Fractal Softworks Forum

Starsector => Mods => Topic started by: Vayra on August 14, 2019, 09:08:21 PM

Title: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Vayra on August 14, 2019, 09:08:21 PM
(https://i.imgur.com/URE1Mis.png)
Download now! (https://drive.google.com/uc?authuser=0&id=1SD7NdTkErv1EzzvEgrbzc4u0H385crC3&export=download)
Or click here (https://drive.google.com/uc?authuser=0&id=1PHFH2OKbzPj6n6s7BG7J-irqTyISZSHW&export=download) for the last 0.9.1a version.
REQUIRES LAZYLIB. GET IT HERE (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
WARNING: This mod contains foul language, cuss words, anarcho-communist propaganda, dubious game design choices, amateur-at-best art, incoherent java scripts, and updating it WILL break your saves!
 (http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png) (http://fractalsoftworks.com/forum/index.php?topic=375.0)

User Testimonials
(https://i.imgur.com/QKd4BZj.png)

So what's in the mod?

Show Me the Ships
Spoiler
Frigates
(https://i.imgur.com/Vgm1MGR.png)
Hail-class Light Pinnace - A high tech light combat craft with incredible speed but only very light armament. Sometimes also seen in pirate hands with the more advanced systems replaced by cheaper alternatives.
Rock Hound class Utility Frigate - A refit of the ubiquitous Hound for mining and salvage duty, with a salvage gantry, energy weapon-capable mounts, and improved flux handling at the cost of some speed and armor.
Greyhound-class Frigate - Another Hound refit, this time for combat duty. Trades cargo space for a little more punch in a fight, but no more survivability.
Razorback-class Heavy Gunship - A jury-rigged fire support ship, with big guns, weak engines, and no shield.
Bruiser-class Heavy Frigate - A Mastery-era predecessor to the Brawler-class gunship, slow and menacing for a frigate. Also seen in CGR - and terrifyingly, Luddic Path - livery.
Hatchetman-class Cutter - A fast attack frigate design long since fallen out of favor, but still threatening enough on the battlefield. Occasionally found, heavily modified, in the hands of Pather militants.

Destroyers
(https://i.imgur.com/JQAvAXN.png)
Badger-class Heavy Tender - A deep-space miner's best friend, the Badger has capacious holds, heavy armor, a respectable complement of special-purpose mining drones, and a built-in salvage gantry. Not intended for heavy combat use, but more than capable of giving the odd pirate or two a bloody nose - a reason why the odd Badger can also be found in the hands of pirates, often modified to act as a fire support vessel.
Intimidator-class Destroyer - Built during the Mastery epoch to provide interceptor cover for Enforcers, the Intimidator mounts a single full-scale fighter bay as well as a centrally located medium gun or missile pod. Also found in the fleets - and telltale green paint - of the Church of Galactic Redemption.
Persecutor-class Destroyer - A powerful - and quick - combat destroyer later replaced in Domain Armada formations by the Hammerhead, the Persecutor is still a credible threat to most other ships it might face. A rare few examples of the class have also found their way into Pather hands, a terrifying notion for freighter and patrol captains across the sector.
Dire Wolf class Destroyer - Marrying a relatively heavy weapons loadout with phase skimming agility and a distinctly underpowered flux core, the Dire Wolf is in every way a Wolf-class frigate writ large.
Tarsus Ultra class Destroyer - A hasty combat conversion of the venerable Tarsus-class freighter into a slow but well-armed destroyer with potent broadsides.
Henchman-class Troopship - Trading raw troop capacity for heavier armor and PD-capable radial weapon mounts, the Henchman offers a safer alternative to the standard Valkyrie for admirals seeking an infantry carrier that can also hold its own on the battlefield.

Cruisers
(https://i.imgur.com/3ZQ9zmM.png)
Subjugator-class Fast Cruiser - Designed in the late Mastery era with lessons learned from the Onslaught, the Subjugator packs moderate weapons capacity into a hull capable of short-term bursts of forward speed. Also found, thankfully infrequently, in the "crusade" fleets of the Luddic Path.
Oppressor-class Cruiser - A line and support cruiser originally meant to back up heavier Dominators and more agile Subjugators with fighter cover and defensively focused armament. Well-liked by the Luddic Church, who often field these craft in their trademark verdant green.
Typhon-class Heavy Cruiser - A lumbering High Tech behemoth designed by the same school that created the Paragon, the Typhon is capable of focusing a deadly quantity of directed energy weapons on a given target. Sensor drones give it additional reach to make up for its ponderous combat speed.

Capitals
(https://i.imgur.com/Bkz2ppT.png)
Tyrant-class Fast Battleship - A terrifyingly fast capital, which never reached quite the same popularity as the heavier Onslaught and Legion-class staples of the early Domain Armada thanks to its somewhat lighter armament and fighter complement. Nonetheless, there are not many ships that captains across the sector would less like to see rushing toward them on the back of an all-engines micro burn. Rumors that some of these vessels have fallen into the hands of the extremist Luddic Path are surely exaggerated - or so one would hope.
[close]

This mod is compatible with utilities, faction mods, ship/weapon packs, Nexerelin, and other non-Total Conversion content mods, and does not require Vayra's Sector (http://fractalsoftworks.com/forum/index.php?topic=16058.0), though it does integrate with Vayra's Sector to add additional content when enabled alongside it.

Comments and constructive criticism encouraged.

If you enjoy my content, please consider supporting me on Ko-Fi (https://ko-fi.com/vayraa) or Patreon (https://www.patreon.com/vayra)!
(https://i.imgur.com/nYXN58D.png) (https://ko-fi.com/vayraa)(https://i.imgur.com/fznejci.png?1) (https://www.patreon.com/vayra)

Changelog: (note: changelog is updated "live", thus the topmost entry will usually be WIP/unreleased. The latest release will always be the one linked to from the OP.)
Spoiler
1.3.0 - UNRELEASED
- Most sprites updated (thanks Gwen!)
- fixed Typhon glow persisting through death FOR REAL THIS TIME I TESTED IT
- updated starsector version number (twice!)
- buffed Hardwired Mining Laser weapons (flux efficiency)
- switched Battlement missile autoforge to the reduced-effectiveness version from the Bear
- added auto_rec tags to derelicts
- Badger (P) OP budget 60 -> 70
- added descriptions to fighter weapons
- added Arrow-class Light Multirole Bomber
- increased Tyrant HP and Armor to 16000/1400
- added Rugged Construction to Hound variants, Spade, Groundhog, Badger, and Domain droneships
- added Ballistic Rangefinders to Bruiser and Persecutor

1.2.3
- fixed crash from Ruin terminator core tooltip

1.2.2
- 0.95a compatibility
- i think i snuck a razorback nerf in there too, sorry

1.2.1
- ship nerfs (sorry)  :'(
- lowered Groundhog and Rock Hound spawn weight
- lowered Pathfinder and Bear OP by 15 each, worsened shield upkeep by 0.1 each, removed 1 fighter bay from each, lowered flux capacity by 1000 each, lowered Pathfinder dissipation by 200
- swapped Pioneer built-in wing to Mining Platforms
- lowered Seer speed to 60
- increased Clairvoyant speed to 70
- resprited Huntress-class light destroyer
- added Castellum-class Explorarium drone bomber and Ditch-class Explorarium drone interceptor

1.2.0
- added Bear-class heavy platform (mining tech)
- added Pioneer-class salvage cruiser (mining tech)
- added Clairvoyant-class combat carrier (high tech)
- added Exemplar-class heavy destroyer (high tech)
- added Seer-class support carrier (high tech)
- lowered Short-Circuit Driver OP cost to 10 (was 11)
- fixed Typhon glow still appearing after death
- Replaced Pathfinder's built-in Guardian PD with LR Mining Lance Array - more flux-efficient and longer range, otherwise identical except for aesthetics
- set all .variant files to goalVariant: true, without looking at them
- added maximumFleetFP to all HVBs
- fixed .version file hosting (moved to github)

1.1.4
- added Pathfinder expedition battlecruiser

1.1.3
- added Spade Mk.II and Mk.II (LP)
- added two and a half new derelicts
- added Swordsman midline heavy frigate and Huntress midline light destroyer
- added Pinnacle high tech heavy frigate
- fixed bug where LR Mining Pods would not fire mining lances

1.1.2
- added spade-class light rig
- hammer pod cut from 10 -> 8 ammo (sorry)
- Subjugator DP 16 -> 17 (sorry)
- added two new derelicts (sorry)
- BLOOD DOG
- fortress DP up
(a) - fixed bug where mod would crash without Vayra's Sector
(b) - fixed bug where above fix broke saves
(c) - fixed bug where above fix undid fix (a)

1.1.1
- Hail DP 4 -> 3
- Subjugator DP and supply costs 18 -> 16, armor 1k -> 850, dissipation 350 -> 300, flux cap 7000 -> 7500
- Dire Wolf flux capacity 4500 -> 5500, speed 100 -> 115
- Oppressor dissipation 400 -> 425
- Razorback DP and supply costs 4 -> 5
- Ion Scatterer arc chance 75% -> 25%

1.1.0
- Colossus Mk.XIV OP 65 -> 75, variant adjusted to compensate
- Hatchetman DP/supplies to recover increased from 4 to 5
- Subjugator DP/supplies to recover increased from 15 to 18
- Typhon DP/supplies to recover decreased from 35 to 32, flux capacity increased from 13000 to 14000
- Badger and Badger Mk.II fuel capacity increased by 10
- Pirate Defense Pods given an additional weapon
- Hammer Carrier Kamikaze Wing reloads both drones at once now - no additional reload time added
- added Groundhog-class Heavy Frigate
- added Prairie Dog class Prospector
- added Survey Drone Auxiliary wing
- added Battleaxe Escort Gunship wing
- buffed Independent Miner start for Vayra's Sector
- new Henchman sprite (thanks, J0hn Shm0)
- new Azores sprite (thanks, J0hn Shm0)
- Solon Blaster reworked
- fixed recalcitrant memory leak bug (thanks Alex!)
- broadside TPC turret graphic sent home to Vayra's Sector
- Kingfisher added to default_ship_roles
- Warlord boosted to 50 DP (TOURNAMENT BALANCE PATCH 2K19)

1.0.5
- Mining Lance buffed
- Tarsus Ultra buffed/tweaked (base stats closer to Tarsus, supply and credit costs reduced, now has built-in Heavy Armor)
- fixed Short-Circuit Driver

1.0.4
- added Kingfisher-class Combat Shuttle
- added Warlord-class Battleship unique bounty (spawns c.210 or later for high level players with large fleets who are neutral at worst with the Sindrian Diktat)
- fixed bug with Looted TPC hullmod crashing entire game (for real this time)
- broke Short-Circuit Driver

1.0.3
- fixed bug with Looted TPC hullmod crashing market-related console commands (hopefully)
- added Short-Circuit Driver and Precision Mortar ballistic weapons

1.0.2
- fixed Very Converted Cargo Bays description params
- nerfed Bruiser (LP) into an early grave, where it belongs (it's still scary)
- removed the reference to "vayra_mining_house", which does not exist and has never existed, from cabal faction file, replacing it with "vayra_mining_hound" to prevent them from spawning Rock Hounds as intended

1.0.1
- split the damn mod into three separate mods god DAMN it
[close]
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.1 PUBLIC RELEASE 2019-08-14
Post by: Harpuea on August 15, 2019, 06:44:17 AM
What the hell? What's the purpose of splitting your mods into THREE? Seems like a huge pain in the ass to update separately.

Thanks for the work though.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.1 PUBLIC RELEASE 2019-08-14
Post by: Vayra on August 15, 2019, 01:30:58 PM
What the hell? What's the purpose of splitting your mods into THREE? Seems like a huge pain in the ass to update separately.

Thanks for the work though.

It is gonna be a pain to update separately, but it's much better if a player doesn't want to use the Kadur since it's a faction mod, or doesn't want to use the Vayra's Sector campaign changes but still wants the ships, etc etc etc. :)
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.1 PUBLIC RELEASE 2019-08-14
Post by: cjuicy on August 16, 2019, 10:51:30 PM
What the hell? What's the purpose of splitting your mods into THREE? Seems like a huge pain in the ass to update separately.

