I tried your mod, and it's loud.
The weapon noise, with the many weapons and relatively high firerate drwons out everything.
After taking out the music and lowering the volume of the weapons, it was fun to stomp around for a bit, although the fighters were still making noises.
While I appreciate you wanting to recreate star wars, it doesn't really fit the way you are trying to implement it.
If you want some big ships to compare with as a benchmark, I would take Neutrinos Unsung for super battleshis, and the Matriarch carrier from Interstellar Imperium for a good upper limit when it comes to size.
Also, at least the bellator is a bit of a stick ship, with shields that are very far away from the hull at some points.
I would recommend seriously limiting the shield arc and turning it into frontal shields.
Edit: I'm getting a crash going into the sim and this is what I get scrolling down simulator battle menu.Oh, another weapon slot bug after reducing the weapon amount, sorry about that. Strange, just used battle sim yesterday and didn't report error :-\. Just fix it in v0.2.2.
Did not load yet, question: Are those gigantic ships modular? If not, they should. Also, each module can have it's own small (or big) frontal shield emitter. And assuming they are fixed, shield center could be far away from real sprite center, making illusion of more flatter arcs, leaving less space between shields and hull.Wow, I have no experience on designing modular ships. Each module of the ship has its own sprite, I need to think how to break down the star wars ship into pieces, and see how it works, I need some time to do that.
There are scale problems with some ships, mainly with the nebulon-b said ship is a capital and looks as big as a cr90Oh, right, my mistake. Will scale it up in the next update and hopefully together with new shielding system.
Issues aside, thank you for making this mod. I'll follow eagerly and if I get time maybe I can help with sounds etc. Just wanted to share a positive feedback, whatever is right or wrong - someone is doing this and I'm very glad. Thank youThank you so much, it means a lot really. It will be very helpful if you can help with my mod. I'm just an ordinary gamer somehow know a few things on coding so any kinds of help or suggestions are heartily welcomed.
I'm not sure but many of the weapons seem really under-powered, why is this?Star Wars ships are a bit different from Starsector's instead of having handful amount of powerful weapons plus couple PD weapons or missiles, SW uses rather small turrets that scatter around the ships and the damage output between variants of turbolaser aren't hugely different.
It's great that they use 0 install points but then doing 20dps is a little bit pointless. I get that if all the hardpoints were populated by 0-need weapons then the craft would be OP in the game but that for me wouldn't be an issue since the Empire and Republic are meant to be the big fish in the galaxy and very hard to threaten unless you're a big shot like the crime syndicates (by the way these would be great additions in future).About the install points, all weapons have install point now since v0.2 except for point defense laser cannon if it's what you're taking about. SW PD weapons aren't as effective as Starsector's laser or chain gun so I make it 0 energy used and 0 OP cost. As for crime syndicates, pretty good idea, can be added into the road map if I can find usable ship sprite (I lack the drawing skill so it's the only way :'().
I also was wondering about the idea of the two key empires having planetary systems so close. I could imagine a scenario where more of the planets from the starwars universe are included and basically it makes the whole make effectively about two major powers fighting (that would really be the star-wars theme I guess) - maybe think the galaxy map on "empire at war".The two system are close because Coruscant and Chandrila are close in SW map? ;D For more planets, it would be lovely to see the galaxy map of SW in Starsector but there're other systems in the base game and systems added by other mods which I don't know their coordinates so I need to be careful to avoid superposition with other systems, it will take a lot of work.
That way being commissioned by either side would give you a general mission - conquer all enemy planets/bases and they would be doing the same. Of course in terms of Canon, the Empire should begin much more powerful than the rebellion - I guess if you wanted to go all out you could have the rebellion be an in game alliance with the Empire basically being the hated group so would not ally with anyone. That could result in a "build the rebellion and fight back" scenario starting from a relatively hopeless position (sounds good in my head, not sure how fun it would be until balanced out).Something like New Republic free the galaxy from Empire post battle of Endor? EAW Thrawn's Revenge in Starsector sounds interesting.
In terms of sound/music (if you wanted to go that way) I've done a star-trek music mod for the Homeworld Remastered StarTrek mod, that was very involved because there are about 16 eras/races each with their own signature combat and idle music and about 10 tracks in each playlist). But if starwars music is something that would work in the mod I could look into putting something together. There's not so much music in starwars and only two signature groups so it wouldn't be so hard (probably).WOW, I'm looking forwards to it.
Oh and one detail about the fighters that I didn't like - the twin-tail xwings that look like ww2 fighters? I would just make them xwings but with a gold trim or something like that. Those pre-jet fighter sprites are out of place and break immersion for me.I think you have a point, twin-tail is just too much a like ww2 fighters from top down, LOL. It looks good in comics (https://vignette.wikia.nocookie.net/starwars/images/4/46/LegacyDF.JPG/revision/latest?cb=20080416161850) though. New Republic doesn't has as many starfighter variants as tie does so it's difficult to find a replacement for it. Is there any good fighter in your mind?
Regarding ships, I'm fairly sure it would be easy enough to grab models of any starwars ships (there are plenty of fan-made 3d models out there) and render them from the top - although that's not really a good sprite unless you set it up right - it would be worth a shot I guess. When I have time I'll look into it.Yeah, I've found some sprites of the others faction in Star Wars. After finishing the balancing stuffs I maybe able to add more factions into the mod. Meanwhile, I'll keep an eye on to the release date of Starsector v0.95a and see if I can wait to continue the big update after the release.
To me the planets being close (because they are in the star wars universe) doesn't make sense because it's as you say "not" the star wars universe so relative distances should be based on playability (imho). I would put them both at the edges of the core system space at opposite ends (top right and bottom left for example). Then as arch enemies their battleground is the whole sector (core at least).No harm to separate them farer, I guess. Distance can be relative after all.
I'm also thinking that the Empire and Republic core planets should be size 10 right? Seems odd to me that hegemony would be more powerful - i mean of course you're adding a mod into a game that already has its universe but I guess I would go for the more total conversion approach - where if you use this mod you're accepting that you're not going to be playing the original game at all (in the sense that there's no benefit to worrying about people complaining that the mod does too much to change the game).I just forgot about the pop sizes of the planets, I guess. It should be good to increase them. As for total conversion, I not thinking that far yet as it will need more factions and ships or it will be lack of contents but it can be a plan.
Maybe variations of xwings or weapons for example can just be reskins of existing ones (like the newer xwings and ties in the movies) - the first order and old republic could all be mixed in a bit I guess. Then the three xwings are basically old, very old and new - justifying their performance and price differences. I think there's the tie reaper (in the new star wars game) that might be interesting - it's a fleet support fighter and I'm not sure but it would be awesome to say have 2 tie fighters, two bombers and a reaper to buff them (if fighters can do things like provide minor shield buffs to allies then it would be a negligable difference to bigger ships but would add survivability to the fighters slightly and give a new dynamic to fighter group gameplay?).And think I just found a good replacement - Alpha-class xg1 star wing 8).
The music stuff, I've got basically all the sw music including some rare stuff - I'll look into the music system of starsector and see what the musical triggers are and make some playlists around that and see how it goes. Might take a while so don't hold your breath - just depends when I get a good time for it but it's fun so hopefully soon.Sure, take your time. I'm also busy for stuffs lately too and sorry for the late reply BTW.
Small detail - I love that the capitals on the republic side have drive-fields - shouldn't the big empire ships also have them? Is this intentional?I think they also have it too, the ships with the size of procusator class or above.
What I would love to see is an integration of support from other modders - all you seemed to get here was complaints - which to me suggests that people are cynical but hopeful. I think this mod could be one of the great mods.Well, suggestions are always welcome no matter they're complaints or not as long as it's reasonable.
Would love to see unique planet mods - like empire prisons, training camps, pilot training etc -I did think about something like that before to recreate some unique planets like Scarif (Imperial archive) but I haven't figured out how the planet industries modding works yet, I need to look into it more.
2 humble suggestions:Maybe but it can't be too large, wings in base game are mostly consist of 3 fighters too. As fighters have a replacement rate so even if I increase the size of a squadron, it still takes time for the fighters to respawn one by one if the squadron was wiped out. Continuous fabrication of fighters also decreases the replacement rate too.
- weaker but more fighters (bigger squadron sizes?)
- medium transports to buy? lika an action IV or the round rebel transport (or I am just unlucky at ship markets)
PS: as long as there are variants, the more weapons the merrier ;-)
After playing some more I have to agree, the fighters are a littel OP as it is (tried a fighter heavy rebellion start).I am aware of the fighters power level is a little high but it's kinda recreating the fighter tactic in Star Wars. I made an advanced targeting computer hullmod in v0.4.0 which is a built in hullmod for most frigates, increase the accuracy of PD weapons and increase damage against fighters and missiles. It makes frigates highly effective against fighters. I will keep monitoring the fighters, balance them if necessary and may implement rarity for high tier fighters.
The AA9 and bulk freighters I have never seen in game, do they spawn?
PS: Still havin much fun with the mod
Looks very nice! Since you asked for ideas: maybe add boss ships piloted by characters from the series. If you dive into Legends I'm sure there's plenty of material. Maybe add the Yuuzhan Vong? Even if all you do is polish what you have: well done.Good idea, don't know it's actually possible to add boss ships and can assign specific character to a ship. I will look into in, thanks for the idea.
I enjoy this mod very much and appreciate all the work you put into this. My only real complaint is this.I'm sorry if the music bothers you. There is an optional patch in Nexus to disable Star Wars combat music but not in this forum page, sorry about that. I have disabled the music by default in v0.4.1 and players will need to enable it themselves after on.
I threw this mod in the mix of all my various faction mods along with Nexerelin. Worked great, but...its the music.
The battle music. Every time I enter combat its Battle of Endor.
Every.
Single.
Time.
Maybe it's just me and my game, but I couldn't take it anymore. Had to start a new game without the mod.
But when I face the Rebel forces, I see some strange fleets. They have lots of Imperial ships. Like the Ton Falk or Lancer, most strange is the Immobilizer! On the other hand, I never could buy them (Ton Falk, Lancer) in Coruscant. Also can not find the Vigil or Gladiator and some more.The timeline for the empire and rebel faction is after the founding of the New Republic and the New Republic managed to capture some Immobilizers from the Empire so I make it available for the rebel forces. As I may make a gravity well generator shipsystem(preventing full retreat) to replace the interdictor array from the base game so I want the rebel to have an access to it too.
Not sure if you're going to add any more ships (or if one of these is already in, but I missed them), but I might have a few ideas for you to use for the Empire.
First with imperial bulk carriers compared to other carrier condor which has only 2 fighter bays and costs 10 points to deploy a bulk carrier has 5 fighter bays with only 15 points necessary for deployment.I think the number of fighter bays should be limited to four to keep it balanced.
Second victory class star destroyer(with only dedicated targeting core as an additional hullmod) is capable of destroying 1v1 any battleship and battlecruiser (with dedicated targeting core hullmod) that has 40 deployement points from the base game without losing health or even flux and it only has 25 deployment cost which is comparable to dominator which victory melts in less than a minute without additional hullmods and fighters.
I have a crash on boot.Did you install LazyLib?
Fatal: Error compiling data [data.shipsystems.scripts.DeflactorShieldStats]
Cause: File 'data/shipsystems/scripts/DeflectorShieldStats.jace', Line 35, Column 31: imported class 'org.lazywizard.lazylib.combat.CombatUtils'
could not be loaded
Check Starsector.log for more info.
I downloaded lazylib and loaded that mod along with this one and it works.Good, Have fun!
Strange bug - I can land at mon cala, I just cannot land at the mom cala shipyards... if I try I get a CTDWell, that's strange, I just checked and it works fine for me. What mod version did you use and is it an old save that you use with a newer mod version?
Strange bug - I can land at mon cala, I just cannot land at the mom cala shipyards... if I try I get a CTDWell, that's strange, I just checked and it works fine for me. What mod version did you use and is it an old save that you use with a newer mod version?
I did add some stuff to mon cala shipyards a but I don't think it will change anything to an old save. :-\
Strange, its working now and I havent changed anything... which suggests its either an item of stock or a ship causing the bug out?... dont know but it seems to be working now.It's difficult to determine the cause for now due to lack of info, if you encounter this bug next time, maybe you can copy the log.
One thing - on shields, why are the SW ships using deflectors rather than standard shields? Do the shield skills of officers work on deflectors? the addons in the ship build area wont let you add - for instance - Stabilized Shields - it says "ship has no shields". Given it doesnt allow that, does that mean the officer skills for say "defensive systems" also dont change anything?I think deflectors are more suitable for Star Wars ships, especially for the large ship, standard shield will have a large radius of empty space covered by shield. As the hullmods like stabilized shields are hard coded, I can't get them to work with deflectors but you can use the "deflector shield" hullmod added by this mod. The character skill effects like defensive systems do affect deflectors as the flux stack calculation formula of my code does take those stats in account. Hard flux dissipation from level 3 defensive systems also works on deflectors.
Strange, its working now and I havent changed anything... which suggests its either an item of stock or a ship causing the bug out?... dont know but it seems to be working now.It's difficult to determine the cause for now due to lack of info, if you encounter this bug next time, maybe you can copy the log.
957988 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.DegradedEngines.applyEffectsBeforeShipCreation(DegradedEngines.java:37)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.RepairTracker.setMothballed(Unknown Source)
at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addShip(BaseSubmarketPlugin.java:501)
at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addShips(BaseSubmarketPlugin.java:479)
at com.fs.starfarer.api.impl.campaign.submarkets.OpenMarketPlugin.updateCargoPrePl ayerInteraction(OpenMarketPlugin.java:54)
at com.fs.starfarer.campaign.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
at com.fs.starfarer.coreui.o00o.<init>(Unknown Source)
at com.fs.starfarer.coreui.o00o.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO$5.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.Objectsuper.showCoreInternal(Unknown Source)
at com.fs.starfarer.ui.newui.Objectsuper.showCore(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
at com.fs.starfarer.ui.newui.super.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.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.super.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.Objectsuper.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)
958029 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [faction_hegemony_market_01_neutral_var01.ogg]
958029 [Thread-10] INFO sound.null - Playing music with id [faction_hegemony_market_01_neutral_var01.ogg]
there you go, happened again - Mon Cala this time, not the shipyard... still a rebel base thoughMaybe ship related, I will check the rebel ships and see if there's something wrong.
