Fractal Softworks Forum

Starsector => Mods => Topic started by: Nia Tahl on January 16, 2019, 09:18:15 PM

Title: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on January 16, 2019, 09:18:15 PM
(https://i.imgur.com/xmr0Cos.png)

What is this? It's a lot of things in one package, lovingly assembled from my terrible ideas and a love for Starsector. This mod adds a bunch of new ships that I thought would be fun, a new optional boss faction for those looking for a challenge, an isolated world at the edge of the sector housing the remains of a fallen nobility, secret things to find for those who go out to explore the stars and a few things more. There's no clear design goal here beyond me making what I feel like making. I hope you find something to enjoy amongst my various creations.

Download and changelog:
Patreon (https://www.patreon.com/posts/90770239)

Version 1.2.7

GitHub mirror (https://github.com/niatahl/tahlan-shipworks/releases)

Various settings for the mod can be configured either via the tahlan_settings.json file in the mod folder or the LunaLib mod configuration screen. If you have LunaLib enabled, those settings will take priority over the config file.

Requires:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)

Recommended:
LunaLib (https://fractalsoftworks.com/forum/index.php?topic=25658)
Version Checker (http://bit.ly/1wSPmKE)
GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)


Features:
- A decent number of new ships, lovingly handcrafted by me without excessive use of purple paint for once -
- A handful of new fancy weapons in a unique style linked to the Great Houses of Kassadar -
- A set of custom variant skins of vanilla and mod ships related to the same -
- Cool new ship systems and fancy synergetic ship designs -
- The Legio Infernalis, a pirate splinter faction with greater ambitions -
- The faraway Lethia system, home to the isolated Kassadar -
- Secret things to discover -


Some Ship Previews:
This is not a complete list of everything in the mod as listing every single ship here would both spoil some surprises and is also getting unfeasible with how much stuff I've been adding. Some of these sprites may be somewhat outdated, too, as I don't run much maintenance on these previews.

New ships found amongst the lawful factions of the sector:
Spoiler

Yosei-class Heavy Frigate

(https://imgur.com/mRdswC5.png)

Tempest's big sis


Skola-class Fast Frigate

(https://imgur.com/mN0qgy2.png)

A shocking development


Renki-class Missile Support Frigate

(https://imgur.com/F50wk30.png)

Every missile-fleet's little helper


Torii-class Hunter Killer

(https://i.imgur.com/50YjAc9.png)

When you just want to point as many guns at the enemy as you can


Haelequin-class Destroyer

(https://imgur.com/IBcTOQT.png)

For when time is of the essence


Bronco-class Missile Destroyer

(https://imgur.com/vNmUKZ2.png)

Cause missile racks are better than cargo bays


Bento-class Armoured Tanker

(https://imgur.com/UH1TOfC.png)

Too stubborn to die


Vale-class Holy Warrior

(https://imgur.com/qR0dr0o.png)

Purging the Holy Land


Kodai-class Fast Cruiser

(https://imgur.com/4rURznf.png)

From mining asteroids to mining armor plating


Phoca-class Light Cruiser

(https://imgur.com/tINSZ4T.png)

Small but with plenty of bite


Bungalow-class Carrier

(https://imgur.com/WTY4ASe.png)

A box of angry bees


Yukikaze-class Drone Cruiser and Korikaze-class Drone Frigates

(https://imgur.com/O1YKC9j.png)   (https://imgur.com/gtDxj5y.png)   (https://imgur.com/O1YKC9j.png)

They look up to their elegant Onee-sama


Yari-class Attack Cruiser

(https://imgur.com/1sWoRzC.png)

Big guns on a fast but fragile platform


Castigator-class Heavy Assault Cruiser

(https://imgur.com/YH21FIa.png)

It might have anger issues


Nibelung-class Battleship

(https://imgur.com/aJCvRkT.png)

Relic of a different age


Castella-class Command Carrier

(https://imgur.com/duAPg0a.png)

An angry brick, filled with fire


Hresvelgr-class Fleet Carrier

(https://imgur.com/INrNuez.png)

A lowtech hive for angry bees

[close]


New pirate threats:
Spoiler

Tempest (P)

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

Small and deadly


Lasher (LI)

(https://imgur.com/R4fzJp4.png)

Bigger guns for bigger trouble


Bronco (LI)

(https://imgur.com/AQmdTIg.png)

Brings more gun


Eagle (P)

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

PD mounts are for cowards


Castigator (LI)

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

And you thought normal Castigators were angry


Castella (LI)

(https://imgur.com/e71ipYQ.png)

Red goes fastah


Hresvelgr (LI)

(https://imgur.com/l1rDpNQ.png)

Fewer bees, but more missiles


Dun Scaith

(https://imgur.com/PAjWpCf.png)

How'd they even build this?
[close]


New holy tools of Ludd:
Spoiler

Bento (LP)

(https://imgur.com/StDY7wx.png)

A spicy lunch


Castella (LP)

(https://imgur.com/XNXBWWZ.png)

Fewer fighters, more hammers
[close]


The Great Houses' equipment Rarely found in independent markets and fleets
Spoiler
Exa Pico Drone Controller

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

So much more than a Kite


Monitor (GH) Defense Frigate

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

An absurd amount of flak fire


Enforcer (GH)

(https://i.imgur.com/7oQaV0G.png)

He's coming for you


Izanami-class Prototype Cruiser

(https://imgur.com/drfZzFj.png)

~za warudo~


Dominator (GH)

(https://i.imgur.com/JJs2JZM.png)

An unstoppable force


Legion (GH)

(https://i.imgur.com/YX01N2y.png)

...for we are many


Onslaught (GH)

(https://i.imgur.com/KsV3oZh.png)

Not a mistake


Ristreza

(https://imgur.com/A0jn6lK.png)

Relic of a different age
[close]


Custom bounties:
Spoiler
(https://imgur.com/8b1Z0mv.png)    (https://imgur.com/gd9ADAU.png)    (https://imgur.com/fI8nKR8.png)      (https://imgur.com/yVGModK.png)    (https://imgur.com/Q16WQM6.png)
[close]


and a new unknown threat, rarely seen amongst [REDACTED] fleets


F.A.Q.
Spoiler
Q: Is this mod balanced?
A: The general intent for most of the content in Tahlan Shipworks is to be balanced around vanilla power levels, but balance is in many ways a process and I won't always get it right. Adjustments are made all the time to improve balance. That said, there are certain pieces of content that are deliberately slightly overtuned to have some rare but powerful things for players to find and enjoy.


Q: Will the Great Houses ever be a faction?
A: NO. STOP. ASKING. THE ANSWER IS NO. IT WILL STAY NO. NO, YOU AREN'T THE FIRST PERSON WITH A COOL IDEA FOR HOW THERE COULD BE A MISSION/QUEST/WHATEVER TO BRING THEM BACK. NO. NO. AND AGAIN, NO.
No, at least not in the usual way. Their faction exists primarily as a piece of background lore. They have little power in the time period of the game and are just one of many independent planetary governments.
[close]


Bonus - List of things that are in fact NOT in this mod:
- R2D2 Commodities
- The Shadowclaw
- Lightning Bombers
- Imhotep
- The Cathedral
- Khopesh (M)
- Manta (LP)
- The Carolina
- The Attrition
- Antidiluvian Equipment
- Blessed Reach
- Infernus
- Pharrek
- Outlander
- too much stuff to list at this point


Credits:
Nicke535 - For helping me out with his scripting wizardry
MesoTroniK - For advice here and there and keeping me from overdoing it again, and the Legio market themes, of course
Haplogynae - Those sweet Legio fleet encounter themes
SirHartley - For some beautiful artwork and motivating me to make players suffer
Sylva - For giving me bad ideas and the original design of the Providence
Tartiflette, DR, MShadowy - Various code snippets and other advice
Luzaitis, Alfonzo - For giving me a hand on some of the sprites
Selkie, Techpriest and the gang - For being ever helpful and great to bounce ideas off of
Avanitia - Literally the best mod tester
The Discord folks - For feedback and keeping me motivated to keep working on this

Some portraits used in this were generated using the SeverianVoid LORA in combination with the GhostMix model
Some illustrations for markets and industries were generated with Midjourney


Changelogs:
on GitHub (https://github.com/niatahl/tahlan-shipworks/blob/master/changelog.txt)


Want to support me financially for whatever reason? I now have a Patreon set up if you'd like to give some monthly tip money. None of my mods will ever be locked behind any sorts of paywalls, of course. This is purely if you'd like to help me out.

(https://c5.patreon.com/external/logo/become_a_patron_button.png) (https://www.patreon.com/niatahl)


(https://i.creativecommons.org/l/by-nc-nd/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-nd/4.0/)
Tahlan Shipworks Mod by Nia Tahl (http://fractalsoftworks.com/forum/index.php?topic=14935.0) is licensed under a
Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License (http://creativecommons.org/licenses/by-nc-nd/4.0/).
Title: Re: [0.9a] Tahlan Shipworks 0.3 - That time Nia decided to make a ship pack
Post by: Ishman on January 16, 2019, 11:24:53 PM
Congrats on the public release, love the Great House ship design assembly mechanic.
Title: Re: [0.9a] Tahlan Shipworks 0.3 - That time Nia decided to make a ship pack
Post by: Originem on January 17, 2019, 04:01:59 AM
GJ
Title: Re: [0.9a] Tahlan Shipworks 0.3 - That time Nia decided to make a ship pack
Post by: FreedomFighter on January 17, 2019, 08:34:03 AM
You make angry looking ship when it isn't purple or pink.
Title: Re: [0.9a] Tahlan Shipworks 0.3 - That time Nia decided to make a ship pack
Post by: Nia Tahl on January 17, 2019, 09:09:44 AM
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)
Title: Re: [0.9a] Tahlan Shipworks 0.3 - That time Nia decided to make a ship pack
Post by: SCC on January 17, 2019, 12:00:30 PM
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.
Title: Re: [0.9a] Tahlan Shipworks 0.3 - That time Nia decided to make a ship pack
Post by: Sin on January 17, 2019, 12:09:13 PM
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.
Title: Re: [0.9a] Tahlan Shipworks 0.3 - That time Nia decided to make a ship pack
Post by: Nia Tahl on January 17, 2019, 01:18:46 PM
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.

Not sure which version you are running, but I tuned down the Korikaze recently. Will have another look if it's still a bit strong. Will probably bump up their supply value to ~8

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.

Blame David for that one. He clearly made it so the Gremlin's phase coil looks like a face.
Title: Re: [0.9a] Tahlan Shipworks 0.3 - That time Nia decided to make a ship pack
Post by: Wyvern on January 17, 2019, 02:24:22 PM
Well, this mod is going in the next time I start a new game.

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.
Title: Re: [0.9a] Tahlan Shipworks 0.3 - That time Nia decided to make a ship pack
Post by: Nia Tahl on January 17, 2019, 03:10:35 PM
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.

<3
Title: Re: [0.9a] Tahlan Shipworks 0.3 - That time Nia decided to make a ship pack
Post by: travhill20 on January 17, 2019, 08:50:25 PM
I love how its quite clearly two gremlin's firmly? attached to an engine. The depth of thought in some of these ships are fantastic. I love your mods!
Title: Re: [0.9a] Tahlan Shipworks 0.3 - That time Nia decided to make a ship pack
Post by: jupjupy on January 17, 2019, 11:01:41 PM
That Nessie just screams "Now this is pod racing!"
Title: Re: [0.9a] Tahlan Shipworks 0.3 - That time Nia decided to make a ship pack
Post by: Nia Tahl on January 18, 2019, 06:22:31 AM
no, this is podracing

(https://imgur.com/6WgJtq3.png)
Title: Re: [0.9a] Tahlan Shipworks 0.3 - That time Nia decided to make a ship pack
Post by: Tei on January 18, 2019, 09:17:02 AM
My wife Onslaught has a new skin(clothes). Solid 10/10.
Title: Re: [0.9a] Tahlan Shipworks 0.3 - That time Nia decided to make a ship pack
Post by: Cheru on January 18, 2019, 09:56:11 AM
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 :)
Title: Re: [0.9a] Tahlan Shipworks 0.3 - That time Nia decided to make a ship pack
Post by: Avanitia on January 18, 2019, 10:13:09 AM
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.
Title: Re: [0.9a] Tahlan Shipworks 0.3 - That time Nia decided to make a ship pack
Post by: Cheru on January 18, 2019, 10:37:42 AM
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.

Yes! Thank you! I was afraid that I'll need to restart the game... and lose my fleet of wannabe Star Destroyers xD
Title: Re: [0.9a] Tahlan Shipworks 0.3 - That time Nia decided to make a ship pack
Post by: Nia Tahl on January 18, 2019, 10:43:28 AM
Some future features like the GH refit market will require a new game in the future however.
Title: Re: [0.9a] Tahlan Shipworks 0.3 - That time Nia decided to make a ship pack
Post by: Wyvern on January 19, 2019, 03:18:00 PM
Minor bug report: the Monitor (GH) has no description.
Title: Re: [0.9a] Tahlan Shipworks 0.3.1 - That time Nia decided to make a ship pack
Post by: Nia Tahl on January 19, 2019, 03:58:22 PM
Here's a small update, fixing, amongst other things, Variants being over/below OP caps and missing descriptions
Title: Re: [0.9a] Tahlan Shipworks 0.3.1 - That time Nia decided to make a ship pack
Post by: Wyvern on January 20, 2019, 11:11:27 AM
The Volkite Battery is also missing its description.

...Just salvaged an Onslaught (GH) that was lying abandoned on the far edge of the sector.  This thing looks like it'll be fun once I get it up and running.
Title: Re: [0.9a] Tahlan Shipworks 0.3.2 - That time Nia decided to make a ship pack
Post by: Nia Tahl on January 20, 2019, 01:56:54 PM
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:
Spoiler
0.3.2
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]
Title: Re: [0.9a] Tahlan Shipworks 0.3.2 - That time Nia decided to make a ship pack
Post by: Wyvern on January 20, 2019, 02:56:40 PM
You may want to make the Forced Overdrive hullmod incompatible with the Ship & Weapon Pack's Shield Bypass hull mod; at the moment, it's possible to install both of these to a ship with Kassadari Engineering; as both of these are "remove shields to gain a benefit" type hull mods, I suspect they shouldn't be able to stack.
Title: Re: [0.9a] Tahlan Shipworks 0.3.2 - That time Nia decided to make a ship pack
Post by: Nia Tahl on January 20, 2019, 03:37:22 PM
They aren't supposed to be compatible, actually. Will have to have another look at the code for that.
Title: Re: [0.9a] Tahlan Shipworks 0.3.2 - That time Nia decided to make a ship pack
Post by: Wyvern on January 20, 2019, 03:45:34 PM
In case it matters, the order I installed them was Forced Overdrive, then Shield Bypass.
Title: Re: [0.9a] Tahlan Shipworks 0.3.2 - That time Nia decided to make a ship pack
Post by: Nia Tahl on January 20, 2019, 03:47:48 PM
Already found the issue. I wrote the code prior to the recent SWP release which changed the shield bypass ID, so the script wasn't picking it up as intended. Uploading a fix in a bit
Title: Re: [0.9a] Tahlan Shipworks 0.3.2 - That time Nia decided to make a ship pack
Post by: Euphytose on January 20, 2019, 03:48:42 PM
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:
Spoiler
0.3.2
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]

The left ship doesn't even look like a modded one but rather something added officially. Blends seamlessly into the game. I hope some of those designs make it to vanilla.
Title: Re: [0.9a] Tahlan Shipworks 0.3.2a - That time Nia decided to make a ship pack
Post by: Nia Tahl on January 20, 2019, 04:00:50 PM
Patch is up, fixes shield bypass issues and some other problems with blueprints.
Title: Re: [0.9a] Tahlan Shipworks 0.3.2a - That time Nia decided to make a ship pack
Post by: Wyvern on January 21, 2019, 11:08:01 AM
More missing descriptions: Armiger Battery and Acastus Fighter.
Title: Re: [0.9a] Tahlan Shipworks 0.3.2a - That time Nia decided to make a ship pack
Post by: Schwartz on January 21, 2019, 11:15:46 AM
Liking the distinct shapes of these.
Title: Re: [0.9a] Tahlan Shipworks 0.3.2a - That time Nia decided to make a ship pack
Post by: Nia Tahl on January 21, 2019, 11:22:42 AM
More missing descriptions: Armiger Battery and Acastus Fighter.

am aware. Filling these out as I go. A lot of this stuff started out as concepts without any descriptions or anything.
Title: Re: [0.9a] Tahlan Shipworks 0.3.2a - That time Nia decided to make a ship pack
Post by: Wyvern on January 21, 2019, 01:45:46 PM
Ah, okay.  I'll stop reporting missing descriptions, then.
Title: Re: [0.9a] Tahlan Shipworks 0.3.2a - That time Nia decided to make a ship pack
Post by: solardawning on January 21, 2019, 02:37:05 PM
Not sure if this was intended or already fixed, but in your 0.3.0 initial release, a Great Houses blueprint package didn't unlock any ships- only the weapons and fighter.
If that was intentional, I'd suggest changing the item name to "Great Houses Weapon Blueprint Package", or something similar.
Title: Re: [0.9a] Tahlan Shipworks 0.3.2a - That time Nia decided to make a ship pack
Post by: Nia Tahl on January 21, 2019, 02:57:44 PM
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.
Title: Re: [0.9a] Tahlan Shipworks 0.3.2b - That time Nia decided to make a ship pack
Post by: Nia Tahl on January 21, 2019, 03:12:50 PM
Update 0.3.2b - new explosive toys

Back again with another update, adding a new torpedo bomber carrying the lovely Hekaton-class torpedo and a small mount version of that same torpedo.

(https://imgur.com/XfjWWWi.png)


Changelog:
Spoiler
0.3.2b
Additions:
- Added Vesperon support
- Added Caliver torpedo bomber
- Added small mount Hekaton torpedo rack

Changes:
- Renamed Great Houses blueprint package

Balancing:
- Nerfed the Yukikaze some
[close]
Title: Re: [0.9a] Tahlan Shipworks 0.3.2b - That time Nia decided to make a ship pack
Post by: Nia Tahl on January 21, 2019, 03:23:13 PM
quick minipatch to adjust the OP cost of the new Hekaton rack. Just redownload if you grabbed 0.3.2b before this post
Title: Re: [0.9a] Tahlan Shipworks 0.3.2b - That time Nia decided to make a ship pack
Post by: Morathar on January 23, 2019, 07:49:57 AM
I was glancing at the source code to see how you handled the Shield Bypass conflict when I stumbled onto an unrelated issue in tahlan_ModPlugin.java. It looks like there's a typo in the check to see whether MagicLib is enabled (specifically, it appears to be checking for "lw_lazylib" instead of "MagicLib").

Now, it's probably not a big deal (MagicLib is required by several mods, so most people have it enabled at this point), but I thought I'd better mention it just in case...
Title: Re: [0.9a] Tahlan Shipworks 0.3.2b - That time Nia decided to make a ship pack
Post by: Nia Tahl on January 23, 2019, 09:43:03 AM
ah, no, he's right. It's a code error. Both the LazyLib and the MagicLib check are present, but the MagicLib check actually just checks for the LazyLib ID, too. Nicke must've forgotten to change that when copying the code for adding the MagicLib check. Gonna fix that in both mods.
Title: Re: [0.9a] Tahlan Shipworks 0.3.2c - That time Nia decided to make a ship pack
Post by: Nia Tahl on January 23, 2019, 10:40:42 AM
Another small patch with a couple more fixes.

Changelog:
Spoiler
0.3.2c
Changes:
- Fixed Prism Coil stats to properly act as charge-based

Bugfixes:
- Added missing Prism Coil description
- Fixed missing PD tag on Prism Coil
- Fixed broken MagicLib check on game load
[close]
Title: Re: [0.9a] Tahlan Shipworks 0.3.2c - That time Nia decided to make a ship pack
Post by: emeticus on January 23, 2019, 02:59:58 PM
Well I was looking for a couple goodies to add for a new run, and while I can't comment on balance having not played yet, both ships and new weapon animations are gorgeous, thank you.
Title: Re: [0.9a] Tahlan Shipworks 0.3.2d - That time Nia decided to make a ship pack
Post by: Nia Tahl on January 25, 2019, 10:22:53 AM
Quick hotfix patch to fix some issues with Hekaton torpedos
Title: Re: [0.9a] Tahlan Shipworks 0.3.2d - That time Nia decided to make a ship pack
Post by: Katsumi on January 25, 2019, 02:35:02 PM
This ship pack is pretty great. I love the aesthetics of the designs, the weapons are satisfying and fun, and the unique hullmods are pretty enjoyable too. Nia, you've done a great job on this so far, and Tahlan Shipworks is definitely going to be in my standard mod lineup from now on. Thank you. ^.^

As a player, I love what's already in the mod, but if I were asked what I'd like to see going forward, it would be a wider variety of missile weapons, to fill the medium, light, and auto-loading missile niches. The torpedoes are gorgeous and fun, but as a personal preference, I like having deep buckets of ammo that I can just sling all over the place in long engagements.

I do have a question though. I started with the Exo Pico, see the low-tech ships in independent markets all the time, managed to snag a Castigator (GH) from Prism Freeport, and lucked out and got blueprints for the Yukikaze and Korikaze, but in Cycle 214, I still have yet to see a Vale anywhere. Does it only spawn in high-tech markets, or for Luddic Church or something?
Title: Re: [0.9a] Tahlan Shipworks 0.3.2d - That time Nia decided to make a ship pack
Post by: Euphytose on January 25, 2019, 03:16:26 PM
I would love to see a mod that adds ships specifically for Luddic Church. Right now they're... just there. They have nothing unique.
Title: Re: [0.9a] Tahlan Shipworks 0.3.2d - That time Nia decided to make a ship pack
Post by: Nia Tahl on January 25, 2019, 04:15:06 PM
Vale only spawns for Tri-tachyon currently. It's quite rare, though
Title: Re: [0.9a] Tahlan Shipworks 0.3.2d - That time Nia decided to make a ship pack
Post by: PixiCode on January 25, 2019, 06:24:22 PM
That custom great house ship looks so incredible, I love it. The ship lineup in general looks like a great compliment to vanilla ships too.
Title: Re: [0.9a] Tahlan Shipworks 0.3.2d - That time Nia decided to make a ship pack
Post by: solardawning on January 29, 2019, 02:24:01 PM
The Vale's class name is "Fast Cruiser", but it's a destroyer. It looks like the Fast Cruiser name is either copypasta or a typo.

Aside from that- I love the Castigator. It's become my new favorite ship. It may be nearly as expensive to field and maintain as an Onslaught (or more expensive for the GH version, I assume), but it's fun as heck. It looks great, it heavily armored and punchy, and plays like a mini-Onslaught that can turn faster and run ships down, guns blazing.

You get a gold star for that one. It's a great addition!
Title: Re: [0.9a] Tahlan Shipworks 0.3.3 - That time Nia decided to make a ship pack
Post by: Nia Tahl on January 31, 2019, 08:40:38 AM
Update 0.3.3 - New toys for everyone

(https://imgur.com/yDtmivA.png)


Here's a nice little update adding two new ships and two new guns for everyone to enjoy, along with various changes

https://youtu.be/UQmlXUasNpM (https://youtu.be/UQmlXUasNpM)

Changelog:
Spoiler
0.3.3
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]
Title: Re: [0.9a] Tahlan Shipworks 0.3.3 - That time Nia decided to make a ship pack
Post by: Euphytose on January 31, 2019, 09:28:27 AM
Quote
antimatter cannon

Consider me interested.
Title: Re: [0.9a] Tahlan Shipworks 0.3.3 - That time Nia decided to make a ship pack
Post by: Tei on January 31, 2019, 09:33:16 AM
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:
Spoiler
0.3.3
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]

Pfft hahah dude did you actually use the time stop effect, because this ia the last straw and Im going to build myself a time manipmuation shenanigans fleet.
Title: Re: [0.9a] Tahlan Shipworks 0.3.3 - That time Nia decided to make a ship pack
Post by: Kittah Khan on January 31, 2019, 12:13:22 PM
- Added Izanami prototype cruiser

I want to do naughty things to that ship.
Title: Re: [0.9a] Tahlan Shipworks 0.3.3 - That time Nia decided to make a ship pack
Post by: Wyvern on February 06, 2019, 11:35:58 AM
Possible minor bug: got the weapons package blueprint, and it doesn't seem to include the single-shot hekaton torpedo, just the two-shot & medium versions.
Title: Re: [0.9a] Tahlan Shipworks 0.3.3 - That time Nia decided to make a ship pack
Post by: Null Ganymede on February 07, 2019, 02:41:39 AM
The Castella is really cool. Fills a novel but not implausible low-tech carrier niche, flexible, AI and flagship friendly...

Maybe a tad too powerful? With a reckless officer it can burn drive into a Luddic swarm, get surrounded, shoot everything in all directions, and live. The weapon arcs are really interesting, but not having a blind spot on a low-tech heavy feels weird. After a ton of time babysitting Dominators/Legions it's jarring to have a thing I can deploy and completely forget.
Title: Re: [0.9a] Tahlan Shipworks 0.3.3a - That time Nia decided to make a ship pack
Post by: Nia Tahl on February 07, 2019, 03:03:51 AM
Patch 0.3.3a

Some changes and fixes


Changelog:


0.3.3a
Additions:
- Added a fancy thing

Changes:
- Changed Acastus to interceptor and made its custom Vokite frag damage again

Balancing:
- Increased Magaera and Gallant shot speeds
- Increased Porphyrion shot speed, narrowed burst and increased dps some
- Greatly increased Atropos lance cycling speed to make it more of a sustained fire weapon
- Made Izanami's built-in missiles a 5-round burst with higher per-missile but lower overall dps due to reduced ammo regen
- Nerfed various Bento stats
- Caliver OP cost reduced from 20 to 16

Title: Re: [0.9a] Tahlan Shipworks 0.3.3a - That time Nia decided to make a ship pack
Post by: NightfallGemini on February 07, 2019, 06:46:01 PM
The Goodship USS Dio Brando whips ass and I love it.
Title: Re: [0.9a] Tahlan Shipworks 0.3.3a - That time Nia decided to make a ship pack
Post by: Troika on February 08, 2019, 01:52:36 AM
I think the baked in unstable injector on the pirate Castella is probably not a good thing to put on something that's supposed to be a carrier, unless the intent is to limit it to overclocked fighters or some such.
Title: Re: [0.9a] Tahlan Shipworks 0.3.3a - That time Nia decided to make a ship pack
Post by: Wyvern on February 08, 2019, 08:12:41 AM
Wait, the pirate version has unstable injector built in?  ...I'll have to get one of those; that seems useful.
Title: Re: [0.9a] Tahlan Shipworks 0.3.3a - That time Nia decided to make a ship pack
Post by: Nia Tahl on February 08, 2019, 08:24:24 AM
It makes it a worse carrier, but a better pirate in my eyes. Castella P will probably receive more tweaks and changes though. I somewhat rushed it out for the tournament.
Title: Re: [0.9a] Tahlan Shipworks 0.3.3a - That time Nia decided to make a ship pack
Post by: Kittah Khan on February 10, 2019, 02:57:38 AM
Disparax Proto is showing up in markets, this may apply to other built-in weapons and fighter weapons.
Title: Re: [0.9a] Tahlan Shipworks 0.3.3b - That time Nia decided to make a ship packb
Post by: Nia Tahl on February 17, 2019, 02:04:26 AM
Update 0.3.3b - Dangers of the void

(https://imgur.com/wYykEIk.png)


Bringing various small adjustments and bugfixes that I forgot to put in the changelog alongside new dangers to encounter.

Spoiler
0.3.3b
Additions:
- Added Nameless drone destroyer
- Added Timeless drone mothership
- (Properly) added Disparax plasma emitter

Changes:
- Partially renamed most weapons to be more descriptive
[close]
Title: Re: [0.9a] Tahlan Shipworks 0.3.3c - That time Nia decided to make a ship packb
Post by: Nia Tahl on February 18, 2019, 01:47:03 PM
Small pre-tournament patch. Nothing much to write about
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: Nia Tahl on March 01, 2019, 03:55:35 PM
Update 0.3.3d

Balance changes and some improvements to some of the GH refit ship systems.

Changelog:
Spoiler
0.3.3d
Changes:
- Changed Monitor (GH) ship system to Stronghold Shield
- Changed Dominator (GH) ship system to Cavalry Charge
- Changed Legion (GH) default loadout to use Caliver bombers instead of Perditions

Balancing:
- Increased OP cost of Hekaton-class torpedos to 2,4,14 OP for single, rack and launcher respectively (from 1,2,10)
- Lowered Yukikaze flux capacity from 14000 to 12000
- Lowered Castella armor to 1200
- Lowered Castella OP to 240
- Lowered Castella flux cap to 11000
- Prism Coil max charges reduced from 40 to 30

[close]
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: Nia Tahl on March 01, 2019, 04:32:06 PM
Reupload for some minor fixes. Redownload if you updated to 0.3.3d prior to this post
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: R.U.A on March 01, 2019, 07:13:18 PM
Fantasic!
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: Wyvern on March 01, 2019, 09:16:42 PM
A couple of bits of commentary:

The Armiger Battery is, for some reason, set to a manufacturer of "Low Tech" rather than "The Great Houses"; if it's genuinely not supposed to be a GH weapon, then it should probably leave that column blank and get classified as a "common" weapon, as it's the only weapon across any mod I use that gets tagged as "Low Tech".  If, on the other hand, it should be a GH weapon, then it should probably go into the GH blueprint pack.

The one-shot Hekaton torpedo is still not showing up in the GH blueprint pack - looks like this is just a basic typo, as its tags include "tahlan_knights_bp", while all the others read "tahlan_knight_bp".

The Shiva Disruptor Beam doesn't have any blueprint options at all, and thus does not show up in the campaign; I'd suggest adding it to the project Kaze blueprint.

The Atrapos Lance is... in kindof a weird place, balance-wise.  On paper it looks like it should be pretty good - compared to things like the Phase Lance, the Atrapos is notably longer-ranged, but also notably less potent (350 armor penetration for the Atrapos Lance versus 500 for the Phase Lance).  In practice, though, it falls far short; the GH ships tend to have hybrid slots that could fit superior ballistic options, while energy-based ships are unable to take advantage of its long range - and, unlike the Phase Lance, the Atrapos is essentially completely ineffective against shields, due to a combination of vastly lower damage-per-burst with it being an HE-type weapon.  (Compare, for another example, the Sylphon Stricture, which - while still ineffective against shields - is a vastly superior weapon due to having 1000 armor penetration.)
I'm not sure what the right balance change for it is, but at the moment it's definitely not worth 12 OP.

It's kindof weird that the Disparax Proto (a medium weapon) is 20% stronger than the Disparax (a large weapon), but - given that the proto is a built-in weapon that only appears on a ship hull that I haven't seen in the campaign - this is really a non-issue.
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: Nia Tahl on March 02, 2019, 04:01:05 AM
1. It's not GH, changing it to "Common"

2. fixed

3. fixed

4. Still messing with that gun. It has some specific applications on GH ships as there's at least one of them with medium energy mounts and their might be more in the future, potentially
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: SCC on March 02, 2019, 04:15:51 AM
Atrapos lance is a perfect gun for Eagle and Falcon, actually, since its long range means that it can supplement long-range ballistic weapons. It's also a perfectly accurate HE weapon, which helps at long distances and against fighters. It's up there competing with Machete Multipurpose Laser for those slots.
Cavalry Charge ship system doesn't have a description yet and I'm not sure if it boosts weapons or not.
And finally, you might want to include Exa Pico in one of the GH starts, as its pretty rare otherwise. castigator hegemon start when
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: Nia Tahl on March 03, 2019, 09:52:17 AM
Atrapos is losing 100 range and gaining a bit more damage. Long range HE energy can be quite dangerous a thing to make. The intent is for it to be a bit like a medium HIL but with more style.

Cavalry charge description will be fixed once I get around to updating again.
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: Hrothgar on March 04, 2019, 02:35:07 AM
I find Kodai cruiser a very effective and fun machine. It is of course extremely vurnerable to flanking , similar to Dominator, but Dominator is sturdier , have more firepower and can take few hits, when this repurposed mining ship cannot for long time. Mining lance turn it basically into Getto Nevermore. 4 medium slot forward i use most of time for shield pounding weapons, sometimes mixed with anti armor ones. Mining lance is nice , but it dont have much in term of range. Big issue i found as very high lvl guy in campaign , is amount of speed and manouverability which actually dont help to get mining lance on target which are not a size of moon.  Kodai's are now a big part of fleet, basically murdered a Retribution class from it.
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: Euphytose on March 09, 2019, 07:18:33 AM
I was wondering why my standard Tri-Tachyon markets only had a few ships and always a Prometheus. I was told to look for empty arrays in my mods' faction files and it turns out it's this one.

At lines 21 and 27 there are two empty arrays. I commented both, and my markets are normal again.
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: Pyrce on March 10, 2019, 06:15:54 PM
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
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: Nia Tahl on March 11, 2019, 01:12:19 AM
ugh, *** Linux >_>
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: Hrothgar on March 11, 2019, 07:48:56 AM
Linux?

[attachment deleted by admin]
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: TimeDiver on March 11, 2019, 08:01:55 AM
Linux?
File names in Linux are case-sensitive. Get the capitalization (or lack of) wrong with certain commands, and well...
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: Hrothgar on March 11, 2019, 08:22:47 AM
You can say it like that on tanks:

Linux is like Tiger. Very complex, powerfull , made with extremely precision, pron to combust from slight maintenance fail.

Windows is like russian tonk: To start you need a hammer. Big , brutal and heavy hammer. But, it will move in any temperatures and weathers, even 70 years without maintenance. But if it break, it break immiedatly and completely and you're screwed.
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: Pyrce on March 13, 2019, 02:51:12 PM
To be fair I think it'd have the same issue for Mac too given they both have case sensitive file systems.

But yeah I normally play on Windows, but had the itch while on a trip with only my work computer  ;)
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: pairedeciseaux on March 13, 2019, 03:19:39 PM
Actually, macOS filesystems are case-insensitive by default. When you create a new volume you may choose case-sensitive.

I play Starsector since October 2017 on macOS and never encountered those issues.
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: Euphytose on March 13, 2019, 03:34:51 PM
A case sensitive file system sounds incredibly stupid.
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: Blothorn on March 13, 2019, 04:03:51 PM
Eh? It is rather inconvenient to work around case-insensitivity, particularly if you care about the original and thus can't canonicalize everything on ingress. A case-insensitive file system makes less sense than even a whitespace-insensitive filesystem, since the latter can actually cause problems when recreating filenames without copy-paste or completion. The only reason OS X changed was because Microsoft is stuck with it for backward compatibility and everyone else needs to live with the consequences of their mistakes one way or the other.
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: pairedeciseaux on March 13, 2019, 04:50:25 PM
Well, this is getting off-topic but I'll bite anyway.  ;D

Spoiler
From a regular desktop user perspective (Windows and macOS), case-sensitive file names may sound like a strange idea, but for the rest of the world that's how it works. From a purely technical point of view, case-sensitive is just plain easier and natural when storing/manipulating file names.

If you are curious, have a look at the "Case-sensitive" and "Case-preserving" columns in the table here:
https://en.wikipedia.org/wiki/Comparison_of_file_systems#File_capabilities

And obviously:
https://en.wikipedia.org/wiki/Case_sensitivity#In_filesystems

Now if you ask me what sounds incredibly stupid:
https://en.wikipedia.org/wiki/8.3_filename
[close]
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: xenoargh on March 13, 2019, 05:44:19 PM
Ah, yeah, DOS names.

Anyhow, case-sensitive is by far the better (hash != HASH != HaSh).  Ok, done nerding.  Is this mod still alive?  Sounds like a 1-minute fix, lol.
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: Nia Tahl on March 13, 2019, 11:51:33 PM
No, clearly this mod is dead as it hasn't been updated in a whole 2 weeks which obviously had nothing to do with me having a major cold and thus taking a bit of a break from dealing with modding.
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: Kulverstukass on March 14, 2019, 07:20:03 AM
Get well!
While there is time to collect feedback, i'll throw my 2-cent in - Numeon Blaster quite loud for medium mount, blasting my ears even more than enemy.
Haven't settled to have ships produced, but Bungalow's 4 docks crammed w/bombers been fun for it's low maintenance and reasonable availability.
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: Nia Tahl on March 14, 2019, 10:30:36 AM
The Numeon volume has been addressed. Will be in the next patch
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: Wyvern on March 31, 2019, 10:26:10 AM
A suggestion: I'd like to see the flux cost of the volkite class weapons reduced a bit; they're neat guns, but they're also extraordinarily pricey to use; I've been playing Nexerelin with the GH Castigator start, and the very first thing I do with that ship is strip off all the volkites.

I've been trying (via local editing) reducing flux cost on the small volkite to 16 per shot (.4 flux per damage instead of its current .5), and then further reducing the medium volkite's flux cost to 14 per shot (.35 flux per damage).  These numbers put the medium volkite at a point where I'm willing to consider using it instead of flak or dual flak and leaves the small volkite as still rather niche; on the one hand, it is much better PD than a vulcan; on the other hand it's also much more expensive; and on the gripping hand, there are other mods I use with premium small pd solutions that are either cheaper (Diable Avionics IBIS) or have strong secondary utility as anti-fighter weaponry (DME Flechette CIWS).
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: Nia Tahl on March 31, 2019, 02:57:04 PM
I'll consider it.
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: dk1332 on April 07, 2019, 08:17:38 PM
Kinda sad that the Castella Pirate Variant's BP can't be acquired anywhere in game. Fell in love with its color scheme.
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: Nia Tahl on May 14, 2019, 03:10:18 AM
Castella (P) blueprint can drop randomly like any other capital out there, actually.


Anyhow, here's a link for a slightly WIP version (you might notice a missing description here and there) of the next update which adjusts things for 0.9.1a and adds a bunch of stuff. Will remove the link when the proper update is done.

Download here
moved to first post

Preliminary changelog:
Spoiler
0.3.4
Additions:
- Added Defiance-class missile cruiser
- Added Teltrite impactor gun
- Added Torii Hunter Killer
- Added Eagle (P)
- Added Overcharged Fusion Torch
- Added Tempest (P)

Changes:
- Forced Overdrive now directly negates the armor debuff from Kassadari Engineering
- Changed Errant Drive to feel more controlled
- Added Hegemony start with Castigator
- Added various 0.9.1a functionality

Balance:
- Increased Mining Lance range from 700 to 800
- Lowered flux per shot of Volkite-type weapons to 15
- Lowered Yosei top speed from 160 to 140
- Lowered Bento max burn from 8 to 7
- Added civilian-grade hull to Bento
- Adjusted ship prices in accordance with 0.9.1a values

Bugfixes:
- Fixed some linux crap
- Fixed missing default ship roles entry for Bento (LP)
[close]
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4 (preliminary update)
Post by: OMGRussian on May 14, 2019, 11:54:24 PM
I'm having some trouble with the Tahlan 0.3.4 preliminary release.

The Eagle (P) causes this fatal error for me when clicking on it in the Codex, or mousing over a thumbnail of the ship in a fleet/mission spawner, verbatim:
Spoiler
180687 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.String.xD20000(Unknown Source)
   at com.fs.starfarer.loading.specs.String.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.oooo.super(Unknown Source)
   at com.fs.starfarer.title.ooOO.for.o00000(Unknown Source)
   at com.fs.starfarer.title.ooOO.for.render(Unknown Source)
   at com.fs.starfarer.coreui._.o00000(Unknown Source)
   at com.fs.starfarer.ui.k.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Mousing over the Izanami Cruiser thumbnail in a fleet / mission spawner causes this fatal error, verbatim:
Spoiler
84050 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: org/dark/shaders/distortion/DistortionAPI
java.lang.NoClassDefFoundError: org/dark/shaders/distortion/DistortionAPI
   at java.lang.Class.forName0(Native Method)
   at java.lang.Class.forName(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.xD30000(Unknown Source)
   at com.fs.starfarer.loading.specs.do.getStatsScript(Unknown Source)
   at com.fs.starfarer.combat.systems.F.<init>(Unknown Source)
   at com.fs.starfarer.combat.systems.P.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.do.createSystem(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.oooo.super(Unknown Source)
   at com.fs.starfarer.title.ooOO.for.o00000(Unknown Source)
   at com.fs.starfarer.title.ooOO.for.render(Unknown Source)
   at com.fs.starfarer.coreui._.o00000(Unknown Source)
   at com.fs.starfarer.ui.k.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: org.dark.shaders.distortion.DistortionAPI
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 27 more
[close]

I noticed the Eagle (P) causing crashes, so I disabled everything and ended up using only Tahlan and the required Libs:
Tahlan Shipworks 0.3.4
LazyLib 2.4e
MagicLib 0.26

Was still having the same crashes even with only those enabled.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4a
Post by: Nia Tahl on May 15, 2019, 05:34:30 AM
Alright, these should be fixed now.

Here's a full changelog for 0.3.4 and 0.3.4a:

Spoiler
0.3.4a
Additions:
- Added Castigator (P)
- Added Doominator

Changes:
- Redid Castella (P) paintjob

Bugfixes:
- Fixed some crashes


0.3.4
Additions:
- Added Defiance-class missile cruiser
- Added Teltrite impactor gun
- Added Torii Hunter Killer
- Added Eagle (P)
- Added Overcharged Fusion Torch
- Added Tempest (P)
- Added Pendragon MIRV Catapult

Changes:
- Forced Overdrive now directly negates the armor debuff from Kassadari Engineering
- Changed Errant Drive to feel more controlled
- Added Hegemony start with Castigator
- Added various 0.9.1a functionality

Balance:
- Increased Mining Lance range from 700 to 800
- Lowered flux per shot of Volkite-type weapons to 15
- Lowered Yosei top speed from 160 to 140
- Lowered Bento max burn from 8 to 7
- Added civilian-grade hull to Bento
- Adjusted ship prices in accordance with 0.9.1a values

Bugfixes:
- Fixed some linux crap
- Fixed missing default ship roles entry for Bento (LP)

[close]
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4b
Post by: Nia Tahl on May 16, 2019, 02:28:32 PM
Small update to make adjustments to the Doominator.

Also added a bunch of missing ship previews to the first post. One day I might also add the weapons, but I'm too lazy.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4b
Post by: SCC on June 06, 2019, 12:18:34 PM
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
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4b
Post by: travhill20 on June 07, 2019, 12:32:57 PM
All of the GH ships are amazing. I looooove them! They are extremely rare though as well. I think they're fine how they are. The Dominator GH is a brute and more my style but I love the izanami also but it requires higher levels of micro than i'm generally willing or able to do.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4b
Post by: solardawning on June 07, 2019, 02:29:46 PM
GH Castigator with Safety Overrides is the most ridiculous ship build I've tried yet. Two Assault Chainguns in the back mediums, one Heavy Machine Gun in the center medium hardpoint, two Overcharged Fusion Torch in the front two mediums.
Light Machine Gun in all the smalls.

Murders everything in seconds. The machine guns everywhere prevent/punish shield use, the Assault Chaingun X2 shreds through armor and hull extremely fast, and the Overcharged Fusion Torches finish off enemies with huge hull pools, like stations and battleships.

It's the combination of being able to point 5 Medium Ballistics at whatever is in front of it, while being fast and maneuverable (Good speed with SO +the perma 10% time dilation), and the time dilation gives an effective +10% DPS and flux advantage against all targets.

The ship system (Errant Drive) feels good too, allowing you to side-dash in any direction. I constantly use it to dodge Reapers or massed fire.

At the same time, I also find the Castigator (P) to be an excellent ship for AI-controlled officers: it has everything you want in an AI ship - excellent mobility system to let it backpedal and keep distance, a Large hardpoint to snipe with, two Medium ballistics for Hypervelocity Drivers (more sniping + EMP), lots of point defense on all sides, and 1500 armor. The combination of armor and mobility means you don't have to worry about it getting killed.
I like to kit them out with a Hellbore Cannon and two Hypervelocity Drivers. That lets them threaten any target from good range.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4d
Post by: Nia Tahl on June 08, 2019, 03:05:55 AM
Here's a bit of an update with some new content and balance changes. Check the first post for the download link as always

Changelog:
Spoiler
0.3.4d
Balancing:
- Some major Izanami nerfing:
   - Increased Chrono Rupture cooldown from 3 to 10 seconds
   - Lowered ppt from 480 to 360
   - Lowered  armour by 100
   - Lowered flux capacity from 12000 to 10000
   - Increased base value from 200000 to 600000
- Lowered Castigator (P) armor from 1500 to 1300


0.3.4c
Additions:
- Added Relparax medium blaster
- Added Nenparax small beam
- Added Eradicator Siege Laser
- Added new secrets to find

Changes:
- Reworked Disparax
- Vale now requires a crew
- Overcharged Fusion Torch range increased from 400 to 450
- Switched Castigator (P) built-in aux thrusters to augmented drive field to stick with the theme (plus it has funky maneuvering jets already)

Balancing:
- Caliver wing OP cost increased to 22
[close]
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4d
Post by: Cyan Leader on June 08, 2019, 04:49:05 AM
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?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4d
Post by: Avanitia on June 08, 2019, 06:06:58 AM
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?

Currently their ships, weapons and fighters spawn in Independent fleets and markets.
Scavengers also use them.

GH content is going to be exploration thing in future (a system you have to find yourself or something)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4d
Post by: R.U.A on June 09, 2019, 01:08:26 AM
Hummmmm... za warudo???
MUDAMUDAMUDAMUDAMUDAMUDA!
lol
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4d
Post by: solardawning on June 15, 2019, 11:31:52 AM
FYI, the Prototype (ultra-rare BP mothership) doesn't construct- you just get crew, supplies, and machinery built, and progress on it loops back to 0.

Edit: For anyone who wants to fix their local copy before Nia puts out an update, the culprit was lack of an entry for it in "tahlan/data/world/factions/default_ship_roles.json"
To fix, update the carrierLarge section from:
Code
	"carrierLarge":{
"tahlan_Castella_standard":7,
"tahlan_Castella_elite":3,
"tahlan_legion_gh_knight":10,
"tahlan_Ingress_standard":10,
"tahlan_Timeless_standard":10,

to:

Code
	"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,
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4d
Post by: Nia Tahl on June 16, 2019, 12:14:37 PM
Noted for the next update. Not gonna rush this one, though, since the likelihood of someone running into this is laughably tiny
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4b
Post by: grinningsphinx on June 21, 2019, 01:57:14 PM
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

All ships dont need to be balanced...refer to several other mods here for truly imba ships.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4d
Post by: Lawkey on June 25, 2019, 07:57:24 AM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4d
Post by: Hrothgar on June 25, 2019, 08:06:49 AM
So now all Great Horses ships are hidden somewhere?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4d
Post by: Nia Tahl on June 25, 2019, 08:36:09 AM
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.

Kassasar is the name is the home planet of the Great Houses. Their formal title being "The Great Houses of Kassadar". It's not Japanese. GH naming pulls from different languages as the houses all have different cultural origins.

You'll want to transliterate Kassadar since it's really just a made-up name.


So now all Great Horses ships are hidden somewhere?

no. They spawn the same way as before
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4d
Post by: Hrothgar on June 25, 2019, 08:39:42 AM
Quote from: Lawkey on June 25, 2019, 07:57:24 AM
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.

Kassasar is the name is the home planet of the Great Houses. Their formal title being "The Great Houses of Kassadar". It's not Japanese. GH naming pulls from different languages as the houses all have different cultural origins.

You'll want to transliterate Kassadar since it's really just a made-up name.

En taro Adun.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4d
Post by: Inhilicon on July 14, 2019, 08:01:42 AM
I'm not sure if you care, but I spotted some errors in the ship descriptions. Here they are, if you want to see:

Spoiler
Bungalow, in the second sentence. It's missing "is" between "ship" and "essentially".
[close]

Spoiler
Kodai, in the second sentence. There's a superfluous "with".
[close]

Spoiler
Nessie, the word noticably is spelled wrong. Should be noticeably.
[close]

Thanks for this mod! The ships look really cool and I can't wait to try the weapons.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4d
Post by: Inhilicon on July 17, 2019, 04:20:21 PM
I think the pirate Castigator is the most beautiful ship ever! Also, is the Shadowclaw a secret ship?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4d
Post by: namad on July 17, 2019, 07:31:03 PM
I thought shadowclaw was a blade breaker? rogue ai subfaction of DME mod?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4d
Post by: Kwbr on July 17, 2019, 07:54:48 PM
the shadowclaw is part of underworld as a pseudo boss ship
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4d
Post by: Inhilicon on July 18, 2019, 02:39:27 AM
Oh. I was confused, thank you. That clears everything up.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4e
Post by: Nia Tahl on July 19, 2019, 02:27:21 PM
Here's an update with some rebalancing and reworking. Download in first post and changelog, too. Changelog is kinda incomplete since this update was a bit chaotic on my end and I didn't end up writing down everything. Happens.

Breaks saves
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4e
Post by: Nia Tahl on July 19, 2019, 04:12:40 PM
Download had a crash-causing bug. Has been fixed now. If you downloaded prior to this post, redownload.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4e
Post by: Teej17 on July 20, 2019, 08:50:06 PM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4e
Post by: Nia Tahl on July 21, 2019, 05:21:55 AM
Did you try to use an old save? The update is not compatible with saves made on the previous version.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4e
Post by: Inhilicon on July 22, 2019, 06:59:53 AM
Okay, the Vendetta in the AI's hands is very reckless with its errant drive. It uses that into allied ships, causing damage and overall just sabotaging my own fleet. Otherwise, seems pretty good. Might I say it's pointless to have the hybrid medium turrets, given the Advanced Ballistics Interface hullmod. Why would I use energy there, when all ballistic weapons are straight up cheaper?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4e
Post by: Nia Tahl on July 22, 2019, 07:11:11 AM
because energy weapons can provide certain utility roles unavailable to ballistics like ion beams, for example
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4e
Post by: Inhilicon on July 22, 2019, 07:31:27 AM
Hypervelocity drivers do EMP damage too, and at equal range. It's nice to have the choice but it definitely seems off.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.4e
Post by: Nia Tahl on July 22, 2019, 07:53:51 AM
HVDs do a bit of extra emp-damage, but they are far from a dedicated EMP-weapon. It's also just an option that you get, you don't have to make use of it.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.5
Post by: Nia Tahl on July 22, 2019, 10:13:39 AM
alright, here's another update that I'm pushing out a bit earlier than planned since it's another save breaker. This one reworks the Castella (P).

Download in first post as always and here's a little preview:

Spoiler
(https://media.discordapp.net/attachments/310517733458706442/602880069270110230/unknown.png)
[close]

Edit: Might actually be save-compatible, but try at your own risk
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.5
Post by: joppe_k on July 22, 2019, 11:19:03 PM
Looks stunning!

I do love mods that add to the pirate pool of ships. I mean, a large part of the game consist of fighting pirates, so it really helps to have that faction be varied and fun.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.5
Post by: Reh on July 23, 2019, 03:19:50 AM
Holy ***, the ships look very good. Good to see someone experimenting with the shapes. I'm glad I postponed my annual trip into SC.

Thank you very much for this mod. :)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.5
Post by: Dreamyr on July 24, 2019, 07:03:28 PM
Been 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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.5
Post by: Ishman on July 24, 2019, 08:32:06 PM
Spoiler
Been 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]

The knight isn't really a comparable ship, as firstly it's a destroyer like the enforcer, and it's more of an all rounder in it being a ship of the line/carrier combo pack, the closest BRDY ship is the Antaeus  - which depending on what fit you give it will either handily win or crush it like a bug (the Antaeus beats every normal capital in the sim except paragon )

Carriers OP amounts are currently balanced around 0 cost fighters - whether you agree with that or not, any of the mods which try to maintain relatively vanilla balanced stats, they're going to have horribly OP starved carriers if you try and put the nice bombers/interceptors on them and guns OR hullmods. None of them have enough for all three right now.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.5
Post by: Dreamyr on July 24, 2019, 11:28:42 PM
I'm aware that the knight isn't the best comparison it's just the minimum that I want my ships to be able to deal with in a simulation environment. If it can't kill or withstand the firepower of a knight then there's a problem with my ship setup that I need to look at. It's less of a stress test and more of a shakedown cruise.

Forget nice I can't even manage the average 8 OP fighters and GH as far as I know don't have a 0 point interceptor to use or at least I haven't found the blueprint if they do.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.5
Post by: Nia Tahl on July 25, 2019, 04:24:26 AM
The GH Legion isn't exactly balanced around having a full Kassadari loadout since Kassadari equipment is generally very OP-hungry and while GH ship somewhat offset it with their ballistics discount, this doesn't apply to fighters so going for a full set of Calivers should best be combined with less OP-hungry weapons from vanilla or other mods.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.5
Post by: Nia Tahl on July 27, 2019, 03:56:00 AM
Working on a bunch of stuff for this, so here's a little teaser for all you forums-only people:

(https://imgur.com/s8Zny1l.jpg)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.5
Post by: joppe_k on July 28, 2019, 07:22:39 AM
Working on a bunch of stuff for this, so here's a little teaser for all you forums-only people:

Woot! Looking forward to new/improved toys to play around with. I've been enjoying Tahlan content very much in my last few (piratey) playthroughs. Arrrr! Shiver me timbers! Etc etc.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.5
Post by: peterispete on July 28, 2019, 01:58:17 PM
Draconis, are you sure those are from Tahlan? The only mod I've seen that includes R2D2 droids and factories is FDS, which sort of makes sense because it started out as a Star Wars mod. I might be wrong but I don't think this mod adds any new commodities (aside from blueprints if you count those).
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.5
Post by: joppe_k on July 28, 2019, 02:35:45 PM
Loaded up this new version with a Nexrellian campaign and every time I explore ruins there are R2D2 droids everywhere.
...
Just so many droids.

 :o
Not seeing any droids in my games.
I think... *makes gesture with hand* ...Thalan is not the mod you're looking for.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.5
Post by: Nia Tahl on July 28, 2019, 03:27:54 PM
Nothing to do with my mod. R2D2s are from Frontier Defense Syndicate. I'm surprised you didn't guess by yourself that the Star Wars robots come from the mod with the Star Wars ships.

Edit: Also, have another teaser:

(https://imgur.com/hNOa8Kg.png)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.5
Post by: Wyvern on August 09, 2019, 11:52:52 PM
Would you please add the "NO_AUTO_ESCORT" tag to the GH Legion?  And perhaps also to the Ingress and relevant Castella variations?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.5
Post by: aganthor on August 12, 2019, 08:26:15 AM
Hi!  I think this mod looks absolutely amazing, but for some reason, every time I try to load the game, it crashes, giving me the error code, "Fatal: No enum costant com.fs.starfarer.api.combat.ShipHullSpecAPi.ShipTypeHints.WEAPONS_FRONT_TO_BACK"

I uninstalled all of my other mods besides the required mods, and tried to load it, but it still crashed.  Thanks for looking into this :)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.5
Post by: Wyvern on August 12, 2019, 09:50:30 AM
That sounds like you're using an old version of Starsector.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.5
Post by: Zalpha on August 13, 2019, 04:21:37 AM
I don't think this mods faction is working with Vayra's Sector and Nexerelin. If you take the Great House faction start you will not start with them and I don't think it even shows up in the faction listing.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.5
Post by: Nia Tahl on August 13, 2019, 04:45:30 AM
There's no faction. It's just a themed free start
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.5
Post by: Zalpha on August 13, 2019, 05:01:23 AM
There's no faction. It's just a themed free start

Oh okay, I didn't know. Would you be interested in making it a faction? I understand if it is to much work and you are not interested, I am just asking. I am sure you must have already considered it so I think I already know the answer.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6 - Now with more Vayra shenanigans
Post by: Nia Tahl on August 17, 2019, 05:15:36 PM
Update time~

This one features a pair of new weapons, 3 new normal ships and a couple of unique ships obtainable from custom bounties if you have Vayra's Sector installed.

Won't break saves, but the custom bounties for Vayra's Sector seem to require a fresh save to spawn.

Changelog:
Quote
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

Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6 - Now with more Vayra shenanigans
Post by: Wyvern on August 17, 2019, 09:18:43 PM
Well, apparently I need to add Vayra's Sector to my mod list now.  Thanks for the update!
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6a - Now with more Vayra shenanigans
Post by: Nia Tahl on August 18, 2019, 12:13:28 AM
Quick hotfix for a crash with one of the new special bounty ships
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6a - Now with more Vayra shenanigans
Post by: joppe_k on August 18, 2019, 01:37:17 AM
Gotta say: those are some very sexy ships! Hresvelgr and Dun Scaith look absolutely glorious. I love the insectoid pattern around the bridge area. Can't wait to test them out. :)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6a - Now with more Vayra shenanigans
Post by: Hrothgar on August 19, 2019, 02:30:35 AM
If 8th tournament will be AI and hull type restricted, i plan to use some ship from this mod as part of fleet.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6b - Now with more Vayra shenanigans
Post by: Nia Tahl on August 21, 2019, 04:22:12 PM
Little update to add a new gun and nerf the standard Hresvelgr to more sensible level. 6 bays of reserve deployment was a fun meme, but admittedly rather silly.

Changelog:
Quote
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

Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6b - Now with more Vayra shenanigans
Post by: BringerofBabies on August 21, 2019, 04:52:43 PM
For the sake of reducing confusion, your changelogs for all versions of 0.3.6 say 0.4.6 instead of 0.3.6.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6b - Now with more Vayra shenanigans
Post by: Nia Tahl on August 21, 2019, 06:01:26 PM
fixed
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Nia Tahl on August 22, 2019, 10:55:10 AM
Another small balance update to move the Yari more towards the power level it's intended to have as a specialist ship.

Quote
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
   
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Offensive_Name on August 22, 2019, 09:23:27 PM
Are we ever gonna see a Great houses faction?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: SCC on August 22, 2019, 11:02:34 PM
Nia has plans to include Kassadar eventually, but as a part of the independents. Kassadar has been screwed over by the collapse hard and they don't have much power anymore, not enough to try and stand on their own.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Mycophobia on August 23, 2019, 12:37:02 AM
Hello, my first post on the forum but thanks for the great mod!

It seems the Red Guard Hresvelgr cannot be properly constructed from player shipyards(nor does it seem to spawn in AI patrol fleets owned by the player). I am not sure if this is due to the lack of a variant or issues with how the skin is applied. I just want to bring it to your attention.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Nia Tahl on August 23, 2019, 10:55:21 AM
ah, yeh, will be fixed next patch
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Ass-Haggis on August 23, 2019, 01:10:44 PM
Dude what the actual hell you're like, on a roll or something? These ships rule and the Timeless and Nameless rule and the Kassadari rule and I love the Castigator so much and I am so absolutely terrified of the Dun Scaith and yo, like, yo if I had even half of the words I wanted to actually say here this'd be a few more paragraphs in length.

Keep on with the amazing creativity, but please don't forget to rest and don't burn yourself out friender!
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Admiral Brodius on August 25, 2019, 07:10:51 PM
Had any reports of the Hresvelgr (GH) not appearing ingame?  I've acquired the blueprint, but when I craft it it consumes my 400k, but does not produce any ship.  I've checked all of my stations, made several (like 12) and nothing appears.  If i try to change my doctrine to max carriers, and ship size, and mash the randomize button a lot, they never appear.  I think it is not able to spawn ingame for whatever reason.  tried on both 3.6a and 3.6c.  I can get a list of my other mods if necessary.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Nia Tahl on August 26, 2019, 06:10:53 AM
There is no Hresvelgr (GH)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Hrothgar on August 26, 2019, 06:28:13 AM
I guess it meant Red Guard version.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Nia Tahl on August 26, 2019, 06:33:00 AM
ah, yeh, I'll fix that eventually
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Starareo on August 26, 2019, 04:43:14 PM
How good is the AI at managing the Yukikaze and Korikaze? Or should I manually set escorts for best results?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Korra on September 01, 2019, 03:56:03 AM
First sorry for my bad english skill im still learning it

So... i found Edengate,tahlan_Castigator

and i goes "oh this look cool"

and i use console to learn all blue print

and try to build Edengate,tahlan_Castigator

after 20 cycle in game this ship still middle of building it

all other ship all come out from factory in 1 month cuz i own lot lot of planet

and this thing is not

is this ship impossible to build ?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Nia Tahl on September 01, 2019, 04:55:54 AM
yes
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Korra on September 01, 2019, 05:23:34 AM
Wow ok

Thank you for fast answer
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Hrothgar on September 01, 2019, 12:36:18 PM
You can delete amount of money it cost and spawn it by command, crude solution till it is fixed.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Nia Tahl on September 01, 2019, 03:32:44 PM
It won't be fixed. The ship isn't meant to be buildable.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Hrothgar on September 02, 2019, 01:05:00 AM
Oh i thought he meant normal Castigator, which should be buildable i assume.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Starareo on September 02, 2019, 01:42:53 PM
I was checking out variants and I'm going to assume that the Scathach version of the Dun Scaith is only there for testing, not actually implemented into drops and such? Same case as all those op test ships in the Sylphon mod?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Nia Tahl on September 02, 2019, 05:16:32 PM
... or is it?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Starareo on September 02, 2019, 07:08:24 PM
Oh god, I hope I can find one if possible, its got like 40 more OP than the base model.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Nia Tahl on September 03, 2019, 10:49:32 AM
Requires Vayra's Sector to show up
Title: Re: [0.9a] Tahlan Shipworks 0.3.2a - That time Nia decided to make a ship pack
Post by: Kaleb on September 03, 2019, 03:58:26 PM
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.



So how can we obtain Great house ships like the castigator version? I really love the reskin ships.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Nia Tahl on September 03, 2019, 04:05:02 PM
rare spawns in independent fleets and markets
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Wyvern on September 03, 2019, 11:21:34 PM
Minor typo in the Fray Cannon description: "fully integrated into the ship's hell" - should be "hull".
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Ass-Haggis on September 04, 2019, 03:50:52 AM
If the Cuchulainn doesn't essentially function as a flying laser sword I will only be slightly upset, ship's art's cool yo!
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Starareo on September 04, 2019, 08:34:17 AM
Anyone have experience with the Yukikaze and Korikaze AI? As in, does the AI know to stick them relatively close together for bonuses?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
Post by: Nia Tahl on September 04, 2019, 11:52:58 AM
no
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7 - Ready broadsides!
Post by: Nia Tahl on September 04, 2019, 12:45:10 PM
0.3.7 is here and it brings new ships once again.

(https://imgur.com/aJCvRkT.png)

Here's the star of this one, the Nibelung-class battleship, for all your broadside-lovers


Changelog:
Quote
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

Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7 - Ready broadsides!
Post by: Dreamslayer on September 05, 2019, 07:40:17 AM
I think ive found a bug with the Nibelung in conjungtion with the Vayra Unique Bounties. Needless to say it crashes when it chooses the Unique Nibelung.

7692061 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique bounty data list contains: [tahlan_bounty_hresvelgr, tahlan_bounty_virtue_prudence, tahlan_bounty_eden, tahlan_bounty_virtue_courage, tahlan_bounty_scathach, tahlan_bounty_nibelung]
7692061 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - picking unique bounty
7692061 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - picked unique bounty: tahlan_bounty_nibelung
7692065 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [Starsea.ogg]
7692073 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
7692312 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [FearMachine.ogg]
7692313 [Thread-10] INFO  sound.null  - Playing music with id [FearMachine.ogg]
7692457 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.addToFleet(VayraUniqueBountyIntel.java:582)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.createFleet(VayraUniqueBountyIntel.java:551)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.spawnFleet(VayraUniqueBountyIntel.java:464)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.<init>(VayraUniqueBountyIntel.java:127)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:367)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:304)
   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)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7a - Ready broadsides!
Post by: Nia Tahl on September 05, 2019, 07:59:58 AM
Small patch that, amongst others, fixes that Nibelung bounty bug.

Changelog:
Quote
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
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7a - Ready broadsides!
Post by: matveich on September 07, 2019, 10:00:29 AM
It looks there is a name mismatch between tahlan_nibelung_cover_l_Normal in tahlan_texture.csv and tahlan_Nibelung_cover_L_Normal in maps/weapon_normals.
This prevents the game from loading:
Code
[graphics/tahlan/maps/weapon_normals/tahlan_nibelung_cover_l_Normal.png] resource, not found in 
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7a - Ready broadsides!
Post by: Nia Tahl on September 07, 2019, 11:47:35 AM
ugh, *** linux. Will fix it eventually, I suppose
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7b - Ready broadsides!
Post by: Nia Tahl on September 08, 2019, 07:56:40 AM
New patch. Mostly just some bugsquashing
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7b - Ready broadsides!
Post by: Modo44 on September 08, 2019, 11:19:26 PM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7b - Ready broadsides!
Post by: Nicke535 on September 09, 2019, 01:56:35 AM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7b - Ready broadsides!
Post by: Modo44 on September 09, 2019, 03:25:07 AM
I tried disabling the shaders (so effectively all of GraphicsLib), but that only solved the "ship goes black" issue. The shields still disappear at the same time. Now I am really confused.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7b - Ready broadsides!
Post by: Nia Tahl on September 09, 2019, 03:41:11 AM
It's not that. Had a similar thing happen before, but no clue what might be causing this issue.

The issue seems to be related to beams in some way, so I recommend just using projectile-based weapons for the time being. Recent patch changed the medium mounts to hybrids, anyhow (forgot to add that to the patch notes)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7b - Ready broadsides!
Post by: Snowblind on September 09, 2019, 03:46:19 AM
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.

When shooting beams* that it has while it's system is active breaks things. The beam weapons stop functioning, they appear to come off cooldown immediately (even though they no longer fire at all), and remain locked in the position they were fired in until they eventually return to a neutral position. Graphical glitches happen for a bit, including a zone in which ships visually become black that looks like it follows the beam turrets/where the beams would be if they were fired by the turrets. Worst of all, the shields of ships nearby become invisible and don't give that ship any flux when fired upon (and don't appear to generate any shield upkeep flux either). Ships that are some distance away don't bug out. The bug was still present when I disabled every mod but this one and it's two required mods and tested the Izanami in sim. And yes, I disabled Graphics Lib for the last test - the weird visual glitches with ships going black went away, but every other bug remained (including invisible and invulnerable shields).

Unfortunately, I don't know when this bug started appearing - I updated a whole bunch of mods (including this one) in preparation for a new playthrough with the Izanami super ship start, and before that I had never used the Izanami.

*I tried both the super ship start Izunami's HE beams and vanilla phase lances. Behavior was identical with both.

[attachment deleted by admin]
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7b - Ready broadsides!
Post by: Nia Tahl on September 09, 2019, 04:39:23 AM
The shield issue should be fixed in the most current version.

Edit: looking into this further and might have a fix for the whole thing. Might require some additional changes, though.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7b - Ready broadsides!
Post by: Nia Tahl on September 09, 2019, 05:17:07 AM
Here's a tentative fix for the bug (I hope):

link removed cause outdated

Let me know if it works for you.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7b - Ready broadsides!
Post by: Modo44 on September 09, 2019, 07:45:16 AM
So far so good. Thank you for taking a look.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7b - Ready broadsides!
Post by: Nia Tahl on September 09, 2019, 09:32:02 AM
Here's a second fix:

main post has fixed version now

Previous one was having issues with weapons no longer doing damage again. This one should hopefully fix everything. Also slightly changes the behaviour of the Izanami's system.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Modo44 on September 09, 2019, 09:50:34 AM
Ahh, so that's why Blackrock seemed to have invincible fighters. I thought it was just my bad build. They are dying quicker now.

No more visual glitches, as far as I can tell.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7b - Ready broadsides!
Post by: Snowblind on September 09, 2019, 02:42:24 PM
The visual glitches are gone, but now my weapons are doing no...
Here's a second fix:
...

OK, all good I think. Nothing buggy is showing up during sim testing after I pop the Izanami's ability.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Orcling on September 14, 2019, 11:36:30 PM
For the custom bounties, do i somehow have to activate them or do they work on their own if i have Vayras sector on?
Couple years into the campaign and i haven't seen any of the ships displayed in them.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Hrothgar on September 15, 2019, 12:56:46 AM
You have latest Vayra sector?

They spawn very lazily, you need to be patient if you have 3.0.4 sector.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Ced23Ric on September 15, 2019, 01:48:44 AM
After playing through Nexelerin with every faction mod that's currently available for 9.1a, with Varya's and all extensions, Ruthless Sector, etc. pp., I am coming by to say: Thank you for the Great Houses gear and ships. They have become absolute mainstays of my fleet, and never failed to perform admirably - and the Dominators with the AI's tendency to ram EVERYTHING, including Star Fortresses, have been a constant source of entertainment. I've seen a Dominator SLAM into wreckage and kill an enemy frigate with the makeshift projectile that created.

If the GH get more kit, heck, if they become their own faction, I will not be sad at all.

Thanks so much, Nia. You're a good noodle.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Orcling on September 15, 2019, 07:26:20 AM
So I got my hands on a Izanami and i must say, this thing is overpowered as all hell. Sure, only 2 mediums and a bunch of small guns but the Chrono Rupture is just absolutely broken and overpowered. It's basically a full Flux Vent if you have Resistant Flux Conduits. This is just my opinion but you should put some Flux Cost on the Chrono Rupture- maybe 2k or 3k, as it is i just activate it when my flux is full, Vent, then go right back to shooting. I also don't think a cruiser should have 110 base speed.
Otherwise, I absolutely love the new ships and I'm absolutely terrified when I bump into a pirate revenge fleet with 3 Castigators.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Nia Tahl on September 15, 2019, 08:07:38 AM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Orcling on September 15, 2019, 09:22:34 AM
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.

If that's your goal then yeah, flying that ship is fun as hell  ;D
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Wyvern on September 15, 2019, 09:54:08 AM
Hm... Maybe it'd make more sense for the Izanami to be a unique bounty flagship rather than a normally available vessel, then?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Nia Tahl on September 15, 2019, 03:20:42 PM
Hm... Maybe it'd make more sense for the Izanami to be a unique bounty flagship rather than a normally available vessel, then?

That's indeed something I've been considering, but will see.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Sapfearon on September 16, 2019, 06:56:51 AM
Cuchulainn from this mod right? I can't build it for some reason.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Nia Tahl on September 16, 2019, 07:04:21 AM
It's not finished and you're not supposed to have a blueprint for it.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Woahwow on September 18, 2019, 08:47:28 AM
The LP Bento has misaligned frontal ballistic mounts as shown in this screenshot, just thought of mentioning it here just in case it's been missed.
(https://i.imgur.com/8GVPniF.png)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Modo44 on September 18, 2019, 08:48:46 AM
I like the Izanami. It is basically an advanced start, but with one ship instead of a fleet. If you use Nexerelin, there is similar craziness from some other factions (pick the Super Ship option for the Blade Breakers, for example).

If only the AI would stop ramming it into friendlies...
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Dwarden on September 19, 2019, 07:03:40 PM
trying figure out why there is java.lang.NullPointerException as the rare_flagships.csv seems ok

Code
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
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: grinningsphinx on September 19, 2019, 10:04:58 PM
New pirate ships kick ass:)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Hrothgar on September 20, 2019, 12:57:29 AM
Pirate Castella is very  good. I am trying to get a Doominator/Dun Scait, but as only possibility is to wreck pirates/Dickersons , well... it's not fast way.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Nia Tahl on September 20, 2019, 08:27:28 AM
@Dwarden:
Will be fixed next update

@Hrothgar:
Other good ways to find one:
- Raid pirates with Nex to trigger vengeance fleets
- Go to every emergency beacon when exploring to find Pirate Armadas
- Get a colony and intercept any pirate raids they cause
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Dwarden on September 20, 2019, 08:51:40 AM
thanks, glad to help, can't wait for it ... having lot of fun
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Nia Tahl on September 20, 2019, 10:06:00 AM
Will update once I have the newest sets of goodies in release shape.

Spoiler
(https://media.discordapp.net/attachments/304690022299336705/624639107146186763/unknown.png)
[close]
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Hrothgar on September 20, 2019, 10:39:39 AM
By wrecking pirates i ment distress beacons and vengeances fleets too.

About Grey Seers Dun Scaith it's a mission unique ship or avaliable in prism?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Nia Tahl on September 20, 2019, 11:43:15 AM
if you mean the unique Dun Scaith then yes, it's a bounty
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Ledjlale on September 22, 2019, 12:28:51 AM
Little bug on Linux : your mod tries to load "tahlan_nibelung_cover_l_Normal.png" and "tahlan_nibelung_cover_r_Normal.png", but files are "tahlan_nibelung_cover_L_Normal.png" and "tahlan_nibelung_cover_R_Normal.png" (and so, files cannot be load as unknown that lead to crash at startup)

I had to rename files (R to r and L to l) to be fine.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Ass-Haggis on September 24, 2019, 10:10:27 AM
I've noticed that the Dun Scaith's large mounts are also misaligned, is that on purpose? It was built from an Onslaught carcass, after all!
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Nia Tahl on September 24, 2019, 05:14:23 PM
But they aren't misaligned? Not sure what you're talking about.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Hrothgar on September 25, 2019, 12:54:01 AM
I think he mean that Onslaught gun placement is orderly, in geometrical shape, when Dun Scaith is kinda bolted gun here but not on the other side of the ship etc.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Ass-Haggis on September 25, 2019, 01:20:34 AM
This is actually kinda what I meant.
Spoiler
(https://i.imgur.com/V0KotGQ.png)

(https://i.imgur.com/dd20hWL.png)
[close]

EDIT: I know that it's kinda nitpicky to see the angle of a hardpoint and go "aaaaaa it's not identical on the other side and it's not an asymmetrical ship design like the odyssey my ocd is now committing arson in my brain" but that's just how it be sometimes, y'know?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Hrothgar on September 25, 2019, 03:47:09 AM
Tahl must say if it's intentional or not.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Nia Tahl on September 25, 2019, 05:05:36 AM
ah, that's odd. Dunno how that happened, but will be fixed. They aren't misaligned, though, just one of the weapon arcs is off
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Shad on September 27, 2019, 01:08:28 AM
Small bug (not sure if it's this mod or Vayra's bountry manager)

The unique remnant bounty with the Hresvelgr behaves like a regular fleet, retreating after they lose enough ships, unlike regular remnans who never retreat.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Nia Tahl on September 27, 2019, 04:59:29 AM
First of all, it's a bug with Vayra's sector if anything and second it's not a regular remnant fleet either.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Starareo on September 30, 2019, 07:45:31 PM
Don't know if this has been pointed out yet, but I just got the Project Kaze BP and it includes the Cuchulainn in it.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
Post by: Nia Tahl on October 01, 2019, 05:04:37 AM
Fixed in next update
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.8 - Kassadari weapon overhaul edition
Post by: Nia Tahl on October 01, 2019, 07:38:29 AM
Speaking of which, here it is. This one reworks the Kassadari weapons quite a bit to be a bit more consistent and nicer overall.

Also adds some new weapons, a fighter and a new ship, the Phoca:

(https://imgur.com/tINSZ4T.png)


Full changelog (I think):
Spoiler
0.3.8
Additions:
- Added Scoralis heavy bomber
- Added Ronka Blastcannon
- Added Anumis superheavy cannon
- Added Ramun siege microcannon
- Added Phoca-class light cruiser

Changes:
- Adjusted Izanami's Chrono Rupture stats to compensate for the recent bugfix increasing its effectiveness
- Nibelung now has a pair of unique hullmods

Balancing:
- Kassadari engineering now doubles CR decay after ppt (Delicate Machinery)
- Reworked various weapons:
 - Armiger now has 1100 range and slower projectiles to better match its kinetic counterpart, the Efreet
 - Styrix changed to 900 range with high dps and decent efficiency. Added some recoil. Reduced OP cost from 30 to 28
 - Magaera efficiency increased slightly at the cost of some EMP damage. Overall damage per shot increased, rate of fire reduced. Less spammy now.
 - Gallant rate of fire reduced, damage per shot increased, efficiency buffed slightly. Similar change to Magaera
 - Added recoil to both Magaera and Gallant
 - Gardas per-shot damage increased to 900 to be more fitting for its high OP cost
 - Teltrite efficiency nerfed to 1.0 and refire rate reduced to 1/s
 - Numeon changed heavily into an HE weapon with the Hekaton's gimmick, parallel to the new Anumis
 - Porphyrion changed to energy damage. Similar to old Numeon in role, but burst-fire
 - Atrapos renamed to Gardion, changed to ballistic. Now a medium equivalent of the Gardas
 - Increased burst delay and chargedown on medium Hekaton launcher
 - Reduced projectile speeds on many weapons
 - Reduced Prophyrion dps
- Reduced Dun Scaith armor from 1600 to 1500
- Reduced Doominator armor from 1500 to 1400
- Reduced Nibelung flux capacity from 24000 to 22000
- Reduced Nibelung armor from 1600 to 1500
- Increased Nibelung dissipation from 700 to 800
- Reduced Nibelung shield efficiency from 1.0 to 1.2
- Increased Nibelung top speed from 40 to 45
[close]
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.8 - Kassadari weapon overhaul edition
Post by: Kwbr on October 02, 2019, 02:50:28 PM
Really like the new weapons and the new ship, I think a few of the weapon roles weren't updated to reflect the changes though.

For example, the porphyrion is stated as anti armor despite being energy, and the neumon is listed as general despite being primarily HE
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.8 - Kassadari weapon overhaul edition
Post by: Basil on October 04, 2019, 07:25:44 PM
Man, the changes to the Nibelung and variants are fantastic. I liked them before this, but the broadside smalls were awkward in practice. The added range makes them pleasant to use. And the Phoca runs pretty well under AI control. I was impressed by one earlier- dropping heavier guns up front seems to keep the AI happy.

For a flagship, I'm running a Nibelung Albion with Anumis Superheavy Cannons, some Reparations Pellet Guns and Kadur Gyrojet Drivers. I love it to pieces. The Cannons are satisfying all-rounders.

Tahlan and Sylphon are both rad and you should feel rad.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.8 - Kassadari weapon overhaul edition
Post by: DarckHange on October 06, 2019, 01:40:17 AM
Bug report : (In simulation) The Monitor, after using his system "Stronghold Shield", continue to unfold instantly his shield.
(To double check, but I don't think the A.I. use the "Stronghold Shield" at all).
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.8 - Kassadari weapon overhaul edition
Post by: Nia Tahl on October 13, 2019, 04:46:44 PM
There's some general weirdness with certain systems while time mults are active. I fixed the persisting shield buffs, but there's still some new issues that cropped up that I have yet to find a fix for.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.8 - Kassadari weapon overhaul edition
Post by: Florian on October 21, 2019, 04:09:33 PM
I was playing with my little diable fleet, steam rolling on everything as usual (don't care about the danger stars, worth nothing)... When a larger pirate fleet ran in me.

Ok, why not, engage, i'm outnumbered, outgunned, it will be fun.

Then, in the middle of the fight, a red Dreadnought with a proud demon-deathskull painted on it, rammed trough my front line, engaging destroyer sized carriers with huge dakka firing 360°. Ok, I managed to kill it without losses but still...

I was like:

(https://media.giphy.com/media/l3q2K5jinAlChoCLS/giphy.gif)

------------

I searched a long time where did this f*** awesome ship came from. Found it ! All Legio Infernalis looks pretty cools. Too bad there ain't more. But thanx for the surprise.

My next game is a pirate run ^ ^, already found the name of the corp: "Damn Nation". Will fit perfectly to the concept art.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9 - The Legio arrives
Post by: Nia Tahl on October 27, 2019, 09:30:52 AM
Big update time - The Legio Infernalis arrives in the sector

(https://imgur.com/GBmMnOJ.png)


This update finally adds various campaign features that I'd been putting off cause they are a hassle to implement. Kassadar is now present in the campaign and so are the Legio Infernalis with their home system.

Also features a new ship and weapon amongst other things.

Requires a new save due to campaign additions.

Changelog here:

Spoiler
0.3.9
Additions:
- Added the Ristreza Kassadari Battlecruiser
- Added Karion Seeker Battery
- Added the Lethia system, home of the Great Houses of Kassadar
- Added a new mission featuring the last stand of the Izanagi
- Added Legio Infernalis faction
- Added Rubicon System

Vayra's Sector Additions:
- Properly added the Cuchulainn mobile weapons platform as HVB
- Added HVB for Izanami
- Added raider and colonization behaviour for Legio Infenalis

Changes:
- Renamed Heraton-class torpedos on the Scoralis to "Rakaton" in order to avoid confusion with Hekatons
- Kassadari Engineering passive time acceleration will now be suspended while the ship system is enabled
- Great Houses of Kassadar start options now spawn at Kassadar

Balancing:
- Removed EMP damage from Magaera

Bugfixing:
- Fixed various typos and other small tidbits I couldn't be bothered to document
[close]
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9 - The Legio arrives
Post by: Nia Tahl on October 27, 2019, 11:00:42 AM
Reuploaded with some small fixes. Redownload if you haven't started a campaign with 0.3.9 yet. Otherwise not really needed.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9 - The Legio arrives
Post by: Modo44 on October 27, 2019, 11:58:39 AM
- Removed EMP damage from Magaera
As 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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9 - The Legio arrives
Post by: Nia Tahl on October 27, 2019, 12:59:40 PM
Second hotfix!

Should fix an issue with the Legio Infernalis hating itself. Will require a new save to apply the fix, sorry for that.

edit: download link went up a bit late. Make sure you have 0.3.9a
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9a - The Legio arrives
Post by: Daidez on October 27, 2019, 04:29:28 PM
Maybe I'm mistaken and/or there's a special mechanic in place, but it seems that the new Legio Infernalis faction doesn't work with Random Core Worlds.

