Fractal Softworks Forum

Starsector => Mods => Topic started by: Snrasha on May 17, 2018, 12:50:12 PM

Title: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Snrasha on May 17, 2018, 12:50:12 PM
(https://i.imgur.com/m7yK3Tf.png)

Download here 1.2 (https://github.com/Snrasha/Sanguinary-Autonomist-Defectors/releases/download/1_2/SanguinaryAutonomistDefectors1_2.zip)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0), GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0), MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work


Descriptions:
Quote
With the authorization of the creator of Shadowyard, i made a fan mod of Shadowyard. Not the best, but special.
This fan mod is composed of Kitbashing and re-use code/sound/weapons.

This is a mini-faction who act like remnant, they spawn randomly on the sector, with their own mothership.
You are aware of their presence with a warning beacon because they are hostile to you.

They are not so hard than Remnant but they can loot many blueprint.

Quote
(https://i.imgur.com/W5rnu6M.gif)
(https://i.imgur.com/WBD5RDx.gif)
(https://i.imgur.com/2TCsVIx.gif)
(https://i.imgur.com/Z0LvMs1.gif)
And others...
(https://i.imgur.com/BIKiAI3.gif)
Important informations about the mod:
Quote
Except the 2 mothership, everything is technically finish. You can maybe found atleast 5 starsystem on the entire universe.
Title: Re: [0.8.1a] SAD: Sanguinary Anarchistic Defectors.
Post by: xenoargh on May 17, 2018, 04:50:11 PM
Cool!  Those are... pretty psychedelic kitbashes :)
Title: Re: [0.8.1a] SAD: Sanguinary Anarchistic Defectors.
Post by: Snrasha on May 20, 2018, 11:10:27 AM
Fast update for fix many  many things.
Sorry!

Version 0.2:
Quote
-Fix version checker
-Fix the no_sell of ships.
-Fix weapons sells.
-Fix name of fighter.
-Fix Nexerelin friendly faction.
-Fix prefix SYS to SAD.
-Increase Thoth-class thruster stats.
-Decrease Neith-class thruster stats.
-add every descriptions.
-Fix a too sharp paintjob on the capital.
-Clean up mod.
-fix crash shipsystem of carrier
-fix shield radius of frigate.
-Increase the range where the bomber deploy the strike ASM.
Title: Re: [0.8.1a] SAD: Sanguinary Anarchistic Defectors.
Post by: Snrasha on May 22, 2018, 05:13:14 AM
I know, this is technically spam(and fast update), but meh, for people who do not have version checker or do not read the changelog:

The previous version have a big bug than i have not see, fixed on the 0.3, visible only on new fleets or new game.(Endless battle)

I have also modify the color of warning for than you know already aware of what sector  is about.
With that, a big nerf and a up of the fight against the mothership.


Version 0.3:
Quote
-Do not break save, but many fix will not appears on your current save.
-Modify the color of warning beacon for be more visible.
-Mothership spawn now with two capitals for the defense.
-Imhotep: Nerf of OP  170 to 140.
-Ptah: Nerf topspeed 95 to 75.
-Fix every variants with flux problems.
-Fix a big problem of endless battle.


Defeat the mothership can be worth of 500 000 credits, like put this picture:
(https://i.imgur.com/nAhsh99.png)
Title: Re: [0.8.1a] SAD: Sanguinary Anarchistic Defectors.
Post by: Snrasha on May 27, 2018, 12:04:38 PM
Sorry, i have out this version very early for a important fix crash.

Version 0.4:
Quote

-Modify weapon graphic.
-Modify the wavepulse, less damage, more recoil, exactly equivalent to wavepulse.
-Fix a nullexception for the disrupt system.
Title: Re: [0.8.1a] SAD: Sanguinary Anarchistic Defectors.
Post by: Snrasha on June 01, 2018, 08:33:24 AM
Big update of my mod, i will need many playback testings for balance these new things '.'

(https://i.imgur.com/W5rnu6M.gif)
(https://i.imgur.com/WBD5RDx.gif)
(https://i.imgur.com/2TCsVIx.gif)
(https://i.imgur.com/Z0LvMs1.gif)

Version 0.5: (Do not break save, normally)
Quote
-Add the Apis, Elite destroyer for than people can loot the large weapon of SAD faction.
-Modify the wadjet who follow the same system than Apis.
-Shipsystem of Ptah and Maat is more visible when they enable that.
-Upgrade the wadjet for the job of destroy ships. Their weapons hit energy and with a bit of EMP. They lost their flak guns
-Reduce the cooldown of the siege mode system.
-Remade graphics of every weapons.
-Remade the Anuket

This mod is soon finish.


Title: Re: [0.8.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Nanao-kun on June 01, 2018, 04:55:59 PM
These are pretty cool.
Title: Re: [0.8.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on June 02, 2018, 01:00:58 AM
These are pretty cool.

Thank, do not hesitate to give playback testing!  (If you found a ship too powerfull or too weak :p)
The mothership is the last thing than i need to finish, i think, before have finish the mod.
Title: Re: [0.8.1a] SAD: Sanguinary Anarchistic Defectors
Post by: c0nr4d1c4l on June 03, 2018, 12:58:20 PM
Ooh a new mod! Gonna have to make another campaign.
Title: Re: [0.8.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on June 03, 2018, 01:50:57 PM
Ooh a new mod! Gonna have to make another campaign.

Except somes text, the motherShip and a shipsystem, the mod is pretty finish, so you can try, they act like remnant, do not forgot ^^.

If you have some feedback, i am on the Discord or just here ^^.



EDIT:

Version 0.6:
Quote
-Change shipsystem of Hapy
-Fix rules.csv
-Fix Survey data drops.

A bug have be found, thank for this guy!
Title: Re: [0.8.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on June 25, 2018, 11:45:11 AM
Version 0.7:  EDIT: Fix the link
(https://i.imgur.com/tDKIwMH.png)

Quote
-Add the ship of  Maelstrom. (This is not my ship, but made per Maelstrom and the creator of the Unsung, FlashFrozen.)
-Reduce OP of Medium polarizer to 14 from 16. He is pretty bad compared to a heavy burst PD.
-Add a mysterious weapon.
Title: Re: [0.8.1a] SAD: Sanguinary Anarchistic Defectors
Post by: NightfallGemini on July 03, 2018, 03:21:17 AM
So, last time I tried fighting these guys, Shadowyards went aggro with me and I lost reputation across the board for attacking a non-aggressive faction, but from what I can tell they're supposed to be like Remnants, right? Not only that, they populated a lot of systems that I'm guessing would have been Remnant otherwise. Very odd.
Title: Re: [0.8.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on July 03, 2018, 04:12:19 AM
So, last time I tried fighting these guys, Shadowyards went aggro with me and I lost reputation across the board for attacking a non-aggressive faction, but from what I can tell they're supposed to be like Remnants, right? Not only that, they populated a lot of systems that I'm guessing would have been Remnant otherwise. Very odd.

They are normally hyper-aggressive against everyone, how have you be neutral against them?


Updated maybe a fix(Version 0.71), but just for new game, sorry.
Title: Re: [0.8.1a] SAD: Sanguinary Anarchistic Defectors
Post by: atreg on July 31, 2018, 11:21:27 PM
A bit of feedback now that I've experienced everything at least a bit.

1. Fighters spawned via the Imhotep's ship system don't dock properly when returning to base. They get close, start shrinking, then collide and blow up.
Spoiler
(https://i.imgur.com/ystZc1S.png)
[close]

2. The Break CAS Beam's sound effect is pretty grating on the ears, considering it's firing almost constantly.

3. In my experience, the SAD's large weapons are very, very hard to get, almost ridiculously so. I had over 250 Light CEPC (S)s, but the only large weapons I've gotten were two Break beams, one of which came from the mothership fight.
Title: Re: [0.8.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on August 01, 2018, 11:43:12 AM
A bit of feedback now that I've experienced everything at least a bit.

1. Fighters spawned via the Imhotep's ship system don't dock properly when returning to base. They get close, start shrinking, then collide and blow up.
Spoiler
(https://i.imgur.com/ystZc1S.png)
[close]

2. The Break CAS Beam's sound effect is pretty grating on the ears, considering it's firing almost constantly.

3. In my experience, the SAD's large weapons are very, very hard to get, almost ridiculously so. I had over 250 Light CEPC (S)s, but the only large weapons I've gotten were two Break beams, one of which came from the mothership fight.
First: Thank for this reply!


1. Strange, yep, i use the exactly same existing vanilla shipsystem, but tiny modified, this is probably also a bug than you can see on a drover.

2. Yeah, i will think to down that, thank.

3. Yeah, they are pretty rare, you can fight them more with the Gladiator society mod, but they spawn pretty rarely.
You can loot them on the Apis, a elite destroyer, a bit rare, but always visible. After, they are equivalent to the Shadowyard weapons, so this is not really a problem for me.
Title: Re: [0.8.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on August 15, 2018, 03:40:22 AM
(https://i.imgur.com/m7yK3Tf.png)
Download here (http://)

A fix version!

Ok, i add also a tiny cruiser.

