Fractal Softworks Forum

Starsector => Mods => Topic started by: Tartiflette on February 02, 2020, 09:57:48 AM

Title: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
Post by: Tartiflette on February 02, 2020, 09:57:48 AM
(https://i.imgur.com/NTXMJy8.jpg)

(https://i.imgur.com/AWKa94i.png)
Direct Download (https://www.patreon.com/posts/torchships-and-0-76955075)
NexusMods mirror (https://www.nexusmods.com/starsector/mods/36?tab=files)

Always DELETE the old version before extracting the new one
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) and MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)


 A small-ish collection of ships wings and weapons focusing on seamless integration next to the vanilla game. This isn't the flashiest or the deadliest of the content mods around, but it should hopefully provide some interesting variations and combinations to the vanilla factions fleets.

 Non exhaustive sample of the things you'll encounter

(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!?
[close]

Changelogs

0.17

NEW CONTENT

 - Migrated the Lightweight Plating, Reactive Armor and Minimal Preparation hullmods from Scy.

BALANCING:

 - Lightweight Plating:
   . No longer affects the deployment cost.
   . Lowered the armor rating cost to -30% from -50.
   . OP cost lowered to 3/6/10/15 from 5/10/15/20
 - Triple Mortar:
   . OP cost reduced to 6 from 7,
   . DPS increased to 150 from 125.
 - Pilum Wave (High-tide built-in):
   . Renamed Hasta Wave since the behavior is different from the vanilla Pilum,
   . Increased base ammo count to 15 from 10,
   . Projectile hitpoints increased to 75 from 50.
 - Bully-class:
   . Increased OP amount to 100 from 80,
   . Missile Ready Racks system has a much shorter cooldown and regen delay.

BUGFIXES/IMPROVEMENTS:
 - The Lightweight Plating, Reactive Armor and Minimal Preparation hullmods now use merged modSettings.json entries to define incompatibilities. Their tooltips display that list.
 - Whirlwind-class's Gravitic Hook system:
   . Now pushes ships, missiles and shots *away* in a narrow cone. Can reflect ordinance back to the shooter.
   . Improved distortion FX.

0.16

BALANCING:
 - Pest-class frigate:
   . Regular Pest now has the Maneuvering Jet system instead of basic Flares.
   . Pest Pirate (new) is pretty much the old regular Pest with Flares, but can be restored into the new regular Pest.
   . Pest XIVth now has the Accelerated Ammo Feeder system instead of Flares.
   . Pest Cutter (formerly Pest Pirate) is now a rarer pirate variant, has High Energy Focus instead of Flares.
   . Catalyzed Chemical Torch damage increased to 800 HE dps from 600.

 - Tempest MK.II-class frigate: Now has Active Flares instead of basic Flares.


 - Scalper-class destroyer: Shield efficiency nerfed to 0.9 from 0.8.

 - Bonnethead-class cruiser:
   . System switched to Accelerated Ammo Feeder from Burst Jets.
   . Speed increased to 70 from 60.

 - Whirlwind-class cruiser:
   . Weapon arcs significantly widened, all three large weapons now converge.
   . Large hardpoint is now a Missile type, from Synergy.
   . Flux capacity reduced to 12000 from 16000.
   . Gravitic Pull system charges reduced to 2 from 3 (because the System Expertise skill is ludicrous)

 - High-tide-class cruiser: Increased the Pilum Wave launcher regen rate by 20% from 85s to 63.

 - Shine-class cruiser: OP available reduced to 150 from 170

 - Owl-class cruiser:
   . System switched to Burst Jets from Ammo Feeder.
   . Flight decks are now modular.
   . Stats adjusted to fit between the Eagle and the Heron.

 - Beak-wing: no longer built-in the Owl and now available as an escort fighter.

 - Pinnace-wing:
   . OP cost reduced to 9 from 11.
   . Graviton Blasters dps increased to 125 energy dps from 100.

 - Firespiter-wing:
   . Fixed ludicrous LPC price.
   . OP cost reduced to 3 from 6.
   . Hullpoints increased to 750 from 400


 - Mining Pike:
   . Stuck pikes waiting detonation can no longer be removed with flares.
   . Pikes now have a small extra frag damage AOE.

 - Dioscuri recoiless rifle:
   . Damage per shot reduced to 340 from 375.
   . Firerate raised to 53 rmp from 48.
   . DPS and flux efficiency unchanged.

BUGFIXES/IMPROVEMENTS:

 - Lasher(TT)-class frigate: removed the skirt and moved the hardpoints inward to streamline the silhouette.

 - Rarity/blueprint adjusted for most weapons.

 - Some ships frequencies have been lowered, notably the Foray-classes and the High-tide-classes.

0.15

Barebone 0.95a compatibility update

0.14

NEW CONTENT:
 - Dioscuri Recoilless Rifle:
   . Large Ballistic weapon,
   . Very accurate, but slightly flux inefficient.

 - Triple Mortar:
   . Nobody looked twice at the humble Light Mortar,
   . They brought their two siblings and now you are in trouble.

 - Firespitter defense wing:
   . Solo support wing,
   . Full PD solution for the cheap captain.

BALANCING:
 - Removed the stat debuff of the Pather and Pirate variants of the Bonnethead-class cruiser.

BUGFIXES/IMPROVEMENTS:
 - Pinnace is now affected by Converted Hangars cost increase.
 - Forray-class flare launchers can no longer be disabled.