There also seems to be no way to join the faction from the faction start options. (I'm assuming this is probably intentional.)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9a - The Legio arrives
Post by: Inverness on October 27, 2019, 06:23:52 PM
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.

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:
Code
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)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9a - The Legio arrives
Post by: Nia Tahl on October 27, 2019, 08:02:59 PM
Vayra will have to figure that one out since it's her code that's crashing. It's been reported, though, so I'll fix it if something in my configuration is causing it.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9a - The Legio arrives
Post by: Daidez on October 27, 2019, 08:03:35 PM
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.

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:
Spoiler
Code
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)
[close]
Are you using a fresh save after updating?  The update requires a new save.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9a - The Legio arrives
Post by: Reens on October 27, 2019, 10:41:05 PM
Small bug with the Izanami (super ship) start - It's equipped with 144/140 OP.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9a - The Legio arrives
Post by: Inverness on October 28, 2019, 05:46:20 PM
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.

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:
Spoiler
Code
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)
[close]
Are you using a fresh save after updating?  The update requires a new save.
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 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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9a - The Legio arrives
Post by: I_is_nublet on October 28, 2019, 11:46:31 PM
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
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9 - The Legio arrives
Post by: Daidez on October 29, 2019, 12:19:05 AM
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.

I'm assuming Nia probably means that you require starting an entirely new and fresh campaign.  That's what I did.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9a - The Legio arrives
Post by: Nia Tahl on October 29, 2019, 04:18:08 AM
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

Just leave the balancing to me, thanks, bye
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9a - The Legio arrives
Post by: Nia Tahl on October 29, 2019, 04:31:18 AM
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.

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:
Spoiler
Code
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)
[close]
Are you using a fresh save after updating?  The update requires a new save.
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 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.

Not my fault you don't understand what the word "requires" means
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9a - The Legio arrives
Post by: I_is_nublet on October 29, 2019, 04:49:38 AM

Just leave the balancing to me, thanks, bye

Your mod, you balance it as you see fit. And yes it can take several iterations of balancing and testing.

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.

Don't get me wrong, I like the idea of it and it is gorgeous to look at and watch in-action. It's just too strong is all.

Edit: Oh, and you can trade with kassadar (even tho the planet is listed as "independent") but when you buy enough from the "not blackmarket" the great houses get a reputation boost. But they are not a listed faction. Is that intentional?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9b - The Legio arrived and got their fixes
Post by: Nia Tahl on October 29, 2019, 04:53:30 AM
Oh look, an update which amongst other things includes a nerf for the Karion Battery. Almost as if I had been working on that already. Crazy, isn't it?

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.

Wow, that almost sounds like I don't have an infinite amount of free time to test every new piece of content for hours in a large content update. Guess I should hire a QA department.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9b - The Legio arrived and got their fixes
Post by: smithtrlane on October 29, 2019, 05:17:46 AM
Guess I should hire a QA department.

Maybe you'd be better off with a PR department...
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9b - The Legio arrived and got their fixes
Post by: I_is_nublet on October 29, 2019, 05:23:49 AM
Cute.

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.

And I'll be honest. I like finding bugs and chatting about balance. But that attitude is exactly half the reason why people don't post bugs/crashes (they don't wanna deal with people like that). The other half is genuine laziness.

Now, back on track with your mod. Did you look at my edit in my previous post? About the unlisted faction getting a rep boost?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9b - The Legio arrived and got their fixes
Post by: Nia Tahl on October 29, 2019, 06:14:31 AM
Maybe you'd be better off with a PR department...

Why would I give a ***? Not like you people pay me for my work.


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.

I don't need useless "suggestion" for how to change my stuff from people who have no idea what the design intentions for the things I make are.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9b - The Legio arrived and got their fixes
Post by: smithtrlane on October 29, 2019, 06:30:13 AM
Why would I give a ***? Not like you people pay me for my work.

From the Forum Rules and Guidelines: "Treat other users of the the Fractal Softworks forum with respect, whether or not they are doing the same. Don't rise to provocation..."

But maybe you think the rules don't apply to you, since it's not the first time you display this kind of animosity for seemingly no reason.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9b - The Legio arrived and got their fixes
Post by: Nia Tahl on October 29, 2019, 06:33:29 AM
k
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9 - The Legio arrives
Post by: Inverness on October 29, 2019, 04:01:08 PM
Not my fault you don't understand what the word "requires" means
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.
I'm assuming Nia probably means that you require starting an entirely new and fresh campaign.  That's what I did.
This post was not on the front page so I didn't see it.

I started the game, saw a notification from Version Checker, opened the thread OP, checked the change log for any relevant information, and downloaded the update. Nothing on the front page said I should avoid updating unless I started a new game.

I think it's pretty reasonable to miss a warning at the bottom of page 15 about a new update.

In any case, I figured out how to fix the crash so there is no longer an issue.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9b - The Legio arrived and got their fixes
Post by: fir3 on October 30, 2019, 02:27:58 AM
Hey, I've lurked a long time.

Just wanted to say thanks for this amazing mod!

I love the aesthetics of the weapons, they fit across many hulls in many mods and are very reliable weapons!

Amazing attention to detail with the ships as well!

Some people never see their critiques as personal because they've never created a piece of art they felt attached to and this mod is a work of art in a field of amazing creativity going on in starsector mods!

keep up the great work at your own pace, even if you stopped today i would be more then satisfied with this mod.

cheers, thanks!
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9b - The Legio arrived and got their fixes
Post by: lethargie on October 30, 2019, 09:05:31 AM
Hey, I'm still on 0.3.7 (trying to make a game last for once) but Talhan really jumped to must have mod for all playtrought here.

Beautifull ships, and overall balance seems fine (thought i only have anecdotal experience on an out-of-date version)

I became enamored with the Nibelung-class battleship since it was the first (and only for a long time) capital blueprint I found in this playthrought. It look so good and feel a bit better to use than the conquest. Pirate capital are fun addition too (if a little lore-silly)

 I would have used more talhan weapons, but I never droped the blueprint and I feel bad raiding independents.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9b - The Legio arrived and got their fixes
Post by: Nia Tahl on October 30, 2019, 11:43:29 AM
The latest version should somewhat explain where those pirate capitals come from, lore-wise.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9b - The Legio arrived and got their fixes
Post by: Modo44 on October 30, 2019, 12:04:41 PM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9b - The Legio arrived and got their fixes
Post by: Nia Tahl on October 30, 2019, 03:05:44 PM
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.

No, it doesn't

I've never seen this occur nor has anyone ever reported it. Unless you can tell me how to reproduce it, I can't do anything about that.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9b - The Legio arrived and got their fixes
Post by: IAmLegion on October 31, 2019, 02:30:26 PM
Hello!  Been using the mod for a while and the weapons are very fun.  But I can't seem to find some of the ships that come with the pack, especially the top tier pirate vessels.  Are they just a very rare spawned blueprint or do they appear over time or something?  I'm kinda confused since I would expect that the pirate capitals would just spawn in the pirate's raiding fleets.  Some ships I find all the time like Kodais and the hunter killers and the occasional pirate castigator, but I can never seem to find most of the ships. 

Are the rarity levels of some of these ships like super low, because I've got 43 mods currently installed and all those extra ships might be crowding them out? (possibly)??  I've played for more than a hundred hours without seeing a single top tier capital so idk whats going on.

Anyway, I've loved every ship I've been able to get and appreciate the work you put into this!
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9b - The Legio arrived and got their fixes
Post by: Nia Tahl on October 31, 2019, 05:21:06 PM
Legio Infernalis ships are only rarely found in normal pirate fleets, but can be found commonly in actual Legio Infernalis fleets now.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9c
Post by: Nia Tahl on November 04, 2019, 02:51:19 AM
Here's another small update tweaking a couple things

Changelog:
Spoiler
0.3.9c
Changes:
- Assault Mode tweaks
   - dps boost increased to 100%
   - cooldown increased to 15s
- Increased Ristreza DP from 45 to 50
- Gleipnir reworked
- Halved mobility bonus on Holy Furor system (Vale)
- Various tweaks to various visual effects
- Removed Kassadari Engineering from all fighters, buffed speed to compensate
- Added ammofeed system to Acastus
- Reduced shield hp on Acastus from 500 to 300
- Increased OP cost of Acastus wing from 10 to 12

[close]
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9c
Post by: Buyobae on November 05, 2019, 04:49:14 AM
Hey Nia,

Firstly, thanks for making the mod, I enjoy it immensely!

I just want to report that I have found an interesting way to break the balance.

The Karion Seeker Battery is a very fun weapon to use, and it seems to do nothing much but suppression, which is it's job, on a small scale.

However, if you try to fit every possible missile slots in your fleet (In my case, 3 Caps, 8 Cruisers on Normal setting) with the thing, oh boy, enemies' flux are over-stressed in seconds, EMP renders almost every ship with downed shield useless, smaller ships are eliminated as quick as Fighters, even the REDACTED is not so much of a threat now.

Anyhow, I know that my fleet is pretty late game already, and saying the weapon break the game might be an overstatement, but the fact remains that I can eliminate things much easier than before with the same fleet that used other Kassadari Weapons.

I understand that you don't have much time to look into every small balance detail that the player suggested, and if this is in your creative vision then I totally respect that decision, please feel free to ignore this post if that is the case.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9c
Post by: The_White_Falcon on November 05, 2019, 06:35:56 PM
Hello, just wanted to also report that with the latest update the problem with the Legio Infernalis and other factions in the random worlds generation from Nexerelin are still not being generated and in dev mode; still causing CTD's. 

A quick test for this:
1) Start a new game in dev mode
2) Select random home worlds/sector generations options
3) Once game starts, click the 'm' key which would normally spawn a random scuttled shuttle to loot a ton of items/blueprints from
4) Game always crashes due to unknown null pointers from this mod.

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.

I noticed someone else had brought this up in a response; but he also made a balancing request in the same response.  You only responded towards the balance part but did not mention anything about working on a possible fix towards this issue.  Was just hoping to get some clarity on whether there is a fix coming soon.

If this particular problem has been stumping you; may I suggest reaching out the Arsenal Expansion or the Junk Pirates mods' developers who seem to figured out how to work the random home worlds generation.  In the Junk Pirates mod; his factions are thrown into the random mix.  Arsenal Expansion actually overrides the randomness by always creating his custom star system (The Eyrie) with his custom faction's worlds still owned by said faction (Ninth Battlegroup).

Lastly; thank you for this terrific mod.  The Legio Infernalis ships are by far my most favorite out of any mod.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9c
Post by: TrashMan on November 06, 2019, 01:24:37 AM
Can confirm, CTD with Legio Infernalis
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9c
Post by: Nia Tahl on November 06, 2019, 04:12:26 AM
From what I was told by Histi, that seems to be a vanilla bug in relation with DevMode, see here:
http://fractalsoftworks.com/forum/index.php?topic=13205.msg222464#msg222464 (http://fractalsoftworks.com/forum/index.php?topic=13205.msg222464#msg222464)

So not my problem.

As for random worlds: Don't care. Never use it, don't care about supporting it.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9d - Last before the tournament
Post by: Nia Tahl on November 07, 2019, 09:25:39 AM
Another update here. Adds some new missile launchers, a special Ristreza variant and reworks the Porphyrion yet again

Download in first post as always. Save compatible.

Changelog:
Spoiler
0.3.9d
Additions:
- Added Cascadia Missile Battlecruiser - Variant of Ristreza
- Added Fount Swarmer Battery
- Added Fountain Dual Swamer Battery
- Added additional support for various other mods' features

Changes:
- Karion Seeker Battery:
   - Reduced range to 1500
   - Reduced burst size to 3
   - Reduced chargedown to 5s
   - Added ammo capacity of 12
   - Added ammo regen of 0.3/s in stacks of 3
- Reworked Porphyrion again
   - Now a high-alpha cannon with some AoE
[close]
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9d - Last before the tournament
Post by: Titann on November 11, 2019, 08:19:09 AM
Pirate Castella assault burn cooldown seems little too short, it can easly catch up with fast cruisers even destroyers. Is it intended?

Edit: Also if you fire while using assault burn it adds extra speed to your weapons so that means your weapon can reach to maybe more than 2k range
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9c
Post by: Innominandum on November 12, 2019, 07:36:50 AM
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
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9d - Last before the tournament
Post by: Nia Tahl on November 12, 2019, 10:56:23 AM
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.

edit:
To elaborate, so people don't think I'm just throwing a fit:

Neither the houses nor the Legio are playable factions, which is why they won't spawn in Nex random sector mode. The Great Houses aren't a faction to begin with. They only have a faction file to allow for GH-themed free starts and some other functionality in corvus mode. They aren't even remotely balanced for random sector as all they have are GH ships. The Legio on the other hand are designed around having a single fortified home system in corvus mode that relies on some custom conditions and industries to have stability as they are hated by everyone and their markets would just die due to inability to trade.

Your "fix" to make them spawn in random mode is to make both factions playable which just breaks things in corvus mode, especially for the great houses cause they aren't a faction.

But fine, feel free to make those changes, but don't come complaining to me if things get weird as a result.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10 - Last before the tournament
Post by: Nia Tahl on November 12, 2019, 01:12:01 PM
Updated, btw. Fixed link, too
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9d - Last before the tournament
Post by: Innominandum on November 12, 2019, 01:39:31 PM
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.   
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9d - Last before the tournament
Post by: Nia Tahl on November 12, 2019, 04:09:47 PM
This 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
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.9d - Last before the tournament
Post by: Innominandum on November 12, 2019, 10:39:30 PM
This 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
i find your lack of faith disturbing
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10 - Last before the tournament
Post by: Green Ghost on November 13, 2019, 07:27:02 AM
Is 0.3.10 save compatible?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10a
Post by: Nia Tahl on November 13, 2019, 09:07:26 AM
yes. If an update requires a new save, I add a post to state so. If there's no such thing, then it's save compatible
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10b
Post by: xucthclu on November 24, 2019, 02:07:07 PM
So, I've been trying this mod out, among others, and I've some questions. First of all, though, I'm really digging some of these ships, especially the 6-slot carrier.

1) Is Castella supposed to be generally so aggressive? I swear it sometimes gets itself killed due to going "LOL IMMA RAM THEM" with their burn drive. It's done it to battlestations, even, it will just ram them at some point and all the while I'm quite surprised as to why.

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).

3) Is Legio Infernalis integrated as a faction in Nex? It literally seems to not be doing anything other than just hanging out in its cozy chill spot. No wars, invasions, no nothing.

4) Any of those fancy time-bendy ships available as drops?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10b
Post by: Nia Tahl on November 24, 2019, 04:32:37 PM
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
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10b
Post by: Florian on November 24, 2019, 05:55:08 PM
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

Hi.

I really enjoy your mod.

Howewer, i must agree with Xucthclu
- In Nexerelin, Legio Infernalis and XV battle group don't go to war. They just sit in their home system. LI gives missions tho.
- The doominator don't use its warp engine properly. Don't know if it's your mod fault.
- LI AI makes me laugh a lot with burn drives (sometimes not, i'm playing a campign with them) >>>  "LOL IMMA RAM THEM" exactly this ;D followed by "almost" poink blank volley of torps on an overcharged ship (the Hresvelgr LI is insane with diable avionics wanzers, aggressive officiers, anti shield "PD", a couple of sabot and 4 torps). It's so violent, it makes Starsector a PEGI 18 game.  ;D

I would really enjoy a complete faction mod based on Legio Infernalis (aside the stats of the ships, i love the design). 8)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10b
Post by: BringerofBabies on November 24, 2019, 06:13:02 PM
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).

Nauvis is from Tyrador Safeguard Coalition.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10b
Post by: xucthclu on November 24, 2019, 10:35:45 PM
I gotta try out loading up a Hresvelgr with wanzers, then. I haven't tried aggressive officers yet at all. Imma try it out, I just hope it won't end up destroying my ships.

Oh, and the Legio Infernalis passivity thing, like I said, they don't participate in any alliance forming events, saturation bombardments, invasions or anything like that.

Imma look into Tyrador regarding Nauvis, ty.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10b
Post by: Nia Tahl on November 25, 2019, 02:27:16 AM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10b
Post by: cathar on November 25, 2019, 06:14:44 AM
How hard would it be to add a config option to turn off the spawning of the Legio Infernalis worlds so Tahlan still works with random worlds?

Or how hard would it be for me as a non-programmer to turn them off?

I like random sector a lot and would hate to play without Tahlan.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10b
Post by: Nia Tahl on November 25, 2019, 06:33:27 AM
Random sector will still work fine, it just won't spawn the Tahlan-specific systems in random mode. Everything else work just fine.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10b
Post by: cathar on November 25, 2019, 06:36:58 AM
From the comments I read on the last page, it looked like it crashes?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10b
Post by: Nia Tahl on November 25, 2019, 08:14:14 AM
No it doesn't. The CTD that was talked about has to do with console commands
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10b
Post by: xucthclu on November 26, 2019, 11:04:39 AM
The issue is that I haven't seen them acting like pirates, either. Usually, when pirates or any other faction start raiding a system, I get a notification. It isn't like that with Legio. They do seem to be vengeful with Hegemony, for some reason (idk if that is by default, if it is, then nvm).

Also,

Spoiler
The mothership from the remnant fleets is quite a beast, had to get a paragon to consistently bring these things down.
[close]

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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10b
Post by: Nia Tahl on November 27, 2019, 08:39:39 AM
yes, because their base building is disabled. I forgot to remove their pirate faction flag alongside that. Pirate raids come from pirate bases.

I decided to disable that behaviour for the time being as there aren't any ways to scale their frequency or the like. I'll likely look into giving them unique campaign events instead.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10b
Post by: Woahwow on November 28, 2019, 12:27:56 PM
Something doesn't make sense to me: The LP Bento now has 4 small ballistic mounts even though it used to have 2 small and 2 medium, and even now the sprite shows those 2 medium mounts. Was this an accident? I couldn't find anything in the changelog.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10b
Post by: Nia Tahl on November 28, 2019, 03:11:44 PM
Huh. That is an error, yeh. No idea how I didn't notice it. Will fix next update.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10b
Post by: Captain Trek on November 28, 2019, 03:35:02 PM
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.

Will they be able to have diplomacy when you do that? I fear if they can't broker peace with at least some of the many factions they're hostile to initially, they may wind up getting bullied in many campaigns, despite having strong home defences. Kadur's ability to make peace with at least some of their laundry list of foes is the only thing that keeps them alive sometimes...
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10b
Post by: puffzor on December 01, 2019, 03:16:08 PM
Did something about the overcharged fusion torch change recently? I see that it's marked as fairly rare in the weapons.csv but I haven't seen a single one in over 20 cycles in my latest game, whereas I think the other weapon that has a similar rarity modifier I've seen multiple times in different shops.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10b
Post by: Nia Tahl on December 02, 2019, 02:10:53 PM
It's a pirate weapon so it'll only show up in their markets and fleets
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10c
Post by: Nia Tahl on December 04, 2019, 08:16:10 AM
New update. Save compatible. Changelog and download in first post
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10c
Post by: Bastion.Systems on December 05, 2019, 04:06:40 PM
That pirate Lasher looks MENACING.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10c
Post by: danerc on December 07, 2019, 11:14:44 AM
Legio Infernalis as a faction does not do anything(No invasions, raids) is this intended? Only faction action I saw the preform was colonization.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.10c
Post by: Nia Tahl on December 07, 2019, 11:54:36 AM
That should be fixed in the latest version but will have another look at it
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: Nia Tahl on December 09, 2019, 08:42:13 AM
Meep. Update. Save compatible. Have fun o7

Changelog here:
Spoiler
0.3.11
Additions:
- Balor Smartgun
- Tethra Smartgun
- Conand Autocannon
- Goll Overcharge Cannon

Changes:
- Increased Cuchulainn dissipation from 600 to 700
- Improved Gae Bolg's flux efficiency
- Hresvelgr (LI) front hardpoints changed to ballistic
- Hresvelgr (LI) system changed from burn drive to missile autoforge
- Lowered Kodai DP from 24 to 22
- Lowered Torii DP from 12 to 10
- Lowered Trill DP from 12 to 9
- Reduced Armiger projectile velocity from 1000 to 900
- Increased Nibelung top speed from 45 to 50
- Increased Castigator (LI) armor from 1300 to 1500 (same as base variant)
- Slightly buffed Castigator (LI) and Edengate maneuverability
- Reduced normal, legio and xiv Castigator variants DP from 30 to 28
- Reduced Castigator (GH) DP from 35 to 30
- Increased dissipation of normal, legio and xiv Castigator variants from 600 to 650
- Buffed Scathach's mobility, changed system to Cavalry Charge

[close]
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: xucthclu on December 09, 2019, 12:32:08 PM
Time to update and check if Legio will be giving me some trouble, since I made them my designated pushovers previously. They were the perfect candidate. They didn't raid, they didn't invade, so who else to beat up than them and maybe the Pathers?

Edit: Is it possible to find a blueprint for Izanami?

Edit2: LI now seems to participate in diplomacy events, but in my save has a bit too much war weariness to do much. Seems like they should be working proper now, tho
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: Nym on December 09, 2019, 02:03:44 PM
Hey, fairly new here, but is it possible to find a Ristreza blueprint?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: XviZoR on December 10, 2019, 03:55:09 AM
Heyo, loving the Legio Ships, started a Pirate playthrough and am happier now that you can get an LI Commission, any chance to directly start as Legio? You can choose them in the Faction Screen but there are no fleet types set I believe, so the only option is to go back.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: Nia Tahl on December 10, 2019, 05:26:14 AM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: XviZoR on December 10, 2019, 07:22:03 AM
Thanks for the quick answer, also a different question, now that I'm aligned with Legio, and have my own Planet currently building up, I'd love to have my Faction use Legion ships, any way for a blueprint package etc?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: Nia Tahl on December 10, 2019, 10:21:50 AM
In due time
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: cathar on December 13, 2019, 01:32:42 AM
Any plans to add compatibility with Commissioned Crews for Legio and Great Houses?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: Nia Tahl on December 13, 2019, 02:25:15 AM
Legio yes, Houses no. Houses still aren't a faction.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: DerpFaceCake on December 13, 2019, 05:22:00 AM
Aww, didja really have to remove "Divine Might" from the Scathach? D-:
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: xucthclu on December 13, 2019, 05:20:49 PM
I think Legio is already as tough as Nova Capitalis. It took me an obscene amount of fuel to bomb both the Imperium homeworld and the LI one.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: Nia Tahl on December 13, 2019, 08:42:22 PM
Talking less about making the planets tougher and more about increasing the number of evil deathfleets in the system
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: Nym on December 16, 2019, 08:27:04 PM
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.


Ah! Thanks for the reply!
I've been trying to find some without needing to attack any faction for a while now, and still haven't gotten them.
But good to know the blueprint is out there somewhere, at least the dream is alive!

Will continue hunting them.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: tseikk1 on December 18, 2019, 02:33:53 PM
Are normal Castigators supposed to be this rare? I've never seen a non-LI variant in game, not in any factions fleets or shops. Low-tech blueprint package doesn't unlock it for production either.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: Hrothgar on December 19, 2019, 01:01:36 AM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: cathar on December 19, 2019, 02:47:07 AM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: tseikk1 on December 19, 2019, 02:59:13 AM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: xucthclu on December 19, 2019, 10:48:26 AM
This has been pointed out before. Basically, it seems that in general giving the AI ships with Burn Drive is not a great idea, as the AI seems to use it quite recklessly.

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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: Backpack on December 19, 2019, 11:21:10 AM
Hi, could you help me diagnose this CTD issue I'm having?

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.
Spoiler
291568 [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 mods
Spoiler
{"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]
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: Nia Tahl on December 19, 2019, 02:21:27 PM
oh, right, that's a bug that I fixed a while ago.

use this .jar for now. Should fix it till I put out the next update:

Download (https://bitbucket.org/niatahl/tahlan-shipworks/downloads/TahlanShipworks.jar)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: Backpack on December 19, 2019, 08:40:07 PM
That did the trick, thank you.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: tseikk1 on December 20, 2019, 05:57:40 PM
Castigators still fail to show up. None of the patrols or shops have it, neither do any bounty targets or the prism freeport. after 30 hours of hegemony commission playthrough and regularly checking all hegemony shops, my only castigator is the one I started with.

Tomorrow I will betray my hegemony friends and raid their worlds for a blueprint, but I'm quite convinced something is bugged for me.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: Ryu on December 20, 2019, 06:42:09 PM
Hey, love the mod and all the GH stuff, were any more GH ships or retrofits planned? If not, would you mind if others tried adding more with an addon? I wanted to get into modding and this would proabably be the first thing I attempt, I was just curious of the ship system Chrono Rupture came with the Kassadari Engineering hullmod, or if ships could have other systems with the hullmod.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: Nia Tahl on December 20, 2019, 06:48:10 PM
There's a bunch of GH ships that have the hullmod and different ship systems. Not sure what you're asking.

@tseikk1:
The spawnrate for Castigators is somewhat low. I'll up it a bit in the next update.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: Outro on December 21, 2019, 02:05:08 AM
The Legio Infernalis Thetra Smartgun seems to be buggy.
When fired without a target selected, they fire normal non-homing projectiles.
When fired with a target selected, they fire ultrafast projectiles with unlimited range. Projectile also don't head towards the reticle, instead heading ~10 degrees to the left.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: Nia Tahl on December 21, 2019, 04:03:38 PM
There's some sort of bug with the smartguns and player skills currently. It's a known issue.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: Nia Tahl on December 22, 2019, 05:11:36 AM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: Ryu on December 22, 2019, 05:10:16 PM
There's a bunch of GH ships that have the hullmod and different ship systems. Not sure what you're asking.

Well 9 compared to vanilla might be a bunch but it feels low compared to all the modded ones available. There's just a few others I'd really like to have available from vanilla and this mod like the Hammerhead, Phoca, Heron, maybe the Gryphon. But some might not be viable or worth it if the Kassadari Engineering hullmod must be used in tandem with Chrono Rupture system. The description doesn't SOUND like it is but I just wanted to make sure if modding the hullmod onto other ships while keeping their unique ship system would break it. But i guess if it's on the onslaught and legion already then it wouldn't.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: Nia Tahl on December 23, 2019, 07:10:39 AM
The hullmods and shipsystems are separate things that work independently of one another. The reason there are only a few ships with the hullmod is simply that it is an extremely powerful effect that is meant to be limited to a small number of rare ships
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.12 - For fans of flagellation
Post by: Nia Tahl on December 23, 2019, 09:32:25 AM
New update

(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.


Spoiler
0.3.12
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]
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
Post by: Outro on December 23, 2019, 10:25:42 AM
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.

I just installed the latest version and this stopped happening. Maybe it was an odd interaction between my installed mods. Sorry for the trouble.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.12 - For fans of flagellation
Post by: tseikk1 on December 23, 2019, 04:05:42 PM
New update

(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.


Spoiler
0.3.12
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]
Did you remember to adjust the spawn rate for castigators? Just asking, since you didn't mention anything in the patch notes
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.12 - For fans of flagellation
Post by: Nia Tahl on December 23, 2019, 04:14:12 PM
yes, spawnrate got buffed a bit

Anyway, here's another small hotfix with some things I missed. Save compatible.

Spoiler
0.3.12a
Additions:
- Legio now have access to every blueprint the pirates know, including those learned via black market trade (and they actually have guns to put on a paragon)

Changes:
- Updated Legio Nex diplomacy traits
- Reduced flux cost of Goll variants
- Holy Furor cooldown increased from 10 to 15 seconds
- Reduced Vale flux capacity from 9000 to 8000
- Reduced Vale shield efficiency from 0.7 to 0.8

Fixes:
- Fixed some math in Trill system script
[close]


edit: There was an error in the hotfix that has been fixed. If you get a crash, redownload the hotfix.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.13
Post by: Nia Tahl on January 04, 2020, 05:24:49 AM
New update adds the Metafalica of former Outcast fame to the Kassadari HVB lineup. Outcast were never fleshed out to my satisfaction so I ended up cutting them, but I wanted to keep the Metafalica herself around as she's a sweet ship and way too much work went into her for me to scrap her.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.13
Post by: Phoenixheart on January 07, 2020, 03:17:30 PM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.13
Post by: Avanitia on January 07, 2020, 10:24:30 PM
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.

If you want to obtain them as you're supposed to, yes, you need Vayra's Sector for this.
If you don't want to deal with RNG / don't like Vayra's Sector, you can use Console Commands to spawn them.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.13
Post by: tseikk1 on January 18, 2020, 06:42:03 PM
Very good mod!

Ships are well balanced with nothing really standing out to be too strong or weak. The weapons (and kassadar design in general, ships too!) are the best part of this mod in my opinion, they are absolutely gorgeous. They feel powerful. The colours, the projectiles, the firing animations, projectile and missile trails, the little puffs of smoke or whatever it is that come out when a weapon is fired. Everything looks so good.

The only critique I have is for these two things:
1. Forced overdrive. This might be just a little bit strong. It looks cool as heck though.
2. the Renki. On paper this ship looks like a good support ship for missile fleets. In practise though it doesn't really seem to know how to use its ship system (It should probably be on all the time) it also likes to wander off too far even with escort orders, so that ships it's meant to support aren't even close enough to benefit from it's system.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.13
Post by: callitri on January 19, 2020, 04:12:49 AM
Hi there , i just recently found the game and boy i was surprized to find a vibrant and active modding scene , the lifeblood of any game imo.
Found your mod and i realy like the designs . Together with nexerelin the Kassadari BB start the Metafalica is hands down my favorite, the look the feel and the gun visuals.
My question is that ship unigue and only from that start or can you get it normally as well? Since its not in the database as a capital ship thats why i ask.
Great mod and thanks for your hard work.
Sorry if i asked something answered before , and could use a little help with the console option , would like to have it as my flagship.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.13
Post by: mora on January 21, 2020, 04:49:11 AM
Ever since the Atrapos got reworked into its current form, the Dirge Lance sounds very... un-laser like because it shares the same sound entry.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.13
Post by: Sagitta on January 24, 2020, 09:23:49 AM
Hi Nia, I noticed something with the Legio Lasher. I´m not sure if it´s something wrong on my end but both small mounts have an extremly slow turret traverse. Similar to the High Intensity Laser while firing. I guess this isn´t intended?

Love your mod btw, especially the three capital carriers and the Metafalica!
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.13
Post by: Nia Tahl on January 24, 2020, 09:44:57 AM
They are just normal weapon mounts. Nothing special about them whatsoever. Sounds more like you were using a weird gun or something.

edit: nevermind, I checked and seems they were accidentally set as hardpoints. Will fix
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.13
Post by: sziklamester on January 25, 2020, 05:53:03 AM
This mod looks pretty cool, but for unkown reasons the magic lib just crash the game so every mod what needs it sadly skippable by me.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.13
Post by: Tartiflette on January 26, 2020, 04:02:05 AM
Can you be a bit more specific about that Magic Lib issue? Do you have a Log to help track the cause?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.13
Post by: sziklamester on January 26, 2020, 12:16:01 PM
Actually I haven't but once I will get into my pc I will try to replicate the issue. I only used 3 mod, the lazy lib, magic lib and the console commands.

- Okay, I get to my pc now and only shows in a small widow - Starsector 0.9a-RC10 / Fatal: index: 0, Size:0 - Check starsector.log for more info.


I didn't have the option to use the paste bin and it not saves what I copied there so I just share this link.

https://www.dropbox.com/preview/Starsector/starsector_log.log

Hope you can open / read it.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.13
Post by: Tartiflette on January 26, 2020, 02:34:21 PM
You don't have the latest version of the game. We are on 0.9.1a.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.13
Post by: krabsan on January 27, 2020, 03:06:59 PM
Hi, I think there is an issue with the ristreza-class front mounted weapon, the gleipnir cannon, it doesn't seem to ever shoot.

Great work with the mod I'm very much enjoying it!
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.13
Post by: miles341 on January 27, 2020, 03:27:05 PM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.13
Post by: Warnoise on February 02, 2020, 02:45:23 AM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.13
Post by: Ishman on February 02, 2020, 04:24:58 AM

You realize you can just open up the ship .csv and edit anything you disagree with, right?

GH ships are a flat 10% better than the base model, balanced only slightly by the armor and staying power debuff from the hullmod.

They have more OP to play with from the weapons cost reduction, their ship systems are better versions of the base ships, and they're stylish as all heckin.

I realize you're probably new to the game and don't have much experience - but the ships are WAY up there on the cost/effectiveness of mod ships, they're VERY good, stats wise.

And the Ristreza is a player bait ship - it can completely solo fleets that aren't heavy on shielded fighter spam/absurdly low ratio shields. A Ristreza is around the price of a conquest, and MUCH more effective. It's akin to a yamato, morpheus, or deserter sparrowhawk.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.13
Post by: Nia Tahl on February 02, 2020, 06:58:38 AM
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.

You clearly don't understand how time acceleration works.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.13
Post by: Warnoise on February 02, 2020, 06:59:02 AM
The conquest is around 350k while the resteza is 1 million. Resteza is not a bad ship but for that price it is the minimum one could expect I think.

As about the rest, we are talking about hegemony design here (dominator, legion, etc...) Armour is literally their most important stat, and by nerfing it they get demolished very quickly.

Did you forget that normal dominator is around 160k? The gh variant is 600k!!!



Title: Re: [0.9.1a] Tahlan Shipworks 0.3.13
Post by: Nia Tahl on February 02, 2020, 07:16:21 AM
Deal with it. The prices are excessive by design for many reasons. Nobody is forcing you to use them.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.13
Post by: Sagitta on February 02, 2020, 11:32:46 AM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.13
Post by: Warnoise on February 02, 2020, 09:59:07 PM
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.

Thank you for at least, unlike the author, taking the time to explain instead. I wrote the complaint because I didn't feel a difference in the battlefield but thanks to your explanation I will check carefully this skill in the battlefield.

Title: Re: [0.9.1a] Tahlan Shipworks 0.3.13
Post by: Null Ganymede on February 02, 2020, 10:29:52 PM
Haha this mod is great. The best part is all the balanced low/mid/high tech staple ships it adds, to the point where rare superships don't feel out of place by the time you run into one.

The low-tech weapons sound and look more powerful than vanilla equivalents but aren't stat-wise. I especially liked what seemed to be a slightly Light Mortar - finally made to sound and feel as deadly as the LM actually is.

Kind of dubious about the independent-owned starsystem with nice colonization targets. Hopefully that's a trap and triggers some events if you *do* colonize it, otherwise it's way too convenient.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14
Post by: Nia Tahl on February 09, 2020, 07:05:30 AM
Here's a new update with lots of changes and a couple new things, most of which are hidden. Happy searching!

Save compatible, but hidden things won't spawn without a new save

Spoiler
0.3.14
Additions:
- Songbird-class experimental dronecarrier
- Amboss Heavy Autocannon
- Legio Infernalis system siege event
- Added new secrets

Changes:
- Reduced health of all fountain-type missiles
- Reduced speed of all fountain-type missiles
- Updated some visuals
- Ronka
 - Efficiency reduced to 1.1f/damage
 - Range reduced from 800 to 700
- all Castella variants:
 - Dissipation increased from 500 to 600 (to 700 for LI variant)
 - Armor increased from 1200 to 1400
- Infernalis Drives range malus removed. Now incompatible with Unstable Injector
- Kassadari Engineering is now no longer active during venting and overload
- Forced Overdrive
   - Armor bonus halved
   - OP costs slightly increased
- Raider Jets duration lowered
- Castigator variants
   - Armor reduced from 1500 to 1250
   - Reduced DP from 28 to 26
- Fixed Lasher (LI) turret mounts being treated as hardpoints
- Increased recoil on Efreet and changed something else but forgot what. DPS, probably
- Fixed a bug with broadside mounts leading to infinite repair times
- Increased Dun Scaith variants mass from 4200 to 6000
- Updated HVBs for new features
- Buffed the Timeless and Nameless. Find out the details for yourself
- Buffed Eradicator ammo regen and refire rate slightly
- Legio Infernalis should now be more resilient in Nex
- Hresvelgr X shipsystem changed to fortress shield
[close]
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14
Post by: Nia Tahl on February 09, 2020, 12:29:06 PM
I reuploaded the the latest update with some minor fixes. If you already updated prior to this post, I recommend redownloading the latest version.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14a
Post by: xyzeratul on February 13, 2020, 04:05:59 AM
testing out the new update:

Is there a way to remove the new Legio siege space station? I mean once it's there it acts like a normal space station, you can disable it but it will be back online in a few days, I was thinking it's more like a pirate base.

The new mech(not sure how to call it) and capital ship are nice, the new carrier is a bit strange looking...
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14a
Post by: Nia Tahl on February 13, 2020, 04:20:34 AM
Legio Siege bases are bugged, currently. Working on a fix
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14a
Post by: ReconUHD on February 13, 2020, 12:51:50 PM
Would this mod be save game compatible?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14a
Post by: Nia Tahl on February 14, 2020, 08:02:44 PM
If you mean if it's safe to add to an existing save, then yes, it is. Not all of its features will be available on an existing save however.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14a
Post by: HopeFall on February 14, 2020, 09:51:48 PM
Was the infinite repair fixed? Or maybe I messed something up in a fantastically unique way. Stuff doesn't repair on the Meta after being destroyed. I'm not sure where I'd go in the files to go to see what the problem is.

To note, I did edit it by adding some hullmods and increasing its speed. I might redownload Tahlan and see if that fixes this weirdness... Hm.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14a
Post by: Nia Tahl on February 15, 2020, 02:57:11 AM
The infinite repair bug is still in the current public build. Will be fixed in the next update which should be this weekend.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14a
Post by: etherealblade on February 15, 2020, 05:02:22 PM
I..Love..this Mod. Thanks again. Small mod turned into a larger epic faction integrated ship pack. I love how I can be independent and stumble upon stations with a variety of awesome to buy from the roster.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14a
Post by: Starareo on February 17, 2020, 08:15:32 AM
Just as a PSA, you can delete the Legio Siege bases using console commands. Activate dev mode, fly to the base, navigate to the colony management screen where it shows you industries/imports/exports etc. and click abandon. Will leave behind an abandoned station husk but will remove the base and legio raider spawning  afaik.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14b
Post by: Nia Tahl on February 17, 2020, 03:41:53 PM
Update time!

This will fix Legio Siege bases not despawning when defeated. It doesn't apply retroactively to existing bases, however, so you'll need to wait those out.

Save compatible

Changelog:
Spoiler
0.3.14b
Additions:
- Added Glanzwurf Regalia

Changes:
- Nerfed Gardas and Gardion
   - Reduced per-shot damage
   - Lowered efficiency
   - Increased rate of fire
- Adlerauge hullmod changed
   - No longer increases damage
   - Grants a flat 100su range buff now
   - Also slightly buffs projectile velocities now
- Weapon Stabilization range buff is now a flat 200su, percentage buffs/debuffs changed to 25%
- Sturmkanone (all variants) projectile velocity reduced, efficiency dropped to 1.0
- Halbmond changes:
   - Added a 4th fighter bay
   - OP increased slightly
   - Improved shield stats
   - System changed to targeting feed
   - Large mount arcs improved slightly
- Updated HVB fleets with more fun ships
- Silberblut Regalia changes:
   - Reduced armour by 100
   - Reduced top speed by 10
- Ristreza variants dissipation reduced by 100
- Castigator variants:
   - Reduced Dissipation by 50
   - Reduced Armor by 50
- Increased armor of Fragmenta drones from 20 to 50

Fixes:
- Fixed Legio Siege bases not despawning when defeated in combat
[close]
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14b
Post by: Kitfox88 on February 17, 2020, 04:46:21 PM
It's a little late but using the Console Commands mod to force transfer ownership of the siege bases that wouldn't despawn to yourself and then abandoning them like any other colony worked for me. Their hulks are still floating there in hyperspace but I think it's a bit flavorful.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14b
Post by: TimeDiver on February 17, 2020, 04:50:22 PM
Was the Infinite Repair bug fixed? The changelog doesn't mention it, unless a bug reported fixed in an earlier version doesn't merit a re-mention.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14b
Post by: Nia Tahl on February 17, 2020, 04:57:33 PM
should be fixed now, yes
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14b
Post by: lgustavomp on February 18, 2020, 08:55:36 AM
My nibelungs are getting perma engine flameouts since 0.3.14 even with 70+ CR

and the "assault burn" equipped GH ships (mainly vendetta and legion) are really trying to hit the enemies with their sabers when handled by the AI, even steady ones when NOT ordered to eliminate/full assault. And obviously they are getting flanked hard and dying. Also since 0.3.14

Still not tried 0.3.14a and b though
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14b
Post by: Kyphros on February 19, 2020, 09:21:21 AM
Hello ! Great mod you have there, but honestly, I'd gladly do without the whole Legio Infernalis stuff. On one side, you get vanilla pirates which are retardedly weak (so I get the need for a better opponent), but on the other side, you have the Legio Infernalis which is completely overpowered and keeps blockading everything with dozens of fleets that have 400/500 CR. What the hell ?

The worst thing is, they even keep blockading stuff after all their regular bases disappeared... I used console commands to take all their colonies and they still blockade new systems.

On top of that, I'll also have to say : how the hell are you supposed to actually eradicate them in the first place ? WHY is there a 3x bonus to their colony's invasion resistance, when the base value is already super high thanks to all the buildings they have installed ? The total comes out at something like 20 000 for the smallest of their 3 colonies, and the biggest has 70 000 points... With those insane values you can't even attempt to bombard them, unless you just stop your invasion, and come back with 30 mega tankers filled to the brim ! By then, of course they'd have replenished their fleets and the mega tankers would be annihilated but that's beside the point.

You also can't even use the Request a fleet function because those fleets are way too small... 3000 attack points at most for invasions. Even if the player is some sort of Scrooge McDuck with untold millions, the upper limit for that function is also way too low to be of any use against the Legio.

The comical thing with them is that they're so overpowered, there's literally not a single faction that could actually finance them in the game's universe, with the expenses their ships and expeditions generate... In my playthrough they ended up blockading something like 15 systems with unbreakable bases (before your fix), and TONS of colonies from all factions were decivilized.

All in all, fighting the Legio feels like playing I Wanna Be The Guy, it's so unfairly hard it becomes completely stupid.

But maybe there's something I'm missing, or maybe I use another mod that conflicts with yours and modifies the values ?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14c
Post by: Nia Tahl on February 19, 2020, 02:03:36 PM
Another small patch. Mainly to fix some errors and add a config file that allows you to disable certain features of the mod. See the tahlan_settings.ini for details

Changelog:
Spoiler
0.3.14c
Additions:
- Added a configuration file named "tahlan_settings.ini" allowing users to disable various mod features:
   - Lethia
   - Legio Infernalis
   - Legio Siege events

Changes:
- Reduced number of patrol fleets spawned by Legio siege bases
- Reduced the defense multiplier of Legio Tyranny from 3 to 2

Fixes:
- Dorn blueprint can no longer drop randomly
- Dorn blueprint value set to something more reasonable
- Fixed a crash related to Legio Siege events

[close]
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14c
Post by: Kyphros on February 19, 2020, 02:06:07 PM
Haha, nice ! I'll install it right away. Will make for a much more enjoyable experience in my next playthroughs. Great job !
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14c
Post by: TaylorItaly on February 19, 2020, 02:12:22 PM
Thank you for the patch.
I hope to defeat those pirates....
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14c
Post by: deaxsa on February 20, 2020, 07:41:33 AM
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
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14c
Post by: RoquetheRogue on February 20, 2020, 07:51:26 AM
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?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14c
Post by: deaxsa on February 20, 2020, 09:48:09 AM
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?

I am using 3.14a, or so says the little notepad document in the mod. I'll try updating and see what happens - though I downloaded this mod fresh only about a week ago? Have there really been two new versions since then? crazy.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14c
Post by: Nia Tahl on February 20, 2020, 09:54:17 AM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14c
Post by: deaxsa on February 20, 2020, 10:03:58 AM
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.

I hadn't realized there was a recent major update, I was just shopping around for mods at that time. For one person, you're doing an awesome job! Loving the Great Houses stuff, it's so cool. I think the Ristreza is my favorite thing - I remember seeing a variant of it early in my game when I couldn't afford it. Hope I can find it!
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14c
Post by: Ralafe98 on February 21, 2020, 03:40:07 AM
The infinite repair glitch is only fix in new games i guess? as it doesn't seem fixed at all in my current one
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14c
Post by: Nia Tahl on February 21, 2020, 07:57:56 AM
It shouldn't need a new game. Make sure you're on 0.3.14c

The c in the version number is important. Not .14a or .14b
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14c
Post by: Ralafe98 on February 21, 2020, 08:56:55 AM
Then it's not working for already existing station, they still go under repair once destroyed, and i check my update, i'm on C Right now 0.3.14c
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14c
Post by: Nia Tahl on February 21, 2020, 01:36:52 PM
That's a different thing entirely. The station fix only applies to new stations. Existing stations will expire over time, though
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14c
Post by: Ralafe98 on February 21, 2020, 01:38:49 PM
So they should just vanish overtime? okay then, thanks for the information. ^^
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14c
Post by: th3boodlebot on February 22, 2020, 08:15:01 AM
can you help with this?

158931 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Mok Morred to Murmur Habitat
159251 [Thread-4] INFO  exerelin.campaign.fleets.MiningFleetManagerV2  - Trying mining fleet for market Yeg
160601 [Thread-4] INFO  data.scripts.campaign.siege.LegioSiegeManager  - timer expired, spawning siege fleet
160601 [Thread-4] INFO  data.scripts.campaign.siege.LegioSiegeManager  - new siege timer, min: 210.0, max: 279.30002
160601 [Thread-4] INFO  data.scripts.campaign.siege.LegioSiegeManager  - picked Isin to spawn siege fleet
161066 [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)

After posting in several other threads I've been made aware you're the one to ask for help on this. Please and thanks! My mod list is heavy and I'd hate to lose a single one including this one.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14c
Post by: Nia Tahl on February 22, 2020, 11:12:05 AM
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
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14c
Post by: deaxsa on February 22, 2020, 12:00:44 PM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14c
Post by: th3boodlebot on February 22, 2020, 01:01:34 PM
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

that appears to have been the issue. mustve overlooked that in the version checker. thanks!
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14c
Post by: Nia Tahl on February 22, 2020, 02:25:53 PM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14c
Post by: Delta7 on February 23, 2020, 11:31:09 AM
It's a minor thing, but the Bungalow could use a slight reduction to base cost (perhaps to around 95k.) This would allow it to act as a cheaper albeit slightly inferior alternative to the Mora, where as currently it seems to serve no real purpose. Between 90-100k seems about in line with many of the low tech, outdated light cruiser designs, and somewhere in that range would seem appropriate for the Bungalow.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14c
Post by: deaxsa on February 23, 2020, 12:06:46 PM
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.

Now, keep in mind that I have increased max fleet size to 50 so if you're playing on vanilla sizes it may be different. But yeah, there's usually at least three of these:

Spoiler
(https://i.imgur.com/H9unqiN.png)
[close]

edit:

Spoiler
(https://i.imgur.com/AOZiwY5.png)
[close]
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Nia Tahl on February 28, 2020, 02:53:32 AM
New update with more Legio Siege tweaks. Disabling them in settings will also suspend the spawning of new bases in existing saves now.

Save compatible

Changelog:
Spoiler
0.3.14d
Additions:
- Added Kriegsmesser Torpedo Launcher
- Added Dolch MRM Launcher

Changes:
- Further tweaks to Legio Siege fleet sizes
- Legio bases should now properly time out eventually

Fixes:
- Fixed Vund-pattern Autoforge being nonfunctional on some ships
- Fixed Adlerauge Array not affecting Regalia with the Silberherz Subcore hullmod
- Fixed hidden derelicts not always spawning properly
- Fixed Traumtänzer being included in the Nachtgesang BP package

[close]
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: fu12 on February 28, 2020, 05:37:40 AM
So what exactly is the new regalia faction supposed to do? Or are we not supposed to be able to access those bps? I may or may not have cheatyfaced them.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Nia Tahl on February 28, 2020, 06:44:43 AM
It's a mystery
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: BigBeans on February 28, 2020, 08:42:21 AM
Just a question but have you ever considered changing your Red Guard skins too match the skins added by other mods and the OG varya RG ships?

Personally I think your Black/Red with three gold stars skins are nicer but they contrast with everyone elses full red skins.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Nia Tahl on February 28, 2020, 09:16:34 AM
no
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: BigBeans on February 28, 2020, 11:14:22 AM
That's fair. I suppose Shadowyards does have unique skins too. I just wondered whether the Commies were supposed to have an over-arching theme or what.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Nia Tahl on February 28, 2020, 11:16:42 AM
They are meant to be pretty ragtag iirc. Having non-uniform liveries is actually thematic for them
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: BigBeans on February 28, 2020, 11:24:52 AM
That pretty much satisfies my kinda sorta critic with the miss-matched liveries tbh. If thematically they're supposed to be like that, that's cool. I'll also say I find it quite interesting how a bunch of what seemed to be sorta memey Varya Sector sub-factions have actually went on to become properly interesting factions with increasingly full rosters in their own rights.

Have you ever considered adding any of your ships to the other factions?

Also, what is your end-game with Legio Sieges? Right now, in my games, they seem strong with only the more heavily fortified Core Worlds able to clear them out. Are you aiming to tweak them to be weaker or is your aim for them to be that capable?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Algester on February 29, 2020, 01:29:17 AM
still at 3.14c the stations still dont go boom unless I probably have a quest active for that station... yes even with the console kill command
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Strawman on February 29, 2020, 04:10:09 AM
Wonderful mod, renewed my interest in the game in tandem with Nex and Vayra's after a long absence. Please don't stop doing what you're doing.

I just wanted to ask where you can find the stock Hresvelgr ingame. I've been flitting between Hegemony, Persean League and Independent markets for ages trying to find one up for grabs but to no avail. I want one to replace the GH Legion I picked up; as despite the beautiful colour scheme and faction variance on it, I'm tired of my cautious carrier officer spamming the burn drive at every opportunity (I.e fleet orders to move or follow, charging point blank with medium and large mounts rated at 1500+ range) and either getting shredded or ramming into the rest of my fleet. I scavenged a LI Hresvelgr, thoroughly enjoyed it, sold it, and am now deeply regretting it. Are the stock hulls just super rare on markets? Is there an obtainable BP out there so as to build my own?

Side note: I am deeply in love with the Ristreza, and its variant (and by extension all GH weaponry and LPCs). The blend of ivory white, red trails and golden energies. The melding of shape, style and combat of both broadside cruiser and mega-artillery. I'd go so far as to say that it's my favourite ship to date, out of either of vanilla and several mods. If you get the time and inspiration, I beseech you, please make more GH-unique hull designs akin to this one, it's a masterpiece in my eyes.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Nia Tahl on February 29, 2020, 05:17:48 AM
the standard Hresvelgr shows up in Hegemony markets and fleets. It's somewhat rare due to the battleship doctrine of the faction, though. Persean League and Indies don't have access to it.

Also the Ristreza isn't really a broadside ship but can work as one depending on build. It's primarily designed to fight head-on, though
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Strawman on February 29, 2020, 09:05:47 AM
Thanks, I'll keep an eye out.

Perhaps I'm using it wrong then, still a lot of fun besides being rather effective. I would love to see more ships like it covering a wider scope of fleet roles :)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Strawman on February 29, 2020, 11:42:03 PM
So I ran another cycle or so ingame camping Hegemony markets and no stock Hresvelgr have appeared unfortunately. Did a bit of digging with console commands on both my current (6 cycles in) and a fresh save, and despite repeated uses of ForceMarketUpdate and findship I can't seem to find it spawning in any markets either. I may not have run enough attempts or my luck could be tremendously bad, but if not is this possibly a bug?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Nia Tahl on March 01, 2020, 04:27:40 AM
Guessing the Hresvelgr might be getting pushed out by doctrine too much. I'll be adding the ship to indies in the next update so it should be around more often then.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Ligis on March 01, 2020, 12:43:43 PM
Love the mod, the Dun Scaith is by far my favorite ship in the game.

That said I've been getting these situations lately;
Spoiler
(https://i.imgur.com/H9WHWO1.png)
[close]

There's just no end to their fleets, they HATE that system.  ;D
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Nia Tahl on March 01, 2020, 12:53:05 PM
Are you on the latest version? The Legio sieges should be dialed down quite a bit in that.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Ligis on March 01, 2020, 01:38:45 PM
I started the save during 0.3.14c and updated to 0.3.14d mid-game, might be why? So far I just snipe the stations and hold the never-ending waves until my ships need to retreat from CR.  :)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Pandora on March 01, 2020, 09:29:29 PM
They are good cash cows though! Just gotta be able to down those cows first...

Also, did something get updated? I could swear I already downloaded this update... Were there any hotfixes perhaps?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Comrade Corwin on March 02, 2020, 03:58:06 PM
I have only read the last three pages of this thread, but I don't see any mention of Kassadar. So, I was wondering, is there any way to force the spawning of Kassadar in a randomized Nexerelin game?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Nia Tahl on March 03, 2020, 05:06:30 AM
no
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Strawman on March 03, 2020, 10:25:24 PM
Is there a way to acquire the Regalia ships outside of finding derelicts? Found a Paladin and Vanguard Silberblut in a nebula and they're pretty neat.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Versil on March 03, 2020, 10:32:36 PM
How can i obtain Rosenritten weapons and hulls bp? I got Stahlhagel Zwilling, Kriegsmesser Launcher and Eisenflug LPC from market at Prism Freeport but it only happened once.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Kpop on March 04, 2020, 10:39:54 PM
bruh what were you thinking with these legio sieges...

Destroy 33 capitals with 6 - Omicron getting torn to ribbons since he got ambushed before I could even link up with him and still 17 left in reserve and 12 retreated from last engagement. Not everyone has a fleet of only Paragons you know.

Not to mention when you have 3 systems near eachother all swarmed by siege fleets it takes 10x longer than normal to move by them(not an exaggeration) due to the immense lag.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Cyber Von Cyberus on March 06, 2020, 08:08:39 PM
I really love this mod, the ships are great and the derelicts that you can find make distress signals worth investigating, I managed to get my hands on a full fleet of Regalias and I love them (although they cost a fortune to keep operational) if I use multiple of those carriers with regalia gantries will it improve the supply usage of the Gundams ?

 However there's also a few nitpicks I have with this mod;

First, the Great Houses ship. They're too expensive to buy considering they are always sold with 2 to 4 Dmods which means the cost of using a functional one is around 2 to 3 million credits depending on the size and that is not counting the appalling supply cost.

Second the ship system of the GH ships when used by the AI. The AI will keep using the burn drive systems constantly and will ram into enemies and allies alike (I nearly lost a rare destroyer by being crushed between a Legion and an Onslaught) I'm not sure why the AI seems to be so zealous when using this ship system specifically compared to regular burn drive but I think it's one of the biggest problems with the GH ships currently.

And finally the Legio. I think the size of their fleets requires tweaking, too many capitals and ships in general. They're impossible to tackle on until endgame and their Siege bases shouldn't be so strong from the very start in my opinion (unless you cannot make them upgrade their siege bases over time if left alone like pirates do) and they should have less fleets guarding the entrance of the system. Only way I found to defeat these bases (and that's when I have 3 decently sized colonies) is to go to Chicomoztoc and take a dump on the High Hegemon's head from orbit then use the bounty hunters that inevitably come to kill me to distract the Legio fleets away from the base (this tactic most likely doesn't work without Vayra sector or Nexerlin without the bounty mechanics).
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: PainProjection on March 06, 2020, 10:28:16 PM
Hello there, i have situation what my mod folder crammed to the brim, if i add any additional faction game gonna crush on save attempt, i already modified vmparams so i am aware of what causes this. However i keep finding some ships in some mods what i really want to have in my game. For example your Doominator.

I am not very familiar with mod structures, can you teach me how i can export particular ships from particular mods in to my game?
I guess if i just transfer "tahlan_Dominator_PH.ship" file in to starsector-core/data/hulls directory this wouldn't be enough? I mean even if i also transfer it's ship system which probably called "tahlan_weaponsoverdrive.system" i still can't find it's builtin hullmods anyway. And something tells me what if i somehow manage to export hullmods it's still not gonna work.

Maybe it would be better if i keep your mod folder and just delete everything except doominator related files? (can you give me the list then? it will greatly speed up process)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Nia Tahl on March 07, 2020, 08:02:05 AM
That's not how any of this works. At all.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Pandora on March 07, 2020, 11:23:31 AM
Yeah, I once tried to only get the ships from a mod I liked but it is imposible since the java values won't match up then. You can only do it if you have knowledge of coding. If so good luck.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: SoulDragon on March 07, 2020, 09:10:30 PM
TL;DR
How TF do you change the missile engine color/fxs of the missiles in the game files?
(https://s5.gifyu.com/images/Missile-colour-gif.gif)

.....
Long version:
Awesome Mod! Tons of content, beautiful ship designs, and fun AF weapons!

I have a small question, however. I’m new to modding this game so I am not familiar with all its file systems etc yet. I have made a few small tweaks to this mod for personal use.  The only thing I wanted to do that I can’t figure out is I wanted to change the color of the hekaton missiles to make them a bit more like the Reaper. That red glow looks awesome imo and helps me not lose track of where my missiles go in combat. I tried fiddling with what I thought where the correct files, mainly tahlan\data\weapons\proj\tahlan_hekaton_torp.proj but nothing I do seems to change the effects for the projectile. Just want to change the thrusters from yellow to red (as seen in GIF).
Any help, please?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Sozzer on March 08, 2020, 08:09:12 AM
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:
Code
"engineColor":[255,160,50,255],
to
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
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Kh0rnet on March 08, 2020, 06:13:38 PM
Still having some problems with the Legio siege bases. They just refuse to disappear after you destroy them, or ever (didn't check but I'm pretty sure one has lasted for like 5 cycles already with the siege long gone) I am on 0.3.14d.
Also you can spam bombardment on them and nothing happens.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Nia Tahl on March 08, 2020, 07:13:29 PM
no idea what's wrong with it. Can't reproduce the issue on my end.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Kh0rnet on March 08, 2020, 08:17:49 PM
"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?

[attachment deleted by admin]
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: SoulDragon on March 08, 2020, 09:07:55 PM
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:
Code
"engineColor":[255,160,50,255],
to
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

That’s what I’ve been doing. But nothing I do seems to make a difference.
...
Ok, I dont know what the hell I’ve just done but for whatever reason, It’s started working. Literally, all I was doing was changing those RGB values like I have a thousend times and it suddenly started working. Don’t know how I got it to work, but it's now red. I swear computers are freaky sometimes. The ghosts in the machine are showing lol.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Nick XR on March 08, 2020, 09:46:40 PM
"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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: TimeDiver on March 08, 2020, 10:26:59 PM
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:
Code
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
And my mod list, which IS rather expansive:
Spoiler
{"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]
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Stormy Fairweather on March 09, 2020, 12:11:05 AM
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
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Kh0rnet on March 09, 2020, 03:34:40 AM
"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.

It would take a while for me to do that in a new playthrough.

One thing that I should have mentioned earlier though: I am using Boggled's Player Station Construction (http://fractalsoftworks.com/forum/index.php?topic=17094.0 (http://fractalsoftworks.com/forum/index.php?topic=17094.0)): since it fiddles with the way stations work, could it be directly or indirectly responsible for the permanent Legio siege stations?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Aranov on March 09, 2020, 07:12:06 AM
I also am have the issue of Siege bases not being destroyed, and I also am using Boggled's Player Station Construction.
In fact, I destroyed LI by taking the Rubicon system, yet their Siege bases are still sitting there in hyperspace.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Kh0rnet on March 09, 2020, 11:14:45 AM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Nia Tahl on March 09, 2020, 12:13:44 PM
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:
Code
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
And my mod list, which IS rather expansive:
Spoiler
{"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]

It's a feature to allow easier testing. The thing devmode is for.


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

Start learning java then


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.


"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?

again, not my problem when other mods break it
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: TimeDiver on March 09, 2020, 12:25:11 PM
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?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Nia Tahl on March 09, 2020, 01:04:27 PM
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?

no
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Blackrazor1000 on March 09, 2020, 01:50:03 PM
@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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Stormy Fairweather on March 09, 2020, 02:42:03 PM
Quote
Start 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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Nick XR on March 09, 2020, 02:48:38 PM
Quote
Start 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.

That'll require setting up a development environment that properly references the necessary libs to compile, then puts the output in the proper location and jars it up.  It can feel like PITA busy work, but it has to be done.  There are guides on this forum for how to get started, I would suggest following them.  All the tools to do this are free!   Also for more interactive help, you might try the Unofficial Discord server.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Kh0rnet on March 09, 2020, 03:35:50 PM
@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.

They're annoying as hell though. And when will they stop spawning? Am I going to have three destroyed-but-not-destroyed bases flying around in hyperspace next to each other? Five?
I would like to ask again if it's possible to delete them the hard way somehow, via a console command or something.

Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: boggled on March 09, 2020, 03:51:18 PM
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.

As far as I'm aware, my station mod doesn't effect any stations other than ones creating using my mod (unless they enable an option in the settings.csv, which I doubt they did). It should be very simple to test whether my mod is responsible for the bug - simply create two saves, one with my mod enabled, and one without, and compare what happens with regard to the bugged station behavior.

Blackrazor1000 indicated he's not using that station mod and still has the bug, so it seems my mod is not the culprit. If you do find any evidence that station construction is the cause, please let me know and I will look into it.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Stormy Fairweather on March 09, 2020, 04:10:12 PM
thanks nick. i suspect i will learn more and more piece meal as i go. i have always been a tinkerer, and a picky one at that XD. will look to those resources though, as the need comes up
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Newbosauras on March 09, 2020, 07:53:22 PM
Just wanted to drop by and say thanks a ton for this mod. In my current play through I found the Regalia carrier, and by chance a Traumatizer (not the actual name I know but I've got the game shut down at the moment, and hey that things pretty traumatic for the enemy with those autoloaders), and after a dozen hours getting a full production line running and my colonies in shape I now have a full Regalia fleet with 2 of each Silberblut variants, and 1 of each capital ship (unless there's more hidden goodies). And I've gotta say, it is the most fun fleet I've ever run combat with.

I just spent 10 minutes taking out a pair of [Redacted] fleets, and the smooth coordination between the Silberbluts to whittle down the [Redacted] frigates and destroyers while the capital ships distracted the Radiant, it made the game fun in a way I hadn't experienced for months. So thanks Nia! I hope you keep having fun making this mod because I sure am having a blast playing it.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: baboracus on March 11, 2020, 08:19:15 AM
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 worlds
Code
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)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Nia Tahl on March 11, 2020, 09:36:51 AM
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 worlds
Code
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)

Did you actually update the mod? Have you tried reading?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: baboracus on March 11, 2020, 09:51:52 AM
Apologies, did not expect there to be multiple updates within the span of a month. i'm about three versions behind. so i take it there is no option to disable the sieges?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Nia Tahl on March 11, 2020, 09:56:22 AM
to quote the bold text in the main post:

Some of the more extensive features that go beyond just the ship pack aspect can be disabled in the tahlan_settings.ini if you'd rather only have the new ships
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Nia Tahl on March 12, 2020, 12:55:58 AM
Quick question:
Is it possible to get blueprints for Antediluvian equipment?

wrong mod, mate
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Alfa Cor on March 15, 2020, 01:34:40 PM
In missions, the Regalias never recognise that there is a ship with the regalia gantries, and so have always nerfed stats. Great mod though!
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Nia Tahl on March 15, 2020, 02:12:10 PM
In missions, the Regalias never recognise that there is a ship with the regalia gantries, and so have always nerfed stats. Great mod though!

The nerfed stats are from not having an officer and it's not really a concern as there are no actual missions with Regalia
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Blackrazor1000 on March 16, 2020, 08:36:23 AM
How do I trigger the blueprint research "intel" event for the Rosensitter ships?

For a bit of context, I started a run roughly two weeks ago and managed to find a Rosensitter carrier (can't remember the name atm). When I recovered it, I got a notification that keeping the ship in my fleet will give me blueprints over time. Now this was a run where Legio was sieging everyone. Sometimes multiple bases for one system. I didn't like that, so I turned off the siege event and started a new run.

In this second run, I found the Traumtanzer derelict and recovered it. But I didn't get the same intel event that I did for the carrier. And after exploring every system I never did find the carrier like I did in the first run. Its been a few whole cycles and Traumtanzer hasn't done anything blueprint-related. So do I need to find that exact Rosensitter carrier again?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: ROFLtheWAFL on March 18, 2020, 12:47:27 PM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: TimeDiver on March 18, 2020, 05:35:36 PM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: ROFLtheWAFL on March 19, 2020, 08:41:48 AM
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 bases and sieges do time out eventually, but I feel like I should be able to end the siege before that by destroying their fleets and the siege station. How do they maintain a siege with no fleets and no working station?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Chryvrius on March 19, 2020, 12:17:22 PM
After playing with them for quite a while, Regalias feel really overtuned. There aren't any matchups where I do not absolutely dominate with no losses, including [REDACTED] and other modded endgame threats such as Dassault-Miyokan's Blade Breakers. I end up spending less resources than capital-class spam, whilst outputting far superior results.

Am I missing some sort of underlying weakness that they are supposed to have aside from requiring an officer/gantry?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Cyber Von Cyberus on March 22, 2020, 10:12:49 PM
Well to be honest Regalias are very expensive to run and against true capital spam (for example the final IBB bounty with the Zeus, Ares, Nike and multiple high tier modded capitals) they can't really give you the DP advantage since they're considered destroyers. Also while they're very survivable the Type A's plasma cannons really struggle against good armour.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.14d
Post by: Sterdude on March 22, 2020, 11:58:55 PM
You guys do know you can just go into the ship_data and edit stats yourself right? Same with weapons in the other notepad.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15
Post by: Nia Tahl on March 24, 2020, 09:31:52 AM
Update time. Decided to switch to a slower update cycle again so I should hopefully catch more bugs ahead of time instead of having to do a bunch of hotfixes.

This update further expands the Rosenritter content, adds a few other new things and generally adjusts a lot of things, mostly Rosenritter-related.

>>> Save-compatible <<<


Full changelog:
Spoiler
0.3.15
Additions:
- Added hint for Traumtänzer location to the end of Halbmond blueprint extraction quest
- Added Strahlblick medium burst beam
- Added Strahlhammer large burst beam
- Added Hagelsturm large ballistic weapon
- Added Mondlicht cruiser
- Added Crusher Drive ship system
   - Replaces Assault burn on Flagellator variants and Castella (LP)
- Added the Peppa (Parallel Energized Particle Pulse Array), a large energy weapon

Changes:
- Legio Siege feature now defaults to disabled as there seem to be some bugs still with stations not despawning when defeated
- Lifeless ship spawns can now be enabled and disabled mid-campaign
- Castella and Castella (LI) ship system changed to heavy damper field
- Buffed Legio Smartguns: Better tracking, dps and projectile velocity
- Legio Siege Bases no longer have the Legio Tyranny condition
   - Should fix absurd siege fleet sizes
- Legio Tyranny renamed to Legio Entrenchment
- Weapon Stabilization
   - Removed top speed reduction
   - Increased projectile speed bonus from 25% to 50%
   - Added 50% recoil reduction
- Glanzwurf Regalia
   - Removed High Maintenance
   - Kfg.A: Weapon range reduced from 800 to 700
   - Kfg.B: newly added support/escort variant
- Silberblut Regalia
   - Removed High Maintenance
   - Kfg.A: Ship system changed to R-type Phase Skimmer (shorter range, faster cycle rate, more charges)
   - Kfg.C: Missile arm replaced with beam arm
   - Kfg.D: new variant with missile and pulse blaster arm
- Halbmond
   - Added High Maintenance
- Nachtgesang
   - Top speed increased to 60
- Traumtänzer
   - Added High Maintenance
   - Top speed increased to 60
   - Large mounts changed to universal
   - Added Artillery Interface hullmod
   - Increased dissipation to 1100
   - Reduced OP by 20
   - DP increased from 50 to 60
   - System changed to R-type Phase Skimmer
- Castigator Variants (Standard, GH, Legio)
   - Armor increased from 1200 to 1300
   - Shield efficiency reduced from 1.0 to 1.1
   - Shield upkeep reduced from 0.4 to 0.3
   - DP increased from 26 to 28
   - Castigator LI large mount reverted to hybrid
- Hresvelgr (RG)
   - Reworked into a battlecarrier conversion with two additional large mounts and 2 less bays
- Added Kassadari Claim condition to Atanor and Heridal in the Lethia system
   - Reduces Accessibility by 50%
   - Lowers growth rate based on market size
- Conand efficiency reduced from 0.8 to 0.9
- Timeless
   - Removed damage boost from ship system
   - Shield efficiency reduced to 0.8
   - Reduced dissipation from 1400 to 1200
- Timeless Prototype
   - Shielf efficiency reduced to 0.9
   - PPT reduced to 600s
   - Reduced dissipation from 1200 to 1000
   - Reduced overall moblity
- Nameless
   - Shield efficiency reduced to 0.8
- Songbird
   - Increased health and armour of built-in drones
   - Increased shield efficiency from 1.0 to 0.9
- Nibelung
   - Medium turret arcs adjusted to no longer have frontal convergence
   - You can thank the people making silly frontal builds for that
- Seeded Derelicts are no longer guaranteed recoveries
- Armiger
   - Damage per shot reduced from 400 to 300
   - Fire rate boosted to compensate
- Anumis
   - Damage per shot increased from 400 to 500
   - Fire rate adjusted to compensate
[close]
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Nia Tahl on March 24, 2020, 11:35:29 AM
Seems there was a bad line of code in there. Uploaded a hotfix
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: mora on March 26, 2020, 01:50:53 PM
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...
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Nia Tahl on March 26, 2020, 01:52:06 PM
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...

exactly that

It also spawns as a seeded derelict
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Yubbin on March 27, 2020, 01:09:36 PM
I got the newest update after completing the Rosenritter carrier quest, and the quest box now says the Traumtänzer is in the "null" constellation, and the marker for the quest is on my fleet. Is there any way to fix this, or do I just have to manually find the ship?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Nia Tahl on March 27, 2020, 02:02:01 PM
That's odd.

If you have console commands you can use:
Code
runcode data.scripts.campaign.tahlan_DerelictsSpawnScript.spawnDerelicts(Global.getSector());

Thus will spawn all the derelicts again including the Traumtänzer and should properly register it in the quest.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: DerpFaceCake on March 27, 2020, 09:27:34 PM
Minor gripe, but the Hresvelgr X description does not match its stats. The description states that it has a phase skimmer but its ability is actually a fortress shield
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Yubbin on March 28, 2020, 06:20:46 AM
The code worked Nia, thanks!
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: ROFLtheWAFL on April 02, 2020, 04:06:24 PM
I found the Ristreza in Lethia but it wasn't recoverable  :(
Is that the only one that spawns?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: dreamdancer on April 06, 2020, 10:13:03 AM
I found the Ristreza in Lethia but it wasn't recoverable  :(
Is that the only one that spawns?

Kassadar builds new ones. You can frequently buy them at the military market and the antique seller. If you sell Kassadar a nanoforge, you can potentially buy a pristine one at the military market.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: dreamdancer on April 06, 2020, 10:31:47 AM

- Nibelung
   - Medium turret arcs adjusted to no longer have frontal convergence
   - You can thank the people making silly frontal builds for that


IME, the Nibelung simply works better as frontal ship. I don't think you can cripple the mounts enough to make it better as a broadside ship. Until I moved to frontal setup, the AI did a very lousy job compared to Conquests. I used the medium mounts as point defense, now I just leave them empty.

With a Storm Needler, Amboss Heavy Autocannon (and optionally one or two railguns in the small slots), flux is maxed out anyway. Since Nibelung comes with the built in-range crippler, there is little point in using other large guns.

Dragonslayer Hammer is very disappointing in a frontal setup. It's useless in a broadside setup (not enough damage, easily intercepted / unguided).
 
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Wyvern on April 06, 2020, 12:28:05 PM
I have to agree with Dreamdancer on the Nibelung... though, interestingly, the unique version with the built-in large cannons does still have converging forward mediums, and the build I've ended up using with it is actually broadside-friendly.  2x heavy needler, mixed GH PD weapons in the small turrets, small side mounts left empty for more ordnance points.  It actually works out pretty well: you approach head-on, get some burst kinetic damage in from the pair of needlers, then swing broadside to get all three heavy guns on target once the target's running high on flux.

I'd say the issue is a two-parter: one being that filling those small side slots doesn't get you a lot of advantage, since it's easy to have just the large and mediums alone occupy the entirety of the ship's dissipation.  And two being that filling them with anything more than light mortars gets expensive; a full set of railguns is running you 56 ordnance points, and even if you plan to focus on broadside combat, it's better to spend those points elsewhere.

(Plus, using light mortars isn't actually that useful - if the side guns had wider arcs they might serve as decent anti-fighter weaponry, but with the narrow hardpoint-style side mounts, you're pretty much locked down to fitting them with kinetics - light HE weaponry isn't very effective against large targets and they don't have the traversal to be really useful against small targets.  Though a version that allowed ballistic or energy weapons for those slots might be interesting - imagine swinging to the side to bring in a battery of antimatter blasters, or filling the slots with range-boosted ion cannons for a support role...)

My suggestion would be to remove the Heavy Ballistic Integration hullmod; unlike the Conquest, the ship doesn't need a bonus incentive for actually using large weapons in its large slots.  Instead, I'd suggest something like a "Integrated Light Weapon Batteries" - something like -5 OP cost for small ballistic weapons, +5 OP cost for PD weapons.  (And then maybe restore the medium turret arcs to what they were?)  The idea is to reduce the opportunity cost of filling those side mounts, without making it vastly cheaper to fill out the small turrets with PD guns.  An arguably-beneficial side-effect would be making larger PD guns more expensive, increasing the cost of doing silly things like tossing a single flak cannon into the rear large turret and calling it a day.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Nia Tahl on April 06, 2020, 12:51:40 PM
Hahahahahahahaha

NO

as a note:
The range cap is a temporary measure till the next major update which will add modding features needed to make the hullmod work in the way I want it to. I might consider something like an OP cost reduction for small mounts instead of hbi, but the medium arcs are staying as they are. 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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Wyvern on April 06, 2020, 01:09:05 PM
Okay, thanks for the edit there - I was about to hit report on that post for it being, well, a bit rude.

Having some explanation is appreciated; that you're reacting with a 'haha no' to the tiny little parenthetical comment I made in the middle rather than the main points I was trying to make takes the sting out of it.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: dreamdancer on April 07, 2020, 06:51:31 AM
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).

BTW, the phase skimmer is an awesome system for a player Traumtänzer and the 60 DP are justified in player hands. For anyone, who likes omni shields and manual fire of the large mounts, the large mounts can easily be changed to be true fixed mounts by editing 'mods/tahlan/data/hulls/tahlan_schneefall_traum.ship'. I've set the arc of the two large mounts to 0 and the angles to -2.5 and 2.5 degrees.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: grinningsphinx on April 09, 2020, 08:59:09 AM
Only 60?  Need to up the game there!:)

Higaran Dreadnought  at 105....
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Nyarlathotep on April 10, 2020, 06:21:37 PM
Greetings, I am a big fan of the Nibelung. I finally acquired the unique one but I have a very odd bug- the CR never diminishes, but after about the length of the first stage of CR decay the ship suddenly freezes up and responds to no commands, drifting into death. I realize I am giving you no info on whatever other mods I'm using (a lot). Is this something you've seen before? Any advice? I love this ship and don't want to restart because of a bug, but the ship is basically unusable. Thank you for keeping this mod up, big fan.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Nia Tahl on April 11, 2020, 02:11:42 AM
Uh... whatever is causing that, it's not on my end. The only difference for the Kriemhild is the built-in guns. There's nothing messing with CR or anything at all.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Nyarlathotep on April 11, 2020, 02:17:36 PM
Gotcha, guess I just gotta scrub that save file. RIP. Its pretty unstable anyways, I shoulda known. Thanks for the Re: keep up the good work Sylphon and Tahlan are just 5/5. Great stuff. <3
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Nia Tahl on April 12, 2020, 03:01:10 AM
You might wanna make sure your mods are up to date
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Chairman Suryasari on April 12, 2020, 06:12:58 AM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Nia Tahl on April 12, 2020, 06:41:13 AM
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.

Are you on the latest version? They've been toned multiple times now and their siege bases are now an optional feature that is disabled by default
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Chairman Suryasari on April 12, 2020, 11:30:15 AM
I'm already on on latest version, they still seem strong even and i just realize they're no longer sending siege, but in the late game they're still annoying, probably because they're ally with pirate and pirate quite prosperous in my current modlist, oh well, i'm gonna disable them, thanks btw for replying.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Nia Tahl on April 12, 2020, 03:11:43 PM
I mean they are meant to be a dangerous threat in the lategame that forces the player to deal with them eventually. Obviously not everyone will like that which is why I added the option to disable them.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Unnamed_Shadow on April 18, 2020, 01:07:40 AM
This might be more related to Nexerelin itself.

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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Histidine on April 19, 2020, 06:33:59 PM
This might be more related to Nexerelin itself.

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.
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Alluvian on April 20, 2020, 07:05:34 AM
Quite a wonderful mod! Since I started using it, it has been a feature set I have enabled for almost every play-through of Starsector I have done. Rather fond of the three factions of the Legio, the Great Houses and Rosenritter.

Given the temporal technology of the Great Houses vessels, it is kind of fitting that the Great Houses are not a playable faction; rather a relic from the past that may still have a bearing on the future. This gives players a lot of freedom (in my opinion) to craft their own stories, and if they so choose to try and restore Kassadar / the Great Houses to their former glory in their own campaigns. That said, I would love to see more Kassadari additions in the future should you be so inclined.

I quite like the Legio Infernalis. In general the Legio is a good addition to Starsector in my opinion, as having a more organized / militant pirate-type  fills a niche (dominating aggressive expansionists) that was kind of missing. Thus far, I have tried out the Legio both with and without the Siege mechanic enabled to see what kind of a difference it makes for campaigns using Nexerelin, and have even tried playing as a Legio commission with and without it enabled.

Thus far, I have enjoyed the Legio presence in my games more when the Siege mechanic is enabled. In a Nexerelin campaign, having the Legio Siege enabled is a much better way to allow them to put pressure on the other factions. One setting combination I find particularly interesting, is to have Legio Siege enabled alongside Nexerelin's brawl mode (nex_brawlMode). Makes for quite a bloody conflict in the core worlds!

Also hoping to see some more Rosenritter content in the future! I did notice the Rosenritter skins you created for Diable Avionics, very nice.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Yubbin on April 20, 2020, 07:09:55 AM
I did notice the Rosenritter skins you created for Diable Avionics, very nice.
I agree, the Navy blue skin is also very good looking.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Chronia on April 27, 2020, 06:11:23 PM
I'm loving this mod! I'm particularly fond of the Great Houses and Rosenritter bits.

One thing that bugs me a tiny bit is that Kassadar doesn't have a Black Market - is that intentional? I was poking around in the code to see what it might take to add one (looks like a one-liner) but figured you might be saving the UI space for another submarket?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: riskyfandango on April 28, 2020, 12:06:36 AM
errm hi so ive only just worked out how to add mods etc to games without steam doing it for me and i added this mod (looks fabulous by the way  :) ) along with a few others, unfortunately this one is the only one not currently working. the reason stated is "failed to load version from master url" i imagine im late to the party on this but does anyone know how to fix it ? any help will be greatly appreciated
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: riskyfandango on April 28, 2020, 12:08:21 AM
apologies wrong mod page! so sorry im new at this  :-\
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Fatman_D on May 01, 2020, 08:59:28 PM
Some Vayra sector bounty ship (Hresvelgr X etc) seem to be available in the prism freeport even Vayra sector is not enabled, is it intentional? I think would be a good idea to blacklist it from Prism market if Vayra sector is not enabled.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Fatman_D on May 01, 2020, 09:04:01 PM
In addition to that, the enableLifelessShips option is not able to prevent nameless-class to be spawned.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Nia Tahl on May 02, 2020, 03:23:28 AM
That first one seems like a bug with Nex, not my mod.

The second one sounds like you might've disabled the lifeless ships mid-campaign. It won't despawn any ships that were already spawned. If not, idk, some bug I can't be bothered to fix.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Fatman_D on May 02, 2020, 06:21:17 AM
I am pretty sure I started a new campaign for that, but it seem that only nameless was spawned, haven't seen any timeless-class.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: JustThatGoo on May 03, 2020, 08:38:01 PM
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
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Unnamed_Shadow on May 10, 2020, 05:07:20 PM
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!
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Aereto on May 10, 2020, 09:59:55 PM
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!
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.

Kassadar is not its own faction due to deterioration and overpopulation hampering its influence and power in part of the Collapse.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: Nia Tahl on June 01, 2020, 04:14:04 PM
Update 0.3.16

A new batch of new content and various adjustment. Also removed some things.

This will break saves


Full Changelog:
Spoiler
0.3.16
Additions:
- New hidden things
- Darnus-class experimental frigate

Changes:
- Silberherz Hullmod
   - Reduced stat penalty for lack of level 10 officer to 15%
   - Added shield efficiency to affected stats
   - Added additional buffs for officers with Level 3 Gunnery Implants
- Silberblut Regalia
   - Reduced range of some arm weapons
- Crusher Drive
   - Reduced mass multiplier to reduce ramming damage somewhat
   - Reduced damage resistance
   - Increased cooldown from 10s to 15s
- Exa Pico
   - Reduced DP from 15 to 10
- Sturmkanone Mk.3
   - Removed EMP damage
- Sturmkanone Mk.2
   - Increased flux per shot from 300 to 360 (1.0 -> 1.2 efficiency)
   - Removed EMP damage
- Hagelsturm
   - Reduced range to 800
- Yosei
   - DP reduced to 8
- Renki
   - Shipsystem changed to missile autoforge
   - DP reduced to 8
- Castella (P)
   - Fray Cannon range increased from 1000 to 1200
- Timeless/Nameless
   - Shield changed to front shield with limited coverage
   - Reduced dissipation
   
[close]
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: Chairman Suryasari on June 01, 2020, 05:50:11 PM
Love ya, Nia  :D
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: Albreo on June 02, 2020, 05:24:08 AM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: Nia Tahl on June 02, 2020, 08:51:08 AM
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.

