0.8.4
- Various Daemon tweaks
- Hel Centurion system changed to fortress shield
- Hel Dominator system changed to canister flaks
- Small stat tweaks here and there
- Removed meme features from Daemon Core
- Added a 10% timeflow reduction in player fleet to Daemon Core
- Nelson (XIV) Hammer tubes changed to Sabot tubes
- This is mainly a lore-based change since built-in hammers don't really make sense on a XIV ship
0.8.3a
- Hotfix
0.8.3
- Added Legio Hard Mode
- Further tweaks to new content
- Fixed some Legio behaviours, I hopefully
- Removed Legio Siege feature
0.8.2
- Bees
- Bees?
- Yes, Bees
0.8.1
- Fine-tuning
0.8
- Armiger
- Reduced damage from 300 to 200
- Reduced flux/s accordingly
- Reduced time between salvos from 2.8s to 1.8s
- Reduced recoil per shot
- Efreet
- Reduced maximum spread
- Aetnos
- Slightly reduced maximum spread
- Reduced recoil per shot
- Nelson
- Reduced armor from 1300 to 1200
- Castigator (all variants)
- Reduced dissipation from 550 to 500
- Magaera
- Increased time between shots from 1s to 1.2s
- Gardion
- Increased chargeup from 0.2s to 0.4s
- Overall rate of Fire remains the same
- Gardas
- Increased chargeup from 0.3s to 0.5s
- Overall rate of fire remains the same
- Timeless Prototype
- Lowered DP from 75 to 60 cause some sissy had to winge about it
- Column (formerly Tower)
- Renamed due to name conflict with a dead mod
- Dual flaks swapped to single flaks
- XIV variant added (which gets the dual flaks)
- Balor
- Reduced refire time from 1s to 0.8s
- Tethra
- Reduced refire time from 0.5s to 0.4s
- Deathgaze
- Increased ammo regen from 0.18/s to 0.2/s
- Ryza / Mezoa
- Increased time between shots from 3s to 3.5s
- Nenparax Beamer
- Increased dps from 85 to 100
- Relparax Blaster
- Increased damage from 100 to 150
- Increased emp damage from 100 to 300
- Traumtänzer
- Armor reduced from 1200 to 900
- Shield efficiency reduced from 0.9 to 1.0
- Reduced flux dissipation from 1100 to 900
- Increased base value from 750.000 to 900.000
- Reduced flux capacity from 18000 to 16000
- PPT reduced from 720s to 600s
- Lowered DP from 70 to 60
- Nachtgesang
- Lowered DP from 50 to 45
- Nessie
- Increased armor from 1000 to 1100
- R-Type Phase Skimmer
- Added a 5% flux cost to use
- Project Silk
- Increased total damage to 3000
- Increased total emp damage to 3000
- Halved chargeup duration
- Project Taffeta
- Lowered range from 800 to 700
- Dun Scaith
- Armour increased from 1700 to 1800
- Updated Legion (GH) and other variants of vanilla ships to new vanilla stats
- Blocked a bunch of stuff from being available from that bloody dealer
- Reduced Legio Tyranny's buff to fleet size and spawn rate cause people are too weak
- Adjusted HVB level requirements for better compatibility with MagicBounts
- Will receive a proper conversion to the MagicBounty system at a later date
Nice to see this on the forum. I might write some slightly detailed about the ships later on, once I finish the IBB run. One bit I can say now is that Korikaze frigates seem to be pretty strong for their weight, and they get a boost when near the cruiser.
Great looking mod.
But there is one thing.....when i look at Nessie i just see two mean faces, sorry but can't really help it.
Nessie just reminds me of a T-shirt I've got - a picture of the Loch Ness Monster, with "Believe in yourself... even if no-one else does." It's a good name for a phase cruiser.
Boy oh boy... this is wonderful! I have witnessed the full might of this fully armed and operational mod... and I can't stop drooling xD
But... will I find these ships/weapons or their schematics if I add this mod on an existing save? Plz... give me hope :)
Yes, you can find blueprints for Tahlan Shipworks content. (GH) ships spawn rarely in Independent fleets, Independents also sell GH weaponry.
As for rest of the ships, they appear in fleets of vanilla factions.
Ship packs will almost always work properly on a save created without them, it may take few in-game months for ships and weapons to appear in fleets.
Update again, look at me being productive this weekend
(https://imgur.com/IBcTOQT.png) (https://imgur.com/mN0qgy2.png)
Added that missing description, added two new ships and gave the Ingress a unique ship system.
Changelog:Spoiler0.3.2
Additions:
- Added Haelquin Destroyer
- Added Skola Frigate
- Added new Navigation Feed ship system
Changes:
- Ingress now uses Navigation Feed ship system
- Bungelow now uses Burn Drive
Bugfixes:
- Added more missing descriptions[close]
More missing descriptions: Armiger Battery and Acastus Fighter.
antimatter cannon
Update 0.3.3 - New toys for everyone
(https://imgur.com/yDtmivA)
Here's a nice little update adding two new ships and two new guns for everyone to enjoy, along with various changes
ZA WARUDO (https://cdn.discordapp.com/attachments/400131700308312074/540201274575159306/rupture.mp4)
Changelog:Spoiler0.3.3
Additions:
- Added Izanami prototype cruiser
- Added Renki missile support frigate
- Added Gallant small kinetic railgun
- Added Castella Pirate variant
- Added Numeon antimatter cannon
Changes:
- Errant Drive now moves at fixed speed along current motion vector instead of boosting mobility
- Ingress' Navigation Feed is now an upfront cost cooldown-based system like targeting feed
- Changed Nessie's system to ammofeed
- Bungalow now has a Cramped Hangars hullmod, increasing fighter refit times
Balancing:
- Increased Kodai's OP from 110 to 120
- Increased range of mining lance from 600 to 700
- Lowered Yukikaze dissipation from 800 to 750
- Lowered Exa Pico armor from 400 to 200
- Lowered Nessie's flux cap from 12000 to 10000
- Buffed Nessie's mobility stats[close]
- Added Izanami prototype cruiser
Linux?File names in Linux are case-sensitive. Get the capitalization (or lack of) wrong with certain commands, and well...
I'm a little confused by the GH content. Are they supposed to be just extra ships in markets or is there a secret system somewhere?
"carrierLarge":{
"tahlan_Castella_standard":7,
"tahlan_Castella_elite":3,
"tahlan_legion_gh_knight":10,
"tahlan_Ingress_standard":10,
"tahlan_Timeless_standard":10,
"carrierLarge":{
"tahlan_Castella_standard":7,
"tahlan_Castella_elite":3,
"tahlan_legion_gh_knight":10,
"tahlan_Ingress_standard":10,
"tahlan_Timeless_standard":10,
"tahlan_Timeless_retro_standard":10,
Izanami is kinda strong, yo. If you eventually get to implementing Kassadar, it would be nice to make Izanami completely unique and accessible only after getting many favours enough to buy one.
https://www.youtube.com/watch?v=jmsCo4gkF_I
Hello Nia.We met some problems during the process of translating your mod.We can't understand the word Kassadari.We know it must be a Japanese word,but don't know its meaning.It must be an important word,so we can't decide by ourselves.
So now all Great Horses ships are hidden somewhere?
Download had a crash-causing bug. Has been fixed now. If you downloaded prior to this post, redownload.I really enjoy this mod thank you for creating it. I am still getting the bento crash indicating the bento_lp is missing. I have deleted and re-downloaded as recently as this afternoon.
SpoilerBeen enjoying this mod tons. As has been stated the pirate Castigator is a sexy beast. I managed to get my hands on a GH Onslaught and promptly slapped Forced Overdrive on it and it is a terror on the battlefield. I just bought the GH Dominator a minute ago and tested in the sim vs a BR Knight that it roasted with ease with Styrix's and Hekaton's. The only one I've found difficult to use so far is the Legion. There just doesn't seem to be enough OP to be able to fit the large weapons and fighters both.[close]
Working on a bunch of stuff for this, so here's a little teaser for all you forums-only people:
Loaded up this new version with a Nexrellian campaign and every time I explore ruins there are R2D2 droids everywhere.
...
Just so many droids.
There's no faction. It's just a themed free start
0.3.6
Additions:
- Titanomachy beam weapon
- Efreet barrage cannon
- Dun Scaith class pirate dreadnought
- Hresvelgr fleet carrier
- Glint fast cruiser
- Some content for Vayra's sector:
- a number of special bounties featuring unique ships
- some ships for colony factions
Changes:
- Overhauled all Castella sprites and adjusted all 3 variants
- Overhauled Ingress sprite
Balancing:
- Buffed damage and flight time of Pendragon submunitions
0.3.6b
Additions:
- Gardas Hyperrail Cannon
Changes:
- Reduced Doominator dissipation to 500
- Increased Doominator flux cap to 12000
Balancing:
- Increased Styrix range to 1000
- Lowered duration of Dun Scaith's system from 4s to 3s
- Changed Hresvelgr ship system to Defensive Formation (reduces fighters' damage taken by 50% while active)
- Removed ATC from Hresvelgr
0.3.6c
Balancing:
- Yari adjustments
- lowered top speed from 90 to 70
- lowered dissipation from 800 to 700
- Increased shield upkeep
- Lowered ppt from 480s to 420s
It is very much intended as the package isn't meant to contain refits. The various refits won't be available as blueprints at all in a future update when the refit market is added. They are meant to be a rarity and not mass-produced. I'll consider changing the package name.
0.3.7
Additions:
- Bronco-class missile destroyer
- Nibelung-class battleship
- Some new Nex start options
- Valacor heavy fighter
- The return of the Bento (LP)
Vayra's Sector stuff:
- Boss-variant Niebelung with custom bounty
- Added some rare flagship options
Balancing:
- Lowered Efreet DPS slightly
- Lowered Efreet range from 1200 to 1100
Fixes:
- Fixed wrong scaling math on some ship systems
0.3.7a
Changes:
- Unified the hullmods of all Legio Infernalis ships
Balancing:
- Reduced DP of Hresvelgr variants to 45
Bugfixes:
- Fixed bug with Unique Nibelung bounty
[graphics/tahlan/maps/weapon_normals/tahlan_nibelung_cover_l_Normal.png] resource, not found in
I updated all the mods after a long weekend, and something broke either in Tahlan, or in Tahlan+GraphicsLib.
The Izanami special ability combined with its Atrapos Lances started causing graphical glitches. After the first use of Chrono Rupture while Atrapos is firing, the ship usually turns black, every Atrapos shot turns into a black "shadow" that hides effects, and all shield effects disappear for all ships for the rest of the battle. Venting shows the Izanami again, but then it's back to black.
Tried disabling everything but the shaders in GraphicsLib, but it did not help. It does not matter what other ships are in a battle. 1 on 1 in simulation also brings out this bug.
Sounds distinctly like an issue with your GraphicsLib installation; this sounds like OpenGL messing itself up quite royally. The Izanami triggering it is most likely due to it having a big distortion being triggered, though I'm not sure.I have the same bug with the Izanami's system, but the details are a little different.
Here's a second fix:...
Izanami isn't really meant to be balanced and the system already has a flux cost. It's just meant to be a fun ship.
Hm... Maybe it'd make more sense for the Izanami to be a unique bounty flagship rather than a normally available vessel, then?
128558 [Thread-4] INFO data.scripts.campaign.intel.VayraPersonBountyManager - loading rare_flagships.csv
128559 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: \StarSector\starsector-core\..\mods\tahlan]
128560 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: \StarSector\starsector-core\..\mods\Vayra's Sector]
128561 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: \StarSector\starsector-core\..\mods\Vayra's Ship Pack]
128561 [Thread-4] ERROR data.scripts.campaign.intel.VayraPersonBountyManager - couldn't get fleet points for tahlan_castigator_knight_errant
128562 [Thread-4] ERROR data.scripts.campaign.intel.VayraPersonBountyManager - java.lang.NullPointerException
128562 [Thread-4] ERROR data.scripts.campaign.intel.VayraPersonBountyManager - org.json.JSONException: JSONObject["weight"] is not a number.
128567 [Thread-4] INFO data.scripts.campaign.intel.VayraPersonBountyManager - rare_flagships.csv loading ended
- Removed EMP damage from MagaeraAs much as I hate to admit it, the new Porphyrion may also need a slight nerf. Maybe no EMP, or an even higher point/flux cost. I am using many mods, and it is quite unbeatable for DPS at range on ships that can handle the flux.
242212 [Thread-4] INFO data.scripts.VayraModPlugin - Applying admin Captain Gamal Claudette to market Legio InfernalisRaider Base
242214 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - Added raider base in [Karkara Star System], tier: TIER_5_3MODULE
242217 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - Spawned patrol fleet [legio armada] from raider base Wendel Staging Point
242217 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - updating target
242217 [Thread-4] INFO sound.oo0O - Cleaning up music with id [Seeking_Answers.ogg]
242221 [Thread-8] INFO sound.oo0O - Cleaning up music with id [expanse.ogg]
242482 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.bases.VayraRaiderBaseIntel.pickTarget(VayraRaiderBaseIntel.java:1249)
at data.scripts.campaign.bases.VayraRaiderBaseIntel.updateTarget(VayraRaiderBaseIntel.java:1173)
at data.scripts.campaign.bases.VayraRaiderBaseIntel.<init>(VayraRaiderBaseIntel.java:257)
at data.scripts.campaign.bases.VayraRaiderBaseManager.createEvent(VayraRaiderBaseManager.java:312)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
at data.scripts.campaign.bases.VayraRaiderBaseManager.advance(VayraRaiderBaseManager.java:135)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I'm now getting a crash after updating this. Based on your change log mentioning Legio Infenalis I assume it has to do with this mod even though it happens within Vayra's Sector code, but I haven't updated that since I installed it a month ago and I haven't had an issue.Are you using a fresh save after updating? The update requires a new save.
It is happening when approaching what I assume must be the location, in-system, of the pirate base that is threatening one of my colonies:SpoilerCode242212 [Thread-4] INFO data.scripts.VayraModPlugin - Applying admin Captain Gamal Claudette to market Legio InfernalisRaider Base
242214 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - Added raider base in [Karkara Star System], tier: TIER_5_3MODULE
242217 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - Spawned patrol fleet [legio armada] from raider base Wendel Staging Point
242217 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - updating target
242217 [Thread-4] INFO sound.oo0O - Cleaning up music with id [Seeking_Answers.ogg]
242221 [Thread-8] INFO sound.oo0O - Cleaning up music with id [expanse.ogg]
242482 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.bases.VayraRaiderBaseIntel.pickTarget(VayraRaiderBaseIntel.java:1249)
at data.scripts.campaign.bases.VayraRaiderBaseIntel.updateTarget(VayraRaiderBaseIntel.java:1173)
at data.scripts.campaign.bases.VayraRaiderBaseIntel.<init>(VayraRaiderBaseIntel.java:257)
at data.scripts.campaign.bases.VayraRaiderBaseManager.createEvent(VayraRaiderBaseManager.java:312)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
at data.scripts.campaign.bases.VayraRaiderBaseManager.advance(VayraRaiderBaseManager.java:135)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Requiring a new save for new features to activate is one thing, saying that updating without making a new save will cause problems in the existing save is another.I'm now getting a crash after updating this. Based on your change log mentioning Legio Infenalis I assume it has to do with this mod even though it happens within Vayra's Sector code, but I haven't updated that since I installed it a month ago and I haven't had an issue.Are you using a fresh save after updating? The update requires a new save.
It is happening when approaching what I assume must be the location, in-system, of the pirate base that is threatening one of my colonies:SpoilerCode242212 [Thread-4] INFO data.scripts.VayraModPlugin - Applying admin Captain Gamal Claudette to market Legio InfernalisRaider Base
242214 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - Added raider base in [Karkara Star System], tier: TIER_5_3MODULE
242217 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - Spawned patrol fleet [legio armada] from raider base Wendel Staging Point
242217 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - updating target
242217 [Thread-4] INFO sound.oo0O - Cleaning up music with id [Seeking_Answers.ogg]
242221 [Thread-8] INFO sound.oo0O - Cleaning up music with id [expanse.ogg]
242482 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.bases.VayraRaiderBaseIntel.pickTarget(VayraRaiderBaseIntel.java:1249)
at data.scripts.campaign.bases.VayraRaiderBaseIntel.updateTarget(VayraRaiderBaseIntel.java:1173)
at data.scripts.campaign.bases.VayraRaiderBaseIntel.<init>(VayraRaiderBaseIntel.java:257)
at data.scripts.campaign.bases.VayraRaiderBaseManager.createEvent(VayraRaiderBaseManager.java:312)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
at data.scripts.campaign.bases.VayraRaiderBaseManager.advance(VayraRaiderBaseManager.java:135)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
I did not see an advisement in the first post or change log that I shouldn't update this mod unless I make a new save. If that is the case I would like some clarification there.
