Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: BeyondTheHorizon on September 05, 2020, 12:02:37 AM

Title: [0.97a] Star Wars 2020 v1.0.2a
Post by: BeyondTheHorizon on September 05, 2020, 12:02:37 AM
Star Wars 2020
>DOWNLOAD< (https://www.patreon.com/posts/100533283)
>DOWNLOAD For 0.96a< (https://www.patreon.com/posts/100531923)
>NexusMods Mirror< (https://www.nexusmods.com/starsector/mods/45?tab=description)
Require LazyLib, GraphicsLib and MagicLib

(https://i.imgur.com/4JZsjDP.png)

Hello there,

By the inspiration of the Star Wars mods created by LazyWizard and ShadowFox, FDS mod by Johnny Cocas. Here comes the Star Wars mod in the year of 2020.

The mod is currently on test stage, feedback and suggestions are highly appreciated.

Features:


Enable Star Wars Combat Music Patch
Spoiler
For Mod version 0.9.9 or above
Replace sound.json under: gamedirectory/mods/Star Wars 2020/data/config
Download (https://github.com/daniel1506/StarWars2020/releases/download/v0.9.9/EnableStarWarsCombatMusic.rar)
[close]

Development Roadmap:


Changelog:
Spoiler
Hotfix update v1.0.2a
Fix crash of Republic Starfighter Operation Centre hullmod for Commissioned Crews mod

Hotfix update v0.2.0a for Pilotable Starfighter submod
Fix CTD of ARC-170

Patch update v1.0.2
Add iconic starfighters of each faction to the Pilotable Starfighter sub-mod
Fix TIE Interdictor not landing on ship
Reduce the sprite size of C9979 Landing Craft
Reduce fire range of turbolaser weapons
Add dedicated targeting core or integrated targeting unit to most cruiser, destroyer and frigate size ship variants so AI will have similar fire range to player
Save compatible

Patch update v1.0.1
Add Death Star I ship version
Add planet menu option to switch Death Star between ship or station (only able to station at a planet with Imperial Shipyards orbital station, story points and weapons on ship version will be refunded)
Add Death Star I unique bounty
Nerf weapons, the buffed version of weapons.csv back is included in the mod data/weapons folder, you can rename it to use the buffed weapons
Fix Death Star I industry illustration become red
Fix EAW voice notification may crash when the enemy is defeated

Hotfix update v0.9.10a
Fix Death Star I on correctly shown after update from Imperial Dockyard
Save compatible

Version update v1.0.0
Add Pirate Snug Fighter from The Mandalorian, Death Star I Station (mobile station and planet destruction option in future update)
Add Battle of Yavin mission
Add portraits from Ahsoka
TIE Fighter and Interceptor balance
Overall weapon buff to make weapons for small ships more useful
Fix request escort shipsystem may cause a crash in the title screen

Patch update v0.9.11
Add Liberation Venator-class Star Destroyer
Increase energy weapon range as many had requested
Add S-mod effect to some of the hullmods, more will be added in next update
Fix playing the enemy retreat voice lines when all enemies are defeated and replace them with victory voice lines for EAW voice notification plugin

Hotfix update v0.9.10a
Fix crash when getting M12L bomber blueprint
Save incompatible

Patch update v0.9.10
Add Conqueror-class Star Destroyer, Cumulus-class Corsair
Add Lusankya fleet unique bounty
Add new portraits
Add Secutor-class to the Galactic Republic
Extend the cooldown of deploy probe droid shipsystem from the 60s to 120s and the success rate of capturing hostile objectives from 60% to 50%
Fix case letter issue for portrait file
Fix missing slashes for commissioned crews hullmod descriptions

Patch update v0.9.9
Add Terror Executor-class SSD, TIE/sk x1 Striker, Knight Hammer SSD.
Knight Hammer was created by DecimaMASAdmiral, and modified by me.
Commissioned Crews mod is now compatible and has a unique hullmod for each faction.
Add com relay for each Star Wars sector, random core world supported.
Unique bounties United Warlord Fleet and Imdaar Alpha Defense Fleet.
Fix the weapon mount bug of Mediator.
Fix gravity well generator may not deactivate for AI ship.
Reduce the hangers of each capital shipyard section from 5 to 4.

Patch update v0.9.8
Add Lusankya Executor-class SSD, Onager-class Star Destroyer, Imperial Escort Carrier and Chiss Air Straeker
Lusankya was created by DecimaMASAdmiral, I modified stats and weapon placement

Patch update v0.9.7
Add Shipyard Industries, an orbital station capable of producing ships and heavy armaments. However, they are lightly armed compared to defence stations like the Golan II and III but can deploy ship defense force as reinforcement. Upgrade the station to heavy and capital shipyard, and install nano-forge to improve the ship production quality.

Patch update v0.9.6
Add Rohkea-class Frigate, Pinnance-class Frigate, Lupus-class Missile Frigate, T-20 Umbaran Starfighter
Starfighter speed reduction to prevent overshot and speed-related issues
Star Wars star systems are now compatible with Nexerelin random core world and faction disable function but the planets within will spawn inhabited/random faction habited
Add Star Wars Andor character portraits
No change to pilotable starfighter project

Hotfix update v0.9.5a
Fix CTD when players don't have Nexerelin mod installed
Fix pilotable starfighters not spawn in market

Patch update v0.9.5
Add MC85 Star Cruiser, MG-100 StarFortress SF-17
Add pilotable Scimitar, TIE Silencer with cloaking device
Correctly support Nexerelin faction disable function (but star wars planets will not generate in random core world setting)
Fix TIE/se Bomber missing hitbox
Built-in Deflector Shield hullmod to every SW ships
Starfighter speed re-stats and change number of fighters in wing of some fighters
Plasma cannon and ion blast cannon projectile rework
Disable combat voice line for pilotable starfighter

Patch update v0.9.4
Add Modular Taskforce Cruiser, BTS-A2 H-wing Long-Range Strike Bomber
Fix Jedi Commander increasing ship CR after peak
First Order unique bounties
Pilotable Starfighter sub-mod v0.0.1 (require Arma Armatura mod)
New download site on Patreon, please vote in the polls if you have time

Patch update v0.9.3
Add Endurance-class Fleet Carrier, Proliqsi-class Interdictor, Muqaraea-class Corvette, Bes'uliik Starfighter, Kyr'galaar Starfighter
Add deflector shield on-hit ripple effect
Deflector Shield Hullmod recode and add a shield regenerate timer
Change some carriers to 'combat carrier', eg. Secutor-class
Fix faction prefix missing for some Golan shield gate station
Fix some starting fleets missing when creating Nexerelin start
Fix some ships missing default autofit variant
Require GraphicsLib

Patch update v0.9.2
Add Mega-class Star Dreadnought
Add Zann Consortium Space Station
New portraits (Big thanks to YoungJihad for gathering the portraits)
Fix CTD entering Ord Mantell
Minor Fixes (Description missing, etc)
Save incompatible (New save is required for the fix to work)

Patch update v0.9.1
New ships and fighters for Chiss Ascendancy and First Order
Save compatible

Hotfix update v0.9.0a
Fix CIS Golan ii station not found
Other minor fixes

Version update v0.9.0
New factions: First Order and Chiss Ascendancy
8 new star systems
Star Wars star systems and planets redone (systems location are in scale to Star Wars galaxy map)
Deflect Shield Hullmod new mechanism
(Shield will overload but have a recharge time longer than overload time, let me know your thought on this in the comment)
Save incompatible

Patch update v0.8.5
Add Mandator IV-class Siege Dreadnought, Resurgent-class Star Destroyer, IPV-2C Republic Stealth Corvette, First Order fighters
(First Order ships are obtainable only through blueprint as the faction is not yet implemented)
Add Republic high-value bounties
Fix Cabur-class starfighter missing hitbox
Fix Medium Tractor Beam voice line glitch

Hotfix update v0.8.4b and v0.8.4a
Allow some low tier weapons to spawn in open markets
Fix Neutron Star-class Bulk Cruiser Rebel variant crashing the game

Patch update v0.8.4
Add Mandator I-class Dreadnought, Neutron Star-class Bulk Cruiser, Captor-class Heavy Munitions Cruiser, Auxilia-class Pursuit Destroyer, A-9 Interceptor
Fix Basilisk Prime star system overlapping with Ryloth Prime
Minor balance tweaks

Patch update v0.8.3
Add Eclipse I Dreadnought, Victory II SD, Lancer Pursuit Craft, Kom'rk-class Fighter
Add Base Delta Zero hullmod
Add Zann Consortium high-value bounties (Vayra's Sector seems to be not required, maybe base game or Nexerelin already have high-value bounty system)
Deflector shield AI tweak, so the AI won't keep backing off and be hard to chase
Resize C-9979 landing craft and reduce its spawn rate
Reduce ion cannon max spread and other minor balance tweaks

Hotfix update v0.8.2a
Fix Cabur-class Fighter missing collision box
Add Dauntless-class Heavy Cruiser

Patch update v0.8.2
Add Mandator II-class Star Dreadnought, Mediator class Battle Cruiser, Battlesphere, C-9979 Landing Craft and ST-70 Razor Crest.
Add Buzz Droid Missile
Add Capture Shuttle Hullmod
Other minor fixes

Patch update v0.8.1
Add Bulwark Mk.1 to 3 Battleship, Teroch-class Mandalorian Cruiser, Ajuur-class Heavy Cruiser, 10 starfighters including Scimitar, N1 series starfighters
More portraits
Fix IPV-1 System Patrol Craft 0 OP

Hotfix update v0.8.0a and v0.8.0b
Fix Nexerelin random core world CTD
Fix Deflector Shield Hullmod market CTD
Buff for Aggressor-class Plasma/Ion Cannon
Mandalorian UI color change
Add IPV-1 System Patrol Craft

Version update v0.8.0
(This is more like a beta release as the deflector shield ai isn't working probably in 0.95.1a so I decided to release 0.8.0 early with almost all save incompatible new contents planned. You may find portraits or ships for new factions not as many as expected, they will be added within 1 or 2 weeks.)
New factions: Mandalorian, Zann Consortium, Black Sun
New star systems
Deflector Shield Code rework (more accurate damage register, damage number indicator) plus custom AI script
Starfighter Stats rework (Lower health, armor and shield, speed between different fighters are more close to lore instead of proportional to tier)
Weapon Stats rework (mostly about reducing range and rate of fire)
New Shipsystem: Shield Leecher and Point Defense Laser System
New Hullmod: Beskar Armor Plating and Redundant Shield Generators
Deflector Shield Hullmod rework: change shield damage reduction to reduce flux when overloaded.
(Original plan is to allow weapons to keep fire when overloaded with 50%/100% more shield disable time penalty but may still be considered op, so I want to hear you guys' ideas about it.)
New Ships: Eclipse II Dreadnought, Vengeance-class Dreadnought, Viscount-class and Viscount Prototype(rework)
New Golan II Space Defense SpaceGun
New Republic and CIS High Value Bounties (Vayra's Sector mod required, maybe? Seem to work without it.)

Patch update v0.7.10
Add Subjugator-class, diamond-class, MC20 frigate, NTB-630 Naval Bomber
Tractor Beam Projector Shipsystem
Fix Medium Tractor Beam Emitter Shipsystem on AI ships not working properly
Request Reinforcement Shipsystem doesn't cost deployment point now
Reduce KDD Tri Turbolaser OP cost to 10
Proclamator class size set to cruiser and OP adjustment due to KDD Tri Turbolaser reduced OP cost
Executor deployment cost reduction
Requires MagicLib

Patch update v0.7.9
Fix Wavefront-active Tractor Beam crash
Fix Executor-class SSD missing description

Patch uodate v0.7.8
Add Executor, Tector-class, MC90, Rothana Battlecruiser, Ye-4 Gunship
Carrack rework, Home one weapons relocation
Wavefront-active Tractor Beam for Gamma-class Assault Shuttle
CIS ships hullsize categorize
AI high-tier ships now have ship flux cap, vent and hullmod modification
Fighters health reduction
Blaster cannon volume reduction

Patch update v0.7.7
Patch mainly for changing MG7 Proton Torpedo of Y-wing back to normal Proton Torpedo
Tibanna Gas hullmod nerf
Tweak min and max crew of ships
Tartan-class Patrol Cruiser resize
Lancer-class stats tweak(I thought it's a bigger ship but it's same size as Tartan in Star Wars lore)

Patch update v0.7.6
Add Praetor-class Battlecruiser, Proclamator-class Star Frigate, Recusant-class Light Destroyer, Gamma-class Assault Shuttle
Add Deploy Probe Droid, Medium Tractor Beam Shipsystem
Add Escape Pod Hullmod
Buff dreadnought tier ships a little
Reduce fighter bound polygons for better fps performance

Patch update v0.7.5
Add Legacy class Star Destroyer, Sabaoth Destroyer, Republic and CIS Transport ships
Thermal Shield and Battle Meditation Shipsystem
Sound files volume reduction
Concentrate fire shipsystem damage bonus reduction
Fix Providence Dreadnought 0 OP

