Fractal Softworks Forum

Starsector => Mods => Topic started by: Sinosauropteryx on October 06, 2019, 02:15:50 PM

Title: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Sinosauropteryx on October 06, 2019, 02:15:50 PM
(https://i.imgur.com/qpkv5S4.gif)(https://i.imgur.com/NAJbN9k.png)(https://i.imgur.com/vduCKIW.gif)
 The Kingdom of Terra
(https://i.imgur.com/jCAKoyP.gif)
Download Here (v0.13.1) - 0.95a compatible (https://bitbucket.org/Sinosauropteryx/version-files/downloads/Kingdom_of_Terra_v0.13.1.zip)
(Mirror) (https://drive.google.com/open?id=1d-05tRudNxTNxXu_GD7ZSiWfRQb99FYx)
Slightly older build (v0.12) - for you 0.9.1a dinosaurs! (https://bitbucket.org/Sinosauropteryx/version-files/downloads/Kingdom_of_Terra_v0.12.zip)

In the belly of their hollow planet, the Kingdom of Terra plans its uprising! Prepare your trembling Sector for the marvels of science gone awry, and the horrors of nature unleashed!
Lore
The planet Neoterra exists co-spacially within an anomaly that opens a vast, immeasurable pocket of habitable space inside the planet's core, without affecting its gravity or other external properties. The nature of the anomaly causes "real" time to pass more slowly as one ventures deeper into the planet, which has resulted in a human population far older than the hundred-ought cycles that have passed since the planet's discovery. Conditions within the planet are exemplary for sustaining all kinds of life, and the overlapping gradients of timeflow, gravity, heat, moisture, and atmospheric composition allow for unmatched biodiversity - including immense gigafauna unseen on any conventional planet.

Neoterra is home to countless savages who, for centuries, have eked out a hand-to-mouth existence in the planet's harsh underground ecosystem. From that crucible of constant tribal warfare emerged the Kingdom of Terra, Neoterra's foremost political body, ruled by self-styled God-King Tyrannus Rex I and his court of technocrats. Having rediscovered space travel only recently (and accidentally), the Kingdom's agents wasted no time in collecting artifacts and technologies from Persean space. The secrets of these marvels are jealously guarded from the rest of the planet's inhabitants, whose colossal ignorance serves as the Kingdom's fulcrum of control over them. With deception and science creating an illusion of true godhood, the Kingdom corrals the millions-strong population into a fearsome - or, at the very least, numerous - fighting force.

Now, perhaps sipping his own communion wine, Tyrannus Rex I has set his sights on the rest of the Persean Sector, launching his Great Emergence with ambitions of conquest. And while his military doctrine may be questionable, the might of his industry - which, due to Neoterra's anomalous time passage, allows hundreds of hours of production each "outside" day - is perhaps a match for the great multi-system powers of the Sector.
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Kingdom ships run the gamut from cobbled-together clunkers to impossible feats of engineering. Common themes include: close-range and melee specialization, articulated multi-module hulls, angled engines and mobility systems conferring unconventional movement, prodigious use of built-in weapons, above-average fuel capacity, and a tendency to invest in armor and hull over shields.
Ships
(https://i.imgur.com/kkRRwJU.png)
Slingshot-class bomber wing
A stone-age fighter at a rock-bottom price.

(https://i.imgur.com/jKZT99i.png)
Goon-class heavy fighter wing
An imposing pair of barrels.

(https://i.imgur.com/NnmY7QF.png)
Shaman / Chieftain-class rocket bomber wings
Pyrotechnic crews.

(https://i.imgur.com/8N3EnvA.png)
Anchor-class heavy distraction drone
It weighs a lot.

(https://i.imgur.com/WlB7ZIC.png) (https://i.imgur.com/yluUHeH.png)
Snaggletooth-class frigate / Fossil Fueler-class tanker
A caveman-piloted dinosaur skull (and its capacious retrofit).

(https://i.imgur.com/x2o3YYG.png) (https://i.imgur.com/2im2fLd.png)
Smasher-class frigate
A self-throwing brick. (Also available in pirate.)

(https://i.imgur.com/ejpE21n.png)
Queen-class drone carrier
A little frigate with a big family.

(https://i.imgur.com/gcoLBYs.png) (https://i.imgur.com/8JZwOey.png)
Trilobite-class combat freighter / Ammonite-class carrier freighter
A multipurpose machine that masters miscellaneous missions while mounting multiple medium missiles (and its capacious carrier counterpart).

(https://i.imgur.com/xGhUk1k.png) (https://i.imgur.com/qX5pyPD.png) (https://i.imgur.com/15Kr4FV.png)
Rhino-class destroyer / Mammoth-class heavy cruiser
These fossils dig you up. (Rhino also available in jihad.)

(https://i.imgur.com/LfBBQEq.png) (https://i.imgur.com/1ck1yqk.png)
Rascal-class frigate / Monster-class destroyer
Well-armed ships that don't pull punches.

(https://i.imgur.com/uRq1l3P.png) (https://i.imgur.com/Gqux9h2.png)
Urchin-class frigate / Basilisk-class cruiser
Powerful posteriors producing profusions of pointy pain.

(https://i.imgur.com/le6V8wa.png) (https://i.imgur.com/pW9OJ57.png)
Draco-class destroyer / Wyvern-class cruiser
High-tech status symbols for the discerning aristocrat.

(https://i.imgur.com/PqbgBlC.png)
Pulverizer-class battleship
Wrecking ball in the front, atom bomb in the back.

(https://i.imgur.com/8nRNFpL.png)
Rex-class fast battleship
This rex face wrecks face.

(https://i.imgur.com/l2xduXe.png) (https://i.imgur.com/D6n3npI.png)
Hatchling-class frigate / Quetzalcoatl-class battlecruiser
Electromagnetic coils.

(https://i.imgur.com/5ITBJ5J.png) (https://i.imgur.com/0Sv70yJ.png)
Converted ships
Turning trash into smash.
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Kingdom R&D labs are staffed with all the scientists rejected from other factions for their high-risk psych profiles.
Weapons
(https://i.imgur.com/y3n0SUb.png)
Grinder
Indiscriminate spark sprayer.

(https://i.imgur.com/lJb2V5K.png)(https://i.imgur.com/xpnc9bH.png)
Boomstick / Blunderbuss
A familiar-sounding weapon, and its ornery grandfather.

(https://i.imgur.com/aQfTP85.png)(https://i.imgur.com/s6Ofe23.png)
Rockchucker / Avalauncher
Let he who is without sin cast the first stone.

(https://i.imgur.com/JOQcl0F.png)
Heckbore Cannon
It just works.

(https://i.imgur.com/8XDhEm2.png)
Bee Shooter
Pump 'em full of bees.

(https://i.imgur.com/3qJdaXV.png)(https://i.imgur.com/fWdtIdh.png)
Bully Beam / Big Bully Beam
Pushy PD options.

(https://i.imgur.com/SGzCaX0.png)(https://i.imgur.com/SD4X4fT.png)
Lava Belcher / Lava Spewer
Volcanic panic.

(https://i.imgur.com/02id6VV.png)
Grappling Beam
Animal magnetism.

(https://i.imgur.com/TUpHMq6.png)
CHAD Lance
Ouch!

(https://i.imgur.com/80UWobe.png)
Telekinesis Ray
Rearrange the cosmos.

(https://i.imgur.com/fQhTphS.png)
Carcharos SRM
Autoloading shield-nibblers.

(https://i.imgur.com/qmAIWd6.png)(https://i.imgur.com/nY1MbyL.png)
Pyre rocket launcher / Pyre rocket pod
Dumbfire, or the dumbest fire?

(https://i.imgur.com/jzP8d95.png)
Flushpipe-class torpedo / Plunger Flushpipe launcher
Teleports behind you.

(https://i.imgur.com/WBmSZuU.png)
Triceratorp
Very heavy damage.

(https://i.imgur.com/y3M97MI.png)
Drill Factory
An automated auger assembly
allowing amaranthine armor-annihilating attacks.

(https://i.imgur.com/xojDbDu.png)
Thresher-class torpedo
Pretty much what it looks like.

And if you really like overkill...
(https://i.imgur.com/QjEjwEJ.png)
Winnower-class meme torpedo
Achieved by breeding a Reaper with a Titan.
(This one is marked as "SYSTEM" in weapon_data.csv by default. Remove that flag to play with it - but it still won't be set to spawn in the campaign, for humanity's sake.)
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Get a load of this action:
Videos & gifs
(https://i.imgur.com/LucSjjM.gif) (https://i.imgur.com/zJCHvgH.gif) (https://i.imgur.com/1xYjLv3.gif) (https://i.imgur.com/VUkbXR7.gif) (https://i.imgur.com/MvJZHjF.gif) (https://i.imgur.com/d27O3VO.gif) (https://i.imgur.com/dSlqzf3.gif) (https://i.imgur.com/csHkmnb.gif)
Pictures & old stuff
watch
(https://i.imgur.com/YihJNgP.png)(https://i.imgur.com/FDrNnPW.png)  (https://i.imgur.com/M1Hhbiq.png) (https://i.imgur.com/qTE4j7D.png) (https://i.imgur.com/OgRc0zD.png) (https://i.imgur.com/RQ5PJlM.png)
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Ogle the blunders of evolution:
Concept Art
Basilisk evolution
(https://i.imgur.com/dL75YSX.png)
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Rhino
(https://i.imgur.com/dco2gox.png)
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Mammoth
(https://i.imgur.com/Y2V8gvl.png)
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Trilobite
(https://i.imgur.com/lDZ887i.png)
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Drill factory
(https://i.imgur.com/zTy2Xg8.png)
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Pulverizer
(https://i.imgur.com/Vs1IzIQ.png)
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Quetzalcoatl early napkin math, flag, notes. Some of those To-Dos were never actually done.
(https://i.imgur.com/yq6iaLU.png)
(https://i.imgur.com/yqbV3Vw.png)
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Your feedback is much appreciated:
- Bug reports.
- Balance testing.
- Sprite criticism.
- Suggestions of any kind. Just post 'em in here!

Thanks to:
- Thule, xenoargh, Snrasha, DrakonST, axlemc131, Makina, HELMUT, Medikohl, J0hn Shm0, and Zen for their Spiral Arms contributions!
- DarkRevenant, for inspirational (and in parts copied) code in SWP and Interstellar Imperium!
- cycerin et al., for the same as above but from Blackrock!
- Vayra, Tartiflette, King Alfonzo, and kazi for their great walkthroughs!
- Alex, Sundog, Soren, LazyWizard, Histidine, and anyone else who was helpful in the misc modding thread and discord!
- Interestio for use of his portraits, straight from the Intertesting Portraits Pack (http://fractalsoftworks.com/forum/index.php?topic=17066.msg269406) (highly recommended)!
- HeartofDiscord, Hasp, and Inabikari for valuable balance feedback!
- yourleader, for the idea & concept drawing that inspired the Rex!
- Everyone who reported bugs (too many to name)!

Like this mod a lot?
If you're feeling generous, you can send me a tip w/ PayPal. (https://paypal.me/Sinosauropteryx) It's very much appreciated.
If not, that's ok. This mod will always be free for all to enjoy.

I'm open to taking commissions, special requests, etc. PM me here or on Discord for more details.
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Changelog
Mar 30, 2021: v0.13.1 HOTFIX released.
- Tentative fix to crash involving Queen's bee bombs.

Mar 29, 2021: v0.13 released.
- werks wiff 0.95a
- Neoterra changes:
 -- Farming replaced with Hunting & Gathering industry, supplying food and exotic beasts
 -- New commodity, exotic beasts, found exclusively on Neoterra
 -- Subterranean Foundries increases planet's fleet size by 1.5x
 -- Anomalous Interior adds large bonus to ground defense; partially offset by downgrade of Heavy Batteries to Heavy Boulders (total change x3 -> x5)
- Caveman mass-immigration. Planets captured or colonized by KoT will gain Decivilized Subpopulation after (10 * planet size) days. This can be reversed if another faction recaptures the planet before this time. (Planet capture/transfer requires Nexerelin or similar.)
- New dockside bar art & description for KoT planets. Meet contacts in style
- Mammoth: Wool patches have been tweaked graphically to clash less with damage and engine flames

Older Updates
Mar 16, 2021: v0.12 released. (Should be fully save compatible.)
- Basilisk, Urchin: Sprite reworks.
- Monster, Mammoth, Queen, Rhino, Quetz, Hatchling: Sprite touchups/additions.
- Basilisk, Urchin: Fixed a bug where the ship would stay in place instead of spinning, and an AI bug that would stop the AI from using its system.
- Carcharos SRM, slingshot bombers: No longer used by pirates.
- AI & physics improved across the board to better account for phase ships.
- Drill Factory, Avalauncher now contribute to mining in Nexerelin.
- Drill Factory now has a primary arming stage, like Squalls.
- 4 new caveladies added to portrait roster.
- More NPC interactions translated into cave-speak.
- Scenic art and more lore added to Neoterra.

Nov 24, 2020: v0.11 released.
- New ship: Rex-class fast battleship.
- Conversion ships: Hammerhead (KoT), Kite (KoT).
- New weapons: Avalauncher, Drill Factory.
- Basilisk, Urchin: Spin speed is no longer tied to frame rate; should spin and throw spikes more consistently in laggy battles.
- Rhino:  AI improved. Numerous nerfs (to offset now very powerful AI-controlled Rhino).
 -- Top speed w/ system reduced (230 -> 155)
 -- Drill damage reduced (4800 -> 3000) - also affects Mammoth
 -- Hull: 7500 -> 6500
 -- Armor: 750 -> 550
- Bee shooter: Projectile speed buffed (1000 -> 1400)
- BUGFIX: Enemy module ships retreating should no longer soft-lock the game. (Tentative fix - may revert if it messes up other mods)
- Campaign level changes:
-- Faction aggression, war decs, and bad rep events in Nexerelin/Vayra's Sector have been toned down. (no giant fleet spam - hopefully)
-- Neoterra's heavy industry variant should no longer show up in industry list (unless you're on Neoterra).
-- The faction's home system has been overhauled and expanded.
-- Neoterra: Size 9 -> size 7. grug bad at counting
-- Added caveman characters to Combat Chatter.

Aug 27, 2020: v0.10.1 HOTFIX, save compatible.
- Bugfix: Vanilla known weapon blueprints were being wiped from pirate/indie factions. This is no longer the case.
- Version file should be a little more accurate.
- Ammonite codex description added.

July 24, 2020: v0.10 released.
- New ships: Draco-class destroyer, Wyvern-class cruiser, Ammonite-class carrier freighter.
- New fighters: Shaman & Chieftain rocket bombers, Anchor really heavy fighter.
- New weapons: Pyre rocket launcher/pod, lava belcher/spewer, heckbore cannon.
- New hull mod: Overdriven Fighters.
- New high value bounty.
- Queen: Overhaul of hive bomb. Now reloads ammo over time, producing larger clouds of Wasps if left to charge longer. Damage lowered to compensate.
- Blast Dampeners hullmod now affects modules.
- "Bee-making" weapons will no longer cause chatter with Combat Chatter.
- Many melee ships are now made at least Aggressive by default. This doesn't override the personality of an onboard officer.
- Snake ships: Fixed a bug that caused AI to get stuck in a loop when facing to the right, plus other minor tweaks. Movement should be a little smoother now.
- Bully, big bully, CHAD: New sprites.
- Minor aesthetic, balance, and AI tweaks all over.
- Noteworthy balance changes:
-- Rhino/Mammoth drill: 6000 DPS -> 4800
-- Basilisk, Urchin: Middle tail sections made beefier.
-- Bully beam: 500 range -> 400
-- Big bully beam: 600 range -> 800
-- Snake ship rear-facing turret arcs: 240 -> 300
- Campaign-level changes:
-- Planet Neoterra has been added to normal trade routes.
-- The faction has been made more aggressive, generally less agreeable towards other factions, and likely to start wars.
-- Caveman portraits made available for players.
-- Vayra's Sector integration - KoT now stages raids and builds bases.

Feb 13, 2020: v0.9.5 released.
- New hullmods: Integral Density, Blast Dampeners.
- Quetzalcoatl: Nerfs.
-- Hull, armor, and shield of head segment all reduced by ~15%.
-- EMP emitter: Cooldown increased (9s -> 12s), also affects Hatchling.
-- Overdriven escape: Major speed/maneuverability cut (-40%), also affects Hatchling.
- Smasher: Divebomb nerfed (10x mass -> 7x, 80% damage resist -> 65%). Psst, use the new hull mods to bring it (mostly) back up to spec!
- Trilobyte: Buffed. Receives bonus speed in combat when not equipped with logistics hullmods.
- Flushpipe: Buffed (500en/2000emp -> 750en/2500emp)
- Pulverizer: AI improvements. Should blast off into empty space less often.
- Pulverizer system: Charge-up time increased (3s -> 4s)
- CHAD Lance: Beam will now overload hit modules, as well as the mothership.
- Commissioned Crews hullmod has been changed.

Feb 3, 2020: v0.9 released.
- New ship: Pulverizer-class battleship.
- A load of weapon nerfs:
-- Blunderbuss: Damage lowered (3200 -> 2400)
-- Flushpipe: Damage lowered (1500en/5000emp -> 500en/2000emp)
-- Flushpipe rack: OP cost raised (4 -> 5)
-- Triceratorp: Damage of submunitions lowered (1500 -> 1000)
-- Rockchucker: Fixed bug that made AI too leery of it, no stat changes
- And a buff:
-- Slingshot bomber: OP cost lowered (4 -> 0)

Jan 22, 2020: v0.8 released.
- New ships, all frigates: Rascal, Urchin, Hatchling, and Fossil Fueler.
- New weapons: Flushpipe-class torpedo (small & medium), Triceratorp-class torpedo (small & medium), Blunderbuss (medium ballistic)
- Carcharos SRM buffed: OP lowered (6 -> 3)
- Boomstick nerfed: Flux raised (200 -> 300)
- Rockchucker nerfed: Flux raised (50 -> 120)
- Quetzalcoatl buffed: Changed final tail segment's medium turret (hybrid -> universal)
- Basilisk, Monster, Quetzalcoatl: Subtle AI improvements, and fixed a bug causing AI to fail in sim opponents.
- Snaggletooth: Sprite touchup.
- Kingdom of Terra faction starts out a little less hostile to player and most factions.
- Garghool (system) has an additional jump point closer to the main planet.
- Loads of small tweaks and improvements, both aesthetic and mechanical. I couldn't possibly list them all because I forget most of them.
NOTE: I'm pretty sure this won't break saves, but it's a lot of stuff so who knows! Tread carefully.

Jan 16, 20202: v0.7.3 HOTFIX released.
- Quetzalcoatl no longer becomes a frigate permanently after losing its body. (Any existing frigate Quetz may still remain that way for the rest of its life)
- Grappling beams should no longer appear on pirate stations or ships.

Jan 14, 20202: v0.7.2 HOTFIX released.
- Fixed issue with Basilisk tail out-of-bounds exception (hopefully for good this time)
- Fixed misleading DPS readout of Grinder.

Jan 12, 2020: v0.7.1 HOTFIX released.
- Fixed crash caused by Ouroboros lacking some engines.
- Goon heavy fighter is now correctly labeled in the codex.

Jan 10, 2020: v0.7 released.
- Quetzalcoatl changes:
- - New system.
- - Substantial buffs to head segment's shield, armor, hull (at least double the survivability).
- - Body segment survivability is now concentrated more in the front segments (and received an overall small buff).
- - Body segment shield arc increased (30 -> 45).
- - Auxiliary Thrusters are now built-in, with concurrent drop in OP (150 -> 130).
- - When the body is destroyed, the head becomes a speedy little super-frigate.
- - AI improvements, movement is more slithery than ever before.
- - Changes apply to unique dreadnought version as well.
- New fighter wing: Goon-class heavy fighter.
- New skin: Rhino (LP).
- Carcharos missile: Buffed (75 -> 100 dmg). Also affects Snaggletooth version.
- Snaggletooth: Cargo capacity increased (50 -> 75).
- Queen: Shield arc increased (180 -> 360), flux pool increased (1200 -> 1800)
- Weapon distribution changes: Pirates and independents will now have limited access to more common Kingdom weapons and LPCs.
NOTE: Shouldn't break saves, BUT if you have an existing Quetzalcoatl, it might look and play a little funny.

Jan 6, 2020: v0.6 released.
Ships & Combat
- New ship: Mammoth-class heavy cruiser.
- New fighter wing: Slingshot-class bomber.
- New skin: Smasher (P).
- Returning ship: Trilobyte, with visual overhaul and some mechanical tweaks.
- Smasher: Ship system buffed (3 charges, flux cost: 1000 -> 500, distance/recovery time halved)
- Smasher, Monster: AI improvements. Will use systems to engage in melee range much more often.
- Across-the-board ship price adjustments (generally cheaper)
Faction & Campaign
- New faction flag.
- New faction portraits.
- New faction ship and person names.
- New dialogue and descriptions for some faction interactions.
- Faction markets now have access to fuel.
- The Kingdom has emerged from the shadows and is no longer hidden! (translation: I gave up trying to get the hidden market to work)
I don't think this one will break saves, though not all changes will appear if you update an existing save.