Thanks for the work though.
It also makes it far less stressful on system resources. Its like when Starsector + split a while back.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.1 PUBLIC RELEASE 2019-08-14
Post by: Whitey on August 17, 2019, 07:49:54 PM
Quote
It is gonna be a pain to update separately, but it's much better if a player doesn't want to use the Kadur since it's a faction mod, or doesn't want to use the Vayra's Sector campaign changes but still wants the ships, etc etc etc. :)
As someone who fits this criteria, thank you. Vanilla-lite content is awesome, and well produced content like yours is fantastic to add to a run.

Non-vanilla content such as full factions, core systems that aren't well integrated/balanced/economy friendly or what have you are cool in their own right, but being able to remove them using config or having them split like here is really, really appreciated.

Thank you.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.2 cleanup & bugfixes 2019-08-18
Post by: Vayra on August 18, 2019, 09:35:50 PM
Updated to 1.0.2!!!
Some little cleanup and a nerf to the Bruiser (LP). Download and full changelog in the OP. :)
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.2 cleanup & bugfixes 2019-08-18
Post by: Taverius on August 19, 2019, 12:39:12 AM
Would be great if the archive name had the version number in it so I don't have to open it up and look at the JSON or load a game with it to see if the version I have is up to date. :)
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.2 cleanup & bugfixes 2019-08-18
Post by: Boa on August 19, 2019, 01:46:52 AM
Hi, I was wondering if the custom atlas ship was still available to get in the mod? I can see the graphics for it in the folder but I don't see it here on the previewed ships and ever since I switched from the cumulative mod to the three individual mods I have yet to see the ship. If it's not obtainable its no big deal but Love the mod and thanks for putting so much work into it!
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.2 cleanup & bugfixes 2019-08-18
Post by: Vayra on August 19, 2019, 10:32:51 AM
Hi, I was wondering if the custom atlas ship was still available to get in the mod? I can see the graphics for it in the folder but I don't see it here on the previewed ships and ever since I switched from the cumulative mod to the three individual mods I have yet to see the ship. If it's not obtainable its no big deal but Love the mod and thanks for putting so much work into it!

Mhm, it's there - just rare as always. I had to keep some things out of the preview, or they wouldn't be a surprise.  ;)
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.2 cleanup & bugfixes 2019-08-18
Post by: Boa on August 19, 2019, 10:55:46 AM
Awesome, thanks for the reply!
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.2 cleanup & bugfixes 2019-08-18
Post by: Bastion.Systems on August 20, 2019, 04:36:17 AM
Can't say no to Dire Wolf.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.2 cleanup & bugfixes 2019-08-18
Post by: nb8 on August 21, 2019, 04:35:32 AM
Very very strange decision to split the mod.
And what part should I download for ships now? Judging by the pictures, are they different in each?
Very inconvenient, pack the mod back.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.2 cleanup & bugfixes 2019-08-18
Post by: Hrothgar on August 21, 2019, 05:35:33 AM
This is all ships which are not Kadur, there is with only kadur ships mod, and one which implement a quests and all ships which are not Kadur.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.2 cleanup & bugfixes 2019-08-18
Post by: Anexgohan on August 22, 2019, 11:42:27 PM
So, if I want the whole experience should I download all 3 now? also thankyou for your work.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.2 cleanup & bugfixes 2019-08-18
Post by: Sarissofoi on August 23, 2019, 12:58:02 AM
The Badger look amazing. That mostly yellow with some blue fit is so greatly.
rest of the ships is meh and not really add anything important.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.3 - Short-Circuited 2019-08-29
Post by: Vayra on August 29, 2019, 08:32:35 PM
Update to 1.0.3 - download & changelog in OP

Short version: 2 new weapons, one of which is actually cool, and minor bugfix.

The Badger look amazing. That mostly yellow with some blue fit is so greatly.
rest of the ships is meh and not really add anything important.

Very inconvenient, pack the mod back.

Thanks! I... think.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.3 - Short-Circuited 2019-08-29
Post by: furl on August 31, 2019, 03:46:28 AM
Thanks for the mod! Had real fun testing all the different combinations of weapons and ships. Don't you think Dire Wolf is too strong? A pack of such wolves is devastating with autopulse lasers and converted hangars. For just 10 DP! S tier for sure
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.3 - Short-Circuited 2019-08-29
Post by: Hrothgar on August 31, 2019, 05:34:11 AM
It dont have great flux stats.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.3 - Short-Circuited 2019-08-29
Post by: furl on August 31, 2019, 08:14:25 AM
It dont have great flux stats.
If it had it would be straight up OP, because plasma cannon loadout would be viable
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.3 - Short-Circuited 2019-08-29
Post by: Vayra on August 31, 2019, 04:46:47 PM
It's basically a Sunder that trades some of its firepower for a little more mobility, or a Medusa with a slightly more aggressive loadout. I don't think it's OP at all to be honest! Just a solid all-around destroyer.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.3 - Short-Circuited 2019-08-29
Post by: furl on September 01, 2019, 02:20:31 AM
OK, I'll try to prove my point:
https://youtu.be/v_9dNQIzg4M
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.3 - Short-Circuited 2019-08-29
Post by: Innominandum on September 01, 2019, 05:01:36 AM
Very inconvenient, pack the mod back.

Thanks! I... think.

... made my day.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.3 - Short-Circuited 2019-08-29
Post by: Sabaton on September 02, 2019, 04:41:37 AM
Seems to me like the Bruiser, Intimidator and Persecutor have way too large shield arcs for, supposedly, old designs dating from the domain's old days.

Other than that this mod is a must have in my book, the spites are good and the mod is well balanced.  I really the Bruiser's sprite for example and how those large gray metal plates made it feel like an ancient design compared to the rest of vanilla's ships.

As for packing the mod back together, I remember when the Underworld and Ship/Weapon pack mods were specifically separated to make updating easier for the modders. Might wanna do what is easier for you first.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.3 - Short-Circuited 2019-08-29
Post by: Vayra on September 09, 2019, 12:16:32 PM
Seems to me like the Bruiser, Intimidator and Persecutor have way too large shield arcs for, supposedly, old designs dating from the domain's old days.

Other than that this mod is a must have in my book, the spites are good and the mod is well balanced.  I really the Bruiser's sprite for example and how those large gray metal plates made it feel like an ancient design compared to the rest of vanilla's ships.

Thanks! And noted re: shield arcs, sounds like that could be a fine way to tone them down just a bit - I'll probably leave Intimidator's alone since it's got a more defensive purpose, but I can see the others getting a few degrees clipped off.

Also, Updated to 1.0.4, fixing a nasty rare crash bug that would sometimes occur when opening a market - download in the OP.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.4 - Market Crash Bug Squashed 2019-09-09
Post by: Lynx on September 10, 2019, 10:50:00 PM
Hi, just wanted to say that I love your mod(s), and thanks for the update to fix the crashing when opening markets (pirate ones in particular).

Keep up the great work!
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.4 - Market Crash Bug Squashed 2019-09-09
Post by: WolfPriest on September 12, 2019, 02:12:00 AM
I'm very new to this game, and this is my first post on forum, so sorry if I am wrong, but Tarsus Ultra cannot compare to other destroyer ships you added. It's so much worse. Two medium weapons is something that can be okay for Freighter, but not for combat ship.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.4 - Market Crash Bug Squashed 2019-09-09
Post by: Hrothgar on September 12, 2019, 02:43:17 AM
Tarsus Ultra is basically a destroyer with 2 medium balistics , 6 small balistics and 4 small missiles , converter from typical freighter. It's decent ship in itself.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.4 - Market Crash Bug Squashed 2019-09-09
Post by: Vayra on September 12, 2019, 09:46:37 AM
I'm very new to this game, and this is my first post on forum, so sorry if I am wrong, but Tarsus Ultra cannot compare to other destroyer ships you added. It's so much worse. Two medium weapons is something that can be okay for Freighter, but not for combat ship.
Tarsus Ultra is basically a destroyer with 2 medium balistics , 6 small balistics and 4 small missiles , converter from typical freighter. It's decent ship in itself.

It's meant to be a cheap freighter, converted (somewhat ill-advisedly) into a combat ship - something about halfway between say a Buffalo Mk.II and a "real" destroyer.

That said, it was a bit weak at 8 DP sure - I'll drop it to 7 for now and lower the credit cost a bit too, to hammer home its purpose.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.5 - Short-Circuit Driver fixed 2019-09-13
Post by: Vayra on September 13, 2019, 06:02:15 PM
Minor update: 1.0.5 - Turns out last update broke the Short-Circuit Driver, this one fixes it. Also some tweaks (buffs) to Mining Lance and Tarsus Ultra.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1 - Tournament Patch 2019-11-05 (I TAKE BRIBES)
Post by: Vayra on November 05, 2019, 01:09:42 PM
UPDATE!

Somebody decided this mod was balanced enough to include in a tournament, apparently - god knows what they must have been smoking.

Changelog:
1.1.0
- Colossus Mk.XIV OP 65 -> 75, variant adjusted to compensate
- Hatchetman DP/supplies to recover increased from 4 to 5
- Subjugator DP/supplies to recover increased from 15 to 18
- Typhon DP/supplies to recover decreased from 35 to 32, flux capacity increased from 13000 to 14000
- Badger and Badger Mk.II fuel capacity increased by 10
- Pirate Defense Pods given an additional weapon
- Hammer Carrier Kamikaze Wing reloads both drones at once now - no additional reload time added
- added Groundhog-class Heavy Frigate
- added Prairie Dog class Prospector
- added Survey Drone Auxiliary wing
- added Battleaxe Escort Gunship wing
- buffed Independent Miner start for Vayra's Sector
- new Henchman sprite (thanks, J0hn Shm0)
- new Azores sprite (thanks, J0hn Shm0)
- Solon Blaster reworked
- fixed recalcitrant memory leak bug (thanks Alex!)
- broadside TPC turret graphic sent home to Vayra's Sector
- Kingfisher added to default_ship_roles
- Warlord boosted to 50 DP (TOURNAMENT BALANCE PATCH 2K19)
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1 - Tournament Patch 2019-11-05 (I TAKE BRIBES)
Post by: bluestealth on November 10, 2019, 11:34:19 PM
Hi Vayra,

Thank you for the mod work that you do. 

I wanted to run a suggestion by you, for a toggle within one of the config's, encompassing the more silly aspects of your mod (Fourtenfh battlegroup, hull mods like Very Ill-Advised Modifications or Targeting Pods).  While both funny and amusing, these things seem superfluous, and add 'clutter' to the game.

If there is a method you can recommend for manually disabling these things, that would be appreciated, too.  I took a look over the structure of your mod, but gave up as there were enough related dependencies that I decided I didn't want to spend my Sunday evening reverse-engineering unfamiliar code. 

Anyway, wanted to run the thought by you.  I will continue to use this mod regardless of your response, you do great stuff.  The Dire Wolf destroyer, alone, is all the reason I need to keep it loaded in my playthroughs.

Thanks,
blue
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1 - Tournament Patch 2019-11-05 (I TAKE BRIBES)
Post by: iamAcTive on November 16, 2019, 12:43:42 PM
The LR Mining Pod Auxiliary fighters do not fire their mining lances.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1 - Tournament Patch 2019-11-05 (I TAKE BRIBES)
Post by: ASSIMKO on November 18, 2019, 02:40:34 AM
UPDATE!

Somebody decided this mod was balanced enough to include in a tournament, apparently - god knows what they must have been smoking.

 kkkkkkkkkkkkkkkkkkkk 8) 8) 8) 8) 8)
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1 - Tournament Patch 2019-11-05 (I TAKE BRIBES)
Post by: Hrothgar on November 18, 2019, 02:58:08 AM
Funny thing, it is. There are more broken ships in vanilla and other mods than in VSP- especially that big chunk of ships are utility one- minig ships, salvage gauntry ships etc.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1 - Tournament Patch 2019-11-05 (I TAKE BRIBES)
Post by: Cynical on November 21, 2019, 10:25:31 PM
hey has the altlas XIV been removed it hasent shown up in 10 in game years and i cant find it in the encycopida
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1 - Tournament Patch 2019-11-05 (I TAKE BRIBES)
Post by: Hrothgar on November 22, 2019, 01:22:35 AM
I think he is still here but it could be temporarily disabled for tournament.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.1 - Mid-Tournament Balance 2019-11-22
Post by: Vayra on November 22, 2019, 04:05:41 PM
Minor balance update after watching some tournament performance. Get it from the OP.