- Search for the carrier in black hole systems
- Interruptible burst weapon. You can cancel the burst early. Weapons with that feature don't display burst size as it's variable and they can fire even when there isn't enough flux capacity for the full burst
- I know. Was intended. Is also changed now since nex added the low profile diplomacy trait
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: rolamento on June 02, 2020, 11:09:25 AM
Hello, so I just updated to the new version without noticing the warning that it would break my save, and it did.
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?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: Maeleth on June 02, 2020, 11:54:13 AM
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)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: rolamento on June 02, 2020, 04:51:33 PM
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)

broooo thanks for saving my gameplay! Guess I'll have to start making a habit out of those backups. Cheers!
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: N1MH on June 02, 2020, 06:26:45 PM
You can make your save compatible with the new version by removing all mentions of tahlan_Castigator_knight and tahlan_Castigator_commie from your save files campaign.xml. Was able to work for me & had no issues.

By the way Nia you should consider mentioning in the changelog what things were removed.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: Najibyahya on June 03, 2020, 04:16:37 AM
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)

I just want to say i love you for saving my ass. Made the same mistake of updating without a backup :")
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: Wyvern on June 03, 2020, 09:56:14 AM
No more GH Castigator?  ...But that was the fun one to fly!

(As a personal thing, I'm not much of a fan of burn-drive-like systems.  The GH Castigator's mobility system was fun to use.)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: shoi on June 03, 2020, 06:39:25 PM
Hey Nia, is there some spoilery place where we can see what secret stuff has been added ?
I have fallen behnd in updating the mod, so it's hard for me to gauge if update is worth axing my save.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: Kwbr on June 03, 2020, 07:11:40 PM
easiest way is to use the console commands mod. backup the version of this mod that you're using, install the newest version, then start a new save and use console commands to add the ships from this mod to your fleet.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: lieutenant joseph on June 11, 2020, 02:13:58 AM
(http://starsector)
so i updated the mod today and i got this message after i loaded my last save, it seems that there is something wrong with the files, can you please help me? i can also explain further how i tried to update the mod step by step if you like

edit: i read the upper posts and i now understand that this was meant to be broken, (well thats kind of a letdown bc ive climbed my way into building up a game twice this month)
either way i still wanna ask this, i see this mod is not just the ships, but a few other features that i havent encountered, do you have a guide that shows it all? i kinda read the black hole sstem before and i was kinda surprised
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: MeinGott on June 13, 2020, 03:08:48 AM
Hello,
What parameter do I add/remove/change in xml save file if I want Legio Infernalis hyperspace market destroyed after defeating battlestation (alternatively susceptible to saturation bombardment and abandonment)?
I updated Tahlan mod some time ago to 0.3.15a so I could disables sieges, but there are plenty leftover Legio stations in hyperspace that cant be defeated (cant invade, saturate, destroy, nothing).
thank you
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: Nia Tahl on June 13, 2020, 04:05:27 AM
There's no fix for that, I'm afraid. It's an old bug with the siege system.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: Plasmodium on June 18, 2020, 04:10:43 PM
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
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: Shuka on June 18, 2020, 05:56:54 PM
There's no fix for that, I'm afraid. It's an old bug with the siege system.

A fookin funny one at that brother, I was like wow this is a serious invasion!
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: Nia Tahl on June 19, 2020, 12:45:57 AM
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

Experiment and find out
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: mosshadow on June 21, 2020, 08:26:26 PM
Other than starting with it, can the Metafalica be obtained by purchase or Blueprint?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: Nia Tahl on June 22, 2020, 08:37:16 AM
Other than the start option it only appears as an HVB if you have Vayra's Sector
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: Vex2 on June 29, 2020, 02:50:30 PM

This will break saves


The bane of my life. And in my current save I found a Ristreza in the first 2 months that carried me to my faction founding, ah well, new beginnings.

Speaking of the Ristreza, maybe add some clarification on its main gun to say it generates ammo when the ship system is used? It does say the gun can only be fired while the system is in use, but nothing of its ammo and kind of implies its a 1 shot weapon.
No complaints of the actual ship though. Its a beaut, and frequently surprised me in how effective it could be. Certainly punches far harder than it looks at a glance.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: Kargul on July 01, 2020, 03:41:57 AM
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?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: Albreo on July 03, 2020, 12:13:53 AM
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?

You won't be able to salvage all the ship but you are guaranteed to be able to salvage 2 Rosenritter capitals which also guaranteed to spawn where one will give you all of the Rosenritter blueprints for you to play with.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Nirvana is the strongest ship right now hands down, followed by Truamtanzer with Sylphon loadout. For Nirvana to be able to refresh armor is just OP. The Reality shell ability seems to trigger glitch with SpeedUp mod when disabling bullet time, as a flagship, the game now runs x4 time faster once trigged in battle.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: CrixM on July 04, 2020, 03:49:41 AM
All the lostech ships are well.... incredibly good. Especially when the AI doesn't seem to have an issue with the tiny shield radius.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: ZeroXSEED on July 08, 2020, 12:32:30 AM
Greetings. Thank you for the hard work for this awesome mod. It made my experience playing star sector much more rich and varied.

One question though, does the shipworks have broadside destroyer? I'm having fun with Metafalica (custom start nexerelin) and Phoca as my guard cruisers, but I'm not finding any in the codex.

Broadside ships are unique in my opinion because they established common defiance against 'modern war' logic, that is, to present frontal profile and minimize side profile as much as possible. But with shields being spherical there's not really much difference is there? The shields always have the same radius on all axis, broadside ships aren't that disadvantaged.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: Lilly112 on July 09, 2020, 04:52:09 AM
I just loaded your mod in, and got this. Definitely your mod because it doesn't happen before, or after.

(https://cdn.discordapp.com/attachments/333309422506082314/730753003639799848/unknown.png)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: truecore on July 10, 2020, 01:21:57 PM
I just loaded your mod in, and got this. Definitely your mod because it doesn't happen before, or after.

(https://cdn.discordapp.com/attachments/333309422506082314/730753003639799848/unknown.png)
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: Nia Tahl on July 10, 2020, 01:33:02 PM
Not my mod. Seems you have some of xenoargh's nonsense in your modlist, though. Probably the cause
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: truecore on July 10, 2020, 02:52:45 PM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: Hiroyan495 on July 10, 2020, 04:32:28 PM
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?

In case anyone wants red instead of orange stripes for the Izanami-class, I made a tiny edit:

[attachment deleted by admin]
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: Nia Tahl on July 11, 2020, 02:48:33 AM
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.

If you got a commie castigator related error, you didn't properly delete the old version of the mod before updating. Always delete the old version first. Overwriting will cause errors

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?

It's a known quirk with time acceleration. It causes weird behaviour with collisions.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: Hiroyan495 on July 11, 2020, 04:35:10 AM
Figures, thanks for telling me.  8)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.16
Post by: duckasick on July 13, 2020, 04:38:49 PM
hey,

I was wondering if there is a config file somewhere that let's me edit the kassadar's spawn location. I like to move most modded systems a bit closer to the core than normal, but I can't seem to find the file to edit this.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Nia Tahl on July 16, 2020, 09:00:20 AM
New update with various changes (see changelog in first post)

Might break saves, but not entirely sure
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Vex2 on July 16, 2020, 09:32:38 AM
First, does break saves

Second, a question regarding the Legio

Do they have their own tuning for invasions and such?
Got a notification about a Legio invasion of "5 fleets" but figured my home system defense could swarm them.
When I eventually returned to my system they'd wiped out every patrol/detachment and I had to deal with almost 20 fully stacked death fleets to kick them off my planet.

Just curious if its a Legio thing, or if after so long theres still things from nex etc that still surprise me.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: S7 on July 17, 2020, 12:04:12 AM
Seems to have broken saves.
Here's the line in the log.
Spoiler
149331 [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]
Going to revert back to 0.3.16 for now.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Nextia on July 17, 2020, 05:03:22 PM
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...?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Seita on July 18, 2020, 02:36:18 AM
I’ve tried Vayra’s Sector and with this. Was thinking if there can be a storyline for some of the factions to appear mid-game
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Nia Tahl on July 18, 2020, 09:10:50 AM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: smallwalrus on July 20, 2020, 10:19:34 AM
Seems to have broken saves.
Here's the line in the log.
Spoiler
149331 [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]
Going to revert back to 0.3.16 for now.
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: LeStinke on July 25, 2020, 06:41:01 PM
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?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: connortron7 on July 25, 2020, 07:18:17 PM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: LeStinke on July 25, 2020, 07:41:39 PM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: connortron7 on July 25, 2020, 07:56:52 PM
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.
Hmm, that's my bad,  sorry  :-X
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Nia Tahl on July 26, 2020, 03:26:13 AM
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.

I'll add a note to it. To hotfix the bug in your own game, you can transfer the market to yourself via console commands and then abandon it.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Justinx931 on July 26, 2020, 05:13:01 PM
is it normal to find a blueprint to make some kind of mothership and some other ships and costs like 9 million credits?
not exactly sure where i found it but its probably one of the vast ruins in the core worlds, pretty early in the game too.

might just be a random drop chance from any of the ruins, only problem is its price is so high compared to everything else.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: boothnat on August 02, 2020, 11:44:09 PM
Fantastic mod! The ships all provide unique options, the ones meant to fit in do, and the ones meant to stand out do too!

The
Spoiler
Eisenflug Jadregalia
[close]
seem a tad overtuned, at least in my opinion. A few herons equipped with them are absolute monsters, and they honestly work extremely well on almost any ship. They're capable of tearing apart anything from frigates to capitals.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Tartiflette on August 03, 2020, 12:21:39 AM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: cathar on August 03, 2020, 12:50:43 PM
I've been lugging around a Samsara class for about 2 cycles, deploying it in every battle, but it still says I don't understand it.

What do I have to do? It's not piloted by myself, is that the issue?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Unnamed_Shadow on August 03, 2020, 11:16:23 PM
Does starting as Kassadar give you any option to get Comissioned with Independents?

I would definitely would love an Independent Commision and a Comissioned Crew Bonus.

As far as i know the only mod that adds an Independent Comission is the Roider Union, but even then there's no Comissioned Crew bonus if i recall correctly.

Im having a blast with the Legio Infernalis, but lately i've been thinking of starting a Kassadar playthrough.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Justinx931 on August 05, 2020, 11:11:11 PM
is there a way to remove the log entry for going to a certain area? i've unlocked all the secrets and leaded me to another ship but that was several cycles ago, and the icon for it just follows me around, great marker though.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: AlexAtheos on August 08, 2020, 02:29:17 PM
Found a bug where plugging an officer into any of the Regalia mobile armors will permanently change their personality to reckless.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: RartyMobbins on August 10, 2020, 06:08:45 AM
Found a bug where plugging an officer into any of the Regalia mobile armors will permanently change their personality to reckless.

Sounds like a feature to me. If I got a hyper-advanced mecha I would be pretty reckless too.

Anyway, I have the same question as Cathar - does Samsara-class have any hidden features/scripts or is the description just flavor text?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Nia Tahl on August 10, 2020, 10:12:19 AM
The Samsara and similar hulls have hidden features, yes. The description doesn't change if you figure them out, though.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: cathar on August 13, 2020, 04:18:58 AM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Nia Tahl on August 13, 2020, 05:56:32 AM
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.

All the undocumented effects are visible enough when they happen. Me explaining it would be against the idea behind this content, so I won't.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: cathar on August 13, 2020, 08:54:33 AM
The idea being what exactly? Making your content unintuitive and unfriendly for the player?

Even if the effect is that noticeable, why not at least acknowledge the change in some way?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Nia Tahl on August 13, 2020, 09:03:30 AM
They are passive in-combat effects. They really aren't that hard to figure out if you just use your brain a little.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: cathar on August 13, 2020, 09:37:11 AM
You are not understanding my point. Even if the effects are visible, there should still be some change to the description. Otherwise you are creating needless uncertainty, and players will never know if they actually unlocked everything the ship can do.

Unless you're saying that's your intention?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Chikanuk on August 13, 2020, 09:34:11 PM
Agree with cathar on this point. Ship must have at least some hints in description about it abilities.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: connortron7 on August 14, 2020, 01:35:15 AM
Im on the opposite end, i love it, not knowing every lil detail of unknown ships drifting through space made by a degraded ai is fun and interesting to mess around with and learn, adds some spice to things.

Also as someone who almost exclusively plays explorers im very fond in general of all the cool things nia scattered around the sector to be found! Thanks for adding them to Tahlan!  ;D
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: cathar on August 14, 2020, 03:28:36 AM
I really enjoy finding a weird ship and lugging it around, trying to understand it. That's actually an awesome concept. Just tell me when I have actually made progress on this. I don't even need to know what changed exactly, just tell me something has changed.

Maybe the issue is that now you assume that I am personally piloting the ship, and will immediately recognize the change. Thing is, from Day 1 of finding the Samsara I had it piloted by an Officer, and only occasionaly checked in on it during combats, while flying my flagship.
So now I can kinda tell it performs better than before (maybe?) but I can't really tell what has changed.

To Nia this seems to mean I cannot use my brain, however I wish this feedback still somehow reaches them.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Nia Tahl on August 14, 2020, 09:51:29 AM
Nothing changes. It just has special features/effects that aren't named in the description. There is no "progress" to be made.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: cathar on August 14, 2020, 12:09:13 PM
Then why would you suggest it in the description of the hullmod?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Seita on August 14, 2020, 06:33:39 PM
QUOTE:
"The flux grid of this ship has been heavily reinforced and modified with advanced and unknown Domain lostech. Its exact specs are unknown, but through tests and extensive analysis you have been able to deduce most of the effects."

For me this hullmod has been a pleasant surprise the first time I've seen it. It's literally asking you to test the ship yourself and experiment with it and come to your own conclusion, which is probably the whole point of lostech being different. I can understand where cathar comes from, but I think the hullmod is fine as it is. More hints would just take away the excitement of discovering what it does for new players.

Also the effects are quite visual.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Peanut Man on August 17, 2020, 05:29:02 AM
Hello! I've noticed a small bug.. I think? In the Regalia Suits, where it seems officers placed onto them, will have their personality changed to reckless! I'm not sure if this is just me, though it would be nice to hear if this is not suppose to happen! So I may see if Its just me! Thanks again.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Nia Tahl on August 17, 2020, 09:42:34 AM
It's a known bug, yes. Will be fixed in the next version.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Peanut Man on August 17, 2020, 01:26:36 PM
It's a known bug, yes. Will be fixed in the next version.

Wow, Prompt response, Thanks! Hope the launch of it goes well!
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Scrambledeggs on August 18, 2020, 01:43:11 PM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Nia Tahl on August 18, 2020, 03:37:19 PM
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.

Update Nexerelin
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Scrambledeggs on August 19, 2020, 05:36:03 AM
Thank you.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: OzOnyx on August 19, 2020, 07:29:07 AM
I was wondering what happened to the GH Castigator and is it likely to return at some point?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Nia Tahl on August 19, 2020, 09:12:58 AM
It's gone.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Wyvern on August 19, 2020, 09:33:01 AM
There's a unique bounty target that's essentially an upgraded version of the GH Castigator, with (I think?) the same mount layout and a more powerful ship system.  If you don't run with Vayra's sector but do have Prism Freeport around, it'll occasionally show up for sale there instead.

I kindof miss the original, though; its mobility system was fun to use, and now the only ships with that are the GH Enforcer (Which, even with the GH upgrades, is still an enforcer and thus woefully under-fluxed) and the Exa Pico (Which is a neat ship, but not one that I've found to be very fun to fly.)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: OzOnyx on August 19, 2020, 11:02:21 AM
Yeah the Edengate is pretty cool but I'm too shallow to care about things like ship systems, it's the paintjob that matters the most ;)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Modo44 on August 20, 2020, 12:26:40 AM
Given how badly the AI handles the ship system (triggering when available, not only when useful), the GH Enforcer is 100% a meme ship. It is way too prone to running itself into trouble, and definitely into friendlies. I recall the Izanami having the same issue, but I mostly controlled it myself anyway.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Oranje on August 30, 2020, 01:40:54 PM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Nia Tahl on August 30, 2020, 03:02:58 PM
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.

Because that's not so easy to hook up. I'm just a modder who does this *** as a hobby.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Oranje on August 31, 2020, 10:12:55 AM


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.
[/quote]

Because that's not so easy to hook up. I'm just a modder who does this *** as a hobby.
[/quote]

I'm sorry if you felt what i asked as criticism, it was not really meant as such.
What you made, is pretty amazing, i was just looking for answers to my questions, you don't owe me an explanation.

P.s. The Traumtanzer wasn't salvageable?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Nia Tahl on August 31, 2020, 01:27:50 PM
It should always be recoverable. Was your fleet at cap when you tried to recover it?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: JohnVicres on August 31, 2020, 02:26:01 PM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Nia Tahl on September 01, 2020, 07:10:42 AM
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.

No. Staying as it is.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: MaxMNG on September 05, 2020, 06:36:26 AM
Tell me, can I somehow meet (buy or fight) ships from the "ma" folder in the game?
I mean this ships --> https://prnt.sc/uc1utv
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Kaitol on September 05, 2020, 10:56:23 AM
You might want to keep an eye out when searching the darkest corners of the sector. (And be sure you have an empty space in your fleet.)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: BreenBB on September 05, 2020, 11:22:23 AM
Really nice ship and weapon pack, this one and other yours mods are always must have for me.

About Lostech and other ships from mod scattered as derelicts, interesting they always should be recoverable or there is a chance what it can't be recovered at all? I found two Samsara cruisers, one I was able to recover, other one I can only salvage for resources, and recently found Nirvana, but I wasn't be able to recover it too, I don't know its bug or intended, but I'm sure when I played on 0.3.16 version I always was able to recover them.

Also idea with unique derelicts is really great, its make exploring unknown systems more rewarding.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Avanitia on September 05, 2020, 01:35:28 PM
Yep, they aren't guaranteed to be recoverable.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Modo44 on September 10, 2020, 07:34:00 AM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Nia Tahl on September 12, 2020, 04:52:50 AM
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.

It's perfectly fine the way it is. It has terrible efficiency compared to other ballistic weapons and its effective dps can't keep up with specialised ballistics. A good mix of kinetic and high explosive damage will beat an all porphyrion loadout in efficiency and output. By your logic the Mjolnir is also the only large ballistic weapon worth using.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Modo44 on September 12, 2020, 07:16:56 AM
It's experience. The other GH medium guns are a joke despite lower prices, and often higher range. The Hellbore is more expensive for less effective ooomph.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: shrek_luigi on September 13, 2020, 10:57:41 AM
hello, the Great Houses Legion-variant is my favourite ship

well, that's all I had to say, have a nice day!  :)
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Warnoise on September 14, 2020, 02:00:58 AM
GH guns are pretty garbage overall.

GH ships are overpriced. Only a few a worth their price (Legion, Onslaught)

Ristreza 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 ristreza viable? That thing has the armor of a destroyer...

Edit: Corrected the name of the ship I was using. Not Izanami, it was Ristreza
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: tomatopaste on September 14, 2020, 04:47:54 AM
Also, an anyone explain to me how to make the izanami viable? That thing has the armor of a destroyer...

press f
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: JohnVicres on September 14, 2020, 05:17:45 AM
GH guns are pretty garbage overall.

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...
TL;DR
edit them stats. It's hella easy, and I do it all the time, though it's a bit annoying to re-apply them after updates. As matter of fact, I edited the GH ships and guns too, to my taste... My "fix" (more like OP-injection) to the Izanami is make it's ability last 10 seconds, as a complement to the JoJo reference. Added to the maintenance and deployment costs, as compensation.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Kaitol on September 14, 2020, 12:22:10 PM
As someone who played most of a campaign in an Izanami, it's hilariously powerful. Just equip it with a couple of long-range shield pressure mediums and then load 4 of the forward smalls with high dps HE guns. Flit around something until its shields are looking shaky, then move straight in towards it and hit F to suddenly boost your effective fire rate and stack all the shots on top of each other. Then when time speeds back up they go boom. Oh, and don't use beams, I don't think they work nearly as well with its ability.

There might be some cruisers that could give it trouble but anything light cruiser and below it just shreds. And the armor isn't a problem because the whole point is you're not supposed to be taking big hits because you can literally STOP TIME.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Chairman Suryasari on September 14, 2020, 01:08:43 PM
GH ships is fine but yeah, too expensive for what it is, if you want well-rounded ship that can eat other fleet even when out vastly numbered just get 10 paragon and stay on the corner of battle, make your sellf a tea or something and your high tech glorified blender will win the battle when you return.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Nia Tahl on September 15, 2020, 08:39:59 AM
GH hulls are meant to be luxury objects. Deliberately overpriced.
Title: Re: [0.9a] Tahlan Shipworks 0.3 - That time Nia decided to make a ship pack
Post by: Worachot on September 15, 2020, 09:08:56 AM
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)

i really like the last weapon! ^^
makes me think of battlestar galactica when they shot exploding projectiles to make a screen to protect the ship from incomming missiles/torpedos

https://youtu.be/P0BD4jmTS_M?t=304

Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Satirical on September 22, 2020, 10:44:11 PM
Is it just me or does volkite PD not work as well as normal flak - gotta test it out somehow

btw love the legion and the one with all the missiles
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Hobostabbins on September 23, 2020, 11:21:13 AM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Avanitia on September 23, 2020, 02:36:44 PM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Hobostabbins on September 23, 2020, 03:57:42 PM
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.

Thanks!
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Warnoise on October 07, 2020, 10:16:55 AM
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?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Avanitia on October 07, 2020, 01:47:39 PM
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?

My fleet setup is rather... wide with many ships in reserve, I tend to deploy a capital or two + bunch of cruisers and destroyers (some of them carriers). Timeless is a menace against single targets - a battleline (made with 1-2 Defend orders) usually keeps it at bay from my experience. Kill most of the Remnant fleet, Timeless is usually one of last ones to survive and subsequently die.
If you're focused down by it, run to your fleet - it can kill off capitals easily, mixed fleets tend to have enough ships to shrug off losses or just drown it in fighters, so AI doesn't know what to do.
As for drones it creates - heavy PD grid and your own fighters.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Rbrx on October 09, 2020, 08:59:31 PM
Has anyone managed to reliably find the Silberherz ships?
I've searched about 2/5s of the galaxy and only found a single spare derelict, but it's a ton of fun, and I'd love to field more.
Is there a quest or high bounty for them that I'm missing?

I poked around in the files, and found
Spoiler
That there's a couple of blueprints that reference salvaging a Halbmond, but I've never seen any hint of this ship while exploring.
[close]
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Nia Tahl on October 10, 2020, 06:24:54 AM
Look around in black hole systems.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Dampfnudel on October 18, 2020, 07:41:05 AM
The Phoca-class Light Cruiser is so sexy
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Arcagnello on October 20, 2020, 03:08:15 AM
I know I'm rather late for this but I lvoe this mod. My favourite ship across the whole lot of them is it GH Dominator and for one simple reason:

It's a monster when it's put on forced overdrive, stripped of its shields and given a double dose of GH large ballistic weapons plus aux thrusters and survivability mods.

Amazing mobility, amazing firepower, amazing resistance. Sort of squishy against lasers even if you install Integrated Armor (from HMI modspec package) and SOlar shielding but that's a very small price to pay for the ultimate mobile sniper.

Oh, and the Ristreza is a monster. Beats 4 tach lance Paragon 1v1 with enough long range kinetic firepower and hardened shields.


P.S: I actually feel embarassed asking this: are relic Ships like the karma and the Nirvana from this mod?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: connortron7 on October 20, 2020, 03:25:46 AM

P.S: I actually feel embarassed asking this: are relic Ships like the karma and the Nirvana from this mod?

Yes they are.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Arcagnello on October 20, 2020, 03:47:01 AM

P.S: I actually feel embarassed asking this: are relic Ships like the karma and the Nirvana from this mod?

Yes they are.

Phew, thanks for the confirmation.

In that case, we have to talk about this:
Spoiler
(https://i.imgur.com/BfB0AJy.png)
[close]

I know the 200% damage on any flux% is a bug, but it's possibly too powerful even for 75FP and would fit 80 or even 85 a lot better.

Actually, let me just quote something I wrote on a sleepy stupor on my phone two days ago about the Nirvana:
Spoiler
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%.
[close]

I obviously did not know the 200% damage boost was a bug when I wrote it, but I still believe it should be scaled back to 100% max. 200% damage litterally makes the spinal Project Cashmere I have on my build oneshot High Tech battlestation modules.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Nia Tahl on October 20, 2020, 05:03:38 AM
Won't change it. The ship isn't meant to be balanced, that's the whole *** point.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Arcagnello on October 20, 2020, 03:54:57 PM
Won't change it. The ship isn't meant to be balanced, that's the whole *** point.

I get the general point of the relic ships, really. You only find a handful of them in the whole campaign, cost an eye and a liver to restore and simply must be delivering something in return.

Their performance is great but it has obvious drawbacks (congratulations on that actually, they do feel very flawed without support) for all but one ship, and that's the Valhalla. That said, I am certainly in no position to tell you what to do with your mod.

The only productive thing left for me to say is that you should change the way the AI handles the Valhalla's Reality Shell. It currently uses it as if it was a temporal shell or a boost of some sort and spams it as soon as an enemy is spotted, wasting it 90% of the time. All the other relic ships actually handle pretty well in the hands of an AI given it's got proper weapon groups and is decently aggressive.

My suggestion is that the AI could use it just like High Energy Focus or Accelerated Ammo Feeder and only activate it whenever the Valhalla's weapons are in range of the enemy. That way the AI will start shooting, activate the ability, spam all of its weapons on the target and when the ability wears off the ship is again in a position to start firing again with its flux at zero.

The icing on the cake for AI using Reality Shell would be to override the ship's aggressiveness to reckess (if it even can be done) since the ship is going to come back without a iota of damage and the more it chases the enemy to do damage while it's active the better.

Edit: added some more thoughts and corrected the typos I could find.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Harmful Mechanic on October 21, 2020, 06:03:14 PM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Unnamed_Shadow on October 21, 2020, 06:38:04 PM
I know The Great Houses are no longer powerful enough to be their own faction in-lore.

But i would love it if they become an actual Faction. Absolutely beautiful ships.

At least them granting a Commissioned Crew bonus for Independents would be cool.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Arcagnello on October 22, 2020, 09:36:22 AM
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?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: kokuto on December 02, 2020, 06:58:09 PM
There is a debuff on two planets in the Lethia system pertaining to Kassadari navy that depreciates accessibility.

Is it possible to make it such that if you conquer Kassadar and take over the entire system, that this debuff goes away for the colonies?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Chairman Suryasari on December 03, 2020, 04:27:28 AM
Hardcoded (i think), it's designed that why so you can exploit those planet and get "good planet" everytime you start the game, let's not forget free accessibility bonus and growth bonus with friendly colony in one system.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Phoenixheart on December 09, 2020, 01:22:20 PM
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?

When you say valhalla, do you mean nirvana? Or are you no longer talking about the Relic ships in that sentence?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Zelnik on December 11, 2020, 02:11:36 PM
So I want to say this:

I love this mod. I love Rosenritter ships and my flagship is the Traumatananzer battluecruiser.

Question: I found the ship in accordance with the mission after I found the Rosenritter carrier, but the mission has not completed...Is there something else out there?

Can we hope for a Rosenritter battleship?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Chairman Suryasari on December 11, 2020, 09:39:06 PM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Prolbo on December 12, 2020, 04:34:22 AM
Im sorry to ask — maybe it was already discussed and answered and I simly cant find it — but I have problem with this mod and cant see what the problem is.
"end of log"
51345 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/tahlan/maps/weapon_normals/tahlan_stahlherz_shoulder_l_Normal.png (using cast)
51346 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/tahlan/maps/weapon_normals/tahlan_stahlherz_shoulder_r_Normal.png (using cast)
51346 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [tahlan_settings.ini]
51622 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.HullVariantSpec.isDHull(Unknown Source)
   at com.fs.starfarer.codex.CodexData.Object(Unknown Source)
   at com.fs.starfarer.codex.CodexData.<init>(Unknown Source)
   at com.fs.starfarer.codex.super.<init>(Unknown Source)
   at com.fs.starfarer.codex.super.?00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
All required mods are present and active. Non esential is disabled.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Zelnik on December 12, 2020, 08:06:54 AM
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.

Regrettably, there are only battlecruisers in the Rosenritter fleet.. I want something...-BIG-
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Chairman Suryasari on December 15, 2020, 03:12:07 AM
No, i mean, that Halbmond ship you get, keep it, it will extract about 4 or 5 blueprint containing all the Rosenritter ship, fighter, and weapon.

Entire unique shipline for your own faction is pretty big in my opinion.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Phoenixheart on December 15, 2020, 11:26:12 AM
At least in my game, the quest does not remove itself from your intel screen even after extracting all of the blueprints and finding the final ship.

I believe it's a game limitation, since the final part of the quest just tells you what constellation to look in, and I don't think there's a way to make it clear the quest once you find the ship since it can be found by accident before even finding the carrier itself.
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Drglord on December 15, 2020, 01:27:30 PM
If anyone has the 0.3.15 version pls contact me or drop a link with a zip file. I have a campaign and i updated without looking it's incopatibility and now i am stuck with the errors.
Thanks
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Phoenixheart on December 15, 2020, 01:35:26 PM
Sent you a PM with a google drive link, I happened to still have 3.15 in an old folder
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Drglord on December 19, 2020, 11:00:33 AM
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.
P.S. I am not complaining or anything i was just wondering if anyone else has seen them.
Love THEM
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: JohnVicres on December 20, 2020, 05:43:27 AM
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.
P.S. I am not complaining or anything i was just wondering if anyone else has seen them.
Love THEM
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
My personal "turbo-injection" of the birdie: advanced fortress shield (the one you get in the GH Monitor), 10-rack torpedoes with full reload (same reload time), more flux and vents to accomodate the Sol Dios 2.0 - with 1000 range, stupid damage like 2000 plus EMP, but needs all the vents to keep beaming - AND five drone wings. Truly, a dumb power-trip of a ship, just the way I like my no-bp-drop uniques to pound 10 Hegedumb fleets when I can't bother.

I wonder if the inspiration for it was the Arsenal Birds from Ace Combat 7, because to me they seem uncannily similar...
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.17
Post by: Zelnik on December 20, 2020, 12:14:15 PM
So where do you find the blueprints for a lot of the stuff you are talking about? I only found the rosenritter stuff, and a single great house blueprint for a tiny ship.
Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Nia Tahl on January 04, 2021, 02:04:14 PM
New update! New ships! New guns! New fun!

You know where to find the link. Should be save compatible.

Changelog:
Spoiler
0.4
- Added Providence-class Battlecruiser
- Added Throne-class Cruiser
- Added Blockhead-class Cruiser
- Added Breaker Rotary Cannon
- Added Aetnos Strike Cannon
- HĂĽter
   - Reduced refire delay to 0.25
   - Reduced damage to 50 frag
   - Reduced projectile velocity
   - Tweaked homing properties slightly
- Eradicator
   - Now targets frigates
- Nirvana
   - Improved system AI
   - Fixed passive vent effect bugs
- Armiger
   - Increased recoil
   - Lowered turn rate
- Efreet
   - Lowered turn rate
- Titanomachy
   - Lowered turn rate
- Conand
   - Efficiency reduced from 0.9 to 1.0
- Eisenflug
   - Lowered damage per shot of arm weapons from 75 to 60
- Scathach
   - DP increased from 60 to 80
- Edengate
   - DP increased from 35 to 40
- Higanbana
   - DP increased from 50 to 60
- Nibelung
   - Increased armor from 1500 to 1600   
- Hresvelgr X
   - DP increased from 45 to 55
[close]
Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Chairman Suryasari on January 05, 2021, 06:58:15 PM
Thanks for the update!
Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Snow_Snarck on January 14, 2021, 09:57:45 AM
Will we get some logistic ships for RR and GH in future? Some universal cargo\fuel\survey\salvage utility ships, mining rigs, tugs, all that stuff for far expeditions, maybe? Really would like a "full deck" from one faction, for that weirdo roleplay kind of business c:

So lovely ship bundle in everything else >:3
Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Yubbin on January 14, 2021, 10:18:41 AM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Chairman Suryasari on January 14, 2021, 11:38:01 AM
It's also weird and useless in lore perspective to make Atlas or Prometheus with time bending technology of the Great House, for Rosenritter, they probably outsource logistic ship to other ship manufacture since they seem really focus on warship, so yeah, they probably also use normal Atlas and Prometheus.
Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Snow_Snarck on January 14, 2021, 07:10:45 PM
you two guys killed all the fun in this room
Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Yubbin on January 14, 2021, 07:13:46 PM
honestly if I didn't then nia would have
Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Nia Tahl on January 15, 2021, 10:40:06 AM
honestly if I didn't then nia would have

Correct. Rosenritter lorewise would use standard logistics ships with custom paintjobs which just adds needless bloat. GH don't even have fancy paintjobs for their logistics.
Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Delta7 on January 17, 2021, 02:57:09 PM
The Nessie phase cruiser's fuel costs are several times higher than they should be. Currently it requires 13 fuel per light year, I'm fairly certain it's supposed to be 3, which is more in line with the other cruisers.
Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Phoryx on January 29, 2021, 04:40:36 PM
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 ?
Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Nia Tahl on January 30, 2021, 03:02:28 AM
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 ?

No
Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Chairman Suryasari on January 30, 2021, 03:30:25 AM
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 ?

You can (with console command),  please don't bully me Nia.

Spoiler
1. Download console command mod.
2. Go to the their star system.
3. Dock on the planet of your choosing.
4. Press control+backspace to bring up the console command.
5. Type "RemoveCondition tahlan_kassadariclaim"
6. Enjoy
[close]

But i think we should respect Nia decision to make that star system not viable for us, it can be unbalance and cheesy.

Spoiler
Or you can be like me, download and install Seeker Mod that add 3 scripted star systems with a really good change of having a great planet or low hazard planets. Go and install it, and start a new game, find an orange star system with a name starting with "A" and the second planet of it's orbit named "Abraxia", if your lucky you can get up to 6-8 viable planet depending on your seed. Even if it's not, you can easily terraform it with Terraforming and Station Construction.

Seeker - Unknown Contact
https://fractalsoftworks.com/forum/index.php?topic=19414.0

Terraforming and Station Construction
https://fractalsoftworks.com/forum/index.php?topic=17094.0
[close]
Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Zelnik on January 30, 2021, 09:01:25 AM
So I tried to express this opinion and mostly had people judging my character instead of actually listening on the discord.

Before people do it again here I want to set a few foundations here.

1. I accept that Nia can ignore my opinions and she should if they do not fit her vision. It is just a user opinion.

2. I do not like having to use console commands if I can avoid it. Please don’t suggest it, I know I can just cheat.


So I wanted to express that the extremely low salvage rate to derelict ships. I view it as punishing the player for exploration. Please hear me out.


StarSector is very much a game about waiting. You wait to go from A to B all the time. You wait as you click through windows and text prompts. You wait a lot. Even when you are exploring you wait. A lot. Time compression makes the game more playable.

Exploration is one of the biggest aspects of the game. You want technology, blueprints cores or colonies you need to explore. Exploration takes time. Lots of waiting.

More often then not you don’t get a lot of reward during exploration either. Sometimes you find a cool piece of tech or a ship, but most of the ships are mudskippers, kites or drams.

When you stumble across something truly amazing after waiting for ages, burning hours looking for useful stuff, nothing in the world is more punishing then “sorry brah it’s super cool but you don’t get it.”   

At the same time it does make that moment when you actually get that fancy ship so much sweeter.


However, given the current mod design, you are more likely to never, ever get one that is salvageable. Ten play throughs and I only ever got one.

Now I am sure that someone here has gotten all of them and will chime in about it.

However, in my opinion, the chance is so low that it’s almost not worth trying. They aren’t a chance for something cool, they are a source of supplies in deep space. They aren’t cool or interesting or a possible jackpot because the odds are not worth spending the time to go and investigate.

It’s the equivalent of a Nigerian prince promising his fortune if you just give him your bank info.

Thanks for reading.
Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Nia Tahl on January 30, 2021, 11:06:54 AM
As I've told you before over on Discord: It's my design decision. The relics are extremely powerful and should only rarely be something you can get your hands on. The chance to recover them is 25% which is frankly not even that bad. I also at no point have ever so much as implied that these ships are something you should dedicate your run to finding. They are by design not that.
I won't change it and I have already told you why so I don't get why you had to make a post about it.
Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Zelnik on January 30, 2021, 02:11:40 PM
Because I wanted to express it without people judging my character. I want to discuss it and provide feedback. Who knows maybe more than one person feels that way.

Don’t change it if you don’t want it but I won’t censor myself, nor will I be bullied by people into being quiet. I have never encountered such astoundingly bad attitudes in something as basic as a mod conversation.


Expressing “I don’t like this part of the mod” is not a bad thing. I am not accusing Nia of being a bad mod maker. It’s feedback. I love this mod. Gonna play more of it right now.  I am not even asking for it to change. I wanted to get my point across without rude mods shoving themselves into the conversation and insulting me for daring to disagree with them.

I was assured this community was accepting of feedback. Not all feedback is “wow this mod is the best ever!”


Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Retry on January 30, 2021, 04:10:06 PM
You were not being bullied.  You gave feedback, the mod author returned feedback as to why it is that way, you compared the mechanic to a casino with a massive loss rate.  (Unusual analogy, not least because the gambler doesn't receive a net gain whether they win or lose a Casino game.)  Other people brought in their own feedback to your feedback, and you became defensive and insisted that one of our support staff's feedback is invalid and that he butt out of the overall conversation.

Tahlan's exploration content is additive and not substitutive, content it adds simply would not be there otherwise and is thus a strict gain for the explorer.  Claiming it punishes players is objectively false, it's a strict gain even if the recovery rate were precisely 0% (though that'd obviously be quite boring as exploration content).  I'd personally be interested in a bit of a recovery rate buff, but this was not a case of you getting dogpiled simply for having a dissenting opinion.
Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Agalyon on January 30, 2021, 05:35:23 PM
In my experience the negative aspects of the discord community rarely go past being abrupt and probably a little bit rude, which is good. Whats bad is as you say- a dissenting opinion- usually attracts that attitude nearly instantly and from lots of angles, hence the dogpile.

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.

I'm sure I'll be told that this isn't how it is, but regardless of the "baseline" most times people have a dissenting idea they get lit up from all sides, and I've been here a long time to see it happen enough that its hard to forget.

Just to keep this on topic and more directly answer Zelnik, I think the idea is that you're not supposed to actually pursue the exploration ships directly, and more just "get lucky" every now and then. Retry's point that its always a net positive is true, but I think missing the real criticism that if you want THOSE ships in particular, there is no recourse for getting them. Every other unique type of ship has some kind of safety net, be it IBBs or HVBs or quests, you can get them somehow as long as you put in the time or deal with the consequences. If your goal is those ships, it is a casino game in which you mostly lose after a ton of waiting, I dont see how thats up for debate. You can say that isn't how you're supposed to play the game, but thats kind of the point of criticism in the first place. Personally I despise hard RNG, and I wish I could pay somehow to at least up my chances or something and have some actual decision making and interaction with the game beyond a dice roll, but its beyond the scope of the mod.

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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Harmful Mechanic on January 30, 2021, 06:21:51 PM
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.

That said, I think it's generally good practice to give players a guaranteed shot at mod exploration content. That's because the length of time someone plays a mod is vastly shorter than the base game; stuff that vanilla Starsector can count on you finding eventually might never be found at all before deciding to put the mod back on the shelf. A lot of the fiddliness in good procgen and good random content is establishing a floor of availability and breadcrumbing the player towards it so the player 1) gets a taste of the desirable reward and 2) is inspired to go looking for more.

So throwing in a backstop or two is nice; sometimes it takes the sting out of setting harsher RNG values overall, other times it makes different kinds of design possible. It might also be that the solution is to create a Nexerelin start option or write a story mission.

To bring this back around to attitudes and feedback; if you want to challenge a design decision, it's often better to suggest design solutions. Almost no one is going to take pure negative feedback from a total stranger and go 'I'd better get to work for an unspecified time, redesigning this feature and/or content to appeal to an unknown person's possibly insane and contradictory standards', but if you make a suggestion, you've handed over a test case they can choose to apply. And it neatly shows that you've put some effort in towards the thing you want.
Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Agalyon on January 30, 2021, 06:43:47 PM
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.
Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Nia Tahl on January 30, 2021, 06:53:56 PM
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.

Usually when people tell you something is "stupid" like that, it's because you're far from the first person to have that idea/opinion and it has been discussed to death already. It may be a bit rude at times, but most people don't like explaining the same things over and over. Don't take it personally, cause it usually isn't.

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.

If that was genuinely the case, he wouldn't have gone and made a post on the forum thread after having already been told all these things on discord and politely at that.

Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Agalyon on January 30, 2021, 07:12:46 PM
Fair enough Nia, you're right about it not being personal. I should have said I didn't see the discussion in discord as well. Its an assumption to have jumped in like that without having seen it in the first place, and im sorry about that. It felt important to address the problem (or perception of a problem) because just like its benefitial to bring positives and alternatives to the table with criticism, people have a hard time letting criticism go if they feel it wasn't at least acknowledged, but again I didn't see the discord discussion.

Its probably hard to have a suitable outcome of this discussion because any changes to recovery mechanics are far outside the scope of this mod, and theres no other easy way to make the derelicts rare. Personally I'd like to have some kind of dedicated salvage ship that could be used to guarantee ship recovery (maybe with lots of extra dmods) by being consumed to give 100% chance. That way you'd have to buy it and drag it around with you the whole while. Thats a pretty hefty cost but allows the player to prepare with the intention of derelict hunting.
Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Chairman Suryasari on January 30, 2021, 07:50:42 PM
@Zelnik ,first and foremost, i don't know what drama happening on Discord, i get banned like ages ago.

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.

And I occasionally give feedback too, and if the modder wants to keep their design choices, that's understandable, so I usually I just "fix" it on my side as a player if I can, for this case I usually just hijack the map generation all together, using Adjusted Sector I hijack the loot pool itself.

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".

Adjusted Sector
https://fractalsoftworks.com/forum/index.php?topic=17331.0

Ruthless Sector 1.2.7
https://fractalsoftworks.com/forum/index.php?topic=15279.0
Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Nia Tahl on January 31, 2021, 02:59:47 AM
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".

That is not how it works. All my exploration content is spawned by hand in addition to what vanilla or other mods spawn. It is purely additive and doesn't add to any pools or replace anything at all. There's a fixed number of spawns that are placed at random locations. Your suggestion won't have any effect on the content from this mod.
Title: Re: [0.9.1a] Tahlan Shipworks 0.4
Post by: Chairman Suryasari on January 31, 2021, 07:01:20 AM
Oh ok, good to know.
Title: Re: [0.9.1a] Tahlan Shipworks 0.4.1
Post by: Nia Tahl on February 03, 2021, 11:16:23 PM
Maybe not the largest update of all times, but there's a fair bit of behind the scenes stuff going on here. And then there is the new Plasma Cannons. Think those came out rather nicely. Maybe a bit too flashy, but eeeeeeeh, can never be too flashy, I'd say.

Full changelog:
Spoiler
- Added Ryza-type Plasma Cannon
- Added Mezoa-type Plasma Gun
- Overhauled Metallican hulls
- Added some additional Silberblut Regalia variants
- Conand overhaul
   - Now high velocity with some emp damage
   - Updated sprite
- Scoralis
   - Lowered hp from 500 to 400
   - Lowered shield hp from 500 to 400
   - Lowered armor from 50 to 40
   - Lowered energy bonus damage on torpedoes from 400 to 300
- Breaker
   - Fixed flux efficiency to intended 1.1
- Skola
   - Increased burn level from 9 to 11
- Regalia
   - Reduced the maintenance penalty of not having a gantry from 3x to 2x
- Updated all scripted damage effects to properly scale with damage-increasing effects like skills or ship systems
[close]
Title: Re: [0.9.1a] Tahlan Shipworks 0.4.1
Post by: Zelnik on February 04, 2021, 06:20:48 AM
Thanks for the update! It doesn't appear that the Silberblut regalia variants appear in prior saves, is it safe to bet that you need a new game to get these in the blueprint packages?
Title: Re: [0.9.1a] Tahlan Shipworks 0.4.1
Post by: Wyvern on February 04, 2021, 09:33:57 AM
New game, or console commands; the command you'd want is "addspecial tahlan_silberblut_package".
Title: Re: [0.9.1a] Tahlan Shipworks 0.4.1
Post by: SneakyDevil on February 06, 2021, 04:03:08 PM
Not sure if this has already been talked about but I encountered a head-scratcher from this mod. I found a halbmond in a black hole system, decoded all the blueprints, and the quest finished, pointing me to another constellation for an "object of interest"... Except the constellation was filled with only star star systems, with only one of the star systems having an asteroid ring with planets.

After about an hour of radar pinging I didn't find anything. Am I missing something here?
Title: Re: [0.9.1a] Tahlan Shipworks 0.4.1
Post by: Chairman Suryasari on February 07, 2021, 02:10:26 AM
I thought decoding all the blueprints is the only quest for Rosenritter ship, well it's probably unfinished content or WIP.
Title: Re: [0.9.1a] Tahlan Shipworks 0.4.1
Post by: Histidine on February 07, 2021, 07:06:26 AM
Spoiler
There's supposed to be a recoverable capital ship in the specified constellation, although I'm not sure what the exact placement rules are.
[close]
Title: Re: [0.9.1a] Tahlan Shipworks 0.4.1
Post by: UselessGoddess69 on March 01, 2021, 03:20:46 AM
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?
Title: Re: [0.9.1a] Tahlan Shipworks 0.4.1
Post by: Yubbin on March 01, 2021, 05:02:57 AM
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?
This is not intended, and probably a bug. Did you happen to change anything in the mod folder?
Title: Re: [0.9.1a] Tahlan Shipworks 0.4.1
Post by: Avanitia on March 01, 2021, 07:49:12 AM
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).
Title: Re: [0.9.1a] Tahlan Shipworks 0.4.1
Post by: Wyvern on March 01, 2021, 08:50:54 AM
Just wanted to note that I quite like the admech-variant of the Providence; found one early one game and it makes for an excellent flagship; the asymmetric weapons configuration makes for an interesting sort of a forwards-or-right-broadside setup. Ended up using mostly regular ballistic weapons, with a tachyon lance on the left.
(Not quite as impressed with the Throne; it's not a bad ship, but not a great one either.)

Also, the Config-H Regalia is my new favorite type to give to the AI; like the Config-B, it's got enough dissipation to fully support its weapons, and like the Config-A, it's got a mobility-enhancing ship system that helps the AI survive when it overextends or gets flanked - and, thanks to the burst damage boost from its ship system, it does this without any significant sacrifices to overall firepower. (Though, okay, it may end up getting left behind other configurations late-game; I haven't had trouble with the things running out of CR time yet, but I can see that being a potential issue in larger fights.)

Speaking of, I really appreciate the reduction in Regalia maintenance penalty; it means I can actually keep one in my fleet without feeling like I need to haul around the high-maintenance Halbmond, too. (The Halbmond's still a must-have if you're fielding multiple Regalia, though.)

The new plasma cannons are fun, too, though somewhat situational; they perform a bit like HE weaponry does - not that great as an only gun, but providing a solid anti-armor punch if you've got other weapons to break through shields.
Title: Re: [0.9.1a] Tahlan Shipworks 0.4.1
Post by: UselessGoddess69 on March 01, 2021, 11:31:29 PM
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).

It worked! thanks you!
Title: Re: [0.9.1a] Tahlan Shipworks 0.4.1
Post by: Warnoise on March 02, 2021, 04:25:29 AM
Where do you guys find the regalia blueprints?
Title: Re: [0.9.1a] Tahlan Shipworks 0.4.1
Post by: Wyvern on March 02, 2021, 07:52:43 AM
Where do you guys find the regalia blueprints?
It's a specific exploration content thing.
Spoiler
There'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.
Spoiler
Check 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]
Title: Re: [0.9.1a] Tahlan Shipworks 0.4.1
Post by: Warnoise on March 06, 2021, 06:01:25 AM
Where do you guys find the regalia blueprints?
It's a specific exploration content thing.
Spoiler
There'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.
Spoiler
Check 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]

Spoiler
I 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]
Title: Re: [0.9.1a] Tahlan Shipworks 0.4.1
Post by: Wyvern on March 06, 2021, 02:26:15 PM
Spoiler
I 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]
Spoiler
It's usually near something - planet or asteroid belt - but not always. I've found it once orbiting far beyond the edge of an outer asteroid belt; a bit further out than even the furthest wormhole's orbit, and far enough that my fleet at the time would've missed it if I hadn't been flying around the outside of the belt and pinging sensor burst every couple of in-game days. Bringing capital ships with enhanced sensors is recommended.
[close]
Title: Re: [0.9.1a] Tahlan Shipworks 0.4.1
Post by: Korekong on March 28, 2021, 03:17:11 AM
Update pls. Great mod BTW!
Title: Re: [0.9.1a] Tahlan Shipworks 0.4.1
Post by: Nia Tahl on March 28, 2021, 05:03:59 AM
Update pls. Great mod BTW!

Have some patience
Title: Re: [0.9a] Tahlan Shipworks 0.3.3d - That time Nia decided to make a ship pack
Post by: ayylmao4lulz on March 29, 2021, 05:36:12 AM
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

Heads-up, this is back. Works fine with a quick rename though, for any fellow *nix users who are having this issue.
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Nia Tahl on March 29, 2021, 10:54:34 AM
0.95a compatibility. Have fun!
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Inhilicon on March 29, 2021, 11:59:11 AM
^ 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.

Spoiler
The 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]
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Lenrir59 on March 29, 2021, 01:20:03 PM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Nia Tahl on March 29, 2021, 01:52:11 PM
^ 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.

Spoiler
The 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]

Story points

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.

It's on my radar, yes.
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: #Negi on March 29, 2021, 06:10:14 PM
I like the Infernus, despite them habitually wrecking my first colony in most playthroughs, their ships feel great but not pirate, that spice doesn't fit the vanilla pirates.  (And not just for their special hull mod, the unique ships look scary and feel great to pilot, especially the Dun Scaith and Castigator.  The Bronco in ai hands always felt thought it was invincible and would fly off solo and die, officer was supposedly 'steady'.  Haven't tried the high tech ships yet.  Just wanted to say great job, and thank you. 
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: ShadowVoid on April 03, 2021, 10:07:08 AM
Is there anyway one can go about enabling only certain ships/blueprints/weapons in a mod? I have been getting more and more into modding my game and I guess the last step (before creating a mod myself) would be to be able to personalize what I want from a mod to be in a campaign, specially when it's a mod with so much content such as yours. For example (if you need one) I'm planning to start another campaign soon in 0.95 but I only want the Legio Infernalis and their ships/variants to spawn, I don't want anything else in the mod not even weapons. Is there anyway to do that?

Lastly thanks for making content that everyone else can enjoy!
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Chairman Suryasari on April 03, 2021, 02:30:23 PM
You probably have a better chance to learn modding on Unofficial Discord server. They active all the times, I think. Modder probably doesn't want to stick around on the forum for hours to do a private lesson  ;D

https://discord.gg/whvcrPp
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Drazhya on April 04, 2021, 02:35:59 PM
It's weird to me how the Skola, Renki, Torii and Haelequin look like separated parts of a larger ship
(https://i.imgur.com/F5fVFdw.png)
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: TheJunkie42 on April 07, 2021, 10:33:47 AM
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 
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Wyvern on April 07, 2021, 11:31:24 AM
It's possible that you already found it? The 'object' in question is a unique variant on the rosenritter battlecruiser - I know I've had runs where I picked that up before I even found the Halbmond.
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: TheJunkie42 on April 07, 2021, 12:29:22 PM
Well that could be it...

I have the Rosenritter Nachtgesang Battlecrusier BP already. It doesn't look like the Halbmond, and I don't remember where I found it... That being said I haven't discovered anything inside this area that I wasn't able to learn.
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Wyvern on April 07, 2021, 12:42:41 PM
Unless it's been changed for 0.95 - I haven't started to load myself up on mods yet - the thing in the constellation is an actual derelict ship. The blueprint is just one of the things you get for keeping the Halbmond around long enough, and is for a slightly different battlecruiser than the one in the constellation.
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: TheJunkie42 on April 07, 2021, 04:02:16 PM
Is the ship floating around inside the hyperspace nebula or inside a system in the nebula?
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Wyvern on April 07, 2021, 04:33:24 PM
In a system. I'm not sure on the exact placement rules, but I've generally not had much trouble finding it. Check all the planets, check by all the jump-points, the usual locations...

If you're really stuck, you can track it down using dev mode and... I think it's ctrl-z to turn off sensor range limits when dev mode is active?
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: dk1332 on April 07, 2021, 06:36:25 PM
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

Same here, But I was able to retrieve a lightly damaged Battlecruiser and a light/heavy cruiser from the location the quest is pointing me at. I already spend at least 4 in game months combing the system but the quest is still not yet completed and had to leave to explore somewhere else. Did I miss something?
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Wyvern on April 07, 2021, 07:17:07 PM
The battlecruiser is probably it. And no, the quest message never goes away.
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: PolygonalPerson on April 08, 2021, 02:11:20 AM
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).

I've found nothing; it looks like it didn't spawn for me, yet it still told me where to look for it?
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: JohnVicres on April 09, 2021, 08:18:40 AM
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).

I've found nothing; it looks like it didn't spawn for me, yet it still told me where to look for it?
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
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: JohnVicres on April 09, 2021, 08:19:50 AM
Master Nia, have you removed the Pastella's flux debuff modspec? Or was it broken with the update?
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Nia Tahl on April 09, 2021, 02:02:45 PM
Master Nia, have you removed the Pastella's flux debuff modspec? Or was it broken with the update?

MagicLib changed how the mechanic works so it's currently broken. Will be fixed next update.
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Mira Lendin on April 09, 2021, 10:53:34 PM
Nice mod!
are you panning to add more bounty ships in the near future ?
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Desire on April 10, 2021, 05:27:04 AM
Loving the mod, does anyone have a good setup for the ships that should go along with the cruiser from the mission? on its own I don't feel like it justifies the 70 cost.
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: YenGin on April 11, 2021, 04:43:05 AM
While I was flying through Hyperspace I found a Legio Smuggler fleet and when I tried to open comms with them the game crashed, have tested it several times with the same results, talking to vanilla faction fleets works just fine.
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: VivaLozTioz on April 11, 2021, 08:22:37 AM
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
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: DemonicSquid on April 11, 2021, 12:03:48 PM
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

I've been having weird crashes doing a Legio playthrough and couldn't pin them down - I'm crashing whilst adjusting loadouts on the Dun Scaith and the Outlaw - and this makes complete sense now that you've pointed this out.

Love this mod and hope it gets sorted soon!
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Nia Tahl on April 11, 2021, 02:05:38 PM
It's a vanilla bug that affects any ship with a large number of mounts. There is nothing I can do about it till Alex fixes it, sorry.
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: JohnVicres on April 11, 2021, 02:14:15 PM
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

In my experience, either separate the PDs into more groups, or set them one by one
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: gogis on April 13, 2021, 12:12:00 PM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: cynoid on April 13, 2021, 05:04:13 PM
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?
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Nia Tahl on April 14, 2021, 12:19:18 AM
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.

Still fiddling with that, but it was always meant to be a Gauss contender.

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?

They are currently affected by the vanilla changes to automated ships. Haven't gotten around to fixing them yet.
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Confus on April 14, 2021, 02:16:33 AM
I sometimes crash in the middle of battle while using great houses ships along with a pair of halmonds.

Code
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)
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Nia Tahl on April 14, 2021, 04:13:25 AM
I sometimes crash in the middle of battle while using great houses ships along with a pair of halmonds.

Code
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)

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.
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Confus on April 14, 2021, 05:49:46 AM
I sometimes crash in the middle of battle while using great houses ships along with a pair of halmonds.

Code
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)

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.
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Nia Tahl on April 14, 2021, 06:07:32 AM
I sometimes crash in the middle of battle while using great houses ships along with a pair of halmonds.

Code
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)

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.

That seems like the likely culprit. Try not putting that particular hullmod on any GH ships for now.
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: sqrt(-1) on April 14, 2021, 08:18:56 AM
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?
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Nia Tahl on April 14, 2021, 10:56:34 AM
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?

... just salvage the ship instead of recovering it?
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: VolturnianMobster on April 14, 2021, 12:45:02 PM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Satirical on April 14, 2021, 04:57:48 PM
https://youtu.be/UVoQi8gkLbw

wow this Flagellator captain has a big brain!!!
did you program him to do that lolol
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: speeder on April 14, 2021, 11:39:30 PM
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.

Noticed that too.

But came to the thread only  to say Metafalica is awesome.
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: 5ColouredWalker on April 15, 2021, 02:02:22 AM
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 Log
54211 [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]
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Nia Tahl on April 15, 2021, 09:01:40 AM
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 Log
54211 [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]

Looked into this. Think I'll have a fix for that in the next update.
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Histidine on April 15, 2021, 07:18:34 PM
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 Log
54211 [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]
FYI the attempted fix can be tried user-side:
in data/world/factions/tahlan_legioinfernalis.faction, change the following line so that the name isn't blank
Code: json
"fleetCommander":{"name":""},
(you can set it to whatever you want, 'Potatohead' should work fine)
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: 5ColouredWalker on April 15, 2021, 11:40:08 PM
Thanks for the quick response and fix!
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: speeder on April 16, 2021, 07:46:27 AM
Can you add more features to a GH playthough?

For example I tried to cheat myself a GH market to my planet, to roleplay me being a GH member starting a new GH colony but it didn't work (the market assuemd I had conquered Kassadar).

Also seemly rosenritter has some lore connection to GH (I saw one rosenritter ship mentioning it was purchased from GH then modified), it would be cool if you could make some synergy between GH and Rosenritter somehow.

Also I seen there are seemly events related to Legio, but never figured out how to trigger them, in all my playthroughs all they do is hang out with Diable and wreck people's *** up until they get annoyed and wreck them back. (I've seen this both with and without nexerelin)
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: spuds on April 16, 2021, 11:30:48 AM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Nia Tahl on April 16, 2021, 01:21:44 PM
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.

am aware and will be fixed next update
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: GregBarsini on April 17, 2021, 09:32:40 AM
It's not a problem per se, but whenever I give the AI/Officer a Metafalica to fly, quite regurarly they get stuck on one shell type and exclusively use that throughout fights. When observing them I can hear them rapidly trying to change shell types but it doesn't work somehow.



Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Nia Tahl on April 17, 2021, 03:25:21 PM
Update Beep Boop

The usual. Might break saves, but most will be fine. Proceed with caution.

Changelog:

Spoiler
- Various bugfixes
- Further 0.95a compatibility adjustments
    - Rosenritter quest now scales with how deep into the tech tree you are
    - Custom phase cloaks now properly account for elite phase mastery
   - Fixed various other ***
- Lowered number of preplaced derelicts
- Reduced recovery chance of preplaced derelicts (can still recover with story points)
- Aetnos damage per shot lowered to 220, RoF increased accordingly
- Various sprite touchups
- Added Cinderblade
- Added Poltergeist-class phase missile cruiser
- Scoralis
   - Lowered torpedo range from 1200 to 1000
- Styrix
   - Improved efficiency to 1.2
- Korikaze
   - Removed automated ship hullmod
- Nibelung
    - Improved shield efficiency to 1.0
- Bronco
    - Improved shield efficeincy to 1.0
- Castigators
    - Improved shield efficeincy to 1.0
- Doominator
    - DP lowered from 30 to 25
    - Was rather overcosted tbh
- Removed Edengate (sort of)
    - Will be removed fully down the line
    - Replaced by Cinderblade
- Removed Kaivalya
    - Didn't really fit the other lostech hulls visually
    - Also too similar to the Karma overall
- Karma system changed to Spatial Shift
- Removed Higanbana
[close]
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Vherkin on April 17, 2021, 03:39:43 PM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Nia Tahl on April 17, 2021, 04:20:49 PM
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.

Missed that, ty. Will be fixed next update
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: gogis on April 17, 2021, 10:32:34 PM
- Styrix
   - Improved efficiency to 1.2
- Castigators
    - Improved shield efficeincy to 1.0

Love some love to Styrix.

LI Castigator shield is unchanged. Intentional?
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: AlexVBG on April 18, 2021, 12:58:55 AM
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?
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Nia Tahl on April 18, 2021, 02:06:54 AM
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?

no

LI Castigator shield is unchanged. Intentional?

no, already fixed. Might put out a hotfix later today.
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Satirical on April 18, 2021, 04:10:58 AM
- Styrix
   - Improved efficiency to 1.2
- Castigators
    - Improved shield efficeincy to 1.0

Love some love to Styrix.

LI Castigator shield is unchanged. Intentional?

yay triple fire railgun thingy pewpew
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: DemonicSquid on April 19, 2021, 05:37:02 PM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: IonDragonX on April 19, 2021, 05:40:42 PM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Chairman Suryasari on April 19, 2021, 09:44:22 PM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.5a
Post by: Jet Black on April 20, 2021, 06:00:19 AM
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.

Same, I start with Armaa and im neutral with everyone.
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Shibdib on April 21, 2021, 06:27:09 PM
This shows as not updated on version checker
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Vengarr on April 22, 2021, 09:06:59 AM
The built-in Fray Cannon on the Castella (P) costs 69 ordinance points.

NICE
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Jet Black on April 23, 2021, 06:01:38 AM
I have a quick question. I just found a Ristreza but it came with a built in hardened shield upgrade.

Typically I build these ships with the forced overdrive and jack up their armor, what would I have to edit in order to turn hardened shield here into heavy armor?

On a side note, 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.

It's probably intentional as to not be super op lol. Kassadari engineering is my new favorite hull mod. Keep up the good work.

**EDIT: I think the shields came from automated construction which is probably not part of this mod and from something else.**
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Euripides on April 23, 2021, 12:36:06 PM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Nia Tahl on April 23, 2021, 02:32:49 PM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: captinjoehenry on April 24, 2021, 10:47:22 AM
Long time fan of this mod!  I totally love the rosenwriter stuff but I’ve noticed a bit of a bug with the Hunter Interception gun.  When a ship mounting them comes under heavy missile attack the intercept guns have an odd issue.  Where the gun is trying to shoot one target but the projectile is homing in on an entirely different target where the projectiles just fly off in a strong arc failing to intercept anything as the turret tries to shoot an entirely different target.
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: JohnVicres on April 26, 2021, 04:36:06 AM
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.

Noooooo (please) you can't nerf the demonic wolfpack... ;(
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Jet Black on April 26, 2021, 10:06:04 AM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Nia Tahl on April 26, 2021, 10:50:37 AM
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.

no
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Jet Black on April 27, 2021, 05:59:09 AM
thx
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: DARK170 on April 29, 2021, 12:20:40 PM
Sorry if this is already reported, Heretic Cruiser Sophrosyne-class is not using its System, i my self can use its System but officers and autopilot wont. i'm attaching names of the mods that i use.

[attachment deleted by admin]
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: elszilard on April 29, 2021, 12:49:01 PM
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
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: DARK170 on April 29, 2021, 01:16:25 PM
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

What do you mean Researching Blueprints? From what I know there is nothing like that in this mod or in the game, if i'm wrong please explain to me how it worked before it broke.
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Nia Tahl on April 29, 2021, 02:19:06 PM
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

Before asking for fixes, maybe check whether it's actually broken first. The quest has already been adjusted for the new skills and now scales based on how far into the technology tree you are.
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Jazuke Taizago on April 30, 2021, 12:11:44 AM
Just letting you know, Nia Tahl. I keep crashing when i add Small Ballistics on the Great Houses Dun Scaith. I found a lines in the log and created a thread in the Bug Reports and Support to get help. For the time being, i'll refrain from screwing with that lovely sexy Ship, until i've found a solution to the problem.
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Jet Black on April 30, 2021, 01:44:36 PM
Make sure youre not going over 25 weapons then auto grouping the weapons up.
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: dk1332 on April 30, 2021, 11:40:28 PM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Nia Tahl on May 01, 2021, 12:54:32 AM
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.

yes
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: benito on May 04, 2021, 09:34:57 AM
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 believe that 70 points is that missile battlecruiser, which is way to weak to justify 70 points. I mean, you can have nearly 2 XIV Legion BC with 4 large missile hardpoints for this price, or ~3 Regalia. And, considering that player piloted Regalia can 1 vs 1 front to front outgun Onslaught, it is always a better choice to pick ~3 Regalia, and not pick any Rosenritter Battleships.

However i usually pick that 50 points Rosenritter BC as C&C ship, just for role-playing and aesthetics.
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: benito on May 04, 2021, 09:40:12 AM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Nia Tahl on May 04, 2021, 10:25:23 AM
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.

Will be added. The ship was released half-finished. My bad.
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Vherkin on May 05, 2021, 10:17:42 AM
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 !

Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Nia Tahl on May 05, 2021, 02:22:47 PM
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 !

It's not supposed to be that way, but that's a Nex issue
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Badger on May 05, 2021, 08:52:56 PM
Hey guys. This mod is a lot of fun.

I just want to ask about something. I found the timeless prototype and love the look and concept but I am not sure what the special system does or whether it is working for me. It says it accelerates time for the ship and the fighters but when I use it nothing goes any faster and the enemy doesn't move any slower. Only thing I can see happening is the ship and fighters giving off a green light.

I tried using it while taking damage or shooting to see if it affects that but am not seeing anything. Can someone let me know what is happening here or if my game is just bugged? I only tried it in the simulator so maybe that's it? Thanks a lot!
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Madskills on May 10, 2021, 05:40:35 AM
I installed this mod along with 3 billion other mods (pretty much all semi-stable content mods that support 0.95a). My first modded playthrough. And every time I encountered something amazing non-vanilla (a cool weapon, ship or encounter) I looked up some string that it uses (say, ship name or dialog text) in all my mods folder to figure out where it came from. And I've gotta say good 80% of the time it turned out to be this mod. What I particularly like about it is how much _various_ stuff it adds: amazing deep space encounters, awesome exotic weapons and lots of unique hull mods. And the most important thing for me is that good half of this mod is redacted: I don't want to even know what stuff I'm gonna find, I just hope it's interesting (and this mod 100% delivered on this one).

The stuff that this mod provides is in my opinion more or less on vanilla power level which's very rare because mods tend to power creep a lot.

It has also great ship art that fits vanilla style pretty well. Weapon art is very likeable, but ballistic weapons are a little bit more pixel-art-ey compared to vanilla, so they're more recognizable, but I don't mean it in a bad way, I like them a lot too.

Legio Infernalis is an amazing faction, I love that it's hostile by default and they're very strong to keep the player's self-esteem at bay. In my roleplay I like that they ignored me when I was too weak but I wish they became actively hostile as I got stronger, because it'd make sense for them to only bother attacking bigger fish.

I hope this mod gets more attention because I think it's amazing and the author deserves more positive feedback. I will also probably join their patreon.
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: benito on May 13, 2021, 01:33:39 PM
This mod has some great ship concepts, designs and lore. Its really rewarding to find a unique relic ship while exploring. I especially enjoyed the moment than i had to defend my main colony's Star Base from very strong Hegemony invasion fleet. I managed to keep it in one piece only because i had lostech Relic Battlecruiser from this mod.

Anyway, thanks to mod author for work on this mod, its really good.
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Retry on May 13, 2021, 01:49:30 PM
However, i wanted to touch on what i don't really appreciate about this mod: Forge templates and Industrial ruins.
Wrong mod.
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: SirHartley on May 13, 2021, 02:20:01 PM
derelict industries bad mkay
lol, no
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: Nia Tahl on May 13, 2021, 02:23:26 PM
smh

anyhow, here's an update. Usual stuff.
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: Hanz_Gruber on May 13, 2021, 02:47:50 PM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: ayylmao4lulz on May 13, 2021, 09:53:36 PM
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.

Tahl mentioned on Discord that it might not be save compatible, so we may be screwed. For my part, +1 on this crash. Curiously (potentially related?), I haven't been able to find the relic castigator so far in my current playthrough.

Quote
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!
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: benito on May 13, 2021, 10:24:52 PM
However, i wanted to touch on what i don't really appreciate about this mod: Forge templates and Industrial ruins.
Wrong mod.

Damn, my bad than :-[. Redacted my post.

Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: MortalC12 on May 14, 2021, 03:48:39 PM
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
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: parkquest on May 14, 2021, 07:15:59 PM
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

Looks like you have to remove the "#" from "#Kaivalya" in tahlan-shipworks_0.6a\data\hulls\ship_data.csv as well for it to work.
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: ElPresidente on May 16, 2021, 11:52:56 PM
I friggin love this mod.
The ships, the weapons - everything looks and feels great.


All of my thumbs up! ;D
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: Tigasboss on May 18, 2021, 08:21:20 AM
Edengate is getting removed in a future update  :'(
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: Brightness on May 18, 2021, 04:01:00 PM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: Nia Tahl on May 19, 2021, 11:08:08 PM
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.

I'd rather keep it as it is. It's meant more as a playership anyhow.
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Nextia on May 20, 2021, 05:49:08 PM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: th3boodlebot on May 20, 2021, 05:59:33 PM
i just realized how much amazing content this mod actually adds, on top of the also amazing scalartech you made

here to say: GREAT WORK THANKS FOR MAKING THIS COOL STUFF FOR EVERYONE
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Histidine on May 20, 2021, 07:44:30 PM
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.
You can unlock all the BPs regardless of your current tech skills, it just makes it go faster.

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.
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: Thorveim on May 21, 2021, 07:30:30 AM
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... )

is there something i'm missing about the Styrix to justify the cost, beyond the damn good looks?
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: JohnVicres on May 21, 2021, 07:49:33 AM
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... )

is there something i'm missing about the Styrix to justify the cost, beyond the damn good looks?
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).
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: Thorveim on May 21, 2021, 08:24:29 AM
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... )

is there something i'm missing about the Styrix to justify the cost, beyond the damn good looks?
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).

Bass doesn't sound like a gun I found yet.. must keep searching then! (unless it goes by another name in game, which eludes me still)

and yeah, maybe give the Styrix more punch... especially against armor I'd say: think it's niche could be as a kinetic weapon that still punches armor hard thanks to extra explosive/energy damage, but is outclassed in term of pure kinetic. just an idea though. But yeah, 2 more points for almost half the DPS and less per-shot damage.. it hurts on a gun so fancy
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Nia Tahl on May 21, 2021, 09:44:51 AM
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.
You can unlock all the BPs regardless of your current tech skills, it just makes it go faster.

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.

Will likely change it to being based on the total number of technology skills, given that skill reworks will somewhat break the current system.


Re:Styrix opinions:
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
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Thorveim on May 21, 2021, 11:59:29 AM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Nextia on May 21, 2021, 12:56:22 PM
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.
You can unlock all the BPs regardless of your current tech skills, it just makes it go faster.

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.

Thanks for the rundown, was afraid you'd be locked out of getting further BP's without a higher tech skill but I guess that isnt the case at all.
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Nia Tahl on May 21, 2021, 03:49:14 PM
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
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Thorveim on May 22, 2021, 02:39:17 AM
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 :/
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Nia Tahl on May 22, 2021, 06:13:48 AM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.6
Post by: Thorveim on May 22, 2021, 08:12:34 AM
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 get what you mean here. Tis just my opinion after all, and may be on me for being such a capital ship fanatic for which the extra range isn't as important as long as its long enough, they are too slow to dictate range after all... or at least STAY at range when their ability is all about rushing foward anyway. And also, being an armor tanker meaning I don't really use flux for defense and have more available for offense :p I tend to see more range as less valuable starting at 900 (under 700 being too short.. all these values are before the mandatory integrated targetting module mind you); beyond that the advantage tends to just be having the first volley rather than a lasting edge in the firefight

(I chose to make a slight edit to the stats myself actually... bumped damage to 420, makes it reach 300 dps, definitely more at home against armor and even more efficient than it used to be (1 flux/damage), but not as good a brawler still as the Alteria, and not as armor wrecking as the gauss either, who also comes a bit ahead in dps to make its extra flux use more worth it... but more importantly it feels like a better place for the Styrix's higher OP cost :) What can i say, i just love the looks of the gun too much NOT to try and use it ^^ )

but its interesting that you see it as a gauss competitor and me more as an alteria competitor (both styrix and alteria being kinetics on the long end of the range stick and having similar profiles when it comes to flux efficiency.. gauss feels a lil separate with its "all in 1 shot" nature) Could explain our different points of view in the end :)
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: Madskills on May 22, 2021, 10:32:45 AM
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?

Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: Retry on May 22, 2021, 02:41:34 PM
Just moved from an older version of Tahlan where the Styrix was 1.6 efficient.  It wasn't good at all at 1.6 efficiency but it's amazing at 1.2, it's light enough on flux enough that you can mount them in batteries with little effort on ships that could barely afford 2 or even 1 Gauss Rifle (ex: Dominator).  Synergizes extremely well with the Ranged Expertise skill too, which basically makes up the damage difference between Gauss & Styrix.  (1000 base range guns do too somewhat, but it's far easier to maintain the goldilocks range on caps with the extra ~300 range from a 1200 base range gun, also 1200 range makes "sniper" cruisers feasible on the right platform).

The Styrix discussion does make me wish the forums or discord had a sort of "Starsector Academy".  Something which explained why, for example, having an extremely long ranged gun with exceptionally flux efficiency (such as Thorveim's suggested 1.0 efficiency Styrix) is an conceptually broken idea.
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: Nia Tahl on May 22, 2021, 03:45:59 PM
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?

The Autoforge has always been intended to give the Traumtänzer a long breath for those really big extended battles that might even take multiple engagements (and therefore no missile restore between engagements). In shorter fights your usual missile reserves should be more than enough.

As for the Nirvana, yes it's intended since the thing is busted enough already, even without infinite missiles.
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: HellBent on May 23, 2021, 02:34:50 AM
Yeah I had lots of issues with 0.6a.
I got an error message and my save would not load, disabling the mod also gave me a (different) error message and would not load my save
I downloaded 0.6 and I can continue playing again.
I see some people mentioned you can manually edit several files but I have never been good at that sort of thing
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: Damienov on May 23, 2021, 11:52:07 AM
having error with 0.6a also

Code
ERROR 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
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: Nia Tahl on May 23, 2021, 12:09:32 PM
having error with 0.6a also

Code
ERROR 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.
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: redvyper on May 23, 2021, 02:03:27 PM
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 also

Code
ERROR 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.
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: Damienov on May 23, 2021, 02:18:29 PM
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
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: redvyper on May 25, 2021, 08:03:41 PM
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

I really should get more sleep. Thanks for the succinct response!
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: Sionetta on May 25, 2021, 10:16:10 PM
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 also

Code
ERROR 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
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: Sionetta on May 25, 2021, 10:37:02 PM
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
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: Pratapon51 on May 26, 2021, 08:24:46 PM
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

That's only the raw source. You'll have to recompile a new jar after making changes, or if you are crazy, run the mod directly off the raws, although that will be a little slower and has a chance of breaking things.
Title: Re: [0.95a] Tahlan Shipworks 0.6a - Bug Report
Post by: ExtinctionBomb on May 29, 2021, 10:56:56 AM
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)
Title: Re: [0.95a] Tahlan Shipworks 0.6a - Bug Report
Post by: Nia Tahl on May 29, 2021, 11:48:31 AM
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?
Title: Re: [0.95a] Tahlan Shipworks 0.6a - Bug Report
Post by: ExtinctionBomb on May 29, 2021, 10:40:18 PM
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?

HAHA! No it was not. Bless your heart, I should've checked first. Updated to latest version, and it no longer crashes. Sorry for not checking first.
The Persean Sector shall know Metafalica's wrath...  ::)
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: iuri2993 on May 30, 2021, 10:27:47 PM
i'm a fan of warhammer and the machine god give me something, i realy don't belive it, thanks man! for the emperor i will go purge them all with this new roly instrument blessed by the machine spirit! realy good mod!
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: Killsode on June 02, 2021, 06:17:09 AM
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 also

Code
ERROR 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?
this just seems weird as so far its the only thing stopping 0.6 to 0.6a save compatibility unless i'm missing something?
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: dreamdancer on June 02, 2021, 07:55:36 AM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: Killsode on June 02, 2021, 07:44:44 PM
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.

Ah, yep that makes sense
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: SpaceDrake on June 02, 2021, 08:48:23 PM
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?
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: bob888w on June 03, 2021, 11:35:08 PM
Spoiler
1322116 [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]
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: Histidine on June 04, 2021, 02:55:47 AM
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.

Spoiler
1322116 [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]
Update your MagicLib.
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: Nia Tahl on June 05, 2021, 03:18:17 AM
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.

I don't really care about random sector so that stuff is as it is.
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: SenSayed on June 06, 2021, 05:59:11 AM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: Nia Tahl on June 06, 2021, 12:59:33 PM
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.

no
Title: Re: [0.95a] Tahlan Shipworks 0.6a
Post by: SCC on June 06, 2021, 01:08:41 PM
Have you tried satbombing or decivilising Kassadar?
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: Nia Tahl on June 18, 2021, 06:25:18 AM
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)
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: Stormy Fairweather on June 18, 2021, 06:49:43 AM
thanks for the update.

but gotta say, i like the old izanami. mebbe ya shoulda just made that a new ship?
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: Tecrys on June 18, 2021, 08:10:36 AM
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)

Some tastylicious sprites right there! Really love the left one!
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: SpaceDrake on June 18, 2021, 08:29:08 AM
The "promotional art" for this is 100% on point :V
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: Vensalir on June 18, 2021, 08:48:48 AM
That resprited Izanami looks gorgeous!
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: Nick XR on June 18, 2021, 09:10:37 AM
Looks amazin!
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: Nia Tahl on June 18, 2021, 09:20:43 AM
Major credits to Luzaitis and Alfonzo for the work they contributed on both of those sprites.
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: Killsode on June 18, 2021, 10:26:46 AM
ooo, that izunami looks !*&% delicious
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: shoi on June 18, 2021, 03:54:07 PM
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)

bueno  :P
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: SpaceDrake on June 18, 2021, 05:10:02 PM
As an aside, that's one hell of a game version this update requires :V
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: dostillevi on June 18, 2021, 07:54:13 PM
As an aside, that's one hell of a game version this update requires :V


Nice.
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: DeusVauly on June 19, 2021, 06:49:03 PM
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. 
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: SpaceDrake on June 19, 2021, 09:05:51 PM
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.

How it works specifically is this:

Spoiler
The Halbmond will always be somewhere in a black hole system; check all of the black holes in your game if you want to find it, and remember to check close-ish orbit as well as other major landmarks. Once you recover the Halbmond, keep it in your fleet to begin the "quest", which is unlocking the various blueprints. You will unlock BPs as time passes, and the time required depends on how many skill points you've put into Science (with a good speed being at around 3 or 4). You will unlock things in four stages: the Glanzwurf frigate mobile armors and some very basic weapons, the Silberblut destroyer mobile armors along with the fighters and the medium weapons, the Mondlicht cruiser and Nachtgesang battlecruiser along with the large weapons, and then finally the plans for the Halbmond itself if you want to build more. After you unlock the Halbmond blueprint, the quest is "complete", with the final message pointing you toward an "object of interest" to be found in a random system in a random constellation; this will be the Traumtänzer command battlecruiser. Once you recover the Traum, you've found/unlocked all of the Rosenritter content. And no, you don't get a blueprint for the Traum; treat the one you find with care!

And as an aside, note that while the quest provides a hint for where to find the Traumtänzer, the Traum is not specifically a "quest spawn"; its location is determined when the seed is rolled, and it is entirely possible to stumble upon it independently before you even find the Halbmond.
[close]

And as a less spoiler note, the one questline and what is involved is all the current Rosenritter content in the mod. The hidden Codex entries for the ships can feel a little confusing because they refer to the Rosenritter in the present tense, but I'm guessing that's just meant by Nia to reflect the info you find during the quest; the info you get would be written from the perspective of the RR being a going concern, even when in the modern sector they very much are not. While the current quest/mod never lingers on it for too long, it's possible to piece together what happened in spoiler territory:
Spoiler
It appears that the Rosenritter, or at least the division that owned the Halbmond and Traumtänzer you find, were being rotated in to serve and/or collaborate with the Great Houses of Kassadar when the Collapse occurred. The full-length description of the Traum then explains precisely what happened to the RR who were stuck in the Sector in C+1; needless to say, there are no surviving Rosenritter in the modern Sector.
[close]
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: ayylmao4lulz on June 20, 2021, 01:06:46 AM
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)

Hey Tahl fyi, you've got a casing bug where the resource named
Code
tahlan_skyrend_cover_Normal.png
is saved as
Code
tahlan_skyrend_cover_normal.png
, preventing the game form loading on case-sensitive file-systems.
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: Nia Tahl on June 20, 2021, 01:35:28 PM
Yes, I'm aware, will have it "fixed" in the next update. It's not really a bug since I never promised compatibility with special snowflake filesystems :V

(Frankly, if you're using Linux you should be smart enough to fix these things yourself anyhow)
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: Amazigh on June 20, 2021, 03:47:14 PM
Very nice mod with some super cool botes, but I found a bug in the tahlan_StormDriveAI script.

