(https://i.imgur.com/XNZoJCD.png) | | Niagara-class Battle Wall Ever thought "Damn, I wish I could rip the Conquest's arms off and use them both to fire at an enemy at the same time"? |
(https://i.imgur.com/nss9I7Y.png) | | Attrition-class Artillery Cruiser Sometimes dubbed the "Space Urchin" due to the myriad of small stingy thingies this ship is covered with. |
(https://i.imgur.com/t6IxSlK.png) | | Foray-class Converted Cruiser The premium choice for station demolition when you have no money to afford a proper warship. |
(https://i.imgur.com/wUNgpzL.png) | | Bully-class Destroyer Likes to beat up smaller ships with its superior reach and harder punches, does not like to take a beating in return. |
(https://i.imgur.com/PbmHfMZ.png) | | Challenger-class Frigate It's a workhorse, it won't win races, it won't win beauty pageants, but you can depend on it to do the job reliably. |
(https://i.imgur.com/9AHmsYQ.png) | | Herald-class battle-carrier The Heron wasn't annoying enough. |
(https://i.imgur.com/C8BXWPV.png) | | Hightide-class Converted Cruiser The NON premium choice for station demolition when you have no money to afford a proper warship. But at least this one can hit the side of an capital ship provided it does not move too much. |
(https://i.imgur.com/cs7oBuf.png) | | Bonnethead-class Assault Cruiser The hyperactive cousin of the Eagle-class cruiser. Will often stick its nose where it shouldn't, but has a thick enough hide to survive it. |
(https://i.imgur.com/ssIzq8A.png) | | Owl-class Recon Cruiser It is an Eagle, but it is also a Hammerhead, and it is shaped like an arrowhead. |
(https://i.imgur.com/py2tkeI.png) | | Crane-class Demilitarized Cruiser A fast hybrid freighter that will fit emerging scavenger fleets really nicely. |
(https://i.imgur.com/tJNA5Nk.png) | | Scalper-class escort destroyer It will look after you when you are way too focused on your enemy's flux bar. |
(https://i.imgur.com/B5lJKkv.png) | | Pest-class Frigate Small and barebone, but cheap and economical. Best deployed by the dozen. |
(https://i.imgur.com/1vkaBxx.png) | | Cassicus-class destroyer Small winged bug with a huge stinger. |
(https://i.imgur.com/jWASFYa.png) | | Whirlwind-class Heavy Cruiser It has three large mounts. THREE. LARGE. MOUNTS!? |
Do you have the latest Nexerelin installed?
(https://i.imgur.com/tJNA5Nk.png) (https://i.imgur.com/UK0qoNO.png) | | Scalper-class escort destroyer It will look after you when you are way too focused on your enemy's flux bar. |
(https://i.imgur.com/1vkaBxx.png) | | Cassicus-class destroyer Small winged bug with a huge stinger. |
(https://i.imgur.com/9AHmsYQ.png) | | Herald-class battle-carrier The Heron wasn't annoying enough. |
Also sorry before hand, but it's seem you no longer using Bitbucket, so huh, where i can get the latest Seeker mod? Thanks!
http://fractalsoftworks.com/forum/index.php?topic=19414.0Also sorry before hand, but it's seem you no longer using Bitbucket, so huh, where i can get the latest Seeker mod? Thanks!I think I saw a recent version on Nexusmods.
There's something funky going on with the Herald. Even with ample armaments, it would straight up refuse to engage other ships, even small cruisers or destroyers.I'm not the author. Try the premade loadout in the combat sim just as an experiment. I've heard that certain weapons can cause behavior changes. Possibly even weapon groups.
Maybe I should try a more aggressive officer, but even without an officer the legion doesn't exhibit this kind of behavior.
I tried installing this mod and the game crash and give me this message
Fatal:Error compiling [data.scripts.Weapons.Magicvectorthruster]
Cause: data.scripts.Weapons.Magicvectorthruster
What should i do?
Always DELETE the old version before extracting the new oneRequires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) and MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
All of the descriptions include an extra space at the beginning of each paragraph, which is inconsistent with vanilla formatting.They do, and Vanilla should do the same.
That sprite is awesome!(https://i.imgur.com/ssIzq8A.png)
Is it possible for the V0.16rc2 and make it work on a 0.9.1a save?Not really no, there are a lot of new things that would need to be removed to make it compatible.