Hi Vayra,

Thank you for the mod work that you do. 

I wanted to run a suggestion by you, for a toggle within one of the config's, encompassing the more silly aspects of your mod (Fourtenfh battlegroup, hull mods like Very Ill-Advised Modifications or Targeting Pods).  While both funny and amusing, these things seem superfluous, and add 'clutter' to the game.

If there is a method you can recommend for manually disabling these things, that would be appreciated, too.  I took a look over the structure of your mod, but gave up as there were enough related dependencies that I decided I didn't want to spend my Sunday evening reverse-engineering unfamiliar code. 

Anyway, wanted to run the thought by you.  I will continue to use this mod regardless of your response, you do great stuff.  The Dire Wolf destroyer, alone, is all the reason I need to keep it loaded in my playthroughs.

Thanks,
blue


If you want to disable the Mk.XIV stuff, the easiest way is to open the pirates.faction file with notepad or notepad++ and just set their frequencies to 0.

Very Ill-Advised is a built-in hullmod that only appears on the Bruiser (LP) - it's required because that ship would be overpowered if it could be repaired to not have ill-advised modifications. Targeting Pods likewise only appears on the Badger Mk.II :)
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.1 - Mid-Tournament Balance 2019-11-22
Post by: Cynical on November 23, 2019, 01:40:18 AM
the Altas XIV is one of my favorite ships i like the pirates having a super ship (by their standards ) i always keep one around as a trophy ship any chance the luddic path might get something similar with their Prometheus class?
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.1 - Mid-Tournament Balance 2019-11-22
Post by: iamAcTive on November 24, 2019, 06:04:31 PM
Dire Wolf flux capacity 4500 -> 5500, speed 100 -> 115
Awooooooooooo

LR Mining Pod Auxiliary fighters still do not fire their mining lances.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.1 - Mid-Tournament Balance 2019-11-22
Post by: mora on November 29, 2019, 10:54:25 AM
LR Mining Pods not firing their mining lances are caused by not having enough flux capacity; changing their max flux from 150 to 300 solved this problem.
On another note, Pirate Defense Pods kinda suffer from a similar problem of not having enough flux stats so they can't keep firing their mining lasers while also firing light mortars. However unlike the LR Mining Pods, this might be intended as these cost 0 OP to mount. This can be also fixed by raising flux capacity from 75 to 300.


Spoiler
Unrelated, but has anyone else experienced weirdness with the XIV Mudskipper? Every time I find these in fleets they don't have their TPC mounted. In fact, I've never seen one with any kind of weapon mounted, just filled with flux capacitors and hullmods. Looking at the unique hullmod script reveals that there's a chance of no TPC being generated and I've confirmed this by spawning 100 XIV Mudskippers through commands and putting them into storage(They seem to get autofitted when put into storage for some weird reason and their variant name also changes to "REAL DOMAIN" from the default "Custom") Most had their TPC while some didn't. However this also happens with ones salvaged from pirate fleets; even if it didn't have the TPC. One time I mounted an Autopulse laser on one and put it into storage only to find it being magically autofitted to the "REAL DOMAIN" variant replacing the Autopulse laser. And as i wrote earlier, I've never seen one with a TPC out in the wild, probably because NPCs also have trouble with the weird autofit behavior. I tested this by spawning a bunch of pirate fleets with mostly XIV Mudskippers by setting hullfrequency to 99999999 and out of 51 mudskippers that spawned in multiple fleets, none of them had the TPC or any weapon mounted. So Im pretty sure that Mudskippers with TPCs don't happen in NPC fleets. I have alot of mods installed so it could be that something else is causing this bug-like behavior but I just resorted to editing the skin file to make the TPC a built-in weapon.
[close]
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.1 - Mid-Tournament Balance 2019-11-22
Post by: Arcagnello on December 02, 2019, 02:36:06 PM
Do non-player fleets use these aswell? Just wondering since I fear a mod like this would sort of steamroll without the added ships for variety.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.1 - Mid-Tournament Balance 2019-11-22
Post by: bluestealth on December 03, 2019, 06:05:03 PM
Minor balance update after watching some tournament performance. Get it from the OP.

Hi Vayra,

Thank you for the mod work that you do. 

I wanted to run a suggestion by you, for a toggle within one of the config's, encompassing the more silly aspects of your mod (Fourtenfh battlegroup, hull mods like Very Ill-Advised Modifications or Targeting Pods).  While both funny and amusing, these things seem superfluous, and add 'clutter' to the game.

If there is a method you can recommend for manually disabling these things, that would be appreciated, too.  I took a look over the structure of your mod, but gave up as there were enough related dependencies that I decided I didn't want to spend my Sunday evening reverse-engineering unfamiliar code. 

Anyway, wanted to run the thought by you.  I will continue to use this mod regardless of your response, you do great stuff.  The Dire Wolf destroyer, alone, is all the reason I need to keep it loaded in my playthroughs.

Thanks,
blue


If you want to disable the Mk.XIV stuff, the easiest way is to open the pirates.faction file with notepad or notepad++ and just set their frequencies to 0.

Very Ill-Advised is a built-in hullmod that only appears on the Bruiser (LP) - it's required because that ship would be overpowered if it could be repaired to not have ill-advised modifications. Targeting Pods likewise only appears on the Badger Mk.II :)

Thank you for the advice, that frequency tip will do, just fine.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.1 - Mid-Tournament Balance 2019-11-22
Post by: Arcagnello on December 05, 2019, 07:05:03 PM
Hello Vayra! Thank you for the mod, I've been enjoying it a lot!

The only thing that really, REALLY bothers me is how absolutely broken the ill-advised modification on the LC variant of the Tyrant is. No matter what I try to prevent it, it ALWAYs gets a metric ton of critical weapon failures, permanently disabling them, sometimes even before it gets to the enemy!

It just makes no damn sense to me, my fleet variant has almost 10 minutes of peak performance a d also gets into battles with 100% combat readiness, and yet it still manages to litterally lose half its weaponry (or more) in under two minutes.

Now, I do understand the mod itself is to balance the built-in unstable injector but Jesus it litterally becomes Jesse after finishing off one enemy. Could the mod be changed to disabling a weapon longer than a simple malfuction I stead of having it DELETED from the ship?
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.1 - Mid-Tournament Balance 2019-11-22
Post by: Hrothgar on December 06, 2019, 03:52:16 AM
I think you can repair it , ill advised mods, yes?

Then LC Tyrant is fantastic.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.1 - Mid-Tournament Balance 2019-11-22
Post by: Arcagnello on December 06, 2019, 06:00:28 AM
Wait you can? Actually let me check, I think it said it could not be removed. The ones I built myself came in with that specific D-mod three times in a row.

So, the description is the following:

This hull's systems have been drastically modified from spec, likely without certified oversight. Its systems appear to work correctly under routine condition, but have a significant chance of critical malfunction when stressed.

This mod is built into the hull - it can not be removed and it does not cost any ordinance points.


.....



You can actually remove it. What. It does cost you around half a million credits but wow.

Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2 - BLOOD DOG 2019-12-11
Post by: Vayra on December 11, 2019, 01:10:24 PM
You can actually remove it. What. It does cost you around half a million credits but wow.

Yep! It's a D-mod like any other, heh. All LP ships have this - except the Bruiser (LP), it has a special version that is not repairable. I believe they have a different visual border to denote that they're D-mods, and will show up as an orange bar on the ship icon as well. :)

(this is all vanilla behavior, not specific to my mod)

also: Update! v1.1.2

Two new derelicts, one new HVB if playing with Vayra's Sector, some minor balance tweaks.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2 - BLOOD DOG 2019-12-11
Post by: Arcagnello on December 11, 2019, 07:34:54 PM
You can actually remove it. What. It does cost you around half a million credits but wow.

Yep! It's a D-mod like any other, heh. All LP ships have this - except the Bruiser (LP), it has a special version that is not repairable. I believe they have a different visual border to denote that they're D-mods, and will show up as an orange bar on the ship icon as well. :)

(this is all vanilla behavior, not specific to my mod)

also: Update! v1.1.2

Two new derelicts, one new HVB if playing with Vayra's Sector, some minor balance tweaks.

I have 5 LP subjugators and I approve of their FP increase. They're monsters. I'm kind of surprised that the Persecutor did not receive the same treatment since it's better in almost every day when compared to the hammerhead, at least in it's LP variant.

Does the hammer pod also apply the the LP subjugators?

Also, giv me pics of the new ships! I needz et!
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2 - when all you have is a spade... 2019-12-11
Post by: mora on December 11, 2019, 09:13:47 PM
The hvb_hostile.faction file lacks an "id" entry and won't let the game load...

edit:I somehow deleted Vayra's sector too and reinstalling it fixed it. My bad!
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2 - when all you have is a spade... 2019-12-11
Post by: Gruzuk on December 12, 2019, 02:14:36 AM
Hey, just updated and now the game errors out on startup, hvb_hostile.faction "ID" is missing. Just thought you might want to know, thanks.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2 - when all you have is a spade... 2019-12-11
Post by: Vayra on December 12, 2019, 02:03:18 PM
Whoops, thanks for the reports - hotfix out, download from the OP.

EDIT: AND AGAIN!

(a) - fixed bug where mod would crash without Vayra's Sector
(b) - fixed bug where above fix broke saves


 8)
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2b - TWO HOTFIXES 2019-12-12
Post by: Captain Trek on December 13, 2019, 02:13:09 AM
Unfortunately, the latest version of the mod is still broken. ^^;

(https://i.imgur.com/tVPnycD.png)
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2c - THREE! HA! THREE HOTFIXES 2019-12-13
Post by: Vayra on December 13, 2019, 09:51:56 PM
im gonna fckin scream lol

UPDATE AGAIN AGAIN, GET FROM THE OP, I ACTUALLY TESTED IT THIS TIME I SWEAR - 1.1.2c


(a) - fixed bug where mod would crash without Vayra's Sector
(b) - fixed bug where above fix broke saves
(c) - fixed bug where above fix undid fix (a)
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2c - THREE! HA! THREE HOTFIXES 2019-12-13
Post by: mora on December 15, 2019, 06:31:29 AM
Not much of a big deal but the new Redoubt derelict drone has a tiny problem. The Stop Gap Measure mod has a derelict drone cruiser with the same name.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2c - THREE! HA! THREE HOTFIXES 2019-12-13
Post by: Fly666monkey on December 15, 2019, 08:49:24 PM
So, I hate to be a bearer of bad news, but I think I may have found another bug related to the new hotfix. There's now a new faction added by your mod simply called "Hostile" that has no description or colonies associated with it. I have a sneaking suspicion this is not intentional.

Spoiler
(https://i.imgur.com/BA7rwkY.png)
[close]
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2c - THREE! HA! THREE HOTFIXES 2019-12-13
Post by: StarsectorForumLurkerGuy on December 16, 2019, 05:29:19 AM
Hiya Vayra!

The LR Mining Pod Auxiliary just circle their target and drop flares, never actually attacking anything.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2c - THREE! HA! THREE HOTFIXES 2019-12-13
Post by: Vayra on December 21, 2019, 08:51:54 PM
Not much of a big deal but the new Redoubt derelict drone has a tiny problem. The Stop Gap Measure mod has a derelict drone cruiser with the same name.

Argh! That's not in the name list document!  :-[

I'll change mine to Palisade.

So, I hate to be a bearer of bad news, but I think I may have found another bug related to the new hotfix. There's now a new faction added by your mod simply called "Hostile" that has no description or colonies associated with it. I have a sneaking suspicion this is not intentional.

Spoiler
(https://i.imgur.com/BA7rwkY.png)
[close]

Hah, damnit. Fixed for next update.

Hiya Vayra!

The LR Mining Pod Auxiliary just circle their target and drop flares, never actually attacking anything.