Line 71:
Code
return (MathUtils.getShortestRotation(angleToTarget, ship.getFacing()) <= DEGREES);
This 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.

Solution:
Code
return (Math.abs(MathUtils.getShortestRotation(angleToTarget, ship.getFacing())) <= DEGREES);
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: Mira Lendin on June 20, 2021, 04:00:59 PM
Very nice mod with some super cool botes, but I found a bug in the tahlan_StormDriveAI script.

Line 71:
Code
return (MathUtils.getShortestRotation(angleToTarget, ship.getFacing()) <= DEGREES);
This 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.

Solution:
Code
return (Math.abs(MathUtils.getShortestRotation(angleToTarget, ship.getFacing())) <= DEGREES);
True, since the game treats left angle as a negative value, you will have to get the absolute value of it.
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: err0r on June 20, 2021, 04:15:31 PM
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...


There's a error message from game log:
Spoiler
535325 [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)
[close]
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: TimeDiver on June 20, 2021, 04:18:52 PM
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...


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:

https://fractalsoftworks.com/forum/index.php?topic=13718.0
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: err0r on June 20, 2021, 05:39:34 PM
Are you using the latest version of MagicLib? If in doubt, re-download from the following thread:

https://fractalsoftworks.com/forum/index.php?topic=13718.0
Thanks, it helped
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: EadTaes on June 20, 2021, 06:15:41 PM
I need some guidance on the Rosenritter quest you get from carrier. I got all the tech it has it says and told me their is something in a certain constellation. I've search every system and even tried searching for secret jump point like the one to get to alpha site. How ever have 4 hours of searching I would really appreciate a pointer of what I'm looking for.

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.
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: SpaceDrake on June 21, 2021, 12:26:08 AM
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.

Yes, the Traum is the "item of interest". As I noted in the spoilers, while the quest will point to it, it is not a "quest spawn" as such, and you can very easily stumble across it in the course of normal exploration, as its location is determined when the seed is rolled.
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: CrescentQuill on June 21, 2021, 06:20:56 PM
Obligatory question: is it safe to update to 0.7 in the middle of a run?
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: SpaceDrake on June 21, 2021, 08:47:09 PM
Obligatory question: is it safe to update to 0.7 in the middle of a run?

Yep, should be. It's not the hugest update, and it mostly adds the new ship and tweaks balance numbers. Don't expect the Skybreak to show up in fleets or in Prism for a while, though.
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: Nia Tahl on June 22, 2021, 01:18:39 PM
Very nice mod with some super cool botes, but I found a bug in the tahlan_StormDriveAI script.

Line 71:
Code
return (MathUtils.getShortestRotation(angleToTarget, ship.getFacing()) <= DEGREES);
This 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.

Solution:
Code
return (Math.abs(MathUtils.getShortestRotation(angleToTarget, ship.getFacing())) <= DEGREES);

huh. Might want to pass that on to Vayra since the code is just copied as-is from her.
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: Aer0-3 on June 24, 2021, 02:44:15 PM
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?
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: Nia Tahl on June 24, 2021, 02:54:19 PM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: Aer0-3 on June 24, 2021, 02:58:15 PM
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.

Interesting, I must have skipped over a version of the mod. Thank you for the quick response!
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: Hauda on June 25, 2021, 12:28:07 PM
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!
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: Nia Tahl on June 25, 2021, 03:09:06 PM
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!

Broadside mounts OP discount will be fixed next update. Nibelung RG wasn't changed at all, though.
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: Hauda on June 25, 2021, 03:26:51 PM
Oh, I meant that pre-changes, the Nibelung's base and CRG versions had 280 OP but also had the parallel targeting core, the RG had 300 OP but no core. Now that you've changed things around you gave the base + CRG version +20 OP, but the RG one remained the same but without a boost of +20 OP as well. I just thought the RG could be down 20 OP from these changes you've made as I thought that ship was supposed to have more to make up for lacking the core thing. The N variant though, that has no changes either but it was always fun to use that as it was, but maybe that one could also do with a +20 OP to make up for the changes too? I'll leave that stuff up to you, I'm going to go try out the new battlecruiser!

Thanks again for the mod!
Title: Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
Post by: Wakarimast on June 28, 2021, 03:36:57 AM
The great houses ships just awesome!
Title: Re: [0.95a] Tahlan Shipworks 0.7.1 - Hammerheaderer
Post by: Nia Tahl on July 02, 2021, 09:54:43 AM
New update.
New bote.
New bugs?
Idk, have fun.

(https://imgur.com/IdKlw1Z.png)

Changelog:

Spoiler
0.7.1
- Added Nelson-class Assault Cruiser
- Plucked a memory leak or two, probably
- Skybreak
   - Changed front medium turrets to energy
- Monitor (GH)
   - System dissipation boost changed to small speed boost
- Prism-related
   - Scathach no longer appears for sale at Prism
   - Repulse can now appear for sale at Prism
- Nibelung
   - Fixed Broadside mounts not properly applying OP discount to large weapons
   - Increased OP of RG variant by 20
- New visuals for GH and Legio engines
- Added Mercenary companies for Nexerelin
[close]
Title: Re: [0.95a] Tahlan Shipworks 0.7.1 - Hammerheaderer
Post by: Cyan Leader on July 02, 2021, 11:23:07 AM
For reference the special bounties are still disabled due to VS not being updated yet, correct?
Title: Re: [0.95a] Tahlan Shipworks 0.7.1 - Hammerheaderer
Post by: Nia Tahl on July 02, 2021, 02:33:23 PM
For reference the special bounties are still disabled due to VS not being updated yet, correct?

VS handles the actual bounties so they aren't technically disabled, just the system that runs them isn't there.
Title: Re: [0.95a] Tahlan Shipworks 0.7.1 - Hammerheaderer
Post by: HyperionSniper on July 02, 2021, 08:20:25 PM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.7.1 - Hammerheaderer
Post by: Nia Tahl on July 03, 2021, 01:30:32 AM
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.

It's a unique ship, so no
Title: Re: [0.95a] Tahlan Shipworks 0.7.1 - Hammerheaderer
Post by: gamblerrus on July 03, 2021, 07:01:19 AM
Fisrst of all, Really big thx for this awesome mode.
Can you tell me please, after last patch, how can we obtain Scathach?
Title: Re: [0.95a] Tahlan Shipworks 0.7.1 - Hammerheaderer
Post by: Grindfather on July 03, 2021, 09:49:27 AM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.7.1 - Hammerheaderer
Post by: Nia Tahl on July 03, 2021, 09:52:12 AM
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't


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.

Ship was removed. You're a few updates behind. Current one won't be compatible with your save.
Title: Re: [0.95a] Tahlan Shipworks 0.7.1 - Hammerheaderer
Post by: Grindfather on July 03, 2021, 10:43:36 AM
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't


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.

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.
Title: Re: [0.95a] Tahlan Shipworks 0.7.1 - Hammerheaderer
Post by: Nia Tahl on July 03, 2021, 11:37:15 AM
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't


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.

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.

Did you delete the old version of the mod before updating? Always do that.
Title: Re: [0.95a] Tahlan Shipworks 0.7.1 - Hammerheaderer
Post by: Bastion.Systems on July 04, 2021, 04:28:18 AM
New ship looks gangsta  ;D
Title: Re: [0.95a] Tahlan Shipworks 0.7.1 - Hammerheaderer
Post by: Big Bee on July 04, 2021, 05:40:50 AM
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?
Title: Re: [0.95a] Tahlan Shipworks 0.7.1 - Hammerheaderer
Post by: DownTheDrain on July 04, 2021, 09:22:05 AM
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?

I thought blueprints were the main point...

Anyway, the Freeport sells a lot of stuff it probably shouldn't. I never used the Scathach but the flavor text makes it seem like it's a one-of-a-kind technological marvel, so it would be odd to show up at some merchant, no matter how high-grade.
Personally I don't care, I never purchase unique ships. Since the Freeport isn't tied to any kind of progression and sells rare ships to anyone you might as well console command the Scathach in if you really need it in your fleet.
Title: Re: [0.95a] Tahlan Shipworks 0.7.1 - Hammerheaderer
Post by: Big Bee on July 04, 2021, 09:38:14 AM
fair I guess, I forgot about the blueprints cause I prefer not having a colony. 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
Title: Re: [0.95a] Tahlan Shipworks 0.7.1 - Hammerheaderer
Post by: DownTheDrain on July 04, 2021, 09:59:43 AM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.7.1 - Hammerheaderer
Post by: Big Bee on July 04, 2021, 12:09:00 PM
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.

Yeah, not a huge issue and personally I am unaffected by it, but it is still weird to specifically disable the workaround that only exists to allow players to still obtain the ships legitimately while the originally intended method is unavailable. At least by buying it you have to spend a lot of money instead of resorting to 'cheating' by using the console. Purchasing the ship is obviously optional as well, so if someone feels like getting it that way would also be cheating, then they can simply choose not to do it, which is why the change feels unnecessary to me, therefore I am curious about what the actual reasoning is.
Title: Re: [0.95a] Tahlan Shipworks 0.7.1 - Hammerheaderer
Post by: ASSIMKO on July 05, 2021, 04:02:04 AM
 Save compatible???
Title: Re: [0.95a] Tahlan Shipworks 0.7.1 - Hammerheaderer
Post by: mrmomo1337 on July 08, 2021, 12:50:48 AM
hay i might have found a bug using 0.6.1a it only happens on the fleet screen. is this something i can fix on my end

20057750 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.hullmods.tahlan_CHMLegio.applyEffectsBeforeShipCreation(tahlan_CHMLegio.java:23)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
Title: Re: [0.95a] Tahlan Shipworks 0.7.2 - Hammerheaderer
Post by: Nia Tahl on July 09, 2021, 01:36:45 PM
Small update with some stat changes mostly

Changelog:
Spoiler
0.7.2
- Vund Autoforge now restores 50% more ammo if the captain has missile specialisation
- Castigator (all variants)
   - Reduced flux capacity from 14000 to 12000
   - Reduced flux dissipation from 600 to 550
   - Increased armor from 1300 to 1400
   - Hitpoints increased from 8000 to 10000
- Nelson
   - Reduced armor from 1400 to 1300
   - Increased dissipation from 600 to 700
   - Increased DP from 26 to 28
   - Hitpoints reduced from 10000 to 9000
- Doominator
   - Increased top speed from 30 to 40
[close]
Title: Re: [0.95a] Tahlan Shipworks 0.7.2 - Hammerheaderer
Post by: anhkhoa3302 on July 14, 2021, 11:11:36 AM
The game crash when I try to use "Project Cashmere" gun.

Spoiler
73294 [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]
Title: Re: [0.95a] Tahlan Shipworks 0.7.2 - Hammerheaderer
Post by: Nia Tahl on July 14, 2021, 11:50:09 AM
The game crash when I try to use "Project Cashmere" gun.

Spoiler
73294 [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...
Title: Re: [0.95a] Tahlan Shipworks 0.7.2 - Hammerheaderer
Post by: anhkhoa3302 on July 14, 2021, 06:35:55 PM
The game crash when I try to use "Project Cashmere" gun.

Spoiler
73294 [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...

Sorry, my bad  :-X
Title: Re: [0.95a] Tahlan Shipworks 0.7.2 - Hammerheaderer
Post by: KMS on August 01, 2021, 08:10:27 PM
I want to try moving the Legio system far away from the core worlds, but for the life of me I can't find the file to change its location. Vanilla Starsector has the 'starmap.json' file, but Tahlan doesn't seem to have one. How does Tahlan tell the game where its systems should go?

Edit: Ok, I found the java file that governs system location, but editing the xy values did nothing. How does this work?

Edit 2: I did it by editing the save. If anyone else wants to try, you can move systems in an existing save by editing the campaign.xml file. Make sure to move both stars in the Rubicon system, or weird things will happen!
Title: Re: [0.95a] Tahlan Shipworks 0.7.2 - Hammerheaderer
Post by: Captain Waffle on August 02, 2021, 02:17:42 PM
Any plans for more GH ship / weapon sprite overhauls as done with the Izanami?
Title: Re: [0.95a] Tahlan Shipworks 0.7.2 - Hammerheaderer
Post by: Nia Tahl on August 05, 2021, 06:13:04 AM
Any plans for more GH ship / weapon sprite overhauls as done with the Izanami?

no
Title: Re: [0.95a] Tahlan Shipworks 0.7.2 - Hammerheaderer
Post by: Isaew on August 05, 2021, 11:28:44 AM
This mod is so awesome =)
I LOVE the Grand Houses equipment
and that huge pirate ship is so awesome
Thank you again for your dedicated work =) Keep it up
Title: Re: [0.95a] Tahlan Shipworks 0.7.2 - Hammerheaderer
Post by: MrMagolor on August 08, 2021, 09:56:19 AM
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?
Title: Re: [0.95a] Tahlan Shipworks 0.7.2 - Hammerheaderer
Post by: DownTheDrain on August 08, 2021, 11:26:48 AM
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?

It does spawn in a random black hole system but I don't think you can get a mission for it.
Only found it once by accident, got bored the second time looking for it and opened the savegame to find the location.
Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: Nia Tahl on August 13, 2021, 09:52:42 AM
Beep boop. Update.

Things changed.

Things were added.

Here's a changelog:

Spoiler
0.7.3
- Renamed Skybreak back to Skysplitter cause it sounds better
- Added Vesuvio Magcannon
- Reworked Nelson sprite again
- Changed the Ronka sprite to avoid some design overlap with Magellan weapons
- Balor Smartgun
   - Lowered damage from 400 to 300
   - Increased efficiency from 1.2 to 1.0
   - Lowered refire delay from 1.3 to 1.0
- Tethra Smartgun
   - Increased damage from 90 to 100
   - Increased efficiency from 1.2 to 1.0
- Goll Overcharge Cannon
   - Increased kinetic damage per shot from 10 to 30
   - Set efficiency to 1.5
   - Added arcing effect
[close]
Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: Mayonaiser on August 22, 2021, 03:03:37 AM
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
Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: SpaceDrake on August 22, 2021, 02:19:17 PM
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

Spoiler
That's in-universe and for flavor. These are weapons of unknown origin whose purpose you need to determine for yourself through testing.
[close]
Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: bob888w on September 01, 2021, 03:27:15 PM
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
Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: Nia Tahl on September 02, 2021, 03:16:58 AM
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

The project weapons can be found as loot in stations and sometimes on scavenger fleets
Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: Arthur_The_Ok on September 02, 2021, 04:20:23 AM
Hey, about the Dun Scaith, is there a Great Houses version? And the experimental ships that you can choose at the start of a Great Houses playthrough, can they be found throughout the sector?
Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: Snow_Snarck on September 02, 2021, 03:28:08 PM
Hey, about the Dun Scaith, is there a Great Houses version?

Its Scathach - high-value bounty ship for vayra's mod. 'Cause it (mod) did not here for 0.95, there's only two way to obtain it - through console, or though high-end shop in Prism Freeport.

Taking Scáthach, turning on his overclock, coating him with "unusual mod" hullmods, accelerating his armor to 3000 and granting hull regeneration - an absolute fetish

Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: bob888w on September 03, 2021, 02:51:20 AM
I'm pretty sure the sccatth is outside  of Freeport circulation now. console commands are your only option
Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: Killsode on September 10, 2021, 01:33:26 PM
Were the relic ships removed? in my latest run i havent encountered a single one, or even any of their weapons.
Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: Nia Tahl on September 10, 2021, 03:59:09 PM
Were the relic ships removed? in my latest run i havent encountered a single one, or even any of their weapons.

no
Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: Pratapon51 on September 10, 2021, 11:39:04 PM
They weren't removed, but are no longer guaranteed to spawn.
Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: CoolTater27 on September 13, 2021, 09:36:33 AM
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
Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: Nia Tahl on September 13, 2021, 02:26:49 PM
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

Did you delete the old version of the mod before updating?
Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: CoolTater27 on September 13, 2021, 03:32:12 PM
I just deleted the mod from the list then reinstalled it. That seems to have solved the issue and the game loaded up fine
Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: OzOnyx on September 13, 2021, 06:23:46 PM
That reminds me, the Cinderblade has definitely removed any lingering sadness I had over the death of the GH Castigator.

It's beautiful and fun.
Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: Space_Lettuce_OG on September 24, 2021, 06:44:31 AM
So... What and where are Regalia?

I've searched this mod's forum page top to bottom about
Spoiler
regalia
[close]
. I found and restored the
Spoiler
2 special Rosenritter ships
[close]
already, and they their descriptions and hullmods talk a lot about these
Spoiler
"regalia"
[close]
, and I've seen talk of it here, but all I got are blueprints for some frigates and destroyers referred to as
Spoiler
mobile armors
[close]
.

I then resorted to looking through the mod files, and I still can't find any
Spoiler
regalia
[close]
hulls or fighters, and I did skim through the variants, but there's a LOT of variants, too many to sift through for this.
So, I figured I ask about it here. Any info would be appreciated!

P.S. Sorry I don't know how to do the spoiler type that is just a gray box over the text. Didn't see any button for that, so this spoiler type will just have to do.
Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: StrikeEcho on September 24, 2021, 07:38:24 AM
The Regalia are the Mobile Armour Destroyer and Frigates plus the fighters you got from Halbmonds BP.
Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: Space_Lettuce_OG on September 24, 2021, 09:00:41 AM
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?
Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: geminitiger on September 24, 2021, 09:25:55 AM
Timeless Prototype class drone mother ship.

Spoiler
Found 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]
Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: Kadatherion on September 24, 2021, 12:28:36 PM
Timeless Prototype class drone mother ship.

Spoiler
Found 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]

Yep, it's one of my must have ships in the fleet just because of how it looks, but you are right,

Spoiler
it's pretty much broken. Looks beautiful, but its performance and special weapons are so-so at best, definitely not worth the deployment and maintenance price. Especially because its system seems to not be currently working: it has a visual effect, but nothing really happens in the game. Going by the description it's supposed to slow down time like phase ships (or better said, like kassadari ones), but it doesn't. Which is why I edited it in the files to have at least quite some more OP so I can kit it out manually to be worth it. Reducing its cost would have been viable too, but I like the idea of it being very unique and thus very expensive.

Apparently, the automated version of it can appear with the remnant fleets if you set it to in the mod config file, as the feature is turned off by default.

BTW, if you haven't found it yet, keep your eyes open for the Izanami cruiser (can be either a Vayra bounty or, if you don't have Vayra's bootleg installed, it can appear on Prism with Nexerelin). Its system is pretty similar and does work as intended, and while it's not as alien looking as the Timeless, it's another work of art (and cool to fly: very powerful but needs some piloting skills, so you have fun while controlling it).
[close]

Honestly, many of Tahl's ships are among the most beautiful you can find in the Starsector modding scene. If you like ballistics/lt, go with his Great Houses ships from this mod, if you prefer energy/ht with his Scalartech faction: you can't go wrong.
Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: StrikeEcho on September 24, 2021, 12:37:44 PM
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?
Okay, the Regalia have high maintenance costs, with the gantry the costs go down. That's it.
Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: Space_Lettuce_OG on September 24, 2021, 12:50:07 PM
Ahhh, nice! Thanks again!
Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: geminitiger on September 24, 2021, 09:30:04 PM
...
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
Title: Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
Post by: Killsode on September 24, 2021, 09:36:52 PM
Okay, the Regalia have high maintenance costs, with the gantry the costs go down. That's it.

fun fact, the ship with the gantry can be mothballed and it still works
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: Nia Tahl on September 29, 2021, 02:27:17 PM
Small update. Have fun!

Changes:
Spoiler
- Flagellator
   - Insulated Engine Assembly has been replaced with Reinforced Bulkheads
   - Reinforced Bulkheads added to Legio variant
   - Hitpoints reduced from 4500 to 4000
- Nelson
   - DP increased from 28 to 30
   - Re-re-re-re-re-re-reworked the sprite (help)
- Kupferflug Regalia
   - Fixed weapon groups so beam and torpedo can fire independently
- Hekaton
   - Halved energy damage component of emp arcs from 200 to 100
- Some fixes
[close]
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: Godvana on September 29, 2021, 08:57:39 PM
Is it save compatible?
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: Killsode on September 29, 2021, 11:30:04 PM
Is it save compatible?

I just updated from the previous version and havent run into any immediate issues, so probably
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: Godvana on September 30, 2021, 02:38:04 AM
Good to know, thanks
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: drugon on October 02, 2021, 04:57:14 AM
Most images from the first topic message can't be loaded unfortunately.
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: Tyrgalon on October 04, 2021, 08:12:38 AM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: Space Cowboy on October 06, 2021, 01:44:26 PM
I think the Defiance needs a buff, its statted more like a heavy destroyer than a 24 dp cruiser. No point having all those weapons mounts when it has such flux issues. As is I don't see any reason to ever use it over Falcon P, which is also 9 dp cheaper.
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: Jade Tendency on October 07, 2021, 12:46:09 AM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: Tyrgalon on October 07, 2021, 07:16:08 AM
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.

Sure, just feels a bit counter intuitive considering there are newer ships that are slow in battle and hyperspace while the nibelung is fast in battle and slow in hyperspace.
Makes it hard to fit into a fleet of otherwise mostly fast ships, since upping the burn speed costs a whopping 40 OP that you just cant afford that well on a military ship, especially one that doesn´t have the greatest flux values (I think, not that experienced in the game) :/
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: Jade Tendency on October 09, 2021, 12:02:56 PM
In game lore Travel Speed and Combat Speed is two entirely different things.
Title: Re: [0.95a] Tahlan Shipworks 0.7.1 - Hammerheaderer
Post by: icarus on October 23, 2021, 03:18:02 PM
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't


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.

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?
Title: Re: [0.95a] Tahlan Shipworks 0.7.1 - Hammerheaderer
Post by: Nia Tahl on October 25, 2021, 11:32:58 PM
Why remove my favourite ship????? Are you planning on bringing it back?

Clutter and no
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: Jade Tendency on October 26, 2021, 12:11:39 AM
Isn't it still in as a HVB?
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: Nia Tahl on October 26, 2021, 04:02:05 AM
Isn't it still in as a HVB?

Scathach exists but is currently disabled until HVBs are back in working order.
Edengate is gone for good.
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: Jade Tendency on October 26, 2021, 07:28:28 AM
But it won't show up with the vayra bootleg or bounties expanded?
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: mora on November 15, 2021, 07:38:48 AM
The Blockhead (LP) is missing from the default_ship_roles despite being learnable from LP_bp.
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: Talinoth on November 17, 2021, 02:36:18 AM
EDIT: I've since made a thread on the actual bug reports forum, with more details.
https://fractalsoftworks.com/forum/index.php?topic=22981.msg345373#msg345373

---

I've been getting instant crash to desktop after engaging enemy fleets on the campaign map. This is a long running game, 8 cycles in, and I've only just started encountering this problem now. I thought it was just a bug I had with Shadowyards, but I also got this problem when I tried to help a Cabal fleet fight a Sindrian Lions task group. Tahlan Shipworks is mentioned in the crash log for some reason?

It may also be a Commissioned Crews bug. In the meantime, I'll try and recreate the crash bug with other factions.

Spoiler
75754 [Thread-3] INFO  ruthless_sector.campaign.NexCompatibleFleetInteractionDialogPlugin  - NexCompatibleFleetInteractionDialogPlugin chosen
75782 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelin/miningConfig.json]
75784 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering]
75784 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Nexerelin]
75785 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Roider Union]
75785 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\tahlan-shipworks]
75786 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\prv Starworks]
75787 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering]
75787 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Nexerelin]
75788 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Roider Union]
75788 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\tahlan-shipworks]
75788 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\prv Starworks]
75790 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Nexerelin]
76092 [Thread-3] INFO  sound.oo0O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
76246 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [faction_diktat_encounter_01_neutral.ogg]
76246 [Thread-9] INFO  sound.OooO  - Playing music with id [faction_diktat_encounter_01_neutral.ogg]
76265 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.hullmods.tahlan_CHMLegio.applyEffectsBeforeShipCreation(tahlan_CHMLegio.java:23)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.title.Object.M.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.OO0o.super(Unknown Source)
   at com.fs.starfarer.ui.newnew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I don't know what mod or issue might be causing it, but Tahlan Shipworks is mentioned in the Starsector.log crash log. Am I barking up the wrong tree? I'd love to know what is causing this.

Game Version: 0.95a-RC15
Mod List:
Spoiler
- $$$ Trailer Moments 1.2 [recommended/requires RC10]
- A New Level of Confidence 25.1.1 [req. RC12]
- Beyond the Sector 1.0.0 [req. RC12]
- ClearCommands 1.0.d [req. 0.95a]
- Commissioned Crews 1.999999gg [Current update/RC15] (!!! I think this may be one of the mods causing the crash bug !!!)
- Dassault Mikoyan Engineering 1.54a [Current]
- Detailed Combat Results 5.1.2 [Current]
- Diable Avionics 2.63RC5 [Current]
- Hostile Intercept (and Autopause!) 1.3.2 [req. 0.95a]
- Kadur Remnant 3.2.3 [req. RC9]
- Lazy Lib 2.7 [Current]
- Legacy of Arkgenesis v1.9.10 [Current]
- Luddic Enhancement 1.2.5f [RC14]
- MagicLib 0.34 [Current]
- Nexerelin 0.10.3c [Current]
- Planetary Shield - Access Control 1.4 [Current]
- Roider Union 1.2.2 [RC12]
- Ruthless Sector 1.2.8 [Current]
- ScyNation 1.6.4 [Current]
- Shadowyards 0.9.5-rc4 [req. 0.95a]
- SpeedUp 0.7.1 [RC10]
- Starship Legends 1.5.5 [Current]
- Stellar Networks 1.2.1 [Current]
- Tahlan Shipworks 0.7.4 [req. RC69] [?!] [possible cause of crash to desktop?]
- Transfer All Items 1.2 [req. 0.95a]
- Underworld 1.6.1 [req. RC12]
- Unknown Skies 0.43 [req. RC9]
- WhichMod 1.1.0 [Current]
- prv Starworks v21
- zz GraphicsLib 1.5.1
[close]

EDIT: Updated my Java, fought a battle against a Sindrian patrol fleet, nothing special happened. As soon as I leave the battle and get to the dialogue menu allowing me to pursue the remaining enemy ships, the game crashed to desktop again.

Spoiler
602903 [Thread-3] INFO  ruthless_sector.ModPlugin  - Player strength: 177.42001342773438
602912 [Thread-3] INFO  data.scripts.combatanalytics.damagedetection.EveryFrameDamageDetector  - Total time in EveryFrameDamageDetector: 1106 ms Long frame count: 0 FrameCount: 22833 Mean Time Per Frame: 0.05ms
602913 [Thread-3] INFO  data.scripts.combatanalytics.damagedetection.EveryFrameDamageDetector  - Projectile Processing: Accuracy: 99%  Resolved Damages: 12504 (826244)  Unassigned ListenerDamages: 101 (65750)  Unassigned FrameDamages: 40 (0)
602913 [Thread-3] INFO  data.scripts.combatanalytics.damagedetection.EveryFrameDamageDetector  - Beam Processor: Assigned Damages: 4304 (6%)  Inferred Damages: 54188 (74%)  Prior Damages 14435 (20%)
602913 [Thread-3] INFO  data.scripts.combatanalytics.damagedetection.EveryFrameDamageDetector  - Unclaimed Processor:  Total: 1029  Explosions: 236 (23%)  Custom: 0 (0%)  Collision: 262  Unknown 514 (50%)
603063 [Thread-3] INFO  data.scripts.combatanalytics.SerializationManager  - Loaded 51 prior battle results using 0.62MB of memory in 40ms
603064 [Thread-3] INFO  data.scripts.combatanalytics.CampaignEventListener  - Created combat report:  Sindrian Diktat Lion's Guard Detachment (160 total ships involved) on 2021-11-17 21:52:46  730,261 total damage exchanged
604108 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [battle_ambience_01.ogg]
604335 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [faction_diktat_encounter_02_hostile.ogg]
604335 [Thread-9] INFO  sound.OooO  - Playing music with id [faction_diktat_encounter_02_hostile.ogg]
610596 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [faction_diktat_encounter_02_hostile.ogg]
610839 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [battle_ambience_01.ogg]
610839 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
614916 [Thread-3] INFO  sound.oo0O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
614926 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [battle_ambience_01.ogg]
615117 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.hullmods.tahlan_CHMLegio.applyEffectsBeforeShipCreation(tahlan_CHMLegio.java:23)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.title.Object.M.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.OO0o.super(Unknown Source)
   at com.fs.starfarer.ui.newnew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
615342 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [battle_ambience_01.ogg]
615342 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
[close]
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: Nia Tahl on November 17, 2021, 09:57:47 AM
Alright, looked into it. Seems it's the Draft's armor module copying hullmods from the frigate itself, which includes CC hullmods. CC hullmods shouldn't be possible to be on fighters so it creates an edge case where the Legio CC hullmod doesn't know what it's supposed to do. Not entirely sure how it happens, but I added a failsafe for the case anyhow, just replace your tahlan shipworks .jar with this one:

This here (https://cdn.discordapp.com/attachments/862597337573228545/910589296011005962/TahlanShipworks.jar)

goes in tahlan-shipworks/jars/
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: Talinoth on November 17, 2021, 10:55:25 AM
I managed to solve the issue temporarily by using RustyCabbage's ship delete script that he posted in my bug report thread. Console Commands saved my ass (it was indeed that one stupid Draft, now spacedust!), but I'll swap out the tahlan shipworks.jar so this never happens again.

What a weird bug. But the game works now, no crashes since.

Thanks for looking into it Nia. I got told to go post the bug on the Diable Avionics thread so I'll go do that now.
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: mora on November 22, 2021, 09:49:57 AM
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?
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: Nia Tahl on November 23, 2021, 07:56:39 AM
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?

It wasn't. Tag slipped into the wrong row there, but was meant to be on the Poltergeist. Will fix.
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: CustosNoctis on December 03, 2021, 07:43:36 AM
Hey, just a query!
Do those sweet ships that are listed under the 'custom bounties' section have any chance of spawning outside of those bounties alone? Mostly asking because of Vayra's mod being out of date for the present version.
Thanks for the nice ships!
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: A_Random_Dude on December 03, 2021, 08:06:01 AM
Nah. Unless you edit some files to make them spawn, you'll need Vayra's mod to get them. Heard there was an unofficial patch on the unofficial discord, though. Whether it can be trusted, I'll let you decide.
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: Anonyium on December 09, 2021, 07:50:37 PM
Hello,

I've just encountered a bug with the Vund-pattern autoforge. In short, although the missile specialization skill is supposed to increase the ammo regen percentage, it seems to fail to check for this and always regenerates 10% of the total ammo pool of each missile weapon, regardless of whether or not the player has missile specialization. I've tested this out in multiple ways, from having no extended missile racks hullmod, to removing my (elite) missile specialization skill and then re-selecting the skill without making it elite, I even looked through the specific files about the hullmod. I was unable to find out why it wasn't working as intended, but my guess is that the method that checks if the player has the missile specialization skill is bugged. I didn't find any forum posts about this so I only recently registered just to bring this up, so my apologies if I break some unspoken rule.
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: DarknightK on December 10, 2021, 12:58:32 PM
Hey Nia, with the new 0.95.1 update it looks like heavy damper field is causing fatal errors whenever it's being referenced

243646 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: tahlan_heavydamper]
java.lang.RuntimeException: tahlan_heavydamper]
   at com.fs.starfarer.loading.specs.oO0O.createSystemAI(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.<init>(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.<init>(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.pickShipAIPlugin(Unknown Source)
   at com.fs.starfarer.title.super.new(Unknown Source)
   at com.fs.starfarer.title.super.Ă”00000(Unknown Source)
   at com.fs.starfarer.title.super.class(Unknown Source)
   at com.fs.starfarer.title.super.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.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.title.TitleScreenState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.system.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   ... 18 more
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: DarknightK on December 10, 2021, 01:06:18 PM
Can't edit my OG message for some reason, just tried out the castella in-game and heavy damper field works without any issue, seems like this is limited to the title screen for some reason?
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: Nia Tahl on December 10, 2021, 02:33:36 PM
I'm aware, it's broken. Will have to look into it when I can find the time. Don't expect a patch anytime soon though, life's busy.
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: Mira Lendin on December 10, 2021, 04:55:37 PM
Hammerheaderererererererer
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: mora on December 11, 2021, 03:33:01 PM
tahlan_TaffetaOnHitEffect causes a crash on 0.7.5 hotfixed.

Spoiler
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.F.getMoveSpeed(Unknown Source)
   at com.fs.starfarer.loading.specs.ifsuper.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.ifsuper.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at data.scripts.weapons.tahlan_TaffetaOnHitEffect.onHit(tahlan_TaffetaOnHitEffect.java:98)
   at com.fs.starfarer.combat.entities.BallisticProjectile.setDidDamage(Unknown Source)
   at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source)
   at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.D.super(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(Thread.java:748)
[close]
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: Nia Tahl on December 11, 2021, 03:50:36 PM
Noted. Will hotfix tomorrow probably
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: mora on December 13, 2021, 10:16:44 PM
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.
Spoiler
Also 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?
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: Devikat on December 14, 2021, 07:26:32 AM
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.
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: Nia Tahl on December 14, 2021, 08:57:04 AM
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.
Spoiler
Also 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?

Nessie will get a rework anyway since it's gonna be a bounty ship. It doesn't actually spawn regularly anymore. Will fix the Bento, don't care for sector seeds.

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.
Title: Re: [0.95a] Tahlan Shipworks 0.7.4 - Hammerheadererer
Post by: Devikat on December 14, 2021, 09:25:49 AM

Went and updated that. I've been busy, frankly, haven't really played the new update at all yet.

It can be like that, i luckily scored time off for a couple of days and plan to die of starvation playing starsector for now. Cheers Tahl
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.5c - Hammerheadererer
Post by: Nia Tahl on December 15, 2021, 12:23:57 AM
Fixed this again, probably. I did test this. If I get one more Taffeta crash report, I will murder someone
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.5c - Hammerheadererer
Post by: CrimsonPhalanx on December 22, 2021, 11:09:14 AM
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
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.5c - Hammerheadererer
Post by: Nia Tahl on December 22, 2021, 12:03:37 PM
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
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.5c - Hammerheadererer
Post by: CrimsonPhalanx on December 22, 2021, 04:53:42 PM

Update your mods. That bug was fixed ages ago

The version I'm using is Version 0.7.5c
version checker is green
I even redownloaded after you told me to, it's still there (unless my run is just cursed and its limited to me)
I have the Kfg.G variant just incase its somehow isolated to that one
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.5c - Hammerheadererer
Post by: Nia Tahl on December 23, 2021, 03:14:56 AM
Something else is modifying files then, don't know what to tell you, but it's not on my end.

Give me your modlist maybe and I can have a look if anything stands out there.
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.5c - Hammerheadererer
Post by: CrimsonPhalanx on December 23, 2021, 06:20:17 AM
Its alright, its just a minor issue with the description, nothing gamebreaking, no need to bother you further especially if its not on your end.

I just stripped my mods, leaving tahlan, lazy and graphicslib, and console commands(to spawn the thing in), started a new game
its still around
I think my game itself is cursed or something

(https://i.imgur.com/kY904j8.png)
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.5c - Hammerheadererer
Post by: Nia Tahl on December 23, 2021, 11:45:42 AM
That's just proof that one of your other mods is tampering with mine. Case closed.

edit: Nevermind that, I made a mistake and it's a bug on my end, yes. Will fix next patch.
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.5c - Hammerheadererer
Post by: Anonyium on January 02, 2022, 04:45:40 PM
I have discovered the exact issue with the vund pattern autoforge. See, the hullmod does nothing and a hidden weapon handles the reload script. Problem is the weapon was never adjusted to 50%, its still stuck at 15% even with the missile skill. Figured this out after I tinkered with the files.
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Nia Tahl on January 06, 2022, 11:05:35 AM
New bote, have fun!

(https://imgur.com/M90Isd4.png)

Download link in first post and all that
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Cyan Leader on January 07, 2022, 04:11:18 AM
What's the status on the custom bounties, are they working? If not, any plans to migrate them to MagicLib's system?
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Tartiflette on January 07, 2022, 05:35:01 AM
The HVBs already get converted into MagicBounties... But they require to be level 20 or 30 which is above the level cap since 0.95a, therefore they cannot show up. The next MagicLib update will solve that issue.

Nia mentioned wanting to convert them into proper MagicBounties at some point, but that can take a while.
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Nia Tahl on January 07, 2022, 06:26:34 AM
As Tart said, I intend to convert them all at some point, but that's a fair bit of work and I'm rather busy these days, so no ETA on that.
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Grizzlyadamz on January 07, 2022, 10:50:17 PM
Ok so I saw the AI do a little phase-skip in a lostech frig...but its stated ship-power is a flux-explosion.
How does one do the phase-skip?
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Amazigh on January 07, 2022, 11:29:22 PM
Ok so I saw the AI do a little phase-skip in a lostech frig...but its stated ship-power is a flux-explosion.
How does one do the phase-skip?
That'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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: dampbacon on January 09, 2022, 06:17:08 PM
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?

Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Grizzlyadamz on January 10, 2022, 06:03:17 AM
snip
That'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.
I noticed the...durability effect as well. I'm beginning to believe the rumors.

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?

If that's true, you could use a command to spawn one- maybe do an IRL coin-flip (except with a d100 perhaps) for it every 30 light years traveled in-game? Grab a 13-burn exploration frigate and go 'hunting' on the fringe!
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Necrodamis on January 26, 2022, 10:34:25 PM
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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Nia Tahl on January 27, 2022, 04:54:08 AM
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.

Legio have, by design, inflated fleet sizes to allow them to remain a challenge to the player, which is more or less hardcoded. The best suggestion I could make would be to go to data/config/exerelinFactionConfig/tahlan_legioninfernalis and lower their invasionPointMult which will reduce the frequency of invasions. I have a handful of ideas in mind that might at a later point change how I handle their invasion strength to give defending factions a bit more of a chance while retaining their capability against other players, but right now I've got a few other things cooking that need finishing first.
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Jotun on January 27, 2022, 05:37:41 AM
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.

I had a similar issue. My way to deal with it in game was simply to take their toys: go to Lucifron, use an operative to disable the shields, invade, take all the cores and the forge, keep the colony or give it to another faction. Rinse and repeat for the entire system. After that, Legio just crumbled and never recovered. It is extremely tedious though (it does give you some nice loot for your trouble).

Caveat: it may be already too late in your game (especially if they already have several massive markets with pristine nanoforge).
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Nia Tahl on January 27, 2022, 06:38:09 AM
What Jotun mentions is quite correct. Legio strength is very reliant on their home system which provides them a number of buffs, so cutting off the snake's head is the most efficient way of stopping them.
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Necrodamis on January 27, 2022, 07:05:23 AM
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
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Nia Tahl on January 27, 2022, 07:20:25 AM
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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Necrodamis on January 27, 2022, 07:23:00 AM
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
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Jotun on January 27, 2022, 08:24:01 AM
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

It is fantastic to take down stations when you may not have quite the right ships at hand but lots of money sitting on your bank account.

I have to say, I was very salty about Legio BS in this run but it is very nice to have to use all the options in Nex to take them down (I guess I'm just not a huge fan of Chad pirates being the faction to take out that way but YMMV). Especially the sabotaging shields with an operative.
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Killsode on January 30, 2022, 07:39:35 PM
well, i'm not quite sure if its the invasion of mayasura, or of tibicena so i'll post this in both threads
actually this might be iron shell

Spoiler
189153 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  - Updating rebellion on Tibicena: day 40
189153 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Stability: 0.0
189153 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Initial force strengths: 216.70895, 176.6397
189153 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Government engagement strength: 17.24658
189153 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Rebel engagement strength: 12.068234
189154 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Updated force strengths: 216.36446, 175.51845
189154 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Conflict intensity: 25.545357
189379 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  - Updating rebellion on Mairaath: day 133
189379 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Stability: 0.0
189379 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Initial force strengths: 192.7756, 70.44268
189379 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Government engagement strength: 17.18594
189379 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Rebel engagement strength: 8.586287
189380 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Updated force strengths: 192.77628, 69.153404
189380 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Conflict intensity: 15.277426
189933 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Ailmar to Charon Processing Plant
190161 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: pirates
191017 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.SystemBountyIntel  - Starting bounty at market [Lucifron], 1800 credits per frigate
191186 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel  - Created SurveyPlanetMissionIntel: The Imp, faction: Hegemony
191314 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Citadel Arcadia to Korovin
192175 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Sivie to Kapteyn Starworks
192424 [Thread-3] INFO  exerelin.campaign.fleets.VultureFleetManager  - Dangerous fleet count: 3
192424 [Thread-3] INFO  exerelin.campaign.fleets.VultureFleetManager  - Dangerous fleet count: 3
192491 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  - Updating rebellion on Tibicena: day 41
192491 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Stability: 0.0
192491 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Initial force strengths: 216.36446, 175.51845
192491 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Government engagement strength: 16.493303
192491 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Rebel engagement strength: 14.948279
192491 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Updated force strengths: 215.69429, 174.61653
192491 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Conflict intensity: 25.432617
192727 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  - Updating rebellion on Mairaath: day 134
192727 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Stability: 0.0
192727 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Initial force strengths: 192.77628, 69.153404
192727 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Government engagement strength: 15.048723
192727 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Rebel engagement strength: 6.8622236
192727 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Updated force strengths: 192.84248, 67.991646
192727 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Conflict intensity: 15.132206
193653 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Hegemony
193831 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Port Tse Franchise Station to Cydonia
194066 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GBUtils  - Setting garrison damage for Tibicena: 0.283
194072 [Thread-3] INFO  sound.public  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
194081 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
194356 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
194356 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
194454 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: java.lang.Math.floorDiv(II)I
java.lang.NoSuchMethodError: java.lang.Math.floorDiv(II)I
   at data.scripts.eis_modPlugin$MarketCheckTariffs4.reportEconomyMonthEnd(eis_modPlugin.java:514)
   at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Nia Tahl on January 31, 2022, 02:52:00 AM
eis_ is Iron Shell
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Grizzlyadamz on February 01, 2022, 10:00:11 AM
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

You can also chop global invasion size down in the settings. Did that myself because major strongholds were still changing hands too frequently for my taste, even with extra defenses nex(?) option.
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Tigasboss on February 10, 2022, 09:28:39 AM
Is there a way to add back the eden? it was my favourite ship.
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Fuegoredux on February 13, 2022, 09:55:24 PM
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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Nia Tahl on February 14, 2022, 06:53:08 AM
Is there a way to add back the eden? it was my favourite ship.

no

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.

also no
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Tigasboss on February 15, 2022, 04:15:43 AM
Is there a way to add back the eden? it was my favourite ship.

no

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.

also no


Its okay i figured out how to add it back myself.
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: FreonRu on February 18, 2022, 06:09:38 AM
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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Ruddygreat on February 18, 2022, 06:40:48 AM
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.

afaik no, it's intentional that they all cost story points

make a note of where the ship is and go back to pick it up when you have some, they won't dissapear
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: nukularpower on February 19, 2022, 01:08:02 AM
Gotta say, this is by far my favorite mod for SS - thanks much for making it!   I love all the "secret" stuff, and especially the Rosenritter. 

On that note, it seems the Adlerauge Array aura does not work on the smaller regalias with the Subcore mod.   Any chance of a change there?   I love the synergy and it would be cool if it affected to little guys too.  Either way, looking forward to whatever else you bring :)
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Raijek on February 25, 2022, 09:05:32 AM
So I'm having a bit of an issue with the Halbmond "story." I decrypted everything after waiting a bit and now the story quest is telling me to go to the Labraxas Constellation but there is no such constellation on the map. Unless I'm bloody blind somehow. Posted my map just in case I really am blind. But could this be a bug where it chose a constellation that wasn't generated in the map?

https://imgur.com/a/Y1N7vRx
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Havoc on March 06, 2022, 01:26:42 AM
hi, are rossenritter ships strong enough vs redacted radiants?
I try to switch my junkyard mining fleet to fighting fleet and clean up my starsystem

I have 4-5 silberblut ships and halbmond with 4x rosenritter fighters
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Vaulty on March 08, 2022, 11:25:11 AM
Hello everyone, I remember installing the mod and playing with a Rosenritter variant of the Ristreza that had a jump drive that could be used in quick sucession to catch those annoying ships that were always running away. That was my flagship for most campaigns because I absolutely hate constantly pursuing fleeing ships. Does anyone knows the name of that ship? I have been searching for days now so any help is appreciated

If it Helps I recall finding it randomly while traveling to another system
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Zelrod92 on March 08, 2022, 12:10:44 PM
Hello,
The ship you are looking for is the traumtänzer-class  battlecruiser hull.
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Vaulty on March 08, 2022, 01:26:26 PM
Hello,
The ship you are looking for is the traumtänzer-class  battlecruiser hull.
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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: paulogabbi on March 14, 2022, 01:28:51 PM
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
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Hague on March 14, 2022, 05:16:29 PM
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

That's the Bear from Vayra's Ship Pack.
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Justinx931 on March 16, 2022, 04:30:30 AM
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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
Post by: Nia Tahl on March 16, 2022, 09:21:18 AM
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.

idk, possibly, can't say. I don't use nor did I ever look at the code.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8 - The grand rebalancing or something
Post by: Nia Tahl on March 16, 2022, 12:14:20 PM
Oh and here's a balance update.

Changes:
Spoiler
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
[close]
Title: Re: [0.95.1a] Tahlan Shipworks 0.8 - The grand rebalancing or something
Post by: Holderheck on March 19, 2022, 10:10:54 PM
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?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8 - The grand rebalancing or something
Post by: Nia Tahl on March 20, 2022, 04:04:05 AM
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?

All those ships were bounty rewards for the HVB system. Since Vayra's Sector isn't updated, Nex temporarily added them to Prism to make them available, but MagicLib has since added a new bounty system to take the place of HVB, so that's where those ships are now. They were never supposed to be available for sale in the first place and I will not make them available that way
Title: Re: [0.95.1a] Tahlan Shipworks 0.8 - The grand rebalancing or something
Post by: LinWasTaken on March 20, 2022, 06:07:15 AM
I want to commend you on your ships designs, my favorite is by far the Yari-class Attack Cruiser.
I always put a large PD weapon on one side, 2 smol PDs at the back and the rest are for offence. if im feeling extra frisky i add one of the very powerful weapons from the Superweapons Arsenal mod and SO to go HAM(on the hege).
Title: Re: [0.95.1a] Tahlan Shipworks 0.8 - The grand rebalancing or something
Post by: Holderheck on March 20, 2022, 11:10:36 AM


All those ships were bounty rewards for the HVB system. Since Vayra's Sector isn't updated, Nex temporarily added them to Prism to make them available, but MagicLib has since added a new bounty system to take the place of HVB, so that's where those ships are now. They were never supposed to be available for sale in the first place and I will not make them available that way
[/quote]

Ahh got it so thats why, damn rip my super fleet ill learn the new system then. thanks for letting me know i am not crazy.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8 - The grand rebalancing or something
Post by: Farya on March 21, 2022, 11:01:18 AM
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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8 - The grand rebalancing or something
Post by: Nia Tahl on March 21, 2022, 11:24:41 AM
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.

Because that's not the intended design, doesn't actually make any sense for the lore of either Legio or the gates and would also just be a bunch of work I don't have time for.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.1
Post by: Nia Tahl on March 25, 2022, 10:15:48 AM
Small update with some fixes and tweaks
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.1
Post by: ayylmao4lulz on March 26, 2022, 11:05:47 PM
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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.1
Post by: Nia Tahl on March 27, 2022, 05:52:46 AM
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?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.2 - Not the bees!
Post by: Nia Tahl on March 27, 2022, 07:27:54 AM
And here's another update for this version. More tweaks and fixes. And bees.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.1
Post by: ayylmao4lulz on March 27, 2022, 11:55:30 AM
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?

For sure, here's one of the Paragons, and the Onslaught.

(https://i.imgur.com/h8xN34d.png)
(https://i.imgur.com/DjNb1ER.png)

My experience is watching the Hel Hammerhead close, to within a couple hundred units (they're pretty hard to kill before they close), and then my ship suddenly explodes. There might be some system disruption being used, but the ship is lost so quickly afterward that it took a few of these events before I even noticed the shields going down. I haven't consoled in one of those ships myself, so I don't know how they function - able to shut down shields + extremely high burst damage? Even then, this Onslaught has heavy armor...
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.2 - Not the bees!
Post by: Nia Tahl on March 27, 2022, 03:29:04 PM
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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.2 - Not the bees!
Post by: ayylmao4lulz on March 27, 2022, 08:06:03 PM
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.

Thanks for taking a look!
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.2 - Not the bees!
Post by: SpaceDrake on March 27, 2022, 09:28:15 PM
Just to throw two cents in about Legio: remember that they are, in the main, designed to be an anti-player "super-boss" and extra challenge for you to take down. As such, a lot of their ships are designed to fight against specific player gimmicks, such as using tons of capitals or trying to rely super-heavily on carriers. Solutions that would work in the main game are, purposefully, much harder to use against the Legio and you'll need to change up how you play and how you build your fleets in order to fight them.

(Some of the side effects of their design are why I have some issues with their current implementation, but what I'd consider "proper" implementation is far more work than is reasonable to ask of Nia in a ship pack mod and is why you can turn the Legio off.)
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.2 - Not the bees!
Post by: Coil on March 28, 2022, 08:15:32 PM

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
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.2 - Not the bees!
Post by: Nia Tahl on March 29, 2022, 03:32:53 AM

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

It's only a small bonus, mainly intended to counter pure capital spam a bit
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.2 - Not the bees!
Post by: Coil on March 29, 2022, 10:23:32 PM
Ah, that's good to hear. I'm still a little intimidated by those daemons though. I can't believe how tough the dun scaith one is O_O
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.2 - Not the bees!
Post by: tact on March 30, 2022, 01:37:10 AM
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
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.2 - Not the bees!
Post by: Nia Tahl on March 30, 2022, 02:01:21 AM
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

Redownload ScalarTech. It's a ship system from that mod.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.3
Post by: Nia Tahl on April 03, 2022, 08:53:49 AM
Updated again with some more fixes and improvements. Also adds a hard mode for Legio content.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.3a
Post by: Nia Tahl on April 04, 2022, 08:30:31 AM
and hotfixed a nex crash
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.3a
Post by: Altogolik on April 05, 2022, 09:32:38 AM
Nia Tahl, please help me how to turn off the kassadari claim debuff on the planets that I colonized.
I was looking for a very long sector to colonize, finally found and there is such a nasty debuff.
what should i edit to remove it ?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.3a
Post by: Oni on April 05, 2022, 01:45:25 PM
I wonder why the Great Houses start has the Independents, Pirates and Pathers all at 0 rep, that never made much sense to me.  ???
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.3a
Post by: nargacuga9 on April 10, 2022, 04:31:17 AM
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
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.3a
Post by: Nia Tahl on April 10, 2022, 09:47:22 AM
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
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.3a
Post by: nargacuga9 on April 10, 2022, 03:43:40 PM
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

I swear I did that but it seems I forgot... thank you.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.3a
Post by: Nautilus81 on April 14, 2022, 04:20:30 PM
Spoiler
Code
// 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;
[close]

So... you have any other secret balance passes for certain mods, or is this it?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.3a
Post by: Harmful Mechanic on April 14, 2022, 04:49:30 PM
Yeah... that's not really cool.

It's one thing to have an opinion about the way other mods work, it's entirely another to add hidden tweaks to those mods that, incidentally, make it harder for their creators to balance them, if that happens to be your issue with them.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.3a
Post by: Nia Tahl on April 14, 2022, 04:56:20 PM
It's exclusive to Daemons and only pointed at mods that specifically have made it clear they do not care to to balance anything, just to troll people a bit when they try to cheese the challenge using those. It mostly exists for the fun of it and I don't really intend to remove it, at least not all of it.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.3a
Post by: SpaceDrake on April 14, 2022, 06:44:56 PM
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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.3a
Post by: Visha on April 14, 2022, 10:00:23 PM
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.

Not only do I agree with the above, I find your attitude regarding players appalling. You treat them as if they are idiots not playing the way YOU  want and have decided to take it apon yourself to police them. Except your mods are recomended by others, without all the "scrub" police information passed on, or even, they are modding their game for the first time, get far into a run, and something you've unleashed ruins said run. You are literally being a *** to people you don't know and might not even be on the discord or interact with you at all. Code based minefields aren't a balance pass, its duschbaggery by absentee
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.3a
Post by: Hotpics on April 14, 2022, 10:18:33 PM
Why bother arguing? Just don't use his mods anymore.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.3a
Post by: SpaceDrake on April 15, 2022, 12:08:02 AM
Because by and large I really respect and enjoy Nia's work, which makes this all the more frustrating. ScalarTech and Shipworks have been staple mods for me practically since I began modding my playthroughs (ScalarTech was the first faction mod I installed alongside Kadur) and I'd like to keep using them without worrying about arbitrary changes to the game hidden within them.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.3a
Post by: Pep on April 15, 2022, 12:43:33 AM
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.
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
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.3a
Post by: Nia Tahl on April 15, 2022, 01:03:28 AM
That part of the script will be removed in the next update anyhow. The whole point was to throw people off, that's why it's hidden in the first place, and was never intended as a permanent feature. I didn't expect people get quite so upset over it, but I guess it is how it is. That is also why it's fairly arbitrary. I know well enough that I can't possibly maintain a proper balance approach.

In the end it started as a joke while drunk and ultimately gave me some laughs.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.3a
Post by: Lowest Hegemon on April 15, 2022, 04:06:59 AM
Don't let the h8ters get you down! Keep those balance changes coming. Hoping for those -100% damage on stinger shipyard ships next patch
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.3a
Post by: Nia Tahl on April 15, 2022, 04:30:36 AM
Don't let the h8ters get you down! Keep those balance changes coming. Hoping for those -100% damage on stinger shipyard ships next patch

Nah, would be a futile endeavour to try and balance other people's mods, even if I wanted to. There'll always be broken things and that's honestly fine. I just wanted to mess with some of the more notorious ones for a bit. It very much is a bad thing to do, really, but I found it funny at the time.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Nia Tahl on April 15, 2022, 05:24:11 AM
Alright, went ahead and rushed this along so people can have their peace of mind.

Changelog:
Spoiler
- 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
[close]
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Screech9791 on April 15, 2022, 05:52:17 AM
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?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: SirHartley on April 15, 2022, 05:57:44 AM
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?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Screech9791 on April 15, 2022, 06:06:16 AM
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)
calm down
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Nia Tahl on April 15, 2022, 06:27:58 AM
Just a poke at chase for the fun of it. The listener was actually only supposed to be attached if the ship are in a Legio fleet, but I forgot to put it in the check for that. Don't code while drunk, kids.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Screech9791 on April 15, 2022, 06:36:24 AM
Don't code while drunk, kids.
instructions unclear, accidentally kitbashed random crap into two onslaughts
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.3a
Post by: Cyan Leader on April 15, 2022, 08:33:28 AM
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.

Well said.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Nia Tahl on April 15, 2022, 10:38:03 AM
Now, I'll accept that it maybe regarded as unprofessional or whatever, but making these things hidden was kind of the point. None of the Daemon-related things were announced or mentioned cause I wanted these to throw people off when they encountered them for the first time. Was it the right way of doing it? Apparently not, but at no point did any of my code actually directly interfere with the functionality of any other mod. I never have and never will directly interfere with the actual function of another mod, just like I've always been outspoken against artificial hard incompatibilities like crash code.

If you think that's disrespectful to the people downloading my mod, you are welcome to that opinion, but treating it as if I was hiding malware in it is stretching it a bit. I'm just one person making things mainly for myself cause it's fun. Sometimes I try things that I think will be fun or interesting, like challenging people. I didn't just target specific mods, but also some common vanilla tactics cause I felt it could be neat. I clearly misjudged the response I'd get here so I dropped those features now. It wasn't my intent to stir up pointless drama here and I'll try to avoid such things in the future.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Smartass on April 15, 2022, 12:11:11 PM
And yet mere hours ago you were having a jolly laugh you trolled the players and had no intention of removing the hidden code, then said it was drunk coding just for meme and was gonna be removed, and now you go back to wanting to the original idea of wanting to "throw people off" and force them to play like you want them to. There's nothing wrong with making balanced changes to force a certain gameplay, but no one hides those in a faction/ship mod.

Never before have I chosen to pay attention to modding drama, but this made me lose any trust or confidence in your mods and work. It is clear you didn't expect to be caught and are trying everything for damage control.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Nia Tahl on April 15, 2022, 01:52:13 PM
You're welcome to believe what you want to believe. If you don't want to use my mods, then don't, I really couldn't care less. I found it funny at the time, I can see in retrospect why it upset people, take that as you will. Is it so hard for you to believe I might've changed my mind?

Either way, I won't argue this any further since people have already made up their minds, so it's honestly whatever.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Harmful Mechanic on April 15, 2022, 07:00:48 PM
What people actually have a problem with isn't the specific code you took out, but with your whole attitude to the people playing the game and your mod as expressed in that code. I'm going to step around that, because the likelihood of you changing or improving is small, and just deal with this from a game design perspective.

You can't regulate the experience of other players (modders are not 'elevated' or 'exceptional' players; we're just fellow players) that closely. It's bad design. There's a lot of stuff out there that meshes badly with other mods, that's not well made, that makes the game trivially easier, and I have opinions about all of it. Sometimes I wish it didn't exist, sure, but it does.

The reason I don't try to police it with hostile code is because this is my hobby and I want it to be fun, not a war of all against all where we compete to try to make playing and modding the game less fun for our fellow players.

I'm pretty sure you designed the Legio for pretty much the same reason I added the Blade Breakers; to challenge the player. To throw something at them that was a cut above smashing your average fleet, that was unique and interesting. The problem is that you can't force someone to want the same kind of challenge you want, or force other mods into the design paradigm you'd personally most like to balance against.

Some players are always going to want a straightforward power fantasy where they effortlessly smash the opposition, and that's okay. Put it out of your mind. Design around the default experience you're presenting being a good one that makes you personally happy to work on, and let the rest of it go. Don't try to balance the entire game; just deal with your corner of it.

And seriously, get a therapist. We'd all appreciate it.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Nia Tahl on April 15, 2022, 07:08:32 PM
If you feel the need to resort to ad hominem in the first paragraph, it really invalidates whatever valid point you might be trying to make. I really don't get your weird fixation with me, but I have no interest in engaging with it, sorry.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Kiddin Me on April 15, 2022, 07:40:15 PM
Man, I have never felt more vindicated in habitually turning off Legio due to their poor interactions with Nexerlin.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Alex on April 15, 2022, 08:46:18 PM
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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Harmful Mechanic on April 15, 2022, 08:59:05 PM
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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Kiddin Me on April 15, 2022, 09:59:07 PM
That sort of thing is totally uncalled for. Please, let's stay away from personal attacks.

I agree that the phrasing is inappropriate, but this is only a couple of steps removed from putting malware in a mod. Tampering with others' development efforts in a silent, undocumented component of your code would be taken extremely poorly in basically any open source community. Mean words aren't an appropriate response, but this behavior needs to be taken seriously.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: 0202 on April 16, 2022, 05:51:54 AM
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
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Nia Tahl on April 16, 2022, 06:12:56 AM
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

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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Alex on April 16, 2022, 08:44:56 AM
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.

@Screech9791: you've got an official warning (for the removed post); please familiarize yourself with the forum rules (https://fractalsoftworks.com/forum/index.php?topic=2668.0).
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Great Wound on April 16, 2022, 11:34:31 AM
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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Alex on April 16, 2022, 01:23:40 PM
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.

You can start another thread in the Modding subforum if you really feel the need to talk about this, as long as it refrains from personal attacks etc. I don't personally see much point, though - per this:

Alright, went ahead and rushed this along so people can have their peace of mind.

It looks like Nia already backed out the code in question, and pretty much the relevant points have already been made in this thread in the last couple of pages, so this super feels like beating a dead horse. I certainly don't want to see this thread devolve into a rehash of those points, especially since it's a topic that's already taken up a bunch of my time on moderating behavior that's not acceptable on this forum. This was a reasonable question to ask, but anything further on that topic in this thread will simply be deleted, and warnings may be issued depending on the content.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: A_Random_Dude on April 16, 2022, 03:01:04 PM
Now, to change the topic of the conversation a bit, I had a quick and probably dumb lore question for you, Nia.

I saw that the Legio had planetary shields on pretty much all their starting colonies. Maybe I just didn't look hard enough, but since it's supposed to be some kind of lost tech unknown to the secor at large, is there something in their lore that explains why they get to use it? Or is it purely to make the faction more challenging to invade, even if they shouldn't really have it?
If there's no actual lore on it, I would still guess that it'd make sense for some legio fleets to discover another red planet and get a hold of one of those blueprints before the player but... I guess it can't hurt to ask you directly!
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Nia Tahl on April 16, 2022, 03:46:58 PM
There's some handwavey lore, but ultimately it's mainly a gameplay measure to make the Legio planets tough to crack. I've been meaning to replace them with something better themed down the line, but it's always been somewhat low priority. Everything involving Legio is gameplay- rather than lore-driven.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: 0202 on April 17, 2022, 02:26:16 AM
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

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.
thanks dude
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Axetongler on April 18, 2022, 01:35:19 AM
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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: 0202 on April 18, 2022, 03:34:56 AM
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.
At least I thought it was stable and didn't report any errors because of it
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Axetongler on April 18, 2022, 03:48:06 AM
At least I thought it was stable and didn't report any errors because of it
Ah I mean, more balancing things. hidden multiplier and all such which can not be known from player perspectives.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Nia Tahl on April 18, 2022, 08:00:25 AM
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.

yes
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Axetongler on April 18, 2022, 09:30:14 AM
yes
Thank you!
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Kakroom on April 18, 2022, 04:04:12 PM
I really love the Kassadari aesthetic

i.e. Uh, Black
And Gray

And orange

I can't explain but something about a Gardarail firing makes me Feel Feelings I didn't know I was capable of
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Mira Lendin on April 19, 2022, 09:08:50 PM
-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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: A_Random_Dude on April 20, 2022, 03:56:47 AM
Quote
-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.

So... I take it that all the "anti-other-mods" lines of code weren't, in fact, removed in the official release? Just the ones people found themselves? Or is it just the beta's code you're using here?
If that mod still tampers with my game experience without telling me, I think I'll just reconsider using it at all. Which would be a shame, since I otherwise really like what it has to offer.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Mira Lendin on April 20, 2022, 04:11:00 AM
Some of the lines i wrote are crossed since i was giving my opinion on a matter that has ended with the newest version of the mod.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: A_Random_Dude on April 20, 2022, 04:14:32 AM
Oh I see. Fine then!
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: nukularpower on April 21, 2022, 02:46:10 PM
I dont get the outcry from the drama llamas - 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 mod, and if you really need that crutch and can't stand the thought of fighting ONE faction without it, you can always just disable Legio..

But it's w/e.   Still my favorite!
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Mira Lendin on April 21, 2022, 09:13:30 PM
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 mod
As 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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: vok3 on April 24, 2022, 09:03:09 AM
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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Nia Tahl on April 24, 2022, 10:03:49 AM
I don't intend to change Legio. If you always turn them off, you're simply not the target audience for it, that's all there is to it. Making them yet another bad guy faction with an entrenched system just adds nothing new, you yourself pointed out there are plenty other options for that, and the toggle in the ini exists for a reason.

I'm still tweaking the trigger requirements however, but ultimately Legio are just an attempt at a challenging lategame threat. Probably not the best one anyone has ever made, but I don't have the time to make the next Templars.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Chairman Suryasari on April 24, 2022, 11:04:10 AM
Quote
   #enables the Legio Infernalis, an elite pirate faction. Disable if no balls.
   "enableLegio": true,
I mean you kinda taunting them i guess. JK.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Tigasboss on May 01, 2022, 03:36:44 PM
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 mod
As 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
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Great Wound on May 01, 2022, 04:04:51 PM
You should add a line of code to your mod that makes the weapons do 1000% more damage to tahlan shipworks ships lol

Before a mod jumps in, a friendly reminder, Nia removed the code and discussion regarding in the thread is closed, you're welcome to open a dedicated thread in modding on the subject though.


Quote
   #enables the Legio Infernalis, an elite pirate faction. Disable if no balls.
   "enableLegio": true,
I mean you kinda taunting them i guess. JK.

If disabling Legio is a sign of no balls it's safe to say removing the Legio buffs is a sign Nia is also lacking.  ;)
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: julygrease on May 02, 2022, 02:31:52 PM
Hello,
not sure if appreciated or at all wanted but I felt like giving some feedback regarding this mod. This comes from somebody who's never played modded before. I wanted to try Nex since the idea of having some conquering to do in the late game sounded alluring. Furthermore I planned to include some shippacks, with the main goal of keeping everything very vanilla in terms of balance. That's how I stumbled on this mod.
Another note: I've been playing this save file since March and I noticed that you've update your mod since then. Not quite sure how much has changed and how much of my experience is still up to date. The version I've been playing on was 0.8.

Very early it was qute clear that your mod was special. Not only do the ships look right at home (since it was my first time playing the new patch, at times I wasn't sure if that new ship was modded or a freshly added vanilla one) but also feel great to play. There is a lot of creativity here. I was blown away when I first found the home system of Kassadar. Their ships are amazing too, even the reskins are elevated by the theme and special hullmod.
I fell in love with the Castigator (LI) right away. It is what I wanted to Eagle to always be and turned out to be my most flown ship by the end.
And imagine my surprise when I found out that even the Halbmond was from your mod. The mini quest offers a unique spin on things and keeps you guessing what cool blueprint you'll unlock next. My only complaint (although more personal preference than anything) is that I dislike tugging around massive capitals everywhere and wish there was an auxiliary ship that offered the same hullmod the Halbmond does, but I'm sure and understand you did it like this for balance reasons.

With that out of the way, I wanted to give my perspective on the Legio. At first I didn't pay too much attention to them and did my own thing in my own corner of the galaxy but at some point I couldn't help but notice that a big part of the sector was turning awfully red. Now that is no complaint in and of itself, I'm pretty new to how Nex works so this might have just been the luck of the draw and one faction snowballing early but either way, I felt forced to intervene in order to preserve some faction variety. A couple of killed fleets in, I didn't really see anything out of the ordinary but then during one battle I noticed a Manticore soloing multiple cruisers of mine. I thought the friendly AI was being silly again but when I rushed in to clean up, I had to learn that the Manticore indeed was able of effortlessly outgunning and outtanking ships thrice his size. I genuinely couldn't believe that it was supposed to be this strong and actually thought it was bugged or at least that I rolled a very unlucky loadout. No, I would soon learn that it was probably the weakest of the daemons.
Anyway, long story short I soon realized that the culprits were the AI ships and got the idea of taking the skill that let's you salvage them. I am not sure if this is intended but the player can indeed salvage them. Yeah, these ships DON'T belong in the player's hand. Like I mentioned at the start, I was aiming for a very vanilla experience with the added ships but these creatures are nowhere close to that. I got my hands on a couple of the frigates with the temporal shell ability and no vanilla content stands any chance against them. They are 6 (I believe?) DP and can solo the simulation paragon fairly easily. I deployed two against the Guardian and they can kill it without breaking a sweat, one would've done it too probably. I haven't tried it but I wouldn't be surprised if two can kill an Ordo, if I as the player was able to control them, I am sure I could solo more than an Ordo piloting a single of these frigates. What about the Tesseract fight? If you tell me 24 DP worth of these monster can do it I'll believe you. 12 DP? Maybe, either way I didn't use them because I didn't want to ruin the fight for me. It's nice to have a 6-24 DP "auto-resolve-button" when you run into 3 fully stacked pirate armadas (or literally any vanilla late game fleet for that matter), but I am not sure that is the intention behind them. 200k - 400k bounties have no hope of even putting a dent into them when I release multiple at once, altought I'm sure even one would be enough...
So why run them when they trivialize the game? Well, where do you get them from? You're not the only one using them afterall. Even fielding these extremely overpowered ships I am struggling against Legio fleets. The thing is, they also have daemons and you probably run a bunch of worthless ships that are hopelessly outgunned (so anything that isn't a daemon). Even piloting the vanilla equivalent of the "I-win-button", the Ziggurat, you'll be struggeling against anything bigger than a destroyer. And don't get me started on the capital ship... You need to overload that thing more than 3 times to kill it, oh and the bigger fleets usually run multiple of them. They are so tanky that you'll feel like you're playing one of these bullet sponge shooters where the bots take a whole sniper magazine to the dome before they notice that someone is shooting at them.

Not only does the combat get warped around Legio, but trading too. Their capital world is the cheapest place to to buy Marines, HA, supplies, the list goes on... Supplies might be cheaper on Chicomoztoc at times but Legio doesn't care about smuggling and you're there already so why not. By the time you made your round trip around their home system, their capital has already new dirt cheap HA for you to buy up once again. It's a damn money printer! I think I must have misunderstood their MO, all this time I thought they were the "bad" guys but no, they wear red because they act as the Santa Claus of the sector, practically giving away stuff. Come to Santa's workshop and get your heavy armaments, kids! But in all seriousness, there is little point NOT to make constant trips to their cap every chance you get. Even when products elsewhere become cheaper due to surplus, odds are they're even cheaper on their capital by default.

So what is the point of this post? My intention was not to write up some sort of rant, although skimming through what I just wrote sure makes it seem like one. I just wanted to give some feedback on why I think it should be made quite clear what you're getting yourself into by playing with this mod. Your OP reads that this mod is supposedly close to vanilla in terms of balance but has some overtuned rare stuff for the player to find. There is no way the Legio is meant by that "rare" stuff, right? They own half the bloody sector on top of Santa's damn workshop. They are everywhere!
There is nothing wrong with having a challenging faction, even an extremely overpowered one as a worthy foe for the player but I feel like that should be made clear. I just wanted a chill playthrough. Had I known that the entire combat, economy, the whole playthough would revolve around the Legio by the end, I'd have turned them off. Do I regret playing with this amazing mod? Not at all, it made my run but also left a sour aftertaste at the end when I learned that I had to either clean this red mess up or move on prematurely. I can't be bothered to blow up all these bullet sponges.
I recommend you have a very clear warning so players that play your mod for the first time know what they are getting themselves into.
Oh, and thanks again for this otherwise fantastic mod! I hope that talented people such as yourself never stop making these mods.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Nia Tahl on May 03, 2022, 03:39:45 AM
There have been a lot of adjustments to all the Legio content since the initial 0.8 release that added the Daemons, addressing most of the issues you stated, I believe.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Coil on May 03, 2022, 10:27:02 PM
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.

Honestly, I like the Legio as they are. You usually get to a point where you can just capital steamroll everything the other factions have to offer. With the legio you need to change it up and try different tactics. I like the fact that the Legio forces you to change and because of this the playing experience is improved.

I totally get why you're turned off by them and they are totally valid reasons. I would think if the daemons are the issue, you could just try to modify the ini to disable them
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: OmegaMan on May 08, 2022, 07:49:53 PM
[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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: nukularpower on May 08, 2022, 08:07:46 PM
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
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Killsode on May 08, 2022, 09:33:35 PM
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

what other factions are you playing with? i've never seen legio getting pushed back in my runs. Typically they'll annihilate any markets nearby them, and because of how defended their home systems are the other factions rarely attempt, and never succeed, to oust them.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Chairman Suryasari on May 09, 2022, 01:58:57 AM
All the faction in my runs always want them dead, but of course they can do nothing about it because how ""defended"" Legio system is, it's just matter of time until they steamroll the entire sector, at best what they can do is put big bounty on them for privateer like us, and you will not break even on these contracts.

(https://i.imgur.com/qsJqrPI.png)
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Nia Tahl on May 09, 2022, 11:17:18 AM
[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.

Working as intended. The project weapons are whacky by design.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Algoul on May 10, 2022, 11:11:45 AM
Is there any possibility to get unique House ships like Metafalica or others if they exist?
After Metafalica disappeared from the sale of an independent port - unfortunately I don't know how to get it.
Probably they should appear in the bounty - but I did not notice anything like that.
Can the reason be the installed "Locked and Loaded" bounty mod?

P.S.: Also thank you for your mod, solid work, lot of pleasure
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: vok3 on May 10, 2022, 02:05:43 PM
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've never seen that.  What I have seen in about half the games is that one of the first invasions they do is the capital planet or key heavy industry/military planet of some faction or other, and they always, always win.  Which takes that faction right out of the game, bam, bye, done, before they had any impact on the game at all.  And when Legio does that to several in a row - which I have seen happen - I do have to wonder what exactly the mod author is really trying for. 

For "player challenge", they need to be tactically difficult / interesting and strategically resilient.  I won't speak to the tactical side of it - I have managed to get to the point of knocking out the Lucifron or Melchiresa star fortress within the first year of play, although it takes focus and a fair amount of cheese, and the more I work at the problem the more I find ways of optimizing my approach.  It's made me get better at the game and I'm not complaining about that.

I wouldn't mind - I would be rather in favor of - a steadily increasing drumroll of threat.  But the curve should be a lot shallower in the absence of the hard mode trigger.  I see nonstop failed invasions of Lucifron by all the NPC factions and that's totally fine - it's strategic resilience.  What I do mind is that Legio goes straight for the throat and wins, right off the bat, every time.  And Legio conquests don't often get taken back.  Which turns the game into a sort of Kohr-Ah death march, except it starts immediately rather than being an endgame phenomenon.

If I want to play a game of just me vs Legio, I can do that; I don't need to include other factions.  If a player does include other factions, that should mean more than just buffering the time it takes Legio to swallow everything.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Big Bee on May 10, 2022, 02:15:53 PM
The Legio was fine when I played it, but I had Nex on as well. They were just pirates but slightly better and got wiped out pretty quickly. I had a non-core starting system where I struggled with upkeep and didn't have heavy industry and a military base yet and they decided to attack me.

Fighting a Dun Scaith with the help of a friendly ORA fleet was pretty fun. Fighting whatever the hell they apparently are usually just sounds like a massive pain, especially if they get cheats.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Chairman Suryasari on May 10, 2022, 08:47:41 PM
You see that kinda the main problem, you need other powerful modded faction to overwhelm Legio if you refuse to do so then say good bye to other content. I want to see what Brighton has to offer, I want to see what Kadur Remnant has to offer, I want to see what other mod brings to the table, but no, Legio will conquer them all unless you install faction mod that can overwhelm which make them soft requirement unless you the player get through a slogfest war to kill them right after the game start or outright disable them in .ini setting.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: The_White_Falcon on May 14, 2022, 05:23:57 PM
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?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Nia Tahl on May 14, 2022, 05:54:22 PM
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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: The_White_Falcon on May 14, 2022, 07:17:39 PM
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.

I stand corrected, can't believe I didn't notice that.  However I'm still curious about being able to edit that specific hull (if for anything than simple curiosity's sake at this point).  IS there a simple solution towards that (like add the tahlan_castigator_pxiv entry/stats into ship_hulls)?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Nia Tahl on May 15, 2022, 05:05:08 AM
There isn't really a simple way of doing it due to the way I rigged it up
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: war3scv on May 16, 2022, 07:07:36 AM
ships are so cool..weapons are so cool but consider buff them a bit? 60DP cool looking alien ship crush by vanilla onslaught, 80DP battleship crush by vanilla paragon 28OP railgun deal 200 dps. can't find reason to use them except they are so cool...
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Nia Tahl on May 16, 2022, 12:22:58 PM
None of them need buffs. If you can't make them worth using, that's on you there.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: war3scv on May 16, 2022, 05:32:57 PM
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.
(they all beat up conquest though just like vanilla time, poor conquest woe with you...weep not, I'ii buff you...)
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: war3scv on May 16, 2022, 07:17:54 PM
(https://i.postimg.cc/9cMyBbyc/screenshot050.png)(https://i.postimg.cc/Qjy1Y7q1/screenshot051.png) well..vanilla weapon40vs55 40vs44. and I'm horrible bump my own capital ships to death kind of pilot. but again no offence, full respect to you and any other modder for made those wonderful mods:)
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Brainwright on May 17, 2022, 11:59:10 PM
An Onslaught with one of the lowest flux builds that are still viable is not something to be laughed off.  Especially in the hands of a player.

Hell, the weapon variety of the Onslaught is one of its greatest weaknesses.  The three large mounts should be able to engage just about anything, but the TPCs eat up all the flux and prevent you from using two of the large mounts at once.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: mora on May 19, 2022, 10:04:03 PM
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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: kysil on May 21, 2022, 10:59:43 PM
Can i ask if there's a Great Houses only ship pack?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Killsode on May 22, 2022, 01:28:58 AM
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.

probably best to just unimportant it and ignore it
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Killsode on May 28, 2022, 09:29:25 PM
Got a question about how all of the "deals an additional >damage< on impact" weapons work, such as the numeon heavy cannon. are the damages calculated one after the other? IE, the numeon, does the 200 HE from a single projectile shred armor, lessening the armor reduction for the additional 50 energy? For the numeon i'm sure its twofold with the fact its two projectiles instead of one, possibly leading to four total damage incidents?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Shinr on June 03, 2022, 10:08:52 PM
Patreon refuses to work for me for quite a while now.

Can you provide a mirror link for this and the Trailer Moments, please?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: dotdotdot on June 05, 2022, 02:48:24 PM
What does activating hard mode in the settings do? Does the Legio get more aggressive/numerous?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Killsode on June 06, 2022, 11:46:48 AM
What does activating hard mode in the settings do? Does the Legio get more aggressive/numerous?

yep, it turns into anti-legio campaign
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: froppyfropfrop on June 10, 2022, 02:18:38 PM
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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Brainwright on June 19, 2022, 04:18:15 AM
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?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Nia Tahl on June 19, 2022, 08:06:31 AM
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.

It works properly, but the effect is simply not as big as you think it is in your perception. You can test it fairly easily by spawning two identical GH ships in sim, with one of them having forced overdrive and the other not, then ordering them to move to the same spot. Overdrive ship will be faster.

When piloting a GH ship, you will experience the time acceleration like with phase ships, meaning everything else is indeed slower. It's just not as noticable as you think it is.


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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Brainwright on June 19, 2022, 05:51:25 PM
Technically those are IndEvo, but it's intended behaviour, yes, since the replicated weapons count as ballistics rather than energies.

No wonder I couldn't find the weapon entry.  Thanks.  The Rosenritter stuff is pretty sweet.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Coil on June 19, 2022, 09:56:29 PM
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?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Nia Tahl on June 20, 2022, 11:22:53 PM
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?

No major nerf in that regard, but Nex randomness can always happen,
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Histidine on June 22, 2022, 03:43:23 AM
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).
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Coil on June 24, 2022, 01:22:42 AM
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).

I have the latest version of nex with no settings modified. Would that be the reason? It seems weird since it feels like the legacy of arkgenis ship gets invaded every other cycle and is still kicking
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Histidine on June 24, 2022, 06:44:25 PM
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?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Alex_P on July 01, 2022, 10:56:37 AM
I've somehow found 4x Project Silk in a single playthrough, and I am having a blast! Certainly because it's powerful but also because it reshapes your whole playstyle and loadout. Thank you so much, Nia, for many hours of fun.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Akrasia on July 05, 2022, 02:25:55 PM
Is there a way to obtain Legio automated ships other than recovering them from battles? I haven't seen any of them pop up in the markets, and they're not available from Legio nanofab opportunites so far as I can tell.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: A_Random_Dude on July 05, 2022, 05:09:43 PM
Nah, they're post-battle recovery only. After all, they're essentially meant to be fought against as a legio power-up.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Akrasia on July 05, 2022, 06:19:37 PM
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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: envenger on July 05, 2022, 08:33:55 PM
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?

I was preparing a huge nex invasion of Lucifiron, this was at endgam. 5 days before my invasion, Blackrock invaded and won.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: 1158775713 on July 06, 2022, 04:19:51 AM
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.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Nia Tahl on July 06, 2022, 10:01:07 AM
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.

Wrong mod
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: KarlPh1sher on July 07, 2022, 08:00:50 PM
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.
Man that error seems to be from Shadowyards.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: PraiseIt420 on July 09, 2022, 02:06:32 PM
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.

I believe this error is from the Gundam mod, whenever you build a Mobile Suit research center on a planet, just dont build those and the error does not occur.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Brainwright on July 23, 2022, 07:53:38 PM
I'm going to have to jump on the "I hate the Legio," bandwagon once again.  As it stands, the cruisers with alpha cores can stand in front of any ship in my fleet and eat their offense while they destroy it.  What makes this a problem is the losses incurred by fighting these ships far outstrips the supplies I gain doing so.  Even if I win, I still lose.

Some kind of additional benefit to taking on these fleets needs to happen.  Otherwise, I just get a couple good planets going and send Nex fleets to do the work for me.  It's not something a player can really engage with.

Some way of hindering the daemon fleets would be nice.  The home system of the Legio has a black hole.  Say the production facility is located deep inside the gravity well of the black hole.  It's a 20 year journey with standard drives.  So there's an event where the player goes into deep sleep and travels by auto pilot to the facility, waking up whenever defending fleets approach.