Dec 23, 2019: v0.5 released.
- Quetzalcoatl changes: Complete sprite revamp, including smaller size more in line with other capitals. Somewhat improved AI on slither movement and ship system. Ship system has been toned down significantly (3.5s duration, from 7).
- Vayra's Sector (http://fractalsoftworks.com/forum/index.php?topic=16058.0) unique bounty added: Ouroboros-class dreadnought. (iiiittt's biiiiggg)
- Commissioned Crews (http://fractalsoftworks.com/forum/index.php?topic=16677.0) hullmod added: Terran Density.
- Trilobyte, Bat, Verne, and Invader have been removed from fleets and markets for crimes against aesthetics. Graphical and mechanical overhauls may come in the future, in similar style to the Quetzal. (If you liked any of these ships, let me know, and I will prioritize it higher.)
Say goodbye to these ugly sprites
(https://i.imgur.com/D8Et3fK.png)(https://i.imgur.com/Ec0XCit.png)(https://i.imgur.com/SOPFFGB.png)(https://i.imgur.com/JvONg7Z.png)(https://i.imgur.com/6v1boFw.png)
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This one may break saves - assume it does!

Dec 5, 2019: v0.4.1 hotfix released.
- Fixed bug where Basilisk and Smasher systems wouldn't work if the ship had D-mods.
- Fixed issue with improper .csv case that caused problems on Linux.

Nov 30, 2019: v0.4 released.
- New ship: Monster-class destroyer.
- New weapon: CHAD Lance.
- Sprite touchups for Bully & Big Bully.
- Minor aesthetic changes, mostly to codex and statblocks.

Nov 12, 2019: v0.3 released.
- New weapons: Boomstick, Telekinesis Ray.
- Campaign music added.
- Version Checker integration added.
- Some small balance tweaks, notably: Verne reduced to 26 DP (was 30).
- Small aesthetic changes to faction fleet composition, codex entries, etc.
- Under-the-hood changes to improve physics and stop memory leaks.

Nov 6, 2019, 7pm EST: !HOTFIX! ay chihuahua!
- Fixed issue with Basilisk during very laggy battles, where its system would not operate.
- Slightly buffed Basilisk tail weapon to be immune to EMP/flameouts. (EMP will still disable engines, preventing system use, but weapon being disabled was visually confusing.)

Nov 6, 2019: v0.22 released.
- New ship: Basilisk-class cruiser.
- Fixed a bug where Wasp-spawning weapons would add to deployed total.

Nov 3, 2019: v0.211 released.
- BUGFIX: Issue within Nexerelin file caused crashes. (Thanks to Serpens for catching it)

Nov 3, 2019: v0.21 released.
- New ships: Smasher-class frigate, Queen-class drone carrier.
- Two new missions featuring the new ships.
- Fixed bugs and cleaned up code in Rhino drill among others.
This shouldn't break saves, let me know if it does and I'll try to post a fix.

Oct 31, 2019: v0.2 released.
- New faction: Kingdom of Terra.
(Note, the faction and its system still use a lot of placeholder and vanilla assets. Expect everything about it to improve in the future. But it works!)
- New capital ship: Invader-class battleship.
- New weapons: Carcharos SRM, Grinder.
- Buff - Improved Snaggletooth's built-in Carcharos and system, it can now fire twice as many missiles per minute.
- Nerf - Changed Verne's flux stats (capacity up, dissipation down) and turrets (2 medium -> 2 small).
- Nerf - Reduced Rhino's drill's damage reduction (90% -> 80%).
- Fixed an issue with Quetzalcoatl's bounds.
- Minor changes to ship burn levels, variants, codex stuff.
- With the new faction, availability of most hulls and weapons has been cut from other factions.
I'm unsure if this update will break saves - so treat it like it will!

Oct 26, 2019: v0.14 released.
- New ship: Quetzalcoatl-class battlecruiser.
- Hullmod icons added.

Oct 17, 2019: v0.13 released.
- New ship: Trilobyte-class combat freighter.
- New weapons: Bully Beam, Big Bully Beam, Rockchucker.
- Grappling Beam: Physics adjustment. Should work more consistently across different ship weights. (Approximately a sidegrade.)
- Rhino's Drill: Lowered rate of fire, increased damage per shot, mostly for performance during laggy battles.  (Approx sidegrade. Lower overall DPS but higher vs armor.)
- Bee Shooter: Increased DPS, decreased OP cost. (Buff)

Oct 8, 2019: v0.12 released.
- Bat-class phase destroyer added.
- Grappling Beam added.
- Adjustment to Verne's built-in hullmod and speed. (Overall buff)

Oct 7, 2019: Fixed bloated .jar file.
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Title: Re: [0.9.1a] Kingdom of Terra (v0.1)
Post by: xenoargh on October 06, 2019, 03:19:00 PM
This is a great, corny idea!  Needs moar Flying Saucer.  Preferably flown by reptilians (https://en.wikipedia.org/wiki/Strike_Force_(video_game)).
Title: Re: [0.9.1a] Kingdom of Terra (v0.1)
Post by: Sinosauropteryx on October 06, 2019, 03:59:29 PM
Thanks :) I may just have plans for something along those lines, but first I'll have to grok the scripting of multi module ships.
Title: Re: [0.9.1a] Kingdom of Terra (v0.1)
Post by: TrashMan on October 06, 2019, 04:21:26 PM
NOT THE BEES! NOT THE BEES!
Title: Re: [0.9.1a] Kingdom of Terra (v0.1)
Post by: Harmful Mechanic on October 06, 2019, 05:01:47 PM
I approve wholeheartedly of the bee gun.

Module ships don't require any scripting; you just need a weapon slot set to HARDPOINT, size LARGE, type STATION_MODULE, and then a variant file with a section like this (taken from DME's Baikal Brone):

Code
    "modules": [
        {"WS0010": "istl_bronev_plate_bow_std"},
        {"WS0021": "istl_bronev_plate_left_std"},
        {"WS0030": "istl_bronev_plate_right_std"},
        {"WS0031": "istl_bronev_plate_lrear_std"},
        {"WS0032": "istl_bronev_plate_rrear_std"}
    ],

assigning the various modules to those weapon slots (by variant ID). Things like rotating modules are all taken care of by hullmods.
Title: Re: [0.9.1a] Kingdom of Terra (v0.1)
Post by: Sinosauropteryx on October 06, 2019, 05:30:55 PM
Oh, great! Thanks. It looked like there was a lot more going on in the Cathedral/Wall files.
Title: Re: [0.9.1a] Kingdom of Terra (v0.1)
Post by: Dwarden on October 06, 2019, 08:25:17 PM
Code
112680 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.hullmods.KT_ImprovedZeroFlux]
java.lang.RuntimeException: Error compiling [data.hullmods.KT_ImprovedZeroFlux]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.hullmods.KT_ImprovedZeroFlux
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more

crash on load
Title: Re: [0.9.1a] Kingdom of Terra (v0.1)
Post by: Sinosauropteryx on October 06, 2019, 09:05:53 PM
Hmm. What other mods are you running?
Edit: It seems there's something wrong with my .zip, it's got the wrong filetypes. Let me repackage it.
Edit2: Okay, try it now. Old one was a completely wrong folder. New one should have the correct files, get it here. (https://drive.google.com/open?id=1YR3jnUqK8NKzw__nAH1TGymCq0k2Mjw2)
Title: Re: [0.9.1a] Kingdom of Terra (v0.1)
Post by: MesoTroniK on October 07, 2019, 07:45:21 PM
Yo Sinosauropteryx so I downloaded your mod with the intention of looking at faction relationships so I could set them in mine to match. I then realized there was no relationships set as this is not really a faction mod yet it seems but instead a content pack. But I then noticed something *really* odd. Your .jar file is like 22mb?!

I decompiled it and found a horror show, where the .jar contains the .class files of course, but also in effect a copy of all (or least most) of the mod files including data and art! And even worse? It has another .jar, and in that .jar? Is the same copy of the mod in full and this repeats itself recursively probably dozens of times.

I am not quite sure how you did this, but it is bloating the file mass of your mod by several orders of magnitude. Your .jar should not include anything but the compiled scripts and a META-INF folder, and it certainly should not also include an older copy of the .jar which also includes the mod in full erroneously as a fractally repeating process for likely the total count of how many times you compiled your scripts heh.

Anyways just making you aware of this problem, while not technically a bug nor does it cause issues... It certainly is silly and bloats file mass *badly*.
Title: Re: [0.9.1a] Kingdom of Terra (v0.1)
Post by: Sinosauropteryx on October 07, 2019, 08:12:35 PM
You're right, that is a huge problem. Thanks for bringing it to my attention, it must be something wrong with my intellij settings. Update soon.

EDIT: New release, with appropriately sized .jar (27KB), get it here. (https://drive.google.com/open?id=1cO3UyShzuEZ6DuvB-3h8Y4cwtzMEkNsV)

Faction stuff is coming soon :)
Title: Re: [0.9.1a] Kingdom of Terra (v0.12)
Post by: Sinosauropteryx on October 08, 2019, 08:36:30 PM
v0.12 released! A phase ship, plus this thing:
https://youtu.be/RmLNZ6bSrlQ
(video lag/choppiness is from my junkbox trying to run recording software, the mod does not normally lag.)
Title: Re: [0.9.1a] Kingdom of Terra (v0.13)
Post by: Sinosauropteryx on October 17, 2019, 01:21:20 PM
v0.13 released.

New ship, the Trilobyte.
(https://i.imgur.com/gzPjz5K.png)


New weapons too.

Edit, minor update to fix some missing commas that would throw an exception. If you've been having that problem its been fixed, thanks Sarensoran!
Title: Re: [0.9.1a] Kingdom of Terra (v0.13)
Post by: Dwarden on October 18, 2019, 10:21:48 PM
Code
47580 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: \DIRECTORY: StarSector\starsector-core\..\mods\Kingdom of Terra (data/world/factions/default_ship_roles.json)
Expected a ',' or '}' at 559 [character 2 line 35]
org.json.JSONException: DIRECTORY: \StarSector\starsector-core\..\mods\Kingdom of Terra (data/world/factions/default_ship_roles.json)
Expected a ',' or '}' at 559 [character 2 line 35]
at com.fs.starfarer.loading.LoadingUtils.class(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.new(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

several missing , after } in file: default_ship_roles.json
Title: Re: [0.9.1a] Kingdom of Terra (v0.13)
Post by: Sinosauropteryx on October 19, 2019, 06:20:27 AM
Thanks for reporting this, it was caught earlier yesterday and the link that is there now should (edit: does, I just double-checked) have the fixed version. Sorry for the inconvenience!
Title: Re: [0.9.1a] Kingdom of Terra (v0.13)
Post by: Sinosauropteryx on October 24, 2019, 01:29:47 PM
Just a snek preview of the capital boy I've been working on
https://www.youtube.com/watch?v=yos6MXHmhoc
Title: Re: [0.9.1a] Kingdom of Terra (v0.13)
Post by: blueberry on October 24, 2019, 03:17:36 PM
damn man! such a unique capital
Title: Re: [0.9.1a] Kingdom of Terra (v0.1)
Post by: creature on October 24, 2019, 04:13:57 PM
I approve wholeheartedly of the bee gun.

Module ships don't require any scripting; you just need a weapon slot set to HARDPOINT, size LARGE, type STATION_MODULE, and then a variant file with a section like this (taken from DME's Baikal Brone):

Code
    "modules": [
        {"WS0010": "istl_bronev_plate_bow_std"},
        {"WS0021": "istl_bronev_plate_left_std"},
        {"WS0030": "istl_bronev_plate_right_std"},
        {"WS0031": "istl_bronev_plate_lrear_std"},
        {"WS0032": "istl_bronev_plate_rrear_std"}
    ],

assigning the various modules to those weapon slots (by variant ID). Things like rotating modules are all taken care of by hullmods.
I'm sorry that this isn't related to the topic itself, but I really need to ask - whenever I did this, the modules would only appear in simulations - whenever I got my fleet in a 'real' battle, the ships with these modules would come in 'naked'. Is there something else that needs to be setup to make it work?
Title: Re: [0.9.1a] Kingdom of Terra (v0.13)
Post by: Sinosauropteryx on October 25, 2019, 05:11:27 AM
I'm sorry that this isn't related to the topic itself, but I really need to ask - whenever I did this, the modules would only appear in simulations - whenever I got my fleet in a 'real' battle, the ships with these modules would come in 'naked'. Is there something else that needs to be setup to make it work?
Yeah, it sounds like your mothership is not designated as SHIP_WITH_MODULES under hints in the ship_data.csv file.
Title: Re: [0.9.1a] Kingdom of Terra (v0.13)
Post by: creature on October 25, 2019, 05:50:30 PM
Yeah, it sounds like your mothership is not designated as SHIP_WITH_MODULES under hints in the ship_data.csv file.
This was exactly it! Thank you very much!
Title: Re: [0.9.1a] Kingdom of Terra (v0.14) - Capital Update
Post by: Sinosauropteryx on October 26, 2019, 04:41:20 PM
Capital ship update is here!
(https://i.imgur.com/vwBC0Bb.png)

Also these things:
(https://i.imgur.com/ATtMQty.png) (https://i.imgur.com/FBr9gmN.png) (https://i.imgur.com/YHBdafW.png) (https://i.imgur.com/B6vdBTs.png) (https://i.imgur.com/m37ZyFU.png)
Title: Re: [0.9.1a] Kingdom of Terra (v0.14) - Capital Update
Post by: Someone64 on October 28, 2019, 12:15:33 AM
This mod's tremendous! I'm especially fond of the Rhino and its grapple beams as I've always wanted a melee ship in SS that's not just a one mission joke thing.

Really excited to see this come out as a faction but honestly, I'd like to see this be implemented as a minor faction instead. Some hidden one sitting in the fringe that launches raids every so often or something like that. I'd also love to see missions showcasing the ships and stuff.
Title: Re: [0.9.1a] Kingdom of Terra (v0.14) - Capital Update
Post by: NightfallGemini on October 28, 2019, 01:50:24 AM
The gif of that wyrm ship is cool as hell and I love the concept.
Title: Re: [0.9.1a] Kingdom of Terra (v0.14) - Capital Update
Post by: Sinosauropteryx on October 28, 2019, 10:12:21 AM
The gif of that wyrm ship is cool as hell and I love the concept.
This mod's tremendous! I'm especially fond of the Rhino and its grapple beams as I've always wanted a melee ship in SS that's not just a one mission joke thing.
Thanks!

Quote
Really excited to see this come out as a faction but honestly, I'd like to see this be implemented as a minor faction instead. Some hidden one sitting in the fringe that launches raids every so often or something like that. I'd also love to see missions showcasing the ships and stuff.
I've been chipping away at the faction required material, slowly. I'm not sure what makes a faction hidden or minor but it would fit the flavour for sure. (The ships kind of clash when you see them too often.) As for missions - I never thought of that. But I'll put it on the list of things to work on since you're interested, thanks for the suggestion.
Title: Re: [0.9.1a] Kingdom of Terra (v0.14) - Capital Update
Post by: Cathair on October 28, 2019, 08:57:38 PM
Capital ship update is here!

You gotta be kiddin' me. I didn't know SS could do fully dynamic module movement! What a rad thing to make.
Title: Re: [0.9.1a] Kingdom of Terra (v0.14) - Capital Update
Post by: Protonus on October 28, 2019, 09:09:15 PM
Hey, it's Me. I did that gif you posted on the OP.

It's a cool mod and I enjoy how unique the ships are as flagships as mine and as the enemies'.
Title: Re: [0.9.1a] Kingdom of Terra (v0.14) - Capital Update
Post by: Sinosauropteryx on October 28, 2019, 11:13:59 PM
Appreciate it!
@Protonus: Noted and updated!

I didn't know SS could do fully dynamic module movement!
It took some black magic. I'm writing a tutorial on how it works, I want to see what better sprite-makers than me can do with the technology.


These boats might have a harbor soon.
(https://i.imgur.com/ozU9A7R.png)
[close]


Title: Re: [0.9.1a] Kingdom of Terra (v0.14) - Capital Update
Post by: Harmful Mechanic on October 28, 2019, 11:49:50 PM
Loving the capital, and I'd love to get a look behind the curtain, I can think of a few neat things to do with that kind of module behavior.

I've been chipping away at the faction required material, slowly. I'm not sure what makes a faction hidden or minor but it would fit the flavour for sure. (The ships kind of clash when you see them too often.) As for missions - I never thought of that. But I'll put it on the list of things to work on since you're interested, thanks for the suggestion.

Hiding a hand-made market in a system file is pretty straightforward:

Code
                // Hide this market.
                        hiddenMarket.setEconGroup(hiddenMarket.getId());
                        hiddenMarket.setHidden(true);
                        hiddenMarket.setSurveyLevel(SurveyLevel.NONE);
                        primaryEntity.setSensorProfile(1f);
                        primaryEntity.setDiscoverable(true);
                        primaryEntity.getDetectedRangeMod().modifyFlat("gen", 5000f);
                        hiddenMarket.getMemoryWithoutUpdate().set(DecivTracker.NO_DECIV_KEY, true);

It's up to you how you'd want to place that market in the sector; anything from simply randomly assigning it to a procgen system via script to spawning an entire system with a semi-random location would work. Go nuts! I'm sure it'll be cool, whatever you come up with.

Missions are remarkably easy! One reason to have them is to serve as a sort of quickie showcase for people who want to try out your mod without starting a new campaign or opening up Console Commands.
Title: Re: [0.9.1a] Kingdom of Terra (v0.2) - Faction Update
Post by: Sinosauropteryx on October 30, 2019, 09:33:42 PM
Update time. The big one is here!
(https://i.imgur.com/XEUzVTj.png)

Also this big one:
(https://i.imgur.com/ICdUExk.png)

Get it here: Kingdom of Terra v0.2 (https://drive.google.com/open?id=1gz3v5ysnPzaTVNJLgOLHkQ1LbC4ucDmn)
Title: Re: [0.9.1a] Kingdom of Terra (v0.21) - Frigates & Missions
Post by: Sinosauropteryx on November 03, 2019, 12:21:32 AM
Another update. Two frigates and two missions.
(https://i.imgur.com/wnHYa84.png) (https://i.imgur.com/ejpE21n.png)
Title: Re: [0.9.1a] Kingdom of Terra (v0.22) - Basilisk
Post by: Sinosauropteryx on November 06, 2019, 10:34:27 AM
Update: The Basilisk.

(https://i.imgur.com/tax852m.png)(https://i.imgur.com/LucSjjM.gif)
Title: Re: [0.9.1a] Kingdom of Terra (v0.222) - Basilisk & Hotfix
Post by: Sinosauropteryx on November 06, 2019, 04:02:33 PM
If you downloaded the update earlier today, don't miss the hotfix just uploaded.
Title: Re: [0.9.1a] Kingdom of Terra (v0.222) - Basilisk & Hotfix
Post by: etherealblade on November 06, 2019, 04:48:28 PM
So Epic! So Primal! I'm loving the designs of this faction!
Bravo!
Title: Re: [0.9.1a] Kingdom of Terra (v0.222) - Basilisk & Hotfix
Post by: Sinosauropteryx on November 06, 2019, 06:50:01 PM
Thanks bud, I really appreciate you saying so :D
Title: Re: [0.9.1a] Kingdom of Terra (v0.222) - Basilisk & Hotfix
Post by: Someone64 on November 06, 2019, 09:17:49 PM
You're turning Starsector into Hammerfight and it's great!

(https://i.vgy.me/lKlf0l.gif)

I'd actually really like to see something like this. Maybe a giant boulder tethered to a ship using a tractor beam that can be released any time to use as a slingshot? Or something like that except it can be used on the asteroids already floating around the battlefield.
Title: Re: [0.9.1a] Kingdom of Terra (v0.222) - Basilisk & Hotfix
Post by: Sinosauropteryx on November 06, 2019, 10:01:01 PM
That is a great suggestion and I'll put it in the vault, it sounds like a good fit for the faction.
Title: Re: [0.9.1a] Kingdom of Terra (v0.3) - Weapons & Music
Post by: Sinosauropteryx on November 12, 2019, 06:10:42 PM
Update, two weapons including this thing:

(https://i.imgur.com/o9ybZw7.gif)

Also, campaign music and version checker.
Title: Re: [0.9.1a] Kingdom of Terra (v0.3) - Weapons & Music
Post by: creature on November 12, 2019, 07:13:14 PM
Waha, it's following the mouse? That's hilarious!
Title: Re: [0.9.1a] Kingdom of Terra (v0.3) - Weapons & Music
Post by: tomatopaste on November 12, 2019, 07:41:28 PM
Hey I was wondering where you got the new music from? The new tracks are bangers  :)
Title: Re: [0.9.1a] Kingdom of Terra (v0.3) - Weapons & Music
Post by: Sinosauropteryx on November 12, 2019, 07:59:16 PM
Waha, it's following the mouse? That's hilarious!
Thanks, gotta hand it to Someone64 for the inspiration.

Hey I was wondering where you got the new music from? The new tracks are bangers  :)
Glad you like it, I mixed it myself. I have an album's worth of songs here if you're interested: here (https://www.youtube.com/watch?v=Zmn4ioOIKK0&list=PLPCV6zksDAwusoQfhNyRFIXQ0W1gNdkoz)

Of course they're mashups, so the source songs belong to their respective owners. (Blizzard, Nintendo, Rare, id Software, maybe others for the ones used in the mod.)