Patch update v0.7.4
Add Procurator-class Battleship, Providence-class Destroyer/Dreadnought
Add Tactical Analysis Shipsystem
Add Battle Droid Crews, Jedi Commander Hullmods
Republic, CIS are playable in Nexerelin
Fix imperial Dockyards Downgrade CTD
Republic, CIS Portraits

Patch update v0.7.3
Replenishment ships for New Republic, Galactic Republic and Separatist
Stations upgrade CTD fix

Patch update v0.7.2
Add Consular-class Space Cruiser
Add CIS Tier-2 Starfighters
Viscount Xg-1 Starwing fix

Patch update v0.7.1
TIE Phantom bug fix
Mon Calamari Heavy Cruiser bug fix

Version update v0.7.0
Star Wars space stations implement to campaign
Fighters resize
Republic and CIS factions (Portraits and most of the ships will be added in up-coming updates)
Numbers fixes

Patch update v0.6.2
Add VT-49 Decimator, Mon Calamari Heavy Carrier
Add proton bomb to some boomers to replace ion torpedo
Fix Gravity Well Generator AI crash, add missile interdiction feature
Industrial revolution reverse engineering support
New portraits(Thanks acky1 for gathering portraits)

Patch update v0.6.1
Fix Gravity Well Generator crash

Version update v0.6.0
Fix supplies consumption of Assault frigate MK.I
Gravity Well Generator Shipsystem
Add Interdictor Class Star Destroyer
Empire Boss Bounty (require Vayra's Sector)
Weapon damage reduction

Patch update v0.5.3
Fix the wrong hullsize for Assault Frigate Mk.I and Mk.II to destroyer
Add SW-7 Ion Cannon
Add Imperial Dockyards (not implement to campaign yet)
MC80 Liberty Type Heavy Star Cruiser rework
Battle of Fondor Mission

Patch update v0.5.2
Add VCX-100 light freighter, Imperial I Star Destroyer
Heavy dual turbolaser now change to XX-9 heavy turbolaser
New Heavy dual turbolaser will be the main gun on ISD I
Further weapon balance
Battle of Scarif Mission

Patch update v0.5.1:
Add Sphyrna-class Hammerhead corvette 
Weapon balance
Fleet point cost balance
Request reinforcement shipsystem now calls ships varying according to caller's hullsize
Pristine Nanoforges are added to Kuat and Mon Calamari Shipyards' Orbital Works (new save required)

Version update v0.5.0:
New weapons and weapons rework
Add Imperial Venator Class Star Destroyer, Liberator Class Cruiser, Majestic Class Heavy Cruiser, Tartan Class Patrol Frigate and Carrack Class Light Cruiser
Add Missile Boat and GAT-12 Skipray Blastboat
Request reinforcement shipsystem
Combat support fighters special ability
Fix market sizes not matched with population sizes
Fix ship not showing on market

Patch update v0.4.1:
Resize Altor Class Replenishment ship to more accurate cannon scale
Slightly reduce the damage output of starfighter laser cannons
Fix AA9, Action VI and BFF-1 bulk freighter not used by any faction and not appear on markets.
Remove Battle of Endor Combat music (Remove the # at the beginning of data/config/sounds.json if you want to revert the change.)

Version update v0.4.0:
Add Alpha-class Xg-1 Star Wing
Add ion torpedo for bomber
Add resupply fighter ability to U-wing and Tie Reaper
Add Advanced targeting computer hullmod
Add more Star Wars portraits
Add fighter wing OP costs
Various fixes and stats adjustments

Patch update v0.3.1:
Fix the new shield for flux stacks up faster than normal shield does.
Increase the fire rate of ion cannons.

Version update v0.3.0:
New Shield System.
Rework the Deflector Shield hullmod.
Improve the survivability of starfighters and slightly buffing PD laser.
Increase weapons range.
Change ion cannons damage type to kinetic.
Resize the ships with wrong scale.
Decrease ship's turn rate and turn acceleration.
New sprite for Quasar Fire Class Carrier.

Patch update v0.2.2:
Fix Starhawk weapons slot bug.
Patch update v0.2.1:
Fix Viscount weapons slot bug.

Version update v0.2.0:
Add OP costs for weapons and adjust the ships ordnance points.
Reduce the weapon amount of multiple ships.
Increase weapons flux cost, reduce ships flux capacities.
Reduce hitpoints of ships.
Reduce built-in hullmods of ships.

Patch update v0.1.1:
Fix spelling mistake of Coruscant.
Fix casing issues for Linux system.

Beta Release v0.1.0
[close]

Images and Videos:
Spoiler
Battle of Dreadnought: Eclipse II vs Viscount Video (https://youtu.be/cVyKzxizsBw)
Empire vs New Republic and Mandalorian Video (https://youtu.be/wVA_Zfgz9Nw)
IMAGE LINK (https://imgur.com/t/starsector/sKOmpCu)
IMAGE LINK (https://imgur.com/t/starsector/XRzDDyR)
IMAGE LINK (https://imgur.com/t/starsector/M7jAOHy)
[close]

Credit:

Ship sprite artworks: Fractalsponge (Ansel Hsiao), Star Wars Interregnum team, EAW Thrawn's Revenge team, EAW remake team and EAW Rise of the Mandalorians team.

DecimaMASAdmiral for Lusankya Executor-class SSD and Knight Hammer Executor-class SSD.

YoungJihad and acky1 for gathering Star Wars portraits.

LazyWizard for making LazyLib.

Dark.Revenant for making GraphicsLib.

Tartiflette for making MagicLib.

shoi for making Arma Armatura.

Timid for Commissioned Crews.

Inspiration from the Star Wars mod created by LazyWizard and ShadowFox.

Special thanks to Alex and the dev team of Starsector, Starsector community and all Star Wars fans.

Voice lines sfx from Star Wars Empire at War are properties of Petroglyph Games and LucasArts.

All models, music and sound are property of and all rights reserved by STAR WARS © & ™ LUCASFILM LTD.
Title: Re: [0.9.1a] Star Wars 2020
Post by: Phearlock on September 05, 2020, 01:49:36 AM
Just looking over the ships, few things of note:

-Hidden mounts cannot be disabled and are generally only used on fighters and in extremely rare cases on some ships, Most of your ships need to be redone with more conventional visible weapon mounts.

-OP budget for ships is all wrong. The guideline in DR's old modding guidelines post is a good starting point http://fractalsoftworks.com/forum/index.php?topic=9052.0

-several frigates are statted as destroyer size hulls. Stat lines in general are all over the place.

-Starsector is typically not to-scale. Most of your tiny hulls should be scaled up to the point where they can accept regular mounting options. (the YT1300 in your mod is the most egregious example. this is way too small.)

-Weapons should be balanced to vanilla statlines, because, well, you should consider we can just take some of these weapons and put them on vanilla hulls to make incredibly broken builds.
Fix:
Flux costs+Flux efficiency
OP costs. (I see this is next on your list of things to add, but I'll note it anyway)
No excessive weapon ranges for mount size without significant drawbacks
Missiles typically have limited ammo
Wing size of fighters shouldn't be too high if the fighter is very powerful. Amount of power-per-bay matters.

-Too many guns in general. Unless you're making a total conversion you should convert ships weapon loadouts to reflect their IP counterpart, but not copy it directly, in order to work inside starsectors ship design space. This is easier when you don't use hidden mounts, as you need to have room for your weapons and have the ship not look bad at the same time. Use vanilla weapon sizes for reference.

-Excessive amounts of built-in hullmods. It clutters the list and removes most of the thought process from ship loadouts if you're already given almost all the options you could think of having. 1-2 is normal for a faction ship, 3-4 built-in hullmods is rare.

-Fighter chassis storage hullmod is reserved for stations.

Overall: This mod needs a lot, lot, lot more work
Title: Re: [0.9.1a] Star Wars 2020
Post by: BeyondTheHorizon on September 05, 2020, 06:17:10 PM
(https://i.imgur.com/rGda5hj.png)
(https://i.imgur.com/aXScVGH.png)
Title: Re: [0.9.1a] Star Wars 2020 v0.2.1
Post by: canned Tomatoes on September 08, 2020, 07:08:49 AM
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.
Title: Re: [0.9.1a] Star Wars 2020 v0.2.1
Post by: BeyondTheHorizon on September 08, 2020, 08:28:28 AM
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.

Thanks for the feedback, may I know which version that you've tried?
Title: Re: [0.9.1a] Star Wars 2020 v0.2.1
Post by: Mondaymonkey on September 08, 2020, 01:04:17 PM
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.
Title: Re: [0.9.1a] Star Wars 2020 v0.2.1
Post by: Aldazar on September 08, 2020, 03:35:57 PM
Going to try this out since it has nebula class such a underrated ship in EU.

Edit: I'm getting a crash going into the sim and this is what I get scrolling down simulator battle menu.


268171 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [WS0034] not found on hull [sw_starhawk]
java.lang.RuntimeException: Slot id [WS0034] not found on hull [sw_starhawk]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.ui.A.new.super(Unknown Source)
   at com.fs.starfarer.ui.A.new.Ò00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.String.o00000(Unknown Source)
   at com.fs.starfarer.ui.newnew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOOo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.D.I.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.K.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.B.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
268207 [Thread-11] INFO  sound.oo0O  - Creating streaming player for music with id [battle_ambience_01.ogg]
268207 [Thread-11] INFO  sound.null  - Playing music with id [battle_ambience_01.ogg]
Title: Re: [0.9.1a] Star Wars 2020 v0.2.1
Post by: BeyondTheHorizon on September 08, 2020, 06:34:06 PM
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.
Title: Re: [0.9.1a] Star Wars 2020 v0.2.2
Post by: Aldazar on September 08, 2020, 06:39:38 PM
Probably maybe of another mod but thought it was weird it was being consistent scrolling down and crashing.
Title: Re: [0.9.1a] Star Wars 2020 v0.2.1
Post by: BeyondTheHorizon on September 08, 2020, 06:52:24 PM
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.
Title: Re: [0.9.1a] Star Wars 2020 v0.2.2
Post by: Draco on September 20, 2020, 12:50:27 AM
There are scale problems with some ships, mainly with the nebulon-b said ship is a capital and looks as big as a cr90
Title: Re: [0.9.1a] Star Wars 2020 v0.2.2
Post by: morriganj on September 22, 2020, 02:00:21 AM
No offence to the mod, for being true to the franchise, but I loathe star wars weapons. If I knew how, I would remove them and just use the ships.
Title: Re: [0.9.1a] Star Wars 2020 v0.2.2
Post by: BeyondTheHorizon on September 29, 2020, 06:13:34 PM
There are scale problems with some ships, mainly with the nebulon-b said ship is a capital and looks as big as a cr90
Oh, right, my mistake. Will scale it up in the next update and hopefully together with new shielding system.
Title: Re: [0.9.1a] Star Wars 2020 v0.2.2
Post by: mrpras on October 04, 2020, 12:04:35 PM
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 you
Title: Re: [0.9.1a] Star Wars 2020 v0.2.2
Post by: BeyondTheHorizon on October 15, 2020, 08:19:39 AM
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 you
Thank 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.
Title: Re: [0.9.1a] Star Wars 2020 v0.3.0
Post by: mrpras on October 15, 2020, 10:01:01 AM
The first suggestion is don't be put off by anything negative, people just want it to be better I think.

I think so far it's really great, haven't tried 0.3 but will after this. A few ideas/suggestions/questions I'm thinking about:

I'm not sure but many of the weapons seem really under-powered, why is this? It's great that they use 0 install points but then doing 20dps is a little bit pointless. I find myself installing other weapons or just two powerful Star Trek beams instead of many smaller turrets. The big ships are meant to take down smaller fighters I guess but they don't have much effect against other big ships - I suppose this is canon and the fighters are powerful so they get by. Just curious on your reasoning here, I would love a bit of a bump to the dps say 50? 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).

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".
https://empireatwar.fandom.com/wiki/Planets_in_Empire_At_War

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).

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).

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.

Anyway I'll go play the new version and see what's up. Glad you're still working on it!
Title: Re: [0.9.1a] Star Wars 2020 v0.3.0
Post by: BeyondTheHorizon on October 16, 2020, 12:07:36 AM
First of all, thanks for the your suggestions, very constructive and solid, much appreciated.
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.
Therefore, at the beginning, many ships, especially the capital and dreadnought, have more weapon slots than the ships in base game or the other mods  (and the number had been reduced in v0.2 as there're comments complain about the number of weapons). So, I didn't make the weapons very powerful, more like quantity over quality? But it can turn out still being too weak even with the sheer number of weapons so there're still things to work on for the weapons balancing for sure.

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?
Title: Re: [0.9.1a] Star Wars 2020 v0.3.0
Post by: mrpras on October 16, 2020, 03:11:31 AM
Ah great I see in 0.3 you've upped the weapons anyway a little. Been playing that last night and it's getting a lot better already!  (star detroyer) but that's minor stuff.