Sorry, the reverse engineering would be an integration into that feature from: industial.Evolution mod (would be great if that was possible sometime in the future).
Hi,V0.6.2 now support reverse engineering from industry evolution ;D.
very muc enjoying the mod. Is there any way to get more starwars ship blueprints? Sadly the starwars ships seem not be reverse engineerable ...
Thanks
Matthias
Edit: sorry, the reverse engineering would be an integration into that feature from: industial.Evolution mod (would be great if that was possible sometime in the future). Are the starwars blueprints buyable anwhere?
First of all, thank you for this mod. You've put my favourite universe into my favourite game.
Can't wait to try it out once it's updated.
Using nexerelin, spawned at Corusant and go to Trading view and click Empire Military and Fatal:Null CTD, dont know whats causing or if its other mods but im crashingThe problem has been identified as Phase Field hullmod has changed in 0.95 and not able to install on fighter, I have removed it from TIE Phantom.
Same issue. Here's the error from the log
*edit*
Second CTD, this time starting a republic campaign, happened when I clicked the planet
Was testing and gave myself allblueprints and was in the doctrine & blueprints menu, then when i exited this came upAh, is the Viscount, thank you for reporting it.
Sorry again, but IDK if its my problem or confict but I think Kuat Shipyards should have a sprite?It should, but somehow it just doesn't show the sprite. I've checked the code couple times still don't know what's the problem. I will keep looking for a solution.
Was at kashyyk and took it over, was in colony screen and right clicked the Shield Gate, but the error returned the Gohan III or something, caused CTD so serious enough
The Tibanna Gas Coolant hullmod either doesn't decrease weapon flux or it doesn't show it on the refit menu.I tested the hullmod, weapon flux reduction works just fine, but what do you mean "show on refit menu"? Is it the flux cost of weapon in weapon stats that shows on refit menu? I'm not sure is that suppose to have changes.
Yeah, there's a weapon flux number when you're refitting the ships and the number doesn't change, but if it still work it's all good. I was just curious since the stats didn't change.The Tibanna Gas Coolant hullmod either doesn't decrease weapon flux or it doesn't show it on the refit menu.I tested the hullmod, weapon flux reduction works just fine, but what do you mean "show on refit menu"? Is it the flux cost of weapon in weapon stats that shows on refit menu? I'm not sure is that suppose to have changes.
Upgraded the Gohan Gun thing, and right clicked when upgraded to star fortress equivalent and crash, sayoing gohan_III or something isnt foundAh, yes, I still missed one ID in the last fix, but that is Imperial Dockyards downgrade to Golan III, not upgrade. So you should already have the star fortress equivalent dockyards.
just here to star wars fanboy and say thanksGood to hear! Me myself are not very familiar with sector creation and economy, resource balance.
also, shadow announcement, i may have something in the works for the sector!
The mod is great played as new republic second time conqered sector first time o do as empire the otuple lasers are great use them on normal ships too. I rember that liberator and asault firagate mk2 in other star wars game where missle ships and assalult frigate mk2 have kinetic weapons. Add to pirates or independed agresor crusier and Keldabe-class battleship and vegence firagte with kineticks slootsYou mean the kinetic weapon type in Starsector or actually kinetic weapons in Star Wars? As I didn't see Assault Frigate MK2 has kinetic weapons nor Ion weapons on Wookieepedia .
I mean not form star wars bout empire at war of forces of coruption. one of your ship have star sector kinetic slots cis frigate.Yes, CIS Munificent uses Flak Guns which is rare in Star Wars Universe. And Zann Consortium also use some kinds of kinetic weapons like mass-driver cannons and mass driver missiles, I will add them when introducing Zann Consortium into the mod. However, I don't think Liberator class cruiser or Assault Frigate MKII have missile or kinetic weapons.
hey just so you know the creator of Kingdom of Terra has a working tractor beam weapon if youre looking for help on that front.Really? That's cool. I want to make Tractor Beam as shipsystem, don't know whether Kingdom of Terra tractor beam is weapon or not, but maybe I can make a tractor beam weapon for Starhawk.
cant hurt to ask!
Also wanted to notify you of the fact that the CIS Providence Dreadnought currently has 0 OP, so you can't customize the base weapons it comes with (I constructed mine, I assume if you manage to salvage one it will be even worse of an issue).Ops, my bad, seem to forget to calculate op after ship creation. Will be fixed in next patch releases on early July.
Ha, I don't mind actually. You can try modifying the stats yourself first and see if it works out. If you have any suggestions later, please let me know. Not very good at handling stats so any suggestions are welcome!hey would you mind if i edit the ship stats a bit to make this more friendly with the archean order mod?
really enjoy this mod but the stats fall short the bigger the ships get (because of the changes archean order makes)
nevermind i didnt realize how monumental of an undertaking that would be for me
Ha, I don't mind actually. You can try modifying the stats yourself first and see if it works out. If you have any suggestions later, please let me know. Not very good at handling stats so any suggestions are welcome!hey would you mind if i edit the ship stats a bit to make this more friendly with the archean order mod?
really enjoy this mod but the stats fall short the bigger the ships get (because of the changes archean order makes)
nevermind i didnt realize how monumental of an undertaking that would be for me
Will July update be savegame compatible?It is save compatible.
So i played a few hours of vanilla first to get a feel of what is good, bad or average in terms of ships/weapons. And watched some youtube videos to learn some things. Today i started again with SW enabled and i noticed that empire ships and weapons are kinda easy mode when compared to vanilla factions? I'm still very much a noob so please correct me if i'm wrong. For example ships with great stats all around, long range (800-1000 range) weapons are common with no serious drawbacks, etc.Good to hear that you like it and thanks for playing! For balancing issues, I'm still working on it continuously, I think the weapon range is in a rather suitable status? There are longer range weapons in vanilla Starsector and it performs well on big ships too, if you place your weapons closely to Star Wars cannon, you will find that long range weapons are close to ship centre and shorter range weapons are close to the edge to get a reasonable overall weapon range. The weapon flux still "exists" when I'm using larger ship like ISD II even I want the flux capacity more focus for shield usage as power for weapons and shield are separated in SW lore. BTW deflector shield of the ships only blocks 75% of EMP damage only so EMP weapons are effective against SW ships. I did make deflector shield hullmod too strong that I don't know why I did it either and I nerfed it in 0.7.6 already.
Again i only have a few playing hours with SS and only commanded a small Hegemony fleet in my vanilla run but is this intended? Perhaps with Nexerelin and more factions it balances out?
That Tibanna Gas Coolant though...I almost feel bad using it :DYou have a point. Seldom see it on market and have forgotten to tweak it. Maybe 50% flux reduction to 25% will be more reasonable.
Why is only victory star destroyer and i know that is Victory II and same with imperial there is imperial II not imperial? and do you plan add chiss and black sun factions or at least add balck sun ships to pirates to use when you have mod on.
Zann Consortium? Will I get my Agressors back?! Happy day!Sure, but I still have to figure out how to make the projectiles of the ion and plasma cannons for the Aggressor, plus the ion weapon on Subjugator class for the next update.
Amazing mod, and incredibly well made I absolutely love it, will you add ships like the Rothana Battlecruiser and Rothana Destroyer?
hey, super interested in this mod, and I'm dying to use it. I might have messed up the installation, or may have another issue, but I can't seem to get it running. I've disabled all other mods I have, except for LazyLib 2.4e and Star Wars Mod 0.7.7. when I installed it I unzipped the file and copied it, and pasted it all in Program Files (x86)>Fractal Softworks>Starsector>Mods. What did I do wrong?
working on Executor SSD
hey, super interested in this mod, and I'm dying to use it. I might have messed up the installation, or may have another issue, but I can't seem to get it running. I've disabled all other mods I have, except for LazyLib 2.4e and Star Wars Mod 0.7.7. when I installed it I unzipped the file and copied it, and pasted it all in Program Files (x86)>Fractal Softworks>Starsector>Mods. What did I do wrong?I use LazyLib 2.6 myself. And make sure your Starsector version isn't prior to 0.95. As for RAM allocation, I only used the default 1024MB RAM after I update Starsector to 0.95 until recently and the game run just fine but I would recommend you increase it to 3-4GB RAM too.
Made an account to let you know this mod is wonderful. 100% should be on the index.Thank you for your support, isn't familiar with the forum rules about index. The next update should be out at the end of Sept if things go according to the plan.
Keep up the good work!
Hey. If you'd like some other ships to add. Some ships that would be a good add is the Gozanti-class cruiser with one fighter wing. You could also add some other smaller cruisers,frigates and picketships. The Empire focuses mainly on capital ships but they do have some other great ships. I just installed your mod so I have to go over the list of ships that are there and arent. Keep up the great work for real.Gozanti-class cruiser with one fighter wing is already in the game, along with Taran, Vigil, Arquiten, Lancer and Carrack for Empire. I can add Broadside Cruiser or Imperial Custom Corvette if you want.
Hey. If you'd like some other ships to add. Some ships that would be a good add is the Gozanti-class cruiser with one fighter wing. You could also add some other smaller cruisers,frigates and picketships. The Empire focuses mainly on capital ships but they do have some other great ships. I just installed your mod so I have to go over the list of ships that are there and arent. Keep up the great work for real.Gozanti-class cruiser with one fighter wing is already in the game, along with Taran, Vigil, Arquiten, Lancer and Carrack for Empire. I can add Broadside Cruiser or Imperial Custom Corvette if you want.
I made an account just to say that I love your work man. I have to ask about the Separatists, any plans to use like Buzz Droids as mines?There is, like an anti-starfighter mine. Just thinking about how to present it close to the lore, like launching with a missile and exploding to spawn buzz droids but I need to study how two-stage missiles work in Starsector. Moreover, how to shrink the sprite to a small size but is still cognizable as a buzz droid.
yes that would be good :). One thing I think you can do is add one Eclipse Class SSD as kind of a final boss somewhere in deep space that you can capture. Kind of like the Kadur Remnant and their Super Ship. Say a rogue Grand admiral took the ship and a bounty was put on him. In turn it can be retrieved by you.Maybe after the new factions update.
Hello BeyondTheHorizon,Line 91 is about playing voice line. Did you use the enable Star Wars combat music sounds.json? Seem I forget to update the file so it doesn't include the voice line for the tractor beam. Just reinstall the mod or just replace the sounds.json with the one from the latest mod version.
thanks for the Great Mod :)!
I think i found a BUG with Mod but I am not sure.
The activiation of the tractor beam work but on the ending of the tractor beam the game crash to Desktop.
118023 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.O0OO.L.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatMain$3.playSound(Unknown Source)
at data.shipsystems.scripts.TractorBeamStats.unapply(TractorBeamStats.java:91)
at com.fs.starfarer.combat.systems.F.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I have used the Bellator
Regards URF
working on Executor SSD
The Sector will finally know peace. <insert Emperor cackle here>
Are we getting a 0.95.1a version?
This is one of my favorite faction/ship mods
Are we getting a 0.95.1a version?The next update will be for 0.95.1a, it seems that 0.95.1a has altered phase cloak AI behavior so the deflector shield which uses phase cloak AI now behaves strangely. I have already reworked the deflector shield script and written a custom AI script for it, the shield now registers damage more accurately (some missiles are not registered correctly before) and has damage amount float text just like the vanilla shield. The AI behavior is more like the vanilla shield, will back off and vent more frequently.
This is one of my favorite faction/ship mods
Hype!I can add it to the list, but may not be there in the next update.
Any plans for some N1 Starfighters?
I've been using the other Star Wars mod and there's some overlap in the ship and fighter selection but the art style is different so it gives some good variety
the other Star Wars mod
Out of curiosity, which one are you referring to? Would you mind providing a link to it (via Private Message, if you can)? Thank you very much in advance.I think he is referring to AbeOfArabia's Star Wars mod, seems to be a new mod. Looks interesting and has a good ship variety, gonna try it if I wasn't busy making the next update.
Out of curiosity, which one are you referring to? Would you mind providing a link to it (via Private Message, if you can)? Thank you very much in advance.I think he is referring to AbeOfArabia's Star Wars mod, seems to be a new mod. Looks interesting and has a good ship variety, gonna try it if I wasn't busy making the next update.
the other Star Wars mod
Out of curiosity, which one are you referring to? Would you mind providing a link to it (via Private Message, if you can)? Thank you very much in advance.
Hype!I can add it to the list, but may not be there in the next update.
Any plans for some N1 Starfighters?
I've been using the other Star Wars mod and there's some overlap in the ship and fighter selection but the art style is different so it gives some good variety
Thank you for the update, im loving the Mandalorian content! I dont know if youre done with the Separatists but is there any way you can add their ship, the C-9979 landing craft to the game? I know its not a combat ship but I was thinking that you could make it something like the ship "Phantom" in base game, where its not capable of fighting but has the "Advanced Ground Support" Mod as compared to the other ships, since its like a huge troop transport. Also, is there any way you can make a ship from the Lucrehulk's core ship? Maybe something like the "Battlesphere" variant to make it like a workable discount lucrehulk when it comes to hangars but more combat oriented. Thank you again for all of the content!I sure can. But I doubt the combat capability of the core ship, it's more like a transport as far as I know.
Are you able to make the core ship "Battlesphere" something like a smaller carrier akin to the "Heron". It shows up on Clone Wars Season 1 Ep 7 as a mobile listening post, so it'd fit with how the Heron works with the "Targeting Feed" mod and like the "High Resolution Sensors" built in. It might not be on par with a full Lucrehulk but it sounds like a decent early to mid game ship.Thank you for the update, im loving the Mandalorian content! I dont know if youre done with the Separatists but is there any way you can add their ship, the C-9979 landing craft to the game? I know its not a combat ship but I was thinking that you could make it something like the ship "Phantom" in base game, where its not capable of fighting but has the "Advanced Ground Support" Mod as compared to the other ships, since its like a huge troop transport. Also, is there any way you can make a ship from the Lucrehulk's core ship? Maybe something like the "Battlesphere" variant to make it like a workable discount lucrehulk when it comes to hangars but more combat oriented. Thank you again for all of the content!I sure can. But I doubt the combat capability of the core ship, it's more like a transport as far as I know.
