP needed to render capitals vulnerable to cobra strikes. The only other viable strategy is to simply flood the zone.
Why don't they use Hivemind Orb Launchers? It's their Legendary weapon. Carriers are ideal platforms. A preponderance of orbs and things like hurricane missiles would go a long way. These would provide reliable, sustained damage plus open the door to big strikes from cobras and the phase ships.
The Consortium probably does need a new capital ship to replace the Tyrant. It could be defensive in nature; however, it could alternatively be a glass cannon focused on long-ranged, indirect fire with things like the HMOL. Maybe the Consortium eschews traditional ships of the line in favor of a philosophy of overwhelm or be overwhelmed. Battles that are short and brutal.
I don't think Tyrant is weak against ballistic at all. The few trouble I find against are fighter>>>homming torp/Tachlance. The rest can be easily evaded by AI. I release four of my test ships above and it can wipe two full-size Hegemony invasion fleets in a single 500DP battle, full autopilot, with minimal damage taken. No amount of ballistic can stop it.
For cobra, it's already OP enough. I even think about asking for some damage nerfed. It, alone, already has ample shield suppressive power when deploying in large numbers. Zero flux weapons can do the deed of piercing a shield. So, it's just a matter of loadout. AD has the best ship line up in the game, albeit lack in variety.
Hivemind orb is bugged at the moment FYI.
Tough shields, mines and close range assault/pd (600 or so) weapon loadout would fit AC theme and fill the gap. It should be less maneuverable than the tyrant but gets a non rechargeable speed boost skill like burn drive or sth so it can get to the thick of the fight quicker than tyrants, but cannot easily get out. Maybe more pds on medium/large turrents instead of stuff like atronach beams to differentiate its role. Just my 2 cents I'm sure I'll love whatever you ended up adding!
Can confirm skilled up is compatible, as well as a dozen mods:
Trailer moments, adjusted sector, combat analytics, combat chatter, common radar, disassemble reassemble, nexerelin, starship legends, supply forging, unknown skies, audio plus, and the usual libs.
I made an account just to post the fact I love this mod to death. I saw the discussion around the Tyrant and I wanted to give my two cents on it since it's my flagship, by far my favorite ship in the game out of any mod.
If kitted out with weapons that fire in bursts and/or Strike weapons, the Tyrant is almost a war crime that eats anything at or below the level of a Cruiser for breakfast. During my last session I went up against a carrier fleet composed mostly of Cruisers. Teleported right through the frontline fighting and wiped out their entire fighter support before they could react.
After seeing an Adamantium Consortium fleet get their Tyrants blown to pieces by a Hegemony Detachment I decided these things probably need support to function properly in an engagement against other Capital Ships.
After my time with it I recognized three things that make the Tyrant much more effective in combat:
1. There are very high armor/shield ships in my fleet providing supporting fire and more importantly distracting the enemy.
2. I am running the Tyrant with a build that increases armor and flux capacity with low flux cost weapons.
3. I intentionally avoid engaging other Capital Ships directly.
I agree with the suggested changes to AI along with a tanky frontline battleship for the AC, they'd go a long way to increasing their overall effectiveness.
Hey again! Thanks for welcoming me onto the forums! I'm happy to be here! :)
I do have another question, it's about the station and terraforming mod! Does it work with Archean Order? Or does it cause any bugs that might detract from the experience?
Thank you again for being so warmly welcoming!
I don't think Tyrant is weak against ballistic at all. The few trouble I find against are fighter>>>homming torp/Tachlance. The rest can be easily evaded by AI. I release four of my test ships above and it can wipe two full-size Hegemony invasion fleets in a single 500DP battle, full autopilot, with minimal damage taken. No amount of ballistic can stop it.
For cobra, it's already OP enough. I even think about asking for some damage nerfed. It, alone, already has ample shield suppressive power when deploying in large numbers. Zero flux weapons can do the deed of piercing a shield. So, it's just a matter of loadout. AD has the best ship line up in the game, albeit lack in variety.
Hivemind orb is bugged at the moment FYI.
I think we agree on most points, but we're talking about different things.
You're discussing balance with regards to player designed ships. I'm discussing balance between AI factions--sticking with the hulls and weapons they have available and the fleets they actually field.
I also agree with you that the Consortium probably has the best hulls. I view that as compensation for the fact that their fleet doesn't gel.
The Cobra is probably a good case and point of where our perspective diverge.
The AC only field them on the Malevolent and the Nightreaver. They field these ships in comparatively small numbers, and they're not particular DP efficient platforms for strike craft in the first place. In the view of the cohesion and competency of the Consortium's Order of Battle, the torpedo bombers are undeniably underwhelming. It's part of why the Consortium takes all of those amazing hulls and delivers such pedestrian results. (If anything, it should be factions like the Traders Guild or SciCorps, which don't have elite capitals, in need of our love.)
Compare that with something like the Epiphany, which is a fantastic platform for bombers. It only cost 11 DP. It has four wings and a recall device. If Tri Tachyon started loading all their epiphanies full of Cobras, it would be a very different story. Much better economy of force.
As a player, can I exploit the cobra to make it OP? Of course. Does the Consortium use it well? No. Only their stations do, and that's because their stations can do what their fleet cannot: they can deal and receive flux in a sustained and efficient way.
Factions have identities and that's part of the balance equation. There's no real point in trying to stop the player from putting on spandex and a cape.
If we let the Consortium do whatever they want and act like the player, then we can surely create a superpower.
But whatever, as long as there aren't hour long stalemates. Tyrants are easy enough for a player to deal with.
I see what you are talking about. AI fleet loadout is the issue here, to keep up with the lore, and the fleet roster is lacking in many spots. Spewing out new ships is not that easy and we only have one modder doing it, so, he can only do so many things at once. Lol, but I do think new content should be prioritized over minor balancing.
I think we can buff up some small phase ships for Andamantine to be a bit threatening. Those ships firepower are very lacking anyway. I saw other mods have neat abilities, especially in Prv. Maybe, ability to deal EMP damage directly through the shield. Direct system disruption is a bit to OP. And Shattercell should be changed into fragmentation damage, now that I have thought about it. Fragmentation weapons from a few mods are not shabby at all, it can be pushed into some faction main weapon.
Frag main weapons are a huge balance issue. There's a reason vanilla doesn't have that. There's no counterplay. It breaks the entire combat loop in half.
I think trying to mess with any phase ship right now is pointless, because we know a big AI change is coming and that almost certainly is going to require yet another balance pass over all phase ships anyway.
For your weaponless mounts and PD cost issue. What I do feel during my loadout considerations are:Thanks for sharing!
1) A very expensive PD, I wouldn't consider it at all if a PD will cost more than 15-20 points. Even a 10-15 one, I'm skeptical to put it on, unless absolutely necessary, when normal solution can't keep up with. More PD all around, most of the time, better than a single large slow firing PD.Generally this is ok with me. As long as the situation where its "absolutely necessary" does, indeed, occur. Considering the changes I'm throwing around, that will probably occur more often in the next update because I think gunships are getting a buff.
2) Mount less. When the mounting angle is absolutely awkward, like the one on Tyrant, I concluded that it should be skipped as Tyrant can rotate fast enough to always face first. If there is a cheap PD I might consider putting it there. In other mods, they have some weapons with minor homing ability.I noticed that in the builds you linked and I think that is fine. For one, I think the Tyrant is a bit of an outlier there because it can turn so fast compared to other capitals. Those others might need more active mounts at that angle to fend off frigate surrounds and large numbers of fighters trying to suppress their weapon systems. Combat ships as a whole I'm less worried about, in general, because their considerations typically include a closer engagement range than carriers. Carriers, on the other hand, can realistically afford to shirk all weapons to get better bombers. As long as the player's interceptor screen is good enough, strike craft shouldn't be a huge threat. So therefore players are theoretically encouraged to min/max most carriers into bomber builds once the interceptor/anti-strike fighter screen is considered sufficient.
3) Too much dependent on hull mods. Like I do. Probably more of a player playstyle.That is one of the reasons I made Expanded Deck Crew a combat-ship-only hullmod. It was too much of a "no-brainer" (imo) and sacked a bunch of carrier OP right off the bat. At least Converted Hangar Bays has a trade off.
4) A lot of times, more weapons are useless since you don't have enough flux to fire anyway. I'm still skeptical with zero flux weapons in this mod as it really makes some weapon the first choice. Maybe, it should only be reserve for PD weapons only.Hmm, I kind of disagree here. Which assault weapons would you always consider a first choice? Maybe it's playstyle related, but I tend to load up enough strike weapons to get what I can get away with until I can't be flux efficient anymore.
Possible changes:I get that this might seem silly to do now and in my head I'm hopefully bringing something special to the table by these changes - but I'm willing to admit I could be wrong. Just to be clear, though, I'm certainly not done adding ships/weapons to fill out roles or provide more options within each role based upon flavor. The strike craft overhaul alone has resulted in a couple of role changes and wing strength modifications (more legendary and ultra rare wings, for instance) as the intended design of carrier vs battlecarrier vs combat ship balance has been given (hopefully) a bit more meaningful depth through the new system. On the surface, it may seem as though it is guiding the player towards shoe-horned builds based upon tech. In reality, I think it will provide more meaningful builds and better in-combat campaign balance in regards to DP efficiency to provide a framework for build-making based upon designation and tech level/rarity. In short, it will try and partially limit the player's ability to abuse both the AI and the random fleet generator. I'll explain further below after I give my response to other recent posts.
1. An actually build in hull mod that increases the effectiveness of PD range and accuracy for certain ships, carriers, etc.
2. Reduce the cost of most PD or what you suggested more cheap PD options. So, the player is tempted to put whatever on the remaining spots. But more PD also means, another time, rebalancing fighter.
3. I have played a few mods with OP reduction and I don't think it that useful, like the one in Rim World Alliance that reduces some energy weapon OP/increase beam weapon OP. It might influence PD choice a bit but by that time I will already have a favorite weapon set up that I don't care how much it cost unless it's a huge discount like -10.
Edit:
4. Now that I woke up. I think, a problem with not enough OP on carrier can be fix a bit with a dedicated hull mod that reduce OP. Someting in line with a "Heavy Hangar" on capital carrier that reduce the cost of Fighter and Bomber by a lot. "Medium Hangar" for all destroyer & up carriers that reduce cost of Fighter and Bomber moderately. Lastly "Light Hangar" for frigate carrier that reduce cost of fighter slightly. All non carrier will make do with only intercepter or face steep OP price. Might also lower intercepter cost a bit as well.
Again, I don't think you should focus on all these minor balance. More weapon variety might fix it. Morecapitalships might balance it. I'm still lacking in bomber choice, and armor piercing for energy weapon mount, wink wink.
Fragmentation weapon can still make do, just don't make it crazy like everyone else that is cheap to fire and still has DPS in thousand. It's a good shield suppression option to pepper ships with thin armor and force them to hold the shield up.
The changes you describe to the OP and ship roles sound like they make sense to me. FWIW, the only time I ever really felt like I didn't have enough OP was when I was trying to field Flash Bombers. Having done some faction only gear runs though, it's definitely the case that some of them would benefit from some cheaper strike craft.Thanks! The cheaper strike craft suggestion will sort of be addressed with the update - though in a different way than adding additional low OP craft for several reasons. See details in the system explanation below.
My vote for the legendary ship for the SciCorps is the Hyperion. It synergizes perfectly with their fleet.I *think* the Sci-Corps already knows that ship, but it has been made one of their Legendary ships in the update either way. I am also considering changing its system to Temporal Shell because I feel like both the player and the AI could do more with that than with Phase Teleporter.
I guess for now I'd wait for the phase ship update before making big changes with the AC. Maybe the AC needs a fighter-bomber. 3 per wing; moderate damage; good durability; and, nearly as fast as the Sentinels screening for it. Make up for the fact that the AC is going to be deploying comparatively few wings on a DP basis compared to other carrier focused factions, and that the Nightreaver, specifically, just can't field enough Cobras to land torpedoes against big game. That and slightly more optimized loadouts on the Tyrant might make the difference.I'll definitely keep this in mind. The Sentinel, in particular, has been buffed in this update to be more of a fighter-bomber. Since Broadsword (A) wings provide the shield breaking support and both that wing and the Banshee are kind of dual purpose with that role and interceptor duty, it might be ideal to introduce a pure anti-strike interceptor such as the Imp - which has been built in to the Acolyte (A) frigate already. Similarly, I may make the Hellbeast gunship drop and be equip-able. Both of those are kind of up in the air as I nail down the final changes of the fighter system.
Just wanna chime in and say that I really love the balance between 0 cost lower dps assault weapons vs high cost *** tons of up front damage strike weapons/ long range siege weapons. Allows you to build your ship around a few big guns like the atronach beam and TL, and the ship won't be comepletely useless when flux is somewhat high or big guns on cooldown. Really gives that epic space battle feel when you get to larger ships, and makes combat different (better) compared to vanilla.Thank you! :)
Constructing a big reply to explain the new carrier system as I *think* I have it mostly fleshed out and I like it, but I wanted to post this just to double check:
I'm a little confused because I just went to make the range reduction on the Phase Teleporter system (and did) and realized that the Tyrant actually has the Phase Jumper not the Phase Teleporter like the Radiant. So the Tyrant shares the system with the Wolf, for instance.
So, was the issue that the Phase Jumper (range of 800 not 3500) needs to be reduced or otherwise changed to be less abusable to causing AI stalemates? Or is this maybe an older version of the mod at play here? No worries either way I just want to get clarification about if I need to make further changes and make sure I'm understanding what needs to be addressed.
I wiped the mods and save folder. They were all clean installs.Ah gotcha! I appreciate the time you have taken to test for solutions to the issue you discovered. This helps me immensely! :)
I think I put the Phase Teleporter on the Tyrant by mistake after I started experimenting with ways to balance it after the encounter.
I went with another clean install of the mod and added the Console Commands and SpeedUp mods so I could test out balance.
So some observations...
My initial experience between TriTach and the AC was something of a fluke. I did replicate it again once with the Perseans. It happens if the other side fields an overwhelming number of carriers.Certainly not! :-[ 0 CR-decided battles are the worst! The phase AI timidness I can do nothing about until the next update other than officer personality control for phase ship-heavy factions. However, making phase ships slower also makes them sitting ducks when confronted with equal odds or a good escort. They try and phase in - stall in the middle of indecision because shots are still being fired - and because they see no clean damage-free opening - they eventually either retreat at full flux and have to vent (gaining nothing and not solving the core problem in any way) or un-phase and immediately take critical hull damage without high armor. Similarly, without high armor, phase ships as a ship group are very, very vulnerable to strike craft. That being said, I think one issue I can gather from your experience is that there are less armor-breaking wing variants outside of high end wings. I'm hoping that gets addressed a bit through the recent carrier changes.
The strike craft will push the phase ships back and keep them out of range, while the enemy fleet will be unable to catch the Tyrants. This can cause the fight to stall out and become a war of CR attrition. The Perseans were able to force a round 2 one time for this reason. I also watched 3 full wings from Executors pound on a Tyrant for what must have been 2 minutes without getting through the armor. There had been 3 Nightreavers, but they all reached 0 CR and started their slow retreat from near the Persean spawn point. The Executors ignored them and flailed harmlessly at the Tyrant, which ended up outliving 2 of them despite being 1 on 3 for a hot minute. Is this working as intended?
After watching this, I switched the Tyrant's active system to plasma jets. There seem to be a lot less lulls in the action this way. Without the phase jumper, Tyrants would generally obliterate hapless Paragons in short order. (The fabled dual tach lance paragons would shoot once thereby effectively committing seppuku. They would immediately be fluxed out and blown up by Reaper torpedoes sometimes literally within about 5 seconds of getting on the map.)Hmm, thanks for the input! I'm interested in the idea that Plasma Jets can make the Tyrant less annoying in AI vs AI fights while not being trivial to deal with from the player's perspective. I am assuming the tests are from a larger fleet perspective so I will test there first to assess that system's viability. The concept is certainly sound in that mobility is key. If that will prevent the issue of phase indecision without providing what is essentially damage immunity by jumping... that makes complete sense. I'll see how it works out as its a trivial change to make while I'm already testing things!
The AC utterly wrecks the high tech and midline factions. They completely curb stomped even the AO. The AO had lost 7 Revenants before they killed their first capital (Nightreaver). In the end, the AO losing 12 Revenants and 3 Megaliths in exchange for killing 1 Nightreaver and 1 Malevolent and forcing 1 Tyrant to retreat. They usually end up camping TT, SC, AO, and PL at their spawn point. Sometimes most of their losses were the result of 0 CR.Thanks for your observations on faction balance- this data will help in future updates as I consider faction vs faction strengths and weaknesses. Some things seem like more urgent things to be addressed, such as high tech considerations regarding the AC vs shield-based (it sounds like) factions, and I will try and look at them and assess if any changes should be made before the new update. I think this was based upon the above changes? Or was this experience just the general case outside of that?
ThisShadeOfGreen's observations about Hegemony were correct. Hegemony beat the AC in a fair fight. It's a nearer thing, though. While Onslaughts murder Tyrants like their name was Brutus, the Hegemony is poorly equipped to deal with Malevolents. The fight ends up being mostly around the middle of the map. I presume the results for LC and SD would be similar.
The Redacted are the exception to the above. Their strike craft pose a threat to the Tyrants, and Radiants with Tach Lances are superior 1 on 1. Although, I ended up watching 6 Brilliants spawn camp the AC like they were the AO.
I like the sound of the carrier changes quite a lot.Not at all, I always appreciate detail when regarding balance assessments. Your current experience (the clean install info is great to know, so thanks) can help me look at how to approach the next update's changes and potentially can help solve any underlying balance issues between factions, and additionally whether or not there is there any way to solve them through the new carrier framework, etc.
I guess it makes most of my research pointless. Oh well. ;D
I did a few battles with the TriTach and Perseans before making the changes, but most of those results are with the Tyrants set to Plasma Jets.
I don't know that Plasma Jets are ideal, but high tech felt like the right option. In general, I was just going for something that provided enhanced mobility with a slower cycle time than the phase jumper.
The carrier changes might help the overall balance, but I can't help but feel like the Nightreaver is the ship that will benefit the most... unless it doesn't count as high tech. Well, OK the Megalith, so it might help balance the AO, and the AO probably should be a little stronger than the vanilla factions.
I think what's happening is this. You are correct that phase ships need mobility or they are vulnerable; however, that is also true for high tech ships and is doubly true for the way that you tend to build high tech ships.
Your designs tend to favor the glass cannon approach.
This works fine against low tech because they are faster. Against fast phase ships, its lethal.
Most of their big guns shoot in bursts or DOT beams. The phase ships will immediately phase. So the effective flux/damage ratio is probably 6+. Not only do they get much worse flux efficiency against phase ships, they're also too slow to run away from them and the strike craft. So what you are afraid will happen to the phase ships happens to the high tech ships.
Their flux bar fills up quickly. They can't shoot. They can't run. They don't even have armor to speak of. They just die ignominiously.
It seems like most of the ships have 2 aggressive; 1 balanced; and 1 support build. The lack of defensive builds means that the strike variants have no one to go hide behind after they've filled up their own flux.
I feel like the Aurora / Odysseus / Revenant would all greatly benefit from a dedicated defensive build to serve as the anvil to all those hammers.
The teleporting Hyperion is also nice. It creates space. If the Hyperions are each drawing multiple ships away, then the rest of the fleet will naturally start to have the numbers advantage and focused fire needed for your strike doctrine to play out in practice. You also need to kill quickly because Hyperions cannot be fielded for terribly long (and are prone to getting killed by reinforcements), so you had best start creating space the old fashioned way. In this way, the role of the Hyperion is that of force multiplier for the rest of the fleet. It works particularly well for the SciCorps because a) they have lacked a legendary hull; b) they lack a proper battleship to trade blows and need a different stratagem; and, c) the Odysseus is fast enough to both exploit the space that they create and move quickly between isolated battles. They're pretty much built for the war of maneuver.
Can't wait to try those Strikecraft/Carrier changes. Has the potential to really feel a lot better than vanilla or current AO (and I'd already call current AO much better than vanilla).
This mod is very interesting... I'd love to use it right now, unfortunately however, my current playthrough revolves around my current choice of mods-- some of which may not complement this one very well (compatibility for one, the other, balance). I guess I'll just have to wait until you manage to flesh out the entire mod according to your to-do list or once I'm finally done with my playthrough. Keep up the good work, you're definitely doing great ;)
Hi, I am really interested in this mod, so I installled, and when i tried to launch a new game i get the below error
*snip*
Fighters that would like some love: most of the midline craft should have a small shield added. In a large fight, crafts with no shield just become potatoes. Less bullet for all projectile fighter my CPU can't handle it. There seem to be certain crafts that cause a lot of lag probably projectile or missile one. Wasp and Spectre are super potatoes, expensive potatoes. With new range reduction, it may be useful once more. I would hope for interceptor to only protect their own ship some what. Flash bomber is quite strong but at 30 OP no one can field it properly. Trident and Claw bomber are just bad. Goliath is great at tanking but DPS is underwhelming.
Yeah the speedup mod screws up the game. Not only the AI, but you also get projectiles jumping over shields or their targets. Missiles and strikecraft skipping through PD, shots through shields or deeper into armor messing with the damage distribution. Basically, don't use it if you want a legit fight.
Note: I see that you are using the combat speed up mod, and just be aware that it can make the AI a little wonky since things are going so fast and the AI can't take opportunity of certain windows (like shield flickering) as easily when that is active (per Alex iirc). I know that it would be pretty impossible to show all the content you did without it, but just keep that in mind as far as combat results since the game is not really meant to go that fast. For instance, I think some of those battles might have been a bit tougher otherwise - and I think I can visually see certain ships survive longer during some points where the battle seems to be going at a more normal pace. You have a lot of endgame experience though, so if you have played a lot without it on and that is not the case in your opinion let me know.
I agree that gunships need to be faster and I've made some of them faster already. Thanks for the number I'll try and adjust a few on the slow side and scale the rest up even more.
I added ~8 or so more wings - including the first Legendary wing - the Apocrypha - which is unattached to a faction and can't be found in markets. It has to be found as a Legendary blueprint or, eventually, salvaged from a boss bounty that uses them - which would be an endgame thing. Players are likely to not even see one in a play-through so finding the blueprint should be special.
Tachyon Lance already has some changes. Hopefully it will make the AI a bit better with it. From the video, part of the issue it's bad is the jump from the Radiant putting it immediately under fire since the Radiant is trying to attack the enemy ship's engines. Since I'm changing that up already, that might help too on the primary ship that uses it. I honestly think the weapon is pretty good on a Malevolent or - in the next update - the Executor since that ship's flux stats have been buffed and it will likely have some more OP.
The Tyrants were designed to be able to solo 5+ capitals at once cosider how fast and cheating it is. If you look at the battle report that I sometimes showed, a single Tyrant can contribute up to 33%, that's 1/3 of the battleDo you think the Tyrant's DP cost should be raised? That's one approach to balancing it without nerfing it as a player ship.
Oh and I play with max 500 DP. Lower than that and I won't get out numbered much and can even cheese some hard battle. But only with 500DP in this mod that has the lag though. In other moded games, it wasn't even this laggy.
I usually paly with x2 in a tough battle and that won't mess with the combat much.
Oh and I play with max 500 DP. Lower than that and I won't get out numbered much and can even cheese some hard battle. But only with 500DP in this mod that has the lag though. In other moded games, it wasn't even this laggy.
I saw some gunship, actually Trident, that slow and has very slow acceleration. It can't stop in time and has to fly through a capital ship without being able to fire at it.
Do make (the Apocrypha) very cheaty for the hardship it worth.
I actually put (Tachyon Lance) on my Malevolent. One is the most the capital ship should use. Two, it starts to not look so good on flux. And no, the Radiant jump was not contributed much by the Tachlance. It's just pure 1v3, 1v5. It can not keep up, in any situation, from ganging without proper small ships support and can't get itself out either as teleport is on cooldown.
Do you think the Tyrant's DP cost should be raised? That's one approach to balancing it without nerfing it as a player ship.
With a smaller battle size, you can use a proportionally smaller fleet and still get outnumbered.
Is there an estimated time as to when the next update might take place?
Ah thanks again for the video! I will do my best to learn from it and make any necessary changes - especially since its hard for me to test late game officer scenarios I really appreciate the demonstration of how those battles look.
Generally, I balance weapons through stat changes other than OP because changing OP usually means changing a bunch of variants. Since I have to do it anyway for the carrier changes, it's a good time be careful about considering OP.
As an example, when thinking about a single carrier bay, how much of an OP gap does there need to be between wing tiers to make the increased effectiveness of the wing feel like a consideration of the build rather than an easy choice assuming the wing is available? That's one I'm still wrestling with, actually, and the only way to "find out" is going to be to make and test builds along tier lines with multiple carriers and feel it out until it feels right. Math can only get you so far with this sort of thing.
In fact, if anyone has opinions based upon your current experiences to that point, I'm all ears!
Thanks for the offer I appreciate it! It would be tough only because the necessary hullmods aren't available in the current version so making builds with the new constraints in mind is impossible. As far as faction weapons restrictions - I need to make a list or something because it currently resides in my head only haha. :PQuoteAh thanks again for the video! I will do my best to learn from it and make any necessary changes - especially since its hard for me to test late game officer scenarios I really appreciate the demonstration of how those battles look.
I'm glad to help. If there're any paticular factions you want to see, you can request.
For all the AI change, I would wait for Alex to complete what he wants to implement to negate Capital only fleet. I do disagree with the new skill point system somewhat as there're fewer options and a bit force into only a small pool of initial skill. And the story point, I already imagine myself abusing it already lol.
I can probably help with some variant adjustment if you want but I don't know what factions can and can't use which weapons. Also have zero coding skill.
Registered a forum account just to say thank you for all the time you've put in this mod, between this and Nex's mod you have tripled the content to an already great game. Also glad you're still adding content and keeping it up to date, thank you!Welcome to the forums and thank you very much for the kind words. :)
Thanks for the offer I appreciate it! It would be tough only because the necessary hullmods aren't available in the current version so making builds with the new constraints in mind is impossible. As far as faction weapons restrictions - I need to make a list or something because it currently resides in my head only haha. :P
Well, you did mention technical debt awhile back, so I could hazard a guess as to your vocation. Now that Windows has bash, I could clone a Git repo. I don't know that I want to go down the rabbit hole of setting up Windows development environment and trying to remember Java, but I could edit CSV files.
@Albreo
Ah thanks again for the video! I will do my best to learn from it and make any necessary changes - especially since its hard for me to test late game officer scenarios I really appreciate the demonstration of how those battles look.
You also make a good point regarding battle size considerations in the current format. I kind of wish the admiral AI did more wave-like deployments and retreated vessels after a mid-map skirmish is considered "lost" in order to lure the player into the reinforcement wave. Thing is, it might be hard to get that to feel right or not be abusable just like the current reinforcement pattern. It also might be hard to programmatically determine when a battle is "lost" to the AI in a relative-to-space way rather than a DP ratio way (which I assume the current admiral AI uses to determine when the AI ships full retreat).
The thing I was referring to with the upcoming objective changes was that the enemy ratio of DP will better favor them if they have a larger fleet. So in that sense, the AI can better utilize a numbers advantage from the onset of the battle without necessarily needing a large battle size to make the player feel the pressure. The breathing room factor will remain - but consider that small faster wolfpacks will also be encouraged in the new system over pure capital engagements. When putting those two changes together - there is likely to be less realistic breathing room without punishment if that makes sense. That's where I'm basing my assumption, anyway. I'll have to wait and see how it plays out in the end. The theory seems sound but who knows.Is there an estimated time as to when the next update might take place?
At this point it's hard to say. Conceptually the new system is in place, but finishing the important details of each build and getting the balance to feel a bit better takes exponentially more time than the programming side of things. Work-wise if I put my axe to the grindstone - probably a week. Realistically though? Much harder to say with any real confidence. There are currently 982 variants in the mod. Minus the station modules and a few other ones that don't consider OP, the vast majority of them are going to require changes. I could just slap on vents or hullmods to fix them all quickly, but that seems like a wasted opportunity to make them more meaningful. It's not that they are bad now, per se, but they could be better in some areas - especially carriers. Then, of course, I'll need to add new variants for suggested balance issues and the new wings.
Generally, I balance weapons through stat changes other than OP because changing OP usually means changing a bunch of variants. Since I have to do it anyway for the carrier changes, it's a good time be careful about considering OP.
As an example, when thinking about a single carrier bay, how much of an OP gap does there need to be between wing tiers to make the increased effectiveness of the wing feel like a consideration of the build rather than an easy choice assuming the wing is available? That's one I'm still wrestling with, actually, and the only way to "find out" is going to be to make and test builds along tier lines with multiple carriers and feel it out until it feels right. Math can only get you so far with this sort of thing.
In fact, if anyone has opinions based upon your current experiences to that point, I'm all ears!
*EDIT* Oh hey welcome to the forums! Didn't catch that this was your first post at first. :)
@Albreo
Wow thank you for the video! I just watched a bit under half of it and it is very enlightening on endgame battles, etc! ;D (I'll finish the rest of it later tonight)
Note: I see that you are using the combat speed up mod, and just be aware that it can make the AI a little wonky since things are going so fast and the AI can't take opportunity of certain windows (like shield flickering) as easily when that is active (per Alex iirc). I know that it would be pretty impossible to show all the content you did without it, but just keep that in mind as far as combat results since the game is not really meant to go that fast. For instance, I think some of those battles might have been a bit tougher otherwise - and I think I can visually see certain ships survive longer during some points where the battle seems to be going at a more normal pace. You have a lot of endgame experience though, so if you have played a lot without it on and that is not the case in your opinion let me know.
Re: General feedback from basileus and Albreo:
Thanks! (And always feel free to post what you think I truly don't mind even if I don't always agree with the opinion)
I'll start with the fighter rework suggestions.
I agree that gunships need to be faster and I've made some of them faster already. Thanks for the number I'll try and adjust a few on the slow side and scale the rest up even more.
(And I agree that the AI currently is really, really bad at handling fighters because it bases everything on a niche case that is specific only to vanilla. I've brought this point up to Alex a couple of times on the suggestion board, and iirc he thinks its necessary for ships to be defensive like this. Though I disagree, one point that could have been agreed upon is the aggressiveness of ships given an eliminate command. Since that command is player opted in, he might be more willing to look at that. I guess we will have to wait and see with the next update.)
A lot of the specific suggestions regarding wings have, coincidentally, mostly been looked at. Changes as I remember them:
- Non-interceptor midline and low tech wings have a significantly more armor and a tiny bit more hull than before in some cases. Gunships, for instance, have like 4X more armor. So they will be tankier, but I'm hesitant to give them shields because A) thats more of a high tech thing and B) overloading the shields prevents the wing from doing its job and can actually make the wing worse unless the shield is very tough. If that doesn't help reduce crew consumption at endgame then I will look into further changes but it might be worth it to wait and see how it plays out.
- Anti-wing heavy fighters should perform their role a bit better since I buffed their primary weapons so its not quite as much about the anti-fighter missiles. I'm not quite done testing there.
- The Wasp has been given proximity mines and is now likely going to be a serious threat to other strike craft. Its OP has increased. I may buff the Spectre's defenses a bit and see how that works out. In small scale battles they are really good, but the Spark's shield probably gives it an edge. Their damage is probably fine they likely just die too easily in large battles when lots of projectiles are flying around and its harder to dodge even with phasing.
- The locus has been changed to an EMP bomber instead of a defensive wing. It is now a Legendary wing. Its PD Burst Beam now acts as a light deterrent to interceptors. I may give it some missiles, but its EMP is surprisingly good at locking down and dealing fairly significant damage when there are a lot of them. Combine them with kinetic strike craft and you have a great utility bomber from what I have seen.
- I agree with the dps of the Trident and the Goliath. I think making their pulse cannon weapons focus more on ships will help make this feel better, but I may change those weapons' firing patterns to make them more burst-oriented since they have to reload their rockets. I may add a second rocket battery to each of them as well. I haven't tested it enough yet to know for sure if its needed.
- I added ~8 or so more wings - including the first Legendary wing - the Apocrypha - which is unattached to a faction and can't be found in markets. It has to be found as a Legendary blueprint or, eventually, salvaged from a boss bounty that uses them - which would be an endgame thing. Players are likely to not even see one in a play-through so finding the blueprint should be special.
- The problem with reducing bullet count with strike craft is they become a lot less accurate and it seriously effects interceptors ability to do their job. I noticed your battle size is pretty high, so reducing it would probably help your CPU.
Weapons:
- I'll take a look at the suggestions and I have a few ideas for the variety issues with energy weapons. I'm not sure if new weapons will make it into the update or not, but they are on my mind and it could happen.
- I really do disagree with the analysis of the Terminator Beam. I think it's a great weapon because of the beam speed. The player, specifically, can really abuse shield flickering and sneak in some heavy armor damage. The real issue with the weapon is that the AI isn't always efficient with it. The Burst Siege Beam has the same issue, actually. It's good when it hits its intended defense type.
- Tachyon Lance already has some changes. Hopefully it will make the AI a bit better with it. From the video, part of the issue it's bad is the jump from the Radiant putting it immediately under fire since the Radiant is trying to attack the enemy ship's engines. Since I'm changing that up already, that might help too on the primary ship that uses it. I honestly think the weapon is pretty good on a Malevolent or - in the next update - the Executor since that ship's flux stats have been buffed and it will likely have some more OP.
Anyway, now down to business.
I'm adding a few new weapons alongside the new wings in order to fill in a few more roles (mostly for energy weapons) but I also wanted to add some Remnant-only weapons - including a legendary. I wanted to post this so that if anyone has any requests on the theme/functionality of these weapons they can post their ideas here. :)
If not, I'll come up with them myself no worries. (I'm also obviously going to be adding even more once I get access to these new effects (https://fractalsoftworks.com/2020/04/11/gif-roundup/). I'm very excited to delve more deeply into those at a later date!)
I've also learned that I need to be very, very careful about some hullmod synergies. I made Front Shield Emitter unequip-able with Concentrated Shield Emitter OR Stabilized Shields and I made Concentrated Shield Emitter unequip-able with Front Shield Emitter OR Hardened Shields. This was after I stacked the later combo on a flux-free Paragon and it became an unstoppable deity of death on the battlefield...
In general flux free assault weapons are a mod feature, but I'm starting to come around to the idea that large weapons either need to generate some flux or have significant damage/range drawbacks to not make capital ships too strong. It doesn't seem to be as big an issue on ships smaller than capitals though maybe I just haven't tested it enough. However I noticed that simply replacing the Onslaught's Devastator for a Mark IX made it perform considerably better because it could always fire an armor breaking weapon alongside its railguns.
Both the Mark IX and the Razor Tri-Beam have had a healthy whack with the nerf bat as a result. I am also adding minor flux costs to longer ranged assault weapons like the Excaliber Cannon and Photon Cannon line of weapons like I did with the Railgun line of weapons.
Finally, to further solidify the idea of designations as a balancing mechanism, I've been tossing around the idea of giving destroyers the same benefits that frigates get against missiles, fighters and the same speed mechanics. I felt that this really gave frigates new life in the later stages of the game and I think it could help destroyers too. In that same vein of thinking, I will probably reduce the 0-flux speed boost of capitals to 40 down from 80. Why? To prevent non-flux builds from maintaining the speed to chase down and eliminate targets far too quickly. The 0-flux Paragon took down three Eagles without its flux getting above the threshold to loose its boost because the Eagles could not leverage their positioning to pressure the unshielded portion that is supposed to be the weakness of Concentrated Shield Emitter.
I'm going to have to keep things relatively simple right now due to time constraints. So, for example, I can't remember if it was you or basileus who commented on the lack of a true armor breaking energy weapon. That is one of the gaps that I intend to tackle. The Phase Beam/Atronarch Beam/Terminator Beam already do this very well due to duration changes and a dps buff to the Terminator Beam specifically, but I'd like to make a projectile-based weapon an option as well.
I also want you to nerf the Helmsmanship zero flux speed boost threshold to 25% from 34%
That's me, I guess, but I want one for medium mount slot more. Also for the Terminator Beam, can it be tweak some how for AI to not waste it on the shield when the only large weapon it has is Terminator Beam. I don't think the Onslaught waste it too much, only occasionally. Mostly it was used as it intends purpose.
The beam point defense weapons also defeat the fighter buff this mod provides a bit, not sure how can it be deal with. It's already expensive to field in.
Armor values are at the same reach as normal damage values of single hits. Doesn't this make armor completely useless?
Not in my experience, at least if I'm understanding the question correctly. Funnily enough, I'm actually having trouble balancing the Onslaught because of its high armor value atm (adding 500 made it beat every capital I'm testing with by 100% extra efficiency)- granted that's an extreme. It's more that armor breaking weapons are more necessary for high armor vessels but their impact is stronger - especially in the case of strike weapons. Hull/weapon size also has starker comparisons there - so even a heavily armor ship taking a hit from a weapon size higher than it can typically field will be felt a little more. If anything, armor is more important in that sense from what I can tell. One thing that makes this possible is the 5% minimum value. This means that even armor stripped ships with high base armor take a lot less damage from small hit weapons like kinetic weapons or fighter weapons.
Armor is a little useless for high tech vessels that rely on their shields - at least in comparison. Once a Paragon's shields go down... it's bad news for the Paragon if it can't retreat. If you are fielding a lot of those, I'd answer that it isn't useless but definitely shouldn't be relied upon for any length of time.
If you have any changes in mind, can you give examples or comparisons vs vanilla that gave you this impression? I'm certainly open to ideas. Changing armor values is relatively easy - and armor damage mitigation scales on the value comparisons as you say - so only one value would actually have to be changed to make an impact.
What do you mean with 100% effiency? If my ship has 300 amor and I put another 300 amor on it via modul, halve the amor is gone after 3 hits from a small weapon ( 200 damage a hit) a random frigate fires.
What do you mean with 100% effiency? If my ship has 300 amor and I put another 300 amor on it via modul, halve the amor is gone after 3 hits from a small weapon ( 200 damage a hit) a random frigate fires.
I really like the mod. The idea of smaller weapons and more wings makes nice and cinematic combats.
I think the new factions are a bit too high tech-heavy with both the anime vampire lords and the tech-priests being mega tri tachyon.
Playing with nexrelin these 2 factions also dominate everybody else. So I think they are a bit too strong.
A suggestion. Make wing replacement cost flux. Replacing high tech wings should cost huge amounts of flux, low tech less.
Lol anime vampire lords. That tickled me. ;D
Not all of their portraits are anime but yeah I would say free-use portraits of vampires aren't exactly flourishing haha. Honestly I love anime and don't mind anime portraits, but I get that it's not exactly the intended immersion Starsector is going for. I do have plans for optional portrait packs in the future to better cater to different tastes in that regard. But, you know, priorities.
As far as the high tech nature of the Adamantine Consortium and Archean Order breaking Nex, that is a fair point if true. It was definitely not intended and not something I anticipated when designing the factions. The factions were designed from a lore perspective and not a 4X perspective since that didn't exist when I started modding. That being said, I think it would be accurate to say that Nex has some amount of randomness to how events/invasions go based upon prior feedback. Unless you are speaking from the perspective of multiple campaign run-throughs where these factions dominated every time, it could just be coincidence. To play devil's advocate, I could simply have the settings wrong - though I remember spending a fair amount of time considering each faction when setting up the Nex config and I've done a second pass since then. The only other possible consideration I can think of is that higher FP fleets have an innate advantage in Nex (and vanilla but not as noticeable) - which, while understandable, limits the design space in a way that Tri-Tachyon-esque factions are just going to be strong. That seems unlikely though since the FP difference between a Megalith Dreadnought and a Paragon in the current dev build is a measly 2 FP (33 to 31 respectively). So, if the fleets are built with the same number of ships in mind irregardless of each ship having a FP or two greater... well not much I can do about that. If the lore is that their ships are tech-wise better (but realistically in combat through DP they can deploy less of them and so not really) but the campaign layer does not reflect this, my hands are tied. I'm not sure if this is the case and I would assume "numShips" would handle this situation in the faction config, but I'm no expert there and I haven't deep dived that aspect in any way. (Details for reference: Archean Order is 3, Adamantine Consortium is 1 and Tri-Tachyon is 5)
To clarify lore related stuff:
The Adamantine Consortium is an insidious "boss faction" that I also wanted to be playable in order to create more replay-ability and challenge and provide a unique experience from roleplaying an evil faction (story-wise it gets more complicated than that but no spoilers! From the perspective of 4X/Nex that is the best way to put it). The Archean Order acts as a counter-balance/antagonist of the Tri-Tachyon corporation that from a design perspective just adds flavor and additional options to the high tech arsenal and additional player choice/replay-ability each playthrough.
Still working out the details there and there is a lot to do as far as limiting accessibility, etc, etc.
Trader Guilds, while certainly not as fleshed out since they were the last faction I conceptualized years ago, are actually more mid-tech with higher tier weapons/wings. They aren't really high tech at all, but they suffer from less colonies than they need - which is something I'm hoping to address very soon.