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.

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).

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).

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?). Not sure how this would be achieved but I would imagine a new hidden weapon type that these fighters have and that weapon is a tiny shield buff and is quietly firing in the background or something like that).

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.

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?

By the way, I'm playing this mod inside Nexerelin, should have mentioned that I guess. In fact when I got this game after trying it an hour I went looking for mods and never since played without Nex, prefer the 4x approach and all the lovely goodies that this community have added.

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 (i'm loving a similar star trek mod also - also unbalanced, but I don't care so much about that personally - that balance gets worked out much later on anyway once things are fleshed out).

Would love to see unique planet mods - like empire prisons, training camps, pilot training etc - anyway, so much potential and of course as you say you're "just a gamer" well, you've taken that step to modding and it's a good one even if you don't have all the skills you're open about that. I think that's great, keep going!
Title: Re: [0.9.1a] Star Wars 2020 v0.3.1
Post by: mattmios on October 19, 2020, 12:19:49 PM
First, thanks for the mod, having much fun with this.

2 humble suggestions:
- 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)

Cheers
matt

PS: as long as there are variants, the more weapons the merrier ;-)
Title: Re: [0.9.1a] Star Wars 2020 v0.3.0
Post by: BeyondTheHorizon on October 20, 2020, 04:02:42 AM
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).
Tie Reaper is already included in the mod as support fighter but hmm... the support fighters in game don't have any special ability tho. I can tried to add shipsystem to fighter (not sure if that's possible, no fighters have shipsystem in game so far). And I need to think of a good effect too, buffing shield can do but not every fighter has shield (Tie LN, IN and BA).

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.
Title: Re: [0.9.1a] Star Wars 2020 v0.3.1
Post by: BeyondTheHorizon on October 20, 2020, 05:17:56 AM
2 humble suggestions:
- 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 ;-)
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.

As for the transports, there are 3 civilian class freighters: AA-9, Action VI and BFF-1 bulk freighter plus GR-75 for New Republic. Do you want more? Maybe a Eta-class Supply Barge for Empire?

For the more weapons part, I'm still thinking on how to show the differences between weapons apart from stats if I want to add more weapons. I need to see more example of turbolaser in action, like I just knew the large turbolaser batteries on Imperial I have a really fast fire rate after rewatching the battle of Scarif. I have added ion torpedo for bombers in the next update, for the record.
Title: Re: [0.9.1a] Star Wars 2020 v0.3.1
Post by: mattmios on November 28, 2020, 03:24:31 AM
After playing some more I have to agree, the fighters are a littel OP as it is (tried a fighter heavy rebellion start).
The AA9 and bulk freighters I have never seen in game, do they spawn?

PS: Still havin much fun with the mod
Title: Re: [0.9.1a] Star Wars 2020 v0.3.1
Post by: th3boodlebot on December 04, 2020, 03:20:04 AM
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.
Title: Re: [0.9.1a] Star Wars 2020 v0.3.1
Post by: BeyondTheHorizon on December 16, 2020, 05:57:59 PM
After playing some more I have to agree, the fighters are a littel OP as it is (tried a fighter heavy rebellion start).
The AA9 and bulk freighters I have never seen in game, do they spawn?

PS: Still havin much fun with the mod
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.

As for the AA9 and bulk freighters, silly me forgot to add tag for them to be use by the empire and rebel, will fix it in the next patch.
Title: Re: [0.9.1a] Star Wars 2020 v0.3.1
Post by: BeyondTheHorizon on December 16, 2020, 06:11:07 PM
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 will add more factions in the future, Republic and CIS remnant, Mandalorian, Zann Consortium etc. Yuuzhan Vong also, if I can find the ship models. Currently, I'm working on some final polishment on empire and rebel, adjusting the ship sizes according to cannon data. Hope I can make more weapons if I can ask my friends to draw the weapon sprites for me.
Title: Re: [0.9.1a] Star Wars 2020 v0.4.0
Post by: FireBlitz8404 on December 22, 2020, 01:02:26 PM
I enjoy this mod very much and appreciate all the work you put into this. My only real complaint is this.
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.
Title: Re: [0.9.1a] Star Wars 2020 v0.4.0
Post by: BeyondTheHorizon on December 27, 2020, 10:00:37 PM
I enjoy this mod very much and appreciate all the work you put into this. My only real complaint is this.
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.
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.
Title: Re: [0.9.1a] Star Wars 2020 v0.4.1
Post by: Tom130 on January 12, 2021, 01:55:42 PM
I play it in v0.4.1 & with Nexerelin 0.9.7c.

Got to say, I really love it. F_cking up the Rebel scum! Vader in a maxed out Procursator and a fleet of Vindicators really rocks. Invading some planets, defending against hordes of attackers...

The Empire ships are a little overpowered but it fits the Empire well. Way to many hullmods but I like it!

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.

I played around with your ship data.csv and changed some values like "empire" and the last 3 digits in the row, but without success.

Can you give me a tip how to enable them?
Title: Re: [0.9.1a] Star Wars 2020 v0.4.1
Post by: BeyondTheHorizon on January 26, 2021, 11:41:00 PM
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.
I can't think of other carrier used by Rebel other than Endurance class but I can't find any top-down sprite of it so I use "Stolen " Ton Falk as rebel mid-line carrier for now. As for rebel Lancer, I think I'll use Majestic class and Dauntless Class to replace it in later update.

I think you can't find some of the ship is because I set the priorityShips in .faction file, I will remove it in the next update. It should solve the problem.
Title: Re: [0.9.1a] Star Wars 2020 v0.4.1
Post by: Donder172 on February 04, 2021, 04:16:47 AM
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.

Vigil-Class Corvette
https://starwars.fandom.com/wiki/Vigil-class_corvette

Assertor-Class Star Dreadnought:
https://starwars.fandom.com/wiki/Assertor-class_Star_Dreadnought

Carrack-Class Light Cruiser:
https://starwars.fandom.com/wiki/Carrack-class_light_cruiser/Legends

Tartan-Class Patrol Cruiser:
https://starwars.fandom.com/wiki/Tartan-class_patrol_cruiser

GAT-12 Skipray Blastboat:
https://starwars.fandom.com/wiki/GAT-12_Skipray_Blastboat

Lancer-Class Frigate:
https://starwars.fandom.com/wiki/Lancer-class_frigate/Legends
Title: Re: [0.9.1a] Star Wars 2020 v0.4.1
Post by: BeyondTheHorizon on February 04, 2021, 06:47:27 PM
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.

Vigil, Assertor and Lancer are already added. However, due to some codding issues, they are not often seen at the markets. It's fixed on the next update which hopefully, will be released in this weekend.

For Tartan and Carrack, I will try if they can be resized to correct size without huge image quality lost, as they are quite small in size in lore.
I have thought about adding boat sized fighter to the Empire as a counter part to Rebel's Xg-1 Starwing. First came in mind was missile boat, but why not add Skipray Blastboat too for both faction ;D
Title: Re: [0.9.1a] Star Wars 2020 v0.5.0
Post by: Oxer555 on February 08, 2021, 07:07:52 AM
Great mod but I noticed some balancing issues I would like to talk about .

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.

The same thing can be said wnen comparing heron which has 3 fighter bays and a targeting feed ability to ton falk class escort carrier which has 4 fighter bays with the same ability and costs only 20 points to deploy making it a better heron.

Also when it comes to ships that are not dedicated carriers the amount of fighter bays should be limited to only 2 so the amount of fighters is not that overwhelming when you decide to play as other faction than empire or rebublic. 

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.

To see why this happens I created 5 test paragons each one with diffrent weapons(they had the same amount of capacitors and vents and all of them had advanced turret gyros) and put them against a standard onslaught battleship(the battles were happening in 2x speed up).

First paragon had only weapons from the base game on 2 front large energy slots i put 2 autopulse lasers in the other 2 large energy slots i put 2 tachyon lances, the medium slots were filled with pulse lasers and the 2 universal slots with heavy needlers, all small slots were filled with pd lasers for missle protection(overall i had 64 points to spend left).
This paragon was able to destroy an onslaught in 41 seconds but the flux was always above 50% and it lost a bit of health.

Second paragon also had only weapons from base game but the large and medium slots were filled with pulse lasers(the only energy weapon for medium slots that was similar to turbolasers from the modpack) and small slots with pd lasers(overall i had 124 points to spend left). This one was not able to kill an onslaught.

The third had normal double turbolaser on all large and medium slots and all small one filled with laser cannons(overall i had 115 points to spend left). It killed an onslaught in 3 minutes and 11 seconds but the flux never reached 25%

The fourth one was similar but had quad turbolasers instead (overall i had 115 points to spend left). It killed an onslaught in 1 minute and 41 sec but the flux never reached 25%.

The last one had heavy tri turbo lasers(overall i had 65 points to spend left almost the same amount as the first paragon). It killed an onslaught in only 26 seconds and the flux never reached 25%.

What that comparison shows is that all medium energy weapons from the modpack use way too little flux while having way too much range(heavy tri turbolaser deals 300 dmg/s uses only 75 flux/s while having 1100 range meanwhile pulse laser deals 300 dmg/s uses 330 flux/s and has only 600 range while it costs only 5 less points to use then heavy tri turbolaser)

Overall all turbolasers really need to have a bit less range(for example reducing all turbolasers range by 100) and use more flux when fired for example heavy tri turbolasers should need to use similar amount of flux as pulse laser or even more while still having the similar range(example 330flux/s up to even 400flux/s while having 1000 range).

There is also an issue with the shields being hard to breakthrough by other ships from the base game but maybe if turbolasers start to use more flux the problem may dissapear.
Title: Re: [0.9.1a] Star Wars 2020 v0.5.0
Post by: BeyondTheHorizon on February 08, 2021, 06:25:27 PM
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.

Well written comment, thank you very much! I assume the bulk carrier you said is Quasar class right? Yes, I meant to keep the bays to 4 when I create it, but some how it become 5 when it use reserve deployment shipsystem, I thought it meant to works that way. I will change it back to 4. And also increase the fleet point costs of carriers. BTW, it is recommended to use one support fighter wing for carrier which reduce the number of offensive fighters and get the benefit from the special ability of support fighters.

After the weapons rework, there're certainly balance issues. I will reduce the damage and range, increase the flux costs. Hope it will helps.
Title: Re: [0.9.1a] Star Wars 2020 v0.5.1
Post by: Derfling on February 08, 2021, 08:47:38 PM
I have a crash on boot.

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 have the log file but its too big to attach.
Title: Re: [0.9.1a] Star Wars 2020 v0.5.1
Post by: Derfling on February 08, 2021, 08:50:32 PM
I downloaded lazylib and loaded that mod along with this one and it works.
Title: Re: [0.9.1a] Star Wars 2020 v0.5.1
Post by: BeyondTheHorizon on February 08, 2021, 08:51:51 PM
I have a crash on boot.

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.
Did you install LazyLib?
Title: Re: [0.9.1a] Star Wars 2020 v0.5.1
Post by: BeyondTheHorizon on February 08, 2021, 08:52:39 PM
I downloaded lazylib and loaded that mod along with this one and it works.
Good, Have fun!
Title: Re: [0.9.1a] Star Wars 2020 v0.5.1 - cant land at moncal shipyards
Post by: Derfling on February 10, 2021, 02:40:34 AM
Strange bug - I can land at mon cala, I just cannot land at the mom cala shipyards... if I try I get a CTD
Title: Re: [0.9.1a] Star Wars 2020 v0.5.1 - cant land at moncal shipyards
Post by: BeyondTheHorizon on February 10, 2021, 07:09:38 PM
Strange bug - I can land at mon cala, I just cannot land at the mom cala shipyards... if I try I get a CTD
Well, 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. :-\
Title: Re: [0.9.1a] Star Wars 2020 v0.5.1 - cant land at moncal shipyards
Post by: Derfling on February 11, 2021, 08:20:53 PM
Strange bug - I can land at mon cala, I just cannot land at the mom cala shipyards... if I try I get a CTD
Well, 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.

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 - Stabilised 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?
Title: Re: [0.9.1a] Star Wars 2020 v0.5.1 - cant land at moncal shipyards
Post by: BeyondTheHorizon on February 12, 2021, 06:14:05 PM
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.
Title: Re: [0.9.1a] Star Wars 2020 v0.5.1 - cant land at moncal shipyards
Post by: Derfling on February 14, 2021, 12:52:14 PM
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]
Title: Re: [0.9.1a] Star Wars 2020 v0.5.2
Post by: Derfling on February 14, 2021, 12:52:40 PM
there you go, happened again - Mon Cala this time, not the shipyard... still a rebel base though
Title: Re: [0.9.1a] Star Wars 2020 v0.5.2
Post by: Retry on February 14, 2021, 04:24:27 PM
What's your full modlist?
Title: Re: [0.9.1a] Star Wars 2020 v0.5.2
Post by: BeyondTheHorizon on February 16, 2021, 06:19:37 AM
there you go, happened again - Mon Cala this time, not the shipyard... still a rebel base though
Maybe ship related, I will check the rebel ships and see if there's something wrong.