Requires a new save due to campaign additions.
Hey there, love the mod.
The LI (legio infernalis) is a bit buggy (as mentioned regarding their faction with nexerelin mod and random core worlds).
I dont think Kassadar spawns in that mode either.
And the new missile battery for the GH is way too OP. Needs to be nerfed in any 2-3 of these categories:
1) No emp
2) Massive CD increase
3) Massive flux increase
4) Less projectiles
5) Lower speed
6) Make it large ordinance only, increase cost to 25-30
7) Decrease range to 1000
As if you fit them onto all your ships as medium ordinances. You steamroll everything so hard, it's rather sad.
I'd personally say "lower projectile speed (15-20%), increase CD by 15-30s. And make it large ordinance and decrease range to 1000"
As the way I see it, they are incredible for making any fast frigate stop dead in space. Since the missiles tend to go in random directions sometimes, and then head for the back of the ship, for the engines.
Which would be understandable for large capital ships to want and need. And they also tend to disable larger targets weapons pretty nicely too (so all around a decent set of re-usable missiles).
But they are so strong, and cost so little to put on your ship it's just OP.
I love your mod otherwise. I am getting a lot of errors in my log, and can post it if you'd like. But most likely they are cross mod problems.
Keep up the good work!
The only faction I don't steamroll are the [redacted]. And that's because they tend to specialize in anti-air/missile combat. Everything else just stops flying/shooting
Requiring a new save for new features to activate is one thing, saying that updating without making a new save will cause problems in the existing save is another.I'm now getting a crash after updating this. Based on your change log mentioning Legio Infenalis I assume it has to do with this mod even though it happens within Vayra's Sector code, but I haven't updated that since I installed it a month ago and I haven't had an issue.Are you using a fresh save after updating? The update requires a new save.
It is happening when approaching what I assume must be the location, in-system, of the pirate base that is threatening one of my colonies:SpoilerCode242212 [Thread-4] INFO data.scripts.VayraModPlugin - Applying admin Captain Gamal Claudette to market Legio InfernalisRaider Base
242214 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - Added raider base in [Karkara Star System], tier: TIER_5_3MODULE
242217 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - Spawned patrol fleet [legio armada] from raider base Wendel Staging Point
242217 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - updating target
242217 [Thread-4] INFO sound.oo0O - Cleaning up music with id [Seeking_Answers.ogg]
242221 [Thread-8] INFO sound.oo0O - Cleaning up music with id [expanse.ogg]
242482 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.bases.VayraRaiderBaseIntel.pickTarget(VayraRaiderBaseIntel.java:1249)
at data.scripts.campaign.bases.VayraRaiderBaseIntel.updateTarget(VayraRaiderBaseIntel.java:1173)
at data.scripts.campaign.bases.VayraRaiderBaseIntel.<init>(VayraRaiderBaseIntel.java:257)
at data.scripts.campaign.bases.VayraRaiderBaseManager.createEvent(VayraRaiderBaseManager.java:312)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
at data.scripts.campaign.bases.VayraRaiderBaseManager.advance(VayraRaiderBaseManager.java:135)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
I did not see an advisement in the first post or change log that I shouldn't update this mod unless I make a new save. If that is the case I would like some clarification there.
Regardless, the cause of the crash is the new Legio Infernalis faction having no negative relationships with any existing factions. This causes the raid target selection logic to fail because of the lack of factions with a negative relationship. I was able to avoid the crash by using the console to set the faction relationship between them and the Hegemony to -10. This resulted in at least one valid target market so there was no crash.
Just leave the balancing to me, thanks, bye
Just throwing my 2 cents out there since that weapon seriously feels like you slapped it together then tested it on [redacted] and called it good. Without taking skills or other enemies into consideration.
Guess I should hire a QA department.
Maybe you'd be better off with a PR department...
Look. I'm sorry that I hurt your feelings in however way it happened. Yes, it's your baby your mod etc. But if you can't take a single hint of criticism (with suggestions to boot) without spluttering out sarcasm and snarky shittitude, there is no way anyone would QA for you. Paid or otherwise.
Why would I give a ***? Not like you people pay me for my work.
Not my fault you don't understand what the word "requires" means
This post was not on the front page so I didn't see it.I did not see an advisement in the first post or change log that I shouldn't update this mod unless I make a new save. If that is the case I would like some clarification there.I'm assuming Nia probably means that you require starting an entirely new and fresh campaign. That's what I did.Requires a new save due to campaign additions.
New Izanami bug, sorry. It will sometimes not slow down time for the player, just insta-zoom when you use the ship system. I think it happens when you press the key to activate it, and press it again while still active.
Assumptions: This is probably linked with the problem related towards all your factions never generating with all the other factions when you start with random home worlds.https://mega.nz/#!NOYiWAbD!ut1-9gk32U_8KpxD-O1KjSZgI-7LehXD27AxICWdIOY
Assumptions: This is probably linked with the problem related towards all your factions never generating with all the other factions when you start with random home worlds.https://mega.nz/#!NOYiWAbD!ut1-9gk32U_8KpxD-O1KjSZgI-7LehXD27AxICWdIOY
Might require Interstellar Imperium (Industries), delete a row and it won't. This is barebone, take a look at other faction(Nex configs) files and you can flesh it out however you like.
https://bitbucket.org/Histidine/exerelin/wiki/FactionConfig
The Great Houses aren't a faction and shouldn't ever spawn in random sector mode. Stop *** with my stuff.This is a great introduction into the inner workings of starsector modding for The_White_Falcon if nothing else, from my perspective at least.
...feel free to make those changes, but don't come complaining to me if things get weird as a result.Bump, thats pretty much a given.
I don't have a solution for stepping away, because it's hard to step away when the drama follows you. But I'm available if you need to vent to someone who sees your side.As in all matters in Life, keeping a level head is paramount and drama does rarely just walk into your life, its mostly, you either creating, inviting or associating with it.
This is a great introduction into the inner workings of starsector modding for The_White_Falcon if nothing else, from my perspective at least.
i find your lack of faith disturbingThis is a great introduction into the inner workings of starsector modding for The_White_Falcon if nothing else, from my perspective at least.
Yeah, right... I bet
1) not really, but I've been trying to reduce that aggressiveness somewhat
2) nope
3) they should work fine with Nex. Will check their settings again, just to be safe, though
4) if you mean as blueprint drops, then yes, pretty much all of them can drop as blueprints. Exceedingly rare, though
2) Does your mod have anything to do with a planet called Nauvis and a star system with a red giant covered in some shield-things? Basically, I found a high-danger system that is riddled with remnants. There's 6 Remnant Nexus stations around a red dwarf, a bunch of Ordos spawning in, along with motherships (the time-slowing carrier ones), and a really odd looking planet called Nauvis which looks like a prospect for a colony but only after I decide to shut down the massive remnant farm (since I have a colony in nearby system, I can resupply there and drop off cargo without going far).
Ah, yeh, it's probably cause Legio is currently tagged as a pirate faction, but since I disabled their base building behaviour, I should set them back to a normal faction.
Ah, yeh, it's probably cause Legio is currently tagged as a pirate faction, but since I disabled their base building behaviour, I should set them back to a normal faction.
Ristreza and Izanami both have obtainable blueprints, but they are exceedingly rare.
Legio will likely see some further updates to boost their system and planetary defenses (to eventually make them an equally tough nut to crack as Nova Capitalis)since they are intended as a late-game challenge eventually.
Legio starts will be added in the next update. I forgot to move the Legio ship starts from pirates to Legio in this update.
I saw them in Hegemony fleets (and some bounties with special ones included) so i assume if you dont wage war on them you can have problem with seeing one.Hegemony was/is my main faction. Never seen one in their fleets or shops across tens of hours of gametime. Every other ship shows up just fine.
I have a LI Castella in my fleet (piloted by a steady officer) that spends most fights flying towards the biggest enemy ship, then proceeds to repeatedly ram them with its burn drive until they or it are destroyed.
While this is hilarious and great fun to watch, I did want to check if this is intended behavior or some issue the AI has with the ship ability. I have it fitted for ranged support, only its PD weapons have less than 1000 range.
I'm 3 cycles into a save with no issues until now.
The save works fine until I save again. After making the new save, the game will CTD upon entering the intel screen. Upon reloading the game, the new save file is corrupt and won't load. It doesn't matter if I play the working save for 1 second or 1 hour, the intel screen will work fine until I save the game.
This is the CTD log.Spoiler291568 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.econ.tahlan_LegioTyranny.apply(tahlan_LegioTyranny.java:14)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.convertToRegular(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.getMarket(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.B.for.if(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.B.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.campaign.comms.return.this.void(Unknown Source)
at com.fs.starfarer.campaign.comms.return.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.setSize(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO$7.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ă’00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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)[close]
All the modsSpoiler{"enabledMods": [
"$$$_lightshow",
"$$$_trailermoments",
"anotherportraitpack",
"anvil_industries",
"ApproLight",
"automatic-orders",
"lw_autosave",
"blackrock_driveyards",
"Boggled Terraforming",
"CombatAnalytics",
"chatter",
"timid_commissioned_hull_mods",
"lw_radar",
"COPS",
"istl_dam",
"diableavionics",
"DisassembleReassemble",
"edshipyard",
"foundation",
"sun_fuel_siphoning",
"gates_awakened",
"ZGrand Sector",
"HMI",
"hullmod_expansion",
"sun_hyperdrive",
"junk_pirates_release",
"kadur_remnant",
"kingdomofterra",
"kiprad",
"lw_lazylib",
"leadingPip",
"ArkLeg",
"luddenhance",
"MagicLib",
"Mayasuran Navy",
"Neutrino",
"sun_new_beginnings",
"new_galactic_order",
"nexerelin",
"ORA",
"portrait",
"TAR",
"SCY",
"shadow_ships",
"swp",
"bonomel_skilledup",
"speedUp",
"sun_starship_legends",
"StopGapMeasures",
"sd_sundiving_1.1",
"Sylphon_RnD",
"tahlan",
"mayorate",
"THI",
"underworld",
"US",
"URW",
"vayrasector",
"vayrashippack",
"WEAPONARCS",
"toggleWeapons",
"shaderLib",
"Safety Override mod"
]}[close]
There's a bunch of GH ships that have the hullmod and different ship systems. Not sure what you're asking.
I've done some additional testing on the smartguns and I'm entirely unable to replicate the issue in question. The projectiles act as intended
Without a target they will fly unguided. With a target they will home in on the locked target. I have yet to encounter a case of the projectiles flying unusually fast.
New updateDid you remember to adjust the spawn rate for castigators? Just asking, since you didn't mention anything in the patch notes
(https://imgur.com/VqJ8Awm.png)
Featuring the new Flagellator-class pursuit destroyer and a number of changes and fixes.
Update is compatible with existing saves but some campaign-layer changes will only apply on a new campaign.Spoiler0.3.12
Additions:
- Added Flagellator assault destroyer
- Added Flagellator (LI)
Changes:
- Legio Infernalis now has nex start options
- Trill hullmod will now display its current effect during combat
- Castigator (LI) large mount changed from hybrid to universal (this change is experimental, so don't get used to it yet)
- Removed Kassadari Engineering from Monitor (GH) for the time being due to some vanilla AI issues. Will return once it's fixed. Replaced with built-in expanded magazines for now.
- Downgraded Kassadar's Orbital Works to Heavy Industry and removed the nanoforge
- Tempest (P) built-in drones have been changed to totally real legit terminator drones that are all like the ones on a normal Tempest I swear
- GH ship DP rebalanced to be roughly 10% higher than their base versions
- Scathach has regained Kassadari Engineering
Fixes:
- Fixed Legio Tyranny causing decivved Legio planets to make saves unable to load
- Fixed Legio Tyranny granting its bonus even when a planet is no longer controlled by the Legio
- Fixed some missing descriptions
Others:
- Added support for Commissioned Crews (For Legio. Great Houses still aren't a faction so stop asking)[close]
Sweet, glad to see the Metafalica endures! do the HVB ships require Vayra's Sector to acquire? I assume so, since in the config files it's in the same category as the other Vayra's-specific bounty ships.
Hi, I think there is an issue with the ristreza-class front mounted weapon, the gleipnir cannon, it doesn't seem to ever shoot.I believe that weapon can only fire when the ship system is fully activated.
I love the design of the ships that come with this mod but man what a disappointment.
When I finally got my hands on the antique sector ships, I was astonished by how weak they are compared to their prices. Not only they are only available full of d-debuffs, they also come with a big innate debuff that accelerates their cr drop and drops armour.
I don't know what the author is thinking when balancing them, but when I bought the dominator (it costs a whopping 600k) I was expecting a beast. Well no. It's just a weaker version of the hegemony dominator. Also the legion is over 1 million!! I still don't understand why it is that overpriced...
The ships look absolutely amazing and the weapons too, what a shame about the balancing. I hope the author either improves them or reduce their prices.
Warnoise, all Kassadari ships have constant time acceleration. ANY weapon you put on them fires/reloads 10% faster compared to normal ships. And if their hull drops to 30% integrity, all weapons fire/reload 30% faster! The reduction in armor actually just makes it easier to achieve this! Not convinced yet? There´s a hullmod that instantly puts the ship in this 30% overdrive mode...but disables shields. Oh my, (almost) all Kassadari ships are Low Tech hulls with lots of armor, what a coincidence!
In short, these ships have the firepower of 2 or 3 normal ships combined. I´m not even sure if time acceleration affects turret traverse, flux dissipation and venting but if it does that is even more ridicolous! Not to mention the unique ship systems and the Kassadari weapons. The armor penalty is an incredibly small downside, so it makes sense that these ships are so hard to get.
I'm having an issue where the nibelung weapons will never repair. The engines will, but the weapons never will. I'd post an image if it weren't such a simple symptom. Can anyone else repeat this issue?
edit: to clarify, I'm having this with all the variants: bounty, normal, and paintjob
I'm having an issue where the nibelung weapons will never repair. The engines will, but the weapons never will. I'd post an image if it weren't such a simple symptom. Can anyone else repeat this issue?
edit: to clarify, I'm having this with all the variants: bounty, normal, and paintjob
I was also having this problem with Metafalica ship, are you using the latest version?
There's usually a couple of hotfixes after a major update to address bugs and issues that crop up. I'm only one person so I usually won't find every bug or error from my own testing compared to 1k+ people playing with the mod.
Are you on the latest version? That particular crash should be fixed in that. If you are on 14c, though, I'll have to take a second look at it
How do I decrease the max fleet size of LI siege events by about 70%? When every third core system is gated by 4 fleets with 8 or 12 battleships and their entourage... it's too much. Also, muh immersion - how the *** are they paying for so much???. Also, the settings file you created only affects on/off (and no clue if it works in ongoing games). If you could tone it down, or allow us to tone it down ourselves, either by lowering the max number of ongoing sieges to like, 3, (so it's still a really big deal, but not common), or making it much less threatening so that merchant runs are not literally life or death from Culann to Jangala: anything other than endgame fleets simply can't compete. I like the idea but the execution is flawed. Or even let extortion/bribery be a thing: parasites cannot kill their host or they die themselves.
How do I decrease the max fleet size of LI siege events by about 70%? When every third core system is gated by 4 fleets with 8 or 12 battleships and their entourage... it's too much. Also, muh immersion - how the *** are they paying for so much???. Also, the settings file you created only affects on/off (and no clue if it works in ongoing games). If you could tone it down, or allow us to tone it down ourselves, either by lowering the max number of ongoing sieges to like, 3, (so it's still a really big deal, but not common), or making it much less threatening so that merchant runs are not literally life or death from Culann to Jangala: anything other than endgame fleets simply can't compete. I like the idea but the execution is flawed. Or even let extortion/bribery be a thing: parasites cannot kill their host or they die themselves.