I also noticed this! Fixed for next update (stealth buff to the Badger, lol)
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2c - THREE! HA! THREE HOTFIXES 2019-12-13
Post by: Gumbercules on January 05, 2020, 10:58:13 PM
I'm trying to purge the galaxy of Capitalist Swine but whenever I choose to start as a Persean Revolutionary I'm spawned on Umbra surrounded by pirates and my commission is removed. Anyone know what I should do?
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2c - THREE! HA! THREE HOTFIXES 2019-12-13
Post by: Zerraforn on January 05, 2020, 11:41:28 PM
I'm trying to purge the galaxy of Capitalist Swine but whenever I choose to start as a Persean Revolutionary I'm spawned on Umbra surrounded by pirates and my commission is removed. Anyone know what I should do?

I think that's because the Revolutionary Council doesn't exist at the start of the game. They should appear later on though, given enough time.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2c - THREE! HA! THREE HOTFIXES 2019-12-13
Post by: Agalyon on January 09, 2020, 10:48:11 PM
Hey Vayra, I was able to remove all the mining lasers from the Prospector and other Hardwired Mining Laser ships. I'm not quite sure how I did it, but it involved entering and exiting sim, removing one laser, and repeating. I was actually able to just outright remove them all at will at one point. I thought they were gone for good, but I tried autofitting, and after I autofit I stripped some other slots and they all came back at once! I wish I could tell you more about how I did it but It happened by accident and I wasn't paying attention.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2c - THREE! HA! THREE HOTFIXES 2019-12-13
Post by: Vayra on January 10, 2020, 11:26:48 PM
I'm trying to purge the galaxy of Capitalist Swine but whenever I choose to start as a Persean Revolutionary I'm spawned on Umbra surrounded by pirates and my commission is removed. Anyone know what I should do?

I think that's because the Revolutionary Council doesn't exist at the start of the game. They should appear later on though, given enough time.

Yep, that's correct. It's hard to be a good socialist in the Persean Sector. Material conditions and all that :-[
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2c - THREE! HA! THREE HOTFIXES 2019-12-13
Post by: duckasick on January 11, 2020, 06:13:26 AM
I've been enjoying this ship pack a lot, but I feel like the medium combat laser is a bit unbalanced. It's only 1 OP more than the graviton beam, but also targets missiles, has 1.5x the base damage, and turns pretty fast. The graviton beam pushes away figthers (although I never notice it), and does additional damage to shields, but that isn't enough to  make it worth using over the combat laser. The difference in OP cost is way to small for that.



Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: Vayra on January 14, 2020, 07:47:09 PM
(https://i.imgur.com/GsI3ZNUl.gif)

Update! v1.1.3 - grab it from the OP (http://fractalsoftworks.com/forum/index.php?topic=16059.0)

- new midline ships
- new hightech ship
- new garbage space trucks
- new derelict ships
- spade buffs
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: Peanut Man on January 14, 2020, 11:09:28 PM
>See communist waifu
Maybe seizing the means of production doesn't sound so bad after all..
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: mora on January 15, 2020, 08:17:53 AM
So its been like this for a few versions but the Hatchetman (LP) exists as a skin file but lacks an entry in the default_ship_roles.json file and doesn't spawn. Forgot to add it or is it not ready for players to use yet?
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: Vayra on January 15, 2020, 12:29:00 PM
So its been like this for a few versions but the Hatchetman (LP) exists as a skin file but lacks an entry in the default_ship_roles.json file and doesn't spawn. Forgot to add it or is it not ready for players to use yet?

Whoops - that's an oversight. Will be fixed next release.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: Ceowulf on January 16, 2020, 07:42:48 AM
This mod is brilliant, thank you so much for making and sharing it. However, and I hate to ask this, but could I (pretty) please have a link to version 1.1.2c.... ? I just kind of dumbly upgraded to both the latest version of this and your sector mod and (I'm new to the game, and modding for it) didn't realise it would break my save. I even just downloaded the new file and overwrote the old .zip so I don't even have that to pull from.

I found a system with, get this: 1 gas giant (100%) and 2 moons (jungle and water worlds, both 100 and 125%). I had volatiles, mining for ores, and a +2 food basket all in ONE system, around ONE gas giant! And it had 3 stables spots! AND it was only 12ly away from the core! I don't think I'll find anything like that again, my heart died a little inside once the save broke :P

Thank you kindly if you can help, if not, no worries. It's probably healthy that I take a bit of a break from the game anyway ;)
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: Vayra on January 16, 2020, 01:20:44 PM
This mod is brilliant, thank you so much for making and sharing it. However, and I hate to ask this, but could I (pretty) please have a link to version 1.1.2c.... ? I just kind of dumbly upgraded to both the latest version of this and your sector mod and (I'm new to the game, and modding for it) didn't realise it would break my save. I even just downloaded the new file and overwrote the old .zip so I don't even have that to pull from.

I found a system with, get this: 1 gas giant (100%) and 2 moons (jungle and water worlds, both 100 and 125%). I had volatiles, mining for ores, and a +2 food basket all in ONE system, around ONE gas giant! And it had 3 stables spots! AND it was only 12ly away from the core! I don't think I'll find anything like that again, my heart died a little inside once the save broke :P

Thank you kindly if you can help, if not, no worries. It's probably healthy that I take a bit of a break from the game anyway ;)

 :-[ https://drive.google.com/open?id=1Q33q-OIBbQ0LvRsSyxXJDG7Z7dvFBEU4
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: Ceowulf on January 16, 2020, 05:14:37 PM
This mod is brilliant, thank you so much for making and sharing it. However, and I hate to ask this, but could I (pretty) please have a link to version 1.1.2c.... ? I just kind of dumbly upgraded to both the latest version of this and your sector mod and (I'm new to the game, and modding for it) didn't realise it would break my save. I even just downloaded the new file and overwrote the old .zip so I don't even have that to pull from.

I found a system with, get this: 1 gas giant (100%) and 2 moons (jungle and water worlds, both 100 and 125%). I had volatiles, mining for ores, and a +2 food basket all in ONE system, around ONE gas giant! And it had 3 stables spots! AND it was only 12ly away from the core! I don't think I'll find anything like that again, my heart died a little inside once the save broke :P

Thank you kindly if you can help, if not, no worries. It's probably healthy that I take a bit of a break from the game anyway ;)

 :-[ https://drive.google.com/open?id=1Q33q-OIBbQ0LvRsSyxXJDG7Z7dvFBEU4

Thank you very much!
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: StarsectorForumLurkerGuy on January 17, 2020, 03:59:20 AM
Would it be possible to tone down the sound of the antediluvian reflector beam a bit? Can I do it myself? It's a great weapon and I use it all the time on many ships, but it's so loud I can barely hear anyhing else and it kinda drives me nuts after a while.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: mora on January 17, 2020, 07:47:40 AM
Would it be possible to tone down the sound of the antediluvian reflector beam a bit? Can I do it myself? It's a great weapon and I use it all the time on many ships, but it's so loud I can barely hear anyhing else and it kinda drives me nuts after a while.
Open up the antediluvian_reflector.wpn file under Vayra's Ship Pack\data\weapons folder with any text editor and replace line 10
Code
"fireSoundOne": "antediluvian_beam_01",
with something else like:
Code
"fireSoundTwo": "laser_loop",
for the sound of PD lasers which is very quiet but still noticeable
Code
"fireSoundTwo":"phase_beam_loop",
to make it sound like a phase lance
Code
"fireSoundTwo":"tachyon_lance_fire",
for the glorious sound of the glorious tachyon lance
Or simply remove that line to mute the thing.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: StarsectorForumLurkerGuy on January 17, 2020, 07:55:38 AM
Thank you Mora!
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: Vayra on January 18, 2020, 02:32:35 AM
Would it be possible to tone down the sound of the antediluvian reflector beam a bit? Can I do it myself? It's a great weapon and I use it all the time on many ships, but it's so loud I can barely hear anyhing else and it kinda drives me nuts after a while.

Heh, these are the original sounds... I'll make it quieter for the next release.  :)
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: Omnikuken on January 23, 2020, 03:33:59 PM
Starting new game on 1.1.3 : crash to desktop, log file outputs >

java.lang.NoClassDefFoundError: data/scripts/VayraModPlugin
   at data.scripts.campaign.fleets.KadurQamarSpawner.advance(KadurQamarSpawner.java:200)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.VayraModPlugin
   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)

EDIT : as stated in 1st log line, something in Kadur Remnants is crapping out this mod. Turning off Kadur fixes the crash .....
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: noname1208 on January 24, 2020, 03:36:04 PM
I actually was about to report the same bug but I see I've been beaten to it, disabling Kadur Remnants stopped my crashing on new game start

This mod looks awesome, can't wait to get into it :)
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Vayra on January 24, 2020, 08:29:13 PM
That crash was actually in Kadur as mentioned, but has been fixed now.  ;)

(https://i.imgur.com/j9Fk5V6.jpg)
Minor update - 1.1.4, adding a new light exploration capital ship.

Get it from the OP. I don't know what it will do to your saves but this one uh, MIGHT actually be safe?
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: agnar on January 25, 2020, 05:49:06 AM
I seem to have a little Problem with this mod.

I bought a Badger and outfitted it with the augmented drive thingy (+2 Burn) or the militarized Subsystems thingy ( +1 burn treated like a military ship thingy for cilivilian hulls)
And in the refit screen it show me the bonuses are applied correctly.
But in the fleet screen it does not show -> also there is no effect from these ships mods
(badger is currently my slowest ship in my small fleet thats why i noticed it)

Can you have a look if you can reproduce this or if it is an issue on my side?
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: noname1208 on January 25, 2020, 08:43:42 AM
I did think it was odd that unselecting this mod still made it crash with your name on it, I'm glad it was sorted out though :)
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Minimaximism on January 27, 2020, 04:37:05 PM
Hey! I really enjoy your mods; I've recently gotten a lot of mileage out of the Swordsman + safety overrides  :P
The only problem I've encountered is with the Mudskipper XIV. The looted thermal pulse cannon doesn't automatically equip to the weapon slot, even when there are enough OP available. Other ships with integrated weapons (e.g. the Prospector) work normally. I made a fresh save using only the libraries + your sector/ship/Kadur mods + console commands to check, and the problem still occurs.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Vayra on February 02, 2020, 07:25:08 PM
Hey! I really enjoy your mods; I've recently gotten a lot of mileage out of the Swordsman + safety overrides  :P
The only problem I've encountered is with the Mudskipper XIV. The looted thermal pulse cannon doesn't automatically equip to the weapon slot, even when there are enough OP available. Other ships with integrated weapons (e.g. the Prospector) work normally. I made a fresh save using only the libraries + your sector/ship/Kadur mods + console commands to check, and the problem still occurs.

Whoops - was checking the ship's captain for Loadout Design 3 rather than the fleet admiral. It would actually have been an issue on the Prospector too - but only when over the hull's base OP allotment, heh.

Should be fixed for the next release!
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: DerkaDur on February 12, 2020, 07:57:31 PM
Hey there, love the mod!

  I received the blueprint for the new pathfinder expeditionary ship, and immediately placed an order for two ships. At the end of the month, I am notified that 125,000 worth of credits went into the production of the ships. This confused me, because my heavy industry is capable of 550,000 in custom production a month. I try queuing just one, and the same thing happens. Next month I trying building a different ship worth 490,000, and it completes at the end of the month. I'm not sure whats going on. Is there something I am doing wrong? Any feedback is appreciated.

 Thanks  ;D
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: e on February 12, 2020, 08:48:53 PM
Hey there, love the mod!

  I received the blueprint for the new pathfinder expeditionary ship, and immediately placed an order for two ships. At the end of the month, I am notified that 125,000 worth of credits went into the production of the ships. This confused me, because my heavy industry is capable of 550,000 in custom production a month. I try queuing just one, and the same thing happens. Next month I trying building a different ship worth 490,000, and it completes at the end of the month. I'm not sure whats going on. Is there something I am doing wrong? Any feedback is appreciated.

 Thanks  ;D

I've seen this problem happen when i updated in the middle of a play through, since then, i started a new save but haven't been able to find a blueprint for the ship yet so i don't know if this problem is related to updating mid-game or if it's an issue with the mod.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: mora on February 12, 2020, 08:53:58 PM
Hey there, love the mod!

  I received the blueprint for the new pathfinder expeditionary ship, and immediately placed an order for two ships. At the end of the month, I am notified that 125,000 worth of credits went into the production of the ships. This confused me, because my heavy industry is capable of 550,000 in custom production a month. I try queuing just one, and the same thing happens. Next month I trying building a different ship worth 490,000, and it completes at the end of the month. I'm not sure whats going on. Is there something I am doing wrong? Any feedback is appreciated.

