Fractal Softworks Forum

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

Title: [0.95a] Tahlan Shipworks 0.6a
Post by: Nia Tahl on January 16, 2019, 09:18:15 PM
(https://i.imgur.com/xmr0Cos.png)

This is a small ship pack mod I've been tinkering away at for a while now and I feel it's in a decent enough state now for a first release on the forums. It adds a couple new ships and weapon of different tech levels and styles, including some new themed content that's going to be expanded upon with more features in the future. The mod is still in its earlier stages and in some parts a bit experimental, but I hope you'll find something to enjoy in my little toybox here.

Download:
Patreon (no paywall) (https://www.patreon.com/posts/51225258)

Version 0.6a

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

Recommended:
Vayra's Sector (http://fractalsoftworks.com/forum/index.php?topic=16058.0) - Required for custom bounties and some other features
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 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


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.

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


Defiance-class Missile Cruiser

(https://i.imgur.com/R1INkq4.png)

Fewer missiles than a Gryphon, but more guns


Bungalow-class Carrier

(https://imgur.com/TfIQ2EN.png)

A box of angry bees


Nessie-class Makeshift Phase Cruiser

(https://imgur.com/3LxIW7l.png)

She really tries


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


Ingress-class Battlecarrier

(https://imgur.com/Lx5ks3C.png)

A hammer to smite the enemy with


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


The Doominator

(https://i.imgur.com/ndqMT1L.png)

Pirate madness incarnate


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/yDtmivA.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 - Requires Vayra's Sector:
Spoiler
(https://imgur.com/9bC0qEK.png)    (https://imgur.com/8b1Z0mv.png)    (https://imgur.com/WKhnyaP.png)    (https://imgur.com/gd9ADAU.png)    (https://imgur.com/fI8nKR8.png)    (https://imgur.com/kkhGyWC.png)    (https://imgur.com/KualQwD.png)    (https://imgur.com/0sStrg6.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, 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.


Q: Why do the Great Houses and Legio Infernalis not spawn in Nex Random core worlds?
A: Random core worlds mode only spawns playable factions. The houses aren't a faction to begin with and the Legio are designed as an NPC boss faction. As such they don't currently support nex random mode.
[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
SirHartley - For some beautiful artwork
Sylva - For giving me bad ideas and the original design of the Providence
Tartiflette, DR, MShadowy - Various code snippets and other advice
The Discord folks - For feedback and keeping me motivated to keep working on this


Changelogs:
Spoiler
Quote
0.6a
- Poltergeist
   - fixed missing description
   - actually spawns properly now
   - added missing hullmods
- Project Silk
   - Doubled damage
   - Yes
   - Did nerf rate of fire
   - a bit
- Darnus
   - Increased DP from 10 to 13
- Blockhead
   - Changed Damper Field to Heavy Damper Field
- Castigator
   - UTPCs renamed to Thermal Blast Cannons
   - Efficiency increased to 1.0
- Onslaught (GH)
   - UTPCs renamed to Heavy Thermal Blast Cannons
   - Efficiency increased to 0.8
- Enforcer (GH)
   - Updated stats to new Enforcer stats
- Renamed Cobalt to Cordite due to name overlap
- Fixed Legio not getting their relations set properly
- Fixed Castigator (LI) still having old shield stats
- Fixed Doominator phase cloak still causing overloads
- Adjusted values of some blueprint packages


0.6
- 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

0.5a
- Bugfixes

0.5
- Initial 0.95a compatibility
- Porphyrion
   - Now counts as an energy weapon for stat modifiers
- LosTech weapons
   - Now hybrid mount type
   - Still count as old weapon types for stat modifiers

0.4.2
- Metallican hulls
   - Added a 200su range increase for energy weapons
   - Energy weapons now give double benefit from the "machine spirit" effect compared to ballistics
   - This should make it more viable to actually take advantage of the hybrid mounts on these ships
- Castigator (XIV)
   - Changed TPC efficiency to 0.6 to align with upcoming vanilla balance changes
- Ryza, Mezoa
   - Improved projectile visuals
- Magaera
   - Lowered efficiency from 1.1 to 1.3
   - Increased range from 900 to 1100
- Gardion
   - Increased dps to 100
- Gardas
   - Increased dps to 200
- Styrix
   - Changed onHit effect damage from HE to Energy
- Scoralis
   - Removed EMP arcing from torps
   - Lowered top speed from 140 to 120
   - Increased hp from 400 to 600
   - Increased armor from 40 to 50
   - Removed shields
   - Lowered torpedo hp from 300 to 250
   

0.4.1
- 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


0.4
- Added Providence-class Battlecruiser
- Added Throne-class Cruiser
- Added Blockhead-class Cruiser
- Added Breaker Rotary Cannon
- Added Aetnos Strike Cannon
- Hüter
   - 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