0.13

NEW CONTENT:
 - Added Scalper-class escort destroyer (midline)
   . A reverse Sunder: smaller mounts but wide coverage all around.

 - Added Cassicus-class escort destroyer (high-tech)
   . TT's answer to the Monitor, but with a lot more bite.

 - Added Herald-class battle-carrier (midline)
   . An armor-less Legion with quick feet.

BUGFIXES/IMPROVEMENTS:
 - Updated the hulls frequencies to make some of the ships less uncommon.
 - Updated support for Version Checker.

0.12

BUGFIXES/IMPROVEMENTS:
 - Fixed several description issues.

0.11

NEW CONTENT:
 - Added Owl-class cruiser (from Seeker's ship pack)
   . A Hammerhead, but also an Eagle.
   . Mostly moved because it fits better in this mod.

BALANCING:
 - Shine-class
   . Small arcs slightly tweaked to leave an opening for counter strikes.

BUGFIXES/IMPROVEMENTS:
 - Externalized all compiled strings to help with translation.

0.10

INITIAL RELEASE

NEW CONTENT:
 Weapons
 - Mining Pike Thrower
 - Long Range Arbalest
 - Urchin Suppressor

 Wings
 - Pinnace support wing

 Ships
 - Challenger-class frigate
 - Challenger (P)-class frigate
 - Challenger (LP)-class frigate
 - Pest-class frigate
 - Pest (XIV)-class frigate
 - Pest (P)-class frigate
 - Lasher (TT)-class frigate
 - Tempest MK.II-class frigate
 - Bully-class destroyer
 - Bully (P)-class destroyer
 - Bully (LP)-class destroyer
 - Scintilla X-class destroyer
 - Foray-class cruiser
 - Foray (P)-class cruiser
 - Foray (LP)-class cruiser
 - Attrition-class cruiser
 - Crane-class cruiser
 - Crane (P)-class cruiser
 - High-tide-class cruiser
 - High-tide (P)-class cruiser
 - Bonnethead-class cruiser
 - Bonnethead (P)-class cruiser
 - Bonnethead (LP)-class cruiser
 - Whirlwind-class cruiser
 - Shine-class cruiser
 - Brillant X-class cruiser
 - Niagara-class battelship
 - Niagara (XIV)-class battelship
 - Niagara (P)-class battelship

[close]

Bug Tracker and Feedback form
You have some feedback to share but no forum account? You can use this form (https://forms.gle/YbQ8cYUA5QaJBCYV8) to leave me a comment.

You like the mod? Help to make it better: Donations will be used to commission content I cannot create myself, such as illustrations or music.
Additionally if you would enjoy playing with a custom paint job, I also take commissions for a reasonable rate. PM me for more details.

(https://i.imgur.com/bAIZOoi.png) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WYWX8DR5WPV8G) (https://i.imgur.com/odD0uZQ.png) (https://www.patreon.com/tartiflette)

Made with Trylobot and Deathfly's Ship Editor (http://fractalsoftworks.com/forum/index.php?topic=375.0)

To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update TaDA and/or change it however they want.

In the meantime, TaDA's code can freely be re-used by anyone and the sprites can freely be kitbashed from without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and I am credited.
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
Post by: Piemanlives on February 02, 2020, 10:19:03 AM
... The Whirlwind is super cute.

Very round.
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
Post by: lolghurt on February 02, 2020, 01:10:57 PM
https://www.youtube.com/watch?v=ZwvCOdf8W98
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
Post by: BigBeans on February 02, 2020, 01:57:36 PM
Can you use Seeker and this together?

Also I'm surprised the Tumbleweed didn't make this Vanilla friendly pack.
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
Post by: Tartiflette on February 02, 2020, 02:06:04 PM
You'll have to update Seeker to make it compatible.

The Tumbleweed isn't a vanilla kitbash, and it has a very special rare variant that will be tied to a quest in Seeker thus it stayed there. The Owl almost made it into TADA, but in the end I kept it there too for the same reason.
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
Post by: Valikdu on February 03, 2020, 07:34:17 AM
All Niagara models are duplicated if used together with Seeker.

(maybe others as well, I just noticed the Niagara)
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
Post by: Tartiflette on February 03, 2020, 10:14:17 AM
Almost all ships are duplicated if used in conjunction with Seeker: the 0.3 update only de-listed them to not break saves. That means factions won't use or sell the Seeker version of TADA's ships anymore but keep their existing ones, and those ships won't show up at all in a new game.
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
Post by: CrimsonPhalanx on February 16, 2020, 11:25:38 PM
I'm getting an error when I have torchships on,