Regardless of the outcome, the player can transverse jump out and avoid the 20 years.  Because FTL is time travel.  Just do the math, it's the truth.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: ShoelessRider on July 26, 2022, 11:26:43 AM
Hello, does this mod still have hidden codes?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Ruddygreat on July 26, 2022, 01:49:39 PM
Hello, does this mod still have hidden codes?

nope, they're long gone
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: ShoelessRider on July 26, 2022, 04:48:05 PM
Hello, does this mod still have hidden codes?

nope, they're long gone
Sweet. Thank you.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Mitroll on August 06, 2022, 11:12:40 AM
Getting this when trying to start a new game on 0.8.5beta2:

Code
111204 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.tahlan_ModPlugin.onGameLoad(tahlan_ModPlugin.java:252)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ă’00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


Modlist:

Code
{"enabledMods": [
  "yunrutechmining",
  "Adjusted Sector",
  "A_S-F",
  "anotherportraitpack",
  "automatedcommands",
  "battletechportraitpack",
  "beyondthesector",
  "capturecrew",
  "chatter",
  "CoOpCombat",
  "istl_dassaultmikoyan",
  "degenerateportraitpack",
  "hm_flagpack",
  "DetailedCombatResults",
  "diableavionics",
  "exoticatechnologies",
  "forge_production",
  "gflportraitpack",
  "immersionFriendlyPortraitPack",
  "IndEvo",
  "JYD",
  "lw_lazylib",
  "luddenhance",
  "MagicLib",
  "more_hullmods",
  "nexerelin",
  "progressiveSMods",
  "sun_ruthless_sector",
  "swp",
  "simpleplayerflags",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "alcoholism",
  "scf",
  "tahlan",
  "Terraforming & Station Construction",
  "US",
  "va11portraits",
  "vayrasector",
  "weebshitcorepack",
  "yunruhullmods",
  "yunrucore",
  "shaderLib"
]}
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Nia Tahl on August 06, 2022, 03:05:34 PM
I'm guessing this is random sector. I'll add a failsafe for that in next update.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.4
Post by: Mitroll on August 08, 2022, 03:47:50 PM
Thanks! All fixed.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: no_u on August 13, 2022, 11:44:47 AM
Thank you very much for the mirror download link I removed my last post because I used vpn to access Patreon to download the 8.4 version but since this update came out no need   
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Dadada on August 13, 2022, 12:08:14 PM
Excellent mod, nice changelog.
Spoiler
>_>  I'd like to fight a Deamon Castella
[close]
E: Crap, the spoiler gets a seperate line, the smiley is supposed to look at the spoiler... I'll just put it into the spoiler.
E2: Since afaik Legio may grab independent colonies, could there be an option in the future for them to fight back and let them reclaim their colonies if a third force manages to significantly weaken the Legio or the respective planet?
Well, and I know, I can give them back with Nex. Or the console...

E3: Wait, I never tried to let the planet rebel (Nex) back to the Indies. Hmmm...
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Hushed on August 15, 2022, 06:20:28 AM
Added malware?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Hrothgar on August 15, 2022, 06:44:03 AM
Added malware?

For Nia it is peak humour.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Havoc on August 15, 2022, 08:38:12 AM
hi, where can I find the relic cruiser with 10% shield arc and two large weapon slots? looks a bit like brilliant, but can be used by human

I have found an frigate somewhere this run, but forgot where to find these other ships...
maybe in black hole systems?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Nia Tahl on August 15, 2022, 08:59:09 AM
hi, where can I find the relic cruiser with 10% shield arc and two large weapon slots? looks a bit like brilliant, but can be used by human

I have found an frigate somewhere this run, but forgot where to find these other ships...
maybe in black hole systems?

random
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: TheProtagonists on August 17, 2022, 05:07:15 AM
Hello, is there some way to adjust how much of Legio's fleets are comprised of Daemons?

Been playing with Pirates but Epic, before the Daemon condition is met all their fleets were made of a large selection of ships but after Daemons start coming out about 95% of their fleets are filled Daemon ships with almost nothing else. while it is much more challenging, it feels far less interesting..

Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Nia Tahl on August 17, 2022, 06:30:23 AM
Hello, is there some way to adjust how much of Legio's fleets are comprised of Daemons?

Been playing with Pirates but Epic, before the Daemon condition is met all their fleets were made of a large selection of ships but after Daemons start coming out about 95% of their fleets are filled Daemon ships with almost nothing else. while it is much more challenging, it feels far less interesting..

Did you enable hard mode? Legio fleets should only be that daemon-heavy with hard mode enabled.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: TheProtagonists on August 17, 2022, 08:00:01 AM
Hello, is there some way to adjust how much of Legio's fleets are comprised of Daemons?

Been playing with Pirates but Epic, before the Daemon condition is met all their fleets were made of a large selection of ships but after Daemons start coming out about 95% of their fleets are filled Daemon ships with almost nothing else. while it is much more challenging, it feels far less interesting..

Did you enable hard mode? Legio fleets should only be that daemon-heavy with hard mode enabled.

Turns out I indeed did, guess it's about time to start a different playthough!
Another question, what happens to Legio with hard mode on and daemon off?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Nia Tahl on August 17, 2022, 08:59:19 AM
Turns out I indeed did, guess it's about time to start a different playthough!
Another question, what happens to Legio with hard mode on and daemon off?

nothing much. It just slightly boosts the effect of the tyranny condition.

You can toggle hard mode mid-playthrough btw. Will just take a bit for fleets to update.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: TheProtagonists on August 17, 2022, 09:40:16 AM
Turns out I indeed did, guess it's about time to start a different playthough!
Another question, what happens to Legio with hard mode on and daemon off?

nothing much. It just slightly boosts the effect of the tyranny condition.

You can toggle hard mode mid-playthrough btw. Will just take a bit for fleets to update.

I see, thanks for the info. Does that mean I can toggle Daemons mid playthrough as well? Or is hard mode the only thing that can be changed since the setting file still says everything only applies to new saves.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Nia Tahl on August 17, 2022, 09:58:12 AM
daemons currently can't be removed, though I'll update that. I think most of the other toggles work on existing saves at this point
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: TheProtagonists on August 17, 2022, 12:24:01 PM
daemons currently can't be removed, though I'll update that. I think most of the other toggles work on existing saves at this point

Good to know, and thank you for the help!
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Hydrogenionz on August 19, 2022, 04:14:14 AM
Greetings Captain:

There are some difficulties in my translation work.

Could you tell me where to find this text?

(https://attr.fossic.oss.jnxyp.cn/forum/202207/08/213542v7nj7cyqn8csjjyc.png)
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Nia Tahl on August 19, 2022, 08:05:33 AM
Greetings Captain:

There are some difficulties in my translation work.

Could you tell me where to find this text?

(https://attr.fossic.oss.jnxyp.cn/forum/202207/08/213542v7nj7cyqn8csjjyc.png)

It might actually be within a script only currently. Will have a look and externalise these to the strings.json in the next update if needed.

That particular text can be found in data.scripts.campaign.tahlan_regaliablueprintintel though.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Hydrogenionz on August 19, 2022, 09:22:32 AM
Copy that.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Jet Black on August 21, 2022, 04:08:01 PM
So, if someone wanted to use a Hel Scaith, how would they get rid of the daemon core hull mod on them? I thought capturing one and reverse engineering it (another mod) would work, but that's not possible. Is there a way to get these "Legio command codes" to get rid of the debuff on that hull mod?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Nia Tahl on August 22, 2022, 09:01:47 AM
There is not
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Brainwright on August 22, 2022, 03:34:24 PM
I keep getting a crash with this error when I try to start a randomized sector using Nex.  It only happens when I'm using this mod, and I spent two hours trying to see if any particular mod was interacting strangely.  The only change was that the crash became intermittent :
Spoiler
323365 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [officerextension_settings.json]
323373 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_main_menu.ogg]
323543 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
323543 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
323828 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.tahlan_ModPlugin.onGameLoad(tahlan_ModPlugin.java:252)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.0000(Unknown Source) - had to delete an odd character here because it kept bugging out the forum
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Nia Tahl on August 23, 2022, 03:19:03 AM
I keep getting a crash with this error when I try to start a randomized sector using Nex.  It only happens when I'm using this mod, and I spent two hours trying to see if any particular mod was interacting strangely.  The only change was that the crash became intermittent :
Spoiler
323365 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [officerextension_settings.json]
323373 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_main_menu.ogg]
323543 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
323543 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
323828 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.tahlan_ModPlugin.onGameLoad(tahlan_ModPlugin.java:252)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.0000(Unknown Source) - had to delete an odd character here because it kept bugging out the forum
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

latest version? I thought that one was fixed.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Jet Black on August 23, 2022, 04:17:52 AM
Thank you.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Brainwright on August 23, 2022, 09:55:30 AM
latest version? I thought that one was fixed.

Nope!  Hadn’t noticed the latest update.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Warnoise on August 25, 2022, 06:21:13 PM
I'm trying to build a rosenritter only fleet. I noticed that most of the regalias (this small ones and the 25do ones) can't sustain their built-in weapons. Anyone managed to build a decent rosenritter only fleet? I am getting my ass handed to me by an ordo (which I can defeat easily with other fleets).

Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Jet Black on August 26, 2022, 03:52:09 AM
I have only managed to find one of the paladin ones. How are you finding them?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Ruddygreat on August 26, 2022, 05:04:05 AM
I have only managed to find one of the paladin ones. How are you finding them?

they have a special carrier that spawns in black hole systems, keeping it in your fleet gives you their bps
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Ramiel on September 01, 2022, 11:15:39 AM
Help?
As much as I like this mod and all it adds, I keep seeing talk of Daemons, but I've never met any and I've played 3 games with this mod, where I explored the entire map. Do I have to look for a quest to find them, or are Legio Infernalis the daemons?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Brainwright on September 01, 2022, 01:18:43 PM
There hasn't been a game where the Legio Infernalis hasn't started spawning daemon fleets within two to three cycles.  Are you running Nex as well?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Ramiel on September 01, 2022, 02:38:21 PM
Yes....they just sit in their own systems and never do anything....
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Brainwright on September 01, 2022, 05:33:36 PM
That sounds like a strange interaction with the mod.  Try reinstalling the latest version.  If that doesn't do anything, see if there are any mods that might be interfering with the Legio's behavior.

Otherwise, go to mods\tahlan-shipworks-0.8.5\tahlan_settings.ini and change "enableHardMode" to true.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Nia Tahl on September 01, 2022, 11:08:10 PM
Help?
As much as I like this mod and all it adds, I keep seeing talk of Daemons, but I've never met any and I've played 3 games with this mod, where I explored the entire map. Do I have to look for a quest to find them, or are Legio Infernalis the daemons?

Daemons are an upgrade to Legio Infernalis fleets. There's also a unique bounty for them that can be found on the unsanctioned bounty board once they have been triggered.

Legio Infernalis behaviour itself is always subject to the usual whims of Nexerelin, but they should be pretty aggressive once Daemons are active.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Cheru on September 02, 2022, 06:07:25 AM
A question about Metafalica, where can I find it now? Last time I checked SC about a year ago I managed to either find it as a derelict or bought on high-end market of Prism. Can quite remember actually. But someone around here mentioned it as a unique start ship... and I fail to find it in start options.
Any help?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Oni on September 02, 2022, 11:17:13 AM
A question about Metafalica, where can I find it now? Last time I checked SC about a year ago I managed to either find it as a derelict or bought on high-end market of Prism. Can quite remember actually. But someone around here mentioned it as a unique start ship... and I fail to find it in start options.
Any help?
Join the 'Great Houses' start of Nexerelin, I believe it should be one of the Super Ship starts.

It's a bit of an odd start though, technically the Great Houses are simply part of the Independents, but the Independent reputation at the start of that faction is low so you can't even access their military market.
It's a bit weird.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Brainwright on September 02, 2022, 11:19:01 AM
A question about Metafalica, where can I find it now? Last time I checked SC about a year ago I managed to either find it as a derelict or bought on high-end market of Prism. Can quite remember actually. But someone around here mentioned it as a unique start ship... and I fail to find it in start options.
Any help?

Pretty easy to just drop it in when you start a new game with the Console Commands mod.

Then you just go
 > list ships
 > addship <shipyouwant>
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Killsode on September 03, 2022, 01:08:55 AM
A question about Metafalica, where can I find it now? Last time I checked SC about a year ago I managed to either find it as a derelict or bought on high-end market of Prism. Can quite remember actually. But someone around here mentioned it as a unique start ship... and I fail to find it in start options.
Any help?

Pretty easy to just drop it in when you start a new game with the Console Commands mod.

Then you just go
 > list ships
 > addship <shipyouwant>

you can also further narrow down '>List Ships' with '>List Ships <part of id)' like >List Ships Tahlan
This works with all list commands btw
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Cheru on September 03, 2022, 08:47:50 AM
Thank you all for the help! Yeah, I guess I will use the mod then. It is not what I would prefer, but that ship gave me some serious Space Battleship Yamato vibes and miss it too much))
Strange is the fact that I remember finding it midgame. Well, it was over a year ago - I guess things might have changed a bit.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: ciph on September 03, 2022, 10:55:01 AM
Thanks for the great mod. I love both Tahlan and Scarlar. There are two things I wanna feedback

1. Hel Centurion's system is entropy amplifier instead of Hel Temporal Shell which state in change log

2. Hel ships are way too tanky.

One Hel Dominator can withstand several capital ships attacks for 10-15 minutes with almost no damage, I also read two other people talking about similar scenarios. Someone say you don't have enough burst damage, but I use many tri-taychon lancers and UAF taufan fighters to nuke them...

The level of tankiness is close to IBB I'll Kill You All ships.

It was not that ultra tanky in 0.8.4


Just noticed 1 is fixed, maybe I was using 0.8.5 beta2
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Nia Tahl on September 03, 2022, 01:24:24 PM
Thanks for the great mod. I love both Tahlan and Scarlar. There are two things I wanna feedback

1. Hel Centurion's system is entropy amplifier instead of Hel Temporal Shell which state in change log

2. Hel ships are way too tanky.

One Hel Dominator can withstand several capital ships attacks for 10-15 minutes with almost no damage, I also read two other people talking about similar scenarios. Someone say you don't have enough burst damage, but I use many tri-taychon lancers and UAF taufan fighters to nuke them...

The level of tankiness is close to IBB I'll Kill You All ships.

It was not that ultra tanky in 0.8.4


Just noticed 1 is fixed, maybe I was using 0.8.5 beta2

Sounds like you didn't update to 0.8.5 properly. I just checked the download to be sure and the Hel Centurion is correctly set to Hel Temporal Shell. Daemons are the most fragile they've ever been in this update, too, so I don't know what to tell you there.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Brainwright on September 03, 2022, 07:56:02 PM
Sounds like you didn't update to 0.8.5 properly. I just checked the download to be sure and the Hel Centurion is correctly set to Hel Temporal Shell. Daemons are the most fragile they've ever been in this update, too, so I don't know what to tell you there.

It's not the ships themselves, that much I know for sure.  It's some kind of secret sauce when the opponent uses an AI core.

I've made super-liuetenants before, and they are far from that oppressively strong.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Shadowkiller on September 05, 2022, 10:58:49 AM
I have to admit im having the same issues with the Hel ships, im spending minutes after the normal Legio ships have been destroyed just shooting at these roided up remnent to the point that i just command nuke them because my CR starts to run out (especially the dominators). They are by far the hardest ships to fight out of anything iv experienced in my heavily modded games, to the point of standing up to Supercapitals i built to fight Legio, i have to consistently put 2-3 times the deployment to safely take them on and they still end up sniping my ships while surrounded and bombarded. Personally for me it goes beyond a challenge to just unrealistic annoyance that makes me want to avoid Legio content. Which is a shame because im very fond of the mod as a whole!

I have disabled the drone *** for the moment, (thanks for making that an option!) But since my opinion seems to be shared by people on the forum and discord wanted to bring it up in case you feel like adjusting it again. Beyond personally fighting it the drone fleets also seem to body other AI fleets making the raids/sat bombing quite a problem for places that should be defeating invasion fleets.

Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Killsode on September 06, 2022, 02:35:55 AM
I have to admit im having the same issues with the Hel ships, im spending minutes after the normal Legio ships have been destroyed just shooting at these roided up remnent to the point that i just command nuke them because my CR starts to run out (especially the dominators). They are by far the hardest ships to fight out of anything iv experienced in my heavily modded games, to the point of standing up to Supercapitals i built to fight Legio, i have to consistently put 2-3 times the deployment to safely take them on and they still end up sniping my ships while surrounded and bombarded. Personally for me it goes beyond a challenge to just unrealistic annoyance that makes me want to avoid Legio content. Which is a shame because im very fond of the mod as a whole!

Even normal AI remnant or domain ships can sometimes be incredibly tanky just because of their skills, combined with regenerating armor and you've got a recipe for an unfun slog.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Nia Tahl on September 06, 2022, 03:16:02 AM
I really don't know what to say since I really don't encounter those issues in any of my own playtesting. While Daemon armor regenerates, it is also very weak for ships of the respective sizes, so they are not all that hard to burn down unless you're relying solely on long range sustained fire like HVD-Mauler combos that have very low dps.

I can only guess that some other mod interaction might be buffing the ships in unexpected ways that make them much tankier than intended. In my experience the shift to low durability but regenerative armor has made Daemons less tanky overall and easier to punish, which was the whole intent behind that change. If you could provide me your mod lists or examples of the ships and fleets you used, I might have a better idea of the issue.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Killsode on September 06, 2022, 11:02:52 PM
I really don't know what to say since I really don't encounter those issues in any of my own playtesting. While Daemon armor regenerates, it is also very weak for ships of the respective sizes, so they are not all that hard to burn down unless you're relying solely on long range sustained fire like HVD-Mauler combos that have very low dps.

well, i dont think i have any mods that would be really changing anything relevant here, but a sloth variant hel-dominator with a core thats got helmsmanship, combat endurace, impact mitigation, damage control, field modulation, target analysis, and gunnery implants is taking my quadruple phase lance paragon with it for minutes before i finally pop the bastard... i'm not looking forward to the hel-scarith in this invasion fleet...

Edit: Nvm, it didnt face its shields towards me and i got to turn its port side into tachyon soup peppered with antimatter SRM's... Spose the hel-scarith still faces the same out-flanking problem of the normal one
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Nia Tahl on September 07, 2022, 12:15:56 AM
I mean... quad tachyon lance (I'm assuming phase lance is a typo) isn't that great of a build given it's utterly impotent against shields if it can't overhelm them in one burst cause all it does is rack up soft flux. You can literally facetank a penta tachy Radiant with most cruisers easily by just venting in between tachy bursts, too.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Killsode on September 07, 2022, 09:33:49 AM
I mean... quad tachyon lance (I'm assuming phase lance is a typo) isn't that great of a build given it's utterly impotent against shields if it can't overhelm them in one burst cause all it does is rack up soft flux. You can literally facetank a penta tachy Radiant with most cruisers easily by just venting in between tachy bursts, too.

sorry yeah, tachyon lances. But my Paragon loadout was 4x Tachyon lances, 2 Hvel drivers, 2 remnant graviton beams from HMI, 4 antimatter srm's, and a spattering of gluon PD from Apex. 1380~ energy dps from the lances, 276 kinetic from the hvel's, and 200 kinetic from the gravitons. And while the player can vent between tachyon bursts, the AI just doesnt, and they couldnt with my loadout as the hardpoints were on a different firing cycle than the turrets. +10% from managing to get to 100% combat readiness too.

but much of that isnt really the point, the Daemons are AI-piloted ships, so quite frequently they have the magic trio of tanking skills elited: Impact migitation, Damage control, and Field modulation. And while the daemons might have slightly lower armor than remnant ships, For instance the hel dominator has 800 armor while the brilliant has 900, they frequently field heavy armor: IE the sloth-dominator ending up having 1200. And thanks to hel carapace their armor rating is counted at 50% higher for reduction along side 10% regeneration. this comes together as just kind of a slog to fight against without being much of a threat.

The fact that these highly tanky ships are interspersed within pirate ships also makes their longer TTK all the more noticeable.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Khaos on September 07, 2022, 10:11:19 AM
Feedback time;

My favourite is the Defiance-class, both looks-wise and what it can be built into. I have to ask, have you intended it to be a PCL ship, or it is just an unintended -albeit awesome- outcome? :)
My only pain is that it costs 24 deployment points, when its usefulness and stats are both putting it exactly at the Eradicator's level, at 20 points...

I love this mod pack the best out of ship packs, especially the balance kept around vanilla, and that you have ships for every factions. GG! Will always use it!
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Nia Tahl on September 07, 2022, 11:02:22 AM
I mean... quad tachyon lance (I'm assuming phase lance is a typo) isn't that great of a build given it's utterly impotent against shields if it can't overhelm them in one burst cause all it does is rack up soft flux. You can literally facetank a penta tachy Radiant with most cruisers easily by just venting in between tachy bursts, too.

sorry yeah, tachyon lances. But my Paragon loadout was 4x Tachyon lances, 2 Hvel drivers, 2 remnant graviton beams from HMI, 4 antimatter srm's, and a spattering of gluon PD from Apex. 1380~ energy dps from the lances, 276 kinetic from the hvel's, and 200 kinetic from the gravitons. And while the player can vent between tachyon bursts, the AI just doesnt, and they couldnt with my loadout as the hardpoints were on a different firing cycle than the turrets. +10% from managing to get to 100% combat readiness too.

but much of that isnt really the point, the Daemons are AI-piloted ships, so quite frequently they have the magic trio of tanking skills elited: Impact migitation, Damage control, and Field modulation. And while the daemons might have slightly lower armor than remnant ships, For instance the hel dominator has 800 armor while the brilliant has 900, they frequently field heavy armor: IE the sloth-dominator ending up having 1200. And thanks to hel carapace their armor rating is counted at 50% higher for reduction along side 10% regeneration. this comes together as just kind of a slog to fight against without being much of a threat.

The fact that these highly tanky ships are interspersed within pirate ships also makes their longer TTK all the more noticeable.

I'll be adding a short delay to regeneration upon taking armor damage in the next version and the Dominator specifically will lose 100 points of armor. That, however, is the most I'm willing to nerf the Daemon defenses at this point as they are intended to require good ship builds, fleet compositions and some player skill to fight effectively. And yes, they have somewhat comparable armor to Remnant, but they also have generally worse shields with worse coverage.

And whether you like it or not, quad tachy Paragon is a meme build and a waste of a Paragon.


Feedback time;

My favourite is the Defiance-class, both looks-wise and what it can be built into. I have to ask, have you intended it to be a PCL ship, or it is just an unintended -albeit awesome- outcome? :)
My only pain is that it costs 24 deployment points, when its usefulness and stats are both putting it exactly at the Eradicator's level, at 20 points...

I love this mod pack the best out of ship packs, especially the balance kept around vanilla, and that you have ships for every factions. GG! Will always use it!

Frankly, the Eradicator is undercosted DP-wise. The Defiance is slated for a makeover in the near future, though, so I'll take a closer look then anyhow. No idea what you mean with PCL.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Khaos on September 07, 2022, 11:13:19 AM
Frankly, the Eradicator is undercosted DP-wise. The Defiance is slated for a makeover in the near future, though, so I'll take a closer look then anyhow. No idea what you mean with PCL.

Proximity Charge Launcher. Defiance, as it currently is, feels like you damn near built it to be the PCL mothership. I can show you footage :)

I can agree that Eradicator is a very universally deployable ship (still not OP category) and I might even agree that the variants with ammo feeders could cost more, but then it could maybe have 24 DP cost, while Defiance are more limited in uses, and could still be at the 20 DP mark.

Can I know what kind of a makeover are you looking at? I mean, if you are going to change weapon platforms on it, you are eliminating something very special (to me at least) and I would be very nervous to know what it might become, or why do you think it needs to change...
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Brainwright on September 07, 2022, 05:56:47 PM
I'll be adding a short delay to regeneration upon taking armor damage in the next version and the Dominator specifically will lose 100 points of armor. That, however, is the most I'm willing to nerf the Daemon defenses at this point as they are intended to require good ship builds, fleet compositions and some player skill to fight effectively. And yes, they have somewhat comparable armor to Remnant, but they also have generally worse shields with worse coverage.

I do want the Daemons to be a challenge, but it's a complicated scenario.  The changes you mention won't do much because the primary issues are the agility, the hull tanking, and the fast repair time.  I've seen Hel Dominators recover from a flameout before I could actually respond to the situation.  Like under ten seconds.  It is almost pointless to try EMPing Daemons.

I don't think many people get how the balance works, because shield efficiency doesn't determine how good a ship is at tanking with its shields, it's the ability to withdraw and vent.  All the daemons are more than fast enough for this.  The only ships break this trend are the ones that cheat like the Paragon and Monitor.  They benefit greatly from increased efficiency.

But the Daemons do have an extra advantage in that they typically run ballistics and missiles, which typically have greater range than energy.  So they act faster, even if they don't have the raw speed of Remnant ships.

As much as I like the Hel Carapace as a concept, it actually accentuated the strengths of Daemon ships. It might be some magic combination of elite Combat Endurance and Damage Control, but the hull tanking of these ships is ridiculous.  Both the higher base armor damage reduction of Hel Carapace and the ability to withdraw at any time to repair armor made them more survivable.

The problems I have with the Daemon series are largely why I find the Remnants a bit ridiculous : you can't pin them down.  My best suggestion would be increasing repair times for flameouts and possibly reducing hull.

Oh yah, and here's a mod list :
Spoiler
3551 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -      Slightly Better Tech-Mining [id: yunrutechmining] [version 0.95.1-2.8.0] (from D:\Main\Starsector\starsector-core\..\mods\Slightly Better Techmining)
33552 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     $$$ Trailer Moments [id: $$$_trailermoments] [version 1.4] (from D:\Main\Starsector\starsector-core\..\mods\trailer moments)
33553 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     A New Level of Confidence [id: pantera_ANewLevel25] [version 25 2.1] (from D:\Main\Starsector\starsector-core\..\mods\A New Level of Confidence - 25)
33553 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Another Portrait Pack [id: anotherportraitpack] [version 1.4.0] (from D:\Main\Starsector\starsector-core\..\mods\Another Portrait Pack)
33553 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Arma Armatura [id: armaa] [version 2.1.2b] (from D:\Main\Starsector\starsector-core\..\mods\SS-armaa-2.1.2b)
33554 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Combat Chatter [id: chatter] [version 1.12] (from D:\Main\Starsector\starsector-core\..\mods\Combat Chatter)
33554 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Console Commands [id: lw_console] [version 2021.12.25] (from D:\Main\Starsector\starsector-core\..\mods\Console Commands)
33554 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Deluxe Player Flags [id: hm_flagpack] [version 1.01a] (from D:\Main\Starsector\starsector-core\..\mods\Deluxe Player Flags)
33555 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Diable Avionics [id: diableavionics] [version 2.64] (from D:\Main\Starsector\starsector-core\..\mods\DIABLEAVIONICS)
33555 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Fast Engine Rendering [id: fast_engine_rendering] [version 1.1.2] (from D:\Main\Starsector\starsector-core\..\mods\FastEngineRendering)
33557 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Forge Production [id: forge_production] [version 1.0.3] (from D:\Main\Starsector\starsector-core\..\mods\Forge Production)
33557 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Gensoukyou Daze~ [id: Gensoukyou_Daze] [version 0.6.0_rc6, in dev] (from D:\Main\Starsector\starsector-core\..\mods\Gensoukyou)
33558 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Hazard Mining Incorporated [id: HMI] [version 0.3.4k] (from D:\Main\Starsector\starsector-core\..\mods\HMI)
33558 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Hexagonal Shieldidgeridoos [id: HexShields] [version 1.1.0] (from D:\Main\Starsector\starsector-core\..\mods\HexShields)
33560 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Industrial.Evolution [id: IndEvo] [version 3.0.e] (from D:\Main\Starsector\starsector-core\..\mods\Industrial.Evolution3.0.e)
33561 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Interesting Portraits Pack [id: interestingportraitspack] [version 1.2] (from D:\Main\Starsector\starsector-core\..\mods\Interesting Portraits Pack)
33561 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Iron Shell [id: timid_xiv] [version 1.181] (from D:\Main\Starsector\starsector-core\..\mods\Iron Shell)
33561 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Kingdom of Terra [id: kingdomofterra] [version 0.13.1] (from D:\Main\Starsector\starsector-core\..\mods\Kingdom of Terra)
33562 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     LazyLib [id: lw_lazylib] [version 2.7b] (from D:\Main\Starsector\starsector-core\..\mods\LazyLib)
33562 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Machina Void Shipyards [id: exshippack] [version 0.55] (from D:\Main\Starsector\starsector-core\..\mods\EXPSP 0.55)
33562 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     MagicLib [id: MagicLib] [version 0.42.1] (from D:\Main\Starsector\starsector-core\..\mods\MagicLib)
33562 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Nexerelin [id: nexerelin] [version 0.10.5] (from D:\Main\Starsector\starsector-core\..\mods\Nexerelin)
33563 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Officer Extension [id: officerExtension] [version 0.4.3] (from D:\Main\Starsector\starsector-core\..\mods\Officer Extension)
33564 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Portrait Pack [id: portrait] [version v1.2.4] (from D:\Main\Starsector\starsector-core\..\mods\Portrait pack)
33564 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     QoL Pack [id: pt_qolpack] [version 1.0] (from D:\Main\Starsector\starsector-core\..\mods\QoLPack)
33564 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     ScalarTech Solutions [id: tahlan_scalartech] [version 0.8.5] (from D:\Main\Starsector\starsector-core\..\mods\scalartech-solutions-0.8.5)
33565 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Ship Direction Marker [id: PT_ShipDirectionMarker] [version 1.3.1] (from D:\Main\Starsector\starsector-core\..\mods\ShipDirectionMarker)
33565 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Ship/Weapon Pack [id: swp] [version 1.13.0] (from D:\Main\Starsector\starsector-core\..\mods\Ship and Weapon Pack)
33566 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Simple Player Faction Flags [id: simpleplayerflags] [version 1.0] (from D:\Main\Starsector\starsector-core\..\mods\Simple Player Faction Flags)
33566 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     SpeedUp [id: speedUp] [version 0.7.2] (from D:\Main\Starsector\starsector-core\..\mods\SpeedUp)
33566 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Super Cool Faction Flags [id: scf] [version  192.168.0.5] (from D:\Main\Starsector\starsector-core\..\mods\Super Cool Faction Flags)
33566 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Superweapons Arsenal [id: superweapons] [version 2.5] (from D:\Main\Starsector\starsector-core\..\mods\Superweapons Arsenal)
33567 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Tahlan Shipworks [id: tahlan] [version 0.8.5] (from D:\Main\Starsector\starsector-core\..\mods\tahlan-shipworks-0.8.5)
33567 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Torchships And Deadly Armaments [id: TORCHSHIPS] [version 0.16rc2] (from D:\Main\Starsector\starsector-core\..\mods\Torchships)
33567 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     United Aurora Federation [id: uaf] [version 0.7.2f3e] (from D:\Main\Starsector\starsector-core\..\mods\UAF)
33567 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     Unknown Skies [id: US] [version 0.43] (from D:\Main\Starsector\starsector-core\..\mods\UnknownSkies)
33567 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     VA11 HALL-A Portrait Pack [id: va11portraits] [version 1.2] (from D:\Main\Starsector\starsector-core\..\mods\VA-11-Portrait-Pack-main)
33567 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     VIC [id: vic] [version 1.4.3] (from D:\Main\Starsector\starsector-core\..\mods\VIC)
33567 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  -     zz GraphicsLib [id: shaderLib] [version 1.6.1] (from D:\Main\Starsector\starsector-core\..\mods\GraphicsLib)
33573 [Thread-3] INFO  com.fs.starfarer.StarfarerLauncher  - Mod list finished
[close]
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Nia Tahl on September 07, 2022, 10:12:58 PM
You're under the misconception that those changes are to make them less tanky in general. They are to specifically making them die quicker in a situation where they are effectively dead anyhow due to being under focused fire etc.

Anyhow, I found out that their enrage is currently bugged and functions in reverse, meaning they currently have a passive 25% time acceleration that decays as hull goes down rather than the other way around, which explains why they are so much more slippery. Will fix that which will effectively be a massive nerf to the whole set of ship then have to figure out how to make up for that.

So in a way you are getting the nerfs you want, I guess, and I get the headache of figuring out how to make them a challenge again.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Brainwright on September 08, 2022, 08:48:30 AM
You're under the misconception that those changes are to make them less tanky in general. They are to specifically making them die quicker in a situation where they are effectively dead anyhow due to being under focused fire etc.

Anyhow, I found out that their enrage is currently bugged and functions in reverse, meaning they currently have a passive 25% time acceleration that decays as hull goes down rather than the other way around, which explains why they are so much more slippery. Will fix that which will effectively be a massive nerf to the whole set of ship then have to figure out how to make up for that.

So in a way you are getting the nerfs you want, I guess, and I get the headache of figuring out how to make them a challenge again.
It's either this, or I start telling people to engage Legio fleets within the local star's corona.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: ciph on September 13, 2022, 12:32:50 PM
Thanks for the great mod. I love both Tahlan and Scarlar. There are two things I wanna feedback

1. Hel Centurion's system is entropy amplifier instead of Hel Temporal Shell which state in change log

2. Hel ships are way too tanky.

One Hel Dominator can withstand several capital ships attacks for 10-15 minutes with almost no damage, I also read two other people talking about similar scenarios. Someone say you don't have enough burst damage, but I use many tri-taychon lancers and UAF taufan fighters to nuke them...

The level of tankiness is close to IBB I'll Kill You All ships.

It was not that ultra tanky in 0.8.4


Just noticed 1 is fixed, maybe I was using 0.8.5 beta2

Sounds like you didn't update to 0.8.5 properly. I just checked the download to be sure and the Hel Centurion is correctly set to Hel Temporal Shell. Daemons are the most fragile they've ever been in this update, too, so I don't know what to tell you there.

Ok, problem solved with 0.8.5. It seems it's issue from 0.8.5 beta2..hel ships are like god in that version xD
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Groobus on September 15, 2022, 08:41:10 PM
Hello! I was wondering if the .ini option to turn off daemons worked midgame. I updated this mod for a new playthrough about a week ago, and the Hel Scaiths in particular are kicking my casual ass. Awesome mod btw, I love the ships in this game!
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Groobus on September 15, 2022, 08:56:10 PM
Hello! I was wondering if the .ini option to turn off daemons worked midgame. I updated this mod for a new playthrough about a week ago, and the Hel Scaiths in particular are kicking my casual ass. Awesome mod btw, I love the ships in this game!

Nevermind, I just saw the ini note. Guess I'm starting a new game :(
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Warnoise on September 16, 2022, 07:08:27 PM
I just fought against an legion invasion fleet made of 3 hel scaith and a bunch of hel dominators, After reading the forum it seems I am not the only one noticing that there is something wrong with the balance.

Hel scaith tanking 2 Onslaughts and 1 Legion eating in total like 15 torpedoes and still going strong is definitely something wrong. I like challenging fights but fighting immortal ships that not only tank ridiculously, but also agile and have a lot of firepower isn't fun. Killing one dominator took forever, then when I saw there are bunch of other dominators I simply quit the fight.

Those ships should be like boss ships. Even in Difficult mode there should be like 3 or 4 of them maximum. Not a whole fleet made of them.

Edit: I just noticed that the ones I fought are post nerf. It made wonder how terrifying they were before the nerf.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Brainwright on September 16, 2022, 07:16:56 PM
I just fought against an legion invasion fleet made of 3 hel scaith and a bunch of hel dominators, After reading the forum it seems I am not the only one noticing that there is something wrong with the balance.

Hel scaith tanking 2 Onslaughts and 1 Legion eating in total like 15 torpedoes and still going strong is definitely something wrong. I like challenging fights but fighting immortal ships that not only tank ridiculously, but also agile and have a lot of firepower isn't fun. Killing one dominator took forever, then when I saw there are bunch of other dominators I simply quit the fight.

Those ships should be like boss ships. Even in Difficult mode there should be like 3 or 4 of them maximum. Not a whole fleet made of them.

As noted in the previous posts, there was a bug in the daemon's enrage mechanic that gave them 30% time acceleration right from the start.

It'll probably be fixed sooner or later, otherwise I just use two or three 1600 strength Nex fleets to engage the Lucifron.  At least two waves.  There's a nice mod on Nia's patreon that updates all the dakka to some pretty stuff.  It'll hold you over.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Soda Savvy on September 17, 2022, 10:17:37 AM
The beta patch from last night seems to have this crash once the first month rolls over.

Code
586720 [Thread-3] INFO  data.scripts.tahlan_ModPlugin  - Daemonic Incursion - Market
586720 [Thread-3] INFO  data.scripts.tahlan_ModPlugin  - Daemonic Incursion - Gates
586720 [Thread-3] INFO  data.scripts.tahlan_ModPlugin  - Daemonic Incursion - Ships
586720 [Thread-3] INFO  data.scripts.tahlan_ModPlugin  - The Daemonic horde awakens
586941 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.Faction.setRelationship(Unknown Source)
at data.scripts.tahlan_ModPlugin$TahlanTrigger.reportEconomyMonthEnd(tahlan_ModPlugin.java:361)
at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: atokal on September 17, 2022, 02:14:10 PM
Nia!!!! What is up with those ships in the 500k Bounty mission?

They are on crack! how do I get them? >:D
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Stormy Fairweather on September 18, 2022, 02:21:31 PM
if i disable the infernal legion from settings.ini, is there any way to still gain access to their ships and designs? i dont want what amounts to a second pirate faction, but i love ship variety.

edit - in a similar vein, that 'red hand' starting ship, i take it that is exclusive to the start and there is no way to acquire one in game?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Hrothgar on September 18, 2022, 02:27:27 PM
Red Hand is spawning as special bounty in bar.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: LordKhorne on September 19, 2022, 08:03:37 AM
does this mod really nerf hive swarmer or is that a rumor?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Henri9897 on September 19, 2022, 02:06:49 PM
Hello I just noticed that the Scathach and Edengate were removed is there any way I could add them back into the game ? from a previous version perhaps.
Love your mod and the new demon ships.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: seredward on September 19, 2022, 03:56:26 PM
Just downloaded this mod a few days ago and wanted to say the amount of content is outstanding, great work!

I particularly enjoy playing with Kassadari ships, but I noticed they are not listed as a proper faction, rather as part of the independents. Is there any way to change it from the game files? I always play with Nexerelin and having the Kassadari as a faction able to colonise, wage wars and the rest would be a very cool addition!
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Nia Tahl on September 19, 2022, 11:45:34 PM
if i disable the infernal legion from settings.ini, is there any way to still gain access to their ships and designs? i dont want what amounts to a second pirate faction, but i love ship variety.

edit - in a similar vein, that 'red hand' starting ship, i take it that is exclusive to the start and there is no way to acquire one in game?

Normal Legio ships will still spawn in pirate fleets.
Red Hand isn't from this mod.


does this mod really nerf hive swarmer or is that a rumor?

doesn't nerf anything, no


Hello I just noticed that the Scathach and Edengate were removed is there any way I could add them back into the game ? from a previous version perhaps.
Love your mod and the new demon ships.

yes, if you learn how to mod


Just downloaded this mod a few days ago and wanted to say the amount of content is outstanding, great work!

I particularly enjoy playing with Kassadari ships, but I noticed they are not listed as a proper faction, rather as part of the independents. Is there any way to change it from the game files? I always play with Nexerelin and having the Kassadari as a faction able to colonise, wage wars and the rest would be a very cool addition!

If I had a penny for every time this is asked, I'd have a fair bit of pocket change, but the answer is still no. They aren't designed for it.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Stormy Fairweather on September 27, 2022, 12:12:15 PM
fwiw, mod maker, i respect and like yer choice to not make em a true faction. as a psuedo sub faction they are quite unique, and fit the theme great imo. fantastic mod.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Lovesgundams on September 27, 2022, 01:04:05 PM
Exceptional mod. The added factions provide a great endgame especially when I force ally them and have GH have the same colony ramping as legio.

As with my name, I'm infatuated with mobile armors. The mercenary faction added, Rosenritters, have all the setup of being able to be a proper albeit small faction. With decent combat capability for strictly RR fleets, as their armors cover their shortfall in small crafts. I was wondering if you can introduce them as such in some future update.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Nia Tahl on September 28, 2022, 03:21:06 AM
Just to say it once again:

The Great Houses will never be an actual faction.
Rosenritter will never be an actual faction.
There will never be another actual faction other than Legio in this mod.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Great Wound on September 28, 2022, 06:33:51 AM

Hello I just noticed that the Scathach and Edengate were removed is there any way I could add them back into the game ? from a previous version perhaps.
Love your mod and the new demon ships.

yes, if you learn how to mod


Just to be clear, are you giving permission for someone to create a mod which adds those ships back in to the game? Because I might be tempted to take up that mantle.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Nia Tahl on September 28, 2022, 08:46:55 AM

Hello I just noticed that the Scathach and Edengate were removed is there any way I could add them back into the game ? from a previous version perhaps.
Love your mod and the new demon ships.

yes, if you learn how to mod


Just to be clear, are you giving permission for someone to create a mod which adds those ships back in to the game? Because I might be tempted to take up that mantle.

not for public release, no, but I won't stop anyone from making personal modifications
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Great Wound on September 28, 2022, 09:07:37 AM
not for public release, no, but I won't stop anyone from making personal modifications

More like you can't stop anyone ;)
But fair enough, just try and be clear. I had a similar thing in the past with ambiguous wording.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Nia Tahl on September 29, 2022, 12:05:25 AM
Anything that isn't an express permission is, in fact, not an express permission. Live by that rule and you won't have issues with perceived ambiguity.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Great Wound on September 29, 2022, 07:01:13 AM
Anything that isn't an express permission is, in fact, not an express permission. Live by that rule and you won't have issues with perceived ambiguity.

That's a terrible rule to live by. There's certainly situations where it would be recommended to seek express permission but as life rule it's terrible.

But I fear we're getting off topic...
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Excel.exe on September 29, 2022, 05:18:58 PM
God the Ristreza is beautiful
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Noble Klaxon on October 07, 2022, 07:24:21 AM
Is it safe to turn off the Daemon's mid-playthrough (not the entire faction, just the OP ships)?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Nia Tahl on October 07, 2022, 08:43:14 AM
Should be fine
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: qinta on October 07, 2022, 08:07:50 PM
so I come in for my quarterly check of the mod forum for updates, and I notice the "-added malware" line for 0.8.5" I am going to be upset if I don't have a purple gorilla pop up during a fleet battle
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: XazoTak on October 10, 2022, 06:53:06 AM
I really love the idea of fleets that have a few overpowered ships mixed in, it makes Legio fleets a lot of fun to fight, but only when it's *a few*.
Fleets that can throw ten Daemons at you just feel cheaty and dumb.
The only thing that makes a ship that can regen armour to full in like 15 seconds feel reasonably possible to fight against is that it doesn't have equally-strong ships that can cover for it. If  it's chased away or gets distracted, its allies will be torn to pieces and then it can be singled out, making it possible to deliver the huge amount of sustained DPS necessary to kill it.
But once Daemons actually make up the backbone of a fleet, everything fun and interesting about fighting them gets flipped on its head and I feel like I'd rather be fighting doritos.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Nia Tahl on October 10, 2022, 08:13:24 AM
As I've said before, the regenerating armour is getting adjusted to no longer regenerate under fire alongside other tweaks and bugfixes. Update is just taking a while cause it's pretty big.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: XazoTak on October 10, 2022, 10:51:03 PM
Will the update be safe to use with existing saves?
Because the current situation with the Daemons is pretty terrible balance-wise.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.5
Post by: Nia Tahl on October 11, 2022, 12:23:11 AM
Will break saves, I'm afraid. If you want to keep a current save and feel daemons are too busted, you can disable them in the mod settings file and it'll apply to an existing save.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666
Post by: Nia Tahl on October 11, 2022, 10:58:40 AM
Update 0.8.666 is here.

Good news:
Should address most issues with Legio and Daemons.

Bad news:
This will break saves, even if you are on one of the Discord beta releases.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666
Post by: Astrefernal on October 11, 2022, 01:19:30 PM
I've been enjoying this mod for some time now. Mainly in random sectors. I played with the fixed one only recently and came to some fun realisations :

One - The Legio is a monster faction in fixed sector. In the random one with default wheight it is barelly relevent to have it but in fixed sector, they are actually a threat, or a good ally.

Two - The Kassadari House could make for one hell of a story line with the birth of a new faction in the end. They have decent weapons and their ships are actually good compared to my experience with the vanilla versions (Kassadari Legion new best ship for me).

And three - This is more of a fun interaction. I use the UAF mod and the system with the Kassadari is just north west of UAF controled space, and I had many UAF deliveries to make to the Kassadari. Fun fact that made me smile.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666
Post by: vok3 on October 11, 2022, 03:00:46 PM
Just read through the changelog.  This sounds like it will definitely make fighting them more interesting.  I could do it before but it was a grind that was oppressive just to think about.

On the ?plus side, it forced me to figure out all sorts of ways of cheesing fights.

Anyway, thank you for the update.  I do like pretty much all your work.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666
Post by: Oni on October 11, 2022, 04:44:15 PM
... Two - The Kassadari House could make for one hell of a story line with the birth of a new faction in the end. They have decent weapons and their ships are actually good compared to my experience with the vanilla versions (Kassadari Legion new best ship for me).....
Sadly, as has been stated by Nia many a time, the Great Houses will never be it's own faction. At least not for any foreseeable future.

I do wish that starting as them would give you a higher Independent reputation though, it's a bit weird to start at their home world as presumably one of them and yet not be able to access their military market.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666
Post by: Nia Tahl on October 11, 2022, 05:03:28 PM
I do wish that starting as them would give you a higher Independent reputation though, it's a bit weird to start at their home world as presumably one of them and yet not be able to access their military market.

The idea of the start is that you are a noname lesser noble setting out to make a name for yourself. Nobody knows you yet.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666
Post by: vok3 on October 11, 2022, 07:23:29 PM
Starting as the Legio renegade, with the new "you f*'d up" description, you start at rep +50 with Legio.  Maybe that should be -50?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666
Post by: Mendora on October 12, 2022, 03:03:01 AM
I just download the new version today and suddenly the game drop dead the moment after character creation and the game's error message told me that it's because it need some file from Nexerelin (Nexconfig or something D:)

But I play the previous version just fine before without it, do this mod need Nexerelin now? D :
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666
Post by: Oni on October 12, 2022, 10:06:55 AM
I just download the new version today and suddenly the game drop dead the moment after character creation and the game's error message told me that it's because it need some file from Nexerelin (Nexconfig or something D:)

But I play the previous version just fine before without it, do this mod need Nexerelin now? D :
Standard check first: Did you delete the old mod folder and replace it with the new one?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666
Post by: Nia Tahl on October 12, 2022, 12:03:13 PM
Starting as the Legio renegade, with the new "you f*'d up" description, you start at rep +50 with Legio.  Maybe that should be -50?

idk, shouldn't be the case. Random sector maybe?


I just download the new version today and suddenly the game drop dead the moment after character creation and the game's error message told me that it's because it need some file from Nexerelin (Nexconfig or something D:)

But I play the previous version just fine before without it, do this mod need Nexerelin now? D :

Accidental dependency, sorry. Will be fixed in the first hotfix probably tomorrow.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on October 12, 2022, 12:25:47 PM
Nevermind that. Uploaded a hotfix
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666
Post by: vok3 on October 12, 2022, 12:36:17 PM
Starting as the Legio renegade, with the new "you f*'d up" description, you start at rep +50 with Legio.  Maybe that should be -50?

idk, shouldn't be the case. Random sector maybe?

Just checked - standard start puts me at +50 with Legio.  Random puts me at +80.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: raco12 on October 12, 2022, 04:26:32 PM
Hello!

Your mod is amazing! Frankly my favorite starsector mod! Because all that it adds is just amazing!

I wanted to ask and also suggest, that in the future The Great Houses can come as a faction to try to recover their lost power.

I know you already told on FAQ that they sre supposed to by a minor independent state, but there's a lot of potencial por a secondary campaign with the Great Houses in Kassardar and Lethia System.

Maybe new characters that give you the mission of reclaiming what was once part of the great houses.

I think this would be an awesome twist to the mod, maybe they start as an independent city and through missions they become a full playable faction with military power on the sector.

And I have a question. When you try to colonize some planets on Lethia, some of them have this claim trait that give the player minus population growth, is there a way to combat this trait? Like with DIY Plantes subjugation corps that literally go Warhammer 40K on the local population to make em comply.

Because even if those planets are claimed by the Great Houses, if you have the power, you should be able to fully claim them, at least with the cycles passing by.

Your mod is amazing! Keep the good work!
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Aevita on October 12, 2022, 09:01:36 PM
This only happen in version 0.8.666 so far (i know there is a hotfix but i was lazy.)

After keeping the Halbmond carrier for a while and get all the bp, the next line supposed to be pointing to a specific Constellation for the player but instead of a name it display "null constellation".

I don't know if the constellation doesn't spawn due to a bug, or it's name gen is fked some how.

Maybe i'll try updating and see if it re-occur.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on October 13, 2022, 05:32:24 AM
I know you already told on FAQ that they sre supposed to by a minor independent state, but there's a lot of potencial por a secondary campaign with the Great Houses in Kassardar and Lethia System.

Please refer to the newly updated FAQ


This only happen in version 0.8.666 so far (i know there is a hotfix but i was lazy.)

After keeping the Halbmond carrier for a while and get all the bp, the next line supposed to be pointing to a specific Constellation for the player but instead of a name it display "null constellation".

I don't know if the constellation doesn't spawn due to a bug, or it's name gen is fked some how.

Maybe i'll try updating and see if it re-occur.

Could be an odd case where it spawned in a system that isn't assigned to a constellation, which I think shouldn't happen, but depending on your modlist, it might.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Aevita on October 13, 2022, 06:25:54 AM
The only mod i think could cause such thing is Unknown skies, since it does mess around with the sector gen.

But since it could be a not very prone to happen bug and also took a while to know if it bug or not, im not sure how to confirm this.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Astrefernal on October 13, 2022, 12:15:53 PM
The only mod i think could cause such thing is Unknown skies, since it does mess around with the sector gen.

But since it could be a not very prone to happen bug and also took a while to know if it bug or not, im not sure how to confirm this.

I use Unknown Skies and never had problems with the constellation name. I would advise you search for it still since the ship spawn even before you find the carrier. You may need to use an history point to recover it.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Fulmir on October 13, 2022, 12:56:57 PM
Could you put a note on the main post about this update breaking saves? I backed up my old mod folder so no real issues for me, but others might not be so lucky.

Just for my coder's curiosity, if you don't mind saying what changed that broke saves?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: nimtiz22 on October 14, 2022, 07:14:08 AM
so i have the hot fix intstalled but it still get the nex error even after downloading the github release
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on October 14, 2022, 09:16:50 AM
so i have the hot fix intstalled but it still get the nex error even after downloading the github release

Might need to rewrite some stuff then. No way around Nex for the near future then, I'm afraid.

Okay, scratch that maybe. Try replacing the TahlanShipworks.jar with this one. Should work.
Link (https://cdn.discordapp.com/attachments/893113167318745112/1030516016335298630/TahlanShipworks.jar)
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: nimtiz22 on October 14, 2022, 11:54:34 AM
that worked. thank you
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Destroyer5005 on October 15, 2022, 04:16:13 AM
Hi, Thanks for the mod, it's awesome and i love the ships n the factions.
Q: have you ever thought about fusing Hresvelgr (LI) in the front of Dun Scaith and putting it at a challanging Custom bountie ?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on October 15, 2022, 08:17:23 AM
Hi, Thanks for the mod, it's awesome and i love the ships n the factions.
Q: have you ever thought about fusing Hresvelgr (LI) in the front of Dun Scaith and putting it at a challanging Custom bountie ?

no...
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Brainwright on October 16, 2022, 09:16:48 PM
I rather like the changes to Kodai.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Aevita on October 17, 2022, 05:59:08 AM
Ok after digging around a bit in the save file, i discovered that the Traum ship im supposed to find is in a normal constellation

<st>$tahlan_traum_location</st>
<st>Fulani</st>

But in game it still display as null for me, idk if this is the problem with the name gen since there are 3 other constell with this same secondary "null"

<nameWithRomanSuffixIfAny>Fulani</nameWithRomanSuffixIfAny>
<secondaryWithRomanSuffixIfAny>null</secondaryWithRomanSuffixIfAny>

As i going to the this Fulani constell, i did find the Traum. Soooo i guess the bug does came from the secondary name.

Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: mora on October 21, 2022, 08:06:22 AM
The Flare-class has the arc of WS0002 set to 0, which is probably meant to be the standard 5 degs?
Also regarding weapons, Timeless and Nameless spawns are set to false by default but some of the Kassadari GH weapons are still known by the remnants. Feels kinda weird but I guess it doesn't matter since remnants don't randomize their weapons anymore since 0.95?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: big_macks on October 22, 2022, 03:59:04 PM
hey all,
I'm playing 0.8.5 right now and I wanted to know if there is a way to remove legio daemon ships mid playthrough, and if not, disable the legio entirely mid playthrough. It's getting pretty miserable to have to hide behind defense fleets even though I have a full endgame fleet with spoiler ships. Also how is it that their health does not go down even if I flux them out and hit them over and over again with harpoons?

BTW i'm running nex, industrial rev, grand colonies, and a couple of ship packs
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: SpaceDrake on October 22, 2022, 05:46:28 PM
You'd have to go through your save and remove all references to the legio knowing daemons to make them forget how to make them.

To disable legio entirely just use console commands to give their planets to other folks

For future playthroughs, there is an option in tahlan_settings.json (in the mod's main folder) to disable them from spawning at the start.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on October 22, 2022, 05:53:42 PM
Demon toggle in the config file will work for current saves. Daemons in 0.8.5 have some bugs that lead to excessive tankiness, which is fixed in 0.8.666
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: big_macks on October 24, 2022, 08:21:18 PM
so if i mark
   #enables Legio droneships.
   "enableDaemons": true,
to false it'll work?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on October 24, 2022, 11:16:37 PM
so if i mark
   #enables Legio droneships.
   "enableDaemons": true,
to false it'll work?

Should work, yes. Keep in mind, though, that it'll take a while for daemons to fully disappear since they won't be purged from fleets already containing them
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: big_macks on October 25, 2022, 12:13:34 PM
dope, thank you very much!
i have enjoyed your mod very much otherwise, the legio are pretty cool and i managed to pick up one of your spoiler ships hidden in the far reaches of the sector. the legio castigator and legio hresvelgr have become a mainstay of my fleets too.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on October 25, 2022, 02:21:54 PM
do give Daemons another shot once you're on the current version. They should be much more sensible with the bugs fixed now.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Thorveim on October 27, 2022, 02:22:12 PM
Just a stray idea with the current version of the hel armor: maybe reduce the armor malus further/remove it if put on a ship with no shields thats not a phase ship (be it by default or stripping the shield through a mod). I like the "no regen while under fire" overall so the ship isnt basically immune to anything without heavy firepower but I thinks it stops large pure armor builds from really using it as either the armor malus will get them killed or the regen will kick in pretty much only after the whole enemy fleet is already dead or fleeing. Especially true for capitals with low mobility or mobility tools that olny help them catch up with enemies. These ships cant just hide behind a shield to heal up after all, so maybe allowing them to keep more buffer and still have the healing as a bonus should they manage to retreat/buy themselves a breather would be nice. In its current form it feels overpriced for the tradeoff it proposes and the built-in slot it takes.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on October 27, 2022, 11:23:11 PM
It's simply not meant for pure armor builds. You have heavy armor for that
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: TheCageWeakens on October 28, 2022, 02:09:57 AM
Great mod. been using it for a long time. However im forced to stop lurking because of this specific error:
[ 34399 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [tahlan_DunScaith_gh] not found!
java.lang.RuntimeException: Ship hull spec [tahlan_DunScaith_gh] not found! ]

I only encountered this error when I updated the mod. Yes I already uninstalled and reinstalled the mod.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Thorveim on October 28, 2022, 03:34:39 AM
It's simply not meant for pure armor builds. You have heavy armor for that

Usually if I run hel i pack heavy anyway to avoid the armor getting stripped on one single shot by an anti armor gun :p And if not... Well its not a ship meant to take hits on armor at all and i dont run heavy nor hel.

Welp guess that means ironically now the best way to run armor mods that can regen... Is to not go full armor or only do it on phase ships (that really make Hel broken, nothing can interrupt the heal once in phase and the timeflow speeds it up on top) or ships so big and broken the enemy AI refuses to even get close. Sad. Here goes my dream of shield shunt onslaughts being useful in longer battles XD (or hell even kassadari refit ships with the overdrive)
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on October 28, 2022, 04:54:37 AM
Great mod. been using it for a long time. However im forced to stop lurking because of this specific error:
[ 34399 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [tahlan_DunScaith_gh] not found!
java.lang.RuntimeException: Ship hull spec [tahlan_DunScaith_gh] not found! ]

I only encountered this error when I updated the mod. Yes I already uninstalled and reinstalled the mod.

Newest version isn't compatible with older saves.

Welp guess that means ironically now the best way to run armor mods that can regen... Is to not go full armor or only do it on phase ships (that really make Hel broken, nothing can interrupt the heal once in phase and the timeflow speeds it up on top) or ships so big and broken the enemy AI refuses to even get close. Sad. Here goes my dream of shield shunt onslaughts being useful in longer battles XD (or hell even kassadari refit ships with the overdrive)

That is exactly the intent. Shieldless builds aren't something I really want to cater to since they remove a core element that makes Starsector combat interesting. Hel Plating is meant to support hybrid builds. Phase ships can no longer regen armor while phased in the latest build btw.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Thorveim on October 28, 2022, 08:09:21 AM
Welp guess that means ironically now the best way to run armor mods that can regen... Is to not go full armor or only do it on phase ships (that really make Hel broken, nothing can interrupt the heal once in phase and the timeflow speeds it up on top) or ships so big and broken the enemy AI refuses to even get close. Sad. Here goes my dream of shield shunt onslaughts being useful in longer battles XD (or hell even kassadari refit ships with the overdrive)

That is exactly the intent. Shieldless builds aren't something I really want to cater to since they remove a core element that makes Starsector combat interesting. Hel Plating is meant to support hybrid builds. Phase ships can no longer regen armor while phased in the latest build btw.
[/quote]

gotcha. I personally view shieldless ships as very interesting myself, maxing out firepower at the cost of having to carry heavy point defense, having no way to stop the usually very niche beam weapons an living in perpetual fear of non-missile weapons that are hard hitting like devastators. turning shields off in a fight is a tactical decision, shielsless ships are just building so that decision is taken at all times, for better or worse. And hey, your mod itself adds maybe the most interesting shieldless ship builds around (kassadaris) so found it weird a mod specially geared towards armor doesnt really work with ships that could likely need it most to stay working in longer fights where usually you end up dying from accumulated scratch damage no matter how much you pick your fights :p
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on October 28, 2022, 09:12:20 AM
The short of it is that losing endurance is one of the big intended sacrifices of the Forced Overdrive hullmod. It provides an incredibly powerful buff which functions in essence like a form of safety overrides, except its endurance limitation isn't on a fixed timer and therefore allows being mitigated by good ship builds and piloting skill.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Phalamy on October 29, 2022, 08:39:40 AM
Hey I absolutely love this mod!

But I gotta ask two Spoiler-ish questions.
1. Are the Lifeless Ai ships intended to be unrecoverable even if the player has the Automated Ships skill? It just seems a bit odd thats all.
and
2. Does the feature, that allows you to learn blueprints from the special ships after restoring them, account for the 'Hull Restoration' skill that repairs D mods over time? Just wanna make sure I don't accudentally lock myself out of getting the blueprints by one of the ships getting repaired automatically.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on October 29, 2022, 11:13:58 AM
Hey I absolutely love this mod!

But I gotta ask two Spoiler-ish questions.
1. Are the Lifeless Ai ships intended to be unrecoverable even if the player has the Automated Ships skill? It just seems a bit odd thats all.
and
2. Does the feature, that allows you to learn blueprints from the special ships after restoring them, account for the 'Hull Restoration' skill that repairs D mods over time? Just wanna make sure I don't accudentally lock myself out of getting the blueprints by one of the ships getting repaired automatically.

1. yes
2. no clue what you're talking about
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Hrothgar on October 29, 2022, 11:33:48 AM
Hey I absolutely love this mod!

But I gotta ask two Spoiler-ish questions.
1. Are the Lifeless Ai ships intended to be unrecoverable even if the player has the Automated Ships skill? It just seems a bit odd thats all.
and
2. Does the feature, that allows you to learn blueprints from the special ships after restoring them, account for the 'Hull Restoration' skill that repairs D mods over time? Just wanna make sure I don't accudentally lock myself out of getting the blueprints by one of the ships getting repaired automatically.

1. yes
2. no clue what you're talking about
He probably means  Rosenritters Nia
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Phalamy on October 29, 2022, 11:51:32 AM
Hey I absolutely love this mod!

But I gotta ask two Spoiler-ish questions.
1. Are the Lifeless Ai ships intended to be unrecoverable even if the player has the Automated Ships skill? It just seems a bit odd thats all.
and
2. Does the feature, that allows you to learn blueprints from the special ships after restoring them, account for the 'Hull Restoration' skill that repairs D mods over time? Just wanna make sure I don't accudentally lock myself out of getting the blueprints by one of the ships getting repaired automatically.

1. yes
2. no clue what you're talking about


I was talking about the Rosenritter Nia, but I realise I might have muddled it up with a different mod a bit. So sorry for bothering you about that.

Another small question I had. The Daemon Ai ships Daemon Core hull mod states that they only function at 90% capacity in player hands due to security protocols installed into them by Legio. Does this mean they would function at full capacity while the player is Commisioned by Legio, or is it just a general means of balancing them in player hands? I'm guessing its the second because they ARE very stong by default, but still wanted to ask just in case.
(Speaking of which, is the Hel Hammerhead also meant to still have the High Maintenance hullmod while already having the 100% increased Mainenance cost from Daemon Core? It makes it cost more maintenance than an Onslaught)
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on October 29, 2022, 02:15:45 PM
General balancing measure in player hands and the hammerhead thing is a bug. Will be fixed whenever the next update happens.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Uttrik on October 31, 2022, 10:11:18 PM
Just want to report that I am also getting pointed to a null constellation at the end of the Halbmond research chain in the latest update.  According to my save, it's suppose to be in the Siren Constellation.  It's been a long time since I've played without mods or Nex, so I have no clue if that's being added in by a mod or not, and a quick search did not return any results.  But unlike user Aevita, who's post helped me check my save file, the Siren constellation in my save does not have "null" as a secondary name. 
 
Oh, maybe this might be the cause?  The specific system in the Siren constellation that the Traumtanzer was located in had a planet colonized by the Persean League.  I'm not 100% sure when they colonized it, if it was before or after the research finished for the Halbmond, but maybe that might be what's causing issues?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on November 01, 2022, 04:30:04 AM
Yeah no clue what might be causing that. I literally just grab the constellation's name. Idk why it would have a null there and can only assume it's coming from another mod.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Phalamy on November 03, 2022, 09:03:44 AM
Hey a totally 100% unbiased suggestion.
A Hel Skysplitter would be ballin.
Giving one of the coolest looking ships ever to the Daemons only seems right :)
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Mazrim on November 03, 2022, 04:11:10 PM
Yeah no clue what might be causing that. I literally just grab the constellation's name. Idk why it would have a null there and can only assume it's coming from another mod.

For me, it happened after I stumbled across the ship before I even found the Halbmond that its supposed to point to.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Uttrik on November 04, 2022, 04:18:18 AM
For me, it happened after I stumbled across the ship before I even found the Halbmond that its supposed to point to.
This is probably what happened to me as well.  The system that the Traum was in was very close to the core systems, and it is very likely I went there at some point before finding the Halbmond or it finishing its research chain.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on November 04, 2022, 10:51:23 AM
That shouldn't have any influence on it. The location is saved when the ship is spawned
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Uttrik on November 05, 2022, 01:28:40 AM
Okay, yeah, that has nothing to do with it.  I just started a new game, found the Halbmond, let it do it's research chain, and it's still pointing me to a null system, which is suppose to be Breya, and one that I have never been to.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on November 05, 2022, 03:04:05 AM
Could you provide me with a modlist perhaps?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Uttrik on November 05, 2022, 04:11:19 AM
Could you provide me with a modlist perhaps?

Of course.

Spoiler
AdvancedGunneryControl
Better Deserved S-Mods
Commissioned Crews
CONCORD
Dassault-Mikoyan Engineering
DetailedCombatResults
DIABLEAVIONICS
DroneLib
Exotica-Technologies
EXPSP
EXPSP_ARMAA
FastEngineRendering
FED
Flux Reticle
FSF_MilitaryCompany_EN
Fuel Siphoning
Grand.Colonies
GraphicsLib
HexShields
HTE
Industrial_evolution
Interesting Portraits Pack
Interstellar Imperium
Iron Shell
LazyLib
Leading Pip
Lightshow
Magellan Protectorate
MagicLib
Mayasuran Navy
Modern Carrier
Nexerelin
ORA
Progressive S-Mods
QoLPack
scalartech-solutions
ScalingSkillLimits
SCY
SEEKER_UC
Simple Player Faction Flags
Slightly Better Techmining
Special Hullmod Upgrades
SS-armaa
Starship Legends
stelnet
Supply Forging
tahlan-shipworks
Terraforming and Station Construction
Torchships
trailer moments
UpgradedRotaryWeapons
VIC
XhanEmpire
[close]

Besides faction mods, Terraforming and Station Construction might be doing something with constellations and systems?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: xenoscepter on November 08, 2022, 08:27:44 PM
 --- Having an issue with Thalan, is Nexelerin a requirement now or? How do I fix this, can I even fix this? Should I just uninstall for now and wait for a hotfix or is it some janky shenanigans on my end. Can post a modlist if you need / want it.

Code
436235 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: exerelin/utilities/NexConfig
java.lang.NoClassDefFoundError: exerelin/utilities/NexConfig
at org.niatahl.tahlan.TahlanModPlugin.onGameLoad(TahlanModPlugin.kt:178)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ă’00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.utilities.NexConfig
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 16 more
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on November 09, 2022, 12:26:00 AM
There's a hotfix here:

https://fractalsoftworks.com/forum/index.php?topic=14935.msg379128#msg379128 (https://fractalsoftworks.com/forum/index.php?topic=14935.msg379128#msg379128)
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Reshy on November 11, 2022, 03:24:17 AM
The Legios are absurdly overtuned, like they spawn fleets faster than they can be destroyed and even with massive attrition they somehow materialize highly skilled commanders from the nether.  Just for a lark I used cheats just to see the extent of how many fleets they'd spawn before running out or letting me bombard their planets.   The answer was 48 pages of salvaged ships.  I'm not sure how you're expected to beat them legitimately, much less while running Nexelin, it just doesn't work with how the combat readiness system works.  Your ships literally cannot regain CR fast enough to keep up with how quickly new ships materialize.  While I get it's a boss faction, they should be beatable, but a combination of extremely overtuned hulls and the sheer amount of fleets that are spawned make it pretty unusable.


I also am going to assume this is a bug, but they'll complain about your transponders.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Xionzre on November 11, 2022, 04:56:57 AM
Hello!!

I am coming back to this game after a while. Unfortunately, I am not able to buy the Metafalica Battleship anywhere. I have also explored all 3 blackhole systems in my playthrough and could not find the Rosenritter Carrier or the Battlecruiser. Could you please help?

Thank you!
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on November 11, 2022, 09:28:59 AM
The Legios are absurdly overtuned, like they spawn fleets faster than they can be destroyed and even with massive attrition they somehow materialize highly skilled commanders from the nether.  Just for a lark I used cheats just to see the extent of how many fleets they'd spawn before running out or letting me bombard their planets.   The answer was 48 pages of salvaged ships.  I'm not sure how you're expected to beat them legitimately, much less while running Nexelin, it just doesn't work with how the combat readiness system works.  Your ships literally cannot regain CR fast enough to keep up with how quickly new ships materialize.  While I get it's a boss faction, they should be beatable, but a combination of extremely overtuned hulls and the sheer amount of fleets that are spawned make it pretty unusable.


I also am going to assume this is a bug, but they'll complain about your transponders.

Working as intended. They are very much beatable, but if they are too hard for you, there's options to disable them in the config.

Hello!!

I am coming back to this game after a while. Unfortunately, I am not able to buy the Metafalica Battleship anywhere. I have also explored all 3 blackhole systems in my playthrough and could not find the Rosenritter Carrier or the Battlecruiser. Could you please help?

Thank you!

Metafalica is a bounty ship, check the unsanctioned bounty board in bars. No idea about the Rosenritter spawns.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: G.W. LobSTAR on November 11, 2022, 11:20:52 AM
DOPE mod. Legio are the best thing to fight. Way better than that Ninth Domain cheese. People crying about them being hard are hilarious. LOVE this mod. The ships are dope too. Can tell you put some care into it. The only area I would say could be improved are the faction portraits. I personally just hodge podged around and reworked it for my own amusement, though I'd hardly say it matters. Thanks for all the hard work Nia Tahl.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: vok3 on November 11, 2022, 12:41:54 PM
The Legios are absurdly overtuned, like they spawn fleets faster than they can be destroyed and even with massive attrition they somehow materialize highly skilled commanders from the nether.  Just for a lark I used cheats just to see the extent of how many fleets they'd spawn before running out or letting me bombard their planets.   The answer was 48 pages of salvaged ships.  I'm not sure how you're expected to beat them legitimately, much less while running Nexelin, it just doesn't work with how the combat readiness system works.  Your ships literally cannot regain CR fast enough to keep up with how quickly new ships materialize.  While I get it's a boss faction, they should be beatable, but a combination of extremely overtuned hulls and the sheer amount of fleets that are spawned make it pretty unusable.

A few things that helped me were 1) synchronize my attack with some other faction launching an attack on the system, so the patrol fleets are busy, 2) flip beacons to decoy more patrol fleets, 3) set up an outpost on an asteroid somewhere so you can quick dock and repair all damage rather than waiting (this is a Nexerelin feature I think, but there's some uninhabited planets in the system you can colonize and use the spaceport for the same purpose if you're not using Nex), 4) again in Nex, use saboteur operatives to blow up the spaceport and military base and whatnot, and synchronize your attack with that, 5) don't attack the station directly, attack a fleeing frigate that happens to be near it - the station will support the frigate, you kill the station, and then you can kill the planetary defense fleet rather than having to face the station and fleet together.

And then you saturation bomb the planet.  Twice.  And then everybody declares war on you, and within the next few weeks most of them offer peace, whispering "we really didn't like those guys anyway". 

But it is a hassle and it forces you to pay attention to them until they're dealt with.  I sympathize.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: RainmanUSMC on November 13, 2022, 05:54:44 AM
In general I love the mod, but I'm saddened by the loss of the Scathach, I used it as my flagship for most of my playthroughs and now I can't use it anymore and even trying to readd it isn't possible because folder structure has changed.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Tigasboss on November 13, 2022, 03:38:18 PM
If i turn off the daemons for the play through can i turn them on later? The Legio will still be on, i just dont want them to steamroll through the core worlds before i get my own thing going on cause id like to have a late game challenge but not at the cost of the core worlds.
I know it says its only for that campaign in the settings but id like to make sure.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: AngelSpirit on November 14, 2022, 01:59:42 PM
Ahhhhhhhhh I was so close!!

(https://i.imgur.com/4fDi1CB.jpg?1)

Story time:

After about 6 hours spread over 3 days of bashing my head into a wall, rethinking everything I thought I ever knew about superships, fleet doctrine, positioning and alpha strikes, tinkering and retinkering the Izanagi's loadout over and over again; the stars align right with my two remaining braincells and I finally get an attempt where I manage to bait the Onslaught and most of the Colossus and Dominators into a spot where I could pin them down between the Izanagi and the rest of my fleet.

We get some good shots in and manage to blow up the Colossus to stop those annoying fighter runs, before reinforcements arrive sooner than I thought they would and my encirclement suddenly finds itself encircled.

A frantic brawl ensues with the Wolf frigates and the remaining freighters on one side against the Izanagi desperately holding the encirclement (rapidly breaking into a distorted half-circle as the enemy regains their footing) on the other; after a minute I manage to pull through what almost became my latest failed attempt, in no small part thanks to the valiant sacrifice of both Monitor ships distracting the Dominators and the Onslaught. After that I order all ships to close in where we still have the Onslaught pinned down and successfully destroy it, nearly blowing out the Izanagi's systems along with it might I add considering the time it took our fleet's puny guns to chew through its armor meant it was well past PPT and had only a third of its CR and hull remaining.

It took another half-minute after that to blast through the remaining Dominator and Enforcer and mop up what was so far looking to be finally the run where I could put this victory behind me; and not a moment too soon with the Izanagi having to withdraw after the final ship was taken out since it had fallen below 10% CR and was rapidly plummeting to zero.

but then my joy quickly morphed into HORROR as I spied at the edge of the fog a single freighter, having somehow escaped in the chaos and rapidly fleeing upward to safety.

I go "oh HELL naw brother" and send everything I have left to chase it, but with both Monitors destroyed and the Izanagi worn down to little more than a drifting metal triangle I am out of options to pursue and have to watch in slow painful agony as the freighter easily leaves my remaining ships in the dirt; taking with it presumably the secret of Lethia's location and our doom.

RIP in peace boys, we'll get 'em next time



Fantastic mod, been having a blast with it (if that wasn't already obvious). Can't wait to use the Izanagi as my flagship next playthrough; this mission taught me to love that fast metal triangle and boy, do I love it.

(The build I used on the Izanagi was 3 Overcharged Fusion Torches, 2 Annihilator rockets, 2 Light Needlers and Converted Hanger mounting a Claw Fighter wing, in case you were curious.)
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: vok3 on November 17, 2022, 04:05:01 PM
Playing as United Pamed (from Xhan), I took an indie luxury goods delivery to Melchiresa.  Legio faction bounty was active so after one quick kill I was up to -24 and able to dock.  So I did.  But, no mission completion, no agent listed in comms screen to receive the delivery.  Left, hid in the asteroids, went dark, re-docked.  Same issue.  Mission description says I should be able to do it either docking openly or stealthed.  Bug?  Intentional?

I had completed another indie delivery immediately before this one (to Anargaia) with no problems.

edit: Ignore this.  I'm pretty sure I sold the cargo to a shortage without realizing it was mission-required and therefore didn't actually have the cargo on hand when I got there.  I blame society.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Xzaven on November 18, 2022, 07:50:40 PM
When starting as a Knights Errant I noticed that my Enforcer(GH) had the Forced Overdrive Hullmod installed. Is there any way to get the blueprint for this hullmod in the game? Stellar Networks doesn't list it in the market query for hullmods, so I assume it cannot be bought?
First time I see this hullmod so I am wondering if it is starting ship only maybe.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Big Bee on November 19, 2022, 11:08:35 AM
When starting as a Knights Errant I noticed that my Enforcer(GH) had the Forced Overdrive Hullmod installed. Is there any way to get the blueprint for this hullmod in the game? Stellar Networks doesn't list it in the market query for hullmods, so I assume it cannot be bought?
First time I see this hullmod so I am wondering if it is starting ship only maybe.

I'm pretty sure I found it in some ruins or an orbital lab/station or something.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Shogouki on November 19, 2022, 07:49:07 PM
Out of curiosity was the Scathatch replaced with anything when it was removed?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: HopeFall on November 21, 2022, 09:22:48 PM
Please return my favorite Capital Ship D: I didn't see any notes, at all, in the change log of the Great Houses Dun Scaith being simply and utterly removed. I only noticed it after deciding (many hours into a playthrough) to try grabbing it again, only to eventually figure out it's completely missing.

Why? It had a really cool missile weapon, and an awesome Hull system. It was my favorite missile ship in the moddysphere, unless you cheat yourself a Titan-X from Imperium.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Artificer on November 26, 2022, 08:36:04 PM
I also got the Null constellation issue. 

In the save file it says:
<st>$tahlan_traum_location</st>
<st>Terror</st>

Can't find it anywhere.  Kinda bummed.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Reshy on November 26, 2022, 08:55:48 PM
(https://i.imgur.com/BA5vGSR.png)

I think the sector has had enough of the Legios Infernalis, and just after I befriended them.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Farya on November 27, 2022, 04:23:35 AM
The Legios are absurdly overtuned, like they spawn fleets faster than they can be destroyed and even with massive attrition they somehow materialize highly skilled commanders from the nether.  Just for a lark I used cheats just to see the extent of how many fleets they'd spawn before running out or letting me bombard their planets.   The answer was 48 pages of salvaged ships.  I'm not sure how you're expected to beat them legitimately, much less while running Nexelin, it just doesn't work with how the combat readiness system works.  Your ships literally cannot regain CR fast enough to keep up with how quickly new ships materialize.  While I get it's a boss faction, they should be beatable, but a combination of extremely overtuned hulls and the sheer amount of fleets that are spawned make it pretty unusable.

A few things that helped me were 1) synchronize my attack with some other faction launching an attack on the system, so the patrol fleets are busy, 2) flip beacons to decoy more patrol fleets, 3) set up an outpost on an asteroid somewhere so you can quick dock and repair all damage rather than waiting (this is a Nexerelin feature I think, but there's some uninhabited planets in the system you can colonize and use the spaceport for the same purpose if you're not using Nex), 4) again in Nex, use saboteur operatives to blow up the spaceport and military base and whatnot, and synchronize your attack with that, 5) don't attack the station directly, attack a fleeing frigate that happens to be near it - the station will support the frigate, you kill the station, and then you can kill the planetary defense fleet rather than having to face the station and fleet together.

And then you saturation bomb the planet.  Twice.  And then everybody declares war on you, and within the next few weeks most of them offer peace, whispering "we really didn't like those guys anyway". 

But it is a hassle and it forces you to pay attention to them until they're dealt with.  I sympathize.
Interstellar Imperium also has a planet killer missile ship which allows you outright destroy any colony in a single bombing. When you absolutely want to make a point. Or turn them into catgirls with VIC virus bombardment.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: YourLocalMairaaboo on November 27, 2022, 05:17:00 AM
The Legios are absurdly overtuned, like they spawn fleets faster than they can be destroyed and even with massive attrition they somehow materialize highly skilled commanders from the nether.  Just for a lark I used cheats just to see the extent of how many fleets they'd spawn before running out or letting me bombard their planets.   The answer was 48 pages of salvaged ships.  I'm not sure how you're expected to beat them legitimately, much less while running Nexelin, it just doesn't work with how the combat readiness system works.  Your ships literally cannot regain CR fast enough to keep up with how quickly new ships materialize.  While I get it's a boss faction, they should be beatable, but a combination of extremely overtuned hulls and the sheer amount of fleets that are spawned make it pretty unusable.

A few things that helped me were 1) synchronize my attack with some other faction launching an attack on the system, so the patrol fleets are busy, 2) flip beacons to decoy more patrol fleets, 3) set up an outpost on an asteroid somewhere so you can quick dock and repair all damage rather than waiting (this is a Nexerelin feature I think, but there's some uninhabited planets in the system you can colonize and use the spaceport for the same purpose if you're not using Nex), 4) again in Nex, use saboteur operatives to blow up the spaceport and military base and whatnot, and synchronize your attack with that, 5) don't attack the station directly, attack a fleeing frigate that happens to be near it - the station will support the frigate, you kill the station, and then you can kill the planetary defense fleet rather than having to face the station and fleet together.

And then you saturation bomb the planet.  Twice.  And then everybody declares war on you, and within the next few weeks most of them offer peace, whispering "we really didn't like those guys anyway". 

But it is a hassle and it forces you to pay attention to them until they're dealt with.  I sympathize.
Interstellar Imperium also has a planet killer missile ship which allows you outright destroy any colony in a single bombing. When you absolutely want to make a point. Or turn them into catgirls with VIC virus bombardment.
TASC also has a PK option, one that can be deployed as an alpha strike, so you can just sneak up during a ceasefire and delete Lucifron.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on November 28, 2022, 12:37:25 PM
I also got the Null constellation issue. 

In the save file it says:
<st>$tahlan_traum_location</st>
<st>Terror</st>

Can't find it anywhere.  Kinda bummed.

Again, nothing I can do. Seems something might've removed or changed constellations or something.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: WeWickYou on December 03, 2022, 05:43:53 PM
Hello, Nia

Regarding the planet with kassadar claim, (i know it's easier say than done) wouldn't it be possible to make a bar event in Kassadar independant market who would make the faction "respawn" on those with the claim?

Regards,
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on December 03, 2022, 05:58:54 PM
I s2g. Read the FAQ.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Argentum Rhodes on December 04, 2022, 12:28:05 AM
Howdy Nia,

Just wanted to say I love Tahlan Shipworks it's such a fun mod that adds lots of neat thing.