Sci-Corps are a high tech underdog with a somewhat romanticized moral compass that acts as the grounding force to the other warring factions, so once again a fair point into the high tech nature of the mod's new factions. They have actually had a buff to autoresolve and in-combat strength which should make them more of a presence when running the mod with Nex assuming my assumptions hold true.
When looking at the playable vanilla faction roster that participates in Nex, how many of them are high tech? My count is 1, maybe 2 when you consider Lion's Guard. So in that sense, I am more evening the scales for player options for each tech level than I am intending to create high tech factions to dominate the sector, if that makes sense.QuoteA suggestion. Make wing replacement cost flux. Replacing high tech wings should cost huge amounts of flux, low tech less.
I am trying to address this disparity through OP in the next update rather than flux generation because I'm not sure I can do that with the API. So high tech wings are far more OP costly to equip and typically only high tech carriers can equip them comfortably. This will make the high/low tech carriers truer to their DP in regards to combat performance with the added intent of making weapons more relevant on these vessels.
For an example, it will be impossible for a light carrier like the Osprey to equip a wing like the Wasp or Spectre even should it completely shirk all weapons and hullmods. It will mostly be limited to low tech and pirate wings. An Anchorage carrier might be able to equip one, but only at the cost of any weapon upgrades, hullmods, or additional wings that aren't starter tier. I'm hoping that evens things out a bit.
Anyway sorry for the wall post, and thank you for trying out the mod and giving feedback! I always appreciate it and I will try and keep this in mind as I continue attempting to balance things. My only request is to remember that I am one person and so true balanced quality will take time and multiple passes considering the scope of this mod. I rely on anyone playing it to help me understand all the nuances that I cannot realistically account for without actually stopping development to play the campaign a bunch of times to endgame.
If everybody is high tech, then nobody is. The lore of starsector is post apocalypse. With technology being forgoten. If the majority of the sector are mega advanced high tech cults, it feel wrong to the story of starsector.
The trade factions fits perfectly into the game and I really like their adddition.
I wish the mod was available without the vampires/priests and all the high tech stuff flying around (nano bot missles and stealth void driver fighters).
Your mod making the combat more cinematic like in star wars is an amazing thing i really do enjoy. ;)
If everybody is high tech, then nobody is. The lore of starsector is post apocalypse. With technology being forgoten. If the majority of the sector are mega advanced high tech cults, it feel wrong to the story of starsector.
The trade factions fits perfectly into the game and I really like their adddition.
I wish the mod was available without the vampires/priests and all the high tech stuff flying around (nano bot missles and stealth void driver fighters).
Your mod making the combat more cinematic like in star wars is an amazing thing i really do enjoy. ;)
I think that missiles are underpowered. They have less strike damage and less sustained damage compared to normal weapons.
I also think that the Wings Spectre&Phantom Phase is overpowered.
Nothing can be compared to it. They are easily obtained and are by far the best choices on any ship. Archean order stuff seems to be ultra-strong.
I think that missiles are underpowered. They have less strike damage and less sustained damage compared to normal weapons.
I also think that the Wings Spectre&Phantom Phase is overpowered.
Nothing can be compared to it. They are easily obtained and are by far the best choices on any ship. Archean order stuff seems to be ultra-strong.
Missiles are pretty dam strong in this mod, I'm not joking. You also have an unlimited number of it which in vanilla you don't.
Sustain damage means nothing if you can't face hugging the enemy ship, only a zero flux weapon can do that. The purpose of missiles is to fill in what your weapon can't do enough. For example, you equip your ship with full ballistic cannons then have an explosive missile to pair with it or Thunderbolt missile pair with energy weapon because energy didn't do a good enough job hitting shield or Shock Storm which can blow out shield in one go and pair it with Explosive main weapons. Don't expect much for a small missile to kill things, those can only deal with frigate but from a medium mount and up its pack a punch. You also have ultimate frigate deleter as a form of Hivemind Orb launcher which is best for all-round support.
The fighter and bomber will be changing in the next patch.
Missles are simply to weak to have any impact on shields/hull. Hivemind Orb launc is indeed super strong. But It isnt a regular/normal weapon.
The average sabotage/reaper seems to have no purpose. I would rather invest into more guns/vents.
All shield/amor/hull values are much bigger than in vanilla. But missile damage is the same.
So if missiles have no strike potential and no supression potential, for what purpose do you use them exactly? (outside of Hivemind Orb)
Missles are simply to weak to have any impact on shields/hull. Hivemind Orb launc is indeed super strong. But It isnt a regular/normal weapon.
The average sabotage/reaper seems to have no purpose. I would rather invest into more guns/vents.
All shield/amor/hull values are much bigger than in vanilla. But missile damage is the same.
So if missiles have no strike potential and no supression potential, for what purpose do you use them exactly? (outside of Hivemind Orb)
Not noticing any tankers in the markets or other fleets is this intended?
Edit: turns out it was Second Wave Options screwing with the ability for tankers to exist in markets and fleets >.>
Completely without the game informing me, random mercenary squads and even scavengers managed to take out 4-5 of my orbital stations - with me only learning about this by manually flying around my colonies or checking the colony management screen.
Is this intended behavior under your mod?
It could potentially be due to one of the other mods I have installed, but it seems really weird. I'm okay with a faction hating me - the Luddic Church launched multiple invasions on me due to them hating my saturation bombing of the Adamantine Order worlds - but those invasions I could counter because the game announced them and announced when they were or were not successful.
The independent fleets however vastly outnumber the invasions from other sources, even if they are weaker individually, and crucially they seem to attack entirely without warning and far more viciously than I ever had to worry about with pirates or the pathers.
Do you have any recommendations for fixing this on my end? I am likely not going to play my current save for all that much longer, but I don't want to have to scrap it over this.
Oh, also, the Adamantine Consortium Battleships are slightly annoying to chase down. They seem to rarely actually fight in battles I have had against them, and instead just run away at the first sign of any danger - wasting all of their flux to phase past minor attacks, then teleporting away so I have to chase them down for ages. I wonder if there's a way to tweak this - is it possible to give a cooldown to their "phase" ability of perhaps 3-4 seconds so they actually end up fighting rather than spending all of their flux to hide? I don't want to make them weaker - I haven't had any problems actually fighting them - but most of my battles against the Adamantine Consortium end up with me spending just as long chasing those things down without them being any threat as I spent actually winning the battle.
Edit 2: Okay, now after fighting those two fleets off, two "more" fleets of Scavengers are repeatedly attacking the same station over and over again. When I go to fight them, the game says "Your forces let them off without incident," the game literally won't let me destroy them! They then fly away and wait for me to leave the area, then immediately attack again. This seems incredibly broken behavior-wise, and it's really weird to see in action.
Edit 3: I saw the message "Your forces let them off without incident" effectively against the Luddic Church forces as well that invaded my system, so that seems to be a larger issue. I wonder if this is due to the game (or some mod) making it so you can only have so many battles within a certain span of time - but that wouldn't make much sense to me when Combat Readiness already deals with that issue.
Lol, that's funny, do you know where they are spawning from? If they spawn from your planet then that's a problem with maybe the new Nex update. And for the second point, there won't be any warning because these are roaming fleets that randomly spawn and patrol around any planet that isn't hostile to Independent. Like free patrols but you still need some high command for it to spawn a really big fleet but usually these "big fleet" contains no capital ship, never. It also sometimes go on to attack some pirate or any enemy force but they don't usually raid planet, I think.
This is normal Phase ship AI behavior at the moment. It was not designed for a big phase ship. In Vanilla, The biggest one is Doom that barely has any weapons hence avoidance behavior. In the next Starsector update, there will be an improvement to this aspect. You can still bypass this somewhat with a captain with Aggressive and Ruthless Behavior.
This "Your forces let them off without incident" is also another normal behavior because you're trying to assist your orbital station in combat and the enemy is scare of your big fleet and trying to run. Since you are an assisting force, your orbital station gets to decide what to do and they will always let them go. If you don't want them to run away and still want the orbital station assistance, you have to run your ship at them after this massage end and be the one to initiate the combat. You will have the orbital station in combat as well as it's still in the vicinity.
And for the recommendation in what to do with all these messes, you have a few options
1) Make amend with the Independent by doing their quest. Transport quest always counts for Independent no matter who you're transporting for. Use prisoner spam. Use agent.
2) Build multiple High Commands in one system. The recommended number is 3. Orbital station with no support is just a chunk of steel.
3) Choose a proper system that's easy to defend. I saw you have Terraforming mod install, so, pretty much any system that has at least 8 rich planets with at least one stable orbit slot is fine. You can then spam multiple High commands in it and no one can mess with you ever again.
In my last playthrough, I ally with pirate and hostile to all but still find no trouble ruining everyone's day. Hence if there's something crazy happening, it's not this mod fault.
Since my previous post was answered more or less, I had another question.
Is there a particular balancing philosophy behind specific weapons, ships, or other aspects of this game which could be shared so that I might be able to potentially rebalance some faction packs to work properly with this mod?
I realize adding new factions officially might be too much work, but I'm considering the idea of doing the testing and implementation myself for one or two custom factions at least. Since I really love the custom factions in this mod as well as the combat changes, finding a way to make it work with other faction mods would be great (even if the lore might seem a bit odd).
I might not end up actually doing this, but it is something I have been looking into, so if it's even a possibility any relevant balancing information would be appreciated.
Thank you for the detailed reply, that answers everything I needed.
As far as the independent fleets are concerned - they became less of an issue after a bit of time had passed. I suspect that the independent fleets initially attacking me were largely "already" in my area or nearby at the time that my relation with them became poor, but once I cleared out enough of them and my colony defenses were working they became less of an issue. Or perhaps - since the Independents are rarely hostile to anyone - there was less of a risk of their fleets being destroyed, so they were too numerous until they threw themselves to their deaths upon my forces? I'm unsure, especially since I don't know how the spawning works exactly, but it seems to have resolved itself. Though I may want to look into this more in the future.
It makes sense from a lore perspective that they would dislike my saturation bombing. What confused me more was that the Adamantine Consortium had done the exact same saturation bombing to one of my colonies, and (at least with my mods) that should have made the independents hostile to them. Which in turn should have made them not care as much about my saturation bombing, as everyone else who hated the Adamantine Consortium "overlooked" the issue (which was pretty much everyone). Might be a Nex related issue.
Nexerelin also has a "random faction relations" toggle
Random relations are off by default; however, Nex does alter the vanilla faction relations to make the game more "interesting" by default, iirc.
Hello there!
First of all great mod, I've been playing it more than the original game for quite a while now.
I feel like this mod makes the ships and weapons feel quite powerful while the overhaul to the wings is also really amazing.
My question at the moment is if there are any faction mods that are compatible with AO (other than interstellar imperium)
and if there is any way to balance out the faction ships to be able to keep up with AO ships
In terms of how modded ships and weapons look and feel the only way I see if it's made into its own separate mod if the mod author really wants his ships to be able to go toe to toe with AO's ships.
hopefully, someone makes a ship or faction mod that fits this mods theme and design
another question, how do you dictate how much flux and hull the ships have? since I want to modify the mod ships flux and hull to be at least comparable to that of AO without making them op
- Flux costs for firing beams when equipping Advanced Optics increased to ~120% more up from ~60% more originally.RIP advance optic. Are you sure this's a good choice? I already can't use it in any build but zero flux. It's just not flux friendly.
- Graviton Beam, Graviton Lance, Assault Beam and Razor Tri-beam are all now PD weapons with assault range. The AI should prioritize ships over missiles for these weapons.That did counter my zero flux build but still RIP advance optic. If we... Increase the range benefit by scaling with the flux ratio of the weapon instead will it work? Like 1.2*500 for Tachlance, 0.4*500 for Graviton beam, flux free can eat dirt.
- ^ These were too powerful with Advanced Optics. The PD change reduces the range bonus from that hullmod down to 200 instead of 500 and allows me to keep flux costs low.
- Changed Armored Weapon Mounts armor bonus to a flat increase by hullsize (50/100/120/200) instead of a percent modifier. - Doubled benefit to weapon hitpoints.RIP armored weapon mounts as well. Double weapon hitpoint might actually be good enough to consider it if cheap.
EDIT: Ah what the heck, I wasn't going to spoil it, but, here is one of the Legendary weapons: (View at your own discretion ;) )Uh Ho, nice thic beam.
RIP advance optic. Are you sure this's a good choice? I already can't use it in any build but zero flux. It's just not flux friendly.Quote- Graviton Beam, Graviton Lance, Assault Beam and Razor Tri-beam are all now PD weapons with assault range. The AI should prioritize ships over missiles for these weapons.That did counter my zero flux build but still RIP advance optic. If we... Increase the range benefit by scaling with the flux ratio of the weapon instead will it work? Like 1.2*500 for Tachlance, 0.4*500 for Graviton beam, flux free can eat dirt.
- ^ These were too powerful with Advanced Optics. The PD change reduces the range bonus from that hullmod down to 200 instead of 500 and allows me to keep flux costs low.
Good to hear it's coming along nicely.
Even though I'm the one making requests for anti-shield/anti-armor energy weapons. Please please make sure it's not going overboard than its ballistic counterpart. There was this heated discussion in Alex's 0.9.5 patch note on the same matter and various people also make good agreements and arguments about it. I also don't want it to outshine the energy damage type.
By no means beam weapons are weak, that pinpoint accuracy is OP enough to kill even the most heavily armored ship by drilling through a small section of armor. I think the entire problem is the penalty to flux cost. It's just too severe/critical to trade for. It's not worth the risk to lose ship IMO.
As for another question, no, I didn't test the fire support build because I think the flux cost to fire is not worth it. There's a catch though. I think if you can make all fire support weapons able to go through the friendly ship (I hope the AI will be able to handle it) and have a range of around 1500 it might become very useful. You know, "fire support" suppose to come from the rear. Without having to deploy the shield, those flux cost might not be so bad anymore.
As for the Advance Optic, we can slowly think it through. I think a large penalty to flux cost is a no go. It can still be there..., and less intense, in combination with other debuffs of choice. From what I understand, you want Advance Optic to be able to transform the normal beams into the fire support beams with similar flux cost to ballistic counterpart and similar range. But the beam is slightly different from ballistic as it, has no specialization, has no opportunistic window to fire like an explosive when the shield is down which makes the damage x 200% still lower than 1.0 flux ratio, and is fine.
I think the mod will not work as intended for every weapon and the easy way would be to craft a new entire line of support energy weapons.
Honestly, it might be worth thinking about ditching the whole "beams only do soft flux" mechanic altogether for AO. It causes nothing but balance headaches and doesn't really make anything better.
I wonder if I can actually make the artillery projectile pass through allied targets... hmm, I'm not sure if there is a way to do that or not (at least without complicated scripting anyway), but it is certainly an interesting idea! It would align fire support weapons more with carriers in the ability to support nearby allies regardless of the situation instead of requiring a window through the battle line to fire through.
One thing I am considering is a medium version of the Ion Beam as another option. Not 100% sure it is needed though.
FWIW, there have been times when I wished that option existed. I wouldn't say that it's needed, but it opens up some interesting options around Fire Support / Control.
I agree. It is a matter of the dev time taken to script that behavior. Anyone remember what mod does that? I know I asked a long while back but I never got around to checking out how complicated it would be or whether the code to do that is open source.0.95 has (unless it gets removed between now and release) a player skill that gives all beams x% hard flux - that would mean there's going to be easy code support for that. Maybe wait until then?
All tanky frontline ships may also need buffs to withstand this new barrage and the nerf to shield stacking may be somewhat detrimental now.
0.95 has (unless it gets removed between now and release) a player skill that gives all beams x% hard flux - that would mean there's going to be easy code support for that. Maybe wait until then?
Man, that was quick work right there. This might absolutely be the only time to shine for Timid captains all over the sector!!
I also propose another idea to go along with it, even though I don't want to delay the mod any longer. You know that carrier tag ships are really good at rear hugging a capital and that would be an ideal position for a fire-support team. I wonder if it is possible to make a Hull-mod that can override a ship tag to act as a pseudo carrier.
Now that I try to visualize it, the game complexity will really go up a notch. All tanky frontline ships may also need buffs to withstand this new barrage and the nerf to shield stacking may be somewhat detrimental now.
As for Advance Optic, I would put it on hold for the moment as it doesn't feel right. Any change right now would go over my head since I have no clue nor good judgment anymore from your across the board change. So, just put whatever you feel ok as a place holder.
You make it sound so good. I'm itching to test right now lol.
All tanky frontline ships may also need buffs to withstand this new barrage and the nerf to shield stacking may be somewhat detrimental now.
I'd say wait and see. The game was previously a little too easy after the early mid-game. It would be better if there were scenarios where the player felt compelled to either retreat or accept attrition. Before I was able to do things like engage 3-4 Nex invasion fleets simultaneously with only about 200 total DP of combat ships and win flawless victories. I suppose there's probably a very delicate balance between challenging and punishing, though.
I think the very high flux cost and inefficiency (and low fire rate) of the really long range artillery fire support weapons is going to keep them from being overpowered even with ally pass-through. It's not like you can stack a ton of them on one ship - it'd be able to fire a fraction of the guns, once, and then be forced to vent.
I%u2019m outside right now and won%u2019t be able to write a proper reply but I would slap a frontal shield on that Onslaught. It shield/flux is too horrendous. Weapon group settings is sometime quite important to do manually.
Titan ship from Imperium mod can switch variant with auto fit.
It would be better if you could post a video clip as well so I can make a better analysis.
Can't watch the video. You have to set it to unlist and not private.
My old build but I have to watch the video first to see if ballistics are enough.
(https://i.ibb.co/G22ZRT3/133.png) (https://ibb.co/G22ZRT3)
Supposedly the "fires weapon thinking it's in range but it's not" issue that especially affects beams is fixed for the next version, as is the AI triggering a burst weapon and immediately sweeping the mount away from the target.
On the topic of PD pass-through: I think is very good but has to be very carefully balanced. Overlapping PD could have the potential to be very oppressive. Maybe reserve PD pass-through for a new category of PD? "Long-Range PD" or something? That would be a good place for flux-using PD too perhaps. Bigger opportunity cost (flux buildup) but big upside (fleet support).
Frankly a lot of exact combat balancing is probably not worth doing right now, because there are so many AI changes and fixes in the next version it'll throw any balance established with the current version out of whack anyway. At least that's the impression I'm getting from the various teasers and patch notes Alex has put out.
I'm getting the impression the next version might have a significant bump in lethality just from the AI changes alone - it sounds like it'll get flux-on-target a lot better. Less wasted shots (the "main gun fires at random fighter despite enemy ship being directly ahead" is also supposed to be fixed I think) should lead to more consistent kills when the opportunity comes around.
On the topic of PD pass-through: I think is very good but has to be very carefully balanced. Overlapping PD could have the potential to be very oppressive. Maybe reserve PD pass-through for a new category of PD? "Long-Range PD" or something? That would be a good place for flux-using PD too perhaps. Bigger opportunity cost (flux buildup) but big upside (fleet support).
Morro, do you think you could do a preview release of the mod? Not in the OP but just in a new post, so that Daton, Albreo, and I can help give some balance feedback?
Hey, this gives me a thought that might also be pertinent to the "can't do that with beam weapons / AO debate." Since you can make hull mods mutually exclusive, is it possible to make it so that certain weapons can only be equipped if a particular (potentially/probably built-in) hullmod is present?
That way the fleet support PD could be restricted to specific hulls given a mod that signifies them as having that role, without making major capitals OP. Advanced Optics could instead become a built in hullmod that allows only certain hulls to equip the new super fire support beams (and have no penalties or bonuses at all). In other words, it could be used by ships like the Apogee and Astral without making the Paragon or Tyrant Opie OP.
On the one hand, I get that it's nice to have the most options possible for every ship, but on the other hand there is currently a tendency to just load up on a bunch of your favorite capital and smash all the things. Having roles more clearly defined by hulls (the way carriers are), could help promote more diverse fleets.
Battle 1 Defense Paragon: Nah, that looks fine to me your Onslaught just lack explosive weapons. Wasted Terminator beam on a shield you fool!! Do group all ballistics together in 1 auto fire. If it can't sustain, switch to a lower flux weapon. Aurora has a speed advantage so it can retreat from Dominator easily. Maybe Aurora DP should be increased as well?
Battle 1 Beam Paragon: It's the wrong video!!
Hello! Is there any drawbacks using you mod with nexerelin? like any missing content or incompatibilities? i mean this "totalConversion":"false", option
Just curious, why do you think it is better to have all the ballistics in one auto fire group? The reason I ask, is that flux generation is a factor there. If you have the large railguns in a separate group, the AI can toggle them on autofire while at high flux while only toggling off the main group of mediums, etc. Separate groups allow the AI to be more efficient and eek out more damage under pressure than it otherwise would be able to. In your build, however, I can see you prioritize way more flux dissipation than weapon flux generation. So maybe that is why you run into that problem less.
I also think explosive weapons are a little overrated against high tech ships like these. The railguns penetrate the armor fairly quickly and it has the Terminator Beam (yeah when that hits shields it is indeed a bummer!) and the two forward firing flux free autocannons to punch through the minimal armor. Especially in the case of the Defense Paragon, kinetic damage is essential.
But I would prefer stock variants to use Alex auto setting. This will be kind of a high end optimize and I prefer others to experiment with it themself.
As for your new videos, I think Dominators could use a Resistance Flux Conduit for a better active vent.
Battle 3: Those look kind of Ok to me apart from Onslaught's slightly low performance. I think you could experiment with some unsymmetrical loadout on Dominators such as ballistic on the left and explosive on the right. The one with dual Devastators didn't perform well.
Capital Pulse projectiles also look unassuming to me. I think you should add some glow effect to it. Anything that hit hard should be more noticeable. Some FS weapons can also have a bullet trail effect to make it obvious which ship is dangerous.
Re autofit: Eh, I mean the auto setting for weapon groups not the actual autofit of weapons. I believe the manually crafted loadouts will fit in with the lore better anyway.
Once I finish up this work on the REDACTED stuff I will likely release a test version of the new balance as an early Christmas present. ;)
Got 2 hours-ish of run in, and so far it seems to work very well. The initial meeting between two decent sized fleets is brutal on account of the strikecraft waves meeting, but it levels off quickly when they start to get whittled down and replacement slows. Fire support weapons work properly for the first time because of the passthrough, and it's great.
Haven't managed to test a full-on PD ship build with the new pass-through PD, but looking at some of it, I suspect the range might be too short for the pass-through to matter. But even if that's the case, nothing changes and it's just the same (decently balanced) PD situation AO had before that change.
Whoa, new stuff!! I didn't come back for two days and miss the update. Does anything have to be lookup specifically?
At least, I don't play Cyberpunk. So, I'm free.
Ok, I'm going to build a fleet around fire support carriers this time.
Got a delivery quest to the temple of the dark stars again but I can't make the delivery as usual.
Edit: Oh I manage to get in with a cheat. It simply not possible to evade 10 patrols at a time.
I thought Tyrant no longer drop but I still got one?
I usually don't use Falcon as it is less capable than Eagle. Especially the lack of weapon mounts.
The advice I received about the left bay was that the hull at the edge made it look too small for Starsector. Therefore, bringing it out to the edge and having it encompass a greater swath of the of the ship's side would help.
Fire support Legion is super dope this patch. Dual Artillery needs some damage nerf. There's a problem with AI not raising shield or lowering shield prematurely when long-range massive bullets heading their way which look like an inevitable thing.
Squall needs its range extended somewhat to fill the missing mid role of anti shield support. There're plenty of medium-range explosive missiles but only some short range anti shields and one ultra long range Thunderbolt available.
New midline bombers did not survive one bombing run. I think all torp & missile base bombers should have their weapon range longer than a small PD weapon that way the only way to counter it is to use an interceptor or larger PD. If it's possible, I would wish to have evasion stat build in too all craft that way it won't all get wiped by hail of non-PD bullets.
Paragon speed might be of concern as it can kite with Tachlance. Tachlance this patch is pretty good, though, it's still no match to zero flux weapon. Not that I got one to play with yet. Gotta farm some REDACTED.
Archean's fleet failing repeatedly in auto resolve due to a lower number of capitals. Culann fell again. This roaming Hegemony fleet thing is a bit too OP.
Just remembered that Terraforming mod spawns a new Guardian ship every time so I can shoot at it in unlimited number.Spoiler(https://i.ibb.co/4RsQsJY/000.jpg) (https://ibb.co/60vdvN1)
Pretty tanky but otherwise weak to swarm tactic would need some scripted ability like entering permanent buff state when hull below 20% or detonate hard flux and damage itself and knockback any ship around it.[close]
There's something fishy about the Persean diplomatic trait. I haven't done anything yet and I'm already at vengenceful.
(https://i.ibb.co/qY60YmL/133.jpg) (https://ibb.co/qY60YmL)
Strikecraft are still smaller in AO than vanilla (visually I mean) aren't they? That combined with the increased number of mounts and smaller large weapons makes AO ships look bigger anyway. Regular Starsector scale doesn't really apply, imo.
but do you mean hit damage or dps should be reduced for Dual Artillery?I think both. Cus you just downgraded it from the large mount.
What about Sabots? That is supposed to be the mid range anti-shield missile. Is it bad this update after the changes?Consider that only less than half reach the target and practically none reach the target in a large fight. It's not that great. Did you increase its missile HP yet?
I will see about the range part but I thought that was already true in pretty much every case. If it's not firing it might be due to overload for the high tech bombers or in the case of the Thunder - because the weapon has a cooldown and more missiles stored than in the initial burst. I'll explain why:Think it mostly from the craft turn radius. It has to make a U-turn inside a capital ship. gruesome.
Like Culann was captured by Hegemony or it lost it's station fairly quickly?Hegemony just went straight to Culann first thing. Rarely anything survive the Hegemony invasion. One part is due to the roaming Hegemony fleet joining the fray. Another part is due to their capital ship count in the fleet probably. I think another defense platform in Hybrasil and Askonia might help a bit.
That's one of the reasons I introduced the autofactories pumping out drones. To buy it time to reposition/kill off its target and vent when outnumbered. It falls apart when capitals join the battle, but at least now you likely need a capital to handle that fight. If it could beat the fleet you fielded it would probably be too good imo. And for those who play with smaller max fleet sizes, it could make the fight impossible if I balanced around high max DP and 2v1 or 3v1 capitals. When I tested it out it beat a bunch of Hegemony cruisers and almost killed an Onslaught in a 2v1 capital scenario.If it could get a team of crappy Domain ships that will really help spread out the damage. But the fight might become too intense for other players.
Weird. What start did you pick in Nex? Or was it a Nex start? I'll double check the files but I don't *think* I did anything to cause this.I started with no faction and not ally with anyone particularly. And I don't remember hitting any of their fleets. The moment I set up my faction, it just keeps reducing from events. But look at the picture on the trait column there is -7.5. I wonder what causes it? I also don't have freeport and have only 2 colonies at the moment.
Heron, Epiphany, and other small carriers are too good DP wise IMO. I would cut one craft slot out for each one of them. I'm putting Flash on Herons. Don't stop me. :D
It's not scary until I have to fight Trader guild + Persean alliance invasion with 30+ Herons.
FS weapons work flawlessly, I like it but some would need flux cost up or lower fire rate since these ships don't have to care about flux anymore with active vent. I'm not too keen on Beam weapons friendly pass. Beam accuracy makes it quite OP. Tooltip on Pass through could be color coded for easy identification.
I think both. Cus you just downgraded it from the large mount.
Consider that only less than half reach the target and practically none reach the target in a large fight. It's not that great. Did you increase its missile HP yet?
Think it mostly from the craft turn radius. It has to make a U-turn inside a capital ship. gruesome.
Hegemony just went straight to Culann first thing. Rarely anything survive the Hegemony invasion. One part is due to the roaming Hegemony fleet joining the fray. Another part is due to their capital ship count in the fleet probably. I think another defense platform in Hybrasil and Askonia might help a bit.
If it could get a team of crappy Domain ships that will really help spread out the damage. But the fight might become too intense for other players.
I started with no faction and not ally with anyone particularly. And I don't remember hitting any of their fleets. The moment I set up my faction, it just keeps reducing from events. But look at the picture on the trait column there is -7.5. I wonder what causes it? I also don't have freeport and have only 2 colonies at the moment.
Heron, Epiphany, and other small carriers are too good DP wise IMO. I would cut one craft slot out for each one of them. I'm putting Flash on Herons. Don't stop me. :D
It's not scary until I have to fight Trader guild + Persean alliance invasion with 30+ Herons.
FS weapons work flawlessly, I like it but some would need flux cost up or lower fire rate since these ships don't have to care about flux anymore with active vent. I'm not too keen on Beam weapons friendly pass. Beam accuracy makes it quite OP. Tooltip on Pass through could be color coded for easy identification.
There's some vanilla weapons mix into the weapon blueprint roster?
I might experiment with moving the bay further inward again and see how it looks. Then maybe I can split the bays off and implement them on the other side in a new way in order to accentuate the asymmetry and keep it different-ish from the Eagle. The only caveat is that it requires editing like 4 sprites with all the skin files so I don't want to spend too much time on it. I think it is worth another pass though.
I think both. Cus you just downgraded it from the large mount.
If you go under data/config/exerelinFactionConfig/persean.JSON you can see everything the mod adds. It looks like it just adds diplomacy config for the mod's new factions it doesn't do anything to effect the player from what I can see. Do you have the latest version of Nex? Or are you somehow taking a large percentage of the market share away from the Persean League for some commodity? I have heard that can cause them to become hostile towards your colonies.Hmm, this might be pure bad luck, we will see. They're reeling in pain right now plus surrender.
What you are talking about sounds like large-scale spam which requires dedicated hard counters like PD focused ships and interceptor carriers. Though I'm not 100% certain if this actually is true, the goal was to make them feel good small scale too. During early game when a player is trying out different designations, I want smaller carriers to have an impact even if there are only a couple of them. I don't want the player to have to wait until late game to realize their potential through spamming. Spamming is a specific strategy some factions utilize. However, once it is hard countered the carriers should be sitting ducks.I think the change is pretty good. More craft on the field at a given time. Not sure about other thoughts, cus I'm playing main carrier fleet so I can spam back as a counter.
Flash on Herons... I feel sorry for your opponents lol. But as far as my opinion? Go for it! Midline should be able to support some high end wings. Each carrier should be able to technically support one tech up from their tech with a bit of sacrifice to other parts of the build.
The tooltip is part of the weapon spreadsheet. Afaik I can't color code it. It just uses the standard highlight color. Unless there are other parameters I am unaware of.I remembered other mods have some in red and green. Approlight has red for flame damage.
For the player you mean? I might not have accounted for that all the way. I should have removed all the base_bp tags but maybe some are being added before that occurs?Yes, I deleted the entire Archean folder as usual. The weapons show up in markets as well as blueprints but there's no drop as no one is using them.
Some questions:
Did you do a clean install of the mod? (Deleting or moving the old folder out of mods and replacing it with the test folder.) If you didn't override or replace the settings file then the logic won't pick up the config values it needs to remove the vanilla files from the campaign layer.
Also are they showing up in markets or are you just finding them as blueprints? And are they in the codex? They shouldn't be.
If you did a clean install and haven't messed with settings, go to settings and make sure "logOverrideInfo":true is set at the bottom of the TC settings section, start a new game, and then link the log file. That might help me find out what is going on.
I think the change is pretty good. More craft on the field at a given time. Not sure about other thoughts, cus I'm playing main carrier fleet so I can spam back as a counter.
And I got Legendary blueprints left and right, It's time to release the Kraken.
I remembered other mods have some in red and green. Approlight has red for flame damage.
Yes, I deleted the entire Archean folder as usual. The weapons show up in markets as well as blueprints but there's no drop as no one is using them.
I did turn off Total conversion though if that matters. I need to use Combat Analytic.
Log file: https://drive.google.com/file/d/13RzTt_YJtPdrz0y3GH2vJO9TBsOqkD_Y/view?usp=sharing
Alright, I replaced the file. you can use the same link.Ah I found it. There is a typo in the file that determines which factions are overridden. "persean_league" should be "persean"
Doom with a proper loadout and captain can solo Paragon no problem in open space. Its speed might be too fast.Not seeing that with my builds but the officer probably makes a large difference. I decreased the speed to 70.
Kraken's Proximity mine is too strong. The damage should be reduced a lot. I'm also confused about Kraken and Kraken (L). Look like I got the Ludic blueprint.Reduced its damage by a lot. And I should have fixed a bug where it would cause friendly fire during an extremely brief fade out time that would trigger a FF explosion if an allied fighter was on top of it at that exact moment.
Goliath is still not worth 30 OP. I would either reduce the OP to around 25 or make it comes in a pair with increase OP.I increased the defenses of all gunships even further. I may need to increase the multiplier to strike craft so interceptors have more impact as a result, but I haven't decided yet.
I'm still a little uncomfortable with Executor OP. A very tight fit with no vents. I think around 460-480 base should be better.Increased it to 480 but didn't modify stock variants yet.
On another hand, I feel Paragon has too much OP.
Obliterator is too damn strong, nerf pls. Capital pulse is not desirable somehow, a bit too weak.I am assuming you are speaking about the large version? The medium seems relatively balanced. Reworked the large one a bit. Reduced the 6 shots per burst to 3 though capacity and clip amount is the same. I also increased the time for a clip to regenerate by 20%. For the Capital Pulse Cannon, I changed its burst from 4 to 2 and lowered the cooldown between bursts. This will mostly have an impact in that its less likely to be on a burst cooldown at the point of initial contact after firing at nearby strike craft. I also increased its armor penetration substantially and slightly increased its dps.
Megalith doesn't have a dedicated carrier bay?I thought that might be too powerful considering its stats. It does, however, have a much better version of Reserve Deployment that has more charges and a faster recharge rate. I am hoping that is enough to make it feel like a carrier.
I can't apply Militarized Subsystems to the Mercury Shuttle.
Doom with a proper loadout and captain can solo Paragon no problem in open space. Its speed might be too fast.Is this a problem? I think it's a good thing if it's viable to use smaller ships with level 20 pilots, as opposed to forcing us to run all capital fleets in the late game. Also, balancing around a fully optimized loadout and level 20 pilot might have undesirable consequences for general gameplay. Does it seem too powerful without the pilot?
Is this a problem? I think it's a good thing if it's viable to use smaller ships with level 20 pilots, as opposed to forcing us to run all capital fleets in the late game. Also, balancing around a fully optimized loadout and level 20 pilot might have undesirable consequences for general gameplay. Does it seem too powerful without the pilot?
QuoteIs this a problem? I think it's a good thing if it's viable to use smaller ships with level 20 pilots, as opposed to forcing us to run all capital fleets in the late game. Also, balancing around a fully optimized loadout and level 20 pilot might have undesirable consequences for general gameplay. Does it seem too powerful without the pilot?
You should test it out. I myself only skim through it and won't be able to deliver a concrete verdict. From the brief test out with no pilot, usually phase ship AI is crappy with no pilot but it can still manage to solo at least 30 OP Onslaught while running away from fighter which should be a phase ship nemesis. I also used this missile build to kill the new Guardian ship with another capital. It looks like it's too slippery to me but well gotta sleep.
It's not just the shuttle. I can't use militarized subsystems anymore. Maybe it's looking for the vanilla civilian grade hull rather than the AO version.Ah yeah probably I'll add my own version to fix it. Likely tomorrow if I get a chance. I also still need to look at midline bombers.
I like the changes overall, but I am moving and haven't had a chance to play much.Good to hear the changes seem good so far! Hope the move goes smoothly!
In my opinion, virtually all PD and Fire Support weapons should be soft flux and virtually all assault and strike weapons should be hard flux.The magazine idea is neat. Artificially creating a window for missiles would probably be a good thing and I could have much larger magazines on things like the Machine Gun to allow for another balancing mechanism. I already tried to do this to a small degree by increasing higher tier PD's time between firing and therefore allowing lower tier to better counter consistent missile spam over something like the PD Cannon. Soft flux might be too difficult considering shielded strike craft not to mention there isn't a vanilla mechanic that does that and so it would be difficult to implement.
I also think that PD is too effective. I'd recommend either shortening ranges or, better yet, making most PD weapons magazine-based, so that they continue at their current effectiveness for a time but can be overwhelmed. (It might also make expanded magazines useful.) If things become too lethal, then improve the effectiveness of interceptors. It's the same as making PD weapons magazine based--PD capabilities can be degraded with enough sustained fire. This will increase the lethality of fights, but I think that's a good thing. They take too long, imo. It's too easy for a player to keep all their ships alive once they have all the blueprints.
SciCorps fleet doctrine needs to be adjusted to field more carriers now that the Odysseus is a carrier--or they need another capital. All they field is Apogees and small ships.Making a note - though just to make sure are you talking about their military bases or smaller colonies? They have a lot of Patrol HQs which don't field capitals. There should definitely be capitals at places like the Directorship Headquarters. The Odyssey is technically considered a capital warship on the code side of things so it shouldn't be treated as a carrier in fleet generation even though it has the dedicated carrier bays hullmod.
There are two versions of the Dagger bomber currently enabled in the mod. Actually, there appear to be multiple versions of a number of strikecraft.Have you hotfixed the issue Albreo mentioned earlier with vanilla weapons showing up in markets? (Requires a new game.) If not, that should *probably* fix it unless I'm missing something else. There was an issue with the Persean League's override because there was a spreadsheet typo in the faction id and it was being skipped.
Ogleth is still missing the Habitable modifier.Fixed along with adding that to Xolydunne as well. Added those changes to the download though hotfixing isn't worth it since it requires a new game anyway.
I'll also second Albreo that the Squall probably needs an extended range. Since it's a capital class engine interdiction system, it would make sense that it has a medium range (1800-2500).I'm ok with that, but wouldn't it then need a damage reduction? It is a very effective large missile right now. Imo it beats Heavy Thunderbolt and the large Atropos in effectiveness. The only two things that probably outshine it are the Hivemind and the Heavy Widow Launcher.
Have you hotfixed the issue Albreo mentioned earlier with vanilla weapons showing up in markets? (Requires a new game.) If not, that should *probably* fix it unless I'm missing something else. There was an issue with the Persean League's override because there was a spreadsheet typo in the faction id and it was being skipped.Yep, it doesn't show up in markets. Should be fixed this time.
If that doesn't fix it, a linked save + AO mod settings file would be most helpful in order to troubleshoot.
I'm ok with that, but wouldn't it then need a damage reduction? It is a very effective large missile right now. Imo it beats Heavy Thunderbolt and the large Atropos in effectiveness. The only two things that probably outshine it are the Hivemind and the Heavy Widow Launcher.Damage reduction? I mean it's pretty weak right now with an 862 burst and 100 sustain. It's only useful as fire support to mess with the enemy engines. Its chance to arc might be too high consider the amount it spews out each time which can knock an entire ship out even though it shouldn't. And from the look of it, missile speed might also be too fast as it hits 90-100% of a time due to PD can't keep track of it.
In a 1v1 the ship equipped with Squalls often wins even if the rest of the build is poor. I get that it is mitigated more in a fleet scenario, but in something like a close quarters 5 v 5 cruiser/capital battle it still hits fairly often from what I've seen.
That being said, if you guys think it needs medium range without a damage nerf then *shrug* fine by me.
Artificially creating a window for missiles would probably be a good thing and I could have much larger magazines on things like the Machine Gun to allow for another balancing mechanism.
Making a note - though just to make sure are you talking about their military bases or smaller colonies? They have a lot of Patrol HQs which don't field capitals. There should definitely be capitals at places like the Directorship Headquarters.
(Requires a new game.)
Eh! I never know Odyssey has a salvage gantry. What a must have ship.
I don't think I've ever seen crew requirement being a limiting factor for any strikecraft.
Eh! I never know Odyssey has a salvage gantry. What a must have ship. But I don't understand why Odyssey AI wants to kiss enemy ships. It just floats right in front of tach lance smash shield to shield but it doesn't have weapons that require that close of a distance.
Damage reduction? I mean it's pretty weak right now with an 862 burst and 100 sustain. It's only useful as fire support to mess with the enemy engines. Its chance to arc might be too high consider the amount it spews out each time which can knock an entire ship out even though it shouldn't. And from the look of it, missile speed might also be too fast as it hits 90-100% of a time due to PD can't keep track of it.
For sabot, I can't think of any better way to buff it. Its stat is impressive if it hit but it usually doesn't. lol
Found the Mother ship. It spawned small drones? The drones didn't do much but fun to shoot at. There should be some... suicide drone in the mix. Like blow up real big when using the ability, do a little blink, sound effect, and boom.
I would like more ships for the simulation test though. It would benefit balancing in the long term. At least all of the capital.
Yeah, that way certain ships cannot have endless area point defense spam, in particular. Maybe the Shattercell is an exception.
I did start to see a few, but even at the HQ some detachments had no capitals. That said, the Apogee is actually a competent cruiser now, which I'm happy about because I like exploration, and your Squall/3xAtropos build is quite good.
WRT Missile ranges:
I noticed there is a Large Salamander now (or has it always been there?) @2,400, so I suppose that I'd only advocate for bumping Squall up to 1,800. I've never thought of it as a DPS weapon. I'd agree with Albreo that either the EMP damage or speed might need a slight reduction. I probably wouldn't do both, at least to start. The only ships that it really does a lot of damage to would be frigates, and the missile don't turn tight enough to connect with them.