0.3.17
Additions:
- New Rosenritter fighter

Changes:
- Castella (LP)
   - Completely reworked
   - New sprite
   - Fighter bays removed
   - upsized two forward smalls to mediums
   - Increased speed and durability
- Castella (LI)
   - DP increased from 40 to 45
- Castigator (all variants)
   - DP increased from 28 to 30
   - Shield upkeep increased from 0.3 to 0.4
   - Top Speed reduced from 60 to 50
- LosTech hulls
   - Lowered armor values across the board
   - Tweaked parameters of passive effects
- Bento (LP)
   - System changed to Crusher Drive

   
Fixes:
- Various beams now properly pierce missiles and such


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
   

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


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


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


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


0.3.14a
Hotfixes:
- Typos
- Some blueprints missing from a certain BP package
- More typos
- other small stuff that doesn't really matter


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


0.3.13
Additions:
- Added the Metafalica as a new Kassadari Battleship (the Sylphon one will be removed from that mod at some point)
- Added support for HVB ships being obtainable from prism after being defeated (requires Nexerelin)
- Added support for combat chatter boss lines

Changes:
- Increased Aftermarket Phasecoils range threshold from 700su to 800su
- Added bonuses to fleet size and ground defenses to Legio Tyranny condition
- Adjusted industries on Rubicon planets (only affects new saves)
- Buffed Flagellator stats across the board


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


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)


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


0.3.10c
Additions:
- Added Lasher (LI)
- Added unique Ristreza variant as HVB
- Added Alteria large kinetic

Changes:
- Lowered Skola DP from 6 to 4
- Lowered Yosei DP from 10 to 9
- Removed AAF from Acastus again. Was a bit too silly.
- Adjusted Ristreza turret arcs
- Halved potency of Assault Mode buffs
- Assault Mode cooldown reduced from 14s to 12s
- Increased Scoralis' torpedo flight time to make them more reliable
- Increased porphyrion projectile fadeout duration
- Nessie buffs:
   - Increased dissipation from 300 to 500
   - Increased armor from 700 to 1000
- Changed Styrix to 1200 range, 3-round-burst kinetic
- Antique Seller tariff now scales with relationship level, down to 25% at cooperative

Fixes:
- Various small bugfixes


0.3.10b
Additions:
- Added Higanbana-class battleship

Changes:
- Legio Infernalis can now produce their own drugs (requires new save to take effect)
- Yukikaze nerfs:
   - Increased shield upkeep and reduced shield base efficiency from 0.6 to 0.7
   - Reduced top speed from 100 to 80
   - Reduced dissipation from 750 to 700
   - Reduced ppt from 420s to 360s
   - Reduced DP from 35 to 30
   - Reduced Garuda range from 2500 to 1500
   - Increased chargedown from 2s to 5s

Fixes:
- Fixed issues with Stronghold Shield and Absolute Virtue systems not activating properly when shields are off


0.3.10a
Changes:
- Valacor adjustments
   - System changed from phase skimmer to decoy flare launcher
   - Increased hull from 250 to 300
- Bungalow ship system changed from burn drive to dodgy nav feed
- Renki adjustments
   - Ship system now grants 3% ECM rating while active
   - Increased DP to 8


0.3.10
Additions:
- Added Hekaton Repeater large missile weapon
- Added Praxus Rotary Cannon
- Added Trill-class experimental frigate

Changes:
- Revisited mount types of multiple GH refits
- Vendetta GH system changed to Assault Burn
- Onslaught GH system changed to Cavalry Charge
- Added Vund-pattern Autoforge hullmod to Vendetta GH
- Increased Assault Burn cooldown from 5s to 7s
- Increased Cavalry Charge cooldown from 10s to 12s
- Increased damage of all Gleipnir shot variants to 1500 base
- Tweaked various weapon visuals


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


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


0.3.9b
Changes:

- Adjusted some weapons further to reduce overlap with other modiverse weapons
   - Numeon range increased to 900, refire delay increased to 2.2s (DPS reduced to 182)
   - Anumis range increased to 1000, refire delay increased to 3.5s (DPS reduced to 229)
   - Styrix range increased to 1000, refire delay increased to 1.2s (DPS reduced to 417)
- Porphyrion chargedown increased to 1.5s
- Chrono Rupture cooldown reduced from 12s to 8s
- Fray Cannon damage increased from 1000 to 1200, Flux cost increased from 1000 to 1320
- Reduced chargeup duration of Assault Mode system from 10s to 5s, increased cooldown from 10s to 12s
- Increased Gleipnir HE damage from 1000 to 2000
- Adjusted small mount arcs on Ristreza
- Nerfed Karion Seeker Battery
   - Lowered energy damage from 100 to 50 (also applies to Ristreza's Seekers)
   - Lowered range from 2000su to 1500su
   - Lowered burst size from 9 to 6
   - Reduced speed from 500 to 400
   - Reduced missile health from 250 to 200
- Increased Armiger refire delay to 4.7s (DPS reduced to 255)