Spoiler
Also wanted to say I really like the Rosen!
[close]

Thank you for making mod.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Reshy on December 09, 2022, 01:01:47 AM
Any chance for the ability to reverse engineer the mod's drone ships?  You can only get them from salvaging, and if you wipe out their pet faction you no longer have any source of them and I don't think there's any blueprint drops for them either.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on December 09, 2022, 08:56:20 AM
No.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: TCA_ChinChin on December 11, 2022, 01:06:24 AM
The Legio AI demon ships are truly hellish to fight. I think they punch one or two tiers above the ship size they actually are and with their unique armor, supercharged flux stats, and often uncatchable mobility, killing one takes a whole fleet. My worse nightmare is the hound which has regenerating armor on par with destroyers, a sacrificial front armor piece, damper fields, and a charge that reduces damage taken. Impossible to catch and just as impossible to kill  :). I have trouble with just the frigate, I can't imagine fighting a whole fleet of varying sizes! Its a shame you can't really use them yourself.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Sozzer on December 11, 2022, 10:19:33 PM
The Legio AI demon ships are truly hellish to fight. I think they punch one or two tiers above the ship size they actually are and with their unique armor, supercharged flux stats, and often uncatchable mobility, killing one takes a whole fleet. My worse nightmare is the hound which has regenerating armor on par with destroyers, a sacrificial front armor piece, damper fields, and a charge that reduces damage taken. Impossible to catch and just as impossible to kill  :). I have trouble with just the frigate, I can't imagine fighting a whole fleet of varying sizes! Its a shame you can't really use them yourself.

skill issue

(just spawn ships with console if you want them, nobody's stopping you)
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Ruddygreat on December 12, 2022, 04:56:06 AM
you can also recover them post-battle if you have the "automated ships" skill at the end of the tech line, if you're not keen on using the console (though that does need to you be able to fight them)

also a tip for fighting them - try your best to keep up the pressure on them, if they can't escape to vent / heal then they're basically just normal ships with good flux stats and awful armour.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Perq on December 13, 2022, 12:55:19 PM
The Legio AI demon ships are truly hellish to fight. I think they punch one or two tiers above the ship size they actually are and with their unique armor, supercharged flux stats, and often uncatchable mobility, killing one takes a whole fleet. My worse nightmare is the hound which has regenerating armor on par with destroyers, a sacrificial front armor piece, damper fields, and a charge that reduces damage taken. Impossible to catch and just as impossible to kill  :). I have trouble with just the frigate, I can't imagine fighting a whole fleet of varying sizes! Its a shame you can't really use them yourself.

I've played this mod a while ago, enjoyed the ships and legio (though the hyperspace legio stations were.. weird) and all other stuff that this mod brings. I've came back and installed it again, and honestly legio are just so stupidly overtunned. They are very frustrating to deal with. I think I'll start to turning them off next time, which is sad because I like their theme. :s
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Lone_Ape on December 13, 2022, 02:05:57 PM
so i have the hot fix intstalled but it still get the nex error even after downloading the github release

Might need to rewrite some stuff then. No way around Nex for the near future then, I'm afraid.

Okay, scratch that maybe. Try replacing the TahlanShipworks.jar with this one. Should work.
Link (https://cdn.discordapp.com/attachments/893113167318745112/1030516016335298630/TahlanShipworks.jar)

Can you pin this somewhere on the main page? Had to necro for a while to find why my game wont start
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Dadada on December 13, 2022, 03:20:40 PM
They are very frustrating to deal with. I think I'll start to turning them off next time, which is sad because I like their theme. :s
There is a tahlan_settings.json in the mod folder... You could turn the Daemons off and still keep the faction on.
>#enables Legio droneships.
>"enableDaemons": true
replace true with false...
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on December 14, 2022, 09:22:59 AM
so i have the hot fix intstalled but it still get the nex error even after downloading the github release

Might need to rewrite some stuff then. No way around Nex for the near future then, I'm afraid.

Okay, scratch that maybe. Try replacing the TahlanShipworks.jar with this one. Should work.
Link (https://cdn.discordapp.com/attachments/893113167318745112/1030516016335298630/TahlanShipworks.jar)

Can you pin this somewhere on the main page? Had to necro for a while to find why my game wont start

It's literally right under the download
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Histidine on December 17, 2022, 03:02:28 AM
For anyone having the null constellation issue in finding Traum, here's a console runcode (copy and paste) to get the exact system it's in. Report back if it's spawning in a funny system it shouldn't (if it keeps spawning in the same place that's also interesting).

Code: java
runcode import com.fs.starfarer.api.impl.campaign.DerelictShipEntityPlugin;
List<SectorEntityToken> tokens = new ArrayList<SectorEntityToken>();
for (StarSystemAPI system : Global.getSector().getStarSystems()) {
    tokens.addAll(system.getAllEntities());
}
tokens.addAll(Global.getSector().getHyperspace().getAllEntities());
for (SectorEntityToken token : tokens) {
    String specId = token.getCustomEntityType();
    if (specId == null || token.getMemoryWithoutUpdate().contains(MemFlags.SALVAGE_SPEC_ID_OVERRIDE)) {
        specId = token.getMemoryWithoutUpdate().getString(MemFlags.SALVAGE_SPEC_ID_OVERRIDE);
    }
    if (!"wreck".equals(specId)) continue;
    CustomCampaignEntityPlugin plugin = token.getCustomPlugin();
    if (plugin instanceof DerelictShipEntityPlugin) {
        DerelictShipEntityPlugin dsep = (DerelictShipEntityPlugin)plugin;
        String variantId = dsep.getData().ship.variantId;
        if (variantId.startsWith("tahlan_schnee")) {
            Console.showMessage("Traum found in " + token.getContainingLocation().getName() + " at " + token.getLocation());
        }
    }
}
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: WeWickYou on December 18, 2022, 03:16:25 AM
I s2g. Read the FAQ.
didn't see there was a FAQ, thx.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: SlavenOlupina on December 19, 2022, 09:02:34 AM
Falcon (NW) seems to be missing engine burn animation.

Love the mod, cheers.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Stelarwand030 on December 23, 2022, 09:38:19 PM
I am messing around with the Metafalica ship. i have edited all the weapons and removed any built in weapons.

 I am trying to use the phira guns but they dont show up. On any ship. why?

I looked through all I could think of but could not find a setting that would hide the weapon.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Darkwhip on December 24, 2022, 06:31:55 AM
Great work on this mod, I use it in every play through and testing every ship i come across I always find something interesting to do with them. But i want to make a request for a ship.



---ENCRYPTED MESSAGE RECEIVED - TTACHYON0.95.A PROTOCOL IDENTIFIED---
---DECRYPTING 100%---
---TTACHYON0.95.A : RECIPIENT CONFIRMED "Tahlan Shipworks Sales Representative - Nia Tahl"---
---TTACHYON0.95.A : MESSAGE BEGIN---

Greetings Tahlan Shipworks representative.
I am Commander Darkwhip of the Free Planets Alliance, I have a request for your ship designers. Out there in the fringes of the persean sector one comes across a multitude of insane things that boggles the mind and me and my commanding are always looking out for our supplies and fuel situation lest we become prey to those things lurking out here with no way out.

And last night, i got together for the typical game of monopoly with my bridge crew, and amidst bouts of greed and corporate backstabbings that'd make a Tri-Tachyon executive blush we bounced around an idea, currently in the fleet if one wants to properly gather salvage from wrecks you'd need a salvage gantry of some sort or other civilian vessel of the same size with a heftier maintenance fee and all that together ends up at an uncomfortable share of our supplies every month, that added with our survey ships of course, which not only makes our fleet a bigger target it's also paid in bread.

So here's the request we'd like a ship that houses both the necessary survey equipment for mapping new planets and the equipment necessary to aid in salvage efforts across the fleet, all in a single ship, without the pesky civilian-grade hull you find in every buffalo freighter, as for the size of this ship, ideally if you could cram it all on something about destroyer-sized would be ideal, but we'd take even a cruiser-sized industrial beast at this point, all that at a comfortable burn speed of 8 parsecs. As for mounts, we don't really care, we'd fly her unarmed here as we're already used to keeping our bread-and-breakfast ships free of any pirates or [REDACTED] fleets.

If your engineers ever get into this request you can be sure an alpha-level genious would find its way into your warehouses together with a generous credit fee for the commission, shoudl you wish to supply us with a blueprint for the vessel as well.

Safe flying out there, and keep up the fine work! Hoppe you guys drop by the Shipyards of Heinessen, last i've been there they had a great drunk-kite-racing bout around the rings.
P.S.: Don't bet on the the white one with red stripes, he always scrapes his engines on something and ends up with the rescue-crew

---TTACHYON0.95.A : MESSAGE END---
---TTACHYON0.95.A : MESSAGE TERMINATED---
---MESSAGE NOT FOUND---



Couldn't resist the temptation to Roleplay that bit, Merry Christmas.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on December 24, 2022, 07:46:34 AM
I'm not reading all that. Denied.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Histidine on December 24, 2022, 08:40:26 AM
(The tl;dr is person wants a destroyer-sized ship with salvage gantry, surveying equipment and no civ-grade hull, at least 8 burn)
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on December 24, 2022, 08:51:51 AM
They should learn how to implement their own ships then.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Great Wound on December 24, 2022, 10:22:14 AM


---ENCRYPTED MESSAGE RECEIVED - TTACHYON0.95.A PROTOCOL IDENTIFIED---
---DECRYPTING 100%---
---TTACHYON0.95.A : RECIPIENT CONFIRMED "Tahlan Shipworks Sales Representative - Nia Tahl"---
---TTACHYON0.95.A : MESSAGE BEGIN---

Greetings Tahlan Shipworks representative.
I am Commander Darkwhip of the Free Planets Alliance, I have a request for your ship designers. Out there in the fringes of the persean sector one comes across a multitude of insane things that boggles the mind and me and my commanding are always looking out for our supplies and fuel situation lest we become prey to those things lurking out here with no way out.

And last night, i got together for the typical game of monopoly with my bridge crew, and amidst bouts of greed and corporate backstabbings that'd make a Tri-Tachyon executive blush we bounced around an idea, currently in the fleet if one wants to properly gather salvage from wrecks you'd need a salvage gantry of some sort or other civilian vessel of the same size with a heftier maintenance fee and all that together ends up at an uncomfortable share of our supplies every month, that added with our survey ships of course, which not only makes our fleet a bigger target it's also paid in bread.

So here's the request we'd like a ship that houses both the necessary survey equipment for mapping new planets and the equipment necessary to aid in salvage efforts across the fleet, all in a single ship, without the pesky civilian-grade hull you find in every buffalo freighter, as for the size of this ship, ideally if you could cram it all on something about destroyer-sized would be ideal, but we'd take even a cruiser-sized industrial beast at this point, all that at a comfortable burn speed of 8 parsecs. As for mounts, we don't really care, we'd fly her unarmed here as we're already used to keeping our bread-and-breakfast ships free of any pirates or [REDACTED] fleets.

If your engineers ever get into this request you can be sure an alpha-level genious would find its way into your warehouses together with a generous credit fee for the commission, shoudl you wish to supply us with a blueprint for the vessel as well.

Safe flying out there, and keep up the fine work! Hoppe you guys drop by the Shipyards of Heinessen, last i've been there they had a great drunk-kite-racing bout around the rings.
P.S.: Don't bet on the the white one with red stripes, he always scrapes his engines on something and ends up with the rescue-crew

---TTACHYON0.95.A : MESSAGE END---
---TTACHYON0.95.A : MESSAGE TERMINATED---
---MESSAGE NOT FOUND---



Hmmm...

If you're happy I might have to make you one for my KoC (http://fractalsoftworks.com/forum/index.php?topic=23393.0), I've been toying with the idea of another destroyer for Eridani's lineup and it would fit in, in lieu of credits I'll be using an [edited] transcript of your formal request as the ships descriptor.


Safe flying out there, and keep up the fine work! Hoppe you guys drop by the Shipyards of Heinessen, last i've been there they had a great drunk-kite-racing bout around the rings.
P.S.: Don't bet on the the white one with red stripes, he always scrapes his engines on something and ends up with the rescue-crew-


Not sure if you've played with my KoC before but Angry periphery has a kite-racing track following Lagans rings... and you're right, don't bet one the white one with red stripes, bet on the red one with white stripes:

(https://i.postimg.cc/jdZYJ1yW/shuttlekoc.png)

Merry Christmas back at you!
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Stelarwand030 on December 24, 2022, 03:22:37 PM
I have just redownloaded the mod to fix an error from trying to unhide the Phira weapon and am now getting an error.

java.lang.RuntimeException: Market condition [IndEvo_mineFieldCondition] not found
   at com.fs.starfarer.campaign.econ.MarketCondition.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.econ.MarketCondition.<init>(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
   at org.niatahl.tahlan.utils.IndEvoIntegrations.addDefenses(IndEvoIntegrations.kt:14)
   at org.niatahl.tahlan.world.Rubicon.generate(Rubicon.kt:327)
   at org.niatahl.tahlan.TahlanModPlugin.onNewGame(TahlanModPlugin.kt:87)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ă’00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


I have no idea whats happening. I have not updated any other mods or changed anything in them. I even tried redownloading this mod to see if that would fix it but no still getting an error.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on December 24, 2022, 04:13:31 PM
your Industrial.Evolution is out of date
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Stelarwand030 on December 24, 2022, 04:34:20 PM
your Industrial.Evolution is out of date

Thanks.

I guess I am updating all my mods tonight.... I have like 40 mods... this is gonna be a pain.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Modo44 on December 25, 2022, 11:55:50 AM
Hel Hound, eh? That's a surprise and a half, especially in a weak looking Legio merchant fleet. Are they supposed to show up just like that, and not in some bounty of a "You will die" level?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on December 25, 2022, 02:39:25 PM
yes
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: SpiceyT on December 25, 2022, 04:05:37 PM
Hello, is it possible to find blueprint packages for the great houses ships?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on December 25, 2022, 04:25:44 PM
Hello, is it possible to find blueprint packages for the great houses ships?

yes
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: HayesJ on December 26, 2022, 01:18:15 PM
Hey i love the mod but im having an issue with the Legio which i cant quite figure out.. i took over Melchiresa for my allied faction, the planet has a lowtech starfortress orbiting it but the fortress wont change factions so it stays hostile in engagements but i can use it to interact with the planet as if it switched sides fine when we took over the planet
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on December 26, 2022, 02:33:48 PM
Sounds like either a bug with vanilla or nexerelin. It's a normal star fortress without anything fancy going on.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Histidine on December 26, 2022, 04:58:08 PM
Melchiresa station flips fine in my minimal-mod test, at least using console.

You could try using setMarketOwner console command to give the planet to another faction then back, see if it changes. If it doesn't, hmm, I might need to look at the save (if it doesn't have too many mods).
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: xsiah on December 28, 2022, 07:42:04 PM
The Korikaze doesnt have the Automated Ship hullmod despite being a droneship.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on December 29, 2022, 07:03:22 AM
The Korikaze doesnt have the Automated Ship hullmod despite being a droneship.

Intended
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: xsiah on December 29, 2022, 03:36:09 PM
The Korikaze doesnt have the Automated Ship hullmod despite being a droneship.

Intended
Figures. still weird how you can put a captain on it even though its max and min crew values are 0.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Virescent on December 30, 2022, 03:01:25 PM
Hello Nia, I've got a question! So I noticed these Blackwatch fleets roaming the Infernalis region. I've had the pleasure to fight both alongside and against them and I really want to get my hands on their ships, but I couldn't find their HQ or their ships on the market. Please help?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on December 30, 2022, 03:49:49 PM
Hello Nia, I've got a question! So I noticed these Blackwatch fleets roaming the Infernalis region. I've had the pleasure to fight both alongside and against them and I really want to get my hands on their ships, but I couldn't find their HQ or their ships on the market. Please help?

they are automated ships so you need the skill to recover them. They aren't available for sale.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Killsode on January 05, 2023, 12:07:01 PM
Do the Legio Infernalis have unique code that makes them bring along named s-modded fleets to all of their invasions of player colonys? I've had them roll up with an unstated extra invasion fleet sporting 1-2 daemon dunscariths... frankly just annoying
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on January 05, 2023, 01:12:34 PM
That's just normal Nexerelin STF functionality
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Ryvamon on January 06, 2023, 11:28:50 PM
I definitely think I did something wrong here. I get a fatal error when launching, stating: Ship hull spec [tahlan_DunScaith_gh] not found! Hadn't updated my mods in a good bit so when I went through and did so this started happening, likely just being stupid an missing something, here's the full error log.

21924 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [tahlan_DunScaith_gh] not found!
java.lang.RuntimeException: Ship hull spec [tahlan_DunScaith_gh] not found!
   at com.fs.starfarer.loading.oO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.oO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Killsode on January 07, 2023, 05:14:03 AM
I definitely think I did something wrong here. I get a fatal error when launching, stating: Ship hull spec [tahlan_DunScaith_gh] not found! Hadn't updated my mods in a good bit so when I went through and did so this started happening, likely just being stupid an missing something, here's the full error log.

one of the recent updates removed the kassadari refit of the dunscaith, are you trying to load an old save? if so unfortunately its not save compatible.
otherwise, you need to delete and redownload your tahlan shipworks instance. You may have accidentally overwritten instead of deleted and replaced, happens to the best of us XD
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: qwe on January 09, 2023, 12:05:44 AM
dose the industrial ruins in planets despair overtime? because mine did.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on January 09, 2023, 08:40:49 AM
dose the industrial ruins in planets despair overtime? because mine did.

wrong mod, you'll want to head over to IndEvo
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Shabby on January 23, 2023, 02:17:54 AM
Hello, im getting an error while trying to run Industrial Evo and Shipworks together. Its a crash from trying to start a new game, i have a lot of mods, i admit but the game didnt crash before adding shipworks and i absolutely addore and cant play without legio infernalis.
Spoiler
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
   at org.niatahl.tahlan.utils.IndEvoIntegrations.addDefenses(IndEvoIntegrations.kt:27)
   at org.niatahl.tahlan.world.Rubicon.generate(Rubicon.kt:327)
   at org.niatahl.tahlan.TahlanModPlugin.onNewGame(TahlanModPlugin.kt:87)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer
[close]
Im using the most up to date version of Industrial Evolution that is on the forum thread, the mod setup is a totaly fresh install also.
This also happens with only industrial evolution and Shipworks enabled

UPD: For other people suffing from the same issue, check the unofficial starsector discord, there is a beta version in the "Mod Updates" channel that fixed the crash
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: snicka on January 23, 2023, 05:35:22 AM
Any chance of changing the hell hound?

They zip around like flies on cocaine with no counterplay i know of while being supremely tanky, and RANDOMLY may provide a benefit way unproportional to their DP by yeeting a capital to Ohio, way from the frontline.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on January 23, 2023, 10:14:23 AM
Any chance of changing the hell hound?

They zip around like flies on cocaine with no counterplay i know of while being supremely tanky, and RANDOMLY may provide a benefit way unproportional to their DP by yeeting a capital to Ohio, way from the frontline.

no. They are meant to disrupt and they do a good job of it
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: DevinC on January 24, 2023, 07:10:48 AM
Oh man, this mod is so good, love it. Good end game baddie, some sweet new ships and weapons, I freaking LOVE the Rosenritter stuff. Just recently found the derelict and got all the blueprints so my poor production planet is now 100% occupied making a fleet and weapons for the next, oh, 10 or so months :P
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: DevilsTinkerToy on January 24, 2023, 11:38:15 AM
When I start a new game with this mod, im getting this crash report:

I am using many other mods, but they all worked until I updated some mods(including this one). I narrowed it down to this mod. Any idea what is going on or what I did?

[attachment deleted by admin]
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on January 24, 2023, 01:05:05 PM
When I start a new game with this mod, im getting this crash report:

I am using many other mods, but they all worked until I updated some mods(including this one). I narrowed it down to this mod. Any idea what is going on or what I did?

not compatible with the new IndEvo update. I posted a beta release that fixes it over in the indevo thread.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Noobymcnoobnooberson on January 24, 2023, 11:01:59 PM
I'm getting a weird bug where if I don't fully hold down a weapon that need charging it just completely breaks and won't fire, it even bricks any other weapon I place on it afterwards
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Killsode on January 25, 2023, 01:07:32 AM
I'm getting a weird bug where if I don't fully hold down a weapon that need charging it just completely breaks and won't fire, it even bricks any other weapon I place on it afterwards

er, more details?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: WARGAMES on January 26, 2023, 03:45:20 AM
is there a possibility certain ships like the dun scaith and halbmond RR carrier might not spawn as derelicts due to sector generation or too many mods(over 140)? when I started a game I didn't see the dun scaith around the infernal eye and after visiting and combing through every black hole I never found the halbmond carrier.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: DevinC on January 26, 2023, 08:15:30 AM
Dunno about the dun scaith, however the Halbmond can spawn IN the system somewhere and not necessarily around the event horizon - I actually found mine near a gas giant in a black hole system.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on January 26, 2023, 09:07:05 AM
the free dun scaith got removed in favour of other spawns
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: WARGAMES on January 26, 2023, 02:38:08 PM
alright, I understand on dun scaith.  I just wanted to figure out if it was related to my inability to find the halbmond despite uprooting every black hole that neutrino doesn't find it. I might have to rethink my lowering sensor strength and detection distance changes(enable stealth better), if it's affecting derelicts. despite having 3500 sensor strength due to large fleet still not finding the halbmond derelict in particular.

and to clarify I did check major points for the halbmond: planets, jump points, asteroid fields, any points you can build coms/nav/sensor at and around the black hole.  through around 40+ black hole systems across the enlarged sector. the one area I did not comb 100% was asteroid rings which do obscure derelict detection to some extent(as far as I've seen).

I presume there's no chance the halbmond would be IN a black hole. but I guess it's somewhere and I just can't find it this time(usually do).
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: StahnAileron on January 26, 2023, 04:18:27 PM
If you just want to make sure it even exists in your save, you can open your save file in a text editor and search for the carrier. It's a cheat, but at this point, if you want to prove your sanity and/or the mod functionality within your game environment (lotta mods) without wasting too much time, this would be the sure-fire way to check.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: WARGAMES on January 26, 2023, 05:01:25 PM
If you just want to make sure it even exists in your save, you can open your save file in a text editor and search for the carrier. It's a cheat, but at this point, if you want to prove your sanity and/or the mod functionality within your game environment (lotta mods) without wasting too much time, this would be the sure-fire way to check.

thank you, this found the halbmond and the one system that was so elusive. it was slightly near one unchecked focal point. probably an early game black hole I searched, left too soon and did not search twice for how it got left out.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Gremlin Nix on January 26, 2023, 05:35:51 PM
Interesting issue with the end of the Halbmond quest. I've kept it around to decrypt all the data, and it mentions there's something additional in a solar system in a "null" constellation. Now, I thoroughly searched my map- there is no "null" constellation, or in fact, any constellations without a capital letter starting their name.

Am I right in assuming that this means it would be a random stray star that isn't a part of any constellation? Or did something break, and I just can't get whatever other surprise was waiting for me? Or am I dumb and I just need to be patient and eventually the "null" will fill in?

The exact quest prompt;
"You've successfully recovered all intact data from the Halbmond's databanks. Furthermore, you have found information that an object of interest might be hidden in the null constellation."

Any advice is appreciated.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Killsode on January 26, 2023, 10:35:26 PM
"You've successfully recovered all intact data from the Halbmond's databanks. Furthermore, you have found information that an object of interest might be hidden in the null constellation."

Game bugged and it didnt spawn it in a system in a constellation, or just didnt spawn it at all. its trying to find and refer back to a name, but cant find one so it results to 'null' aka 'doesnt exist'
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: WARGAMES on January 27, 2023, 12:37:11 AM
(https://steamuserimages-a.akamaihd.net/ugc/2005825460205792648/4B29FE6EEDA4F8C4A0CFE58BBEB969F6F3E7731D/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)

same on null(not found) being shown instead of a constellation name. I did have to search the save and find what the name of the system was.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on January 27, 2023, 12:41:52 AM
Is a known bug. Will be fixed in 0.9
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Volsungare on January 27, 2023, 11:02:05 AM
"You've successfully recovered all intact data from the Halbmond's databanks. Furthermore, you have found information that an object of interest might be hidden in the null constellation."

Game bugged and it didnt spawn it in a system in a constellation, or just didnt spawn it at all. its trying to find and refer back to a name, but cant find one so it results to 'null' aka 'doesnt exist'

I actually found the BC before I found the carrier and my game gave me the same message. I assume it does spawn but just doesn't list the area name?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Gremlin Nix on January 27, 2023, 12:52:50 PM


same on null(not found) being shown instead of a constellation name. I did have to search the save and find what the name of the system was.

Also managed to find it. If anyone else hits this issue: Go into your saves file location, open your save in your preferred editor and control-f: tahlan_traum_location

That will tell you what constellation it's in, though the quest will NOT complete. It IS worth looking for though, as the ship is unique from others of it's class.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Hydrogenionz on January 28, 2023, 07:49:24 AM
There comes an error when I start a new game

Maybe it onflict with something in Industrial.Evolution 3.2b, I guess.

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
        at org.niatahl.tahlan.utils.IndEvoIntegrations.addDefenses(IndEvoIntegrations.kt:29)
        at org.niatahl.tahlan.world.Rubicon.generate(Rubicon.kt:327)
        at org.niatahl.tahlan.TahlanModPlugin.onNewGame(TahlanModPlugin.kt:89)
        at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
        at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
        at com.fs.starfarer.ui.N.dismiss(Unknown Source)
        at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
        at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
        at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
        at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
        at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
        at com.fs.starfarer.ui.V.o00000(Unknown Source)
        at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
        at com.fs.state.AppDriver.begin(Unknown Source)
        at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on January 28, 2023, 12:13:01 PM
Yes, is known. Not my problem. Go over to the IndEvo thread.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Racounous on January 31, 2023, 01:02:44 PM
Hi, sorry to bother you. I'm unsure if there is a better place to ask for help but i got a repeatable crash and the log seems to point to this mod.  Hopefully you can help solve this issue. Thanks.

1763062 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
1763227 [Thread-3] INFO  sound.public  - Cleaning up music with id [Seeking_Answers.ogg]
1763590 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.LinkedHashMap$LinkedHashIterator.nextNode(LinkedHashMap.java:719)
   at java.util.LinkedHashMap$LinkedKeyIterator.next(LinkedHashMap.java:742)
   at org.niatahl.tahlan.hullmods.DaemonHeart.advanceInCampaign(DaemonHeart.kt:247)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at de.schafunschaf.bountiesexpanded.helper.fleet.FleetGenerator.createBountyFleetV 2(FleetGenerator.java:110)
   at de.schafunschaf.bountiesexpanded.helper.fleet.FleetGenerator.createBountyFleetV 2(FleetGenerator.java:31)
   at de.schafunschaf.bountiesexpanded.scripts.campaign.intel.entity.EntityProvider.s kirmishBountyEntity(EntityProvider.java:97)
   at de.schafunschaf.bountiesexpanded.scripts.campaign.intel.bounties.skirmish.Skirm ishBountyManager.createSkirmishBountyEvent(SkirmishBountyManager.java:73)
   at de.schafunschaf.bountiesexpanded.scripts.campaign.intel.bounties.skirmish.Skirm ishBountyManager.createEvent(SkirmishBountyManager.java:65)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Elforia on January 31, 2023, 10:34:37 PM
I'm having the same issue as Racounous here is my modlist.

Lightshow
Trailer Moments
A New Level of Confidence
Another Portrait Pack
Apex Design Collective
BigBeans Ship Compilation
Caymon's Ship pack
Combat Chatter
Console Commmands
Dassault-Mikoyan Engineering
Fast Engine Rendering
Hight Tech Expansion
Hyperdrive
LazyLib
Logistics Notifications
Magellan Protectorate
MagicLib
Missing Ships
More HullMods
Pulse Industry
Seeker - Unidentified Contact
Ship Direction Marker
Superweapons Arsenal
Tahlan Shipworks
Torchships And Deadly Armaments
Unkonw Skies
Vayra's Ship Pack
WhichMod
GraphicsLib

Here is the error I found in my log file.
Spoiler
257117 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: exerelin/utilities/NexConfig
java.lang.NoClassDefFoundError: exerelin/utilities/NexConfig
   at org.niatahl.tahlan.TahlanModPlugin.onGameLoad(TahlanModPlugin.kt:178)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.do.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.utilities.NexConfig
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 17 more
[close]
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on February 01, 2023, 08:42:25 AM
Use this latest beta version, should fix it:

BETA 3 (https://cdn.discordapp.com/attachments/825068217361760306/1070383462885884034/Tahlan_0.9_BETA3.zip)
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Elforia on February 01, 2023, 11:00:18 AM
Use this latest beta version, should fix it:

BETA 3 (https://cdn.discordapp.com/attachments/825068217361760306/1070383462885884034/Tahlan_0.9_BETA3.zip)

That worked! Thanks!
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: GoLucky on February 01, 2023, 11:20:49 AM
Constantly getting crashes when trying to start a new game after enabling Tahlan. Was working fine before I added it and I've tried re-downloading multiple times. New game works fine when I disable it.

enabled_mods.json
{"enabledMods": [
  "bsgportraitspack",
  "better_deserving_smods",
  "Buckwood",
  "lw_console",
  "timid_cum",
  "diableavionics",
  "domhist",
  "fleetsizebydp",
  "intensification",
  "keruvim_shipyards",
  "lw_lazylib",
  "leadingPip",
  "BitchesLeave",
  "luddenhance",
  "MagicLib",
  "memeportraits",
  "metelson_release",
  "TheDragn_trying_nooses",
  "yawn-baww",
  "superweapons",
  "shaderLib"
]}
[close]

Thanks.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Killsode on February 01, 2023, 12:52:01 PM
Constantly getting crashes when trying to start a new game after enabling Tahlan. Was working fine before I added it and I've tried re-downloading multiple times. New game works fine when I disable it.

er, more info? a log? or are you hard-crashing without even getting that? if so double check its not just in the files
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: mllhild on February 03, 2023, 12:01:37 PM
My brain was afk and took longer to process the name Traum than my finger to press 1 repeatedly.
Since you cant abort a salvage of a ship Im trying to use:
Code
runcode data.scripts.campaign.tahlan_DerelictsSpawnScript.spawnDerelicts(Global.getSector());
I get a compilation error. (image in attachment)

Console Commands is enabled
Spoiler
{"enabledMods": [
  "yunrutechmining",
  "$$$_lightshow",
  "pantera_ANewLevel40R",
  "lw_autosave",
  "CaptainsLog",
  "chatter",
  "lw_console",
  "istl_dassaultmikoyan",
  "hm_flagpack",
  "diableavionics",
  "sun_hyperdrive",
  "IndEvo",
  "Imperium",
  "timid_xiv",
  "lw_lazylib",
  "MagicLib",
  "niko_morePlanetaryConditions",
  "nexerelin",
  "tahlan_scalartech",
  "speedUp",
  "stelnet",
  "superweapons",
  "timid_supply_forging",
  "tahlan",
  "presmattdamon_takenoprisoners",
  "underworld",
  "uaf",
  "US",
  "shaderLib"
]}
[close]

Did the command change?

I also tried editing the save to get it back by adding this back in, but it just broke my save.

What I added:
Spoiler
Code
<CCEnt z="243921" di="true" dxp="600.0" sxp="1800.0001" sP="1.0" fL="TERRAIN_7A">
<loc z="243922">-4046.6372|-2487.5676</loc>
<vel z="243923">0.0|0.0</vel>
<j0>{"f6":122.37341,"f0":"Derelict Ship","f3":"derelict_ship","f2":[255,245,245,255],"f4":"3407"}</j0>
<ow ref="13"></ow>
<orbit cl="CircularOrbitWithSpin" z="243924" r="4750.0806" op="236.29214" ca="211.58008" cF="122.37341" sV="1.472306">
<e cl="CCEnt" ref="243921"></e>
<f cl="CampaignTerrain" ref="243810"></f>
</orbit>
<cL cl="Sstm" ref="243757"></cL>
<ls cl="Plnt" ref="243765"></ls>
<me z="243925">
<d z="243926">
<e>
<st>$salvageSeed</st>
<Lp>-3107303433595429611</Lp>
</e>
</d>
</me>
<sc z="243927"></sc>
<dV z="243928">
<DrDat z="243929">
<j>{"v":12000,"g":"basic"}</j>
</DrDat>
</dV>
<cV z="243930" sn="graphics/illustrations/space_wreckage.jpg" sIW="480.0" sIH="300.0" sRSI="true" sIX="0.0" sIY="0.0" sIDW="480.0" sIWH="300.0"></cV>
<tags z="243931">
<st>has_interaction_dialog</st>
<st>neutrino_low</st>
<st>salvageable</st>
</tags>
<dRM z="243932" fB="0.0" m="1.0" pM="0.0" nR="true">
<fBs z="243933" s="gen" v="1000.0"></fBs>
</dRM>
<j1>{"f1":64,"f0":64,"f3":-1,"f2":40,"f5":"wreck","f4":-1}</j1>
<la z="243934" enum-type="CaEnLa">TERRAIN_7A</la>
<p cl="DerelictShipEntityPlugin" z="243935" aV="-7.0580826" el="2527.7136">
<e cl="CCEnt" ref="243921"></e>
<d z="243936" d="1.0E7" c="false">
<s z="243937" c="BATTERED" vId="tahlan_schneefall_traum_albtraum" sN="ISS Gigue" d="true" p="true" sMP="0.0"></s>
</d>
</p>
</CCEnt>
[close]

Where I added it:
Spoiler
before
Code
<CCEnt z="243898" fL="STATIONS">
...
</CCEnt>
<CCEnt z="243906" fL="STATIONS">
...
</CCEnt>
<CampaignTerrain z="243914" type="nebula" radius="0.0">
...
</CampaignTerrain>
</saved>
</o>
after
Code
<CCEnt z="243898" fL="STATIONS">
...
</CCEnt>
<CCEnt z="243906" fL="STATIONS">
...
</CCEnt>
<CampaignTerrain z="243914" type="nebula" radius="0.0">
...
</CampaignTerrain>
<CCEnt z="243921" di="true" dxp="600.0" sxp="1800.0001" sP="1.0" fL="TERRAIN_7A">
...
<s z="243937" c="BATTERED" vId="tahlan_schneefall_traum_albtraum" sN="ISS Gigue" d="true" p="true" sMP="0.0"></s>
...
</CCEnt>
</saved>
</o>
[close]


[attachment deleted by admin]
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Killsode on February 03, 2023, 08:55:40 PM
My brain was afk and took longer to process the name Traum than my finger to press 1 repeatedly.
Since you cant abort a salvage of a ship Im trying to use:

Er, couldnt you just do "addship tahlan_schneefall_traum" in the console?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: StriderGunship on February 05, 2023, 05:39:37 AM
Cordite is just a *** not-champion/not-apogee, you should lower its DP cost to 18-20 or give it better stats. And even then, with its pd slots in the back it's still going to be worse.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nick9 on February 06, 2023, 01:59:10 PM
Holy sh... that's some seriously unbalaced faction. Got my ass wiped with the half of the galaxy and half of the galaxy got wiped as well. Legio ships are too much. It's the end of my save file. Otherwise extremely decent mod, thank you!

https://www.youtube.com/watch?v=6i4x8PC25nY
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Rekrn123 on February 08, 2023, 02:56:48 PM
Use this latest beta version, should fix it:

BETA 3 (https://cdn.discordapp.com/attachments/825068217361760306/1070383462885884034/Tahlan_0.9_BETA3.zip)

What is this link supposed to be directing to? Its obviously a discord but it just opens a dead link.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Killsode on February 08, 2023, 11:42:43 PM
Daemons have definitely gotten a pretty fat buff in the betas, probably the daemon core skill? the daemon kodai is a MENACE.
Edit: Oh, just got my hands on one, scary thing. Glass cannon skill, explains why i was getting fluxed so hard.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on February 09, 2023, 08:17:44 AM
Use this latest beta version, should fix it:

BETA 3 (https://cdn.discordapp.com/attachments/825068217361760306/1070383462885884034/Tahlan_0.9_BETA3.zip)

What is this link supposed to be directing to? Its obviously a discord but it just opens a dead link.

Here's the newer Beta 4: Link (https://cdn.discordapp.com/attachments/825068217361760306/1072075777832648734/Tahlan_0.9_BETA4.zip)
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: keiphy on February 13, 2023, 01:44:10 PM
Ran into a save corruption; at a glance it might be another ind_evo incompatibility; some testing i did just now lets me reproduce it by destroying Adramelech Fortress (tahlan_rubicon_outpost_market) using console commands (openmarket adramelech fortress [ESC] destroymarket).
Moving it to another faction first does not seem to change anything; destroying a half a dozen other markets, including all others LI still held, did not reproduce the error.
I could also play without other issues for well over an hour originally.

Trying to load a save file in which the market was destroyed gives me a lengthy error in starsector.log; i had to upload it to pastebin: https://pastebin.com/mZZEhamZ
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on February 14, 2023, 01:38:34 PM
Issue with Boggled's, I think
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Stuffwriter on February 16, 2023, 02:09:27 AM
One of my favorite mods. Adds tons of high quality stuff.

That said, I have a minor bug to report.

I completed the story missions after getting the Halbmond carrier, but the message to tell me where the special battlecruiser can be found says it is in the "null" nebula. Like an empty text field or something. There is no such nebula in my game.

I am running Nexerelin with the standard core worlds.

Not sure if that helps.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on February 16, 2023, 10:49:11 AM
Known and fixed in dev
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Stuffwriter on February 16, 2023, 12:40:43 PM
Ah, fantastic.

Thanks for all your hard work!
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: QuePro on February 23, 2023, 02:21:40 AM
Hello. My game crashed when I started a new game with Tahlan Shipworks mod on the 0.8.666a version

Log:

340591 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
   at org.niatahl.tahlan.utils.IndEvoIntegrations.addDefenses(IndEvoIntegrations.kt:27)
   at org.niatahl.tahlan.world.Rubicon.generate(Rubicon.kt:327)
   at org.niatahl.tahlan.TahlanModPlugin.onNewGame(TahlanModPlugin.kt:87)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoO0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.interfacesuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.save.if.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 37 more
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: TimeDiver on February 23, 2023, 07:20:24 AM
Hello. My game crashed when I started a new game with Tahlan Shipworks mod on the 0.8.666a version
v3.2c of Industrial Evolution requires the v0.9 Beta 5 version of Tahlan Shipworks.

You have to join the Unofficial Starsector Chat Discord, though; here's the invite link:

https://discord.gg/a8AWVcPCPr

Once joined, the download link is in #mod_updates; you have to scroll up a bit to find it.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: lustfull on February 24, 2023, 03:58:49 AM
BETA 5 bug

onslaught's GH system cause a massive fps drop.

have a good day.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Akarin-Chan on February 24, 2023, 11:10:53 PM
Whenever I face the Demonic Horde bounty, the Amplied Anthropy always crash my game...
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: kowkillar on March 04, 2023, 07:14:50 PM
Can you do anything with Daemon cores?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: mllhild on March 05, 2023, 03:39:21 AM
After switching from Tahlan 0.8.666a to 0.9BETA5 and from UAF 0.72 to 0.73c1 I dont know what happened , but Legion seems to have no interrest in fighting the UAF and is mostly colonizing other planets instead of conquering places.
It colonized two systems half way to the corner of the sector and also has a number of colonies in systems of other factions. Is that intended or a bug?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on March 05, 2023, 05:59:47 AM
just sounds like Nex randomness
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Warnoise on March 06, 2023, 01:45:37 AM
did anyone manage to defeat the legion bounty?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: SirHartley on March 06, 2023, 12:43:39 PM
did anyone manage to defeat the legion bounty?
no I always die to the clones but that's probably your fault so I don't mind
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: HopeFall on March 06, 2023, 07:43:32 PM
Any chance we can see the Great Houses Dun Scaith returned? Perhaps as a boss bounty or something?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Kumanix on March 07, 2023, 07:01:11 AM
did anyone manage to defeat the legion bounty?
Bring enough heavy/Super Frigates to push away all those frigate daemons for you heavy hitters taking care of the big daemons. Then taking those slippery ones down.

Alternatively, bring enough pwoerful hitscan weapons or Energy missile like Tawa on your capitals to kill a daemon in an single salvo to thin them out fast
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: lustfull on March 07, 2023, 08:59:23 AM
the NXA make the game crash when phase anchor force retreat the ship.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on March 07, 2023, 11:35:51 AM
it's a WIP ship, not sure what you expected

Phase anchor will be blocked on the ship when it's done, anyhow.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Volsungare on March 11, 2023, 09:18:10 PM
Not sure if this is a bug or just dead set on having the ship marked. Running 0.9BETA5

The Traumtanzer gets repeatedly marked as a notable ship. From the digging I found, ship config doesn't contain any callout to your unique hull mod for notable, but when I edit the notable tag out of the campaign save file and go approach a fleet with no transponder on, they react as normal with no clue who I am. But after the battle finishes the rep drops as if they knew who I was and the notable tag is back on the ship . The console command does not work, neither does removing the override adding the tag in Notorious.kt called by the hullmods csv.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on March 12, 2023, 05:52:27 AM
Not sure if this is a bug or just dead set on having the ship marked. Running 0.9BETA5

The Traumtanzer gets repeatedly marked as a notable ship. From the digging I found, ship config doesn't contain any callout to your unique hull mod for notable, but when I edit the notable tag out of the campaign save file and go approach a fleet with no transponder on, they react as normal with no clue who I am. But after the battle finishes the rep drops as if they knew who I was and the notable tag is back on the ship . The console command does not work, neither does removing the override adding the tag in Notorious.kt called by the hullmods csv.

No, that's intended. It's part of the Traum's own hullmods for now. The separate hullmod currently only exists as a placeholder. Plan is to move the effect over to that eventually to make it visible.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Volsungare on March 12, 2023, 12:19:19 PM
No, that's intended. It's part of the Traum's own hullmods for now. The separate hullmod currently only exists as a placeholder. Plan is to move the effect over to that eventually to make it visible.

I don't suppose there will be a way to remove that flag for those of us who don't like playing with notable ships?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on March 13, 2023, 04:23:01 PM
No, that's intended. It's part of the Traum's own hullmods for now. The separate hullmod currently only exists as a placeholder. Plan is to move the effect over to that eventually to make it visible.

I don't suppose there will be a way to remove that flag for those of us who don't like playing with notable ships?

nope
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Volsungare on March 13, 2023, 07:12:34 PM
No, that's intended. It's part of the Traum's own hullmods for now. The separate hullmod currently only exists as a placeholder. Plan is to move the effect over to that eventually to make it visible.

I don't suppose there will be a way to remove that flag for those of us who don't like playing with notable ships?

nope

Fair enough, figured it wouldn't hurt to ask. Will just save it for a themed play through. Love the mod.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: HorribleN00b on March 16, 2023, 02:24:21 PM
Just updated to 8.666a. Had some errors, disabled all modes except Tahlan and the libs that go with it. Got this in log:

27778 [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
   at com.fs.starfarer.loading.SpecStore.Ă´O0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

leading to a crash before title menu. Wot I do wrong?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Nia Tahl on March 16, 2023, 03:14:39 PM
delete old versions of mods before copying over updates. Don't just overwrite
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Datboikingboi on March 22, 2023, 08:13:52 PM
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer

First Time posting, I've only got this When Tahlan Shipworks is Enabled

Please Help

Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: TimeDiver on March 22, 2023, 08:35:18 PM
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer

First Time posting, I've only got this When Tahlan Shipworks is Enabled

Please Help
Assuming that you downloaded the latest version of Industrial Evolution (v3.2c) AND you downloaded v0.8.666a from this thread, you need to get the latest version of Tahlan Shipworks (v0.9 BETA6) from the Unofficial Starsector Discord.

Alternatively, download and install v3.1.f of Industrial Evolution instead (delete the 'Industrial.Evolution' folder from 'mods' first, do NOT just overwrite), using the following link:

https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.1.f.zip
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Datboikingboi on March 23, 2023, 05:19:21 AM
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer

First Time posting, I've only got this When Tahlan Shipworks is Enabled

Please Help
Assuming that you downloaded the latest version of Industrial Evolution (v3.2c) AND you downloaded v0.8.666a from this thread, you need to get the latest version of Tahlan Shipworks (v0.9 BETA6) from the Unofficial Starsector Discord.

Alternatively, download and install v3.1.f of Industrial Evolution instead (delete the 'Industrial.Evolution' folder from 'mods' first, do NOT just overwrite), using the following link:

https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.1.f.zip

Thanks Man!
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Brainwright on March 23, 2023, 06:58:01 PM
Liking the changes to the Legio.  When I kill them, they die.  That's all I ever wanted.

They break the combat script with their speed, but I can deal with that.

And that faction tune is pretty damn catchy.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Garafetdin on April 01, 2023, 02:11:04 PM
Hello!
Where can I find Izanami-class ship? Is there a blueprint for it?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Killsode on April 01, 2023, 02:27:29 PM
Hello!
Where can I find Izanami-class ship? Is there a blueprint for it?

There is an Izanami start, a bounty that occurs (i think you have to check kassadar?), it sometimes shows up in prism, and if all else fails you can procure one with a negotiator agent from independent worlds.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Konturga on April 02, 2023, 12:05:38 PM
It's okay. We don't need the great houses as a faction. After we take their planet we can be the one house to rule them all.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Texas Redhawk on April 02, 2023, 12:22:21 PM
It's okay. We don't need the great houses as a faction. After we take their planet we can be the one house to rule them all.

Kassadar is an Independent market, and going to war with the Independents sounds like a spectacularly bad idea. They're the chill fellows who don't mind it if you strut up to their planets with your transponder off, why would you want to fight them?
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: ToeCutter23 on April 22, 2023, 03:06:49 AM
Hi. After upgrading to 0.9B, <24 hours ago, getting CTD on mouseover for the "hel flash drone" with a "Fatal: Null" message. Mulitple attempts, identical results. Full respect for beta status. Still running test to see if anything else is causing similar errors..
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Shinr on April 22, 2023, 05:04:16 AM
Hi. After upgrading to 0.9B, <24 hours ago, getting CTD on mouseover for the "hel flash drone" with a "Fatal: Null" message. Mulitple attempts, identical results. Full respect for beta status. Still running test to see if anything else is causing similar errors..

Try redownloading, it was already hotfixed.

EDIT: Another Update dropped, so you might want to redownload again.
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: ApolloStarsector on April 23, 2023, 03:02:22 PM
Hi, this is a fantastic mod. Thank you! Sometimes I want a closer-to-vanilla experience and I would certainly avail of a Legio Infernalis only option (i.e., totally disable all other content).
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: tindrli on April 24, 2023, 08:12:35 AM
greetings. Can anyone help me? main download page says 0.9BETA5 while version checker says BETA6. Can anyone point me with a link?

damnit its a mess.
(https://i.imgur.com/sF8V218.png)

thanx in advance

ok seems like i found something on discord.
its not called BETA6 its caled 0.9RC2 but SMOL is showing that everything is in order
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Haplogynae on April 25, 2023, 02:38:54 AM
points to anyone who makes it through legio rising :)
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: LatvianFryingChicken on April 25, 2023, 10:03:38 AM
Does anyone know what could cause this:

ERROR com.fs.starfarer.loading.SpecStore  - Ship system [tahlan_royalcharge] not found in ship_systems.csv

It crashes the game on startup
Title: Re: [0.95.1a] Tahlan Shipworks 0.8.666a
Post by: Shogouki on April 25, 2023, 12:31:47 PM
Does anyone know what could cause this:

ERROR com.fs.starfarer.loading.SpecStore  - Ship system [tahlan_royalcharge] not found in ship_systems.csv

It crashes the game on startup

When you say game startup do you mean on starting a new game or loading a saved game?
Title: Re: [0.95.1a] Tahlan Shipworks 0.9RC3
Post by: LatvianFryingChicken on April 26, 2023, 07:27:51 AM

Does anyone know what could cause this:

ERROR com.fs.starfarer.loading.SpecStore  - Ship system [tahlan_royalcharge] not found in ship_systems.csv

It crashes the game on startup

When you say game startup do you mean on starting a new game or loading a saved game?
I meant when you launch the Starsector exe.
Title: Re: [0.95.1a] Tahlan Shipworks 0.9RC3
Post by: Shogouki on April 26, 2023, 01:46:00 PM

Does anyone know what could cause this:

ERROR com.fs.starfarer.loading.SpecStore  - Ship system [tahlan_royalcharge] not found in ship_systems.csv

It crashes the game on startup
When you say game startup do you mean on starting a new game or loading a saved game?
I meant when you launch the Starsector exe.

Are you using Industrial Evolution as well?  There's a post by Sir Hartley on page 123 of the Industrial Evolution thread that says there's a beta version of Tahlan that you need to use to avoid a crash if you're using the latest version of his mod too.
Title: Re: [0.95.1a] Tahlan Shipworks 0.9RC3
Post by: Nia Tahl on April 26, 2023, 02:04:49 PM
Delete old versions of mods before updating. Looks like leftover files from a previous mod version.
Title: Re: [0.95.1a] Tahlan Shipworks 0.9.1
Post by: Virescent on May 07, 2023, 01:22:53 PM
[SPOILERS AHEAD]Hello, I'm coming here to ask Nia something if thats okay...

So I've tried playing as Legio infernalis and during my playthrough, I noticed an option to talk to a Legio officer. It was an interesting character, member of the Blackwatch and seemed interested in me but all my options inevitably led to me calling them crazy and telling them to fck off...is there something more to this officer? Can I someone persuade her? Please help.
Title: Re: [0.95.1a] Tahlan Shipworks 0.9.1
Post by: Wuorg on May 11, 2023, 03:27:36 AM
[SPOILERS AHEAD]Hello, I'm coming here to ask Nia something if thats okay...

So I've tried playing as Legio infernalis and during my playthrough, I noticed an option to talk to a Legio officer. It was an interesting character, member of the Blackwatch and seemed interested in me but all my options inevitably led to me calling them crazy and telling them to fck off...is there something more to this officer? Can I someone persuade her? Please help.

It is a storyline that just isn't finished yet, as far as I am aware. I assume it will be more fleshed out as time goes on.
Title: Re: [0.95.1a] Tahlan Shipworks 0.9.1
Post by: Taomaster on May 11, 2023, 05:24:06 AM
Is there a version for 0.96A?
Title: Re: [0.9.1a] Tahlan Shipworks 0.3.15a
Post by: Rava on May 14, 2023, 09:55:10 AM
That's odd.

If you have console commands you can use:
Code
runcode data.scripts.campaign.tahlan_DerelictsSpawnScript.spawnDerelicts(Global.getSector());

Thus will spawn all the derelicts again including the Traumtänzer and should properly register it in the quest.

I get the error unknown variable or type ''data.scripts.campaign.tahlan_DerelictsSpawnScript.'' any idea why?
Great mod by the way!
Title: Re: [0.96a] Tahlan Shipworks 1.0
Post by: Nia Tahl on May 21, 2023, 04:00:48 AM
Updated for 0.96a

Changelog:
Spoiler
- 0.96a compatibility
- Reworked ship distribution among vanilla factions in accordance with new doctrines
- Adjusted some ship variants
- Removed Ingress for good
- Removed Defiance (you don't even remember what that is)
- Fixes and tweaks and ***
- Added Hel Retribution
- Skysplitter resprited
   - Lowered survivability
   - Added 2 medium missile mounts
- Other stuff I forgot
[close]
Title: Re: [0.96a] Tahlan Shipworks 1.0
Post by: Lappers on May 21, 2023, 04:08:33 AM
Updated for 0.96a

Today is a good day.

That said, the idea of Hel Retribution scares me.
Title: Re: [0.96a] Tahlan Shipworks 1.0
Post by: Nia Tahl on May 21, 2023, 04:33:04 AM
(https://cdn.discordapp.com/attachments/512356777451323393/1109806008190128198/image.png)
Title: Re: [0.96a] Tahlan Shipworks 1.0
Post by: Sarix on May 21, 2023, 04:40:34 AM
Howdy, thank you for updating this great mod.
I got an error when booting the Starsector:
Fatal: DIRECTORY:
D:\Games\Starsector\starsector-core\..\modtahlan-shipworks-1.0
(data\weapons\tahlan_Higanbana_glow.wpn)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
Check starsecor.log for more info
The error in question:
17610 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: DIRECTORY: D:\Games\Starsector\starsector-core\..\mods\tahlan-shipworks-1.0 (data\weapons\tahlan_Higanbana_glow.wpn)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
org.json.JSONException: DIRECTORY: D:\Games\Starsector\starsector-core\..\mods\tahlan-shipworks-1.0 (data\weapons\tahlan_Higanbana_glow.wpn)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
   at com.fs.starfarer.loading.LoadingUtils.?00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.?00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.new(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.new(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Can you please look at the error when you have the free time?
Title: Re: [0.96a] Tahlan Shipworks 1.0
Post by: Nia Tahl on May 21, 2023, 04:58:33 AM
Howdy, thank you for updating this great mod.
I got an error when booting the Starsector:
Fatal: DIRECTORY:
D:\Games\Starsector\starsector-core\..\modtahlan-shipworks-1.0
(data\weapons\tahlan_Higanbana_glow.wpn)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
Check starsecor.log for more info
The error in question:
17610 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: DIRECTORY: D:\Games\Starsector\starsector-core\..\mods\tahlan-shipworks-1.0 (data\weapons\tahlan_Higanbana_glow.wpn)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
org.json.JSONException: DIRECTORY: D:\Games\Starsector\starsector-core\..\mods\tahlan-shipworks-1.0 (data\weapons\tahlan_Higanbana_glow.wpn)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
   at com.fs.starfarer.loading.LoadingUtils.?00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.?00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.new(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.new(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Can you please look at the error when you have the free time?

Try redownloading the mod and make sure to delete the old version before putting in the new one. Looks like maybe a file got corrupted.
Title: Re: [0.96a] Tahlan Shipworks 1.0
Post by: Sarix on May 21, 2023, 05:15:16 AM
Downloaded from GitHub,works well this time, thanks for responding!
Title: Re: [0.96a] Tahlan Shipworks 1.0
Post by: Rhyvon on May 21, 2023, 06:33:19 AM
Thank you for updating your mod, I have always made your work a part of all my playthroughs since buying Starsector.
Title: Re: [0.96a] Tahlan Shipworks 1.0
Post by: Soviet Tom Bombadil on May 21, 2023, 10:21:20 AM
(https://cdn.discordapp.com/attachments/512356777451323393/1109806008190128198/image.png)
BEWM
Title: Re: [0.96a] Tahlan Shipworks 1.0
Post by: Lappers on May 21, 2023, 11:32:16 AM
It appears I was right to be scared at the mention of Hel Retribution
Title: Re: [0.96a] Tahlan Shipworks 1.0
Post by: AnXel LG on May 21, 2023, 12:42:21 PM
It appears I was right to be scared at the mention of Hel Retribution
Nothing like a Percale Phase Cruiser (ion weaponry loadout) to show the murderous Legio toasters who's boss!! ;D
Title: Re: [0.96a] Tahlan Shipworks 1.0
Post by: Superharem on May 22, 2023, 03:30:41 AM
Best mod ever <3
Title: Re: [0.96a] Tahlan Shipworks 1.0
Post by: MoyaOto on May 23, 2023, 03:21:22 AM
Hello Nia Tahl!

In the new update increased ordnance points to 300 from 260 for vanilla Legion.
The mod has the Kasadar Legion, which is still at 260 ordnance points.
Is it possible to raise it to vanilla value?
Title: Re: [0.96a] Tahlan Shipworks 1.0
Post by: aerosolninja on May 23, 2023, 03:34:45 AM
Had a CTD with a Tahlan related error.  Though it would very well be something to do with experimental hullmods as well. Either way thanks for your mod!  It is my favourite faction mod.

Spoiler
9719550 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [CS_WS0004SM] not found on hull [tahlan_lasher_pi_default_D]
java.lang.RuntimeException: Slot id [CS_WS0004SM] not found on hull [tahlan_lasher_pi_default_D]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
[close]
Title: Re: [0.96a] Tahlan Shipworks 1.0
Post by: MoyaOto on May 23, 2023, 04:09:50 AM
Is disabling a faction intentional?

(https://i.ibb.co/WWdV1jH/image.png)
Title: Re: [0.96a] Tahlan Shipworks 1.0
Post by: MoyaOto on May 23, 2023, 04:36:48 AM
Just a small bug in the version of the mod...:

(https://i.ibb.co/VLKp22c/image.png)
Title: Re: [0.96a] Tahlan Shipworks 1.0
Post by: Nia Tahl on May 23, 2023, 08:44:20 AM
Had a CTD with a Tahlan related error.  Though it would very well be something to do with experimental hullmods as well. Either way thanks for your mod!  It is my favourite faction mod.

Spoiler
9719550 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [CS_WS0004SM] not found on hull [tahlan_lasher_pi_default_D]
java.lang.RuntimeException: Slot id [CS_WS0004SM] not found on hull [tahlan_lasher_pi_default_D]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
[close]

Not my mod.

Is disabling a faction intentional?

No, forgot to restore the intended defaults before publishing

Hello Nia Tahl!

In the new update increased ordnance points to 300 from 260 for vanilla Legion.
The mod has the Kasadar Legion, which is still at 260 ordnance points.
Is it possible to raise it to vanilla value?

Yes, it's possible. Doesn't mean I will.
Title: Re: [0.96a] Tahlan Shipworks 1.0
Post by: MoyaOto on May 23, 2023, 10:44:36 AM
Yes, it's possible. Doesn't mean I will.

Oh... Ah... Okay.
Title: Re: [0.96a] Tahlan Shipworks 1.0
Post by: Kulverstukass on May 24, 2023, 12:56:07 PM
Yes, it's possible. Doesn't mean I will.
Oh... Ah... Okay.
It's not like you can't open ship_data.csv that lies at Starsector\mods\tahlan\data\hulls in notepad (preferably Notepad++) and search for 700,260,4, where 260 would be ordnance points of Legion (GH). Don't get too carried away as I'm sure combined fleet OP pool used in calculations to spawn enemies, so making it something like 10000 would be an original way to end your current playthrough.
Don't forget to save after editing, and also that your changes would be set back to Nia Tahl liking on mod update.
Title: Re: [0.96a] Tahlan Shipworks 1.0
Post by: Indie Winter on May 25, 2023, 07:40:36 AM
Hello! I am new to this, how do you pursue the custom bounties? Do you just get them as messages or do you have to find them dockside when you stop at planets?
Title: Re: [0.96a] Tahlan Shipworks 1.0
Post by: Jade Tendency on May 25, 2023, 09:28:29 AM
If you install MagicLib you get a special bounty board in some bars around the sector.
Title: Re: [0.96a] Tahlan Shipworks 1.0
Post by: Indie Winter on May 25, 2023, 09:38:12 AM
ah, I also have Vayra's Sector installed, playing on the old 0.95 version still. Might cause some interference, not sure how to turn the Vayra bounty system off.
Title: Re: [0.96a] Tahlan Shipworks 1.1.1
Post by: Mantising on May 29, 2023, 12:09:32 PM
Possible bug? Not sure if rando scavengers are supposed to have Lostech.
Title: Re: [0.96a] Tahlan Shipworks 1.1.1
Post by: Killsode on May 29, 2023, 12:17:02 PM
Possible bug? Not sure if rando scavengers are supposed to have Lostech.
I mean, you do find those ships while scavenging. Why shouldnt she scavengers find em occasionally? It also does give them a possible farming method, which i like.
Title: Re: [0.96a] Tahlan Shipworks 1.0
Post by: SpaceDrake on May 29, 2023, 12:37:56 PM
ah, I also have Vayra's Sector installed, playing on the old 0.95 version still. Might cause some interference, not sure how to turn the Vayra bounty system off.

In VAYRA_SETTINGS.ini, you want to set "spawnUniqueBounties" to false. The MagicLib bounty manager is generally superior to the old Vayra HVB system.
Title: Re: [0.96a] Tahlan Shipworks 1.1.1
Post by: Nia Tahl on May 29, 2023, 01:11:33 PM
Possible bug? Not sure if rando scavengers are supposed to have Lostech.

Intended. The chance is very low, but it was added to have another source of lostech hulls now.
Title: Re: [0.96a] Tahlan Shipworks 1.1.1
Post by: Mantising on May 29, 2023, 02:26:54 PM
Alright, thanks.

...Now I have to start yet another playthough to make a full Lostech fleet.
Title: Re: [0.96a] Tahlan Shipworks 1.1.1
Post by: 123nick on May 30, 2023, 03:16:02 AM
I HAVE A BUG REPORT!!!!

when i recovered a lostech "karma" class cruiser, it came with a officer in it, something like "voidchild OFFSPRING" or something along those lines. but if you put a normal officer in the karma, or unassign it, the officer it came with dissapears permanently!

if its intended to be that way, where you cant re-assign the officer if taken out, then it should atleast prompt the user that, unassigning the officer is a permanent choice that you cant go back. its not like the lostech hullmod makes any mention of it, or anything else does AFAIK, so reading wouldnt help either (not that it ever does)
Title: Re: [0.96a] Tahlan Shipworks 1.1.1
Post by: Killsode on May 30, 2023, 06:31:40 AM
I HAVE A BUG REPORT!!!!

when i recovered a lostech "karma" class cruiser, it came with a officer in it, something like "voidchild OFFSPRING" or something along those lines. but if you put a normal officer in the karma, or unassign it, the officer it came with dissapears permanently!

if its intended to be that way, where you cant re-assign the officer if taken out, then it should atleast prompt the user that, unassigning the officer is a permanent choice that you cant go back. its not like the lostech hullmod makes any mention of it, or anything else does AFAIK, so reading wouldnt help either (not that it ever does)

Did you try just closing and reopening the fleet menu? I believe thats how it worked when i used the beta versions.
Title: Re: [0.96a] Tahlan Shipworks 1.1.1
Post by: coleroni on May 30, 2023, 04:33:11 PM
love this mod it is very cool salvaging weird ancient ships and stuff with specialized intents and morphing them into my fleet to complement my already very epic fleet :)
Title: Re: [0.96a] Tahlan Shipworks 1.1.1
Post by: Raijek on June 01, 2023, 04:35:55 AM
I noticed with the .96 update they added OP to the standard Legion and XIV. Are you planning on updating the GH Legion to match?
Title: Re: [0.96a] Tahlan Shipworks 1.0
Post by: Dadada on June 01, 2023, 06:07:57 AM
Legion
Hello Nia Tahl!

In the new update increased ordnance points to 300 from 260 for vanilla Legion.
The mod has the Kasadar Legion, which is still at 260 ordnance points.
Is it possible to raise it to vanilla value?

Yes, it's possible. Doesn't mean I will.
Title: Re: [0.96a] Tahlan Shipworks 1.1.1
Post by: Nia Tahl on June 01, 2023, 09:30:50 AM
Fine, I increased the OP, now stop asking.
Title: Re: [0.96a] Tahlan Shipworks 1.1.1
Post by: AnXel LG on June 02, 2023, 12:19:14 AM
Fine, I increased the OP, now stop asking.
Kassadari wizardry at its best!  ;)
Title: Re: [0.96a] Tahlan Shipworks 1.1.1
Post by: Lappers on June 06, 2023, 01:24:14 PM
Got an issue with the NX-A ship.

Occasionally was getting this crash while messing around with it. It seems to happen whenever the ship comes out of phase space on top of a projectile.
No idea if the exact nature of the projectile matters because in my shortsightedness I only ever tried it against one ship in the simulator, but the projectiles involved would've been several from Apex Design Collective (nanoacid burstcannon, burst coilgun, quark-gluon PD, arcspike missiles).

Code
1071020 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at org.niatahl.tahlan.shipsystems.PhaseBreakerV2Stats.handleProjectiles(PhaseBreakerV2Stats.kt:44)
at org.niatahl.tahlan.shipsystems.PhaseBreakerV2Stats.apply(PhaseBreakerV2Stats.kt:94)
at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.96a] Tahlan Shipworks 1.1.1
Post by: Nia Tahl on June 09, 2023, 07:46:14 AM
Got an issue with the NX-A ship.

That's what happens when you cheat in unfinished ships.

Updated mod anyhow, but no fix for that.
Title: Re: [0.96a] Tahlan Shipworks 1.2
Post by: Damexius on June 09, 2023, 08:46:09 AM
 ;D ;D ;D ;D ;D
Title: Re: [0.96a] Tahlan Shipworks 1.1.1
Post by: Lappers on June 09, 2023, 10:12:49 AM
That's what happens when you cheat in unfinished ships.

In my defense it's been in your showcase for a while now, and I don't recall this issue being there when I've messed with it in the past...

And to be fair you did have the Nightwatch ships spawning in Rubicon before those were both finished, so I would argue there wasn't much reason for me to assume the NX-A was any less finished than those. Hence why I was reporting the issue. I'm not in the habit of expecting developers to be able to find each and every last little bug by themselves.
Title: Re: [0.96a] Tahlan Shipworks 1.1.1
Post by: Nia Tahl on June 09, 2023, 01:32:31 PM
In my defense it's been in your showcase for a while now, and I don't recall this issue being there when I've messed with it in the past...

Never has been in the showcase and it's a WIP ship, so of course things change.

The Nightwatch ships were also technically finished when they spawned, the falcon missing engines was just an error that snuck in.
Title: Re: [0.96a] Tahlan Shipworks 1.1.1
Post by: Lappers on June 09, 2023, 02:26:58 PM
Never has been in the showcase and it's a WIP ship, so of course things change.

Oh, I was talking about the menu mission. Completely forgot to specify that. It's been in that mission for a good long while. Regardless, yes, it does make sense that it's likely a new issue, what with the base game getting a fairly huge update since the last time I touched it.

And I did just remember that for a while I had been using one of your beta versions, so that might be why the Nightwatch ships were spawning before you had finished their descriptions and special hullmod and stuff. I swear I don't have dementia.

Anyway, I wasn't demanding that you fix it immediately. I've just been in the routine recently of reporting the plethora of little oversights/issues in the VRI mod so my first instinct was to mention the bug regardless of the ship's completeness.
Title: Re: [0.96a] Tahlan Shipworks 1.2
Post by: Nia Tahl on June 09, 2023, 04:07:13 PM
the menu mission just procedurally pulls all ships from the mod, including WIP things.
Title: Re: [0.96a] Tahlan Shipworks 1.2
Post by: Zelnik on June 11, 2023, 11:06:43 AM
Hey there. I just wanted to chime in a bit.

I really do enjoy the mod! All of the cool ships you have added really do show an incredible level of creativity. Please keep making more!

I did have some observations though.

I love the Ristreza brand of ship. The base ship, the Cascadia and the Numestri are all so cool! I love the design of a frontal assault craft with a powerful ventral/spinal cannon. 

I couldn't help but notice, but did you reduce the power of the base vessels Glepnir cannon recently? I am finding it to really lack the punch that it used to have.

Similarly, the Cascadias missile barrage doesn't...really seem to do that much.  I almost feel like they are just there for show (and what a show!).  This ship is so hard to find, I would expect that they would be a little better at their job since they completely replace the second shot of the Glepnir AND completely replace the starboard and port small ports (making this ship very vulnerable to missile weapons)

The Numestri is another phenomenal ship, but I can't help but also feel that the weapon has lost some of it's punch. Since this ship is even harder to get your hands on than it was before, I can't help but think that it doesn't perform well enough to justify all the headaches in getting it. Am I missing something? 
Similarly, I would think that it's a modified Titanomachy laser, wouldn't it have similar high-flux-damage-increase properties with the Gigantomachy?


Obviously I also love the Rosenritter ships. Making such unique vessels so the player has his own 'fleet' to build his faction with is -endlessly- cool.  I don't actually have too many criticisms with their designs either!
Are there any plans for making more rosenritter designs? Maybe another smaller cruiser like the Mondlicht that has a large weapons bay?  Something to give me more of a reason to use the larger Rosenritter weapons.

I love the Lostech ships, but I miss the Lostech version of the Castigator. Is it possible to maybe make this ship accessible as a starting super ship?

thanks for all your hard work!
Title: Re: [0.96a] Tahlan Shipworks 1.2
Post by: Nia Tahl on June 12, 2023, 12:26:52 AM
I couldn't help but notice, but did you reduce the power of the base vessels Glepnir cannon recently? I am finding it to really lack the punch that it used to have.

Nothing was changed

Similarly, the Cascadias missile barrage doesn't...really seem to do that much.  I almost feel like they are just there for show (and what a show!).  This ship is so hard to find, I would expect that they would be a little better at their job since they completely replace the second shot of the Glepnir AND completely replace the starboard and port small ports (making this ship very vulnerable to missile weapons)

Cascadia has multiple built-in PD weapons that mostly make up for the missing modular small mounts.


Are there any plans for making more rosenritter designs? Maybe another smaller cruiser like the Mondlicht that has a large weapons bay?  Something to give me more of a reason to use the larger Rosenritter weapons.

I love the Lostech ships, but I miss the Lostech version of the Castigator. Is it possible to maybe make this ship accessible as a starting super ship?

thanks for all your hard work!

No plans for either of these. Lostech Castigator is not coming back.
Title: Re: [0.96a] Tahlan Shipworks 1.2
Post by: Lappers on June 12, 2023, 12:45:21 PM
the menu mission just procedurally pulls all ships from the mod, including WIP things.

Yeah, it occurred to me that really the only reason I reported the issue is most likely because I've been messing with UAF and VRI a lot recently which are both very work-in-progress mods. I've been in the everything-is-WIP mindset so I didn't think twice lmao

On an unrelated note, do you by chance plan on adding any more native Kassadari ship designs (not refits [although I wouldn't say no to more of those LUL]) at any point? If you didn't plan on it, are you at least open to the idea? Not a big deal, it's your mod and I have fun with it as it is, but I have been wondering for a while if you might do that. I'd be interested to see what the rest of an old Kassadari fleet might look like beyond their Ristrezas.

you may not bring back lostech castigator but what about the absolutely balanced SCATHACH ??!?!
Title: Re: [0.96a] Tahlan Shipworks 1.2
Post by: Nia Tahl on June 12, 2023, 12:51:55 PM
On an unrelated note, do you by chance plan on adding any more native Kassadari ship designs (not refits [although I wouldn't say no to more of those LUL]) at any point? If you didn't plan on it, are you at least open to the idea? Not a big deal, it's your mod and I have fun with it as it is, but I have been wondering for a while if you might do that. I'd be interested to see what the rest of an old Kassadari fleet might look like beyond their Ristrezas.

you may not bring back lostech castigator but what about the absolutely balanced SCATHACH ??!?!

no and no
Title: Re: [0.96a] Tahlan Shipworks 1.2.1
Post by: Malignantcookie on June 17, 2023, 01:58:26 PM
Odd bug report. Completely invincible Bento-class Destroyer, called LIV Pooka. Part of Legio invasion fleet. It takes no damage, just send fighters and shoots. Guns and fighters take damage from arc and AOE but anything else just acts like there is an invisible and unbreakable shield 360 degrees around the ship. Nothing hurts it. It refuses to retreat despite being the only thing alive. When I retreat to end battle, the fleet just keeps engaging even though there are only the Bento and fuel tankers. I know you want Legio to be scary, but this is just annoying.

Edit: Trying to get close enough to ram it, causes your own shields to die and your hull drops to 0. However, your ship doesn't blow up?

Edit 2: Fixed itself after I got away, invaded the planet the fleet had invaded. Fought them again, Bento no longer invincible. Don't know what caused it.
Title: Re: [0.96a] Tahlan Shipworks 1.2.2
Post by: Tiogriver on June 20, 2023, 10:35:30 AM
I'm playing a mod pack with a vanilla feeling , i'm try to avoid too op ships , and until now i have fun with the Legio Infernalis , ofc now they are starting to scale out of control

My problem is the deploy reduction cost , as they can deploy some ships for very little dp , i end up against so many ships that is actually impossible to beat them (10 vs 50) on top of them be 2 or 3 times stronger then any of my ships (something that i actually enjoying)

the question is , can i change some code for remove that bonus ?, i tried to look for it and in a file called HyperCoordination.kt there is something that look like can be used , but anything i change there has no effect , is possible that Lunalib mod is blocking the change i making?
Title: Re: [0.96a] Tahlan Shipworks 1.2.2
Post by: Dadada on June 20, 2023, 11:49:23 AM
Not what you asked but have you seen the "Legio Hard Mode" in the config? And: You are capturing enough relays to have an equal amount of DP, right? Also possibly helpful: The last skill in the yellow category.
Title: Re: [0.96a] Tahlan Shipworks 1.2.2
Post by: Ruddygreat on June 20, 2023, 11:56:12 AM
<the message>

1 - you're only editing the source files, you'd need to recompile the mod for the changes to apply
2 - that skill is (as far as I can tell) an unused player-only skill, editing it wouldn't do anything anyway

and adding to dadada's post; the legio also just get a lot of officers due to having AI cores (like the remnants), it's not particularly rare to be outmatched on that front.
Title: Re: [0.96a] Tahlan Shipworks 1.2.2
Post by: Tiogriver on June 20, 2023, 12:37:09 PM
<the message>
I'm already at my max amount of dp , and i have legio hard mode disabled , still my problem is just the swarm they can deploy as most of their ship will cost only 3/5/8 deploy points

@Ruddygreat

Tnx , i wasn't aware of the need to recompile it

Maybe Nia Tahl in future will be so kind to add a option to increase or reduce the deployment bonus, so ppl can better fit the mod to their mods pack
Title: Re: [0.96a] Tahlan Shipworks 1.2.2
Post by: Nia Tahl on June 20, 2023, 12:59:53 PM
I'm already at my max amount of dp , and i have legio hard mode disabled , still my problem is just the swarm they can deploy as most of their ship will cost only 3/5/8 deploy points

The effect only applies to Daemons and only the frigates and destroyers go down to costs that low. Idk what kind of fleets you're fighting that you're getting swarmed that badly.

Maybe Nia Tahl in future will be so kind to add a option to increase or reduce the deployment bonus, so ppl can better fit the mod to their mods pack

I will not. There are already plenty of tuning options.
Title: Re: [0.96a] Tahlan Shipworks 1.2.2
Post by: Tiogriver on June 20, 2023, 01:19:09 PM
The effect only applies to Daemons and only the frigates and destroyers go down to costs that low. Idk what kind of fleets you're fighting that you're getting swarmed that badly.
Most likely the problem is me rising the max amount of ships in fleets, i enjoy longer fight , when peak performance matter for more ships
but is fine for the other faction as they have the same limitation of me in deployment phase and the other ships come as reinforcement overtime 

I will not. There are already plenty of tuning options.
I understand , is just as rimworld player i love to have as much control i can on mods so i can mix and match them for the theme i going


Also.....tnx for the mod, is amazing, i enjoyed it a lot 
Title: Re: [0.96a] Tahlan Shipworks 1.2.2
Post by: Death_Silence_66 on June 20, 2023, 10:36:49 PM
The tooltip for chiral hull causes a crash, pretty sure I've got everything updated.
Spoiler
162999 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: null cannot be cast to non-null type com.fs.starfarer.api.ui.UIPanelAPI
java.lang.NullPointerException: null cannot be cast to non-null type com.fs.starfarer.api.ui.UIPanelAPI
   at assortment_of_things.misc.UIExtensionsKt.getParent(UIExtensions.kt:16)
   at assortment_of_things.combat.hullmods.ChiralHull.addPostDescriptionSection(ChiralHull.kt:89)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.oĂ’0000(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.return.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.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(Thread.java:750)
[close]
Title: Re: [0.96a] Tahlan Shipworks 1.2.2
Post by: Dadada on June 21, 2023, 02:34:16 AM
Wrong mod I think, Chiral and assortment of things sounds like: https://fractalsoftworks.com/forum/index.php?topic=26260.0

E: I just quoted your post there. ;)
Title: Re: [0.96a] Tahlan Shipworks 1.2.2
Post by: Arenji on June 21, 2023, 03:22:21 AM
Can you meet Louisa Ferre again after the first encounter? I already met her in my current playthrough from an older patch
Title: Re: [0.96a] Tahlan Shipworks 1.2.2
Post by: Howkin on June 21, 2023, 04:06:42 AM
Version 1.2.2 makes me unable to load my save, works fine if i revert back to 1.2.1
Title: Re: [0.96a] Tahlan Shipworks 1.2.2
Post by: Nia Tahl on June 21, 2023, 06:41:08 AM
give me an actual log or I can't help you.

starsector.log in the starsector-core folder
Title: Re: [0.96a] Tahlan Shipworks 1.2.2
Post by: SpaceDrake on June 21, 2023, 06:55:16 AM
I can confirm I am not seeing that behavior on my end with 1.2.2, it works fine on my save. Did you modify anything in your Tahlan 1.2.1 or update another mod alongside 1.2.2?

Title: Re: [0.96a] Tahlan Shipworks 1.2.2
Post by: Naimod on June 22, 2023, 12:32:27 AM
Anyone got any tips on running a full Rosenritter fleet? I tried going full leadership with wolfpack tactics and support doctrine with either the Traumanzer or the other battlecruiser kitted to be a command center flagship with level 5 (and some 7s) officers controlling all the silverblut regalia ships but I'm getting my butt kicked. AI just overwhelms me with ships and the AI for MY ships cower against their superior tonnage.
Title: Re: [0.96a] Tahlan Shipworks 1.2.2
Post by: AnXel LG on June 22, 2023, 02:14:19 AM
Anyone got any tips on running a full Rosenritter fleet? I tried going full leadership with wolfpack tactics and support doctrine with either the Traumanzer or the other battlecruiser kitted to be a command center flagship with level 5 (and some 7s) officers controlling all the silverblut regalia ships but I'm getting my butt kicked. AI just overwhelms me with ships and the AI for MY ships cower against their superior tonnage.

   Since the NightSong (sorry, I'm very bad at german) Battlecruisers come equiped with electronic warfare (Eye of the Eagle) arrays that increase the combat performance of the regalias, the Rosenritter Fleet should be a heavy mech assault force. Be sure to put the Silberblut regalias under the command of your top level officers, which also add to their battlefield capabilities. As for the Traumtanzer... well, that ship is truly a nightmare (albtraum battlecruiser) as its name implies and should be your personal flagship under your direct control. Learn to micro it well and it becomes THE ultimate missile obliterator of doom from which few can survive, marking it as a DECISIVE SHIP able to save the day against all odds!  I see you already have it. If not, find it ASAP!

   In terms of fleet composition, I usually field a maximum of two ships of each variant per fleet, tending to include everything the faction has to offer and equipping the combatants with loadouts from its faction's weapons, don't want to commit an act of HERESY otherwise. I like to give the spotlight to all the ships a faction has to offer, but that's just me, hate me or, well... hate me again.

   When it comes to tactics, deploy no less than six Silberblut regalias (with aggressive officers) and at least a NightSong battlecruiser to anchor the fleet with two MoonLight (Mondlitch?) cruisers to help form a front battle line. To this add a Halbmond carrier in the rear with the gear to provide plenty of dorn missiles fire support and you should have a very worried enemy in front of you. I would also advice to take a Paladin Silverblut as your default engagement option to capitalize on its movility and swiftly flank and wreak havok among enemy targets. Learn to give orders and when to cancel them to your ships wisely, since oftentimes it is better to let them do their own thing than to force engagements or elimination orders. Also, don't overstep yourself as a general rule, not only with Rosenritter but with all fleet combat. Since you are expected as the player to gauge enemy fleet deathyness, you should begin picking battles in which you are, at least, not surpassed in number or heavily outgunned. As a last resort, UNLEASH the Traumtanzer and burn bright!!!


 
Title: Re: [0.96a] Tahlan Shipworks 1.2.2
Post by: Naimod on June 22, 2023, 02:23:15 AM
Anyone got any tips on running a full Rosenritter fleet? I tried going full leadership with wolfpack tactics and support doctrine with either the Traumanzer or the other battlecruiser kitted to be a command center flagship with level 5 (and some 7s) officers controlling all the silverblut regalia ships but I'm getting my butt kicked. AI just overwhelms me with ships and the AI for MY ships cower against their superior tonnage.

   Since the NightSong (sorry, I'm very bad at german) Battlecruisers come equiped with electronic warfare (Eye of the Eagle) arrays that increase the combat performance of the regalias, the Rosenritter Fleet should be a heavy mech assault force. Be sure to put the Silberblut regalias under the command of your top level officers, which also add to their battlefield capabilities. As for the Traumtanzer... well, that ship is truly a nightmare (albtraum battlecruiser) as its name implies and should be your personal flagship under your direct control. Learn to micro it well and it becomes THE ultimate missile obliterator of doom from which few can survive, marking it as a DECISIVE SHIP able to save the day against all odds!  I see you already have it. If not, find it ASAP!

   In terms of fleet composition, I usually field a maximum of two ships of each variant per fleet, tending to include everything the faction has to offer and equipping the combatants with loadouts from its faction's weapons, don't want to commit an act of HERESY otherwhise. I like to give the spotlight to all the ships a faction has to offer, but that's just me, hate me or, well... hate me again.

   When it comes to tactics, deploy no less than six Silberblut regalias (with aggressive officers) and at least a NightSong battlecruiser to anchor the fleet with two MoonLight (Mondlitch?) cruisers to help form a front battle line. To this add a Halbmond carrier in the rear with the gear to provide plenty of dorn missiles support and you should have a very worried enemy in front of you. I also would advice to take a Paladin Silverblut as your default engagement option to capitalize on its movility and swiftly flank and wreak havok among enemy targets. Also, dont overstep yourself as a general rule, not only with Rosenritter but with all fleet combat. Since you are expected to gauge enemy fleet composition and deathyness, you should begin picking battles in which you are, at least, not surpassed in number or heavily outgunned. As a last resort, UNLEASH the Traumtanzer and burn bright!!!

that's what I've been doing actually. Well I tried either with Traumanzer (With Missile specialization and combat elite skills) or with Nightsong (With leadership skills) as flagship. I keep getting wrecked. DP limit does not allow me to deploy 6 silberblut regalias with a Nightsong. Let alone with two mondlitch  and a Halbmond on top of that.

So does this mean I can't win against 300,000 bounties with a Rosenritter fleet?
Title: Re: [0.96a] Tahlan Shipworks 1.2.2
Post by: AnXel LG on June 22, 2023, 03:04:52 AM
Anyone got any tips on running a full Rosenritter fleet? I tried going full leadership with wolfpack tactics and support doctrine with either the Traumanzer or the other battlecruiser kitted to be a command center flagship with level 5 (and some 7s) officers controlling all the silverblut regalia ships but I'm getting my butt kicked. AI just overwhelms me with ships and the AI for MY ships cower against their superior tonnage.