 Thanks  ;D

I've seen this problem happen when i updated in the middle of a play through, since then, i started a new save but haven't been able to find a blueprint for the ship yet so i don't know if this problem is related to updating mid-game or if it's an issue with the mod.
The Pathfinder lacks an entry in the default_ship_roles.json making heavy industry incapable of making one. The Gremlin (LP) and (P) has the same problem in vanilla. You can add the entry yourself or wait for it to get fixed.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: e on February 12, 2020, 08:58:40 PM
Hey there, love the mod!

  I received the blueprint for the new pathfinder expeditionary ship, and immediately placed an order for two ships. At the end of the month, I am notified that 125,000 worth of credits went into the production of the ships. This confused me, because my heavy industry is capable of 550,000 in custom production a month. I try queuing just one, and the same thing happens. Next month I trying building a different ship worth 490,000, and it completes at the end of the month. I'm not sure whats going on. Is there something I am doing wrong? Any feedback is appreciated.

 Thanks  ;D

I've seen this problem happen when i updated in the middle of a play through, since then, i started a new save but haven't been able to find a blueprint for the ship yet so i don't know if this problem is related to updating mid-game or if it's an issue with the mod.
The Pathfinder lacks an entry in the default_ship_roles.json making heavy industry incapable of making one. The Gremlin (LP) and (P) has the same problem in vanilla. You can add the entry yourself or wait for it to get fixed.

k, thanks for the tip ;D
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: DerkaDur on February 13, 2020, 02:13:03 AM
Hey there, love the mod!

  I received the blueprint for the new pathfinder expeditionary ship, and immediately placed an order for two ships. At the end of the month, I am notified that 125,000 worth of credits went into the production of the ships. This confused me, because my heavy industry is capable of 550,000 in custom production a month. I try queuing just one, and the same thing happens. Next month I trying building a different ship worth 490,000, and it completes at the end of the month. I'm not sure whats going on. Is there something I am doing wrong? Any feedback is appreciated.

 Thanks  ;D

I've seen this problem happen when i updated in the middle of a play through, since then, i started a new save but haven't been able to find a blueprint for the ship yet so i don't know if this problem is related to updating mid-game or if it's an issue with the mod.
The Pathfinder lacks an entry in the default_ship_roles.json making heavy industry incapable of making one. The Gremlin (LP) and (P) has the same problem in vanilla. You can add the entry yourself or wait for it to get fixed.

Thanks!
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: DDwarrirofire on February 21, 2020, 01:38:17 PM
Just here to say I love the Tyrant.  It's everything I wanted the onslaught to be.  Point where it's heavy mounts can converge, a ship ability that could actually be controlled and just looks cool.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Stormy Fairweather on March 09, 2020, 05:41:55 PM
quick fix for the pathfinder building issue. change the extension to .json, plop into Vayra's Ship Pack\data\world\factions, and now you can build pathfinders

[attachment deleted by admin]
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: e on March 09, 2020, 05:56:19 PM
quick fix for the pathfinder building issue. change the extension to .json, plop into Vayra's Ship Pack\data\world\factions, and now you can build pathfinders

Thanks!!!
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Chryvrius on March 12, 2020, 10:59:45 AM
Quick question--

Is it possible to get blueprints for the antediluvian weapons?

Edit:
Searched the entire sector, no luck thus far. Trying again on another save w/ console commands.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Fatman_D on April 16, 2020, 08:56:50 AM
I suggest to tag some utility ships such as Badger class and Rock Hound class as CIVILIAN, since it is somewhat annoying to accidentally send them to the battlefield the All button.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Argonaut on April 23, 2020, 04:51:12 AM
I use both your Kadur and your Sector mods, so i have to say it how it is... the cruisers and the capital in this pack are not as good-looking and visually interesting as the other ships. I mean, look at the Badger. What a sweet ship. That "oppressor" though? Yeesh. You may chalk it down to "individual taste", but i've seen the sprites you CAN make, and these are just not up to par. I'll spare you and myself the analysis of why that is so because we both have billions of years of evolution on our backs and even the same ancestors if we go back far enough, so there is no way your heart doesn't know that i speak the truth.
For now, i'm extirpating them from my game.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: gremlin on May 30, 2020, 09:53:55 PM
It broke my heart when a random pirate fleet bounty started talking about freedom, especially when I didn't have the chance to recruit or surrender to them.

I'm a monster.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: peppermeth on June 01, 2020, 08:14:48 PM
quick fix for the pathfinder building issue. change the extension to .json, plop into Vayra's Ship Pack\data\world\factions, and now you can build pathfinders

[attachment deleted by admin]

What am i precisely suppose to write in the code??? Cause i tried something following your advice and it didn't work.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Serenitis on June 12, 2020, 05:52:58 AM
I need to blame someone for this who isn't me.
Spoiler
(https://i.imgur.com/uZvoeBe.png)
[close]

This is disgusting trash, and I can't stop ruining stuff with it.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Serenitis on June 24, 2020, 12:32:44 PM
When being produced by industry, the Pathfinder never completes and just consumes money forever.

The cause is the ship type "vayra_pathfinder" not being defined in default_ship_roles.json.
Adding the following to roles allowed construction to complete:
"vayra_pathfinder_artillery":5,
"vayra_pathfinder_beam":5,

Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: mora on July 18, 2020, 07:46:48 PM
Just found out that the Pathfinder also lacks an entry in the mining_ships.csv, despite the description saying it's a mining ship.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Justinx931 on August 05, 2020, 10:27:55 PM
i've attempted the warlord bounty several times now, but it has so far not been able to yield the unique ship, which happened with the ghost ship bounty and gal paladin bounty without any of the ships.

i checked the bounty csv's and these are always recoverable so im not sure whats going on, i did get  a heretic ship from a ai fleet so it's not always, but i redid the warlord battle like 8 times and still didn't get it in the batch of ships able to be recovered same with the bloodhounds with so many bloodhounds to be recovered but none showed up.

i speculate it might have to do with removing vayra's negative hullmods by removing the "damage" in the hullmods file which would make the game not pick them.(as instructed by mora in the vayras sector thread) that's the only thing i changed.

too far in this campaign so eh, but still a loss of possibly good/collectible ships.


apparently well explored bug in the vayras sector thread, so removed.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Julio Montega on August 19, 2020, 11:22:59 AM
I really like the ship pack!
My favourite ship by far is the "Hail" Combat Pinnace, especially in the up-'ratted Hail (P) version.
Do you plan on adding on some more ships in the future?
I'd look forward to larger ships sporting that beautiful hull and the take on combat the Hail brings with to the field.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: latua95 on September 20, 2020, 06:20:42 AM
Hello?can i reprint your mod?
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: connortron7 on September 20, 2020, 12:32:09 PM
i've attempted the warlord bounty several times now, but it has so far not been able to yield the unique ship, which happened with the ghost ship bounty and gal paladin bounty without any of the ships.

i checked the bounty csv's and these are always recoverable so im not sure whats going on, i did get  a heretic ship from a ai fleet so it's not always, but i redid the warlord battle like 8 times and still didn't get it in the batch of ships able to be recovered same with the bloodhounds with so many bloodhounds to be recovered but none showed up.

i speculate it might have to do with removing vayra's negative hullmods by removing the "damage" in the hullmods file which would make the game not pick them.(as instructed by mora in the vayras sector thread) that's the only thing i changed.

too far in this campaign so eh, but still a loss of possibly good/collectible ships.


apparently well explored bug in the vayras sector thread, so removed.
But you didn't actually remove it, you just put a line through it...
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Neitronus on September 23, 2020, 09:00:10 AM
Hello again, can I ask you to migrate your version file from bitbucket, because Atlassian messed with it being reacheble with recent update.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: peppermeth on November 10, 2020, 11:10:01 AM
I'm not sure if this is the right mod.
But if is it, is it a bug or a omission that the precision mortar is not in the deep space mining blueprint package?   
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: IceFire on December 27, 2020, 02:18:21 PM

Designed in the late Mastery era with lessons learned from the Onslaught, the Subjugator packs moderate weapons capacity into a hull capable of short-term bursts of forward speed. Also found, thankfully infrequently, in the "crusade" fleets of the Luddic Path.

Tyrant-class Fast Battleship - A terrifyingly fast capital, which never reached quite the same popularity as the heavier Onslaught and Legion-class staples of the early Domain Armada thanks to its somewhat lighter armament and fighter complement. Nonetheless, there are not many ships that captains across the sector would less like to see rushing toward them on the back of an all-engines micro burn. Rumors that some of these vessels have fallen into the hands of the extremist Luddic Path are surely exaggerated - or so one would hope.[/spoiler]
Isnt a fast lightly armored battleship just a battlecruiser and a fast lightly armored cruiser a light cruiser? Or is this how You imagin that the domain named its classes. If so that would be a nice oppertunity for some worldbulding.
But that are just my thought on Your modpack.

Edit: after closer inspection of this mod maybe You named it like that on purpose. ;)
Title: Re: [0.9.1a] Vayra's Ship Pack 1.2 - vera` s boat bag 2021-02-11
Post by: Vayra on February 12, 2021, 12:22:44 AM
hey i made a cool spaceship do you want to see it

(https://i.imgur.com/URE1Mis.png)
Download vera`   s boat bag 1.2.0 (https://drive.google.com/uc?authuser=0&id=1SD7NdTkErv1EzzvEgrbzc4u0H385crC3&export=download)

Changelog:
Spoiler
1.2.0
- added Bear-class heavy platform (mining tech)
- added Pioneer-class salvage cruiser (mining tech)
- added Clairvoyant-class combat carrier (high tech)
- added Exemplar-class heavy destroyer (high tech)
- added Seer-class support carrier (high tech)
- lowered Short-Circuit Driver OP cost to 10 (was 11)
- fixed Typhon glow still appearing after death
- Replaced Pathfinder's built-in Guardian PD with LR Mining Lance Array - more flux-efficient and longer range, otherwise identical except for aesthetics
- set all .variant files to goalVariant: true, without looking at them
- added maximumFleetFP to all HVBs
- fixed .version file hosting (moved to github)
[close]
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Vayra on February 12, 2021, 12:54:11 AM
A lot of these comments are about things that have been fixed, but lemme address the ones that aren't:

I suggest to tag some utility ships such as Badger class and Rock Hound class as CIVILIAN, since it is somewhat annoying to accidentally send them to the battlefield the All button.
Ah, but the whole point of the Badger in particular and the yellow ships above frigate-class in general is that they serve as very effective combat ships in the earlygame.

I use both your Kadur and your Sector mods, so i have to say it how it is... the cruisers and the capital in this pack are not as good-looking and visually interesting as the other ships. I mean, look at the Badger. What a sweet ship. That "oppressor" though? Yeesh. You may chalk it down to "individual taste", but i've seen the sprites you CAN make, and these are just not up to par. I'll spare you and myself the analysis of why that is so because we both have billions of years of evolution on our backs and even the same ancestors if we go back far enough, so there is no way your heart doesn't know that i speak the truth.
For now, i'm extirpating them from my game.
I'd actually appreciate the analysis, especially if it's detailed! I am very much not an artist and specific feedback is always useful.

I really like the ship pack!
My favourite ship by far is the "Hail" Combat Pinnace, especially in the up-'ratted Hail (P) version.
Do you plan on adding on some more ships in the future?
I'd look forward to larger ships sporting that beautiful hull and the take on combat the Hail brings with to the field.
More ships whenever the mood strikes me, yes, but I don't know if I'll make anything else in the style of the Hail. The Razorback has a similar "curved rough metal" aesthetic to the Hail (P), but doing that on a larger scale than a frigate is beyond my abilities.

Hello?can i reprint your mod?
I have no idea what this means but sure!

I'm not sure if this is the right mod.
But if is it, is it a bug or a omission that the precision mortar is not in the deep space mining blueprint package?   
This is intended - it's a purpose-built weapon, not a mining tool.

Isnt a fast lightly armored battleship just a battlecruiser and a fast lightly armored cruiser a light cruiser? Or is this how You imagin that the domain named its classes. If so that would be a nice oppertunity for some worldbulding.
But that are just my thought on Your modpack.