343431 [Thread-4] ERROR exerelin.utilities.ExerelinFactionConfig  - Failed to load faction config for luddic_church: org.json.JSONException: DIRECTORY: D:\Other games\Starsector.v0.9.1a\Starsector.v0.9.1a\starsector-core\..\mods\Torchships (data/config/exerelinFactionConfig/luddic_church.json)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
343856 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ExceptionInInitializerError
java.lang.ExceptionInInitializerError
   at exerelin.plugins.ExerelinModPlugin.onApplicationLoad(ExerelinModPlugin.java:313)
   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)
Caused by: java.lang.RuntimeException: org.json.JSONException: DIRECTORY: D:\Other games\Starsector.v0.9.1a\Starsector.v0.9.1a\starsector-core\..\mods\Torchships (data/config/exerelinFactionConfig/luddic_church.json)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
   at exerelin.utilities.ExerelinFactionConfig.loadFactionConfig(ExerelinFactionConfig.java:385)
   at exerelin.utilities.ExerelinFactionConfig.<init>(ExerelinFactionConfig.java:173)
   at exerelin.utilities.ExerelinConfig.loadSettings(ExerelinConfig.java:262)
   at exerelin.utilities.ExerelinConfig.<clinit>(ExerelinConfig.java:277)
   ... 6 more
Caused by: org.json.JSONException: DIRECTORY: D:\Other games\Starsector.v0.9.1a\Starsector.v0.9.1a\starsector-core\..\mods\Torchships (data/config/exerelinFactionConfig/luddic_church.json)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
   at com.fs.starfarer.loading.LoadingUtils.class(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.?00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getMergedJSONForMod(Unknown Source)
   at exerelin.utilities.ExerelinFactionConfig.loadFactionConfig(ExerelinFactionConfig.java:180)
   ... 9 more
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
Post by: Tartiflette on February 16, 2020, 11:30:45 PM
Do you have the latest Nexerelin installed?
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
Post by: Sagitta on February 17, 2020, 05:46:39 AM
yes. Yes! YES!

I love the crazy and weird stuff in Seeker (and eagerly await its official release) but I thought it would be neat if I could use only the more conventional ship-hulls for a vanilla-like playthrough.
This is great! Thank you for making this! ;D
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
Post by: CrimsonPhalanx on February 19, 2020, 01:25:31 PM
Do you have the latest Nexerelin installed?

Sorry for the late reply.

Yes, I even downloaded again to double check
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
Post by: Tartiflette on February 20, 2020, 01:59:42 AM
And you have the latest TADA too? And it work without issue when you keep the same mod list except TADA? Because it works with everyone else.
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
Post by: CrimsonPhalanx on February 20, 2020, 09:38:55 AM
I'm really sorry for bothering you for my own mistake! Apparently I thought I updated it properly, however the old files were left in because I was lazy and replaced files rather than deleting and extract a fresh folder.

Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
Post by: Tartiflette on February 20, 2020, 09:40:35 AM
No problem, enjoy the mod!
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
Post by: Captain Trek on February 21, 2020, 12:47:58 AM
The "download link" line leads one to a version of the mod that gives the same Luddic Church-related error as CrimsonPhalanx experienced, whereas clicking on the "Download T.A.D.A." image leads one to a version of the mod that, well, actually works.
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
Post by: Chryvrius on February 23, 2020, 01:25:48 PM
You did an excellent job with the Pest-class Frigate. The illusion of depth is really unique, and something you don't see very often in ship sprites. Looking forward to seeing how this mod develops!
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
Post by: sucateer on March 13, 2020, 12:26:59 PM
At first i thought that the Niagara was stupid, i'll admit it. Then i got the chance to use a (P) one and i fell in love.
Shield Bypass/Heavy Armor/ITU + 4 Hypervelocity Drivers + 4 Heavy Maulers + PD + Escort wing will bully ANY capital really hard, even without a captain.
Keep up the good work!
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
Post by: Grievous69 on April 01, 2020, 07:49:14 AM
I'll just copy what Histine replied in the other thread since I'm not savvy enough with these terms
''A ship jammed in production queue sounds like the bug where a ship with no variants in default_ship_roles.json can't be built and just consumes money forever.''

So it appears there's a bug with the normal Niagara where if you try to build it, it just loops around and never finishes.
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
Post by: Tartiflette on April 01, 2020, 08:55:17 AM
But the Niagara has its entries in default_ship_roles. Its named gunwall in the files.
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
Post by: Grievous69 on April 01, 2020, 09:40:07 AM
Yeah I figured that was it, I'm just reporting what I saw since the production worked with other ships.
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.11rc1 (2020/04/28)
Post by: Tartiflette on April 28, 2020, 11:13:25 AM
(https://i.imgur.com/NTXMJy8l.jpg)

Small update adding the Owl-class recon cruiser (from Seeker's ship pack) and externalizing all strings to help translators.

Spoiler
(https://i.imgur.com/t3v3AMu.png)
[close]

This update won't break saves, download available in the OP. (http://fractalsoftworks.com/forum/index.php?topic=17856.0)
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.11rc1 (2020/04/28)
Post by: Agalyon on April 29, 2020, 07:35:12 PM
Best I can tell the download in the OP has not been updated.
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.11rc1 (2020/04/28)
Post by: 00lewnor on April 30, 2020, 12:44:57 PM
One very tiny, not really a bug to report; This mod is telling me that Outer Rim Alliance requires a newer version of MagicLib to run.
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.11rc1 (2020/04/28)
Post by: KX on May 31, 2020, 05:08:28 AM
Hi there, I'm almost done with this mod's translation work.

BUT I found something wrong with Owl- class cruiser:
Spoiler
(https://i.imgur.com/Oa4xqRW.png)
[close]

And I checked the ship_data.csv and compared with description.csv and you guessed it:
Spoiler
(https://i.imgur.com/HWY4qVo.png)this is what in ship_data.csv
(https://i.imgur.com/E1ssDQV.png)and this is what we got in description
[close]

OK so I do have a little problem on this and hope it will be fixed ASAP, that's all.