   Since the NightSong (sorry, I'm very bad at german) Battlecruisers come equiped with electronic warfare (Eye of the Eagle) arrays that increase the combat performance of the regalias, the Rosenritter Fleet should be a heavy mech assault force. Be sure to put the Silberblut regalias under the command of your top level officers, which also add to their battlefield capabilities. As for the Traumtanzer... well, that ship is truly a nightmare (albtraum battlecruiser) as its name implies and should be your personal flagship under your direct control. Learn to micro it well and it becomes THE ultimate missile obliterator of doom from which few can survive, marking it as a DECISIVE SHIP able to save the day against all odds!  I see you already have it. If not, find it ASAP!

   In terms of fleet composition, I usually field a maximum of two ships of each variant per fleet, tending to include everything the faction has to offer and equipping the combatants with loadouts from its faction's weapons, don't want to commit an act of HERESY otherwhise. I like to give the spotlight to all the ships a faction has to offer, but that's just me, hate me or, well... hate me again.

   When it comes to tactics, deploy no less than six Silberblut regalias (with aggressive officers) and at least a NightSong battlecruiser to anchor the fleet with two MoonLight (Mondlitch?) cruisers to help form a front battle line. To this add a Halbmond carrier in the rear with the gear to provide plenty of dorn missiles support and you should have a very worried enemy in front of you. I also would advice to take a Paladin Silverblut as your default engagement option to capitalize on its movility and swiftly flank and wreak havok among enemy targets. Also, dont overstep yourself as a general rule, not only with Rosenritter but with all fleet combat. Since you are expected to gauge enemy fleet composition and deathyness, you should begin picking battles in which you are, at least, not surpassed in number or heavily outgunned. As a last resort, UNLEASH the Traumtanzer and burn bright!!!

that's what I've been doing actually. Well I tried either with Traumanzer (With Missile specialization and combat elite skills) or with Nightsong (With leadership skills) as flagship. I keep getting wrecked. DP limit does not allow me to deploy 6 silberblut regalias with a Nightsong. Let alone with two mondlitch  and a Halbmond on top of that.

So does this mean I can't win against 300,000 bounties with a Rosenritter fleet?

    Try to deploy as many regalias as you can with either the Traumtanzer, ideally under your control OR a NightSong. Then deploy cruisers and a Halbmond until you fill the initial deployment points. Give orders to capture battlespace emplacements that allow you to deploy more ships and try to flank the enemy with your regalias while the battlecruiser and MoonLight cruisers engage directly the enemy. Make no mistake, the Rosenritter fleet is DEVASTATING if properly used, but you should field a really large fleet (25 or more ships) if you aim to take on high pay bounties. Keep in mind that regalias are not heavy hitters and should be assigned skirmisher roles. Also, learn to micro its most agile ships and you will have ample opportunities for crippling enemy vessels caught unawares.

   Are you equipping the battlecruisers and cruisers with Rosenritter weapons? four stalhagel zwillings for shield-slaying duty and some sturmkanonne or high explosive beam for stripping armor usually do really well against any threat not capital sized. 

   Is the enemy fleet having the upper hand in the deployment phase? Do you have 10 seasoned officers at the helm of your heavy hitters and regalias? The Halbmond doesn't need one, nor do the frigate level regalias, which should be given escort or capture orders, if deployed in the main fray. The number of COMBAT CAPABLE ships with officers under your control is key to tip the initial deployment points in your favor.
Title: Re: [0.96a] Tahlan Shipworks 1.2.2
Post by: Naimod on June 22, 2023, 03:24:15 AM
Guess I need to get a more customized loadout. I already maxed out the 30 ship fleet limit. I think I have 10 silver regalias with the nightsong and the Halmond. The rest are the frigate ships. (I thought the cruisers were meant to replace the Nightsong for smaller fleets?
Already spent 3 million credits just getting a full fleet lol. Honestly getting beat up by all the actual threats so badly is getting me a bit depressed. Like all my victories so far were because I have an OP flagship kek(which is true)

I think I need to figure out which silver regalia configuration fits my fleet more... Gonna have to bust out my old brute force fleet to rack up credits again.

Anyway the biggest issue I've been having is that the Silver Regalias REFUSE to attack my designated targets. They lag behind the flagship they're supposed to be protecting.

What's your recommendation? Traumanzer with my character's skills spec to Combat Tree or Nightsong spec to Leadership skills?
as for the Silver Regalias. I did produce 2 ships of each variant but it's not like I can give them all officers. Which variants do you think I should prioritize?
Title: Re: [0.96a] Tahlan Shipworks 1.2.2
Post by: AnXel LG on June 22, 2023, 03:54:28 AM
Guess I need to get a more customized loadout. I already maxed out the 30 ship fleet limit. I think I have 10 silver regalias with the nightsong and the Halmond. The rest are the frigate ships. (I thought the cruisers were meant to replace the Nightsong for smaller fleets?
Already spent 3 million credits just getting a full fleet lol. Honestly getting beat up by all the actual threats so badly is getting me a bit depressed. Like all my victories so far were because I have an OP flagship kek(which is true)

I think I need to figure out which silver regalia configuration fits my fleet more... Gonna have to bust out my old brute force fleet to rack up credits again.

Anyway the biggest issue I've been having is that the Silver Regalias REFUSE to attack my designated targets. They lag behind the flagship they're supposed to be protecting.

What's your recommendation? Traumanzer with my character's skills spec to Combat Tree or Nightsong spec to Leadership skills?
as for the Silver Regalias. I did produce 2 ships of each variant but it's not like I can give them all officers. Which variants do you think I should prioritize?

   Try not to give an excessive number of escort orders, because that hinders the mobility of the silberbluts. Let them do their own thing and adjust to what they perceive as a threat accordingly. Capturing and keeping the strategic battlespace objectives is very important with fleets like the Rosenritter, who rely on space superiority and numbers. If you learn to use (micro) well the Traumtanzer, you'll be DELETING enemies left and right, as in like flyes, with shield-slaying comes the ALPHA STRIKE of six medium missiles AND the two Large mounts (also Rosenritter missiles) which casually replenishes munitions over time thanks to some internal Kassadari autoforge shenanigan made in Nia.

   If you prefer piloting a Silberblut, all are pretty fun to play: sniper ones, dakka-dakka others, missile bois and the elusive Paladin, which reminds me of the Virtuous Wanzer of Diable Avionics. And it is a good bet to confound and get your enemy in disarray, provoking flameouts and nasty holes in the hull while you're at it. AWESOME! Create your own playstyle and build upon it.

   Speed is of the essence. Let the regalias do their thing and when you find an isolated target, put eliminate orders on it. Learn to give and cancel orders sparingly and judiciously and try to gain strenght in numbers to overwhelm the opposition. Always be on the lookout for opportunity targets and try to be DECISIVE in battle with your personal ship, whichever it is. The Traumtanzer being a prime example of this.

   I usually don't field more than 4 Rosenritter frigates (2 of each variant of every single ship in the faction arsenal is the Golden Rule. Personal obsession, I know) and tend to deploy the ones with point defence main weapons and reserve the other to flank the retreating enemy in the pursuit phase.

   
Title: Re: [0.96a] Tahlan Shipworks 1.2.2
Post by: Naimod on June 22, 2023, 05:36:01 AM
I think I got it! Thank you so much for your help. My fleet composition was lacking the anvil in the "anvil and hammer" tactic. The Traumatizer fit the bill with 2 supporting cruisers.
Just beat a 300k bounty without casualties.
Title: Re: [0.96a] Tahlan Shipworks 1.2.2
Post by: AnXel LG on June 22, 2023, 06:00:12 AM
I think I got it! Thank you so much for your help. My fleet composition was lacking the anvil in the "anvil and hammer" tactic. The Traumatizer fit the bill with 2 supporting cruisers.
Just beat a 300k bounty without casualties.

   Glad to hear! Remember, Anvil in the center, regalias flanking left and right, Halbmond in the rear with the gear, a little bit of space dance and PAYDAY!!!!

Also yes, the Dancer of Dreams can be very traumatizing for the enemy officers watching it busy at work. LOL!  ;D
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: Zelnik on June 22, 2023, 02:36:37 PM
There is an elusive Siluberblut? Tell me more!

Also, will there be any sort of mission set or story for the Kassadari?

I like their backstory and would love to bring them violently to power once more.
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: AnXel LG on June 22, 2023, 11:02:20 PM
There is an elusive Siluberblut? Tell me more!

Also, will there be any sort of mission set or story for the Kassadari?

I like their backstory and would love to bring them violently to power once more.

   The Model A of the Silberblut Regalia is named Paladin and has a similar ship sistem to that of a vanilla wolf frigate (phase skimmer), which makes it VERY ELUSIVE and very good as a brawler choice if used properly: Attack, retreat, vent, jump in, attack...

   The Rosenritter Order seem to be a chivalrous bunch of fellows suffering some sort of fall into disgrace and enduring the Dark Times of the current state of things in the Persean Sector. They are known for their strange war machines and their adherence to a code of honor which upholds, among other things, the honorable dueling between combatants using energy weapons the likes of their trademark Sturmkannone. They also seem to have some past grudge against the Noble Houses of Kassadar for some unfathomable reason. In order to fund their activities, they've had no choice but to sign a working contract with A.I.M. and find jobs as freelance mercenaries.

   For those who want to revive the lost honor and splendor of the Rosenritter Armada, I would advise to first go exploring into the unknown, preferably those systems with hungry stars that devour even the light, and search thoroughly all of them until you find some clue of their past legacy. I would also advise to include in your modlist, if you haven't done yet, Starship Legends (by Sundog) which is ideal if you want to renact the Legend of the Traumtanzer.
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: Zelnik on June 23, 2023, 08:09:59 AM
Not Rosenritter my dude. I want to make Kassadar my capital :D
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: Billy on June 23, 2023, 11:57:12 AM
great work, i've been waiting for this mod
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: AnXel LG on June 23, 2023, 12:07:04 PM
Not Rosenritter my dude. I want to make Kassadar my capital :D

Ah yep... The Great Houses of Kassadar. I think I've heard Nia grumbling in a not so friendly attitude when asked about that in the past,   :D

Don't even dare bring the subject to his attention because I kinda know what's gonna happen...  ;D ;D

   At best, you could start a new campaign in Nexerelin with an errant Kassadari Inquisitor at the helm of a mighty Metafalica Battleship, then you could conquer Kassadar and make Lethia your home star system at the diplomatic cost of declaring war on the Independents. You could use further diplomatic effort to restore peace with them or turn political events the way you want for your campaign.
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: Naimod on June 23, 2023, 07:01:32 PM
Not Rosenritter my dude. I want to make Kassadar my capital :D

Ah yep... The Great Houses of Kassadar. I think I've heard Nia grumbling in a not so friendly attitude when asked about that in the past,   :D

Don't even dare bring the subject to his attention because I kinda know what's gonna happen...  ;D ;D

   At best, you could start a new campaign in Nexerelin with an errant Kassadari Inquisitor at the helm of a mighty Metafalica Battleship, then you could conquer Kassadar and make Lethia your home star system at the diplomatic cost of declaring war on the Independents. You could use further diplomatic effort to restore peace with them or turn political events the way you want for your campaign.

IIRC can't you make Kassadari ships via that automated shipyard thing where you sacrifice ships for better ships?
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: AnXel LG on June 23, 2023, 09:58:27 PM
Not Rosenritter my dude. I want to make Kassadar my capital :D

Ah yep... The Great Houses of Kassadar. I think I've heard Nia grumbling in a not so friendly attitude when asked about that in the past,   :D

Don't even dare bring the subject to his attention because I kinda know what's gonna happen...  ;D ;D

   At best, you could start a new campaign in Nexerelin with an errant Kassadari Inquisitor at the helm of a mighty Metafalica Battleship, then you could conquer Kassadar and make Lethia your home star system at the diplomatic cost of declaring war on the Independents. You could use further diplomatic effort to restore peace with them or turn political events the way you want for your campaign.

IIRC can't you make Kassadari ships via that automated shipyard thing where you sacrifice ships for better ships?

   Another way of getting Kassadari ships whould be placing a negotiator opperative in an Independent market (Prism Freeport is my favorite) and ordering a ship retrieval mission. IIRC there are quite a few Kassadari vessels available to the Independents that your agent could snatch for you. As for the Kassadari Weapons blueprint, I think it is included with the Metafalica start in Nexerelin? Question mark?    OR... NOT RECOMENDED but roleplay wise you could cheat via Console Command the Kassadari Ships blueprint if you don't have any luck finding it, which is, sadly, almost guaranteed to happen most of the time
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: Tigasboss on June 27, 2023, 01:36:14 PM
is it possible to beat legio unchained with under 240 dp?
Did any of you guys do it?
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: AnXel LG on June 27, 2023, 11:18:32 PM
is it possible to beat legio unchained with under 240 dp?
Did any of you guys do it?

   I'm waiting for an Industrial.Evolution 0.96a update before starting a new run, so I haven't tried that yet. That said, I would advise to face the Legio toasters with their natural faction counter, the Scalar Tech Defence Force (certainly, Nia wouldn't let us down...). When I used a STDF strike group fielding 15 (yeah, I ignored my Golden Rule in this case) of their phase destroyers and an assortment of Spindle frigate classes, included the distinguished Skirt, with a typical faction weapons layout with an emphasys on Ion damage (Baste ion dischargers and such), the Legio Rising bounty was relatively easy to win. Be sure to ALWAYS use a Percale Phase Cruiser as your flagship to fight against the accursed Daemons, since it is one of the few ships with a highly enough energy and ion ALPHA STRIKE damage potential as to cripple and overload any cruiser class and below WITH ONE BLAST, or two. Give the annoying Daemons its ion medicine, especially the hounds and centurions, before they can cause disruption among your combatants. Even the dreaded Hel Scaith is marked for destruction if caught flanked and unaware of your presence, a very common situation. That assumes a specialization in energy weapons on the player side.

   So give it a try. Swarm them with the Spindle version of the wolf pack. A very EMP pack that is certain to counter Daemon speed and deathyness. Set as your primary targets any Kodai Daemons you find and destroy them ASAP with a surprise attack from P-SPACE. They are the most dangerous Legio warmachines IMHO, but are often vulnerable to the rear.
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: Tigasboss on June 28, 2023, 04:16:24 AM
is it possible to beat legio unchained with under 240 dp?
Did any of you guys do it?

   I'm waiting for an Industrial.Evolution 0.96a update before starting a new run, so I haven't tried that yet. That said, I would advise to face the Legio toasters with their natural faction counter, the Scalar Tech Defence Force (certainly, Nia wouldn't let us down...). When I used a STDF strike group fielding 15 (yeah, I ignored my Golden Rule in this case) of their phase destroyers and an assortment of Spindle frigate classes, included the distinguished Skirt, with a typical faction weapons layout with an emphasys on Ion damage (Baste ion dischargers and such), the Legio Rising bounty was relatively easy to win. Be sure to ALWAYS use a Percale Phase Cruiser as your flagship to fight against the accursed Daemons, since it is one of the few ships with a highly enough energy and ion ALPHA STRIKE damage potential as to cripple and overload any cruiser class and below WITH ONE BLAST, or two. Give the annoying Daemons its ion medicine, especially the hounds and centurions, before they can cause disruption among your combatants. Even the dreaded Hel Scaith is marked for destruction if caught flanked and unaware of your presence, a very common situation. That assumes a specialization in energy weapons on the player side.

   So give it a try. Swarm them with the Spindle version of the wolf pack. A very EMP pack that is certain to counter Daemon speed and deathyness. Set as your primary targets any Kodai Daemons you find and destroy them ASAP with a surprise attack from P-SPACE. They are the most dangerous Legio warmachines IMHO, but are often vulnerable to the rear.
Yea i used an iron shell XIV fleet with an XIV Skysplitter as a flagship and used a similar strategy by using its big alpha strike potential to kill the hel frigates (specially the hounds *** those things) and managed to win the legio rising bounty only losing a few frigates, but on the unchained bounty they all have SO and the double tachyon lances+Annihilation protocol isnt enough to get through a lot of the bigger ships shields since it deals soft flux damage, and the hel retributions with SO are just plain broken lol.
Also im unfortunately not using spindle in this playthrough
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: AnXel LG on June 28, 2023, 05:52:36 AM
is it possible to beat legio unchained with under 240 dp?
Did any of you guys do it?

   I'm waiting for an Industrial.Evolution 0.96a update before starting a new run, so I haven't tried that yet. That said, I would advise to face the Legio toasters with their natural faction counter, the Scalar Tech Defence Force (certainly, Nia wouldn't let us down...). When I used a STDF strike group fielding 15 (yeah, I ignored my Golden Rule in this case) of their phase destroyers and an assortment of Spindle frigate classes, included the distinguished Skirt, with a typical faction weapons layout with an emphasys on Ion damage (Baste ion dischargers and such), the Legio Rising bounty was relatively easy to win. Be sure to ALWAYS use a Percale Phase Cruiser as your flagship to fight against the accursed Daemons, since it is one of the few ships with a highly enough energy and ion ALPHA STRIKE damage potential as to cripple and overload any cruiser class and below WITH ONE BLAST, or two. Give the annoying Daemons its ion medicine, especially the hounds and centurions, before they can cause disruption among your combatants. Even the dreaded Hel Scaith is marked for destruction if caught flanked and unaware of your presence, a very common situation. That assumes a specialization in energy weapons on the player side.

   So give it a try. Swarm them with the Spindle version of the wolf pack. A very EMP pack that is certain to counter Daemon speed and deathyness. Set as your primary targets any Kodai Daemons you find and destroy them ASAP with a surprise attack from P-SPACE. They are the most dangerous Legio warmachines IMHO, but are often vulnerable to the rear.
Yea i used an iron shell XIV fleet with an XIV Skysplitter as a flagship and used a similar strategy by using its big alpha strike potential to kill the hel frigates (specially the hounds *** those things) and managed to win the legio rising bounty only losing a few frigates, but on the unchained bounty they all have SO and the double tachyon lances+Annihilation protocol isnt enough to get through a lot of the bigger ships shields since it deals soft flux damage, and the hel retributions with SO are just plain broken lol.
Also im unfortunately not using spindle in this playthrough

   So you now see the need to give'em plenty of ION love to those fiends. More so if the fleet is SO based. If they have no engines, they cannot escape. A possibility would be to grab a Phasegon Battleship (from Caymon's Ship Pack) and equip it with two gigacannons and 4 ion pulsers. I suppose that's as deadly as a Percale from Scalar Tech at least. If not, get a buncha Auroras and/or Oddyseys and do the same: Ion pulsers aplenty and expanded magazines (S-modded if possible) to have sustained firepower and deny the Daemons the chance to escape. Doom cruisers and Revenant destroyers similarly equipped could help to flank them. Phase ships have an easier time positioning themselves without fear of retaliation before unleashing their killing salvo. Wish you good hunting and tell us if you manage to melt their sorry bulkheads  ;D
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: Tigasboss on June 30, 2023, 11:11:49 AM
is it possible to beat legio unchained with under 240 dp?
Did any of you guys do it?

   I'm waiting for an Industrial.Evolution 0.96a update before starting a new run, so I haven't tried that yet. That said, I would advise to face the Legio toasters with their natural faction counter, the Scalar Tech Defence Force (certainly, Nia wouldn't let us down...). When I used a STDF strike group fielding 15 (yeah, I ignored my Golden Rule in this case) of their phase destroyers and an assortment of Spindle frigate classes, included the distinguished Skirt, with a typical faction weapons layout with an emphasys on Ion damage (Baste ion dischargers and such), the Legio Rising bounty was relatively easy to win. Be sure to ALWAYS use a Percale Phase Cruiser as your flagship to fight against the accursed Daemons, since it is one of the few ships with a highly enough energy and ion ALPHA STRIKE damage potential as to cripple and overload any cruiser class and below WITH ONE BLAST, or two. Give the annoying Daemons its ion medicine, especially the hounds and centurions, before they can cause disruption among your combatants. Even the dreaded Hel Scaith is marked for destruction if caught flanked and unaware of your presence, a very common situation. That assumes a specialization in energy weapons on the player side.

   So give it a try. Swarm them with the Spindle version of the wolf pack. A very EMP pack that is certain to counter Daemon speed and deathyness. Set as your primary targets any Kodai Daemons you find and destroy them ASAP with a surprise attack from P-SPACE. They are the most dangerous Legio warmachines IMHO, but are often vulnerable to the rear.
Yea i used an iron shell XIV fleet with an XIV Skysplitter as a flagship and used a similar strategy by using its big alpha strike potential to kill the hel frigates (specially the hounds *** those things) and managed to win the legio rising bounty only losing a few frigates, but on the unchained bounty they all have SO and the double tachyon lances+Annihilation protocol isnt enough to get through a lot of the bigger ships shields since it deals soft flux damage, and the hel retributions with SO are just plain broken lol.
Also im unfortunately not using spindle in this playthrough

   So you now see the need to give'em plenty of ION love to those fiends. More so if the fleet is SO based. If they have no engines, they cannot escape. A possibility would be to grab a Phasegon Battleship (from Caymon's Ship Pack) and equip it with two gigacannons and 4 ion pulsers. I suppose that's as deadly as a Percale from Scalar Tech at least. If not, get a buncha Auroras and/or Oddyseys and do the same: Ion pulsers aplenty and expanded magazines (S-modded if possible) to have sustained firepower and deny the Daemons the chance to escape. Doom cruisers and Revenant destroyers similarly equipped could help to flank them. Phase ships have an easier time positioning themselves without fear of retaliation before unleashing their killing salvo. Wish you good hunting and tell us if you manage to melt their sorry bulkheads  ;D
*** was too hard, i had to cheat and built a starfortress on the system the bounty was.
The reward was pretty neat though, too bad im on an iron shell playthrough so i havent the automated ships skill to go with it :/
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: Tigasboss on June 30, 2023, 11:24:08 AM
Im not sure if this is normal or if its a bug.
At the start of the game the Legio has a lot of their LI variant ships on their fleet, from castigators to broncos, etc but once they start spawning the daemons their fleet compositions change and they spawn a lot of normal pirate ships instad of their own along with the daemons.
Their fleets are composed by mules (both variants), Ventures (both variants), bentos, and other pirate ships with some daemons in the mix with very few LI ships. Is this intended, or is it a bug on my end?
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: Nia Tahl on June 30, 2023, 02:19:06 PM
Im not sure if this is normal or if its a bug.
At the start of the game the Legio has a lot of their LI variant ships on their fleet, from castigators to broncos, etc but once they start spawning the daemons their fleet compositions change and they spawn a lot of normal pirate ships instad of their own along with the daemons.
Their fleets are composed by mules (both variants), Ventures (both variants), bentos, and other pirate ships with some daemons in the mix with very few LI ships. Is this intended, or is it a bug on my end?

likely just an anecdotal oddity with how the fleet generation works
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: atreg on June 30, 2023, 10:24:44 PM
Im not sure if this is normal or if its a bug.
At the start of the game the Legio has a lot of their LI variant ships on their fleet, from castigators to broncos, etc but once they start spawning the daemons their fleet compositions change and they spawn a lot of normal pirate ships instad of their own along with the daemons.
Their fleets are composed by mules (both variants), Ventures (both variants), bentos, and other pirate ships with some daemons in the mix with very few LI ships. Is this intended, or is it a bug on my end?
I've noticed this as well in one of my older playthroughs, many massive fleets that are usually at least 60% Ventures and Mules. 
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: Nia Tahl on July 01, 2023, 01:50:30 AM
It's not something I've ever observed, frankly. I'll keep an extra eye out in case something is actually off, but even after daemons become active, Legio fleets should still have a decent number of their normal ships.
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: The_Wolf_King on July 05, 2023, 12:57:29 PM
I really love this mod and all the additions it makes.
However, I might have discovered a bug(?) related to the mod. On cycle 217 I began crashing when nearing the Legio Infernalis star system.
Here's a log dump of when I load the game and travel into "range" (2.6 Light years) of the star system, triggering a crash:

 ######################
34245 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 34
34245 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 35
34274 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 36
34274 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 37
34275 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 38
34275 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 39 - last
35649 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [miscallenous_main_menu.ogg]
36019 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [campaign_music_part_2_v28.ogg]
36019 [Thread-9] INFO  sound.H  - Playing music with id [campaign_music_part_2_v28.ogg]
36305 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Orbital Habitat, faction: independent
38644 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: independent
40855 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel  - Created SurveyPlanetMissionIntel: Lithos, faction: independent
42878 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
43028 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [campaign_music_part_2_v28.ogg]
43028 [Thread-9] INFO  sound.H  - Playing music with id [campaign_music_part_2_v28.ogg]
43079 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: Cannot round NaN value.
java.lang.IllegalArgumentException: Cannot round NaN value.
   at kotlin.math.MathKt__MathJVMKt.roundToInt(MathJVM.kt:1132)
   at org.niatahl.tahlan.listeners.LegioFleetInflationListener$Companion.addSMods(LegioFleetInflationListener.kt:71)
   at org.niatahl.tahlan.hullmods.DaemonHeart.advanceInCampaign(DaemonHeart.kt:174)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3.createFleet(FleetFactoryV3.java:468)
   at com.fs.starfarer.api.impl.campaign.econ.impl.MilitaryBase.createPatrol(MilitaryBase.java:585)
   at com.fs.starfarer.api.impl.campaign.econ.impl.MilitaryBase.spawnFleet(MilitaryBase.java:522)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:622)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:580)
   at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:133)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
-------------------------------------------------------------------------------------
With my limited ability to decode the log, I can only guess. But it seems like it is trying to add an S-mod to a Legio fleet through the "adaptive" mode, and this throws an error? I tried disabling it, with no luck.
In any case, thanks for the mod!
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: Nia Tahl on July 05, 2023, 01:46:59 PM
Known bug. Fix sometime this weekend probably.
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: The_Wolf_King on July 05, 2023, 02:19:13 PM
Known bug. Fix sometime this weekend probably.

Alright gotcha, Sorry to be a bother. Wasn't aware it was known.
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: Coil on July 05, 2023, 09:13:04 PM
Anymore blackwatch content coming down the pipeline in the near future?
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: Gunfire007 on July 05, 2023, 09:31:06 PM
quick question: haven't found confirmation anywhere else for this, but if you play as Legio, can you eventually buy or create the Daemon ships and put them in your fleet? I wanna do a run with them but only if thats possible to do  ;)
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: Nia Tahl on July 05, 2023, 11:15:03 PM
quick question: haven't found confirmation anywhere else for this, but if you play as Legio, can you eventually buy or create the Daemon ships and put them in your fleet? I wanna do a run with them but only if thats possible to do  ;)

no

Anymore blackwatch content coming down the pipeline in the near future?

that's the plan
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: redvyper on July 06, 2023, 07:46:09 PM
quick question: haven't found confirmation anywhere else for this, but if you play as Legio, can you eventually buy or create the Daemon ships and put them in your fleet? I wanna do a run with them but only if thats possible to do  ;)

no


Says the AI in disguise...
Title: Re: [0.96a] Tahlan Shipworks 1.2.3
Post by: AnXel LG on July 07, 2023, 05:23:20 PM
quick question: haven't found confirmation anywhere else for this, but if you play as Legio, can you eventually buy or create the Daemon ships and put them in your fleet? I wanna do a run with them but only if thats possible to do  ;)

   I mean, you can always ambush their strike or invasion fleets and recover the spicy daemon toasters. There are always plenty of them to feast on! The only thing is, that is a task meant for an end game campaign objective, since you have to build a special anti-daemon excision fleet of doom if you don't want them having any chance of defeating you.

   You could start with the Nexerelin option that lets you recover automated ships (I think you also start with neutral standing with the REDACTED) for free and build your campaign from there. When you get to the stage of recovering daemon droneships, be sure to bring with you ion weapons loadouts, speedy ships and/or those hull classes with favorable ALPHA STRIKE damage potential.  Also, I'm pretty sure Sierra and Courser would aprove of such an enticing high risk-high reward training exercise! 
Title: Re: [0.96a] Tahlan Shipworks 1.2.4
Post by: SSchorik0101 on July 07, 2023, 05:57:39 PM
I have to say you made 2 of my absolute favorite mods of all time. I just wanted to put that out there and thank you for your work.

I seem to be having a *very* tiny, itty bitty bit of an issue right now I think. Or maybe my luck in this run is just extremely bad. Not a single independent system is spawning *any* Kassadari ships for me at all. I can't even get an agent to get any from their home-world. The only way I've gotten any of their ships at all has been through the salvageable wrecks that are just floating there in their home system. I don't know if this is a bug or if this run just hates me.

Thank you again for all the work you put in!
Title: Re: [0.96a] Tahlan Shipworks 1.2.4
Post by: CrownedC on July 09, 2023, 08:15:05 AM
#BringBackDunScaith_gh  :P
Title: Re: [0.96a] Tahlan Shipworks 1.2.4
Post by: Vundaex on July 10, 2023, 09:25:20 PM
Cool mod, but many ships don't come with autofit variants for quick tests unfortunately.
Title: Re: [0.96a] Tahlan Shipworks 1.2.4
Post by: Pancakeofdooms on July 15, 2023, 09:26:26 PM
I found a ship that has a Regalia gantry any idea what that does?.
Title: Re: [0.96a] Tahlan Shipworks 1.2.4
Post by: AnXel LG on July 15, 2023, 10:37:26 PM
I found a ship that has a Regalia gantry any idea what that does?.

   That would be the necessary hardware and tools to prepare and mantain the combat readiness of an obscure but distinguished line of Giant Fighting Cool Mechs.
Keep that ship in your fleet and be ready for any news from your shipmates!
Title: Re: [0.96a] Tahlan Shipworks
Post by: Leob70 on July 29, 2023, 07:42:20 PM
Other than making them automated ship captains and rep/credits from markets and turning them in to people is there or will there be more uses for the special cores? If not then I guess I'll keep using them for rep farming but it would be cool if you could use them to gain access to powerful tech, unique rewards or just give em over to someone who at least actually acknowledges their value and curiosity before smashing them with a sledgehammer.
Title: Re: [0.96a] Tahlan Shipworks
Post by: ccwkc25 on July 30, 2023, 09:57:55 AM
Hi, running into some bug here. Every time I tried to use Manannan I exploded and killed everything on the map. Almost like a supernova went off anyone just die (including me). I can't figure out what triggered this.

Still can't figure this out  :-\

It worked fine in SIM but not in a real fight.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on July 30, 2023, 11:58:46 AM
working as intended
Title: Re: [0.96a] Tahlan Shipworks
Post by: ccwkc25 on July 31, 2023, 12:29:24 PM
working as intended


You mean enemy has Dune's Holtzmanfield level of  for nuclear deterrent to commit mutually assured destruction upon firing a nuke?
Title: Re: [0.96a] Tahlan Shipworks
Post by: Shogouki on August 08, 2023, 10:20:26 PM
Quick question: if I salvage the Traumtänzer before I find the carrier (who's name I can't remember) that starts the quest that will eventually lead to it will I miss out on any rewards or quest steps aside from finding the Traumtänzer?
Title: Re: [0.96a] Tahlan Shipworks
Post by: Geekin88 on August 08, 2023, 10:42:36 PM
Quick question: if I salvage the Traumtänzer before I find the carrier (who's name I can't remember) that starts the quest that will eventually lead to it will I miss out on any rewards or quest steps aside from finding the Traumtänzer?
nope. you still slowly unlock the blueprints for all the other ships and weapons leading up to the finding the traum. you just did it out of order. i have had that happen in a play through before.
Title: Re: [0.96a] Tahlan Shipworks
Post by: JEENAH on August 08, 2023, 10:54:17 PM
Hello ! I'm searching the ID for the Scathach (Dun-Scaith missile-spam variant).

I can't find it and i would like to start a campaign with the "Super-Ship" start but wih a Scathach as only ship. (The set-up would be very simple : A female Captain coming from outer-space in the sector for ... Reasons) (Mostly because she would be a wanted criminal).

Thanks in advance.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Killsode on August 09, 2023, 01:06:09 AM
Hello ! I'm searching the ID for the Scathach (Dun-Scaith missile-spam variant).

I can't find it and i would like to start a campaign with the "Super-Ship" start but wih a Scathach as only ship. (The set-up would be very simple : A female Captain coming from outer-space in the sector for ... Reasons) (Mostly because she would be a wanted criminal).

Thanks in advance.

unfortunately in 0.8.5 the scatscaith got removed
 - Removed Scathach bounty and ship
Title: Re: [0.96a] Tahlan Shipworks
Post by: JEENAH on August 09, 2023, 02:29:52 AM
Oh ... Oh no ... My favorite ship ...

Well ... Thats a shame. How much should i pay to get it back ? (Real money).
Title: Re: [0.96a] Tahlan Shipworks
Post by: Shogouki on August 09, 2023, 03:41:37 AM
Quick question: if I salvage the Traumtänzer before I find the carrier (who's name I can't remember) that starts the quest that will eventually lead to it will I miss out on any rewards or quest steps aside from finding the Traumtänzer?
nope. you still slowly unlock the blueprints for all the other ships and weapons leading up to the finding the traum. you just did it out of order. i have had that happen in a play through before.

Thanks very much!
Title: Re: [0.96a] Tahlan Shipworks
Post by: JEENAH on August 09, 2023, 09:31:21 AM
Does the original creator of this mod comes often here ? I would like to discuss some things. (Yep, i'm not joking when i say that i'm willing to pay money to get that ship back).
Title: Re: [0.96a] Tahlan Shipworks
Post by: SpaceDrake on August 09, 2023, 12:14:56 PM
Does the original creator of this mod comes often here ? I would like to discuss some things. (Yep, i'm not joking when i say that i'm willing to pay money to get that ship back).

Please go away. This is not in any way conducive to a healthy mod scene.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Shogouki on August 09, 2023, 03:23:52 PM
Does the original creator of this mod comes often here ? I would like to discuss some things. (Yep, i'm not joking when i say that i'm willing to pay money to get that ship back).

Just download an old version of the mod and it's possible to mod it back in yourself.  The author has already been bugged about this numerous times and they've repeatedly said that they'll not be adding it back in. 
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on August 10, 2023, 02:45:58 PM
Does the original creator of this mod comes often here ? I would like to discuss some things. (Yep, i'm not joking when i say that i'm willing to pay money to get that ship back).

It's not happening below 4 digits lmao
Title: Re: [0.96a] Tahlan Shipworks
Post by: S_Eusebio on August 13, 2023, 12:23:52 PM
Thank you very much for the new update, Nia! Both Tahlan Shipworks and Scalartech Solutions are fantastic mods and I am always excited to see a new update going live.

Please don't overwork yourself, because you are a pillar of the community and I will be very sad seeing you burning out on the game.

I know you have big projects cooking for this mod, but take care of yourself first.

Again, thank you so much for your amazing work and hope you're having a good Sunday!
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on August 13, 2023, 01:43:48 PM
I'm way too lazy to overwork myself on this :)
Title: Re: [0.96a] Tahlan Shipworks
Post by: DeClare249 on August 13, 2023, 02:45:27 PM
Hello there, I would like to say amazing mod. Huge fan of it, especially Legio Infernalis (I don't know people hate them. They are end game factions. They are supposed to be tough) I just had a quick question for it tho. Is the recent update save compatible? I've looked on the forums and the change notes it makes no mention of it.
Title: Re: [0.96a] Tahlan Shipworks
Post by: memeextremist on August 13, 2023, 07:34:33 PM
I just met that girl, and I want to do missions for her. thanks Nia
edit: OOOH just got the update and she's a contact yayy
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on August 14, 2023, 11:14:27 AM
Is the recent update save compatible? I've looked on the forums and the change notes it makes no mention of it.

should be
Title: Re: [0.96a] Tahlan Shipworks
Post by: DeClare249 on August 14, 2023, 01:51:36 PM
Is the recent update save compatible? I've looked on the forums and the change notes it makes no mention of it.

should be

Perfect, thank you for the answer and for the hotfix.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Enervana on August 18, 2023, 07:19:41 AM
Hello, first thanks for the cool ships, I've been using this mod for awhile, AMD cards no longer struggle to display EMP effects which means I've been able to make use of the Kassadari roster in all its shiny glory.

I also wanted to report, I think the (D) version of the Legion(GH) (or possibly more ships) is missing from the GH_HULLS list . When I loaded the game, my Legion flagship has 80 seconds of PPT in battle.
I'm fairly sure it's caused by this line of code.
/org/niatahl/tahlan/hullmods/KnightRefit.kt
Code: KnightRefit.kt
if (ship.hullSpec.hullId !in GH_HULLS) {
            ship.mutableStats.peakCRDuration.modifyMult("lol_lmao_even", 0.1f)
            return

Restoring the ship at dock removed the PPT penalty.
Cheers  :)
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on August 18, 2023, 10:01:10 AM
Hello, first thanks for the cool ships, I've been using this mod for awhile, AMD cards no longer struggle to display EMP effects which means I've been able to make use of the Kassadari roster in all its shiny glory.

I also wanted to report, I think the (D) version of the Legion(GH) (or possibly more ships) is missing from the GH_HULLS list . When I loaded the game, my Legion flagship has 80 seconds of PPT in battle.
I'm fairly sure it's caused by this line of code.
/org/niatahl/tahlan/hullmods/KnightRefit.kt
Code: KnightRefit.kt
if (ship.hullSpec.hullId !in GH_HULLS) {
            ship.mutableStats.peakCRDuration.modifyMult("lol_lmao_even", 0.1f)
            return

Restoring the ship at dock removed the PPT penalty.
Cheers  :)

It's checking against the wrong id currently, fix will be out soonish
Title: Re: [0.96a] Tahlan Shipworks
Post by: ttds flat-d major on August 18, 2023, 09:20:13 PM
i wonder how to get Louisa into my contact list. i've met her in a random pub but nothing happened after that.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Enervana on August 22, 2023, 04:31:20 PM
Hi, 1.2.6 causes the game to immediately CTD on Linux due to filenames shenanigans.

Backslashes "\" are considered legit characters for filenames so code using it as folder designators on windows will refer to a file from the mod's root folder instead.
For example with a filename like this "graphics\tahlan\maps\weapon_glib\tahlan_aetnos_hp_base_material.png" loaded straight from the "tahlan-shipworks-1.2.6" folder.

Files from
graphics\tahlan\maps\weapon_normals\
graphics\tahlan\maps\weapon_glib\
are affected.

Not sure which files exactly or if it's all of them, after 3 positives I just made a script to create renamed copies of all of them in the mod's root folder.

Also filenames are case sensitives, caused issues from this:
graphics/tahlan/maps/ships_normals/tahlan_Castigator_pxiv_Normal.png
graphics/tahlan/maps/ships_normals/tahlan_DunScaith_dmn_Normal.png
graphics/tahlan/maps/weapon_glib/tahlan_nibelung_cover_R_material.png
graphics/tahlan/maps/weapon_glib/tahlan_nibelung_cover_R_surface.png

After processing the concerned files the game could start and ran properly.
Cheers  :)
Title: Re: [0.96a] Tahlan Shipworks
Post by: David on August 23, 2023, 05:47:05 AM
One-post troll removed, carry on.
Title: Re: [0.96a] Tahlan Shipworks
Post by: zxtsc on August 23, 2023, 08:54:12 AM
my fleet got wiped and this happen.

errors
Spoiler
4818195 [Thread-3] INFO  exerelin.campaign.intel.FactionInsuranceIntel  - Fleet member ISS Space Raptor has 0 D-mods
4818195 [Thread-3] INFO  exerelin.campaign.intel.FactionInsuranceIntel  - Fleet member ISS This Table has 0 D-mods
4818195 [Thread-3] INFO  exerelin.campaign.intel.FactionInsuranceIntel  - Fleet member ISS Redshift has 0 D-mods
4818195 [Thread-3] INFO  exerelin.campaign.intel.FactionInsuranceIntel  - Fleet member ISS Llew has 0 D-mods
4818196 [Thread-3] INFO  exerelin.campaign.intel.FactionInsuranceIntel  - Fleet member Object 881 has 0 D-mods
4917830 [Thread-3] INFO  exerelin.campaign.intel.FactionInsuranceIntel  - Fleet member ISS Lucy In the Sky has 0 D-mods
4917830 [Thread-3] INFO  exerelin.campaign.intel.FactionInsuranceIntel  - Fleet member Numistri has 0 D-mods
4919199 [Thread-3] INFO  exerelin.campaign.StatsTracker  - Tracker tracking battle
4919587 [Thread-3] INFO  org.niatahl.tahlan.campaign.LegioStealingHomework  - Interval elapsed, the space fascists gonna learn today
4920228 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: Cannot round NaN value.
java.lang.IllegalArgumentException: Cannot round NaN value.
   at kotlin.math.MathKt__MathJVMKt.roundToInt(MathJVM.kt:1132)
   at org.niatahl.tahlan.listeners.LegioFleetInflationListener$Companion.addSMods(LegioFleetInflationListener.kt:71)
   at org.niatahl.tahlan.hullmods.DaemonHeart.advanceInCampaign(DaemonHeart.kt:174)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

[close]
Title: Re: [0.96a] Tahlan Shipworks
Post by: player-one on August 23, 2023, 11:15:00 AM
Hi, 1.2.6 causes the game to immediately CTD on Linux due to filenames shenanigans.

Backslashes "\" are considered legit characters for filenames so code using it as folder designators on windows will refer to a file from the mod's root folder instead.
For example with a filename like this "graphics\tahlan\maps\weapon_glib\tahlan_aetnos_hp_base_material.png" loaded straight from the "tahlan-shipworks-1.2.6" folder.

Files from
graphics\tahlan\maps\weapon_normals\
graphics\tahlan\maps\weapon_glib\
are affected.

Not sure which files exactly or if it's all of them, after 3 positives I just made a script to create renamed copies of all of them in the mod's root folder.

Also filenames are case sensitives, caused issues from this:
graphics/tahlan/maps/ships_normals/tahlan_Castigator_pxiv_Normal.png
graphics/tahlan/maps/ships_normals/tahlan_DunScaith_dmn_Normal.png
graphics/tahlan/maps/weapon_glib/tahlan_nibelung_cover_R_material.png
graphics/tahlan/maps/weapon_glib/tahlan_nibelung_cover_R_surface.png

After processing the concerned files the game could start and ran properly.
Cheers  :)

I am using 1.2.6 under Linux Mint - the behaviour you described was happening until I removed Graphics.Lib from the enabled list.
Perhaps if you have Graphics.Lib enabled you might try disabling it?

Hope this helps
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on August 23, 2023, 11:41:54 AM
my fleet got wiped and this happen.

errors
Spoiler
4818195 [Thread-3] INFO  exerelin.campaign.intel.FactionInsuranceIntel  - Fleet member ISS Space Raptor has 0 D-mods
4818195 [Thread-3] INFO  exerelin.campaign.intel.FactionInsuranceIntel  - Fleet member ISS This Table has 0 D-mods
4818195 [Thread-3] INFO  exerelin.campaign.intel.FactionInsuranceIntel  - Fleet member ISS Redshift has 0 D-mods
4818195 [Thread-3] INFO  exerelin.campaign.intel.FactionInsuranceIntel  - Fleet member ISS Llew has 0 D-mods
4818196 [Thread-3] INFO  exerelin.campaign.intel.FactionInsuranceIntel  - Fleet member Object 881 has 0 D-mods
4917830 [Thread-3] INFO  exerelin.campaign.intel.FactionInsuranceIntel  - Fleet member ISS Lucy In the Sky has 0 D-mods
4917830 [Thread-3] INFO  exerelin.campaign.intel.FactionInsuranceIntel  - Fleet member Numistri has 0 D-mods
4919199 [Thread-3] INFO  exerelin.campaign.StatsTracker  - Tracker tracking battle
4919587 [Thread-3] INFO  org.niatahl.tahlan.campaign.LegioStealingHomework  - Interval elapsed, the space fascists gonna learn today
4920228 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: Cannot round NaN value.
java.lang.IllegalArgumentException: Cannot round NaN value.
   at kotlin.math.MathKt__MathJVMKt.roundToInt(MathJVM.kt:1132)
   at org.niatahl.tahlan.listeners.LegioFleetInflationListener$Companion.addSMods(LegioFleetInflationListener.kt:71)
   at org.niatahl.tahlan.hullmods.DaemonHeart.advanceInCampaign(DaemonHeart.kt:174)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

[close]

Think you're a few versions behind. Update the mod.
Title: Re: [0.96a] Tahlan Shipworks
Post by: player-one on August 29, 2023, 03:36:12 PM
Hi, 1.2.6 causes the game to immediately CTD on Linux due to filenames shenanigans.

Backslashes "\" are considered legit characters for filenames so code using it as folder designators on windows will refer to a file from the mod's root folder instead.
For example with a filename like this "graphics\tahlan\maps\weapon_glib\tahlan_aetnos_hp_base_material.png" loaded straight from the "tahlan-shipworks-1.2.6" folder.

Files from
graphics\tahlan\maps\weapon_normals\
graphics\tahlan\maps\weapon_glib\
are affected.

Not sure which files exactly or if it's all of them, after 3 positives I just made a script to create renamed copies of all of them in the mod's root folder.

Also filenames are case sensitives, caused issues from this:
graphics/tahlan/maps/ships_normals/tahlan_Castigator_pxiv_Normal.png
graphics/tahlan/maps/ships_normals/tahlan_DunScaith_dmn_Normal.png
graphics/tahlan/maps/weapon_glib/tahlan_nibelung_cover_R_material.png
graphics/tahlan/maps/weapon_glib/tahlan_nibelung_cover_R_surface.png

After processing the concerned files the game could start and ran properly.
Cheers  :)

I am using 1.2.6 under Linux Mint - the behaviour you described was happening until I removed Graphics.Lib from the enabled list.
Perhaps if you have Graphics.Lib enabled you might try disabling it?

Hope this helps

OK, eating some serious humble pie here - turns out I was not using the latest version of, well, everything when I was testing the new mods I installed.

So, after following your lead in your original post, I now have vers 1.2.6 running with all the updated mods I use.

Apologies for any inconvenience. I will be triple checking when/if I post again...
Title: Re: [0.96a] Tahlan Shipworks
Post by: Anchalagon on August 30, 2023, 06:07:05 AM
Quick unrelated question out of curiosity from someone who just started to try out mods:

What are the purpleis-pinkish ship.png-s are for in the "graphics/tahlan/maps/ships_normals" folder? What are their purpose? What are they doing? Are they some kind of mushroom-trip themed skins?
Title: Re: [0.96a] Tahlan Shipworks
Post by: A_Random_Dude on August 30, 2023, 09:38:51 AM
Not "skins", they're used by Graphicslib to add a bit more depth and more dynamic lighting to your ships. The normals give some 3d feel to the ship sprites they're associated with, essentially.
Title: Re: [0.96a] Tahlan Shipworks
Post by: VDreamer on August 31, 2023, 02:00:36 AM
Hi, i don't know where else to send this.
Sometimes when i'm fighting a legio fleet some of the enemy ships are invincible, their hulls won't take any damage.
if the fight then continues for to long the game crashes with error "Fatal: color parameter outside of expected range: Alpha Green Blue"
afaik only happens when fighting legio.

log's too big it says:

887711 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha Green Blue
java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha Green Blue
   at java.awt.Color.testColorValueRange(Color.java:310)
   at java.awt.Color.<init>(Color.java:395)
   at com.fs.starfarer.renderers.damage.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.String(Unknown Source)
   at com.fs.starfarer.renderers.damage.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.renderers.damage.O0OO.super(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.BaseEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.renderExcluding(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on August 31, 2023, 02:43:56 AM
Hi, i don't know where else to send this.
Sometimes when i'm fighting a legio fleet some of the enemy ships are invincible, their hulls won't take any damage.
if the fight then continues for to long the game crashes with error "Fatal: color parameter outside of expected range: Alpha Green Blue"
afaik only happens when fighting legio.

log's too big it says:

887711 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha Green Blue
java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha Green Blue
   at java.awt.Color.testColorValueRange(Color.java:310)
   at java.awt.Color.<init>(Color.java:395)
   at com.fs.starfarer.renderers.damage.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.String(Unknown Source)
   at com.fs.starfarer.renderers.damage.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.renderers.damage.O0OO.super(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.BaseEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.renderExcluding(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)

I'm afraid that error tells me literally nothing nor have I ever encountered what you're describing. Not much I can do there.
Title: Re: [0.96a] Tahlan Shipworks
Post by: VDreamer on August 31, 2023, 03:13:00 AM
I'm afraid that error tells me literally nothing nor have I ever encountered what you're describing. Not much I can do there.
Ah, that sucks. I'm guessing it's some mod cross interference or smt like that so i guess i just gotta manually debug. if i find smt i'll mention it
Title: Re: [0.96a] Tahlan Shipworks
Post by: User_862 on August 31, 2023, 08:23:34 AM
I was wondering if the Repulse Varient of the Skysplitter-Class is gone for good, it was one of my favorite ships from this mod.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on August 31, 2023, 02:57:32 PM
I was wondering if the Repulse Varient of the Skysplitter-Class is gone for good, it was one of my favorite ships from this mod.

Gone for good, since the normal version now has the missile mounts that were the Repulse's gimmick
Title: Re: [0.96a] Tahlan Shipworks
Post by: User_862 on September 01, 2023, 06:49:36 AM
Oh well, thanks for answering.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Zuthal on September 01, 2023, 03:27:39 PM
Hi, 1.2.6 causes the game to immediately CTD on Linux due to filenames shenanigans.

Backslashes "\" are considered legit characters for filenames so code using it as folder designators on windows will refer to a file from the mod's root folder instead.
For example with a filename like this "graphics\tahlan\maps\weapon_glib\tahlan_aetnos_hp_base_material.png" loaded straight from the "tahlan-shipworks-1.2.6" folder.

Files from
graphics\tahlan\maps\weapon_normals\
graphics\tahlan\maps\weapon_glib\
are affected.

Not sure which files exactly or if it's all of them, after 3 positives I just made a script to create renamed copies of all of them in the mod's root folder.

Also filenames are case sensitives, caused issues from this:
graphics/tahlan/maps/ships_normals/tahlan_Castigator_pxiv_Normal.png
graphics/tahlan/maps/ships_normals/tahlan_DunScaith_dmn_Normal.png
graphics/tahlan/maps/weapon_glib/tahlan_nibelung_cover_R_material.png
graphics/tahlan/maps/weapon_glib/tahlan_nibelung_cover_R_surface.png

After processing the concerned files the game could start and ran properly.
Cheers  :)

The first issue also occurs on MacOS. Fortunately, the Finder has a mass-rename option that made applying the bandaid fairly painless!
Title: Re: [0.96a] Tahlan Shipworks
Post by: w00d on September 04, 2023, 02:49:06 AM
my main issues of the Legio ships when piloted by the AI has ..dubious abilities like unlimited Phase shift which completely broken,  a capital being able to phase in any desired direction making it faster than any other ship in the game is quite broken. And after capturing the same ship, they do not have the same ability of the Hel Time etc
Title: Re: [0.96a] Tahlan Shipworks
Post by: Shogouki on September 04, 2023, 03:17:20 PM
my main issues of the Legio ships when piloted by the AI has ..dubious abilities like unlimited Phase shift which completely broken,  a capital being able to phase in any desired direction making it faster than any other ship in the game is quite broken. And after capturing the same ship, they do not have the same ability of the Hel Time etc

Capital with unlimited phase shift?  Not sure I've ever seen that before.  Which ship is this and what version of Tahlan's Shipworks are you using?
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on September 04, 2023, 03:36:00 PM
my main issues of the Legio ships when piloted by the AI has ..dubious abilities like unlimited Phase shift which completely broken,  a capital being able to phase in any desired direction making it faster than any other ship in the game is quite broken. And after capturing the same ship, they do not have the same ability of the Hel Time etc

Daemon ship systems are no different between AI use and player fleet use. A daemon ship with S-modded daemonic heart is identical to one fielded by the Legio, just without the DP-discount
Title: Re: [0.96a] Tahlan Shipworks
Post by: w00d on September 04, 2023, 07:31:38 PM
https://imgur.com/GVdzOQW

this one , the spatial jump is unlimited, has a short cooldown,. like 1 sec max and its the ship to just burst teleport in the direction as it wishes, it can outrun 300 speed frigates

using the latest Tahlan , it is laughably OP, 25 deployment points Capital with unlimited phase scoot and a lot of armament . I save scumed a few time's to see if i can capture it but no dice as it would be laughably broken in a players hands

EDIT : ok nm i got one from salvage and er yes it is totally broken lol  8)
Title: Re: [0.96a] Tahlan Shipworks
Post by: Killsode on September 05, 2023, 08:14:42 AM
Wait what that thing is 25dp??? Oh good lord... thats ass.
Title: Re: [0.96a] Tahlan Shipworks
Post by: 700118 on September 05, 2023, 12:40:41 PM
Is the Karma (D) class relic cruiser supposed to have 20 shield arc?
Title: Re: [0.96a] Tahlan Shipworks
Post by: Shogouki on September 05, 2023, 01:57:59 PM
Is the Karma (D) class relic cruiser supposed to have 20 shield arc?

Yep, all the relic ships do I believe.  The scary part is that they're quite powerful despite that.
Title: Re: [0.96a] Tahlan Shipworks
Post by: BFEL on September 06, 2023, 09:50:00 AM
Oh god I've been having fun with this silly Kassadari Onslaught I've built.

I put on the Forced Overdrive hullmod and combined it with Lightweight Armor for more SPEED (not sure if that hullmod is from this or not)

But the real key is the stuff I found from Exotica Technologies. I put a "Penance Engine" on it, which disables shields (no problem there cuz forced overdrive) in return for REGENERATING ARMOR based on how many enemies are nearby. I then put on the Soil Nanites using hullmod from the mod that uses the colony items for hullmods, and now it regens hull too.

I then also threw on a "Drive Flux Vent" from exotica, which lets it use a teleport skimmer type ability.
For upgrades I put on Welded Armor and Infernal Engines to complete the design.

So now I have a ridiculous, zippy Onslaught that regenerates armor and hull for surprising tankiness.
This is my favorite ship ever.
Title: Re: [0.96a] Tahlan Shipworks
Post by: hidefreek on September 08, 2023, 03:12:22 AM
578907 [Thread-3] INFO  com.fs.starfarer.loading.SpecStore  - Loading variant [data\variants\tahlan_Acastus_fighter.variant]
578909 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan-shipworks-1.2.6 (data\variants\tahlan_Acastus_fighter.variant)]
578952 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [tahlan_Acastus] not found!
java.lang.RuntimeException: Ship hull spec [tahlan_Acastus] not found!

Fatal: Ship hull spec [tahlan_Acastus] not found! and can't star the game
Title: Re: [0.96a] Tahlan Shipworks
Post by: BFEL on September 10, 2023, 09:10:54 PM
Running this with Industrial Evolution

Obtained Daemon ships
Have edited the value that determines if "unique" ships can be "reverse engineered" into blueprints in IndEvo
Get a hard crash when hovering over the reverse engineering tab when one of these are in there
Confirmed it doesn't happen with literally anything but Daemons

Did you do something that would cause this? Like, beyond normal blacklisting of the ships for that kinda thing? Assuming it's some weird interaction that would have to be fixed from their end, but posting here for completeness.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Soviet Tom Bombadil on September 10, 2023, 09:32:19 PM
I love finding those little guys. I learned pretty quick if the ship has a name related to Indian mysticism, DO NOT SCRAP IT.

Is the Karma (D) class relic cruiser supposed to have 20 shield arc?

Yep, all the relic ships do I believe.  The scary part is that they're quite powerful despite that.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Killsode on September 11, 2023, 02:17:30 AM
578907 [Thread-3] INFO  com.fs.starfarer.loading.SpecStore  - Loading variant [data\variants\tahlan_Acastus_fighter.variant]
578909 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan-shipworks-1.2.6 (data\variants\tahlan_Acastus_fighter.variant)]
578952 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [tahlan_Acastus] not found!
java.lang.RuntimeException: Ship hull spec [tahlan_Acastus] not found!

Fatal: Ship hull spec [tahlan_Acastus] not found! and can't star the game

You forgot to delete the existing installation when you installed the new one. Just delete your tahlan shipworks file in mods then plop in a fresh one. Unfortunately it probably will not be save compatible.

Running this with Industrial Evolution

Obtained Daemon ships
Have edited the value that determines if "unique" ships can be "reverse engineered" into blueprints in IndEvo
Get a hard crash when hovering over the reverse engineering tab when one of these are in there
Confirmed it doesn't happen with literally anything but Daemons

Did you do something that would cause this? Like, beyond normal blacklisting of the ships for that kinda thing? Assuming it's some weird interaction that would have to be fixed from their end, but posting here for completeness.

Can you actually get the blueprints in the end if the reverse engineering finishes? if so, it probably is a bug. if not, nia's probably coded it for them to purposefully not work.
Title: Re: [0.96a] Tahlan Shipworks
Post by: BFEL on September 11, 2023, 03:26:41 AM
Can you actually get the blueprints in the end if the reverse engineering finishes? if so, it probably is a bug. if not, nia's probably coded it for them to purposefully not work.

I have no idea because I can't see if the number put in there will actually give a full blueprint, or how long it would take to do so if it does. I suppose I could console in like 100 daemons and throw them in and manually count the days or such, but if say, 2 ships worth of "progress" were left over on a second or third blueprint I think even glancing at the tab would just crash things again. So I would basically be loading the game, waiting an unknown amount of days without saving, and then just quitting out without saving
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on September 11, 2023, 11:05:26 AM
Can you actually get the blueprints in the end if the reverse engineering finishes? if so, it probably is a bug. if not, nia's probably coded it for them to purposefully not work.

I think that's a bug I may have already fixed in dev, but don't quote me on that. There's no code in place to cause crashes though, not my style.
Title: Re: [0.96a] Tahlan Shipworks
Post by: NocturneOfSolace on September 11, 2023, 02:35:40 PM
Does anyone have any suggestions for the most optimal way to outfit Great House ships? I'd love suggestions for Legio as well
Title: Re: [0.96a] Tahlan Shipworks
Post by: BFEL on September 11, 2023, 04:27:23 PM
Does anyone have any suggestions for the most optimal way to outfit Great House ships? I'd love suggestions for Legio as well
As I posted here a bit earlier, I've been getting crazy mileage out of the Great House Onslaught build I've done.
Kinda depends on another mod though.
Specifically, Exotica Technologies.

Basically, I took the GH Onslaught, put Forced Overdrive, Lightweight Plating (not sure if that is from Tahlan or not), and Auxiliary Thrusters to turn the ship from slow brick to Drift King
Then I used a "Penance Engine" from Exotica to make it regenerate armor when it's near enemies

One Drift King is generally enough to take out entire fleets of low-medium threat enemies.
I've printed out 5 of them, and together they can Super Sentai through all but the most absurd fleets (like say, the Legio Bounty missions)

Might be able to replicate a version without Exotica using the Hel Plating hullmod, but I think the way Penance Engine works is much better for the build
Hel Plating doesn't disable shields like PE does, so I've been putting it on things with good shields as a backup defense type thing. All but have to combine that with Heavy Armor though.
Title: Re: [0.96a] Tahlan Shipworks
Post by: NocturneOfSolace on September 11, 2023, 08:19:25 PM
Does anyone have any suggestions for the most optimal way to outfit Great House ships? I'd love suggestions for Legio as well
As I posted here a bit earlier, I've been getting crazy mileage out of the Great House Onslaught build I've done.
Kinda depends on another mod though.
Specifically, Exotica Technologies.

Basically, I took the GH Onslaught, put Forced Overdrive, Lightweight Plating (not sure if that is from Tahlan or not), and Auxiliary Thrusters to turn the ship from slow brick to Drift King
Then I used a "Penance Engine" from Exotica to make it regenerate armor when it's near enemies

One Drift King is generally enough to take out entire fleets of low-medium threat enemies.
I've printed out 5 of them, and together they can Super Sentai through all but the most absurd fleets (like say, the Legio Bounty missions)

Might be able to replicate a version without Exotica using the Hel Plating hullmod, but I think the way Penance Engine works is much better for the build
Hel Plating doesn't disable shields like PE does, so I've been putting it on things with good shields as a backup defense type thing. All but have to combine that with Heavy Armor though.

I just meant loadout man
Title: Re: [0.96a] Tahlan Shipworks
Post by: Kadatherion on September 11, 2023, 10:27:58 PM
Does anyone have any suggestions for the most optimal way to outfit Great House ships? I'd love suggestions for Legio as well

100% GH loadout too, for consistency! And OCD!

Jokes aside, yeah, it's probably not optimal, because to be honest I feel GH weapons are a bit undertuned, especially nowadays with the adjustments many vanilla weapons had in 0.96. But as the spritework is exceptional (and projectiles are too, they have such a punch!) I really can't force myself to use other weapons on them, so in my game I slightly edited them: not much, really, I just made them a tiny bit more flux efficient, closer to their vanilla ballistic equivalents.

In any case, then it depends on a ship by ship basis: my favourite is the Ristreza (and its rare and unique variants, Cascadia and Numistri): it's perfect for sniping gameplay. Three Magaeras and two Gardions mean (obviously with integrated targeting unit) out ranging pretty much anything the game can throw at you, letting you chip away at them safely, and then punching hard with the ship system main cannon. That build often feels OP even with the undertuned weapons: you are vulnerable if the enemy gets close (Kassadari ships have reduced armor, so invest in more and better shield cover too for extra safety), but the Ristreza is also fast enough to let you usually retreat before getting to that. It's the most reliable GH ship in my experience.
Title: Re: [0.96a] Tahlan Shipworks
Post by: BFEL on September 12, 2023, 06:31:00 AM
If you're just talking about weapons and such I've found the...Karrion(?) Seekers to be really good. The one that has limitless ammo and fires a bunch of homing energy line looking things. That things really cool.

I've used the Styrix Kinetic Cannon as my main gun on the Drift Kings, with a Conand Autocannon in it's frontal medium slot, with two Ramuns in the frontal small slots. The sides are dedicated to PD weapons, and the universals and hybrid mediums I put Dense Neutrino Beams from ED Shipyards (love those things, 1000 range hitscan medium PD)

Oh and the missiles I use on those are the Pendragon Catapult missiles. Those things are awesome, especially when you mass fire them, probably my favorite missile weapon I've seen in the game so far. Would love a small and large version of those, they're just incredible.

Other then that I think the main weapons I've used from this are the two Plasma guns? The Mezoa and...I forget the name of the large mount one.

But yeah, definitely agree that the spritework and projectile fx are top notch on all of them. Also suggest Nia's other big faction mod, Scalartech. Love basically everything in that. Kinda feels like Tahlan is more Ballistic, Low/Medium Tech focused while Scalar is Nia's Energy/High Tech pews mod.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Selfcontrol on September 12, 2023, 07:35:38 AM
Does anyone have any suggestions for the most optimal way to outfit Great House ships? I'd love suggestions for Legio as well

Don't know if it's the most optimal, but I had good success with a GH Onslaught built with Forced Overdrive as a sorta shield shunt Onslaught.

Devastators on the side, arbalests and light dual ac on the forward medium/small mounts, hellbore in the center, 4 typhoon reaper launchers and 2 dual flak cannons in the middle. I left the rearward mounts empty (except for the side mounts, I put 2 flaks on them).

As for hull mods, I used story points on advanced turret gyros, resistant flux conduits and automated repairs. Then I stacked the classics : heavy armor, ITU, ballistic rangefinder, armored weapon mounts, reinforced bulkheads, etc.

I'm directly piloting this GH Onslaught and I'm pretty satisfied with this build. It has great frontal damages (and decent enough side damages), excellent protection against missiles and is quite resilient. However it is still, imo, inferior to a stock XIV Onslaught because of its inferior armor and lack of shield (I consider Forced Overdrive to be mandatory, without it, it's just a bad Onslaught).

I do not use GH weapons though. They don't bring enough to the table to justify their OP cost compared to vanilla weapons.

Title: Re: [0.96a] Tahlan Shipworks
Post by: NocturneOfSolace on September 12, 2023, 11:53:38 AM
Does anyone have any suggestions for the most optimal way to outfit Great House ships? I'd love suggestions for Legio as well

100% GH loadout too, for consistency! And OCD!

Jokes aside, yeah, it's probably not optimal, because to be honest I feel GH weapons are a bit undertuned, especially nowadays with the adjustments many vanilla weapons had in 0.96. But as the spritework is exceptional (and projectiles are too, they have such a punch!) I really can't force myself to use other weapons on them, so in my game I slightly edited them: not much, really, I just made them a tiny bit more flux efficient, closer to their vanilla ballistic equivalents.

In any case, then it depends on a ship by ship basis: my favourite is the Ristreza (and its rare and unique variants, Cascadia and Numistri): it's perfect for sniping gameplay. Three Magaeras and two Gardions mean (obviously with integrated targeting unit) out ranging pretty much anything the game can throw at you, letting you chip away at them safely, and then punching hard with the ship system main cannon. That build often feels OP even with the undertuned weapons: you are vulnerable if the enemy gets close (Kassadari ships have reduced armor, so invest in more and better shield cover too for extra safety), but the Ristreza is also fast enough to let you usually retreat before getting to that. It's the most reliable GH ship in my experience.

I actually think GH weapons are fine they just generate flux like absolutely mad

Also what exactly does Forced Overdrive even do besides remove shields?
Title: Re: [0.96a] Tahlan Shipworks
Post by: Selfcontrol on September 12, 2023, 12:41:45 PM
Does anyone have any suggestions for the most optimal way to outfit Great House ships? I'd love suggestions for Legio as well

100% GH loadout too, for consistency! And OCD!

Jokes aside, yeah, it's probably not optimal, because to be honest I feel GH weapons are a bit undertuned, especially nowadays with the adjustments many vanilla weapons had in 0.96. But as the spritework is exceptional (and projectiles are too, they have such a punch!) I really can't force myself to use other weapons on them, so in my game I slightly edited them: not much, really, I just made them a tiny bit more flux efficient, closer to their vanilla ballistic equivalents.

In any case, then it depends on a ship by ship basis: my favourite is the Ristreza (and its rare and unique variants, Cascadia and Numistri): it's perfect for sniping gameplay. Three Magaeras and two Gardions mean (obviously with integrated targeting unit) out ranging pretty much anything the game can throw at you, letting you chip away at them safely, and then punching hard with the ship system main cannon. That build often feels OP even with the undertuned weapons: you are vulnerable if the enemy gets close (Kassadari ships have reduced armor, so invest in more and better shield cover too for extra safety), but the Ristreza is also fast enough to let you usually retreat before getting to that. It's the most reliable GH ship in my experience.

I actually think GH weapons are fine they just generate flux like absolutely mad

Also what exactly does Forced Overdrive even do besides remove shields?

It disables the shield, but it reduces by half the armor penalty from Kassadari Engineering and the ship is considered to be always in overdrive mode. Normally, you get a +10% "timeflow" and it enters overdrive when your hull integrity reaches 30% or less. With Forced Overdrive you get +30% timeflow right from the start of the battle. You move 30% faster, you fire 30% faster, you regenerate the TPC ammunitions 30% faster, etc.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Kadatherion on September 13, 2023, 12:18:41 AM
I actually think GH weapons are fine they just generate flux like absolutely mad

Well, many are all around a bit weaker than their vanilla equivalent (or roughly on par but at a higher OP cost). For instance, looking at the kinetic weapons (from memory, so take the numbers with a grain of salt but you'll get the idea), a comparison between the vanilla railgun and the GH gallant, which have basically the same role and behaviour. The gallant has 100 more range than the railgun (800 vs 700), which is good but... that's about all it has over it. Railgun dps is 167 vs the gallant's 125 (that's quite a big difference), but the railgun is also much more flux efficient (0.9 vs 1.1: and for a kinetic weapon, being in the negative in flux efficiency is kinda bad); it doesn't stop there though: the gallant has only medium accuracy and turn rate as a turret, while the railgun has perfect accuracy and turns quite fast, making it much better against frigates and fast destroyers (and, arguably, small mounts are usually meant just for such targets). Also, single shot is 100 dmg for both, the dps advantage for the railgun comes from a faster refire rate (0.6 vs 0.8 iirc): faster refire rate is pretty relevant in being efficient at not wasting flux in percentage of missed shots. Finally, all this while they cost the same OPs, as the railgun isn't 8 OPs anymore, it was brought back to 7 just before 0.96. Honestly, if it wasn't for faction flavor, there wouldn't be a single scenario where I'd choose a stock gallant over a railgun nowadays.

The bigger variants tend to scale roughly following this pattern, as does the HE set, although they usually have a secondary scripted damage that makes things slighty more even when compared to their vanilla counterparts (scripted damage is mentioned, but not taken into account by the game when calculating dps, flux efficiency etc in the tooltip stat summary). However, they also tend to cost about 1-2 more OPs than them. A medium weapon at 14-15 OPs, for instance, is getting in the Omega weapon ordnance cost ballpark: it should probably pack a bit more punch. Granted, the range advantage of the "sniper" GH weaponry becomes more impactful with the bigger hardpoints: 800 vs 700 range makes little difference in a crowded battlefield, when there's still many weapons with range higher than 800, 1100 (for the mediums) or 1200 (for the large ones) can't be seriously matched by most things in vanilla, so unless you have other mods with long range weaponry, they can let you dominate the field by being a kiting nightmare (as in my Ristreza example). Still, it seems to come at a very harsh compromise on just everything else.

Which is why, as I mentioned, in my game I made several of them a bit more flux efficient, usually by 0.1 (and I may have slightly increased the projectile speed of a couple of them that were simply way too wasteful), bringing for instance the gallant to 1 efficiency from 1.1. It's still arguably underperforming compared to the railgun (and probably to the light needler too with its 0.8 efficiency, but I've almost never used needlers 'cause I don't like their sprite so I'm actually not that familiar with how they feel performance wise), but not so egregiously that I feel like I'm seriously handicapping myself for no reason when I put them on my ships. A bunch of vanilla weapons were made a bit better inbetween late 0.95.1a and 0.96 (for instance, PD weaponry is quite more balanced nowadays, which also puts some shadows on the flux hungry GH PD solutions), and some modded weaponry is now lacking behind a bit imo. Modders should be very careful about correcting that to avoid power creep (and Nia has always been rather cautious and conservative in stats, which is good), but I do feel like the GH weapons could do with a little balance pass to make them more attractive.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Luftwaffles on September 13, 2023, 09:20:12 AM
I actually think GH weapons are fine they just generate flux like absolutely mad

Well, many are all around a bit weaker than their vanilla equivalent (or roughly on par but at a higher OP cost). For instance, looking at the kinetic weapons (from memory, so take the numbers with a grain of salt but you'll get the idea), a comparison between the vanilla railgun and the GH gallant, which have basically the same role and behaviour. The gallant has 100 more range than the railgun (800 vs 700), which is good but... that's about all it has over it. Railgun dps is 167 vs the gallant's 125 (that's quite a big difference), but the railgun is also much more flux efficient (0.9 vs 1.1: and for a kinetic weapon, being in the negative in flux efficiency is kinda bad); it doesn't stop there though: the gallant has only medium accuracy and turn rate as a turret, while the railgun has perfect accuracy and turns quite fast, making it much better against frigates and fast destroyers (and, arguably, small mounts are usually meant just for such targets). Also, single shot is 100 dmg for both, the dps advantage for the railgun comes from a faster refire rate (0.6 vs 0.8 iirc): faster refire rate is pretty relevant in being efficient at not wasting flux in percentage of missed shots. Finally, all this while they cost the same OPs, as the railgun isn't 8 OPs anymore, it was brought back to 7 just before 0.96. Honestly, if it wasn't for faction flavor, there wouldn't be a single scenario where I'd choose a stock gallant over a railgun nowadays.

The bigger variants tend to scale roughly following this pattern, as does the HE set, although they usually have a secondary scripted damage that makes things slighty more even when compared to their vanilla counterparts (scripted damage is mentioned, but not taken into account by the game when calculating dps, flux efficiency etc in the tooltip stat summary). However, they also tend to cost about 1-2 more OPs than them. A medium weapon at 14-15 OPs, for instance, is getting in the Omega weapon ordnance cost ballpark: it should probably pack a bit more punch. Granted, the range advantage of the "sniper" GH weaponry becomes more impactful with the bigger hardpoints: 800 vs 700 range makes little difference in a crowded battlefield, when there's still many weapons with range higher than 800, 1100 (for the mediums) or 1200 (for the large ones) can't be seriously matched by most things in vanilla, so unless you have other mods with long range weaponry, they can let you dominate the field by being a kiting nightmare (as in my Ristreza example). Still, it seems to come at a very harsh compromise on just everything else.

Which is why, as I mentioned, in my game I made several of them a bit more flux efficient, usually by 0.1 (and I may have slightly increased the projectile speed of a couple of them that were simply way too wasteful), bringing for instance the gallant to 1 efficiency from 1.1. It's still arguably underperforming compared to the railgun (and probably to the light needler too with its 0.8 efficiency, but I've almost never used needlers 'cause I don't like their sprite so I'm actually not that familiar with how they feel performance wise), but not so egregiously that I feel like I'm seriously handicapping myself for no reason when I put them on my ships. A bunch of vanilla weapons were made a bit better inbetween late 0.95.1a and 0.96 (for instance, PD weaponry is quite more balanced nowadays, which also puts some shadows on the flux hungry GH PD solutions), and some modded weaponry is now lacking behind a bit imo. Modders should be very careful about correcting that to avoid power creep (and Nia has always been rather cautious and conservative in stats, which is good), but I do feel like the GH weapons could do with a little balance pass to make them more attractive.
The sniper weapons are definitely overpowered though. The Styrix, for example, does about 25% less DPS than a Gauss but has half the flux cost and a faster projectile. There's a 1200 range HE weapon with 240ish DPS, which is insane since in vanilla the Heavy Mauler has a mediocre 120 DPS and a projectile slow enough to be dodged at max range. Then there are the 1100 range large ballistics, which have comparable DPS and flux stats to the 900 range vanilla ones despite outranging them and being massively more accurate. Sure, you pay for it in OP, but honestly I'd almost always take the Armiger over the Hellbore and the Efreet over the Mark IX even though it costs 8 more OP. Likewise, Styrix vs Gauss is a no-brainer unless you really need that 3 OP or 100 extra kinetic DPS for some reason. And for the Gardas there isn't even an alternative, in vanilla if you want a finisher at that range you need missiles, bombers, or Advanced Optics HIL.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Kadatherion on September 13, 2023, 01:34:16 PM
The sniper weapons are definitely overpowered though. The Styrix, for example, does about 25% less DPS than a Gauss but has half the flux cost and a faster projectile. There's a 1200 range HE weapon with 240ish DPS, which is insane since in vanilla the Heavy Mauler has a mediocre 120 DPS and a projectile slow enough to be dodged at max range. Then there are the 1100 range large ballistics, which have comparable DPS and flux stats to the 900 range vanilla ones despite outranging them and being massively more accurate. Sure, you pay for it in OP, but honestly I'd almost always take the Armiger over the Hellbore and the Efreet over the Mark IX even though it costs 8 more OP. Likewise, Styrix vs Gauss is a no-brainer unless you really need that 3 OP or 100 extra kinetic DPS for some reason. And for the Gardas there isn't even an alternative, in vanilla if you want a finisher at that range you need missiles, bombers, or Advanced Optics HIL.

Not that I disagree completely with the point (I said myself range becomes pretty valuable for the larger mounts when there's not much left that can keep up with them), but it seems you are making a bit of confusion here and there. For instance, the 1200 range GH weapons are large mounts, the heavy mauler is a medium one, completely different category. The 1100 large ballistics, Armiger and Efreet, are from this mod but are not GH weapons (they are similarly balanced though to be in the middle between the 1000 and 1200 GH ballistics, so it's pretty ok to talk about them too, but they are supposed to be common vanilla weaponry extensions).

Also, you forget some things where you actually get the weapons to compare right: let's look at the Styrix vs Gauss example.
Same range (1200), the Styrix has 250 DPS at 1.2 efficiency (pretty good efficiency for such long range, but the DPS is kinda closer to some medium mount weaponry damage), while the Gauss has much better DPS, 350, but indeed at a much worse efficiency of 1.7 (that's indeed very bad for the Gauss). However the Styrix also shoots 3 projectiles at 350x3 dmg, while the Gauss does what it does with just one projectile at 700 dmg: that's MUCH more useful when the target shields have gone down and it is now hitting armor. Due to how armor dmg reduction math works, high damage single projectiles are much more effective than multiple lower dmg ones: this means the Gauss, even with the kinetic malus against armor, can still be useful when hitting past the shields, the Styrix not as much (although it's by all means not bad: at that size almost nothing is). The Styrix has a tiny bit of scripted extra secondary energy damage, should be on average about 30x3 (as it's a bit random): helps keeping it closer to the Gauss and its per shot dmg advantage, but it's not much (especially given it's a separate secondary damage calculation, so it should get reduced on its own, meaning it can hardly make much of a difference against heavy armor). Also, the Gauss has perfect accuracy (meaning very low spread for its bullets) while the Styrix is only rated as good. Just put them close together on a ship, and look how the Styrix 3 projectiles spread (which, for what should be a "sniper" weapon, is quite problematic) while the Gauss' stays in the middle, pinpoint accurate: sure, it might be less flux efficient, but not missing that pesky frigate with a costly and precious large weapon shot translates directly into efficiency too! If you simulate a 1v1 versus a Paragon you might not notice the difference, but in the real fleet battles, with all the smaller targets around, the difference is there and it's pretty relevant. Ah, and no, the Styrix doesn't have a faster projectile, both their projectiles have the exact same speed of 1200, so for what concerns that value they have the same chance to hit/not be dodged. Finally, the Gauss has a refire delay more than two times quicker than the Styrix, 2 seconds vs 4.2 seconds, which also helps making it more efficient in actual battle (a missed shot is much less of an issue - and much less infuriating  - the lesser you have to wait for the next shot to come and hopefully kill what you want it to kill... not that the Gauss would miss often anwyay, given the aforementioned advantage in accuracy stats).

Basically, the Styrix is either on par or inferior to the Gauss on everything except for flux efficiency (which indeed is a different case than the smaller gallant-railgun comparisons, where vanilla wins on efficiency too), and it comes at 28 OP cost against 25. Is it a serviceable weapon? No doubt. Given it's a large mount that only consumes 300 flux per second it's certainly a better choice for flux starved ships, even with the higher ordnance cost. If you have flux to spare, though, the Gauss is objectively better on pretty much all accounts (well, except for looks :P ). And yeah, 28 vs 25 OPs might not seem much (and it isn't), but it also brings the Styrix in the same ballpark (30 OPs) as the super Omega weapons (most other mods also put at around 30 OPs their own *** overpowered rare large superweapons, but that's them and let's pretend we don't play with those as well), so an "average" weapon that costs 28 OP might not sound so sexy anymore.
Granted, I do agree this is a case where the tradeoff is more balanced and both vanilla and GH have their uses (I know I'd choose the Styrix for my playership too: I just hate getting overfluxed and I find little fun in having to juggle weapon autofire), but as you could see with the gallant example, some other GH weapons don't fare as good.

Fact is, vanilla has a few unanimously considered premium weapons: the railgun is among those (and it was even when it was 8 OP, why it was lowered to 7 is puzzling to me). Another example would be the burst PD, that has completely dominated small PD mounts for years (other PDs have gotten better in the latest patches though, so nowadays even the previously pointless LRPD laser can have its uses... or so they say  ;) ). That doesn't mean a mod has to have its own custom PDs at least on par with the vanilla burst PD, otherwise we'd fall to power creep in an instant and just contribute at making other PD weapons completely useless. But it should offer something that makes it not useless as well when compared to the burst PD. You know, the usual: more range, better flux, lower OP cost or maybe it can have some trick up its sleeve, like AOE damage that makes it better against swarms although still losing badly to the burst when put against individual sturdier fighters. The Styrix - Gauss comparison could be considered such a case, where yeah, the Styrix ain't useless compared to the Gauss, as it has one definite advantage (efficiency) even though its losing on lots of other stats. Other GH weapons are not so lucky.

