3. I don't suppose we could tweak the largest Luddic formations to have a better chance of fielding Cathedral class from the Ship and Weapon pack mod?
Very nice.
Are they added to the ship packs that player can field?
Can't open the .rar file linked in the OP, and I'm already trying 7zip.
402kb seems suspiciously small for a pack with several ship skins in, but I can't say for sure. Either way, it's not opening.
That was a mistake, but not one that's impactful - the Pather Venture is actually a proper ship with an entry in ship_data.csv, and that overwrites the other one.
hi
nice mod, really enjoying it.
just a small issue. i've been getting CTDs recently, its probably mod conflicts for sure but i'm mentioning it here in hopes of finding a solution or work around.
i'm getting a CTD regarding a fatal slot id (ws 015) not found on hull (dominator_luddic).
i've checked the file and there is a weapon slot there, not sure why it wont notice it. any ideas?
i've been having this issue with another mod, the Archean Order, with their mule and buffalo ships.
maybe these two mods don't play nice?
anyways, thanks for any insight you can provide.
hi
nice mod, really enjoying it.
just a small issue. i've been getting CTDs recently, its probably mod conflicts for sure but i'm mentioning it here in hopes of finding a solution or work around.
i'm getting a CTD regarding a fatal slot id (ws 015) not found on hull (dominator_luddic).
i've checked the file and there is a weapon slot there, not sure why it wont notice it. any ideas?
i've been having this issue with another mod, the Archean Order, with their mule and buffalo ships.
maybe these two mods don't play nice?
anyways, thanks for any insight you can provide.
Archean Order replaces a lot of vanilla files with its own, and many of those files have significant changes to the slot ids. The mule is particularly likely to cause crashes, because it looks like the author not only edited every single hardpoint but also renamed them from the format "WS 001" to "WS001", so any other mod that makes a mule variant is going to crash with it.
If you get stuck on any crashes that look sort of like "Slot id [WS 010] not found on hull [aurora_ix]," it probably means that some mod created a variant, "aurora_ix" of the vanilla ship "aurora", but archean order deleted the weapon slot [WS 010] in the original file.
So for Archean Order, you can fix this by going into "Starsector\starsector-core\data\hulls", finding the relevant .ship file, opening with a text editor, finding "WS 010" in that file, copying the entire section between (and including) curly brackets, and then pasting it into the same place in the file of the same name in "Starsector\mods\Archean Order TC v1.3.4e\data\hulls". That section is structured as a comma separated list of bracket-enclosed hardpoint definitions, so you need to make sure that each item has a comma after it except the last one.
I've been resolving most of the incompatibilities with Archean Order this way as they come up. It's a really hacky way of fixing it, but it keeps it from crashing, and I haven't had to restart my play through.
Archean Order replaces a lot of vanilla files with its own, and many of those files have significant changes to the slot ids. The mule is particularly likely to cause crashes, because it looks like the author not only edited every single hardpoint but also renamed them from the format "WS 001" to "WS001", so any other mod that makes a mule variant is going to crash with it.
If you get stuck on any crashes that look sort of like "Slot id [WS 010] not found on hull [aurora_ix]," it probably means that some mod created a variant, "aurora_ix" of the vanilla ship "aurora", but archean order deleted the weapon slot [WS 010] in the original file.
So for Archean Order, you can fix this by going into "Starsector\starsector-core\data\hulls", finding the relevant .ship file, opening with a text editor, finding "WS 010" in that file, copying the entire section between (and including) curly brackets, and then pasting it into the same place in the file of the same name in "Starsector\mods\Archean Order TC v1.3.4e\data\hulls". That section is structured as a comma separated list of bracket-enclosed hardpoint definitions, so you need to make sure that each item has a comma after it except the last one.
I've been resolving most of the incompatibilities with Archean Order this way as they come up. It's a really hacky way of fixing it, but it keeps it from crashing, and I haven't had to restart my play through.
This mod also have issue with version file being unreacheble on bitbucket. Any chance for a hotfix?