Is it possible for the V0.16rc2 and make it work on a 0.9.1a save?
Bonnethead (LP) needs a buff? Seriously, I can't find a reason to use LP version over a normal one with SO even when restored. (no assault chainguns, 25 vs 23 DP, 25 less OP with SO, very limited missile supply, same ship system... or maybe I'm just missing something very obvious hidden in plain sight)I don't find LP ships that enjoyable to fight in general, and I don't think they should be competitive with non LP variants. Also Pathers barely use any midline combat ships (I think the Brawler is the only one?) so I'm actually closer to remove that ship rather than buff it.
The balance seems a little off vs. vanilla... the mining pike in particular is just absolute murder against anything unlucky enough to have its shields down. The excellent range, ROF, damage, and projectile speed means anything Destroyer-sized or smaller (not to mention low-end Cruisers) dies within seconds, the damage output quickly overcoming the fragmentation penalty vs. armor. It's also available early and fairly common. Definitely something to either get a good nerf or could potentially get bumped to Large size and have an interesting niche as a capital-ship weapon designed to quickly dispatch enemy escorts.I don't know, I never felt the Mining pike was that off in term of balance. Yes it can accurately hit small targets, but the charge won't stick if they have a high enough acceleration, and shields block the explosion too. Overall, I always seen it as a very good early game weapon to poke holes into pirate ships, but its efficiency quickly falls off compared to other 10 OP weapons when you start facing stronger ships with better armor and shields.
Broadsword Mk.II
Broadsword Mk.II
That's from the Missing Ships mod, unless there are multiple Mk.II...
On the other hand it's slow and vulnerable compared to other High Tech ships, so a strong system felt needed.
TADA_gunwall_XIV seems to be not in the XIV_bp...Neither is the Legion XIVth, same deal for both these ships.
Just wanna say that your mods are awesome and I use all 5 of them.Thanks!
Hello. I have a question or two.
I was wondering if this mod and your other mod "Seeker" were compatible? I saw that on an older post it said something about them being a little wonky if used together. I was unsure what that all meant and to how significant of an incompatibility it is. I was also curious if that is still the case or if they work completely fine together now. And if they were incompatible, would their be anything I would have to do to make them work together as normally as possible?
One more question.
I am new to Starsector modding. I was curious if mods like "Seeker" would be compatible with other mods that add ships such as "Tahlan Shipworks"? I was just curious if there was some rule of thumb for which mods might not work together. For instance I know that mods that alter the same files will not work together (in a lot of mods, Fallout, Sins of a Solar Empire, Stellaris, etc.), so I was curious if there is something like that to follow as a basic measure. From what I can tell, these two mods mainly add ships and ones like "Seeker" add in quest chains, so I didn't know if there would be any major reason why the various ship mods might not work?
Sorry for the long text. Thank you for reading all of it if you have.
I was wondering if this mod and your other mod "Seeker" were compatible?
I was curious if mods like "Seeker" would be compatible with other mods that add ships such as "Tahlan Shipworks"?
I think triple mortar needs a buff. Compared to the light assault gun, it has slightly better flux efficiency, but lower dps and very low projectile speed that makes it fairly unreliable, especially against fast targets. While it might have a place as a niche 5-op sidegrade to the light assault gun (also 5 op), but right now it costs 7 op, 2 more than the generally superior LAG. While it doesn't need to be buffed to be a top-tier weapon, I think a drop to 5 op is probably justified
Would this work if added mid-save?
For now, it works fine on current version if you use the latest magiclib version on discord (should be 1.1.1). Alternatively, 1.1.0 here works too. Just has some minor bugs that have yet to be ironed out.
https://drive.google.com/file/d/1Yaarw34SUiLhTtGWMFsNAxOtKvKQsHAo/view?usp=sharing
Updated to 0.96a, updated magiclib import references, changed ship hull probabilities so factions don't get spammed with Torchships designs.
In my last playthrough of the Knights of Ludd I used T.A.D.A. alongside Luddic Enhancement by King Alfonzo. Unfortunately, Luddic Strike Fleets and general patrol detachments ONLY used the Niagara Battle Wall as capital ships. Is somehow T.A.D.A. overwritting the files in L.E. so as to not allow the awesome resprites of the Legion and Onslaught to appear in fleet composition?