Edit: after closer inspection of this mod maybe You named it like that on purpose. ;)
I did ;)
Title: Re: [0.9.1a] Vayra's Ship Pack 1.2 - vera` s boat bag 2021-02-11
Post by: Chairman Suryasari on February 12, 2021, 07:17:43 AM
Hey, you're back! Nice to see you again  :D
Title: Re: [0.9.1a] Vayra's Ship Pack 1.2 - vera` s boat bag 2021-02-11
Post by: IonDragonX on February 12, 2021, 08:39:12 AM
So excited that the Bear is finally here! :) It looks too yellow though. The Badger , Pioneer & Prospector had a lot less paint and more unpainted areas.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.2 - vera` s boat bag 2021-02-11
Post by: Vayra on February 12, 2021, 10:12:00 AM
So excited that the Bear is finally here! :) It looks too yellow though. The Badger , Pioneer & Prospector had a lot less paint and more unpainted areas.

This is a good point, I'll see what I can do. I also want to jazz up its built-ins a little bit.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.2 - vera` s boat bag 2021-02-11
Post by: Nick XR on February 12, 2021, 01:35:47 PM
Excited to have you back!
Title: Re: [0.9.1a] Vayra's Ship Pack 1.2 - vera` s boat bag 2021-02-11
Post by: Farya on February 13, 2021, 12:23:43 AM
I'm so happy to see you back. Your lowtech ships are among the best. By the way, have you fixed the issue with Pathfinder? It does not have needed entries to show up for sale or among any fleets. And one missile hardpoint is also slightly misalligned.
It would be extremely great to see faction variants too. Maybe Hegemony could use Prospector as auxilary explorer or something?
Title: Re: [0.9.1a] Vayra's Ship Pack 1.2 - vera` s boat bag 2021-02-11
Post by: Vayra on February 13, 2021, 01:33:50 AM
I'm so happy to see you back. Your lowtech ships are among the best. By the way, have you fixed the issue with Pathfinder? It does not have needed entries to show up for sale or among any fleets. And one missile hardpoint is also slightly misalligned.
It would be extremely great to see faction variants too. Maybe Hegemony could use Prospector as auxilary explorer or something?

Those should be fixed, yes!

Re: Faction skins, hmm, not for a while at least haha
Title: Re: [0.9.1a] Vayra's Ship Pack 1.2 - vera` s boat bag 2021-02-11
Post by: Farya on February 14, 2021, 01:27:43 AM
I forgot to ask you one question: does your mod has Industrial Evolution support now? And would it later, if not?
Title: Re: [0.9.1a] Vayra's Ship Pack 1.2 - vera` s boat bag 2021-02-11
Post by: Darkwhip on March 05, 2021, 05:32:27 PM
Having fun with your mod and i just build the swordsman, I had mine with the dassault mikayan medium energy hybrid laser, linear cannon from dassault too, and an atropos torpedo launcher. It flipping insta kills other frigates, and earlier in the thread someone mentioned this thing on safety overrides.
I'm going to try a fleet of those safety overrided swordsman with this loadout.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.2 - vera` s boat bag 2021-02-11
Post by: Inhilicon on March 21, 2021, 08:19:39 AM
I noticed that this nice mod and Roiders Union both have a Tarsus-turned-combat-ship, do you think they conflict in some way? Probably shouldn't, as they're most likely separate ships, correct?
Title: Re: [0.9.1a] Vayra's Ship Pack 1.2 - vera` s boat bag 2021-02-11
Post by: Vayra on March 23, 2021, 03:00:12 PM
I noticed that this nice mod and Roiders Union both have a Tarsus-turned-combat-ship, do you think they conflict in some way? Probably shouldn't, as they're most likely separate ships, correct?

They'll be fine - ship IDs are prefixed with mod or author IDs, as long as the mod authors are competent, so you'll very rarely have to worry about overlap. :)
Title: Re: [0.9.1a] Vayra's Ship Pack 1.2.1 - and it was all yellow 2021-03-23
Post by: Vayra on March 23, 2021, 03:00:42 PM
Oh, also

Update! Grab 1.2.1 from the OP for some balance changes and two new derelict fighters.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.2.1 - and it was all yellow 2021-03-23
Post by: IonDragonX on March 23, 2021, 03:05:50 PM
Update! Grab 1.2.1 from the OP for some balance changes and two new derelict fighters.
Very nice, TY!
Are you going to update your jpgs on the OP? They are missing a lot of ships at this point.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.2 - new starsector version, who dis 2021-03-26
Post by: Vayra on March 26, 2021, 12:31:44 PM
(https://i.imgur.com/URE1Mis.png)
Updated for 0.95a! Download now! (https://drive.google.com/uc?authuser=0&id=1SD7NdTkErv1EzzvEgrbzc4u0H385crC3&export=download)
Or click here (https://drive.google.com/uc?authuser=0&id=1PHFH2OKbzPj6n6s7BG7J-irqTyISZSHW&export=download) for the last 0.9.1a version.
REQUIRES LAZYLIB. GET IT HERE (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
WARNING: This mod contains foul language, cuss words, anarcho-communist propaganda, dubious game design choices, amateur-at-best art, incoherent java scripts, and updating it WILL break your saves!
 (http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png) (http://fractalsoftworks.com/forum/index.php?topic=375.0)
Title: Re: [0.9.1a] Vayra's Ship Pack 1.2.1 - and it was all yellow 2021-03-23
Post by: Vayra on March 26, 2021, 12:31:58 PM
Update! Grab 1.2.1 from the OP for some balance changes and two new derelict fighters.
Very nice, TY!
Are you going to update your jpgs on the OP? They are missing a lot of ships at this point.

good idea - perhaps, perhaps....
Title: Re: [0.95a] Vayra's Ship Pack 1.2.2 - new starsector version, who dis 2021-03-26
Post by: HanPolo on March 26, 2021, 04:02:15 PM
Bug report:
Game crashes when hovering over the built-in hull mod of the ruin class.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Vayra on March 26, 2021, 08:53:46 PM
Bug report:
Game crashes when hovering over the built-in hull mod of the ruin class.

fixed as of now, version 1.2.3 - grab it from the OP
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: HanPolo on March 27, 2021, 04:48:22 AM
thank you. love the mod.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: #Negi on March 29, 2021, 05:53:00 PM
I LOVE the Badger and the Bear.  I played a round as pure Nexerelin miner with those two and a couple of Rock Hounds and Shepherds early on, got to the point where I could strip mine whole planets in three goes, could have gotten to one with more Bears.  I'd have to put the Bears in storage and sail freighters around to different markets selling the ore bit by bit so I'd get decent prices, there was just so much ore.  I wonder if the ai colonies would build fewer mines of their own because there was so little need for it with me flying around, of is building mines pre-programmed?.. 

I haven't tried many of the other ships thou.  Razorback and Bruiser feel good pirate stuff, in another playthrough I'd use the Razorback at start, but Hatchetman felt to close to Bruiser when I fought it.  I don't like the aesthetics of the Intimidator and Persecutor so I never tried them for fasion's sake.  Still making up my mind on the Dire Wolf, it's got blink but it still feels more like a Sunder than a Wolf to me.  The Subjugator feels odd, not sure I get it's niche, and the ai thinks its stronger than it is so I had to bail it out often, or maybe it was just using it's special for the sake of it, maybe with more build testing..  Wanted to like the Oppressor but ai doesn't broadside, so my attempt to SO the ship ended in disaster, but all those gun mounts on the sides just begged for LDMGs and SO with Maulers in the front to pivot when shields dropped.  Never found a Typhoon.

If you don't mind, could you at least include a list of all the ship names in this mod?  I had to find the Bear in a change log.  Don't need a blurb on each, it's just difficult to leave feedback if I can't figure out which mod what ship came from.  (and you can never add just one mod..)
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Dex on April 02, 2021, 06:59:43 AM
So, i came here to just say 'Dude. I love that badger.' like Negi.

Dude. I love that badger.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Jet Black on April 02, 2021, 09:18:34 AM
I too, love the Badger.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Chairman Suryasari on April 03, 2021, 02:47:55 PM
Friendship ENDED with Dominator.

NOW Overdriven Oppressor is my best friend.

I'm not really a big fan of Oppressor but after playing it around and it carry me to the endgame without hassle through the new game, i appreciated it much more now.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Bucket on April 14, 2021, 01:55:57 PM
You need to cut down on the weapon slots for the Bear. I keep crashing every time I try to apply weapon groups to it.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: connortron7 on April 14, 2021, 02:06:15 PM
You need to cut down on the weapon slots for the Bear. I keep crashing every time I try to apply weapon groups to it.

You gonna tell that to every mod with a ship that has alot of weapons bud?
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Bucket on April 14, 2021, 04:38:49 PM
You need to cut down on the weapon slots for the Bear. I keep crashing every time I try to apply weapon groups to it.

You gonna tell that to every mod with a ship that has alot of weapons bud?
I was going to say no, but since you put it that way.
Yes
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Lucyfur on April 16, 2021, 07:26:34 AM
Hi! I'm really enjoying your ships (especially the Tyrant, which is really fun to play with) and I was wondering if there was a way to distribute GraphicsLib files along with them in order to give them prettier lighting. I can generate these files using Photoshop but I don't know if you'd want me to give them to you (and maybe release them as a submod?) or just keep them for my own personal use.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: sqrt(-1) on April 17, 2021, 04:16:31 AM
Hi Vayra,

Thank you for the mod work that you do. 

I wanted to run a suggestion by you, for a toggle within one of the config's, encompassing the more silly aspects of your mod (Fourtenfh battlegroup, hull mods like Very Ill-Advised Modifications or Targeting Pods).  While both funny and amusing, these things seem superfluous, and add 'clutter' to the game.

If there is a method you can recommend for manually disabling these things, that would be appreciated, too.  I took a look over the structure of your mod, but gave up as there were enough related dependencies that I decided I didn't want to spend my Sunday evening reverse-engineering unfamiliar code. 

Anyway, wanted to run the thought by you.  I will continue to use this mod regardless of your response, you do great stuff.  The Dire Wolf destroyer, alone, is all the reason I need to keep it loaded in my playthroughs.

Thanks,
blue
I wholesomely agree with this post and I think many would appreciate it if the silly content would be an option. Seeing things like the Colossus Mk.XIV ruins the immersion of the game because it portrays base content as laughable.
Editing out the ship spawning frequency is a tiresome thing to do.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Lizzie on April 23, 2021, 12:30:30 PM
(https://i.imgur.com/urmhEW2.png)

A whole swathe of changes will be arriving soon to a Vayra's Ship Pack near you: Sprite changes big and small to a variety of ships from the tiny hail, to the now rather round Typhon, as well as the addition of the few new ships, some filling new roles in the ship roster. I hope you enjoy the eye candy while you wait.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Flacman3000 on April 23, 2021, 02:11:54 PM
(https://i.imgur.com/urmhEW2.png)

A whole swathe of changes will be arriving soon to a Vayra's Ship Pack near you: Sprite changes big and small to a variety of ships from the tiny hail, to the now rather round Typhon, as well as the addition of the few new ships, some filling new roles in the ship roster. I hope you enjoy the eye candy while you wait.

Holy crap that low tech to the far right is an absolute beauty just like my wife. You've got me excited! I might have to ask her to take care of my excitement if you catch my drift.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Vensalir on April 23, 2021, 02:54:28 PM
Beautiful ships, can't wait to play around with them.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Jade Tendency on April 27, 2021, 10:40:18 AM
Is there a XIV Tyrant variant?
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Caypbaron on April 27, 2021, 11:17:14 AM
I´m really looking forward to the changes and the fixes.

Vayra´s Ship is exactly the kind of ship addon i want and enjoy, since they fit in so well with the vanilla game.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: PreConceptor on May 08, 2021, 03:26:35 PM
Is that big new one on the right a standard variant of the Manifesto from VS? Hell yeah it is.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Arcagnello on May 09, 2021, 06:21:28 AM
(https://i.imgur.com/urmhEW2.png)

A whole swathe of changes will be arriving soon to a Vayra's Ship Pack near you: Sprite changes big and small to a variety of ships from the tiny hail, to the now rather round Typhon, as well as the addition of the few new ships, some filling new roles in the ship roster. I hope you enjoy the eye candy while you wait.

