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

Title: [0.9.1a] Tahlan Shipworks 0.3.15a
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 (https://bitbucket.org/niatahl/tahlan-shipworks/downloads/Tahlan_0.3.15a.zip)
Version 0.3.15a

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


Castigator (GH)

(https://i.imgur.com/DnSrg2w.png)

The angriest of them all


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


Credits:
Nicke535 - For helping me out with his scripting wizardry
MesoTroniK - For advice here and there and keeping me from overdoing it again
Sylva - For giving me bad ideas, even if he doesn't realize that
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
0.3.15
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]

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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?
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: dota 2 nerd 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: dota 2 nerd 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: dota 2 nerd 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: dota 2 nerd 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: dota 2 nerd 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.
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: tokmak333 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?
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!