The values for Legio sieges are still something I'm tuning. I lowered the number and size of fleets in the last patch already. Will adjust further based on collected feedback.
I might add some more customization to the config file down the line, too, but for now it's still very basic.
TL;DR
How TF do you change the missile engine color/fxs of the missiles in the game files?
"engineColor":[255,160,50,255],
"engineColor":[255,100,100,255],
TL;DR
How TF do you change the missile engine color/fxs of the missiles in the game files?
in tahlan\data\weapons\proj\hekaton_torp.proj
change the following line:Codeto"engineColor":[255,160,50,255],
Code"engineColor":[255,100,100,255],
of course, there is the problem that doing so may make it a bit confusing
so
if you encounter problems... well, you asked for it
literally :P
"This is getting out of hand, now there are two of them!"
Yes, this is Askonia. RIP Philip, nobody really liked you, as evidenced by the fifty pirate fleets in your system.
By the way, you can see on the right of the radar the base that just won't go away.
Maybe just add some kind of failsafe guaranteed base destruction on saturated bombardment?
24491840 [Thread-4] INFO org.lazywizard.console.Console - > devmode
24491840 [Thread-4] INFO org.lazywizard.console.Console - Dev mode is now enabled.
24492767 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - timer expired, spawning siege fleet
24492767 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - new siege timer, min: 330.0, max: 438.90002
24492768 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - picked Lucifron to spawn siege fleet
24492768 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - picked Aztlan star system as target for siege fleet
24492768 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - creating new LegioSiegeMissionIntel, arguments: Legio Infernalis, Lucifron, Aztlan, 133.34
24493226 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
24494593 [Thread-4] INFO data.scripts.campaign.tahlan_LegioStealingHomework - Interval elapsed, the space fascists gonna learn today
"This is getting out of hand, now there are two of them!"
Yes, this is Askonia. RIP Philip, nobody really liked you, as evidenced by the fifty pirate fleets in your system.
By the way, you can see on the right of the radar the base that just won't go away.
Maybe just add some kind of failsafe guaranteed base destruction on saturated bombardment?
Can you get it to reproduce with a minimal set of mods? If so it can be debugged pretty easily, if it still happens when other mods are not present.
Speaking of Legio Siege events (w/ v0.3.14d), I've noticed that every time I enable Developer Mode through the Command Console mod and un-pause the game, a siege event is instantly spawned.
Here's the starsector.log output every time it occurs:CodeAnd my mod list, which IS rather expansive:24491840 [Thread-4] INFO org.lazywizard.console.Console - > devmode
24491840 [Thread-4] INFO org.lazywizard.console.Console - Dev mode is now enabled.
24492767 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - timer expired, spawning siege fleet
24492767 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - new siege timer, min: 330.0, max: 438.90002
24492768 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - picked Lucifron to spawn siege fleet
24492768 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - picked Aztlan star system as target for siege fleet
24492768 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - creating new LegioSiegeMissionIntel, arguments: Legio Infernalis, Lucifron, Aztlan, 133.34
24493226 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
24494593 [Thread-4] INFO data.scripts.campaign.tahlan_LegioStealingHomework - Interval elapsed, the space fascists gonna learn todaySpoiler{"enabledMods": [
"ApproLight",
"raccoonarms",
"automatic-orders",
"timid_admins",
"blackrock_driveyards",
"CombatAnalytics",
"chatter",
"timid_commissioned_hull_mods",
"lw_radar",
"COPS",
"lw_console",
"istl_dam",
"diableavionics",
"foundation",
"gs",
"hullmod_expansion",
"sun_hyperdrive",
"Imperium",
"junk_pirates_release",
"kadur_remnant",
"lw_lazylib",
"leadingPip",
"MagicLib",
"Neutrino",
"nexerelin",
"yrex",
"sun_ruthless_sector",
"secretsofthefrontieralt",
"SEEKER",
"shabro",
"shadow_ships",
"swp",
"speedUp",
"sun_starship_legends",
"tahlan",
"THI",
"transfer_all_items",
"underworld",
"vayrasector",
"vesperon",
"yrxp",
"shaderLib"
]}[close]
heya, great mod. i been trying to remove the super annoying circle around the natchegesang and it seems beyond my limited abilities. i got as far as figuring out that changing the java file in scripts doesnt do jack, and i guess i would need to change the .class file inside the java library... but i cant even read the file, never mind recompile it into something that wont just crash. i understand the purpose for it, just isnt worth cluttering up the view to me. downloaded and tried something called 'eclipse' to see if i could work on it with that, but it just claims the its corrupted.
at a total loss here, but kinda really want to get rid of that ring
I disabled Station Construction and observed no immediate effects - the bases remain after destroying them in battle and/or saturation bombardment. Any method of dealing with this the hard way, like through the console mod perhaps?
Disabling sieges during a playthrough is sadly not an option.
"This is getting out of hand, now there are two of them!"
Yes, this is Askonia. RIP Philip, nobody really liked you, as evidenced by the fifty pirate fleets in your system.
By the way, you can see on the right of the radar the base that just won't go away.
Maybe just add some kind of failsafe guaranteed base destruction on saturated bombardment?
It's a feature to allow easier testing. The thing devmode is for.Is there anything short of re-compiling the .java files (after appropriate edits) in an IDE that can disable that particular behavior?
It's a feature to allow easier testing. The thing devmode is for.Is there anything short of re-compiling the .java files (after appropriate edits) in an IDE that can disable that particular behavior?
Start learning java then
QuoteStart learning java then
only thing i am stumped on is how to compile the .jar so the .java are .class. everytime i have tried i just end up with a .jar full of .java that crashes, presumably because the tahlan_ModPlugin is looking for the .class. anyway, i simply replaced the adlerouge hullmod with a roughly equivalent one in the tahlan_schneefall.ship. not quite ideal, but since i dont use the support destroyers its a servicable workaround. thanks for all the help.
@Kh0rnet
I never had Boggled's player station construction in my run, yet the Legio bases in hyperspace are still there. So I don't think boggled's code is responsible for this....unless his AI core production industry/Terraforming mods alter station code somehow
The "invincible" bases are fine for the most part. I looked at the destroyed base for a month and it didn't do anything. I could still buy and sell stuff to them, however their items never restock/change. So as long as the "destroyed" bases don't spawn anymore siege fleets, they're not a problem.
I disabled Station Construction and observed no immediate effects - the bases remain after destroying them in battle and/or saturation bombardment. Any method of dealing with this the hard way, like through the console mod perhaps?
Disabling sieges during a playthrough is sadly not an option.
If boggled breaks how stations work then there's nothing to be done there.
829684 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.siege.LegioSiegeManager.pickTarget(LegioSiegeManager.java:175)
at data.scripts.campaign.siege.LegioSiegeManager.spawnSiegeFleet(LegioSiegeManager.java:101)
at data.scripts.campaign.siege.LegioSiegeManager.advance(LegioSiegeManager.java:84)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Is there a way to disable the legio sieges? I like all the additions, but my current run is currently crashing because of the sieges, and it makes the game run slowly anyway. here's what my logs say that lead me to believe its the legio sieges crashing the game. playing a heavily modded nexrelin campaign with random worldsCode829684 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.siege.LegioSiegeManager.pickTarget(LegioSiegeManager.java:175)
at data.scripts.campaign.siege.LegioSiegeManager.spawnSiegeFleet(LegioSiegeManager.java:101)
at data.scripts.campaign.siege.LegioSiegeManager.advance(LegioSiegeManager.java:84)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Quick question:
Is it possible to get blueprints for Antediluvian equipment?
In missions, the Regalias never recognise that there is a ship with the regalia gantries, and so have always nerfed stats. Great mod though!
Is there a way to end Legio sieges? I defeated a siege station all siege fleets camping a system. Three fleets I destroyed outright, the last managed to get away because I retreated too many low CR ships on my side. But there was no notification that the siege was lifted, and the siege station was still there, just disabled and I assume undergoing repairs. I thought it'd blow up like pirate and Luddic path random bases do.If you're not on 0.3.14d already, upgrade; then wait awhile (up to several months) for the scripts to kick in and erase the event.
If you're not on 0.3.14d already, upgrade; then wait awhile (up to several months) for the scripts to kick in and erase the event.
The Castigator (XIV) lacks the XIV_bp tag, making it unknown to the Hegemony. However, it has the rare_bp tag. Judging by its description, is this ship supposed to be the same as the Legion (XIV) except you can get the blueprints if you're lucky enough? Just asking because I've yet to see one or recover one...
runcode data.scripts.campaign.tahlan_DerelictsSpawnScript.spawnDerelicts(Global.getSector());
I found the Ristreza in Lethia but it wasn't recoverable :(
Is that the only one that spawns?
Once we have the ability to affect weapons individually, the enhanced range boost will only apply to small mounts and no longer be abusable with short range large weapons.I hope, the large mounts will have standard ITU range. I think that might fix the AI issues I've been seeing with the Nibelung. With a broadside setup (I have tried a ton of different setups), the AI is much more reluctant to engage and the Conquest simply performs better. On paper, the Nibelung is much tankier, but in practice it takes as much hull damage as my Conquests (in AI hands).
The Inferno or what ever it is, it's too strong and sadist petty raider, i mean if they grow that strong and that bold, i'm pretty sure every one on the sector gonna put their different aside and eliminate them quickly as possible, maybe tune them down a bit.
This might be more related to Nexerelin itself.Nexerelin currently has pirate-type factions coded to not form alliances on their own. But the player can form an alliance with such factions, and there's also the createAlliance console command.
But can the Legio form an Alliance with the Pirates or any other modded Pirate Faction (i also have the Starlight Cabal from another mod on my playthrough)?
I would love to see a Pirate Alliance focusing on just pure Anarchy.
I did notice the Rosenritter skins you created for Diable Avionics, very nice.I agree, the Navy blue skin is also very good looking.
Thanks a tonne for this mod, adding nice variety to every game, had to send a little support. So many nice additions and ships, the Legio, especially The Great Houses and what little Rosenritter related things I find. I always go to Lethia and give them Alpha Cores(despite them not doing anything with them) and a Pristine Nanoforge. For some reason I always hope they'll rise again or send rogue expeditionary forces into the sector to spice things up and give some early limited access to their salvage
The Metafalica is a unique start ship for those who want to be Independent-aligned. A battleship with interesting abilities at the expense of being expensive to maintain, capable of swapping shot types for its built-in gun types, and its armor gets stronger with high flux. Smaller than the Nibelung, but larger and tankier than Phoca.Thanks a tonne for this mod, adding nice variety to every game, had to send a little support. So many nice additions and ships, the Legio, especially The Great Houses and what little Rosenritter related things I find. I always go to Lethia and give them Alpha Cores(despite them not doing anything with them) and a Pristine Nanoforge. For some reason I always hope they'll rise again or send rogue expeditionary forces into the sector to spice things up and give some early limited access to their salvage
Kassadar and Lethia are so interesting that i always colonize some planets in the middle of the trip and give them to factions i have good relations with or to the Independents. That way i actually have several fuel stops to reach Lethia.
As for the Alpha Core thing (you could use Dev Mode and put them yourself on their Heavy Industry.) Getting pristine Ristrezas and Nibelungs is always great!
Oh nice, I was thinking about a new playthrough. I updated some mods and caused unknow mem leak.
I found the Traumtänzer on my own but I heard that there is a quest for it that even gives you a carrier that can spawn blueprint... Where do I find that quest? I already flipped the entire star map.
The Disparax Plasma Cannon fire in a burst of 3 but the tooltips is missing the burst size.
Also, The Inferno legion has a pirate tag that rendered it immune to raid and invasion from NEX.
Aaaaand I didn't backup the last version lol. Is there any way to make the new version compatible? Or somewhere to find the previous 0.3.15 to download?
Aaaaand I didn't backup the last version lol. Is there any way to make the new version compatible? Or somewhere to find the previous 0.3.15 to download?
You can have mine if nothing works. I'd never update anything without proper backup :D
https://filebin.net/9a5e9z04nqyw8i77 (https://filebin.net/9a5e9z04nqyw8i77)
Aaaaand I didn't backup the last version lol. Is there any way to make the new version compatible? Or somewhere to find the previous 0.3.15 to download?
You can have mine if nothing works. I'd never update anything without proper backup :D
https://filebin.net/9a5e9z04nqyw8i77 (https://filebin.net/9a5e9z04nqyw8i77)
There's no fix for that, I'm afraid. It's an old bug with the siege system.
Hey,
I've come across a hidden variant of the Castigator I believe, which has the "Lostech Engineering" hullmod. It says "Detailed analysis indicates that the ship may possess other, as of yet undocumented, capabilities". Is there specific stuff to do with this ship ?
Thanks :D
This will break saves
Hi, I'm currently on my third playthrough with this mod and I just love everything about it. The ships are beautiful, new weapons are great, and all this new stuff together with it's backstory makes it incredibly satisfying to explore the Sector. That being said, I have a question - is it possible to find all Rosenritten ships on one savefile? After exploring nearly all of the Sector twice, non including high level [REDACTED] systems, I've only been able to restore 2 Regalias, while only having a salvage option on 3 more. Is the way they spawn random with no guarantee to find all of them in one playtrough, or should I just keep looking for them?
I just loaded your mod in, and got this. Definitely your mod because it doesn't happen before, or after.I got the same. I went through the process of turning all mods off then back on again and narrowed it down to Tahlan, specifically the newer update as when I go back to a previous version it works fine.
(https://cdn.discordapp.com/attachments/333309422506082314/730753003639799848/unknown.png)
Apologies, I felt I should due diligence and went and updated all my libraries and did a fresh reinstall. LazyLib 2.4f, ZZ GraphicsLib 1.4.2, MagicLib 0.29 and Tahlan 0.3.16 are the only active mods, ZZ and Magic being the one's that needed updating - I initially had a crash Fatal Error problem with the commie Castigator file not appearing, so I re-downloaded and plugged in the Tahlan mod on the fresh install and it works fine now, no problems.
So, the problem was just that the libraries were out of date, and I suppose it's a reminder to have Version Checker active/make sure the prerequisite mods are up to date before posting about a problem.
Did anyone experience odd physics with the Izanami-class, when ramming into enemies? For me, being in slow-motion seems to "pull" the enemies with me when they collide, which isn't a big deal but it still makes me wonder if this a common issue with ship systems such as "temporal shell" too?
For the quest to get the rosenritter BP's, does it end after you keep the carrier, get the BP's, and then go find the Traum? The log for it is still showing up in the local tab so just wondering if there's more to find...?
Seems to have broken saves.I had this issue as well. To fix it, I went into my saves folder, went to the specific save, went to the campaign xml, and then searched for tahlan_grid . There were two instances of it, I deleted them and the <st> around them, and now the save works again.
Here's the line in the log.Going to revert back to 0.3.16 for now.Spoiler149331 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [tahlan_grid] not found!
java.lang.RuntimeException: Ship hull spec [tahlan_grid] not found!
at com.fs.starfarer.loading.M.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.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:368)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:362)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:357)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ă’00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
I'm a little stumped by the siege bases, how are you supposed to deal with them? I've camped one for a while now, it's not doing anything probably because it's destroyed but it doesn't seem to be going anywhere either, do they eventually despawn?Not only is it bugged, im pretty sure there is a warning stating that it is bugged in the place you active it.
I'm a little stumped by the siege bases, how are you supposed to deal with them? I've camped one for a while now, it's not doing anything probably because it's destroyed but it doesn't seem to be going anywhere either, do they eventually despawn?Not only is it bugged, im pretty sure there is a warning stating that it is bugged in the place you active it.
Hmm, that's my bad, sorry :-XI'm a little stumped by the siege bases, how are you supposed to deal with them? I've camped one for a while now, it's not doing anything probably because it's destroyed but it doesn't seem to be going anywhere either, do they eventually despawn?Not only is it bugged, im pretty sure there is a warning stating that it is bugged in the place you active it.
There literally isn't, here's the line in the options:
#enables the Legio Infernalis system siege event. Requires Legio Infernalis to be enabled.
"enableLegioSiege": true,
That's all, so a simple ''it's bugged'' would have sufficed.
I'm a little stumped by the siege bases, how are you supposed to deal with them? I've camped one for a while now, it's not doing anything probably because it's destroyed but it doesn't seem to be going anywhere either, do they eventually despawn?Not only is it bugged, im pretty sure there is a warning stating that it is bugged in the place you active it.