Edit: The auto-embed ruined it, but if you go to my profile you can find the playlist.
Title: Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
Post by: Sinosauropteryx on November 30, 2019, 03:11:36 PM
New update: This Monster,
(https://i.imgur.com/RRRbFBT.png) (https://i.imgur.com/zJCHvgH.gif)

and a weapon.
Title: Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
Post by: shoi on November 30, 2019, 07:28:05 PM
A giant punching battleship...+999 creativity points
Title: Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
Post by: Transuni on November 30, 2019, 08:56:46 PM
lol,if the mod improve the sprite , i must download it, i sword!!!!
it's look so *** funny!!!!!!
just ````imazing!!!
lol
Title: Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
Post by: Daynen on November 30, 2019, 10:17:41 PM
Wow.  If that's not a visually distinct faction I don't know what is.
Title: Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
Post by: Someone64 on December 01, 2019, 01:10:23 AM
Holy hell that puncher mech is awesome! What if instead of having ordinary shields, pressing the shield button made it put its shield arm in front of itself and if you pressed the melee attack button while it was in that state, the shield arm would swing outwards to execute a shield bash?
Title: Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
Post by: Outro on December 01, 2019, 03:14:28 AM
Dumb question, but does the mod actually add a faction with a planet, or is it just a collection of ships and weapons for now?
Title: Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
Post by: SarenSoran on December 01, 2019, 04:35:42 AM
its got a hidden planet for now, it should be around the core (not in the core systems afaik)in a system thats already explored and there you can buy their ships
Title: Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
Post by: Sinosauropteryx on December 01, 2019, 08:44:33 AM
Thanks for saying so guys :)

lol,if the mod improve the sprite , i must download it, i sword!!!!
What would you change about it? I'm not very good at spriting still, but I think I've gotten better over time, and I'm always looking to improve. Maybe I can develop the skill a bit and come back to this sprite.

Holy hell that puncher mech is awesome! What if instead of having ordinary shields, pressing the shield button made it put its shield arm in front of itself and if you pressed the melee attack button while it was in that state, the shield arm would swing outwards to execute a shield bash?
This was actually one of my ideas for arm functions, but comes with a bunch of complications. Namely, getting the AI to use it effectively. Also I want to avoid having to mess with arm modules on the refit screen if possible. If I can ever figure out a good way to do it I could put it in a skin.
Title: Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
Post by: NightfallGemini on December 02, 2019, 03:03:22 AM
New update: This Monster,
(https://i.imgur.com/RRRbFBT.png) (https://i.imgur.com/zJCHvgH.gif)

and a weapon.

we Outlaw Star now, boys (unless it's actually a mech which is still cool)
Title: Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
Post by: creature on December 02, 2019, 05:07:01 AM
(https://i.imgur.com/RRRbFBT.png) (https://i.imgur.com/zJCHvgH.gif)
This is very cool! Is the collision system doing all this damage, or are you using some sort of hit check?
Title: Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
Post by: Sinosauropteryx on December 02, 2019, 07:55:04 AM
Is the collision system doing all this damage, or are you using some sort of hit check?
Both - there's an invisible projectile that deals the bulk of the damage (EMP or HE), and the collision physics deal extra kinetic damage (weight-dependent) and impart extra force.
Title: Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
Post by: creature on December 02, 2019, 06:33:52 PM
Both - there's an invisible projectile that deals the bulk of the damage (EMP or HE), and the collision physics deal extra kinetic damage (weight-dependent) and impart extra force.
Nice! Though I think your ship/the spear module might be a bit light for its size, like you see how it gets pushed all the way out when it punches the mule for I think the third time.
Title: Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
Post by: Sinosauropteryx on December 03, 2019, 08:45:18 AM
It's actually the mule that gets yeeted, it's a bit hard to tell with the static background but there is an asteroid in the top right of the screen that puts it in perspective.
Title: Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
Post by: Takion Kasukedo on December 04, 2019, 02:42:06 PM
Download doesn't seem to be giving the latest version.
Title: Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
Post by: DerpFaceCake on December 05, 2019, 03:33:31 AM
*looks at Quetzalcoatl*
Hmm, needs more snek. At least enough to fully encircle a paragon! :-D
Title: Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
Post by: Sinosauropteryx on December 05, 2019, 09:52:20 AM
Download doesn't seem to be giving the latest version.
I just downloaded it, seems to be working fine. What exactly is the problem you're having? Is it throwing an error, missing the new ship? Version checker not recognizing it?

*looks at Quetzalcoatl*
Hmm, needs more snek. At least enough to fully encircle a paragon! :-D
That wouldn't be too hard to do, let me take a crack at it...
Title: Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
Post by: goldenvixen on December 05, 2019, 10:56:51 AM
I've been having a bit of a problem running this mod. I noticed it was having the same issue I was having with ApproLight--My distro seems to be finicky and wants things with proper capitalization for the graphics files. So when I  saw this:

51182 [Thread-10] ERROR com.fs.graphics.o0oO  - Error loading [Graphics/hullmods/kt_improvedzeroflux] resource, not found in [/media/kandra/68B292FFB292D144/Starsector/./mods/Lightshow,/media/kandra/68B292FFB292D144/Starsector/./mods/trailermoments,/media/kandra/68B292FFB292D144/Starsector/. (insert long list of mods)

I went in the hullmods folder and lowered the capitalization for all the files it wanted. Only problem is, this worked for all of them except KT_panicdrive.png. For some reason, the game can't detect this at all no matter if I give it lower capitals or not. I'm not exactly sure what's wrong, or what I'm missing.
Title: Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
Post by: Sinosauropteryx on December 05, 2019, 11:28:35 AM
I've never heard of this problem before, but looking at the .csv...
(https://i.imgur.com/GGPKQDM.png)
it's probably detecting case mismatches in the file and path names, and what's listed in the .csv.

My guess is the capital G in Graphics is the problem, it's looking for a folder called Graphics which doesn't exist. Try editing that field specifically to exactly match the file path and file name.

And thanks for bringing this to my attention, I didn't know it could be a problem. I will keep those fields consistent in future releases.

EDIT: I went ahead and posted a hotfix with hull_mods.csv entries that match the file names. Download here. (https://drive.google.com/open?id=1d-05tRudNxTNxXu_GD7ZSiWfRQb99FYx) Let me know if it works for you.
Title: Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
Post by: goldenvixen on December 05, 2019, 01:34:17 PM
Oh--I didn't think about capitalizing the folder. That slipped my mind. But yeah, it's not a problem that most would encounter on Windows. I'm playing the game on Linux and it's very specific with capitals apparently! I downloaded your fix though, and everything works fine. Thanks for the fix!
Title: Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
Post by: Sinosauropteryx on December 05, 2019, 02:51:39 PM
Glad it's working.

I just found another bug, so I'm releasing a hotfix:
v0.4.1
- Fixed bug where Basilisk and Smasher systems wouldn't work if the ship had D-mods.
- Fixed issue with improper .csv case that caused problems on Linux.
Title: Re: [0.9.1a] Kingdom of Terra (v0.4.1) - This one's Monster
Post by: Takion Kasukedo on December 06, 2019, 09:38:45 AM
Download didn't give the correct one the first 3 times I think, as i'd usually look in the hulls or graphics folder usually to see if I got the right version. Can confirm I have the latest one now.
Title: Re: [0.9.1a] Kingdom of Terra (v0.5) - Operation Overhull, phase 1
Post by: Sinosauropteryx on December 23, 2019, 01:44:38 PM
Operation Overhull is underway!

This means I have removed my ugliest sprites from early in the faction's life. The ships themselves are still in the files, but have been removed from fleets, markets, and the codex.

Over the next little while, I will attempt to bash up some more acceptable artwork, with a goal of more closely matching vanilla Starsector's aesthetic.

The first offering: Quetzalcoatl.
(https://i.imgur.com/va64T12.png)

Additionally, this update introduces the Ouroboros, a unique dreadnought that gives Quetzalcoatl pilots tail envy.
Get it in a unique Vayra's Sector (http://fractalsoftworks.com/forum/index.php?topic=16058.0) bounty, or if you're a cheater like me, start with the Super Ship in Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0).
Long ship is long
(https://i.imgur.com/MvJZHjF.gif)
[close]

Finally, for those playing with Commissioned Crews (http://fractalsoftworks.com/forum/index.php?topic=16677.0), pack on some holiday pounds with Terran Density, the Kingdom commission hullmod that increases mass in battle to a whopping 180% of normal.

Get it all in VERSION 0.5 (https://drive.google.com/open?id=1d-05tRudNxTNxXu_GD7ZSiWfRQb99FYx), out now!
Merry Christmas!
Title: Re: [0.9.1a] Kingdom of Terra (v0.5) - Operation Overhull, phase 1
Post by: theville on December 25, 2019, 04:31:09 AM
if you ask me its should be legit! you don't know what kind of weird things out their in vast space!   ::) ::)
Title: Re: [0.9.1a] Kingdom of Terra (v0.5) - Operation Overhull, phase 1
Post by: Sinosauropteryx on December 26, 2019, 10:21:00 PM
if you ask me its should be legit! you don't know what kind of weird things out their in vast space!   ::) ::)
I think it's more likely than animu girls ;)
Title: Re: [0.9.1a] Kingdom of Terra (v0.6) - Operation Overhull phase 2: Elephant Boogaloo
Post by: Sinosauropteryx on January 06, 2020, 05:56:02 AM
Version 0.6 is out!

A load of changes this time. A new ship, a returning (and re-sprited) ship, a piratical reskin of a ship, and a wing of small wooden(!?) ships.

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

Also: Cavemen and caveladies, with neanderthal portraits and tribal names, driving prehistorically-named vessels, and speaking cave-speak.

Also: A new flag, a new planet, access to fuel (thanks to the guy on Discord who brought this up!), new starting options, new tips, and small aesthetic goodies everywhere.

(https://i.imgur.com/egJK6CK.png)

Also, under the hood: New and improved AI for melee ships. And a buffed system for the Smasher, if you're like me and enjoy some early game frigate fracas.

Enjoy! Happy new year!
Title: Re: [0.9.1a] Kingdom of Terra (v0.6) - Operation Overhull phase 2: Elephant Boogaloo
Post by: Nym on January 06, 2020, 08:39:33 AM
Wow! When I first saw the earlier stages, I honestly thought it was going to wither away and disappear like the older mods...

But looking at this now?

It's Amazing!

You guys were serious about making this mod GREAT!

Hopefully you guys and gals will show the rest of the Post Domain how Great Old Terra used to be and why they were once the Super Power that started most of it all before the fall of the Gates!
Title: Re: [0.9.1a] Kingdom of Terra (v0.6) - Operation Overhull phase 2: Elephant Boogaloo
Post by: Sinosauropteryx on January 06, 2020, 10:47:27 AM
Thanks a lot for saying so! Yeah, I thought I would have fizzled out by this point too. Hahah. But it's really people like you who have kept me going. Knowing the mod is appreciated is like rocket fuel for the creative engines.

And just to be clear, it's a one-man operation on this end :) Not to discount the helpful modding community, of course.

Terra's true legacy will be realized, in time!
Title: Re: [0.9.1a] Kingdom of Terra (v0.6) - Operation Overhull phase 2: Elephant Boogaloo
Post by: Agalyon on January 06, 2020, 05:13:22 PM
Just wanted to drop in and say that this is probably the coolest mod that has come out in a long time. I've been playing since the first mods were released, and I really love that you've made ships that are truly unique. Strange and perhaps unrealistic they may be, the ascetic and scripted sections are show stoppers. I've been hoping for something like the Quetzelcoatl a long time, and its great to see it alive and well. I actually think the Basilisk might actually be my favorite though, the tail is simple but perfect.

I haven't extensively tested everything very well, but there's a few things I'd like to bring up. The Snaggletooth and the Queen feel like they could use a bit of help. They're both extremely fragile, and don't really have enough to justify it imo. The queen in particular has devastatingly low hull, which I'm sure is the intention, but I think it probably needs nearly 360 shields that are maybe a bit tougher to do with that. Also I think the nest bomb could do with regenerating some ammo very slowly as a reward for actually keeping the Queen alive that long. I think the Snaggletooth's missiles could do a bit more damage or reload a bit faster as well.

The Basilisk tail impacts just a bit too hard, as lighter ships totally spin out of the control when hit, and only the heaviest of cruisers can typically maintain their position vaguely, if its only a glancing blow. Its easily able to spin an Onslaught several times off one hit. I've thought about this a lot, and I'm not sure how much of it is more about poor thruster control on ships rather than mass of the Basilisk, as it seems like faster cruisers fare better than capitals. That being said, its far too easy to get a ship spinning and keep it spinning forever. I think it should be somewhere in the range of a good hit knocking lighter cruisers 180 or more degrees around, heavier not quite as much, and knocking capitals face away from you. It would still be an amazing defensive tool for front loaded ships, but not comical like it is now. Also, the Basilisk AI tends to be unwilling to close in and USE the tail in most cases, preferring to launch the barbs for harassment and stay at a distance. Maybe if the barbs could be individually made into a strike weapon, so the AI would use the tail but HOLD the barbs until an opportune moment. I know a lot of that is extremely finicky, and I'm sure doing much about it beyond fiddling with numbers would be very difficult, but keep up the good work.

The Quetzalcoatl also tends to go one of two ways. Either the head gets quickly sniped and it dies fruitlessly, or it uses the ship system to devastating effect, mostly ending fights before they start. The ship system is a serious problem I think. Harpoons alone are able to overload the shields of most capitals, and this is not counting the sabots that are also in most loadouts. If the sabots land first, its usually an instakill. What I personally would really like to see is the head being much tougher, and the ship overall doing much less damage, or at least less burst. Typically its very hard to actually level its firepower against a single target because of the rapid movement, but that sort of fits into its role I think. Maybe the system could fire only a single missile from each rack (still for free) but keep a reasonably low cooldown. Part of me worries even that might still be too much, but its really hard to say without more testing. That aside, I think the segments are good. they tend to stay alive with the tightly packed narrow shields taking most of the damage, which I like. I would really like to see maybe an alternate version that relies only on weapons rather than missiles, maybe another custom bounty?

For these reasons, Terra also tends to completely wreck face in AI vs AI fleets. I THINK this is mostly the aforementioned missile storm, but the AI doesn't know what to do with Basilisks very well either. This is a minor complaint, I think its more of a symptom than a problem.

Lastly, this is seriously into the nitpicky area, but I think the front mount on the Quetzalcoatl should be concealed, or maybe back into the head some so it can have a meaner looking nose. Seeing the missile hardpoint is a huge let down any time its not covered by a weapon, especially compared to the tail segment which is great.

That all probably looks more negative than I intend it too, so I want to reiterate that I love this mod, and I wish there were more like it. Maybe one day you could have actual space monsters to beat the crap out of with Monsters and Basilisks. Either way, I eagerly await any updates you make!
Title: Re: [0.9.1a] Kingdom of Terra (v0.6) - Operation Overhull phase 2: Elephant Boogaloo
Post by: Sinosauropteryx on January 06, 2020, 08:31:20 PM
Just wanted to drop in and say that this is probably the coolest mod that has come out in a long time. I've been playing since the first mods were released, and I really love that you've made ships that are truly unique. Strange and perhaps unrealistic they may be, the ascetic and scripted sections are show stoppers. I've been hoping for something like the Quetzelcoatl a long time, and its great to see it alive and well. I actually think the Basilisk might actually be my favorite though, the tail is simple but perfect.
I really appreciate it :) And even more so I appreciate this criticism. It's super valuable to get someone else's perspective on this stuff and you're the first to give a comprehensive balance check and breakdown. So, kudos! Now let's dive in...

Quote
I haven't extensively tested everything very well, but there's a few things I'd like to bring up. The Snaggletooth and the Queen feel like they could use a bit of help. They're both extremely fragile, and don't really have enough to justify it imo. The queen in particular has devastatingly low hull, which I'm sure is the intention, but I think it probably needs nearly 360 shields that are maybe a bit tougher to do with that. Also I think the nest bomb could do with regenerating some ammo very slowly as a reward for actually keeping the Queen alive that long. I think the Snaggletooth's missiles could do a bit more damage or reload a bit faster as well.
You're clearly right about the Queen - in the past patch, I removed it as a starting option, and lowered its cost, both because I saw it underperform. But there's still something missing and I'm not satisfied with it. I think your ideas are great, particularly a 360 shield, with some more flux capacity to give it a bit of play in hairy situations. Just enough for a human or AI to react, cause right now it gets snuffed out from full hull in a split second with no leeway. And the nest bomb being a generative-over-time effect is a cool concept; a design problem I've been having with the Queen (as a player vessel in partic.) is it's too one-note. It's not rewarding to play. But making the bomb slowly build up additional drones until you release it, and then allow you to start growing more, would add a whole new layer of play and is thematic to boot. So, I will probably do both those things :)

The Snaggletooth. Truth be told, the ship is supposed to be weak - kind of a hound-plus in a way. A fodder ship. But what you're saying rings true as well. I've been underwhelmed by the Carcharos in general, both on the Snag and in weapon form. So I will probably kick it up to 100 kinetic per missile or something. And then perhaps I can also lower the Snag's DP cost or increase its logistics stats in some way. The ship was on the short list for a graphical rework anyway.

Quote
The Basilisk tail impacts just a bit too hard, as lighter ships totally spin out of the control when hit, and only the heaviest of cruisers can typically maintain their position vaguely, if its only a glancing blow. Its easily able to spin an Onslaught several times off one hit. I've thought about this a lot, and I'm not sure how much of it is more about poor thruster control on ships rather than mass of the Basilisk, as it seems like faster cruisers fare better than capitals. That being said, its far too easy to get a ship spinning and keep it spinning forever. I think it should be somewhere in the range of a good hit knocking lighter cruisers 180 or more degrees around, heavier not quite as much, and knocking capitals face away from you. It would still be an amazing defensive tool for front loaded ships, but not comical like it is now.
I'll see what I can do, there are a lot of knobs to play with. I'm glad you identified this as a problem, my initial worry was that the tail strike would be too anemic given the risk involved in landing it. But maybe I overbalanced in the other direction.

Quote
Also, the Basilisk AI tends to be unwilling to close in and USE the tail in most cases, preferring to launch the barbs for harassment and stay at a distance. Maybe if the barbs could be individually made into a strike weapon, so the AI would use the tail but HOLD the barbs until an opportune moment. I know a lot of that is extremely finicky, and I'm sure doing much about it beyond fiddling with numbers would be very difficult, but keep up the good work.
I'm in the process of improving the AI of all the melee ships. The Basilisk was less of a concern than the Monster for example, because it did have a good ranged game too, but it's true the AI doesn't bring it near its potential. Right now the spikes are on a very simple "fire if you got em" trigger which can definitely be more sophisticated. I'll put this one on the list for future development.

Quote
The Quetzalcoatl also tends to go one of two ways. Either the head gets quickly sniped and it dies fruitlessly, or it uses the ship system to devastating effect, mostly ending fights before they start. The ship system is a serious problem I think. Harpoons alone are able to overload the shields of most capitals, and this is not counting the sabots that are also in most loadouts. If the sabots land first, its usually an instakill. What I personally would really like to see is the head being much tougher, and the ship overall doing much less damage, or at least less burst. Typically its very hard to actually level its firepower against a single target because of the rapid movement, but that sort of fits into its role I think. Maybe the system could fire only a single missile from each rack (still for free) but keep a reasonably low cooldown. Part of me worries even that might still be too much, but its really hard to say without more testing. That aside, I think the segments are good. they tend to stay alive with the tightly packed narrow shields taking most of the damage, which I like. I would really like to see maybe an alternate version that relies only on weapons rather than missiles, maybe another custom bounty?
I'll admit, the system was a lazy solution to begin with. I already toned it down a couple updates ago, but what I really need is a new, more interesting system, ideally, one that plays with the unique movement of the Quetz. So I probably won't mess with the system too much until I can come up with a replacement altogether, but it is within my notice for sure.

The reason for so many missiles is the difficulty of aiming anything from its body that doesn't have an obscenely big firing arc. And there is only so much room on each segment to put wide-angle turrets; hardpoints are easier to squeeze in. But maybe I could make an exception to the stiff hardpoint convention. Swiveling hardpoints/side-mounted turrets? Why not? Would it even solve the problem? I'll consider & test some stuff :)

And the head - too weak? I can certainly bulk it up a bit. (Honestly though, in all my testing it was the second "neck" segment and not the head that got sniped first most times. With the exception being vs Paragons and other heavy beam play.)

Quote
For these reasons, Terra also tends to completely wreck face in AI vs AI fleets. I THINK this is mostly the aforementioned missile storm, but the AI doesn't know what to do with Basilisks very well either. This is a minor complaint, I think its more of a symptom than a problem.
In your opinion, is the missile storm oppressive enough in these situations to warrant a stopgap measure? I play on very small battle sizes for lack of hardware, so you must know more about large-scale fleet vs fleet than I do.

Quote
Lastly, this is seriously into the nitpicky area, but I think the front mount on the Quetzalcoatl should be concealed, or maybe back into the head some so it can have a meaner looking nose. Seeing the missile hardpoint is a huge let down any time its not covered by a weapon, especially compared to the tail segment which is great.
I'm not sure I understand what you mean. is the hardpoint too far forward? Is the metal part too wide that it doesn't get covered up by the sprite?