I'm really, really looking forward to these future additions to the mod!

Is that big new one on the right a standard variant of the Manifesto from Communist Clouds? Hell yeah it is.

Looks like it. Can't wait to get that bad boy for my fleet when I'm doing a midline campaign!

Is there a XIV Tyrant variant?

I don't think there is a XIV Tryrantbuet, but there is a Luddic Path variant of it with built in Unstable Injector (and Ill Advised modifications, which you can restore at a dockyard) if you're interested!
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: FreonRu on May 10, 2021, 09:02:02 AM
Good day. I apologize in advance for using google translate.

I use this modification in every run of the game. The style of ship sprites is indistinguishable from vanilla sprites. That's cool. I am delighted with the ships for mining. Paired with Nexerelin, you now have the opportunity to play an honest miner. But I have a small suggestion - how about adding a built-in or add-on modification (or even a skill) to the thematic set of mining ships (or at least to the largest of them - Bear) - which allows you to process basic resources (ore and rare ore) into metal sheets and tansplutonic?
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Deageon on May 10, 2021, 01:43:53 PM
Good day. I apologize in advance for using google translate.

I use this modification in every run of the game. The style of ship sprites is indistinguishable from vanilla sprites. That's cool. I am delighted with the ships for mining. Paired with Nexerelin, you now have the opportunity to play an honest miner. But I have a small suggestion - how about adding a built-in or add-on modification (or even a skill) to the thematic set of mining ships (or at least to the largest of them - Bear) - which allows you to process basic resources (ore and rare ore) into metal sheets and tansplutonic?
the mod prv adds an ore smelter hullmod you can find or buy from it's rust belt faction, if I remember correctly. There might be another mod that does something similar too, but I can't remember right now.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Malhavoc on May 11, 2021, 03:09:50 PM
So I've been trying to fidget with the new salvage and mining vessels, but I don't think the Mining Lance or LR Mining Laser are in the game, beyond what is auto-equipped (and they move around when equip stuff). I can't find them in any markets, and even went so far as to snag the Console Commands mod to try and get them. They just don't show up. Checking the actual game files, they do in fact exist, but I just don't think they are marketed.

EDIT: Derp! I just figured out how to get the darn thing to cooperate. Right clicking the mount location will randomly swap between mining gear. It is just a matter of clicking until you get the one you like. A very nifty feature, though not sure if it is intended. Still, problem solved.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Lizzie on May 15, 2021, 12:50:50 PM
(https://i.imgur.com/Vk6NRiC.png)

Work is still progressing on the new sprites, the update will be coming out soontm. In the meantime, here's the updated strikecraft sprites, with a couple of new additions to the top left to give midline some dedicated bombing capability.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Arcagnello on May 15, 2021, 01:46:19 PM
(https://i.imgur.com/Vk6NRiC.png)

Work is still progressing on the new sprites, the update will be coming out soontm. In the meantime, here's the updated strikecraft sprites, with a couple of new additions to the top left to give midline some dedicated bombing capability.
That's some good Ludd right there! Really looking forward to what is being created here!
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: sqrt(-1) on May 15, 2021, 03:15:03 PM
Has anyone found out a way to remove the XIV ships (with their vanilla game ridiculing description) without crashing the game?
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Lizzie on May 15, 2021, 03:33:04 PM
I've found not installing the mod is the best way to remove the 14th Battelgruep ships. They're some of the few sprites I'm not touching, I think they're fantastic.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: sqrt(-1) on May 15, 2021, 04:07:19 PM
I've found not installing the mod is the best way to remove the 14th Battelgruep ships. They're some of the few sprites I'm not touching, I think they're fantastic.
I like their sprites too, as I like yours. My problem is that their description text ridicules the entire game and I can't avoid noticing the text because of the continuous repetition of letters and punctuation marks.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Lizzie on May 15, 2021, 04:48:50 PM
If its just the descriptions you're bothered by, you can alter them rather easily by going into the data/hulls/skins and data/hullmods directories and altering them yourself.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Chairman Suryasari on May 17, 2021, 04:31:13 AM
(https://i.imgur.com/urmhEW2.png)

A whole swathe of changes will be arriving soon to a Vayra's Ship Pack near you: Sprite changes big and small to a variety of ships from the tiny hail, to the now rather round Typhon, as well as the addition of the few new ships, some filling new roles in the ship roster. I hope you enjoy the eye candy while you wait.

Is that Midline Capital is the new Manifesto?
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Lizzie on May 17, 2021, 06:01:05 AM
Its an export version, different weapon mounts compared to the PDPRC version, might not end up being called the manifesto either. I do eventually plan to PDPRC the new sprite too, since the original manifesto is a bit mediocre, looks-wise.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: megabot on June 09, 2021, 08:33:15 AM
sorry for asking, but, what is the difference between the tyrant and the legion? i haven't played your mods yet and wonder if maybe i should considering how cool they seem to be
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: PreConceptor on June 10, 2021, 11:47:40 AM
sorry for asking, but, what is the difference between the tyrant and the legion? i haven't played your mods yet and wonder if maybe i should considering how cool they seem to be

Well the Tyrant is a fast battleship and the Legion is a battlecarrier. The former has aggressive mobility and firepower (with limited fighter support), the latter is a tough brick that brings many fighters close to the action.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: GaryVary on June 12, 2021, 01:53:31 PM
Hello, I've noticed for a long time that AI controlled Badger MkII almost never use Hammer Carrier Kamikaze wing even in Linked mode (You can spam with this weapon when you control this ship). I thought that it should spam projectiles like Pilum weapon. Is it correct?
This ship is almost bad without this feature.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Elukka on June 14, 2021, 01:01:09 PM
I put all the beams and all the range on this Typhon and I think it may be a little disgusting.

Cruisers?
https://i.imgur.com/4jbyn9R.png
Melted at hilarious range.

Conquest?
https://i.imgur.com/e6n9ICp.png
Pop it goes.

e: It does have a weakness: Getting bumrushed by a ton of Pathers.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: MajorTheRed on June 21, 2021, 07:48:23 AM
Just wanted to thank you for this mod. It was already awesome a year back, but now I really enjoy having a complete exploration fleet to play with. Some of the designs are even overlapping but who cares I love them. Definitely my play style, even if they are not that OP or even efficient.


I put all the beams and all the range on this Typhon and I think it may be a little disgusting.

The exploration battlecruiser is quite insane too as a laserboat, give it a try!
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Namesarehard on November 10, 2021, 03:36:54 PM
This mod seems to have caused a save corruption bug for my save. It is possibly an interaction with roiders but i am not sure about that. was talking to roiders dev.
Roiders miner AI takes blame in log but that appears to be a false lead.
LootedTPC code was suggest to potentially be a cause.
and to be clear i do NOT have Vayra's sector installed.
save and log files are too big for me to post here fully.
97944 [Thread-3] INFO  org.histidine.testmod.plugins.TestConverter  - Checking class scripts.campaign.fleets.Roider_MinerRouteAI
97954 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
97954 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class               : com.fs.starfarer.campaign.fleet.FleetMember
required-type       : com.fs.starfarer.campaign.fleet.FleetMember
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 760023
class[1]            : java.util.HashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[2]            : com.fs.starfarer.campaign.ModAndPluginData
class[3]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class               : com.fs.starfarer.campaign.fleet.FleetMember
required-type       : com.fs.starfarer.campaign.fleet.FleetMember
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 760023
class[1]            : java.util.HashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[2]            : com.fs.starfarer.campaign.ModAndPluginData
class[3]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Athrahasis on December 12, 2021, 08:21:10 PM
Hmmm, it could probably use more Anarcho-Communist propaganda. Besides that, excellent as always.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: DistressBeacon on January 05, 2022, 10:18:07 AM
Not sure why you get flak over splitting the mods, it super cool of you to do that for the player.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Mb_03 on January 05, 2022, 12:12:14 PM
Are there any third party fixes (or similar when using with 0.95.1? this mod causes a hard crash whenever you fight luddic ships now :(

Spoiler
258907 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
   at data.scripts.plugins.VayraProjHandlerPlugin.advance(VayraProjHandlerPlugin.java:290)
   at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.new.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: FreonRu on February 21, 2022, 06:30:17 AM
Good day.

Many thanks for the set of mining ships, paired with the Nexerelin mod, I can finally play the role of an honest miner in the initial stages of the next passage.

Are there any plans to add new similar hulls or add modifications to them for automatic resource processing?
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: geminitiger on February 21, 2022, 06:34:04 AM
Good day.

Many thanks for the set of mining ships, paired with the Nexerelin mod, I can finally play the role of an honest miner in the initial stages of the next passage.

Are there any plans to add new similar hulls or add modifications to them for automatic resource processing?

Varya isn't active as far as I know.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: #Negi on May 02, 2022, 05:40:05 PM
After long study I've determined that the Spade--though I love the little ship--is very Over-Powered.  It is to small and cheap to receive full benefits from hullmods.  Anyone else thinking this? 
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Killsode on May 03, 2022, 10:26:44 AM
After long study I've determined that the Spade--though I love the little ship--is very Over-Powered.  It is to small and cheap to receive full benefits from hullmods.  Anyone else thinking this?

i absolutely hate it and it is the sole reason i stopped using VSP ;D
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: SpaceDrake on May 03, 2022, 10:32:21 AM
The only problem I have with the Spade is that NPC ones are so easy to kill but still count as full frigates for bounty purposes.

That said, it's incredibly easy to remove the Spade, if it bothers you, albeit some ways would break saves.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: #Negi on May 03, 2022, 12:18:18 PM
the sole reason i stopped using VSP

Easy fix; just crack open the mod, go to data/hulls, data/hulls/skins, data/variants, data/world/factions, and data/config.  Delete the Spade's entry in Ship_Data.csv, its .ship file, it's two .skin files, all .variant files it may have, and go through each of the factions and default_ship_roles, and remove the spade from their known ships / spawn rates.  For safety's sake open up each file and glance over them, make sure there aren't any references (shouldn't be, it's spade, not a fancy ship) and if you have any errors on startup it should point you at the problem file to alter.  If you want to be safe, copy everything into a new mod folder and name the mod 'vayra minus spade' or something, so if you brake it you've still got the original.  In the meantime you'll develop a taste for modifying other people's work, and spend more time out of the game than in.  I apologize for nothing. 
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: #Negi on May 03, 2022, 01:24:50 PM
The only problem I have with the Spade is that NPC ones are so easy to kill but still count as full frigates for bounty purposes.

Well let me add to that list by pointing this out to you; a spade has half the logistic costs of the smallest vanilla frigate.  You pay 1 supply and $20 crew salary a month, .5 fuel per light year, and at a single deployment point each, for 5 DP I can add 5 spades with ECM Package and Nav Relay to max the bonuses on both.  Throw on some logistics hullmods, each spade reduces survey costs by 5 supplies/heavy machinery, if you survey 1 world every 5 months the spade pays for itself.  With the spade around, the only logistics mods you would take on larger ships are the ones with diminishing returns because the math works out so a single large ship is worth more than many small ships, (High Resolution Sensors, Salvage Gantry, etc) but for all other logistic mods take a swarm of spades. 