There literally isn't, here's the line in the options:
#enables the Legio Infernalis system siege event. Requires Legio Infernalis to be enabled.
"enableLegioSiege": true,
That's all, so a simple ''it's bugged'' would have sufficed.
might just be a random drop chance from any of the ruins, only problem is its price is so high compared to everything else.The price is appropriate for the ship.
Found a bug where plugging an officer into any of the Regalia mobile armors will permanently change their personality to reckless.
The Samsara and similar hulls have hidden features, yes. The description doesn't change if you figure them out, though.
The Samsara and similar hulls have hidden features, yes. The description doesn't change if you figure them out, though.
Could you please elaborate? What are the hidden features? Not sure being obscure on purpose is an interesting feature, just turns it into a frustrating experience for the player.
As a player I get 0 feedback if I'm doing it right or not.
It's a known bug, yes. Will be fixed in the next version.
I've been having problems playing with both this mod and your ScalarTech Solutions faction mod. Whenever I try to play the game with one of them it crashes and says "Invalid Trait low profile." I'm not great at modding so I don't know if it's me being bad at modding or both mods being broken, but I've uninstalled and reinstalled them multiple times from your Patreon and they still crash my game. If you could point me in the right direction to getting these two mods working, it would be much appreciated.
For the quest to get the rosenritter BP's, does it end after you keep the carrier, get the BP's, and then go find the Traum? The log for it is still showing up in the local tab so just wondering if there's more to find...?
There's nothing after that, no.
For the quest to get the rosenritter BP's, does it end after you keep the carrier, get the BP's, and then go find the Traum? The log for it is still showing up in the local tab so just wondering if there's more to find...?
There's nothing after that, no.
I found the Traumtanzer, should i have been able to salvage that thing?
And why would the quest log not "complete"or at least, go away after i "finish" the quest, i've spent a good while trawling through every inch of the sector mentioned in the idea i was missing something.
Ey Nia, what are your thoughts on the Flagellator's system? I mean, uh, do you maybe uhhh ...plan to change it? I was super hyped with it and built, like, 10 (paired with other ships) to counter a Hegemony expedition, but then I got into the first proper battle with them, and they just... suicided. Not even in a helpful way, they yolo'd themselves first second, so them and the enemy ships were flung all the way to their spawn/retreat zone. Then I had to cross the whole map after them, and during that most foes retreated unharmed, while the surviving Flagellators got ganged on and died.
The ship itself feels really good, it works just fine in every way, except that the AI gives not an ass about that and rams my precious bois into the nearest anything. All at once... And then they blow up, and kill my crew, and I gotta recover and repair them, it's so inefficient...
Maybe the LP would really like and enjoy this current system, but in my eyes, it only makes a good platform into a throwaway, self-propelled boulder.
So as to not just be a complaining baby, I'll throw some unwarranted suggestions:
-add an LP variant for the current ship system, maybe with fewer, if any, guns, but more armor and HP. So, a veritable tool of redemption for Luddites, aka flying ram of SPEED.
-trade the system with something mobility-focused, that perhaps disables shields(?) or some other trade-off, to keep true to the ship's name. Like, maneuvering jets, but no shields.
I think the current Porphyrion is too strong. Big hits, perfect aim, additional damage, and EMP to top it off -- it has it all. It needs a nerf of some kind. Right now all the other GH medium ballistic options are a joke compared to it despite the high OP cost. There is very little reason not to use it exclusively.
Also, an anyone explain to me how to make the izanami viable? That thing has the armor of a destroyer...
GH guns are pretty garbage overall.TL;DR
GH ships are overpriced. Only a few a worth their price (Legion, Onslaught)
Izanami is a joke for its price/deployment cost
I am currently enjoying the mod by trying to make an army full of only GH ships equipped with only GH equipment.
Feels like playing hard mode due to how rare the GH ships are (currently can only be found in kassadar), How expensive they are and how bad their weapons are.
To give credit where it's due, I love the design of ships and their weapons. Also the concept of ancient civilization and how they are not a faction is great imo. This mod can be summarised to one sentence: The concept is there but the execution can be improved in more ways than the author realizes.
Also, an anyone explain to me how to make the izanami viable? That thing has the armor of a destroyer...
Made a gif showing off most of the added weapons. Also adding it to the first post in the GH section.
(https://imgur.com/OoeoVvd.gif)
So I've been trying to find a Great Houses Castigator for a while and someone told me it wasn't in the files anymore. I couldn't find a mention of it being removed in the patch notes, but there are a couple mentions of it being gone in this thread. Is there any way to re-enable it or has it been completely deleted? And if it has been deleted does anyone have the files for it or know what version was the last to have it? It was my favorite ship to fly out of all of the mods I play and I would love to get it back into my sector even if it takes some tinkering and 200 cycles to find it again.
So I've been trying to find a Great Houses Castigator for a while and someone told me it wasn't in the files anymore. I couldn't find a mention of it being removed in the patch notes, but there are a couple mentions of it being gone in this thread. Is there any way to re-enable it or has it been completely deleted? And if it has been deleted does anyone have the files for it or know what version was the last to have it? It was my favorite ship to fly out of all of the mods I play and I would love to get it back into my sector even if it takes some tinkering and 200 cycles to find it again.
GH Castigator is entirely gone, there's HVB version of Castigator called Edengate, which is pretty much GH Castigator. Castigator (GH) removal was replaced with lostech Castigator and other lostech ships. Version you're looking for is 0.3.16 or earlier.
How do we deal with the timeless-class ship?
Three of them massacred an entire army of 2 GH onslaught, 2 Vendettas and 1 legion + some destroyers.
Not only they're agile and fast like frigates, they hit pretty hard too. But the most annoying thing are their drones. Holy ***. A horde of billion drones fast as hell melting everything and causing the ship AI to panic...
Anyone dealt with those ships? How did you do it?
P.S: I actually feel embarassed asking this: are relic Ships like the karma and the Nirvana from this mod?
P.S: I actually feel embarassed asking this: are relic Ships like the karma and the Nirvana from this mod?
Yes they are.
I have started another campaign aligned with Kadur (they actually got nuked by the Hegemony, I am now trying to align myself with Pirates, Luddic Path and Hazard Mining Enterprises) and actually found one of the few Relic ships I love so much (from Tahlan Whipworks I think) I was missing: The Nirvana Battlecruiser.
Oh. My God. It's disgusting.
While the Karma, Samsara (30FP) and that other 11FP one with the spacial warp jump are also very potent they also have definite drawbacks considering their very poor PD defence and a 20 degree shield.
They all have very good armor, repair rate, EMP resistance, mobility enchancing skills, very good (although low for their FP cost) weapon mounts, some EMP discharge while venting or high flux (Nirvana does not have this one) and a spontaneous phase cloak sporadically activating under AI control once you take damage. The Nirvana on the other hand has two special abilities so broken that it would still need a minor nerf even if it was bumped from the current 75 all the way up to 100 fleet points.
Do not think that 3 large and 4 medium mounts pointing at the front are not enough for 100FP. This thing will absolutely butcher 3 Onslaughts fighting it at the same time under AI control if you set it up in a way it correctly exploits all the ship's abilities.
The first, way too gratuitous special skill gives it +200% damage dealt with any weapon after it's done venting. It would be logical to only have it activate at, I don't know, a certain flux threshold (not activating if you vent below 60% flux just to name one) but that is not the case. You can literally vent once you have 10 flux built up and you'll do 300% damage for what feels like 3-4 seconds. Imagine having this ability and with 3 Expanded Magazine Autopulse Lasers. Yikes for everything that exists and lacks a fortress shield.
The second ability is, coming from someone that has around a dozen and a half content mods, the most ridiculous thing in the game. It's not broken, it's pulverized. It's not great, it's orgasmic.
Think of a temporal shell like on the Scarab. Picture it in your mind.
Now imagine this skill adding one, bonkers feature that is the following: everything that your ship does minus the damage it deals and the ammo/missile/charges it depletes from the activation until the end of the ability will be reset to the moment before you activated it, including the position of the ship.
Yes. You heard that right. Engage an Onslaught and:
1)activate the ability as soon as it starts firing upon you
2)not even bother raising your itty bitty 20 degree shield and proceed to eat every piece of ordinance it shoots at you
3)empty all your weapons on that mistake of a battleship be it energy, ballistic or missiles to the limit of your flux capacity
4)the ability ends and your ship immediately teleports back to the spot where you activated it with armor, hull and flux reset to fully healed and 0 respectively
5)repeat the process and delete another enemy from the plain of reality
The amount of engagements I can picture my AI controlled "Yaaah, It's Rewind Time" Nirvana Class Battlecruiser losing are very few, and even then I could just pilot it myself and have it become even more ridiculous. It's so strong I don't actually play it myself anymore. The one I have has 3 D-mods (very bad ones too, Degraded Engines and the one reducing weapon range plus another one) and I almost soloed the Red Planet Encounter wich even had two of the big chungus, 65FP+ mod ships in it.
That "Time Shell" special ability ( I think that's the name anyway) is "fine" as it very and I mean very much justifies that 75FP, but that disgusting damage boost has to go or be heavily nerfed and balanced. You can even discard all sense of shame and microvent just before activating Time Shell and just go full Thanos on anything but the Paragon.
My suggestion? Bump the cost up to 85FP, only have the damage boost activate if you vent above 50% flux capacity and reduce it's bonus to "just" 100%.
Won't change it. The ship isn't meant to be balanced, that's the whole *** point.
You can actually tweak that AI behavior yourself, since it's not set in compiled code but in the .json file for the ship system. Just copy the AI field from one of those systems and the ship should treat it exactly the same way.
If there are any issues with it, you should find them pretty fast with simple testing.
You can actually tweak that AI behavior yourself, since it's not set in compiled code but in the .json file for the ship system. Just copy the AI field from one of those systems and the ship should treat it exactly the same way.
If there are any issues with it, you should find them pretty fast with simple testing.
I will try doing that after the campaign is over or when I find many if not all of them across multiple campaigns.
I'm running difficulty mods that also reduce certain/likely recovery chances (especially big ships) to a smaller percentage. I for example managed to get my hands on both Karma and Samsara sitting in the same star system in the previous campaign, while this time around I could not recover either but found three different relic ships I could not recover previously.
I'm probably thinking of doing the easiest thing first and change Fleet Points to something resembling what I feel is a higher and sometimes compromising (roughly 15 to 20% more) value forcing me to build a fleet I bring into battle revolving around supporting these very few and potent units.
I'm also going to try and change how the AI uses certain ablities, altough none of the relic ships I have found so far have had any major letdowns in AI hands other than the Valhalla.
It would be fun to for example tweak how the Kaivalya-class cruiser uses its "Spacial Shift" ability (with its ridicolous amount of max charges), maybe only have it use it when moving in to engage and moving out to disengage instead of the current spam?
You just need to keep that ship on your fleet untill your crew extract all the Rosenritter blueprint out of it and that's about it.
So i was wondering does anyone else think songbirds are OP for 28 DP? I got the blueprint and i am like mass producing them. They rival 40 DP and 45DP ships in term of damage inflicted.Do you put anything in the 2 extra slots? But yeah they're pretty strong against anything that isn't stuffed with flak, though, as usual of me, I think it should be EVEN STRONGER YEAAH
P.S. I am not complaining or anything i was just wondering if anyone else has seen them.
Love THEM
Will we get some logistic ships for RR and GH in future?I think this is already a pretty big mod, and to prevent bloat, it's probably not worth adding a bunch of logistic ships.
honestly if I didn't then nia would have
made account just to ask this, is there a way to remove the "Kassadari Claim" modifier from a colony in game? Like blowing up Kassadar or something ?
made account just to ask this, is there a way to remove the "Kassadari Claim" modifier from a colony in game? Like blowing up Kassadar or something ?
I've seen the way both of you (Agalyon and Zelnik) discuss your opinions. Reasonable people can disagree, but both of you are needlessly confrontational. You can't always control the reception you get, but you can rein that in and see if it makes a difference. I think you'll find people are reacting less to your ideas and more to your tone.Really not sure how I can respond to this. I always make efforts to be polite, even in my handful of interactions in discord. What I think is especially interesting is how you apparently know me by name and yet if I remember correctly you were perma banned from discord for your behavior. I certainly don't want people to think its my intention to be rude and I'm sorry if its ever appeared that way, but I'm not sure you're the person to be telling me to correct my tone.
Ive had a few thoughts that set people off, and I've seen others get it much worse, typically without any kind of explanation as to why beyond "nope, thats stupid" especially on more complicated topics which really isn't healthy. Honestly its pretty silly to not expect someone to be a little defensive or just give up if 5+ people gang up on them in the first place. A lot of the time I will hesitate to speak my mind because I simply don't feel like dealing with the fallout if it occurs.
Zelnik is probably upset because your entire post could be summed up as "that isn't the design direction" which Nia already said, and Zelnik even already said he was perfectly okay with. You're arguing about different things.
The drop change of Tahlan probably better if you play with less mod that add other content, the vanilla map generation have a small loot pool for all those contents so maybe it's feel so rare (maybe I'm wrong, maybe some mod have fix criteria for spawning, like how Rosenritter ship only spawn in Black Holes Star System, I don't know about javascript). The map is not some handcrafted map with onboarding design in mind that guide player where to find all the good stuff, it's a procedural one.
[...]
Download and install Adjusted Sector, then make the number research, mining, or any derelict station and ship much larger, but everything else set to vanilla, it's probably feel a little cheaty but you can pump the number of remnant spawn if you want. With this we have the same size map with more loot to spawn. Really useful for since I have tons of mod installed. Combine this with Ruthless Sector and Starfarer Mode to be more "balance".
Not sure if it's me or not, but is anyone having a bug with this mod (and other mods that have new Remnant ships) where the Remnant only use the new ships for their fleet instead of using the vanilla Remnant ships and other mods that include new Remnant ships??This is not intended, and probably a bug. Did you happen to change anything in the mod folder?
I keep encountering Nameless-Class Drone Fleets instead of encountering any vanilla Remnant ships and other mod Remnant ships?
Not sure if it's me or not, but is anyone having a bug with this mod (and other mods that have new Remnant ships) where the Remnant only use the new ships for their fleet instead of using the vanilla Remnant ships and other mods that include new Remnant ships??
I keep encountering Nameless-Class Drone Fleets instead of encountering any vanilla Remnant ships and other mod Remnant ships?
Not sure if it's me or not, but is anyone having a bug with this mod (and other mods that have new Remnant ships) where the Remnant only use the new ships for their fleet instead of using the vanilla Remnant ships and other mods that include new Remnant ships??
I keep encountering Nameless-Class Drone Fleets instead of encountering any vanilla Remnant ships and other mod Remnant ships?
If you have HHE Fighter Expansion mod - disable it, that's the mod causing this issue (it wipes "known ships" list for Remnants and some of stuff for other factions as well).
Where do you guys find the regalia blueprints?It's a specific exploration content thing.
Where do you guys find the regalia blueprints?It's a specific exploration content thing.SpoilerThere's a particular ship you need to find and recover and then keep in your fleet for a while; its location is randomized, but at least somewhat predictable.SpoilerCheck black hole systems. Thoroughly - the Halbmond will turn up in one of them somewhere, but it's frequently well away from the central black hole.[close][close]
SpoilerI checked all black hole systems and the only ship I found is one with a German name (rigveza or something like that) which didn't give me the option to recover.
Is the ship only on black hole systems? If yes, do they usually spawn near planets/wormholes or in some random spots in the system?[close]
Update pls. Great mod BTW!
FYI one of the files in the mod is incorrectly capitalized, which makes loading the mod on linux crash.
graphics/tahlan/weapons/deco/tahlan_Izanami_glow_01.png
needs to have the "I" lowercased
graphics/tahlan/weapons/deco/tahlan_izanami_glow_01.png
^ Sweet! I wanted to ask some things, if that's okay. When Nexerelin is updated to work with 9.5a, will you have to update your stuff again? Questions about secret ships below.SpoilerThe Karma or Kaivalya ships (idk what to call them, the Explorarium-drone-colored rare ships), what if get unlucky and I never get the chance to recover them? Are there blueprints? Can they appear in Explorarium encounters?[close]
Seems like the Korikaze needs some adjusting since the skill tree has made any automated ship have 0% CR, with the skill giving 100% CR divided by the number of automated ships. Makes fielding two of them with the Yuki slightly tricky.