Quote
That all probably looks more negative than I intend it too, so I want to reiterate that I love this mod, and I wish there were more like it. Maybe one day you could have actual space monsters to beat the crap out of with Monsters and Basilisks. Either way, I eagerly await any updates you make!
I want to reiterate how great it is to hear this stuff! Thanks again :)
Title: Re: [0.9.1a] Kingdom of Terra (v0.6) - Operation Overhull phase 2: Elephant Boogaloo
Post by: Agalyon on January 06, 2020, 11:09:20 PM
...
I want to reiterate how great it is to hear this stuff! Thanks again :)

I'm happy to hear it! I definitely understand testing on small battle sizes, I only recently got a computer that can handle it (and its broken in a way that's essentially impossible to diagnose, so, we'll see if I even get to keep it). I haven't tested the Quetzal enough to say on a large scale, a lot of the testing I did was also on a small scale. I will say in my Nex game, Terra quickly and easily wiped Heg out of Oasis, won every fight I observed, and has never been threatened since. When I PERSONALLY fought the Quetzal, I either lost or sniped the head pretty much every time. In group fights, it does seem to just get attritioned to death by shots slipping through shields. That being said, actually getting close enough to pop segments did a decent enough job as well.

I think the dream scenario would be to have broken segments hang around no-clipped or something so the lower segments don't break when an upper one breaks, if that makes sense. I don't think anything like that has been done before though, so I'm not sure how realistic it is to implement. I think the center of battlestations is similar, in that it sticks around till all the other parts are dead. It would also totally change how fighting the thing works, so its your call. I'm going to buy one and just start using it naturally in my game and see how it goes. Its probably just really really hard to balance well because its so unique; some of these problems are just the nature of being light and speedy, but on the other hand no other ship in the game permanently loses dps as it takes damage.

I really think if missile storm is reigned in, you should make the whole thing much, much tankier and just see how it works out. Wider shields, a pinch more armor, that sort of thing. I think that uniquely the segments could have terrible shields and it would be fine if they were a bit wider, encouraging trying to slip shots through gaps created in the shield wall. As for giant fights, if multiple Quetzals are deployed and use the storm together, pretty much everything without a fortress shield dies. It sort of negates any of its weaknesses.

Is it bad enough to need a stopgap? Possibly yeah. This is kinda the opposite of what you're asking for, but let me mess with it a little more and see how it is with only one Quetzal. I cant escape the thought that the whole faction is pretty close range, and simply running from the missiles works, and thus maybe its punishment for getting too close. On the other hand, it can one shot capitals. I hate the idea that its a one hit wonder though, killing a big ship or too then dying. While I definitely think it needs to change, beyond what I suggested earlier I cant think of an easy replacement so it doesn't feel right asking for one.

The sprite thing is really nitpicky, I just don't like the look of the large mount. It breaks the look of head, and I know theres a way to make the weapon be invisible when mounted so it could be in a thematic "mouth" of sorts, and you only end up seeing the head itself with no weapon mount. At least that was my idea. I really like the look of the tail segment, I think it would be really pretty to use some of the same aspects.

I'm actually glad you went in the direction of overtuning to start so the unique aspects didn't end up getting lost. Really the Quetzal is the ONLY thing that stood out as having serious issues, everything else is pretty solid. In my opinion, its biggest problem is the whole ship is far too brittle in implementation. Successes are devastating, but any mistake usually results in death. I definitely don't want to go in the direction of mod police and only balance against perfectly standard vanilla, so if you WANTED it to function like that and break the mold take everything I say with a grain of salt.
Title: Re: [0.9.1a] Kingdom of Terra (v0.6) - Operation Overhull phase 2: Elephant Boogaloo
Post by: Sinosauropteryx on January 07, 2020, 12:50:38 AM
Alright - this is very instructive. You've identified two main problems with the Quetzal (overpowered one-shot offensive system + general lack of staying power) and there's a single solution that could broadly handle both problems. Namely, a more defensive system of some kind. So, now I have a clear direction to go in.

I'm not sure about keeping destroyed segments attached, if it's even possible (though it probably is) and if it leads to desirable gameplay. But there is another thing that might mitigate the same problem, which is tapering the armor/hull down the segments. So the neck would have for example +100% more survivability and the tail 50% less, with a gradient in between. That way it still rewards sniping higher-up segments, without making them big glowing weak points, and more often it will lose segments one-by-one instead of a big chunk of 7. (It's a lot easier of a fix too.) I'll play around with that a bit.

I'll see what I can do about the head sprite, I think I understand what you mean - and there are potential solutions that won't break anything, like decorative weapons partially covering the nose weapon. But it is low priority cause a ton of my older sprites are way worse. :)

Quote
I will say in my Nex game, Terra quickly and easily wiped Heg out of Oasis, won every fight I observed, and has never been threatened since.
This part, though, I'm wondering about. You're talking about auto-resolved fleet-vs-fleet battles in the overworld, not ones you participated in, right? Did they tend to win through greater numbers, or in fights of evenly sized fleets? Because there's two things at play here:
- The power of Neoterra's industry, which is a size 9 planet. If the Hedgies are getting overwhelmed with numbers I might have to tone it down a bit, but I don't think it's as big a deal, since industry and numbers were the intent.
- If, however, they are simply winning all evenly-sized fights, it means the fleet point values for the ships are off base.
Title: Re: [0.9.1a] Kingdom of Terra (v0.6) - Operation Overhull phase 2: Elephant Boogaloo
Post by: Agalyon on January 07, 2020, 01:30:40 PM
So the neck would have for example +100% more survivability and the tail 50% less, with a gradient in between. That way it still rewards sniping higher-up segments, without making them big glowing weak points, and more often it will lose segments one-by-one instead of a big chunk of 7.

This sounds really solid, I like it.

- The power of Neoterra's industry, which is a size 9 planet. If the Hedgies are getting overwhelmed with numbers I might have to tone it down a bit, but I don't think it's as big a deal, since industry and numbers were the intent.
- If, however, they are simply winning all evenly-sized fights, it means the fleet point values for the ships are off base.

I'm not confident saying for sure. Probably best to just leave it alone unless more people notice something, its definitely hard to test. And yeah I meant auto-resolved world battles.

Don't worry too much about the head sprite. Your spritework in general is great, they're a wonderful semblance of bestial traits made mechanical. Keep up the good work!
Title: Re: [0.9.1a] Kingdom of Terra (v0.6) - Operation Overhull phase 2: Elephant Boogaloo
Post by: Takion Kasukedo on January 07, 2020, 01:47:47 PM
I'd like to pitch in about Quetzalcoatl balancing and say that with the 'Coatl, maybe the system could be some sort of 'EMP Coil' technique, where the ship curls up, and sequentially activates it's thrusters to throw itself in the direction of an enemy, using the velocity of the thrusters to steer (maybe) while shocking the enemy. Considering that a coiled Quetzalcoatl can already move faster than some frigates (Omen included), I think this may be an apt system for the 'Coatl.

Or you could just give it an EMP version of Damper Field and call it a day, which i'm unsure if anyone would be pleased about.
Title: Re: [0.9.1a] Kingdom of Terra (v0.6) - Operation Overhull phase 2: Elephant Boogaloo
Post by: Sinosauropteryx on January 08, 2020, 03:42:58 AM
I'd like to pitch in about Quetzalcoatl balancing and say that with the 'Coatl, maybe the system could be some sort of 'EMP Coil' technique, where the ship curls up, and sequentially activates it's thrusters to throw itself in the direction of an enemy, using the velocity of the thrusters to steer (maybe) while shocking the enemy. Considering that a coiled Quetzalcoatl can already move faster than some frigates (Omen included), I think this may be an apt system for the 'Coatl.
I do like that this way of moving exists as a "bonus" alternate movement option for the astute player. But I'm not sure it would work aesthetically or mechanically as a regular part of its movement, esp. in AI hands.
Title: Re: [0.9.1a] Kingdom of Terra (v0.6) - Operation Overhull phase 2: Elephant Boogaloo
Post by: theville on January 08, 2020, 04:39:22 AM
I'd like to pitch in about Quetzalcoatl balancing and say that with the 'Coatl, maybe the system could be some sort of 'EMP Coil' technique, where the ship curls up, and sequentially activates it's thrusters to throw itself in the direction of an enemy, using the velocity of the thrusters to steer (maybe) while shocking the enemy. Considering that a coiled Quetzalcoatl can already move faster than some frigates (Omen included), I think this may be an apt system for the 'Coatl.
I do like that this way of moving exists as a "bonus" alternate movement option for the astute player. But I'm not sure it would work aesthetically or mechanically as a regular part of its movement, esp. in AI hands.

Or make a way for the Quetzalcoat to...dissamble itself. then those parts will act as a separate entity or ships for a while before combining again...well along those lines lol
Title: Re: [0.9.1a] Kingdom of Terra (v0.6) - Operation Overhull phase 2: Elephant Boogaloo
Post by: Sinosauropteryx on January 08, 2020, 08:41:26 PM
Or make a way for the Quetzalcoat to...dissamble itself. then those parts will act as a separate entity or ships for a while before combining again...well along those lines lol

You're on the right track :)

(https://i.imgur.com/xkbs2iG.png)
Title: Re: [0.9.1a] Kingdom of Terra (v0.6) - Operation Overhull phase 2: Elephant Boogaloo
Post by: shoi on January 09, 2020, 12:42:08 PM
Got this crash against KT. Not a 100% sure as to why.

java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at data.shipsystems.scripts.ai.KT_TailSweepAI.advance(KT_TailSweepAI.java:43)
   at com.fs.starfarer.loading.specs.M$1.super(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Kingdom of Terra (v0.6) - Operation Overhull phase 2: Elephant Boogaloo
Post by: Sinosauropteryx on January 09, 2020, 01:03:05 PM
Hmm...was there a basilisk with a tail section destroyed/missing at the time? I see where the crash happened, and I'll put some checks in. Let me know if you can reproduce it.
Title: Re: [0.9.1a] Kingdom of Terra (v0.6) - Operation Overhull phase 2: Elephant Boogaloo
Post by: shoi on January 09, 2020, 01:57:23 PM
Hmm...was there a basilisk with a tail section destroyed/missing at the time? I see where the crash happened, and I'll put some checks in. Let me know if you can reproduce it.

I was able to reproduce it a few times, (at a battle size of 200)

I increased it to max just for kicks and It didn't seem to happen. I can't say for sure if it was a basilisk with a missing tail section, since the fleet was huuuge and mostly consisted of ventures for some reason (or at least the 1st wave did), but it is pretty probable. I never saw one at the time of the crash, though. It always happened at some point during the battle after destroying a dozen or so enemy ships, so my guess is that it was either a basilisk that lost its tail from the station or a basilisk in the stack that had lost its tail at some point prior being deployed into the current battle.
Title: Re: [0.9.1a] Kingdom of Terra (v0.6) - Operation Overhull phase 2: Elephant Boogaloo
Post by: Sinosauropteryx on January 09, 2020, 02:56:41 PM
Okay, thanks. I will have what I hope is a fix in the next update, coming soon. (24-48 hours)
Title: Re: [0.9.1a] Kingdom of Terra (v0.7) - Beheading the Serpent
Post by: Sinosauropteryx on January 10, 2020, 07:32:04 AM
New update! Big Quetzalcoatl changes, most of it reflecting the excellent critiques and suggestions made in this thread.

Also: This Luddic-enhanced vessel will guide you to the afterlife.
(https://i.imgur.com/qX5pyPD.png)

Also: Some shotgun-toting thugs.
(https://i.imgur.com/jKZT99i.png)

Full Changelog
Jan 10, 2020: v0.7 released.
- Quetzalcoatl changes:
- - New system.
- - Substantial buffs to head segment's shield, armor, hull (at least double the survivability).
- - Body segment survivability is now concentrated more in the front segments (and received an overall small buff).
- - Body segment shield arc increased (30 -> 45).
- - Auxiliary Thrusters are now built-in, with concurrent drop in OP (150 -> 130).
- - When the body is destroyed, the head becomes a speedy little super-frigate.
- - AI improvements, movement is more slithery than ever before.
- - Changes apply to unique dreadnought version as well.
- New fighter wing: Goon-class heavy fighter.
- New skin: Rhino (LP).
- Carcharos missile: Buffed (75 -> 100 dmg). Also affects Snaggletooth version.
- Snaggletooth: Cargo capacity increased (50 -> 75).
- Queen: Shield arc increased (180 -> 360), flux pool increased (1200 -> 1800)
- Weapon distribution changes: Pirates and independents will now have limited access to more common Kingdom weapons and LPCs.
NOTE: Shouldn't break saves, BUT if you have an existing Quetzalcoatl, it might look and play a little funny.
[close]
Title: Re: [0.9.1a] Kingdom of Terra (v0.7) - Beheading the Serpent
Post by: Agalyon on January 10, 2020, 06:10:46 PM
I haven't played with it yet, but the changes look awesome. Great work.
Title: Re: [0.9.1a] Kingdom of Terra (v0.7) - Beheading the Serpent
Post by: KitsuneNoMeiji on January 11, 2020, 01:57:51 PM
I'm playing a Exerelin run and this is one of the many factions I installed. I've run into a crash. When I go to refit a Ouroboros, then run a simulation, as soon as I close the reinforcements screen and the tactical screen, the game crashes with an error, "Fatal: toIndex = 8". I'm not sure if I get the same crash stepping into actual combat with it or not.

I looked in the starsector.log file and found, what I assume to be, the corresponding crash report.
Spoiler
653354 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: toIndex = 8
java.lang.IndexOutOfBoundsException: toIndex = 8
   at java.util.ArrayList.subListRangeCheck(Unknown Source)
   at java.util.ArrayList.subList(Unknown Source)
   at data.hullmods.KT_OverdrivenEscape.advanceInCombat(KT_OverdrivenEscape.java:84)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

If the information is needed, the mods I am using are:
Spoiler
Appro-Light Council 0.8.1-RC1
Blackrock Drive Yards 0.9.5
Combat Chatter 1.9.2d
Concordance of Protection Syndicate 2.0b
Dassault-Mikoyan Engineering 1.18a
Diable Avionics 2.04
Foundation of Borken 0.2.4-RC3
Hazard Mining Incorporated 0.2.2d
Interstellar Imperium 2.1.2
Kadur Remnant 3.0.4
Kingdom of Terra 0.7
Kipling Radiative 0.4.2
LazyLib 2.4e
Leading Pip 1.8.3
Legacy of Arkgneisis v1.5.1
MagicLib 0.28
Nexerelin 0.9.5h
Sanguinary Anarchistic Defectors 1.0.1c
Sylphon RnD
Tiandog Heavy Industries 1.2.1a
Version Checker 2.0
yuri Expedition 1.8.2
ZZ GraphicsLib 1.4.1
[close]

Not sure if there are any mod incompatibilities, so I posted my list just in case. If anyone knows what's wrong, I'd appreciate the help. Would love to try the Ouroboros.

EDIT: I tried running simulation using a Ouroboros with nothing but Kingdom of Terra 0.7, LazyLib 2.4e, and Nexerelin 0.9.5h on Starsector 0.9.1a-RC8 and it still crashes with the same error, so I guess it is safe to say that it's not a mod incompatibility issue.

EDIT: Editted "Quetz" to "Ouroboros" as that's the craft I am having issues with. Haven't tested Quetz.
Title: Re: [0.9.1a] Kingdom of Terra (v0.7) - Beheading the Serpent
Post by: Sinosauropteryx on January 12, 2020, 03:21:39 AM
Sorry for the trouble!

I'm away from my computer right now, but expect a hotfix later today. I have a strong feeling I know what I did wrong here, and there is a fix you can do yourself if youre comfortable.

Fix my mistake
I'm guessing the problem is the Ouroboros head is missing 4 engines that were added to the Quetz head and are turned on when the body dies. To fix the problem you should be able to copy and paste the entire "Engines" section from the Quetz to the Ouro. To do so:

Go to data/hulls and open KT_quetzalcoatl.ship

Find the section called "engineSlots" and copy everything in the section

Then open KT_ouroboros.ship and replace everything in its "engineSlots" section with what you copied.

If my suspicions are right, this should fix the problem. If it doesn't...well, you can reinstall from .zip and nothing should be ruined.
[close]

If you'd rather not mess with that stuff, I should have the hotfix up within 8 hours.
Title: Re: [0.9.1a] Kingdom of Terra (v0.7) - Beheading the Serpent
Post by: KitsuneNoMeiji on January 12, 2020, 08:55:25 AM
I'm guessing the problem is the Ouroboros head is missing 4 engines that were added to the Quetz head and are turned on when the body dies.

This must've been the issue, as doing your fix worked. Thanks so much! I can finally play as the XL Danger Noodle.
Title: Re: [0.9.1a] Kingdom of Terra (v0.7) - Beheading the Serpent
Post by: Sinosauropteryx on January 12, 2020, 09:12:04 AM
Glad you got it working :)
Hotfix is up.

- Fixed crash caused by Ouroboros lacking some engines.
- Goon heavy fighter is now correctly labeled in the codex.

EDIT: lul ninja'd.
Title: Re: [0.9.1a] Kingdom of Terra (v0.7) - Beheading the Serpent
Post by: KitsuneNoMeiji on January 12, 2020, 09:20:02 AM
Glad you got it working :)
Hotfix is up.

- Fixed crash caused by Ouroboros lacking some engines.
- Goon heavy fighter is now correctly labeled in the codex.

EDIT: lul ninja'd.

Huzzah! And ninja'd indeed lol. Went on ahead and brought down my attachment.
Title: Re: [0.9.1a] Kingdom of Terra (v0.7.1) - Hotfixing the Serpent
Post by: Sinosauropteryx on January 12, 2020, 09:21:18 AM
I appreciate the thought!
Title: Re: [0.9.1a] Kingdom of Terra (v0.7.2) - Hotfixing some Otherstuff
Post by: Sinosauropteryx on January 13, 2020, 09:40:57 PM
Another hotfix out. Hopefully this puts that out-of-bounds error to bed. Apparently I didn't get it last time!
Title: Re: [0.9.1a] Kingdom of Terra (v0.7.2) - Hotfixing some Otherstuff
Post by: KitsuneNoMeiji on January 14, 2020, 11:09:42 AM
There seems to be an compatibility issue between this mod and Starship Legends. If I am playing as the Ouroboros ship and earn the Notable ship mod, the game crashes if I switch my focus to a body segment in the refit screen. Is there any chance a fix would be possible? Not sure if the same happens for the Quetzalcoatl, but I assume it'd function (or in this case, break) in the same manner.
Title: Re: [0.9.1a] Kingdom of Terra (v0.7.2) - Hotfixing some Otherstuff
Post by: Sinosauropteryx on January 14, 2020, 11:17:39 AM
Sorry to hear that - I'll see if I can replicate it. Can you post the crash report?

EDIT: I have attempted to recreate the bug, with the following method, and failed. There was no crash and everything seems to be working.

Method
- I spawned in an Ouroboros with console commands. I also spawned a Quetz and a Cathedral from SWP, just to check.
- I applied a trait to each of them the console command: addtrait good to capital_ship
This put a random trait on each ship I had spawned. Each gained the "notable" mod with that trait.
- I checked the refit screen and clicked on every clickable module. There was no crash.
- Just to check, I assigned an officer to each ship, then added a crew loyalty to each ship with: setloyalty 10 capital_ship
- Again, I checked the refit screen and modules. No crash.
[close]

So, something else is happening. Either:
- the crash is caused only by traits added normally with battles, not console commands.
- the crash is caused by a specific trait, not just any trait. (What trait did your Ouro get?)
- you're running a noncurrent version of one of the mods.
- something else entirely.

Get back to me with some more info if you can.

EDIT2: I tried getting the trait "legit" (without console commands) and still, no crash.
Title: Re: [0.9.1a] Kingdom of Terra (v0.7.2) - Hotfixing some Otherstuff
Post by: KitsuneNoMeiji on January 14, 2020, 01:31:04 PM
Sorry to hear that - I'll see if I can replicate it. Can you post the crash report?

EDIT: I have attempted to recreate the bug, with the following method, and failed. There was no crash and everything seems to be working.

Method
- I spawned in an Ouroboros with console commands. I also spawned a Quetz and a Cathedral from SWP, just to check.
- I applied a trait to each of them the console command: addtrait good to capital_ship
This put a random trait on each ship I had spawned. Each gained the "notable" mod with that trait.
- I checked the refit screen and clicked on every clickable module. There was no crash.
- Just to check, I assigned an officer to each ship, then added a crew loyalty to each ship with: setloyalty 10 capital_ship
- Again, I checked the refit screen and modules. No crash.
[close]

So, something else is happening. Either:
- the crash is caused only by traits added normally with battles, not console commands.
- the crash is caused by a specific trait, not just any trait. (What trait did your Ouro get?)
- you're running a noncurrent version of one of the mods.
- something else entirely.

Get back to me with some more info if you can.

EDIT2: I tried getting the trait "legit" (without console commands) and still, no crash.