BTW I will change id in description to fix this problem temporarily but if  your future update changed this I will do the same.
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.11rc1 (2020/04/28)
Post by: Chairman Suryasari on July 18, 2020, 12:29:24 PM
Is there will be a LP Niagara-class? Or how to make Niagara to ramming on the enemy instead avoiding fire range?
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.13rc2 (2020/10/30)
Post by: Tartiflette on October 30, 2020, 12:33:22 PM
(https://i.imgur.com/NTXMJy8l.jpg)


Update time, with a bunch of new hulls for the midline, pirate, and high-tech lineups.

Spoiler
(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.



[close]

This update is save-compatible.
ALWAYS DELETE THE PREVIOUS VERSIONS OF A MOD BEFORE EXTRACTING THE NEW ONE.

Changelog:
0.13

NEW CONTENT:
 - Added Scalper-class escort destroyer (midline)
   . A reverse Sunder: smaller mounts but wide coverage all around.

 - Added Cassicus-class escort destroyer (high-tech)
   . TT's answer to the Monitor, but with a lot more bite.

 - Added Herald-class battle-carrier (midline)
   . An armor-less Legion with quick feet.

BUGFIXES/IMPROVEMENTS:
 - Updated the hulls frequencies to make some of the ships less uncommon.
 - Updated support for Version Checker.
[close]

Download available here (https://www.patreon.com/posts/43337827)
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.13rc2 (2020/10/30)
Post by: Chairman Suryasari on October 30, 2020, 01:43:49 PM
Thanks Tartiflette for your work!

-Midline Enthusiast
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.13rc2 (2020/10/30)
Post by: lgustavomp on October 30, 2020, 01:56:09 PM
jeezz, the lines, the shadding.... . Congrats man, amazing work
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.13rc2 (2020/10/30)
Post by: Chairman Suryasari on October 30, 2020, 02:25:20 PM
Also sorry before hand, but it's seem you no longer using Bitbucket, so huh, where i can get the latest Seeker mod? Thanks!
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.13rc2 (2020/10/30)
Post by: Hiruma Kai on November 01, 2020, 09:35:14 PM
Bug report:  It looks like the Pinnace Gunship (fighter I'd assume) doesn't suffer the increased OP cost on ships with converted hangar?  Looks like it costs only 11 OP to add to such ships, as well as only 11 OP to add to a standard carrier.  I'm guessing that is unintentional.
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.13rc2 (2020/10/30)
Post by: Szasz on December 12, 2020, 08:27:58 AM
Also 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.
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.13rc2 (2020/10/30)
Post by: stormelemental13 on January 02, 2021, 09:36:06 PM
Hey, just want to saw I really enjoy the mod and the Niagara is my jam.
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.13rc2 (2020/10/30)
Post by: IonDragonX on January 02, 2021, 10:09:23 PM
Also 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.
http://fractalsoftworks.com/forum/index.php?topic=19414.0
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.13rc2 (2020/10/30)
Post by: Golde on January 11, 2021, 02:29:16 PM
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.

Maybe I should try a more aggressive officer, but even without an officer the legion doesn't exhibit this kind of behavior.
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.13rc2 (2020/10/30)
Post by: IonDragonX on January 11, 2021, 03:30:17 PM
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.
Maybe I should try a more aggressive officer, but even without an officer the legion doesn't exhibit this kind of behavior.
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.
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.13rc2 (2020/10/30)
Post by: Tartiflette on January 12, 2021, 11:33:40 PM
The Herald is for now a pure carrier in the eye of the AI because of the suicidal tendencies combat carriers suffer from (unless they can take it like the Mora or the Legion). But that issue will be solved in 0.95, so then I'll be able to make the Herald slightly more aggressive. In the meantime, an Aggressive officer should help.
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.13rc2 (2020/10/30)
Post by: Chairman Suryasari on January 13, 2021, 08:54:33 AM
Yeah, there is a mod that can make you override every ship personality, even the one with or without officer.

Automatic Orders
https://fractalsoftworks.com/forum/index.php?topic=15128.0
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.14rc2 (2021/02/03)
Post by: Tartiflette on February 02, 2021, 10:22:51 PM
(https://i.imgur.com/NTXMJy8l.jpg)


Update time, with a trio of guns and fighter wing to toy with:

 The Triple Mortar is a "premium" variant of the humble Light Mortar small ballistic weapon everyone is always overlooking. While one slow, puny explosive shell might be overlooked, three of them launched at once from a single mount will pose a much greater threat to lightly armored frigates and destroyers.

 The Dioscuri Recoilles Rifle is a large accurate mid-range ballistic weapon that fills the gap between the heavy hitter Hellbore, and the rather underwhelming Hephaestus. It is a bit less flux-efficient than either of those, but compensate by being usable against both small and large targets.

 The Firespitter defender wing is a large low-tech escort fighter offering a all-in-one PD solution on the cheap. It is however unsuited to deal with anything but fighters and missiles. Ideal to fit on those lone flight decks modders love to put on their cruisers.

This update is save-compatible.
ALWAYS DELETE THE PREVIOUS VERSIONS OF A MOD BEFORE EXTRACTING THE NEW ONE.

Changelog:
0.14

NEW CONTENT:
 - Dioscuri Recoilless Rifle:
   . Large Ballistic weapon,
   . Very accurate, but slightly flux inefficient.

 - Triple Mortar:
   . Nobody looked twice at the humble Light Mortar,
   . They brought their two siblings and now you are in trouble.

 - Firespitter defense wing:
   . Solo support wing,
   . Full PD solution for the cheap captain.