Are you able to make the core ship "Battlesphere" something like a smaller carrier akin to the "Heron". It shows up on Clone Wars Season 1 Ep 7 as a mobile listening post, so it'd fit with how the Heron works with the "Targeting Feed" mod and like the "High Resolution Sensors" built in. It might not be on par with a full Lucrehulk but it sounds like a decent early to mid game ship.I see, I can arrange that.
Thank you, youre the best!Are you able to make the core ship "Battlesphere" something like a smaller carrier akin to the "Heron". It shows up on Clone Wars Season 1 Ep 7 as a mobile listening post, so it'd fit with how the Heron works with the "Targeting Feed" mod and like the "High Resolution Sensors" built in. It might not be on par with a full Lucrehulk but it sounds like a decent early to mid game ship.I see, I can arrange that.
Just got 2 starship suggestions.Tector is already in the game, as for Victory II, I will think about it. The Eclipse Superlaser shouldn't be able to buy or salvage normally, did you come across that weapon somehow?
The Tector class Star Destroyer. Basically a ISD I with no fighters, more firepower and extra survivability. It's a pretty fun ship in the Thrawn's Revenge mod for EaW.
Second one is the Victory II Star Destroyer. It's a tankier VSD but with no missile weapons and more energy weapons.
Just another thing to add as well. The Eclipse Superlaser is an Medium Energy weapon. That means I could put it on a ISD if I wanted to. Maybe that should be changed to a Large Energy weapon?
Just got 2 starship suggestions.Tector is already in the game, as for Victory II, I will think about it. The Eclipse Superlaser shouldn't be able to buy or salvage normally, did you come across that weapon somehow?
The Tector class Star Destroyer. Basically a ISD I with no fighters, more firepower and extra survivability. It's a pretty fun ship in the Thrawn's Revenge mod for EaW.
Second one is the Victory II Star Destroyer. It's a tankier VSD but with no missile weapons and more energy weapons.
Just another thing to add as well. The Eclipse Superlaser is an Medium Energy weapon. That means I could put it on a ISD if I wanted to. Maybe that should be changed to a Large Energy weapon?
I came across them in the Frism/Prism Freeport in the centre of the sector. Not sure if it's a vanilla or Nexerilin (4x mod) feature. I could buy them in the High-End Seller market for about 660k each.I see, I will change the size of the super weapons. The ion cannons in Star Wars lore have lower accuracy then turbolaser, I will lower the max spread from 15 to 10 degrees. I will look into the heavy turbolasers fire rate, my first intention was to prevent turbolaser spam by holding the mouse button and making skill and prediction more important in combat. I will try to lower it from 5s to 3s, just like the "repeating" turbolaser.
Another thing I wanted to mention btw. The weapon balance is pretty good. Just have a few suggestions.
The ion weapon's lowered accuracy after continuous fire is a bit too high. I'd probably increase their accuracy a bit or make their bloom decrease faster. The poor accuracy just makes weapons like the Ion Beam a better option due to their lower OP cost and better stats.
Last one, the heavy turbolasers (including the Octuple Barbette Turbolasers) could probably do with a slight reload decrease. You could increase the flux these weapons produce as a counterbalance if you wanted. They just lack the DPS to be worthwhile, especially when a lot of ships have a slim frontal profile, like the Bulwark, which makes hitting them much more difficult.
These are just things I've picked up on while fighting in fleet battles.
I came across them in the Frism/Prism Freeport in the centre of the sector. Not sure if it's a vanilla or Nexerilin (4x mod) feature. I could buy them in the High-End Seller market for about 660k each.I see, I will change the size of the super weapons. The ion cannons in Star Wars lore have lower accuracy then turbolaser, I will lower the max spread from 15 to 10 degrees. I will look into the heavy turbolasers fire rate, my first intention was to prevent turbolaser spam by holding the mouse button and making skill and prediction more important in combat. I will try to lower it from 5s to 3s, just like the "repeating" turbolaser.
Another thing I wanted to mention btw. The weapon balance is pretty good. Just have a few suggestions.
The ion weapon's lowered accuracy after continuous fire is a bit too high. I'd probably increase their accuracy a bit or make their bloom decrease faster. The poor accuracy just makes weapons like the Ion Beam a better option due to their lower OP cost and better stats.
Last one, the heavy turbolasers (including the Octuple Barbette Turbolasers) could probably do with a slight reload decrease. You could increase the flux these weapons produce as a counterbalance if you wanted. They just lack the DPS to be worthwhile, especially when a lot of ships have a slim frontal profile, like the Bulwark, which makes hitting them much more difficult.
These are just things I've picked up on while fighting in fleet battles.
I just found the Ion Blast (Or something like that) that belongs to the Aggressor Class Star Destroyer at the Prism Freeport. I'm not sure if it's a unique weapon or not though. Just thought I'd let you know.It supposts to be unobtainable, anyway have already changed it to large mount size.
I just found the Ion Blast (Or something like that) that belongs to the Aggressor Class Star Destroyer at the Prism Freeport. I'm not sure if it's a unique weapon or not though. Just thought I'd let you know.It supposts to be unobtainable, anyway have already changed it to large mount size.
Also, just an idea I had. Have you considered making each factions' lasers and turbolasers somewhat unique, like having the Republic have weaker turbolasers but making them cheaper OP cost wise?Not for the moment, ai factions only use their faction weapons, distinct weapon stats between factions may cause more balance issues, need to think carefully before doing so.
Obviously doesn't have to be that exactly that but I thought it'd cool to have to make a choice on what you want, if you want to mix 'n match
Also, just an idea I had. Have you considered making each factions' lasers and turbolasers somewhat unique, like having the Republic have weaker turbolasers but making them cheaper OP cost wise?Not for the moment, ai factions only use their faction weapons, distinct weapon stats between factions may cause more balance issues, need to think carefully before doing so.
Obviously doesn't have to be that exactly that but I thought it'd cool to have to make a choice on what you want, if you want to mix 'n match
Mustafar is a bit odd in terms of resources. The Ore and Transplutonics make sense since that was Mustafar's thing, but the Volatiles and Organics don't. Is this done for balance or an oversight?Black Sun only has two planets/systems if you're not playing random core world, so I just put the resources there so it can self-sustain better.
(https://i.ibb.co/b7Ghxgc/Mustafar.png)
Been playing with some of the CIS ships. Overall, very fun and different from the Empire (The first faction I played with)The ballistic slots are supposed to install the flak guns, haven't thought of players installing other weapons, will look at how to do with it, maybe change the flak gun to small. As for Munificent, actually it can carry 4 squadrons of vulture droids and other transports in the lore.
There is definitely a balance issue with the Munificent though. It's a stupidly potent shield shredder thanks to its 8 medium ballistic slots. Slap 8 Thumpers on it and the ship becomes a menace. Due to it's pretty terrible speed, it'd likely be fine to downgrade the 8 slots from Medium to Small (And likely the weapons its supposed to have in those slots). It's just too strong with the slots being Medium atm.
Also, would it be possible to reflect the Munificents lack of a hanger? Like a very poor fighter replacement rate, less hanger slots and/or give a bonus to using the Automated fighters/bombers (Vulture, Hyena, TIE Droid, etc) and malus to other fighters/bombers?
Last thing in this post, the Trireme Corvette has the same issue as the Munificent in terms of the Medium Ballistic slots. I'd drop it down to 4 small ballistic slots and then it'd likely be more balanced. Having 6 Medium or Small slots on a 13k credit corvette is a bit too OP.
I'll continue playing with the CIS and report anything else I find
Been playing with some of the CIS ships. Overall, very fun and different from the Empire (The first faction I played with)The ballistic slots are supposed to install the flak guns, haven't thought of players installing other weapons, will look at how to do with it, maybe change the flak gun to small. As for Munificent, actually it can carry 4 squadrons of vulture droids and other transports in the lore.
There is definitely a balance issue with the Munificent though. It's a stupidly potent shield shredder thanks to its 8 medium ballistic slots. Slap 8 Thumpers on it and the ship becomes a menace. Due to it's pretty terrible speed, it'd likely be fine to downgrade the 8 slots from Medium to Small (And likely the weapons its supposed to have in those slots). It's just too strong with the slots being Medium atm.
Also, would it be possible to reflect the Munificents lack of a hanger? Like a very poor fighter replacement rate, less hanger slots and/or give a bonus to using the Automated fighters/bombers (Vulture, Hyena, TIE Droid, etc) and malus to other fighters/bombers?
Last thing in this post, the Trireme Corvette has the same issue as the Munificent in terms of the Medium Ballistic slots. I'd drop it down to 4 small ballistic slots and then it'd likely be more balanced. Having 6 Medium or Small slots on a 13k credit corvette is a bit too OP.
I'll continue playing with the CIS and report anything else I find
Mustafar is a bit odd in terms of resources. The Ore and Transplutonics make sense since that was Mustafar's thing, but the Volatiles and Organics don't. Is this done for balance or an oversight?Black Sun only has two planets/systems if you're not playing random core world, so I just put the resources there so it can self-sustain better.
(https://i.ibb.co/b7Ghxgc/Mustafar.png)
As for the Munificent, I know the Vulture Droids can hang onto the hull of it, but it doesn't have an actual hanger, so I was thinking that the lack of one could be represented in some way, like heavily reduced fighter replenishment or something along those lines. Or, if it's possible, restrict it to the automated fighters and what not and keep its current replenishment rateReduce hanger will make the mod save incompatible, I will wait till other save incompatible contents are finished if I really going to reduce the hanger. Another way is to build in the fighter wing with vulture droids.
Hmm. The built-in Vulture Droids seems like the best idea for it. Just stops the Munificent from being a powerful carrier as well as a powerful frigate/cruiser.As for the Munificent, I know the Vulture Droids can hang onto the hull of it, but it doesn't have an actual hanger, so I was thinking that the lack of one could be represented in some way, like heavily reduced fighter replenishment or something along those lines. Or, if it's possible, restrict it to the automated fighters and what not and keep its current replenishment rateReduce hanger will make the mod save incompatible, I will wait till other save incompatible contents are finished if I really going to reduce the hanger. Another way is to build in the fighter wing with vulture droids.
Something else I've found while establishing colonies. There's 6 Golan IIs to choose from. Idk if they're different at all since they all have the same description, price and build time. If they are different, maybe new descriptions for them would be useful.Yes, they are different, used by different factions with the factions' weapons and fighters. You can build them if you're friendly with the faction. I will add the faction names later.
(https://i.ibb.co/xFvV1Fv/Golam.png)
just found something that ircked me quite a bot, your heavy dual turbolaser sound file just produces a very faint 'pew-pew' instead of the common star wars turbo laser sounds, and does not seem to fit the modWell, that weapon is the ISD I main battery in Rogue One and the weapon sound is directly recorded from the movie.
A very common thing I've noticed in Nexerelin, is that the Empire constantly gets dumpstered since they're hostile with basically everyone. This sucks majorly since acquiring Imperial ships can become quite a struggle if you don't have colonies (Or any other way to produce blueprinted ships) and the blueprints for the ships. The Empire might want either a buff to its military or a change with its relations to other factions, otherwise, they fall within 2-4 years.After First Order and Chiss Ascendancy factions come out, Empire will have allies and it should be better. Meanwhile, I will adjust the vanilla faction relation of Empire. I suggest you play random core world so Empire may have better resources and more colonies.
Will do ;DA very common thing I've noticed in Nexerelin, is that the Empire constantly gets dumpstered since they're hostile with basically everyone. This sucks majorly since acquiring Imperial ships can become quite a struggle if you don't have colonies (Or any other way to produce blueprinted ships) and the blueprints for the ships. The Empire might want either a buff to its military or a change with its relations to other factions, otherwise, they fall within 2-4 years.After First Order and Chiss Ascendancy factions come out, Empire will have allies and it should be better. Meanwhile, I will adjust the vanilla faction relation of Empire. I suggest you play random core world so Empire may have better resources and more colonies.
Hello, am getting error when try to launch. I try downloading clean version of game, and clean version of LazyLib and MagicLib. Error persists, it reads:
Fatal: Error loading Igraphics/ships/rebel/sw_dauntless glow1.png) resource, not found in
[C:\Program Files (x86)\Fractal Softworks\Starsector starsector-core\..\mods\LazyLib,
C:\Program Files (x86)\Fractal Softworks\Starsector starsector-core\..\mods\Magiclib,
C:\Program Files (x86)\Fractal Softworks Starsector starsector-core\..\mods Star Wars 2020,../starfarer.res/res, CLASSPATH]
Check starsector.log for more info.
The apparent issue is that both the forum download version, and the Nexus download version, are both missing over 30 ships glow.png files. I have spent the last hour creating the glow.png files for every ship that is missing them, but I am not close to finishing.What is your game version? The latest game version does not require _glow.png anymore. Please update your game to 0.9.5+ to play with the latest mod version, most likely your game version is 0.9.1a.
Q - How exactly does the capture shuttles hull mod work? Is it a passive buff, distance related or killshot related, or what? I ask because I’m not seeing much impact. Or have I picked it up from a different mod and am now asking here erroneously?Each ship with the capture shuttle hull mod installed will randomly pick 1-4 enemy ships(depending on the hull size, e.g. capital ship can pick 4 ships), then change the chance of their "break chance" to 0 and increase their "INDIVIDUAL_SHIP_RECOVERY_MOD" with 80% success rate (20% chance the ships been picked will not be affected as mentioned). But the ship salvage mechanic of the base game is quite complicated, so the hullmod may not be as effective as expected. For example, the ship may end up in difficult salvage instead of normal salvage, and the maximum number of salvageable ships is capped at 16 as I remember.
R - would it be feasible to add the Neutron Star-class Bulk Cruiser? I would think it would be similar in size to a Dreadnaught-class cruiser, but cheaper (deployment cost and price tag), slower, and it should require more supplies/fuel to maintain. I think it would have high cargo capacity, be a bit low on flux, and have a medium tractor beam system. Probably civilian hull. Broadly, then, it would fill a role similar to the Mule class, but on a light cruiser scale. That is - cheap, accessible, good enough in a fight to be useful early, and with good cargo.
i have a problem that causes the game to crash and the error is related to a weapon slot not found on the sw_neutron_star.This should have been fixed already in version v0.8.4b
I keep coming back to this game just because of this mod. I just wanna say I love all the work on this mod and and Thank You for all of the hard work. Also I saw the Chiss getting added in. Is there any plans to make like the Katana Fleet as like scattered Derelict ships or like the Republic's "Outbound Flight" survivors showing up as a possible event when scanning a world?