Else..... well....
Fix a insane sound per reduce the sound and remove a another sound on the sound.
And the cruiser have a large mount, so, for get large weapon, this will be more simple.
Title: Re: [0.8.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on October 05, 2018, 01:20:09 PM
(https://i.imgur.com/m7yK3Tf.png)
Download here (https://bitbucket.org/Snrasha/sad/downloads/sad_081.zip)

Version 0.81:
Spoiler
-Add a GS compatibility
-Add a phase ship.
-Nerf the owclaw flux dissipation 500 from 740
-Fix weapon pixel
-Increase power of the niddhoggr, replace some energy mount per synergy
[close]

The OwClaw has be too powerfull for a bad ship. And the Niddhogrr is not a cool ship with only energy mount.
Title: Re: [0.8.1a] SAD: Sanguinary Anarchistic Defectors.
Post by: ASSIMKO on October 13, 2018, 03:54:50 PM
I really like the Shadowyards ships and this fan mod made me very happy. I would like to see more ships, principally the large cruisers besides capital ships with firepots like the disc-shaped ship of the Thule Legacy. My only highlight is because where I went I did not find the biggest ship of the mode, only the small ones, could have battle quest for them too. kkkkkk very lukewarm to new discoveries in your mod. Congratulations.
Title: Re: [0.8.1a] SAD: Sanguinary Anarchistic Defectors.
Post by: Snrasha on October 13, 2018, 11:13:38 PM
I really like the Shadowyards ships and this fan mod made me very happy. I would like to see more ships, principally the large cruisers besides capital ships with firepots like the disc-shaped ship of the Thule Legacy. My only highlight is because where I went I did not find the biggest ship of the mode, only the small ones, could have battle quest for them too. kkkkkk very lukewarm to new discoveries in your mod. Congratulations.

About the capital-size ship, you can found them on a Station, or if you try Gladiator mod(But this is not a correct solution).
They do not appears often(very rarely), else.

Thank you for your feedback ^^.




EDIT: Small fix about the Babi(the phase ship)
Version 0.81b:
Quote
-Fix the phase ship(Babi) mount
-Fix the shipsystem of Babi.
https://bitbucket.org/Snrasha/sad/downloads/sad_081b.zip


Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on December 02, 2018, 09:43:47 AM
(https://i.imgur.com/m7yK3Tf.png)

Download here (https://bitbucket.org/Snrasha/sad/downloads/SanguinaryAnarchisticDefectors0_9.zip)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work

Upgraded to 0.9a, do not contains new thing(like the special raid, failed to implement that)
Do not hesit to report bug or feedback, please.
A update will come when Shadowyard Station will be done for had a Kitbashed version of Shadowyard station :smiley:
Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: Maelstrom on December 02, 2018, 11:28:31 AM
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didnt mean to spam but this makes me real happy
Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: grinningsphinx on December 02, 2018, 01:56:28 PM
Isnt Maelstrom used by Diable?
Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: travhill20 on December 02, 2018, 02:14:50 PM
Love the ship design and colors. I'll give this a go.
Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on December 03, 2018, 05:30:31 AM
Do not hesitate to look on the Discord or to give a feedback. Thank.
Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: XpanD on December 13, 2018, 04:56:29 AM
I've been playing around with this mod for a bit, and really like the ship designs and some of the weapons. However, I did notice a few things that made fighting these guys a bit repetitive -- in my current save, they seem to be present in about 20-30% of unexplored systems, usually with a ton of big fleets around as well. The drops don't seem all that worthwhile either, though I am wondering if that's due to a bug somewhere -- I'm not getting any survey drops from the motherships. Weapon drops may also be a bit too common, as a typical exploration run (10-15 systems) usually gives me several stacks of each.

With a bit of balancing, I think this could be a really fun mod. Keep up the good work!
Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on December 13, 2018, 10:30:18 AM
I've been playing around with this mod for a bit, and really like the ship designs and some of the weapons. However, I did notice a few things that made fighting these guys a bit repetitive -- in my current save, they seem to be present in about 20-30% of unexplored systems, usually with a ton of big fleets around as well. The drops don't seem all that worthwhile either, though I am wondering if that's due to a bug somewhere -- I'm not getting any survey drops from the motherships. Weapon drops may also be a bit too common, as a typical exploration run (10-15 systems) usually gives me several stacks of each.

With a bit of balancing, I think this could be a really fun mod. Keep up the good work!

For the problem of presence.Look like a bug, yeah, they have just ten system dedicaced (so often 1% of system and with a beacon) :)
For the Mothership, i will look for that too.
I know maybe where are these bug, thank you for your help.

For the Weapon drops, they are like the vanilla weapons, but i think, this is just because you drop only SAD weapons, and not every machine guns or others weapons drop on others fleet like delerict, pirate or remnant.


Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: XpanD on December 13, 2018, 10:46:22 AM
For the problem of presence.Look like a bug, yeah, they have just ten system dedicaced (so often 1% of system and with a beacon) :)

Are more motherships supposed to spawn after initial sector generation? Right after I wrote my earlier post, I headed back to one of my own colonized systems and there was suddenly a mothership in there, along with a bunch of debris fields. Maybe that's why the SAD fleets are so common in my game?

For the Weapon drops, they are like the vanilla weapons, but i think, this is just because you drop only SAD weapons, and not every machine guns or others weapons drop on others fleet like delerict, pirate or remnant.

That would make a lot of sense, especially combined with how common the fleets are right now. I'm guessing that if those are made a bit less common this issue should fix itself, too.

Thanks for looking into all of this!
Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on December 13, 2018, 11:42:52 AM
Ah yeah, the sanguinary Anarchistic Defectors never abondon their system, but a system without beacon cannot have a SAD mothership, but look like they can, when you say that.     Each X months, a mothership re-appears on a SAD system than you have not visited after some time.
Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: XpanD on December 15, 2018, 11:45:52 AM
Came across another small issue: The CEPC(S) is quite loud, especially when playing from lots of sources. I had a ton of ships with Wadjet fighters, and the CEPC sounds generally overpowered most other non-explosion sounds. Minor, but figured I'd mention it anyways.
Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on December 16, 2018, 12:39:04 AM
Came across another small issue: The CEPC(S) is quite loud, especially when playing from lots of sources. I had a ton of ships with Wadjet fighters, and the CEPC sounds generally overpowered most other non-explosion sounds. Minor, but figured I'd mention it anyways.

Sure, i play rarely with 100% of the sound and i use the same sound with the same volume than the SRA weapon equivalent.

I will update the mod maybe after have inserted the new SAD station, but i need to wait the SRA update before :x
Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: XpanD on December 16, 2018, 01:45:00 AM
Ah, wasn't sure if it was a core Shadowyards issue since I don't have that running on my current game. I'll be sure to mention it over there when I next play with that again, if it's an issue there.
Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on December 25, 2018, 05:47:55 AM
(https://i.imgur.com/m7yK3Tf.png)


Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work

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

Version 0.9b:
Quote
-The Atan can be found on normal fleet.
-Add color on Tech manufactory
-Wadjet  flux dissipation 60 from 80
-Fix the respawn of stations (50 days to 240days) (and they respawn only on system tier 3, not anymore tier 2 or fantom starsystem)
-Stations can drop survey data and blueprint
-Nerf the impact of the Break CAS Beam to 200 from 300
-Nerf the impact of the Atan CAS Beam to 1200 from 1450
-Add a second mothership, who will spawn on tier 3 system, where the old spawn on the tier 2.

Fix every bugs with the respawn system.

Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: Spess Mahren on December 30, 2018, 06:35:20 PM
Is it possible for sector generation to effectively not spawn SAD? In my latest game I have fully surveyed all systems that are not medium/high danger and have not seen a trace of the SAD. Also I have dived into a few of the dangerous systems and left after ID'ing and still no luck.
Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on December 31, 2018, 01:19:03 AM
The sector generator do not spawn "low" danger  SAD system, only medium and high.

But if you have check on medium and high and not found them, this is not normal, yeah... (but i have tested and they have worked)

Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: Neri on February 02, 2019, 07:52:25 AM
I'll be honest. The maxtier mothership is Far too tanky. Especially compared to how durable the average Anarchist vessel is (IE: Not particularly durable but fairly shooty)

Assuming the majority of a player's fleet is highend, well armed ships with minimal, if any D-mods, and is primarily composed of cruisers, capitals and carriers. The T2 mothership is quite capable of soloing a max sized fleet. Raising the fleetcap via config and adding additional ships does not change this metric notably until you get into the excessive ranges of 20-30+ capships with an escort of similarly numbered cruisers.

Compared to a remnant station, which can handle maybe 4-5 or so highend capships or 8 highend cruisers before it starts having trouble.

Additionally, keep in mind that this thing can retreat, and due to its obscene hull and armor stats, there is no way in hell you're gonna be able to take it down before it does that. (That and it errors out the game when it retreats due to being considered a station and can't be placed on the overmap.)

Strongly consider reducing that thing's durability.

To give a comparison example. Here's snippets from the files:



remnant_armour2,Remnant Station Armour,,,1,5000,800

This is the hull/armor for a piece of a remnant nexus station. This piece is explicitly armor and exists for the sole purpose of being armor. It has 5k hull, 800 armor. Tanky but not absurdly so.



,SAD_module_armour_L,Station Armour,,,1,17500,4000

And here is a snippet from one of the mothership's explicit armor module. A whopping 17.5k hull and 4k armor.

Keep in mind that armor has reductions to incoming damage. Especially if there's an officer (which there always will be due to it being a station).

That is simply an absurd amount of health. And it has almost triple the modules of a Remnant Nexus Station. Which means its effective healthpool is tripled on top of being in most cases, having nearly three times as large a healthpool for each individual part compared to the RNS.

I'll spoiler a full comparison for perusal.