BALANCING:
 - Removed the stat debuff of the Pather and Pirate variants of the Bonnethead-class cruiser.

BUGFIXES/IMPROVEMENTS:
 - Pinnace is now affected by Converted Hangars cost increase.
 - Forray-class flare launchers can no longer be disabled.
[close]

Download available here (https://www.patreon.com/posts/46771324)
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.14rc2 (2021/02/03)
Post by: Chairman Suryasari on February 02, 2021, 11:03:11 PM
Will Niagara (P) BBQ variant be canon :)

Thanks for the update!
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.14rc2 (2021/02/03)
Post by: peppermeth on February 10, 2021, 07:50:38 PM
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?
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.14rc2 (2021/02/03)
Post by: IonDragonX on February 10, 2021, 07:54:48 PM
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?

I suspect that you did not read the instructions. Did you see this from the OP?:

Always DELETE the old version before extracting the new one
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) and MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.14rc2 (2021/02/03)
Post by: peppermeth on February 10, 2021, 08:01:06 PM
I just thought that i already had Magic lib on it. Sorry.
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.14rc2 (2021/02/03)
Post by: theDragn on March 15, 2021, 12:33:36 PM
Extremely inconsequential bug(?) report: All of the descriptions include an extra space at the beginning of each paragraph, which is inconsistent with vanilla formatting. Also, the Herald's description entry is malformed, but that doesn't seem to affect anything in-game.
Title: Re: [0.9.1a] Torchships And Deadly Armaments V0.14rc2 (2021/02/03)
Post by: Tartiflette on March 15, 2021, 02:59:51 PM
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.
Title: Re: [0.95a] Torchships And Deadly Armaments V0.15 (2021/03/27)
Post by: Tartiflette on March 27, 2021, 07:30:20 AM
(https://i.imgur.com/NTXMJy8l.jpg)


Barebone compatibility update for Starsector 0.95a.
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) and MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)

Download available here (https://www.patreon.com/posts/49269594)
Title: Re: [0.95a] Torchships And Deadly Armaments V0.15 (2021/03/27)
Post by: Jonlissla on March 29, 2021, 07:10:39 AM
Thanks for the quick update, always enjoyed this mod for its extra variety.
Title: Re: [0.95a] Torchships And Deadly Armaments V0.15 (2021/03/27)
Post by: Tartiflette on March 29, 2021, 07:13:03 AM
Thanks!
Title: Re: [0.95a] Torchships And Deadly Armaments V0.15 (2021/03/27)
Post by: Dazs on March 29, 2021, 08:32:45 AM
Hi Tartiflette,

I posted a crash report in Dark Revenant's post regarding a crash I am having between TADA and the new release of GraphicsLib. The report is in his post http://fractalsoftworks.com/forum/index.php?topic=10982.135 He said that he would reach out to you but I figured I would post it here as well for anyone else with the issue.
Title: Re: [0.95a] Torchships And Deadly Armaments V0.15rc2 (2021/03/29)
Post by: Tartiflette on March 29, 2021, 10:31:57 AM
Uploaded a fix!
Title: Re: [0.95a] Torchships And Deadly Armaments V0.15rc2 (2021/03/29)
Post by: Dudley Dickerson on March 31, 2021, 09:33:15 AM
I'm more of a vanilla guy so I hugely appreciate this mod and how seamlessly it blends in. The ships and weapons all feel like meaningful additions too rather than adding bloat to the game, great work.
Title: Re: [0.95a] Torchships And Deadly Armaments V0.15rc2 (2021/03/29)
Post by: Tartiflette on March 31, 2021, 10:34:28 AM
Thanks!
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Tartiflette on April 11, 2021, 09:58:52 AM
(https://i.imgur.com/NTXMJy8l.jpg)


 Now that I had time to play a bit with the update, here is something a smidgen more polished to play with. It includes a few mild nerfs but also some mild to significant buffs. A few ships have seen their systems changed to better fit with the new Vanilla content, or to finally make them worth using, notably the Owl:
(https://i.imgur.com/ssIzq8A.png)

Changelog

0.16

BALANCING:
 - Pest-class frigate:
   . Regular Pest now has the Maneuvering Jet system instead of basic Flares.
   . Pest Pirate (new) is pretty much the old regular Pest with Flares, but can be restored into the new regular Pest.
   . Pest XIVth now has the Accelerated Ammo Feeder system instead of Flares.
   . Pest Cutter (formerly Pest Pirate) is now a rarer pirate variant, has High Energy Focus instead of Flares.
   . Catalyzed Chemical Torch damage increased to 800 HE dps from 600.

 - Tempest MK.II-class frigate: Now has Active Flares instead of basic Flares.


 - Scalper-class destroyer: Shield efficiency nerfed to 0.9 from 0.8.

 - Bonnethead-class cruiser:
   . System switched to Accelerated Ammo Feeder from Burst Jets.
   . Speed increased to 70 from 60.

 - Whirlwind-class cruiser:
   . Weapon arcs significantly widened, all three large weapons now converge.
   . Large hardpoint is now a Missile type, from Synergy.
   . Flux capacity reduced to 12000 from 16000.
   . Gravitic Pull system charges reduced to 2 from 3 (because the System Expertise skill is ludicrous)

 - High-tide-class cruiser: Increased the Pilum Wave launcher regen rate by 20% from 85s to 63.