I'd agree with the analysis of the Sabot, but it does give me an idea: Are there any fighters left with active flares? Maybe if there were fast heavy fighters and/or maybe a light gunship that specialized in flare spam. They wouldn't do a lot of damage on their own, but would open the door for other strike craft / missiles. Sort of a Wild Weasel role.
It's one of the new changes. It's definitely something that you'll want 1 of in your fleets now. Although, I'm skeptical you'll find it worth fielding at 28 DP. Its DPS profile is modestly worse than the 22 DP Revenant (fewer hardpoints/worse fields of fire/worse net dissipation/worse shield efficiency), and much worse than the Legion or Onslaught. Its cost probably needs to fall or it needs a full conversion to Battlecarrier.
Also, should the Renegade fighter-bomber count as a fighter for the purposes of the new hull mods? Currently, I don't find them to be worthwhile, but if I could field them cheaply on the Ody or Revenant, I might.
When your building these variants, do you test them with the pilot personalities that the faction favors?
...
Anyway for any faction that defaults to cautious pilots, it's probably worth looking at the variants carefully to make sure that there are enough M/L weapons near the max engagement range of the variant. Otherwise, the addition of a pilot risks making the ship perform worse instead of better.
Can anyone name any role that the midline excels at? The Executor is an OK ship, but unless you use a mod that raises the officer level cap, you kind of have to choose between making it a ship of the line or a carrier. As far as I'm concerned, you'd be infinitely better off with either a Paragon, an Astral, or two Pillagers for roughly the same DP.
As for the AI was it a reckless officer? I've seen them do that sort of thing. If you have a lot of PD Burst beams on it that can also tempt the AI to get within those ranges since that weapon's dps is pretty high.No, no officer. I think the speed boost ability makes it tends to go forward? Not too sure but really needs to micro a lot for this ship. As for the other spec, I think it's a pretty OK ship my setup with no pilot can kill an Onslaught with a bit of a close call due to the crazy behavior of face tanking ballistics.
I adjusted the Sabot to fire the second stage missiles at a farther out distance and narrowed the spread a bit. From there I'll look at second stage hitpoints to see if an increase is needed. Aoe pd hitting all or most of the second stage missiles at one time is a big part of the reason it doesn't get through as easily I think. It will probably get to the point where high tech PD can't mitigate it much, but their shields are stronger so it might work out.I was thinking if it doesn't really work out, how about make it a close quarter missile with 800 range, short gun, with very fast missile speed.
Your idea is cool though. It reminds me of a game probably nobody on this forum has played or remembers called Armada for the Sega Dreamcast. There was an enemy that did that sort of thing and man did it often catch me off guard.I never had a Dreamcast lol. Only a Famicom.
The midline is a pretty jack of all trade for me. Most of the crafts are better than low tech. Most ships have very good speed and more responsive for players that like to micro. It mostly mounts Balistic and Energy weapon which, at the right combination, is superior to pure Energy. Lack of armor and not so good shield probably its only downside. It still lacks more capitals though. I would wish for Sindrian to get one of their own and Trader to get a huge capital trade ship.
As for midline ships, Heron is super dope right now. Eagle is great all around (I should have one less craft slot). Conquest is still not that great but it's cheap to deploy more (It could get up to 4 craft slots from the look of the huge bay hangars it has)
No, no officer. I think the speed boost ability makes it tends to go forward? Not too sure but really needs to micro a lot for this ship. As for the other spec, I think it's a pretty OK ship my setup with no pilot can kill an Onslaught with a bit of a close call due to the crazy behavior of face tanking ballistics.
I was thinking if it doesn't really work out, how about make it a close quarter missile with 800 range, short gun, with very fast missile speed.
I never had a Dreamcast lol. Only a Famicom.
- AI doesn't do a good job side scraping in Conquest due to some forward facing weapon take priority. I think if the large mounts are on both sides like the original, it would work better.
Thanks, Albreo. I haven't had any luck with Kraken BPs or finding enough of them in markets to test it out. Do you use them on the Herons as well?
They would be better for dps but not for AI. It makes the AI constantly turn back and forth which really messes with accuracy even for beams. You can build it into a "one side" broadside ship like vanilla does, but aesthetically I'm really not a fan of that.
Just in general I haven't really done much with the Conquest. It's probably worth another pass with all the weapon changes. Since it has only a small amount of surface space for additional weapon mounts, I'll probably adjust its speed and flux stats as a start.
I got the blueprint Ludic version of Kraken which maybe farmable from the Ludic fleet. It was nerfed once already. The first time, it can saturate Paragon shield in one go. Now, it still pretty good, super tanky, and will mostly survive PD no problem. Its mine can still wipe a screen of fighter effectively. But I don't have enough normal version to test it out, might consider using the console to get it.
I've recently started playing AO again after a long hiatus and this time I decided to give some of the mods on the "Shouldn't break balance" list a shot along side it. I don't know if it's a mod conflict or, some other issue, but I've started seeing non (AO) tagged weapons popping up in my game for purchase, such as the Tachyon Lance and Gauss Cannon. They are not usable but they take up shop space.
I have no idea what could be causing it as nothing touches weapons from what I can see, other than Rotary and that is just art?
Modlist Attached.
I'm still finding some vanilla items in the stores in the latest beta. The thing that caught my eye this time was the vanilla Heavy Annihilator Pod. I can't be sure if there is an issue with your override script or there are just a few IDs missing from your database.
Also, thanks for strike craft ranking sheet and comments. I think the evaluation system is neat and it's generally how I think about balancing each wing. I haven't look into it too deeply yet, but one thing that stands out is the rating comparison between the Walrus and Walrus (L). How does the anti-ship damage rating differ between the two? They have the exact same weapon set.
I'm still finding some vanilla items in the stores in the latest beta. The thing that caught my eye this time was the vanilla Heavy Annihilator Pod. I can't be sure if there is an issue with your override script or there are just a few IDs missing from your database.I verified that the id you mentioned is in the id database, so it must be a script issue or some other factor.
*EDT* I've found that the beta test id has messed with the overall override functionality since it is hardcoded to the original mod id. I have updated the id to match the beta version. Sorry I missed it!Is this related to missing faction icons from the blueprint packages? If not, I'm going to report that.
Is this related to missing faction icons from the blueprint packages? If not, I'm going to report that.
I got the previous version hull-mods from raids. 10% armor armored mount, ETC. I raided Persean only a few times.
Thanks. Can you do me a favor and use console commands to see what hullmods the Persean League knows? If there is both one with (AO) and a vanilla one let me know. Then, if you could start a new game on that version and do the same thing right at the start? That would be very helpful in determining if it is something that is happening at the start of the game or something that is happening as the campaign progresses. The more I rule things out the easier it will be to find the bug if it is something really obscure or, for instance, a case that's hardcoded in vanilla like the Legion (XIV) in the theme generator.
Related to this, I'm currently working on a toggle-able "market scrubber" version of the code that will remove overridden vanilla items from non-faction-mod markets directly when a save is loaded. It will make the save take a lot longer to load, most likely, and shouldn't be left on each time, but it will help keep vanilla markets as intended when I miss things or when a campaign is started without overrides but then the player wants to use them, etc.
A new game on the latest version seems to be fine. No more old hull mods. Only my save from the start of the beta have hull mods overlap problem.
Faction icons on BP packs are still missing though.
Hey mate,
i was poking arround the files after i read ur comment and if you change the values to the corrected "Weapon ids" and "ship ids" of Archean Order ships and weapons u can make it work.
@Neiker45
Thanks for the compliment. :) Does JotaLima's response answer your question? I'll have the test download updated to have this in it so edits aren't needed. Hopefully at some point tonight.
I appreciate you looking out for it so quickly. ;D
Hey there.Hey there no bother at all! The manual needs an update as scale has changed and designations/hull sizes have also been changed to be a bit more specialized/balanced compared to the earlier versions.
Sorry to bother you with stupid questions, but I've read the 1st post and then the manual and before I dive into the mod itself I want to clarify:
Apart from the combat being completely reworked, is there some major changes to the campaign and end-game? Or is it good old "farm a starting capital, build a colony, defend it and get swarmed with inspections"?
I'm asking because, in vanilla, you can't "win" as of right now, but in Nexerelin you theoretically can. Is this more of a vanilla or something else in terms of global gameplay? Maybe there is some kind of end-game invasion like crisis in Stellaris?
Hey there.Hey there no bother at all! The manual needs an update as scale has changed and designations/hull sizes have also been changed to be a bit more specialized/balanced compared to the earlier versions.
Sorry to bother you with stupid questions, but I've read the 1st post and then the manual and before I dive into the mod itself I want to clarify:
Apart from the combat being completely reworked, is there some major changes to the campaign and end-game? Or is it good old "farm a starting capital, build a colony, defend it and get swarmed with inspections"?
I'm asking because, in vanilla, you can't "win" as of right now, but in Nexerelin you theoretically can. Is this more of a vanilla or something else in terms of global gameplay? Maybe there is some kind of end-game invasion like crisis in Stellaris?
To be honest, I'm not very familiar with Stellaris other than it's a 4X space game. The most recent 4X games I've played are Endless Space and Sins of a Solar Empire.
There are campaign changes in the mod in the sense that there are new factions, systems, planets, markets, ships, weapons, fighter wings, etc. Some vanilla markets have been modified as well.
As far as 4X gameplay, Nex would still be required for a win condition since this mod is more balanced around vanilla as a control for both testing and general balance outside of the combat changes. There are also planned story features but I'm waiting on future updates to make quest implementation easier and also to know the general story that is currently planned. That story takes precedence so I don't conflict with planned vanilla features in my own narrative - which was basically extrapolation from my sense of the setting Starsector originally released and was later fleshed out with more detail in future updates. I try to base anything I fan-write around that and that's a WIP - though in the past I've listed my own inspirations and influences.
To be fair, I've added a few resource conditions, industries and stations here and there in an attempt to think about the 4X condition of Nex in the overall campaign rig. I wouldn't say I've specialized in the 4X format or anything, but I've tried to emphasize faction uniqueness through either unique hulls or wings or weapons, etc, and give commissions more flavor. I've also attempted to balance colony resources to make the 4X situation at least somewhat balanced for the TC - though I've also tried to maintain certain areas of vulnerability to better reward knowledge of general campaign mechanics as well so it's a balance there.
As far as endgame enemies are concerned, I had an endgame threat in mind if I ever get to it, but the art alone would take a long time and Alex/David are already working on end-game things - so at the very least I would want to see those first.
As far as player colony mechanics, I haven't even touched those yet other than lightly adjusting vanilla markets. So if you are getting a lot of expeditions in a vanilla campaign you probably would with this mod too. The same game mechanics would apply there.
Thanks for a detailed answer! Much appreciated.
Somehow it slipped from me that I can use your mod with Nex (since they both are listed in mega-categories as "total conversion" or sort of).
If I am to combine your mod with Nex what would you recommend as a "balanced" and "adjusted" faction mods to go with your new rules of combat?
I'm trying to spice up my next playthrough but not to the extent of turning it into an anime ;D
Anyway, just wanted to say that your mod is looking great and it takes serious effort to re-think and re-invent combat mechanics so much. I've played it for an hour just to try and the combat feels so different that I have to learn it again. That's awesome!
Edit: in Stellaris, there is this thing called Crisis. Basically, you play the game normally, explore, expand and conquer, until a certain date. Then one of several possible Crises happens and the galaxy is being invaded by the outer force, with overpowered ships. Ideally, it forces every single nation to unite into one big confederation to defeat or everyone dies, but that hugely depends on what player already achieved and built, and what difficulty setting you had for the campaign (you can handle it alone).
Just quickly made an account here to post this, but I think you might have accidentally neglected to add some files to the latest Beta download. "data\config\ArcheanOrderEcon\ids" only has .csv files with the 'vanilla' prefix, and will fatal error at the end of booting without creating another set with the 'totalConversion' prefix. It does load to the title screen if I do so, but I suspect that the information contained within would be incorrect and screw with some stuff in-game.
Either that or they're meant to be generated dynamically and something is screwy on my end.
To note: Completely fresh install, Archean Order Beta 1.4.0 as the only mod, freshly extracted in its entirety from the latest dropbox upload. (Which doesn't have those files even in the web so it's not a faulty download on my end, though I still tried twice to check.)
Another random side note, but is it supposed to be possible for a planet to have both the abundant AND sparse traits for ore types?
It's fine. I suppose I got lucky catching this, considering it was literally the planet I spawned next to. It cost me like, 2 minutes. ;P
Yeah. Unfortunately I'm not quite certain about what things are supposed to be exclusive traits. Generally speaking is it the case that there shouldn't ever be something both positive and negative affect the same planetary condition? For instance, Thin Atmosphere and Habitable like the place I just found? Or are some of those intended to be able to show up at the same time?
Spoiler520273 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Slot id [WS0001] not found on hull [spark]
java.lang.RuntimeException: Slot id [WS0001] not found on hull [spark]
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.ui.A.new.super(Unknown Source)
at com.fs.starfarer.ui.A.new.?00000(Unknown Source)
at com.fs.starfarer.coreui.refit.B.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.coreui.refit.O0oO.o00000(Unknown Source)
at com.fs.starfarer.ui.newnew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.D.I.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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.impl.K.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.FighterPickerDialog.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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.O0oO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Objectsuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
The game crashed on me when just scrolling through the refit screen. This is the old save since BETA started.
The new sabot is quite silly though. I think the old one feels better, anyway, low priority stuff. Obliterator needs another nerf hammer also, DPS's still too good.
Concentrated Shield is no longer appealing when it can't be used with Extended Shield. It's not viable to use in a real situation with many strike crafts around.
For the Sabot, do you mean the version where it had higher armor penetration and was a single projectile?Not the vanilla, the one before beta, it looks more believable. This new one has a secondary projectile range very far. it's kind of ridiculous. Your Sabot is more of a short gun so it shouldn't go that far. I would go with buffing missile speed, HP, or changing patterns would fit with the theme more. Or making secondary projectiles invincible or prematurely detonate secondary projectile when destroy but dealing only half damage. Can it fly in engine interdiction pattern but detonate when it's only on a quarter of the route?
For Concentrated Shields that is honestly an intended downside because it makes shields so much better. Have you tried defending with a lot of interceptors to relieve some of the strike craft pressure?It's not enough to counter from my PoV. Usually, the craft AI tends to group up together into a massive blob. So, 30+ crafts can only help one ship at a time instead of spreading out. That's why I was thinking that some interceptor and PD drone ranges should be reduced to only cover their own ship only or ships next to it. It's useless to sent interceptors to attack enemy ships anyway so that role can be left to fighters.
If that doesn't help much I'll consider reducing its arc reduction. Combining the two hullmods is too much of a mandatory OP sink imo because its so good to have 360 shields with 20% extra hp and increased damage efficiency.I wouldn't want 360 that would be too much but 180 isn't cut out (it's only useful on 360 shield ship like Paragon anyway). I would prefer around 220-250 degrees of the shield arc after the Extended Shield apply. The OP sink is kind of justify since apart from shield damage reduction I also get massive flux capacity. This is almost equal to dumping 60 points into it for Paragon. And I kind of profit some instead of using normal Hardened Shield + 60 Flux capacity.
I always delete everything and do a clean install of the mod so yeah. If you want the save file I can upload it.Ah ok I found it I had to click on the Brilliant to reproduce it. Turns out the variant file I edited accidently pointed to the original hull instead of the mod hull. Should be fixed. I also increased the OP cost of the Lux fighter since it has an extra anti-ship weapon alongside seriously good anti-strike craft capability. It's at 30 OP now and the Brilliant variants have been adjusted.
Not the vanilla, the one before beta, it looks more believable. This new one has a secondary projectile range very far. it's kind of ridiculous. Your Sabot is more of a short gun so it shouldn't go that far. I would go with buffing missile speed, HP, or changing patterns would fit with the theme more. Or making secondary projectiles invincible or prematurely detonate secondary projectile when destroy but dealing only half damage. Can it fly in engine interdiction pattern but detonate when it's only on a quarter of the route?The fancy flying would require scripting and I don't want to go down that route considering other priorities like variants and fleshing out Commissioned Crews support. I'll see about attempting to balance it back to short range detonation. I think you are correct in that it will likely just have to be invincible at the second stage or the missile will never hit. The PD balance will have to come from how durable the first stage missile is.
It's not enough to counter from my PoV. Usually, the craft AI tends to group up together into a massive blob. So, 30+ crafts can only help one ship at a time instead of spreading out. That's why I was thinking that some interceptor and PD drone ranges should be reduced to only cover their own ship only or ships next to it. It's useless to sent interceptors to attack enemy ships anyway so that role can be left to fighters.I did reduce the range of some drones for this reason. That should help the general AI for some builds. As far as other interceptors, I'd try a full interceptor/fighter carrier or two and assign escort orders to protect specific ships. It's some additional battle micro certainly but the mod is partly about tactics like this. Based upon your description of the fleet, I'd say that only having interceptors on warships might not be enough for large swarms of strike craft. At least when concentrated shields is in play.
All of my interceptors are on the battleships and all of my carriers were filled with fighters, gunships, and bombers to the brim lol.
I wouldn't want 360 that would be too much but 180 isn't cut out (it's only useful on 360 shield ship like Paragon anyway). I would prefer around 220-250 degrees of the shield arc after the Extended Shield apply. The OP sink is kind of justify since apart from shield damage reduction I also get massive flux capacity. This is almost equal to dumping 60 points into it for Paragon. And I kind of profit some instead of using normal Hardened Shield + 60 Flux capacity.I agree that the OP sink would be justified for the benefit that wasn't my issue though. It's that the two would be too good of an option and so builds would revolve around the OP sink which to me doesn't feel good. I like that the current way the build works forces a trade off. You trade strike craft and frigate defense for capital defense in a 1v1 situation.
Or if you think it OK as it is, I'm fine with that. It still dominates in 1v1 situation anyway.
Accelerate Shield stack on Magelith is also kind of OP but it didn't bother me too much.
A question, where do I find those simulation’s capital ships to test against?
Nice mod. Too bad that can't support other mods that i use. And Fighter wings too op. Slow moving capital ships can't get close before losing it's half HP. Uses much more ram(but can be dealt with no cost it's too great)
Oh no, not Spectre, the Phantom bomber. The name is too similar lol.
I wonder if less projectile hp on each individual phase orbs would be the way to go or if that would just make it too easy to abuse overloads? I want to distinguish it from the piranha in some way (obviously the phase helps) and have it be worth the OP cost to install. The earlier version's damage seemed weaker compared to torpedo bombers so I probably just tuned it too high.
Is it usual for the Archean Order to get crushed so often by the Trade Guilds? Their tech is excellent but I frequently see them getting ground up by Midline fleets. Excited to see what changes are around, enjoying the rebalancing so far.
I just wanted to say that this is probably the best mod currently available for Starsector.
I've been around since the early versions of this game and I've always found that most Mods fail to address a lot of the core issues with the game.
Focusing heavily on fighters/bombers/gunships is something that was really needed. I've always disliked how these crafts functioned in the base game and this mod addresses exactly that.
In fact, 10 years ago I wrote a thread complaining about Fighters/Bombers and their base function in Starsector: https://fractalsoftworks.com/forum/index.php?topic=418.msg3518#msg3518
My only gripe is that this mod fails to address the complete technological domination of some ships and strike crafts. While it's fine for the early game, later game essentially results in the same meta-builds and the same use of fighters/gunships/bombers over and over again. This essentially makes 90% of the crafts that this mod makes effort to improve essentially.... useless and just junk waiting for the player to obliterate.
This is something that vanilla Starsector suffers from where-as meta-builds become so prominent (very quickly) that a lot of other features, weapons, ships and crafts become useless almost an hour into gameplay. Likewise this mod suffers the same issue of vanilla where large ships can be insta-destroyed quite quickly in mid-late game by single barrages from various ships or strike crafts.
Further-more, in my opinion.... this mod could distinguish itself further by expanding on it's improvements to strike-craft by applying this gameplay directly to larger ships.
Battleships & Carriers should be a main component of EVERY fleet and the main "Command Ship". These ships should all have significant boost in health/hull to withstand barrages and be able to deploy and maintain large (even larger) craft wings. These ships would essentially functions are mobile "bases" on the battlefield and almost function as semi-quasi battle-stations.
I do want to reiterate that this is my -favorite- mod and the only one I really use that adds ships and changes content. I genuinely don't believe I'd play Starsector without this mod as the changes to strike craft are so good and so signifanct to the over-all gameplay. However as I stated before, I believe this formula should be taken further to greatly expand this Mod into a more distinctive area of more HARDY big ships and stronger emphasize of carrier/mobile battleships.
Thanks for your work.
Sorry for the delay in changes, I had a tricky thing I wanted to solve first that ended up taking more time than I expected. I have it working (mostly) now though. I might take a break tonight but I might not too. I'm still undecided. I have the changes I want to do in mind and they would be fast but I want to test a bit first so that the testing burden is a little less on the users and a little more on me.
My only gripe is that this mod fails to address the complete technological domination of some ships and strike crafts. While it's fine for the early game, later game essentially results in the same meta-builds and the same use of fighters/gunships/bombers over and over again. This essentially makes 90% of the crafts that this mod makes effort to improve essentially.... useless and just junk waiting for the player to obliterate.
No hurry. I myself almost got burnout as well. I'm only focusing on the specific issue of craft balance and some nerf require to not let any weapon become a no brainer choice. I rarely play now a day, going to wait for a new major update to hit.
so I don't know if I've got smooth brain or need glasses but i seem to remember there having been a massive FAQ part before...but i cannot find it, so I am gonna try to comment in hopes of there not having been one: is this mod balanced with Industrial Evolution? if not, is there a plan to maybe make it?
also i hope i see replies if there will be some because i still don't know how to propperly use this site, i think
also another thing, if disabling the total overhaul to make it compatible with nexerelin, what exactly gets disabled if I might ask? I don't really want to miss out on the features of this mod
Sorry for the delay in changes, I had a tricky thing I wanted to solve first that ended up taking more time than I expected. I have it working (mostly) now though. I might take a break tonight but I might not too. I'm still undecided. I have the changes I want to do in mind and they would be fast but I want to test a bit first so that the testing burden is a little less on the users and a little more on me. ;)Is it usual for the Archean Order to get crushed so often by the Trade Guilds? Their tech is excellent but I frequently see them getting ground up by Midline fleets. Excited to see what changes are around, enjoying the rebalancing so far.
Welcome to the forums!
Is this during autoresolve battles between npc fleets or in a live combat battle of which you are taking part? Tech doesn't help as much in autoresolve since FP values are closer. The size of the fleet matters more there - as does the number of capitals, generally.
(Also glad you are enjoying the beta!)I just wanted to say that this is probably the best mod currently available for Starsector.
I've been around since the early versions of this game and I've always found that most Mods fail to address a lot of the core issues with the game.
Focusing heavily on fighters/bombers/gunships is something that was really needed. I've always disliked how these crafts functioned in the base game and this mod addresses exactly that.
In fact, 10 years ago I wrote a thread complaining about Fighters/Bombers and their base function in Starsector: https://fractalsoftworks.com/forum/index.php?topic=418.msg3518#msg3518
My only gripe is that this mod fails to address the complete technological domination of some ships and strike crafts. While it's fine for the early game, later game essentially results in the same meta-builds and the same use of fighters/gunships/bombers over and over again. This essentially makes 90% of the crafts that this mod makes effort to improve essentially.... useless and just junk waiting for the player to obliterate.
This is something that vanilla Starsector suffers from where-as meta-builds become so prominent (very quickly) that a lot of other features, weapons, ships and crafts become useless almost an hour into gameplay. Likewise this mod suffers the same issue of vanilla where large ships can be insta-destroyed quite quickly in mid-late game by single barrages from various ships or strike crafts.
Further-more, in my opinion.... this mod could distinguish itself further by expanding on it's improvements to strike-craft by applying this gameplay directly to larger ships.
Battleships & Carriers should be a main component of EVERY fleet and the main "Command Ship". These ships should all have significant boost in health/hull to withstand barrages and be able to deploy and maintain large (even larger) craft wings. These ships would essentially functions are mobile "bases" on the battlefield and almost function as semi-quasi battle-stations.
I do want to reiterate that this is my -favorite- mod and the only one I really use that adds ships and changes content. I genuinely don't believe I'd play Starsector without this mod as the changes to strike craft are so good and so signifanct to the over-all gameplay. However as I stated before, I believe this formula should be taken further to greatly expand this Mod into a more distinctive area of more HARDY big ships and stronger emphasize of carrier/mobile battleships.
Thanks for your work.
I appreciate the very generous compliment and the time you have taken to provide feedback! I'm not sure that this is the best mod out there (in my mind), but it definitely provides something different and, hopefully, interesting as well. Anyway, I really appreciate it. :)
To quickly address the main points:
strike craft/roles: Yes this is a core tenant of the mod's overall design goals. I'm glad it seems to work well. Final balance between craft as far as roles go isn't there yet, but I think it's better than it was before. As I design other things I will continue to try and get closer to where it feels "just right" though that will of course be subjective.
Tech meta: I am aware of this (at least to a certain degree) and I agree that more work could be done here. Finding legendary craft/ships/weapons is very fun imo, but the stronger such things are the more likely it will be that a player is going to focus on them to the exclusion of all the other toys in the toolbox. The same goes for the OP - to - effectiveness ratio of higher tech stuff. I want spending more OP on something to have a noticeable impact, but that also runs the risk of obsoleting low OP stuff pretty quickly.
Any detailed thoughts analysis on that topic are welcome - I am certainly open to specific feedback and, perhaps more importantly, why it feels one way or the other and any potential solutions to the perceived problem on an item-to-item basis. In the beta, for instance, I've hopefully already addressed the bombers vs everything else conundrum that carrier building can potentially suffer from. Another goal was to address smaller hullsize carriers and make them feel more worthwhile without making them too strong against warships. On that note, carrier spam effectiveness should have been reduced a bit due to larger AOE radius PD and higher PD hit strength. On the large scale end of the battle size, however, having a lot of interceptors is still going to be necessary.
I also think that when I address item rarity/accessibility in the future this will help a lot too. Though, ideally, I'd like most things to at least have a niche use in certain builds or something along those lines.
Capitals as bases/command ships: This is something that is also a design goal of the mod, but there are two things stopping it from being easy to do right now. The first is that capitals are relatively easy to acquire and fairly prevalent in most fleets in large numbers. So they therefore become the only desirable hullsize to use under those conditions considering the player's ship cap. I want to have destroyers and frigates still provide utility and have a place in the player's fleet rather than simply being an early game throw-away ship if that makes sense. The next Starsector update is looking to tone down npc fleets a bit, and then changes along those lines will be easier to do.
The second and harder to solve issue is battle slowdown and CR. Having capitals as bullet sponges can significantly slow down battles if over-tuned. And, smaller ships can run out of CR before being able to soften them up enough - which goes back to the player ship cap issue. Once again, though, the next update might make these issues easier to work around.
To summarize, I want to do this but I have to be careful about how I go about balancing it from the large-scale design perspective. (I hope that makes sense - it does in my mind anyway :P )
Hope that helps!
In my opinion the focus on Strike Craft would go better with larger ships being straight up mobile battle stations and able to absorb much more damage with destroyers etc being far more expendable and plentiful. I agree that battleships/large carriers are quite easy to obtain currently and often advantageous to have numerous. I'd love to see everyone fleet limited to one "Battleship" which would enable you to significantly BUFF them making them the focus on the battles.
This would obviously require the game to shift heavily from vanilla Starsector, making battles longers and severely decreasing CR to allow for this.
it does, thank you!
industrial revolution mainly might interact with this mod trough letting you set up a shop that sells/stockpiles (rare) weapons for sale, a way to strenghten fleet defences of weaker planets in a system if there are stronger ones present(anywhere) and a way to make the colony raid other colonies (of your enemies) automatically to aquire resources and blueprints. I'm mainly asking due to the total conversion aspect and the fact that there even is a specific selection of mods to be "balanced"(as balanced as they are on their own) or compatible with
The Cobra hit rate has increased to around 20-30%, slightly better. For now, I would leave it like that until someone complains more about it.Ah good. I think I buffed the torp hp a tiny bit more but I think the changes are not in the DL yet. I did another strike craft pass and I really like where they are at in general. the only thing I still need to do is test full interceptor carriers but with the fighter changes I'm pretty confident they should be an attractive option alongside bomber/gunship carriers.
The new Obliterator doesn't feel right. The DPS output is in line but its reload speed is a lot worse. The gap between each salvo is huge and I like the old one more. I think faster firing and less damage per bullet will be better.Yeah I agree. Unfortunately reducing the cd creates an AI issue. The AI manually fires strike weapons (which the Obliterator is because it would waste too many shots on strike craft otherwise) and low cooldowns mean the AI is very inefficient. What about a burst? Like 2 or three pulses per fire or something? That would make it more similar to the Heavy Obliterator Cannon.
Tyrant's boost ability is often wasted by AI and doesn't look that significant. If its duration is longer and a bit more potent would be nice.Plasma Jets does seem a little underwhelming compared to Burn Drive despite that system removing shields. I'm not sure I can do much about the AI wasting it, but I think a buff to the ship system might be ok.
Can you make REDACTED fleets larger for all security rating? It's too easy at the moment after the teleporter removed. I still like the old teleporter on Radiant. It makes the ship survive long but it has to be fine tuned first to not suicide.I'm honestly not sure if I can or not. Does increasing: "numShips":1, to something like "numShips":4, - in the faction file do anything?
Yeah I agree. Unfortunately reducing the cd creates an AI issue. The AI manually fires strike weapons (which the Obliterator is because it would waste too many shots on strike craft otherwise) and low cooldowns mean the AI is very inefficient. What about a burst? Like 2 or three pulses per fire or something? That would make it more similar to the Heavy Obliterator Cannon.
Re: Teleporter.
I think it has Plasma Jets so maybe the buff will help? Is it still too fragile due to surrounds without the Teleport?
Just a personal observation, but flash bombers and bombers in general that require a momentum release seem severely weak.
It's much more beneficial to use heavy fighters that use a combo of EMP/Sustained damage than it is for the brief heavy damage infliction.
I'm late game now and I've essentially eliminated all my bomber wings as they under-performed compared to my heavy fighters.
In my opinion, the weapon mount disabling is far more vital than having bombers.
Just a personal observation, but flash bombers and bombers in general that require a momentum release seem severely weak.
It's much more beneficial to use heavy fighters that use a combo of EMP/Sustained damage than it is for the brief heavy damage infliction.
I'm late game now and I've essentially eliminated all my bomber wings as they under-performed compared to my heavy fighters.
In my opinion, the weapon mount disabling is far more vital than having bombers.
Flash Bomber in this mod actually has guns and not bombs like in vanilla. Its DPS is also one of the highest of all crafts as well but it's fragile... for now. As for bombers in general, you should never use them alone or against a shield. Try to deploy it in combination with the main ballistic front-line ships and it did wonders for me against any enemy capital ships. For example, I put low-tech bombers on my Executer with main ballistic and energy.
Wait, Flash bombers aren't the ones dropping the little purple bombs off?
Do no ships have Ground Support Packages anymore? Just picked up a couple of Valkyries, they serve as little more than expensive crew transports right now.
Somehow I managed to make it seven years without making an account here, but now that I finally got around to it, I wanted to thank you for making this mod. It's done a lot of things that I've wanted for Starfarer/Starsector for ages, even more so than Nexerelin. So thanks!
Omg, Flux vent ability. Not that unmanageable but make it have like 3 lives more. My only complaint is that it is unnoticeable when the skill is activated. Maybe you should make the shield glow red when it's activated like Fortress Shield. And would you be interested in MagicLib for some added SFX enhancement?
Hello!
I just wanted to tell you that I absolutely love this mod. I basically play the game only with your mod + any "maybe" compatible mods.
I would love for this mode to be more compatible with faction mods , but that's just wishful thinking :). The critical advantage is that your weapons are reloaded. There is no limited missile ammo, or I didn't see one so far, which is something I adore in this mod. I do not understand that in Vanilla we have these huuuge ships flying in space... yet they come with 40 missiles... ugh.
Also trying out the beta version now with industrial evolution. So far so good.
Keep up the awesome work you do. Cheers
Thanks! Welcome to the forums! :)
Only strike craft missiles have limited ammo iirc. All ship missiles should regenerate eventually. For regenerating missiles (at least vanilla missiles) alongside faction mods outside of the TC, I'd recommend DatonKallandor's Missiles and Sundry mod (https://fractalsoftworks.com/forum/index.php?topic=14921.30).
Unfortunately, faction mods will always inherently be impossible to balance around considering this is a total conversion that makes a ton of combat changes. They balance around vanilla combat and this mod changes too many aspects of that for it to be an easy thing to do. When a TC capital has 20+ small weapons and the average vanilla capital has less than ten it becomes very difficult to somehow make those both work when combined. And that's before you even get into things like strike craft changes, designation specializations, different speed mechanics, etc. This mod is more of an alternative meta/rebalance mod that provides some additional variety to Starsector's mod pool.
What I will do, however, is port some of the campaign features of this mod into separate mini-mods designed to be used with vanilla/faction mods. Expanded Fleet Dialogue is already in progress, and last night I ported most of the unique REDACTED features into a separate mod that I will likely be releasing pretty soon. I want to test the custom AI more to make sure I'm not missing anything important and to make sure it runs as efficiently as possible first, but last nights tests were very promising. (I *think* I solved the vent when surrounded issue.)
But combat related things? That is up to individual faction modders and whether they want to make separate versions based around the TC combat - which of course I would gladly help with any questions.
so is it that higher tech means better ships/weapons now? instead of different doctrine like in the original?
Thanks for pointers. In the future I hope other modders who like your mod will include version for Archean Order. As I said just wishful thinking about this mod being playable with faction mods, I know it's impossible.
Now I'm looking forward for new versions of this mode, I also really like that you are doing compatibility patches with mods that could be usable, like recently industrial evolution and of course it was great idea to do Nexerelin compatibility, that mode is must have I think.
so is it that higher tech means better ships/weapons now? instead of different doctrine like in the original?
This mod power level is being balanced around DP. A ship that costs more point to be deployed tends to be better than ships that cost less. This mod's factions also mostly incline to high-tech so you will likely see more high-tech ships than others. Apart from pirate's junks, most low-tech and midline can deal with high-tech ships no problem, with a correct loadout. As for weapons, your typical vanilla ballistics are buff up a lot and can shred Paragon's shield with ease.
Morrokain do you have a discord?
also why is it that tri tachyon is ok with transponders being off in some sectors and not in other sectors ? is that your mod or base game?
Mm, the main issue with midline/low-tech ships in AO is the same as in vanilla: the AI is dumb enough to keep using inefficient partial shields instead of dedicating their whole flux budget to offense and relying on damage spreading across their thick armor. The inevitable result there is that any savvy player can spike their flux by deliberately shooting shields, leaving them in a situation where they either get a long overload, a long vent, or can't use most of their really dangerous weapons (which is especially bad against high tech because a lot of the best kinetic weapons cost flux to fire).
That's not to say high tech is better for AI since it has a similar problem there exacerbated by the fact that high tech ships don't have high armor and hull to fall back on. I usually build my combat fleets around a doctrine of keeping ships alive; I use predominantly midline/XIV Battlegroup cruisers and caps, stack them with Heavy Armor + Reinforced Bulkheads + Hardened Shields where possible, load them mostly with 0-flux weapons, and rely on my own flagship to deal killing blows.
The bottom line is that most ship power in any variant of Starsector stems from two things: player intelligence in ship design and flux management. If you're decent at both you can win any DP-equivalent fight handily and kill fleets of almost any size with any capital so long as you have a beefy escort.
so with tri-tachyon they dont care when you have transponder off in valhalla, mayasura, and magec they only care about transponders in Hybrasil
for me its sounds more like "don't play the game, you won anyway". Buying 6 Astrals is easy, about 5-10 hours and you have 6 of them + a lot of spare credits. Its super easy to get tons of credits wia bountyes.
@Inflow
Beta download. (https://www.dropbox.com/sh/6cxbrz5xcftwn8m/AAAaOPS8xMh6uIN5Pd1mwrbta?dl=0)
Sadly, no one has control over fleet wide loadout so the best Morrokain could do is to balance the craft on one ship as a mix of multiple types. Also, Astral's Teleport ability has already been removed in the BETA.[/quote]
What you experienced right now is the release version which is from last year and very outdated. Half of your concern has probably been fixed already in the BETA version. Major overhaul in regard to the entire craft roster has been implemented and I would implore you to try out the BETA version.
Thanks for the details and in general I agree about the AI limitations. The biggest flaw in high tech AI is that it will drop shields to avoid building hard flux and armor tank shots it really shouldn't. Or it will vent when surrounded and at half hard flux. A low tech ship can usually survive that while a high tech ship gets shredded. That's why I built in a nearby threat assessment check in the Flux Converter AI to prevent the ship from venting when nearby enemies can swoop in and finish the ship off when it could have used a charge of the system and survived.Yeah, I'm with you on that. I've at times considered whether there needs to be two separate combat AI routines specifically tailored for high-tech and everything else to help mitigate issues like this and low-tech ships using their *** low-efficiency shields to tank harassing fire.
Kinetic weapons: The Velocity Cannon is a pretty decent 0-flux kinetic ballistic, imo. It has less range than the Tri-Railgun but it deals decent damage considering it has no cost to fire. Railguns were once flux-free and they were too powerful because of their range. It was too easy for low tech ships to kite. I'm not as sure about the Mass Driver and Heavy Mass Driver. I don't think they are bad all around, but I'm not sure if it would ever be desirable to equip them over railguns, long range drivers or iridium weapons. For low tech ships, missiles have some decent low/0-flux kinetic options as well. The Heavy Rapier launcher received a fairly decent buff in the beta iirc.
The difference between Pulse Beams and Pulse Lasers is that Lasers make decent anti-frigate weapons on account of not being beams (because beams can't build hard flux) and having higher range and dps. The OP difference does seem too big though.In epic (but useless) simulations bot vs bot, projectile PD can work becouse as you already said its better vs frigats. In player vs bot simulation, after recieving 2-3 Astrals with right Fighters the game is mostly done and main problem of the bots its not Frigats of the player, its Fighters.
Installed BETA 1.4.0
*snip*
I've at times considered whether there needs to be two separate combat AI routines specifically tailored for high-tech and everything else to help mitigate issues like this and low-tech ships using their *** low-efficiency shields to tank harassing fire.Possible, but it would take a huge amount of effort and could prove to be unstable in future updates. I may do some small things here and there but it would be better to wait until at least 1.0 before assessing the merit of an endeavor of that magnitude.
Oh yeah, 0-flux railguns were way too good for what they were. Long-range free harass with AO flux dissipation/shield mechanics is way too effective. FWIW I never use Mass Driver variants, just don't feel like I can justify being a cheapskate with them when I can go railgun-heavy in med/large slots and fill the smalls with ACs and PD.I buffed Mass Drivers though I haven't tested them yet. They weren't terrible before but I think this change makes the choice between those weapons and Railguns more interesting.
The difference between Pulse Beams and Pulse Lasers is that Lasers make decent anti-frigate weapons on account of not being beams (because beams can't build hard flux) and having higher range and dps. The OP difference does seem too big though.Hopefully this should still hold true.
So yes, the balance is here, the balance that fights against windmills. The sad part is that as I understand we can't separate this fight against windmills and proper lategame equip, also factions like pirates or hegemony (no slots for energy PD) are just bad in lategame, not unique (as they must be), the are just bad ... or as you said they "make decent anti-frigate weapons", again ... balance that fights against windmillsI disagree that energy PD is needed late game. I don't think using Hegemony ships is bad either to be honest. Ballistic PD is pretty good from what I've seen in tests. It's not that more testing isn't needed of course.
I disagree that energy PD is needed late game. I don't think using Hegemony ships is bad either to be honest. Ballistic PD is pretty good from what I've seen in tests. It's not that more testing isn't needed of course.Retested it just now, ballistic PD is awful. Ship equiped with 9 different small Ballistic PD can't handle with 2 Talon Intercetor Wings (verry weak wings), enemy ship reconstruct them faster then they are killed, and I will remind its 9 small ballistic PD vs only 2 Talon Intercetor Wings, imagine how it will look when it will be something decent as Retrebution Heavy Interceptor, even 20 small ballictic PD can't handle 2 Retrebution Heavy Interceptor (wich is far from best fighters).
Thank you for trying the beta and giving specific feedback. https://fractalsoftworks.com/forum/Smileys/default/smiley.gif I'm sorry that your experience was not more positive, but I'll attempt to address the details and I'll try to hit the main points in this response:My experience was mostly positive, Im used to weak lategame in every game I play. For the most part I like this game and yours mod. Its just I want it to be better and so here I am xD saying what I don't like for that reason.