I am struggling to find the "object of interest" in the Shedim Constellation..
I have unlocked all the databanks from the Halbmond. I have the ship with me in my fleet as I explore. I have seen hours looking around and can't find anything. I have sensors placed in each system, explored every asteroid belt and still nothing...
Anyone able to suggest something?
Thank you
Is there a console command to spawn the special RR ship you get at the end of the questline? I've combed through every single star system in the suggested area; nada! Even with console command's boosted sensors *and* the dev mode sensor uncapper (or whatever it's called).If by console you're referring to the Console Commands mod, then yea use the 'list ships' command then 'addship yourwantedship'. If you want to build the ships, use 'list specials' and 'addspecial RRblueprintname'. Also keep looking idk
I've found nothing; it looks like it didn't spawn for me, yet it still told me where to look for it?
Master Nia, have you removed the Pastella's flux debuff modspec? Or was it broken with the update?
Hey Nia,
first and foremost, great job, really love your mod. Since the 0.95a compatibility the Higabana and Dun Scaith seem to have some broken automatic weapon grooup adjustments. Anytime i try to get this to work my whole game crashes with an exception: null. Any suggestions besides manually adjusting?
thx anyways
Hey Nia,
first and foremost, great job, really love your mod. Since the 0.95a compatibility the Higabana and Dun Scaith seem to have some broken automatic weapon grooup adjustments. Anytime i try to get this to work my whole game crashes with an exception: null. Any suggestions besides manually adjusting?
thx anyways
What was rationale behind some weapons balance changes? Magaera still seems fine, but god, Styrix sucks now. It's used to be my "better HVD in large slot" go to pick and instant buy, but now it's weird contender to Gauss role while being worse in every regard.
Is something going on with the Yukikaze/Korikaze ships? They are starting at 0 CR, burning through supply incredibly fast and start taking damage as soon as you take them into combat. Are you supposed to do anything special with this start to avoid blowing up in your first fight?
1514506 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
at java.awt.Color.testColorValueRange(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at data.scripts.weapons.tahlan_KnightGlowScript.advance(tahlan_KnightGlowScript.java:62)
at com.fs.starfarer.combat.entities.ship.super.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I sometimes crash in the middle of battle while using great houses ships along with a pair of halmonds.Code1514506 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
at java.awt.Color.testColorValueRange(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at data.scripts.weapons.tahlan_KnightGlowScript.advance(tahlan_KnightGlowScript.java:62)
at com.fs.starfarer.combat.entities.ship.super.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I sometimes crash in the middle of battle while using great houses ships along with a pair of halmonds.Code1514506 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
at java.awt.Color.testColorValueRange(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at data.scripts.weapons.tahlan_KnightGlowScript.advance(tahlan_KnightGlowScript.java:62)
at com.fs.starfarer.combat.entities.ship.super.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Huh, that is... very weird. Mind telling me what you were fighting at the time?
Either way, I'll add a safeguard against this, but it's something that shouldn't technically be possible to happen unless something *** with flux levels.
I sometimes crash in the middle of battle while using great houses ships along with a pair of halmonds.Code1514506 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
at java.awt.Color.testColorValueRange(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at data.scripts.weapons.tahlan_KnightGlowScript.advance(tahlan_KnightGlowScript.java:62)
at com.fs.starfarer.combat.entities.ship.super.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Huh, that is... very weird. Mind telling me what you were fighting at the time?
Either way, I'll add a safeguard against this, but it's something that shouldn't technically be possible to happen unless something *** with flux levels.
I have a mod from more hullmods that causes flux to go down ifor certain amoutn of times. Maybe that one is not playign nice.
The non-faction ships are a nice addition and I don't mind the extra Remnant fleet content challenge.
In my opinion though, all the other content is greatly imbalanced compared to the vanilla content or is too implausibel (e.g. pirates who dominate everyone).
The Infernalis and Great House (not sure) content can be disabled in the ini, but how can I disable all the overpowered, weird German name theme content?
Not sure if it's a Nexerelin or Tahlan issue, but the GH start in Nexerelin has 0 relations with all factions, instead of the 50 with independents and neutral with all except pirates/legio.
Howdy, I've got a repeatable crash that occurs when selecting Open Coms with a Legio Infernalis Special Taskforce that's friendly and patrolling. I've copied the part of the crash log below. I've no clue if it's a interaction that's causing the cash, and I've made a copy of my save that I can provide if it helps.Crash Log54211 [Thread-9] INFO sound.O - Creating streaming player for music with id [faction_pirate_encounter_03_friendly.ogg]
54212 [Thread-9] INFO sound.null - Playing music with id [faction_pirate_encounter_03_friendly.ogg]
54482 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.StringIndexOutOfBoundsException: String index out of range: 0
java.lang.StringIndexOutOfBoundsException: String index out of range: 0
at java.lang.String.charAt(Unknown Source)
at com.fs.starfarer.rpg.Person.getPostArticle(Unknown Source)
at com.fs.starfarer.api.impl.campaign.CoreCampaignPluginImpl.updatePersonFacts(CoreCampaignPluginImpl.java:432)
at com.fs.starfarer.rpg.Person.getMemory(Unknown Source)
at com.fs.starfarer.rpg.Person.getMemory(Unknown Source)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.updateP ersonMemory(RuleBasedInteractionDialogPluginImpl.java:140)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.notifyA ctivePersonChanged(RuleBasedInteractionDialogPluginImpl.java:155)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1301)
at com.fs.starfarer.ui.newui.V$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.k.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.V.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]mod list"pantera_ANewLevel25",
"lw_autosave",
"timid_admins",
"beyondthesector",
"CaptainsLog",
"capturecrew",
"Csp",
"CAS",
"chatter",
"timid_commissioned_hull_mods",
"lw_console",
"diyplanets",
"dynamictariffs",
"fluffships",
"gunnyhegexpeditionary",
"hte",
"IndEvo",
"lw_lazylib",
"MagicLib",
"missingships",
"mir",
"nexerelin",
"wisp_perseanchronicles",
"remnant_command_transfer",
"roider",
"PT_ShipDirectionMarker",
"speedUp",
"eli95",
"timid_supply_forging",
"tahlan",
"exalted",
"star_federation",
"TORCHSHIPS",
"vayrashippack",
"prv",
"shaderLib"[close]
Howdy, I've got a repeatable crash that occurs when selecting Open Coms with a Legio Infernalis Special Taskforce that's friendly and patrolling. I've copied the part of the crash log below. I've no clue if it's a interaction that's causing the cash, and I've made a copy of my save that I can provide if it helps.FYI the attempted fix can be tried user-side:Crash Log54211 [Thread-9] INFO sound.O - Creating streaming player for music with id [faction_pirate_encounter_03_friendly.ogg]
54212 [Thread-9] INFO sound.null - Playing music with id [faction_pirate_encounter_03_friendly.ogg]
54482 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.StringIndexOutOfBoundsException: String index out of range: 0
java.lang.StringIndexOutOfBoundsException: String index out of range: 0
at java.lang.String.charAt(Unknown Source)
at com.fs.starfarer.rpg.Person.getPostArticle(Unknown Source)
at com.fs.starfarer.api.impl.campaign.CoreCampaignPluginImpl.updatePersonFacts(CoreCampaignPluginImpl.java:432)
at com.fs.starfarer.rpg.Person.getMemory(Unknown Source)
at com.fs.starfarer.rpg.Person.getMemory(Unknown Source)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.updateP ersonMemory(RuleBasedInteractionDialogPluginImpl.java:140)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.notifyA ctivePersonChanged(RuleBasedInteractionDialogPluginImpl.java:155)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1301)
at com.fs.starfarer.ui.newui.V$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.k.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.V.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]mod list"pantera_ANewLevel25",
"lw_autosave",
"timid_admins",
"beyondthesector",
"CaptainsLog",
"capturecrew",
"Csp",
"CAS",
"chatter",
"timid_commissioned_hull_mods",
"lw_console",
"diyplanets",
"dynamictariffs",
"fluffships",
"gunnyhegexpeditionary",
"hte",
"IndEvo",
"lw_lazylib",
"MagicLib",
"missingships",
"mir",
"nexerelin",
"wisp_perseanchronicles",
"remnant_command_transfer",
"roider",
"PT_ShipDirectionMarker",
"speedUp",
"eli95",
"timid_supply_forging",
"tahlan",
"exalted",
"star_federation",
"TORCHSHIPS",
"vayrashippack",
"prv",
"shaderLib"[close]
"fleetCommander":{"name":""},
Crashes for me when adding flux shunt to the Metalican.
Thought it was because of the build in omni mod, but I removed that and it still crashes. Starsector.log says hullmods.tahlan_AdMechRefit is to blame.
It seems the Nibelung_N variant still have the old Nibelung stat.
1500 armor and shield flux 1.1 in place of the 1600 armor and 1.0 it is now.
I don't know if it is supposed to be or the revision has been postponed since Vayra sector isn't out yet but i mention it here since it is supposed to be a unique variant that seems to be stronger.
- Styrix
- Improved efficiency to 1.2
- Castigators
- Improved shield efficeincy to 1.0
Hello everyone.
I installed many different mods for different content, and I got one ship, I don't know from this mod or another Songbird. Specifically, he has a fortress shield ability that prohibits shooting. Officers abuse it and fight ineffectively because of this. Is there a way to prevent them from using the ship's special abilities?
LI Castigator shield is unchanged. Intentional?
- Styrix
- Improved efficiency to 1.2
- Castigators
- Improved shield efficeincy to 1.0
Love some love to Styrix.
LI Castigator shield is unchanged. Intentional?
Love your work dude, alas, I'm getting a null pointer crash when adjusting weapon layouts in the Dun Scaith and the Scathach. Auto Assign also causes the crash.Do those ship types have 23 or more weapon slots? If so, it is probably a vanilla bug. It should be patched soon-ish.
Not sure if it's a Nexerelin or Tahlan issue, but the GH start in Nexerelin has 0 relations with all factions, instead of the 50 with independents and neutral with all except pirates/legio.
Not sure if it's a Nexerelin or Tahlan issue, but the GH start in Nexerelin has 0 relations with all factions, instead of the 50 with independents and neutral with all except pirates/legio.
I also have a similar problem, I start as Legio Infernalis and I'm neutral with all vanilla factions? The only faction that wants me dead is Kadur Remnant.
The Darnus frigate is way too good imo
I put 2 phase lances + beam optics on it, basically just solo's entire fleets of enemy frigates by itself. It either needs a reduction in offensive power, or a nerf to speed or survival. I don't know the best exact approach mechanically for it and some of the problem might simply be how damn good phase lances are.
Also an AI bug report with the Darnus: If you order it to a capture point, the AI will constantly engage its special move ability and jet away from the capture point and then fly back. It's like it has ADHD.
Darnus is really cool but so good I feel like every other frigate is completely obsolete when I have one.
The Darnus frigate is way too good imo
I put 2 phase lances + beam optics on it, basically just solo's entire fleets of enemy frigates by itself. It either needs a reduction in offensive power, or a nerf to speed or survival. I don't know the best exact approach mechanically for it and some of the problem might simply be how damn good phase lances are.
Also an AI bug report with the Darnus: If you order it to a capture point, the AI will constantly engage its special move ability and jet away from the capture point and then fly back. It's like it has ADHD.
Darnus is really cool but so good I feel like every other frigate is completely obsolete when I have one.
I'll bump up the DP a bit, but otherwise not gonna touch it. Hyperion is stronger still, so I see no reason to nerf the Darnus.
Sorry to ask again, if anyone here knows the answer to this?
Is there any way for me to get 100% emp resist if I'm using forced overdrive? Usually 100% would be Shield Shunt and Flux Resistant Conduits. With Forced Overdrive, it locks out shield shunt. Leaving me at a max of 50%? I'm probably missing something here though.
Any chance you can fix the rosenritter blueprints? as far as i understand if you get the carrier you will slowly get blueprints from researching it. in game it said it depends on my technology skill so im assuming it still calculates research time like in 0.91 when you could level up "technology" itself not just the perks in it
Any chance you can fix the rosenritter blueprints? as far as i understand if you get the carrier you will slowly get blueprints from researching it. in game it said it depends on my technology skill so im assuming it still calculates research time like in 0.91 when you could level up "technology" itself not just the perks in it
Something has been bothering me about the Rosenritter ships, they cost quite alot to be deployed, like one of the battlecruisers cost 70 points to deploy and the regalia's cost 25. Is this intended? Considering the max deployment is 240.
Something has been bothering me about the Rosenritter ships, they cost quite alot to be deployed, like one of the battlecruisers cost 70 points to deploy and the regalia's cost 25. Is this intended? Considering the max deployment is 240.
I think that phase cruiser Poltergeist should have build in mod "phasefield" that reduces emissions.
I mean, its a phase ship, and all vanilla phase ships have this mod.
Well, i was going to say that it was weird the Great House seems to make you neutral to everyone and everything but looking at the file it seems to be functioning as intended ? Even the Remnant are at 0 ;D
So that great !
However, i wanted to touch on what i don't really appreciate about this mod: Forge templates and Industrial ruins.Wrong mod.
derelict industries bad mkaylol, no
Getting a crash on the new update saying it can't find the hull for the relic castigator. I am trying to run this on a save that had the previous version of Tahlan Shipworks so I'm wondering if it just isn't save compatible. Anyways cheers on the new update and it looks like I just gotta start a new run.
ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [tahlan_Castigator_relic] not found!
java.lang.RuntimeException: Ship hull spec [tahlan_Castigator_relic] not found!
However, i wanted to touch on what i don't really appreciate about this mod: Forge templates and Industrial ruins.Wrong mod.
Getting a crash on the new update saying it can't find the hull for the relic castigator. I am trying to run this on a save that had the previous version of Tahlan Shipworks so I'm wondering if it just isn't save compatible. Anyways cheers on the new update and it looks like I just gotta start a new run.
Getting a crash on the new update saying it can't find the hull for the relic castigator. I am trying to run this on a save that had the previous version of Tahlan Shipworks so I'm wondering if it just isn't save compatible. Anyways cheers on the new update and it looks like I just gotta start a new run.
Copy from prev. version of the mod "data/hulls/tahlan_Castigator_NC.ship and tahlan_Castigator_relic.ship".
Copy from prev. version of the mod "data/variants/tahlan_Castigator_relic_relic.variant, tahlan_Castigator_relic_phantom.variant and tahlan_Castigator_NC_custom.variant"
Open Ship_data.csf and find "#Edengate" - remove the hash tag.
You'r done* and new version should now work.
* U can use the hash tag method to unlock the relic Castigator ( depending on game save state u may need to )
GL HF
The lovely ristreza feels OP in player hands, but somewhat under...P...when piloted by the AI. Maybe it's super cannon could be dialled back, and disconnected from the ship's special move?
I love it anyways, though, its always got a spot in my fleets.
The quest has already been adjusted for the new skills and now scales based on how far into the technology tree you are.
You can unlock all the BPs regardless of your current tech skills, it just makes it go faster.The quest has already been adjusted for the new skills and now scales based on how far into the technology tree you are.
Does this just mean the further you are into the tree the faster the 'research' is? Or Is it how many of the blueprints you can unlock before having to go further into the tree? Haven't played too much of 95a so maybe it's just me being dumb.
I'm curious, what do you tend to prefer, the Styrix or the Alteria? Styrix costs more, but seems to have only a TEENY bit more range to show for it.. while the Alteria seems to do way better even against armor (the enery damage of the Styrix against armor not looking like it makes a difference... )Alteria is objectively superior, and the bass shots are god-tier. Maybe increase the Styrix's burst, while more or less maintaining the flux cost (in your end, lest Nia roasts me).
is there something i'm missing about the Styrix to justify the cost, beyond the damn good looks?
I'm curious, what do you tend to prefer, the Styrix or the Alteria? Styrix costs more, but seems to have only a TEENY bit more range to show for it.. while the Alteria seems to do way better even against armor (the enery damage of the Styrix against armor not looking like it makes a difference... )Alteria is objectively superior, and the bass shots are god-tier. Maybe increase the Styrix's burst, while more or less maintaining the flux cost (in your end, lest Nia roasts me).
is there something i'm missing about the Styrix to justify the cost, beyond the damn good looks?