I seem to crash no matter what when I get the Notable mod. First time I got it, it increased my armor by 5%. This time, it did something completely different (I forget what exactly). But regardless, it seems to not matter what the Notable mod affects, as soon as I get it I crash if I change my focus to a body segment. I'll give my crash report so you can have a look-through. In the meantime, I'm gonna do some more testing to see if, by chance, it's another mod that is giving me these complications. I just assumed it was between Starship Legends and Kingdom of Terra, since I only crash after getting the Notable mod.

Spoiler
430612 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.coreui.refit.A.setFleetMember(Unknown Source)
   at com.fs.starfarer.coreui.refit.W.setFleetMember(Unknown Source)
   at com.fs.starfarer.coreui.refit.G.dialogDismissed(Unknown Source)
   at com.fs.starfarer.coreui.refit.G.showMember(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.G.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

EDIT: I should mention, I am earning the Notable mod through combat, not Console Commands. Just to clarify.
Title: Re: [0.9.1a] Kingdom of Terra (v0.7.2) - Hotfixing some Otherstuff
Post by: Sinosauropteryx on January 14, 2020, 02:13:17 PM
Alright, thanks. To confirm, you have the most recent version of Starship Legends installed?

If you DO use console commands to add a trait, does the crash occur? (if you don't even play with the Console Commands mod, you can disregard, but it would be a lot easier to test if you could replicate the crash with just commands.)

I'd be surprised if there was another mod besides KT and SL interacting here, but you can never be too sure.
Title: Re: [0.9.1a] Kingdom of Terra (v0.7.2) - Hotfixing some Otherstuff
Post by: KitsuneNoMeiji on January 14, 2020, 02:24:08 PM
Alright, thanks. To confirm, you have the most recent version of Starship Legends installed?

If you DO use console commands to add a trait, does the crash occur? (if you don't even play with the Console Commands mod, you can disregard, but it would be a lot easier to test if you could replicate the crash with just commands.)

I'd be surprised if there was another mod besides KT and SL interacting here, but you can never be too sure.

No, I don't use Console Commands, but you are right, it is easier to test with the tool. I might get it just for testing purposes. I just did another test with the same outcome with no other mods but Kingdom of Terra 0.7.2, LazyLib 2.4e, Nexerelin 0.9.5h, and Starship Legends 1.3.14. Can you try testing with Nexerelin, if you haven't already? Because despite just these mods being installed, I get the same crash. I will give link to full starsector.log in case you want to get a look at everything, can't send as attachment due to file being too large. https://drive.google.com/open?id=1dsk4Z8bSRsZddEKevO8xNxiSLx80u2qZ (https://drive.google.com/open?id=1dsk4Z8bSRsZddEKevO8xNxiSLx80u2qZ)

EDIT: Okay, after adding Console Commands and testing without Nexerelin, I have found that Nexerelin is causing the crash. Not sure how, nor am I sure why, Nexerelin is affecting a ship mod from a different mod on a ship from yet another mod.
Title: Re: [0.9.1a] Kingdom of Terra (v0.7.2) - Hotfixing some Otherstuff
Post by: Sinosauropteryx on January 14, 2020, 02:45:12 PM
Yes, I did test with Nex.

Unfortunately, it's one of those crashes that doesn't seem to give any leads in the log.

Let me know if you can replicate the error with console commands. If we can eliminate or confirm that as a factor, it would narrow down the debugging options.

EDIT: Okay, that's strange. But, come to think of it, I last tested on an older version of Nex, 0.9.5g. Let me test with the latest build and see if that causes the problem.

EDIT2: I was able to replicate the crash, finally. Now, I need to figure out how it wasn't crashing before.

- Nex version doesn't seem to be a factor
- Kingdom of Terra itself doesn't seem to be a factor, but rather refittable modules in general. The game crashed the same with SWP's Cathedral.
- The first tests I did were in an existing game, with Ouroboros and other ships console'd in. The tests I was able to replicate the crash, Ouro/Cathedral were the starting super-ship, and I had not acquired other ships. (What was your fleet composition and game progress when you crashed?)
- Going back to that same game I did the first tests in, I can no longer replicate the crash in that game! Starting a fresh game with an Ouro/Cathedral, the crash happens. So, I am concluding that the crash is dependent on how, when, and/or where the offending ship was spawned. I'm also guessing it's not directly Nex that is the problem, but that the offending ship is a starter ship.

So, since this isn't strictly a Kingdom of Terra problem, I can't say there's much I can do about it. But I will let Sundog know about this crash and the info in this thread, and maybe there's something he can do on his end.

EDIT3: The upshot is, you have an option now. Scrap your current Ouro, spawn in a new Ouro with console, and re-equip it. The spawned Ouro should be immune to the crash.
Title: Re: [0.9.1a] Kingdom of Terra (v0.7.2) - Hotfixing some Otherstuff
Post by: Ziehn on January 14, 2020, 07:37:22 PM
Pirates getting this factions weapons by default gives their stations Grapple Beams and it just deletes anything that isn't a capital ship through the collision alone. If anything it needs a massive range reduction, for now I just disabled other factions getting these weapon blueprints by default lol
Title: Re: [0.9.1a] Kingdom of Terra (v0.7.2) - Hotfixing some Otherstuff
Post by: Sundog on January 14, 2020, 09:35:09 PM
@KitsuneNoMeiji & Sinosauropteryx: Thanks for doing all that investigative work guys! It looks like this is a three-way mod compatibility issue between starship legends, Nex, and SWP and/or KoT. After looking into it a bit I think this is caused by starship legends not properly handling module ships with stock variants (which only appear in this specific scenario). I think I can fix it, but module ships can be kinda weird, so we'll see.

EDIT3: The upshot is, you have an option now. Scrap your current Ouro, spawn in a new Ouro with console, and re-equip it. The spawned Ouro should be immune to the crash.
Actually, it looks like editing the ship's loadout in any way will solve the problem, so re-equiping it might not be necessary
Title: Re: [0.9.1a] Kingdom of Terra (v0.7.2) - Hotfixing some Otherstuff
Post by: Sinosauropteryx on January 15, 2020, 02:38:27 AM
@KitsuneNoMeiji & Sinosauropteryx: Thanks for doing all that investigative work guys!
No prob!

Pirates getting this factions weapons by default gives their stations Grapple Beams and it just deletes anything that isn't a capital ship through the collision alone. If anything it needs a massive range reduction, for now I just disabled other factions getting these weapon blueprints by default lol
Well, thanks for saying this. I was worried something unforeseen might happen. I want Kingdom weapons to get some kind of distribution outside of their tiny planet, but I guess the grapple beam in particular causes problems. I don't think the weapon is unfair on non-stations, so maybe I can weaken it in that particular instance. Or just restrict its distribution to markets only.
Title: Re: [0.9.1a] Kingdom of Terra (v0.7.2) - Hotfixing some Otherstuff
Post by: KitsuneNoMeiji on January 15, 2020, 10:38:12 AM
Say, this is a bit off-topic, but do you happen to know of a way (or a mod) to show ship/weapon/variant/etc. ids in the codex? Would help significantly when testing things to have an easy in-game solution.
Title: Re: [0.9.1a] Kingdom of Terra (v0.7.2) - Hotfixing some Otherstuff
Post by: Sinosauropteryx on January 15, 2020, 12:30:54 PM
Closest thing I can think of is the "list" command in Console Commands. You can type "list ships [prefix]" to narrow down the search, for example, "list ships kt" will list just the Kingdom of Terra ships. But you'll have to make educated guesses from there, if the ship is named something different in the files. Otherwise, you'll have to look through the files themselves. The same goes for "list weapons" and "list variants."
Title: Re: [0.9.1a] Kingdom of Terra (v0.7.3) - Warmrepairing the Longreptile
Post by: Sinosauropteryx on January 16, 2020, 02:27:56 AM
Yet another hotfix up, this one keeps your snake big after the head gets snipped off.
Title: Re: [0.9.1a] Kingdom of Terra (v0.8) - Dino Babies
Post by: Sinosauropteryx on January 22, 2020, 11:07:55 AM
Update time.

Featuring these wee ones:
(https://i.imgur.com/HBv9NYa.png) (https://i.imgur.com/68HkfTg.png) (https://i.imgur.com/P5ccD4m.png)

(https://i.imgur.com/d27O3VO.gif)

And this logistic ship:
(https://i.imgur.com/yluUHeH.png)

And some weapons:
(https://i.imgur.com/jzP8d95.png)(https://i.imgur.com/WBmSZuU.png)(https://i.imgur.com/xpnc9bH.png)

And loads of little changes.
Title: Re: [0.9.1a] Kingdom of Terra (v0.8) - Dino Babies
Post by: Burit on January 23, 2020, 02:15:49 AM
Holy moly. That is one hell of a unique design for a ship as well how it perform in combat. Keep up the good work!
Title: Re: [0.9.1a] Kingdom of Terra (v0.8) - Dino Babies
Post by: Sinosauropteryx on January 23, 2020, 09:39:15 AM
Thanks! :)
Title: Re: [0.9.1a] Kingdom of Terra (v0.8) - Dino Babies
Post by: Panpiper on January 23, 2020, 12:18:01 PM
Your mod looks utterly fantastic! I can't imagine how much work must go into making something like this. Congratulations as well on your background flavor text, both well imagined and well written. Thank you ever so much for creating it for us.

I've a few newbie questions. (I just discovered the game a week ago. How it took so long baffles me.) I presume this faction won't appear unless I start a new game, right? Is it's placement in the universe random or pre-mapped? Can a starting player get commissioned by this faction so as to gain access to it's hulls and gear? Finally, is their planet at least in theory conquerable and if so, do we inherit it's prodigious production capacity?
Title: Re: [0.9.1a] Kingdom of Terra (v0.8) - Dino Babies
Post by: Cyber Von Cyberus on January 23, 2020, 02:35:49 PM
Whew, I just finished the Ouroboros bounty and that was insane, I managed to wipe out a couple of sneks and destroyers with a Titan missile from the Imperium mod but when I tried to fire a second a Rhino decided to charge it while it was right in the middle of my fleet, thank god it destroyed it before it blew up. Then the Ouroboros came and the whole battle turned into a wrestling match between it and my Kadur capital ships.
Title: Re: [0.9.1a] Kingdom of Terra (v0.8) - Dino Babies
Post by: Sinosauropteryx on January 23, 2020, 02:39:55 PM
Your mod looks utterly fantastic! I can't imagine how much work must go into making something like this. Congratulations as well on your background flavor text, both well imagined and well written. Thank you ever so much for creating it for us.
I super appreciate you saying so! Knowing it's enjoyed is what makes it worthwhile. And, you're welcome :)

Quote
I've a few newbie questions. (I just discovered the game a week ago. How it took so long baffles me.) I presume this faction won't appear unless I start a new game, right? Is it's placement in the universe random or pre-mapped? Can a starting player get commissioned by this faction so as to gain access to it's hulls and gear? Finally, is their planet at least in theory conquerable and if so, do we inherit it's prodigious production capacity?
- The way it works is (I think) as follows. The faction is tied to a planet and a system, which are only created during a new game. So if you add it to the existing game, it won't break the game, but the faction won't exist, so there will be nowhere to buy (most of) the ships. You WILL still be able to find blueprints, and most weapons (plus a couple ships) are available to pirates and other factions. So you will get a partial slice of the content in your current playthrough. Although I might be wrong on some of this info.
- The home system and planets of the faction are in a fixed location, unless you use Nexerelin and start with randomized core worlds.
- If you're playing in Nexerelin (as most people who play with modding factions do) you have the option to start with a Kingdom commission. If not, you'll have to get commissioned the old fashioned way.
- Yes, and yes (again assuming you're playing in Nex).

Whew, I just finished the Ouroboros bounty and that was insane, I managed to wipe out a couple of sneks and destroyers with a Titan missile from the Imperium mod but when I tried to fire a second a Rhino decided to charge it while it was right in the middle of my fleet, thank god it destroyed it before it blew up. Then the Ouroboros came and the whole battle turned into a wrestling match between it and my Kadur capital ships.
Sweet, glad to hear the boys can make a worthy war story! (And that the Ouro bounty executes as planned ;) ) Congrats.
Title: Re: [0.9.1a] Kingdom of Terra (v0.8) - Dino Babies
Post by: miles341 on January 23, 2020, 03:11:59 PM
...
 The faction is tied to a planet and a system, which are only created during a new game. So if you add it to the existing game, it won't break the game, but the faction won't exist, so there will be nowhere to buy (most of) the ships. You WILL still be able to find blueprints, and most weapons (plus a couple ships) are available to pirates and other factions. So you will get a partial slice of the content in your current playthrough. Although I might be wrong on some of this info.
...

Additionally, if you have Nexerelin, you should be able to take over a planet and gift it to the faction. Make sure it has a heavy industry before you do, and they will make better quality ships. This gives the faction a leg up in the sector, and effectively adds them fully to your in-progress game.
Title: Re: [0.9.1a] Kingdom of Terra (v0.8) - Dino Babies
Post by: Sinosauropteryx on January 23, 2020, 04:35:04 PM
^ Cool, I didn't even know you can do that. Thanks for sharing it :)
Title: Re: [0.9.1a] Kingdom of Terra (v0.9) - Ramming Speed
Post by: Sinosauropteryx on February 03, 2020, 01:31:47 PM
Update time.

I heard a bunch of talk about ramming ships, including one personal request. Who am I to deny the universe?

Meet the Pulverizer:

(https://i.imgur.com/PqbgBlC.png)(https://i.imgur.com/dSlqzf3.gif)

Also, a series of production line mishaps involving many deaths has prompted the Kingdom to scale back some of its more explosive weaponry, resulting in some weapon nerfs (to the relief of the sector).
Full nerf list
- Nerfs
-- Blunderbuss: Damage lowered (3200 -> 2400)
-- Flushpipe: Damage lowered (1500en/5000emp -> 500en/2000emp)
-- Flushpipe rack: OP cost raised (4 -> 5)
-- Triceratorp: Damage of submunitions lowered (1500 -> 1000)
-- Rockchucker: fixed bug that made AI less leery of it, no stat changes
- Buffs
-- Slingshot bomber: OP cost lowered (4 -> 0)
[close]

Special thanks to Hasp (a random lad on discord) and his unnamed friend (actually named Inabikari) for their balance feedback. Criticism is always appreciated! The more constructive the better!
Title: Re: [0.9.1a] Kingdom of Terra (v0.9) - Ramming Speed
Post by: Takion Kasukedo on February 04, 2020, 12:35:58 PM
That Pulverizer is sexy.

Rammificatingly sexy.
Title: Re: [0.9.1a] Kingdom of Terra (v0.9) - Ramming Speed
Post by: Shuka on February 06, 2020, 07:22:49 AM
There is something about features that are overpowered or can be seen as making the game easier which makes them less palatable, which was my immediate reaction to certain designs the videos.

But so far I've only come across grappling beams and I'll be damned if they aren't a hilarious addition to any fleet friend or foe. I was merrily plucking frigates from an enemy formation and watched in horror as they mercilessly started doing the same to me with tractor beam mounted Venture cruisers. Too funny.

I used to deploy a faster ship towards the end of combat to switch to and chase down agile enemies, and its kind of nice skipping that step in those encounters. Anyways good job man can't wait to see the ships in action.
Title: Re: [0.9.1a] Kingdom of Terra (v0.9) - Ramming Speed
Post by: Sinosauropteryx on February 06, 2020, 09:05:08 AM
That Pulverizer is sexy.

Rammificatingly sexy.
Thanks, it feels sexy.

But so far I've only come across grappling beams and I'll be damned if they aren't a hilarious addition to any fleet friend or foe. I was merrily plucking frigates from an enemy formation and watched in horror as they mercilessly started doing the same to me with tractor beam mounted Venture cruisers. Too funny.
I'm glad you're liking the grappling beams, truth be told they're one of my favourites. (I thought I'd removed them from pirate fleets...but I guess it didn't work.)

There is something about features that are overpowered or can be seen as making the game easier which makes them less palatable, which was my immediate reaction to certain designs the videos.
Thanks for saying so. Maybe those gifs are a bit misleading...the melee ships are particularly good in 1-on-1 settings (which is usually the only way I can record), but they get riskier to approach with as fleet sizes increase. And most of them were unfair fights against weaker ships.

FWIW I've done a couple playthroughs with a Kingdom commission and some more with KoT as an enemy, none of them struck me as a particularly easier or harder game experience (although very different). But there's never enough playtest data! Feel free to tell me if you find them overpowered, or too easy to stomp with.
Title: Re: [0.9.1a] Kingdom of Terra (v0.9) - Ramming Speed
Post by: Lethice on February 09, 2020, 04:02:35 AM
Emm, the download isnt working for me for some reason, is there an alternate place to download it?
Title: Re: [0.9.1a] Kingdom of Terra (v0.9) - Ramming Speed
Post by: Sinosauropteryx on February 09, 2020, 05:41:58 AM
Emm, the download isnt working for me for some reason, is there an alternate place to download it?
I'll throw it on bitbucket, here (https://bitbucket.org/Sinosauropteryx/version-files/downloads/Kingdom_of_Terra_v0.9.zip).
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Sinosauropteryx on February 13, 2020, 04:09:38 PM
New mini update. These two affordable hullmods, for bumper-ship shenanigans:
(https://i.imgur.com/VXpRz9Q.png)

And these mostly balance-related changes:
Spoiler
- Quetzalcoatl: Nerfs.
-- Hull, armor, and shield of head segment all reduced by ~15%.
-- EMP emitter: Cooldown increased (9s -> 12s), also affects Hatchling.
-- Overdriven escape: Major speed/maneuverability cut (-40%), also affects Hatchling.
- Smasher: Divebomb nerfed (10x mass -> 7x, 80% damage resist -> 65%). Psst, use the new hull mods to bring it (mostly) back up to spec!
- Trilobyte: Buffed. Receives bonus speed in combat when not equipped with logistics hullmods.
- Flushpipe: Buffed (500en/2000emp -> 750en/2500emp)
- Pulverizer: AI improvements. Should blast off into empty space less often.
- Pulverizer system: Charge-up time increased (3s -> 4s)
- CHAD Lance: Beam will now overload hit modules as well as the mothership.
[close]

Also, I plan to use Bitbucket instead of Google as my main file host going forward. I'm sure you'll let me know of any problems.
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: tantananan on February 13, 2020, 09:03:50 PM
Integral Density is a hullmod I didn't know i wanted! Thank you! Time to make a ramming build ship!
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Lethice on February 14, 2020, 06:10:29 AM
Soo, is this new update save compatible?
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Sinosauropteryx on February 14, 2020, 07:04:44 AM
Integral Density is a hullmod I didn't know i wanted! Thank you! Time to make a ramming build ship!
You're quite welcome :)

Soo, is this new update save compatible?
Yes.
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: CrimsonPhalanx on February 15, 2020, 07:21:53 AM
Probably because I just came from looking at Yuri Expedition,

but I can't unsee a white haired android girl in a dress at the back of the Pulverizer.
Just imagine the booster as the bottom of the dress, then as you work your way up you see robotic hands and then a robotic-ish face and hair.
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Sinosauropteryx on February 15, 2020, 09:44:54 AM
Probably because I just came from looking at Yuri Expedition,

but I can't unsee a white haired android girl in a dress at the back of the Pulverizer.
Just imagine the booster as the bottom of the dress, then as you work your way up you see robotic hands and then a robotic-ish face and hair.
Great, now I can't unsee it!

Take that
(https://i.imgur.com/kXQrUxu.png)

and that
(https://i.imgur.com/8r93tAK.png)
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: CrimsonPhalanx on February 16, 2020, 09:24:52 PM

and that
(https://i.imgur.com/8r93tAK.png)

glad I wasn't the only one that saw a face in the gremlin

the dominator face is hella creepy tho, but it gave me an idea

what if there was a ship with a creepy face that can physically grapple ships, I mean there already is a grappling beam but there's something satisfying about arms slowly crushing an enemy ship while a terrifying face is smiling at the crew.

although a more unique idea would be a "cage" style ship with a gate in the front that can close and weapons mostly facing inwards (imagine being trapped in the doughnut hole of the paragon), literally "eating" frigates, imagine a grappling beam pulling you into the jaws of the beast. If its too op, having a bunch fixed emp weapons inside and the ability to "spit" the enemy ship out would be pretty fun too. (Once I was in a carrier, thinking I was safe from a Kingdom of Terra attacking force while my allies beat them up, then a dead allied ship came barreling towards me and pushed me a good distance away before I managed to get out of it's path)
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Sinosauropteryx on February 17, 2020, 01:03:54 PM
I've thought about a ship that eats ships before, there's a few ways to go about it. Your ideas are good. Consider it on "the list"
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Shuka on February 19, 2020, 04:56:55 AM
The rhino is hilarious, as is its cruiser sized cousin. Honest to god just watched a station segment annihilate 2 rhinos and made a note not to use them in the future against stations. Then 30 seconds later my other 2 rhinos drilled the very same segment to death and I could not stop laughing.
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: NephilimNexus on February 19, 2020, 04:01:35 PM
(https://i.imgur.com/FLKgtou.png)

(https://i.pinimg.com/originals/2e/ec/6e/2eec6e74f04f0ccc40739158c0eb1f24.jpg)
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Sinosauropteryx on February 21, 2020, 11:05:30 AM
The rhino is hilarious, as is its cruiser sized cousin. Honest to god just watched a station segment annihilate 2 rhinos and made a note not to use them in the future against stations. Then 30 seconds later my other 2 rhinos drilled the very same segment to death and I could not stop laughing.
It's definitely a kill-or-be-killed ship. (And I'm glad you enjoy it.)