By the way, thanks MnHebi for your bootleg uptade, but it is indeed spamming Niagaras in Luddic Church fleet doctrine. That really is the only handicap I've found using it under 0.97a STARSECTOR
In my last playthrough of the Knights of Ludd I used T.A.D.A. alongside Luddic Enhancement by King Alfonzo. Unfortunately, Luddic Strike Fleets and general patrol detachments ONLY used the Niagara Battle Wall as capital ships. Is somehow T.A.D.A. overwritting the files in L.E. so as to not allow the awesome resprites of the Legion and Onslaught to appear in fleet composition?
By the way, thanks MnHebi for your bootleg uptade, but it is indeed spamming Niagaras in Luddic Church fleet doctrine. That really is the only handicap I've found using it under 0.97a STARSECTOR
Yeah this was an issue some ship packs had when transitioning to 0.96: when the doctrines got updated, ship weights got updated as well and this left some modded ships spawning way more than they should. As a matter of fact, the first version of the 0.96 Seeker update by MnHebi (before the PMD version was made) had the diktat use exclusively tumbleweeds due to ship roles and weights changing.
In my last playthrough of the Knights of Ludd I used T.A.D.A. alongside Luddic Enhancement by King Alfonzo. Unfortunately, Luddic Strike Fleets and general patrol detachments ONLY used the Niagara Battle Wall as capital ships. Is somehow T.A.D.A. overwritting the files in L.E. so as to not allow the awesome resprites of the Legion and Onslaught to appear in fleet composition?
By the way, thanks MnHebi for your bootleg uptade, but it is indeed spamming Niagaras in Luddic Church fleet doctrine. That really is the only handicap I've found using it under 0.97a STARSECTOR
Yeah this was an issue some ship packs had when transitioning to 0.96: when the doctrines got updated, ship weights got updated as well and this left some modded ships spawning way more than they should. As a matter of fact, the first version of the 0.96 Seeker update by MnHebi (before the PMD version was made) had the diktat use exclusively tumbleweeds due to ship roles and weights changing.
You'll have to go into the mod folder, then data>wolrd>factions, then open the ".faction" files and lower the rates you see there to ensure they're in line with the new vanilla weights. I'd probably suggest removing the Niagara from the priority ships and see if that fixes the issue (haven't tested myself, but worth a try)
You'll have to go into the mod folder, then data>wolrd>factions, then open the ".faction" files and lower the rates you see there to ensure they're in line with the new vanilla weights. I'd probably suggest removing the Niagara from the priority ships and see if that fixes the issue (haven't tested myself, but worth a try)
Works well, thank you! I had to do a lot of tuning including with other mods to make things look like I wanted, but that's probably just my own standards and the mod loadout I've got.
You'll have to go into the mod folder, then data>wolrd>factions, then open the ".faction" files and lower the rates you see there to ensure they're in line with the new vanilla weights. I'd probably suggest removing the Niagara from the priority ships and see if that fixes the issue (haven't tested myself, but worth a try)
Works well, thank you! I had to do a lot of tuning including with other mods to make things look like I wanted, but that's probably just my own standards and the mod loadout I've got.
Wait, What??? I wonder what you guys consider an "adequate spawning rate" because we clueless mortals are bound to get things going downhill if we mess with game files. So PLEASE, some RECIPE for adjustments would be VERY MUCH appreciated. Take pity on us, you GODS'N GODDESSES of coding ;D
You'll have to go into the mod folder, then data>wolrd>factions, then open the ".faction" files and lower the rates you see there to ensure they're in line with the new vanilla weights. I'd probably suggest removing the Niagara from the priority ships and see if that fixes the issue (haven't tested myself, but worth a try)
Works well, thank you! I had to do a lot of tuning including with other mods to make things look like I wanted, but that's probably just my own standards and the mod loadout I've got.
Wait, What??? I wonder what you guys consider an "adequate spawning rate" because we clueless mortals are bound to get things going downhill if we mess with game files. So PLEASE, some RECIPE for adjustments would be VERY MUCH appreciated. Take pity on us, you GODS'N GODDESSES of coding ;D
From what I see, the big problem is just factions having Niagaras and such shoved in the "prioritize" category. This means that especially for factions that don't have other prioritized ships there these ships will just be far too common, so commenting those lines out with a # solves most of the problem. The other thing to keep in mind is that most ships have all their probabilities sum to 10, which means that if you want them to be less common just lower those probabilities a bit.