Hopefully that addresses PD weapons a bit. Iirc I don't think much changed too drastically with the exception of perhaps the Pulse Beam. Especially with Advanced Optics, PD beams should still be semi-viable anti-frigate weapons - just not as good as projectile weapons.If as you said Pulse Lasers don't meat any changes then probably it wont be balanced again and Burst PD Laser would be much better choise. Wich it is right now
Retested it just now, ballistic PD is awful. Ship equiped with 9 different small Ballistic PDWhat I tested was just normal PD, not Area PD. Tested with Area PD and it performs WAY better. As I understand normal ballistic PD must be better vs small amount of targets ... 2 Talon Intercetor Wings probably was to much for it. Jokes aside normal ballistic PD (not area) is just useless compared to Area PD or Beam PD, same about Vulkan PD, Heavy Vulkan PD, etc, all non-area Projectile PD (ballistic and energy) are trash compared to Beam PD or Area PD.
Hegemony Capital ship Onslaugh fully equiped with PD only (20 small PD - Electron Cannon, 5 medium PD - Vulkan PD Canon, 3 heavy PD - Heavy Vulkan PD System) can't beat that noob fighters wing from Astral (4 Tident, 4 wisp and 2 talon) and its not even close to wiping that wing, -hi- kills ~10 fighters before dying, considering fighters replacement rate we can say that -hi- is not killing them at all.
Fully equiped with projectile not area PD ... even now you can't see that balance in PD weapon is horable? One PD is being super effective, almost overkill and another one is compete trash.
Same Paragon with 24 Pulse Beams shreads that same fighters from Astral and more then that, it can hold fighters and rocket fire from 2 Astrals, when Paragon with 24 Pulse Lasers will die super fast vs 2 Astrals. Paragon equiped with 24 Burst PD Laser hardly noticed 1 Astral, holds 2 Astrals pretty easy and can hold 3 Astrals almost the same as 24 Pulse Lasers vs 1 Astral.
Ok, now on to feedback details. Here is a video of some of my most recent tests:In this video PD is verry different from what I see in 1.4.0, so probably I need a new build in order to continue with our conversation or its another reason, Im confussed
So the first thing I would like to ask to further clarify the feedback - What is your overall expectation of PD weaponry? When you say:By "hi" I mean this ship with this PD, mostly PD. Change of the hull won't help, any hull would die becouse this PD can't handle fighters replacement rate
- My tests do not seem to support these statements. Are you possibly remembering past updates or have you redownloaded after the changes from yesterday? (I know you alluded to this since you say "retest" but just making sure because I'm genuinely a little confused by the feedback.) I'm not trying to give the impression that I'm dismissing your experience don't get me wrong, I'm just having a difficult time reproducing what you are describing. Any more details of the circumstances (for instance, the presence of Advanced Optics on the build you are trying) and videos or screenshots would be helpful.The version was 1.4.0.0 BETA, I didn't redownloaded it since installed on march 4. I will make a video a little bit later but tell me if it's won't needed becouse of 3 day old version of the game. What I see in your video is completely different though, its like watching another mod. Where should I redownload it?
What I tested: Paragon+Officer 20 lvl equiped with 24 Pulse Lasers vs Astral (Astral will always have 100% same equip) with 4 Tident, 4 wisp, 2 talon (so its both big and small ships, as AI like to use) hardly beat those 10 fighters. Same Paragon with 24 Pulse Beams shreads that same fighters from Astral and more then that, it can hold fighters and rocket fire from 2 Astrals, when Paragon with 24 Pulse Lasers will die super fast vs 2 Astrals. Paragon equiped with 24 Burst PD Laser hardly noticed 1 Astral, holds 2 Astrals pretty easy and can hold 3 Astrals almost the same as 24 Pulse Lasers vs 1 Astral. As I understand what you made right now with Burst PD Laser won't stop it from being OP. And as I already wrote, there is global problem with beam vs projectile PD (any projectile PD, ballistic and energy).You can see hull mods Im using at the begining of the video, I didn't even tested w/o Advenced Optics becouse most of the builds of Paragon include AO and the most effective builds all does, so its not like I will install AO to make my PD more effective, its part of the build and its making Paragon more effective vs enemy ships, if you can force AI to use it, mb you should force them to use it. More then that, all hullmods and Flux capacity/vents are from my normal build, I didn't changed capacity to some surreal and didn't added armor as you can see, just normal hullmods and flux.
Hegemony Capital ship Onslaugh fully equiped with PD only (20 small PD - Electron Cannon, 5 medium PD - Vulkan PD Canon, 3 heavy PD - Heavy Vulkan PD System) can't beat that noob fighters wing from Astral (4 Tident, 4 wisp and 2 talon) and its not even close to wiping that wing, hi kills ~10 fighters before dying, considering fighters replacement rate we can say that -hi- is not killing them at all.
Hi there!
I noticed that the astral carrier doesn't use its recall ability when piloted by an ai.
its not a big problem but I just thought I might as well point it out.
Why you didn't told me this from the start, so much time waste on both sides, yours and mine)) Or you also didn't know about "SpeedUp!" mod problems? All those HUGE projectile weapon problems I was describing was accorded to "SpeedUp!" mod. SpeedUp x5 = decrease accuracy of any projectile weapon dramatically, to the point ... check in 3rd and 4th video, dat's just horrable xD
Withoult this mod probably Im out from this game till better times xD
what I wrote about "My overall expectation" is still mostly legit, though its harded to make good balance now when projectile weapon + SpeedUp! = horrable accuracy. Or mb this bad accuracy is becouse of huge amount of projectilles and making all those projectile PD fire much less projectiles would solve this problem completely.
About pirates, their role and 250-350 HP Fighters with 0 OP cost. We must understand that AI will use those trash Fighters anyway, even in decent fleet, even when its MUCH better to use some 8-12OP fighter and hi have capacity for it, becouse of that I was talking about 500 hp for them.
Do you mean non-pirate fleets using pirate wings? They shouldn't do that unless you have changed the setting allowing AI autofit. The default setting for the mod does not allow autofit and relies on custom variants that only equip pirate wings on pirate fleets. Another mod could also be causing this behavior of course.
As far as 500hp, I will consider it since the wings don't have the same kind of firepower as wings that cost large amounts of OP. I'm assuming you are referring to wings like the Talon and Mauler pirate versions?
Astral with 4 Tident, 4 wisp, 2 talonI didn't changed any setting you mentioned. And probably said it all wrong, sry
I will post something on the main page about this. I wasn't aware that this mod was running or I would have mentioned that in the first place.Im not sure that those projectile missing a lot is the case, or the only case. I rewatched 4th video at 0.25 speed and I can't see projectile from the ship, so mb at this game speed ship just don't shoot at full fire rate. One thing can be said with certainty, those projectile PD weapon don't deliever damage becouse of some issues caused by "SpeedUp!" mod. And there is new question raised by this issue: are those issues linked to "SpeedUp!" mod only? or those issues will pop up also when player with weak PC will experience extreme lagging in big battles?
Why then there is 1 Spark Heavy Interceptor (24 OP) that rips 4 Hegemonys Talon (H) Interceptor (12 OP)? or Retrebution heavy Interceptor (21 OP) wich for some reason are similar to Spark Heavy Interceptor and MANY times stronger then Hegemonys Talon (H) Interceptor (12 OP), Gladius Adv. Interceptor (13 OP), Sidewinder Heavy Fighter (19 OP), Fang Heavy Inteceptor (12 OP)?
Im not sure that those projectile missing a lot is the case, or the only case. I rewatched 4th video at 0.25 speed and I can't see projectile from the ship, so mb at this game speed ship just don't shoot at full fire rate. One thing can be said with certainty, those projectile PD weapon don't deliever damage becouse of some issues caused by "SpeedUp!" mod. And there is new question raised by this issue: are those issues linked to "SpeedUp!" mod only? or those issues will pop up also when player with weak PC will experience extreme lagging in big battles?
Balancing is not as simple as that. You got to include more factors such as the ability to block torpedo/large caliber round with swarm tactic, ability to diverge enemy PD for a sneak attack, replacement rate that can churn out more craft continuously.Some things are really simple, like for example when you have 250 HP interceptors and they are all dead. They can't/ don't have ability to: "block torpedo/large caliber round with swarm tactic, ability to diverge enemy PD for a sneak attack, replacement rate that can churn out more craft continuously" xD I didn't talked about anything rather then simple thing becouse for the start there is basic things that aren't balanced and so must be addressed 1st, for me it's simply have no sense to talk about some deeper stuff when basic balance is broken.
I have tested every craft available in the mod and there are some Low and Mid crafts that can grip onto Paragon better than Spark could. The Paragon can not lower its shield and you gain one more flux advantage. But I agree that Spark is a strong end game option and some nerf are due to be hand down whether to reduce replacement rate, lower DPS, or increase OP to 28-30. I would suggest the latter as it going to discourage a lot of players from using it.Mb there is some that will fit better, mb the isn't, don't really matter, it wasn't the point, I wasn't talking about this. The point was that balance is broken and there is some fighters that are MUCH better then another, the gap is to huge.
As you said: "You got to include more factors such as the ability to block torpedo/large caliber round with swarm tactic", in good balance ofc you need to include those, you must chose fighters that will fight enemy fighters, some that fights incoming projectilles/big missiles/torpedo and mb even 1 wing that will have a lot of HP/Shield, good replacement rate, have low damage but close range weapon and act as a tank and its how balance should look like, atm what you are saying is just pure imagination and are in fact irrelevant till basic things isn't working and there are OP Fighters wich are 4-6 times stronger then 2 times cheaper fighters of the same class, its just obviously bad math.
I would like to point out that all combat ships with hangar bay have some form of Interceptor and Fighter cost reduction. So, what you are saying that Spark (24) outperforms some Talon H (12) by many times. In fact, it will cost 14 OP to deploy a Spark and only cost 2 OP to deploy a Talon H that's 7 times in OP cost difference on some Eagle starter ship. Most of the Pirate crafts that you said were crappy cost 0 OP to deploy. Only on the carrier where you have to pay the full price. And don't question me why it is so, it's Morrokain's decision.In BETA 1.4.0.0 Spark cost 9 OP with cost reduction and Talon cost 0. So yes, it make now, if that's the case then talon can be even 7-10 times worst and its balanced. ty for pointing it out.
My save file corrupted. I will see you again on the next major update Morrokain.
And don't question me why it is so, it's Morrokain's decision.
Anyway, what would be your recommended changes to any wings in question? Be as specific as possible and I'll consider it. Is the target goal to make these wings more competitive with things like the Spark specifically as far as anti-strike craft interdiction?All I was saying after the fact I understand how SpeedUp! works was my new tests withoult SpeedUp! mod
It says that skilled up, starship legends, unknown skies, commissioned crews, and hyperdrive should work with this mod but when I click it in mods it automatically unselects them. Does this mean it has to wait for those mods to update or does the mod creator control if mods can be use or not with his mod?
So any good take-aways or plans with the new patch?
What!! 0.9.5 is out while I'm away playing Magic Legend lol. Seems like there's a lot of bugs to be squish. I will wait a few more days then. If I remember correctly, there's a new ship with the same name as the one in the mod?
Hi, wouldn't want to rush you or anything but can you estimate when the mod would be up to date with the new version? I am really looking forward to playing with it!
Hi, wouldn't want to rush you or anything but can you estimate when the mod would be up to date with the new version? I am really looking forward to playing with it!
Ditto,
I can't play Vanilla Starsector anymore, just the changes to the fighters/bombers are too huge for me to go back.
If I remember correctly, there's a new ship with the same name as the one in the mod?
The cushion may help a ton especially if you are gonna develop arthritis, but there's lots of ways to help deal with that. Good luck and hope you get some relief!
In case of a version of 0.95 Archean Order being available, all my mods and future mods will support and make compatibility patches if necessary. Better Colonies as of now no longer needs any changes nor a compatibility patch since what conflicted with Archean Order no longer exist.
Cannot wait to see what AE brings to the table in the next release, should be a fun time to test it all out and cannot wait to hear the great music and find BP's of all the great stuff again.
I'm impressed with the new story mission. A pretty good multi-prong approach even though there still some plot holes here and there. You would have to beef up that unique phase ship if you which to integrate it into your mod though. It's crappy.
The new raiding mechanic is great but still needs improvement. Especially, the reserved force that does nothing and unlimited supply you can get from raiding pirate base over and over.
The new contract mission is kind of a mess with contacts all over the place. Low paying wages discourage me. Sometimes your contact went missing and it's kind of a waste of time to check in on them every now and then. If Alex could make it so that we could check all available priority contact quests on the fly...
Do you plan on messing with the skill tree? I think a few will need a necessary balance pass, especially fighter buff. +100% damage to fighters would be utterly broken. Carrier Group would need a minimum value of 15-20% if you exceed it. Weapon Drills is useless, my fleet only has a 3% buff now. And if my fleet is not this big (not even max yet), then I have no chance of completing any end-game content anyway. Gunnery Implant's ECM might have to go. Coordinated Maneuvers and Wolfpack Tactics shouldn't require an officer to take effect. Automated Ships also need limitations removed so that I can have fun with them hehe.
I'm impressed with the new story mission. A pretty good multi-prong approach even though there still some plot holes here and there. You would have to beef up that unique phase ship if you which to integrate it into your mod though. It's crappy.
The new raiding mechanic is great but still needs improvement. Especially, the reserved force that does nothing and unlimited supply you can get from raiding pirate base over and over.
The new contract mission is kind of a mess with contacts all over the place. Low paying wages discourage me. Sometimes your contact went missing and it's kind of a waste of time to check in on them every now and then. If Alex could make it so that we could check all available priority contact quests on the fly...
Do you plan on messing with the skill tree? I think a few will need a necessary balance pass, especially fighter buff. +100% damage to fighters would be utterly broken. Carrier Group would need a minimum value of 15-20% if you exceed it. Weapon Drills is useless, my fleet only has a 3% buff now. And if my fleet is not this big (not even max yet), then I have no chance of completing any end-game content anyway. Gunnery Implant's ECM might have to go. Coordinated Maneuvers and Wolfpack Tactics shouldn't require an officer to take effect. Automated Ships also need limitations removed so that I can have fun with them hehe.
Just chiming in about how useless skills are. I only have a fleet of 23 ships, and that includes logistics. I have 2% damage bonus from Weapon Drills. I'm pretty endgame, and every fleet I go up against takes the 180/120 split of deployment points. If I filled my fleet spots with Paragons to balance the deployment points, I think I'd get decimal values from Weapon Drills.
I would love to play this conversion when it updates, with skills that are less useless than vanilla :].
How many total fighter bays are in the average late game fleet for the player in this mod?
I ask because Carrier Group is one of the main skills that will need to be adjusted since the mod obviously adds a lot more bays to most ships.
I'm tentatively setting the threshold to 20 bays for the maximum bonus (so capital carrier + two cruiser carriers - or 7-10 destroyer carriers, etc), but the bonus has been reduced to 30% down from 50%.
Thoughts? Should it be higher to account for warship bays?
(And yes I will override the Automated DP threshold for that skill as well so in addition feel free to suggest a number for that one too.)
I typically have two fleets, one with the hightech battelship (forgot the name) and 8 apogees, no other carriers.
Other fleet depends on parent faction, but typically 5-6 battleships and only 1-2 carriers. I don't typically go for light/medium carriers in late game.
As far as Weapon Drills (and really any scaling skill just in general), that will be something to address. What is your total DP? When it says "Maximum at 90 or less total combat ship recovery cost for fleet." does that mean the total DP actually deployed in the battle? Or total DP of the fleet period regardless of what you actually deploy?
I'm a little confused as to how the scaling currently works since I haven't tested campaign stuff and just now got to skills.
From the look of it, the entire fleet was count as one, deployed or not.
As I can't load my save anymore I'm not certain. But usually, I have 2 capital carriers and 2-4 cruiser carriers in my fleet plus an Executor or two. Not all of them will be deployed though, they were built to counter specific scenarios. Such as 2 capitals combination, 1 cap + 2 cruises, or 4 cruises. In total, I would have at least 80 craft bays for the end game fleet.
the best possible solution that I prefer would be to taking into account all bays, including combat ships, but only counts the ships that have been currently deployed, and it has to be able to adjust on the fly like those ECM and NAV rating value.
Also, some of the civilian ships in your mod have hangars that I only use for mining. It would be an absolutely horrible idea if it were to calculate the vanilla way.
25 bays and only counting carriers would be way too strong. If you can make it only count "real" bays, leaving it at the default deck count would be more than enough. Remember it's not a hard cutoff, and the bonuses are intentionally huge to start out with because they'll scale down.
Similarily with the bonuses that require an officer-piloted ship. If you made those global, they would be unbelievably broken. If you make skills weaker, they just feel like crap to pick because they don't have proper impact.
A few sanity checks like excluding warship bays should really be all that's needed to make AO work with the new skill system. It doesn't need a big overhaul and certainly not one without a *lot* of prior playtesting and tons of design thought put into it.
The way it is now kind of discourage player to have back up ships. I usually have double of what I need and it's kind of important, when combined with NEX, to combat multiple invasion fleets in quick suscession. But anyway, it's low priority stuff.
Initial Analysis:
Aptitude Side-by-Side Skill Comparisons:SpoilerCombat:
- Impact Mitigation seems weaker than Ranged Specialization due to how important it is to build more flux on your opponent and the strength of range in the game.
Leadership:
- Coordinated Maneuvers seems weaker than Wolfpack Tactics on paper unless you are not using frigates at all. Even then, the destroyer perk of Wolfpack Tactics seems pretty good early game. Part of this assumption lies in the feedback about being outnumbered late game though. Wouldn't that sort of negate the bonus?
Technology:
- Energy Weapon Mastery only seems worth it for the elite version, and I'm curious to see if the AI takes advantage of it without an aggressive or reckless officer.
- Fighter Uplink seems fairly unattractive compared to Electronic Warfare. Excluding carriers on Electronic Warfare might give it a role for carrier-heavy fleets though. I'd argue the threshold for vanilla should probably be 8 instead of 6 for fighter bays. That would make it and Carrier Group more viable late game skills, imo, compared to EW or Crew Training - which both seem essential in comparison upon an initial analysis.
- Automated Ships probably needs a slightly higher DP limit for the threshold compared to an extra built-in slot from Special Modifications. (Depends on SP availability. It's harder to analyze without testing late game SP acquisition rates since that is such a new feature.) This opinion stems more from a sense of novelty and flavor than it does from the perspective of which is better to min/max.
Industry:
- Damage Control and Reliability Engineering are a bit of a strange trade-off because one primarily effects campaign level and one primarily effects combat.
- Same thing with Field Repairs and Derelict Contingent.[close]
Aptitude vs Aptitude Comparisons:SpoilerCombat
- The obvious powerful player flagship choice. The highest investment of points (10) wastes a point due to competing flagship bonuses between phase ships and shielded ships. This makes it less viable to completely invest in above 7 points. Potential solution: Phase Mastery and Flux Regulation switch places. (I'll explain more about why later.)
- Tier 5 bonuses, while nice, are nowhere near as attractive as Technology tier 5 bonuses because Combat affects a single (though powerful) ship in a modest way and Technology affects the whole fleet in a pretty substantial way with the caveat that a large investment of story points is required to reap the full benefits.
- Low level bonuses are probably the most attractive small-scale investment option for those wanting some flagship boosts if they don't need a specific tier 5/tier 4 skill in one of their other attribute skill lines.
Leadership
- The specialization attribute. Essentially, pick an aspect of your fleet composition that you want to boost. With the options being carriers, smaller ships, combat auxiliary civilian ships.
- Then there are random colony bonuses and the very valuable officer boosts. Leadership probably has the worst tier 5 options of all the attributes. They seem more important for administrators than players and should probably be replaced with large compositional bonuses for each composition. Each skill needs to effect each composition of the earlier compositional choices or full investment is unlikely - but the specific bonuses themselves should compete in value. Example: Plus 5% OP on all compositional choices vs + 5% Range (weapon and fighter) on all compositional choices. Alternatively move the tier 5 bonuses to tier 2 and slide the other bonuses up a tier.
- The officer boosts are the real meat of the attribute - with ship compositional bonuses mostly being an afterthought to get to these skills.
- Crew Training is too strong of a competitor for Carrier Group as is - Potential Solution: swap Crew Training with Fighter Uplink and rename them if necessary. A compositional bonus vs a fleetwide bonus is probably impossible to balance.
- Same with tier 1 bonuses - fleetwide vs compositional bonuses should probably be avoided.
Technology
- The best attribute because of the tier 5 bonuses. Also likely the most interesting from a flavor/novelty standpoint because of Automated Ships.
- Already discussed that phase ship bonuses should directly compete. The player chooses between a big flagship bonus or a smaller fleetwide bonus. It might be worth it to make these the tier 5 bonuses so players don't feel forced into phase ships just to get Automated Ships or Special Modifications. That would also lessen the overall point burden created by moving the officer bonuses up a tier through lowering the tier to get Special Modifications or Automated Ships. The rest of the attribute is compositional specialization and full investment into the attribute simply means using both phase ships and automated ships.
- Above changes means that Technology consistently starts with a campaign QOL bonus, then gets a ship bonus, then a fleet bonus, etc. It seems more consistent when considering target goals of investing into an attribute and how much to fully invest.
Industry
- Mostly campaign benefits comprised of colony, exploration and fleet maintenance bonuses.
- While thematically interesting and great for a player struggling with campaign level challenges, it is the only attribute that mostly lacks combat benefits. This sort of puts it in an odd place.
- Needs some kind of campaign level pressure (at all points of the game) in order to functionally compete with the other attributes.[close]
Outside of the specific changes I suggested, the major take-away I have when analyzing the current system and the feedback on all sides is that the old system let players cherry pick bonuses to either salve a campaign annoyance or help with a challenging thing at the campaign level and then once that condition (unique to the individual) is met, focus on the combat bonuses of choice and composition.
Now, the attributes require more investment and it is much harder to cherry pick bonuses of either campaign or combat. I think that is leading to all the vague playstyle complaints. Players were choosing X skill at Y time because X's bonus made sense at that time in the game while planning an overall compositional build - which was likely more flexible than the current system because, again, cherry picking was more possible.
So, conceptually, I think the new system is A) easier to balance overall B) better as far as replay-ability is concerned and C) thematically more interesting as far as specialization.
It lost complexity in build-making, however, and that is also a factor.
Some broad suggestions to possibly help the system feel more versatile:
1) Somewhat streamline bonus types at tiers with perhaps Combat being the exception. For instance, if each attribute is a unique playstyle, then have a similar bonus type at each tier - campaign level boost, flagship boost, fleetwide boost, compositional boost are what I consider "types". Weigh types based upon player desirability if possible. Big combat boosts should be higher tier but roughly equally powerful across the same tier in each attribute. Players should then be able to choose a maximum of 3 per highest tier in 2-3 attributes.
2) I'd weight campaign QOL as tier 1, fleetwide bonus at tier 2, flagship bonus at tier 3, major feature bonus at tier 4, large compositional bonus at tier 5.
3) Finally, separate out bonus themes by attribute. Example: Industry is armor combat bonuses while Technology is flux bonuses and balance between the two. Or: Leadership is carrier compositional bonuses while Combat is smaller ships, Technology is phase ships and Industry is auxiliary civilians and D-modded ships. All compositional bonuses are effectively optional and fairly powerful. That way compositions wouldn't feel as forced to get the more powerful combat benefits.
That would probably be a good middle ground between the new system and the old system and still retain the balancing benefits of the new system. A player gets 3 of each type but can sacrifice compositional or feature/theme combat-oriented boosts for more campaign QOL or fleetwide/flagship combat bonuses.
Anyway I spent enough time on this already. Just trying to think outside of the box when looking at polishing the new skill system.
Hey! im new, those feature mods, do i need to download them also, or are they included in this?? thanks :)
Hey! im new, those feature mods, do i need to download them also, or are they included in this?? thanks :)
Hey! im new, those feature mods, do i need to download them also, or are they included in this?? thanks :)
The feature mods are "potentially" compatible mods made by other people, you have to download and install them separately, and they may not work with this one, or may not be updated.
0.95a just came out recently, so some of them (and this mod) are not yet updated.
Anyway, o would like to see where your mod can fix some of the less viable vanilla doctrine and mod doctrine.
Concerning the Gunnery Implants vs Energy Weapon Mastery debate, perhaps try changing it to a ballistic weapons boost vs an energy weapons boost? I'm not sure where everyone is on the "one or the other" type of gameplay mechanic, but I do like being shepherded towards choosing a specific faction or at least technology level of ship design to stick with, it helps with the RPG elements of the game in my opinion.
I really don't like the range limitations on the vanilla EWM skill, that alone makes it substantially less attractive to me than gunnery mastery.
The colony skills have been moved down to tier 2 so they are more accessible. In general my thought process is that campaign level bonuses < combat level bonuses.I must be at almost Max level to think about setting up a colony but it might be able to save me some skill point as I'm currently required to have additional admins for 6 colonies. No AI Allow.
1) Move specialization bonuses to tier 5 options for the most part. They should be strong bonuses that will noticeably impact a playstyle and give incentive to max or loop around the tree.I'm currently don't see the point of doing a loop as the total skill point is too low and too many garbage skills are in the way to T5. The skill in all 3 trees apart from combat is equally important and it's impossible to complete a certain tree individually. Unless the level cap is raised to 20 then I will think about completing at least one skill set.
That makes me think that the Elite skill for Automated ship should be an unlimited cap off REDACTED ships, so you are basically one with the REDACTED, flip all diplomatic relation to permanent hostile but REDACTED, even Tri-tach will hate you for taking their priced possession. And also allow REDACTED to expand as a faction with you supplying them with more metal, lol, 3rd sector war.
Quote1) Move specialization bonuses to tier 5 options for the most part. They should be strong bonuses that will noticeably impact a playstyle and give incentive to max or loop around the tree.I'm currently don't see the point of doing a loop as the total skill point is too low and too many garbage skills are in the way to T5. The skill in all 3 trees apart from combat is equally important and it's impossible to complete a certain tree individually. Unless the level cap is raised to 20 then I will think about completing at least one skill set.
Changes seem fine, but be careful with the big straight damage bonuses and indirect damage bonuses like the rate of fire one. There's a lot of ways to get bonus damage in the skill trees now and they could potentially stack up to be *really* unbalancing.
I'd also be wary of rate of fire boosts without an equal flux discount because it makes judging the vents/caps balancing much harder in the design phase. In fact, for AO, I'd cut all flux cost discounts that aren't ship system based altogether, just so the "a salvo costs x flux" tooltips stay accurate (and stay a viable balancing lever).
You could go for a full skill overhaul for AO and I would be down for it too. For example you could - if possible - move all the non-combat economy skills to their own skill line which is fully unlocked by default but to get the bonuses you have to elite the skills. Effectively turning story points into a full non-combat currency while skill points are a combat currency.
It's a Total Conversion, there's no need to stick closely to the existing skill design.
About Automated Skills, how about make Guardian also capturable unlike vanilla? It kinda OP, although I liked it, I personally make it capturable, but again, this skill have only one benefit, Radiant, rest of remnant ships might be useful, but they don't overshadow human ships, and derelict drones are just useless, and in vanilla it shared position with more useful skill which can make whole fleet more powerful, and again, your mod have your own balance, you can just tone down it a bit for player use :)
About skill tree, on one of your screenshot you selected multiple skills in Combat line, interesting, do you remove mutually exclusive skills and now its possible to choose both skills in same position? If yes then I like it, I liked skill system in 0.9.1a more where it had no mutually exclusive skills.
You can select both skills in vanilla too - once you get to the last skill you can go through the same line again picking the other options.
That's probably the part of it I find the worst to be honest.
The Guardian is probably too powerful for a player ship. In this mod it spawns a large number of derelict drones over time, has even more powerful stats than the Radiant, and has the same ship system.
not to bother anyone but is this m,od getting an update for 9.5?
curious for purposes of a playthrough
The hullmod description could use better phrasing like "Beam weapons that generate hard flux (highlight text) deal 50% additional/extra damage to armor" and we should already understand most of it.
I just personally not fan off things in games when NPCs have stuff what player can't have for some reasons, take for example first Half-Life and Half-Life 2, in first game player have access even for alien organic weapons, while in HL2 arsenal is both very scarce, and it has NPC only stuff, like Alyx SMG and emplacement Sniper Rifle in Episode 2 which player can't use despite they looks really cool.
So I liked ability to be capturable just for that reason, especially its looks strange for lore perspective, why one specific drone can't be captured at all, its looks logical for Omega drones, because they are something what no one saw before, while these Guardians appear both as keepers for Cryosleepers and appear in bounties, again as idea how make them not absurdly overpowered, you disable that drone spawning, make a bit toned down stats in player-captured version, and explain it in description like it is some battle damage which no one know how to repair.
And in late game you already capable of destroying pretty much, you already need to be strong enough to defeat it in first place, and enemy ships in vanilla not always recoverable even with story points.
not to bother anyone but is this m,od getting an update for 9.5?
curious for purposes of a playthrough
Yeah the mod author is working on it. Will release a test version first and then handle flavor text and other non-functional updates in a later release.
Can we see more changes to skills, please?
Just screenshotsCan we see more changes to skills, please?
As in you would like to see more of what I'm currently doing with skills (screenshots, etc) or you want me to change skills more than I already have? (I haven't showcased everything I'm doing and I'm also not done thinking about changes. Some things I'm still in limbo about as far as them being worth the back-end hassle.)
Just screenshots
No pressure or anything.
But I still havent played the new update solely because I'm waiting for this mod to update.
Excited for the release, keep at it.
Not sure what to do with Derelict Contingent yet for instance.How about bringing back the D-mods supply cost reduction.
QuoteNot sure what to do with Derelict Contingent yet for instance.How about bringing back the D-mods supply cost reduction.
Having a fleet-wide buff on combat tree is a great idea. I'm about to suggest that myself but I want to look at your update first. As for T5 combat, I think a chunky fleet-wide boost would be enticing. All T5s have to be able to lure players into putting points in their respective tree one way or another.
If I may nitpick a little, can you reduce the fleet/marine bonuses from elite Combat skills?
That's definitely an option yeah. My only concern is that I'd ideally I'd like it to be good through late game though. Is that benefit still useful at the high level colony stage? It doesn't reduce DP it really only saves on supplies/money afaik.
It's more about making sure that they'll provide less than the real skills from L/T/I which are supposed to be the main sources of those fleet/marine bonuses than setting specific values.If I may nitpick a little, can you reduce the fleet/marine bonuses from elite Combat skills?
Sure what value would feel better? 20%?
Keep in mind that I reduced the bonus to that stat that you get from Ground Operations so the max bonus the player can get stays the same. I'm definitely trying to keep DatonKallandor's advice about overall power creep in mind. That's why I am trying to not buff the same thing when I add additional effects to skills. So far, things feel pretty good but I haven't tested some of the most recent changes yet.
It wouldn't have to last the entire game unless you can think of some elite version that may be worth it. We can reallocate that point afterward when the benefit is minimized. It would fit as a low-tier starter boost, assuming that you place it in T1. As for the elite version, maybe, increases rescued crew post salvage or maybe allow the player to capture derelict domain ships included that Guardian that someone wants as for AI core or crew pilot, it has to be decided later.It may come down to that, but if I can find something attractive enough for late game for DC I'd rather do that than have the skill as an early benefit then throwaway. As far is it being T1, personally I think the skills that increase salvage/reduce fuel costs would be a better early game boon than reduced deployment costs for D-modded ships. In my mind D-mods only really become a problem once you are no longer fighting pirates. In that sense, reducing the impact of D-mods at a higher tier makes it more likely to solidify as an actual playstyle late game. Especially when considering some of the other elite benefits from skills like EW and CM which I will showcase after responding to everyone.
Also about skills, interesting, how about idea making skill thresholds configurable?Yes this is planned. All thresholds will be configurable in the mod's setting file if possible. If you really want to, you can even set them so high that they don't exist in practice - though of course that will make the game much easier or, much harder, depending upon the enemy NPC admiral. ;D
Zero-Flux speed boost works differently in Archean Order anyway, so that's not really an issue. Both because it's not a 0-flux speed boost and also because there's lots of options for no-flux weaponry.Right all ships get the 0-flux boost up to something like 10% max flux iirc, and frigates get the boost up to something like 35% max flux. PD weapons and some assault weapons are flux free. So it is entirely possible to build a skirmisher kind of ship that maintains the boost most of the time.
It's more about making sure that they'll provide less than the real skills from L/T/I which are supposed to be the main sources of those fleet/marine bonuses than setting specific values.Well, Technology doesn't have campaign boosts beyond T1 unless you count Automated Ships as a campaign boost. It's mostly combat boosts in that tree like Combat itself. The idea was to also give Combat a couple specific campaign boosts that make sense in a combat-oriented skill line.
Boy cant want to play with this once you update it :)
I recently just got back to Starsector after a 1-2 year hiatus and downloaded a bunch of mods to play with and im loving it.
I've been reading on this thread and so far i like what i saw, cant wait to try this out!
I really like the changes to the T5 skill, that makes it much more appealing. You may have a hard time balancing out the opposing option for that!
Bro I love the new ship designs in this mod. So simply said great work. Would it be possible to have just the ships and not the rebalanced part? I want to use the ships in Nexerellin but ships in Archeon order kind of stomp on vanilla ships. So maybe give a vanilla friendly ship pack? I don't know too much about modding but that would be great.
I really like the reworked Field Repairs. Putting the d-mod removal behind the elite is a great way to let people choose if they want to run with lots of d-mods or no d-mods.
Personally I don't think 50% is a good number for missile capacity increases. I think it's much cleaner to use 100%, because then the player knows exactly how many missiles they'll get without having to do rounding and knowing how 50% interacts with stuff like single missiles.
Also, the missile capacity part of missile spec always felt like a band-aid to fix the limited ammo nature of missiles in vanilla anyway - I don't think it's even necessary for AO. Something uniquely AO like "reduced flux cost of missiles" would be more interesting.
Missile Specialization at T5 is kind of meh. If it unlocks a special hull mod exclusively might be more interesting.
As for 900% Militarized Subsystems, I would want a new Trader Guild's ship line for that to work.
Missile Specialization at T5 is kind of meh. If it unlocks a special hull mod exclusively might be more interesting.
Really cool skill ideas. I especially like locking the big hullmods away behind high tier skills/elites. Through-shield-armor damage should be alright, since it'll primarily benefit small low damage per shot missiles anyway and those need the help.Couldn't have said it better myself.
Really cool skill ideas. I especially like locking the big hullmods away behind high tier skills/elites. Through-shield-armor damage should be alright, since it'll primarily benefit small low damage per shot missiles anyway and those need the help. I assume the extra damage is armor-only like the new Breach SRMs?
I hate to be that guy, but in the hullmod tooltip the spelling is meant to be "disperse".
So I decided that just making HE missiles better feels... off for a skill that is supposed to be about all missiles. As a result, I've added another unique hullmod: Ionized Warheads (For the sake of UI space, ECCM has been moved to EW)
About to comment that if it only works for explosive missiles. I'm a bit concerned. Will it mess with some of the AI? I believe, the high-tech ships really dislike damage to armor and hull, will it going to retreat even if its flux is still low and shield intact.
The elite versions of those colony skills are very very massive. 20% ship quality, that already better than the rubbish nanoforge. +1 industry slot for governed colonies, would be a bit exploity if I just switch myself around while there is still penalty for exceeding industry cap. My point is, all these good stuff, elite version upgrades have to be worth more than 1 story point. By mid-game I would have 20-30 story points laying around, so, at this rate, I want to be able to elite no more than half of my available skills by that time. I would suggest 3-4 points per 1 elite skill.
The +1 industry skill is permanent, so you can't respec out of it.
There's plenty of story point sinks already, there's no reason to make skills arbitrarily cost more.
As far as additional Story Point costs, I'm not sure that's even possible to do. The cost-benefit for Story Points is indeed off in places as far as I'm concerned, but since it is such a new system and I'm not sure how moddable it even is atm, it is not something I want to tackle right now.
If in the future there are more ways to mod it that I'm not currently aware of, then I may take a look at balancing it then. I definitely get what you are saying as far as 1 story point to disengage cleanly or avoid a cargo scan != 1 story point for 20% fleet quality at 3 colonies or 1 extra S-mod and 10% OP, etc, etc. But, as DatonKallandor already pointed out, there are so many uses for them that there will probably be enough scarcity that it will be ok. Even without Special Modifications it would still take 60 points to S-mod your entire fleet - though you wouldn't necessarily need to do that of course.
The permanent part was not the point here. Since the skill only affects "governed colonies only" which is 3, I can still move my main character around to give all of my colonies extra industry. If it works that way.
I'm not sure about everyone else but I really have 30 story points that I don't know what to do with before pouring half of it into S-mod by mid-game. I consider S-mod to be extremely cheesy to vanilla campaign before I have to fight more cheaty fleets of REDACTED. And by having Elite skill the moment you can unlock the skill defeats its purpose somewhat and require no planning since it's the obvious choice to make. Just my opinion.
I know this sounds really rude and shows a lack of patience on my part, but when is the earliest you think you can get this mod up to date. Archean Order is one of my favorite mods and it being ready for .95 would be a dream come true, especially given my lack of info on another favorite of mine, Vayra's Sector.
Bahaha *facepalm* yeah that was definitely an oversight on my part! Well, I think that can be solved by a script that checks for industries being over the limit at any given player colony level, and then applying a hefty stability/income penalty if that is the case.
If I get that implemented then the skill won't even need to be permanent I'd think.
I'm not sure if I can stop fleets from getting sucked into black holes or not. To be fair, though, I've never actually tried to directly affect npc fleet behavior so it may very well be possible. Its something I'll take a look at eventually but its fairly low on the priority list compared to other things. (Like story stuff.)
@Prince Starfy
I definitely have plans to extend dialogue and create unique encounters, yes. There is a lot to do first, but its something I've been excited to do for a long time. There is a lot of story still up in my head and now that there is a mission framework in place it will hopefully make it a lot easier to implement. As far as specifics, :-X (Though there are a bunch of easter eggs that hint at things in the campaign.)
Also I won't lie I wouldn't expect major story elements anytime soon as there is a lot of technical stuff to clean up first - partly to prepare for that sort of thing. That being said, it is certainly on my list of things I really want to do.
I've looked at the Arma Armatura mod's main page and it looks very impressive! The arm animations are an especially nice touch and really sell the mech vibe.
I'm not sure if I can stop fleets from getting sucked into black holes or not. To be fair, though, I've never actually tried to directly affect npc fleet behavior so it may very well be possible. Its something I'll take a look at eventually but its fairly low on the priority list compared to other things. (Like story stuff.)
Alex already has some penalty in stock for exceeding the industry cap with his energy shunt. I believe, an upkeep pernalty.Hmm, ok. Would it be enough of a penalty?
A workaround that I have suggested before, came from another mod, which is to replace a normal star with a blackhole texture. Sadly, a fleet that stalks you seem to have the capability to avoid blackhole build-in but not the normal patrol/roaming fleet. Not sure if anything has been changed since.It was like that before, but its really weird if the player goes into it and nothing happens. Either way immersion is somewhat broken. What I'd rather do eventually is give patrols the same avoidance behavior that other fleets have.
Re: UpdateNot upkeep, the default penalty is -5 stability according to the config file.
Should be a few days, yeah.Alex already has some penalty in stock for exceeding the industry cap with his energy shunt. I believe, an upkeep pernalty.Hmm, ok. Would it be enough of a penalty?QuoteA workaround that I have suggested before, came from another mod, which is to replace a normal star with a blackhole texture. Sadly, a fleet that stalks you seem to have the capability to avoid blackhole build-in but not the normal patrol/roaming fleet. Not sure if anything has been changed since.It was like that before, but its really weird if the player goes into it and nothing happens. Either way immersion is somewhat broken. What I'd rather do eventually is give patrols the same avoidance behavior that other fleets have.
Not upkeep, the default penalty is -5 stability according to the config file.
Finishing up skill thresholds and then I'm likely releasing the .95 Beta later today.
I'll update here when its been uploaded.
Finishing up skill thresholds and then I'm likely releasing the .95 Beta later today.
I'll update here when its been uploaded.
I can finally play Starsector again since it's latest release lol.
The 0.95a beta is now available on the main mod page!
Have fun and please report any issues on this thread. :)
I’m getting error 404 when I try to download the beta mod
I’m getting error 404 when I try to download the beta mod
Anyone else getting this? I just checked the download and it works for me - but I'm the account owner of the repository. Just in case it is a dropbox issue, does anyone know of a good file host without a size limit?
Patreon has a 300mb limit and the mod is too large for that, and Github only lets you upload 100 files at a time so that's out for a quick mirror.
I’m getting error 404 when I try to download the beta mod
Anyone else getting this? I just checked the download and it works for me - but I'm the account owner of the repository. Just in case it is a dropbox issue, does anyone know of a good file host without a size limit?
Patreon has a 300mb limit and the mod is too large for that, and Github only lets you upload 100 files at a time so that's out for a quick mirror.
I'm getting 404'd too.
Awesome.
A number of weapon tooltips appear inaccurate, but it looks like you noted that already.
There are no Drams to be found anywhere, and the Militarized ship market tends to only have 1 or 2 civilian ships.
Also, using Nex, if you chose a random ship, it can result in a disabled vanilla ship with disabled vanilla weapons.
Nex's starting fleets, where you choose from a list of possible shipsets. I can't seem to reproduce it with just Nex and Archean, so probably another mod. If I get it again I'll try to figure out cause.