I keep coming back to this game just because of this mod. I just wanna say I love all the work on this mod and and Thank You for all of the hard work. Also I saw the Chiss getting added in. Is there any plans to make like the Katana Fleet as like scattered Derelict ships or like the Republic's "Outbound Flight" survivors showing up as a possible event when scanning a world?
Currently, the Katana Fleet is used as a Unique Bounty of Thrawn. For the Outbound Flight survivors, is there any similar event like that in the vanilla game?
Cool on the Katana Fleet, I dont really do those big bounties so I didnt notice. As for the events, all I know is that currently, survivors either join your crew, ask you to bomb another group, or trade an assortment of supplies and then thats all I can think of.I will look into it, I think the events are more difficult to mod then other features, so it will take me some time to figure out how.
Righteous and I did not know that, thank you again for all the work!Cool on the Katana Fleet, I dont really do those big bounties so I didnt notice. As for the events, all I know is that currently, survivors either join your crew, ask you to bomb another group, or trade an assortment of supplies and then thats all I can think of.I will look into it, I think the events are more difficult to mod then other features, so it will take me some time to figure out how.
I also have to say, Please make the Chiss the Empire's ally or give The Empire a few more worlds. The Empire gets dogged on in just about every playthrough I have done. Often being invaded by the CIS, Republic and New Republic, all at the same time and then never recovering.Sure, the First Order and Chiss will be added to the mod in the June update. More planets will also be added.
Righteous and Thank You! I cant wait till the update.I also have to say, Please make the Chiss the Empire's ally or give The Empire a few more worlds. The Empire gets dogged on in just about every playthrough I have done. Often being invaded by the CIS, Republic and New Republic, all at the same time and then never recovering.Sure, the First Order and Chiss will be added to the mod in the June update. More planets will also be added.
great mod! thank you for adding ships got my hands on a assault frigate mk1 honestly feel like it needs a flux bonus or something im fighting stuff 5-10 points lower in simulations and getting dominatedThanks for mentioning the issue, I have adjusted the deployment cost of the new republic destroyer sized ships
The Ships look freaking great !!!! that a huge +Actually, I'm kinda confused too. Before, there were players saying the mod is too op, specifically mentioning "No excessive weapon ranges for mount size without significant drawbacks" and the longest range of the weapons at that time was 1000. Therefore, I rebalanced the weapons several times. I seldom test the star wars ships with vanilla or other mod ships so it will be good if I can have a vote or something to learn about how players felt about the current power level of the mod.
BUT
Most of the ships feel useless and its annoying to fight againts because they are HP sponges and Annoying to use them because their Firepower and Damage AND range is horrible.
everyone is just casualy outranging most of the capital ships in this mod or outright just facetanks the 80+ weapons on these ships.
made lots of testing mostly with the Empire capital and dreadnaugh ships and they don't stand a chance againts majority of the ships in the game lol
they are just HP sponges that look cool and thats it...
Gonna do some more testing tough.
well....thx for this awesome mod :D love it :DOh, the AI script of the gravity well generator doesn't cover the auto-pilot scenario, will revisit the script in the future.
is it normal...i have a assertor class dreadnought ....start a fight....autopilot on....flying to enemy and is using the gravity well generator...the whole time...enemys are fleeing and he dont stop with the generator -.-^^
Absolutely love the mod. Sprites are great, sounds a much better now, and, to my disappointment, it's much balanced (rip missile spam :'() Seriously, as soon as I could afford it, I'd buy at least 3 Victory Is, and that was enough for almost everything. Throw in a Tector or two, and you could beat multiple invasion fleets.The blueprints tabs are classified according to the lore manufacturer of the ship/weapon, I will consider classifying it with faction but the thing is some ships are used across different factions, such as dreadnought-class heavy cruiser, it will be hard to assign it to one faction tab.
I haven't run into any problems with the mod, but there is a very minor annoyance. Once you get all the blueprints, they all have separate production tabs. There's only 6 for weapons, which isn't terrible, but for fighters and ships? Idk if just an oversight, but having 20+ different sources is just clunky, especially when it seems to be the standard to have 1 tab per faction. In my completely unprofessional opinion, it would be nicer if they were consolidated into faction tabs.
For something that could be considered, I saw another mod that had an interdictor type ship that prevented phase ships from phasing. Could be added, since Interdictors can rip ships from hyperspace?
Thanks for making this mod! :D
Absolutely love the mod. Sprites are great, sounds a much better now, and, to my disappointment, it's much balanced (rip missile spam :'() Seriously, as soon as I could afford it, I'd buy at least 3 Victory Is, and that was enough for almost everything. Throw in a Tector or two, and you could beat multiple invasion fleets.The blueprints tabs are classified according to the lore manufacturer of the ship/weapon, I will consider classifying it with faction but the thing is some ships are used across different factions, such as dreadnought-class heavy cruiser, it will be hard to assign it to one faction tab.
I haven't run into any problems with the mod, but there is a very minor annoyance. Once you get all the blueprints, they all have separate production tabs. There's only 6 for weapons, which isn't terrible, but for fighters and ships? Idk if just an oversight, but having 20+ different sources is just clunky, especially when it seems to be the standard to have 1 tab per faction. In my completely unprofessional opinion, it would be nicer if they were consolidated into faction tabs.
For something that could be considered, I saw another mod that had an interdictor type ship that prevented phase ships from phasing. Could be added, since Interdictors can rip ships from hyperspace?
Thanks for making this mod! :D
As for the interdictor effect, what is the mod that can prevent phasing? And will the effect be too OP as the phase ships are basically defenceless if when they can't phase. Currently, the gravity well generator can prevent ships to teleport(support vanilla and some mod's teleportation shipsystem).
I thought about that problem after posting, I don't know how it would be changed, but it seems like you already have shared ships in the same tab. Haor Chall has 2 tabs, one having the CIS Sheathipede, but the other has the Black Sun disk ship and CIS C-9979.That are actually duplicated tabs, I will merge them together.
For the mod, I found it. The mod is BigBeans Ship Compilation, specifically the Aghast Interdictor Cruiser. It's special ability is Phase Disruption. It requires the ship to be phased to activate, and when it is, it disrupts the ship making it act like it overloaded. It's balanced by the ship itself being slow and somewhat weak, basically a dedicated anti-phase support ship.
well....thx for this awesome mod :D love it :DOh, the AI script of the gravity well generator doesn't cover the auto-pilot scenario, will revisit the script in the future.
is it normal...i have a assertor class dreadnought ....start a fight....autopilot on....flying to enemy and is using the gravity well generator...the whole time...enemys are fleeing and he dont stop with the generator -.-^^
I tried it out and the shields still work nicely. The longer charge time feels like a good balance for the larger ships because they have a lot of armor. For smaller ships like corvettes, they get beat up a bit but work perfectly fine thanks to their mobility.Good to hear that, I think the new mechanism can solve the problem of ai ships with deflected shield always getting overloaded and die without a fight. Considering whether to add it to the ai variant as a standard loadout.
I had a strange thing happen. I was at an independent owned station, and got the illegal weapons trader. I'm taking a guess in that the Eclipse's laser isn't supposed to be sold separately :D.Strange, the Eclipse laser is a tier 5 weapon which should not appear in markets at all, are you using the latest mod version? Maybe some mod can allow the selling.
https://imgur.com/VyQamya (https://imgur.com/VyQamya)
https://imgur.com/B2FNryQ (https://imgur.com/B2FNryQ)
Yes, it worked just fine. Only 20 ordinance points too. Sells for 250k.
Greetings. I am trying to play with the Star Wars mod, but I am getting a CTD with the latest version saying some glow files are missing, and the specified ship does appear to be missing those files. Did I do something wrong? I'm using version 0.95a-RC15 of Starsector.Can you find the error logs? The log when the game crash and the error logs at the bottom of starsect.txt inside /starsector-core file.
My log is huge. Do you have a preferred method for me to get it to you? It's 40+ MB, and that is way above the forum limit.3
My log is huge. Do you have a preferred method for me to get it to you? It's 40+ MB, and that is way above the forum limit.3
Maybe you can scroll down to the end of the txt file and look up for the first ERROR and copy a few lines below.
I think it's because of the game version, 0.95a may still require the glow.png. Update your game to 0.95.1a or just copy the _glow1 _glow2.png from the other ships and renamed them to the ships missing the glow.png.The forum will not let me post it. Maybe it has to do with sanitization. Not sure. I pasted the error into a smaller txt file and attached it.My log is huge. Do you have a preferred method for me to get it to you? It's 40+ MB, and that is way above the forum limit.3
Maybe you can scroll down to the end of the txt file and look up for the first ERROR and copy a few lines below.
I had a strange thing happen. I was at an independent owned station, and got the illegal weapons trader. I'm taking a guess in that the Eclipse's laser isn't supposed to be sold separately :D.Strange, the Eclipse laser is a tier 5 weapon which should not appear in markets at all, are you using the latest mod version? Maybe some mod can allow the selling.
https://imgur.com/VyQamya (https://imgur.com/VyQamya)
https://imgur.com/B2FNryQ (https://imgur.com/B2FNryQ)
Yes, it worked just fine. Only 20 ordinance points too. Sells for 250k.
I think it's because of the game version, 0.95a may still require the glow.png. Update your game to 0.95.1a or just copy the _glow1 _glow2.png from the other ships and renamed them to the ships missing the glow.png.
Oh, don't be, I'm happy to solve your issue. Enjoy the game!I think it's because of the game version, 0.95a may still require the glow.png. Update your game to 0.95.1a or just copy the _glow1 _glow2.png from the other ships and renamed them to the ships missing the glow.png.
Yep. I am a bit embarrassed. I should have compared versions. I apologize for wasting your time. Love the mod by the way!
oh and the blacksun request escort ship system was missing its description so just adding one more cell for that gets the job doneOh, my bad, will fix it in the next update.
Is there any way to disable First Order in this mod? I kinda hate Disney new Star Wars canon, so I don't want to see these guys in game.Do you have Nexerelin mod? With Nexerelin, you can disable factions when starting a new game.
Btw are the masers supposed to be silent?No, which masers you found have no sound?
nevermind it looks like the volume for the masers were just really quiet compared to turbolasersI will adjust it a bit.
Hi! First of all love your mod with all my heart. Just made a new account so I can comment that and also a crash I encountered. Whenever I access Ord Mantell's market I crash. I haven't been thorough but I can confidently say that New Republic and First Order space stations don't have this problem, don't know about the others.Thanks for reporting the issue, I have fixed it but the update will be save incompatible, sorry about that. Maybe I could release the update together with the save incompatible new space stations, I will try to get it done asap.
Here is the crashlog, hope I did it right.
what happend ? cant load my game :/That's strange, I should have never named TIE/se with that id. Do you remember which ship of yours is using First Order TIE/se bomber? And is the bomber came with the ship or you bought it yourself?
no...havent play like 3 weeks...just download the update...and this came^^Well, I haven't encountered the issue using TIE/se bomber so far, I suggest you wait till the next update and start a new game. The next update will be released within 1 to 2 days.
I do have suggestions I've thought about playing it. One is about the Empire's main strength: TIE spamming. TIEs were known to be complete garbage, but they came in huge numbers. From the version I got a while ago, I feel like the Empire does show great strides in strike craft superiority, they're a bit too uniform. Most classes of TIE only have 3 fighters (except TIE Droids for some reason). In my opinion, I think more trash TIEs should have their numbers reflect their model. TIE Fighters I think should have wings of at least 5 instead of 3, while stronger variants might keep the usual 3 craft per wing. Interceptors are simply faster TIEs, and Bombers are just the ones canonically equipped with bomb pods. Of course, it's up to you to decide if they should be designed the same. For me, I think TIEs that lack shields should have greater numbers, while TIEs that are actually dangerous (like the Defender), should have less fighters, especially if they're a rare model, like the TIE Phantom.I decreased the respawn time of the shieldless TIE to 5s instead of 7s for x-wing, if you want to further emphasize the uniqueness, I will consider adjusting the number of fighters per wing.
On top of this, I think some other factions should reflect their starfighters as well. Rebels I think should have fewer fighters overall, but have them better than most weaker TIEs. This reflects their nature as being poorly supported, but ensuring their pilots are better fighters than a bog standard flying orb. Y-Wings were always known to be much more armored and better shielded than the X-Wing for instance. A-Wings are the weakest overall, but are blisteringly fast. The best Rebel ships are some of the later designs, like the B-Wings, but the X-Wing is still a good ship despite being the primary, and one of the earliest strikecraft of the Alliance. The only thing that'd probably be worse than an X-Wing is the Z-95 Headhunter.
As for firepower, every faction has their strengths, and I think some ships were always meant to be really beefy. ISD-1s were always scary, but the octuple turbolasers of an ISD-2 was the full might of a Star Destroyer. Only the biggest and meanest ships could hope to survive it. MC80's on the other hand went in the other direction, and had amazing shields. I think Mon Calamari ships in general should be hard to crack, even with greater firepower. They should make you sweat a little if you're being swarmed by them, and an ISD-2 would be essential (or some degree of it) to taking them out. Some of the CIS ships should also be like the Empire in fighters, but maybe more so. The Providence and especially a Lucrehulk are massive carriers, with the giant slightly eaten doughnut having a mass of fighters it could deploy at any point. I think it should have as many fighters as a Secutor, as they're both essentially super carriers. I don't know if Starsector has a limit on hanger bays, but those two I think should have the absolute max.
Oh also! I know you are done with the Mandalorian faction, but is there a chance for the Kyr'galaar / Bes'uliik starfighter to be added for them?Sure, no faction is truly done with, I'll try to look for the sprites.
Loving the evolution of this mod, thanks for your hard work.Thanks for your support! Most people are very supportive here. Maybe it's time to move to the main mod thread, let me contact the moderator.
I hope the negative spoiled attitude of some people doesn´t put you off.
Not sure why it´s not in the main mods thread by now, better than a lot of stuff in the main Mod thread imho.
Thanks again
I always expected a star wars mod for starsector, congrats and never stop support.I wanted a star wars mod too but the existing one long ago was already outdated, so I have to make one myself. Glad there're people who also like star wars.
This mod must exist.