Now you can still do all this with vanilla frigates, but at the least it costs double in upkeep and deployment compared to the spade.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Killsode on May 03, 2022, 01:57:27 PM
so what i'm hearing is 30 spade fleet
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: #Negi on May 03, 2022, 06:34:56 PM
so what i'm hearing is 30 spade fleet
Neh, 5 will do, use story points to slap on all the support hullmods, you won't need more.  That's the point; they do to much for how cheap they are, 5 at most is all you'll ever need and they're dirt cheap and super fast, their sensor profile is small and can be made miniscule, their shielded cargo will save your bacon when you aren't expecting a patrol, there is no drawback, and you don't even need to spam them in order to break them. 
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: SpaceDrake on May 03, 2022, 07:07:54 PM
I think you are over-estimating the Spade very slightly
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: #Negi on May 03, 2022, 10:39:14 PM
I think you are over-estimating the Spade very slightly
If it's only 'very slightly' then Over-Powered it remains.  Show me where.  I've laid out what they can do, show me how they can't do it, or show me some other extenuating factor.  Until you can the statement stands: 5 deployment points gets +10% speed to all your ships and -10% range to all your opponents and that's just in combat...5 deployment points.  That's a wolf.  Would you rather have another wolf, or a sizable speed and range advantage on all your opponents?  That's like giving every ship a level 1 officer (..also it stacks with officers)  So come now, just how slightly am I overestimating this ship? 
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Kwbr on May 03, 2022, 11:08:32 PM
frankly if your problem is "ship is too good exclusively in the players hands" then just don't use it. the scenarios you're describing will likely never happen on the AI side of things. the mods been basically inactive for over a year anyways
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Killsode on May 03, 2022, 11:20:33 PM
well the problem in AI hands is that they constantly use them, pirate and luddite fleets are genuinely 1/3 spades
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: #Negi on May 05, 2022, 11:13:51 PM
well the problem in AI hands is that they constantly use them, pirate and luddite fleets are genuinely 1/3 spades
A good catch, I didn't notice it until I turned spades off, but spades do lower the difficulty of small fleets at campaign start, and I've been spoiled without realizing it.  Even of those spades are replaced with hounds, it's still an improvement. 
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: #Negi on May 05, 2022, 11:18:56 PM
What do you think of converting the spade into a fighter wing of some sort?  Work out some logistic benefit for fitting them so the model doesn't go to waste...?  Let them give a bit of shielded cargo holds, but since they're fighters they can't be kitted out as described above.  Maybe make them a low tech heavy bomber or support fighter, or work like mining drones.  I think something could be done with them.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Farya on May 06, 2022, 01:28:02 AM
Maybe remove built-in wings from Pathfinder (and modular ones as well, changing the system in progress) but also give it same Vast Hangar Invictus would have? So by default you have ultimate exploration capital which could be refitted into a carrier if needed be. Or hell, maybe actually make the huge hangar serve as maintenance bay for your smaller frigates - making their repair rate faster and hazard damage negated like with fighters from Armaa.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: #Negi on May 06, 2022, 11:00:28 PM
Maybe remove built-in wings from Path...
I like this idea: Luddic Path built in wing.  Not so much the other ideas, I'm no expert modder.  But I can make spades a builtin support wing on a pather capital ship, and then I can swap its system to Terminator Sequence, since behind the scenes it doesn't care what kind of fighter is used.  It'd be throwing kamikaze small frigates, more often than the Tempest can throw its Terminator Drones.  Maybe remove all the PD from the capital ship so it has to rely on the spades, to keep you from throwing them all away wantonly, but well, the Tempest already does that, so maybe something else for them...  Maybe give them the active flare's ai so they body block for the host ship...  Ya, I'm going to try this out now. 
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: IamWatro on May 28, 2022, 10:58:47 AM
Did you know you (accidentally?) added a D&D random encounter table png to the ships folder? I was looking at the ship design and noticed it thought I'd mention it in case you cared.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: A_Random_Dude on May 28, 2022, 02:17:36 PM
The mod author isn't active anymore, sadly. But yeah, seems like an easter egg of some sort, since Vayra's Sector comes with a D&D mini game.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: doctercorgi on June 01, 2022, 08:06:44 AM
Hello, does anyone know what happened to the updated ship sprites Vayra had made? I heard there was someone else who was updating this mod but retired and I was wondering if he had gotten the sprites or if Vayra or them would consider the sprites fair use now.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: antimatter on June 24, 2022, 11:00:32 PM
(https://i.imgur.com/urmhEW2.png)

A whole swathe of changes will be arriving soon to a Vayra's Ship Pack near you: Sprite changes big and small to a variety of ships from the tiny hail, to the now rather round Typhon, as well as the addition of the few new ships, some filling new roles in the ship roster. I hope you enjoy the eye candy while you wait.

Just wanted to ask if this is still being made? Love the High Tech heavy cruiser and destroyer carrier ship designs. Game needs a heavy high tech cruiser bad too.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Hrothgar on August 02, 2022, 04:47:49 AM
Its an export version, different weapon mounts compared to the PDPRC version, might not end up being called the manifesto either. I do eventually plan to PDPRC the new sprite too, since the original manifesto is a bit mediocre, looks-wise.

When we can expect Vayra Ship pack (and mayby Vayra Sector) update? It was damn long time for this mods to have done anything with them beside rough compatiblity patches.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: 5ColouredWalker on August 02, 2022, 04:59:16 AM
IIRC Vayra has stepped back from modding and there's a unofficial update in the discord with their blessing.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: A_Random_Dude on August 02, 2022, 07:18:26 AM
Only for Vayra's Sector I'm affraid. The ship pack is bound to stay like this unless someone else steps in to make an unofficial compatibility update.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Catscrath on September 12, 2022, 09:58:24 PM
Does the Collapsed Cargo Hold modspec keep vanishing for anyone else? I had it one moment and now I can't find it to apply to my ships.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Karas-V on April 07, 2023, 09:50:02 PM
IIRC Vayra has stepped back from modding and there's a unofficial update in the discord with their blessing.

Can someone give me a link for unofficial update?
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Shinr on April 07, 2023, 10:48:11 PM
IIRC Vayra has stepped back from modding and there's a unofficial update in the discord with their blessing.

Can someone give me a link for unofficial update?

There isn't one, only for Sector and Kadur.

That said, the Ship Pack seems to work with the current version, but if the game will start to get slowdowns and memory leaks, it would be one of the prime suspects.

Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Sanrai on May 06, 2023, 06:32:50 PM
This appears to still work with a version change to .96.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Wuorg on May 11, 2023, 07:55:57 AM
This appears to still work with a version change to .96.

This is good to hear. Though, I really hope someone picks this up at some point, because this mod is too awesome to just let die.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: SlumlordThanatos on May 26, 2023, 04:18:21 PM
On one hand, the mod still works in the latest version.

On the other hand, while the ships are technically in the game, they don't appear in any markets. The only way to get them is to find blueprints and manufacture them yourself. Anyone have any idea why, and is it something I can fix?
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: SpaceDrake on May 26, 2023, 04:32:18 PM
? They should be appearing in markets, I think. I've for sure seen Badgers and the like.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: SlumlordThanatos on May 26, 2023, 05:48:30 PM
I did some more testing...only some of the ships appear in markets. I can see Tyrants and the exploration-class ships, but I've never seen any of the Luddic Path ships or Dire Wolves.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: PreConceptor on May 31, 2023, 12:19:04 PM
I did some more testing...only some of the ships appear in markets. I can see Tyrants and the exploration-class ships, but I've never seen any of the Luddic Path ships or Dire Wolves.

I had the same problem so I looked into it. I don't know about the LP skins, but apparently any ships with only the 'hightech_bp' tag in ship_data.csv almost never show up for whatever reason, they aren't even visible as an option in Stelnet's market queries. In vanilla and every other mod they have something else along with hightech_bp like 'merc' or 'ind', which are the 2 most common by far.

So I edited ship_data.csv to add both merc and ind to the ships with only hightech_bp (Pinnacle, Dire Wolf, Exemplar, Seer & Clairvoyant, I think it somewhat makes sense for indies and mercs to have access to all 5) and now they actually show up in markets. I also edited the 5 derelict drones to have the 'auto_rec' tag so they can be recovered if the player has the Automated Ships skill, like other derelict drones. I'll attach my edited ship_data file, just change the file extension back to .csv (can't upload .csv files on forum, only .txt) and replace the existing ship_data.csv in the data > hulls folder. If that doesn't work its easy enough to edit tags manually, you can use Excel to modify .csv files.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Foraven on May 31, 2023, 02:22:00 PM
I had the same problem so I looked into it. I don't know about the LP skins, but apparently any ships with only the 'hightech_bp' tag in ship_data.csv almost never show up for whatever reason, they aren't even visible as an option in Stelnet's market queries. In vanilla and every other mod they have something else along with hightech_bp like 'merc' or 'ind', which are the 2 most common by far.

So I edited ship_data.csv to add both merc and ind to the ships with only hightech_bp (Pinnacle, Dire Wolf, Exemplar, Seer & Clairvoyant, I think it somewhat makes sense for indies and mercs to have access to all 5) and now they actually show up in markets. I also edited the 5 derelict drones to have the 'auto_rec' tag so they can be recovered if the player has the Automated Ships skill, like other derelict drones. I'll attach my edited ship_data file, just change the file extension back to .csv (can't upload .csv files on forum, only .txt) and replace the existing ship_data.csv in the data > hulls folder. If that doesn't work its easy enough to edit tags manually, you can use Excel to modify .csv files.

Good job!  :)
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Pet_Mudstone on September 13, 2023, 10:22:52 AM
I did some more testing...only some of the ships appear in markets. I can see Tyrants and the exploration-class ships, but I've never seen any of the Luddic Path ships or Dire Wolves.

I had the same problem so I looked into it. I don't know about the LP skins, but apparently any ships with only the 'hightech_bp' tag in ship_data.csv almost never show up for whatever reason, they aren't even visible as an option in Stelnet's market queries. In vanilla and every other mod they have something else along with hightech_bp like 'merc' or 'ind', which are the 2 most common by far.

So I edited ship_data.csv to add both merc and ind to the ships with only hightech_bp (Pinnacle, Dire Wolf, Exemplar, Seer & Clairvoyant, I think it somewhat makes sense for indies and mercs to have access to all 5) and now they actually show up in markets. I also edited the 5 derelict drones to have the 'auto_rec' tag so they can be recovered if the player has the Automated Ships skill, like other derelict drones. I'll attach my edited ship_data file, just change the file extension back to .csv (can't upload .csv files on forum, only .txt) and replace the existing ship_data.csv in the data > hulls folder. If that doesn't work its easy enough to edit tags manually, you can use Excel to modify .csv files.

I believe the reason for the high-tech ships being absent is that as of 0.96, no vanilla faction actually uses the "hightech_bp" tag for ships (in fact no faction uses any tech tag for ships aside from faction specific ones). Therefore most ships won't get automatically assigned to factions.

I may just go ahead and manually add the ships to all the faction files to make sure they work.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Pet_Mudstone on September 30, 2023, 08:15:59 PM
Alright, I have finally got around to fixing up Vayra's Ship Pack for 0.96 with Vayra's permission. I have made no code actual Java code changes (source isn't available anyways Edit: source is included in original mod and in my reupload) however I did make tweaks to make everything fit alright into 0.96 faction doctrine.

Click here to download. (https://github.com/PetMudstone/vayrashippack-bootleg/releases/latest/download/vayrashippack-bootleg.zip)

Changes:
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: JamesTripleQ on October 04, 2023, 08:40:08 AM
Alright, I have finally got around to fixing up Vayra's Ship Pack for 0.96 with Vayra's permission. I have made no code actual Java code changes (source isn't available anyways) however I did make tweaks to make everything fit alright into 0.96 faction doctrine.

Pretty cool, btw the source code is present, just in the data folder rather than a dedicated src folder.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Pet_Mudstone on October 04, 2023, 10:01:07 PM
Well I failed a spot check oops. Regardless modifying source code of any kind is currently above my abilities at present anyways.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: jimster280 on October 20, 2023, 03:43:44 AM
thanks for the bootleg update dude. i missed my direwolves!
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Weftin on November 02, 2023, 08:17:40 PM
Alright, I have finally got around to fixing up Vayra's Ship Pack for 0.96 with Vayra's permission. I have made no code actual Java code changes (source isn't available anyways Edit: source is included in original mod and in my reupload) however I did make tweaks to make everything fit alright into 0.96 faction doctrine.

cheers hero
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: coolio on February 15, 2024, 07:11:39 PM
the frigates are cute.
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Genericname on March 05, 2024, 01:33:08 PM
God i miss vayra
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: Warnoise on March 11, 2024, 01:16:36 AM
Hi does this mod work with 0.97?
Title: Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
Post by: A_Random_Dude on March 11, 2024, 01:42:38 AM
It's just a ship pack, so probably. Only problem is that some of the ships' stats are outdated, from what I remember (ah, and it'll probably make vanilla factions spam the modded ships unless you edit the .faction files). Otherwise it doesn't use any kind of complex code, so a simple version edit should be enough.

Edit: Pet Mudstone made an unofficial update for .96, link in the previous page. Maybe use that instead of the very outdated version of the OP.