I only got into modding with the 0.95 release so I'm excited to see a new version! Can you upload the tactical manual as a download on the nexus page as well? Thanks!
Fix works, here log file: https://easyupload.io/gdk7q4
Heads up, including militarized subsystems to the atlas MKII and the colossus MK III hull makes it so that the crew required to run the ship is more than the maximum amount of crew the ship can hold. (before D mods!)
really stoked and excited for archean order's update to 0.95 now
Story/Quests
Apologies, but I'd expect a lot of quests to be narrative-driven and have a lot of text. I happen to enjoy story telling, sorry! I'm sure some won't necessarily be long though. A lot also depends upon the implementation methods - which I haven't had a chance to look at yet. I also need to fully complete the vanilla story line in order to get ideas of how to integrate any story I write into that narrative. I don't want to do things that will interfere with or break the immersion of the established lore. Its meant to supplement it.
I was under the impression the vanilla storyline/quests were already in Archean and there were additional ones added as well?
Has the new story content/quest content been completely removed in the mod?
My Apogee class cruiser was able to equip "ITU" system despite having a built in "Advanced Targeting Core", which claims to proclude it.
There are a lot of tooltip errors, and I am unsure if you want me to report them, but that one looks like an actual bug, because I thought that was vanilla.
What do Warship bays do exactly? It gives no numbers, and I have to guess that, given tech level indicator, it specifically cuts the OP cost of that tech level of fighter, as a themed limiter thing. But that is a guess.
there was a mod that did this in the past, and it dynamically did this for the modded factions too (made it so bounty fleets could have any fleet composition or something to that effect) and yea had the defector fleets
i think it was vayra
there was a mod that did this in the past, and it dynamically did this for the modded factions too (made it so bounty fleets could have any fleet composition or something to that effect) and yea had the defector fleets
i think it was vayra
About Vayra bounties, I liked not only unique bounties, (I prefer actually HWBs from Ship and Weapon pack, since number of active unique Vayra bounties is fixed, and you can't skip it if you don't want attack allied bounty fleet, you need to pick these from bar, but idea is very similar, its bounty with unique ships as reward), I liked what bounty fleets can belong to all factions, not only pirates, so you can play as pirate, and still complete bounties against their enemies.
Also in Vayra factions can put bounty on player head, Nexerelin have Vengence fleets, but they seems pretty weak, player bounties from Vayra was much more dangerous.
i apologize if youve done this and i just havent noticed, but it would be cool for some of the bounties to be "rebel fleet" with high end specific-to-the-faction gear
defector fleets
there was a mod that did this in the past, and it dynamically did this for the modded factions too (made it so bounty fleets could have any fleet composition or something to that effect) and yea had the defector fleets
i think it was vayra
anyway seems like a really cool way to keep the bounties interesting without having to do too much (maybe make a code that points to already made faction fleets; afaik thats how everything works anyway, right? sorry i just play for now. in the future i would like to get into coding[if i ever have time])
whenever you get around to making the boss bounties, maybe look into this and kill two birds with one code?
The Rapier Sabot missiles have a too large fragmentation animation when they explode normally, as opposed to being shot down. Sabot missiles in vanilla, while still having fragments, have a highly visible, bright blue projectile, making it obvious if it was intercepted or not. Here, I have trouble telling.
About Vayra bounties, I liked not only unique bounties, (I prefer actually HWBs from Ship and Weapon pack, since number of active unique Vayra bounties is fixed, and you can't skip it if you don't want attack allied bounty fleet, you need to pick these from bar, but idea is very similar, its bounty with unique ships as reward), I liked what bounty fleets can belong to all factions, not only pirates, so you can play as pirate, and still complete bounties against their enemies.
Also in Vayra factions can put bounty on player head, Nexerelin have Vengence fleets, but they seems pretty weak, player bounties from Vayra was much more dangerous.
Found bug with Archean Order military markets, they doesn't have any spaceships for sale, only civilian and black markets have their frigates and templars. Only way to buy more powerful AO spaceships its only from Nexerelin agents except to capture them from battle. Also good way to get their spaceships is Hybrasil system, since they perma hostile with Tri-Tachyon and always fight there producing derelicts. Also Nex nerfs that way of getting free spaceships, since it have vulture scavengers. In AO I noticed often bump into some big fight between two factions, which gives me some good ships, I got Legion (XIV) and Onslaguht (XIV) and some smaller ships from Hegemony raid in AO system, where they got killed, also I found getting trophy ships more fun than just bying them.
I thought what Automated Ship was also broken, since derelicts was never recoverable, checked ship_data.csv and found what only remnant ships is possible to recover, in vanilla game derelicts was completely useless, but here they appear more dangerous although still shield-less, sometimes they inflict more damage than pirates, I think is good idea make them recoverable too, it might possible to found use for them with makeshift shield generator. Also I'd liked my suggested idea of optional recoverable Guardian. Also very interesting idea for Mothership, now it also spawns frigates, it now much less of beating bag.
Also interesting, which ship loadout is good against Radiants and Brilliants? I got fleet Executor, Legion (XIV) and Onslaguht (XIV), Justicar and two Fulgents, Ordo with several Brilliants or with Radiant kills my fleet, so right now I avoid such fleets. I also enabled Ruthless Sector, which spawns Remant fleets in HyperSpace.
No doubt best total conversion. Awesome job.
also currently the only TC LOL
.....did you make vacuum in the past?
I'm still going through the beta testing things, but I do have on piece of feedback:
Please make the portraits a separate optional download. I like everything about Archean Order except the portaits. A good chunk of them are fine or even good, but there's some really bad duds in there that just do not fit the art style whatsoever.
stuff said
I don't think increasing the speed would significantly increase survivability anyway. It doesn't matter if you fly at speed 50 or at speed 400, if you're going in a straight line that large shot is still going to hit you. You'd have to make strikecraft fly in evasive patterns instead of straight to really help them dodge shots (at which point PD efficiency becomes mostly a factor of projectile velocity more than anything else).
I don't think increasing the speed would significantly increase survivability anyway. It doesn't matter if you fly at speed 50 or at speed 400, if you're going in a straight line that large shot is still going to hit you. You'd have to make strikecraft fly in evasive patterns instead of straight to really help them dodge shots (at which point PD efficiency becomes mostly a factor of projectile velocity more than anything else).
It's impossible to do either unfortunately. The API doesn't support it. Changes to damage to fighters are blanket changes not weapon specific.
It's impossible to do either unfortunately. The API doesn't support it. Changes to damage to fighters are blanket changes not weapon specific.
is it possible to program something into the weapon itself on a case by case basis?
copy and paste the code to each weapon you want to have the chance to mis?
isnt that how it works with the fire over friendly ships?
or is that a blanket code that just uses the code from missiles?
Re: Ship Trophies
Now that there is a much wider variety of "faction-less" ships available, I am going to remove faction ship trophies at some point (probably with an optional setting that defaults to true since I know some people don't like the idea). Then faction ships will only be available on military markets and will require good reputation/commissions to require.
Re: Ship Trophies
Now that there is a much wider variety of "faction-less" ships available, I am going to remove faction ship trophies at some point (probably with an optional setting that defaults to true since I know some people don't like the idea). Then faction ships will only be available on military markets and will require good reputation/commissions to require.
About trophies, I kinda like ability to loot them, thing is what I usually get capitals early game, I don't know maybe I simply get lucky. I have one cool idea, how to make them appear later, factions doesn't know all top tier ships on game start, and then they "research" them time by time getting stronger ships, so you don't get top tier stuff early game. Also maybe cool idea is make "research" building for colony, and research some own ships with research tree or reverse engineer hulls or weapons.
Another idea is balance these lucky trophies, is add big amount of D-Mods, so they are in pretty battled and harsh condition, if they are from NPC with NPC battle, especially if both fighting NPC fleet are neutral to player, come with big amount of D-Mods, so if you want have ship in somewhat good condition you need earn trophy by yourself.
Also another idea about remnants, how about make them act more aggressive, preferably make it as consequence of story events make them act like pirates, build own stations and attack habitated systems.
I noticed what alot of new weapons doesn't have description, also I think is good idea is tutorial with comparison of mod weapons and hints which weapons in which situation is better, but if I recall something like that is planned.
I actually dont know if any of my initial suggestions are good ideas anymore.
I restarted a campaign and I'm using purely Low-Mid tier strikecraft and they dont dominate most fleets.
Im really thinking that late-game strikecraft are just simply too strong and buffing existing PD/adding more PD Ships would completely annihilate Low/Mid tier strikecraft.
A lot of has to do with the shielding on late-game strikecraft I think.
About trophies, I kinda like ability to loot them, thing is what I usually get capitals early game, I don't know maybe I simply get lucky. I have one cool idea, how to make them appear later, factions doesn't know all top tier ships on game start, and then they "research" them time by time getting stronger ships, so you don't get top tier stuff early game. Also maybe cool idea is make "research" building for colony, and research some own ships with research tree or reverse engineer hulls or weapons.
Another idea is balance these lucky trophies, is add big amount of D-Mods, so they are in pretty battled and harsh condition, if they are from NPC with NPC battle, especially if both fighting NPC fleet are neutral to player, come with big amount of D-Mods, so if you want have ship in somewhat good condition you need earn trophy by yourself.
Also another idea about remnants, how about make them act more aggressive, preferably make it as consequence of story events make them act like pirates, build own stations and attack habitated systems.
I noticed what alot of new weapons doesn't have description, also I think is good idea is tutorial with comparison of mod weapons and hints which weapons in which situation is better, but if I recall something like that is planned.
i cant remember what its called off had but there is a mod that makes [redacted] spawn in hyperspace perpetually
not sure if you know or not but escort package and assault package dont seem to work
Thanks! Your creation seems like it would really be possible to do a "I'm gonna use mostly civilian ships" run.
also, what does viceroy ambassador do?
Thanks! Your creation seems like it would really be possible to do a "I'm gonna use mostly civilian ships" run.
I'd say civilian ships would be a little tough, but certainly combat freighters and civilian conversions can be a primary fleet component now. Previously they were subpar in combat though still useful for the logistics and in pursuit battles where the player has to flee. With the skills now they can probably be as strong as combat ships. It will also make dedicated civilian ships better at retreating.Quotealso, what does viceroy ambassador do?
I'm late to the party. Oh crap.
No one noticed how crazy this is?
(https://i.ibb.co/gyKPNF4/654654321.jpg) (https://ibb.co/gyKPNF4)
This mod is just awesome, I simply can't play Starsector without it. However, a few small suggestions. Would it be possible to make it so that you can choose a custom starting-fleet rather than being assigned a predetermined one? The starting fleet (mercenary) is mostly fine but I really don't like the Vigilance-frigates, at least not with their starting loadout. Also, do you have plans for making a luddic variant of the Anchorage carrier as well? I Usually pick the Ospreys as additionall ships on NG but unfortunately they I find them to be to fragile especially with the nerf to 0-flux speed they got in this update.
once again, cheers for this awesome mod!
This mod is just awesome, I simply can't play Starsector without it. However, a few small suggestions. Would it be possible to make it so that you can choose a custom starting-fleet rather than being assigned a predetermined one? The starting fleet (mercenary) is mostly fine but I really don't like the Vigilance-frigates, at least not with their starting loadout. Also, do you have plans for making a luddic variant of the Anchorage carrier as well? I Usually pick the Ospreys as additionall ships on NG but unfortunately they I find them to be to fragile especially with the nerf to 0-flux speed they got in this update.
once again, cheers for this awesome mod!
Gilead orbital station is empty.
(https://i.ibb.co/Zzh50Y9/456456456456.jpg) (https://ibb.co/Zzh50Y9)
Gilead orbital station is empty.
Hello there ! Just discovered your mod and the amount of work you seem to have put into it is just amazing.
I was wondering though, is there any lore reason for Ilyss to only be size 5 while the station orbiting it is size 7 ? Shouldn't it be the other way around ?
Also, ground defense looks a bit low for a world described as 'impregnable' ?
and since a lot of the weapons range with the usual faction mods weapon is quite different, is it a good idea at all to use faction mods with Archean order?
does anyone have a list of working-ish Faction mods for Archean?
and since a lot of the weapons range with the usual faction mods weapon is quite different, is it a good idea at all to use faction mods with Archean order?
Has the empty AO markets thing been fixed?
Has the empty AO markets thing been fixed?
What empty markets thing? The ships in military markets? Or the Gilead station, etc markets?
The first is a vanilla bug the second is intended. And the ships that would be in the military markets are instead in the open and black markets so they actually are more accessible for now.
Or is this something new I'm not aware of?
Empty ships market, as far as AO not having anything above a Templar.
I noticed big amount of weapons without description, also about standard Doom, its seems nerfed pretty harsh, I know what everybody consider mines OP, but it have now Maneuvering Jets, i'm not sure if it will be useful at all.
Also about AO markets in general, except empty military markets, Revenant, Justicar and Megalith does'nt appear in open and black markets, they can be bought using Agent from Nex, but agent can't get Justicar. Strange what is easier way to get AO stuff if you fight them, not allied.
Doom:
I'll consider re-adding the mines if I can find a way to nerf them a bit. Overall, its been reported that its not a bad ship though - especially with skills.
Gilead orbital station is empty.
Some high level military stations are limited to military markets. Lore-wise, while you can dock with the station and undergo repairs and visit special designated areas (Bar for now but will eventually be a shrine or chapel or something), the market is off limits unless reputation with the faction is high enough. There should be a description somewhere that explains this but in some places it still uses the generic docking text I think. That will be something I change later on. Ideally I'd like custom text/flavor for every individual market that changes based upon a number of factors. Some already have a bit of that kind of thing in place.
I noticed big amount of weapons without description, also about standard Doom, its seems nerfed pretty harsh, I know what everybody consider mines OP, but it have now Maneuvering Jets, i'm not sure if it will be useful at all.
Also about AO markets in general, except empty military markets, Revenant, Justicar and Megalith does'nt appear in open and black markets, they can be bought using Agent from Nex, but agent can't get Justicar. Strange what is easier way to get AO stuff if you fight them, not allied.
1407462 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["dreadAuraData"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["dreadAuraData"] not found.
at data.scripts.hullmods.commissionedcrews.dreadchampionaura.DreadAuraFactionDataManager.getFactionAuraData(DreadAuraFactionDataManager.java:44)
at data.scripts.hullmods.commissionedcrews.dreadchampionaura.CHM_adamantine_consortium.advanceInCombat(CHM_adamantine_consortium.java:59)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["dreadAuraData"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getJSONObject(JSONObject.java:500)
at data.scripts.hullmods.commissionedcrews.dreadchampionaura.DreadAuraFactionDataManager.getFactionAuraData(DreadAuraFactionDataManager.java:41)
... 10 more
I think the docking procedure should be denied entirely as to not confuse players.
Fix works, although I still not sure what commission effects do, and they seems apply not to all player ships.
The commissioned crew hullmods have always been applicable to every ship in your fleet unless something has changed or you have encoded it different.
Ifnyou make really powerful ones it would make sense to limit them to the flagship
im sure youll make excellent design choicesI'm glad the civ/combat freighter packages ended up working out nicely!
i just tried using the escort/assault packages with your stuff and im pleasantly surprised; seeing as you have upped the weapon count and class for essentially every craft in the game (especially civilian craft) it ends up making civvy ships, in many cases, as strong as low tech and in some cases (like the venture) even stronger.
i have always wanted to do a run where civvy ships make up the fleet that was capable of actual combat and it looks like my wish has been granted!
of course late game stuff will likely require me to get a few dedicated combat craft, but perhaps not
my goal is to get to the endgame while (personally) fielding only civilian ships
oh which reminds me, the colossus does not have civilian grade hull. is this intentional?
After a few days playing AO, i found 3 meta strategies for AOJokes aside, is this intentional going forward or It's just the one that is "optimized" as of yet? Since almost all non-carrier ships is complemented with fighters. Perhaps just let non-carriers be just that..?
- Fighters
- Fighters
- Repeat from 1 :P
Playing with fighter gets a bit boring and restrict the player choices. Not to mention the game performance stutter when its carriers vs carriers which pretty much always happens mid-to-late game, the game pretty much turns into a powerpoint slideshow (on 8g of Xms and Xmx vmparams btw).
Something I might do for those wanting less fighter complements would be to create a hullmod that removes all of the warships bays (similar to converted fighter bays for built-ins) and gives bonuses based upon the number of bays removed. Once that is created, I can potentially create a mod setting that would add such a thing to all relevant NPC variants as a customization option. After I get some of the descriptions and stuff done remind me and I will work on that and see what is possible.
I personally love having so many fighters, and never have any frame rate issues and all I have is 4 gig vram, 9th gen i3, and 16 gig ram and m2 ssdI'm running a Ryzen 2700X, 32gb RAM Dual channel a 1660, and also M.2 NVMe PCIe SSD, so my spec is not that far from yours.
Your issue could be somewhere in your hardware: you dont need expensive just the right pieces.
Sure when running on normal speed its fine with a few slowdowns when moving cameras etc, but using Speed Up you will get slideshow. Keep in mind this was a fight with a lot of fighters/bombers/interceptor with each capital/cruiser having 6-8 bays versus a hegemony bounty using 5 carrier capitals and a quite a few carrier cruisers
not using speed up is a slow and boring as hell, sure I can probably take it the first several fights with normal speed like that, but running a long campaign, I don't think it'll be fun....
This is honestly more a vanilla thing, but.
This is the first game where I actually got anywhere with colonies. Mainly because I am trying to play to the endgame. I found a system, probably not the best, but not too far away from the core systems. Not sure how important proximity is, admittedly. Two planets had extensive ruins, and one was a largely habitable waterworld (150% I think) while another was like 275% volcanic world. There is also an airless planet, and a gas giant, which it turns out you CAN colonize, and it doesn't make a station or w.e. No idea how that works.
Naturally, I named the Waterworld Atlantis, and the Volcanic world Proclorush Taoynas, because I am a stargate nerd.
I have a reasonable passive income now, even if I have to hold back significantly to keep the Ludic path and pirates and Adamantine corsairs from attacking. Took quite a lot to do that, and had to do some research. As it is, I am trying to move up in the world, and even having a capital ship, four cruisers, and a dozen destroyers and frigates doesn't seem enough to invade a ludic path system.
However, more hullmods more better!That modifiable space is in the game, as OP, or ordinance points. The tradeoff is always better weapons, better flux stats, better fighters, better hull mods, and you never have enough OP to do everything. So this is already there. You can even get better sensors, stealth, cargo/crew/fuel capacity.
It would be cool to have mods that convert hangar bays into: armor, hull, cargo, fuel, or crew space. Or really anything.
In other games they often refer to "modifiable space" as "mass" and you can just install things. Being able to change cargo space for crew, or whatever tradeoff would be interesting.
Anyway, not sure if you noticed but unless it's in a dedicated carrier bay, the range is only 2000 on any fighter, and unless it matches the warship bay properly, anything other than a fighter uses a LOT of op.Yea, Carriers and warships behave differently now. Warships have drastically less fighter range, the base 2k you saw there, and also the regen rate decays to 30% relatively quickly, but in exchange, fighters use a bit less OP. This is to make encourage warships to have a defensive fighter screen, rather than a long range fighter support option.
Anyway I dont agree at all that fighters are the "meta" it's more about how you play and whether you know how to counter them.Fighter are a lot of the meta, but not the end all. Good point defense shred fighters and missiles alike, but they are still really powerful.
With that being said, more pd options in a tc that ups the amount of them to a staggering level is definitely a good idea.Not sure what "tc" is abreviation for.
I think having a few that are essentially the mortar/basilisk cannon of pd would be appropriate: something high flux with slow reload and INCREDIBLE anti fighter utility, like the vanilla devastator cannon.There are already quite a few. Vulcan cannons, Microrepeaters, PD gun, Duel Flak, Void Driver, Smokescreen rockets. And, naturally, the Devastator cannon still exists. Those are all alpha-heavy weapons with high power, but limited ammo or slow refire. I believe they are largely refered to as "Heavy PD" weapons. Normal PD, like normal Assault weapons use little, if any flux.
Please don't get me wrong, I really do enjoy AO. It gives a very different feel compared to Vanilla or Nex. Sure as hell gives me more replay-ability.Oh you're fine and thanks for the reports and suggestions. They are always appreciated. :)
And I get it, the game uses Java. It has its benefit but as you yourself know, it also has its limitation and you're not the game dev so you have to work with what you got.
I just hope there are more option for the player as to what their fleet composition is and still be viable mid to end game. So, I'll be sure to keep up with the develeopment and keep 2 mod folder on my Starsector install, one for Nex and one for AO ;D
i have two installs myself lol and i just realized armor values for fighters are way higher than they were in my initial run from 91Fighters/Talon:
the talons only had like 20 armor back then if i remember right
personally......i like seeing them have more armor
considering the higher armor values i may have to somewaht rescind my earlier statements; i think having some high alpha damage pd would solve the issue
the obelisk yacht needs (ao) civvy hullmodI'm assuming you are talking about the Valkyrie? I checked everything else for Civ ships and they are good. The Colossus has been fixed and I added Militarized Subsystems to the Valkyrie since technically it is a military utility transport.
i have to say i am having a ton of fun crushing pirate fleets with my all civilian fleet =D
In the process of stoping the ship during a Tachlance shot, the shaking looks very painful. I suggest that it apply a speed reduction during a shot instead or a speed limit of 10.Shaking? I'll have to test that more I didn't notice it at the time. As in the ship itself shakes?
@RanakastraszSpoilerUsing Speed Up to close the distance should be fine. The worst thing it could affect would be the initial long range missile salvos, but that's trivial compared to the entire battle.
-I also use it to close distance during the battle, generally after my strike/assault/PD hyperion (I have no idea how that hybridization happened, or why it works so well) gets sidetracked dealing with chasing down an afflictor or other highly mobile frigate, and has to return to the main fight. Which I shouldn't be doing, I think, but it happens anyway. Also during the final cleanup phase, because distances are also large there.
The Luddic Path is sort of like Pirates Tier II. It is meant to be the next challenge level up from Pirates while also providing a unique sort of playstyle. The best thing to do, probably is simply try and outlast them. The Ill-Advised Modifications hullmod that causes critical malfunctions is their biggest Achilles heel and they will slowly fizzle out in strength as the battle wears on. Defensive ships will probably be the best thing against them - with some carriers or artillery/support ships to cover them. Strike vessels probably won't work as well and can be punished from Safety Overrides.
-Makes sense. Still hilarious and infuriating how many of them have the dampening skill. And yea, assault or covered with bees is generally how they die. Or random malfunctions, which happen a lot.
"TC" is an abbreviation for Total Conversion and just basically means that the mod overhauls the majority of vanilla's systems.
-Understood.
I can't have the hullmod increase OP - there are technical complications/exploits with that. OP modifying hullmods are assumed to be built in.
-What? I mean, yes, that is, or at least was true. at one point negative OP cost hullmods could be added, the extra OP used, then removed, and no penalty occured. But I wasn't talking about that. I was pointing out that the game already has customization tradeoffs, just not with cargo space, but with OP points.
The carrier mechanics are slightly different now. Warship wings now have 1k range for fighters and interceptors and 2k range for bombers and gunships so they stay closer to the warship and carriers have all their wings set to a standard of 4k.
-Really? Did the mod update? Thought it was still 2k with 3x on carriers from the tooltips.
Beam toolips are a little weird in the calculation of stats. The Graviton Beam is not continuous but its close. It is primarily a PD weapon that can be a nice assault weapon at close range. I thought that all beam weapons had "beam" in the name am I wrong there? If I say "burst pd laser" here I am just saying it so people unfamiliar with the mod understand the comparison. I probably should just keep it consistent with the mod name though.
-Huh. Probably it powers down then back up, but never actually stops. a 6 second refire delay, 200 dps, and 1200 damage per shot. 200 dps multiplied by 6 seconds equals 1200 damage. That is weird.
-Burst PD laser is a laser, but so is pulse laser, which is a projectile weapon. Cutlass laser PD system is projectile, I think. Lances are always beams I believe.
-Wish tooltips just had projectile speed as well, even if it was in "slow/medium/fast like turning speed or projectile manuverability. And beams are instant, naturally.[close]
Shaking? I'll have to test that more I didn't notice it at the time. As in the ship itself shakes?
@Albreo I'm more surprized how/why your cursor is upside down ;D
Yea, I check the front page to see if it updated, the second post. But turns out your beta updates don't get added there.Yeah the updates are shown on Nexus Mods and I typically also update the subject of the mod thread with the date of it updating. I don't always do that though sometimes it just requires checking the thread. After it leaves Beta I'll see about hooking it up with version checker or something.
Beams. Makes sense. That works.0.1 chargeup, 0.6 burst duration, 0.1 chargedown, 5.2 cooldown.
Don't touch the DPS indicator. Still confused as to why the math doesn't make that a continuous beam. Doesn't it have a 6 second duration and a 6 second cooldown?
Edit: Just updated to latest version, 1.4.0.2, and the Carrier bays tooltip says "The speed boost at low flux is reduced to null" while still having the Limited combat thrusters saying 40 out of 80 flux bonus.Thanks fixed that up for the next update.
To be specific, the arrow in the overview screen shook.It is possible that its because I stop all momentum on the ship. I'll see if I can get rid of it. The mechanic is important though to keep the beam from being very OP.
Megalith with carrier AI is a bit shy and hard to control. I got a headache when order it to attack something and the icon show fighter strikes instead.
I kind of want a ship with a longer scan range than a normal capital ship maybe the Odyssey/Apogee could stattisfy that or a brand new utility ship to crave my urge.
On an unrelated note.
I'm scared.
Who built a gate here?
I wanted to bring attention to this possible bug/issue. I'm uncertain if it is the fault of this mod as I have a couple running at once, but I have noticed that if I am carrying contraband (AI cores) and get stopped and searched, they never find anything. Is this intentional? Apologies, and thank you kindly for the amazing Mod.
I wanted to bring attention to this possible bug/issue. I'm uncertain if it is the fault of this mod as I have a couple running at once, but I have noticed that if I am carrying contraband (AI cores) and get stopped and searched, they never find anything. Is this intentional? Apologies, and thank you kindly for the amazing Mod.
I'll have to double check rules, but I don't *think* I did anything with that portion or touch the script that handles the the results of scans.
I just tried starsector with archean disabled to confirm my suspicions, and my contraband was indeed found and taken.
Would it be possible to rework strikecraft compatibility with ship types?
Just an idea, but would it make it more strategic and tactical that only certain ships could equip specific strikecraft.
ie;
Low-Tier ships = unable to use AI-Strikecraft
In addition, what are your thoughts on only allowing Carriers to use bomber/torpedo strikecraft to amplify the importance of having carriers in your fleet.
I find currently you can generally ignore/not use low-tier Carriers as generally your mid-line ships can compensate with their own carrier bays making low-tier/mid-tier carriers kinda void.
Before I forget, Andamantine Consortium seems to be neutral toward REDACTED. I saw a raid and it excluded Andamantine Consortium from the hit list. Presumably, it shouldn't be that way.Ah yeah oversight I'm not sure I handled REDACTED rep with any of the new factions. I'll take care of that.
For the graviton beam.Yeah I don't think the tooltip tells you duration at all. As to where it's getting its overall math from I have no idea. I would guess that maybe some faction of the dps is technically dealt during chargeup/chargedown but the targeted ship would have to be at point blank range for this to matter so it is likely misleading in that sense. Btw, I added beam/projectile speeds to all weapons last night so the next update should have that info in the tooltip.
I checked, looks like I was just really confused as to how beam damage was displayed normally. The issue here is probably that it just doesn't tell you how long the beam lasts, I think.
And yea, it is clearly a pulse beam.
I just got an Alpha core to govern my colony, and it is a downgrade from governing myself. It appears to not have the elite varient of the three skills. Not sure if this is vanilla, modded, intended or not.I'd say that it's because the vanilla versions of those skills don't have elite versions, and so the cores aren't coded to have them be elite. It would probably be the same way with Admins, though it may be possible to use SP to make them elite - I never checked.
I just tried starsector with archean disabled to confirm my suspicions, and my contraband was indeed found and taken.
Ok I'll see what could potentially be causing it. Thanks for the report!
*EDIT*What faction was this?
*EDIT 2*
Nvm I understand what is likely going on now.
It isn't a bug, its just that the cargo scan mechanic has a chance of finding contraband based upon the total cargo capacity in the player fleet. So if you have a large capacity and only a couple of cores, the likelihood of them being found is extremely small. I tried 15+ times in the mod and vanilla with 3 gamma cores and they were never found.
I used Console Commands to add enough cores to get close to my maximum capacity and they were found every time in both vanilla and the mod.
The mod increases the cargo capacity of ships by a bit, so what is likely occurring is that you just don't have enough cores for the scan to detect them because you have a high cargo capacity and they don't take up very much overall space.
When you ran vanilla to test, you probably chose a start that had a small fleet, so the odds of detection increased greatly - especially since starts don't include freighters iirc whereas the mod's faction starts always do.
I gotcha, i'm sorry mate i thought for sure it wasn't based on a percentage chance. I'm terribly sorry, and thanks for looking into it anyway.I had to dig into the code to know for sure, so honestly I appreciate the question. Don't feel bad about it at all! I might even make changes now considering that I want to possibly make smuggling a bit harder overall?
did i ever mention that in nex "random sector: derelict empire" the derelict faction doesnt spawn any ships at all?
i just asked on the nex thread why that may and no one knows
there is a newish mod on the "modding" section of the forum that adds in different bounty types and the derelict bounties show up there (but the other kinds dont seem to)
i cant remember if i asked you about this or not lol
im using 10.2c (latest) nex and the other one is https://fractalsoftworks.com/forum/index.php?topic=22276.0
oh so it is intended. was it like that in vanilla? didnt it have maneuvering thrusters? either way i remember it being WAY easier in vanilla, and besides that i agree it would be cool if there was some sort of way to know the intended difficulty of something upfront, especially considering the entry price for that mission is a measly 20k. perhaps it would be best to have a mechanic in place that checks your fleet deployment points or something and wont allow fleets below a certain level to accept the mission (i assume this is possible given there are other things that wont allow you to proceed unless you have the required resources/faction relation)That could work, yeah. I'm not sure how easy it will be to do, but that is something I will look into once the story portion of the mod is being developed. Missions will definitely be a part of that.
Is the Radiant's Flux Converter skill bug? The critical malfunction is permanent somehow and cannot be repaired during battle. At most, half of the large weapon slots will become unusable the moment combat start because you script it that way to immediately use the first charge.There is a chance that the malfunction is permanent for the duration of the battle each system activate. From my tests, that doesn't prevent the Radiant from getting quite a few kills anyway (it usually still managed to take down several capitals before it was completely debilitated) so while annoying, it is actually fairly balanced this way. Not having a major downside isn't really an option considering how amazingly strong the system is, and the system is necessary to make REDACTED encounters as challenging as I want them to be.
AC auto-solve is extremely weak compared to its capability in real combat. It can stream roll me along with a big mercenary patrol. Whereas if I let them be, it actually lost to the mercenary lol. Also, Hegemony auto-solve is too high due to the number of capital it fields in each fleet, but in reality, it is super easy to win. They will win 9 out of 10 vs any other faction fleet.I don't really mess with the skill selection process on leveling up. It could be bad luck or there could be a vanilla bug going on, I'm not sure. I wouldn't be surprised if it was weighted against carrier skills though - as carriers seem to be avoided more and more in vanilla after all those complaints of carrier spam being OP after 0.9 was released.
And the entire AO fell to the Trader Guild again.
Another annoying thing is the random skill choose by the captains. There seems to be a fixed trend here. Not sure how Alex did it but it's not random enough. I only found one person with a strike commander.
About auto solve, I noticed too, what AO often loss to other fleets, especially in fights with Tri-Tachyon, and especially in Hybrasil system, which also gives alot of free ships, especially without Nex, since it have both vulture scavengers who pickup derelicts and invasions so these isolated colonies can be captured by factions, but this exploit with free ships is very easily fixable - just make sure what perma-hostile factions doesn't have planets in same system, or make them neutral to each other, in vanilla game all factions initially neutral to each other, and just occasionally they got hostilities with each other which isn't permanent, so it won't give you endless supply of derelicts.Doom and Tyrant will have the mine system (though nerfed from vanilla a bit) in the next update. The problem with teleports is that the AI is too timid most of the time and there is an annoying component to battles being drawn out from teleport retreating. So while it is fun for the player flying the ship, it causes too many headaches when fighting the ship under AI control.
Also about ship subsystems, I liked old subsystems from 091 version of Tyrant phase battleship, and Doom, like Tyrant had Phase Skimmer, and regular Doom, not Adamantine one had also temporal shell as I recall. I feel like maneuvering jets and plasma burn doesn't fit phase ships. Tyrant isn't bad ship but I think it could be more interesitng, and Adamnatine Doom is definitely better than regular one. In general phase ships, especially in vanilla often tend to have subsystems which affects enemy ships or weapon subsystems like EMP bolts or Mines, so Doom and Tyrant doesn't fit that scheme.
About ideas, Phase Skimmer can be quite strong, but I think is good idea is teleportation ability like on Karkinos from Blackrock, its doesn't have charges, and uses abit of flux and time to charge, but on teleportation its also deal AOE damage where its teleports, fun subsystem, so it can be both mobility and attacking subsystem. Also I like sound of it too.
just want to say how grateful i am for how much you soend on this creation (yes i know it is a mod but i prefer to call them creations when they are at the level that the average modder for starsector produces)
THANKS TO YOU AND THE ORIGINAL CREATORS (yknow, the ones who spawned starfarer i mean starsector LOL)
Nvm, Alex shot down that solution so I am back to square one.
@ratpizza
If you don't mind, I am probably going to need a copy of your save file so I can reference both what mods are included and also have a reference to what market/fleets had this bug, etc.
Looking at the vanilla code and verifying with Alex that the logic of how I am approaching the overrides is sound, I can't as of yet find a case where this sort of thing could have slipped through the cracks.
The bar event might be an exception as I haven't gotten to looking at that code yet.
Use this site: https://pixeldrain.com/Nvm, Alex shot down that solution so I am back to square one.
@ratpizza
If you don't mind, I am probably going to need a copy of your save file so I can reference both what mods are included and also have a reference to what market/fleets had this bug, etc.
Looking at the vanilla code and verifying with Alex that the logic of how I am approaching the overrides is sound, I can't as of yet find a case where this sort of thing could have slipped through the cracks.
The bar event might be an exception as I haven't gotten to looking at that code yet.
Unfortunately the save-file is to large to be uploaded here. Unless the descriptor-files are sufficient?
Btwi I can confirm that the vanilla-ships I were seeing indeed were damaged versions.
not sure if this is just me but i havent found any agents
i also run accross officers with the green font but they end up being administrators with no skills
I'll take a look and let you know what I find. I've already made changes so its possible that the logic will remove the ships from the market when I load the save. If that is so, I'll disable the setting that does that and see if they show up. If they do, then hopefully that means the issue was fixed.
Alright, now on to admins, officers, mercs, and agents...
Apparently, all Admins have full elite skill but the Alpha core isn't...
I think the colony skills need to change somewhat so that normal Admin can only have non-elite skills or one elite skill and put half of the benefit that is currently in the elite version into base skill. +1 industry should remain elite, +2 stability in base and +1 more in elite version, etc. For Alpha cores, they will have all skill elite. Since players can elite any skill easily it shouldn't be taken into consideration whether which part should be in base or elite but look between the Admin and Alpha core.
An update to the compatible modlist with old mods removed and new mods added would be appreciated. It's hard to choose between all the mods I've grown attached to and AO.
An update to the compatible modlist with old mods removed and new mods added would be appreciated. It's hard to choose between all the mods I've grown attached to and AO.
You mean which ones are updated to 0.95? Or compatibility things?
Which mods are compatible with the balance of AO
this is my current enabled listSpoiler{"enabledMods": [
"pantera_ANewLevel40",
"adjustable_skill_thresholds",
"Adjusted Sector",
"anotherportraitpack",
"archeus_beta",
"armaa",
"automatedcommands",
"beyondthesector",
"HMI_brighton",
"combat_docking_module",
"timid_commissioned_hull_mods",
"lw_console",
"diyplanets",
"DetailedCombatResults",
"diableavionics",
"sun_flux_reticle",
"gladiatorsociety",
"GrandColonies",
"HMI_SV",
"hm_barratry",
"hullmod_specialization",
"sun_hyperdrive",
"IndEvo",
"lw_lazylib",
"logisticsNotifications",
"MagicLib",
"su_CarrierHullmod",
"su_CarrierHullmod_Rebalance",
"mir",
"more_ship_names",
"nexerelin",
"console_overlord_additionalcommands",
"wisp_perseanchronicles",
"QualityCaptains",
"remnant_command_transfer",
"repdec",
"sun_ruthless_sector",
"secretsofthefrontieralt",
"SEEKER",
"PT_ShipDirectionMarker",
"simpleplayerflags",
"solsystem",
"speedUp",
"sw",
"sun_starship_legends",
"stelnet",
"superweapons",
"timid_supply_forging",
"US",
"ungp",
"unpackblueprints",
"UGH",
"vanidad",
"wasabounties",
"XhanEmpire",
"audio_plus",
"shaderLib"
]}[close]
Mod is really nice but fighters feel waaaay too broken. Damage and stats need to be toned down, but not to drastic vanilla levels. Really like the direction overall where the mod is heading towards, and if need be I guess I could always tweak the values myself to something I'd prefer. If anything, I'd love if there was a separate option to just have all the extra fluff/content and none of the balance-changes because I really like the new factions and how they look design-wise.
I think some recently adjusted fighter need to be nerfed a bit. Especially Hegemony's craft equipped with a light rail gun that can steamroll event the most expensive high tech craft and the ability to flame the heck out of high tech ships that now have a hole in the rear for some reason with no armor to support the exposed engine. Most high-tech crafts with non 360' need 360' shield to make it work properly only half frontal shield is not enough no matter how strong the shield is and it should improve CPU consumption a bit if it doesn't have to rotate the shield. And it should be fairer as low-tech craft's armor protects the entire hull from every angle. For example a Flash bomber with hefty shield value, the moment it went over the enemy ship it exposes it non-shielded rear that has no armor and will pop in a few hit with no chance of surviving. So it becomes pretty useless if you can't already overwhelm the enemy ship to the point that it can't retaliate.
I will try to do another spreadsheet if you agree on another adjustment pass.
I did tests on Legion vs Legion when I first got it and I'm baffled that no matter what I put as an interceptor, it stood no chance against Talon (H). That thing wiped even Spark, it's obviously too strong and too tanky for the cost. The light rail gun also has an EMP effect I assume. The new damage reduction skill for craft also makes a huge difference, improving survivability. I like it but High tech crafts are lacking behind. I don't think High tech needs more firepower as it is. I prefer survivability over damage anyway. If it can't survive after the first salvo then it's pretty much meaningless.
Deflector Shell, there is some instant that a single craft can lure and tank more than 10 burst beams from Spark. Less damage reduction also wouldn't be good IMO. Is it possible to count the number of hits before wear off the skill effect? Let's say, can block 5-6 shots.
I did make use of the extended shields to patch up that said hole but I think it is still too expensive (20OP) for that meager effect. For example, stabilized shields only cost 15 which is a lot more useful than extended shields.
Burst PD Beams or Smokescreen Rockets, honestly, I don't use it as my main PD. The first one's range is too short for some occasions, work well on smaller ships. The second one has a very long reload and is better as a supplement for empty small missile slots. I prefer an Electron gun, Assault beam, and Void driver/Pulse laser as my mainstay.
New missile mods also work pretty well. The ionize work well with sabot since it spits so many projectiles. Corrosive work great for fire support purposes.
just a heads up, the creator of boimancy made that mod open source, so if you want to add another threat alongside the redacted they are up for grabs!
i would love to see SOMEone do something with that body of work
it would be great to have something similar to terraria where certain sections of the outer reaches have different threats
never heard of itIt was a pretty basic arcade-style space RPG. Addictingly fun though.
hey im just here to make everyone have a good time
MAKE you
yes
have fun or DIE
......ahem sorry about that outburst
I will admit I was wrong with my earlier assessment that they were in a relatively good place. I think the carrier-centric wings are and I spent a lot of time testing those, but its possible I will have to spend some more time on them at some point in the future too. The reason for my poor judgement is simple: I was testing on ships with weapons and so those weapons were a large factor in weighing the relative balance.
ok so ive got another personal wishlist sort of thing going onAs in it makes saves unloaded with the TC? That's odd I'd think it simply wouldn't work since the vanilla versions of these ships aren't available. Remind me after the next update to take a look.
the combat docking module makes saves unloadable
its almost essential to the new idea i have for a run which features heavy usage of retooled civvy ships using the mod that increases effectiveness of excort and assault packages (itd be cool to see more packages. ill mention that in the main suggestions thread)
its a very cool mod that i think should be incorporated into archean if the original creator is cool with that (if somehow it could be changed so that only cruiser/capital can refit the flagged ships that would be flavorful)
edit: id like to add (im sure youve seen) that dronelib looks like something that every modder in the sector should be playing with at some point!