I wonder, why isn't this mod on the main mod listing thread?Well, at the beginning the mod is more like an early access version, the ships still use vanilla shield, and many aspects still need refinement or testing. Therefore, I didn't request to move it to the main mod thread. As I don't have the skill on sprite and art creation, the sprite of the ships is different from normal starsector mods so I'm not sure whether I should move the mod to be a mainstream mod on the list.
It's been a long time without me knowing it exists and I only discovered it through a video on youtube.
Good luck man, as far as youve come with this mod, it deserves more attention.I wonder, why isn't this mod on the main mod listing thread?Well, at the beginning the mod is more like an early access version, the ships still use vanilla shield, and many aspects still need refinement or testing. Therefore, I didn't request to move it to the main mod thread. As I don't have the skill on sprite and art creation, the sprite of the ships is different from normal starsector mods so I'm not sure whether I should move the mod to be a mainstream mod on the list.
It's been a long time without me knowing it exists and I only discovered it through a video on youtube.
Now, because of the support from many players and the progress I've made for the mod, I think it's time to move it to the mod list. I've sent a message to a moderator but he seems to miss the message, may try another moderator later.
Can't wait to fly X-wings and fight for the New Republic! Amazing job bud!Thanks! The target release date of the first version of the pilotable starfighter expansion is by the end of August.
Can't wait to revive Red Squadron exploits against the Empire!Can't wait to fly X-wings and fight for the New Republic! Amazing job bud!Thanks! The target release date of the first version of the pilotable starfighter expansion is by the end of August.
Hello There, Grand Admiral.Can you show me the error log to see which graphics is causing the issue? You may also check the game version to see if it's 0.95.1a or not.
I downloaded the mod but it crashes every time i try to play with it.
It shows me a Fatal Error that it couldn't load graphics of one of the ship.
What do you think ?
I wanted to give my feedback on the experience I had.Yes, the Eclipse superlaser shouldn't be able to buy by any means, I set it tier to 5, blacklisted it on the prism port, I will keep looking at what is missing. On the other, as the laser is only a weapon instead of a shipsystem, so I'm not sure it's able to stop the ship from moving or other weapons from firing when it's firing. But I can surely increase the flux per second shot, I think it's a reasonable adjustment.
First I really loved the spaceship combat!
I found a problem with Eclipse ships, it's possible to buy their weapon from an NPC that you sometimes find in the bar and he offers you to build stolen technologies. In the list appears the weapon of the Eclipse ships and I understand that this shouldn't happen.
Another thing about these weapons, there should be some kind of penalty, maybe the ship can't move for a few seconds, the laser should take a while to load and especially the FLUX used should be very high, this weapon simply has no defects. I would even dare to imagine that all the weapons on the ship should stop firing until the laser firing is complete and make the laser last longer, but cause the same damage in a longer period of time.
The fighters I think need some buffs, compared to most mods I see they are almost always inferior, extremely slow, very low health or no shields and so big that most ships hit them even by accident.
I started using other fighters because they had almost no effect on medium and large combats. While the fighters of other mods made a lot of difference.
For example, I see fighters with 800 hull, have shield and are relatively fast while the ships of this mod have 220 hull, no shield and fly slowly.
I believe the behavior also needs some tweaking, they throw themselves at other ships and die. I keep imagining them making a pass and coming back like ships from the movies.
The "shipyard" space station that uses 1 million to build appears to be weaker than the previous version "Gollan III".
I don't know if you've seen that the Remnants space station generates fleets of ships to protect the system, maybe this behavior should also happen on the last level of the station with Republic or Empire ships (Just an idea). That would justify its price.
I think that's all I wish was better.
Glad to see youre finally starting a patreon after all this work. I wrote a whole thing about something from your polls but I dont know if youre cool with me just bringing that here.Sure, bring it anywhere you like, a big reason of me starting a patreon is to gather feedback of players more easily/conveniently with the poll function it offers. Just share your idea where you see suitable. Thank you very much for your donation, it means a lot.
Alright, so the fighters from here against vanilla fighters and even a lot of other mods are generally better, but against other fleets from this mod, they just get destroyed. Small fleets from here are already strong against their vanilla counterparts even if you take out the fighters so I think fighters should be buffed a little and have an extra fighter or two in each wing so that carriers are more viable. I say this because even with some fighters having shields, their small numbers get absolutely destroyed by regular ships, especially so in fleets with tractor beams.Glad to see youre finally starting a patreon after all this work. I wrote a whole thing about something from your polls but I dont know if youre cool with me just bringing that here.Sure, bring it anywhere you like, a big reason of me starting a patreon is to gather feedback of players more easily/conveniently with the poll function it offers. Just share your idea where you see suitable. Thank you very much for your donation, it means a lot.
I noticed the shipyard issue too, as the new version of golan station is added later, the original version is weaker than the shipyard. However, I actually planned to separate the shipyard from the space defence station line to be a new industry type which has production and increases ship quality at the cost of weaker fire power and not being able to build a defence space station. What do you think about that?For me it is quite difficult to increase the quality of the ships in the fleet, this update to increase the quality is an excellent idea for me.
In the beginning, the fighters are way stronger than the current power level, I remember there was some feedback about the fighter being too strong? So I tune it down and made the speed proportional to star wars lore speed, maybe the multiplication factor is too small. I will revisit the stats of the fighters, may be a good idea to set up a poll on Patreon, please take a vote if you have time.
Yes, the Eclipse superlaser shouldn't be able to buy by any means, I set it tier to 5, blacklisted it on the prism port, I will keep looking at what is missing. On the other, as the laser is only a weapon instead of a shipsystem, so I'm not sure it's able to stop the ship from moving or other weapons from firing when it's firing. But I can surely increase the flux per second shot, I think it's a reasonable adjustment.
Alright, so the fighters from here against vanilla fighters and even a lot of other mods are generally better, but against other fleets from this mod, they just get destroyed. Small fleets from here are already strong against their vanilla counterparts even if you take out the fighters so I think fighters should be buffed a little and have an extra fighter or two in each wing so that carriers are more viable. I say this because even with some fighters having shields, their small numbers get absolutely destroyed by regular ships, especially so in fleets with tractor beams.
For me it is quite difficult to increase the quality of the ships in the fleet, this update to increase the quality is an excellent idea for me.Yes, I did play Empire at War, and I think there's something like that in Starsector, ships to protect the station, just not sure how it's done in vanilla/correct way, I will research for it.
I don't know if you've played "star wars empire at war", when you attack a space station ships always come to protect the station depending on its size, on larger stations even Star Destroyers appear in battle or the equivalent of another faction. I believe you can use the same behavior.
I also saw that you did that with that huge First Order ship, you could do that for the station too.
I like the concept of UAF mod development, there they know they might be creating something a little unbalanced and that's ok.
I believe you should follow this concept a little bit, make the fighters the way you think is most suitable even though they are a little strong compared to Vanilla.
I think the fighters should be smaller in size, some are too big. Even because small ships are difficult for large ships and this is the concept of fighters in Star Wars. "I believe"
I will vote.
The ED Shipyard mod has a ship that has a very interesting behavior of a super laser, loading the shot takes a while, the ship has a very low speed to prevent it from rotating and the damage is distributed over a longer period, that is the laser lasts longer and even when the shot ends some modules of the ship are disabled, but of course this is specific to this ship.
The idea would be to see for example what this ship does interesting with this shot and who knows how to do something inspired by it.
Increasing the numbers for low-tier fighters would help their meat shieldiness and increase their dps more while ensuring the whole wing has a higher chance of not getting destroyed in a single volley. As for the ships, what makes a huge difference is that a lot of Vanilla fleets from what I have seen are usually a mixed lot of anti-fighter and ship to ship combat with specialized ships thrown in, like choosing one or the other or in between, while Star Wars ships have a lot more small slots for laser turrets that are really multi-role with them being anti-fighter/missile and general damage so you dont really have to sacrifice one for the other. Also gravity well generators makes a huge difference but thats star wars lolAlright, so the fighters from here against vanilla fighters and even a lot of other mods are generally better, but against other fleets from this mod, they just get destroyed. Small fleets from here are already strong against their vanilla counterparts even if you take out the fighters so I think fighters should be buffed a little and have an extra fighter or two in each wing so that carriers are more viable. I say this because even with some fighters having shields, their small numbers get absolutely destroyed by regular ships, especially so in fleets with tractor beams.
Oh I see, the projectile density of Star Wars ships is higher than vanilla ships even though the damage is lower per shot, but still high enough for fighters. I think increasing the fighters' speed and number for some low-tier fighters may help, then I will see if the hull/shield needs to be buffed.
I don't think I need to say much other than the fact that at its current state, the SW fighters are absolutely underwhelming in performance that I choose to use vanilla strikecraft over it.Based on the feedback from players, I'll buff the fighters in the next update and each update will keep adding more ships. If you want Onager-Class, I think I can arrange that, hopefully in the next update.
That said, I hope by the next update or so, it'll resolve that issue, SW is a ww2 analog and fighters were the main game changer in it.
In that end, I was wondering if you have plans to add more ships, how about the Onager-Class Star Destroyer?
Love the MOD, the balance has gotten much better in the last year. I do have a few suggestions:
1) Work on more interactions with Nexerelin
a) Faction alliance bonuses
b) Ability to turn off factions, I like to play empire/new republic so having the republic still a faction is off putting. I know Nexerlin has this feature in the creation menus but they don't seem to work for the SW factions. Not sure if this is on them or you.
c) I love the smaller factions, they make a nice addition to pirate factions. Can you program them to incorporate ships of other factions? I know the back suns would steal from the hegemony.
2) Like others have said work on the sizing of ships and weapons. Octo-Barbette turrets should be large and use more flux than dual turbolasers. Also the quad-laser cannons might be medium. So single and duals are the same size but quad and octo items are 1 larger. This should also help with the dreadnoughts by giving them large mounts. I.E. the Eclipse could have 6 Lrg, 15 Med, 10 Sm mounts. This would mean making tactical decisions on the dreadnoughts on what roles to focus them on. It would also let them still feel powerful as you could now mix with standard weapons. I imagine a SSD with Large beam weapons or Large missile tubes to be alot of fun.
a) please simplify the weapons so I am not having to manage 3 different factions laser cannons. Is it possible to make the colors change based on the faction of the ship? I have seen reskins for ships, not sure if the programing works like that though.
b) I really like the functions of the missile weapons you made, I know that most missiles have ammo, so you could do that and just give a refresh rate like 1/2 the cap every 30 seconds
3) the new planets are too spread out. I would put 2 planets per system instead of 1. I believe hoth, naboo, and tatoonie are in the same subsector as are Corusaunt and Byss (core/deep core) in star wars for example
This is by far my favorite faction mod and you could almost make this a full conversion. I appreciate all of the hard work you clearly put into this.
Love the MOD, the balance has gotten much better in the last year. I do have a few suggestions:
1) Work on more interactions with Nexerelin
a) Faction alliance bonuses
b) Ability to turn off factions, I like to play empire/new republic so having the republic still a faction is off putting. I know Nexerlin has this feature in the creation menus but they don't seem to work for the SW factions. Not sure if this is on them or you.
c) I love the smaller factions, they make a nice addition to pirate factions. Can you program them to incorporate ships of other factions? I know the back suns would steal from the hegemony.
2) Like others have said work on the sizing of ships and weapons. Octo-Barbette turrets should be large and use more flux than dual turbolasers. Also the quad-laser cannons might be medium. So single and duals are the same size but quad and octo items are 1 larger. This should also help with the dreadnoughts by giving them large mounts. I.E. the Eclipse could have 6 Lrg, 15 Med, 10 Sm mounts. This would mean making tactical decisions on the dreadnoughts on what roles to focus them on. It would also let them still feel powerful as you could now mix with standard weapons. I imagine a SSD with Large beam weapons or Large missile tubes to be alot of fun.
a) please simplify the weapons so I am not having to manage 3 different factions laser cannons. Is it possible to make the colors change based on the faction of the ship? I have seen reskins for ships, not sure if the programing works like that though.
b) I really like the functions of the missile weapons you made, I know that most missiles have ammo, so you could do that and just give a refresh rate like 1/2 the cap every 30 seconds
3) the new planets are too spread out. I would put 2 planets per system instead of 1. I believe hoth, naboo, and tatoonie are in the same subsector as are Corusaunt and Byss (core/deep core) in star wars for example
This is by far my favorite faction mod and you could almost make this a full conversion. I appreciate all of the hard work you clearly put into this.
1b This is related to the hard-coded star systems generation and it generates the systems together with the factions within them even if you disable the factions, I will attempt to find a workaround.
The faction will be able to disable through nexereline in the next update, but the Star Wars planets won't generate in random core world mode. I will look for better way to disable faction.1b This is related to the hard-coded star systems generation and it generates the systems together with the factions within them even if you disable the factions, I will attempt to find a workaround.
I just installed and started playing with this mod. First impressions are very good! Really appreciate the detail and ship variety. Similar to others, it would be great to have an option to disable any of the factions added. For what it's worth, the mod Tahlan Shipworks included a function allowing users to toggle on or off the "Legio Infernalis" super pirate faction that mod includes. I just mention it in case that this might be a helpful avenue to explore in this regard. Thanks again the for the mod!
Okay, after trying out all of the ships with built-in siege guns like the Aggressor Star Destroyer, Peltast, and Mandator IV.I can look for a better projectile but I may not make it in time before the next update as it will be released within a day or two. In the meantime, try to use the tractor beam ship system.
I have concluded that the plasma rounds are too small and easily avoidable that it's not even worth aiming with, I can understand if it was for balancing but it should at least be upscaled, especially the Aggressor's Ion and Plasma shots, like how they were in EAW. Slow but big enough to be devastating.
Yeah, the Tractor beam is godsend to keep a specific target in place, really useful for the built-in weapons, also, a little question, but why is the Ion shot from the Aggressor slower than the plasma shot? isn't it supposed to be first to soften the target and then let the plasma shot damage it?They have the same speed, both are 300. Did you find the ion shot travels slower than the plasma?
Hello, do you think it is possible to achieve the effect of Death Star in this game?To what extent?
I just have one question, thanks to the buff to the fighters, they're viable now being faster and otherwise more stronger, but because of their speed whenever they try a strafing run they always seem to overshoot and pass their target, losing much of what their dps is as well as taking unnecessary damage.That's not intentional, I will test it more to find a better speed for it.