Spoiler
,remnant_station1,Remnant Station,,,50,50000,1600,1000,2500,100,0,,30,200,200,3,3,6000,NONE,,0,0,0,,,0,0,0,0,1,0,0,500000,10,10,,,50,50,"STATION, UNBOARDABLE, HIDE_IN_CODEX",,,0,,,2200
,remnant_station2,Remnant Station,,,50,50000,1600,1000,2500,100,0,,30,200,200,3,3,6000,NONE,,0,0,0,,,0,0,0,0,1,0,0,500000,10,10,,,50,50,"STATION, UNBOARDABLE, HIDE_IN_CODEX",remnant,,0,,,2201
,remnant_armour1,Remnant Station Armour,,,1,10000,2000,0,2500,100,0,,0,0,0,10,10,300,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,1,2,3,2210
,remnant_armour2,Remnant Station Armour,,,1,5000,800,0,2500,100,0,,0,0,0,10,10,300,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,1,2,3,2211
,remnant_armour3,Remnant Station Armour,,,1,5000,800,0,2500,100,0,,0,0,0,10,10,300,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,1,2,4,2212
,remnant_weapon_platform1,Remnant Weapon Platform,,forgevats_station,1,10000,1500,15000,25000,1000,1000,,0,0,0,10,10,800,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,2220
,remnant_weapon_platform2,Remnant Weapon Platform,,,1,6000,1000,10000,18750,750,1000,,0,0,0,10,10,600,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,2221
,remnant_weapon_platform3,Remnant Weapon Platform,,,1,6000,1250,6000,7500,300,1000,,0,0,0,10,10,400,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,2223
,remnant_shield1,Remnant Station Citadel,,,1,6000,1250,7000,10000,400,1000,,0,0,0,10,10,500,FRONT,,50,0.4,0.8,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,2230
,remnant_shield2,Remnant Station Citadel,,,1,5000,500,20000,25000,1000,1000,,0,0,0,10,10,600,FRONT,,90,0.4,0.8,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,2231
,remnant_hangar1,Remnant Station Hangar,,recalldevice,1,5000,750,5000,7500,300,1000,3,0,0,0,10,10,600,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,2240
[close]

Spoiler
,SAD_MotherShip,Sanguinary MotherShip,Sanguinary Tech,,150,60000,2000,40000,30000,1400,350,,10,1,1,1,1,4000,OMNI,,180,0.5,0.7,,,0,0,0,0,1,0,0,500000,10,10,,,50,50,"SHIP_WITH_MODULES, UNBOARDABLE, HIDE_IN_CODEX",,,0,,,90020
,SAD_MotherShip_ArmorSide,Armor Side,,,1,10000,1000,5000,12500,500,110,,0,0,0,0,0,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90021
,SAD_MotherShip_ArmorSide_Inv,Armor Side,,,1,10000,1000,5000,12500,500,110,,0,0,0,0,0,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90022
,SAD_MotherShip_BackSlide,Back Side,,SAD_reservewing,1,8000,1000,5000,12500,500,70,2,10,1,1,1,1,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90023
,SAD_MotherShip_BackSlide_Inv,Back Side,,SAD_reservewing,1,8000,1000,5000,12500,500,70,2,10,1,1,1,1,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90024
,SAD_MotherShip_ContainerSide,Container Side,,,1,6000,1000,5000,12500,500,70,,0,0,0,0,0,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90025
,SAD_MotherShip_ContainerSide_Inv,ContainerSide,,,1,6000,1000,5000,12500,500,70,,0,0,0,0,0,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90026
,SAD_MotherShip_FrontSide,Front Side,,,1,15000,1000,5000,12500,500,70,,0,0,0,0,0,1000,FRONT,,120,0.5,0.7,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90027
,SAD_MotherShip_2,Sanguinary MotherShip,Sanguinary Tech,,150,60000,2000,40000,30000,1400,350,,10,1,1,1,1,4000,OMNI,,180,0.5,0.7,,,0,0,0,0,1,0,0,500000,10,10,,,50,50,"SHIP_WITH_MODULES, UNBOARDABLE, HIDE_IN_CODEX",,,0,,,90020
,SAD_MotherShip_BackSlide_L,Back Side,,SAD_reservewing,1,8000,1000,5000,12500,500,70,2,10,1,1,1,1,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90023
,SAD_MotherShip_BackSlide_R,Back Side,,SAD_reservewing,1,8000,1000,5000,12500,500,70,2,10,1,1,1,1,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90024
,SAD_blocker,Station Structural Spur,,,1,5000,1500,0,2500,100,0,,0,0,0,10,10,300,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,1,2,3,2058
,SAD_module_armour_L,Station Armour,,,1,17500,4000,0,2500,100,0,0,0,0,0,3,6,1000,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,1,2,3,45415
,SAD_module_armour_R,Station Armour,,,1,17500,4000,0,2500,100,0,0,0,0,0,3,6,1000,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,1,2,3,45415
,SAD_module_lance,Heavy Weapon Battery,,,1,10000,1500,12000,10000,400,0,,0,0,0,10,10,240,FRONT,,240,0.3,0.8,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,1,2,2,2070
,SAD_module_gunplatform_R,Station Battery,,,1,12000,1750,15000,25000,1000,134,,0,0,0,10,10,1000,FRONT,,50,0.3,0.8,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,4,2076
,SAD_module_gunplatform_L,Station Battery,,,1,12000,1750,15000,25000,1000,134,,0,0,0,10,10,1000,FRONT,,50,0.3,0.8,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,4,2076
,SAD_MotherShip_ArmorSide_L,Station Battery,,,1,6000,1000,15000,25000,1000,90,,0,0,0,10,10,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,4,2076
,SAD_MotherShip_ArmorSide_R,Station Battery,,,1,6000,1000,15000,25000,1000,90,,0,0,0,10,10,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,4,2076
[close]

As you can presumably clearly see. These are frankly absurd stats. Not to mention the extreme flux stats making it simply implausible to overload the shields in any reasonable timeframe even with a massive, purely capship fleet. (15k-25k maxflux with 1k dissipation!) Strongly consider a hefty nerf. Even if this bugger dropped 1-3M credit value in surveys and cash tokens, it would not be worth the fleet replacements and repairs needed after the fight.
Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on February 02, 2019, 08:36:32 AM
I'll be honest. The maxtier mothership is Far too tanky. Especially compared to how durable the average Anarchist vessel is (IE: Not particularly durable but fairly shooty)

Assuming the majority of a player's fleet is highend, well armed ships with minimal, if any D-mods, and is primarily composed of cruisers, capitals and carriers. The T2 mothership is quite capable of soloing a max sized fleet. Raising the fleetcap via config and adding additional ships does not change this metric notably until you get into the excessive ranges of 20-30+ capships with an escort of similarly numbered cruisers.

Compared to a remnant station, which can handle maybe 4-5 or so highend capships or 8 highend cruisers before it starts having trouble.

Additionally, keep in mind that this thing can retreat, and due to its obscene hull and armor stats, there is no way in hell you're gonna be able to take it down before it does that. (That and it errors out the game when it retreats due to being considered a station and can't be placed on the overmap.)

Strongly consider reducing that thing's durability.

To give a comparison example. Here's snippets from the files:



remnant_armour2,Remnant Station Armour,,,1,5000,800

This is the hull/armor for a piece of a remnant nexus station. This piece is explicitly armor and exists for the sole purpose of being armor. It has 5k hull, 800 armor. Tanky but not absurdly so.



,SAD_module_armour_L,Station Armour,,,1,17500,4000

And here is a snippet from one of the mothership's explicit armor module. A whopping 17.5k hull and 4k armor.

Keep in mind that armor has reductions to incoming damage. Especially if there's an officer (which there always will be due to it being a station).

That is simply an absurd amount of health. And it has almost triple the modules of a Remnant Nexus Station. Which means its effective healthpool is tripled on top of being in most cases, having nearly three times as large a healthpool for each individual part compared to the RNS.

I'll spoiler a full comparison for perusal.


Spoiler
,remnant_station1,Remnant Station,,,50,50000,1600,1000,2500,100,0,,30,200,200,3,3,6000,NONE,,0,0,0,,,0,0,0,0,1,0,0,500000,10,10,,,50,50,"STATION, UNBOARDABLE, HIDE_IN_CODEX",,,0,,,2200
,remnant_station2,Remnant Station,,,50,50000,1600,1000,2500,100,0,,30,200,200,3,3,6000,NONE,,0,0,0,,,0,0,0,0,1,0,0,500000,10,10,,,50,50,"STATION, UNBOARDABLE, HIDE_IN_CODEX",remnant,,0,,,2201
,remnant_armour1,Remnant Station Armour,,,1,10000,2000,0,2500,100,0,,0,0,0,10,10,300,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,1,2,3,2210
,remnant_armour2,Remnant Station Armour,,,1,5000,800,0,2500,100,0,,0,0,0,10,10,300,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,1,2,3,2211
,remnant_armour3,Remnant Station Armour,,,1,5000,800,0,2500,100,0,,0,0,0,10,10,300,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,1,2,4,2212
,remnant_weapon_platform1,Remnant Weapon Platform,,forgevats_station,1,10000,1500,15000,25000,1000,1000,,0,0,0,10,10,800,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,2220
,remnant_weapon_platform2,Remnant Weapon Platform,,,1,6000,1000,10000,18750,750,1000,,0,0,0,10,10,600,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,2221
,remnant_weapon_platform3,Remnant Weapon Platform,,,1,6000,1250,6000,7500,300,1000,,0,0,0,10,10,400,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,2223
,remnant_shield1,Remnant Station Citadel,,,1,6000,1250,7000,10000,400,1000,,0,0,0,10,10,500,FRONT,,50,0.4,0.8,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,2230
,remnant_shield2,Remnant Station Citadel,,,1,5000,500,20000,25000,1000,1000,,0,0,0,10,10,600,FRONT,,90,0.4,0.8,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,2231
,remnant_hangar1,Remnant Station Hangar,,recalldevice,1,5000,750,5000,7500,300,1000,3,0,0,0,10,10,600,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,2240
[close]