When I did the test with Astral, I would just turn on the shield and let the enemy fighters come to me. My crafts would be in a defensive mode and only swarm around the ship. Pretty useful in determining PD strength of the craft. My Astral would be bare with only 6 small burst beams just to simulate enough resistance.That definitely makes sense though it gives a defenders advantage - especially against craft meant to pack a powerful punch upon contact since a lot of the weapons will target the ship's shield at first.
ok so no issues if the game loads with the mod in place, no issue loading saves with it activated, however when i install the hullmod, then save, it cant load the save
when i uninstall, save, then load it loads fine
it shows a null on loading with the hullmod active and it mentions fleetmember in the code so it definitely only causes issues when you actually use the hullmod
anyway, ill remind you after you finish the update
ok this is what i have; it doesnt seem to be showing up in the log file, and im on max resolution so im not sure if what you need to see is hereLooks like this was happening in the mod itself in version 004. I *think* the mod author attempted to fix it in 005 though he/she did not specifically say that - only that they reproduced the issue, so if you are on that version then I'd let him/her know it is not fixed just to make sure. I don't think it is related to this mod though - or at least I'm not seeing anything that would point to that. That being said, the code that is coming up with the error is not available to view so it is impossible to know for sure.
https://www.dropbox.com/s/vppjmzyxnzozqqc/1234.PNG?dl=0 (https://www.dropbox.com/s/vppjmzyxnzozqqc/1234.PNG?dl=0)
Hi, I found out if there is one ship installed this hullmod, the save will be broken. It is a serious bug so this mod cannot work at all.When you are trying to load that broken save, a message will shows "error loading saved game" with some debuging information following. It happend on both 0.91 and 0.95. I will post it in both versions so you may find out what's wrong.Spoiler(tested in 0.91a, lazylab 2.5)
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class : com.fs.starfarer.campaign.fleet.FleetMember
required-type : com.fs.starfarer.campaign.fleet.FleetMember
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 9509
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : com.fs.starfarer.campaign.fleet.FleetData
class[3] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[4] : com.fs.util.container.repo.ObjectRepository
class[5] : com.fs.starfarer.campaign.StarSystem
class[6] : com.fs.starfarer.campaign.CampaignPlanet
class[7] : com.fs.starfarer.campaign.CircularOrbit
class[8] : com.fs.starfarer.campaign.econ.Market
class[9] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[10] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[11] : com.fs.starfarer.campaign.econ.Economy
class[12] : com.fs.starfarer.campaign.CustomCampaignEntity
class[13] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[14] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[15] : com.fs.starfarer.campaign.Hyperspace
class[16] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.I
version : not available
(tested in 0.95, lazylab 2.6)
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class : com.fs.starfarer.campaign.fleet.FleetMember
required-type : com.fs.starfarer.campaign.fleet.FleetMember
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 134974
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : com.fs.starfarer.campaign.fleet.FleetData
class[3] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[4] : com.fs.starfarer.campaign.ai.NavigationModule$AvoidData
class[5] : com.fs.starfarer.api.util.TimeoutTracker$ItemData
class[6] : com.fs.starfarer.api.util.TimeoutTracker
class[7] : com.fs.starfarer.campaign.ai.NavigationModule
class[8] : com.fs.starfarer.campaign.ai.ModularFleetAI
class[9] : com.fs.util.container.repo.ObjectRepository
class[10] : com.fs.starfarer.campaign.StarSystem
class[11] : com.fs.starfarer.campaign.CampaignPlanet
class[12] : com.fs.starfarer.campaign.CircularOrbit
class[13] : com.fs.starfarer.campaign.econ.Market
class[14] : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[15] : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[16] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[17] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[18] : com.fs.starfarer.campaign.econ.Economy
class[19] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[20] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[21] : com.fs.starfarer.campaign.Hyperspace
class[22] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.I
version : not available
Complete starsector.log is here https://www.dropbox.com/s/6mrqjcjih2sy6kq/starsector.log?dl=0 (https://www.dropbox.com/s/6mrqjcjih2sy6kq/starsector.log?dl=0)[close]
simple fix is right lol i updated to 005 and now the saves load
SO MY DREAM CAME TRUE.I'm glad you are having fun with that playstyle. I'll try to keep that in mind when the next big skill update hits for vanilla and I have to make adjustments. Overall I'd doubt that playstyle will be changed much - and factions like the Trader Guilds definitely benefit from the relevant skills. I still need to flesh that out more and have a mental note to do so.
The long list of weapon nerf might be a bit too excessive.I'd need specifics in this case. I'm not saying you are wrong or anything, it's just not much to go on since it is a bit of a general statement and there have been a lot of changes.
The disadvantage of beam hull mods really bars me from utilising it. Now, I can't beat a full fleet REDACTED anymore lol. I tried to farm AI core from Mid beacon instead but seem to don't get any. Is AI core still in the loot pool of Brilliant?Should be. I don't mess with drop rates of cores. The beam hullmods are more for support ships and with ship passthrough it should be an effective combination. What are you trying to use, specifically? Is the problem flux? Or speed? Each would have different considerations. I more mean it as a sidegrade as someone else mentioned. It changes the role of the ship rather than strictly boosting the weapon strength.
The Doritos fight is a bit too simple with strike craft advantage. For starters, add 2 more Doritos.This is a WIP from vanilla and so I'm going to wait and see how it turns out first before overriding anything. The reason is that I'll just likely have to change it later since it is so new. Offhand, a built-in hullmod reducing strike craft damage to the primary ships would be the ideal solution. I can't buff their weapons because the player can use them and then it becomes "grind till you have Doritos weapons", etc, etc. I've tried hard to have it not feel that way but those weapons are very cool so it's already hard to do, heh.
Should be. I don't mess with drop rates of cores. The beam hullmods are more for support ships and with ship passthrough it should be an effective combination. What are you trying to use, specifically? Is the problem flux? Or speed? Each would have different considerations. I more mean it as a sidegrade as someone else mentioned. It changes the role of the ship rather than strictly boosting the weapon strength.
As an initial response, I didn't really nerf weapons so much as buffed REDACTED at the large end of their ships iirc, and some of the low tier weapons that REDACTED sometimes use have had improvements though I doubt that's the overall reason. Weapons have actually gotten stronger as a whole I think - at least that is definitely true as far as PD is concerned. Maybe that is what you are seeing? Massed strike craft took a big, big hit in the last update or two. Flak might be too strong, but considering AI limitations it might actually be a good thing to prevent battles from being bogged down too much and take too long. Using large PD does also sacrifice a lot of firepower that the build could have otherwise had, so, I'm on the fence until the next update is tested on a larger scale.
"grind till you have Doritos weapons"
i personally love carriers. i love the support they provide, and i love having to fight them (a good challenge!)Yeah I was hoping for some sort of waypoint feature to control wings when directly piloting the carrier to strike from different angles, or new commands, or the ability to send them to capture points. Definitely all on my wishlist. Not sure it will ever be a thing, unfortunately, the game is almost done and I'd doubt Alex would want to get into that can of worms at the end. Maybe if an expansion happened post 1.0 assuming the game does well. Here's to hoping!!
the only thing i dont like about them is it doesnt feel especially good trying to control them; its really hard to get the timing right on strikes and i dont feel like i have as much direct control over the fighters as i should.
dronelib may make this a reality considering the new subsystem functionality!!!!!Oh yeah definitely going to look into that at some point! It looks very very cool!
Oh btw, I know you've got a long list currently anyway, but I thought I'd let you know the person who created musashi manufactorum is cool with that mod being converted to be compatible with your TC, and even said they'd put the TC version on their post in the modding section.
Oh btw, I know you've got a long list currently anyway, but I thought I'd let you know the person who created musashi manufactorum is cool with that mod being converted to be compatible with your TC, and even said they'd put the TC version on their post in the modding section.
Thank you for letting me know! I will take a look after I release this build in a couple of days.
I can't seem to get any contacts in sci-corps. I have done at least three different missions for them and none of those mission-givers have given me any opportunity to develop a contact with them. Bug? Or am I missing something?
I'll look around and see if I can find anything.After a relatively brief pass looking at the code, there isn't anything directly preventing contacts from forming other than RNG for any mod faction. The max number of possible contacts can be exceeded through story points.
I may have found a bug with either faction relations or maybe the fleet ransom?
I was in some system at a trade hub and a trade fleet for the adamantine consortium came by, aggrod onto me and then asked for more money than I had for ransom. For some reason I started the game with them at -50 hostile.
After the ransom prompt I was no longer given any way to flee even though I had remaining story points and they proceeded to destroy my entire fleet while I tried to escape.
It pretty much ended that playthrough which is a bit annoying, but my question is if that's expected to happen?
Adult content
This mod contains adult content. You can turn adult content on in your preference, if you wish
dang. another site to register i guess...
I'm playing with both AO and Nexerelin, in case it's important. Two issues I'm having:
1. NPC fleets are regularly get stuck in the black hole in the Archean Order faction's home system, which may just be an issue with SS's AI, rather than AO's code, as it reminds me of NPCs not pathing around suns effectively.
2. Adamantium Consortium patrols aggro (commissioned) PC's fleet for turning off their transponder in their faction's system, but not Pirates.
a question if i may ask though, while i believe other people asked this already i cannot find the answer so I'll ask, what will i miss out on if i turn off the total conversion?
a question if i may ask though, while i believe other people asked this already i cannot find the answer so I'll ask, what will i miss out on if i turn off the total conversion?
No, you will not miss anything. It's just there to indicate that it is mostly incompatible with the majority of faction mods. You can follow the instruction to turn it off.
I may have found a bug with either faction relations or maybe the fleet ransom?I'm sorry this ended your playthrough! It is actually intended, however. Refusing tribute is a way to really make a dreadlord/baron angry when dealing the Consortium. If you read the blurb about the faction in the lore section of intel, it states that traders and such actively avoid dreadlord fleets or even areas where one was spotted recently with a superstitious level of anxiety. In game, this mechanic is meant to communicate to the player why that reputation is well founded. The Consortium is an unlawful and evil faction, and they are hostile to just about everyone. That is why they are hostile at the start even for the player unless you choose their start. You might consider avoiding their systems entirely - especially at the beginning of the game.SpoilerI was in some system at a trade hub and a trade fleet for the adamantine consortium came by, aggrod onto me and then asked for more money than I had for ransom. For some reason I started the game with them at -50 hostile.
After the ransom prompt I was no longer given any way to flee even though I had remaining story points and they proceeded to destroy my entire fleet while I tried to escape.
It pretty much ended that playthrough which is a bit annoying, but my question is if that's expected to happen?[close]
I'm playing with both AO and Nexerelin, in case it's important. Two issues I'm having:The first part is vanilla's fleet code not caring about coronas or event horizons. I may eventually look at that but its a low priority thing even if its a little immersion breaking. I'm more concerned at the moment with all the feedback on fighters/missiles/PD and making sure that is in a good place.
1. NPC fleets are regularly get stuck in the black hole in the Archean Order faction's home system, which may just be an issue with SS's AI, rather than AO's code, as it reminds me of NPCs not pathing around suns effectively.
2. Adamantium Consortium patrols aggro (commissioned) PC's fleet for turning off their transponder in their faction's system, but not Pirates.
This is because the mod contains some cursing and a few portraits have blood and such, and I wanted to be conscientious of that for children. There isn't really anything "Adult Content" otherwise, and I get that its incredibly mild compared to other things on the internet... I didn't really think about the fact that it forces you to register to the site though.
Adult content
This mod contains adult content. You can turn adult content on in your preference, if you wish
dang. another site to register i guess...
then...why is there even the need to have the total conversion being turned on/off? if it is the same either way, besides compatability, then why does it exist? if it is about faction mod incompability then the description has it noted, no? and it is probably possbile to make the mod send a message when a game is started/loaded that this mod is best played without faction modsAlbreo and 6chad.noirlee9 are correct, but to add to this:
Hello there Morrokain. Wish u luck with working on this great mod.Thanks for the well wishes!
Unfortunatly have some conserns about the future espethially in terms of balancing fighters and missiles. In last patch we got (1.4.0.2) PD is literally useless bacuse of exesesive HP of missile (like 1850 HP for salamander) and armor on fighters. Whole point why our small community loved your mod and starsector in the whole was because much more comfortable balance.
So the question - is this permanent or will be fixed?
The second one is more complicated. Not all of the Adamantine Consortium patrols will care about your transponder. If they spawn from the free market system, they won't harass you. Its impossible to tell if that is the case other than relative proximity however. The free market system is also one of the few places you can trade while hostile to the faction. In design terms, it is a very high-risk/high-reward place to attempt to go. If you get away with it you can get some powerful weapons and ships, but it will take a lot of skill and probably a little luck too. They are allied with pirates under their employ (look at the pirate base's and Xelion's description) and so they sort of have an idea of what their fleets look like. You could also say encrypted signals, etc, for additional handwaving. The real point is that its supposed to be an incredibly dangerous and completely hostile system - whereas a system like the one where you find Galar has some places of relative safety that you can run to if needed.
My advice would be to use a small phase fleet to attempt to sneak in. The new phase tender should help quite a bit there to smuggle stuff out. Also the related skill would be nice.
The second one is more complicated. Not all of the Adamantine Consortium patrols will care about your transponder. If they spawn from the free market system, they won't harass you. Its impossible to tell if that is the case other than relative proximity however. The free market system is also one of the few places you can trade while hostile to the faction. In design terms, it is a very high-risk/high-reward place to attempt to go. If you get away with it you can get some powerful weapons and ships, but it will take a lot of skill and probably a little luck too. They are allied with pirates under their employ (look at the pirate base's and Xelion's description) and so they sort of have an idea of what their fleets look like. You could also say encrypted signals, etc, for additional handwaving. The real point is that its supposed to be an incredibly dangerous and completely hostile system - whereas a system like the one where you find Galar has some places of relative safety that you can run to if needed.
My advice would be to use a small phase fleet to attempt to sneak in. The new phase tender should help quite a bit there to smuggle stuff out. Also the related skill would be nice.
My issue is that if 5 Pirate fleets are swarming me with their transponders off right next to and then over an AC colony multiple times, and there are 3 AC fleets patrolling right next to that colony, and those 3 AC patrols ignore those 5 Pirate fleets, and I have a commission with the AC at the time, and right when I turn off my transponder one of those AC patrols emergency burns to intercept me and give me a stern talking to with rep loss, then, for the purposes of internal consistency and immersion, I'd say that either the Pirates shouldn't be given the free pass or commissioned fleets should be given one to compensate, with a strong preference for the former.
my suggestion (if possible) is that you can only do that if your rep is high enough with them
also, heres an idea, what about an item that when placed at the end of your inventory (or top) it makes your transponder send out a signal that confuses enemy fleets into thinking your an ally if you dont get too close?
Wow a lot to catch up on it seems! I'll try and quickly get to everyone:apologies if i got something wrong, but the way i understood they either paid the ransom or could simply not flee anymore, even with story points, after going back from that option. correct me if i am wrong but i think that is not intendedI may have found a bug with either faction relations or maybe the fleet ransom?I'm sorry this ended your playthrough! It is actually intended, however. Refusing tribute is a way to really make a dreadlord/baron angry when dealing the Consortium. If you read the blurb about the faction in the lore section of intel, it states that traders and such actively avoid dreadlord fleets or even areas where one was spotted recently with a superstitious level of anxiety. In game, this mechanic is meant to communicate to the player why that reputation is well founded. The Consortium is an unlawful and evil faction, and they are hostile to just about everyone. That is why they are hostile at the start even for the player unless you choose their start. You might consider avoiding their systems entirely - especially at the beginning of the game.SpoilerI was in some system at a trade hub and a trade fleet for the adamantine consortium came by, aggrod onto me and then asked for more money than I had for ransom. For some reason I started the game with them at -50 hostile.
After the ransom prompt I was no longer given any way to flee even though I had remaining story points and they proceeded to destroy my entire fleet while I tried to escape.
It pretty much ended that playthrough which is a bit annoying, but my question is if that's expected to happen?[close]
In other words, if you see one of their fleets and can't bribe them, your best bet is to immediately run if you can. I get that it might be a bit annoying when you can't and get caught, but the purpose is to really drive home how dangerous and unpredictable of a faction they are. If you could always avoid them using story points, it wouldn't really feel this way.
This is because the mod contains some cursing and a few portraits have blood and such, and I wanted to be conscientious of that for children. There isn't really anything "Adult Content" otherwise, and I get that its incredibly mild compared to other things on the internet... I didn't really think about the fact that it forces you to register to the site though.
Adult content
This mod contains adult content. You can turn adult content on in your preference, if you wish
dang. another site to register i guess...
Sigh, I'll give it some thought. I'm probably being overly conservative and could simply put a self-rating of T for Teen or something. The story might also contain some suggestive and horror content so that would be the most appropriate rating. I think "Adult Content" is probably more for things like nudity and heavy graphical depictions of gore, of which there is nothing like that in the mod.
on a side note though, apologies for asking, but where is the 0.95 version? the downloaded version said it's 0.91, at least 2 files in the folder had that number
apologies if i got something wrong, but the way i understood they either paid the ransom or could simply not flee anymore, even with story points, after going back from that option. correct me if i am wrong but i think that is not intendedCan you say this another way? I'm a little confused as to what you mean. You should still be able to flee unless you have a very large fleet. That prevents you from fleeing altogether (maybe even with story points) and that is a vanilla feature not mine.
just started a new game, ran into a cryosleeper and attempted to engage it. got this error message a few seconds after starting the fight. here's the log for the crash; tried updating lazylib to the newest version but that didn't fix it so i'm out of ideasI put a message up on LazyLib's thread and the modding thread about this. What is your operating system? I can't actually reproduce this but there is something weird going on the dependency in IDE. It doesn't crash for me though.Spoiler45233 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: org/lazywizard/lazylib/ext/combat/CombatExtensionsKt
java.lang.NoClassDefFoundError: org/lazywizard/lazylib/ext/combat/CombatExtensionsKt
at data.scripts.shipsystems.ai.AO_FluxConverterAI.assessNearbyThreats(AO_FluxConverterAI.java:166)
at data.scripts.shipsystems.ai.AO_FluxConverterAI.advance(AO_FluxConverterAI.java:104)
at com.fs.starfarer.loading.specs.M$1.super(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: org.lazywizard.lazylib.ext.combat.CombatExtensionsKt
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 12 more[close]
@megabot
The file names will be fixed in the next version. You are talking about the jar right?
[quote/]
yeah, i meant the file itself has 0.91 in it so i thought it is for a previous version and the file i downloaded is not up to date(happened with hazard mining ncorporated once, where i downloaded a version that is lower that broke my game because the main page did not have an updated link)apologies if i got something wrong, but the way i understood they either paid the ransom or could simply not flee anymore, even with story points, after going back from that option. correct me if i am wrong but i think that is not intendedCan you say this another way? I'm a little confused as to what you mean. You should still be able to flee unless you have a very large fleet. That prevents you from fleeing altogether (maybe even with story points) and that is a vanilla feature not mine.
what i meant was that what i got from what they said(i did not use this mod a lot yet) was that they picked the option to pay ransom but then got attacked anyways and had no option to flee, or got into the menu to pay but didn't and then after going out of it had no option to flee anymore, whether regularily or with story points. i might be wrong though
what i meant was that what i got from what they said(i did not use this mod a lot yet) was that they picked the option to pay ransom but then got attacked anyways and had no option to flee, or got into the menu to pay but didn't and then after going out of it had no option to flee anymore, whether regularily or with story points. i might be wrong though
It increases the amount you get iirc. You can adjust the amounts in the mod's setting file if you feel they are too low. There are settings options in the vanilla settings file as well that the mod doesn't override.what i meant was that what i got from what they said(i did not use this mod a lot yet) was that they picked the option to pay ransom but then got attacked anyways and had no option to flee, or got into the menu to pay but didn't and then after going out of it had no option to flee anymore, whether regularily or with story points. i might be wrong though
Yep this is pretty much what happened. It was a bit strange because I got aggroed by a trade fleet and not a roaming fleet. I was in a system owned by some other faction that I think the trade fleet was going towards.
Does Archean Order tend to modify the bounty difficulty? Having a really hard time making money as even 100k bounties tend to have multiple capital ships.
Edit: Ah I did find a possible bug, not sure where to grab log files as I didn't see a stacktrace and this is an infinite loop.That's really strange. I don't mess with that code at all afaik, but maybe there is a different way to cause this? I'll try and reproduce it. What planet was it specifically?
Doing an equipment raid on an adamantine consortium planet seems to hang the game.
@CorsairZero
I'll probably make it so they explain that pirates have encrypted signals even with their transponder off along with a warning to leave them alone, and give the player a pass (if the player passes a cargo scan) if they have a commission. The player will still have to keep their transponder on, however. There are technical reasons for this mostly.
I'll probably also make the pirates at Mordreath neutral once the player takes a commission with the AC.
I'm having trouble reproducing both the raiding issue and the tribute issue. I'm able to disengage even while hostile to the faction if I give tribute, and the raid for equipment didn't cause a loop. on Lilith.
So far, I also haven't had issues with the Guardian or Radiant causing an error though my IDE still flags the Lazylib class as being undefined. It still works on all counts though.
I'll wait a little while longer before releasing the update and try some more to reproduce these reports later, but it would be helpful to have more exact circumstances and context for when these occurred. Things like:
Reputation
Size of the player fleet
The specific planet raided
When did the loop occur in the dialogue specifically?
What is your operating system?
Stuff like that is very helpful in order to track these down if I can't reproduce them easily.
I can reproduce the raid issue, I cannot attach the save file as it's too large. Is there another way to get that file to you?
Reputation: Hostile -72, I'm currently commissioned by Tri-Tachyon
Size of the player fleet: 99 combat, 109 total, 51 marines
The specific planet raided: Hikmah, there are no defending fleets nearby.
When did the loop occur in the dialogue specifically? Cannot reproduce
yo, allthough i only once tried your mod in the past, can i say thank you to you sir? for making mods and all that, which gives you nothing in return, really, yet you made it and share it with us, and update it, and i just really wanted to say thank you sir
i wish i could say this to everyone out here but i think that is a hour i do not want to spend. though, if you see a friend that happens to mod starsector, share it with them, because that thank you of course goes to them too!
Thanks I was able to reproduce it with that info! I'll troubleshoot where the loop is coming from hopefully through the logs. It happens simply when you click the "launch raid" dialogue option. So the first step, assuming the logs reveal nothing, is to see what script that rule runs and dig into it. Hopefully that will yield something helpful.
I conquered a planet from a faction not in AO and when I tried to load the save it gave a null pointer but realistically I dont think that matters so much.
It was a Magellan planet.
Really though I'm only pointing it out si in the future once you get a real release it might get looked into: I'd much rather see you give an update and get to integrating musashi!
More of an observation than a bug report, but Archangel fighters don't really act as fighters per se. They just shoot off their missiles before returning to the ship and end up rapidly draining Flight Replication rather than using their fearsome Ion Weaponry in actual combat. Is this intended and I'm just using them wrong or is this an AI flaw? Because whenever they DO use their ionic blasters, I can see why their LPC is held at "legendary" status, its just that they never actually do this.
just want to remind you derelict empire isnt working properly with AO
the only thing that spawns are smugglers
STOKED ABOUT THE MUSASHI INTEGRATION
hopefully that is gonna come next!
either way im excited to start my newest "civilian ships can fight too" run lol
yo, sorry for asking but, what is muashi?
This is probably me doing something wrong, but I can't seem to enable Unknown Skies and this mod at the same time anymore with the latest update.
It works if I set "totalConversion" to false, did Unknown Skies fall off the safe list?
If you go to the mod page I was given permission to alter the stats it's one of the latest posts. Not sure what's going on with the original creator, hopefully everything is good though.
This is probably me doing something wrong, but I can't seem to enable Unknown Skies and this mod at the same time anymore with the latest update.
It works if I set "totalConversion" to false, did Unknown Skies fall off the safe list?
No its just that that flag doesn't differentiate between any mods except utility mods like LazyLib. You have to set it to false for really any other mod whether compatible, balanced or otherwise. Unknown Skies should be fine, at least afaik.If you go to the mod page I was given permission to alter the stats it's one of the latest posts. Not sure what's going on with the original creator, hopefully everything is good though.
He/She might just be taking a break. If there is confirmation on the mod page then that will be enough, I'd think.
Ah sorry, what I meant was that if I try to enable Archean Order while Unknown Skies is enabled, Unknown Skies gets disabled automatically. This didn't occur on the previous version. I'm just not sure if that's intentional.
Also should saves from the previous version be compatible? I'm hitting a crash on loading a previous save.Spoiler86673 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 3
88056 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
88057 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.RuntimeException
cause-message : Ship hull spec [archean_ziggurat] not found!
method : com.fs.starfarer.loading.specs.HullVariantSpec.readResolve()
class : com.fs.starfarer.loading.specs.HullVariantSpec
required-type : com.fs.starfarer.loading.specs.HullVariantSpec
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 264450
class[1] : com.fs.starfarer.campaign.fleet.FleetMember
class[2] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3] : com.fs.starfarer.campaign.fleet.FleetData
class[4] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[5] : com.fs.util.container.repo.ObjectRepository
class[6] : com.fs.starfarer.campaign.StarSystem
class[7] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[8] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[9] : com.fs.starfarer.campaign.Hyperspace
class[10] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.RuntimeException
cause-message : Ship hull spec [archean_ziggurat] not found!
method : com.fs.starfarer.loading.specs.HullVariantSpec.readResolve()
class : com.fs.starfarer.loading.specs.HullVariantSpec
required-type : com.fs.starfarer.loading.specs.HullVariantSpec
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 264450
class[1] : com.fs.starfarer.campaign.fleet.FleetMember
class[2] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3] : com.fs.starfarer.campaign.fleet.FleetData
class[4] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[5] : com.fs.util.container.repo.ObjectRepository
class[6] : com.fs.starfarer.campaign.StarSystem
class[7] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[8] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[9] : com.fs.starfarer.campaign.Hyperspace
class[10] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:82)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:282)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1486)
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1466)
at com.thoughtworks.xstream.XStream.fromXML(XStream.java:1346)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(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)
Caused by: java.lang.RuntimeException: Ship hull spec [archean_ziggurat] not found!
at com.fs.starfarer.loading.M.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.readResolve(Unknown Source)
at sun.reflect.GeneratedMethodAccessor61.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78)
... 135 more[close]
Ah sorry, what I meant was that if I try to enable Archean Order while Unknown Skies is enabled, Unknown Skies gets disabled automatically. This didn't occur on the previous version. I'm just not sure if that's intentional.
Also should saves from the previous version be compatible? I'm hitting a crash on loading a previous save.Spoiler86673 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 3
88056 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
88057 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.RuntimeException
cause-message : Ship hull spec [archean_ziggurat] not found!
method : com.fs.starfarer.loading.specs.HullVariantSpec.readResolve()
class : com.fs.starfarer.loading.specs.HullVariantSpec
required-type : com.fs.starfarer.loading.specs.HullVariantSpec
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 264450
class[1] : com.fs.starfarer.campaign.fleet.FleetMember
class[2] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3] : com.fs.starfarer.campaign.fleet.FleetData
class[4] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[5] : com.fs.util.container.repo.ObjectRepository
class[6] : com.fs.starfarer.campaign.StarSystem
class[7] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[8] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[9] : com.fs.starfarer.campaign.Hyperspace
class[10] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.RuntimeException
cause-message : Ship hull spec [archean_ziggurat] not found!
method : com.fs.starfarer.loading.specs.HullVariantSpec.readResolve()
class : com.fs.starfarer.loading.specs.HullVariantSpec
required-type : com.fs.starfarer.loading.specs.HullVariantSpec
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 264450
class[1] : com.fs.starfarer.campaign.fleet.FleetMember
class[2] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3] : com.fs.starfarer.campaign.fleet.FleetData
class[4] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[5] : com.fs.util.container.repo.ObjectRepository
class[6] : com.fs.starfarer.campaign.StarSystem
class[7] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[8] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[9] : com.fs.starfarer.campaign.Hyperspace
class[10] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:82)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:282)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1486)
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1466)
at com.thoughtworks.xstream.XStream.fromXML(XStream.java:1346)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(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)
Caused by: java.lang.RuntimeException: Ship hull spec [archean_ziggurat] not found!
at com.fs.starfarer.loading.M.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.readResolve(Unknown Source)
at sun.reflect.GeneratedMethodAccessor61.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78)
... 135 more[close]
That is what the TotalConversion setting does in mod_info.json - it automatically disables any non-utility mods unless its set to false. It's intentional in the sense that that's how the mod setting works and the mod is a total conversion so it needs to be set as true at first so users can choose whether to set it to false or not - basically its so people come here and ask about it/read the directions on the mod page.
Setting it to false is what you have to do if you want to play with other mods alongside the TC, even Nex requires this. It's a small step, but you'd be surprised at how many people install mods without really reading what they are about. In case that happens, that behavior makes them take pause and, hopefully, read the main page or ask why.
Save Compatibility:
Unfortunately, no I couldn't keep save compatibility between versions this time. Sorry! There were several changes that will break saves. That's one of the reasons I waited for a while to release the update. That and I wanted to give some time for bug reports in order to knock out as many as possible in a single update. So that if other bugs required save breaking-changes then I could handle them too. Hopefully I got them all.
Ah cool thank you, just wanted to make sure I wasn't doing something wrong on my end.
I don't mind starting up a new playthrough, speedrunning back to where I was now that I have a better understanding and feel for the balance is fun.
I don't think I've said it yet, but thanks for making this mod - I really enjoy a lot of the combat balance changes (particularly making missiles useful in longer engagements).
I tried add Extra System Reloaded mod, and got two random crashes during gameplay, i'm not sure what it incompatibility between two mods or simply bug of one of them, and both AO and ESR was older versions (because they both isn't save compatible with never versions), AO 1.4.0.2 and ESR 0.7.1.Spoiler5226396 [Thread-3]
ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArrayIndexOutOfBoundsException: 4
java.lang.ArrayIndexOutOfBoundsException: 4
at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.applyDamage(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyDamage(Unknown Source)
at com.fs.starfarer.api.util.Misc.applyDamage(Misc.java:5028)
at com.fs.starfarer.api.impl.campaign.terrain.AsteroidImpact.<init>(AsteroidImpact.java:67)
at com.fs.starfarer.api.impl.campaign.terrain.AsteroidBeltTerrainPlugin.applyEffec t(AsteroidBeltTerrainPlugin.java:185)
at com.fs.starfarer.api.impl.campaign.terrain.BaseTerrain.advance(BaseTerrain.java:85)
at com.fs.starfarer.api.impl.campaign.terrain.AsteroidBeltTerrainPlugin.advance(AsteroidBeltTerrainPlugin.java:100)
at com.fs.starfarer.api.impl.campaign.terrain.AsteroidFieldTerrainPlugin.advance(AsteroidFieldTerrainPlugin.java:110)
at com.fs.starfarer.campaign.CampaignTerrain.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
And older one:
2156034 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArrayIndexOutOfBoundsException: 4
java.lang.ArrayIndexOutOfBoundsException: 4
at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.applyDamage(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyDamage(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyDamage(Unknown Source)
at com.fs.starfarer.api.impl.campaign.terrain.HyperspaceTerrainPlugin.applyStormSt rikes(HyperspaceTerrainPlugin.java:1256)
at com.fs.starfarer.api.impl.campaign.terrain.HyperspaceTerrainPlugin.applyEffect(HyperspaceTerrainPlugin.java:1162)
at com.fs.starfarer.api.impl.campaign.terrain.BaseTerrain.advance(BaseTerrain.java:85)
at com.fs.starfarer.api.impl.campaign.terrain.BaseTiledTerrain.advance(BaseTiledTerrain.java:454)
at com.fs.starfarer.api.impl.campaign.terrain.HyperspaceTerrainPlugin.advance(HyperspaceTerrainPlugin.java:582)
at com.fs.starfarer.campaign.CampaignTerrain.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.Hyperspace.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
/**
* Applies damage in a [b]random location[/b] on the hull. In the case of a fighter wing, first picks a random wing member.
* @param hitStrength
*/
void applyDamage(float hitStrength);
any chance we could get a version with just the weapons ?
I tried Doom mine subsystem in new update, I know what in vanilla this is strongest subsystem, but not in AO apparently, its seems nerfed pretty hard, mines die to PD almost immediately, plus now subsystem have cooldown between deployment of mines, which makes them die almost immediately after they spawn and I got literally zero impact from them on battlefield, I got only 1 or 2 mines which lived enough just to explode, not even damage someone. Doom is basically a ship without subsystem now, but it was also kinda subsystem-less ship with Maneuvering Jets which is definitely worse than Adamantine Consortium variant with Temporal Shell.
Also now I kinda not sure even if vanilla mine subsystem will be useful, in AO ships have much more PD and fighter cover, so mines now will be swiped pretty quickly.
everything as is ideally but whatever works....
I actually had the same error and was wondering what it might be. I guess I'll have to remove that mod and see what happens.edit: IM STOKED ABOUT MUSASHI
Long live the brave fencer! Lol
after removing that mod i havent had any issuesGood to hear!
About ship sprites, how about idea to make hangars on some ships more subtle? For example on Aurora and Paragon they kinda ruin sleek design of these ships.I have to say I really like these - especially the Onslaught and Aurora. The Onslaught because of the facing and how it now better matches the Legion bay style. Where did you get these? Do I need permission from anyone? HMI is Hazard Mining Incorporated, correct? I'll send a PM to King Alfonzo.
Here some my ideas of fixing that, although I'm not skilled at texture edits, on Onslaught hangars from pirate Onslaught from HMI and Aurora had hangars from Tempest: https://imgur.com/a/Hsub5mk
idk i kinda like the dramatic large bays, especially for new players to see themOverall I agree, but I do like the proposed Onslaught's look since it has a low tech vibe over the current bays. I also like forward facing bays more for that sprite though that's just a personal preference. I just could never come up with anything that looked good enough in the past but that was when there were far less carrier sprites to work with. While its more subtle to be sure, the Onslaught doesn't have many bays to begin with - though I may increase the number to 3 in the future. The recent changes to range let me do more with warship bays now and 2 may be a bit too low to provide enough interceptor coverage considering the increased strength of both strike craft and torpedoes.
they do seem a bit dramatic, but i dont think they should be reduced as much as the onslaught
the aroura was a pretty good example though: still obvious enough
i mean, one of the main points of this mod is the heavy use of fighters
I have to say I really like these - especially the Onslaught and Aurora. The Onslaught because of the facing and how it now better matches the Legion bay style. Where did you get these? Do I need permission from anyone? HMI is Hazard Mining Incorporated, correct? I'll send a PM to King Alfonzo.
The only one I likely won't go with is the Paragon. That's mostly because I intend upon increasing its bays to 6 instead of 4 and that would be too small of a bay to make visual sense.
The new craft report is up:For my reference, this is for 1.4.0.3, correct? My initial assumption is that it is a current analysis of the most recent update.
The new craft report is up:For my reference, this is for 1.4.0.3, correct? My initial assumption is that it is a current analysis of the most recent update.
Or is this 1.4.0.2? (I will take feedback either way but there has been a large amount of changes between these two versions and I want to make sure I understand the context.)
1) Replacement rate should be taken into consideration or otherwise rolled into the survivability grade and it doesn't seem like it is. (At a first glance.) For instance, the Wasp might be very fragile, but it replaces quickly enough that an F grade is somewhat misleading to its actual impact on replacement rate, if that makes sense. Same thing for E grades for the Spectre, Fang and Imp. In my tests with the Legion, it was actually fairly hard to reduce the replacement rate against Spectres. They could take 80% losses in one pass and be back to full strength in about 10-15 seconds - so not enough time to really reduce the replacement rate much.
Should bombers be *mostly* successful with their attack runs if interceptors are not there to protect the ship? Or should they be situationally useful but damaging?From my visualization of a space battle, they should be able to come back mostly intact. In my case, an Astral, at least 50% of what they deployed should be able to hit the target with no interceptor cover. But at the moment, PD can intercept almost 70-90% and whatever hit doesn't even increase flux level to 20%. The best scenario for me would be to boost the damage/HP of the torpedo really high and force the player to deploy interceptors/fighters as the only means to counter it. If the projectile speed is reduced I believe a frigate can avoid these easily.
How survivable should the baseline craft be against ship weapons? For instance, if one wing is under destroyer fire, how many seconds should the wing last?Ship weapon you mean Non-PD? At the moment, I would say it already serves its purpose for being able to distract the main weapon lol.
Should shields be better than armor defensively? Why or why not?It should be equal to leveling the playfield. the armor is just superior at the moment. And I expect more expensive crafts to perform slightly better just slightly.
Should at least a couple of carriers be required in the players fleet - whether to defend with interceptors or strike with bombers/gunships? Why or why not?It should because it will be too vanilla if it doesn't, just kidding. I would say it's situational. If you saw another fleet full of carriers and you didn't deploy your own, I expect you to be beaten half dead.
What are the most useful types of craft you have used atm and why? What aspect of their design makes them better to use over other craft?I use every type for research purposes.
Am having an issue where I receive a Fatal: null error. I am unsure of how to solve the issue and could not find a solution anywhere.
C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Archean Order TC v1.4.0.2
This is where my file is located.
Anyone have this problem or know what it might be?
Now, I'm curious what kind of setup did you test with. I'm basically using a bare Astral against stock Astral/Executor/Eagle/Falcon. I don't even want to pair it with Legion, that thing is too crazy PD wise.For interceptors, I used Legions with only a single strike weapon equipped so that ship weapons weren't a factor at all, and then measured a few metrics:
Am having an issue where I receive a Fatal: null error. I am unsure of how to solve the issue and could not find a solution anywhere.I'd need the log to really know more, but as Albreo said its probably just that you need to update to the latest version - especially if you are starting a fresh game. If you are trying to preserve a current save by staying on that version, the log will tell me if the bug is fixable or not.
My thinking behind that balance is that carriers are support ships and their wings do better when supporting another warship's engagement. This is because the enemy target will already have some flux built up and possibly some of its PD disabled or empty of ammunition if the warship has some missiles.
Alright, teaser time!
3,800 armor. Ain't that even thicker than Onslaught. Shield Flux Efficiency is so good as well.The Onslaught has 4000 and 4200 if you are flying the Hegemony version. The shield efficiency is relatively good, true, but the Onslaught has 5 large slots while the Amaterasu has 3 and less small slots but more medium slots... though more medium slots can target a single opponent when flying an Onslaught so this remains mostly irrelevant. They are the same deployment cost and FP value. Fighter bays and total OP are currently identical. The flux stats overall are definitely better for the Amaterasu atm though the defenses are definitively worse.
just started a new game, ran into a cryosleeper and attempted to engage it. got this error message a few seconds after starting the fight. here's the log for the crash; tried updating lazylib to the newest version but that didn't fix it so i'm out of ideasI put a message up on LazyLib's thread and the modding thread about this. What is your operating system? I can't actually reproduce this but there is something weird going on the dependency in IDE. It doesn't crash for me though.Spoiler45233 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: org/lazywizard/lazylib/ext/combat/CombatExtensionsKt
java.lang.NoClassDefFoundError: org/lazywizard/lazylib/ext/combat/CombatExtensionsKt
at data.scripts.shipsystems.ai.AO_FluxConverterAI.assessNearbyThreats(AO_FluxConverterAI.java:166)
at data.scripts.shipsystems.ai.AO_FluxConverterAI.advance(AO_FluxConverterAI.java:104)
at com.fs.starfarer.loading.specs.M$1.super(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: org.lazywizard.lazylib.ext.combat.CombatExtensionsKt
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 12 more[close]
I'm back again. I am having the same issue with my game crashing when I launch it with a the mod. I can't seem to find the .log file unless it is the jar executable. I may be completely incompetent and just missing something so any help would be great.
@Albreo
Ok gotcha I looked at it more closely and read the key. I will evaluate it over a couple of days.
Overall, thank you very much for doing this! I find it extremely helpful since it categorizes the craft by multiple strengths and weaknesses rather than just giving blanket assertions. For a dev, that is invaluable information.
My initial hot take is comprised of two main counter-points atm:
1) Replacement rate should be taken into consideration or otherwise rolled into the survivability grade and it doesn't seem like it is. (At a first glance.) For instance, the Wasp might be very fragile, but it replaces quickly enough that an F grade is somewhat misleading to its actual impact on replacement rate, if that makes sense. Same thing for E grades for the Spectre, Fang and Imp. In my tests with the Legion, it was actually fairly hard to reduce the replacement rate against Spectres. They could take 80% losses in one pass and be back to full strength in about 10-15 seconds - so not enough time to really reduce the replacement rate much.
2) Some survivability and anti-ship dps grades seem off from my own tests. But, that could be due to differing baseline expectations - which I will address below.
Questions: (Not just for Albreo, these are to determine expectations and context for future tests and will eventually probably result in a poll of some kind.)
- Should bombers be *mostly* successful with their attack runs if interceptors are not there to protect the ship? Or should they be situationally useful but damaging?
- How survivable should the baseline craft be against ship weapons? For instance, if one wing is under destroyer fire, how many seconds should the wing last?
- Should shields be better than armor defensively? Why or why not?
- Should at least a couple of carriers be required in the players fleet - whether to defend with interceptors or strike with bombers/gunships? Why or why not?