Is that intentional?
I came by to check for updates and just wanted to bring up that your patreon isnt on the front pageOh, the patreon link is the download button. Would it be better to also provide a link to patreon main page?
Would you consider using those "Automated Vulture droid deployment station"s that the CIS had as like a combat objective? Like how Secrets of the Frontier did it but with vulture droids. Also, is there any way you can add the Lupus-class missile frigate, Fantail-class destroyer and umbaran starfighter? Sorry if I am asking for too much, I just love the CIS and most of the fleets theyre pumping out is mostly that landing craft.Combat objective? You mean a station that can be capture during combat to spawn vulture droids?
Yes on the capturable station that spawns vulture droids and thank you for looking into these other ships. The station makes sense with abandoned structures from the CIS after the empire takes over.Would you consider using those "Automated Vulture droid deployment station"s that the CIS had as like a combat objective? Like how Secrets of the Frontier did it but with vulture droids. Also, is there any way you can add the Lupus-class missile frigate, Fantail-class destroyer and umbaran starfighter? Sorry if I am asking for too much, I just love the CIS and most of the fleets theyre pumping out is mostly that landing craft.Combat objective? You mean a station that can be capture during combat to spawn vulture droids?
As for the ships you want, I can see if I can find sprites for it and I will further reduce the spawn rate of the CIS landing craft.
does the sprite work match the base game that's the one thing I didn't like about this modWell, I don't have the skill to create sprites so if you can create sprites in starsector style or you know anyone who can and is interested in developing this mod, please let me know.
Would be pretty cool to have the Tie Striker be a fighter wing, while it was mostly an atmospheric fighter, it was able to be used in space. It's my favorite fighter in the Star Wars canon and I honestly love the look of it, plus it was really well-armed for its size.Sure, I'll add it in the next update.
I dont know if its just me but when I clicked on download, it sent me to the patreon page and I couldnt find any download links. The mirror worked though.Ah, somehow Patreon didn't get my files, thanks for reporting that, the files have been reuploaded.
Any chance of a version of this mod with no content from Disney's butchering of Starwars? No First Order, No "Holden Manoeuvre" etc... I mean, just the things from the good films?You can disable the First Order faction if you're using Nexerelin. I'm also ok if you make your own version of mod based on mine.
If not, is it OK if I make one based on your excellent work?
My first campaign using this mod, I've encountered an issue where an Imp2 Star Destroyer that I stole using an agent keeps having its engines frequently flame out in battle causing it to drift/turn uncontrollably with complete loss of ability to control movement. It looks and behaves like EMP system damage but occurs even entirely out of combat - like the long flight from the edge of the map to the middle. Recovers like EMP system damage after X amount of seconds, can happen to 1 or both rear thrusters - which caught my eye as I don't recall other ships behaving like they having multiple sources of thrust from seperate "engines". Here, say if the right side engine of the SD burns out, the ship will drift to the right side in a circle as if the left side is still pushing alone; visually matches, left side still lit with blue thrust lighting effect, right side sparking with EMP effect and unlit. It has no D mods, full CR, nothing about it in the hulls mods or flavor text. Have not seen this happen with any other Star Wars ships in battle though this is the first SW capital ship in my fleet. Don't think I've seen it happen to the AI anywhere yet. Can occur 2 or 3 times over the course of a battle. I've put many hundreds of hours into Starsector and never seen anything like it.That's strange, haven't encountered this issue with ISD 2 so far, I will run a few tests to see what happened.
Any idea what's going on?
My first campaign using this mod, I've encountered an issue where an Imp2 Star Destroyer that I stole using an agent keeps having its engines frequently flame out in battle causing it to drift/turn uncontrollably with complete loss of ability to control movement. It looks and behaves like EMP system damage but occurs even entirely out of combat - like the long flight from the edge of the map to the middle. Recovers like EMP system damage after X amount of seconds, can happen to 1 or both rear thrusters - which caught my eye as I don't recall other ships behaving like they having multiple sources of thrust from seperate "engines". Here, say if the right side engine of the SD burns out, the ship will drift to the right side in a circle as if the left side is still pushing alone; visually matches, left side still lit with blue thrust lighting effect, right side sparking with EMP effect and unlit. It has no D mods, full CR, nothing about it in the hulls mods or flavor text. Have not seen this happen with any other Star Wars ships in battle though this is the first SW capital ship in my fleet. Don't think I've seen it happen to the AI anywhere yet. Can occur 2 or 3 times over the course of a battle. I've put many hundreds of hours into Starsector and never seen anything like it.That's strange, haven't encountered this issue with ISD 2 so far, I will run a few tests to see what happened.
Any idea what's going on?
Edit: Just tested it with a Paragon, the EMP beams did not knock out the engines too often, and it performed normally in out-of-combat flights. Maybe it's just a coincidence for your ISD II? However, the deflector shield of my mod doesn't block emp damage 100%, maybe other ships were firing ion shots at your engines and disabled them and ship collision can also disable engines.
My first campaign using this mod, I've encountered an issue where an Imp2 Star Destroyer that I stole using an agent keeps having its engines frequently flame out in battle causing it to drift/turn uncontrollably with complete loss of ability to control movement. It looks and behaves like EMP system damage but occurs even entirely out of combat - like the long flight from the edge of the map to the middle. Recovers like EMP system damage after X amount of seconds, can happen to 1 or both rear thrusters - which caught my eye as I don't recall other ships behaving like they having multiple sources of thrust from seperate "engines". Here, say if the right side engine of the SD burns out, the ship will drift to the right side in a circle as if the left side is still pushing alone; visually matches, left side still lit with blue thrust lighting effect, right side sparking with EMP effect and unlit. It has no D mods, full CR, nothing about it in the hulls mods or flavor text. Have not seen this happen with any other Star Wars ships in battle though this is the first SW capital ship in my fleet. Don't think I've seen it happen to the AI anywhere yet. Can occur 2 or 3 times over the course of a battle. I've put many hundreds of hours into Starsector and never seen anything like it.That's strange, haven't encountered this issue with ISD 2 so far, I will run a few tests to see what happened.
Any idea what's going on?
Edit: Just tested it with a Paragon, the EMP beams did not knock out the engines too often, and it performed normally in out-of-combat flights. Maybe it's just a coincidence for your ISD II? However, the deflector shield of my mod doesn't block emp damage 100%, maybe other ships were firing ion shots at your engines and disabled them and ship collision can also disable engines.
Your an legend for adding such wonderful and high quality vessels, if i may however make a humble request for you to add the Conqueror ISD (the one with the Mini DS laser in it) and the Imperial Escort Carrier the Storm Commandos use? If i may i would say i would be better to add them as a HV Bounty to somewhat balance the OPness of a mini DS 1 laser on an ISD even if you naturally increase DP and maintenance costs. partly related maybe add some more one off ships like that Correllian Corvette with a hanger bay in it? Secondly maybe adding some Commissioned Crew perks? I am sure you probably have your own plan for the mod and I look forward to seeing it but I just wanted to add my 2 cents, keep up the good work and I look forward to the next update!Sure, I think the Conqueror and Imperial Escort Carrier are achievable. But they may come after the Onager-class Star Destroyer as I promised a player before. Can you elaborate on the "Commissioned Crew perks"? Is it a player skill or something and what's the effect of it?
Hello,The docking station has more armor and hp then the golan but with no shield. After the golan rework, it has less fire power compare to the golan unintentionally. So I'm thinking about moving it to the new "shipyard" industry (lesser armed station that can produce ships and improve quality) in the coming update which should be released within this week, or add some special effect to it e.g. add the effect of spawning patrol fleets like patrol hq.
Downloaded the mod mostly for new "station" type ngl :).
i wanted to know if it's "wanted" that the docking station have so "fiew" weapon to deal vs ship and they don't have shield (or if they do the AI don't use them).
so i tryed the golan one, there much more anti-ship weapon for sure, but the range feel lackluster, the weapon seem to engage only when close/veryclose to station. (possibility is that that they're not made for player use xd)
Maybe i need to wait and the station "spawn" fleet to defend itself like a remnant nexus does?
Still very thankfull for a good quality mod :).
I think I have figured out what is going on. It is my own fault and the Star Wars mod has nothing to do with it. I believe it stems from the "Starship Legends" mod that I also have installed for this campaign. It gives 8 random modifiers/traits to every ship (like Strong Shields -8% damage or Bad Engine - 5% mad speed). I had come to disregard these lists of traits but upon that particular Imp2 SD was "Cursed: 4% spontaneous malfunction chance". /sigh I never imagined there would be such a crippling and permanent effect that spawns in that trait list and I failed to look closely enough to spot it.LOL, Kuat Drive Yards denied the responsibility for the quality control issue.
My humble apologies. Though, given the history of Star Destroyers in the films, there is a terrible irony in my first Imp2 SD of which I was so proud of, spinning in a circle out of control on one thruster. Still surprises me that there even ARE multiple sources of thrust registering under the hood in game.
I think I have figured out what is going on. It is my own fault and the Star Wars mod has nothing to do with it. I believe it stems from the "Starship Legends" mod that I also have installed for this campaign. It gives 8 random modifiers/traits to every ship (like Strong Shields -8% damage or Bad Engine - 5% mad speed). I had come to disregard these lists of traits but upon that particular Imp2 SD was "Cursed: 4% spontaneous malfunction chance". /sigh I never imagined there would be such a crippling and permanent effect that spawns in that trait list and I failed to look closely enough to spot it.LOL, Kuat Drive Yards denied the responsibility for the quality control issue.
My humble apologies. Though, given the history of Star Destroyers in the films, there is a terrible irony in my first Imp2 SD of which I was so proud of, spinning in a circle out of control on one thruster. Still surprises me that there even ARE multiple sources of thrust registering under the hood in game.
Of Course I’m sorry I didn’t clarify, “Commissioned Crews” is a mod for this game that makes it to when you are Commissioned or in an Alliance with a faction you receive a minor buff to all vessels, the UAF for example gives a 5% buff to aircraft damage I think, so for your faction say the Rebel crew gets say a 5% buff to shield strength since Mon Cala ships are know for strong shields, and I’m sorry if this sounds entitled but would you also consider adding the Executor Class Terror (the one with the stealth drive like the TIE Phantom) and the Broadside cruiser? I coulda swore I put it in my request and it feels rude to ask after you were already nice enough to accept my first request. If you have any further questions I would be more then happy to help!Your an legend for adding such wonderful and high quality vessels, if i may however make a humble request for you to add the Conqueror ISD (the one with the Mini DS laser in it) and the Imperial Escort Carrier the Storm Commandos use? If i may i would say i would be better to add them as a HV Bounty to somewhat balance the OPness of a mini DS 1 laser on an ISD even if you naturally increase DP and maintenance costs. partly related maybe add some more one off ships like that Correllian Corvette with a hanger bay in it? Secondly maybe adding some Commissioned Crew perks? I am sure you probably have your own plan for the mod and I look forward to seeing it but I just wanted to add my 2 cents, keep up the good work and I look forward to the next update!Sure, I think the Conqueror and Imperial Escort Carrier are achievable. But they may come after the Onager-class Star Destroyer as I promised a player before. Can you elaborate on the "Commissioned Crew perks"? Is it a player skill or something and what's the effect of it?
Hello,The docking station has more armor and hp then the golan but with no shield. After the golan rework, it has less fire power compare to the golan unintentionally. So I'm thinking about moving it to the new "shipyard" industry (lesser armed station that can produce ships and improve quality) in the coming update which should be released within this week, or add some special effect to it e.g. add the effect of spawning patrol fleets like patrol hq.
Downloaded the mod mostly for new "station" type ngl :).
i wanted to know if it's "wanted" that the docking station have so "fiew" weapon to deal vs ship and they don't have shield (or if they do the AI don't use them).
so i tryed the golan one, there much more anti-ship weapon for sure, but the range feel lackluster, the weapon seem to engage only when close/veryclose to station. (possibility is that that they're not made for player use xd)
Maybe i need to wait and the station "spawn" fleet to defend itself like a remnant nexus does?
Still very thankfull for a good quality mod :).
As for the weapon range, the station should have targeting supercomputer so the range should be enough, I will look into what happened. BTW, I'm looking for how to "spawn fleet" with a station in the vanilla game, hopefully, I can find the way soon.
Of Course I’m sorry I didn’t clarify, “Commissioned Crews” is a mod for this game that makes it to when you are Commissioned or in an Alliance with a faction you receive a minor buff to all vessels, the UAF for example gives a 5% buff to aircraft damage I think, so for your faction say the Rebel crew gets say a 5% buff to shield strength since Mon Cala ships are know for strong shields, and I’m sorry if this sounds entitled but would you also consider adding the Executor Class Terror (the one with the stealth drive like the TIE Phantom) and the Broadside cruiser? I coulda swore I put it in my request and it feels rude to ask after you were already nice enough to accept my first request. If you have any further questions I would be more then happy to help!The Commissioned Crews idea sounds cool, I'll look into that for sure. Executor Class Terror is also doable, the TIE phantom in the pilotable starfighter submod has both shield and cloaking device, I can implement it to the Terror.
If i'm not wrong the remnant station thingy who spawn remnant fragment patrol fleet is added by TASC mod , so maybe boggled can help you on that :)I have made a spawn station defence force shipsystem for the new shipyard stations in the up-coming update, does the remnant fragment patrol spawn in the campaign world or only during combat?
It spawns in campaign and helps in fights, so yes, it does.I see, that's more like the effect of military base and patrol hq instead of the large drone deploying of the starfortress.
You are a King my friend, however I am sending this in case you wanted some ships I made in a fury of somehow too much caffeine and not enough energy, I made a Crimson Command Victory II, the Knight Hammer, and the Lusankya, some of my favorite units from Thrawns Revenge in EAW, however these were VERY much so a product of the sleep deprived, and the VERY tech stupid, and I am not sure how balanced they would be in relation to your designs. However if you ever want to implement them and you would like them if nothing else but a sub until you get something else I would be more then happy to send you the file to edit or use at your leisure.Sure, that'll be cool. I can help you to adjust the stats/weapons if really it's necessary.
yeah it basicly work as both station and patrol HQIt spawns in campaign and helps in fights, so yes, it does.I see, that's more like the effect of military base and patrol hq instead of the large drone deploying of the starfortress.