You can unlock all the BPs regardless of your current tech skills, it just makes it go faster.The quest has already been adjusted for the new skills and now scales based on how far into the technology tree you are.
Does this just mean the further you are into the tree the faster the 'research' is? Or Is it how many of the blueprints you can unlock before having to go further into the tree? Haven't played too much of 95a so maybe it's just me being dumb.
Happened to look at the code yesterday, how it works is:
- If you have a level 5 technology skill (Special Modifications or Automated Ships) your aptitude for the BP unlock is 3
- Otherwise, if you have a level 3 skill (Electronic Warfare/Fighter Uplink) it's 2
- Otherwise, if you have a level 1 skill (Sensors/Navigation) it's 1
- If you have no tech skills at all your aptitude is 0
and each aptitude point makes blueprint unlocking 100% faster.
It's got 1200 range and far superior efficiency compared to the Gauss. It really doesn't need to be any stronger. Stop trying to use it like a Mk9
You can unlock all the BPs regardless of your current tech skills, it just makes it go faster.The quest has already been adjusted for the new skills and now scales based on how far into the technology tree you are.
Does this just mean the further you are into the tree the faster the 'research' is? Or Is it how many of the blueprints you can unlock before having to go further into the tree? Haven't played too much of 95a so maybe it's just me being dumb.
Happened to look at the code yesterday, how it works is:
- If you have a level 5 technology skill (Special Modifications or Automated Ships) your aptitude for the BP unlock is 3
- Otherwise, if you have a level 3 skill (Electronic Warfare/Fighter Uplink) it's 2
- Otherwise, if you have a level 1 skill (Sensors/Navigation) it's 1
- If you have no tech skills at all your aptitude is 0
and each aptitude point makes blueprint unlocking 100% faster.
It's got 1200 range and far superior efficiency compared to the Gauss. It really doesn't need to be any stronger. Stop trying to use it like a Mk9
The weapon isn't bad at all when taken in a vacuum... just overpriced in my opinion when the Alteria has way more kinetic damage output for cheaper to fit.. 400 dps vs 250 (286 against hull and armor if we take max possible energy damage on every shot, and its not like the Alteria does a lot less per shot damage against armor).. guess it falls down to how much other weapons tax your flux in your overall fit or how much you want that extra 200 range. Overall I'd price them the same or slightly cheaper for the Styrix (or hell, maybe it's the Alteria that's overtuned with its damage output, no idea... but comparing the two makes me feel like something isn't right between these two) As for the comparison with the gauss.. if you can take the flux cost, it's just flat out better than the styrix, both in term of DPS and per shot damage (which means the Gauss deals with armor way better)... for cheaper to fit.
Don't use it then
Don't use it then
Did i say something wrong? Its just a balance suggestion, and it sounds like you look at me like i have been trashing on your mod for weeks on end... And looking at older posts, seems like its your usual reaction to negative feedback. Kinda sad. Because trust me, if I didnt like the mod, i wouldnt be here offering what i feel is an idea to make it even better.
Do of it all what you will. I cant force you to do anything, nor do i pretend to. Its just sad that it feels like you immediately grab the pitchfork. Because thats a way feedback could stop coming your way in the end :/
Don't use it then
Did i say something wrong? Its just a balance suggestion, and it sounds like you look at me like i have been trashing on your mod for weeks on end... And looking at older posts, seems like its your usual reaction to negative feedback. Kinda sad. Because trust me, if I didnt like the mod, i wouldnt be here offering what i feel is an idea to make it even better.
Do of it all what you will. I cant force you to do anything, nor do i pretend to. Its just sad that it feels like you immediately grab the pitchfork. Because thats a way feedback could stop coming your way in the end :/
No, I'm saying if the weapon doesn't work out for you, don't use it. It is good enough as it is, though, being an extreme-range option that has good enough efficiency to still be capable at closer ranges and upper-range armour pen for a kinetic weapon. If I buff its armour pen and/or dps, I have to nerf the efficiency and then it just turns into a Gauss reskin. Range is an incredibly powerful stat for a weapon, but if you don't value it, that's on you. I can't make every gun please everyone. If a weapon doesn't work for you, don't use it. If you think the Gauss is just flat out better, use a Gauss.
I was using Traumtanzer for quite some time at this point as my flagship and I have a little bit of feedback on its balance. Initially it looked to me incredibly overpriced (DP-wise) for its stats and mounts. So I decided to playtest it just to be sure that I'm not mistaken before leaving feedback on it. However, as it turned out, it's so synergetic with itself, that it's in fact not only worth its points, it's also incredibly strong compared to other ships of similar cost with player's piloting. The reason why it's so synergetic is because despite its shields being mediocre and range being OK, its system allows it to jump into a fight, unload a whole bunch of missiles, retreat and then just vent hard flux buildup. It's very unexpectedly strong in practice. So I'm just leaving it here because this ship does seem to be not worth its points on first glance, so I expect other people (who have not actually tried it) to complain about it being obviously overpriced.
However, its iconic Vund-Pattern Autoforge sounds amazing mechanically, but in practice does next to nothing: typical long battle takes up to around 4 minutes and during that time it'll recover 40% out of base missile ammunition which is just a little more than 10% with expanded missile racks and the captain skill, which makes this amazing hull mod not very impactful. I think just buffing its production rate might be too OP in overstretched battles, so I think maybe increase it like 3 times, but also give it a cap at how much it can produce? I mean, it's not a huge deal, the ship is very strong as-is, I just wish this unique mod actually had some impact.
Beside that, wow, I finally found the Nirvana. What a ship! However, I noticed that its system does not affect the state of rockets, is that intended?
ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [tahlan_Castigator_relic] not found!
having error with 0.6a alsoCodeERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [tahlan_Castigator_relic] not found!
it seems i have to overwrite 0.6 with 0.6a?
which go against the recommended way of updating mods in this game, at least on almost all the mods anyway
having error with 0.6a alsoCodeERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [tahlan_Castigator_relic] not found!
it seems i have to overwrite 0.6 with 0.6a?
which go against the recommended way of updating mods in this game, at least on almost all the mods anyway
Stick to 0.6 or start a new save. 0.6a has limited compatibility with 0.6.
Perhaps I am blind but where can find the 0.6 download? I get rid of the 0.6v mod without thinking there would be an issue - and I'd like to continue this save!
Perhaps I am blind but where can find the 0.6 download? I get rid of the 0.6v mod without thinking there would be an issue - and I'd like to continue this save!
on the Patreon "Recent Post" sidebar
Perhaps I am blind but where can find the 0.6 download? I get rid of the 0.6v mod without thinking there would be an issue - and I'd like to continue this save!having error with 0.6a alsoCodeERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [tahlan_Castigator_relic] not found!
it seems i have to overwrite 0.6 with 0.6a?
which go against the recommended way of updating mods in this game, at least on almost all the mods anyway
Stick to 0.6 or start a new save. 0.6a has limited compatibility with 0.6.
not sure if posting here is proper, but how do i modify the Forced Overdrive hullmod ? i tried to raise armor regain back to 100% by removing "/2" in the "ARMOR_MAULUS_CAPITAL/2" in tahlan_ForcedOverdrive.java , but nothing changed.
i also tried to change the penalty value from "300f" to "200f" in tahlan_KnightRefit.java but nothing changed too.
zero knowledge in java or coding tho
Metafalica battleship has given me an error in a modded playthrough. The Shock Blast function in its Phira guns crashes my game when the projectiles collide with objects like ships. Here's the starsector.log info. I'm no guru on starsector so I don't know if the crash is due to the mods I have installed or something else.
216692 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
at data.scripts.weapons.tahlan_PhiraOnHitEffect.onHit(tahlan_PhiraOnHitEffect.java:46)
at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.E.super.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.A.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Metafalica battleship has given me an error in a modded playthrough. The Shock Blast function in its Phira guns crashes my game when the projectiles collide with objects like ships. Here's the starsector.log info. I'm no guru on starsector so I don't know if the crash is due to the mods I have installed or something else.
216692 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
at data.scripts.weapons.tahlan_PhiraOnHitEffect.onHit(tahlan_PhiraOnHitEffect.java:46)
at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.E.super.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.A.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Is your MagicLib on the latest version?
Perhaps I am blind but where can find the 0.6 download? I get rid of the 0.6v mod without thinking there would be an issue - and I'd like to continue this save!having error with 0.6a alsoCodeERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [tahlan_Castigator_relic] not found!
it seems i have to overwrite 0.6 with 0.6a?
which go against the recommended way of updating mods in this game, at least on almost all the mods anyway
Stick to 0.6 or start a new save. 0.6a has limited compatibility with 0.6.
the Castigator Relic hull and variants file are lacking, i copied them from an older version and it worked
You have to remove the # infront of castigator_relic in ship_data.csv too... i'm guessing thats just a simple easy way to stop it from loading? but i'm not sure why as the changelog doesnt say that the ship was removed?
You have to remove the # infront of castigator_relic in ship_data.csv too... i'm guessing thats just a simple easy way to stop it from loading? but i'm not sure why as the changelog doesnt say that the ship was removed?
tahlan_Castigator_relic is the Kaivalya, which is mentioned as being removed in the 0.6 changelog. In 0.6, it didn't spawn anymore and it was really removed in 0.6a.
So how badly does Shipworks react to being plugged into an existing game? Will the new ships start sliding in to new fleets and salvage lists etc?The ships and weapons should appear with factions that have them, yeah. Not sure what happens with salvage.
Update your MagicLib.Spoiler1322116 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
at data.scripts.weapons.tahlan_PhiraOnHitEffect.onHit(tahlan_PhiraOnHitEffect.java:46)
at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.E.oOOO.oOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Getting this error when I'm using the MetaFalica. Mods running :Spoiler: [
"lw_autosave",
"Azurlane",
"beyondthesector",
"lw_console",
"diyplanets",
"DetailedCombatResults",
"diableavionics",
"gflportraitpack",
"gflportraitpack2",
"GrandColonies",
"HHE",
"sun_hyperdrive",
"IndEvo",
"kadur_remnant",
"lw_lazylib",
"MagicLib",
"missingships",
"su_CarrierHullmod",
"nexerelin",
"wisp_perseanchronicles",
"QualityCaptains",
"remnant_command_transfer",
"SEEKER",
"speedUp",
"tahlan",
"transfer_all_items",
"vayrashippack"
]}[close]
So, I tried starting GH, random core worlds off, Kassadar is Independent but "my" planet so it's basically just a substantial credit sink from the get go. Just checking if this is intended behaviour.
Hello! Ship's sprites super great (in particular castella my favourite)! But im curious is there a option to turn off kassander engineering ( to make sector look like more lore friendly)? I had been searching thru config files and more but may be im blind. and yes, i tried turn off kassander planet.
Update 0.7 - Sunderest time
(https://imgur.com/jlu1JX1.png) (https://imgur.com/o0gASKH.png)
New boat, Izanami makeover, fun stuff all around!
Download and changelog here (https://www.patreon.com/posts/52648328)
Update 0.7 - Sunderest time
(https://imgur.com/jlu1JX1.png) (https://imgur.com/o0gASKH.png)
New boat, Izanami makeover, fun stuff all around!
Download and changelog here (https://www.patreon.com/posts/52648328)
As an aside, that's one hell of a game version this update requires :V
Question, how are you supposed to find the Rosenritter quest, I had a super long vanilla game with the 0.5 version of this mod and never found it. I did find 1 Rosenritter derelict after going through about 50% of the explorable star systems, but nothing else from them.
Update 0.7 - Sunderest time
(https://imgur.com/jlu1JX1.png) (https://imgur.com/o0gASKH.png)
New boat, Izanami makeover, fun stuff all around!
Download and changelog here (https://www.patreon.com/posts/52648328)
tahlan_skyrend_cover_Normal.png
tahlan_skyrend_cover_normal.png
return (MathUtils.getShortestRotation(angleToTarget, ship.getFacing()) <= DEGREES);
return (Math.abs(MathUtils.getShortestRotation(angleToTarget, ship.getFacing())) <= DEGREES);
Very nice mod with some super cool botes, but I found a bug in the tahlan_StormDriveAI script.True, since the game treats left angle as a negative value, you will have to get the absolute value of it.
Line 71:CodeThis will always return true on the ships left arc, as it produces a negative rather than positive value in that instance and as such will always be lower than the degrees value.return (MathUtils.getShortestRotation(angleToTarget, ship.getFacing()) <= DEGREES);
Solution:Codereturn (Math.abs(MathUtils.getShortestRotation(angleToTarget, ship.getFacing())) <= DEGREES);
Hi. My game is crashing while i using a Metafalica's Phira cannons in the 1st mode (energy shells), all other modes works fine. Not sure if it is a mod bug or just a incompatibility with anoter mods...Are you using the latest version of MagicLib? If in doubt, re-download from the following thread:
There's a error message from game log:
Are you using the latest version of MagicLib? If in doubt, re-download from the following thread:Thanks, it helped
https://fractalsoftworks.com/forum/index.php?topic=13718.0
EDIT: after searching the changelog I have to ask is the Traumtänzer the thing I am searching for? If so I found it ages ago. Actually found it in my like my 3rd or 4th searched system. Found the carrier only recently.
Obligatory question: is it safe to update to 0.7 in the middle of a run?
Very nice mod with some super cool botes, but I found a bug in the tahlan_StormDriveAI script.
Line 71:CodeThis will always return true on the ships left arc, as it produces a negative rather than positive value in that instance and as such will always be lower than the degrees value.return (MathUtils.getShortestRotation(angleToTarget, ship.getFacing()) <= DEGREES);
Solution:Codereturn (Math.abs(MathUtils.getShortestRotation(angleToTarget, ship.getFacing())) <= DEGREES);
I'm having a CTD with the newest version because it seems a certain "tahlan_castigator_relic" ship is simply missing from the .7 version of the mod. I think this is the ark metallican (sp?) cruiser, but I'm not sure.
I didn't see anything in the changelog about castigators, so I assume this is unintentional? Or did my download break?
I'm having a CTD with the newest version because it seems a certain "tahlan_castigator_relic" ship is simply missing from the .7 version of the mod. I think this is the ark metallican (sp?) cruiser, but I'm not sure.
I didn't see anything in the changelog about castigators, so I assume this is unintentional? Or did my download break?
It was soft-removed in the previous version. If you carried a save with it over from the version before that, it won't be compatible with newer versions.
Hi, thought I'd make an account just to let you know I can't use starsector without your mod! A must have for me, no questions asked.
Ah, I went to test out your changes to the Nibelung and it's variants and the -10 OP to large weapon mounts does not seem to apply (only tested the Armiger, Mjolnir, Alteria, Amboss + a random large energy so far) Also, the Nibelung_rg variant used to have +20 OP more than the regular ones but it didn't have that parallel targeting core, now it doesn't have that nor any extra OP, not sure if it was overlooked!
Thanks again for the awesome work!
For reference the special bounties are still disabled due to VS not being updated yet, correct?
I'd just like to say this is one of my favorite mods, and it has some of my favorite ships. Just killed a level 1 high-tech orbital station with a Cinderblade, a pirate Dominator, a Flagellator, and a small support carrier. I basically just used the others as shelter for my Cinderblade to vent, but they did strip the armor a bit. The Flagellators are probably my second-favorite after the Cinderblade, since the AI just smashes them into stuff, even without an officer, so I can easily nuke the rest of the enemy with a high firepower ship, which just so happens to match my playstyle perfectly.
By the way, is there a way to get a Cinderblade besides the custom start and Vayra's Sector(in which I'm assuming it's possible to get it by doing the 'custom bounties')? I'd like to have more of them because they're so awesome looking. Maybe they're just really rare, but I haven't seen them in Stellar Networks, so I'm assuming they don't spawn or just don't spawn often.
Fisrst of all, Really big thx for this awesome mode.
Can you tell me please, after last patch, how can we obtain Scathach?
Read the comment above, however I am having an issue for a different ship. Getting a fatal error "ship hull spec [tahlan_castigator_NC] not found.
What do.
Thanks.
Fisrst of all, Really big thx for this awesome mode.
Can you tell me please, after last patch, how can we obtain Scathach?
You can'tRead the comment above, however I am having an issue for a different ship. Getting a fatal error "ship hull spec [tahlan_castigator_NC] not found.
What do.
Thanks.
Ship was removed. You're a few updates behind. Current one won't be compatible with your save.