Edit:
Oh, the hullsize of Assault Frigate MK.I is accidentally set to fighter, seem like it's the cause of bug. The download file is updated to the fixed version now.
Title: Re: [0.9.1a] Star Wars 2020 v0.6.0
Post by: mattmios on March 08, 2021, 01:41:02 PM
Hi,

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?
Title: Re: [0.9.1a] Star Wars 2020 v0.6.0
Post by: Spardok on March 08, 2021, 05:24:00 PM
You can get the ship BPs and Hullmods from derelict stations/techmining/ruindiving
Title: Re: [0.9.1a] Star Wars 2020 v0.6.0
Post by: BeyondTheHorizon on March 09, 2021, 06:59:05 AM
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).

Ok, I will look into it, never tried that mod before.
Title: Re: [0.9.1a] Star Wars 2020 v0.6.1
Post by: mattmios on March 12, 2021, 12:01:49 PM
Hi, I managed to "retrofit" my mod collection, just had to add the IDs of the sw-ships to a json file.
Works great and now I can prioritize the sw weapons, fighters and hulls, but sadly the fleets still contain mostly vanilla ships ...
Title: Re: [0.9.1a] Star Wars 2020 v0.6.0
Post by: BeyondTheHorizon on March 27, 2021, 07:56:13 AM
Hi,

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?
V0.6.2 now support reverse engineering from industry evolution ;D.
Title: Re: [0.9.1a] Star Wars 2020 v0.6.2
Post by: jablonowski on April 03, 2021, 11:01:15 AM
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.
Title: Re: [0.9.1a] Star Wars 2020 v0.6.2
Post by: BeyondTheHorizon on April 07, 2021, 06:33:18 PM
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.

Thanks man, hope I can update the mod for 0.95a together with Republic and CIS factions at the end of April.
Title: Re: [0.95a] Star Wars 2020 v0.7.0
Post by: Alkin on April 28, 2021, 07:24:06 AM
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 crashing
Title: Re: [0.95a] Star Wars 2020 v0.7.0
Post by: toastyblitz on April 28, 2021, 10:35:30 AM
Same issue. Here's the error from the log:

Spoiler
120572 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.hullmods.PhaseField.applyEffectsBeforeShipCreation(PhaseField.java:37)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoStackView.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.createItemView(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.createItemView(Unknown Source)
   at com.fs.starfarer.campaign.util.CollectionView.sync(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.fakeAdvance(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.campaign.ui.E.submarketPicked(Unknown Source)
   at com.fs.starfarer.campaign.ui.a.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.new(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(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(Unknown Source)
120668 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [faction_hegemony_market_03_friendly_var01.ogg]
120669 [Thread-9] INFO  sound.null  - Playing music with id [faction_hegemony_market_03_friendly_var01.ogg]
[close]

*edit*
Second CTD, this time starting a republic campaign, happened when I clicked the planet:

Spoiler
283459 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fighter wing spec with id [sw_xg1_starwing_fighter_wing not found
java.lang.RuntimeException: Fighter wing spec with id [sw_xg1_starwing_fighter_wing not found
   at com.fs.starfarer.loading.specs.HullVariantSpec.computeWeaponOPCost(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.computeOPCost(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.getMemberStrength(Unknown Source)
   at com.fs.starfarer.api.util.Misc.getMemberStrength(Misc.java:4214)
   at com.fs.starfarer.campaign.fleet.FleetData.updateFleetPointsUsed(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3.createFleet(FleetFactoryV3.java:458)
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addShips(BaseSubmarketPlugin.java:512)
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addShips(BaseSubmarketPlugin.java:463)
   at com.fs.starfarer.api.impl.campaign.submarkets.MilitarySubmarketPlugin.updateCar goPrePlayerInteraction(MilitarySubmarketPlugin.java:52)
   at exerelin.campaign.submarkets.Nex_MilitarySubmarketPlugin.updateCargoPrePlayerIn teraction(Nex_MilitarySubmarketPlugin.java:14)
   at com.fs.starfarer.campaign.ui.E.<init>(Unknown Source)
   at com.fs.starfarer.coreui.k.<init>(Unknown Source)
   at com.fs.starfarer.coreui.k.<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.V.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.V.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.new(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(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(Unknown Source)
[close]
Title: Re: [0.95a] Star Wars 2020 v0.7.0
Post by: BeyondTheHorizon on April 28, 2021, 08:04:27 PM
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 crashing
The 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.
Title: Re: [0.95a] Star Wars 2020 v0.7.0
Post by: BeyondTheHorizon on April 28, 2021, 08:13:31 PM
Same issue. Here's the error from the log

*edit*
Second CTD, this time starting a republic campaign, happened when I clicked the planet

Both bugs should be fixed now, sorry for the inconvenience.
Title: Re: [0.95a] Star Wars 2020 v0.7.1
Post by: Ramiel on April 28, 2021, 08:14:27 PM
Oh this is awesome! Thanks!
Title: Re: [0.95a] Star Wars 2020 v0.7.1
Post by: Alkin on April 29, 2021, 06:04:05 AM
Nice, this is a must have mod for me personally, just like having star wars ships and all is savage, not even a die hard fan but this mod has awoken something(punintended)
Title: Re: [0.95a] Star Wars 2020 v0.7.1
Post by: Alkin on April 29, 2021, 08:39:48 AM
Was testing and gave myself allblueprints and was in the doctrine & blueprints menu, then when i exited this came up

[attachment deleted by admin]
Title: Re: [0.95a] Star Wars 2020 v0.7.1
Post by: BeyondTheHorizon on April 29, 2021, 06:18:36 PM
Was testing and gave myself allblueprints and was in the doctrine & blueprints menu, then when i exited this came up
Ah, is the Viscount, thank you for reporting it.
Title: Re: [0.95a] Star Wars 2020 v0.7.2
Post by: Alkin on April 30, 2021, 05:29:48 AM
Sorry again, but IDK if its my problem or confict but I think Kuat Shipyards should have a sprite?

[attachment deleted by admin]
Title: Re: [0.95a] Star Wars 2020 v0.7.2
Post by: BeyondTheHorizon on April 30, 2021, 06:15:41 PM
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.
Title: Re: [0.95a] Star Wars 2020 v0.7.2
Post by: Alkin on May 03, 2021, 03:45:19 AM
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

[attachment deleted by admin]
Title: Re: [0.95a] Star Wars 2020 v0.7.2
Post by: BeyondTheHorizon on May 04, 2021, 11:59:09 PM
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

Oh, I just forgot to change the upgrade ids for the stations, will fix it in the next update tomorrow, just don't right click it for the time being, sorry about that.
Title: Re: [0.95a] Star Wars 2020 v0.7.2
Post by: Makao on May 05, 2021, 05:50:24 PM
The Tibanna Gas Coolant hullmod either doesn't decrease weapon flux or it doesn't show it on the refit menu.
Title: Re: [0.95a] Star Wars 2020 v0.7.2
Post by: BeyondTheHorizon on May 06, 2021, 03:56:29 AM
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.
Title: Re: [0.95a] Star Wars 2020 v0.7.2
Post by: Makao on May 06, 2021, 08:28:42 AM
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.
Title: Re: [0.95a] Star Wars 2020 v0.7.3
Post by: Alkin on May 07, 2021, 11:54:42 AM
Upgraded the Gohan Gun thing, and right clicked when upgraded to star fortress equivalent and crash, sayoing gohan_III or something isnt found

[attachment deleted by admin]
Title: Re: [0.95a] Star Wars 2020 v0.7.3
Post by: BeyondTheHorizon on May 07, 2021, 06:54:35 PM
Upgraded the Gohan Gun thing, and right clicked when upgraded to star fortress equivalent and crash, sayoing gohan_III or something isnt found
Ah, 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.
Title: Re: [0.95a] Star Wars 2020 v0.7.3
Post by: th3boodlebot on May 09, 2021, 08:02:12 AM
just here to star wars fanboy and say thanks

also, shadow announcement, i may have something in the works for the sector!
Title: Re: [0.95a] Star Wars 2020 v0.7.3
Post by: BeyondTheHorizon on May 09, 2021, 10:00:02 PM
just here to star wars fanboy and say thanks

also, shadow announcement, i may have something in the works for the sector!
Good to hear! Me myself are not very familiar with sector creation and economy, resource balance.
Title: Re: [0.95a] Star Wars 2020 v0.7.3
Post by: radekplug on May 16, 2021, 01:33:55 PM
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 sloots
Title: Re: [0.95a] Star Wars 2020 v0.7.3
Post by: BeyondTheHorizon on May 19, 2021, 02:06:46 AM
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 sloots
You 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 .
Title: Re: [0.95a] Star Wars 2020 v0.7.3
Post by: belone on May 19, 2021, 03:10:21 AM
Isn't making mods of licensed IPs against TOS?
Title: Re: [0.95a] Star Wars 2020 v0.7.3
Post by: Chairman Suryasari on May 19, 2021, 04:33:16 AM
It depends on the company really, games like BDO and Witcher series give all community a go to convert their game assets to use on other game as long you don't sell them, meanwhile Marvel sues a grieving parent who lost their child just because he want his tombstone with Spiderman on it.
Title: Re: [0.95a] Star Wars 2020 v0.7.3
Post by: radekplug on May 20, 2021, 01:35:03 PM
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.
Title: Re: [0.95a] Star Wars 2020 v0.7.3
Post by: th3boodlebot on May 20, 2021, 05:54:08 PM
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.

cant hurt to ask!
Title: Re: [0.95a] Star Wars 2020 v0.7.3
Post by: BeyondTheHorizon on May 26, 2021, 10:09:42 PM
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.
Title: Re: [0.95a] Star Wars 2020 v0.7.3
Post by: BeyondTheHorizon on May 26, 2021, 10:12:04 PM
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.

cant hurt to ask!
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.
Title: Re: [0.95a] Star Wars 2020 v0.7.4
Post by: Viktor Soprano on June 21, 2021, 09:14:11 AM
Hello!

First of all, thank you for making this mod. It's become a staple for many games at this point. In the latest one I've conquered the CIS, Republic and Rebel Alliance systems, and I'm currently waiting for the opportune moment to betray the Empire and invade them too (I'm using Nexerelin).

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).

Great job so far, I love Star Wars, and I love playing as an Empire detachment aiming to become the True Empire. :D
Title: Re: [0.95a] Star Wars 2020 v0.7.4
Post by: BeyondTheHorizon on June 26, 2021, 05:28:12 PM
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.
Title: Re: [0.95a] Star Wars 2020 v0.7.4
Post by: 6chad.noirlee9 on June 30, 2021, 09:03:33 AM
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
Title: Re: [0.95a] Star Wars 2020 v0.7.4
Post by: BeyondTheHorizon on July 01, 2021, 06:12:55 PM
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!
Title: Re: [0.95a] Star Wars 2020 v0.7.4
Post by: Isometric on July 01, 2021, 06:33:19 PM
Will July update be savegame compatible?
Title: Re: [0.95a] Star Wars 2020 v0.7.4
Post by: 6chad.noirlee9 on July 03, 2021, 07:27:35 AM
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!


the main issue is the time it would take me to modify the stats of each ship, and adding the hull mods unique to archean order
i just dont have time for that right now

in terms of weapon mounts etc it already matches fairly nice:  the theme of archean order is to provide more space between ship classes

every class has more guns, with capitals having way more guns than what they would have

starfighters are smaller and more numerous

oddly enough,  the creator of archean order said it was star wars movies that inspired the TC
Title: Re: [0.95a] Star Wars 2020 v0.7.4
Post by: BeyondTheHorizon on July 15, 2021, 02:55:56 AM
Will July update be savegame compatible?
It is save compatible.
Title: Re: [0.95a] Star Wars 2020 v0.7.5
Post by: Isometric on August 08, 2021, 01:47:57 AM
I would like to thank the author of this fantastic mod, it's the reason i started playing Starsector. I've been waiting for years for the 1.0 release but could not resist anymore with the mighty Empire available through this mod  :D.

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.

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?

Thank you again for this great mod i hope you continue supporting it.



Title: Re: [0.95a] Star Wars 2020 v0.7.5
Post by: BeyondTheHorizon on August 09, 2021, 12:09:27 AM
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.

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?
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.

Recently, I noticed GimpyKnee is streaming my mod on Twitch and I watched some playbacks. I saw Star Wars ships like ISD II are still have trouble dealing with ships like Onslaught and I saw some comments taking about larger ships in the mod have lower health and higher prices than smaller vanilla ships so I tweaked ISD II with similar stats to Onslaught in 0.7.6 and see how things play out. I recommend you to watch GimpyKnee's playbacks on Youtube to have a look on how the mod ships perform against other ships, I think they still performs weaker especially when facing against SW mod ships plus vanilla ships joint force as I saw New Republic and Hegemony gave Empire a hard time in the playback.