"shipRoles":{
"carrierSmall":{
"includeDefault":true,
"condor_Strike":50,
},
"carrierMedium":{
"includeDefault":true,
"mora_Strike":50,
},
"carrierLarge":{
"legion_FS":50,
"legion_Strike":50,
#"fallback":{"combatCapital":1},
},
"combatMedium":{
"includeDefault":true,
"buffalo2_Fighter_Support":50,
"enforcer_Fighter_Support":50,
},
"combatFreighterMedium":{
"includeDefault":true,
"mule_Fighter_Support":50,
},
"combatLarge":{
"includeDefault":true,
"dominator_Fighter_Support":50,
},
"phaseSmall":{
"fallback":{"combatSmall":1},
},
"phaseMedium":{
"fallback":{"combatMedium":1},
},
"phaseLarge":{
"fallback2":{"combatLarge":1},
},
},
{
"knownShips":{
"tags":["LC_bp"],
"hulls":[
"brawler_luddic",
"cerberus_luddic",
"mule_luddic",
"dominator_luddic",
"enforcer_luddic",
"venture_luddic",
"onslaught_lc",
"legion_lc",
"fidem",
"fasces",
"sebastian",
],
},
"priorityShips":{
"hulls":[
"brawler_luddic",
"cerberus_luddic",
"mule_luddic",
"dominator_luddic",
"enforcer_luddic",
"venture_luddic",
"onslaught_lc",
"legion_lc",
"fidem",
"fasces",
"sebastian",
],
},
"hullFrequency":{
"tags":{
"LC_bp":2,
},
"hulls":{
"brawler_luddic":10,
"cerberus_luddic":10,
"mule_luddic":10,
"dominator_luddic":10,
"enforcer_luddic":10,
"venture_luddic":10,
"onslaught_lc":3,
"legion_lc":10,
"fidem":10,
"fasces":10,
"sebastian":10,
},
},
"shipRoles":{
"combatMedium":{
"enforcer_Balanced_luddic":50,
"fasces_cs":50,
"fasces_attack":50,
"fasces_standard":50,
"fasces_so":50,
},
"combatLarge":{
"sebastian_cs":50,
"sebastian_attack":50,
"sebastian_std":50,
},
"carrierSmall":{
"fidem_cs":50,
"fidem_attack":50,
"fidem_std":50,
"fidem_strike":50,
},
"carrierLarge":{
"legion_lc_Assault":50,
"legion_lc_Escort":50,
"legion_lc_FS":50,
"legion_lc_Strike":50,
},
"combatFreighterMedium":{
"mule_luddic_support":50,
},
},
},
LazyLib and MagicLib have zero performance cost.
They would break regardless. Also removing the reliance on those libs would just require recreating those functions in the mod itself. Which at best will cost exactly the same CPU / GPU time. And at worst, cost more since duplicated plugins in some cases.LazyLib and MagicLib have zero performance cost.
I'm aware of that, it's how the mods use the Libs that affects performance.
Besides, there's nothing wrong with liking my mods Vanilla compatible so they don't break after every major update.
They would break regardless. Also removing the reliance on those libs would just require recreating those functions in the mod itself. Which at best will cost exactly the same CPU / GPU time. And at worst, cost more since duplicated plugins in some cases.
I am considering installing this great mod once again for 0.95 , but I also remember myself having an issue with the IED Drams: Is there a way for me to disable their plethora of explosion effects driving my poor hamster wheel cooled laptop to its knees, asking for sweet release from his existence of infinite suffering?
I reiterate: is there a way for me to tone down the IED Drams explosion effects?
I'm also interested in the possibility in a "lite" version of the mod by the way!
I reiterate: is there a way for me to tone down the IED Drams explosion effects?
I'm also interested in the possibility in a "lite" version of the mod by the way!
Check your inbox. I sent you a LazyLibLess, Dram-free version. No Prometheus either but I'll be looking to re-add it at some point.
At worst worst it will have a much bigger performance impact since MagicLib and LazyLib are for the most part very well optimized.
I did also want to report something about 1.2.4: it feels like, when this is used in conjunction with Tartiflette's Torchships And Deadly Armaments, the Luddic variants of the Legion and Onslaught appearing in fleets get wholly overridden by nothing but Niagras. Is this intentional? It does leave Church fleets feeling a bit... one-note.