 - Shine-class cruiser: OP available reduced to 150 from 170

 - Owl-class cruiser:
   . System switched to Burst Jets from Ammo Feeder.
   . Flight decks are now modular.
   . Stats adjusted to fit between the Eagle and the Heron.

 - Beak-wing: no longer built-in the Owl and now available as an escort fighter.

 - Pinnace-wing:
   . OP cost reduced to 9 from 11.
   . Graviton Blasters dps increased to 125 energy dps from 100.

 - Firespiter-wing:
   . Fixed ludicrous LPC price.
   . OP cost reduced to 3 from 6.
   . Hullpoints increased to 750 from 400


 - Mining Pike:
   . Stuck pikes waiting detonation can no longer be removed with flares.
   . Pikes now have a small extra frag damage AOE.

 - Dioscuri recoiless rifle:
   . Damage per shot reduced to 340 from 375.
   . Firerate raised to 53 rmp from 48.
   . DPS and flux efficiency unchanged.

BUGFIXES/IMPROVEMENTS:

 - Lasher(TT)-class frigate: removed the skirt and moved the hardpoints inward to streamline the silhouette.

 - Rarity/blueprint adjusted for most weapons.

 - Some ships frequencies have been lowered, notably the Foray-classes and the High-tide-classes.


[close]

Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) and MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)

This update should be save compatible

Download available here (https://www.patreon.com/posts/49896993)
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Bastion.Systems on April 11, 2021, 12:13:46 PM
Your spritework just keeps getting better.
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Kaphraxus on April 12, 2021, 09:00:17 AM
Love the new sprite! Will the patch break existing saves?
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: IonDragonX on April 12, 2021, 09:09:09 AM
(https://i.imgur.com/ssIzq8A.png)
That sprite is awesome!
Could you post these TADA hulls into your Kitbash thread without mounts? I’d love to use some of them!
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: peppermeth on April 13, 2021, 12:44:53 PM
Is it possible for the V0.16rc2 and make it work on a 0.9.1a save?
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Tartiflette on April 13, 2021, 01:38:42 PM
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.
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Flacman3000 on April 21, 2021, 09:54:58 PM
Is it possible for the V0.16rc2 and make it work on a 0.9.1a save?

I could send you the balancing changes he made that I adopted onto 0.91a but nothing else. Let me know by pming me!
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: furl on April 30, 2021, 12:26:35 PM
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)

Great mod btw, Bonnethead is super cool and fun to fly.
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: BHunterSEAL on May 11, 2021, 02:23:23 AM
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.
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Tartiflette on May 11, 2021, 03:54:50 AM
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.

If other concur with your opinion though, I could see bumping the OP cost up a little, and the flux efficiency down.
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Helldiver on May 19, 2021, 09:27:35 PM
I have been observing an issue with the Niagara-class though I am not sure if this mod is directly responsible. For some reason, large Luddic Church fleets (such as invasion fleets in Nex) have almost nothing but Niagaras as capital ships. Other capitals are made extinct by this (for example LC capitals added by the Luddic Enhancement mod). With TADA disabled other captials are back to being found in LC fleets.

Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Arcagnello on May 30, 2021, 06:20:53 AM
To @Tartifette

I don't think Luddic Path needs to have purposefully gimped versions of ships. The fact Path has a really limited set of weapons to fit into ships which usually come with a plethora of D-mods and most notably Ill Advised Modifications are more than enough to make them perform worse than most if not all factions in the base game.

I fully agree on Path not having access to almost no Midline ships tough, I think the only two these Ludd For Brains Fanatics use in Vanilla are the Brawler and (maybe) the Overridden Hammerhead?
Removing the reskin of the ship would be a waste in my opinion, I would instead overhaul it to be radically different than the original instead; a brief and poorly thought out example:

DP increase stays, the ship gets the same OP as the original, the weapon mount modifications stay the same and the ship gets a different, more low tech oriented ship system like Damper Field.

I will admit I have not tried refitting the LP variant of the Bonnethead yet, but it really looks too gimped for its own good when taking furl's feedback to heart. I'll try it as soon as I can either produce it or recover it from a Luddic Path armada unfortunate enough to meet me on a bad day  ;)

Edit: Now, I know I said Path should not have access to more Midline ships, but the Owl really screams "Override me and give me Assault Chainguns and Heavy Machineguns" every time I see it buzzing around in the battlefield.

Keeping with the "DowngradeHaul" you could apply even further to the LP Bonnethead, this theoretical Owl (LP) would be 3 DP more expensive than the normal one, possibly slightly worse base flux stats and shield ratio, Integrated Safety Overrides (and maybe Ill Advised Modifications, despite the Dmod more or less butchering ship performance) and some changes to the ship fighter bays and ship system:
I would increase the number of fighter bays from 2 to 3 but I would also give it the same integrated hullmod nerfing them as the Colossus Mk3 (what was sit called, malformed fighter Autoforge or something?) and I would also change the current ship ability to Burn Drive, especially now that Alex confirmed it's going to go back to being cancellable again in his most recent blog post.

It could alternatively get Integrated Unstable Injector instead of Safety Overrides (and maybe no ill Advised Modifications) to give both Path and Player a more varied set of choices to refit it. This would take a page from the Luddic Path variant of the Tyrant Battlecruiser from Vayra's ship pack, altough that one still gets Ill Advised Modifications.