Title: Re: [0.95a] Star Wars 2020 v0.7.6
Post by: radekplug on August 09, 2021, 05:01:25 PM
Gimpy play with vanila i played with other moded factions for exmple thalan, scy, diable, shadowyards, kadur, higtech expansion, underworld expanded, outer rim aliance and other mods some moded ships can outgun and outrange imperial ships. one time my majestic was overload when i got 10 reapers to the face and some and ora guns can overload easliy samaler ships.
Title: Re: [0.95a] Star Wars 2020 v0.7.6
Post by: Isometric on August 10, 2021, 06:00:36 AM
That Tibanna Gas Coolant though...I almost feel bad using it  :D
Title: Re: [0.95a] Star Wars 2020 v0.7.6
Post by: BeyondTheHorizon on August 10, 2021, 06:19:23 PM
That Tibanna Gas Coolant though...I almost feel bad using it  :D
You have a point. Seldom see it on market and have forgotten to tweak it. Maybe 50% flux reduction to 25% will be more reasonable.
Title: Re: [0.95a] Star Wars 2020 v0.7.6
Post by: radekplug on August 11, 2021, 02:16:38 AM
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.
Title: Re: [0.95a] Star Wars 2020 v0.7.6
Post by: BeyondTheHorizon on August 11, 2021, 02:47:12 AM
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.

There is Imperial I in the mod. As for Victory II, there isn't very good ship sprite compare to Victory I but I can add it if you want. Chiss Ascendancy and Black Sun are on the list, but they will come after Mandalorian(maybe Zann Consortium too), the order is mostly depending on how many ship sprites available to use, I want to add factions that have more unique ships first. There are also some ships waiting to add into Republic and CIS.
Title: Re: [0.95a] Star Wars 2020 v0.7.6
Post by: JAL28 on August 11, 2021, 05:27:21 AM
Hey, isn't this the mod that adds the Bellator that covers the entire screen?

Nice.
Title: Re: [0.95a] Star Wars 2020 v0.7.6
Post by: Ramiel on August 11, 2021, 12:13:17 PM
Zann Consortium? Will I get my Agressors back?! Happy day!
Title: Re: [0.95a] Star Wars 2020 v0.7.6
Post by: BeyondTheHorizon on August 11, 2021, 08:12:00 PM
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.
Title: Re: [0.95a] Star Wars 2020 v0.7.6
Post by: 6chad.noirlee9 on August 13, 2021, 06:56:11 AM
why hasnt this been moved to the main mod section yet?
its more than complete enough for that consideration
Title: Re: [0.95a] Star Wars 2020 v0.7.6
Post by: Isometric on August 13, 2021, 07:48:36 AM
The mod is fantastic imo. I agree this should be in the main mod section. Thanks for the new update btw.
Title: Re: [0.95a] Star Wars 2020 v0.7.7
Post by: fjc13 on September 10, 2021, 12:27:07 PM
Amazing mod, and incredibly well made I absolutely love it, will you add ships like the Rothana Battlecruiser and Rothana Destroyer?
Title: Re: [0.95a] Star Wars 2020 v0.7.7
Post by: BeyondTheHorizon on September 12, 2021, 09:50:11 PM
Amazing mod, and incredibly well made I absolutely love it, will you add ships like the Rothana Battlecruiser and Rothana Destroyer?

I can arrange that, but next update may take a little more time, playing Pathfinder these days and working on Executor SSD as many of you asked for it.
Title: Re: [0.95a] Star Wars 2020 v0.7.7
Post by: CaptainCygnus on September 14, 2021, 04:19:08 PM
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?
Title: Re: [0.95a] Star Wars 2020 v0.7.7
Post by: Viktor Soprano on September 18, 2021, 09:20:01 AM
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 would try to update LazyLib from 2.4e to the current 2.6 version, and then try again. Also, did you allocate more RAM than the standard 1024MB the game allocates by default? You can check the latter by opening the vmparams file (located in the main Starsector folder) with any notepad editor. The -Xms1024m -Xmx1024m arguments (if that's what they are) are what you're looking for. What's your pc's RAM?
Title: Re: [0.95a] Star Wars 2020 v0.7.7
Post by: Viktor Soprano on September 18, 2021, 09:22:53 AM
working on Executor SSD

The Sector will finally know peace. <insert Emperor cackle here>
Title: Re: [0.95a] Star Wars 2020 v0.7.7
Post by: anti-iridium on September 18, 2021, 12:22:48 PM
Made an account to let you know this mod is wonderful. 100% should be on the index.

Keep up the good work!
Title: Re: [0.95a] Star Wars 2020 v0.7.7
Post by: BeyondTheHorizon on September 21, 2021, 03:15:15 AM
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.
Title: Re: [0.95a] Star Wars 2020 v0.7.7
Post by: BeyondTheHorizon on September 21, 2021, 03:19:26 AM
Made an account to let you know this mod is wonderful. 100% should be on the index.

Keep up the good work!
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.
Title: Re: [0.95a] Star Wars 2020 v0.7.7
Post by: Primus on September 21, 2021, 04:05:35 AM
Damn, I didn't knew this mod existed and it is available for 0.95 (it is not on the mod index).

Instant download  :D.

 I will have to restart a game with the new game plus mod so I can get your new factions :).
Title: Re: [0.95a] Star Wars 2020 v0.7.10
Post by: EmperorOfMankind on December 06, 2021, 08:06:43 AM
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.
Title: Re: [0.95a] Star Wars 2020 v0.7.10
Post by: BeyondTheHorizon on December 10, 2021, 08:17:52 PM
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.
Title: Re: [0.95a] Star Wars 2020 v0.7.10
Post by: EmperorOfMankind on December 16, 2021, 06:02:46 AM
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.

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.
Title: Re: [0.95a] Star Wars 2020 v0.7.10
Post by: DeltaJan on December 17, 2021, 12:57:34 AM
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?
Title: Re: [0.95a] Star Wars 2020 v0.7.10
Post by: BeyondTheHorizon on December 19, 2021, 05:41:13 PM
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.
Title: Re: [0.95a] Star Wars 2020 v0.7.10
Post by: BeyondTheHorizon on December 19, 2021, 10:02:19 PM
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.
Title: Re: [0.95a] Star Wars 2020 v0.7.10
Post by: TheUrf on December 31, 2021, 01:15:27 AM
Hello BeyondTheHorizon,

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

Title: Re: [0.95a] Star Wars 2020 v0.7.10
Post by: BeyondTheHorizon on December 31, 2021, 06:06:59 AM
Hello BeyondTheHorizon,

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
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.
Title: Re: [0.95a] Star Wars 2020 v0.7.10
Post by: TheUrf on December 31, 2021, 06:33:26 AM
Thanks for your help, change of the sound.json works well!!!
Title: Re: [0.95a] Star Wars 2020 v0.7.7
Post by: Viktor Soprano on December 31, 2021, 09:50:31 AM
working on Executor SSD

The Sector will finally know peace. <insert Emperor cackle here>

Well, what can I say. I deployed myself in a custom-fitted Executor (using Heavy Quad Turbolasers for mediums, MG7 Proton Torpedoes for missiles, and Laser Cannons for PD, no fighters), and managed to single-handedly vanquish three (modded) Sindrian invasion fleets without taking a single point of damage. I am extremely happy.
Title: Re: [0.95a] Star Wars 2020 v0.7.10
Post by: Howkin on January 02, 2022, 02:03:38 PM
Are we getting a 0.95.1a version?
This is one of my favorite faction/ship mods
Title: Re: [0.95a] Star Wars 2020 v0.7.10
Post by: Viktor Soprano on January 02, 2022, 03:14:22 PM
Are we getting a 0.95.1a version?
This is one of my favorite faction/ship mods

Take this with a grain of salt, but I think the current version is still compatible with 0.95.1a. I tried booting the game with this mod enabled, and I had no issues.
Title: Re: [0.95a] Star Wars 2020 v0.7.10
Post by: BeyondTheHorizon on January 06, 2022, 05:24:09 PM
Are we getting a 0.95.1a version?
This is one of my favorite faction/ship mods
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.
Title: Re: [0.95a] Star Wars 2020 v0.7.10
Post by: IGdood on January 09, 2022, 10:48:03 AM
Hype!

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
Title: Re: [0.95a] Star Wars 2020 v0.7.10
Post by: BeyondTheHorizon on January 10, 2022, 07:16:40 PM
Hype!

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
I can add it to the list, but may not be there in the next update.
Title: Re: [0.95a] Star Wars 2020 v0.7.10
Post by: Viktor Soprano on January 12, 2022, 03:53:52 AM
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.
Title: Re: [0.95a] Star Wars 2020 v0.7.10
Post by: BeyondTheHorizon on January 13, 2022, 01:11:02 AM
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.
Title: Re: [0.95a] Star Wars 2020 v0.7.10
Post by: Viktor Soprano on January 13, 2022, 05:39:44 AM
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.

Thank you. I'll keep an eye on that one as well, but for now I'll stick to this one for many more saves. ;D
Title: Re: [0.95a] Star Wars 2020 v0.7.10
Post by: MadDonald on January 13, 2022, 02:09:43 PM
Absolutely love the mod, and I can't wait for the new update :D
Title: Re: [0.95a] Star Wars 2020 v0.7.10
Post by: IGdood on January 13, 2022, 08:00:26 PM
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.

Yup, the Abe of Arabia star wars mod.

Shares a lot of ships with this current mod, but the art style is closer to Starsector's art

https://fractalsoftworks.com/forum/index.php?topic=22958.0

Though the ship frequency is quite high; the faction fleets and markets essentially become filled with star wars vessels only
Title: Re: [0.95a] Star Wars 2020 v0.7.10
Post by: IGdood on January 13, 2022, 08:01:15 PM
Hype!

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
I can add it to the list, but may not be there in the next update.


Sweet, thank you!
Title: Re: [0.95.1a] Star Wars 2020 v0.8.1
Post by: IGdood on January 22, 2022, 07:59:58 PM
Oooooh shoooot we got an update!
Title: Re: [0.95.1a] Star Wars 2020 v0.8.1
Post by: DeltaJan on January 23, 2022, 05:09:52 AM
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!
Title: Re: [0.95.1a] Star Wars 2020 v0.8.1
Post by: BeyondTheHorizon on January 23, 2022, 07:45:19 AM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.1
Post by: DeltaJan on January 24, 2022, 02:09:44 AM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.1
Post by: BeyondTheHorizon on January 24, 2022, 07:15:44 AM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.1
Post by: DeltaJan on January 24, 2022, 04:22:30 PM
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!
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: Cones2002 on February 13, 2022, 02:56:17 PM
Hey. Been playing the mod and it's a ton of fun, especially with the Nexerilin mod (If that's how it's spelt).

Just got 2 starship suggestions.
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.
I saw a Tector in combat. No need for this suggestion

Second one is the Victory II Star Destroyer. It's a tankier VSD but with no missile weapons and more energy weapons.


If they're already in the mod then I guess I haven't come across them yet 

Just another thing to add as well. The Eclipse Superlaser is a 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?
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: BeyondTheHorizon on February 13, 2022, 11:06:22 PM
Just got 2 starship suggestions.
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?
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?
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: Cones2002 on February 14, 2022, 03:34:42 PM
Just got 2 starship suggestions.
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?
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?

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.

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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: BeyondTheHorizon on February 15, 2022, 01:53:04 AM
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.

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 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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: Cones2002 on February 15, 2022, 02:53:42 AM
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.

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 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.

All good on the ion weapons. That should make them a bit more balanced.

As for your intentions with the turbolasers, you've done a good job with that. I definitely notice it in combat and helps balance out the weapons a fair bit, especially cause of the range advantage they tend to have. I feel like 3s might be a bit too quick though, maybe have a look at the other turbolasers and see what you think would be good. Obviously don't want them to be faster firing than the other turbolasers since they deal a lot of damage in 1 hit.

I'll continue giving feedback as I play. Overall, having a ton of fun  ;D
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: Cones2002 on February 15, 2022, 11:04:17 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: BeyondTheHorizon on February 16, 2022, 03:36:00 AM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: Cones2002 on February 16, 2022, 04:50:47 PM
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.

If you haven't already, I would make all the unique weapons Large mounts.

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?
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
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: BeyondTheHorizon on February 17, 2022, 07:16:36 AM
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?
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
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: Cones2002 on February 17, 2022, 03:48:13 PM
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?
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
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.

That's a fair point
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: Cones2002 on February 18, 2022, 09:53:48 PM
Been playing with some of the CIS ships. Overall, very fun and different from the Empire (The first faction I played with)

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
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: Cones2002 on February 19, 2022, 02:11:00 PM
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?

(https://i.ibb.co/b7Ghxgc/Mustafar.png)
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: BeyondTheHorizon on February 20, 2022, 11:30:32 PM
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?

(https://i.ibb.co/b7Ghxgc/Mustafar.png)
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: BeyondTheHorizon on February 20, 2022, 11:35:05 PM
Been playing with some of the CIS ships. Overall, very fun and different from the Empire (The first faction I played with)

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
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: Cones2002 on February 21, 2022, 05:42:12 PM
Been playing with some of the CIS ships. Overall, very fun and different from the Empire (The first faction I played with)

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
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.