There's a new 1.2.5 version on bitbucket. Is there a changelog for it? I couldn't find it (if it's on bitbucket somewhere I'm dumb).
Is the Prometheus Mk4 worth using at all? I mean, it's a 30 DP ship that can only launch one Dram IED per battle and is otherwise useless, a solo Dram IED is cheaper and does the same thing.It's a siege artillery ship. It provides boost to bombardment efficiency and it's Dram is also useful for taking down orbital stations. Especially because it's somewhat easier to get then Olympus from II.
Strange, the update tracker in game says the newest version is 1.2.5d instead of 'c'... ???
Bugs:
The Lector ship doesn't seem to be used by your faction fleets and marking them as priority has no effect on faction fleets.
The Fidem is classified as a carrier for the purposes of fleet construction, but is listed as a warship in the doctrine and custom production screens.
Bugs:
The Lector ship doesn't seem to be used by your faction fleets and marking them as priority has no effect on faction fleets.
The Fidem is classified as a carrier for the purposes of fleet construction, but is listed as a warship in the doctrine and custom production screens.
Alright, sorted the Lector not spawning in this update. Not quite sure how to resolve the Fidem issue because of it's weird niche.
Recent feedback regarding Luddic Enhancement has indicated that the Prometheus (LP IED) didn't really 'work'; either you killed it and it had no impact, or it killed you. In order to help resolve this issue, I reworked the Prometheus (LP IED). The explosion is smaller and less damaging, but it now comes fully stocked with missiles. This helps the ship be more 'manageable' in this regard.
Anyway, update time!
Changes with 1.2.5f:
-Added Mule (LP-X) and Starliner (LP-X); faster, tighter, angrier broadside versions of their originals.
-Fixed the Lector not showing up in LC fleets.
-Prometheus LP IED has been reworked; the explosion has been reduced in intensity, it has been made rarer, but now the vessel is loaded with missile mounts.
-Fixed Alexandretta spawning in Random Nexrellin mods (Needs a new Nexerellin Random mode game).
-Fiddled with some descriptions.
Downalod HERE! (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/Luddic_Enhancement_1_2_5f.zip)
Does this mod remove the LP Brawler? I can find the new LC along with the TT and standard but there does not seem to be an LP variant anymore.
Alright, so I have had previous complaints that the ships added by Luddic Enhancement for the Luddic Church are simple reskins, and don't really add flavour to the faction. This is a legitimate accusation; I just wanted the church to have some unique ships, while still remaining largely vanilla compliant. However, with the previous dev diary regarding the new low-tech super frigate, I decided to try something new (and shamelessly copy what Alex did). The change I made completely changes how the Luddic Church plays as a faction - it does it so radically that I'm not sure people would be comfortable with the change, especially considering this mod's popularity and vanilla compliance.
So I made an experimental pack, and released it on the Unofficial Discord (along with some other changes). In general I haven't seen much feedback; some people have complained that it buffs the church too much, others have said that it's a good change and really makes the Church it's own faction. With some refining and balancing I've got it in a state where I feel I can release this experimental version of Luddic Enhancement for a wider audience to judge. NOTE: THIS IS NOT AN UPDATE. THIS IS ME TRYING TO GET FEEDBACK ON PEOPLE'S THOUGHTS REGARD THE CHANGE.
So, without further ado,
Changes with 1.2.5i(EXP5a)
-ALL Luddic Church ships added by THIS mod, excluding the Mule (LC), Brawler (LC) and Fidem, have had their shields replaced with a right-click Damper field system, similar to the Lector. This prevents the installation of any type of shield.
-Fixed IED ship AI to actually charge into enemies properly.
-Fiddled with IED explosions in light of the above, as they weren't properly dealing damage when they charged.
This EXPERIMENTAL version is savegame compatible. Further, swapping back to the old version is also savegame compatible.
Download HERE (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/Luddic_Enhancement_1_2_5i_EXP5a.zip).
I would really like feedback on this, so please feel free to say it's good / it's garbage.
Dope but the experimental updates make it incompatible with Holy Ludd mod that adds faction specific hullmod to the LC.