And, in any case, it can feel kinda bad when a weapon that's not better than the vanilla equivalent still costs noticeably more. You expect premium, but you don't really get that, you get a sidegrade at best and more headaches when trying to fit that last hullmod in instead. Not surprising then to read people like Selfcontrol yesterday mentioning they don't use them because they can't justify their cost. This might sound irrational, but - to still take the same example as before - even if we were all to agree the Styrix is fine as it is balance wise, I'd then probably prefer to see it nerfed slightly, just to put it at 25 OPs as well.* Nothing really would change balance wise, but it would instinctively feel better as user experience: the price is the same, you expect a sidegrade, you get a sidegrade.
* Personally, I do think it could very well already cost 25 OPs without the need to nerf it in the slightest, but heh, you get the point.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Luftwaffles on September 13, 2023, 05:47:49 PM
Basically, the Styrix is either on par or inferior to the Gauss on everything except for flux efficiency (which indeed is a different case than the smaller gallant-railgun comparisons, where vanilla wins on efficiency too), and it comes at 28 OP cost against 25. Is it a serviceable weapon? No doubt. Given it's a large mount that only consumes 300 flux per second it's certainly a better choice for flux starved ships, even with the higher ordnance cost. If you have flux to spare, though, the Gauss is objectively better on pretty much all accounts (well, except for looks :P ). And yeah, 28 vs 25 OPs might not seem much (and it isn't), but it also brings the Styrix in the same ballpark (30 OPs) as the super Omega weapons (most other mods also put at around 30 OPs their own *** overpowered rare large superweapons, but that's them and let's pretend we don't play with those as well), so an "average" weapon that costs 28 OP might not sound so sexy anymore.
Granted, I do agree this is a case where the tradeoff is more balanced and both vanilla and GH have their uses (I know I'd choose the Styrix for my playership too: I just hate getting overfluxed and I find little fun in having to juggle weapon autofire), but as you could see with the gallant example, some other GH weapons don't fare as good.
Woops, I forgot Efreet and Armiger weren't GH. However, I think you're undervaluing the flux efficiency gap - on low tech ships, flux is a scarce resource, so being able to massively reduce your weapon costs while only sacrificing a little DPS is huge. Generally speaking, that extra 300 flux/sec will buy you much more than an additional 100 kinetic DPS, even factoring in the slightly lower hit strength and accuracy (it's true that Styrix and Gauss have the same projectile speed, I just had a mistaken impression from before TMI existed). Also, I still contend that the very existence of the Gardas is OP - the reason I compared it to the Heavy Mauler is because that's the longest range HE hard flux weapon in vanilla. Normally, if you play a sniper build like Gauss Conquest you have to rely on either missiles, fighters, or support from allied ships to finish off your targets - all of which have counterplay. With the Gardas though, you can now put pressure and finisher on the same ship and comfortably sit at extreme range without worrying about trying to sneak Hurricanes or Daggers through a low tech PD grid. I think it's very telling that it's impossible to achieve this combo in vanilla - since there are (AFAIK) no ships that can mount both large ballistics and large energy, the best you can otherwise do is 1000 range with HVD + HIL/Heavy Mauler. If you want an actually effective hard flux source of HE that can't be intercepted by PD, you're stuck with 900 range weapons that all have some kind of serious drawback at range (except for the Hephaestus, which just has serious drawbacks in general).
Title: Re: [0.96a] Tahlan Shipworks
Post by: itBeABruhMoment on September 13, 2023, 07:46:50 PM
Please fix the graphics file path issues for Linux. Somebody made a pull request on the Github repo for this mod that fixes this and I can confirm that it fixes the issue.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Kadatherion on September 14, 2023, 01:07:34 AM
[...] However, I think you're undervaluing the flux efficiency gap - on low tech ships, flux is a scarce resource, so being able to massively reduce your weapon costs while only sacrificing a little DPS is huge. Generally speaking, that extra 300 flux/sec will buy you much more than an additional 100 kinetic DPS, even factoring in the slightly lower hit strength and accuracy (it's true that Styrix and Gauss have the same projectile speed, I just had a mistaken impression from before TMI existed). [...]

350 to 250 isn't a "little" dps difference, for some weapons it would even be in the ballpark of large mount to medium mount difference: especially when that 350 comes - as explained - with 700 dmg projectiles that are much more effective at penetrating armor even if kinetic. As I've mentioned, the Gauss is less flux efficient on paper (and still overall is at the end of the day, absolutely not gonna deny that, 1.7 is a friggin' lot), but in real gameplay this efficiency gap is much smaller than it looks on the surface: it misses less - every missed shot is wasted flux - and when the enemy shields are down, it still has a decent impact against armor, while the flux spent by the Styrix is more of a waste when it's got to that.
Obviously this also depends on whether you are controlling it manually or the weapon is put on autofire/on an AI ship: the player is smart enough to not try to hit a Wolf at 1800 range (ITU) with a large weapon, so that means less wasted shots = real scenario flux efficiency is closer to what shown on paper. On autofire though? Yeah, accuracy makes a day and night difference. Of course you'll see your flux bar get higher quicker on your flux starved ship when firing the Gauss, but if the Gauss actually kills what the Styrix would have missed, then at the end of the engagement it might have been more efficient (what is dead can't hit your shields and overflux you, so you can continue to fire on other targets without having to stop): weapon stats don't exist in a vacuum (even though it's space, so...  :P ). Also let's not forget that ordnance points can directly translate into more flux vents, so a lower OP cost itself influences the real overall weapon efficiency (and by quite a bit, if combined with certain skills).

I do absolutely agree it's a perfectly valid sidegrade though: indeed as mentioned for flux starved ships (and low tech - ballistics ones often are, at least in vanilla, you're perfectly right about that) it's probably often the most sustainable and consistent - if not necessarily "better" - option. It allows you to play the sniper game even with some ships that wouldn't really be able to sustain a Gauss or two, and that's mighty fine. But that's the whole point: it's a sidegrade, useful for a specific niche/playstyle, so it's hard to justify the higher cost, at least as it can be perceived by the end user. If it's not *better*, then why does it cost me *more*? This happens with several GH weapons: when they could be considered a valid sidegrade like in this case, they also cost noticeably more. And on that matter here comes a final consideration...

The Great Houses are not a real faction.

They are not Spindle, they have no presence in the Sector: some of their equipment and a couple of their ships can in quite rare cases spawn here and there (like in some bounties), but they are mainly meant to be player exclusive "themed" weapons and ships, as there's no faction that actually has a GH doctrine. If they were a real faction, it could be totally reasonable to - for instance - see all their weaponry be somewhat undertuned: maybe because they instead have excellent wings (like Diable Avionics, to make an example, who can dominate the field with their wanzers, but whose weapons are meh at best), or sturdier ships, and so on. That becomes part of the wider 4x balance and faction flavor (and you don't necessarily install a certain faction mod because you want to play as them and/or with their equipment: you might only want to have them as a competitor). GH content however is mainly just for us, they are sort of unique, almost like the Omega weapons but... they aren't that good (or rule subverting), apart from the sniping playstyle they cater to which wouldn't be as easy in pure vanilla.
It's here where the awkwardness comes: when we play with a GH themed fleet we do know we are intentionally putting a little handicap on ourselves for the rule of cool, looks, because the vanilla counterparts would often be better choices. And that handicap is aimed at us and just us, it's not there to balance a faction that has other strengths (indeed, the same could be said for the GH vanilla ship variants at least: they are basically low tech, but their unique faction flavor is a slight time acceleration in exchange for, of all things, less armor? Ouch!). So yeah, some players could feel a bit "punished" for deciding to use that modded content that was indeed meant for them: ain't that kinda counter-intuitive?

I'm not saying that, since they are player oriented, then they can be overpowered, because that would lead to power creep and would itself lessen our choices in the game. But it may definitely allow for a slightly less draconian balance pass.
Title: Re: [0.96a] Tahlan Shipworks
Post by: BFEL on September 14, 2023, 01:26:06 AM
...KASSADARI SCALARTECH RETROFIT SHIPS

KASSADARI GOWN WHEN?
Title: Re: [0.96a] Tahlan Shipworks
Post by: Mikomikomiko on September 14, 2023, 04:56:44 AM
I actually enjoy the GH guns and don't find them underpowered. It just felt like they have a more command point micro intensive RTS playstyle (which is uniquely available to the player) than purely auto battling with micro focus on your command ship.

When playing multiple cruiser level ships with GH long range weapons (as opposed to only a few ships sporting GH guns), the longer-than-average ranges on the GH guns tends to (en masse) volley targets off the map using manual eliminate commands to your fleet, sometimes before the majority of hostiles get into the classic opposing firing lines positions we usually see in the game.

The longer ranges also mean that when things do get into the mentioned firing lines scenario, most of your fleet's ships can still focus fire a single prioritized target due to everyone having longer ranges.

This however kind of means that setting your ships into perma-overdrive goes counter to this volley fire mode of play as overdriven ships tend to get in close with targets (so I barely used the hullmod).
I also use steady ai officers rather than the more famous aggressive ones when playing this style for GH themed fleets

Maybe the point of the overdriven system is to have it on a designated "tank" ship, while the rest of your fleet run DPS?


Does anyone have any suggestions for the most optimal way to outfit Great House ships? I'd love suggestions for Legio as well

If you want to run a mostly GH shipline with GH weapons for mid game, you can try

GH Dominators with 2 Styrix, 3 Karions, the rest as PD
Integrated targeting Unit, Shield Shunt, ECM Package

GH Enforcers with Gardions, the rest as PD
Integrated targeting Unit, ECM Package

Maybe 1 Tank GH Onslaught (Haven't tried this yet), I prefer the old Tank Monitors to run distractions and take on the bulk of enemy fire.

These GH ships have movement based systems and will usually move as a bulk quickly to the center of the field, meeting the fastest ships on the enemy side,
who will find themselves under rain of multiple Styrix kinetic hardflux spam, overload, and then get surrounded (from afar) by the Enforcers who will pelt it with high explosive from around 1.1k range.

Most of the other enemy ships will eventually catch up but can also be focus fired by commands, so you'll find yourself more focused on the map (tab) than on your own ship

As mentioned, I also try to stay away from aggressive captains in GH ships since those tend to break formation and suicide into enemy lines.

Not sure how endgame GH plays as I've yet to experiment with their bigger ships
Title: Re: [0.96a] Tahlan Shipworks
Post by: Shogouki on September 14, 2023, 04:32:09 PM
...KASSADARI SCALARTECH RETROFIT SHIPS

KASSADARI GOWN WHEN?

That would be frigging AMAZING!  A lot of work though...  I honestly don't know how modders have the time to create, expand and maintain one mod let alone multiples!
Title: Re: [0.96a] Tahlan Shipworks
Post by: BFEL on September 14, 2023, 07:00:50 PM
Oh no, I had a terrible idea.

If the Kassadari Gown was a thing.

I would get one.
And name it.

Ains Ooal Gown
Title: Re: [0.96a] Tahlan Shipworks
Post by: rlb986 on September 15, 2023, 07:23:11 AM
Hi Nia

Can I use your Phoca sprite? I was planning on modding a variant of the Phoca.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on September 15, 2023, 12:21:46 PM
It's here where the awkwardness comes: when we play with a GH themed fleet we do know we are intentionally putting a little handicap on ourselves for the rule of cool, looks, because the vanilla counterparts would often be better choices. And that handicap is aimed at us and just us, it's not there to balance a faction that has other strengths (indeed, the same could be said for the GH vanilla ship variants at least: they are basically low tech, but their unique faction flavor is a slight time acceleration in exchange for, of all things, less armor? Ouch!). So yeah, some players could feel a bit "punished" for deciding to use that modded content that was indeed meant for them: ain't that kinda counter-intuitive?

I'm not saying that, since they are player oriented, then they can be overpowered, because that would lead to power creep and would itself lessen our choices in the game. But it may definitely allow for a slightly less draconian balance pass.

So, the intended design for GH content is to be rare oddities that can be found in independent markets. The ships are generally upgrades over their base variants with the armor reduction being a fairly small price to pay for what you receive in return. 10% passive time mult is a very powerful buff in addition to the ship systems generally being upgrades aswell. The weapons meanwhile are meant to fill odd niches that can be very powerful if used right, but not upgrades over the more reliable standard weaponry. All-GH fleets are also not an intended use case. I very much intended the ships to be rare ships to mix into a fleet of vanilla ships. All of the GH gear has its uses, I think, but they aren't meant to be just generally good stuff. In lore all the weapons are essentially tech demonstrators and display pieces rather than fully refined mass-production designs. The Kassadari fleet before the collapse was more of a sales pitch for their tech than intended to actually go to war.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Geekin88 on September 16, 2023, 08:58:22 PM
i know its been said before but a great houses revival would be amazing. but i wont beat that dead horse. :)
Title: Re: [0.96a] Tahlan Shipworks
Post by: ShadowWraith on September 21, 2023, 09:30:36 AM
Hello All,

First love the mod, just one issue i've seen during the logs "Ship hull spec [tahlan_Higanbana] not found in ship_data.csv" i've checked the post but can't see, has this ship Hull been removed from the mod?
Title: Re: [0.96a] Tahlan Shipworks
Post by: BFEL on September 23, 2023, 02:12:48 AM
So is there some secret to getting Rosenritter stuff? Or is it intended to be so rare that I've only ever gotten one of their ship mechs from a "sacrifice ships to get different ship" event, get maybe 6 of their guns during an entire 20+ cycle playthrough, and have literally never seen one of their fighter wings drop, only knowing most of their stuff is a thing from console commands?
Title: Re: [0.96a] Tahlan Shipworks
Post by: w00d on September 23, 2023, 03:40:42 AM
hi Modboss

getting a regular crash each time i try take a stored ship into fleet

183101 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: D:\Starsector\starsector-core\..\mods\tahlan-shipworks-1.2.6 (data/config/exerelin/mercConfig.json)]
183101 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: trigun
183102 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: tahlan_mercLegio
183102 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: menFromVolturn
183102 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: lastCrusader
183102 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: tahlan_mercKnightsErrant
183102 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: westernesseKingsOwn
183102 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: dickerson
183102 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: tahlan_mercRosenritter
183102 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: steinerGuards
183102 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: theJokers
183102 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: dorasSurvey
183102 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: endbringer
183103 [Thread-3] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: rocketStars
214566 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.niatahl.tahlan.hullmods.barcodes.Wrath.advanceInCampaign(Wrath.kt:24)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.coreui.intsuper.  0000(Unknown Source)
   at com.fs.starfarer.coreui.intsuper.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I. 00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(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)

anyway to fix?
Title: Re: [0.96a] Tahlan Shipworks
Post by: StrikeEcho on September 23, 2023, 03:42:16 AM
So is there some secret to getting Rosenritter stuff? Or is it intended to be so rare that I've only ever gotten one of their ship mechs from a "sacrifice ships to get different ship" event, get maybe 6 of their guns during an entire 20+ cycle playthrough, and have literally never seen one of their fighter wings drop, only knowing most of their stuff is a thing from console commands?
Look around some blackholes, there's stuff there!
Title: Re: [0.96a] Tahlan Shipworks
Post by: Selfcontrol on September 23, 2023, 02:16:32 PM
So is there some secret to getting Rosenritter stuff? Or is it intended to be so rare that I've only ever gotten one of their ship mechs from a "sacrifice ships to get different ship" event, get maybe 6 of their guns during an entire 20+ cycle playthrough, and have literally never seen one of their fighter wings drop, only knowing most of their stuff is a thing from console commands?

Look for a one-of-a-kind ship in a black hole  ;)
Title: Re: [0.96a] Tahlan Shipworks
Post by: royalbert867 on September 27, 2023, 11:16:18 PM
Hello
Title: Re: [0.96a] Tahlan Shipworks
Post by: NocturneOfSolace on October 02, 2023, 10:39:37 AM
.
It's here where the awkwardness comes: when we play with a GH themed fleet we do know we are intentionally putting a little handicap on ourselves for the rule of cool, looks, because the vanilla counterparts would often be better choices. And that handicap is aimed at us and just us, it's not there to balance a faction that has other strengths (indeed, the same could be said for the GH vanilla ship variants at least: they are basically low tech, but their unique faction flavor is a slight time acceleration in exchange for, of all things, less armor? Ouch!). So yeah, some players could feel a bit "punished" for deciding to use that modded content that was indeed meant for them: ain't that kinda counter-intuitive?

I'm not saying that, since they are player oriented, then they can be overpowered, because that would lead to power creep and would itself lessen our choices in the game. But it may definitely allow for a slightly less draconian balance pass.

I'm going to have to strongly disagree, the GH Onslaught is MUCH better than normal onslaughts

I did an entire GH playthrough, and I was steamrolling the opposition, GH ships are very very good

The GH Onslaught for example, with it's Cavalry Charge, and if you put Forced Overdrive onto it, takes what is normally a slow and immobile warship into a highly mobile death machine, Onslaught's shouldn't get to move around as much as the GH version does, but it gets to do exactly that
Title: Re: [0.96a] Tahlan Shipworks
Post by: Killsode on October 03, 2023, 06:19:14 PM
.
It's here where the awkwardness comes: when we play with a GH themed fleet we do know we are intentionally putting a little handicap on ourselves for the rule of cool, looks, because the vanilla counterparts would often be better choices. And that handicap is aimed at us and just us, it's not there to balance a faction that has other strengths (indeed, the same could be said for the GH vanilla ship variants at least: they are basically low tech, but their unique faction flavor is a slight time acceleration in exchange for, of all things, less armor? Ouch!). So yeah, some players could feel a bit "punished" for deciding to use that modded content that was indeed meant for them: ain't that kinda counter-intuitive?

I'm not saying that, since they are player oriented, then they can be overpowered, because that would lead to power creep and would itself lessen our choices in the game. But it may definitely allow for a slightly less draconian balance pass.

I'm going to have to strongly disagree, the GH Onslaught is MUCH better than normal onslaughts

I did an entire GH playthrough, and I was steamrolling the opposition, GH ships are very very good

The GH Onslaught for example, with it's Cavalry Charge, and if you put Forced Overdrive onto it, takes what is normally a slow and immobile warship into a highly mobile death machine, Onslaught's shouldn't get to move around as much as the GH version does, but it gets to do exactly that

it helps if you've got the right armor and hull tankings skills as well, they're pretty much a necessity for any shieldless ship.
Title: Re: [0.96a] Tahlan Shipworks 1.2.2
Post by: Admiral_Daala on October 04, 2023, 07:52:37 AM
Anyone got any tips on running a full Rosenritter fleet? I tried going full leadership with wolfpack tactics and support doctrine with either the Traumanzer or the other battlecruiser kitted to be a command center flagship with level 5 (and some 7s) officers controlling all the silverblut regalia ships but I'm getting my butt kicked. AI just overwhelms me with ships and the AI for MY ships cower against their superior tonnage.

   Since the NightSong (sorry, I'm very bad at german) Battlecruisers come equiped with electronic warfare (Eye of the Eagle) arrays that increase the combat performance of the regalias, the Rosenritter Fleet should be a heavy mech assault force. Be sure to put the Silberblut regalias under the command of your top level officers, which also add to their battlefield capabilities. As for the Traumtanzer... well, that ship is truly a nightmare (albtraum battlecruiser) as its name implies and should be your personal flagship under your direct control. Learn to micro it well and it becomes THE ultimate missile obliterator of doom from which few can survive, marking it as a DECISIVE SHIP able to save the day against all odds!  I see you already have it. If not, find it ASAP!

   In terms of fleet composition, I usually field a maximum of two ships of each variant per fleet, tending to include everything the faction has to offer and equipping the combatants with loadouts from its faction's weapons, don't want to commit an act of HERESY otherwise. I like to give the spotlight to all the ships a faction has to offer, but that's just me, hate me or, well... hate me again.

   When it comes to tactics, deploy no less than six Silberblut regalias (with aggressive officers) and at least a NightSong battlecruiser to anchor the fleet with two MoonLight (Mondlitch?) cruisers to help form a front battle line. To this add a Halbmond carrier in the rear with the gear to provide plenty of dorn missiles fire support and you should have a very worried enemy in front of you. I would also advice to take a Paladin Silverblut as your default engagement option to capitalize on its movility and swiftly flank and wreak havok among enemy targets. Learn to give orders and when to cancel them to your ships wisely, since oftentimes it is better to let them do their own thing than to force engagements or elimination orders. Also, don't overstep yourself as a general rule, not only with Rosenritter but with all fleet combat. Since you are expected as the player to gauge enemy fleet deathyness, you should begin picking battles in which you are, at least, not surpassed in number or heavily outgunned. As a last resort, UNLEASH the Traumtanzer and burn bright!!!

Might be a bit late but I have to ask, whats a Paladin Silverblut, none of them have mounts for a paladin PD system. Is there a translastion that im missing?

Title: Re: [0.96a] Tahlan Shipworks
Post by: lustfull on October 04, 2023, 03:30:06 PM
Hello , is there a line of code I could delete about cavalry charge's ( and the Legio variant) effect? My laptop use AMD components and despite having Vram , those ship systems cause massive FPS drop.
I already has set renderShieldJitterEffect to false and put graphic libs to minimum.
Thank you in advance.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on October 05, 2023, 12:49:01 AM
Hello , is there a line of code I could delete about cavalry charge's ( and the Legio variant) effect? My laptop use AMD components and despite having Vram , those ship systems cause massive FPS drop.
I already has set renderShieldJitterEffect to false and put graphic libs to minimum.
Thank you in advance.

Neither of those systems do anything special, so I have no idea what could possibly be leading to FPS drops here.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Phenir on October 05, 2023, 09:23:47 AM
Legio using GH ship, is that intended?
Title: Re: [0.96a] Tahlan Shipworks
Post by: Kaitol on October 05, 2023, 10:18:56 AM
Did you sell them/pirates a blueprint for it?
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on October 05, 2023, 10:25:31 AM
Legio using GH ship, is that intended?

yes, for blackwatch fleets
Title: Re: [0.96a] Tahlan Shipworks
Post by: FluxEnthusiast on October 06, 2023, 10:57:25 AM
Is there a Traumtanzer blueprint? The Halbmond didn't give it to me. I only ever found the single ship. Is the story supposed to end at the message which pointed to a constellation as containing something interesting? Is it Traumtanzer or something else because I already found it before the Halbmond and was wondering if its worth searching.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Shogouki on October 06, 2023, 12:41:11 PM
Is there a Traumtanzer blueprint? The Halbmond didn't give it to me. I only ever found the single ship. Is the story supposed to end at the message which pointed to a constellation as containing something interesting? Is it Traumtanzer or something else because I already found it before the Halbmond and was wondering if its worth searching.

The Traumtanzer is unique with no blueprint as far as I know.  If you find the Traumtanzer before the Halbmond you won't miss anything as the last part of the Halbmond quest just points you to the Traumtanzer's location.
Title: Re: [0.96a] Tahlan Shipworks
Post by: cake on October 06, 2023, 01:39:32 PM
hey- this mod has casing and formatting errors
graphics/tahlan/maps/ships_normals/tahlan_DunScaith_dmn_Normal.png
graphics/tahlan/maps/ships_normals/tahlan_Castigator_pxiv_Normal.png
graphics/tahlan/maps/weapon_glib/tahlan_nibelung_cover_R_material.png
graphics/tahlan/maps/weapon_glib/tahlan_nibelung_cover_R_surface.png
graphics\tahlan\maps\weapon_normals\tahlan_aetnos_hp_base_normal.png

I'm still trying to get the game to work, so I haven't finished fixing and checking it
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on October 06, 2023, 02:06:21 PM
hey- this mod has casing and formatting errors
graphics/tahlan/maps/ships_normals/tahlan_DunScaith_dmn_Normal.png
graphics/tahlan/maps/ships_normals/tahlan_Castigator_pxiv_Normal.png
graphics/tahlan/maps/weapon_glib/tahlan_nibelung_cover_R_material.png
graphics/tahlan/maps/weapon_glib/tahlan_nibelung_cover_R_surface.png
graphics\tahlan\maps\weapon_normals\tahlan_aetnos_hp_base_normal.png

I'm still trying to get the game to work, so I haven't finished fixing and checking it

known. Fixed in dev.
Title: Re: [0.96a] Tahlan Shipworks
Post by: cake on October 06, 2023, 03:12:55 PM
thanks! took a second to set up, but it works
love your mods
Title: Re: [0.96a] Tahlan Shipworks
Post by: Kadatherion on October 07, 2023, 02:14:59 AM
Is there a Traumtanzer blueprint? The Halbmond didn't give it to me. I only ever found the single ship. Is the story supposed to end at the message which pointed to a constellation as containing something interesting? Is it Traumtanzer or something else because I already found it before the Halbmond and was wondering if its worth searching.

The Traumtanzer is unique with no blueprint as far as I know.  If you find the Traumtanzer before the Halbmond you won't miss anything as the last part of the Halbmond quest just points you to the Traumtanzer's location.

Yep, it's the unique version of the Rosenritter standard capital (for which you do get the blueprint). So no blueprint for the Traum itself (unless via other mods). Also, it's *especially* unique: it's a notable ship, like the Ziggy in vanilla, meaning it will cause your fleet to always be recognized by others. As, unlike the Ziggy, the effect is tied to its special hullmod and not the unique ship entity itself, I believe even if you had the blueprint any new Traumtanzer you'd build would have the same feature, which would feel a bit inconsistent.

A bit of a shame, imho, as it's a really annoying mechanic which makes me keep it in storage most of the time instead of actually using it, but heh, it's a very OP ship, I can understand needing to find something to balance that.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on October 11, 2023, 04:38:30 AM
Updated with a whole pile of bugfixes.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Oni on October 11, 2023, 12:22:54 PM
Updated with a whole pile of bugfixes.
System still seems to be detecting it as v1.2.6?  ???
Title: Re: [0.96a] Tahlan Shipworks
Post by: Algoul on October 11, 2023, 12:53:29 PM
Nia, your pack of ships is always a “must have” option when playing Starsector. I must say that one of your most successful ideas is the Rosenritter ship pack. He naturally screams about a plot that is simply begging to be realized - the restoration of the Space Knights faction with a funny German accent and a sharp rejection of injustice.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Coil on October 12, 2023, 11:54:19 AM
Grammar or word error I found

When speaking with Louisa Ferre and you pick the option, "Last I checked, your people were going around murdering anyone they came across."
And she replies, "She scoffs at you before clearing her continuing."

I'm assuming it's clearing her *throat* before continuing, right?
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on October 12, 2023, 01:43:41 PM
Grammar or word error I found

When speaking with Louisa Ferre and you pick the option, "Last I checked, your people were going around murdering anyone they came across."
And she replies, "She scoffs at you before clearing her continuing."

I'm assuming it's clearing her *throat* before continuing, right?

fixing that, ty
Title: Re: [0.96a] Tahlan Shipworks
Post by: Kiba on October 12, 2023, 02:23:11 PM
Hi,
I found a Darnus blueprint and built one of them. But im a bit confused. It says the ship has a built-in hullmod called Specialized Energy Mounts. And that apparently reduced OP cost for large Energy Weapons and reduces there flux needs in return for slower fire rate.
But eh.. the Darnus has no large Energy mounts right?
Am I missing something whats the point of that hullmod? :)


Title: Re: [0.96a] Tahlan Shipworks
Post by: Phenir on October 12, 2023, 04:43:00 PM
Hi,
I found a Darnus blueprint and built one of them. But im a bit confused. It says the ship has a built-in hullmod called Specialized Energy Mounts. And that apparently reduced OP cost for large Energy Weapons and reduces there flux needs in return for slower fire rate.
But eh.. the Darnus has no large Energy mounts right?
Am I missing something whats the point of that hullmod? :)
There is another ship, the yari, that uses the same hullmod and also has large mounts. But the other effect of the hullmod, the reduced firerate for more damage, still works on the darnus.
Title: Re: [0.96a] Tahlan Shipworks
Post by: NasaBrindle on October 15, 2023, 07:12:44 AM
Any advice for taking on the Legio? They're MEAN.
Title: Re: [0.96a] Tahlan Shipworks
Post by: AnXel LG on October 16, 2023, 01:14:27 AM

   I think i advised some tactics in a previous post about dealing with the fracking Legio toasters:

   First, if you like Scalar Tech Solutions aerospace doctrine, you should DEFINITELY grab a Percale phase cruiser and outfit it with Spindle ion weaponry. You know, ion Baste discharger and its small and large variants.  Legio droneships are too fast and too tough to win against them in a protracted engagement, so it is almost essential to utterly destroy them with an ALPHA ION STRIKE. They will invariably flameout, shut down weapons and become siting ducks for you to scrap easily. The Percale high energy focus ship system is a great boon in this tactic.

   Second, if you want to face them with vanilla tech or other faction, adapt a similar tactic. The Phasegon (a phase Paragon!!) is even deadlier than a Percale. Outfit it with 4 ion pulsers, 2 tachyon lances or gigacannons and a bunch of burst pd and they become crippled with one salvo from P-Space!

   Good luck and good hunting   ;D
Title: Re: [0.96a] Tahlan Shipworks
Post by: NasaBrindle on October 16, 2023, 06:11:13 AM
Thank you! I'll have to incorporate that into my lineup. I'm mostly playing with Star Federation ships, but I think they have some decent burst options.
Title: Re: [0.96a] Tahlan Shipworks
Post by: AnXel LG on October 16, 2023, 07:27:49 AM
Thank you! I'll have to incorporate that into my lineup. I'm mostly playing with Star Federation ships, but I think they have some decent burst options.

   I also forgot to mention that the vanilla Ziggy, when equiped with Omega weapons (2 Rift projectors, 4 Resonator MRM and 6 Antimatter SRM) is an absolute monster of the End Times. As it is a phase vessel itself, it can launch ordnance non stop and overwhelm shields with impunity from a safe distance. Just watch out for its flux levels when unleashing ALPHA STRIKES (every time you emerge from P-Space) and it becomes one of the best capital sniper vessels in the game
Title: Re: [0.96a] Tahlan Shipworks
Post by: X4StarSearcher on October 25, 2023, 04:49:22 PM
Hi, running into some bug here. Every time I tried to use Manannan I exploded and killed everything on the map. Almost like a supernova went off anyone just die (including me). I can't figure out what triggered this.

Still can't figure this out  :-\

It worked fine in SIM but not in a real fight.

Hey my first post ever lol. I love the absolute destructive power of the Mannan. However I have the same problem as the person above. will it be fixed? This is legit my favorite weapon in this mod :) 
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on October 26, 2023, 03:08:41 PM
Hi, running into some bug here. Every time I tried to use Manannan I exploded and killed everything on the map. Almost like a supernova went off anyone just die (including me). I can't figure out what triggered this.

Still can't figure this out  :-\

It worked fine in SIM but not in a real fight.

Hey my first post ever lol. I love the absolute destructive power of the Mannan. However I have the same problem as the person above. will it be fixed? This is legit my favorite weapon in this mod :)

Working as intended, cheater :)
Title: Re: [0.96a] Tahlan Shipworks
Post by: lustfull on October 27, 2023, 02:17:06 AM
Is the NXA still a work in progress ? This ship slap.( Yes i cheated)
Title: Re: [0.96a] Tahlan Shipworks
Post by: Addicted Starfarer on October 29, 2023, 08:20:56 AM
2948618 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.niatahl.tahlan.hullmods.barcodes.Wrath.advanceInCampaign(Wrath.kt:24)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembersInPriorityOrder(Unknown Source)
   at data.scripts.campaign.UW_MarketRiggerScript.advance(UW_MarketRiggerScript.java:91)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

so i just finished the bounty for idris the great and managed to recover some of his ships, i was planning on storing the legio version of the hound for later use and experiment on how i can use them against non legio fleets, but i got this error instead, was there something i did wrong?
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on October 31, 2023, 03:48:12 AM
2948618 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.niatahl.tahlan.hullmods.barcodes.Wrath.advanceInCampaign(Wrath.kt:24)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembersInPriorityOrder(Unknown Source)
   at data.scripts.campaign.UW_MarketRiggerScript.advance(UW_MarketRiggerScript.java:91)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

so i just finished the bounty for idris the great and managed to recover some of his ships, i was planning on storing the legio version of the hound for later use and experiment on how i can use them against non legio fleets, but i got this error instead, was there something i did wrong?

Could you double-check you're on the latest version? I thought this was fixed.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Addicted Starfarer on October 31, 2023, 10:41:17 AM
2948618 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.niatahl.tahlan.hullmods.barcodes.Wrath.advanceInCampaign(Wrath.kt:24)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembersInPriorityOrder(Unknown Source)
   at data.scripts.campaign.UW_MarketRiggerScript.advance(UW_MarketRiggerScript.java:91)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

so i just finished the bounty for idris the great and managed to recover some of his ships, i was planning on storing the legio version of the hound for later use and experiment on how i can use them against non legio fleets, but i got this error instead, was there something i did wrong?

Could you double-check you're on the latest version? I thought this was fixed.

sorry my bad, i only downloaded the rar file and extracted it onto my downloads folder i forgot to move it and delete the existing 1.2.6, thanks for the speedy reply, also is there a way to force the legio to have more than 2 or 3 s-mods, its reall a blast fighting against them and i feel like I'm cheating with 3-4s-mods (yeah sure they use my ass to wipe the floor from time to time but that makes things more exciting for me, yes i like dark souls... sorry) or should i just edit the variants file (hopefully this doesn't mess with the main code of the mod) and force s-mods on them?
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on November 01, 2023, 02:45:14 PM
Daemon S-mods already adapt to your fleets average S-mod count
Title: Re: [0.96a] Tahlan Shipworks
Post by: zero the big boy on November 03, 2023, 04:33:56 AM
(https://cdn.discordapp.com/attachments/700317966943649817/1169962303723147294/screenshot001.png?ex=65574f4e&is=6544da4e&hm=5086fa9a6346c68ca1a06b5e921c2e2d050042ee5643ba353dc3b204c59ba667&)

Hi, my archdaemon core administrators don't seem to have the daemonic warfare skill anymore. This is the first time I've used them in this playthrough and all that's changed between my last and this playthrough is I updated the mod. I also went from point six to point seven midsave but I don't know if that would do it.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on November 03, 2023, 04:43:19 AM
Known bug, am aware
Title: Re: [0.96a] Tahlan Shipworks
Post by: zero the big boy on November 03, 2023, 08:18:12 PM
Known bug, am aware
:thumbsup:
Title: Re: [0.96a] Tahlan Shipworks
Post by: CptBeacon on November 21, 2023, 08:44:47 AM
Code
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/tahlan/maps/ships_normals/tahlan_DunScaith_dmn_Normal.png] resource, not found in [/home/beacon/starsector/./mods/A New Level of Confidence - 40 - Rapid,/home/beacon/starsector/./mods/Combat Chatter,/home/beacon/starsector/./mods/Console Commands,/home/beacon/starsector/./mods/Hyperdrive,/home/beacon/starsector/./mods/LazyLib,/home/beacon/starsector/./mods/Leading Pip,/home/beacon/starsector/./mods/LunaLib,/home/beacon/starsector/./mods/MagicLib,/home/beacon/starsector/./mods/Missing ships,/home/beacon/starsector/./mods/Nexerelin,/home/beacon/starsector/./mods/PMMM,/home/beacon/starsector/./mods/Progressive S-Mods,/home/beacon/starsector/./mods/RotcesRats,/home/beacon/starsector/./mods/Salvage Ship Expansion 0.4.1,/home/beacon/starsector/./mods/Ship and Weapon Pack,/home/beacon/starsector/./mods/SpeedUp,/home/beacon/starsector/./mods/Starship Legends,/home/beacon/starsector/./mods/stelnet,/home/beacon/starsector/./mods/Support Ships,/home/beacon/starsector/./mods/tahlan-shipworks-1.2.7,/home/beacon/starsector/./mods/Underworld,/home/beacon/starsector/./mods/UAF,/home/beacon/starsector/./mods/WhichMod,/home/beacon/starsector/./mods/GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/tahlan/maps/ships_normals/tahlan_DunScaith_dmn_Normal.png] resource, not found in [/home/beacon/starsector/./mods/A New Level of Confidence - 40 - Rapid,/home/beacon/starsector/./mods/Combat Chatter,/home/beacon/starsector/./mods/Console Commands,/home/beacon/starsector/./mods/Hyperdrive,/home/beacon/starsector/./mods/LazyLib,/home/beacon/starsector/./mods/Leading Pip,/home/beacon/starsector/./mods/LunaLib,/home/beacon/starsector/./mods/MagicLib,/home/beacon/starsector/./mods/Missing ships,/home/beacon/starsector/./mods/Nexerelin,/home/beacon/starsector/./mods/PMMM,/home/beacon/starsector/./mods/Progressive S-Mods,/home/beacon/starsector/./mods/RotcesRats,/home/beacon/starsector/./mods/Salvage Ship Expansion 0.4.1,/home/beacon/starsector/./mods/Ship and Weapon Pack,/home/beacon/starsector/./mods/SpeedUp,/home/beacon/starsector/./mods/Starship Legends,/home/beacon/starsector/./mods/stelnet,/home/beacon/starsector/./mods/Support Ships,/home/beacon/starsector/./mods/tahlan-shipworks-1.2.7,/home/beacon/starsector/./mods/Underworld,/home/beacon/starsector/./mods/UAF,/home/beacon/starsector/./mods/WhichMod,/home/beacon/starsector/./mods/GraphicsLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ă“00000(Unknown Source)
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.String(Unknown Source)
at com.fs.graphics.TextureLoader.Ô00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.void.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.loadTexture(Unknown Source)
at org.dark.shaders.util.TextureData.readTextureDataCSV(TextureData.java:220)
at org.niatahl.tahlan.plugins.TahlanModPlugin.onApplicationLoad(TahlanModPlugin.kt:65)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Hi! i'm getting an error while loading the game after adding the mod, am i using the wrong version? it's 1.2.7

sorry that log might not be the part you need, mine it's 40k lines long but seems to be the relevant part (?).

either way i hope it's just a dumb me error
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on November 23, 2023, 03:16:25 AM
Known linux issue, fixed in dev

You can fix it yourself for now by renaming the tahlan_DunScaith_dmn_normal.png in the mod's graphics/tahlan/maps/ships_normal to tahlan_DunScaith_dmn_Normal.png (capital N in "Normal")
Title: Re: [0.96a] Tahlan Shipworks
Post by: AlfonsReed on November 23, 2023, 09:12:26 PM
.hello new to starsector but i've played games with similar core, intentional or not your mod fixed a common failure or drop point for this genre

this game type often follow a similar progression excluding it's narrative, the player often start poor, weak, and or insignificant
due to this starting point by default gives the players the drive to earn wealth because they were poor, amass strength cause they started weak, gain renown and or notoriety due to their insignificance at the start

but as one amass wealth it becomes worthless, money is valuable to the poor but the moment you hit a six digit cash flow it devalues money, there is little to no significance between seven, eight, and nine digits of wealth when you can afford everything at seven
this drop point in value is also true for the motivation to amass influence and strength

hit the rep cap then it's done

the moment you hit two to four optimized capitals with a pristine flotilla in your armada enough that you could roll ludd,hegy,tri,[Redacted] at any given day, the point where you are more worried about the CR attrition of redeployment rather than what ships your enemies are fielding, the value of having more or better ships and weapons is debased

there are two method often implemented to "re-ignite" the desire for strength either by expanding the world and upping the power level which is basically retro nerfing the player, or just outright nerfing the player by implementing new scale in which the player will have to start over again

your legio on the other hand keeps the player in constant check, even if we reach the point the we can roll any other faction, engaging a single legio fleet is a constant risk and a welcome challenge

their presence is not a nerf to the player either, on the opposite salvaging from a legio encounter makes rolling the other faction more hilarious

they offer a constant challenge without undermining the strength the players amassed, successful encounters with them actually vindicates the armadas we built and losses helps us optimize our build by pointing out the weak points of our set up

as i've said i've played a number of games with this core gameplay, but this mod is the first i've seen resolved one of the core drop points for this genre this effectively
Title: Re: [0.96a] Tahlan Shipworks
Post by: CptBeacon on November 24, 2023, 09:07:46 AM
Known linux issue, fixed in dev

You can fix it yourself for now by renaming the tahlan_DunScaith_dmn_normal.png in the mod's graphics/tahlan/maps/ships_normal to tahlan_DunScaith_dmn_Normal.png (capital N in "Normal")

woops, and that's what iget for not even reading the things, sorry for the bother mate, cheers mate
Title: Re: [0.96a] Tahlan Shipworks
Post by: Kiba on December 10, 2023, 10:43:48 AM
small question, is there an additional way to get more available DP for automated ships than the one player skill?
Would like to use the Demon ships a bit more. Or are they supposed to be limited use, same as Redacted?
Title: Re: [0.96a] Tahlan Shipworks
Post by: Shogouki on December 10, 2023, 01:03:52 PM
small question, is there an additional way to get more available DP for automated ships than the one player skill?
Would like to use the Demon ships a bit more. Or are they supposed to be limited use, same as Redacted?

That's entirely due to Starsector's base settings since the Daemon ships are automated just like the Remnants.  I believe you can change the amount of DP for AI ships in one of the Starsector files by changing a value with Notepad or Wordpad.  Which file that is I don't know offhand though.  That's likely something you'd find in the Modding section of the forums.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Kiba on December 10, 2023, 01:45:42 PM
ok but there is no additional mechanic in the mod which makes it easier to use more of them? I just thought if the mod adds the option to use the demon ships, there is also some feature for that.
So I need to decided between Radiant or one of the Demon Bois
Title: Re: [0.96a] Tahlan Shipworks
Post by: A_Random_Dude on December 10, 2023, 04:58:11 PM
All the options you get to toggle on/off are in the config file, found right as you open the mod's folder. Think you can also access those on the game's main menu through lunalib. And as far as I know, nope, nothing in there lets you change how many daemon ships you can field at once.

Edit: also, the daemons are literally intended as "remnants, but pirate boss fleets". That's it, really. Don't see why the author would need to make them easier to field than their vanilla (and less dangerous) counterparts.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Killsode on December 11, 2023, 10:54:58 PM
There's a 1.3 version noted in the changelog, but i cant seem to find any download for it. Is it still in development and only posted on the discord?
Title: Re: [0.96a] Tahlan Shipworks
Post by: TimeDiver on December 11, 2023, 11:17:12 PM
There's a 1.3 version noted in the changelog, but i cant seem to find any download for it. Is it still in development and only posted on the discord?
Only on the main Github page (not on the 'Releases' page), and requiring the user to use the 'Download ZIP' option (click on the green 'Code' tab, it should be the last option on the resulting drop-down menu).
Title: Re: [0.96a] Tahlan Shipworks
Post by: Kiba on December 12, 2023, 09:04:25 AM
All the options you get to toggle on/off are in the config file, found right as you open the mod's folder. Think you can also access those on the game's main menu through lunalib. And as far as I know, nope, nothing in there lets you change how many daemon ships you can field at once.

Edit: also, the daemons are literally intended as "remnants, but pirate boss fleets". That's it, really. Don't see why the author would need to make them easier to field than their vanilla (and less dangerous) counterparts.
yes I was curious if it was intended to be like that. But it makes sense, the Demons would be very strong in players hands, similiar to Remnants.
So for now I will not mess with config files etc and just play the mod as it is "meant" to be played. :)
Title: Re: [0.96a] Tahlan Shipworks
Post by: Killsode on December 13, 2023, 02:00:52 AM
There's a 1.3 version noted in the changelog, but i cant seem to find any download for it. Is it still in development and only posted on the discord?
Only on the main Github page (not on the 'Releases' page), and requiring the user to use the 'Download ZIP' option (click on the green 'Code' tab, it should be the last option on the resulting drop-down menu).

That just gives a 1.2.6 version, which is actually outdated by 1.2.7.
whoops nevermind it does have new content. but its mod info is listed as 1.2.6.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on December 13, 2023, 04:11:02 AM
There's a 1.3 version noted in the changelog, but i cant seem to find any download for it. Is it still in development and only posted on the discord?

The patchnotes in the repo include WIP changes. I'll add a note about that.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Kiba on December 17, 2023, 10:09:26 AM
Hm if I dont find "traum" in my campaign.xml does that mean something is bugged?
I also visited all the Blackhole Systems but no Halbmond.
In my save I have one single result for the Halbmond, but there is no location or anything.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Kiba on December 19, 2023, 09:14:28 AM
I have spawned the tahlan_halbmond with Console Command but after recovering it, it doesnt trigger the quest.
When I create a new game with the same mods, and also spawn the halbmond, immediatly after recovering it I have the quest aswell.
Its so strange that this doesnt work in my current savegame.
I guess there is no other way to trigger the quest? Seems like I need to revert to Console Commands to get AllBlueprints.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Killsode on December 19, 2023, 10:11:24 AM
I have spawned the tahlan_halbmond with Console Command but after recovering it, it doesnt trigger the quest.
When I create a new game with the same mods, and also spawn the halbmond, immediatly after recovering it I have the quest aswell.
Its so strange that this doesnt work in my current savegame.
I guess there is no other way to trigger the quest? Seems like I need to revert to Console Commands to get AllBlueprints.

You can just give yourself the specific blueprint packages. "List Specials Tahlan" should show you the relevant packages.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Whiskey Project on December 19, 2023, 11:50:18 AM
I love me some carriers for delivering long range freedom. So far I had absolute fun when playing with the mod. 10/10 would construct more of those vessels.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Kiba on December 19, 2023, 12:14:10 PM
I have spawned the tahlan_halbmond with Console Command but after recovering it, it doesnt trigger the quest.
When I create a new game with the same mods, and also spawn the halbmond, immediatly after recovering it I have the quest aswell.
Its so strange that this doesnt work in my current savegame.
I guess there is no other way to trigger the quest? Seems like I need to revert to Console Commands to get AllBlueprints.

You can just give yourself the specific blueprint packages. "List Specials Tahlan" should show you the relevant packages.
great idea, I just did that. Im not sure which BP packages you get exactly during quest, so I gave myself the 4 BP packages which had Rosenritter Ships and Items. And I can spawn the Traumtänzer as Derelict. So that would hopefully sum up all the stuff from the Halbmond quest.
I assume the Lifeless Project, Legio and Kassadari stuff which is also listed by "list specials Tahlan" can be obtained in some other way.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Killsode on December 20, 2023, 09:36:20 PM
great idea, I just did that. Im not sure which BP packages you get exactly during quest, so I gave myself the 4 BP packages which had Rosenritter Ships and Items. And I can spawn the Traumtänzer as Derelict. So that would hopefully sum up all the stuff from the Halbmond quest.
I assume the Lifeless Project, Legio and Kassadari stuff which is also listed by "list specials Tahlan" can be obtained in some other way.

yes i believe i've stumbled upon all of those packages as just normal exploration drops.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Warnoise on January 03, 2024, 09:02:52 AM
How does one deal with the hel retribution? That thing is ridiculous...Somehow Legion has a -20dp discount when field them (without d-mods) so it only cost them 25dp....
Title: Re: [0.96a] Tahlan Shipworks
Post by: Killsode on January 03, 2024, 09:46:21 AM
How does one deal with the hel retribution? That thing is ridiculous...Somehow Legion has a -20dp discount when field them (without d-mods) so it only cost them 25dp....

Oh out of every daemon i've encountered the retribution has to be the worst, constantly teleporting every like two seconds and for like you pointed out precisely bugger all DP.
You've got two options. Console: Kill them for being just annoying ***, or if you want to do it legit you've got to load up on strike kinetics. Its an AI-core ship, and like all AI-cores its "fearless" which really means "suicidally aggressive" it will overextend and you've got to smack it with and much strike force as you can. If you've got Apex Design Collective installed arcspike missiles are really good.
Title: Re: [0.96a] Tahlan Shipworks
Post by: NocturneOfSolace on January 07, 2024, 09:49:18 AM
is it possible to join the legio infernalis or is the blackwatch chick the only one you can work with?
Title: Re: [0.96a] Tahlan Shipworks
Post by: Brainwright on January 07, 2024, 01:10:42 PM
A Legio commission is currently in the game.  I know there's a start from Nexelerin.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Vendral on January 08, 2024, 07:59:25 PM
Have the Izanami and Cinderblade bounties been removed or I am just getting unlucky/a bizarre mod interaction?
I recall doing these in an earlier version of the the mod; however, have had no luck find them in my current run.
A quick search on this didn't tell me much and the bounty files I could find seem to not have these listed (vayra bounty and magic bounty). I figured I should ask rather than assume.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Killsode on January 09, 2024, 01:38:49 AM
Have the Izanami and Cinderblade bounties been removed or I am just getting unlucky/a bizarre mod interaction?
I recall doing these in an earlier version of the the mod; however, have had no luck find them in my current run.
A quick search on this didn't tell me much and the bounty files I could find seem to not have these listed (vayra bounty and magic bounty). I figured I should ask rather than assume.

I think izanami still has a bounty? If not, you can acquire it from prism rarely, or you can negotiator operator acquire it from independent markets.
I have no clue about the cinderblade. I've only ever gotten it from the hegemony start.
Title: Re: [0.96a] Tahlan Shipworks
Post by: NocturneOfSolace on January 10, 2024, 06:19:52 PM
I managed to get my hands on an
Spoiler
Ark Metalican
[close]

Any tips for how to set up it's loadout?
Title: Re: [0.96a] Tahlan Shipworks
Post by: AnXel LG on January 11, 2024, 12:49:01 AM
I managed to get my hands on an
Spoiler
Ark Metalican
[close]

Any tips for how to set up it's loadout?

    I suspect that Nia wanted it fitted with as many Ryza and Mezoa Plasma Cannons or Guns as possible. Not only are these archaic but powerful energy weapons the same colour scheme and aesthetic as the marvelous ship itself (no spoilers), but they also work in perfect synergy with the goblin mode that is the ship's system. As for the large universal or missile mount (not sure if missile or universal mount) in the starboard section, I use a missile weapon so as to not let it become too much flux-hungry. A Cyclone Reaper Launcher, Hammer Barrage or Matsar System would fit nicely. Be AGGRESIVE, be DECISIVE, ENJOY and BURN BRIGHT!!
Title: Re: [0.96a] Tahlan Shipworks
Post by: ApolloStarsector on January 17, 2024, 06:52:33 PM
Well done, Nia Tahl, with this excellent mod. I love how brutally mean Legio Infernalis is. Finally, I feel challenged, and, frankly, afraid. I will have to make a new save and play a bit nicer with them. I stole back one of the planets they conquered, by the skin of my teeth, and paid the price ever since. Lesson learned!
Title: Re: [0.96a] Tahlan Shipworks
Post by: Shogouki on January 17, 2024, 07:04:54 PM
Well done, Nia Tahl, with this excellent mod. I love how brutally mean Legio Infernalis is. Finally, I feel challenged, and, frankly, afraid. I will have to make a new save and play a bit nicer with them. I stole back one of the planets they conquered, by the skin of my teeth, and paid the price ever since. Lesson learned!

And they used to be even more terrifying before they got nerfed!

Title: Re: [0.96a] Tahlan Shipworks
Post by: FabriX on January 18, 2024, 02:32:13 PM
Nice mod apart the special bounty "Legio Rising" that is totally broken and pratically unbeatable without assets from OP mods.
Not the faction, only the bounty.
I had to rebalance it to have a fair fight even with a quintuple Ordos capable late game fleet.
"Standard" Legio invasions and raids were very doable and enjoiable even with less capable fleets.
The most broken aspect is the ridiculous low dp points per ship.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Shogouki on January 18, 2024, 03:08:29 PM
Nice mod apart the special bounty "Legio Rising" that is totally broken and pratically unbeatable without assets from OP mods.
Not the faction, only the bounty.
I had to rebalance it to have a fair fight even with a quintuple Ordos capable late game fleet.
"Standard" Legio invasions and raids were very doable and enjoiable even with less capable fleets.
The most broken aspect is the ridiculous low dp points per ship.

I don't think it's remotely impossible without OP mods but the fight does require strategies that no vanilla encounters really require.  I know there's even an in-game tip suggesting to allow weaker Legio ships to live in order to not free up DP as quickly for heavier reinforcements.
Title: Re: [0.96a] Tahlan Shipworks
Post by: FabriX on January 19, 2024, 11:09:41 AM
It is broken becouse it exploits the DP mechanic to give them almost 2 to 1 advantage during combat.
This scales up horribly when you play with high battle sizes (i'm on 800). On top, the Hel variants (which compose 69/70 of the fleet I've encountered) are impressive and very powerful ships.

In this scenario, I've found the bounty impossible to beat whatever the fleet I can assemble in my "fair" modded playthrough (50+ mods).
Without the DP bonus (via savegame and mod editing), it was still a very hard fight, harder than quintuple Remnant Ordos battles.

Probably it is less broken if you play with very low battle sizes.
Title: Re: [0.96a] Tahlan Shipworks
Post by: A_Random_Dude on January 19, 2024, 11:25:10 AM
The large battlesize in your game might be the reason why it's so difficult. Daemon ships have their DP count halved on purpose when in their faction's hands. So the larger your battlesize is, the more likely you are to end up with an absurdly large daemon fleet.

Personally, I see it as quite similar to other mechanics, like S-mod scaling to prevent the player from having an unfair advantage over a bounty fleet that's meant to be challenging.
Title: Re: [0.96a] Tahlan Shipworks
Post by: AnXel LG on January 19, 2024, 10:33:14 PM
It is broken becouse it exploits the DP mechanic to give them almost 2 to 1 advantage during combat.
This scales up horribly when you play with high battle sizes (i'm on 800). On top, the Hel variants (which compose 69/70 of the fleet I've encountered) are impressive and very powerful ships.

In this scenario, I've found the bounty impossible to beat whatever the fleet I can assemble in my "fair" modded playthrough (50+ mods).
Without the DP bonus (via savegame and mod editing), it was still a very hard fight, harder than quintuple Remnant Ordos battles.

Probably it is less broken if you play with very low battle sizes.

   Have you tried building a Spindle Phase Strike Group?  Legio Toasters are vulnerable to ION DAMAGE, which steals their mobility and the Spindle (Scalar Tech) phase destroyers keep them busy while the absolutely murderous Percale Phase Cruiser (your flagship) assasinates them one by one with none of them the wiser. They cannot kill that which they cannot hit
Title: Re: [0.96a] Tahlan Shipworks
Post by: Fonfon on January 22, 2024, 05:29:34 AM
I have a question about Metafalicas' ability to change ammo type in Phira: shock cannons change dmg type do energy and increase overall dmg by 20% and impact driver makes it kinetic type dmg but decrease overall dmg by 15%? Am I understanging it correctly? If so why would I ever use Impact Drivers over Shock Cannons?

PS.: Great mod btw :)
Title: Re: [0.96a] Tahlan Shipworks
Post by: Ruddygreat on January 22, 2024, 09:32:17 AM
I have a question about Metafalicas' ability to change ammo type in Phira: shock cannons change dmg type do energy and increase overall dmg by 20% and impact driver makes it kinetic type dmg but decrease overall dmg by 15%? Am I understanging it correctly? If so why would I ever use Impact Drivers over Shock Cannons?

kinetic damage deals double damage to shields; even with the damage loss they're still much more effective vs shielded targets
Title: Re: [0.96a] Tahlan Shipworks
Post by: ApolloStarsector on January 25, 2024, 01:59:21 PM
Do you want to play a game with Legio Infernalis, but with close to zero Tahlan ships in most other faction fleets? Do you want to play a game with all the Kassadar weapons and hulls disabled? If so, I can provide you with my .faction and .CSV files to replace (drag and drop). I made a bunch of edits to them, took about 15-20 minutes. Seems to work so far.

I just wanted to play a vanilla-friendly game with pretty much only Legio Infernalis - not the huge amounts of non-vanilla ships. No insult to the creator, as I've greatly enjoyed playing with those before.

Posting this to save someone the trouble of making tons of .faction and .CSV edits, if anyone is interested.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Shogouki on January 27, 2024, 01:17:56 AM
Does anyone know if Legio ever has bar NPCs that sell production slots that allow you to purchase any of the Hel type fighter LPCs?  Or is scavenging the wrecks of Legio fleets the only way to acquire those?
Title: Re: [0.96a] Tahlan Shipworks
Post by: unlitoutsource on January 27, 2024, 10:29:55 AM
Hello,

I just reported a bug for one of your other mods, Scalartech Solutions: https://fractalsoftworks.com/forum/index.php?topic=18845.msg422861#msg422861 (https://fractalsoftworks.com/forum/index.php?topic=18845.msg422861#msg422861)

The same bug applies to Tahlan Shipworks, as well. The mod fails to load on linux.

Thx & Regards,

P.S. similarly to Scalartech Solutions, I forked your github repo and made the changes. However, for the Tahlan Shipworks gh repo, gh strangely does not let me make a Pull Request. Perhaps you could import the branch having my fixes, it is on gh https://github.com/wararjey/tahlan-shipworks/tree/filenames (https://github.com/wararjey/tahlan-shipworks/tree/filenames)
Title: Re: [0.96a] Tahlan Shipworks
Post by: fecdan on February 09, 2024, 12:50:30 PM
Hi, running into some bug here. Every time I tried to use Manannan I exploded and killed everything on the map. Almost like a supernova went off anyone just die (including me). I can't figure out what triggered this.

Still can't figure this out  :-\

It worked fine in SIM but not in a real fight.


It happened to me, too. But only Autopilot with AI can trigger that, I control the ship and launch the mananan missile myself won't make a super big explosion like that.

Very confusing. Wish somebody could help me out. 
Title: Re: [0.96a] Tahlan Shipworks
Post by: Bob1886 on February 19, 2024, 03:07:53 PM
I keep having the same error happen when I try to enable this mod, it can’t find the legio fleet neutral music, anybody know how to fix it?
Title: Re: [0.96a] Tahlan Shipworks
Post by: A_Random_Dude on February 19, 2024, 04:47:47 PM
Have you tried re-downloading the mod? From what I've seen, the game telling you a music file is missing often indicates the file got corrupted on the way.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on February 19, 2024, 05:02:51 PM
corrupted download does sound like the likely culprit there, yes

Mod should run fine on 0.97 btw, haven't done an official update yet since I have a bunch of things in the oven in my local build
Title: Re: [0.96a] Tahlan Shipworks
Post by: fecdan on February 27, 2024, 08:44:56 PM
corrupted download does sound like the likely culprit there, yes

Mod should run fine on 0.97 btw, haven't done an official update yet since I have a bunch of things in the oven in my local build

Looking foward to it!!!
Title: Re: [0.96a] Tahlan Shipworks
Post by: Astrefernal on February 28, 2024, 04:20:32 PM
A quick question concerning Kassadar, and NOT THE ONE WE ALL ASK FOR :

Is there a way to negate the malus when you colonise one of the claimed Planets ?
Like, does it stay forever ? Do we need a good relationship with the independents ? Or do we have to conquer/destroy Kassadar ?
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on February 28, 2024, 04:42:17 PM
Stays forever. The condition is specifically meant to foul those planets since Independents aren't normally territorial and offering an easy colony system in every playthrough was something I wanted to avoid.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Shogouki on February 29, 2024, 11:52:42 PM
corrupted download does sound like the likely culprit there, yes

Mod should run fine on 0.97 btw, haven't done an official update yet since I have a bunch of things in the oven in my local build

Out of curiosity do you have any idea if the next update for this and ScalarTech are likely to break saves?  I'm tempted to start my first 0.97 game but I wouldn't want to have to start over in order to play your mod's latest versions.  No worries if you don't know yet!
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on March 01, 2024, 01:29:54 AM
Out of curiosity do you have any idea if the next update for this and ScalarTech are likely to break saves?  I'm tempted to start my first 0.97 game but I wouldn't want to have to start over in order to play your mod's latest versions.  No worries if you don't know yet!

Shouldn't break save with like 95% certainty. I have nothing planned that would break saves, anyhow
Title: Re: [0.96a] Tahlan Shipworks
Post by: Shogouki on March 01, 2024, 03:54:57 AM
Out of curiosity do you have any idea if the next update for this and ScalarTech are likely to break saves?  I'm tempted to start my first 0.97 game but I wouldn't want to have to start over in order to play your mod's latest versions.  No worries if you don't know yet!

Shouldn't break save with like 95% certainty. I have nothing planned that would break saves, anyhow

Sweet!  Thanks very much for the info!
Title: Re: [0.96a] Tahlan Shipworks
Post by: Astrefernal on March 06, 2024, 03:22:58 AM
Stays forever. The condition is specifically meant to foul those planets since Independents aren't normally territorial and offering an easy colony system in every playthrough was something I wanted to avoid.

Ouch... A shame. Even more so with how hard it gets to make a player system without something trying to get you in 0.97.

First pirates. Easy enough.
Then Pathers because "TeCh Is bAd ! Reeeee !".
Followed by the League. "Join or else".
Use AI ? The Hegemony has something to say.
You produce fuel ? The Diktat raid your planets.
You have Industries ? Tri Tac want you to sign this contract without reading the fine prints.

Oh ! Forgot the Church "asking" for "volontary donations" to help protect the mass... Actually the lesser of those problems.
Title: Re: [0.96a] Tahlan Shipworks
Post by: hal970 on March 06, 2024, 04:53:03 AM
Stays forever. The condition is specifically meant to foul those planets since Independents aren't normally territorial and offering an easy colony system in every playthrough was something I wanted to avoid.

Ouch... A shame. Even more so with how hard it gets to make a player system without something trying to get you in 0.97.

First pirates. Easy enough.
Then Pathers because "TeCh Is bAd ! Reeeee !".
Followed by the League. "Join or else".
Use AI ? The Hegemony has something to say.
You produce fuel ? The Diktat raid your planets.
You have Industries ? Tri Tac want you to sign this contract without reading the fine prints.

Oh ! Forgot the Church "asking" for "volontary donations" to help protect the mass... Actually the lesser of those problems.

To be fair, Starsector is basically "grimdark Feudal Dark Age in a space setting" and the player is basically plopped into the more "stable" period in a turbulent time.

Every faction is territorial with usually a "good" reason (from their perspective), is scraping to get by each month on the inside, and trying to look tough/pretty on the outside, in a section of space that is/was literally dying.

Trying to make by on your own is difficult even at the best of times, and will catch the attention of established factions.

Sort of like trying to make your own "mini-state/nation" in current times, in real life, with almost no preparations.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Government Monkey on March 07, 2024, 02:08:20 PM
Not sure if this has been said before but:

Disabling Lethia in the Tahlan_Settings.json does not disable Lethia in new saves. Previous versions disables fine, but not the newest version. I am also using the Java 23 mod if it matters.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Haka on March 07, 2024, 03:19:56 PM
Also, Rubicon system still has artillery even if its turned off in IndEvo, which I can see in the Rubicon.kt file as it simply being added directly to the system and ends up not being affected by the settings from IndEvo. Probably wouldn't touch it if it was Missile artillery personally, but found it annoying that there's no way to change it, not that I can find at least.

Wish I knew that interaction was there from the start.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Xex on March 07, 2024, 04:40:28 PM
Out of curiosity do you have any idea if the next update for this and ScalarTech are likely to break saves?  I'm tempted to start my first 0.97 game but I wouldn't want to have to start over in order to play your mod's latest versions.  No worries if you don't know yet!

Shouldn't break save with like 95% certainty. I have nothing planned that would break saves, anyhow

Sweet!  Thanks very much for the info!

I came to ask the same question!
Didn't update my files because I wasn't sure when I heard that they were working on new stuff!
Time to add this mod to my .97 list.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Somerandomguy16123 on March 09, 2024, 12:02:11 PM
So uh with recent rule changes, what will happen to Nia Tahl who was known to have on few occassions a code that could very well be in blunt breaking of the recent rules about "Good citizen behavior". Like with those stealth nerf codes that caused certain factions to be straight up OP against certain other factions.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on March 09, 2024, 01:11:40 PM
So uh with recent rule changes, what will happen to Nia Tahl who was known to have on few occassions a code that could very well be in blunt breaking of the recent rules about "Good citizen behavior". Like with those stealth nerf codes that caused certain factions to be straight up OP against certain other factions.

Removed ages ago. If you want, I'll apologise once again for that. It was incredibly poor judgement on my part and I have since made sure to avoid any such practices, knowing full well I was entirely in the wrong.
Title: Re: [0.96a] Tahlan Shipworks
Post by: ddrake on March 09, 2024, 01:29:13 PM
So uh with recent rule changes, what will happen to Nia Tahl who was known to have on few occassions a code that could very well be in blunt breaking of the recent rules about "Good citizen behavior". Like with those stealth nerf codes that caused certain factions to be straight up OP against certain other factions.

Why are you bringing up something that happened forever ago? This feels like bait to me.
Title: Re: [0.96a] Tahlan Shipworks
Post by: MN64 on March 09, 2024, 01:33:06 PM
Its also good to remember that back then it wasnt code that bricked your entire save file on purpose.  It was still inexcusable but it was called out fixed and everyone has moved on from that.  If you went and dug up the skeletons everyone has in their closets there would probably be about three mods left to download.  It is important to call things out when you see them but to drag up old stuff that has been dead for ages doesnt really help anyone.  Besides the new forum rule makes it perfectly clear that all of this in any form is no longer tolerated and will be swiftly dealt with without debate or waffling from now on like it always should have been.

I wasnt and still am not real happy about any of this kind of drama from whenever or whoever it came from since it sets such a bad precedent but holding it over peoples heads is not something thats a healthy thing to do.  I wont forget it happened and still have some lingering bad feelings around it all but nothing nearly as bad as this recent episode.  They all crossed the line but the last few days we all saw a guy pole vault over it.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Selfcontrol on March 09, 2024, 01:34:33 PM
So uh with recent rule changes, what will happen to Nia Tahl who was known to have on few occassions a code that could very well be in blunt breaking of the recent rules about "Good citizen behavior". Like with those stealth nerf codes that caused certain factions to be straight up OP against certain other factions.

Why are you bringing up something that happened forever ago? This feels like bait to me.

Expect an influx of Redditors that live and die by the drama when they should, actually, go touch some grass.
Title: Re: [0.96a] Tahlan Shipworks
Post by: David on March 09, 2024, 01:52:57 PM
So uh with recent rule changes...

Alright everyone, chill out please. I missed this other post, which makes three posts in two days made by a new account in order to harass mod creators via public concern trolling.

1. User Somerandomguy16123 is banned for harassment, trolling, and brigading.
2. Also, jeez people: please use the dang "report to moderator" button when you see this kind of thing.
Title: Re: [0.96a] Tahlan Shipworks
Post by: MN64 on March 09, 2024, 01:56:27 PM
Oh damn didnt know the guy was running around doing this everywhere or i would have reported.  Sometimes these kinds of questions are just questions.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Haka on March 09, 2024, 05:00:56 PM
Removed ages ago. If you want, I'll apologise once again for that. It was incredibly poor judgement on my part and I have since made sure to avoid any such practices, knowing full well I was entirely in the wrong.
Not necessary, instead, what about the artillery that's stuck in Rubicon if you run both this and Industrial Evolution? I don't feel like going through through of recompiling the source code, and really shouldn't have to seeing there is nothing about this interaction on the front page (only "support" for IndEvo features in an old Change log). Would be nice if there was some option to turn it off seeing it completely ignores the player's wishes to not have artillery because I really like having the Legio around.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on March 09, 2024, 05:06:11 PM
Removed ages ago. If you want, I'll apologise once again for that. It was incredibly poor judgement on my part and I have since made sure to avoid any such practices, knowing full well I was entirely in the wrong.
Not necessary, instead, what about the artillery that's stuck in Rubicon if you run both this and Industrial Evolution? I don't feel like going through through of recompiling the source code, and really shouldn't have to seeing there is nothing about this interaction on the front page (only "support" for IndEvo features in an old Change log). Would be nice if there was some option to turn it off seeing it completely ignores the player's wishes to not have artillery because I really like having the Legio around.

This is a collaborative interaction to integrate IndEvo features with this mod, replacing the planetary shield that would be present without IndEvo. Artillery is a feature of IndEvo and if you don't like it, I suggest not running IndEvo in your modlist. I'm afraid it isn't feasible for me to provide toggles for every possible feature or cross-mod interaction, but you always have the option of disabling the Legio Infernalis in their entirety or just not running Tahlan Shipworks and IndEvo in combination.
Title: Re: [0.96a] Tahlan Shipworks
Post by: JamesTripleQ on March 09, 2024, 07:50:45 PM
I think they are referring to the fact that if you disable artilleries/minefields in the indevo settings, the ones in Rubicon still spawn regardless.
Title: Re: [0.96a] Tahlan Shipworks
Post by: SolariumOnTheMoon on March 09, 2024, 07:56:47 PM
So I read the Illustrious and Imperator prompts and now its time to put on my tinfoil hat.

Nightwatch sounds like a Domain era black ops group that survived the collapse but ended up as Blackwatch. How did Blackwatch come to be though? Did they Split from Nightwatch or did the Post-Collapse sector require such a radical change in their operating doctrine that they decided to rebrand and become Blackwatch? What if its none of those and Nightwatch is dead and Blackwatch is just a bunch of cosplayers emulating their favorite group!? My evidence supporting this theory is the Archdaemon core. You see Legio uses Alpha cores but do you truly believe that they dont know the dark secret of Blackwatch? NO! they know but to turn against them after finding out the truth is the ultimate sin(2 Peter 2:21-22) and the ones who cant handle that dark truth break under the mental strain of it all and become Archdaemon cores. Its so over Legio bros how can I carry on knowing this and to be the only person that was able to see it? Knowledge is truly a curse and a blessing. Dont worry Nia I will always love the mod even knowing the truth.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Haka on March 09, 2024, 07:58:31 PM
I think they are referring to the fact that if you disable artilleries/minefields in the indevo settings, the ones in Rubicon still spawn regardless.
Sadly, I think they already understand that.

This is a collaborative interaction to integrate IndEvo features with this mod, replacing the planetary shield that would be present without IndEvo. Artillery is a feature of IndEvo and if you don't like it, I suggest not running IndEvo in your modlist. I'm afraid it isn't feasible for me to provide toggles for every possible feature or cross-mod interaction, but you always have the option of disabling the Legio Infernalis in their entirety or just not running Tahlan Shipworks and IndEvo in combination.
"Collaborative interaction"? So, let me get this straight, Artillery is a feature of IndEvo, and one we can turn off despite the author's insistence we lack skeletal calcium, and that's the reason its not modular and stays on no matter what in your mod?

The worst part is this was already asked about in IndEvo's thread, and the onus was kicked over here. So on top of being insulted for playing the game the way I want (by IndEvo), I get forced by a mod I highly enjoy to use (and even use ships as reference when doing my own spriting sometimes myself because they're impeccable) to still deal with that same thing. I really hope this back and forth between sharing mod functions wasn't something intentional to "make players suffer" because its funny. I've already seen another part of the "collaborative interaction" in IndEvo with the Legio Infernalis, and honestly looks like it could be very interesting or very "Force you to play the game a certain way", depending on how its integrated.

That said, admittedly, IndEvo would be the mod getting the axe if I have to choose, and I enjoy that one too. Its garbage that I have to choose, but even more garbage that if something in a "collab" doesn't check for a variable value to see what the player themselves chose in the other mod its collaborating with and just forces it in.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nick9 on March 09, 2024, 09:45:02 PM
Haka, fyi, you can technically disable mines and artillery by changing "chance to explode" to 0.00 and setting artillery cooldown to extreme values. Cross-mod settings could be difficult to support due to lack of common core mod, some change might fully brick the compatibility.

Lack of calcium is a funny offense indeed, I really need some features from IndEvo but tend to disable art/minefiels as well. There are fun suffering mechanisms, those in IndEvo are not. Ik it's a wrong thread to talk about IndEvo though.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Alex on March 09, 2024, 10:06:02 PM
Cleaned up an off-topic post. @hidefreek: please don't do that.
Title: Re: [0.96a] Tahlan Shipworks
Post by: hidefreek on March 09, 2024, 11:04:58 PM
Cleaned up an off-topic post. @hidefreek: please don't do that.
okay
Title: Re: [0.96a] Tahlan Shipworks
Post by: Nia Tahl on March 10, 2024, 03:19:03 AM
I think they are referring to the fact that if you disable artilleries/minefields in the indevo settings, the ones in Rubicon still spawn regardless.

Ah, okay, I could look into that maybe. Hadn't considered there being an IndEvo toggle for that

I really hope this back and forth between sharing mod functions wasn't something intentional to "make players suffer" because its funny. I've already seen another part of the "collaborative interaction" in IndEvo with the Legio Infernalis, and honestly looks like it could be very interesting or very "Force you to play the game a certain way", depending on how its integrated.

Legio system is very much intended to be a fortress, being a boss lair and all, and using the IndEvo defenses is my preferred avenue for that since, unlike planetary shields and the like, it offers more interactive counterplay rather than just boosting the stats of planets further etc.

And "making players suffer" is just a general design aspect of Legio being intended as a dedicated challenging OpFor, which is why it's optional in its entirety.
Title: Re: [0.96a] Tahlan Shipworks
Post by: JamesTripleQ on March 10, 2024, 05:07:23 AM
Ah, okay, I could look into that maybe.

Nice, btw I noticed that the 3 Red Guard ships and the Hresvelgr X still appear in the codex when all other special/bounty ships don't. Super minor thing I know but still thought I'd let you know.
Title: Re: [0.96a] Tahlan Shipworks
Post by: vesparco on March 10, 2024, 09:55:31 AM
I am playing with the mod in 0.97a.  After one renaming of a "normal" graphics file is running well on linux. The only issue is that I have found the rosenritten capital vessel but the blueprint spawn is not happening. Can I force it to happen?
Title: Re: [0.96a] Tahlan Shipworks
Post by: Haka on March 10, 2024, 11:54:52 AM
Legio system is very much intended to be a fortress, being a boss lair and all, and using the IndEvo defenses is my preferred avenue for that since, unlike planetary shields and the like, it offers more interactive counterplay rather than just boosting the stats of planets further etc.

And "making players suffer" is just a general design aspect of Legio being intended as a dedicated challenging OpFor, which is why it's optional in its entirety.
I mean I was trying to do a Blackwatch run when I found out, as before .97 I had taken IndEvo out of my modlists only recently putting it back.

I used it before in previous versions, and pre-lunalib just changed the files to stop them from spawning after several playthrough with them and the novelty wore off. Makes sense that I avoided Rubicon like the plague because I like living.

On the topic of "suffering", in that context I agree 100%. I enjoy Legio for its intended purpose as a superboss. I think the notion for more counterplay is good design of course, and the artillery satisfies that. Its completely in my personal case, "Space Artillery" doesn't make sense (logistically and physics) to use against a mobile fleet. The exception is Missile artillery, which personally, if I could make it all missile across the sector I would have it in the game, which would be done via IndEvo, and I asked about it there already.

I remember seeing that you call the artillery spawns directly in the files for each type (and appreciate the variety), but I also I 100% understand and agree that making an option for all missile falls into the realm of "not feasible" because you'd potentially be filling requests until the end of time instead of working on what you want, or spend all your time making your work as granular as possible instead of, well, making your work. That's on top of worrying about bugfixs, testing, and dealing end users blaming your mod on something that's clearly in the rest of their mod list, which can be infuriating.

Putting superbosses and extra challenges into games is something i'm all about, and "making players suffer" at the hands of a superboss faction, well, if you're not suffering at all while enjoying the challenge, then its not a challenge so i'm 100% happy with that.

I think they are referring to the fact that if you disable artilleries/minefields in the indevo settings, the ones in Rubicon still spawn regardless.

Ah, okay, I could look into that maybe. Hadn't considered there being an IndEvo toggle for that

Yes, exactly. This is what I was asking about. Thank you, maybe.
Title: Re: [0.96a] Tahlan Shipworks
Post by: SolariumOnTheMoon on March 10, 2024, 03:04:13 PM
I am playing with the mod in 0.97a.  After one renaming of a "normal" graphics file is running well on linux. The only issue is that I have found the rosenritten capital vessel but the blueprint spawn is not happening. Can I force it to happen?

If you have Console commands installed you can force spawn the BPs. The other way is to go edit the campaign.xml file.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Phenir on March 10, 2024, 03:33:29 PM
I am playing with the mod in 0.97a.  After one renaming of a "normal" graphics file is running well on linux. The only issue is that I have found the rosenritten capital vessel but the blueprint spawn is not happening. Can I force it to happen?
There's two capitals that spawn as derelicts. Only the carrier one gives BPs, and eventually the general location of the other one. You can still find the other one though without finding the carrier if you are lucky.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Troika on March 10, 2024, 03:36:18 PM
I've mentioned this on Discord before, but it would be cool if the Rosenritter stuff both got a balance pass and also given the AA treatment where you can swap arm units around.

Title: Re: [0.96a] Tahlan Shipworks
Post by: Shogouki on March 10, 2024, 07:37:37 PM
I am playing with the mod in 0.97a.  After one renaming of a "normal" graphics file is running well on linux. The only issue is that I have found the rosenritten capital vessel but the blueprint spawn is not happening. Can I force it to happen?
There's two capitals that spawn as derelicts. Only the carrier one gives BPs, and eventually the general location of the other one. You can still find the other one though without finding the carrier if you are lucky.

Does the one with the blueprints always inhabit a
Spoiler
black hole system
[close]
?
Title: Re: [0.96a] Tahlan Shipworks
Post by: GeeGold on March 10, 2024, 07:59:22 PM
when update for 0.97a r11 even scalartech solution is not up to date :'(
Title: Re: [0.96a] Tahlan Shipworks
Post by: Shogouki on March 10, 2024, 08:19:18 PM
when update for 0.97a r11 even scalartech solution is not up to date :'(

Fortunately both this and ScalarTech work if you manually change their version to 0.97.  I believe Nia said she has a lot going "in the oven" for one or both of these mods so that's likely why it's taking a bit.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Astrefernal on March 11, 2024, 03:01:34 PM
I am playing with the mod in 0.97a.  After one renaming of a "normal" graphics file is running well on linux. The only issue is that I have found the rosenritten capital vessel but the blueprint spawn is not happening. Can I force it to happen?
There's two capitals that spawn as derelicts. Only the carrier one gives BPs, and eventually the general location of the other one. You can still find the other one though without finding the carrier if you are lucky.

Does the one with the blueprints always inhabit a
Spoiler
black hole system
[close]
?

I always found mine in one, so I'd say yeah.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Phenir on March 11, 2024, 03:18:16 PM
I am playing with the mod in 0.97a.  After one renaming of a "normal" graphics file is running well on linux. The only issue is that I have found the rosenritten capital vessel but the blueprint spawn is not happening. Can I force it to happen?
There's two capitals that spawn as derelicts. Only the carrier one gives BPs, and eventually the general location of the other one. You can still find the other one though without finding the carrier if you are lucky.

Does the one with the blueprints always inhabit a
Spoiler
black hole system
[close]
?
Yes
Title: Re: [0.96a] Tahlan Shipworks
Post by: Kulverstukass on March 13, 2024, 08:41:11 AM
Scoralis bomber wing hella love to drop double package of its torpedoes, despite having limited ammo (1)
Carrier has no system to increase amount of fighters or anything like this, game doesn't take into account "+1 in the barrel" towards ammo capacity, isn't it?  ;D
Also, such double launch isn't guaranteed, but i've seen, with 3 wing-bombers that two could double-tap, or one, or none, stuff weird, maybe that 1s delay to refire is too soon?
Imagine double tap with reapers?

https://postimg.cc/gallery/rLPjbsR
Title: Re: [0.96a] Tahlan Shipworks
Post by: ProdigyToby on March 13, 2024, 05:43:44 PM
  I really like the rosenritter aspect of this pack, especially when paired with Arma armature.  Why are they so slow though?  The two prints I found gave me ships that were 60 base speed?  Thats basically a cruiser speed.  I really wish they were faster, these things cant catch anything and its kind of odd to see that when they are supposed to be, you know, "mobile" armors right.  Maybe they arent mobile armors?  I dont know but Im not really seeing why I would use it instead of a regular cruiser or something to be honest, they are so slow.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Shogouki on March 13, 2024, 05:47:26 PM
  I really like the rosenritter aspect of this pack, especially when paired with Arma armature.  Why are they so slow though?  The two prints I found gave me ships that were 60 base speed?  Thats basically a cruiser speed.  I really wish they were faster, these things cant catch anything and its kind of odd to see that when they are supposed to be, you know, "mobile" armors right.  Maybe they arent mobile armors?  I dont know but Im not really seeing why I would use it instead of a regular cruiser or something to be honest, they are so slow.

Which Rosenritter ships are you referring to being slow?
Title: Re: [0.96a] Tahlan Shipworks
Post by: Darrow on March 14, 2024, 09:00:51 AM
I am playing with the mod in 0.97a.  After one renaming of a "normal" graphics file is running well on linux. The only issue is that I have found the rosenritten capital vessel but the blueprint spawn is not happening. Can I force it to happen?

Could just spawn the ship in manually no?

Use console command mod, List Ships, Addship >

Not sure if thatll still trigger the auto research though
Title: Re: [0.96a] Tahlan Shipworks
Post by: Konturga on March 14, 2024, 10:57:21 PM
This one still remains as one of my more favored mods here. I came for the ships, but the dynamics of the factions included in this one really set it aside from other mods. I remember doing a run ending with my fleet consisting almost entirely of Legio ships at one point, and there's really nothing quite like them.
Title: Re: [0.96a] Tahlan Shipworks
Post by: ThatsMyFootThanks on March 16, 2024, 04:14:55 AM
This mod doesn't seem to be working with the current version of the game. At least, it doesn't allow me to activate it in the mod list of the game. (Current version 0.97a-RC11)
Title: Re: [0.96a] Tahlan Shipworks
Post by: SpaceDrake on March 16, 2024, 05:17:43 AM
This mod doesn't seem to be working with the current version of the game. At least, it doesn't allow me to activate it in the mod list of the game. (Current version 0.97a-RC11)

It works just fine for me. Try re-downloading it, and make sure you have all necessary dependencies.
Title: Re: [0.96a] Tahlan Shipworks
Post by: ThatsMyFootThanks on March 16, 2024, 07:21:18 AM
This mod doesn't seem to be working with the current version of the game. At least, it doesn't allow me to activate it in the mod list of the game. (Current version 0.97a-RC11)

It works just fine for me. Try re-downloading it, and make sure you have all necessary dependencies.

NVM ... 90% of my mods are in red now. Forget it, ran out of patience with this game. Bye.
Title: Re: [0.96a] Tahlan Shipworks
Post by: Selfcontrol on March 16, 2024, 07:42:11 AM
This mod doesn't seem to be working with the current version of the game. At least, it doesn't allow me to activate it in the mod list of the game. (Current version 0.97a-RC11)

It works just fine for me. Try re-downloading it, and make sure you have all necessary dependencies.

NVM ... 90% of my mods are in red now. Forget it, ran out of patience with this game. Bye.

Because a mod has not been updated (yet) to 0.97 doesn't mean it is not compatible. You just have to force it to work with the new update. It's very easy to do so and will take less than 10 seconds per outdated mod :

1. Get notepad+ ;
2. Open your mod folder and look for a file named "mod_info.json" ;
3. Open it with notepad+ ;
4. Change the line "gameVersion : 0.96a" (or whetever version it says) to "gameVersion : 0.97a" and save the change.

You will now be able to enable the mod. Tahlan Shipwork is fully compatible with 0.97a so you will not encounter any bug while playing.