Spoiler
,SAD_MotherShip,Sanguinary MotherShip,Sanguinary Tech,,150,60000,2000,40000,30000,1400,350,,10,1,1,1,1,4000,OMNI,,180,0.5,0.7,,,0,0,0,0,1,0,0,500000,10,10,,,50,50,"SHIP_WITH_MODULES, UNBOARDABLE, HIDE_IN_CODEX",,,0,,,90020
,SAD_MotherShip_ArmorSide,Armor Side,,,1,10000,1000,5000,12500,500,110,,0,0,0,0,0,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90021
,SAD_MotherShip_ArmorSide_Inv,Armor Side,,,1,10000,1000,5000,12500,500,110,,0,0,0,0,0,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90022
,SAD_MotherShip_BackSlide,Back Side,,SAD_reservewing,1,8000,1000,5000,12500,500,70,2,10,1,1,1,1,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90023
,SAD_MotherShip_BackSlide_Inv,Back Side,,SAD_reservewing,1,8000,1000,5000,12500,500,70,2,10,1,1,1,1,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90024
,SAD_MotherShip_ContainerSide,Container Side,,,1,6000,1000,5000,12500,500,70,,0,0,0,0,0,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90025
,SAD_MotherShip_ContainerSide_Inv,ContainerSide,,,1,6000,1000,5000,12500,500,70,,0,0,0,0,0,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90026
,SAD_MotherShip_FrontSide,Front Side,,,1,15000,1000,5000,12500,500,70,,0,0,0,0,0,1000,FRONT,,120,0.5,0.7,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90027
,SAD_MotherShip_2,Sanguinary MotherShip,Sanguinary Tech,,150,60000,2000,40000,30000,1400,350,,10,1,1,1,1,4000,OMNI,,180,0.5,0.7,,,0,0,0,0,1,0,0,500000,10,10,,,50,50,"SHIP_WITH_MODULES, UNBOARDABLE, HIDE_IN_CODEX",,,0,,,90020
,SAD_MotherShip_BackSlide_L,Back Side,,SAD_reservewing,1,8000,1000,5000,12500,500,70,2,10,1,1,1,1,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90023
,SAD_MotherShip_BackSlide_R,Back Side,,SAD_reservewing,1,8000,1000,5000,12500,500,70,2,10,1,1,1,1,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90024
,SAD_blocker,Station Structural Spur,,,1,5000,1500,0,2500,100,0,,0,0,0,10,10,300,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,1,2,3,2058
,SAD_module_armour_L,Station Armour,,,1,17500,4000,0,2500,100,0,0,0,0,0,3,6,1000,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,1,2,3,45415
,SAD_module_armour_R,Station Armour,,,1,17500,4000,0,2500,100,0,0,0,0,0,3,6,1000,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,1,2,3,45415
,SAD_module_lance,Heavy Weapon Battery,,,1,10000,1500,12000,10000,400,0,,0,0,0,10,10,240,FRONT,,240,0.3,0.8,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,1,2,2,2070
,SAD_module_gunplatform_R,Station Battery,,,1,12000,1750,15000,25000,1000,134,,0,0,0,10,10,1000,FRONT,,50,0.3,0.8,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,4,2076
,SAD_module_gunplatform_L,Station Battery,,,1,12000,1750,15000,25000,1000,134,,0,0,0,10,10,1000,FRONT,,50,0.3,0.8,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,4,2076
,SAD_MotherShip_ArmorSide_L,Station Battery,,,1,6000,1000,15000,25000,1000,90,,0,0,0,10,10,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,4,2076
,SAD_MotherShip_ArmorSide_R,Station Battery,,,1,6000,1000,15000,25000,1000,90,,0,0,0,10,10,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,4,2076
[close]

As you can presumably clearly see. These are frankly absurd stats. Not to mention the extreme flux stats making it simply implausible to overload the shields in any reasonable timeframe even with a massive, purely capship fleet. (15k-25k maxflux with 1k dissipation!) Strongly consider a hefty nerf. Even if this bugger dropped 1-3M credit value in surveys and cash tokens, it would not be worth the fleet replacements and repairs needed after the fight.

Sorry, i discussed many of that on the discord this last week about the problem with this ship, i have made the strong nerf on this ship, but not updated ><
This motership cannot be beat, this is simple. When i have defeated it, i have just send many capitals on that with only burst damage. Lost many of them.
Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: Neri on February 02, 2019, 08:49:37 AM
Ah, fair'nuff. I am not on the discord so I was unaware it was addressed already.
Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on February 02, 2019, 09:01:57 AM
Ah, fair'nuff. I am not on the discord so I was unaware it was addressed already.
When i have try, i have always believe than he will be weak with a big ship for tank, where many others ships harass him...
but after have tried myself, with 2 paragon, 2 legion, a army of piranha, and many siege ship( yeah, from some mod),  this is a fail.
Anyways, here, the fix, look if for you, this thing will be insanely more weak than before.


(https://i.imgur.com/m7yK3Tf.png)

Download here (https://bitbucket.org/Snrasha/sad/downloads/SanguinaryAnarchisticDefectors0_9e.zip)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work

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

Version 0.9d:
Quote
-Nerf Niddhoggr turn rate reduced to 6 from 10
      acc/dec reduced to 20 from 22
-Balance mothership level 2 (Impossible to beat currently without cheat and specialized stuff):
   Reduce core (The Omni shield) flux dissipation  to 1000 from 1400 and flux capacity to 35 000 from 40 000
   Reduce gun platform (front shield)  flux dissipation to 800 from 1000 and flux capacity to 8000 from 12 000
   Reduce armor of 200 for every weaponized modules and core.
   Reduce armor of 600 for every no-weaponized modules.
-Reduce(not a nerf), the flux cost of the CEPC(S) (Always worst than take the PD version, currently), to 90 from 110.
-For compensed the boost for CPEC(S), reduce the damage from 100 to 90.
-Reduce time for chargeup the Break CAS Beam(S) to 0.25 from 0.75 (Chargeup cause issues with AI and continous beam.)
Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on February 09, 2019, 03:09:22 AM
(https://i.imgur.com/m7yK3Tf.png)


Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0),MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work

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

Version 0.9e:
Quote
Version 0.9e(Hotfix):
-Add Indicator for the Taweret shipsystem.
-Modify the color of the ping.
-Require MagicLib.
Yeah, this is just a hotfix about the problem where you cannot see the range of the Taweret when he use the shipsystem.
Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: Mortarion on March 01, 2019, 02:01:35 AM
Crash at refit screen
Seshat frigate carrier
Reduced Hangar Hullmod
When hovering a mouse on a mod for description game crashes

Code
71273 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.IllegalFormatConversionException: o != java.lang.String
java.util.IllegalFormatConversionException: o != java.lang.String
at java.util.Formatter$FormatSpecifier.failConversion(Unknown Source)
at java.util.Formatter$FormatSpecifier.printInteger(Unknown Source)
at java.util.Formatter$FormatSpecifier.print(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.lang.String.format(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.?o0000(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.whilesuper$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.whilesuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.D.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.void.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.D.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.while.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.J.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on March 01, 2019, 06:44:41 AM
Crash at refit screen
Seshat frigate carrier
Reduced Hangar Hullmod
When hovering a mouse on a mod for description game crashes

Code
71273 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.IllegalFormatConversionException: o != java.lang.String
java.util.IllegalFormatConversionException: o != java.lang.String
at java.util.Formatter$FormatSpecifier.failConversion(Unknown Source)
at java.util.Formatter$FormatSpecifier.printInteger(Unknown Source)
at java.util.Formatter$FormatSpecifier.print(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.lang.String.format(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.?o0000(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.whilesuper$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.whilesuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.D.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.void.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.D.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.while.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.J.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Yeah, thank, already reported, but i have not updated yet. Sorry for the problem.
Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on March 01, 2019, 12:35:36 PM
(https://i.imgur.com/m7yK3Tf.png)

Download here (https://bitbucket.org/Snrasha/sad/downloads/SanguinaryAnarchisticDefectors0_9f.zip)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work

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

Version 0.9f(Hotfix):
Quote
-Fix a crash if you put your mouse on the Reduced hangar hullmod.
-Fix some shipsystem description when enabled.
-Nerf the Taweret (remove these 4 frontal medium missiles hardpoints). For remove the dangerosity of him, on the front. And keep just a support ship.
-Remove 20 OP from the Taweret.(Technically a up).

Balance the Taweret, post tournament.
Also, some shipsystem will be more clear for the player, in-game when active.
Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: ASSIMKO on March 09, 2019, 03:41:12 AM
(https://i.imgur.com/m7yK3Tf.png)

Download here  0.9f (https://bitbucket.org/Snrasha/sad/downloads/SanguinaryAnarchisticDefectors0_9f.zip)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0),MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work

Descriptions:
Quote
With the authorization of the creator of Shadowyard, i made a fan mod of Shadowyard. Not the best, but special.
This fan mod is composed of Kitbashing and re-use code/sound/weapons.