(https://i.imgur.com/xGhUk1k.png) (https://i.ytimg.com/vi/vwaEYOl3CNg/hqdefault.jpg)
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: PainProjection on February 23, 2020, 10:58:55 PM
Hi there, lately i made a meme vid what showcase effectiveness of shieldless builds (ships with shield bypass hull mod from ship/weapon pack). They are actually quite balanced (it may look like they are op, but thats just because i wanted them to looks like it, just for show you know). However i also used a rhino (ludd path variant) in my adventure and this thing is terrifying me. It is literally destroyer sized boss killer, this machine is horribly OP. Not in 1vs1, but with just a small distraction it can dismantle almost every ship in this game, including some bosships. Problem in the AI which didn't consider them as more serious threat than some capital sized ships. In fact, AI always try to focuse most dangerous (in his opinion) target, which is usually the biggest ship, i didn't investigate AI code at all, but i assume this is based on some parameter, probably deployment cost.

So we have this: https://www.youtube.com/watch?v=XzBP6C_vm8U
time 2:29 - i encounter abandoned base, most probably not from vanilla (i saw it for the second time in the same place - in pregenerated system, for the second time it spawned in left bottom corner of the map.). This base guarded by two (last time there was only one, i think it's because my character was lvl 103 this time) "Horrors" which are modular, very beefed up bosships. In combat they attack 1 by 1, second one spawns as soon as you beat the first. So you can briefly see (thanks for "intentional video editing") how rhino just slaughter one of them, rip it apart, like 1000C° knife through butter.

And i actually don't know what to suggest for solving that issue. Issue? I don't know. Seems a bit unintendent what common destroyer sized ship take down such beast that easy. If you take closer look you will see what i didn't use a single weapon mount in my loadout, this is rediculous. Maybe you should decreace drill's damage from 500x3 to 125x3 and change damage type from kinetic to high explosive. So this thing would slice through armor like it doing in it's current state, but at least can be stopped by shields. Same 3k dps vs armor, but 750 dps against shields (not 12000). So if you have frontal shield type and let this thing to close to your butt - bad luck then. Still 12k hull points, armor thicker than on Enfrocer... i don't know if that damage type changes is enough.

And i didn't even touch the cruiser version of this dild... sorry, of this ship. I'm afraid that even heavens, even Allah would not deal with this thing.
___

On a side note. Using Pulveriser is very annoying, cause it cannot equip any of your "pulling" weapons. When you ram you will most probably overload target if hit it's shield, but can't benefit from it cause you launch it away to safety where it can fully recharge his flux conduits. Just saying, maybe i'm doing something wrong.

https://i.imgur.com/m8k9UJB.png (loadout screenshot, 514kb of 192kb limit on this forum)
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: ZeCaptain on February 24, 2020, 01:45:31 AM
:golfclap: I was amused by your video. I need to use more drill meme ships in the future.
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Sinosauropteryx on February 24, 2020, 07:59:45 AM
So we have this:
That's hilarious! Great video.

I'm not too concerned with Rhino being absurd in that situation. The situation itself is kind of absurd to begin with. Most of the time any kind of MRMs will keep it at bay. Or support ships for that matter. What did those big ships expect without an escort? The Rhino is working as intended, and you found an unusual mod event that is especially weak to it.

Also I see it was you driving it and not the AI. The player should be much more effective with it, just like any ship.

On a side note. Using Pulveriser is very annoying, cause it cannot equip any of your "pulling" weapons. When you ram you will most probably overload target if hit it's shield, but can't benefit from it cause you launch it away to safety where it can fully recharge his flux conduits. Just saying, maybe i'm doing something wrong.
This is sort of intended behaviour too, big enough ships with ready shields will be mostly safe and are only taken out of the battle temporarily through sheer positioning. For more destructive effects you have to drive through a cloud of smaller ships, or try to knock ships into other ships. I say "sort of" because it's really just how the physics work out. I might put a couple energy mount options on it for grappling beams though, that's not a bad idea.
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: PainProjection on February 24, 2020, 07:56:19 PM
Ram a bunch of smaller ships... got it! I knew i miss something.
Still, 12000dps against shields looks a bit odd, it is level of how much storm needlers? 8?
But you are the boss.
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Izzerwat on February 29, 2020, 03:33:15 PM
So far, I'm absolutely loving this mod, safe for one issue I'm having.

The Kingdom's fleets are unbeatable, not in the sense that they're too strong, but in that if you kill/route all their ships, no victory is declared by the game. Your just stuck on an empty field until you get bored and retreat.

I've tried setting all the ships to find and kill stuff, and had the same case over half a dozen attempts. Updating some random libraries was a crapshoot since this mod doesn't seem to have dependencies; either way didn't work.

Am I doing something wrong, or do I just have to befriend them?
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: TaylorItaly on February 29, 2020, 04:22:05 PM
Have you tried Consolen Commands and the "EndCombat" command to exit the Battle Screen ?
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Sinosauropteryx on February 29, 2020, 09:18:27 PM
So far, I'm absolutely loving this mod, safe for one issue I'm having.

The Kingdom's fleets are unbeatable, not in the sense that they're too strong, but in that if you kill/route all their ships, no victory is declared by the game. Your just stuck on an empty field until you get bored and retreat.

Sorry to hear you're having that problem, as far as I know it's a vanilla bug that affects all module ships. It happens when a ship with modules retreats, and unfortunately, this way is the only way I know to work around it:

Have you tried Consolen Commands and the "EndCombat" command to exit the Battle Screen ?
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Izzerwat on March 01, 2020, 08:12:46 AM
Ah, that's slightly unfortunate but at least there's a way around it. Hope it gets fixed in the next vanilla update.

Thanks!
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Shuka on March 02, 2020, 02:25:17 PM
:golfclap: I was amused by your video. I need to use more drill meme ships in the future.

Agreed although there is a correlation between the amount of squinting I did and how old I am.

Was stopping by to ask for tips on pulverizer vs capital types and got an education.

Will the ourobouros show up in markets? I see it in fleets sometimes but I'm not usually hostile to terra.
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Burit on March 13, 2020, 08:03:33 AM
Just played against this faction in High value bounty. I'm say i'm very impress by the concept and the way Kingdom of terra fighting.  When i see my officer ship get knock like a rag doll or coiled and died to a snake shape dreadnought [i'm very impress the way that snake dreadnought coil itself like a real life snake btw feel like i'm fighting actual cosmic monster]. I can only smile to the fact that my hardend officer was beaten by stone age ape that managed to get themself spaceship somehow haha. Keep up the good work !! This by far my fravorite mod faction yet! 

Related Pic. Taken before disaster stuck against my fleet
(https://cdn.discordapp.com/attachments/531492135929643018/688047812314923028/Screenshot_5.png)
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Sinosauropteryx on March 14, 2020, 09:16:06 AM
Just played against this faction in High value bounty. I'm say i'm very impress by the concept and the way Kingdom of terra fighting.
Thanks, I'm glad you're enjoying it!

Will the ourobouros show up in markets? I see it in fleets sometimes but I'm not usually hostile to terra.
Ouroboros should only be attainable as a Nex super ship start, or from the above high value bounty. If you see any in a regular fleet, take a screenshot, because that shouldn't be happening. (Regular Quetzalcoatl should show up in fleets and markets.)
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: fastdino on April 07, 2020, 12:22:58 PM
Why is the Garghool system coded that there cant be any exports and imports from outside the system? I've captured both big stink and Neoterra and despite installing an alpha core admin on Neoterra, i'm still getting a net loss of 50k credits per month. For a faction that's integrated with nex, it seems really pointless capturing this size 9 market.
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Sinosauropteryx on April 09, 2020, 09:34:49 AM
Well the idea was to handicap and isolate the faction a bit, so they acted more like invaders from a distant land and not a regular trade hub. In retrospect I'm not sure it was the best solution, and I'd probably change it to roll over into the international market at certain points (like upon a planet being captured). If such a thing is even possible. I'm not actively developing for the time being though, so it is what it is.
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Vivelaraclette on May 01, 2020, 02:24:04 PM
Just came to say,
This mod is truly amazing, being clubbed to death by space gargant, space snake and space dinausaur is great but I just found a telekinesis gun and turned my own ships into projectiles!
Thanks a lot for that, love.
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Null Ganymede on May 22, 2020, 01:14:25 PM
The Trilobyte's modular hull design is amazing. And I just realized what the visual design it reminds me of - the final boss from Metal Slug 3!

So amazing.
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: LudDavenport on June 12, 2020, 11:47:41 AM
Continue to really like this mod. The Trilobite is a great addition to the fleet! Though based on the fun idea of just downsizing sprites to make frigates, maybe making a cruiser and capital sized Trilobite? Maybe a quetzequatl like ship with trilobites for segments? Maybe some number of trilobite hulls duck taped together, with a pulverizer engine underneath? Just looking to late game, and sad I will need to go out of faction for some being cargo ships.
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: FatalStrings on July 08, 2020, 04:08:24 AM
great mod, just want to report a bug.
I purchased and used the Blast Dampeners mod spec but it does not show up in the refit screen.

here is all my active mods for this save in case you need it
Spoiler

lightshow 1.40
Arma Armatura 0.1
Blackrock Drive Yards 0.9.5
Combat alarm sounds 1.31
Combat chatter 1.9.3
Commissioned crews 1.9
Common radar 2.5
Communist clouds 0.2
Diable avionics 2.51 rc4
Diable addon royal blue
ED shipyard 1.9.9a
Fleet tester 1.0
Industrial.evolution 1.7.b
Interesting portraits pack 1.2
Kingdom of terra 0.9.5
Lazylib 2.4f
Magiclib 0.29
Neutrino corp 1.86-rc3
Nexerelin 0.9.6d
Practice targets 1.4
Seeker - unidentified contact 0.3
Ship/weapons pack1.10.5
SkilledUP 1.1
Starship Legends 1.4.1
Supply Forging 1.1
Tahlan Shipworks 0.3.16
Terraforming and station constructoin 5.2.1
Torchships and deadly armaments 0.11
Transfer all items 1.1
Unknown skies 0.42
Varya's sector 3.1.5
Varya's ship pack 1.1.4
ZZ GraphicsLib 1.4.1

[close]
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Seita on July 18, 2020, 02:27:01 AM
Just downloaded this mod and had a go with Nex & various other mods, and my god, my roommate busted in asking if I’m okay because I was laughing weird. I have accidentally yeeted so many innocent friendlies and I’m not even mad. Thanks so much for making my day
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Sinosauropteryx on July 18, 2020, 09:51:08 AM
great mod, just want to report a bug.
I purchased and used the Blast Dampeners mod spec but it does not show up in the refit screen.

here is all my active mods for this save in case you need it
Spoiler

lightshow 1.40
Arma Armatura 0.1
Blackrock Drive Yards 0.9.5
Combat alarm sounds 1.31
Combat chatter 1.9.3
Commissioned crews 1.9
Common radar 2.5
Communist clouds 0.2
Diable avionics 2.51 rc4
Diable addon royal blue
ED shipyard 1.9.9a
Fleet tester 1.0
Industrial.evolution 1.7.b
Interesting portraits pack 1.2
Kingdom of terra 0.9.5
Lazylib 2.4f
Magiclib 0.29
Neutrino corp 1.86-rc3
Nexerelin 0.9.6d
Practice targets 1.4
Seeker - unidentified contact 0.3
Ship/weapons pack1.10.5
SkilledUP 1.1
Starship Legends 1.4.1
Supply Forging 1.1
Tahlan Shipworks 0.3.16
Terraforming and station constructoin 5.2.1
Torchships and deadly armaments 0.11
Transfer all items 1.1
Unknown skies 0.42
Varya's sector 3.1.5
Varya's ship pack 1.1.4
ZZ GraphicsLib 1.4.1

[close]
Hi, sorry I didn't catch your post until now. The problem you're having might be that you haven't included mods with the "Kingdom of Terra" tag in the hullmods refit screen. It's a green text label.
If you tried that or you don't see the button, it could indeed be a bug, let me know.

I’m not even mad. Thanks so much for making my day
Continue to really like this mod. The Trilobite is a great addition to the fleet! Though based
The Trilobyte's modular hull design is amazing.
So amazing.
Just came to say,
Thanks a lot for that, love.
Thanks, all. This mod ain't extinct yet!
In regards to bigger Trilobites, I'm not ruling it out.
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Sterdude on July 18, 2020, 04:04:12 PM
I'd love to see a bigger version of Monster Crab. Like the Ouroboros is to the Quetzalcoatl.
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Sinosauropteryx on July 18, 2020, 06:17:21 PM
So would I.
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: yourleader on July 19, 2020, 01:51:48 AM
With the design of Snaggletooth-class
Why can't we have a raptor-class, with full raptor skull, that use the jaw to bite enemy ship and breathe hellborne cannon fire???
My gosh thats gona be rad!

I fought a raptor man...
It literally bit me, chew through my armor. And when its holding my ship between it's jaw, it breathe fire!
Under its eye was a mad cave man, he said:
"I put you in world of hurt
Oooga boooga
Taste the pain!"
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Sinosauropteryx on July 19, 2020, 04:08:12 AM
(https://cdn-static.sidereel.com/episodes/772573/featured_2x/356804.jpg)
lul you sound like dis guy.
Sideways biting mouth is kinda weird though, I dunno. Mmmaybe
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: yourleader on July 19, 2020, 04:52:23 AM
THIS IS THE IDEA

(https://i.ibb.co/Sfn086w/raptor.png)

SLAP TACHYON LANCE INTO IT'S EYE AND THE RAPTOR SHOOT LAZERRRR!!!
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Sterdude on July 19, 2020, 04:55:17 AM
Two words. Stag Beetle.
Title: Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
Post by: Sinosauropteryx on July 19, 2020, 05:39:27 AM
@yourleader Thats pretty badass tbh

@sterdude a sideways mandible like that could work too.

Getting jaws to hold onto ships properly might take some doing though, I'll play around with this idea.
Title: Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
Post by: Sinosauropteryx on July 24, 2020, 09:08:29 AM
Update!
This one is a long time coming.

First, these two:
(https://i.imgur.com/le6V8wa.png) (https://i.imgur.com/pW9OJ57.png)
The Draco and the Wyvern.
The Terran ruling class refuses to drive dirty cave-ships, and the snakes were making them space-sick. Here are some hi-tech skirmishing options that add a bit of carrier power.

Speaking of carriers:
(https://i.imgur.com/8JZwOey.png)
The Ammonite is (so far) the Kingdom's only dedicated carrier. It's also a logistics platform, like the Trilobite. Officers and crew aboard this ship are generally not well respected by their peers, who look with disdain upon both carriers and logistics.

Also, new fighters to load up those bays:
(https://i.imgur.com/8N3EnvA.png) (https://i.imgur.com/NnmY7QF.png)

And a bunch of new weapons:
(https://i.imgur.com/JOQcl0F.png)(https://i.imgur.com/SGzCaX0.png)(https://i.imgur.com/SD4X4fT.png)(https://i.imgur.com/qmAIWd6.png)(https://i.imgur.com/nY1MbyL.png)

Also:
- A new hullmod
- A new high value bounty
- A bunch of little stuff. See the full changelog here:
Spoiler
- New ships: Draco-class destroyer, Wyvern-class cruiser, Ammonite-class carrier freighter.
- New fighters: Shaman & Chieftain rocket bombers, Anchor really heavy fighter.
- New weapons: Pyre rocket launcher/pod, lava belcher/spewer, heckbore cannon.
- New hull mod: Overdriven Fighters.
- New high value bounty.
- Queen: Overhaul of hive bomb. Now reloads ammo over time, producing larger clouds of Wasps if left to charge longer. Damage lowered to compensate.
- Blast Dampeners hullmod now affects modules.
- "Bee-making" weapons will no longer cause chatter with Combat Chatter.
- Many melee ships are now made at least Aggressive by default. This doesn't override the personality of an onboard officer.
- Snake ships: Fixed a bug that caused AI to get stuck in a loop when facing to the right, plus other minor tweaks. Movement should be a little smoother now.
- Bully, big bully, CHAD: New sprites.
- Minor aesthetic, balance, and AI tweaks all over.
- Noteworthy balance changes:
-- Rhino/Mammoth drill: 6000 DPS -> 4800
-- Basilisk, Urchin: Middle tail sections made beefier.
-- Bully beam: 500 range -> 400
-- Big bully beam: 600 range -> 800
-- Snake ship rear-facing turret arcs: 240 -> 300
- Campaign-level changes:
-- Planet Neoterra has been added to normal trade routes.
-- The faction has been made more aggressive, generally less agreeable towards other factions, and likely to start wars.
-- Caveman portraits made available for players.
-- Vayra's Sector integration - KoT now stages raids and builds bases.
[close]
Pretty sure this one doesn't break saves.

Download Here (v0.10) (https://bitbucket.org/Sinosauropteryx/version-files/downloads/Kingdom_of_Terra_v0.10.zip)
Title: Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
Post by: Mondaymonkey on July 24, 2020, 09:41:15 AM
Mister, I believe that you will consider that suggestion fit your mod:

What if you tried to build a spaceship with a cannon that shoots crocodiles at everyone you hate?
What if those crocodiles could shoot heat-seeking killer bees, ensuring that there would be no escape?


© Psychostick, 2009 (https://www.youtube.com/watch?reload=9&v=CLdUAvRfrug).

With the best intentions, sincerely yours Mondaymonkey.
Title: Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
Post by: yourleader on July 24, 2020, 09:56:33 AM
Heckbore cannon...
Hmmm...
I smell something good comming up...
Heheheheheheh...
Title: Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
Post by: Sterdude on July 24, 2020, 12:32:44 PM
I'm so glad this is still being worked on. I love crab.
Title: Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
Post by: Hiroyan495 on July 24, 2020, 12:35:41 PM
Make sure to edit the mod_info file, as it still says 0.9.5!  8)

Really really happy about the update!  ;D
Title: Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
Post by: Sinosauropteryx on July 26, 2020, 06:47:57 PM
Thanks for the heads up, @Hiroyan.

Crocs as ammunition...well its certainly on flavour.
Title: Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
Post by: Unnamed_Shadow on July 27, 2020, 01:12:08 PM
I love this mod, the most unique and fun ships to pilot. Specially if you gonna go full assault on your enemy.

I wish you add a Hammerhead variant for the Kingdom of Terra.

But unlike every other faction variant, the Kingdom of Terra is an actual skull of a gigantic Megalodon-sized Hammerhead Shark XD.
Title: Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
Post by: Sinosauropteryx on July 27, 2020, 03:18:42 PM
^ Approved, this one makes the list.
Title: Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
Post by: onychannel on August 25, 2020, 07:52:17 PM
just want to ask real quick. when piloting the quetz is it 'intended' to be able to coil and launch yourself like a bowling ball at 500-600 speed?
Title: Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
Post by: onychannel on August 26, 2020, 12:43:48 PM
also, can integral density be stacked on, say the quetz to have a silly amount of hullmass?
Title: Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
Post by: ApolloStarsector on August 27, 2020, 12:35:24 AM
You are a creative powerhouse. The sheer brilliance of your ideas combined with outright trolling is unbelievable. Downloading your mod so that I can destroy these hideous monstrosities you call ships. I'm amazed that Quetzalcoatl works as well as it does.
Title: Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
Post by: Minitialize on August 27, 2020, 03:11:38 AM
Hello. This looks like a fantastic mod, one of which I've been looking into using for quite some time. I'd like to inquire though, how does the AI fare in piloting these unique ships such as the Basilisk? Do they actually make use of it's full potential, or do they behave like they're using standard-- midline ships?
Title: Re: [0.9.1a] Kingdom of Terra (v0.10) - The hiatus-slaying update
Post by: Sinosauropteryx on August 27, 2020, 09:30:36 AM
just want to ask real quick. when piloting the quetz is it 'intended' to be able to coil and launch yourself like a bowling ball at 500-600 speed?
"Happy accident," it's an emergent property of the particulars of its movement. I consider coiling up to be advanced player tech and will gladly take credit by retroactively intending it.

also, can integral density be stacked on, say the quetz to have a silly amount of hullmass?
No, it only counts when it's on the main ship. (come to think of it, I should be forbidding it entirely on segments.)

You are a creative powerhouse. The sheer brilliance of your ideas combined with outright trolling is unbelievable. Downloading your mod so that I can destroy these hideous monstrosities you call ships. I'm amazed that Quetzalcoatl works as well as it does.
Thanks! Ol' snakey is probably the biggest time investment of all the ships. Although later ships did get to borrow its tech, so it's hard to say.