Alright, so I have had previous complaints that the ships added by Luddic Enhancement for the Luddic Church are simple reskins, and don't really add flavour to the faction. This is a legitimate accusation; I just wanted the church to have some unique ships, while still remaining largely vanilla compliant. However, with the previous dev diary regarding the new low-tech super frigate, I decided to try something new (and shamelessly copy what Alex did). The change I made completely changes how the Luddic Church plays as a faction - it does it so radically that I'm not sure people would be comfortable with the change, especially considering this mod's popularity and vanilla compliance.
So I made an experimental pack, and released it on the Unofficial Discord (along with some other changes). In general I haven't seen much feedback; some people have complained that it buffs the church too much, others have said that it's a good change and really makes the Church it's own faction. With some refining and balancing I've got it in a state where I feel I can release this experimental version of Luddic Enhancement for a wider audience to judge. NOTE: THIS IS NOT AN UPDATE. THIS IS ME TRYING TO GET FEEDBACK ON PEOPLE'S THOUGHTS REGARD THE CHANGE.
I'm not sure where complaints about the added ships to LC being just reskins could come from when this mod already adds multiple great unique ship models (love the Fasces!) to the faction already. As for the "skin" ones, I don't have a problem with them being just skins - they do add flavor, giving common ships in LC fleets a matching paint scheme. I guess they could've gotten some built-in flavor hullmod or slight mount/bay changes of some kind (ie LC Venture mining drone bay changed into full fighter bay becuz drones=evil and more ships to launch Perditions from = righteous) but that's not necessary.
I prefer the "damper field main defense" gimmick being a Lector-only thing. It fits for a specifically ancient ship, while slapping it on every LC ship feels gamey. Maybe some other ships like that could be added. Maybe some occasional existing ship conversions to that defense could be a thing (with matching visual change, I like the "grooves" running along the armor belt of the Lector giving the sense of a "different armor"), but I don't think it should be every ship of a given model and should remain a rarer sight.
I guess they could've gotten some built-in flavor hullmodShameless plug! (https://fractalsoftworks.com/forum/index.php?topic=22063.0) ;D
quote author=korqi link=topic=15084.msg344936#msg344936 date=1636723004]IIRC, the IED Dram is using Fragmentation damage equally over the area, which would do that to an Atlas or Starliner or any other civvie that doesn't have armor and has a very large sprite. Armored ships are going to reduce the damage the higher the armor. The larger the sprite, the more multiples of the damage that it takes.
Kamikaze ships barely do damage. Is it a bug, or it works as intended? because in this video they are quite devastating
https://www.youtube.com/watch?v=jOvZip_gs1w
it could make for a fun, rare "elite forces" fleet/variant instead of being a direct change to the luddic standard fleet, maybe the oldest knight order or some extremists knight order that sees shields as "too high tech"That was my thought too. They're a fun addition but a little much for the whole faction. It leads to inconsistency when used with other mods too since a lot of the popular ship packs add shielded luddic ships which don't fit in with the new identity. Having it as a line of elite variants ala XIV would be the best of both worlds for me.
All of this feedback
...They're a fun addition but a little much for the whole faction. It leads to inconsistency when used with other mods too since a lot of the popular ship packs add shielded luddic ships which don't fit in with the new identity. Having it as a line of elite variants ala XIV would be the best of both worlds for me.
Yay updates to Luddic Enhancement! I'm glad for any tweaks/improvements for the IED ships...they stand out in making Luddic ships as well as their fleet formations more unique...and I fight Luddic Path a lot while leveling up.
...
A MINOR UPDATE
After getting everyone's feedback, I'm still unsure as to what people like - some people here don't like the experimental change, while others on the discord love it. For the time being I'm going to release an update to both versions. The official version will now have properly functioning IED ships, while both version have minor tweaks to the Christopher's Speed and the Starliner (LP-X) flux stats.
Changes with Version 1.2.5i:
-Fixed IED ship AI to actually charge into enemies properly.
-Fiddled with IED explosions in light of the above, as they weren't properly dealing damage when they charged.
-Christopher now moves slightly faster
-Starliner (LP-X) flux stats tweaked, it should be a bit more scary now.
Download the OFFICIAL versionHERE.Download the SHIELDLESS EXPERIMENTAL version here.
Updates are savegame compatible.