Thoughts? I love the mod by the way, I got two Heralds in my current fleet and they're amazing  :)

Edit 2: Is the 12 Ordinance Points "Broadsword Mk.II" from this mod by the way? I've got a feeling that only making a Broadsword 4OP more expensive despite getting two Swarmer SRMs per fighter is a bit too little. Having it cost something like 13 or even 14 OP would be a lot more in line with the massive power spike of the fighter craft that now has both an anti fighter weapon and a source of HE damage to melt enemy ship armor with.
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: DownTheDrain on May 30, 2021, 08:36:33 AM
Broadsword Mk.II

That's from the Missing Ships mod, unless there are multiple Mk.II...
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Arcagnello on May 30, 2021, 09:28:36 AM
Broadsword Mk.II

That's from the Missing Ships mod, unless there are multiple Mk.II...

There probably are as many Broadswords Mk 2s as there are Onslaught Reskins in the modiverse, but I've just checked and this particular fighter LPC indeed IS from the Missing Ships mod! Thanks  :)
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Drone_Fragger on May 31, 2021, 02:20:08 PM
Cassicus is fun but uh, I wonder if it has too many smart flare points? It shoots like 15 flares at once every time it uses them. Even the apogee only launches 7, I think.
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Tartiflette on June 01, 2021, 11:41:19 PM
On the other hand it's slow and vulnerable compared to other High Tech ships, so a strong system felt needed.
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Helldiver on June 03, 2021, 07:48:31 PM
On the other hand it's slow and vulnerable compared to other High Tech ships, so a strong system felt needed.

Agree. It having all these active flares gives it a special feel and makes its defensive nature very clear.
It also helps make it one of the very few destroyers in the game that can succesfully act as a dedicated PD escort. Destroyers are usually unable to perform in that role as the low range boost from DD-grade ITU and lack of turreted large non-missile mounts results in inadequate range on most PD options, and PD range is what you need when covering allies.
The Cassicus on the other hand can take advantage of its large energy turret mount to mount a Paladin boosted by Advanced Optics' flat range increase. Combined with the rains of active flares, I've found it to be the only high-tech ship below cruiser size that bests the Omen as an AI escort to larger ships.
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Nuggnugg on June 07, 2021, 05:41:16 AM
Can this be added to an ongoing save/game?
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Tartiflette on June 07, 2021, 11:06:37 AM
For the most part yes: after a while the ships should show up in fleets that uses them. You won't find any abandoned wreck while exploring though, but that shouldn't be a huge deal.
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Timid on July 03, 2021, 06:56:23 PM
TADA_gunwall_XIV seems to be not in the XIV_bp...
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Superharem on July 05, 2021, 08:43:38 PM
Just wanna say that your mods are awesome and I use all 5 of them.
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Tartiflette on July 05, 2021, 11:30:48 PM
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!
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Nukacolared on October 25, 2021, 10:05:13 AM
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.
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Ruddygreat on October 25, 2021, 12:23:14 PM
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.

unless otherwise specified on the mod page, it's safe to assume that all mods work with eachother
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Kadatherion on October 26, 2021, 06:56:08 AM
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"?

Yes and yes. I use all of these - and many more - together with no issues.

The only "problem" can be redundancy, really: when you add mods like this one, Seeker, Tahlan's, HTE, Vayra's etc together, you begin to have A LOT of ships around in the sector or anyway available. Many of which might be filling the same niche or role, as these are all mods meant to either fill some holes in the vanilla lineup or offer some "white whales", rare ships for your own personal fleet. I'm a sucker for the latter, thus I'm happy to have a plethora of uniques to choose from, but it can get objectively unwieldly. Add on top a few faction mods that might also have some HVBs or other non faction exclusive exploration content, and you might feel a bit overwhelmed.

Depend on your tastes and where you want it to stop, really.
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Nukacolared on October 26, 2021, 08:20:09 AM
Okay, cool. Thank you so much for the answers. Looking forward to playing.
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: SCC on December 24, 2021, 10:58:27 AM
I hope Hightide will use Pilums (D), with the description saying how Hightide's autofactory is damaged and makes missiles without a warhead, so people just shove random explosives there and call it a day.
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Tartiflette on December 26, 2021, 12:16:18 AM
I intend to do something slightly different and just call those missiles a different name altogether. Maybe also tweak them a bit now that I'm no longer constrained by the original one.
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: NGTM-1R on January 17, 2022, 11:41:13 PM
A weirdness. I'm not sure if it was a bug, because it sounds just plausible, and if it was a bug, I'm not sure I want it fixed.

I picked up a Pest (P) as combat salvage, intending to drag it home to the emergency ship stash/museum of stuff I've killed. Don't worry, those d-mods give it character!  It sat at the back of the fleet awhile. Occasionally, Hull Restoration would fix a d-mod; I was on a marathon exploration/salvaging run through the north of the sector and stayed out for months at a time. The last one was Unreliable Subsystems. When it got fixed...my Pest (P) turned into a regular midline Pest.
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Tartiflette on January 17, 2022, 11:51:57 PM
Yes, you can restore Pests to their pristine condition, that's intended.
Title: Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: NGTM-1R on January 17, 2022, 11:54:10 PM
That's actually a really neat feature, and thank you for adding it.
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: PeopleThief on May 05, 2022, 06:58:41 PM
LP Bonnetheads really should be better than they are, and it doesn't match up with vanilla. Both the LP Brawler and Lasher are literally just their respective hulls with Ill-advised modifications and safety overrides built in, so the LP Bonnethead should at least be that.
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: PeopleThief on May 30, 2022, 08:26:43 PM
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
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: MarsInvicta on August 31, 2022, 11:00:58 AM
Would this work if added mid-save?
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Hrothgar on August 31, 2022, 11:13:31 AM
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

Well light assault gun was buffed to 700 range lately so it before had 100+ range compared to lag.
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: robepriority on August 31, 2022, 11:14:21 AM
Would this work if added mid-save?