- What are the most useful types of craft you have used atm and why? What aspect of their design makes them better to use over other craft?
This is your issue. The mod is likely looking for ship definitions that don't exist in your version of Starsector.I'm back again. I am having the same issue with my game crashing when I launch it with a the mod.Wait, I just noticed you're on the wrong game version. The latest version is 0.95a while yours is 0.91a
Windows 10, sorry for the late response. Also, the same crash just happened when I tried to engage a Radiant-class ship
I have told this before but there's really a problem with no D-mods applied regardless of ship quality. Every faction gets access to pristine ships.That's really strange I wonder what would cause that? Maybe the no_auto_fit tag or something?? But I was seeing D-mods on faction fleets. Its especially weird because the ship quality seems to indicate otherwise.
- New mine skill is a bit too fragile and spawns very far from the target.
I'm back again. I am having the same issue with my game crashing when I launch it with a the mod. I can't seem to find the .log file unless it is the jar executable. I may be completely incompetent and just missing something so any help would be great.
It's the one that says "starsector" text document 699 KB. Normally the file extension will not show up as default, sorry I forgot. You can change that by messing with the File Explorer a little. On the View tab above, there's a tick box for file extensions on the right hand side.
Wait, I just noticed you're on the wrong game version. The latest version is 0.95a while yours is 0.91a
Thanks for being patient and helping me out. You were correct, my game version was outdated and updating that fixed all my issues. Appreciate the help, again.Glad that did it!
Hey Morrokain, I requested an update to the mod index to show AO as 0.95a instead of 0.9.1a, but the moderator I contacted hasn't change it after a week or so.I messaged Alex about it when I released the first beta version for .95 and I never heard anything back so it might have slipped through the cracks. I'll send another message about it after Musashi has been released - especially if I don't hear of any additional bugs in the meantime for the 1.4.0.3
I don't know if the mod creator themselves has to make the request or if Alex has to be contacted instead of a moderator, as it's his post, but I'd assume a lot of potential users are skipping AO because it looks like your mod hasn't been updated to the current major release/version. Just a heads up.
Talking about additional bugs.
Apparently, the new REDACTED ships can't be piloted by AI cores and can be sold not-so illegally to market. Automate Ship hull-mod is missing.
Secondly, I'm not sure why Salvaging has to be a permanent skill. None of the benefits are long lasting even if the skill point were to be redistributed.
Salvaging is permanent so that the player doesn't exploit the elite benefit to tech mining until tech mining no longer generates much reward and then respecs skills.
I'm most interested in seeing someone create a subsystem mod, and the sooner the pillars of the modding community get into it the sooner someone like me (only not me lol) will make something standalone that can be added to anything!
I'm most interested in seeing someone create a subsystem mod, and the sooner the pillars of the modding community get into it the sooner someone like me (only not me lol) will make something standalone that can be added to anything!
I thinking about subsystem mod too, sadly I don't know how to create such, make all subsystems as equipment which you can remove and add to another ship, also this can be expanded to reactor, armor, shield and engines, and make all ship hulls basically a hull, low tech, high tech, no matter - its depends on installed equipment.
Windows 10, sorry for the late response. Also, the same crash just happened when I tried to engage a Radiant-class ship
Hmm well that's not the operating system I expected because that's what I have and it works. Well, have you tried the latest version of AO? It should be 1.4.0.3. I attempted to fix it in that version by using an alternative implementation of lazylib. Without some kind of input from the author or someone more experienced with IntelliJ's project dependency features, I am at a loss right now.
If you update to the latest version and it still doesn't work or want to keep your current save an not update the AO version, what you can do is remove this crash from happening by going to ship_data.csv and opening it in open office or another spreadsheet editor and changing the ship system for the radiant and guardian from archean_fluxconverter to something else like archean_displacer or archean_damper.
I was going to do that lol. Generally, the best I would get from a rich tech mining would be a single Alpha core which is honestly not that valuable. Blueprints are also no longer finite with the addition of the academician. And respec from Elite skill also cost a lot of points as a downside but anyway.I guess that's true. I'll revaluate it once I actually test out Tech-mining with and without the benefit. I'll either make it not permanent and a small benefit or permanent with a noticeable benefit.
Catalyst Bomber's torpedo sprites are a bit off from where they should be.I've noticed this as well. I have no idea why this happens and why it only happens to a couple of modded wings since this is also an issue with the Renegade Fighter Bomber. It only happens in the refit screen though. In actual combat the missiles are in the correct spot according to the hull definition.
Kraken Normal version has a behavior problem while the Ludic version doesn't.Intended actually. The gunship strafe behavior is new from 0.95 and it makes tank gunships much more survive-able since PD misses more when the wing isn't coming straight at the target. This behavior can also distract PD and other weapons away from incoming bombers by spreading out the number of targets over a much larger radius of attack instead of one general 45-90 arc of clumped units coming from one direction. The weapons have been adjusted to be able to fire from the side of the gunship alongside the visual turrets.
Stoked for the next release!
I really hope that after sashi gets integrated you start messing around with dronelib
I'm most interested in seeing someone create a subsystem mod, and the sooner the pillars of the modding community get into it the sooner someone like me (only not me lol) will make something standalone that can be added to anything!
Anyway do what you want I'm happy to see any progress on AO
I thinking about subsystem mod too, sadly I don't know how to create such, make all subsystems as equipment which you can remove and add to another ship, also this can be expanded to reactor, armor, shield and engines, and make all ship hulls basically a hull, low tech, high tech, no matter - its depends on installed equipment.
I still think ships should have their own built in systems but being able to add phase coils/shields/damper field etc to any ship is really a great idea to me.I will consider digging through that mod while adding story content. It's certainly a neat idea and the above ideas are cool. I do need to consider balance when making those decisions, however, because that kind of flexibility can be tricky to do correctly. For instance, being able to add a damper to any ship could make some ships way too good due to other aspects of their design such as base stats or interesting hullmods.
......I did it againI might do this one too, but it probably won't be immediately just so I don't burn out. I think its also still under active development so that brings increased maintenance at keeping the TC version current, but, that's not a deal-breaker or anything its more just a factor I have to consider as far as when to do what, etc.
I got permission from armaa armatura fornyou to integrate that mod (if you want)
That one may be a bit difficult to manage though so I understand if you dont want to, Cheers either way!
Updating to AO to 0.3 seems to have done it, no crash when encountering a radiant so I'm going to assume it fixed the cryosleeper guardian tooAh glad to hear it!
Are AO colonies with Military sales supposed to have an empty ship market on military tab?It's a vanilla bug that will be permanently fixed in the next Starsector update. There is a tag that should lock ships into only being on military markets but instead it makes it so they are never on military markets and that makes the military ship market empty in most cases.
Heyo folks, I'm currently running into an issue with Archean Order where I am completely incapable of invading anything, as in I don't even HAVE the option to invade a planet. I'm running AO exclusively, and have looked through the entire thread for the mod, as well as the guide book that's linked in the mod page, but found no answer. Any help would be great!
I noticed a problem with EMC range reduction. I did have the ECM skill but removing it with cmd doesn't seem to change anything.
(https://i.ibb.co/0Qr90dz/879851321321564.png) (https://imgbb.com/)
(https://i.ibb.co/PwwkP0c/132132165466546321313.png) (https://imgbb.com/)
The Vanilla version seems to work fine.
just started a new run with musashi
only played about half an hour but i noticed they only have the standard dedicated core (they generally are supposed to be hight tech midline, if that makes sense, and originally came with the supercomputer standard)
overall i like what im seeing so far
i will report more when i get more time into it
(stoked about the integration!)
Morrokain, after I was stuck playing non-AO waiting for the update, I just wanted to poke my head in to thank you for all the common-sense balance changes you make in AO. It was physically painful being reminded of how bad vanilla beams are. :x
@Albreo
Ok gotcha I looked at it more closely and read the key. I will evaluate it over a couple of days.
Overall, thank you very much for doing this! I find it extremely helpful since it categorizes the craft by multiple strengths and weaknesses rather than just giving blanket assertions. For a dev, that is invaluable information.
My initial hot take is comprised of two main counter-points atm:
1) Replacement rate should be taken into consideration or otherwise rolled into the survivability grade and it doesn't seem like it is. (At a first glance.) For instance, the Wasp might be very fragile, but it replaces quickly enough that an F grade is somewhat misleading to its actual impact on replacement rate, if that makes sense. Same thing for E grades for the Spectre, Fang and Imp. In my tests with the Legion, it was actually fairly hard to reduce the replacement rate against Spectres. They could take 80% losses in one pass and be back to full strength in about 10-15 seconds - so not enough time to really reduce the replacement rate much.
2) Some survivability and anti-ship dps grades seem off from my own tests. But, that could be due to differing baseline expectations - which I will address below.
Questions: (Not just for Albreo, these are to determine expectations and context for future tests and will eventually probably result in a poll of some kind.)
- Should bombers be *mostly* successful with their attack runs if interceptors are not there to protect the ship? Or should they be situationally useful but damaging?
- How survivable should the baseline craft be against ship weapons? For instance, if one wing is under destroyer fire, how many seconds should the wing last?
- Should shields be better than armor defensively? Why or why not?
- Should at least a couple of carriers be required in the players fleet - whether to defend with interceptors or strike with bombers/gunships? Why or why not?
- What are the most useful types of craft you have used atm and why? What aspect of their design makes them better to use over other craft?
By buffing interceptors wing size, speed and maneuverability! Interceptors doesn't have to have good armor or high hull HP, basically paper thin, but they should deal shitton of damage to fighters and fighters should be struggling to destroy interceptors
lowering redeployment time for a specific type of wings but twice the extra time for the other typeI mainly put only one type of craft onto any ship so this penalty will not apply to me.
Hey Morrokain, I have a question about the Musashi integration. Did you do a balance pass? Because playing with Musashi non-AO atm, it seems seriously broken, in hilarious ways. Bishamonten is ridiculous, Onryo cannon on a Radiant class is also ridiculous. Kirin Burst is stupidly strong but slow. Just wondering how it fares in AO for when I go back to it.
Ifnyou could make a custom start option containing musashi ships it would make playtesting a bit easier, though it isnt necessary.
The independent starts allow for random acquisition if you're patient.
Just generally speaking, if I integrate a mod with the TC's mechanics in mind, then I will attempt to balance it accordingly. That doesn't mean I will get it right every time though so feedback in that area is certainly welcome. ;D
Spoiler2324655 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArrayIndexOutOfBoundsException: 4
java.lang.ArrayIndexOutOfBoundsException: 4
at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.applyDamage(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.applyHullFractionDamage(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyHullFractionDamage(Unknown Source)
at com.fs.starfarer.api.impl.campaign.BattleAutoresolverPluginImpl.applyDamageToFl eetMember(BattleAutoresolverPluginImpl.java:490)
at com.fs.starfarer.api.impl.campaign.BattleAutoresolverPluginImpl.computeOutcomeF orFleetMember(BattleAutoresolverPluginImpl.java:690)
at com.fs.starfarer.api.impl.campaign.BattleAutoresolverPluginImpl.resolveEngageme nt(BattleAutoresolverPluginImpl.java:333)
at com.fs.starfarer.api.impl.campaign.BattleAutoresolverPluginImpl.resolve(BattleAutoresolverPluginImpl.java:243)
at com.fs.starfarer.campaign.fleet.Battle.doAutoresolveRound(Unknown Source)
at com.fs.starfarer.campaign.fleet.Battle.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
just got the above error
i have two musashi ships and a wayfayer
it must have been a crazy fluke because i just loaded the save and did the same thing i did before but no crashI haven't seen it yet but let me know if it happens again. At the very least hopefully its pretty rare.
I got a question... Are [Redacted] supposed to be OP? I literally lost an entire fleet of capitals and even in arcade standards that's pretty OP... otherwise i guess ill never touch [Redacted] ever againErrr, yeah, they are meant to be very very strong. *sheepish grin* Definitely an endgame level threat. The only real reason to fight them atm is loot though. You could probably avoid most encounters with them realistically. On average, each individual vessel is loosely balanced at around one hullsize higher in strength. So frigates can go toe-to-toe with destroyers, etc, etc. Their capitals?? Those can solo fleets and need to be beaten tactically with overwhelming numbers. Even then, I'd expect around 50% losses. They are no joke.
Hi, I see that the mod is now updated, waited for this so long, thank you!Hi thanks for asking! At this point, I'd say this is a good time to start a campaign. The update is 99% bug free I think and has all the content with at least one balance pass if not several. I think its in a good spot and stable.
Just a question: is there another update coming up soon, however minor it may be? I would like to start a campaign when everything is as in order as possible and Im not in a hurry :D
Hello I just downloaded this mod for the first time and was getting ready to start playing with it. But for some reason the game keeps crashing for unknown reasons. I have tried loading the mod alone but it always crashes. Game loads fine and other mods as well. So please if you know how to fix this issue tell me.
Thank you in advance.
Heya, just found this mod and read through the description and i have some few questions about it
1. I saw that it might not work with skill mods, so i'm wondering if Quality Captains (https://fractalsoftworks.com/forum/index.php?topic=21038.0) would break stuff too much. Can't really live without that mod on so i figured i should ask about it
2. Will you do compatibility patches / options for some of the modded factions (Diable, ORA, etc)? Because i want to use those as well
1. This mod makes changes to skills and so does Quality Captains. From the last test I *think* this mod overrides that mod's changes but shouldn't cause any crashes. To use that mod's changes, commenting out this portion of the mod_info.JSON file would likely work:Spoiler"data\\characters\\skills\\skill_data.csv",
"data/characters/skills/carrier_group.skill",
"data/characters/skills/weapon_drills.skill",
"data/characters/skills/fighter_uplink.skill",
"data/characters/skills/flux_regulation.skill",
"data/characters/skills/coordinated_maneuvers.skill",
"data/characters/skills/energy_weapon_mastery.skill",
"data/characters/skills/damage_control.skill",
"data/characters/skills/phase_mastery.skill",
"data/characters/skills/phase_corps.skill",
"data/characters/skills/special_modifications.skill",
"data/characters/skills/strike_commander.skill",
"data/characters/skills/point_defense.skill",
"data/characters/skills/target_analysis.skill",
"data/characters/skills/helmsmanship.skill",
"data/characters/skills/impact_mitigation.skill",
"data/characters/skills/planetary_operations.skill",
"data/characters/skills/wolfpack_tactics.skill",
"data/characters/skills/gunnery_implants.skill",
"data/characters/skills/ranged_specialization.skill",
"data/characters/skills/space_operations.skill",
"data/characters/skills/electronic_warfare.skill",
"data/characters/skills/derelict_contingent.skill",
"data/characters/skills/field_repairs.skill",
"data/characters/skills/missile_specialization.skill",
"data/characters/skills/auxiliary_support.skill",
"data/characters/skills/salvaging.skill",
"data/characters/skills/crew_training.skill",
"data/characters/skills/colony_management.skill",
"data/characters/skills/industrial_planning.skill",
"data/characters/skills/sensors.skill",
"data/characters/skills/navigation.skill",
"data/characters/skills/flux_modulation.skill",
"data/characters/skills/systems_expertise.skill",
"data/characters/skills/reliability_engineering.skill",
"data/characters/skills/officer_management.skill",
"data/characters/skills/officer_training.skill",
"data/characters/skills/makeshift_equipment.skill",
"data/characters/skills/automated_ships.skill",
"data/characters/skills/bulk_transport.skill",
"data/characters/skills/shield_modulation.skill",[close]
2. I will consider those types of requests with permission from the original mod author. It may take some time depending upon other priorities however. As of this moment, faction mods are compatible in the sense that they shouldn't crash in the majority of cases but they are not balanced around this mod's combat mechanics. Faction mods generally balance around the standard game and not combat overhauls like this mod.
Just a suggestion and I know you addressed this awhile back...
But some of the portraits are extremely jarringly non-fitting for starsector. Specifically the ones from EVE or that are a completely different art style compared to the rest.
Would be great if portraits could get an update or a trim to be more fitting as I find it sometimes distracts me or brings me out of the game seeing some odd leader portraits.
Stoked for the next update. Got a teaser for us?
A lot of the Legendary Gunships (Fighters) are pretty trash and expensive, kraken/goliath etc.
I find it's far more useful to have swarms of fighters rather than the slow moving legendary gunships. This is unfortunate as they offer a unique fighter/bomber type class but they just get absolutely destroyed due to their size and speed against any ship.
In small battles they're effective, but as soon as you reach mid-to-endgame they get complety swallowed up.
@5ColouredWalkerThanks for the response. Some notes!
@Morrokain
How about making the Assault beam not pierce crafts? That should lower the effectiveness somewhat.
So, you can spend 4 op for the range and burstyness of a Graviton Beam (Which technically would be better anti-armor being a delivery of 600 damage in a burst) that can't be retasked a PD and fire through your own ships, but then low tech ships can just flicker their sheilds unless you're right next to them with torpedoes ready to go or have enough nearby threat for them to be willing to risk an overload. And with how long flux disipation takes in this mod and how well the coding works, they're not going to do that unless they'd die anyway or have a good retreat path while overloaded. Or you're lucky.
Yeah, I always prefer it because it's dirt cheap and works pretty well. In a huge fight with 30+ crafts running at you, it also works great at mowing them down. Usually quicker than projectile PD but not as fast as AoE PD.
Do you mean Gravitron "Driver" and not beam? You can always mix and match multiple weapon types in one group that will be fired together. For example, I can put my Gravitron Driver in a group together with Heavy Ion Cannon. In this situation, the enemy ship risks losing all frontal weapons if it ever thinks about lowering the shield.No, I mean beam.
Since the High-tech class isn't supposed to have a kinetic projectile weapon. The stat is lower than its ballistic counterpart to discourage usage but is still an option.
@5ColouredWalker
Also, I forgot to comment on the Gatling Laser. I think that weapon and its medium variant are deceptively good. The AI is pretty good about using weapons like that one and the Terminator Beam on armor to maximize the magazines' overall dps - which is substantial in that scenario due to the 50% boost.
The thing that is difficult to translate to the stat card is those weapon's projectile/beam speed mean that you can sneak in armor shots between the shield lowering and raising again. The AI is mediocre at it while the player can really emphasize that strategy. For those reasons, I think they are probably fine. They do stink against shields and it sucks when they AI wastes charges on them, but overall I think you would find a lot of use for them in the early and mid game. Admittedly there might be better options in the late game but even then they both have relatively low OP and so niche builds should still remain viable.
Hi, great mod. Is it possible to change the battle size? In my settings it's 500 but I changed in the files to 1000.
An actual skill tree should look like this.
(https://i.ibb.co/Dt3df15/65654654.jpg) (https://ibb.co/Dt3df15)
Yours definitely have something wrong with it. When you reinstall the AO mod, be sure to delete the old folder first and not to replace it. Recheck Lazylib version as well. I would appreciate it if you could post your mod list screen.
Judging from log, its Archean Order issue, Flux Converter its its subsystem for it. Probably its got broken due new update, post this log in Archean Order topic.
I was asked to post this here.
Getting an error when attempting to engage a Domain Era Cryosleeper Guardian.
Hi everyone!
Yes, I need to update the mod for the next version and that is why the skills, new hullmods and new ships are not currently adjusted for the mod. I will work on this soon. It should hopefully be done before Christmas.I was asked to post this here.
Getting an error when attempting to engage a Domain Era Cryosleeper Guardian.
Just to double check, do you have the latest version of the mod? 1.4.0.4? And are you running the mod alongside the latest version of LazyLib? This issue was a past one that was fixed afaik.
I have 1.4.0.4 and LazyLib up to date (based on the forum post, the mod itself says that it's a slight revision behind the game). I downloaded them only a few days ago
Does anyone have any requests/comments on the new skills for vanilla vs the old skills of the mod? I am almost done with balancing the new ships and adjusting skills is probably the last thing I need to do before I release the compatibility update.
This will likely be today or tomorrow, so get any thoughts you have here sooner rather than later if you want them considered for this release. Thanks!
Just a minor thing not related to the skills, since I just started playing this mod while waiting for the majority of mods to catch up to the newest update.
Not sure if reported before but the front small hybrid turrets on the eagle have different angles.
Thanks, Morrokain! I really like your mod. Have a Merry Christmas, everyone! \o\
Haven't had a chance to play yet until today. From what I hear I'd prefer the new system instead of forced dichotemy, but I'd rather keep some skills boosting colonies as well as ship events.
The only other thought off the top of my head is that Ground Operations could use a better Surveying Buff or the Makeshift Equipment skill could use a worse one, since GO gives a slight bonus to marines and surveying, while Makeshift Equipment gives a big one to salvaging and to survey, and gives the (ok, mostly useless) preliminary survey burst.
Is a variant/desire to make separate stand-alone skills-mod ? I think is many people wants it, current vanilla state isn't.... touchd few aspects of fleet build, especialy fighter based.
Not that this is very important (it's very easy to just add the hullmod yourself) but I have noticed that the Dram-tanker has been missing the "integrated power-circuit"-hullmod. I assume this is simply an oversight? Just thought I'd mention this.
Oh, and Merry Christmas. Looking forward to the update.
Could you just release an update that fixes the skills visual bug first?
Thanks!
Comments on new skills in .1aThanks I'm finishing up the first pass now for the release.
- The skill gate system I always talk about, better diversifying. So the last two perks require 4 and 6 lower skill's skill points respectively.Yeah that's how it works now. I think it works very well at a first assessment. My only concern is that there really isn't a reason not to spend 6 points considering the power of the highest tier skills.
- Damage Control: big hit Damage reduction once every 2 sec is kind of interesting but I'm certain it's not enough to do anything in my kind of large combat.It's the current mod version for now and set as a tier 2 skill choice.
- Best of the Best: 10% DP bonus in outnumber fight is also a good addition.It's in there, but I have plans to also combine part of the bonus of Support Doctrine - which is currently not a choice.
- Support Doctrine: It's borderline OPNot all of this one will make the cut. Especially the built in hullmods to non-officered ships. Some of it will get combined with Best of the Best.
- Neural Link: Honestly the most interesting of all, I want that in your mod.It's the tier 4 choice alongside Automated Ships atm. ;)
- Ordinance Expertise: Should be hard to balance. Just ditch it.My thoughts exactly.
- Polarized Armor: At the moment, I think there should be a new hull mod or for this skill to provide 100% EMP immunity when hitting just armor. If the armor has a hole in it then it's another story.I'm not sure that this is possible but with some fancy scripting it might be. I'll keep this in mind but its too much of an effort for the next release at least.
- Hull Restoration: OP. I also want this kind of perk for Frigates only. So players won't be afraid to use smaller ships. Actually, the frigate perk should be built-in.You mean as in part of the hullsize itself? That skill currently isn't available as I think my Industry tree was already pretty good, but I'm not 100% decided yet. Some changes may come in the second micro-update.
What to implement? I think you should keep your skill tree. I like that one more, we have more interesting stuff like missile mod. Just port that into this new layout. Add some interesting things to it such as Neural Link. The new system doesn't have any implication in adding more lower-tier skills. The permanent skills seem to be no more, I'm not sure what Alex did to solve all that mess behind the scene when reassign.I'm removing the permanent tags and formatting the skills to the new system - which I like a lot more atm.
Is the new update save-game compatible? I would assume not, as it's not letting me load a save.
thanks for the hard work. a question, where can I report any bugs or errors in the mod?Thanks and here will get it to my attention the fastest since I check the forums regularly. Discord, NexusMods, etc are hit and miss and I check them infrequently at best.
Thanks for the speedy update. I hope my post didn't seem too demanding. I know it's pretty involved. I'll make sure to post about my experience once I have a decent play through done or if I run into anything.You're welcome and I didn't take it as demanding so no worries there. Its involved, yes, but I get that sometimes its better to simply update the mod rather than work on additional stuff and then balance and add later. This update should at least serve as a baseline.
Howdy! I thought this was a nex bug so I reported it to Histidine first, but I was told to send it your way since it looked like another error that also used AO+Vayra's ship pack [the latter of which I don't use.] If you could take a look at it, I'd really appreciate it. Thank you.
Thanks, man. it could be a vanilla bug too. I saw a guy doing a lets play saying some fleet spawning crashed him, and he didn't say he was using your mod. weird
@morrokain A small question. Does the hull-restoration component which was moved to the repair-skill use the same dice-roll as in vanilla, i.e 90% chance every second month to remove a dmod-from a frigate and 75% for capitals/cruisers?
Yeah, I'd prefer that. Doesn't necesarily have to be those exact numbers, I just like it that rules are transparent and that I know what my odds are if something is based purely on chance.Noted. Be aware that there is some variation in the timeframe regardless of any additional hullsize chance in this version, but I'll look at the current vanilla version and see what changes are there. It might be more predictable in this version idk. I'll see what I can do when doing the second skill pass, which is also relevant to:
Oh, another question. If I take the repair-skill won't the effect of "reduces negative impacts of hullmods by 50%" take effect immediately? I'm asking cause I have a wolf-frigate with the d-mod "damaged fuel-injector", which increases fuel-consumption by 50% and decreases zeroflux-boost by 10 su. I took the repair-skill from Industry but there's no indication in any tooltip's that the impact of the d-mod is actually reduced. Am I missing something? Or will it only affect ships which gained d-mods after the skill was taken?It *should* be immediate afaik. Its a dynamic stat.
stats.getDynamic().getMod(Stats.DMOD_EFFECT_MULT).modifyPercent(id, -DMOD_EFFECT_REDUCTION);
Hello, most of my mods are still in the 0.95a-RC15 version, is the link to that version posted somewhere?
But can we edit skills value ?
Hey all, been using this mod for a while, and for some reason when spawning in a battle the game crashes with a message, FATAL Archean_damper. any ideas?
Hi thx for the mod love it so far :)
But can we edit skills value ?
Have to decompile the archeusTC.jar ? modify the .class and recompile everything ?
Hi thx for the mod love it so far :)
But can we edit skills value ?
Have to decompile the archeusTC.jar ? modify the .class and recompile everything ?
Np I'm glad you like it! Yes you would have to decompile the jar and change the scripts. What values were you looking to edit? You should be able to adjust the OP/fighter bay thresholds for fleetwide skills in the mod's settings file if its any of those.
Settings is only for tresholds wich is increasing the maximum cap before loosing effectivness right ?Right yeah. Bonuses/negative side effects have to be decompiled and recompiled.
The problem you will run in to with modded factions (if you actually manage to run them,as i remember long time ago i planned on trying this out but half of my mod list was inactive so i ceased the idea) is them being usually? undergunned and have fighter size+balance? issues? but come out on the ~same "dps/DP/OP" or any other comparison or theres more hard changes to vanilla systems,like flux value difference,supply/fuel consumption or general commodities,prices and in that wayHmm. On the one hand this is sort of subjective considering its hard to narrow down things like "flavor" and such, but I'll do my best to give the full picture of what the mod does so you can make your own determination:
Its hard to tell how massive on scale are the changes from base game(which i am not blaming for) to try and find middle ground between running this as "intended experience" and "adding some 'flavor'" without breaking it completely
and yes i intentially ignore possible technical issues like insane RAM usage combined or just outright crashes,currently i am trying to figure out the theoretical part of what i can do
SpoilerThe problem you will run in to with modded factions (if you actually manage to run them,as i remember long time ago i planned on trying this out but half of my mod list was inactive so i ceased the idea) is them being usually? undergunned and have fighter size+balance? issues? but come out on the ~same "dps/DP/OP" or any other comparison or theres more hard changes to vanilla systems,like flux value difference,supply/fuel consumption or general commodities,prices and in that way
Its hard to tell how massive on scale are the changes from base game(which i am not blaming for) to try and find middle ground between running this as "intended experience" and "adding some 'flavor'" without breaking it completely
and yes i intentially ignore possible technical issues like insane RAM usage combined or just outright crashes,currently i am trying to figure out the theoretical part of what i can do[close]SpoilerHmm. On the one hand this is sort of subjective considering its hard to narrow down things like "flavor" and such, but I'll do my best to give the full picture of what the mod does so you can make your own determination:
The mod changes many aspects of both the campaign and combat. For one, blueprints are generally rarer and a lot of ships are gated behind military markets. As far as logistics, supplies per month is a LOT lower to allow for ease of exploration in systems, and fuel consumption is lower iirc at the capital level compared to vanilla and higher or the same at the frigate level? Either way, it will feel like a different balance of logistics compared to faction mods. Their ships will not be balanced against the same logistics or combat balance just in general.
Besides relying upon more weapon mounts as well as a separate distribution of mount sizes per hullsize, warships also have the ability to carry fighter wings albeit with a completely different way of balancing carriers vs warships (carriers have cheaper weapons but more expensive wings and warships have cheaper interceptors and fighters but lower replacement rate). So having access to vanilla or faction mod wings will allow those ships to have potentially more firepower than vanilla or mod faction ships would generally have access to. DP is also much different compared to vanilla balance. Capital ships in particular are much less costly to deploy.
Flux and armor values are adjusted to make ships tougher, and venting is more dangerous. Speed is a bit different as well.
Ok, so details aside, what I've heard is that generally the mod's ships are OP compared to vanilla stuff - which is generally the baseline balance for any faction mods.
Pretty much all of the combat aspects of vanilla is changed or rebalanced to some degree *except* for the basic premise of flux sharing the dual role of powering shields and acting as weapon "fuel". In this case, however, many weapons are balanced around no flux cost. Like vanilla, its all designed to work in combination to make combat fun and balanced while hitting the goals of the mod - which is summarized a bit above but doesn't include everything because that would take too long to really dive into.[close]
Aaand all of that said, I've also had reports of lots of people using faction mods and having very enjoyable experiences.
I hope this helps a bit.
Ok, so details aside, what I've heard is that generally the mod's ships are OP compared to vanilla stuff - which is generally the baseline balance for any faction mods.
sorry for the late reply. I reloaded an earlier save and avoided the system I kept crashing in, and never had another one. I wasn't engaging a station iirc. I just rolled into that system to buy supplies then *zzt*
I don't see anything so far. I posted about it in the modding thread because the code where this crash is occurring isn't visible to modders and the context is not necessarily obvious so I am making guesses at its functionality. It would be helpful to have some reproduce-able scenarios to go off of. That way I could know the exact stations involved, etc.
If you have a save that you could upload with it being easily reproduce-able that would be really helpful. Or, if not, if you remember the exact type of station you were engaging that caused the crash.
i suggest adding a second download link for ur mod btw. not everyone wants to go through the hassle of having to make a yet another account on the internet. if u could provide a link that did not force u to make a account to download. that would be amazing and would make the mod more easily accessible
EDIT: It seems this type of crash was because of corrupted download, got it fixed within the hour, I gotta remember to properly extract files next time! ;D
sorry for the late reply. I reloaded an earlier save and avoided the system I kept crashing in, and never had another one. I wasn't engaging a station iirc. I just rolled into that system to buy supplies then *zzt*
i think google drive or mega should suffice
dont know if this is a good place to put this fr been using this mod for years now and never had an account or anything on here so i just kinda made one to say thanks for the amazing mod really makes me love this game more
Mod, gifs of combat, new ships and weapons - look simply too fantastic to believe. I dread to even fathom amount of coding involved and efforts put into it. I will totally give a mod a try on new game.
Great stuff. I haven't started a new run on .1a yet. So, I will wait some more.
If i disable total conversion to use DIY Planets, Grand Colonies and other mods like that, what parts of TC will be disabled?
And considering some factions' Open market do not have any ships for sale, its stated in info as a bug from vanilla game? It will only be fixed by Alex at some later release?
hey i noticed in the main page that it says there are customs starts? one with pirates and wolf pack or a merc with a strong financial backer? are those still possible starts?
also love your mod! the changes make combat sooooo fun and i love carrier spams so
How well is this working with the new update? Spooling up another run and I always follow that up with a good ol AO run because it's just such a fantastic piece of work.
I also noticed, that sometimes my ships do not like to activate their shields, even when attacked by enemies and having low flux. I don't know if its some weird conflict between vanilla combat AI and new weapons being constantly used in battle, or if combat AI was somehow reworked in TC.
But after several dozen battles watched i still think that in vanilla ships were a bit more inclined to use shields to protect against enemy fire.
In vanilla, though, ships usually were dropping shields, when they were attacked by anti-shield weapons (probably to prevent excessive flux build-up), but engaged ships right after those weapons were no longer a threat (until next volley).
With so many new weapons, could it be that AI considers even smallest Anti-shield shots, from weakest weapons as a flag to drop shields temporarily, and due to a sustained fire by those weapons, AI almost never finds opportunity to raise shields again, even though he is being battered from all sides?
I was lucky to find a big Odyssey-class ship very early in game, so i was wondering why would it drop shields so often, and let itself get damaged by frigates and gunboats, instead of soaking dmg to shields. It shouldn't be any sort of malfunction too, since i could use manual control to raise and keep shields up.
Smaller ships seem to ok, but maybe they are just targeted by less amount of enemy ships for me to notice any real change in behaviour.
Yeah. I suspected it to be related to severely increased weapon types and roles. And it differs from battle to battle, due to different enemy speeds and weapons. At least its how i feel, when i watch battles. Imporing my own weapons and fire range seems to help a bit, at least i`m shooting enemy more and have higher chance to kill them, before they get me.
Is there Unknown shard vessels with weird weapons in vanilla and TC? They appear in Hypershunt.They are vanilla and also rebalanced for the TC so the feedback is definitely relevant to the TC as a whole. What weapons seem strong against them? Their weapons should be relatively balanced since they do drop, but the vessels themselves should be fairly strong DP-wise when you consider pure stats. If they seem easy, I'm missing something that makes them hard in vanilla. Their weapons have different mechanics altogether but is it also an efficiency thing with flux? Or pure dps? What makes them harder?
If there is - they need some power boost, i think. In vanilla it was really hard to fight them with vanilla weapons. with TC weapons they are not really that dangerous.
If they are not part of vanilla or TC - forget it.
I also just noticed that Archean Order Military tab doesn't have any cruiser sized ships. Its only Capitals, frigates and destroyers. Not a single cruiser size anywhere.Hmm, I'll double check that I added the Justicar to their known ships. That could be an oversight.
However i just found an Archean Order Justicar blueprint in ruins. Its a cruiser, says its Archean Order design. But i have never seen in on sale anywhere, nor any other cruiser-sized vessels in Military of Archeans. I thought they didn't have cruiser-sized ships, but it seems they do, or at least they should have.
Also, i don't see any cruiser sized ships in Archean fleets too. Capitals, frigates and destroyers only.
In vanilla those ships had good range and were very agile, making it hard to hit them long enough to drop their shields, and they did constant dmg to me, since they had good range and unlimited energy rockets and torpedoes.
In TC, player can get weapons with range that is greater than vanilla allowed, plus ships generally have more weapon turrets and unlimited missiles too, some with good range. So, i feel like my ships were upgraded, but those enemy ships still use vanilla weapons, actually.
Also in TC player have a lot more fighters to fight NPC fighter-shards and a lot more PD weapons, and PD is generally more efficient than vanilla, so those fighter-shards are not as dangerous as in vanilla.
In vanilla i used Radiant (and Prometheus Mk2, Dominator and several other cruisers) with plasma throwers and rapid fire lasers against those NPC ships, and they almost killed my Radiant (which is strongest ship in vanilla). In TC NPC couldn't even make a dent in my armor (which is also a lot thicker than vanilla), although i haven't used Radiant. I used Tyrant, Megalith, Odyssey, Revenant and some cruisers, because i expected a real tough fight, so i threw everything i had at them.
I`d give them at least 25% more flux capacity, to hold shields against dmg, and maybe a unique hullmods for 15-30% weapon range. This way u wouldn't have to change their weapons directly, to prevent imbalance for player, but NPC could shoot farther and be generally more dangerous. Plus its only 2 ships, so if player uses TC values for fleet size and battle points, he still have a lot more weapons in battle compared to vanilla fleet, so maybe make them 3-4 ships, or even 5?
If u gonna do some changes, can u look at Mine Strike ability? I got Tyrant-class Battleship and i see it makes those teleporting mines sometimes, but it spawns so far away from any ship that i haven't noticed it actually damaging anything. I`m not sure it can even damage fighters, to be honest. Maybe it needs bigger AOE radius.
I heard the ECM problem has been fixed already? The other thing would be that the D-mods free NPC fleet that does not follow ship quality policy nor present of nano forge. It's going to break faction balance for sure when fixed, so you better deal with it early.
I heard the ECM problem has been fixed already? The other thing would be that the D-mods free NPC fleet that does not follow ship quality policy nor present of nano forge. It's going to break faction balance for sure when fixed, so you better deal with it early.
You mean how the skill was completely negating the range bonus?
What D-mods free fleet? You mean a faction? Sorry, I'm not quite understanding the context.
To answer regarding ECM: hopefully? The past link was about the skill not unapplying I thought- because it was removed via console commands (which presumably doesn't call the relevant code). The fact that the bonus was 0% was not intended as it was supposed to be 5% (or half of the standard value). That part has been fixed at least. If you are respeccing skills via the normal method and the 5% bonus (instead of 10%) is still showing up under the same circumstances, then that is a separate issue that I'll need to try and handle if I can.
So just to continue to narrow things down, was this a vanilla issue that was/is being fixed and now I should account for that in faction balance, or is this issue still at large in the current version? To be honest, if its the latter then I'm not really sure what could be causing it other than possibly a miscommunication of the UI regarding the actual d-mod chance. It certainly doesn't seem to meet the average based upon the screenshots though.
In vanilla those ships had good range and were very agile, making it hard to hit them long enough to drop their shields, and they did constant dmg to me, since they had good range and unlimited energy rockets and torpedoes.same experience tbh. iirc, a couple of weeks ago I was playing AO with a shunted XIV onslaught and a few capital carriers, and they just got smoked. on non-archean order, they're pretty beast.
In TC, player can get weapons with range that is greater than vanilla allowed, plus ships generally have more weapon turrets and unlimited missiles too, some with good range. So, i feel like my ships were upgraded, but those enemy ships still use vanilla weapons, actually.
Also in TC player have a lot more fighters to fight NPC fighter-shards and a lot more PD weapons, and PD is generally more efficient than vanilla, so those fighter-shards are not as dangerous as in vanilla.
In vanilla i used Radiant (and Prometheus Mk2, Dominator and several other cruisers) with plasma throwers and rapid fire lasers against those NPC ships, and they almost killed my Radiant (which is strongest ship in vanilla). In TC NPC couldn't even make a dent in my armor (which is also a lot thicker than vanilla), although i haven't used Radiant. I used Tyrant, Megalith, Odyssey, Revenant and some cruisers, because i expected a real tough fight, so i threw everything i had at them.
In vanilla those ships had good range and were very agile, making it hard to hit them long enough to drop their shields, and they did constant dmg to me, since they had good range and unlimited energy rockets and torpedoes.same experience tbh. iirc, a couple of weeks ago I was playing AO with a shunted XIV onslaught and a few capital carriers, and they just got smoked. on non-archean order, they're pretty beast.
In TC, player can get weapons with range that is greater than vanilla allowed, plus ships generally have more weapon turrets and unlimited missiles too, some with good range. So, i feel like my ships were upgraded, but those enemy ships still use vanilla weapons, actually.
Also in TC player have a lot more fighters to fight NPC fighter-shards and a lot more PD weapons, and PD is generally more efficient than vanilla, so those fighter-shards are not as dangerous as in vanilla.
In vanilla i used Radiant (and Prometheus Mk2, Dominator and several other cruisers) with plasma throwers and rapid fire lasers against those NPC ships, and they almost killed my Radiant (which is strongest ship in vanilla). In TC NPC couldn't even make a dent in my armor (which is also a lot thicker than vanilla), although i haven't used Radiant. I used Tyrant, Megalith, Odyssey, Revenant and some cruisers, because i expected a real tough fight, so i threw everything i had at them.
Only the ship with the (D) variant can spawn with D-mods somehow while others can't. This issue still persists in .1a version tested without Nex. Some pirate variants that can come with D-mods are missing from codex? While Atlas Mk.II that's in the codex can't spawn with D-mods. It might have something to do with the forced apply ship variant or possibly the no auto fit tag preventing D-mods from being added during generation.
Is there a way to get somewhere a list of all modded hullIds? I want to add it to Industrial Revolution whitelist for reverse engineering.
Oh, Excel actually helped me with that.
So it should be 208 ships, if i remove all station hullIds and modules, right?
i just noticed that when i salvage derelict probes, ships and motherships i only get resources. Not a single weapon or blueprint or anything. Is it supposed to be that way?
i dont remember about blueprints, but maybe some occasional rare weapon drop should be added based on what derelict i salvage?
Like probe is minimal chance to get any weapon,
ship - low chance of mid-game weapons up to medium size,
and motherships - low chance of rare weapons up to large size and slightly higher than low chance of several medium weapons + extremely low chance of single legendary weapon.
Derelicts supposed to be Domain-era and space usually preserves things quite well, so its kinda strange to not see anything weapon related.
This would be neat, but I'm not sure I'm up for the work of replacing all the vanilla systems required to make that happen. At least not until a lot of other things are done anyway. It wouldn't be a trivial to do I'd imagine.
But i thought vanilla did dropped weapons sometimes from derelicts, no? Maybe its not dropping now because it needs to have new weapon Ids pasted somewhere in whitelist too? Or derelicts never dropped weapons? I think it even dropped AI cores sometimes. But i really dont remember.