Fisrst of all, Really big thx for this awesome mode.
Can you tell me please, after last patch, how can we obtain Scathach?
You can'tRead the comment above, however I am having an issue for a different ship. Getting a fatal error "ship hull spec [tahlan_castigator_NC] not found.
What do.
Thanks.
Ship was removed. You're a few updates behind. Current one won't be compatible with your save.
deleted the old saves in the config and still the same error.
aww man, why make the Scathach unobtainable? isn't selling HVB ships the whole point of the Prism Freeport? or at least one of its main uses?
IIRC the freeport specifically sells HVB bounties because Vayra's Sector is not updated so you could not get them otherwise, so I think it is weird to specifically disable that for the Scathach and make it unobtainable
Don't get me wrong, it seems weird to me as well to specifically disable one particular design, I just don't think it's a real issue.
Buying unique ships is already a workaround as you're not "earning" them the proper way, so at that point I don't see much of a difference to using the console.
The game crash when I try to use "Project Cashmere" gun.Spoiler73294 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
at data.scripts.weapons.tahlan_CashmereScript.advance(tahlan_CashmereScript.java:173)
at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
The game crash when I try to use "Project Cashmere" gun.Spoiler73294 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
at data.scripts.weapons.tahlan_CashmereScript.advance(tahlan_CashmereScript.java:173)
at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Update MagicLib.
If I have to point that out one more time...
Any plans for more GH ship / weapon sprite overhauls as done with the Izanami?
Supposedly the Halbmond spawns in a black hole system, however, through my entire campaign I have not seen it at all. Is it possible to get a random-generated derelict ship mission that will tell me where it is?
Idk why, but some weapon is showing [database_error] on the design type.
edit : seems like this is only the case for weapon like project silk, project velvet etc etc
Hey I've been hunting for tahlans more secretive ships. At some point in my playthrough I've acquired a project silk weapon. Since I have this weapon would it mean that I might've accidentally salvaged a one of a kind ship for it, or could've it been acquired through other means I've forgotten
Hey, about the Dun Scaith, is there a Great Houses version?
Were the relic ships removed? in my latest run i havent encountered a single one, or even any of their weapons.
I am having issues starting the game with this mod enabled. The game does not load and a message box says "Fatal: Ship hell spec [tahlan_Castigator_NC] not Found!" I have not tried to edite any of the files
The Regalia are the Mobile Armour Destroyer and Frigates plus the fighters you got from Halbmonds BP.
Timeless Prototype class drone mother ship.SpoilerFound these blueprints and it seems to belong to this mod. It the most beautiful ship I've ever seen, but I doubt it's worth the 70 DP and 1.5 million building price tag. It's also worth 5 million or 250,000 points to Nex's BP trader. (25 capital ship plans can be bought for that). In 1v1 battle against a paragon on auto it lost just barely, but paragon is 60dp and half a million.
Anyone have any experience with this ship? These plans are sitting in my storage for now.[close]
Okay, the Regalia have high maintenance costs, with the gantry the costs go down. That's it.The Regalia are the Mobile Armour Destroyer and Frigates plus the fighters you got from Halbmonds BP.
Thanks for the info!
Now, I got 1 last question, if ya don't mind...
When it says the regalia gantry "services" regalia, What does that mean?
...Thanks. Since I went from like 6 mods in version .91 to 40 mods in .95 I'm unfamiliar with too much, I restarted in .95 after a couple days when Vayla's Bootleg was released and also got ship and weapons pack, and really it's an amazing amount of stuff going on. I'm going to use the BP to fund a library of capitals so I get to play with all of it. ;D
Okay, the Regalia have high maintenance costs, with the gantry the costs go down. That's it.
Is it save compatible?
Any particular reason why the Nibelung fast battleship has a base burn speed of 7?
This seems rather slow considering its in battle speed is faster than some battlecruisers that have a burn speed of 8.
Any particular reason why the Nibelung fast battleship has a base burn speed of 7?
This seems rather slow considering its in battle speed is faster than some battlecruisers that have a burn speed of 8.
It's an old ship with an old engine system probably.
Fisrst of all, Really big thx for this awesome mode.
Can you tell me please, after last patch, how can we obtain Scathach?
You can'tRead the comment above, however I am having an issue for a different ship. Getting a fatal error "ship hull spec [tahlan_castigator_NC] not found.
What do.
Thanks.
Ship was removed. You're a few updates behind. Current one won't be compatible with your save.
Why remove my favourite ship????? Are you planning on bringing it back?
Isn't it still in as a HVB?
The Cordite for some reason has the PHASE hint and is counted in the phase corps skill. Was it a phase ship at some point?
While fiddling around with the Nessie to see how bad it is after the phase cloak nerf, I noticed that it the Large slot is functionally a hardpoint but not actually one so it doesn't get the recoil bonus.SpoilerAlso the Bento (LP) has Low Tech instead of Luddic Path as tech/manufacturer.Blockhead (LP) variants+default_ship_roles plz[close]
On another note, Lethia's spawn location doesn't respect the sector seed. Unless there is a reason, why not use sector.getSeedString().hashCode() for the Random() seed?
Hey Thal, love the ships and thanks for the Taffeta fixes haha. The Patreon link on page 1 still links to 7.4 rather then 7.5 so people might miss the newer post if they don't go looking for it on the Patreon page.
Keep up the amazing work.
Went and updated that. I've been busy, frankly, haven't really played the new update at all yet.
Just asking about the Silberhertz core, I think it might just be a minor description issue.
it says that "the need for specialized maintenance equipment means supply use for maintenance is null" I assume this is supposed to be similar to the other lines about the penalty for not having support equipment
Update your mods. That bug was fixed ages ago
Ok so I saw the AI do a little phase-skip in a lostech frig...but its stated ship-power is a flux-explosion.That's not a manually trigger-able thing, it occurs on taking enough damage in a short period of time.
How does one do the phase-skip?
I noticed the...durability effect as well. I'm beginning to believe the rumors.snipThat's not a manually trigger-able thing, it occurs on taking enough damage in a short period of time.
Lostech ships also have a few neat tricks up their sleeves, which imo are more than sufficient compensation for the very narrow shield arc.
is there a way to force the derelict spawns with sector generation? i've checked my last couple of games with commands but no nirvanna class spawns only, i've read somewhere it's not guaranteed for the lostech derelicts to spawn?
So I've been having a problem for a little while with Legio eating the entire sector for breakfast while I'm busy with other things, Sindia is already long gone and Tri Tach isn't looking too healthy in my save atm. Is there some setting or other I can tweak to make it a bit easier for factions to defend themselves against Legio in particular? So far all other fleets seem to be acting normal in that there seems to be a 50/50 chance that they may or may not conquer whatever planet they're invading, but unless I'm there with my entire fleet of multiple capitals and support craft, the Legio fleets flatten the defenders every time and take over their planet. I've tried simply taking back everything, but tedium aside, this results in Saturation bombardments reducing the colonies to ash, so it's ultimately futile. So is there anything I can do to balance them out a bit other than going planet to planet and taking them out? I'd rather not face that process again. I've been loving the mod otherwise, and really don't want to just turn off LI since they're one of the few factions I take seriously when fighting.
So I've been having a problem for a little while with Legio eating the entire sector for breakfast while I'm busy with other things, Sindia is already long gone and Tri Tach isn't looking too healthy in my save atm. Is there some setting or other I can tweak to make it a bit easier for factions to defend themselves against Legio in particular? So far all other fleets seem to be acting normal in that there seems to be a 50/50 chance that they may or may not conquer whatever planet they're invading, but unless I'm there with my entire fleet of multiple capitals and support craft, the Legio fleets flatten the defenders every time and take over their planet. I've tried simply taking back everything, but tedium aside, this results in Saturation bombardments reducing the colonies to ash, so it's ultimately futile. So is there anything I can do to balance them out a bit other than going planet to planet and taking them out? I'd rather not face that process again. I've been loving the mod otherwise, and really don't want to just turn off LI since they're one of the few factions I take seriously when fighting.
Ok, in my save I'm currently occupying their home worlds and I let them take back the fortress in the system. I'm not sure how much of a difference I noticed in fleet strength, but when I was taking Luciforn they did sue for a cease fire as I was invading so I guess it did something. Maybe to help with the tediousness I'll try sending out fleets to do part of the work, especially the invasion bit as I find that the most tedious
Ok, in my save I'm currently occupying their home worlds and I let them take back the fortress in the system. I'm not sure how much of a difference I noticed in fleet strength, but when I was taking Luciforn they did sue for a cease fire as I was invading so I guess it did something. Maybe to help with the tediousness I'll try sending out fleets to do part of the work, especially the invasion bit as I find that the most tedious
You're kinda meant to take full advantage of Nex's features in dealing with them, yeah.
Ok, in my save I'm currently occupying their home worlds and I let them take back the fortress in the system. I'm not sure how much of a difference I noticed in fleet strength, but when I was taking Luciforn they did sue for a cease fire as I was invading so I guess it did something. Maybe to help with the tediousness I'll try sending out fleets to do part of the work, especially the invasion bit as I find that the most tedious
You're kinda meant to take full advantage of Nex's features in dealing with them, yeah.
Fair enough :P but I only learned about the fleets thing a few days ago lol it's been kinda handy for guarding things while they get their defenses back up, but I've it used it for anything else yet. I've just been doing everything myself until now
Legio eating the entire sector for breakfast while I'm busy with other things, Sindia is already long gone and Tri Tach isn't looking too healthy
Is there a way to add back the eden? it was my favourite ship.
Love the mod! It's probably been asked before but is there any chance that the Rosenritter would get fleshed out as their own full faction? I really like them.
Is there a way to add back the eden? it was my favourite ship.
noLove the mod! It's probably been asked before but is there any chance that the Rosenritter would get fleshed out as their own full faction? I really like them.
also no
Good day.
I really like the ships [database_error], but there are cases that they can only be restored for history points. Is it possible to make them always recoverable even without history points? Ships are very rare, and history points run out at the most inopportune moment.
Hello,Thanks, but thats not the one, the one I remember was slimmer like the Ristreza but you are right on the system, it was a phase skimmer. Maybe the ship was removed or added by a mod, I remember being a Regalia ship with a Rosenritter paint job.
The ship you are looking for is the traumtänzer-class battlecruiser hull.
does this mod adds a mining capital ship ? i remember having one in my game and the flavor text saying it was a retrofit station, but i don't remember what mod added it
would adjusted sector or other mods mess with blackhole rare ship spawns?
i've explored all black holes in the sector and found nary but one titanic, which is from seeker, and one small ship from legacy of arkgneisis.
but nothing of lostech and rosenritter ships.
i haven't touched the settings, so wondering if other adjusted sector users have found them.
Having a fair bit of trouble figuring out what i did, in all my previous saves i was able to find the unique ships from this pack at prism spaceport, but now i cant. Even if i reinstall the mods which makes me think i edited some list somewhere but for the life of me i can't seem to redo it. Anyone who knows more about how mods and how the files are organized able to point me in the right direction here? so I can change it so the uniquer ships show back up at prism free port? ships like the malefica?
So with a quest line in vanilla - what about reworking legio to be tied to it? Basically instead of just being there from the very start, Legio would arrive to the sector from the activated gates and swiftly take a foothold in one of the core systems with gate present. And after that they would exist just like any other faction, if a very aggressive one. Kind of like a Stellaris late game crisis.
So I just encountered the Legio for the first time since updating, and I've got Hel-Hammerheads one-shotting paragons at zero flux with their shields up. And it's not just low armor - I had a Onslaught one-shot as well. Is this intended? Seems pretty odd for a destroyer to be able to one-shot S-modded-up capitals at zero flux.
So I just encountered the Legio for the first time since updating, and I've got Hel-Hammerheads one-shotting paragons at zero flux with their shields up. And it's not just low armor - I had a Onslaught one-shot as well. Is this intended? Seems pretty odd for a destroyer to be able to one-shot S-modded-up capitals at zero flux.
Could you post your loadouts for those ships maybe?
I did some testing and can't really detect any unexpected behaviour. Maybe some unlucky reaper hits? Hel Hammerheads carry two large weapons so they have some pretty heavy firepower and depending on the loadout and captain (they can have alpha cores) they have some heavy burst damage capability. That's all I can say for the moment from my testing, though.
edit:
On a note, all Daemons have some innate bonus damage to larger ships. They are very much designed to be particularly effective against capital spam to encourage proper fleetbuilding.
On a note, all Daemons have some innate bonus damage to larger ships. They are very much designed to be particularly effective against capital spam to encourage proper fleetbuilding.
On a note, all Daemons have some innate bonus damage to larger ships. They are very much designed to be particularly effective against capital spam to encourage proper fleetbuilding.
*sigh* back to hyperion spam
55318 [Thread-3] ERROR com.fs.starfarer.loading.SpecStore - Ship system [tahlan_coildischarge] not found in ship_systems.csv
55813 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
could not find the Ship system [tahlan_coildischarge] in data ship system even download again zip file also miss it i think
49775 [Thread-3] ERROR com.fs.starfarer.loading.SpecStore - Ship system [tahlan_divinemight_nc] not found in ship_systems.csv
49832 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
Tried redownloading botw Tahlan Shipworks and Scalartech
49775 [Thread-3] ERROR com.fs.starfarer.loading.SpecStore - Ship system [tahlan_divinemight_nc] not found in ship_systems.csv
49832 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
Tried redownloading botw Tahlan Shipworks and Scalartech
Delete old versions before updating mods
// Scrub police v2
// If someone finds this, I might remove it. Kinda just want to see if the pl*yers manage to figure it out.
@Override
public String modifyDamageDealt(Object param, CombatEntityAPI target, DamageAPI damage, Vector2f point, boolean shieldHit) {
if (!(target instanceof ShipAPI)) {
return null;
}
ShipAPI enemy = (ShipAPI) target;
if (enemy.getVariant().hasHullMod("es_shiplevelHM")) {
// Clown mod gets clown damage
damage.setDamage(damage.getDamage()*MathUtils.getRandomNumberInRange(1f,5f));
return null;
}
if (enemy.getHullSpec().getHullId().contains("MSS_") || enemy.getVariant().hasHullMod("CHM_mayasura") || enemy.getHullSpec().getHullId().contains("missp_")) {
damage.setDamage(damage.getDamage()*1.5f);
return null;
}
if (enemy.getHullSpec().getHullId().contains("tesseract") || enemy.getHullSpec().getHullId().contains("facet") || enemy.getHullSpec().getHullId().contains("shard_")) {
damage.setDamage(damage.getDamage()*2f);
return null;
}
return null;
Then you really need to take some time away from the Discord and it's culture. The Legio are also now basically an "always turn them off" deal, and in the worst case users will need to check your mods for any other stealth balance changes to other mods.
This is incredibly disappointing and it's an actual, no-nonsense Pandora's Box for modding. Mods, even parts of mods, attempting to alter the balance of each other with completely hidden, unannounced changes is the pathway to effective modding anarchy and ruins the experience for the end user for the sake of you trying to "own" other modders you dislike. While it's a bit silly to call it "unprofessional" (most mod-makers are doing this for fun, not for "professionalism"), it's still incredibly disrespectful to the people who download the mod in good faith.
I get that you want the Legio to be a legitimate "boss faction" and major challenge to the user. But even aside from some of the other issues with them (I'd been meaning to post for a while that I think, especially with the Legio hyperspace sieges no longer really working, they're too similar to just a normal faction and aren't really managing to accomplish their mission, and if anything it's too easy to get overpowered ships from them), this is a terrible way to go about it. Starsector works fairly hard to make sure that everything involved in combat is transparent to the user, and arbitrarily changing that, even for a particular classification of ships, just makes the experience worse for users who may not even be aware that other mods may be considered unbalanced by other modders.
And, more to the point, individual modders will do what they want to do. They will pursue their own goals with their work, and it is up to the user to decide if it's something they want as part of their game and how balanced and enjoyable it is. Trying to "police" the user's experience is an exercise in futility, because they will assemble the experience they want to have. It may be frustrating to see other mods making choices you strongly disagree with, but you simply have to accept that they exist.