EDIT:HOTFIXED.
EDIT2: ACTUALLY HOTFIXED. Please redownload if your mod is crashing from missing archaic Damper field.
Speaking of IEDs, they are non threatening to shielded ships at all, how about add them shield disruption when ship caught in explosion depending on IED size? Like Harbinger subsystem does? Its looks silly, when you take bounty to kill a pather, and he rams into your ship and destroy himself without inflicting any kind damage, and they often blow up their allies more than player ships.
random question, I have the prometheus LP ied class, with the version of this mod that it wipes the map :) which made a fun surprise and made me consider focusing this ships (no I am not going to update the mod now because I like the risk). But I was able to capture one of those prometheus ied, how do I use its system ? I tried using it in battle after a prolonged fight I was losing and I wanted to make sure both fleets would leave in bad shape. But I was unable to use the system at all, is there a condition to use the system?
So out of curiosity, any current ideas for what your plans for LE 1.3 will be, in light of this bombshell (https://fractalsoftworks.com/2022/03/18/uniquifying-the-factions-part-1/)? I'm guessing the LC Onslaught and Legion will be jettisoned (as Alex now plans for those to be Hege-exclusive) and the Invictus and Retribution will both be Luddic-exclusive now; will they get cosmetic LC paintjob skins, you reckon?
I also couldn't help but notice that they're definitely "on theme" with the sub-capitals added by LE. :P I'm guessing the smaller ships will stick around?
So out of curiosity, any current ideas for what your plans for LE 1.3 will be, in light of this bombshell (https://fractalsoftworks.com/2022/03/18/uniquifying-the-factions-part-1/)? I'm guessing the LC Onslaught and Legion will be jettisoned (as Alex now plans for those to be Hege-exclusive) and the Invictus and Retribution will both be Luddic-exclusive now; will they get cosmetic LC paintjob skins, you reckon?
I also couldn't help but notice that they're definitely "on theme" with the sub-capitals added by LE. :P I'm guessing the smaller ships will stick around?
-Dominator (LC), Enforcer (LC), Onslaught (LC) and Legion (LC) will be far rarer, acting like an XIV-tier ship for the Church. These will be explained as the result of lend-lease with the church during the AI Wars.
after i update the mod, ied will kill any ship even a paragon with fully raised shield and fortress field active. :'(
after i update the mod, ied will kill any ship even a paragon with fully raised shield and fortress field active. :'(
I was given several solutions so far:
- Use Phase ships to evade the damage
- Use Heavy Armour Onslaught to intercept and absorb
- Use long range focus fire
In terms of editing the files: the only thing you can access are the qualities of the ship, you can reduce it's HP pool significantly to make it easier to kill at range.
I suspect the speed may also be possible to reduce, but cannot confirm with testing.
The damage numbers are confirmed fixed for now.
after i update the mod, ied will kill any ship even a paragon with fully raised shield and fortress field active. :'(
I was given several solutions so far:
- Use Phase ships to evade the damage
- Use Heavy Armour Onslaught to intercept and absorb
- Use long range focus fire
In terms of editing the files: the only thing you can access are the qualities of the ship, you can reduce it's HP pool significantly to make it easier to kill at range.
I suspect the speed may also be possible to reduce, but cannot confirm with testing.
The damage numbers are confirmed fixed for now.
the IED ships do so much damage they can reach into P space and destroy even cloaked phase ships.working as intended. not even higher dimensions can protect the damned from the wrath of the martyrs
Is there a way to permanently disable IED ships from the mod? The rest if fine, but IED's are kinda broken
One potential solution could be to slap a hullmod on it that slows the ship down when it's at high flux; that would make attacking it a viable option; you might still lose some ships, but it'll be easier to run from if you respond to it, you get more benefit from catching it early, and it feels like you at least tried if the thing still blows up in your face.
Is there a way to permanently disable IED ships from the mod? The rest if fine, but IED's are kinda broken
Go to mods/Luddic_Enhancement/data/hulls/, open ship_data.csv in either a spreadsheet editor or a text editor (and in this mode, make sure word wrap is disabled), scroll down to the IED ships, and remove the "LP_bp" tag from the IED ships (and don't touch anything else). This will remove the ships from the Pather blueprint pack and thus result in the Pathers in new games "forgetting" how to make them. They might still show up as blueprints from exploration loot, but nobody else will manufacture them.