Hello. This looks like a fantastic mod, one of which I've been looking into using for quite some time. I'd like to inquire though, how does the AI fare in piloting these unique ships such as the Basilisk? Do they actually make use of it's full potential, or do they behave like they're using standard-- midline ships?
On that scale, they fall somewhere in the middle. They'll never quite use the melee ships to their FULL potential, compared to what a player pilot can do. But they do all have custom AI to help them close distance and aim their built-in weapons correctly.
I would say overall they perform a little better than vanilla phase ships in terms of fulfilling their potential.
Title: Re: [0.9.1a] Kingdom of Terra (v0.10.1) - Hotfix
Post by: Ed on August 27, 2020, 02:00:56 PM
Hey dude your ships improved a lot while i was in Hiatus, also i love how well our mods worked together in the tourney, good fun :)
Title: Re: [0.9.1a] Kingdom of Terra (v0.10.1) - Hotfix
Post by: Sinosauropteryx on August 27, 2020, 05:26:51 PM
Hey, welcome back Ed, that was a sweet tournament right? I totally agree.

I suppose I should post this here too while I'm at it:

HOTFIX released today, v0.10.1
Save compatible.
- Bugfix: Vanilla known weapon blueprints were being wiped from pirate/indie factions. This is no longer the case.
- Version file should be a little more accurate.
- Ammonite codex description added.
Title: Re: [0.9.1a] Kingdom of Terra (v0.10.1) - Hotfix
Post by: Skrimp on August 29, 2020, 08:53:20 AM
Small Bug report:
Hello, really loving how unique the ships and weapons are from this mod, but I've encountered a Fatal Null crash during ship combat specifically when the Rhino ship gets in range (more details below). I will post whatever you want from the log file, it's just I don't know what i'm looking for. If you need something from it just let me know what and where I can find it.

The problem is with the Rhino ship and only crashes when the ship gets in range to start attacking. I've narrowed down what I believe to be the cause and it seems to crash when you have the drill linked with other weapons set to autofire. As long as the drill is on its own hotkey the crash doesn't occur and everything works fine. The current setup that causes the crash that I've tested is: Drill > Plasma Flamer > Plasma Flamer [Linked | Autofire]. This causes a crash as soon as the ship tries to fire its weapons.

I believe the plasma flamers come from the ship/weapon pack mod. It could also just be a mod conflict because I have quite a few of those enabled.

So this isn't a huge issue but I just wanted to point it out so you're aware of it.  ;)

Modlist:
All the Libs, Adjusted Sector, ApproLight, Aresenal Expansion, Autosave, Better Colonies, Capture Officers/Crew, Combat Analytics, Combat Chat, Commis.. Crew, Console Commands, Diable Av, ED Shipyrd, Gates Awakened, HMI, Hullmods Exp, Indus Evol, Kadur, Terra, Missing Ships, Neutrino, Nexel, Ruthless Sec, ScalarTech, Ship/weapon Pack, SkilledUp, Starship Legends, Supply Forging, Terraforming/Station Construc, Transfer All Items, Unkn Skies, NewGamePlus, Vayra Sec, Vayra Ship Pack

Title: Re: [0.9.1a] Kingdom of Terra (v0.10.1) - Hotfix
Post by: Sinosauropteryx on August 29, 2020, 05:42:24 PM
Thanks for the bug report! I was able to isolate and fix the problem.

It's not something that's easy to put out a hotfix for, and avoiding the crash can be done in game, so expect it to be fixed in the next content update.
Title: Re: [0.9.1a] Kingdom of Terra (v0.10.1) - Hotfix
Post by: FatalStrings on November 10, 2020, 08:12:11 PM
Bug Report: when ever I beat a terran raider camp station, the game refuse to acknowledge my victory, I am forced to do a full retreat just to get out of combat.
this only happens on terran raider camp stations. Pirate, Luddic Path, and Colony stations doesn't have this issue.

my Mod list:
Spoiler
Lazy Lib
Magic Lib
Graphics Lib

Leading Pip
LightShow
Version Checker
Combat Chatter
Common Radar
Speed up
Capture Officers and Crew

Unknown Skies
Industrial Evolution
Terraforming And station Construction
Fleet tester
Practice Targets
Another Portrait Pack
Interesting Portrait Pack

Seeker
Vayra's Ship Pack
Tahlan Shipworks
Ship/Weapon Pack
Diable Avionics
Dassault-Mikoyan Engineering
Black Rock
SCY
Kingdom of terra

Vayra's Sector
Nexelerin
[close]

Your mod is cool, and fills the 'melee ships' niche very well, I hope this helps.

Also if for some reason the issue is from a different mod, I apologize in advance.
Title: Re: [0.9.1a] Kingdom of Terra (v0.10.1) - Hotfix
Post by: Sinosauropteryx on November 11, 2020, 05:52:34 AM
Hey, thanks for the bug report!

What is probably happening is that one or more module ships are retreating somewhere in the battle. This is a vanilla bug, any retreating module ship will put the battle in a soft lock, forcing the player to retreat. Unfortunately, because it's vanilla there's not much I can do at this point.

The good news is Alex will be fixing this bug in the next update. In the meantime, instead of retreating, here is the solution I suggest (and personally use).
LazyWizard's Console Commands (http://fractalsoftworks.com/forum/index.php?topic=4106.0)

When you get into that locked battle state, press Ctrl + Backspace, then type "endcombat" without quotes. It will award a victory instead of defeat/retreat.

If there's something else happening - like if you're sure there are NO module ships retreating, but still locking up - let me know.
Title: Re: [0.9.1a] Kingdom of Terra (v0.10.1) - Hotfix
Post by: FatalStrings on November 12, 2020, 10:33:55 PM
Thanks for the tip man.
Title: Re: [0.9.1a] Kingdom of Terra (v0.11) - Big Bitey Boi
Post by: Sinosauropteryx on November 24, 2020, 04:58:59 PM
Update time!!!

Featuring this hull-crunching capital, the Rex-class fast battleship.
(https://i.imgur.com/8nRNFpL.png)(https://i.imgur.com/csHkmnb.gif)
Thanks to yourleader for the idea! Check out his concept art here. (http://fractalsoftworks.com/forum/index.php?topic=16902.msg294542#msg294542)

Also included, these two conversion ships:
(https://i.imgur.com/5ITBJ5J.png)(https://i.imgur.com/0Sv70yJ.png)
Credit goes to Unnamed_Shadow for the Hammerhead suggestion.

And these two large weapons:
(https://i.imgur.com/s6Ofe23.png)(https://i.imgur.com/y3M97MI.png)

And a slew of other changes. Most notably:
- No more soft lock bug! (Turns out, there was something I could do about it)
- No more fleet spam in Nexerelin / Vayra's Mod!
- More planets around Garghool!

For full changes see here:
Changelog
Nov 24, 2020: v0.11 released.
- New ship: Rex-class fast battleship.
- Conversion ships: Hammerhead (KoT), Kite (KoT).
- New weapons: Avalauncher, Drill Factory.
- Basilisk, Urchin: Spin speed is no longer tied to frame rate; should spin and throw spikes more consistently in laggy battles.
- Rhino:  AI improved. Numerous nerfs (to offset now very powerful AI-controlled Rhino).
 -- Top speed w/ system reduced (230 -> 155)
 -- Drill damage reduced (4800 -> 3000) - also affects Mammoth
 -- Hull: 7500 -> 6500
 -- Armor: 750 -> 550
- Bee shooter: Projectile speed buffed (1000 -> 1400)
- BUGFIX: Enemy module ships retreating should no longer soft-lock the game. (Tentative fix - may revert if it messes up other mods)
- Campaign level changes:
-- Faction aggression, war decs, and bad rep events in Nexerelin/Vayra's Sector have been toned down. (no giant fleet spam - hopefully)
-- Neoterra's heavy industry variant should no longer show up in industry list (unless you're on Neoterra).
-- The faction's home system has been overhauled and expanded.
-- Neoterra: Size 9 -> size 7. grug bad at counting
-- Added caveman characters to Combat Chatter.
[close]

This update should be save compatible, but some content (like home system changes) requires a new save.
Title: Re: [0.9.1a] Kingdom of Terra (v0.11) - Big Bitey Boi
Post by: Agalyon on November 25, 2020, 10:45:12 AM
You really have the most consistent high quality content updates, I gotta say. The conversions look nice too, they look natural like they were meant for it. I guess in a lot of ways the basic pieces of ships convert well to bones and the like, such as the "spine" of the hammerhead. Excited to try everything out!
Title: Re: [0.9.1a] Kingdom of Terra (v0.11) - Big Bitey Boi
Post by: Agalyon on January 27, 2021, 02:22:11 PM
Hey, I've noticed a bug where the Basilisk sometimes doesn't spin when its ship system is used. I cant figured out whats causing it, sometimes it happens several times in a row, sometimes it only happens once or twice.

It sorta just locks in place, the jets flare, but it cant move or turn, and goes back to normal when the system ends.
Title: Re: [0.9.1a] Kingdom of Terra (v0.11) - Big Bitey Boi
Post by: Chairman Suryasari on January 27, 2021, 05:59:50 PM
This mod give me cosmic horror and Metal Slug vibe at the same time.
Title: Re: [0.9.1a] Kingdom of Terra (v0.11) - Big Bitey Boi
Post by: Shura_Takahara on February 24, 2021, 02:38:19 AM
This mod give me cosmic horror and Metal Slug vibe at the same time.

yeah.is hella scary seeing a huge dynosaur head coming your way to chew your ship to bits.i use a lot the ships from the kingdoms.and it must be hella horrible to the pirates to die that way.
Title: Re: [0.9.1a] Kingdom of Terra (v0.12) - Almost All Aesthetic
Post by: Sinosauropteryx on March 16, 2021, 01:13:08 PM
You know what time it is.

This update is almost entirely decorative in nature. (Does that mean I'm out of ideas?? You be the judge.)

First, the biggest sprite reworks: The Basilisk and the Urchin.
(https://i.imgur.com/Gqux9h2.png) (https://i.imgur.com/uRq1l3P.png)
The old sprites
(https://i.imgur.com/tax852m.png) (https://i.imgur.com/UXo2FL7.png)
[close]

Also: The Monster's new fist, repurposed from an ancient (or modern? who can tell) giant stone statue.
(https://i.imgur.com/1ck1yqk.png) (https://i.imgur.com/Xmobsus.png)
The old one was literally the ship in the SS discord server pic. How embarassing!
(https://i.imgur.com/RRRbFBT.png)(https://i.imgur.com/2UVdXzW.png)
(also, note that his biceps are now showing over his hands.)
[close]

As well: The Mammoth is now woolly, as one would expect of a mammoth, if not a spaceship.
(https://i.imgur.com/15Kr4FV.png)
This ugly greebling is still there, underneath the new coat
(https://i.imgur.com/E2NfHZ2.png)
[close]

Also: These snakes now have noses, as was requested by one fellow like a year ago. (The weapons poke out from under them.)
(https://i.imgur.com/l2xduXe.png) (https://i.imgur.com/D6n3npI.png)
Pre-rhinoplasty
(https://i.imgur.com/P5ccD4m.png) (https://i.imgur.com/FLKgtou.png)
[close]

Other sprites have been touched up, but mostly in terms of contrast, edges, little things.

Aside from ship sprites, the cave-sexes have been evened out with 4 new grugette portraits. Neoterra also has a new, panoramic view, and interactions with the Kingdom administrators (commissions, AI cores) have been translated into ungabunga.

And, yes, some minor mechanical changes too.

Full changelog here
- Basilisk, Urchin: Sprite reworks.
- Monster, Mammoth, Queen, Rhino, Quetz, Hatchling: Sprite touchups/additions.
- Basilisk, Urchin: Fixed a bug where the ship would stay in place instead of spinning, and an AI bug that would stop the AI from using its system.
- Carcharos SRM, slingshot bombers: No longer used by pirates.
- AI & physics improved across the board to better account for phase ships.
- Drill Factory, Avalauncher now contribute to mining in Nexerelin.
- Drill Factory now has a primary arming stage, like Squalls.
- 4 new caveladies added to portrait roster.
- More NPC interactions translated into cave-speak.
- Scenic art and more lore added to Neoterra.
[close]
Title: Re: [0.9.1a] Kingdom of Terra (v0.12) - Almost All Aesthetic
Post by: Sinosauropteryx on March 16, 2021, 01:23:42 PM
And here's an extra treat, for those who like to see how sausage is made. Concept art!
Enter if you dare. Big images inside.
Basilisk evolution
(https://i.imgur.com/dL75YSX.png)
[close]
Rhino
(https://i.imgur.com/dco2gox.png)
[close]
Mammoth
(https://i.imgur.com/Y2V8gvl.png)
[close]
Trilobite
(https://i.imgur.com/lDZ887i.png)
[close]
Drill factory
(https://i.imgur.com/zTy2Xg8.png)
[close]
Pulverizer
(https://i.imgur.com/Vs1IzIQ.png)
[close]
Quetzalcoatl early napkin math, flag, notes. Some of those To-Dos were never actually done.
(https://i.imgur.com/yq6iaLU.png)
(https://i.imgur.com/yqbV3Vw.png)
[close]
[close]
Title: Re: [0.9.1a] Kingdom of Terra (v0.12) - Almost All Aesthetic
Post by: Yubbin on March 16, 2021, 01:33:25 PM
This update looks amazing, great job!
Title: Re: [0.9.1a] Kingdom of Terra (v0.12) - Almost All Aesthetic
Post by: Melanoc3tus II on March 17, 2021, 04:45:52 AM
Honestly, I much preferred the old Monster fist. Not sure about the Basilisk and Urchin either. But the other changes are nice.
Title: Re: [0.9.1a] Kingdom of Terra (v0.12) - Almost All Aesthetic
Post by: Sinosauropteryx on March 17, 2021, 06:26:48 AM
I knew at least one wouldn't like it! As with all things.

You can replace the new image and ship files with the old, from the previous build. Just swap out these 2 files:
Kingdom of Terra/graphics/ships/modules/KT_monster_righthand.png
Kingdom of Terra/data/hulls/KT_monster_righthand.ship

This should work with the Urchin as well (swapping out files for all 3 body parts, and ignore KT_urchin_dummy). The Basilisk has a new decorative weapon on it, so the process is a little more involved if you have a save file with the new update, but let me know and I'll walk you through it.
Title: Re: [0.9.1a] Kingdom of Terra (v0.12) - Almost All Aesthetic
Post by: rockguy434 on March 19, 2021, 12:42:16 PM
Is there any guide or videos on how to use this ships effectively?
Title: Re: [0.9.1a] Kingdom of Terra (v0.12) - Almost All Aesthetic
Post by: Sinosauropteryx on March 19, 2021, 02:58:55 PM
I don't think so, I've never seen one. Are you having trouble with any ship in particular? Are you using an all-KoT fleet?

The main things I would say for most of the melee ships is to use close-range bursty weapons, build for quick kills (more torpedoes and harpoons, fewer pilums/salamanders) and to expect some losses, especially under AI control - so Bulkheads might be to your liking. If you're having problems with friendly fire/bonking, you can try to stagger deployment so they are more spread out.
Title: Re: [0.9.1a] Kingdom of Terra (v0.12)
Post by: simostry on March 28, 2021, 02:52:31 PM
v0.12 released! A phase ship, plus this thing:
https://youtu.be/RmLNZ6bSrlQ
(video lag/choppiness is from my junkbox trying to run recording software, the mod does not normally lag.)
As someone who has played this and other mods a sizable amount, while fun, the rhino is insanely strong. I can regularly roll through massive fleets, multiple capital ships, or even the strongest space stations with just one as long as im piloting it. I think its deployment and or monthly supply cost should be massively increased or have the damage reduction from drilling into ships be heavily reduced.
Title: Re: [0.9.1a] Kingdom of Terra (v0.12) - Almost All Aesthetic
Post by: Sinosauropteryx on March 28, 2021, 07:00:59 PM
Rhino is a strong boy. But then only the player can do truly insane things with it, just like he can phase ships, SO ships, and others.

Hmmmm... maybe I could reduce its PPT, if it's abuseable, since that won't affect most AI controlled Rhinos. Personally, I've found piloting the Rhino to be a high-risk proposition, there were always enough missiles and EMP flying around to stop it from lasting too many fights. (But I'm not an expert pilot.) It was also significantly nerfed already not too long ago. I'll keep an eye out to see if anyone else thinks it's too good as a player ship.

P.S. 0.95 update soon!
Title: Re: [0.9.1a] Kingdom of Terra (v0.12) - Almost All Aesthetic
Post by: Cy420 on March 28, 2021, 09:11:05 PM
man this is one of the few shipmods I actually like, cool stuff, feels more lorefriendly than it should be :D
Title: Re: [0.9.1a] Kingdom of Terra (v0.12) - Almost All Aesthetic
Post by: Sinosauropteryx on March 29, 2021, 07:39:08 AM
Compatibility update!

And a few new things. Namely these upstanding barflies
(https://i.imgur.com/0CWTSDj.png)

and these cottage industries
(https://i.imgur.com/IaLAE9L.png)

One of which produces these
(https://i.imgur.com/jjulww0.png)

Full changelog here:
Spoiler
v0.13
- werks wiff 0.95
- Neoterra changes:
 -- Farming replaced with Hunting & Gathering industry, supplying food and exotic beasts
 -- New commodity, exotic beasts, found exclusively on Neoterra
 -- Subterranean Foundries increases planet's fleet size by 1.5x
 -- Anomalous Interior adds large bonus to ground defense; partially offset by downgrade of Heavy Batteries to Heavy Boulders (total change x3 -> x5)
- Caveman mass-immigration. Planets captured or colonized by KoT will gain Decivilized Subpopulation after (10 * planet size) days. This can be reversed if another faction recaptures the planet before this time. (Planet capture/transfer requires Nexerelin or similar.)
- New dockside bar art & description for KoT planets. Meet contacts in style
- Mammoth: Wool patches have been tweaked graphically to clash less with damage and engine flames
[close]

Download HERE (https://bitbucket.org/Sinosauropteryx/version-files/downloads/Kingdom_of_Terra_v0.13.zip)



man this is one of the few shipmods I actually like, cool stuff, feels more lorefriendly than it should be :D
LOL. It's certainly a square rock hammered into a round hole, but lovingly so.
Thank you!
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Sinosauropteryx on March 30, 2021, 01:08:56 PM
Quick hotfix.

v0.13.1
- Tentative fix to crash involving Queen's bee bombs.

Get here (https://bitbucket.org/Sinosauropteryx/version-files/downloads/Kingdom_of_Terra_v0.13.1.zip)
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Milouztovitch on April 15, 2021, 03:17:49 PM
Thank you very much for your work. This is one of the best mod faction I ever played. The ships and weapons are very unbalanced.... and fun! Which is perfect.

The ships are very fun to play: the monster are the basilisk are fun and reliable. The snake ship is very tricky to play but rewarding. And the Pulverizer is just the best and the most satisfying to play (you ram yourself into any big ship you see ;D).

And the weaponsare very fun too.... especially the Telekinesis Ray which is TOTALLY BROKEN and so satisfying to play with. (the beeshooter is pretty broken too)

DO NOT CHANGE ANYTHING! Even if it's very unbalanced, it's what's makes this mod so great!

I had so much fun with my fleet with one Paragon equiped with two Telekinesis Rays (to control the battlefield) and FOUR Pulverizers (to create mayhem)... it was so much fun.

Anyway, now I can't imagine one play of starsector without the Kingdom of Terra. Thank you again and keep up the good work! :)

(Sorry if I made mistakes, english isn't my first language)
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Sinosauropteryx on April 15, 2021, 09:46:57 PM
Thanks for saying so! You even registered on the forum to do it. (Welcome)

I have no plans to nerf that stuff. Vanilla itself is not balanced after all! The stuff you want to use as a player is always overpowered - the rest is there for pirates to use and you to blow up.
So what fun is a mod if it's less exciting to use than vanilla? Er, no need to answer that. I think you and I have a similar philosophy on the subject.

Very much appreciate the feedback!
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: CyberSultanVader on April 19, 2021, 03:57:22 PM
Hey man just dropped by to say what an AWESOME mod you have! Thanks for all the updates!
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Jet Black on April 20, 2021, 06:08:20 AM
I imagine this re-skinned with a mech look. The swinging limbs on the rascal, monster, urchin, basalisk and maybe even rex could be a mech swinging a melee weapon of some sort. Or in the case of the rascal and monster, a sword and shield even. Out of all the mech mods currently out none of them have anything like this. There is huge potential there.

That said, I still love this mod. The ideas and implementation are fresh and creative. The weapons are also fun and over the top.


P.S.: Will you ever add officers to a new level of power?
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Sinosauropteryx on April 20, 2021, 05:25:35 PM
Hey man just dropped by to say what an AWESOME mod you have! Thanks for all the updates!
Thanks dude!

I imagine this re-skinned with a mech look. The swinging limbs on the rascal, monster, urchin, basalisk and maybe even rex could be a mech swinging a melee weapon of some sort. Or in the case of the rascal and monster, a sword and shield even. Out of all the mech mods currently out none of them have anything like this. There is huge potential there.
I like these ideas, but the bottleneck is always sprites. If the sprites fell out of the sky I could make a whole reskinned faction with similar mechanics and different flavour. But, alas.
Quote
That said, I still love this mod. The ideas and implementation are fresh and creative. The weapons are also fun and over the top.
Thanks dude!
Quote
P.S.: Will you ever add officers to a new level of power?
I don't understand the question.
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Jet Black on April 21, 2021, 05:26:02 PM
lol, I had you confused with Panteradactyl who does the new level of power mods. Wish I could lend a hand with sprites, however, I have zero talent whatsoever lol -.-
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Harmful Mechanic on April 21, 2021, 05:45:48 PM
I imagine this re-skinned with a mech look. The swinging limbs on the rascal, monster, urchin, basalisk and maybe even rex could be a mech swinging a melee weapon of some sort. Or in the case of the rascal and monster, a sword and shield even. Out of all the mech mods currently out none of them have anything like this. There is huge potential there.
I like these ideas, but the bottleneck is always sprites. If the sprites fell out of the sky I could make a whole reskinned faction with similar mechanics and different flavour. But, alas.
I would be interested in trading some art for some technical help with cool swinging spaceship limbs.