All good with the ballistic slots. Just makes certain ships a bit wonky with their balance.

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 rate

Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: Cones2002 on February 21, 2022, 05:43:17 PM
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?

(https://i.ibb.co/b7Ghxgc/Mustafar.png)
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.

Rightyo, so it's a balance thing. That makes sense
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: BeyondTheHorizon on February 22, 2022, 07:54:26 PM
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 rate
Reduce 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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: Cones2002 on February 23, 2022, 12:28:00 AM
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 rate
Reduce 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.

Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: Cones2002 on February 23, 2022, 12:35:31 AM
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.

(https://i.ibb.co/xFvV1Fv/Golam.png)
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: BeyondTheHorizon on February 23, 2022, 11:04:06 PM
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.

(https://i.ibb.co/xFvV1Fv/Golam.png)
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: wolfsruhm on February 25, 2022, 09:17:30 AM
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 mod
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: BeyondTheHorizon on February 25, 2022, 06:14:20 PM
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 mod
Well, that weapon is the ISD I main battery in Rogue One and the weapon sound is directly recorded from the movie.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: Cones2002 on February 26, 2022, 02:35:09 AM
Just a suggestion I thought of with the ship blueprints.

It's currently split into Low, Mid and High Tech Blueprints. Would you consider making it based on the faction, or the company who designed the ships?
I personally feel like unlocking all those ships from the different factions with very little blueprints is a bit odd.
(I have noticed super ships like the Eclipse and Vengeance have their own unique blueprints but my suggestion is just for the regular ships)

I have a balance thing to bring up as well.

The K-Wing is a very good bomber, as it should be, but it only costs 15 OP. Making the K-wing cost 20 OP should help balance it out.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: Cones2002 on February 28, 2022, 03:06:18 PM
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.


This image was taken on the 31st Jan 207. So not even a year has passed since the game started. I can't even do anything to personally stop it since the enemy fleets are so large and I don't have enough funds to get a large enough fleet to combat them.
(https://i.ibb.co/qrtzD3r/F.png)

The New Republic, Republic, CIS and Hegemony regularly send 7 fleet strike groups and also like to attack at the same time as well. 7th fleet is in the top left corner, just unspotted atm but I saw it as I passed by.
(https://i.ibb.co/C550N5s/7.png)


Another thing I've noticed is that Saleucemi always deteriorates and decivilises. It's happened in every playthrough I've done. It usually takes 1-1.5 years to happen.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: BeyondTheHorizon on March 01, 2022, 07:25:20 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: Cones2002 on March 01, 2022, 09:17:18 PM
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  ;D
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: superdraculadavinci on March 02, 2022, 06:18:09 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: superdraculadavinci on March 03, 2022, 03:38:13 AM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.2a
Post by: BeyondTheHorizon on March 03, 2022, 05:16:02 AM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.3
Post by: geomagus on March 28, 2022, 02:12:52 AM
Thank you for this mod!  I’ve had a lot of fun with it so far.

I have a question and a request:

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?

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 recognize that it’s not a priority, but I figured it would be helpful for starting players (and I always liked to the design).

Thank you again for the mod!
Title: Re: [0.95.1a] Star Wars 2020 v0.8.3
Post by: BeyondTheHorizon on March 28, 2022, 07:22:26 PM
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?

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.
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.

For the Neutron Star-class Bulk Cruiser, I can arrange that, probably in the next update in early April.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.4b
Post by: Der Kaiser on April 20, 2022, 01:00:25 PM
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.

[attachment deleted by admin]
Title: Re: [0.95.1a] Star Wars 2020 v0.8.4b
Post by: BeyondTheHorizon on April 23, 2022, 06:14:25 PM
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
Title: Re: [0.95.1a] Star Wars 2020 v0.8.4b
Post by: DeltaJan on May 20, 2022, 11:51:24 PM
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?
Title: Re: [0.95.1a] Star Wars 2020 v0.8.4b
Post by: BeyondTheHorizon on May 21, 2022, 06:01:55 AM
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?
Title: Re: [0.95.1a] Star Wars 2020 v0.8.4b
Post by: DeltaJan on May 21, 2022, 06:31:56 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.4b
Post by: BeyondTheHorizon on May 23, 2022, 05:16:39 AM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.4b
Post by: DeltaJan on May 28, 2022, 04:53:15 AM
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!
Title: Re: [0.95.1a] Star Wars 2020 v0.8.5
Post by: DeltaJan on May 28, 2022, 05:08:38 AM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.5
Post by: BeyondTheHorizon on May 28, 2022, 08:06:08 AM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.5
Post by: DeltaJan on May 28, 2022, 08:15:12 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.5
Post by: IGdood on May 29, 2022, 11:04:25 AM
Awesome!  First order!
Title: Re: [0.95.1a] Star Wars 2020 v0.8.5
Post by: dion on May 31, 2022, 03:11:15 PM
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 dominated
Title: Re: [0.95.1a] Star Wars 2020 v0.8.5
Post by: BeyondTheHorizon on May 31, 2022, 09:28:59 PM
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 dominated
Thanks for mentioning the issue, I have adjusted  the deployment cost of the new republic destroyer sized ships
Title: Re: [0.95.1a] Star Wars 2020 v0.8.5
Post by: THEGO90 on June 01, 2022, 11:59:47 AM
well....thx for this awesome mod :D love it :D
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 -.-^^
Title: Re: [0.95.1a] Star Wars 2020 v0.8.5
Post by: Zordiark Darkeater on June 01, 2022, 12:34:23 PM
The Ships look freaking great !!!! that a huge +

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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.5
Post by: Volatile100 on June 02, 2022, 11:43:06 PM
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.

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
Title: Re: [0.95.1a] Star Wars 2020 v0.8.5
Post by: BeyondTheHorizon on June 03, 2022, 12:53:43 AM
The Ships look freaking great !!!! that a huge +

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.
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.5
Post by: BeyondTheHorizon on June 03, 2022, 12:55:30 AM
well....thx for this awesome mod :D love it :D
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 -.-^^
Oh, the AI script of the gravity well generator doesn't cover the auto-pilot scenario, will revisit the script in the future.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.5
Post by: BeyondTheHorizon on June 03, 2022, 01:05:05 AM
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.

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
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.

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).
Title: Re: [0.95.1a] Star Wars 2020 v0.8.5
Post by: Volatile100 on June 03, 2022, 04:20:35 PM
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.

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
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.

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.

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.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.5
Post by: BeyondTheHorizon on June 08, 2022, 07:55:02 AM
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.

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.
That are actually duplicated tabs, I will merge them together.

For the Phase Disruption, I need to consider it as the ships with gravity well generators are not that weak and able to disrupt missiles so it's not that easy to kill. I think blocking the teleportation is quite enough.
Title: Re: [0.95.1a] Star Wars 2020 v0.8.5
Post by: THEGO90 on June 09, 2022, 08:56:51 AM
well....thx for this awesome mod :D love it :D
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 -.-^^
Oh, the AI script of the gravity well generator doesn't cover the auto-pilot scenario, will revisit the script in the future.

its fine :D^^ love this mod to much :D hahaha
thx for doing this mod^^
Title: Re: [0.95.1a] Star Wars 2020 v0.9.0a
Post by: DeltaJan on June 15, 2022, 04:25:01 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.0a
Post by: BeyondTheHorizon on June 16, 2022, 06:19:50 AM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.0a
Post by: Volatile100 on June 18, 2022, 11:13:16 PM
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.

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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.0a
Post by: BeyondTheHorizon on June 19, 2022, 05:56:15 PM
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.

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.
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.0a
Post by: Marcus Brutus V on June 20, 2022, 06:52:38 AM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.0a
Post by: BeyondTheHorizon on June 20, 2022, 06:52:10 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.0a
Post by: Marcus Brutus V on June 20, 2022, 07:52:05 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.0a
Post by: BeyondTheHorizon on June 20, 2022, 10:11:19 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.0a
Post by: Marcus Brutus V on June 20, 2022, 10:39:52 PM
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.

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.

[attachment deleted by admin]
Title: Re: [0.95.1a] Star Wars 2020 v0.9.0a
Post by: BeyondTheHorizon on June 21, 2022, 12:14:36 AM
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.
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.
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.0a
Post by: Volatile100 on June 21, 2022, 12:18:52 PM
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.

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.
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.

Running 0.8.5 of the mod. I don't know exactly how modding works, but my guess is that it being unavailable in markets was bypassed by having a 1 million credit cap at illegal weapons trader. The Remnant weapons from another mod aren't supposed to be built or sold like that either. I slapped the laser on a Sunder and had some fun with it before that save, it's backup, and the other backup all got corrupted.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.0a
Post by: Marcus Brutus V on June 21, 2022, 11:27:30 PM
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!
Title: Re: [0.95.1a] Star Wars 2020 v0.9.0a
Post by: BeyondTheHorizon on June 22, 2022, 12:33:51 AM
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, don't be, I'm happy to solve your issue. Enjoy the game!
Title: Re: [0.95.1a] Star Wars 2020 v0.9.1
Post by: Noobishnoob on July 03, 2022, 03:28:12 AM
oh man i found this mod by impulsively googling if anyone made a star wars mod for SS, this should be in the mod index XD
Title: Re: [0.95.1a] Star Wars 2020 v0.9.1
Post by: Noobishnoob on July 03, 2022, 03:41:04 AM
oh and the blacksun request escort ship system was missing its description so just adding one more cell for that gets the job done
Title: Re: [0.95.1a] Star Wars 2020 v0.9.1
Post by: SarumanWassermanovich on July 03, 2022, 07:08:43 AM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.1
Post by: Noobishnoob on July 03, 2022, 08:01:33 AM
Btw are the masers supposed to be silent?
Title: Re: [0.95.1a] Star Wars 2020 v0.9.1
Post by: BeyondTheHorizon on July 03, 2022, 06:09:13 PM
oh and the blacksun request escort ship system was missing its description so just adding one more cell for that gets the job done
Oh, my bad, will fix it in the next update.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.1
Post by: BeyondTheHorizon on July 03, 2022, 06:17:38 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.1
Post by: BeyondTheHorizon on July 03, 2022, 06:25:49 PM
Btw are the masers supposed to be silent?
No, which masers you found have no sound?
Title: Re: [0.95.1a] Star Wars 2020 v0.9.1
Post by: Noobishnoob on July 03, 2022, 10:04:00 PM
nevermind it looks like the volume for the masers were just really quiet compared to turbolasers
Title: Re: [0.95.1a] Star Wars 2020 v0.9.1
Post by: BeyondTheHorizon on July 03, 2022, 11:59:34 PM
nevermind it looks like the volume for the masers were just really quiet compared to turbolasers
I will adjust it a bit.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.1
Post by: Topsz on July 07, 2022, 12:40:18 AM
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.
Here is the crashlog, hope I did it right.
39260 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Commodity with id alpha_core_core not found
java.lang.RuntimeException: Commodity with id alpha_core_core not found
   at com.fs.starfarer.campaign.econ.A.super(Unknown Source)
   at com.fs.starfarer.campaign.econ.CommodityOnMarket.<init>(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.getCommodityData(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.getCommodityData(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.ooo0.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.s.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.newsuper.showOverview(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.newsuper.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.campaign.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.ui.Q.setSize(Unknown Source)
   at com.fs.starfarer.coreui.O0O0.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.ui.Q.setSize(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95.1a] Star Wars 2020 v0.9.1
Post by: BeyondTheHorizon on July 07, 2022, 05:52:32 PM
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.
Here is the crashlog, hope I did it right.
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.1
Post by: Topsz on July 08, 2022, 07:40:30 AM
Oh don't be sorry about it, save compatible or not you are doing gods work still, I don't mind restarting games. Also release it whenever you feel its ready. I'm glad I was able to help!
Title: Re: [0.95.1a] Star Wars 2020 v0.9.1
Post by: THEGO90 on July 08, 2022, 08:10:55 AM
what happend ? cant load my game :/

[attachment deleted by admin]
Title: Re: [0.95.1a] Star Wars 2020 v0.9.1
Post by: BeyondTheHorizon on July 09, 2022, 04:37:40 AM
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?
Title: Re: [0.95.1a] Star Wars 2020 v0.9.1
Post by: THEGO90 on July 09, 2022, 06:00:23 AM
no...havent play like 3 weeks...just download the update...and this came^^
Title: Re: [0.95.1a] Star Wars 2020 v0.9.1
Post by: BeyondTheHorizon on July 09, 2022, 08:09:51 AM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.1
Post by: THEGO90 on July 09, 2022, 09:11:36 AM
well...oki doki^^
Title: Re: [0.95.1a] Star Wars 2020 v0.9.2
Post by: MagnaSonic3000 on July 13, 2022, 10:15:52 PM
Hello, I made this account just to complain about people complaining. From what I played of the mod, I think the complaints about the mod being too OP are from the people still trying to play a normal game of Starsector that just so happens to have some Star Destroyers floating around. While I can agree I can shred several capital ships in a single Secutor outranging all of them, as well as unleashing several angry screeching wasps all over them, I think the balance was just right when two Star Wars factions decided to throw down. Yes it isn't a total conversion, but you can also disable the vanilla factions if you're so mad about the vanilla ships being manhandled by what I call flying pizza slices. Honestly, I think certain aspects of the mod are still underpowered, but only a few things.