This is a mini-faction who act like remnant, they spawn randomly on the sector, with their own mothership.
You are aware of their presence with a warning beacon because they are hostile to you.

They are most hard than Remnant but they can loot many data survey about the sector.

Spoiler:
Spoiler

(https://i.imgur.com/W5rnu6M.gif)
(https://i.imgur.com/WBD5RDx.gif)
(https://i.imgur.com/2TCsVIx.gif)
(https://i.imgur.com/Z0LvMs1.gif)
And others...

(https://i.imgur.com/BIKiAI3.gif)
[close]
Important informations about the mod:
Quote
The fan mod is not finish, the mothership need clean-up.
But if people want try out for playback testing, they can freely.
This is a tiny faction, so you can lost 1 hour to found just a starsystem who contains maybe not their mothership.

What is the Change Log 0.9f ???
Title: Re: [0.9a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on March 09, 2019, 05:55:31 AM
(https://i.imgur.com/m7yK3Tf.png)

Download here  0.9f (https://bitbucket.org/Snrasha/sad/downloads/SanguinaryAnarchisticDefectors0_9f.zip)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0),MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work

Descriptions:
Quote
With the authorization of the creator of Shadowyard, i made a fan mod of Shadowyard. Not the best, but special.
This fan mod is composed of Kitbashing and re-use code/sound/weapons.

This is a mini-faction who act like remnant, they spawn randomly on the sector, with their own mothership.
You are aware of their presence with a warning beacon because they are hostile to you.

They are most hard than Remnant but they can loot many data survey about the sector.

Spoiler:
Spoiler

(https://i.imgur.com/W5rnu6M.gif)
(https://i.imgur.com/WBD5RDx.gif)
(https://i.imgur.com/2TCsVIx.gif)
(https://i.imgur.com/Z0LvMs1.gif)
And others...

(https://i.imgur.com/BIKiAI3.gif)
[close]
Important informations about the mod:
Quote
The fan mod is not finish, the mothership need clean-up.
But if people want try out for playback testing, they can freely.
This is a tiny faction, so you can lost 1 hour to found just a starsystem who contains maybe not their mothership.

What is the Change Log 0.9f ???

On the last message, sorry x) (or changelog on the SAD folder)
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on May 12, 2019, 05:50:13 AM
(https://i.imgur.com/m7yK3Tf.png)

Download here (https://bitbucket.org/Snrasha/sad/downloads/SanguinaryAnarchisticDefectors1_0.zip)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work


Version 1.0:
Quote
-Update 0.9.1a
-Remove the Niddhoggr of rare blueprint.
-Remove any problem who can happens if SRA update.
-Nerf the built-in hullmod Harmonic shield conduits per two.
-Fix range of the disrupt system.
-Fix ship price
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: grinningsphinx on July 14, 2019, 01:05:06 PM
Nice work on this one, and snappy updates...Ill have to give it a try on the next playthrough!
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: nb8 on August 08, 2019, 01:20:41 AM
easy kill mothership with 1 overslauth from blue mod
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: MesoTroniK on August 08, 2019, 01:25:46 AM
What's your point? That ship is extremely overpowered.
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Nartex on August 14, 2019, 03:32:49 PM
Hey the mod looks really good but i have a  questions.

Can i find blueprints for the ships and or recover them after battle? because i would really like to make my own faction with these ships. I like the idea of having ships that none of the other faction has access to.

Thanks


Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on August 14, 2019, 10:26:06 PM
Hey the mod looks really good but i have a  questions.

Can i find blueprints for the ships and or recover them after battle? because i would really like to make my own faction with these ships. I like the idea of having ships that none of the other faction has access to.

Thanks

You can, except the Niddhoggr who is not obtainable.
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Nartex on August 14, 2019, 10:48:19 PM
ok thank ypu  ;D
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Vandanna on September 03, 2019, 12:03:42 PM
Hi. Does this mod disable Remnant Mid and High Danger beacon systems? I can only find "Low" Danger systems in my game. I even resorted to teleporting around the map to double check.

If it does, it seems it disables what comes along with them, IE ruins with some of the best loot in the game.
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on September 03, 2019, 09:33:12 PM
Hi. Does this mod disable Remnant Mid and High Danger beacon systems? I can only find "Low" Danger systems in my game. I even resorted to teleporting around the map to double check.

If it does, it seems it disables what comes along with them, IE ruins with some of the best loot in the game.

No, he do not disable them, i spawn new star system for it.
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Vandanna on September 04, 2019, 08:43:59 AM
Hi. Does this mod disable Remnant Mid and High Danger beacon systems? I can only find "Low" Danger systems in my game. I even resorted to teleporting around the map to double check.

If it does, it seems it disables what comes along with them, IE ruins with some of the best loot in the game.

No, he do not disable them, i spawn new star system for it.

Any idea what mod might be causing this problem, if any? I would find it odd that neither any "Mid" nor "High" Remnant systems spawned at all.
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on September 04, 2019, 10:10:42 AM
Hi. Does this mod disable Remnant Mid and High Danger beacon systems? I can only find "Low" Danger systems in my game. I even resorted to teleporting around the map to double check.

If it does, it seems it disables what comes along with them, IE ruins with some of the best loot in the game.

No, he do not disable them, i spawn new star system for it.

Any idea what mod might be causing this problem, if any? I would find it odd that neither any "Mid" nor "High" Remnant systems spawned at all.
Seems probably true than i have found less mid and high danger beacon system, i will need to recheck for it, but my code generate my SAD system after the vanilla and i check if the system got a Remnant but anyways, i never remove them...

Thank for the report, same if this is very weird ^^.
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Harmful Mechanic on September 04, 2019, 11:18:38 AM
Hi. Does this mod disable Remnant Mid and High Danger beacon systems? I can only find "Low" Danger systems in my game. I even resorted to teleporting around the map to double check.

If it does, it seems it disables what comes along with them, IE ruins with some of the best loot in the game.

No, he do not disable them, i spawn new star system for it.

Any idea what mod might be causing this problem, if any? I would find it odd that neither any "Mid" nor "High" Remnant systems spawned at all.

If you want to check if procgen if doing something screwy, make a copy of your save, then turn on dev mode in console commands with
Code
devmode
Now, hit ctrl-z to turn off sensors, and jump into hyperspace, which reveals all the warning beacons on the hyperspace map. Then you can see if there really are no High or Mid danger Remnant systems, or if you just haven't found them yet. SAD uses a custom warning beacon, so you should be able to tell at a glance how many SAD systems there are vs. Remnants.
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Vandanna on September 05, 2019, 09:42:15 AM
Hi. Does this mod disable Remnant Mid and High Danger beacon systems? I can only find "Low" Danger systems in my game. I even resorted to teleporting around the map to double check.

If it does, it seems it disables what comes along with them, IE ruins with some of the best loot in the game.

No, he do not disable them, i spawn new star system for it.

Any idea what mod might be causing this problem, if any? I would find it odd that neither any "Mid" nor "High" Remnant systems spawned at all.

If you want to check if procgen if doing something screwy, make a copy of your save, then turn on dev mode in console commands with
Code
devmode
Now, hit ctrl-z to turn off sensors, and jump into hyperspace, which reveals all the warning beacons on the hyperspace map. Then you can see if there really are no High or Mid danger Remnant systems, or if you just haven't found them yet. SAD uses a custom warning beacon, so you should be able to tell at a glance how many SAD systems there are vs. Remnants.

Thank you, that was a big help. After teleporting all over the sector, I still had missed them somehow. Quick question: Does leaving DevMode on and saving, then turning it off later cause problems? I think I may have left it on then saved again at some point after turning it back off.
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Vex2 on September 09, 2019, 12:53:44 PM
Suggestion.
Make sure mothership sections break off from the ship once destroyed.

Just had an infurating battle against one where both front armour segments remained attached to the ship after being "destroyed", effectively rendering the 2 forward gun sections invincible.
Its a tough enough ship to crack (assuming no OP mod ships) without jank *** like that happening.



Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on September 09, 2019, 01:25:31 PM
Suggestion.
Make sure mothership sections break off from the ship once destroyed.

Just had an infurating battle against one where both front armour segments remained attached to the ship after being "destroyed", effectively rendering the 2 forward gun sections invincible.
Its a tough enough ship to crack (assuming no OP mod ships) without jank *** like that happening.

Thank for the feedback, i will made it to be sure to be destroyed and sorry for the inconvenient ^^.
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Vandanna on September 21, 2019, 02:14:12 AM
So, I have to amend my statement. I completely forgot to come back here, as I was originally waiting to avoid double-posting.

I checked the entire sector, with dev mode, revealing all beacons. Low and Mid existed, but all "High" beacons were SAD. I checked every one. They popped on the notification feed as "High", but when approached, were SAD systems. No Remnant systems spawned in my game.
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on September 21, 2019, 02:55:14 AM
So, I have to amend my statement. I completely forgot to come back here, as I was originally waiting to avoid double-posting.

I checked the entire sector, with dev mode, revealing all beacons. Low and Mid existed, but all "High" beacons were SAD. I checked every one. They popped on the notification feed as "High", but when approached, were SAD systems. No Remnant systems spawned in my game.

Sigh, what i have done to my mod for become like that, i will need to check how do correctly Blade breaker system, it seems.