Yes, it doesn't need to spawn in new markets, wait for ~a month for the new ships and weapons to appear in refreshed markets.
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: antimatter on September 24, 2022, 09:00:46 PM
This mod has amazing vanilla-adjacent ship designs. Have you ever thought about redistributing the weapons on the Whirlwind? 3 heavy armaments is fun but in practice not so effective. If I had it my way I would love to maybe an energy and energy/missile hybrid set of large slots complimented with 6-8 small energy and energy/missile slots. And like the paragon, it has a circular weapon profile where a side will have half the weapons active.
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
Post by: Emodan on December 10, 2022, 09:08:39 PM
hello Tartiflette
i have recently been working on a pet project and maybe sometime in the distant future I would like to use some of your ships in a XIV reskin mod...
is it alright with you if i do post them or would you rather I not share them?
i will give all due credit

please let me know about your decision: [email protected]
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
Post by: Tartiflette on January 08, 2023, 08:30:11 AM
(https://i.imgur.com/NTXMJy8l.jpg)

Minor update with some long needed polish.

Changelog
0.17

NEW CONTENT

 - Migrated the Lightweight Plating, Reactive Armor and Minimal Preparation hullmods from Scy.

BALANCING:

 - Lightweight Plating:
   . No longer affects the deployment cost.
   . Lowered the armor rating cost to -30% from -50.
   . OP cost lowered to 3/6/10/15 from 5/10/15/20
 - Triple Mortar:
   . OP cost reduced to 6 from 7,
   . DPS increased to 150 from 125.
 - Pilum Wave (High-tide built-in):
   . Renamed Hasta Wave since the behavior is different from the vanilla Pilum,
   . Increased base ammo count to 15 from 10,
   . Projectile hitpoints increased to 75 from 50.
 - Bully-class:
   . Increased OP amount to 100 from 80,
   . Missile Ready Racks system has a much shorter cooldown and regen delay.

BUGFIXES/IMPROVEMENTS:
 - The Lightweight Plating, Reactive Armor and Minimal Preparation hullmods now use merged modSettings.json entries to define incompatibilities. Their tooltips display that list.
 - Whirlwind-class's Gravitic Hook system:
   . Now pushes ships, missiles and shots *away* in a narrow cone. Can reflect ordinance back to the shooter.
   . Improved distortion FX.

[close]


Download available here (https://www.patreon.com/posts/torchships-and-0-76955075)
This update should be save compatible

Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) and MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)


To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update TaDA and/or change it however they want.

In the meantime, TaDA's code can freely be re-used by anyone and the sprites can freely be kitbashed from without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and I am credited.
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
Post by: IMustRegroupMyForces on April 12, 2023, 10:18:02 AM
ScintillaX has 2 system slot but only one slot spawning arc ,is this a bug?
(https://cdn.discordapp.com/attachments/512356777451323393/1095758636086743090/image.png)
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
Post by: Foraven on May 26, 2023, 02:33:46 PM
Sad this mod won't be updated anymore, I liked this pack. Anyone plans on taking it on? I probably could attempt to update it myself...
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
Post by: A_Random_Dude on May 26, 2023, 02:45:04 PM
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.
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
Post by: Foraven on May 26, 2023, 02:46:57 PM
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.

Nice to know, thanks :).
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
Post by: MnHebi on October 07, 2023, 05:10:52 AM
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.
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
Post by: BradArmstrong on November 24, 2023, 12:50:56 AM
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.

Actual hero, thanks.
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
Post by: AnXel LG on March 14, 2024, 02:49:18 AM
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
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
Post by: JamesTripleQ on March 14, 2024, 05:59:39 AM
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.
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
Post by: AnXel LG on March 14, 2024, 10:45:38 AM
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.

I sure will miss my Urchin Suppresors, Long Range Arbalests, Dioscuri Cannons. They fited nicely with the low tech and pirate factions, but I also want to enjoy the great work that King Alfonzo did with the resprites of Luddic Enhancement, so I'll put T.A.D.A. in stand-by for the time being. Thanks for the feedback and BURN BRIGHT !!
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
Post by: Killsode on March 30, 2024, 01:13:05 AM
Tartiflette was such a damn trooper. We were blessed to have him, and we are lessened in his passing to other things. If you end up reading this mate, i hope life's been treating you well and that modding for Nebulous has been a blast. May have to get into that game myself.
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
Post by: Levana on April 03, 2024, 02:11:06 PM
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.

Is there a way to fix this relatively easily? Like, what files determine the weights and how would I edit them to make it fit better?
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
Post by: A_Random_Dude on April 03, 2024, 02:41:32 PM
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)
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
Post by: Levana on April 03, 2024, 05:39:56 PM
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.
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
Post by: AnXel LG on April 04, 2024, 12:17:59 AM
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
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
Post by: Levana on April 04, 2024, 05:33:20 AM
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.
Title: Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
Post by: AnXel LG on April 04, 2024, 11:36:50 AM
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.

Thanks for the tip. I'll take a careful look at it and tinker myself a little bit, see what I can do to fix the Niagara spam and tune it down in Luddic fleets