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.

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.

There are other things I've thought about, but those are the biggest things I think would improve faction uniqueness.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.2
Post by: BeyondTheHorizon on July 14, 2022, 02:19:15 AM
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.

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.
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.

I did try to the maintain faction uniqueness in the early days, but it's getting a bit difficult and required more work to do when the number of factions increased, I will find some time to revisit the stats.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.2
Post by: Topsz on July 22, 2022, 12:18:34 PM
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?
Title: Re: [0.95.1a] Star Wars 2020 v0.9.2
Post by: BeyondTheHorizon on July 22, 2022, 05:58:13 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.2
Post by: Topsz on July 23, 2022, 09:28:41 AM
I stumbled upon it in Rise of the Mandalorians, but there are some good artworks on it online aswell. Sorry i can't quote replies I'm still learning this platform. Thank you for the reply!
Title: Re: [0.95.1a] Star Wars 2020 v0.9.3
Post by: mrpras on July 27, 2022, 10:07:13 AM
Loving the evolution of this mod, thanks for your hard work.

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
Title: Re: [0.95.1a] Star Wars 2020 v0.9.3
Post by: BeyondTheHorizon on July 28, 2022, 07:30:52 AM
Loving the evolution of this mod, thanks for your hard work.

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
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.3
Post by: eamax on July 29, 2022, 01:55:36 PM
I always expected a star wars mod for starsector, congrats and never stop support.
This mod must exist.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.3
Post by: BeyondTheHorizon on July 30, 2022, 08:07:00 PM
I always expected a star wars mod for starsector, congrats and never stop support.
This mod must exist.
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.3
Post by: eamax on August 02, 2022, 01:17:35 PM
I wonder, why isn't this mod on the main mod listing thread?
It's been a long time without me knowing it exists and I only discovered it through a video on youtube.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.3
Post by: BeyondTheHorizon on August 02, 2022, 07:33:15 PM
I wonder, why isn't this mod on the main mod listing thread?
It's been a long time without me knowing it exists and I only discovered it through a video on youtube.
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.

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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.3
Post by: DeltaJan on August 07, 2022, 07:08:01 PM
I wonder, why isn't this mod on the main mod listing thread?
It's been a long time without me knowing it exists and I only discovered it through a video on youtube.
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.

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.
Good luck man, as far as youve come with this mod, it deserves more attention.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.3
Post by: FunkyCirno69 on August 08, 2022, 12:47:14 PM
Can't wait to fly X-wings and fight for the New Republic! Amazing job bud!
Title: Re: [0.95.1a] Star Wars 2020 v0.9.3
Post by: BeyondTheHorizon on August 08, 2022, 07:26:35 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.3
Post by: FunkyCirno69 on August 09, 2022, 02:46:16 PM
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!
Title: Re: [0.95.1a] Star Wars 2020 v0.9.3
Post by: Marxis on August 18, 2022, 08:41:24 AM
Hello There, Grand Admiral.
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 ?
Title: Re: [0.95.1a] Star Wars 2020 v0.9.3
Post by: BeyondTheHorizon on August 19, 2022, 06:24:49 PM
Hello There, Grand Admiral.
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 ?
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.3
Post by: Marxis on August 26, 2022, 12:41:58 AM
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.
[/quote]
My game was on version 0.95a, not 0.95.1a, that's where the problem was. I updated it, and it works wonders. Thanks again.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.3
Post by: eamax on August 29, 2022, 07:19:52 AM
I wanted to give my feedback on the experience I had.
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.3
Post by: BeyondTheHorizon on August 31, 2022, 06:15:19 AM
I wanted to give my feedback on the experience I had.
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.
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.

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.

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?
Title: Re: [0.95.1a] Star Wars 2020 v0.9.4
Post by: DeltaJan on August 31, 2022, 06:37:54 AM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.4
Post by: BeyondTheHorizon on August 31, 2022, 08:41:35 AM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.4
Post by: DeltaJan on August 31, 2022, 09:43:13 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.3
Post by: eamax on August 31, 2022, 10:51:39 PM
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.
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.

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.

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.


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.

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.

I made a video demonstrating:
https://youtu.be/xhjfB5plZQc
Title: Re: [0.95.1a] Star Wars 2020 v0.9.4
Post by: BeyondTheHorizon on August 31, 2022, 11:03:26 PM
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.

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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.3
Post by: BeyondTheHorizon on August 31, 2022, 11:40:52 PM
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.
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.
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.

About the fighter size, it's just that when some fighters became too small, you may hardly tell what are they in 2D, so I made TIE fighter as small as possible and use it as a scale to size other fighters with lore size and some fighter longer than 20m in lore I have halved the length already, such as Y-wing, they should be longer. However, I will increase the speed and maneuverability of the fighters first, to see if it helps with their survivability, then I will consider resizing them.

Thanks for the demo video, I think some of the features can be recreated, except the partial overload as I guess that is a modular ship. And I saw the TIE/se bomber is missing the hitbox, sorry about that, strange I didn't notice that before, it will be fixed in the next update.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.4
Post by: DeltaJan on September 01, 2022, 02:50:01 AM
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.

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.
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 lol
Title: Re: [0.95.1a] Star Wars 2020 v0.9.4
Post by: V_KJ on September 12, 2022, 02:51:11 PM
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.

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?
Title: Re: [0.95.1a] Star Wars 2020 v0.9.4
Post by: BeyondTheHorizon on September 13, 2022, 07:09:32 AM
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.

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?
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.4
Post by: Haperitz on September 18, 2022, 01:33:30 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.4
Post by: SirSmoustache on September 18, 2022, 11:20:39 PM
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.

Can confirm on 1b that it is this mod's. You can turn off vanilla factions and modded factions just fine but not this mod's. I am also a massive supporter of point 2a. While yes it is lore-accurate, I think the significant variety hurts the overall mod since it just becomes a chore to juggle all the available weapons. I also notice that a lot of it effectively are the same. It's a pain to try and get all the weapons that shoots with the same colour (Green for Imperial) since there are so many of them. Maybe add what colours the bolts are in the description?
Title: Re: [0.95.1a] Star Wars 2020 v0.9.4
Post by: BeyondTheHorizon on September 20, 2022, 08:49:40 AM
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.

1c Do you mean the minor faction using ships from other factions? I will need to search how to do that if it hasn't already happened.
 
2a Well, I don't think there is a function/feature you described, style or skin only works for ships but not weapons, if you find any mod has that feature please let me know. For now, weapons with no manufacturer prefix are usually green laser, taim bak are red, KDD are blue, Mandal are yellow.

2c Putting different planets into the same star system may cause war instantly at the beginning of the game if they belong to different factions. And it is easier for me to calculate the scaled distance between systems compared to the Star Wars galaxy.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.4
Post by: V_KJ on September 23, 2022, 12:06:37 PM
Okay, after trying out all of the ships with built-in siege guns like the Aggressor Star Destroyer, Peltast, and Mandator IV.

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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.4
Post by: TaxMage on September 27, 2022, 04:43:33 AM
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!
Title: Re: [0.95.1a] Star Wars 2020 v0.9.4
Post by: BeyondTheHorizon on September 30, 2022, 02:27:00 AM
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!
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.4
Post by: BeyondTheHorizon on September 30, 2022, 02:28:34 AM
Okay, after trying out all of the ships with built-in siege guns like the Aggressor Star Destroyer, Peltast, and Mandator IV.

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.
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.5
Post by: V_KJ on October 01, 2022, 12:10:15 AM
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?
Title: Re: [0.95.1a] Star Wars 2020 v0.9.5
Post by: BeyondTheHorizon on October 01, 2022, 01:43:35 AM
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?
Title: Re: [0.95.1a] Star Wars 2020 v0.9.5
Post by: V_KJ on October 01, 2022, 01:48:00 AM
Yeah, before this update, the Ion shot was noticeably slower, but now they're the same speed.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.5
Post by: cocoa_skywalker on October 01, 2022, 10:50:30 AM
Hello, do you think it is possible to achieve the effect of Death Star in this game?To what extent?
Title: Re: [0.95.1a] Star Wars 2020 v0.9.5
Post by: BeyondTheHorizon on October 01, 2022, 07:17:40 PM
Hello, do you think it is possible to achieve the effect of Death Star in this game?To what extent?

It can be a station. But if you're looking for planet destruction, I'm not familiar with modding campaign interaction/feature, may need help with that.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.5a
Post by: V_KJ on October 10, 2022, 11:10:23 PM
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.

Is that intentional?
Title: Re: [0.95.1a] Star Wars 2020 v0.9.5a
Post by: BeyondTheHorizon on October 13, 2022, 09:30:39 PM
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.

Is that intentional?
That's not intentional, I will test it more to find a better speed for it.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.5a
Post by: DeltaJan on October 16, 2022, 06:47:34 PM
I came by to check for updates and just wanted to bring up that your patreon isnt on the front page
Title: Re: [0.95.1a] Star Wars 2020 v0.9.5a
Post by: DeltaJan on October 16, 2022, 07:07:09 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.5a
Post by: BeyondTheHorizon on October 20, 2022, 07:49:28 PM
I came by to check for updates and just wanted to bring up that your patreon isnt on the front page
Oh, the patreon link is the download button. Would it be better to also provide a link to patreon main page?
Title: Re: [0.95.1a] Star Wars 2020 v0.9.5a
Post by: BeyondTheHorizon on October 20, 2022, 07:51:57 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.5a
Post by: DeltaJan on October 21, 2022, 04:57:47 AM
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.
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.5a
Post by: jercar on October 21, 2022, 10:41:24 AM
does the sprite work match the base game that's the one thing I didn't like about this mod
Title: Re: [0.95.1a] Star Wars 2020 v0.9.5a
Post by: BeyondTheHorizon on October 21, 2022, 05:57:44 PM
does the sprite work match the base game that's the one thing I didn't like about this mod
Well, 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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.5a
Post by: V_KJ on October 28, 2022, 10:19:51 AM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.5a
Post by: BeyondTheHorizon on November 02, 2022, 06:18:37 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.6
Post by: DeltaJan on November 03, 2022, 10:15:49 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.6
Post by: BeyondTheHorizon on November 04, 2022, 06:00:53 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.6
Post by: RegisDeddij on November 16, 2022, 08:46:14 AM
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?

If not, is it OK if I make one based on your excellent work?
Title: Re: [0.95.1a] Star Wars 2020 v0.9.6
Post by: BeyondTheHorizon on November 16, 2022, 05:09:22 PM
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?

If not, is it OK if I make one based on your excellent work?
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.6
Post by: Nicolaus99 on November 30, 2022, 01:28:15 PM
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.

Any idea what's going on? 
Title: Re: [0.95.1a] Star Wars 2020 v0.9.6
Post by: BeyondTheHorizon on December 01, 2022, 01:28:16 AM
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.

Any idea what's going on?
That's strange, haven't encountered this issue with ISD 2 so far, I will run a few tests to see what happened.

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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.6
Post by: Nicolaus99 on December 03, 2022, 10:00:48 AM
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.

Any idea what's going on?
That's strange, haven't encountered this issue with ISD 2 so far, I will run a few tests to see what happened.

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.

Got my hands on a 2'nd Imp2 SD just to see if the same thing happens.  Negative.  The 2'nd Imp2 SD does NOT display this behavior.  Very strange.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.6
Post by: Nicolaus99 on December 05, 2022, 03:27:02 PM
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.

Any idea what's going on?
That's strange, haven't encountered this issue with ISD 2 so far, I will run a few tests to see what happened.

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.

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. 

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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.6
Post by: DecimaMASAdmiral on December 09, 2022, 05:50:59 AM
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!
Title: Re: [0.95.1a] Star Wars 2020 v0.9.6
Post by: WeWickYou on December 11, 2022, 05:23:26 AM
Hello,

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 :).
Title: Re: [0.95.1a] Star Wars 2020 v0.9.6
Post by: BeyondTheHorizon on December 12, 2022, 07:25:23 PM
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?
Title: Re: [0.95.1a] Star Wars 2020 v0.9.6
Post by: BeyondTheHorizon on December 12, 2022, 07:38:01 PM
Hello,

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 :).
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.
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.6
Post by: BeyondTheHorizon on December 12, 2022, 07:43:08 PM
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. 

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.
LOL, Kuat Drive Yards denied the responsibility for the quality control issue.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.6
Post by: V_KJ on December 13, 2022, 12:10:24 AM
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. 

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.
LOL, Kuat Drive Yards denied the responsibility for the quality control issue.