This whole thing is also arbitrary. Why aren't the DME Brave Blade or Alauda targeted here? The former is "overpowered" on purpose, balanced currently by the fact that it's exclusive to one start and can't be recovered, and the latter isn't usable but can be consoled in to a fleet the same way a Tesseract can. Why not target anything with Modern Carriers hullmods, which are often considered overpowered? Why not WINGCOM from Arma Armatura, or other AA stuff generally, which does have some balance questions despite how fun it can be? How much of this is trying to address "balance", and how much of this is trying to dunk on specific modders simply because you dislike them as people because of your Discord interactions with them? What's the line, where's the criteria? There's just so many problems with doing things this way.
Then you really need to take some time away from the Discord and it's culture. The Legio are also now basically an "always turn them off" deal, and in the worst case users will need to check your mods for any other stealth balance changes to other mods.Not that I disagree with you but the mods you listed aren’t even in the same realm of op with the things in that script except maybe avatar core. They for sure should have listed it so people know what they’re getting into but if they want to maintain some level of actual challenge with things that invalidate the challenge I don’t see the problem
This is incredibly disappointing and it's an actual, no-nonsense Pandora's Box for modding. Mods, even parts of mods, attempting to alter the balance of each other with completely hidden, unannounced changes is the pathway to effective modding anarchy and ruins the experience for the end user for the sake of you trying to "own" other modders you dislike. While it's a bit silly to call it "unprofessional" (most mod-makers are doing this for fun, not for "professionalism"), it's still incredibly disrespectful to the people who download the mod in good faith.
I get that you want the Legio to be a legitimate "boss faction" and major challenge to the user. But even aside from some of the other issues with them (I'd been meaning to post for a while that I think, especially with the Legio hyperspace sieges no longer really working, they're too similar to just a normal faction and aren't really managing to accomplish their mission, and if anything it's too easy to get overpowered ships from them), this is a terrible way to go about it. Starsector works fairly hard to make sure that everything involved in combat is transparent to the user, and arbitrarily changing that, even for a particular classification of ships, just makes the experience worse for users who may not even be aware that other mods may be considered unbalanced by other modders.
And, more to the point, individual modders will do what they want to do. They will pursue their own goals with their work, and it is up to the user to decide if it's something they want as part of their game and how balanced and enjoyable it is. Trying to "police" the user's experience is an exercise in futility, because they will assemble the experience they want to have. It may be frustrating to see other mods making choices you strongly disagree with, but you simply have to accept that they exist.
This whole thing is also arbitrary. Why aren't the DME Brave Blade or Alauda targeted here? The former is "overpowered" on purpose, balanced currently by the fact that it's exclusive to one start and can't be recovered, and the latter isn't usable but can be consoled in to a fleet the same way a Tesseract can. Why not target anything with Modern Carriers hullmods, which are often considered overpowered? Why not WINGCOM from Arma Armatura, or other AA stuff generally, which does have some balance questions despite how fun it can be? How much of this is trying to address "balance", and how much of this is trying to dunk on specific modders simply because you dislike them as people because of your Discord interactions with them? What's the line, where's the criteria? There's just so many problems with doing things this way.
Don't let the h8ters get you down! Keep those balance changes coming. Hoping for those -100% damage on stinger shipyard ships next patch
by the way, what the *** is with Mayasuran ships being nerfed by the fun police shitcode? did noah get attacked by a shark as a kid, and later decided that anything to do with sharks of any kind had to be nerfed?Reading isn't your strong suit, is it?
holy *** all I did was ask what he had against mayasura that made him add that faction’s hulls to the nerf list (alongside doritos)by the way, what the *** is with Mayasuran ships being nerfed by the fun police shitcode? did noah get attacked by a shark as a kid, and later decided that anything to do with sharks of any kind had to be nerfed?Reading isn't your strong suit, is it?
Don't code while drunk, kids.instructions unclear, accidentally kitbashed random crap into two onslaughts
Then you really need to take some time away from the Discord and it's culture. The Legio are also now basically an "always turn them off" deal, and in the worst case users will need to check your mods for any other stealth balance changes to other mods.
This is incredibly disappointing and it's an actual, no-nonsense Pandora's Box for modding. Mods, even parts of mods, attempting to alter the balance of each other with completely hidden, unannounced changes is the pathway to effective modding anarchy and ruins the experience for the end user for the sake of you trying to "own" other modders you dislike. While it's a bit silly to call it "unprofessional" (most mod-makers are doing this for fun, not for "professionalism"), it's still incredibly disrespectful to the people who download the mod in good faith.
I get that you want the Legio to be a legitimate "boss faction" and major challenge to the user. But even aside from some of the other issues with them (I'd been meaning to post for a while that I think, especially with the Legio hyperspace sieges no longer really working, they're too similar to just a normal faction and aren't really managing to accomplish their mission, and if anything it's too easy to get overpowered ships from them), this is a terrible way to go about it. Starsector works fairly hard to make sure that everything involved in combat is transparent to the user, and arbitrarily changing that, even for a particular classification of ships, just makes the experience worse for users who may not even be aware that other mods may be considered unbalanced by other modders.
And, more to the point, individual modders will do what they want to do. They will pursue their own goals with their work, and it is up to the user to decide if it's something they want as part of their game and how balanced and enjoyable it is. Trying to "police" the user's experience is an exercise in futility, because they will assemble the experience they want to have. It may be frustrating to see other mods making choices you strongly disagree with, but you simply have to accept that they exist.
This whole thing is also arbitrary. Why aren't the DME Brave Blade or Alauda targeted here? The former is "overpowered" on purpose, balanced currently by the fact that it's exclusive to one start and can't be recovered, and the latter isn't usable but can be consoled in to a fleet the same way a Tesseract can. Why not target anything with Modern Carriers hullmods, which are often considered overpowered? Why not WINGCOM from Arma Armatura, or other AA stuff generally, which does have some balance questions despite how fun it can be? How much of this is trying to address "balance", and how much of this is trying to dunk on specific modders simply because you dislike them as people because of your Discord interactions with them? What's the line, where's the criteria? There's just so many problems with doing things this way.
And seriously, get a therapist. We'd all appreciate it.
That sort of thing is totally uncalled for. Please, let's stay away from personal attacks.Yeah, in retrospect that wrecked a post that could have been useful. My apologies to everyone.
That sort of thing is totally uncalled for. Please, let's stay away from personal attacks.
I'm sorry to bother you. Please forgive me for being annoying .May I ask your permission to translate your 'Tahlan Shipworks ' into chineses ? then upload to a Chinese forum,sure,it's free for everyone
Cleaned up the thread a bit; opening it back up. At this point - since I believe Nia removed the code in question, and pretty much anything that might have needed to be said has been said - further discussion of this in the topic seems counter-productive and will be removed.
With all due respect Alex, where would be a good place for discussing this, it seems that this thread would be the best place given it was this mod the code was snuck in to? Perhaps it would best if you put out a blanket statement somewhere visible to address the issue as I fear any attempts to silence the discussion may be seen as an attempt to cover for Nia.
Alright, went ahead and rushed this along so people can have their peace of mind.
thanks dudeI'm sorry to bother you. Please forgive me for being annoying .May I ask your permission to translate your 'Tahlan Shipworks ' into chineses ? then upload to a Chinese forum,sure,it's free for everyone
Yeah, sure. Strings should all be externalised. No need to translate any of the Legio siege classes, they are deprecated and will be removed soon.
So now, I can safely play this mod without any fear of wacky interaction between other mods that might make my gameplay strange?At least I thought it was stable and didn't report any errors because of it
I'm kinda scared, wish I can get a confirmation.
At least I thought it was stable and didn't report any errors because of itAh I mean, more balancing things. hidden multiplier and all such which can not be known from player perspectives.
So now, I can safely play this mod without any fear of wacky interaction between other mods that might make my gameplay strange?
I'm kinda scared, wish I can get a confirmation.
yesThank you!
// If you're not balancing your mods, I'll just counterbalans
if (weapon.getId().contains("sw_") || weapon.getId().contains("HIVER_")) {
damage.setDamage(damage.getDamage() * 0.25f);
-I was told by somebody that you included a piece of code in your mod that tampers with my mod stats (Superweapons) when combined with/against your ships/mod content, i didn't care but decided to take a look anyway.
-In java file "tahlan_DaemonCore" located in data/scripts/hullmods/.. lines between 200-202 i quote:
Code
// If you're not balancing your mods, I'll just counterbalans
if (weapon.getId().contains("sw_") || weapon.getId().contains("HIVER_")) {
damage.setDamage(damage.getDamage() * 0.25f);
-As far is i understand this line of code reduces all damage taken from "any" superweapon by 75%, i like that as a feature for some ships to counter my weapons but your comment shows that you think i don't care about my mod or it's balance.
-I am not offended despite being told that you also bad mouth my mod on discord from time to time, it's your right to dislike something, but what you have done in your mod is very dangerous, when you write a piece of code that completely shuts down someone elses work it affects people's experience without giving them a choice in the matter, if you think my work is unbalanced that's fine, but you can't force that thought over other people by modifying stuff within your files.
-Remember that it's people who make the choice of using our mods, if they think that "Superweapons" is bad they simply don't use it and i am completely fine with that.
-I just hope that you don't start a trend where every modder would go and write something in their files that changes how someone else mod work because they don't like said mod or it's balance.
Note: I still like all of your mods and will keep using them without modifying anything.
~Have a nice day.
as long as this mod isn't actively interfering with others, I dont see why they couldn't make their OWN stuff resistant to say, superweapons. It's not breaking your game, or the other modAs stated before, i have no issue with that either, it's the comment that Nia left within their file is what showed their true motivation behind the change:
#enables the Legio Infernalis, an elite pirate faction. Disable if no balls.I mean you kinda taunting them i guess. JK.
"enableLegio": true,
as long as this mod isn't actively interfering with others, I dont see why they couldn't make their OWN stuff resistant to say, superweapons. It's not breaking your game, or the other modAs stated before, i have no issue with that either, it's the comment that Nia left within their file is what showed their true motivation behind the change:
"// If you're not balancing your mods, I'll just counterbalans"
It's not about being a feature, it's about policing other mods they don't like.
You should add a line of code to your mod that makes the weapons do 1000% more damage to tahlan shipworks ships lol
Quote#enables the Legio Infernalis, an elite pirate faction. Disable if no balls.I mean you kinda taunting them i guess. JK.
"enableLegio": true,
I'm torn. I very much like Kassadar, I like the Kassadar ships, I like most of the other ships, I like the Legio ships. I even like the idea of the Legio and the attempt to make them a serious and interesting challenge.
But the Legio themselves are definitely becoming a "always turn these fuckheads off" thing. They should not exist in this game. They are poisonous to the game experience. They impose themselves on the player, they force the player to play one particular way and focusing on one particular set of objectives, until Lucifron is satbombed. The longer the player attempts to avoid addressing them, the worse of a problem they become and the more they disfigure the rest of the game experience. They take away choices rather than adding them in and that alone makes them bad game design.
I would like to see a version of Legio that is an ordinary minor faction - well-entrenched, but no more of this "all invasions always succeed" crap - until such time as some trigger gets hit that turbocharges them into the present form. The trigger could be toggleable on day 1 or 30 years later, depending on when or if the player desires. That would be interesting and it would allow the player to scale the challenge to preference. But the current implementation just forces itself in where it's not wanted and makes the whole game be about defeating them, disregarding anything else the player might want to be doing - and attempting to force a certain experience on the player regardless of player preferences particularly stands out given recent events.
Anyway this is not a good player experience and I expect this effect is a major part of why people make comments like "always turn Legio off".
If I want to play as a super-pirate faction, right now the space commie faction in Vayra's are a much better way to do it, and if I want a threatening but beatable juggernaut to fight against the HamAgony does that well enough for a filthy casual like me.
I feel like I see a different Legio than everyone else. I have played many games with Tahlan and in all of them I've just ignored legio. They usually get killed by other in factions in my games, in fact. I do not feel compelled to play any particular way because they exist because I've never seen them do anything (in hundreds of hours) besides get crushed, though in my current game they are doing alright since they allied with Arkgneisis or w/e
Just saying
[BUG REPORT?]
I don't know if it's intended but the Project Silk Large energy weapon can hit (chain to) phase ships even while they are phased. Nothing else can so it seems kinda odd.
Also the AoE on the chain is damn large and it hits friendly ships and friendly missiles quite a lot. But it's still fun to use.
Ps. Page 69.... nice.
I feel like I see a different Legio than everyone else. I have played many games with Tahlan and in all of them I've just ignored legio. They usually get killed by other in factions in my games, in fact.
Out of curiosity, what would I need to do to change the stats on the cinderblade (tahlan_castigator_pxiv)? The ship isn't listed in the ship_data file which means it's using the base stats of one of the castigators (probably the xiv variant) and modifying the skin only. I always believed that the ship should be the fastest out of the castigator variants (i mean, it has all those extra engines, you'd think it'd make a difference), but that currently isn't the case. Is there a way to edit the stats (at least the base speed) of the Cinderblade castigator variant; and if so, how?
Out of curiosity, what would I need to do to change the stats on the cinderblade (tahlan_castigator_pxiv)? The ship isn't listed in the ship_data file which means it's using the base stats of one of the castigators (probably the xiv variant) and modifying the skin only. I always believed that the ship should be the fastest out of the castigator variants (i mean, it has all those extra engines, you'd think it'd make a difference), but that currently isn't the case. Is there a way to edit the stats (at least the base speed) of the Cinderblade castigator variant; and if so, how?
It has the same amount of extra engines as the Legio Castigator. Both of which have the Legio hullmod that increases their speed.
None of them need buffs. If you can't make them worth using, that's on you there.Well didn't expect that answer, don't get cross they still cool nonetheless. I guess onslaughts will live to slaught another day haha.
Any way to remove the Halbmond intel after we're done with it? It seems to not remove itself even if you recover the other ship.
What does activating hard mode in the settings do? Does the Legio get more aggressive/numerous?
I feel like as if the ships of the Great houses don't quite function, or feel? like they are supposed to after I tried really hard and repeatedly to actually observe and measure the effect. A component seems missing. I'm talking about the Kassador knight refit that alters timeflow at all times, not the za-wardudo system of the Izanami cruiser which works flawlessly.
Two observations:
Your fire rate or speed does not seem to measurably change from your perspective as a result of time dilation - so time dilation doesn't seem to make you "faster" from your own perspective regardless of whether timeflow is at 110% or 130%. Okay, this can make sense.
At the same time however, the changed frame of reference doesn't seem to be reflected either -- what I mean is, if, to me, 130% timeflow is "regular timeflow," (And I measured this with overdrive enabled since the effect should be most noticeable, then), every non kassadari ship should appear to be moving at 100/130, i.e. 76,9% speed relative to you, constant slight slow-motion. But neither of these things seem to be taking place when testing with only Tahlan, Magiclib and Lazylib enabled and the current build of SC. You're not moving faster nor firing faster, but your enemies/non-time-dilated ships are also not moving slower relative to you.
I recorded the game and measured my own and enemy rate of fire to observe whether anything changed, but nothing changed. Their rate of fire is the same, projectiles just as fast. Also, correct me if I'm wrong, but everybody slowing down 9-25% around you is actually a quite noticeable effect if it takes place, which is what inspired me to try and measure it.
Finally getting some of the replicated weapons, and I'm noticing the small hybrids can't be fit into medium energy slots like most other hybrid weapons can. Working as intended?
Technically those are IndEvo, but it's intended behaviour, yes, since the replicated weapons count as ballistics rather than energies.
Was there a legio nerf? I'm like maybe two hours into my campaign and Luciferon just got invaded and taken by the diktat followed like 20 mins later by adralmech fortress by the LUDDIC CHURCH....
I was flabbergasted. Does this mean that Daemons wont spawn now with Luciferon gone?
Also it likely depends on whether people are using legacy or new invasion system (some planets are nearly impossible for NPCs to take unassisted with new invasions).
Nah, they're post-battle recovery only. After all, they're essentially meant to be fought against as a legio power-up.That's annoying. I'm trying to do a Legio run with Nexerelin and I want some Daemons in my fleet for roleplay reasons.
Huh. Successful NPC invasions of Lucifron should be basically unheard of, unless the NPC factions happened to have an operative sabotage their heavy batteries and/or planetary shield at the right time.
RNG gonna RNG I guess?
Hello, recently, I have received frequent log feedback as high as UC's mod error on FoSSIC forum in China. The relevant log is as follows:
ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
Is there an industrial facility error in the MS r&d category on Luna 2?
Some people will jump out in 209.