Sorry for these troubles.
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Morathar on September 21, 2019, 03:01:30 PM
I think you may be running into both a bit of bad luck and a minor bug in the theme generator code. (Note - I'm assuming you're using something like vanilla's RemnantThemeGenerator class to add the SAD systems, but I can't say for sure because I didn't see any source files packaged with your mod...)

The bad luck comes from an unlucky sector seed that doesn't generate very many systems that can be used by the RemnantThemeGenerator. Looking at the vanilla code, it only tries to add Remnant beacons to systems with either 4+ planets or 1+ habitable planets - and only if those systems have a real primary star (no nebulas, black holes, or neutron stars allowed). Unfortunately, if someone is using mods that add their own theme generators then it's actually possible to "use" up all of the good systems before the Remnants get generated. To avoid this problem you could try reducing the total number of generated SAD systems (I think Soren made a similar change to DME's Blade Breakers a while back). It won't guarantee the Remnants will find enough systems, but it will make it much more likely...

The minor bug I mentioned is only an issue if your code is based on the vanilla RemnantThemeGenerator class. A while back, I reported an issue about it ignoring the CONSTELLATION_SKIP_PROB value (http://fractalsoftworks.com/forum/index.php?topic=14882.msg241589#msg241589 (http://fractalsoftworks.com/forum/index.php?topic=14882.msg241589#msg241589)), so if your code is based on the vanilla version of that class then you might be doing something similar. If that's true, then you may want to try removing the questionable "skipProb = 0f;" line to cause your theme generator to skip the occasional system and allow the Remnants the chance to claim it instead.

Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on September 21, 2019, 11:38:07 PM
I think you may be running into both a bit of bad luck and a minor bug in the theme generator code. (Note - I'm assuming you're using something like vanilla's RemnantThemeGenerator class to add the SAD systems, but I can't say for sure because I didn't see any source files packaged with your mod...)

The bad luck comes from an unlucky sector seed that doesn't generate very many systems that can be used by the RemnantThemeGenerator. Looking at the vanilla code, it only tries to add Remnant beacons to systems with either 4+ planets or 1+ habitable planets - and only if those systems have a real primary star (no nebulas, black holes, or neutron stars allowed). Unfortunately, if someone is using mods that add their own theme generators then it's actually possible to "use" up all of the good systems before the Remnants get generated. To avoid this problem you could try reducing the total number of generated SAD systems (I think Soren made a similar change to DME's Blade Breakers a while back). It won't guarantee the Remnants will find enough systems, but it will make it much more likely...

The minor bug I mentioned is only an issue if your code is based on the vanilla RemnantThemeGenerator class. A while back, I reported an issue about it ignoring the CONSTELLATION_SKIP_PROB value (http://fractalsoftworks.com/forum/index.php?topic=14882.msg241589#msg241589 (http://fractalsoftworks.com/forum/index.php?topic=14882.msg241589#msg241589)), so if your code is based on the vanilla version of that class then you might be doing something similar. If that's true, then you may want to try removing the questionable "skipProb = 0f;" line to cause your theme generator to skip the occasional system and allow the Remnants the chance to claim it instead.
https://bitbucket.org/Snrasha/sad/src/master/src/data/
Sorry for the source, but on my version, i do not use CONSTELLATION_SKIP_PROB. But i will need to update my code for check why. Normally, my code generate after Remnant generator, but seems than the order do not seems to be good.
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on February 22, 2020, 12:27:30 AM
(https://i.imgur.com/m7yK3Tf.png)

Download here (https://bitbucket.org/Snrasha/sad/downloads/SanguinaryAnarchisticDefectors1_0_1d.zip)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0),MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work

Version 1.0.1d hotfix:
Quote
-Rename the wadjet weapon  CPEC to Light Ionized CPEC
-Reduce damage of the wadjet weapon to 20 from 25
-Remove blueprint drop for every ships except capitals and cruiser (and the station).
-The blueprint drop has be divised per two.
-You can drop now only rare blueprint, not package.

Nerfed greatly the blueprint drop. Do not need a new game.
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Fire turtle on February 22, 2020, 01:14:20 AM
I like this mod, it's very Shadowyard style
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on February 22, 2020, 03:03:49 AM
I like this mod, it's very Shadowyard style

Thank
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Satirical on February 27, 2020, 01:54:21 PM
very cool mod love it
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Octavus on March 07, 2020, 12:37:00 PM
Hey just wanted to thank you for making a great mod, looking forward to future updates ;)
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on March 08, 2020, 03:03:27 PM
Hey just wanted to thank you for making a great mod, looking forward to future updates ;)

Thank, but i do not think add contents anymore except fix, balance the mod or remove some stuff (more on the next update of Starsector).
Something which can happens is a rework of some ships which need it.
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Vex2 on June 30, 2020, 04:52:58 PM
Discovered an interesting interaction between the SAD Motherships/Stations and the Gravitic Anchor hullmod from prv Starworks mod.

The Station is treated like a strike craft and dragged towards the ship with the hullmod. While kind of amusing, having the incredibly powerful station dragged into the middle of your fleet, all guns blazing, gives messy and poor results. Also splats the poor Eagle I had the hullmod on.
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on July 01, 2020, 01:24:38 AM
Discovered an interesting interaction between the SAD Motherships/Stations and the Gravitic Anchor hullmod from prv Starworks mod.

The Station is treated like a strike craft and dragged towards the ship with the hullmod. While kind of amusing, having the incredibly powerful station dragged into the middle of your fleet, all guns blazing, gives messy and poor results. Also splats the poor Eagle I had the hullmod on.

Heh, anything can happens with mods.
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Vex2 on July 01, 2020, 12:18:07 PM
Heh, anything can happens with mods.

True that. Was equally amusing, annoying and terrifying. Wondering why on earth the station was moving at 200su into my fleet.
I just dropped the mod off the ship, ended up winning the fight with only a couple of losses after that.
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on September 24, 2020, 08:33:52 AM
(https://i.imgur.com/m7yK3Tf.png)

Download here (https://github.com/Snrasha/Sanguinary-Anarchistic-Defectors/releases/tag/v1.0.1e)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0),MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work

Version 1.0.1e hotfix:
Quote
-Fix a memory leak
-Move bitbucket to github for version checker issue.
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Unnamed_Shadow on September 25, 2020, 10:34:27 PM
Any chance of adding an SAD start similar to Blade Breaker Deserters.

It would be fun to play as SADD (Defectors of the Defectors XD)
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on November 05, 2020, 01:48:46 PM
Any chance of adding an SAD start similar to Blade Breaker Deserters.

It would be fun to play as SADD (Defectors of the Defectors XD)

Sadly, no ah ah.
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Mr_8000 on November 05, 2020, 06:13:14 PM
The Niddhoggr Lance built into the mothership seems to suffer from the same bug that used to be present in the base shadowyards mod. Only the first shot it fires can deal hull/armor damage, for the rest of the combat the lance is only capable of damaging shields, any hull hits are harmless.
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on November 09, 2020, 05:33:05 AM
The Niddhoggr Lance built into the mothership seems to suffer from the same bug that used to be present in the base shadowyards mod. Only the first shot it fires can deal hull/armor damage, for the rest of the combat the lance is only capable of damaging shields, any hull hits are harmless.

Noted. Thank.
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on February 04, 2021, 04:50:00 AM
(https://i.imgur.com/m7yK3Tf.png)

http://fractalsoftworks.com/forum/index.php?topic=13430.0
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0),MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work

Version 1.0.1f:
Quote
-update ships description with Black Lynx ships descriptions.

Completely forgot to fix the niddhoggr lance of mothership. Well, not so important because this thing kill me fast. I will probably fix that on the next update of Starsector.


Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: bobbob on April 04, 2021, 12:31:07 PM
Pls update your mod.
Its one of the best mid content out there and I really can't enjoy the game without it.
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Harmful Mechanic on April 04, 2021, 06:17:13 PM
Doing an update to a faction that populates via a theme generator is a little more work than the regular sort (not bad; an evening with your choice of diff tool and all the relevant scripts will get it working), so be patient.
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: bobbob on April 04, 2021, 09:55:07 PM
Its more like "take your time but pls dont".
Your art is unique
Ships that are entirly different from vanila
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: alphald on May 13, 2021, 07:03:23 PM
Hi, I was wondering if you were working on updating the SAD update for 95a?
Title: Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
Post by: Snrasha on May 15, 2021, 02:19:56 AM
Doing an update to a faction that populates via a theme generator is a little more work than the regular sort (not bad; an evening with your choice of diff tool and all the relevant scripts will get it working), so be patient.

Seriously ? I do not know.

Its more like "take your time but pls dont".
Your art is unique
Ships that are entirly different from vanila

Not my art, this is just kitbash of SRA ships.

Hi, I was wondering if you were working on updating the SAD update for 95a?

Maybe, but i need to replay to Starsector before and see all the difference then re-install everything for update. But now than all hotfix are done, i will begin to play soon. And do not forget than you have many mods which do the same thing (and more balanced).

Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Snrasha on June 20, 2021, 09:12:17 AM
(https://i.imgur.com/m7yK3Tf.png)

Download here 1.1c (https://github.com/Snrasha/Sanguinary-Autonomist-Defectors/releases/tag/1.1c)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0),MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work

Version 1.1:
Quote
-Update for 0.95
-Rename faction Sanguinary anarchist Defectors to Sanguinary Autonomist Defectors.
-Rename every prefix sanguinary_autonomist_defectors_ from SAD_
-Remove armor percing plugin for the niddhoggr weapon.
-Modify the medium polarizer.
-Big buff for Babi phase frigate.
-Rename niddhoggr to Osiris like this is a duplicate of the weapon
-Remove Balistic Atan from the pool.
-Modify descriptions.
-Modify Anuket fighter for be more efficient.