Hey man, very new to starsector. Is this a total conversion mod or will it just add to the vanilla game?It just adds the factions into the vanilla game. If you want it to get closer to a total conversion, you may play it with Nexerelin mod and disable the vanilla factions when starting a new game.
Hey there, amazing mod, been using it for quite a while.I see, while I'm looking for a better way to config this, you may try the following:
May I offer some feedback/suggestions?
A config that would enable/disable (the spawn of) factions/ships/weapons/blueprints would be really useful with a mod that adds so much different stuff to the game!
Is Nexerelin required for this mod or is there any added benefit outside the wars??Nexerelin is not a hard requirement, it just brings some useful features for this mod eg. disable factions and agent system for easier access to some ships with money. I don't think Nexerelin add any ship or weapon or blueprint as far as I know.
Edit: Are there also ship/weapon blueprints/blueprint packs for available to find? I haven't gotten too far into the game yet but i haven't seen any (at least in comparison to the other blueprints I have found).
I dont know if youre already aware but the Pinnacle class frigate is missing the deflector mod.Oh, I didn't notice that, thanks for reporting it. Please inform me if you find any other ship missing the mod.
Is mandator class have build in reapers.Do you mean Tie reaper? Mandator I, II are Republic ships and IV is First Order ship so they shouldn't use reaper.
Also one of the New Republic ships has an issue with one of their weapon points. A little bit halfway down, one of the weapon points is tied to another so putting a weapon in one slot makes the other disappear. The Mediator is the ship.Yea, found the problem, thanks for reporting it.
I've pasted a screenshot below. See that empty slot about halfway down, that's the one.
https://imgur.com/a/MqED8cU
Thanks. Can you also take a look at the behavior of the Assertor class in combat? It turns on its gravity well generator and keeps it on even when there are no enemy missiles/ships near it. So despite all its guns and shields, it gets stuck in the back rarely contributing to combat. Other ships with gravity well generators know to turn it off and get into combat but the Assertor has issues doing that.
When fighting the Zann Consortium I saw that all the capture points instantly went to the enemy in the beginning because of a probe droid. Even when I try to recapture, as soon as my ship leaves the capture point it automatically goes to the enemy.I see, I will extend the cooldown from the 60s to 120s and the success rate of capturing hostile points from 60% to 50%.
Just wanted to say that I love this mod. Still getting used to how the SW ships handle vs Vanilla but really just love seeing SW ships in this game.Glad you like it, and yeah, it can be difficult to balance the game and put 12 fighters in a wing, best way for now is to use a carrier with 4 wings of 3 fighters to make it 12.
One thing I wish this game did better is make the squadrons much larger than what they are today, something about seeing a full squadron of 12 fighters (obviously scaled appropriate to the rest of the game) would make the fighters that much more epic.
Either way loving this and just wanted to say really appreciate all your hard work and effort to pull this together, keep up the good work.
i think the the Secutor-class Star Destroyer should also be in the republic navy in legends it is thought that it was in the republic navy and some of the art supports this with red accentsOh, yes, the republic does have the Secutors, I will put it in their arsenal.
I'm getting this error (& crash) after I launch a raid on a Mandalorian held planet for blueprints.That's strange, the hull id and stuff for sw_m12l are correctly inputted in files, shouldn't have an error, I'll run some tests to locate the problem, thanks for reporting the issue.
Crash occurs when raiding a Mandalorian planet for blueprints.
Specifically after raiding successfully, and before the loot screen comes up.
I can raid a few times, but I think when I get a specific blueprint it crashes.
I saw you added stuff for that commissioned crews mod so I went to check it out and the descriptions for some of them were off. I tried posting a screenshot but it kept saying the file was too big. Anyways, an example is Black Sun Smuggler Sublight Drive: The ship is outfitted with advanced sublight drive used by Black Sun Smuggler, increases top speed by 5101520 percent depending on hull size.Oh silly me, I forgot to put slashes between them, it should be 5/10/15/20.
that makes a lot more sense and thanks in advance for fixing it!I saw you added stuff for that commissioned crews mod so I went to check it out and the descriptions for some of them were off. I tried posting a screenshot but it kept saying the file was too big. Anyways, an example is Black Sun Smuggler Sublight Drive: The ship is outfitted with advanced sublight drive used by Black Sun Smuggler, increases top speed by 5101520 percent depending on hull size.Oh silly me, I forgot to put slashes between them, it should be 5/10/15/20.
I'm getting this error (& crash) after I launch a raid on a Mandalorian held planet for blueprints.Found the problem, turns out the "t" behind the wing will cause the crash, I removed all the t from the wing id and the crash is gone, don't know why. The ship editor will automatically add the "t" to the id when creating a fighter wing and I forgot to remove it. It's fixed in 0.9.10a but it becomes save incompatible, sorry for the inconvenience.
Crash occurs when raiding a Mandalorian planet for blueprints.
Specifically after raiding successfully, and before the loot screen comes up.
I can raid a few times, but I think when I get a specific blueprint it crashes.
how do you get the cumulus class ship?You can find it in the Black Sun faction. I think I'll make it available for Zann Consortium too.
Thanks!how do you get the cumulus class ship?You can find it in the Black Sun faction. I think I'll make it available for Zann Consortium too.
I had a question. Would you consider adding a fan ship to a faction? I know of a ship I would personally love to see added to the mod for the New Republic/Rebel Alliance and that ship is the Liberation from the Empire at War, Forces of Corruption mod Awakening of the Rebellion.Sure, let me see if I can get the ship sprite for it.
@BeyondTheHorizonThanks for your opinions, quite an insightful observation. For the record, if your were testing the ISD II vs Onslaught in simulation, the Onslaught has a dedicated targeting core which increased its weapon range. On the other hand, the main turbolasers are located at the rear half of the ship so further reducing the effective range. I guess you have a point on the weapon range, I'll increase it and see how it goes.
I played around a bit in the variant editor to test your ships. I have to say....in all honesty? I have a few things to mention.
the positives:
1: Ship models look good. Good integration of weapons on the sprites.
2: Shield system is a MASSIVE improvement over what I was working with years ago when I was attempting to build this mod
3: Weapons are comprehensive and very well done.
4: Love the way you did fighters. Very good application within the limits of the game.
Now my critiques (WARNING!!! STRICTLY my opinion):
1: Weapon range is FAR too short. The main battery of a MkII ISD should at least match the firing range of an Onslaught. I found it utterly impossible to fight any vanilla ship. the ISD was losing against an Onslaught due to being unable to actually hit the thing.
2: Thrust seems to be a small issue on larger ships. All the SSD variants I tested were pointless. Lack of forward thrust combined with the limited weapon range meant that EVERY ship was able to stay out of range yet still damage me.
3: Scale is a bit wonky? Granted I understand that there are limitations that must be dealt with due to the game engine and physical screen space. I just felt the SSD and other dreadnaught-class ships were not massive enough compared to the more typical line ships. This is a minor point that is more question than critique.
Overall I am impressed with your work. It just doesn't quite have the right feel to me. I am working on trying to test your ships vs themselves for more complete data comparison, but currently the lack of range on the weapons and having a MkII ISD fall on its face VS an Onslaught strikes me as a major design flaw.
Update after some testing:
When the "Long Range Heavy Turbolasers" of the First Order Dreadnaught are unable to hit ANY ship because they can all fly backwards and out of firing range? Maybe a little tweaking might be needed.
I just read a thrawn book that had vulture droid mounts on a base to house starfighters for defense akin to how seperatists ships would have vulture droids latched onto the outer hulls to carry more fighters. The Modern Carriers mod had a hullmod where you could sacrifice a unit of wasps to be added as a makeshift pd screen where they would be latched onto hulls until combat. Could you make a hullmod like that but using vulture driods instead of wasps? It could also be used in place of the one hanger in munificent ships thats dedicated to a wing of vulture droids for the same reason. To balance it out, the wing of vultures could have something that the defense array mod where they can only stay close to their ship and have a reduced respawn time because theyre coming off of mounts instead of being actively made from a normal hanger. Also, are there any plans on making bonuses or debuffs for some S Mods like with 0.96?I can look into it, can you give me the name of the hullmod you mentioned in Modern Carrier mod? For the debuffs of Hullmod in 0.96, I need to play 0.96 for a bit first as I haven't played starsector for some time, pretty busy these months :'(.
The firing arc on the Dreadnaught was not an issue. It was the range. Those particular weapons I feel should be able to hit anything visible on the screen as far as the range goes. Due to the charge up and speed of the shot, actually nailing a target at that range will be tricky, as it should be. But I feel you should POTENTIALLY be able to hit anything you can see with those guns. Regarding the other capital-class ships: a range improvement will offset the speed for sure. for anything in the size class of Star Destroyer and above, personally I would prefer to see the main guns be able to hit within half of the visible screen. After all, the main battery of an ISD was supposed to be able to hit a planet from orbit.Thanks for your feedback, I will extend the range in the next update, and hopefully, can release it within this week.
Sorry for the delay in replying. I was over the road this past week. Im a truck driver so my free-time is sometimes sporadic.
The hullmod from Modern Carriers should be called, PD Drone Deployment. I feel that I should also mention that the Black Sun contact you get through starting with that faction might be a little too strong even if they fit lorewise just because they get Production Slots missions that lets you buy just about anything with the only limit being how much money you have.Thanks for the info and I enjoy 0.96 very much! On the other hand, I didn't config the contacts, maybe the Black Sun contact mission is just a coincidence or included by default to the pirate faction contact?
Sorry to hear that you havent gotten to enjoy 0.96! You might enjoy that new Invictus ship when you finally have time.
1092867 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.tasks.CombatTaskManager.giveAssignment(Unknown Source)
at data.shipsystems.scripts.RequestEscortRebelStats.apply(RequestEscortRebelStats.java:42)
at com.fs.starfarer.combat.systems.F.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.title.TitleScreenState.advance(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Oh, didn't expect it will use the system on the title screen, I'll fix it soon, thanks for reporting.Code1092867 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.tasks.CombatTaskManager.giveAssignment(Unknown Source)
at data.shipsystems.scripts.RequestEscortRebelStats.apply(RequestEscortRebelStats.java:42)
at com.fs.starfarer.combat.systems.F.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.title.TitleScreenState.advance(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
This cropped up on the title screen, seems to be an issue with one of the Rebel ships trying to call in an escort, couldn't tell you which one however seeing as it was offscreen at the time.
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.affectsMarket(PirateBaseIntel.java:1280)
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.getAffectedMarkets(PirateBaseIntel.java:1273)
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.advanceImpl(PirateBaseIntel.java:531)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:114)
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseManager.advance(PirateBaseManager.java:59)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Mmm... can't determine what's the problem causing the crash based on your log, so you salvaged an Interdictor SD, and it crashed when the game resumed?Codejava.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.affectsMarket(PirateBaseIntel.java:1280)
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.getAffectedMarkets(PirateBaseIntel.java:1273)
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.advanceImpl(PirateBaseIntel.java:531)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:114)
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseManager.advance(PirateBaseManager.java:59)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Got this after getting a salvage event from an Imperial Interdictor SD, took the money and when the fleet that appears after taking the money spawned in the game crashed.
I have Yes number of mods, but since starting a new save i've not hit anything like that, i'm pretty sure it can be chalked up to something happening with the save in all honesty.I've checked the code of markets in SW mod, nothing unusual there. Maybe it's a small probability event.
TIE/LNs and TIE/INs are the same money and OP cost despite INs being much better. Is that intentional?You're right, I overlooked the IN and LN thing, as IN should be more expansive and better than LN, I will adjust the price of IN and increase the respawn time of IN, the low respawn time benefit due to mass production should be exclusive to LN.
I know the IN has less HP but the LN isn't as good.
Might as well add onto this with some other stuff:
- Ions feel a bit too weak. Their velocity is rather low and the flux damage they deal feels a bit weak. I still use them because they disable weapon and they're quite good for that.
- The lighter weapons are just wholly ineffective against armour, which makes using and fighting smaller ships a pain.
Overall, the most effective weapon you have are your fighters and bombers. Most of my battles are won through just having more squadrons than the enemy.
I think buffing overall velocity for weapons and making the lighter weapons better through increased damage or faster fire rate would help them immensely.
Silly questionWell, not yet but they could be.
Are the Sun Crusher and/or Eye of Palpatine included in this.
Well, I tried using missiles but I was fighting ships with lots of lasers and it just meant the missiles were shot down, leaving my squadrons as my most effective parts of my fleet. It was early on, so I didn't have any large ships.I see, I'll see what I can do for the weapons of smaller ships, I hope you can try the larger ships too, they can also be the main damage source.
If the mod's designed around squadrons being the main damage dealers, for the most part, then I guess there's no issues. I had just been expecting the smaller ships to be a bit more useful against other smaller ships.
Star Wars 2020 Starfighter Project will work with 0.96 if I change the line in mod_info.json? Current download form Patreon shows 0.95Sorry about that, it seems that I forgot to upload the submod for 0.96. I've just uploaded Starfighter Project 0.1.0 now, you can find it with the same download link, I'll upload the new version of the main mod within this week too.
Hey, I played this mod now for some time. And as others said, balance will need some work. But I love the Sprites and the way the ships work. I played as Chiss and their ships still feel unique, even tho you use the balancing for all factions. I have a couple of suggestions that you might think about.Thanks for the suggestion!
1. Maybe it could be possible to disable certain factions at the beginning of the game, but still allowing blueprints of them to appear. This way everyone can make this mod as canonical as they want. They might want to have the clone wars factions only, or galactic civil war only. Or just disabling the crime factions and first order. I like all ships from all factions, but having the factions themselves all active in the sector was a bit strange at first ;D
2. Instead of working on bigger and bigger ships, make the exisiting base line of ships more interesting and diverse. Maybe try a different Venator variant with less squadron space, but an inbuild large energy beam weapon, the SPHA-T.
3. Also weapons never feel like a real upgrade, just sidegrade even from going from 10 OP to 15OP weapons. And I know it would be a lot of work, but making them more diverse in their stats instead of all weapons being just a different color would also but great. For example the Venators main battery turbolaser fires from 4 barrels. Two large ones and two small ones. The first shot is meant to overload the shields, so the second shot from the smaller ones can go right through and hit the ship. I don't know if such a special effect would be possible in starsector, but it certainly would make this special turbolaser more interesting to use.