HMU in private messages and we can do some problem solving:
(https://i.imgur.com/5hyAe7Lt.jpg)
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Jet Black on April 27, 2021, 06:02:51 AM
I just put 5 rock chuckers onto a kassadari overdriven ship... Threw so many little stones at a paragon that I shoved it to the edge of the map. Lovely.
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: CrimsonPhalanx on April 27, 2021, 01:12:17 PM
While playing and seeing the Kite, with the lore saying how they shoved the bulkhead full of tonstone makes me wonder what would happen if they shoved an entire atlas(cargo holds included) full of the stuff and modded the engines
or you know have the atlas actually follow the mythological roots and have it carry a one-use gigantic rock to throw at the enemies.

EDIT: On a side note I think the bee gun should check a limit or something, I kinda crashed my game with a "null" error after pounding a domain mothership with two of those for an extended period of time. I assume there was either too many bees, unfortunately I forgot to check the crashlog and restarted the game, will update if needed

EDIT: welp I tried a second time and it seems to crash again
Spoiler
871904 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$Itr.next(Unknown Source)
   at com.fs.starfarer.combat.E.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Sinosauropteryx on May 01, 2021, 02:10:40 PM
EDIT: On a side note I think the bee gun should check a limit or something, I kinda crashed my game with a "null" error after pounding a domain mothership with two of those for an extended period of time. I assume there was either too many bees, unfortunately I forgot to check the crashlog and restarted the game, will update if needed

EDIT: welp I tried a second time and it seems to crash again
Spoiler
871904 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$Itr.next(Unknown Source)
   at com.fs.starfarer.combat.E.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Hey, sorry you're having this problem. I will try to replicate it and find a fix. (As time permits, so please bear with me.)

Quote
While playing and seeing the Kite, with the lore saying how they shoved the bulkhead full of tonstone makes me wonder what would happen if they shoved an entire atlas(cargo holds included) full of the stuff and modded the engines
or you know have the atlas actually follow the mythological roots and have it carry a one-use gigantic rock to throw at the enemies.
I quite like that Atlas idea, actually...

I just put 5 rock chuckers onto a kassadari overdriven ship... Threw so many little stones at a paragon that I shoved it to the edge of the map. Lovely.
Yeah...those damn broken GH ships!
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Sinosauropteryx on May 03, 2021, 11:27:42 AM
@CrimsonPhalanx Update on the testing process, I tried about 30 minutes of pounding targets with 6 bee guns and couldn't replicate a crash.

What other mods were you running? What was the rest of your deployed fleet like?

You're sure you have the latest hotfixed update, right? (0.13.1)
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: CrimsonPhalanx on May 03, 2021, 02:31:41 PM
I remember my ship was the nibelung from Tahlan
the other ship in my fleet was some escort that I forgot sorry(I think its a normal combat ship with no super special abilities)

I tried testing again with target practice's dummy but it died too fast,
I'll try to replicate it with different ships tomorrow after figuring out how to spawn a mothership and clear out the defenders to see if its cause by some other specifics.
but what I remember was that the derelict mothership was alone (killed the rest of the ships), and you know how the main "body" of the ship can't die until you break the 4 corners? I was constantly hitting that with two bee Shooters(for 2-8 mins, definitely not 30 mins, very sorry for wasting your time).

I forgot if I was fast forwarding the game with speedup if that helps


in the files it does say I'm using 0.13.1
will update if it was an isolated incident or if I can repeat it.
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Sinosauropteryx on May 03, 2021, 06:01:23 PM
Oh, you mean THAT mothership, the one that's basically a station? (I was thinking of the Guardian.) hmmm - I haven't done extensive testing with station pieces. Not sure why it'd be a problem, but, it's a lead.
I'll see what I can dig up.
(also, don't worry about my time, your bug reporting is helpful for improving the mod, so thanks!)
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: CrimsonPhalanx on May 04, 2021, 01:04:10 AM
Alright I tested with the mothership again
the first time I managed to accidentally kill it too fast by hitting the corners, the game was laggy from the sheer amount of bees, but no crash
second time I tried keeping it alive as long as possible by shooting the unkillable body and avoiding the important bits, I managed to crash the game that way.
from that result it does seem like an issue with too many bees being spawned, just that the mothership is the only one that can take that much punishment
I'm not sure how to set these tests up but if my theory is correct that means it might be replicatable if you make an invincible ship and keep shooting it until the bees overload the game, or create a test where the enemies have bee guns and turn on god mode and let them hit your armour for a while (accelerated ammo feeders probably help here)

note I did have the game on fast forward to speed up testing

EDIT: not sure if its important but there was an enemy drone frigate to take the agro of the bees for a short while, just incase the bees are just enough to kill the station if theres no distraction
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: maxkaptain on May 21, 2021, 09:05:59 PM
I have played Starsector for quite a while. When i started, ballistic weapons all had limited ammo, and CR wasn't a thing. In all my years, i've never seen a mod as creative or fun as this one. BDY is the only one that comes close (if you use binoculars).

Every ship and weapon is unique and fun: The teleporting torpedoes; the melee ships; the telekineses ray; the CHAD Lance. The first time i saw the Thresher in some market, i genuinely laughed for a minute straight. Even the lore is surprisingly good; for something as outlandish as "cavemen in space", it is quite creative.

Congrats to everyone who worked on this.



Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Sinosauropteryx on May 23, 2021, 07:19:51 PM
Congrats to everyone who worked on this.
Thank you! I'll pass it along to the team (heheh)
(it's just me)

Anyway, as an update to CrimsonPhalanx, I have to apologize for leaving you hanging - but, consider me on a sort of hiatus for the time being. I just got a new machine, and it actually has a GPU, so I'm playing all sorts of games with shaders and 3d...plus I don't have my IDE set up or anything...but I will return to modding, in probably a few months.
Your bug testing is very helpful (truly) and I'm sure I'll get to finding and patching it as soon as SS piques my interest again.
In the meantime, go easy on the beeshooters and hopefully you'll bee ok.
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: CrimsonPhalanx on May 24, 2021, 03:33:43 AM
In the meantime, go easy on the beeshooters and hopefully you'll bee ok.
I laughed way more than I should.

Have fun with your new machine!
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Shuka on May 25, 2021, 06:35:55 AM

or you know have the atlas actually follow the mythological roots and have it carry a one-use gigantic rock to throw at the enemies.


Wow now I miss the interstellar imperium. The luddic suicide drams or whatever they are kind of fill the gap. I'm actually fighting The Kingdom in this game and the AI is using some tactics that I never had to deal with and its pretty funny.
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: briansd9 on July 17, 2021, 03:04:56 AM
Hi, reporting this here as well - random ConcurrentModificationException while fighting a Kingdom of Terra fleet:

https://fractalsoftworks.com/forum/index.php?topic=22299.msg336013#msg336013
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: 123nick on October 02, 2021, 09:58:57 PM
When i got a LP blueprint package, all the ships had SO as a default built in

EXCEPT ONE

the rhino (LP) DOESNT HAVE SO INBUILT!

imo i think itd be great for consistency if the LP blueprint package (on a save with many mods that add ships too it) instead of having 70 ships with SO and 1 that doesnt just had 71 ships with SO.

so if the rhino (LP) could get SO inbuilt, like....basically every other ship modded by the luddic path, i think itd be a nice consistency change.
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: default on November 04, 2021, 02:58:09 PM
I noticed something odd with the Quetzalcoatl and the segments. The hullmod that disallows you from putting converted hangers on the segments doesn't work if you simply build in converted hanger. While expensive in SP, this doesn't seem quite right when done. Not sure if it has been pointed out or not or if it's a big enough issue to fix, but it's here nonetheless.
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Dazs on December 12, 2021, 08:22:49 AM
Sinosauropteryx - There seems to be an issue with the Flushpipe torpedo that cropped up with this newest version of the game:

Spoiler
752463 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.F.getMoveSpeed(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at data.scripts.util.KT_Dummy.spawnDummy(KT_Dummy.java:18)
   at data.scripts.weapons.KT_FlushpipeEveryFrameEffect.advanceMissile(KT_FlushpipeEveryFrameEffect.java:52)
   at data.scripts.weapons.KT_FlushpipeEveryFrameEffect.advance(KT_FlushpipeEveryFrameEffect.java:21)
   at com.fs.starfarer.combat.entities.ship.A.O0oO.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.%u04B00000(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Shame really since this is one of the more unique mods that I enjoy, hope to see you back at some point.
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Profugo Barbatus on December 14, 2021, 02:23:12 PM
Sinosauropteryx - There seems to be an issue with the Flushpipe torpedo that cropped up with this newest version of the game:

Spoiler
752463 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.F.getMoveSpeed(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at data.scripts.util.KT_Dummy.spawnDummy(KT_Dummy.java:18)
   at data.scripts.weapons.KT_FlushpipeEveryFrameEffect.advanceMissile(KT_FlushpipeEveryFrameEffect.java:52)
   at data.scripts.weapons.KT_FlushpipeEveryFrameEffect.advance(KT_FlushpipeEveryFrameEffect.java:21)
   at com.fs.starfarer.combat.entities.ship.A.O0oO.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.%u04B00000(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Shame really since this is one of the more unique mods that I enjoy, hope to see you back at some point.

I've been able to temporarily work around it by going into the weapon files in the mod, and for the KT_Flushpipe_whatever files, adding a # before the ""everyFrameEffect":"data.scripts.weapons.KT_FlushpipeEveryFrameEffect";" section. Disables the pretty effect, but went from constant crashing in a pirate battle to actually being able to finish it.
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: bigwizard on December 16, 2021, 05:33:15 AM


I've been able to temporarily work around it by going into the weapon files in the mod, and for the KT_Flushpipe_whatever files, adding a # before the ""everyFrameEffect":"data.scripts.weapons.KT_FlushpipeEveryFrameEffect";" section. Disables the pretty effect, but went from constant crashing in a pirate battle to actually being able to finish it.

This seems to fix the problem for me, cheers!
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: alkill10000 on December 18, 2021, 11:16:37 PM
i have a very similar error but it seems that adding the # in the weapons files didnt fix it, unless im adding it to the wrong place
in addition it seems that fluspipes attached to ships work fine but when a midtech pirate station equipped with them fires them thats when it crashes, i dont know if there are other things that crash it too
my error log is this
Spoiler
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.F.getMoveSpeed(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at data.scripts.util.KT_Dummy.spawnDummy(KT_Dummy.java:18)
   at data.scripts.weapons.KT_FlushpipeEveryFrameEffect.advanceMissile(KT_FlushpipeEveryFrameEffect.java:52)
   at data.scripts.weapons.KT_FlushpipeEveryFrameEffect.advance(KT_FlushpipeEveryFrameEffect.java:21)
   at com.fs.starfarer.combat.entities.ship.A.O0oO.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: IGdood on December 19, 2021, 09:52:02 AM
Yeah i'm getting that CTD also, and adding the # doesn't seem to work unless I'm doing it wrong. 

#"everyFrameEffect":"data.scripts.weapons.KT_FlushpipeEveryFrameEffect";??
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: IGdood on December 20, 2021, 11:02:19 PM
Looks like the latest patch fixed it
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Screech9791 on January 10, 2022, 08:34:28 PM
After the mod updates to 0.95.1 I want to see a frigate with several huge spears, spikes, and blades on the front and a burn drive. And give it a medium ballistic gun because why not?

If you can find some way to make a ship hull refitting system, it could maybe be used to give beaten up lashers/wolves/afflictors/other similar modded ships a new life by making them into ram frigates.
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Screech9791 on January 13, 2022, 10:44:59 AM
Whatever Flushpipes are doing, they make me crash whenever they're fired. If it helps I'm runing 0.95.1.
PROTIP: If you don’t like the crashing, as a user you may want to edit their CSV entries so the flushpipe weapons have 5+ digit OP costs, SYSTEM tagging, and a 9999 warmup to prevent them from actually firing. That way, if they somehow generate anyways, they won’t be able to crash your game in time.
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: IGdood on January 19, 2022, 11:28:19 PM
Whatever Flushpipes are doing, they make me crash whenever they're fired. If it helps I'm runing 0.95.1.

Weird
I used to have that issue with the previous version of Starsector but it fixed itself after I did a clean install. 



On another note gotta say the weapon mechanics for this mod are some of the most creative.  Chad Lance and flushpipe designs are ace.  As well as the usage of the StarCraft missile sound
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: TinyEveTitan on February 01, 2022, 05:57:00 PM
Love this mod, imagination is wild, thank you for your work on it. I really hope you can come back and update 951.
TY for this great mod again!
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Screech9791 on February 08, 2022, 09:59:14 AM
Fun fact: the Very Limited Volume hullmod does not block Roider fighter clamps

have fun with your 5 fighter squads per hatchling frigate
NOT THE BEES
(https://pic8.co/sh/0tJxwu.png)
[close]
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Screech9791 on February 25, 2022, 10:07:52 AM
Might as well farm post count in this thread by suggesting some more ship variants. Maybe one of the bumps will let this mod's creator know that 0.95.1 has come out 2 months ago.
I would like the following variants to be added for the KoT hammerhead so I see more caveman hammerheads than just ones with shotguns.
Overdriven
Head:
Assault Chaingun
Heavy Machine Gun
2 Light Dual Machine Guns
Safety Overrides
0 Flux Capacitors
15 Flux Vents

Tail:
2 Light Machine Guns
9 Flux Capacitors
10 Flux Vents
[close]
Draconic
Head:
2 Heckbore Cannons
2 Lava Belchers
2 Hammer-class Torpedoes
Unstable Injector
Heavy Armor
0 Flux Capacitors
16 Flux Vents

Tail:
1 Light Mortar
1 Light Autocannon
10 Flux Capacitors
10 Flux Vents
[close]

By the way, I find Grinders to be incredibly unreliable as point defense options and I always replace them with light machine guns or vulcan cannons.
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: nukularpower on February 26, 2022, 02:07:44 PM
I think grinders are meant to be somewhat lackluster, no?   since you are basically throwing rocks :D
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: 0202 on March 12, 2022, 07:10:58 AM
May I ask your permission to translate your 'Kingdom of Terra' into chineses ? then upload to a Chinese forum,sure,it's free for everyone
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Screech9791 on March 22, 2022, 06:40:10 PM
I think grinders are meant to be somewhat lackluster, no?   since you are basically throwing rocks :D
You're mistaking grinders for rockchuckers/avalaunchers. Grinders shoot sparks everywhere and are basically shittier vulcans.
Among the list of suggestions I've been thinking about, I guess having a frigate missile/torpedo boat would be cool, with plenty of small missile/composite slots, as the current other frigate missile boat (the Snaggletooth) is closer to "2 1/2 Carcharos SRMs + 1 composite slot" and only 7.5 OP equivalent in built ins doesn't really sound that great for an allegedly missile focused ship.
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: snopey1 on May 20, 2022, 08:48:34 PM
I'm making this post in both Kingdom of Terra and Apex Design Collective, as I'm not sure which of the two mods are causing this issue, but figured you both might want to know.

So experimenting with Grappling beam weapon on a modified Paragon and I wanted to see how effective using 2 beams on smaller ships will be so since my main armaments are shorter range and being able to pull in quick small ships means I'll be able to prevent the eternal kite even if they have no ability to break my shields.

At the top of my list of hostile ships when running a simulation are the Apex Design Collective ships, some of which have Geodesic Shield Matrix, which changes how shields work. I've tested my ship against Apex ships with and without the Geodesic Shield Matrix and it's only getting the effect from ships with the Geodesic shield matrix.

Upon the Grappling Beam hitting the shield, the sprite for the shield itself goes away, it still blocks all my shots, and emits particles like it is being shot. As well, the ship gains infinite flux being able to fire all of its weapons forever without gaining any flux at all. this effectively rendered them invulnerable to me.

If I send another ship to get behind the arc of the shield it still takes damage to the armor and hull like normal. so unless ship has a 360 shield I can kill it if I have 2 ships attack it.

Have a good [time of day].
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: theDragn on May 21, 2022, 10:34:46 PM
I'm making this post in both Kingdom of Terra and Apex Design Collective, as I'm not sure which of the two mods are causing this issue, but figured you both might want to know.

So experimenting with Grappling beam weapon on a modified Paragon and I wanted to see how effective using 2 beams on smaller ships will be so since my main armaments are shorter range and being able to pull in quick small ships means I'll be able to prevent the eternal kite even if they have no ability to break my shields.

At the top of my list of hostile ships when running a simulation are the Apex Design Collective ships, some of which have Geodesic Shield Matrix, which changes how shields work. I've tested my ship against Apex ships with and without the Geodesic Shield Matrix and it's only getting the effect from ships with the Geodesic shield matrix.

Upon the Grappling Beam hitting the shield, the sprite for the shield itself goes away, it still blocks all my shots, and emits particles like it is being shot. As well, the ship gains infinite flux being able to fire all of its weapons forever without gaining any flux at all. this effectively rendered them invulnerable to me.

If I send another ship to get behind the arc of the shield it still takes damage to the armor and hull like normal. so unless ship has a 360 shield I can kill it if I have 2 ships attack it.

Have a good [time of day].

yeah looks like this one is my problem- Geodesic Shield Matrix was having some very unexpected behavior if it was hit by something that didn't deal any damage. Dunno what exactly was going on to make the shield invisible and invincible, but I've got it fixed in dev and will have a patch out momentarily.
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: spotshooter on August 23, 2022, 07:12:22 PM
Hi, i have problems facing high-tech orbital fortress equipped with CHAD-lance (Large energy beam weapon from this mod).
With it ability to instantly overload any ships when it hit hull or armor and pushed them away combine with fortress added range(3000+) it make the fortress invulnerable to any shieldless ships(phrase or shield shunted ship).
Any ways to help with this? I really love this mod ships and mechanic(collision based) and kinda don't want to remove it.
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Agalyon on March 12, 2023, 09:02:14 PM
I've had a few odd things going on recently in my save. First I had the old bug with the battle not ending because of modules, in this case it was the bee shooters leaving behind what I assume is the module managing the bees. A quick nuke fixed it and strangely it didn't happen again.

Second I had some weirdness going on with the snakelike ships, pictured in this screenshot. The Ouroboros is pictured but it happens with the normal capital and the frigate as well. https://imgur.com/a/adYFJMZ

As far as I could tell the hitboxes were all fine, it SEEMED purely visual but I'm not 100% sure. I think its because I updated to the new MagicLib 0.46 by Wispborne. No crashes or anything crazy. As always thanks for your hard work!
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Screech9791 on May 08, 2023, 08:22:38 PM
Just letting you guys know, this mod is technically 0.96 compatible, with some simple steps required.
Step 1: download the mod as usual
Step 2: go into Fractal Softworks\Starsector\mods\Kingdom of Terra and open mod_info.json
Step 3: change line 7 (the gameVersion line)'s version to "gameVersion":"0.96a-RC8", (exact RC number is irrelevant)
Step 4: launch the game as usual
Step 5: enjoy smashing things with terran bricks and robotic megafauna
This method should work for any mod that doesn't use libraries, since those mods tend to be more sensitive to Alex changing the source code. Of course, I'd really appreciate it if Sinosauropterx would make a proper 0.96 update to this mod, complete with a new ship or two since I think this mod lacks in ship variety (4 fighters/6 frigates/5 destroyers/4 cruisers/3 capitals, excluding non-combat ships and ships not obtainable from markets like the phase mammoth and ouroboros dreadnought) and we all could use something new since it's been two and a half years since the last new ship. I'd even be willing to contribute to get some spriting practice in while also giving myself and other KoT enjoyers new toys to play with.
Anyways I'm not sure if it's just good luck, but the flushpipe crashing bug seems to be fixed. I think that was just a 0.95.1 thing.
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Tapkomet on June 05, 2023, 07:48:08 AM
I've had a few odd things going on recently in my save. First I had the old bug with the battle not ending because of modules, in this case it was the bee shooters leaving behind what I assume is the module managing the bees. A quick nuke fixed it and strangely it didn't happen again.

Second I had some weirdness going on with the snakelike ships, pictured in this screenshot. The Ouroboros is pictured but it happens with the normal capital and the frigate as well. https://imgur.com/a/adYFJMZ

As far as I could tell the hitboxes were all fine, it SEEMED purely visual but I'm not 100% sure. I think its because I updated to the new MagicLib 0.46 by Wispborne. No crashes or anything crazy. As always thanks for your hard work!

Yeah I had the same issue. Does anyone have any ideas on how to fix it?
Title: Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
Post by: Supreme stone gamer on July 23, 2023, 12:32:26 PM
hey, for someone i cant claim victory when i do a special bounty for the kingdom of terra that has no day limit when i clear all the ships, (pretty obivous when my ai fleet stops moving), have not tried to fight normal patrols but i assume its the same

so how do i fix this?