- Reduced number of procgen entities in Lethia (applies to fresh saves only)


Fixes:

- Fixed some config issues with Nexerelin
- Fixed Legio Infernalis not working in random sector (probably. I don't use random sector so cba to test it)


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


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


0.3.7c
Bugfixing:
- Izanami bugfix (hopefully)


0.3.7b
Changes:
- Buffed the Edengate a bunch

Bugfixes:
- Fixed various small errors in some ship systems


0.3.7a
Changes:
- Unified the hullmods of all Legio Infernalis ships

Balancing:
- Reduced DP of Hresvelgr variants to 45

Bugfixes:
- Fixed bug with Unique Nibelung bounty


0.3.7
Additions:
- Bronco-class missile destroyer
- Nibelung-class battleship
- Some new Nex start options
- Valacor heavy fighter
- The return of the Bento (LP)

Vayra's Sector stuff:
- Boss-variant Niebelung with custom bounty
- Added some rare flagship options

Balancing:
- Lowered Efreet DPS slightly
- Lowered Efreet range from 1200 to 1100

Fixes:
- Fixed wrong scaling math on some ship systems


0.3.6c
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
   

0.3.6b
Additions:
- Gardas Hyperrail Cannon

Changes:
- Reduced Doominator dissipation to 500
- Increased Doominator flux cap to 12000

Balancing:
- Increased Styrix range to 1000
- Lowered duration of Dun Scaith's system from 4s to 3s
- Changed Hresvelgr ship system to Defensive Formation (reduces fighters' damage taken by 50% while active)
- Removed ATC from Hresvelgr


0.3.6a
Bugfixing:
- Fixed Sophrosyne-related crash


0.3.6
Additions:
- Titanomachy beam weapon
- Efreet barrage cannon
- Dun Scaith class pirate dreadnought
- Hresvelgr fleet carrier
- Glint fast cruiser
- Some content for Vayra's sector:
   - a number of special bounties featuring unique ships
   - some ships for colony factions

Changes:
- Overhauled all Castella sprites and adjusted all 3 variants
- Overhauled Ingress sprite   
   
Balancing:
- Buffed damage and flight time of Pendragon submunitions


0.3.5
Changes:
- Majorly reworked Castella (P)


0.3.4e
Changes:
- Overhauled the Bento
- Reworked Relparax a bit

Balancing:
- Reworked multiple GH weapons into high-powered but inefficient weapons


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


0.3.4b
Changes:
- Multiple Doominator changes
   - now uses custom Aftermarket Phase Coils hullmod
   - large mounts changed to ballistic
   - ship system changed to weapons overdrive
- minor improvements to pirate variant sprites


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)


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


0.3.3c
Changes:
- Disabled music player for now due to technical issues
- Tweaked Izanami ship system visuals


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


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


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



0.3.2d
Bugfixes:
- Various Hekaton fixes


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


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


0.3.2a
Bugfixes:
- Fixed issues with BPs for Skola and Haelequin
- Fixed compatibility of Forced Overdrive and Shield Bypass


0.3.2
Additions:
- Added Haelequin 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


0.3.1

- Various small bugfixes
- Added missing descriptions


0.3

- Initial public release version


0.2g

- Added Ingress-class battlecarrier

0.2f

- byebye Firemane
- byebye Ambrosia
- they both just didn't really work, I'll have to admit

0.2e

Bugfixes:
- Fixed a bug causing wierd velocity behaviour for Unstable TPC
- Fixed a bug causing particles to spawn from the Unstable TPC when they shouldn't
- Fixed a memory leak related to Unstable TPC

0.2d

- Added Volkite battery

0.2c

- Added GH refit hulls

0.2b

- Added Atrapos

0.2a

- Added Nessie makeshift phase cruiser
- Added Bungelow cruiser carrier

0.2

- First semi-public release featuring a small number of ships


0.1

- Initial version
[close]

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-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/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-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/).
Any derivative work must also comply with Starsector's EULA
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: Chroma 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: Harmful Mechanic on November 12, 2019, 12:01:41 PM
Nia, as someone who's fallen into combative interactions over my mod content in the past, I'd just like to offer you some advice, on that basis and as an offsite friend.

Nobody is going to remember arguments you had with people who were rude to you or who made more work for you, good or bad. They are going to remember the work you put into your mod and the quality of the finished product. People mess with it because they like it. Yeah, some of them are exhausting. I wrote a FAQ to deal with some of that for me, you should do the same.

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.
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.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.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:
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.Ò00000(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.Ò00000(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
- Hüter
   - 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.
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?