Edit: 4) The fire arcs on all dagger form ships (ISD, VEN, VIC, ARQ, etc.) could follow the angle of the hull, instead of covering a straight side arc. That might make these ships to powerful, but that is the reason for that angle, to make it easier to fire all side hull weapons on a single ship. Maybe you have already tried that and found it to powerful. Than please disregard this point.
Maybe you have other other ideas that you are working on and I'm very exited for the future of this mod ;)
Played a couple days with this mod. Good ships, but the balance...... Anything less than a battleship is still okay, but battleships and other ships with 55-60 and beyond points are a force. Enemies can't penetrate the shield at times, only sw another faction can strain in combat if surrounded. Otherwise... I flew and defeated everyone on a single battleship.Yes, the battleship class can be quite powerful, maybe you can try a different fleet loadout? Like Rebel wolfpack and starfighter tactic with smaller ships? Or maybe I should change more battleships into rare blueprint.
Biggest ships in terms of equipment points! I've never seen so many...
It was fun, but too easy...
Hey Friend, great work as always, one minor issue maybe(?) is when I upgrade my Imperial Dockyards to a Death Star I it seems that instead of making a DS in orbit over my worlds it makes a Nebula-class Civilian Transport. not sure if its just a placeholder since no one seems to be stupid enough to attack my worlds but tough enough to survive past the picket flotillas.Oh, it should be fixed now, terribly sorry about that.
One thing I was curious about is if you planned to add Sith empire and Old Republic ships/factions into this mod, even if they are just discoverable blueprints I think those ships could be fun to see in game.Old Republic Ships isn't that many for two standalone factions to be honest, but the idea of making them discoverable blueprints is a brilliant idea.
Dose it work with nex?It does
After talking about it with others, I do need to agree with the others saying this mod has a balance problem : fighting with fleets from other factions added by this mod is totally fine if you're playing one of those factions, but it's either impossible to bring down anything larger than a cruiser if you play a more vanilla faction or it's just straight up too easy if like you play the Empire and go up against the Hegemony. I'd love to keep using this mod but I admit the serious inbalance bothers me so I'm going to uninstall it for now and pray for a slight rework stats wise.I see, there're players requesting buffs to weapons and in the meantime there're players who think the faction is too op. Maybe I should put two stats for players to choose?
I have one real gripe with this mod, the faction systems make no sense, their spread out everywhere which just makes things very confusing, it looks like your trying to put these systems where they would be in star wars lore but that dose not really work here, it just makes everything look very messy, I think it would look better if all the factions looked like the chiss where their systems are close to eachother and not spread out to every corner.Interesting idea. My goal is indeed to recreate the star wars galaxy map but it will take a long time to implement, maybe Nexerelin random sector generation would be a good alternative? Otherwise, I may need to make an optional plugin.
I think there should be two versions, one with the recreated map of the SW universe and one with where the systems are clustered together more to make more sense for the average playerI have one real gripe with this mod, the faction systems make no sense, their spread out everywhere which just makes things very confusing, it looks like your trying to put these systems where they would be in star wars lore but that dose not really work here, it just makes everything look very messy, I think it would look better if all the factions looked like the chiss where their systems are close to eachother and not spread out to every corner.Interesting idea. My goal is indeed to recreate the star wars galaxy map but it will take a long time to implement, maybe Nexerelin random sector generation would be a good alternative? Otherwise, I may need to make an optional plugin.
Hey there love the mod played one of the previous versions of the game looking to start a new playthrough with a newer version. I am currently having an issue starting Starsector with the mod in. Every time i try to launch the game i get an error code box that tells me | Fatal: Weapon spec [sw_concussion_missile_heavy] not found! but even after digging into the mods data folders the file it is looking for is there but the game for whatever reason fails or refuses to find it. Every so often It'll give me a different excuse but for the most part it is that error I keep getting; any help on this one my guys?
Hey there love the mod played one of the previous versions of the game looking to start a new playthrough with a newer version. I am currently having an issue starting Starsector with the mod in. Every time i try to launch the game i get an error code box that tells me | Fatal: Weapon spec [sw_concussion_missile_heavy] not found! but even after digging into the mods data folders the file it is looking for is there but the game for whatever reason fails or refuses to find it. Every so often It'll give me a different excuse but for the most part it is that error I keep getting; any help on this one my guys?From what I remember, it usually related to the game version of Starsector, make sure your game version is 0.96 if you're using the latest mod version.
You plan on making a patch for Take No Prisoners and adding unique ways to convince Bounty Targets to join? like a unique missionWhat's that? A mission to convince Bounty Target to join you?
You plan on making a patch for Take No Prisoners and adding unique ways to convince Bounty Targets to join? like a unique missionWhat's that? A mission to convince Bounty Target to join you?
hi youve made a really nice mod :)Weird, the files should be fine, it has worked before, maybe its other problem, e.g. player ship not found. Will fix it in the next patch.
i was playing a new game and went to battle a bounty pirate, but whenever i beat them in combat, the game crashes mentioning this:
"
- Creating streaming player for music with id [The_Battle_Of_Endor_I.ogg]
129367 [Thread-9] INFO sound.H - Playing music with id [The_Battle_Of_Endor_I.ogg]
129786 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.String.L.super(Unknown Source)
at com.fs.starfarer.combat.CombatMain$3.playSound(Unknown Source)
at data.scripts.plugins.SWVoiceLines.advance(SWVoiceLines.java:96)
at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.new.super(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)
"
i hear the music and everything seems to be working fine so far with trading, flying, shooting etc, but looking that swvoicelines.java file, all i can see is it mentions this:
if (engine.isEnemyInFullRetreat() && !EnemyFullRetreatSoundPlayed && !EnemyDefeatedSoundPlayed && enemyFleet.getDeployedCopy().size() == 0) {
sound.playSound("sw_enemy_defeated",1f,1f,playerShip.getLocation(),playerShip.getVelocity());
EnemyDefeatedSoundPlayed = true;
(it was true i set it to false as a test but still crashed)
but as far as i can tell, those sounds are actually in the mod too but im not a proper coder (i could only just about make a Rimside Recycling mod for rimworld lol) :o)
i searched around a bit and seems there are 2 recent crashes from others regarding this sound file as well, (but they fixed it by removing the mod but id like to continue using your mod :)
https://fractalsoftworks.com/forum/index.php?topic=27793.msg410687#msg410687
&
https://fractalsoftworks.com/forum/index.php?topic=18993.msg410686#msg410686
if you can help find a fix that will be cool :)
(am playing with several mods but all are 0.96 compatible as far as i can see)
Cool modHutts and Hapes don't have many iconic faction ships to be a standalone faction I think, Zann or Black Sun have some Hutts ships already.
Will Hutts or Hapes be added?
Hapes ships can be added to the new republic roster. Hutts have a lot shipsCool modHutts and Hapes don't have many iconic faction ships to be a standalone faction I think, Zann or Black Sun have some Hutts ships already.
Will Hutts or Hapes be added?
Love the mod! Is there any idea when the mod will be updated for Version 0.97?At most 3 weeks, together with other feature updates.
Awesome mod! Thank you so much :DI'm glad that you like it. I'll admit it is a bit OP tho. After I saw some streamers playing the mod I realised that fitting the ship with all high-tier turbolaser and ion cannons would make the ships quite OP. In my own playthrough, I always fit the ship with weapons according to the lore so the balance issue is not that obvious.
Im playing on v0.97 with about 130 other mods and haven't ran into a problem yet after 14 hours.
I was trolling through this thread to try see how a guy can get his hands on that tasty Death Star without cheating and noticed a lot of people talking about balance :o
I think the balance is just fine vs vanilla and other mods ships. Sure, if you attack a pirate raiding fleet with Snokes ship you are going to rolfstomp them but even with that monster ive gotten myself eaten alive by fighter swarms and even bounty fleets that are nothing more than frigates and destroyers.
Let me tell ya, You go from Hero to Zero really quick when 50 low tech piles of junk surround you and blast you with endless streams of missiles and minigun fire haha
I keep Star Wars themed guns on the Star Wars ships so maybe things go lopsided when you mix and match? Like I was saying though, I think you've brought balance to the force fairly well.
Idk, anywho, really great job bringing the SW universe into SS! :D I always wanted to see the Imperium of Man tee-off on the Republic and you've made that dream a reality hahahah
After talking about it with others, I do need to agree with the others saying this mod has a balance problem : fighting with fleets from other factions added by this mod is totally fine if you're playing one of those factions, but it's either impossible to bring down anything larger than a cruiser if you play a more vanilla faction or it's just straight up too easy if like you play the Empire and go up against the Hegemony. I'd love to keep using this mod but I admit the serious inbalance bothers me so I'm going to uninstall it for now and pray for a slight rework stats wise.I see, there're players requesting buffs to weapons and in the meantime there're players who think the faction is too op. Maybe I should put two stats for players to choose?
Hey there, hope you've been doing well, I had a question regarding the pilotable starfighters, is there a plan to add in clone wars fighters like the BTL-B and ARC-170 cause I'm trying to build a clone wars fleet and noticed there are no clone wars starfighters for the pilotable onesSure, I can arrange that.
I agree with two stats to choose, especially with trying to keep the mod in the vanilla map + vanilla facs, maintain the game alive in the sense that half of factions aren't useless or just cannon fodder. Of course things like Executor is hard to balance, while trying to keep SW lore, so i dont know xD the vanilla simple doesnt have super dreadnoughts yet, maybe Invictus are scracthing it, but have way obvious and serious drowbacks, like missiles spam, flanking and no shields.Yea, there is a buffed stats file in the mod for user to swap now, I'll nerf the range of the weapon in the next update too. On the other hand, I don't think the dreadnought ship is a problem, players can simply choose not to use it.
I'm very curious what things like TIE Brutes do. Some TIEs are now support ships, but I noticed TIE Brutes kinda just hang out and don't leave the ship while the others fight. I'm not entirely sure what they're doing. Also, I never experienced this with the old versions, but TIE Interdictors are supposed to be like TIE Punishers but better (heavy bombers but they're shielded), however they seem to get suck after their initial attack. After doing a bombing run, they redock with the ship, and then never leave the ship. If they're rearming, I expect that from all the other bomber type ships, but they don't even dock, they just get stuck. I've had to replace them with a different shielded bomber because they won't leave after the first wave. I noticed they're one of the few who carry proton bombs, and I wonder if they just can't rearm the bombs for some reason.Oh, it's my fault, I add the no-landing hullmod to the interdictor for testing when helping Bloodbath&Slavodan make his no-landing bomber, I've removed it in v1.0.2, it should work normally now.
Hey friend, Great work as always, however I seem to be having a problem with the fighter submod, since when I mouse over ARC 170 I get a NullPointerExeption because "Local15" is null, everything else seems to be working fine so far.
"14169573 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: [sw_arc180_wing] is not a valid fighter wing idSorry, there was a typo in the file, a hotfix version has been posted.
java.lang.RuntimeException: [sw_arc180_wing] is not a valid fighter wing id"
Same issue for me, I thankfully saved minutes before disaster lol.
Amazing mod, haven't had any issues in the time I've played with it.Good idea, I'll note that down.
Although if I may, having a "Star Wars" filter for hullmods would be cool.
The "common" design type feels a bit cluttered and I personally think there's enough content to warrant adding the "Star Wars" design type category
thanks for great mod!Found the problem, and will release a hotfix. Thanks for reporting it.
I am having fun with all the ships and hullmods
but i keep crashing whenever i mouse over the icon for "republic starfighter operation centre" in refit
this is what the log is tellin me
---------------------------
ERROR com.fs.starfarer.combat.CombatMain - java.util.IllegalFormatConversionException: a != java.lang.String
java.util.IllegalFormatConversionException: a != java.lang.String
at java.base/java.util.Formatter$FormatSpecifier.failConversion(Formatter.java:4534) ~[?:?]
at java.base/java.util.Formatter$FormatSpecifier.printFloat(Formatter.java:3085) ~[?:?]
at java.base/java.util.Formatter$FormatSpecifier.print(Formatter.java:3033) ~[?:?]
at java.base/java.util.Formatter.format(Formatter.java:2797) ~[?:?]
at java.base/java.util.Formatter.format(Formatter.java:2734) ~[?:?]
at java.base/java.lang.String.format(String.java:4432) ~[?:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.return.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Would anyone be able to tell me how to unlock new station types? At the moment I only have access to a Mandalorian Golan III, Chiss Shieldgate and Empire Shieldgate. I'd like to get empire Shipyards/golan IIIs if possibleYou will need to build an Empire Shieldgate first and upgrade it to Golan III then Shipyards.
heyCurrently, the ai will activate the gravity generator when there's a certain number of enemy missiles within range or there's a ship with teleporting shipsystem, can you suggest other timing/behaviour for the ai?
ships with gravity generator are using it all the time....^^
https://www.youtube.com/watch?v=K8hOJWcB0ew&list=PL_KZHXqzbyxOBQy5XHR4L3TNEEaDLpQAH&index=2
can u change the ai behavior to dont use it all the time ?
Love the strikecraft addon. Any plans to add a N1 Starfighter strikecraft or....maybe a like a hodgepodge squadron Citizens' Fleet style where it would have many different "wings" but one of each iconic fighter from the series?I can add N1 but I didn't get the latter part. Do you mean a strikecraft with different wings like a Millennium Falcon bringing N1, Scurrg H-6 wings etc?
I think he means like Alphabet squadron, so like x-wing, y-wing, b-wing, a-wing all in one squadron, so like X-wing, N1, Arc-170, Tie Interceptor/advanced, Y-wing and the likeLove the strikecraft addon. Any plans to add a N1 Starfighter strikecraft or....maybe a like a hodgepodge squadron Citizens' Fleet style where it would have many different "wings" but one of each iconic fighter from the series?I can add N1 but I didn't get the latter part. Do you mean a strikecraft with different wings like a Millennium Falcon bringing N1, Scurrg H-6 wings etc?
Love the strikecraft addon. Any plans to add a N1 Starfighter strikecraft or....maybe a like a hodgepodge squadron Citizens' Fleet style where it would have many different "wings" but one of each iconic fighter from the series?I can add N1 but I didn't get the latter part. Do you mean a strikecraft with different wings like a Millennium Falcon bringing N1, Scurrg H-6 wings etc?