Removing them from an existing save is significantly trickier, but not impossible. You essentially need to look for "dram_lp_ied", "phaeton_lp_ied" and "prometheus_lp_ied" and remove all the entries for them under the KnownShips, ShipsWhenImporting and HullFrequency tags. Back your *** up before you try this, and it's on you if something breaks. Spawned fleets will still have their IEDs, but eventually they will filter out and you'll be left with no IEDs in the game.
It's significantly easier to do the ship_data edit and start a new game.
Whenever I try to use the IED myself, manually controlling them and I press 'F' to toggle the wrath of Ludd, it clicks and... I don't blow up.I think you have to be close enough to the target for the timer to start.... and you have to actually have a target selected (ie press 'R' on something, get close to that, and then press 'F').
Help?
what do i need to edit so the IED ships don't have a shield piercing explosion?I think src\data\scripts\everyframe\LE_Dram_Missile_Plugin.java. I also think shield interactions is around line 660, but have no idea about the particulars that govern the shield piercing. Also might have to recompile the jar.
You could've just deleted the ships you don't like, if you're still fine with the mod in itself.
No idea how to do that. I have two left hands so to speak :P
Could this also be accomplished by setting the ship entries in the .faction files to 0? They may not be deleted, but they shouldn't show up and it seems like slightly less work.QuoteNo idea how to do that. I have two left hands so to speak :P
Well, first you need a good text editor (Notepad ++ should be enough. The one that comes with your windows installation is Notepad + and should be avoided for a few annoying reasons).
Then, you just have to delete the .ship file of the ship you don't want (Mod folder > data > hulls), its entry in ship_data.csv (located in the same folder as the .ship), the .variant (data > variants) and finally its entry in both default_ship_roles.csv and .faction (both are in data > world > faction).
Might sound like a lot but it's really simple and quick to do, trust me.
QuoteNo idea how to do that. I have two left hands so to speak :P
Well, first you need a good text editor (Notepad ++ should be enough. The one that comes with your windows installation is Notepad + and should be avoided for a few annoying reasons).
Then, you just have to delete the .ship file of the ship you don't want (Mod folder > data > hulls), its entry in ship_data.csv (located in the same folder as the .ship), the .variant (data > variants) and finally its entry in both default_ship_roles.csv and .faction (both are in data > world > faction).
Might sound like a lot but it's really simple and quick to do, trust me.
Hello dear mod dev, im wondering if you planing to update this mod to 0.96, or is this mod for now on hiatus/abandoned?It's very likely be majorly reworked as luddites got a plenty of new content now. I would really expect some ships outright removed as these are no longer required with new vanilla ships occupying their niches. Because that's what already happened before.
Hello dear mod dev, im wondering if you planing to update this mod to 0.96, or is this mod for now on hiatus/abandoned?
Hello dear mod dev, im wondering if you planing to update this mod to 0.96, or is this mod for now on hiatus/abandoned?
It will be updated, possibly soon, I just need to rebalance some of the newer content, and look back at the variants.
Great mod! Just sad to see LC variants of the legion and onslaught go. They have such high quality reskins
any chance I could get files for 0.95? I dont play updated mod and I would love to play this and the exploding ships mod!v1.2.6 (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/Luddic_Enhancement_1_2_6.zip) or v1.2.5l (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/Luddic_Enhancement_1_2_5l.zip) are v0.95.1a compatible. For v0.95, though?
Is there a 1.2.6b version of the IED "half"? Because the version checker keeps bugging me about that.There is not; to get rid of that, I just open up the 'luddenhanceied.version' file and change the "patch" value to 6b.
The "Improvised Explosive Ship" hullmod doesn't seem to be working like its description indicates. It says it completely prevents recovery of the ship once it explodes, but numerous times I have fought the Pathers, and Dram(IED)s or Phaeton(IED)s that blew up during the battle are recoverable just like any other wrecked hull.
any chance of a 0.97 release?Right now!
You can just edit mod_info.json to change its game version to the current one. I doubt anything will break.