Version 1.1c:
Quote
-Fix a crash
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Snrasha on June 20, 2021, 12:50:39 PM
Update the thread for a crash.

Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: sorgklaan on June 30, 2021, 02:00:02 PM
 I really love this mod, but I'm pretty sure the mothership is basically unkillable again. I've been throwing everything at it, savescumming to try different strategies, but I actually can't even do a single tick of damage to it. I watched it shred through an entire onslaught in about 4 seconds, I don't even know where to go from that point.

Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Damienov on June 30, 2021, 03:47:26 PM
I really love this mod, but I'm pretty sure the mothership is basically unkillable again. I've been throwing everything at it, savescumming to try different strategies, but I actually can't even do a single tick of damage to it. I watched it shred through an entire onslaught in about 4 seconds, I don't even know where to go from that point.
agreed, it need to have a pause on its weapon volley. Perhaps reducing its max flux.
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Snrasha on June 30, 2021, 10:44:46 PM
I really love this mod, but I'm pretty sure the mothership is basically unkillable again. I've been throwing everything at it, savescumming to try different strategies, but I actually can't even do a single tick of damage to it. I watched it shred through an entire onslaught in about 4 seconds, I don't even know where to go from that point.

Weird, the main weapon has be nerfed. I will look at that.
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Snrasha on July 03, 2021, 09:38:06 AM
(https://i.imgur.com/m7yK3Tf.png)

Download here 1.2 (https://github.com/Snrasha/Sanguinary-Autonomist-Defectors/releases/download/1_2/SanguinaryAutonomistDefectors1_2.zip)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0),MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work

Version 1.2:
Quote
-With Nexerelin, SAD will do remnant-like raid.
-Add the Sakura for Vayra and Gladiator Society
-Fix the endless battle faction on the Gladiator Society
-Increase topseed, maneuverability of Osiris, increase range, maintenance supplies and maximum burn.
-Add blueprint drop for cruiser destroyed.
-EMP damage added on every weapons CPEC. Reduce damage of the amount of emp damage added.
-Medium CEPC(S)  range down to 700 from 800. OP down to 10 from 14. Firerate increased but damage reduced. EMP damage added.
-Medium Polarizer(S) range reduced to 500 from 650, OP cost reduced to 8 from 14 and flux cost increased to 30 from 20
-Light CEPC(S) flux cost increased to 10 from 4
-CEPC(S) flux cost reduced to 60 from 90 and range reduced to 600 from 675.
-Rarity of drop are cancelled.
-Nerf of the two motherships where the
       main shield:
              efficiency has now 2 and 1.5 from 0.7
       secondary shield now 1 from 0.8
       flux dissipation of the weak one now 1000 from 1400. (the weak one is wrongly more dangerous than the second.)
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Algoul on July 03, 2021, 11:49:46 AM
Very good mod, solid work.
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: DownTheDrain on July 04, 2021, 09:03:51 AM
Version 1.2:

Is this safe to update during a playthrough?

On a different note, there sure is a lot of these guys. They seem to spawn in more systems that the Remnant (or maybe all their spawns are just closer to the core) and they produce fleets like crazy.
I encountered them very early in a system close-by with a medium beacon. Obviously I had to retreat but the system contains two valuable worlds so I came back later. I fought my way through their fleets for ages, killed at least a dozen of their capitals and went from level 8 to 14 just getting to their mothership. Of course said mothership turned out to be basically invincible so that system is useless to me now.
If that's a medium beacon I don't even want to know what I would have to face in a high danger system.
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Snrasha on July 04, 2021, 10:34:30 PM
Version 1.2:

Is this safe to update during a playthrough?

On a different note, there sure is a lot of these guys. They seem to spawn in more systems that the Remnant (or maybe all their spawns are just closer to the core) and they produce fleets like crazy.
I encountered them very early in a system close-by with a medium beacon. Obviously I had to retreat but the system contains two valuable worlds so I came back later. I fought my way through their fleets for ages, killed at least a dozen of their capitals and went from level 8 to 14 just getting to their mothership. Of course said mothership turned out to be basically invincible so that system is useless to me now.
If that's a medium beacon I don't even want to know what I would have to face in a high danger system.

Safe for update during a playthrough. They have less system than the remnant but they can spawn anywhere and are not related to the quality of the starsystem. Mothership has be greatly nerfed, i have beat the two versions of Mothership with just 4 capitals.
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Hahaheho on July 11, 2021, 01:16:32 PM
When can we expect the last two motherships to shop up?
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Algoul on July 11, 2021, 03:45:19 PM
When can we expect the last two motherships to shop up?
I loved these modular ships and it would be great to bring massive reallocation of property in the Persian Sector on them.
It seems to me that they are very close in concept to Lainstate's modular juggernauts - and are well into 180-200 points.
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Snrasha on July 12, 2021, 08:51:06 AM
When can we expect the last two motherships to shop up?

What ? I do not understand.

When can we expect the last two motherships to shop up?
I loved these modular ships and it would be great to bring massive reallocation of property in the Persian Sector on them.
It seems to me that they are very close in concept to Lainstate's modular juggernauts - and are well into 180-200 points.

That too.
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Algoul on July 12, 2021, 01:51:43 PM
Oh. Ok (
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: sorgklaan on July 12, 2021, 08:05:47 PM
Thanks, the mothership feels like a much more balanced threat now. The only was I was able to kill it previously was by abusing some really broken EMP Artillery weapon from the hiigaran faction mod that disabled all its weapons through its shield, now I can take it on without cheesing it and it feels more in line with the tier 3 battlestations. Also the shield effect is very aesthetic.
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Snrasha on July 13, 2021, 12:35:32 PM
Oh. Ok (
Wuh ? What ?

Thanks, the mothership feels like a much more balanced threat now. The only was I was able to kill it previously was by abusing some really broken EMP Artillery weapon from the hiigaran faction mod that disabled all its weapons through its shield, now I can take it on without cheesing it and it feels more in line with the tier 3 battlestations. Also the shield effect is very aesthetic.
Yeah, but the "poor" version seems to be more dangerous than the "proper" version and i will need to rebalance that. They can be always a big threat anyways.

Thank for the shield effect, do not seems to be problematic for the player eye too.
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: sorgklaan on July 14, 2021, 05:36:10 PM
One thing that's really making me seethe is that ultra long range plasma burst the mothership fires the second your fleet spawns in, I've had it instantly take out a capital ship a few times now. I don't know what it is but it fires from offscreen and treats onslaught armor like it's aluminum foil.
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Jade Tendency on July 30, 2021, 01:04:47 PM
Adjusted Sector does not spawn any SAD systems, is there anything to be done to fix this?
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Snrasha on August 01, 2021, 09:30:06 AM
Adjusted Sector does not spawn any SAD systems, is there anything to be done to fix this?
Something Adjusted Sector need to be updated when the author will have time. The problem is not mine.

Edit: The problem is mine because i modified some id, but only Adjusted Sector can fix it.

Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Jade Tendency on August 03, 2021, 02:49:55 AM
Adjusted Sector does not spawn any SAD systems, is there anything to be done to fix this?
Something Adjusted Sector need to be updated when the author will have time. The problem is not mine.

Edit: The problem is mine because i modified some id, but only Adjusted Sector can fix it.

It's all good, the Adjusted Sector author is looking into it. Thanks for a great mod.
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: snicka on November 11, 2021, 03:32:38 AM
The mod is great, i epsecially like the hubships functioning as research stations you have to fight against for blueprints.

Only thing i have gripes against is the HVB from this - a literall HORDE of wadjets is not something the initiall description prepares you to fight against, and the Sakura cruiser recieved as a reward seems underwhelming - yeah, it is supremely tanky, but lacks the weapon mounts / systems to actually do something fancy with that tankyness. At least in my experience.
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Snrasha on November 16, 2021, 02:08:48 AM
The mod is great, i epsecially like the hubships functioning as research stations you have to fight against for blueprints.

Only thing i have gripes against is the HVB from this - a literall HORDE of wadjets is not something the initiall description prepares you to fight against, and the Sakura cruiser recieved as a reward seems underwhelming - yeah, it is supremely tanky, but lacks the weapon mounts / systems to actually do something fancy with that tankyness. At least in my experience.
Thank for the feedback, but have you tried to put full burst weapon on it ?
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: envenger on December 30, 2021, 03:26:06 PM
Theae dropping blueprints was a good idea.
I Initally ignored them until i fought a mothership and it dropped a  lot of blueprints.

Also ships look beautiful and huge.
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: A_Random_Dude on April 15, 2022, 04:39:40 AM
Hi, nice mod but I just wanted to inform you that both types of SAD beacons don't seem to show any description when I inspect them. I've taken a quick look into the mod's files, and it seems to be because the beacons description in rule.csv are associated to the wrong tag (warning_beacon). Changing those tags to the ones I could find in ping.json seemed to work, but only for one of the two beacons (sanguinary_autonomist_defectors_warning_beacon2 works perfectly, but not the 3).