So far from tests I think the Megalith is fine, but I may have to nerf the Apocalypse Cannon and its heavy variant. They are too powerful when they can be continuously fire. The question is whether to nerf damage or range.
QuoteSo far from tests I think the Megalith is fine, but I may have to nerf the Apocalypse Cannon and its heavy variant. They are too powerful when they can be continuously fire. The question is whether to nerf damage or range.
I prefer damage reduction. Less damage means less flux and is more manageable by AI.
I think ballistic weapons should be boosted a bit. High tech ships are my main firepower, and when i compare them to any low tech variants - low tech is always looser, simply because ballistic and missle categories weapons either have not enough kick against shields or accuracy (ballistics) or can't breach PD systems (missles).
Phase orbs bombers btw are simply useless, compared to them taking 32 OP per squad, and incapable of even hitting Megalith shields 90% of time due to PD. Same goes to phase orb weaponry - its interesting and super longranged, but any PD system shoots it with just 1 hit, so its practically useless. Currently i try to use widow launchers as much as i can, simply because they launch a swarm of fast missles which could at least dmg enemy fighters due to sheer amount of them launched. They are also good at hitting enemy hulls, when shields and armor is down too.
I tried several different missle weapons, dont remember their names, though. But generaly all missles have very poor shielding against PD. So when i choose missle weapons i only look at amount per shot and speed stats, otherwise they wont make it to target. Any solo missle is useless, since even frigates can blow it up with 1 PD hit and capitals got lots of PD + fighters, who shoot missles too.
I tried sending 9 squadron of Dagger Torpedo Bombers against Megalith - it looked scary, but only 1 torpedo actually reached shields, and it wouldn't even harmed him, if shields were dropped. Considering that bombers get blown and next volley won't be as strong - its practiacally safe to say, that any missle-based attacks are always inferior to any other type of attacks, sending heavy gunboats with damper fields would've at least distracted Megalith's PD for a few seconds to let missles from main ship to hit him. Only Squall MRM launchers are good, because they have number per burst of widow launcher and EMP dmg, which disables target's systems for a while. Any other missles, that doesn't fly as fast, or shoots less than 8 rockets per volley 95% never reaches target.
A bit weird to see, how Squall missles are circling around target trying to hit its engines, when it have 360 degree arc. I suppose it follows vanilla anti-engine rocket attack pattern, although its current role is anti-shield. That only gives more chances for PD to shoot them all down.
I pitted my Revenant without officer against 2 Elite Onslaughts XIV. And he won. Same with 1v2 Pillagers, even easier.Hmm. I don't know what your builds are, but that is definitely not what I'm seeing in the dev version. I tried those exact tests and the high tech ships get easily demolished within seconds. The Megalith got half the hull of one of the Onslaughts (it had Apocs) but the second use of Combat Capacitors and the Onslaughts finished off the Megalith easily.
I put 1 Megalith (no officer) without any Apocs against 3 Onslaughts XIV - 2 Elite ones and 1 Assault. They had bigger range and same speed. Megalith won.
Low tech ships usually have less OP and about twice less Flux capacity. So even if ballistics generate slightly less flux, Low Tech ships have less points to spend on either Flux management or weapon caliber. Plus ballistic weapons are either good against shields or against armor, while energy weapons are equally good against anything + some of them have EMP bonus.
Maybe i haven't found all legendary ballistic weapons yet, but so far i haven't seen any Low Tech that could threaten any of my high tech ones. Except for Legion, but Legion is good all by itself.
Yeah i understand that missles have long range and are no longer limited for a battle, but if they can't dmg anything that is not disabled but EMP, then they are practically useless.
So some little tweaks are needed. So far only missles that hit targets - are those that are fired either in huge volleys, maybe even from several launchers at same time, or fired at point blank range (like how AD missle cruisers do with Reaper torps, now thats dangerous, but those cruisers die after first volley(point blank range)). So far its Squall and Widow.
Also, Resonator MRM are actually the only medium volley missles that are also good - i`ve seen them hit targets at least with some realism (not all of them make past PD, but at least its not 1 out of 4). They dropped from Hypershunt Remnant ships.
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Considering changing Squall's attack pattern, if they are gonna behave like Widow - it`ll be grand. But i think the would also need to have reduced EMP dmg (and/or disabling arc chance), otherwise its too imbalanced with how many of them you shoot.
Actually having anti-engine swarm rockets is nice too, it gives option to control enemy ship's movement.
Now on to missiles, it is indeed correct that missile has to be fired in huge volley to make it effective. It really won't shine in a 1v1 situation but in a big battle where most ships PD are occupied, these missiles can output insane damage in a single volley. Also do keep in mind that this mod is vastly different from vanilla. Fire support is a thing. The battle is consist of the front line and the backline. It's very distinct in this mod.After some brief testing last night, I think a boost for some missiles durability isn't out of the question. Its mostly rockets and SRMs that need it the most. I may boost torps a bit but that is a slippery slope too.
Squall, with the current interdiction pattern, is already strong in itself. In a 1v1 situation, it's pretty much the deciding factor by preventing the enemy ship from retreating and also making them rotate awkwardly so that some weapon can't be pointed at you.
Harpoon is my favorite right now. Putting 4 of these on Astral and watching it wreck an entire battle with fire support. Simply MVP in damage contribution.
Atropos can delete a capital ship in one salvo. I put it on my Executor. AI generally knows to use it well when the shield is down.
Thunderbolt is also very useful long-range fire support. Don't have to be fired in salvo at all.
Sabot combined with Ionized Warheads Hull mod is probably the most OP thing you can put on your ship. Perma EMP stun lock. Don't talk about 1v1 you can go for 1v4 instead.
Rupture, good stuff, no flux cost. This is the best missile for Doom.
Shockstorm, very strong shield breaching burst missile. Useful for frigate->cruiser.
The problem with Apocalypse doesn't lie with players but AI. It will shoot those until its flux bottom out and die in a flash due to flux overload. Since AO ship is also paper-thin, it doesn't help out. It's a long-standing issue and he's trying to fix it. But boosting Dissipation and flux pool really going to be hard to balance in my opinion.
Revenant is fast of course it can kite slow stock Onslaughts with ease. For Megalith, my Legion can snipe it with no damage. It's all depends on loadout and your understanding of weapons. And these stock ships tend to be milder at my request else the players won't feel good being able to beat it with their own loadout or being able to make a stronger ship. Due to that, stock ships tend to be filled with a lot of PD so that their damage won't be too crazy. Talking about Obliterator, no, it's still not the strongest weapon. There's another one in plain sight. Super strong when arrange correctly.
Hmm. i explored half of Sector, but haven't seen any High-danger system. Was this tweaked or am i just unlucky?
The mini-missile also doesn't look imposing, unbefitting large weapon. If you could make the white trail slimmer plus more prominent and the speed extremely quick. It would look cooler.
Fury flux cost is a tad bit too high IMO. I tried using it a few times and it doesn't worth it.
If it wasn't so time consuming to make them, post them and link them, etc, I'd make a demonstration video because I think they look really cool now. I'll use the time to continue to balance instead. :P
There actually a lot of utility programs out there that can capture GIFs directly from the screen. I believe it would be a lot quicker than uploading a video.
I use this one before but I can't find a way to tap into the game screen lol.
Hi, have a problem with Starship Legends - when i check SS its uncheck Archean and counteractive, in "mods" before i start game, any ideas how to fix?
thx and have nice day.
Hurricane's submunition turn rate should be nerfed by a lot. It doesn't look good if it can even turn around to hit the engine. Hopefully, it won't be too effective on a fast smaller ship. You could consider it as a fire support weapon now and bump up the flux/damage ratio to be in line with artillery. Also, do test in presence of interceptors as well.That might be better as long as it keeps the general look of the weapon. I can then see about changing the AI to use it mostly against non-frigate targets. I definitely plan on testing interceptor carriers a bit more too.
Torpedo spam is a thing..., well I believe, reducing its charge by half would be a good starter. So, you're going to have to use the hull mod to bump it back up.Torpedoes are more difficult to spam now- but they hit more reliably and shields are required to tank some damage most of the time. They seem fairly balanced but I haven't tried large fleet engagements yet.
Missile interdiction hull mod: No love for beam? I think the damage reduction and flux increase are quite excessive, I can't come to terms with it. I mean it is only supposed to reroute the power. Reduce the fire rate some more instead and maybe prevent the ship from equipping medium size and larger non-PD weapons? Can it be done with Hull mod? For example, double the cost to equip. Or half ship flux pool.PD beams are already boosted by Advanced Optics with its own set of downsides as a result. PD beams are also generally really good against missiles to begin with - though I may have that hullmod boost their damage to missiles a bit to make it more comparable. Accuracy-wise, however, there isn't a question in my mind that beams perform better than projectile PD weapons. Therefore the range boost from the Missile Interdiction Refit hullmod is too unreasonable for me to be able to keep PD beams balanced.
Is it possible to have a missile to missile PD? Will it be too crazy on CPU?I assume you mean missiles with tracking? There are already several PD missiles in the mod. The Trapdoor and Smokescreen, for instance. As far as tracking goes, I don't think it would be too CPU heavy but I don't think it would work very well either. The way that missiles maneuver isn't predictive enough to make that work well and thrust is only coming from a single direction instead of omni-directional which is what would be required I think. Either that, or the missile would need to have a crazy amount of AOE and trigger within that circle. Even then I don't think it would be great at stopping things like rockets.
I'd like to start by saying thanks for making this, I'm having a ton of fun!
Something I noticed, and am curious if intentional or an oversight, when running Commissioned Crews mod alongside this, the modded factions (At least AO itself and Trader Guild anyway, haven't gotten on good terms with the other two) Offer a crew bonus but the description is too vague to convey what it gives.
I was able to find out Trader is +hull, but couldn't understand what AO buffed. Would it be possible to add the information in a future patch?
I've noticed a bug, after integrating an AI core (Alpha in this case) into a ship and going to change the skills I realized 2 of the 8 were already selected despite nothing being highlighted. Turns out, it already had vanilla Field Modulation and Combat Endurance which leads to this:Spoiler(https://i.imgur.com/yiS1zVX.png)[close]
EDIT: Also noticed something is off with the skill. I only have a single ship which is 50 DP and yet this can be seen:Spoiler(https://i.imgur.com/KFMfhaO.png)[close]
For clarification, the single 50 DP ship had an Alpha Core. Presumably forgot to set multiplier to 1 or meant to mention the value in skill description.
Unsure in regards to vanilla, sorry. This was definitely my mod list at the time, so I think it's an AO issue as none of the others edit skills.Spoiler(https://i.imgur.com/QhkuAIY.png)[close]
I was also wondering, is Effulgence currently obtainable? Haven't encountered it in the "wild" and the crafting cost is more the maximum availability.
Also noticed something is off with the skill. I only have a single ship which is 50 DP and yet this can be seen:Spoiler(https://i.imgur.com/KFMfhaO.png)[close]
For clarification, the single 50 DP ship had an Alpha Core. Presumably forgot to set multiplier to 1 or meant to mention the value in skill description.
You must have edited the config settings for skill caps or something else is affecting the description. I'm not sure how to proceed with troubleshooting this. Here is my dev version:Spoiler(https://i.imgur.com/L5Dw3Fh.png)[close]
I've noticed that the black hole in the AO home system consistently pulls in their own fleets and they get stuck. Is that by design? It seems sort of silly that the faction dedicated to weird tech doesn't know how to avoid the black hole at the center of their civilization.
There's like five AO fleets in there right now.
MAJOR BUG: When I play missions, it is impossible to install a shield shunt on any ship. You can click it, but nothing happens. Please fix it.
Thanks for the quick fix. You are really a good mod dev of my favourite mod for Starsector. I have another quick question though. Don't you think shield shunt is a little overpowered now? I haven't played with it now, obviously, but in your 0.95a release, I made an Artillery Legion 14 build with shield shunt and heavy armor, armored weapon mounts etc. and it was already incredibly powerful. But now +800 armor might be a little bit, too much, I think.
Also, will there be codex descriptions for remnant and Adamantine Consortium Ships in the future? Thanks
1 more thing. Is this mod compatible with Industrial Evolution and its special features like the Embassy? Thank youHonestly I'm not 100% sure. I've heard its mostly compatible. Details:
So I just tried this mod, and most (all I saw in two hours) of the (ao) weapons have ZERO flux use on firing.... Is this by design?? Seems very OP if so I also noticed pirates and luddic path fleets are much more hostile, and prevented me from completing a cargo delivery mission, had to reload an older save. The new fighters on my apogee seemed pretty cool but did it lose it's large energy mount?
Next question. Where can I find the shield shunt blueprint?
Well, I just looked and there is no skill which unlocks the shield shunt. Also, of many of the hullmods that you can acquire via skill points, I have already found many in markets.
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Initial observation report:What if I moved the mine system to the Harbinger and gave the Doom the Harbinger's system? The Tyrant I'm still thinking about potential systems. Mines seem too hard to balance for it since I got the opposite report the last update so maybe a mobility system to offset the speed changes to phase ships?
The current mine ability is too strong against crafts. The AoE is very large and can wipe an entire chunk of crafts from the screen. Effectively rendering carrier ineffective. While craft should be the best option at chasing Phase ship down. Tyrant's mine skill is also excessively fast. Fighting Andamatine will be a nightmare now. IMO, the mine ability should be reserved for frigate or destroyer class phase ship only. The mine should be smaller in AoE and move toward the target as in the vanilla setup. Doom And Tyrant should have something else.
AI still fires Atropos at crafts wasting a lot of ammo.Unless Alex finally adds an AI hint that strictly prevents the missile from firing at them, the only thing I can do is lower its maneuverability to make it less likely. That will make it bad against frigates but that's not necessarily a bad thing. *EDIT* Made it less likely to use on strike craft but hopefully retains overall hit rate against ships - even when the weapon is side-facing.
Hurricane MIRV's second stage lifetime is too long the missile can circle awkwardly around a small ship for a few laps.Noted thanks. *EDIT* I fixed this up and balanced a little more as far as the Hurricane goes. I gave it 1 additional missile in the clip and increased the second stage hitpoints a bit. It's a good finisher weapon for its OP now I think. I also adjusted the Thunderbolt line of weapons to no longer circle the target either.
Megalith raised shield's flux is supposed to be zero? It is now... very strong. I will try to abuse it as best as I can.Lol ok let me know the results. It is definitely better under AI control and I think its weaker to a direct attack without relying on high flux sniping.
Three more balancing things I am a bit curious about. The Sunder is horrible in terms of defense. In vanilla it had this particle accelerator weapon to balance this out. Here it seems to be missing.Are you sure you don't have it backwards? Iirc, vanilla sunder just has a large energy slot. This mod has the built in particle accelerator which deals very high damage at long range for a lot of flux. The caveat is that the Sunder is very weak defensively. However, the (D) version doesn't have the built in and has a medium weapon instead. At the time, there wasn't as many balance levels for that, but now I can reduce the deployment cost considerably to compensate. Let me go ahead and do that now for the next update. Also, the Sci Corps version has a large energy like the vanilla version. I lowered the DP cost a bit for that one too.
And the second thing is the Medusa. Its armor rating is incredibly low. Lower than that of some heavier fighter wings. Maybe make it a bit higher.That is because its drones are really good. It has decent shields and it now has the Terminator Sequence just like the vanilla Tempest.
And the Eagle (Sci) has this built in hull-mod that lets you passively vent 50% of hard flux. It might be a tad bit too strong, though I can't say I don't like it :PI increased its DP to match the Eagle (AD) and adjusted its mounts to have a few synergy so I can add a few more variants.
Regarding armor maintenance nanites: I would make it so that venting takes 2-8 times as long to balance it out depending on hull size (bigger ones take longer), because else it's too strong for ships with super tough armor. Though I think the AI may be too stupid to use it properly. If they use it when they would normally vent, they could disable their ship for too long and it might leave them in a bad spot. There should also be some AI loadouts for a few ships with this and shield shunt installed which would need some playtesting.Unless I make it a system with its own AI I will try some way to prevent it from being applicable on ships that aren't the player flagship. I can already tell it will take a while to implement.
Regarding carriers I would make it so that some carriers then give an ordinance discount to gunships and bombers, instead of fighters and interceptors so that some carriers are thus more specialized towards them. Epiphany could use that for example, because it has a recall device and can quickly restock bomber payloads.That is generally the way I think about tech levels. As far as carriers, the OP of bombers and gunships is set to already encourage gunships and bombers because they are very strong and a lot more effective than interceptors or fighters at assaulting ships. I actually had to add a bonus to interceptors and fighters against missiles to make them more of an alternative. Warships are generally incentivized to use fighters and interceptors in their launch bays since they get an OP discount but the same effectiveness.
Well my idea of the tech levels is that low tech should have bad shields, but a lot of ballistic fire power, very heavy armour and hull integrity and maybe some shield alternatives. Mid line is more about good maneuverability and mediocre shields and still good firepower and high tech is about phasing, special weird ship systems and very good shields and low armour and they should lose combat readiness quickly.
Maybe you could make some versions of low tech LPCs that cost as much OP as high tech LPCs. They could have very fast replace for example. Or you could just add more ships to the low tech wings and increase their OP. Talon wing with 6 fighters per wing instead of 4 for example and call it Big Talon Wing.That would sort of break the balance of low tech carriers because most of them wouldn't have the OP to use them. I am under the current opinion that low tech wings are still effective due to other factors, like high armor and replacement rate. Does this not hold up?
Or better yet: Make Armor Maintenance Nanites an active ship system so that it is harder to abuse. Add it to some ships with only 1 charge and 15 minutes recharge time. Ships that rely (mostly) on armor for defense or that have a shield shunt built in could rely on that system for armor repair. Otherwise I could make a Tyrant Phase Ship even more OP than it already is. And make it generate some hardflux while active. I think that would be better. And don't add it to Luddic Ships because nanites are tools of the devil.You activate the Special system through a right click like you would shields. I'm not sure there is a way to set up a similar thing with a hullmod, but if so that would be my ideal route.
The Vanguard frigate has 2 active ship systems. One of them is called Special. How do you activate that? And maybe that could be the solution to the problem with the Armor Maintenance Nanites.
I have one more question: I modified the file with the Shield Shunt like you said and it is still nowhere to be found. There is even a mod I use, where you can look which market has which item currently and there is still none to be found. Can I modify a file somewhere, so that I have shield shunt from the start or that I get shield shunt in my current game? I wanna test it out a little bit.
Through cheating with the console commands mod, i got the version of the shield shunt from your mod now :)Glad you found it! I was going to suggest that exact solution. It should ideally show up in a couple of in game months anyway once stuff is bought from markets, but the wait could be a bit so that was the easier way.
...
...
...
So, you adopt the Hurricane approach for Thunderbolt as well. I think it will do but can the sub missiles despawn a little later. I want the leftover to be able to smash into ships in the rear. Also, in one instance of firing at a backtracking ship, the sub missiles stop working before it reach the target.Sure I changed it from 1 to 2 seconds flight time.
The new Annihilator is pretty cool and strong. Although it misses a lot, like half, it's great at suppression.Nice that's what I was going for! It is supposed to be a way to "punch up" a hullsize a bit. It has medium weapon dps while its ammo isn't regenerating but it misses a lot and is fairly easy to shoot down by PD.
The Breach pod is too expensive performance-wise and also clashes with a lot of other options. I think it can have the corrosive mod build in.I haven't made it to medium weapons just yet since I'm working from the ground up and still have a few more small weapons to look at. That sounds reasonable though. When I was testing station battles I added breaches to the Trade Guilds stations to test them out and they were ok enough. But that's a little different than ship vs ship so I'll take a closer look at that part once I finish small weapons.
1032240 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at java.util.HashMap.put(Unknown Source)
at java.util.HashSet.add(Unknown Source)
at com.fs.starfarer.combat.ai.D.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.D.Object(Unknown Source)
at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Had one crash so far. Trying to retreat my drone carrier from combat. Not sure if it's related or replicable. Also, REDACTED can somehow equip Shadowloard and Apocrypha even though both require pilots.Quote1032240 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at java.util.HashMap.put(Unknown Source)
at java.util.HashSet.add(Unknown Source)
at com.fs.starfarer.combat.ai.D.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.D.Object(Unknown Source)
at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Which drone carrier was it? I'll try and reproduce it when I'm off and see if removing any of the tags fixes it. I'd ideally like to use the tags, but I cant bring this up to Alex without having more specifics.
This happens on Effulgence. It was quite a big fight with 6 invasion fleets, so, the CR ran out and I was forced to send it back. I might also tap the retreat button too many times.Ok noted. Sorry for all the follow up questions, but do you remember what wings you have equipped? Specifically, did you have gunships that attack from the side?
Hey, love the mod! Great work! :)
Is there a way to join the Adamantine Consortium early game? I like to start off on my own with just a single ship or two, no colonies, not allied to anyone, and work my way up into their faction organically, kind of like in Mount and Blade Warband. Of course at the start, AC is at -50 and hostile. Any tips on how to get them to like me without joining them at the start through Nex?
Thanks!
Which drone carrier was it? I'll try and reproduce it when I'm off and see if removing any of the tags fixes it. I'd ideally like to use the tags, but I cant bring this up to Alex without having more specifics.
This happens on Effulgence. It was quite a big fight with 6 invasion fleets, so, the CR ran out and I was forced to send it back. I might also tap the retreat button too many times.
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I agree yeah. That particular system needs some refinement and that's part of what fleet dialogue is supposed to accomplish. In particular it will get its balancing values from settings in each faction file so that modders can heavily customize the assistance or cease fire features. That is also a good place to put any caps on the reward or whether or not rep is lost, etc.
Conceptually Fleet Dialogue is mostly finished I just need to finish converting the substantial amount of dialogue from rules to the merging spreadsheet and set up all of the code that pulls it from there for each column. After that, I will rework the portion of code you were looking at to pull info from the faction files instead of having it hard coded.
That seems like a smart solution, I'm not sure how far along you are, but if you do release another beta before finishing said changes, do change "relativeStrength + 0.25" into a fixed number like "1.25" or so for credits, fuel, and, supplies respectively, to mitigate said linear increase bug though, since fixing said bug shouldn't need any other change to the code.I agree that some sort of cap is needed based upon those values and the general idea is sound to me. (The scale seemed ok-ish when I tested a long time ago, but not only have lots of things changed since then but I didn't implement it with scale in mind to be frank. It was more concept than fine tuned with balance in mind.)
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Edit: figured out how to compile the mod, supplanting the bonus reward calculations from supplies does mitigate the issue, but we still get a a linear increase that gives you values in the 100s of thousands when you have high fleet points, I think the way to go about this would be to have the reward exponentially level off towards some reasonable value, since that would give a decent amount of cash to lower level players and some sane value to high level players as well.
Let me know if you need any assistance converting the dialogue by the way, if its a relatively straightforward conversion of format I should be able to whip up a script for it, to save a little bit of time.Working on displaying what I'm doing a bit and you can be the judge of whether a script could accomplish this/is worth it, etc.
I'm having lots of fun with this mod/tc. Looking forward to trying out the experimental install for my next run.Always glad to hear that people are having fun so thank you!
I have found a couple of bugs, and I'm not sure if this is the right place for them, but I'll post them anyhow.
I started a Archean Order run and picked the Cruiser "Justicar" as the starting ship, but now that I have a fleet and over 3mil credits I can NOT find another Justicar to add to my fleet. They don't appear to be anywhere. I have a the stelnet mod to let you search markets and it never finds them either. I have all the other Archean ships in my armada, but more Justicar cruisers are no where to be found.
Also, the HEAVY Apocalypse Cannon says that it "can fire through allied ships" but it CANNOT. The AI never does, and if you manually try it you blow up your buddies.
There is something funny going on with the Tachyon Beam, Stabilized Drive Conduit, and perhaps Advanced Optics. If you fire the Tachyon Beam and hit an enemy you'll never get your zero flux speed bonus working right again. You can try it in the "run simulation" area. I ran into it with the Adamantium Consortium Dreadcarrier and it made piloting that painful with the carrier speed penalty. So now I never use the Tachyon Beam, even though I love its sound effect.
Anyhow, I really love your mod. Thanks for the fun times.
Can you also take a look at the Phase Mastery skill? I don't think 50% Flux Threshold before speed reduction is being applied properly. The top speed is still reduced immediately at the start of the phasing or did I misunderstand something?
Let me know if you need any assistance converting the dialogue by the way, if its a relatively straightforward conversion of format I should be able to whip up a script for it, to save a little bit of time.Working on displaying what I'm doing a bit and you can be the judge of whether a script could accomplish this/is worth it, etc.
Can you also take a look at the Phase Mastery skill? I don't think 50% Flux Threshold before speed reduction is being applied properly. The top speed is still reduced immediately at the start of the phasing or did I misunderstand something?
Sure I'll take a look when I'm off this afternoon. I could have implemented it wro g or something.
Phase cloak reduces top speed as hard flux goes up, down to 33% speed at 50% hard flux while phased
Edit: Did a little bit looking around, and I believe the offending line for the insanely high credits given to the player is: "credits = (int) (credits * (relativeStrength + 0.25));" which means that with a big fleet you can get to absolutely insane values from a tiny patrol fleet, unsure how to get the mod to read the changes in src to test this hypothesis tho. (Additional de-incentives for flying around begging for cash still needs be implemented even with this glaring bug fixed, like a negative rep on success like suggested before)
if (fleetStrength > playerStrength) {
relativeStrength = (((playerStrength * 100) / fleetStrength)) * 0.01;
credits -= (int) (credits * (relativeStrength * 0.25));
}
if (fleetStrength <= playerStrength) {
relativeStrength = (((fleetStrength * 100) / playerStrength)) * 0.01;
credits += (int) (credits * (relativeStrength * 0.25));
}
if (credits > 25000) {
credits = 25000; // maximum starting amount.
}
if (credits <= 0) {
credits = 50; // sanity check for calculation.
}
My bad if I'm dumb - But I can't seem to get this total conversion to work, even standalone? Game won't even launch, the Mod Loader says the required game version is 0.95. 1a-RC6, while mine is apparently 0.95aRC15.
I downloaded the latest version of Starsector, so I'm kind of confused. I installed the mod correctly by placing it in my mod folder?
I'll try and fiddle around a bit more.
My bad if I'm dumb - But I can't seem to get this total conversion to work, even standalone? Game won't even launch, the Mod Loader says the required game version is 0.95. 1a-RC6, while mine is apparently 0.95aRC15.
I downloaded the latest version of Starsector, so I'm kind of confused. I installed the mod correctly by placing it in my mod folder?
I'll try and fiddle around a bit more.
The latest version of Starsector is 0.95.1a-RC6. You have an outdated version of the game from a prior update: 0.95a. You should be able to find the version of this mod for that under "Old Files" on the NexusMods site.
Woah wait what? My friend and I just got back into this game after years - Did we accidentally install an old version of the game!?
Edit: Yes. Yes we did. Holy crap - My bad.
running the experimental. no problems so far
even with a laptop workstation, this jams well in smaller battles, especially frigate skirmishes.
66505 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ClassCastException: java.lang.Float cannot be cast to java.lang.Integer
java.lang.ClassCastException: java.lang.Float cannot be cast to java.lang.Integer
at data.scripts.skills.ArcheusPhaseMastery$Level3.apply(ArcheusPhaseMastery.java:93)
at com.fs.starfarer.campaign.CharacterStats.applyPersonalToStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getCargo(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.getCargo(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.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.?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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Crashed on save loading. Is it because I have the phase mastery skill?
Crashed on save loading. Is it because I have the phase mastery skill?
Ah darn it I think I did the int conversion incorrectly when setting up the scaling. Try replacing the jar in the mod with this one (https://drive.google.com/file/d/1acy1oPaVxLGVQzSlF6V8m4hD7Fc8B0G2/view?usp=sharing) and see if you can load the save. If so, I'll correct the main experimental release with a hotfix.
110551 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.skills.ArcheusPhaseMastery$Level3.apply(ArcheusPhaseMastery.java:93)
at com.fs.starfarer.campaign.CharacterStats.applyPersonalToStats(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.applyPersonalToShip(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.setCaptain(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.OoOO.??O000(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.OoOO.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.OoOO.<init>(Unknown Source)
at com.fs.starfarer.ui.impl.OoOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$2.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.G.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.publicsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.X.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(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)
Hmm ok I'll take a look when I get home this afternoon.
I was recently playing against remnants and noticed that their hulls were regenerating, is this something unique to remnant ships? Or is it a bug to do with remnants still using skills from the base game, because I looked through the skill tree and saw nothing to do with hull regeneration.
the reason why I asked is because vanilla combat endurance has an elite passive that makes your ship regenerate hull when your hull is below 50%. I noticed that a fulgent droneship was repairing it's hull up to 4000 (Vanilla fulgent has 5000 hull but I know archeon order changes hulls a lot), and I was thinking what you were thinking, that AI cores still have vanilla skills attached to them. I am playing with other mods but the only one that affects skills is a new level of confidence, and that only increases the max skill limit.I was recently playing against remnants and noticed that their hulls were regenerating, is this something unique to remnant ships? Or is it a bug to do with remnants still using skills from the base game, because I looked through the skill tree and saw nothing to do with hull regeneration.
Hmm I'm not sure. Do they regenerate in vanilla?? I've not seen that in the simulator. Im not really sure what perks AI cores give though so that certainly could be one of them. It could also be another mod potentially.
the reason why I asked is because vanilla combat endurance has an elite passive that makes your ship regenerate hull when your hull is below 50%. I noticed that a fulgent droneship was repairing it's hull up to 4000 (Vanilla fulgent has 5000 hull but I know archeon order changes hulls a lot), and I was thinking what you were thinking, that AI cores still have vanilla skills attached to them. I am playing with other mods but the only one that affects skills is a new level of confidence, and that only increases the max skill limit.
I have some complaints about skills, especially the elite upgrade for officers. Currently, Reliability Engineering, System Expertise, and Polarized Armor are undesirable at the elite level.
For elite Reliability Engineering, I think, giving it an increase in fighter redeployment rate would be a good addition.
Polarized Armor could get 25% EMP resistance at the base skill and an additional 25% at the elite level. It's "based on current hard flux" could get a bit more explanation as well like range description on Ranged Specialization skill. Its base skill is also pretty useless to high-tech ships at the moment.
For System Expertise, I don't know. You should give it something worthwhile. Increase active flux vent rate? Flux capacity?
For Systems Expertise, however, the Safety Overrides unlock is pretty huge right? Just to make sure, you shouldn't be able to get that anywhere else. So if that's not the case that changes things since that is supposed to be its main elite perk.
For player character well yes that hull mod would be the main attraction. But when it comes to Officer piloting your ship the benefit is reduced to only one line which is a measly 30 seconds increase in peak performance and nothing more. Of course, no one would waste an elite point there.
(https://i.ibb.co/tJgkLrQ/654654.png) (https://imgbb.com/)
Unforgivable! Wait, how do I find them again I just want to know what another option does.
Not super important but the Heavy PD Drone is so weak right now. It should at least has a Scythe cannon and maybe proximity mines as well.Scythe Cannon would clash with the Hydra. Proximity mines is a good idea though. And maybe just boosted defenses?
What do you think about the Specter interceptor having a short-range teleport as a skill?On top of phase? I think that might be OP considering its replacement rate. Of course, that could be adjusted. The question I'd ask is: why does it need that? Or is it more of a flavor/uniqueness kind of thing.
Hellcat is kind of OP and it's cheap.Too much damage?
Torpedo firing delay should be reduced somewhat. Low max ammo already hurt its DPS by a lot and I don't like Atropos large and medium to have different firing delays, lol, very painful to make it work properly.Noted. I haven't gotten to torpedoes in the medium weapons category. I think I've done a single or maybe two passes at them atm.
Trebuchet missile is very spammy, half that max ammo.Hmm. Well, they seem pretty balanced small-medium scale. Are they a problem large scale? I could see that. Just in general its a pretty difficult missile to balance. Its a fine line between "OP" and "worthless" as far as small LRMs go.
AI officer currently has access to Vanilla Combat Endurance and Field Modulation. Combat Endurance is fine but Field Modulation is a poorer version of AO Shield Modulation. It also has extra phase ship buffs which the current Shield Modulation doesn't have.Yeah I definitely need to look at officer skills. Hopefully there is something I can do there but I'm not sure if skills were ever intended to be completely overridden. I might just be missing something obvious though.
(https://i.ibb.co/mqvcmsq/6546464.png) (https://imgbb.com/)
Double shields
Scythe Cannon would clash with the Hydra. Proximity mines is a good idea though. And maybe just boosted defenses?An additional increase in defense would be nice. At the moment, its weapon is very poor and can't really do much against crafts or missiles which ruin its sole purpose. It's going to need some kind of AoE weapon. Clashing with Hydra won't be much of a problem I believe. Since they have very different ranges. Actually, giving it a new flare system would be ok as well. Mass flare deployment and something to deal with crafts.
On top of phase? I think that might be OP considering its replacement rate. Of course, that could be adjusted. The question I'd ask is: why does it need that? Or is it more of a flavor/uniqueness kind of thing.That would be mainly for the uniqeness, I suppose, to balance the OP cost. Phase behaves like the armor counterpart, deflection shell, which has become quite common.
Hellcat is kind of OP and it's cheap.Firing too rapidly, I guess? It's very good in both anti-craft and anti-ship aspects.
Too much damage?
Hmm. Well, they seem pretty balanced small-medium scale. Are they a problem large scale? I could see that. Just in general its a pretty difficult missile to balance. Its a fine line between "OP" and "worthless" as far as small LRMs go.I put it on my Revenant and it's quite effective at the initial burst. Maybe, the massive flux dissipation did help a lot. Then just leave it as it is for the moment.
Blame Vampire Survivors hahaLol, unbelievable. Such a simple and plain game makes so many people addicted.
An additional increase in defense would be nice. At the moment, its weapon is very poor and can't really do much against crafts or missiles which ruin its sole purpose. It's going to need some kind of AoE weapon. Clashing with Hydra won't be much of a problem I believe. Since they have very different ranges. Actually, giving it a new flare system would be ok as well. Mass flare deployment and something to deal with crafts.Flares could definitely work well and mines deal with crafts very well when based upon another craft due to the damage boost. I'll play around with it.
That would be mainly for the uniqeness, I suppose, to balance the OP cost. Phase behaves like the armor counterpart, deflection shell, which has become quite common.I'll keep it in mind. I'm not sure exactly if a teleport would do much, but I can try and give it something flavorful.
Firing too rapidly, I guess? It's very good in both anti-craft and anti-ship aspects.Iirc correctly it has combat capacitors. Maybe just removing that would do it.
Lol, unbelievable. Such a simple and plain game makes so many people addicted.(The nuances between weapons and the general balance and feel of the game is great. Its simple to learn, but rewards careful decision making and micro. And picking a different character makes a pretty huge difference in how your early game build will look.)
Archean Order Plus Nexerelin means no Civilian tankers, and possibly other issues. Either mod on it's own works fine, but together breaks spawning somehow.
Used the Stellar Networks mod to do a universal search, and no fleet or shop contains them at all.
Edit: There seems to be other mods that cause this to happen, but Archean order is clearly required. Optimistically, fixing it with Nexerelin will fix it with other mods as well.
(https://i.ibb.co/tJgkLrQ/654654.png) (https://imgbb.com/)i believe that's from Nex.
Unforgivable! Wait, how do I find them again I just want to know what another option does.
I'm also wondering as well. I have been playing with AO and Nex since forever. Everything works as intended. It's likely that other mods override the AO file and cause this issue. So nothing on this end is likely to solve it.
Am i right in thinking that this mod will not work with Ship mods such as faction mods, due to the inability of changing said faction mods weapons, ships, fighters etc? in turn will not work means: (unbalanced, as this mod will have different ranges to those faction mods, and also fighters etc?)
Thanks
Am i right in thinking that this mod will not work with Ship mods such as faction mods, due to the inability of changing said faction mods weapons, ships, fighters etc? in turn will not work means: (unbalanced, as this mod will have different ranges to those faction mods, and also fighters etc?)
Thanks
All of the above.
AO is a beef-up version of vanilla. Most low tech ships will have armor in thousands, HP in ten thousands. Weapon ranges tend to be a lot longer than normal plus fire support mechanics with super long ranges. Crafts also have a higher shield and armor but are more prone to damage from PD. Ship deployment cost has also been reduced somewhat across the board.
If you know how to edit the other mod file then you can change some of the stat yourself. As for which specific, I have no clue.
Soo the justicar cruiser is missing from every AO base cant get it to spawn anywhere is it just me or has it happened to everbody
yea im talking about markets it just does not exist :-\Soo the justicar cruiser is missing from every AO base cant get it to spawn anywhere is it just me or has it happened to everbody
No, it is quite easy to find.
(https://i.ibb.co/xLsWg2B/546464.jpg) (https://ibb.co/xLsWg2B)
Or are you talking about markets?
(https://i.ibb.co/6y9TBYz/5464646464.jpg) (https://ibb.co/9pK1tn6)
yea im talking about markets it just does not exist :-\
Yes i know my problem is that all the ships are offered up for sale...The only one missing is the justicar which does not seem to spawn in markets or in AI fleets.yea im talking about markets it just does not exist :-\
From my second picture, you can see that there are 10 ships up for sale on 4 different planets but all of them are locked behind the military submarkets. A military submarket is a kind of market that require you to either receive a Commission from that faction or have an alliance with that faction to be able to buy from the submarket.
(https://i.ibb.co/R98BXZW/65465479879.jpg) (https://ibb.co/R98BXZW)
You will need +15 relations to be able to see what is inside the submarket.
Yes i know my problem is that all the ships are offered up for sale...The only one missing is the justicar which does not seem to spawn in markets or in AI fleets.
Completely minor and ignorable suggestion, but would you be willing to turn the standard AO starts (20 relations with major benefactor + Small Destroyer/Frigate Fleet) into custom Nexerelin starts? Because, I feel that a large part of the enjoyment of AO is slowly climbing yourself from small-time grunt all the way up to a big boss in terms of your favorite faction. And Nex starting you at friendly wherein you have access to a lot of the cool toys kind of breaks that.
I don't mean change the numbers on Nex's "faction starts", since I imagine that means working into Nex itself, but rather specific custom starts like what Tahlan did with the Red Hand and the Balisong.
I have encountered a bug with Archean Order stations. I wanted to supply a rebellion on Obsidian Crucible and after I sneaked in with transponder off the text says: "You might be able to establish contact dissident elements within the order if you come in later with the transponder turned off." I tried to access the black market anyway but there is not even an option to see markets, only the colony info.
I have encountered a bug with Archean Order stations. I wanted to supply a rebellion on Obsidian Crucible and after I sneaked in with transponder off the text says: "You might be able to establish contact dissident elements within the order if you come in later with the transponder turned off." I tried to access the black market anyway but there is not even an option to see markets, only the colony info.
Hey there! First of all thanks for making the mod. I was planning on playing it with nexerelin, however when I do the tutorial custom start I talk with the planet I get a nullpointer exception without crashing. It happens when it tries to add a ship and an officer to my fleet I think. I am not sure what causes it or why but I thought i'd attach a file of what it gives me, so someone more experienced with mods might be able to help. I've also included my modlist, and without nexerelin the tutorial start isnt available. I like the storyline so I like playing with it tutorial and all Thanks in advance!
- Archean order
-Combat Chatter
-Concord
-DroneLib
-LazyLib
-MagicLib
-Nexerelin
-speedup
-starship legends
-Terraforming & station construction
-Unknown Skies
-crew_replacer
-Graphicslib
Since my attachment didnt work here is the error typed out: RuntimeException: attempting to add null fleet member to [player player fleet]
Could not find vigilance_Starting variant, getting random ship instead (it doesnt add anything to my fleet afterwards)
NullPointerException: Null
edit: the officer part is fixed, however the tutorial seems to not be completable since I cannot hand over the AI core to the station commander
Been enjoying this mod a lot, I love the amount of weapons each ship has. I was wondering if there are any faction mods that work well with this mod or have been made with this mod in mind or even any recommended factions with stronger ships in general that can contend with the combat balance XD
thx :D
First I wanna say this mod has been really interesting to play, haven't experienced a whole lot just yet but so far combat has been feeling more tentative than what I was used to and I think I like it.
Second I've got a question regarding flux venting; there seems to be fewer options to improve one's ability to vent flux, is this intentional? because I remember combining things such as a skill and ship mod to vent flux really fast, but now it seems there isn't a skill that affects flux venting anymore.
Hello so I don’t know if this is supposed to happen but the adamantine consortium has a ludicrous amount of colony’s. They have captured just over 1/4 of the sector and it keeps getting worse and I am in no position to intervene. Is this a bug or are they just over powered right now?
Would it be possible for me to know the code to reduce the number of ships in a fleet in this mod. I am using Nex and the early game is a little rough without going straight to the crusier start as most starting pirate fleets usually have up to 7 frigates that will run down anything short of a combat crusier. Since this is just personal preference I don't want to ask for a whole update for just one change.
Hi. How do I get the shield shunt hullmod? I can't find it on any market anywhere. Is it not unlocked by any skills? Thanksits not in the mod.