Not a big issue, but I just wanted to point that out.
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Snrasha on April 15, 2022, 10:58:37 PM
Hi, nice mod but I just wanted to inform you that both types of SAD beacons don't seem to show any description when I inspect them. I've taken a quick look into the mod's files, and it seems to be because the beacons description in rule.csv are associated to the wrong tag (warning_beacon). Changing those tags to the ones I could find in ping.json seemed to work, but only for one of the two beacons (sanguinary_autonomist_defectors_warning_beacon2 works perfectly, but not the 3).

Not a big issue, but I just wanted to point that out.

Oups, thank. I will might update it when i have time :).
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: snopey1 on May 19, 2022, 11:09:21 PM
Using mod "Unpack Blueprints" and I modified the SAD blueprint pack to be unpack-able, that park works fine, however as soon as I scroll my inventory down and see the unpacked blueprints my game crashes with error "Fatal: Ship hull spec [sanguinary_autonomist_defectors_Anuket_Wing] not found! Check SS.log for more info."

Spoiler
142637 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [sanguinary_autonomist_defectors_Anuket_Wing] not found!
java.lang.RuntimeException: Ship hull spec [sanguinary_autonomist_defectors_Anuket_Wing] not found!
   at com.fs.starfarer.loading.oO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.Object.renderShipWithCorners(Unknown Source)
   at com.fs.starfarer.api.campaign.impl.items.FighterBlueprintItemPlugin.render(FighterBlueprintItemPlugin.java:95)
   at com.fs.starfarer.campaign.ui.trade.Object.render(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderAtCenter(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOoO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I have verified all files unpacked correctly. I doubt many other people will have this issue since it requires you to have installed another mod and edited files in each mod. while not hard it's not something I expect a lot to run into.

I saw that sanguinary_autonomist_defectors_Anuket.SHIP existed and that comes up as "hullsize": "FIGHTER", so I tried to change the file name to sanguinary_autonomist_defectors_Anuket_Wing and had no fix. I opened that file and added a _Wing to the hullid also did not help. tried deleting Anuket_wing line from wing_data.csv but crashed on continuing game.

I'm just going undo changes, and put the blueprint away and sell it later if a solution is said, else it'll collect dust forever.
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: McTashio on August 24, 2022, 04:57:28 AM
Hi, first off cool mod and ship aesthetic. Unfortunately I've ran into an issue with my current save where ALL the remnant systems were replaced with SAD ones on sector generation. I assume there's not meant to be 20 odd SAD motherships? There are no remnants in the sector at all save for the odd few that spawn via Ruthless sector.

I hadn't noticed at first and got a few hours in and have now since had to abandon the save. I'm not sure if it a mod conflict, there are no error messages. Here's my mod list for that game if it would help.

Spoiler
{"enabledMods": [
  "yunrutechmining",
  "$$$_lightshow",
  "$$$_trailermoments",
  "pantera_ANewLevel25",
  "raccoonarms",
  "AttunedDriveField",
  "lw_autosave",
  "BSC",
  "blackrock_driveyards",
  "HMI_brighton",
  "bruh_moment_console_commands",
  "CaptainsLog",
  "CAS",
  "chatter",
  "lw_radar",
  "timid_commissioned_hull_mods",
  "lw_console",
  "istl_dassaultmikoyan",
  "DetailedCombatResults",
  "diableavionics",
  "Diktat Enhancement",
  "DisassembleReassemble",
  "edshipyard",
  "HHE",
  "fleetsizebydp",
  "fluffships",
  "sun_flux_reticle",
  "sun_fuel_siphoning",
  "GrandColonies",
  "HMI",
  "gunnyhegexpeditionary",
  "hte",
  "hostileIntercept",
  "sun_hyperdrive",
  "immersionFriendlyPortraitPack",
  "IndEvo",
  "Interstellar Federation Refurbished -unbalanced-",
  "kadur_remnant",
  "LTA",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "logisticsNotifications",
  "luddenhance",
  "mag_protect",
  "MagicLib",
  "missingships",
  "more_hullmods",
  "nexerelin",
  "officerExtension",
  "console_overlord_additionalcommands",
  "planet_search",
  "TAR",
  "pt_qolpack",
  "roider",
  "rotcesrats",
  "sun_ruthless_sector",
  "sanguinary_autonomist_defectors",
  "SCY",
  "SEEKER",
  "PT_ShipDirectionMarker",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "Sylphon_RnD",
  "tahlan",
  "Terraforming & Station Construction",
  "star_federation",
  "transpoffder",
  "underworld",
  "US",
  "URW",
  "vic",
  "vayrasector",
  "vayrashippack",
  "WEAPONARCS",
  "toggleWeapons",
  "whichmod",
  "audio_plus",
  "shaderLib"
]}
[close]

Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Snrasha on September 24, 2022, 01:04:20 PM
Hi, first off cool mod and ship aesthetic. Unfortunately I've ran into an issue with my current save where ALL the remnant systems were replaced with SAD ones on sector generation. I assume there's not meant to be 20 odd SAD motherships? There are no remnants in the sector at all save for the odd few that spawn via Ruthless sector.

I hadn't noticed at first and got a few hours in and have now since had to abandon the save. I'm not sure if it a mod conflict, there are no error messages. Here's my mod list for that game if it would help.

Spoiler
{"enabledMods": [
  "yunrutechmining",
  "$$$_lightshow",
  "$$$_trailermoments",
  "pantera_ANewLevel25",
  "raccoonarms",
  "AttunedDriveField",
  "lw_autosave",
  "BSC",
  "blackrock_driveyards",
  "HMI_brighton",
  "bruh_moment_console_commands",
  "CaptainsLog",
  "CAS",
  "chatter",
  "lw_radar",
  "timid_commissioned_hull_mods",
  "lw_console",
  "istl_dassaultmikoyan",
  "DetailedCombatResults",
  "diableavionics",
  "Diktat Enhancement",
  "DisassembleReassemble",
  "edshipyard",
  "HHE",
  "fleetsizebydp",
  "fluffships",
  "sun_flux_reticle",
  "sun_fuel_siphoning",
  "GrandColonies",
  "HMI",
  "gunnyhegexpeditionary",
  "hte",
  "hostileIntercept",
  "sun_hyperdrive",
  "immersionFriendlyPortraitPack",
  "IndEvo",
  "Interstellar Federation Refurbished -unbalanced-",
  "kadur_remnant",
  "LTA",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "logisticsNotifications",
  "luddenhance",
  "mag_protect",
  "MagicLib",
  "missingships",
  "more_hullmods",
  "nexerelin",
  "officerExtension",
  "console_overlord_additionalcommands",
  "planet_search",
  "TAR",
  "pt_qolpack",
  "roider",
  "rotcesrats",
  "sun_ruthless_sector",
  "sanguinary_autonomist_defectors",
  "SCY",
  "SEEKER",
  "PT_ShipDirectionMarker",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "Sylphon_RnD",
  "tahlan",
  "Terraforming & Station Construction",
  "star_federation",
  "transpoffder",
  "underworld",
  "US",
  "URW",
  "vic",
  "vayrasector",
  "vayrashippack",
  "WEAPONARCS",
  "toggleWeapons",
  "whichmod",
  "audio_plus",
  "shaderLib"
]}
[close]
Hi, completely missed that, sorry. Send me a message if i do not answer.
But in my memory, the mod worked properly. Probably incompatible with some mods.
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Island on October 19, 2022, 02:45:13 PM
Ran into the same problem, all "warning beacons" systems are SAD, no remnants at all. These are the mods I used https://pastebin.com/Vb4dkgmj
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Harmful Mechanic on October 19, 2022, 04:22:02 PM
From my memory of how DME's themegen script worked (before I deliberately made it run after Remnant spawns), even with the two scripts running at the same time and competing for systems, you almost never got zero Remnants - if you want to check, make a save copy, then do this:

1: turn on devmode (in settings.json or via Console Commands - enter 'devmode'),
2: turn off sensors (ctrl-z on the campaign layer), and
3: enter hyperspace.

Now you can look at the full, revealed campaign map, and you should have intel notifications for all the warning beacons on the map, sorted by faction. If there really are no Remnants on the map, you'll know.
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Island on October 20, 2022, 01:18:16 PM
From my memory of how DME's themegen script worked (before I deliberately made it run after Remnant spawns), even with the two scripts running at the same time and competing for systems, you almost never got zero Remnants - if you want to check, make a save copy, then do this:

1: turn on devmode (in settings.json or via Console Commands - enter 'devmode'),
2: turn off sensors (ctrl-z on the campaign layer), and
3: enter hyperspace.

Now you can look at the full, revealed campaign map, and you should have intel notifications for all the warning beacons on the map, sorted by faction. If there really are no Remnants on the map, you'll know.

Thanks, tried it and there are 2 high, 2 med and 2 low danger systems. It's still a lot less than it should be in vanilla? I thought it should add more SAD-danger systems, not replace majority of remnants?
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Harmful Mechanic on October 20, 2022, 02:24:08 PM
The themegen script populates by looking for desirable planets; the only way to really fix conflicts like this long-term is to target different systems.
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: n3xx on October 08, 2023, 01:37:16 PM
Is there going to be an update to this mod, it's one of the coolest looking mods?
Title: Re: [0.95a] SAD: Sanguinary Autonomist Defectors
Post by: Bloodbath on November 19, 2023, 01:04:42 AM
Is there going to be an update to this mod, it's one of the coolest looking mods?

I have been playing this mod for about a week now with only the mod_info number changed and it has been working for me fine, There might be a bug/crash in there somewhere but I havent ran into it yet.