"In accordance to the Law of Quality Control of the Galactic Empire, Kuat Drive Yards is not responsible for malfunctions post production of its ships, any and all mishaps fall entirely on the user and customer."
Title: Re: [0.95.1a] Star Wars 2020 v0.9.6
Post by: DecimaMASAdmiral on December 13, 2022, 02:36:34 AM
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?
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!
Title: Re: [0.95.1a] Star Wars 2020 v0.9.6
Post by: WeWickYou on December 15, 2022, 09:04:15 AM
Hello,

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 :).
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.
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.

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 :)
Title: Re: [0.95.1a] Star Wars 2020 v0.9.6
Post by: BeyondTheHorizon on December 15, 2022, 06:54:17 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.6
Post by: BeyondTheHorizon on December 15, 2022, 06:56:43 PM
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?
Title: Re: [0.95.1a] Star Wars 2020 v0.9.6
Post by: V_KJ on December 15, 2022, 10:01:33 PM
It spawns in campaign and helps in fights, so yes, it does.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.6
Post by: BeyondTheHorizon on December 17, 2022, 01:21:55 AM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.7
Post by: DecimaMASAdmiral on December 17, 2022, 08:14:12 AM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.7
Post by: BeyondTheHorizon on December 18, 2022, 03:10:15 AM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.6
Post by: WeWickYou on December 18, 2022, 03:13:45 AM
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.
yeah it basicly work as both station and patrol HQ
Title: Re: [0.95.1a] Star Wars 2020 v0.9.8
Post by: Kyleegan72 on January 01, 2023, 08:38:01 AM
Hey man, very new to starsector. Is this a total conversion mod or will it just add to the vanilla game?
Title: Re: [0.95.1a] Star Wars 2020 v0.9.8
Post by: BeyondTheHorizon on January 01, 2023, 06:59:19 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.8
Post by: 4Donic on January 01, 2023, 07:38:49 PM
Hey there, amazing mod, been using it for quite a while.

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!
Title: Re: [0.95.1a] Star Wars 2020 v0.9.8
Post by: BeyondTheHorizon on January 02, 2023, 05:56:38 PM
Hey there, amazing mod, been using it for quite a while.

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!
I see, while I'm looking for a better way to config this, you may try the following:
Factions: Use Nexerelin faction disable feature / put a "#" in the faction you want to disable in Star Wars 2020/data/world/factions/factions.csv, eg. "#data/world/factions/player.faction".
Ships: Edit data/world/factions/default_ship_roles.json, find the ship you want to disable and change the value to 0, eg. ""sw_raider_light":0,".
Weapons and blueprints are kinda complicated, I don't think there's an effective way to disable them for now.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.8
Post by: Volsungare on January 05, 2023, 05:34:45 PM
Is Nexerelin required for this mod or is there any added benefit outside the wars??

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).
Title: Re: [0.95.1a] Star Wars 2020 v0.9.8
Post by: DeltaJan on January 06, 2023, 03:42:19 PM
I dont know if youre already aware but the Pinnacle class frigate is missing the deflector mod.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.8
Post by: BeyondTheHorizon on January 06, 2023, 07:00:16 PM
Is Nexerelin required for this mod or is there any added benefit outside the wars??

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).
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.8
Post by: BeyondTheHorizon on January 06, 2023, 07:01:43 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.8
Post by: Linatan on January 09, 2023, 05:26:46 AM
Problem solved.. Sry guys.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.8
Post by: radekplug on January 27, 2023, 05:09:26 AM
Is mandator class have build in reapers.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.8
Post by: BeyondTheHorizon on January 30, 2023, 05:01:20 AM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.8
Post by: Icezera on February 01, 2023, 11:54:03 AM
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.

I've pasted a screenshot below. See that empty slot about halfway down, that's the one.

https://imgur.com/a/MqED8cU
Title: Re: [0.95.1a] Star Wars 2020 v0.9.8
Post by: BeyondTheHorizon on February 03, 2023, 02:47:32 AM
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.

I've pasted a screenshot below. See that empty slot about halfway down, that's the one.

https://imgur.com/a/MqED8cU
Yea, found the problem, thanks for reporting it.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.8
Post by: Icezera on February 14, 2023, 06:25:51 PM
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.

Here are two screenshots that show what I'm talking about. Assertor still has the gravity well generator even though map clearly shows no ship or missiles near it. In fact, it was stuck there till the end of the battle with its gravity well generator on.

https://imgur.com/a/x1i4ql1
Title: Re: [0.95.1a] Star Wars 2020 v0.9.8
Post by: BeyondTheHorizon on February 27, 2023, 05:41:17 PM
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.

Thanks for reporting, I guess it's related to the interdict teleport ship code, I've improved the code that checks if there's a teleport ship nearby for proper deactivation of the system.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.9
Post by: IGdood on March 02, 2023, 04:02:25 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.9
Post by: BeyondTheHorizon on March 03, 2023, 05:37:46 PM
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%.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.9
Post by: Brashin on March 07, 2023, 09:56:42 AM
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.

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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.9
Post by: techmajor on March 07, 2023, 03:33:03 PM
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 accents
 
Title: Re: [0.95.1a] Star Wars 2020 v0.9.9
Post by: BeyondTheHorizon on March 07, 2023, 06:22:41 PM
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.

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.
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.9
Post by: BeyondTheHorizon on March 07, 2023, 06:23:45 PM
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 accents
Oh, yes, the republic does have the Secutors, I will put it in their arsenal.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.9
Post by: techmajor on March 12, 2023, 09:04:04 AM
thanks and love the mod
Title: Re: [0.95.1a] Star Wars 2020 v0.9.9
Post by: Trow on April 03, 2023, 03:36:28 PM
I'm getting this error (& crash) after I launch a raid on a Mandalorian held planet for blueprints.
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.

Error:
Spoiler
(https://i.imgur.com/hSd5a0i.png)
[close]

Crash Report:
Spoiler
1378591 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [sw_m12l_wingt] not found!
java.lang.RuntimeException: Ship hull spec [sw_m12l_wingt] not found!
   at com.fs.starfarer.loading.oO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.Object.renderShipWithCorners(Unknown Source)
   at com.fs.starfarer.api.campaign.impl.items.FighterBlueprintItemPlugin.render(FighterBlueprintItemPlugin.java:95)
   at com.fs.starfarer.campaign.ui.trade.Object.render(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderAtCenter(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOoO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.do.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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(Unknown Source)
[close]

Modlist:
Spoiler
A New Level of Confidence 30
Automated Commands
Combat Alarm Sounds
Combat Chatter
Detailed Combat Results
Industrial Evolution
LazyLib
Leading Pip
MagicLib
Nexerlin
Planet Search
Scan Those Gates
SpeedUp
Star Wars Mod 0.9.9
Stellar Networks
Terraforming & Station Construction
WhichMod
GraphicsLib
[close]

In the mean-time I'm going to avoid getting Mandalorian blueprints, and hope the suspect(s) don't slip into the loot pool.
Absolutely fantastic mod for star wars content, a very good job.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.9
Post by: BeyondTheHorizon on April 11, 2023, 06:39:12 PM
I'm getting this error (& crash) after I launch a raid on a Mandalorian held planet for blueprints.
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.
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.9
Post by: DeltaJan on April 17, 2023, 08:35:58 AM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.9
Post by: BeyondTheHorizon on April 18, 2023, 02:37:19 AM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.9
Post by: DeltaJan on April 18, 2023, 06:46:10 AM
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!
Title: Re: [0.95.1a] Star Wars 2020 v0.9.9
Post by: BeyondTheHorizon on April 30, 2023, 06:48:37 PM
I'm getting this error (& crash) after I launch a raid on a Mandalorian held planet for blueprints.
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.
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.10a
Post by: DeltaJan on May 03, 2023, 07:34:50 AM
how do you get the cumulus class ship?
Title: Re: [0.95.1a] Star Wars 2020 v0.9.10a
Post by: BeyondTheHorizon on May 07, 2023, 11:08:28 PM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.10a
Post by: DeltaJan on May 08, 2023, 03:46:22 PM
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!
Title: Re: [0.95.1a] Star Wars 2020 v0.9.10a
Post by: Angel963 on May 11, 2023, 01:38:41 AM
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.(https://i.ytimg.com/vi/d3XA2P71sqs/maxresdefault.jpg)
Title: Re: [0.95.1a] Star Wars 2020 v0.9.10a
Post by: ShadowFox on May 11, 2023, 03:56:28 PM
@BeyondTheHorizon

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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.10a
Post by: BeyondTheHorizon on May 12, 2023, 02:36:43 AM
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.
Title: Re: [0.95.1a] Star Wars 2020 v0.9.10a
Post by: BeyondTheHorizon on May 12, 2023, 03:02:52 AM
@BeyondTheHorizon

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.
Thanks 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.
As for the speed of the larger ships, I think the increased weapon range may make up for it? Tell me if you have any idea about it.
For the ship size of dreadnought ships, I had been thinking of adding a more up-to-scale Executor as a boss bounty to test out how large ships do in the game to decide whether to upscale the ships or not.

EDIT: The firing arc of the long range turbolaser of First Order dreadnought is frontal only, it's kind of a design flaw from Disney, lol. Maybe I can increase the turn rate a bit, but it's better to bring some escort ships.
Title: Re: [0.96a] Star Wars 2020 v0.9.10a
Post by: ShadowFox on May 17, 2023, 01:52:52 PM
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.

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.
Title: Re: [0.96a] Star Wars 2020 v0.9.10a
Post by: DeltaJan on June 16, 2023, 12:47:17 AM
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?
Title: Re: [0.96a] Star Wars 2020 v0.9.10a
Post by: BeyondTheHorizon on June 26, 2023, 06:51:48 PM
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 :'(.
Title: Re: [0.96a] Star Wars 2020 v0.9.10a
Post by: BeyondTheHorizon on June 26, 2023, 07:47:15 PM
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.

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.
Thanks for your feedback, I will extend the range in the next update, and hopefully, can release it within this week.
Title: Re: [0.96a] Star Wars 2020 v0.9.11
Post by: DeltaJan on July 03, 2023, 03:03:27 AM
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.
 Sorry to hear that you havent gotten to enjoy 0.96! You might enjoy that new Invictus ship when you finally have time.
Title: Re: [0.96a] Star Wars 2020 v0.9.11
Post by: BeyondTheHorizon on July 05, 2023, 07:10:49 AM
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.
 Sorry to hear that you havent gotten to enjoy 0.96! You might enjoy that new Invictus ship when you finally have time.
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?
Title: Re: [0.96a] Star Wars 2020 v0.9.11
Post by: DeltaJan on July 06, 2023, 01:40:08 AM
I thought it was intenional because the contact was already prioritized when I started my campaign. Thats still cool though.
Title: Re: [0.96a] Star Wars 2020 v0.9.11
Post by: Shyguy on July 20, 2023, 05:44:41 PM
Code
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)

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.
Title: Re: [0.96a] Star Wars 2020 v0.9.11
Post by: BeyondTheHorizon on July 30, 2023, 07:46:22 PM
Code
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)

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.
Oh, didn't expect it will use the system on the title screen, I'll fix it soon, thanks for reporting.
Title: Re: [0.96a] Star Wars 2020 v0.9.11
Post by: Shyguy on August 07, 2023, 01:47:48 PM
Code
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)

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.
Title: Re: [0.96a] Star Wars 2020 v0.9.11
Post by: BeyondTheHorizon on August 22, 2023, 07:51:28 AM
Code
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)

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.
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?

PS: Just found a similar situation on this thread: https://fractalsoftworks.com/forum/index.php?topic=27178.0
Are there any other faction mods you have installed? I will also check the markets of SW factions.
Title: Re: [0.96a] Star Wars 2020 v0.9.11
Post by: Shyguy on August 22, 2023, 04:33:07 PM
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.
Title: Re: [0.96a] Star Wars 2020 v0.9.11
Post by: BeyondTheHorizon on August 28, 2023, 06:47:24 AM
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.
Title: Re: [0.96a] Star Wars 2020 v0.9.11
Post by: Cones2002 on September 01, 2023, 10:52:30 PM
TIE/LNs and TIE/INs are the same money and OP cost despite INs being much better. Is that intentional?

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.
Title: Re: [0.96a] Star Wars 2020 v0.9.11
Post by: Cones2002 on September 02, 2023, 07:30:39 PM
Accidental double post
Title: Re: [0.96a] Star Wars 2020 v0.9.11
Post by: BeyondTheHorizon on September 18, 2023, 08:56:15 PM
TIE/LNs and TIE/INs are the same money and OP cost despite INs being much better. Is that intentional?

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.
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.

As for the weapons, the weapons were nerfed multiple times since release of the mod for balance. The damage to shield/flux of ion cannon should be twice compares to turbolaser of the same tier, they also have a longer range. Maybe I can review the damage of both ion cannon and tubolaser to decide whether/how to buff the damage. For the velocity tho, it's more like a balance meant for smaller ship to dodge the ion blast as ion weapon can disable small ship's shield fast, but I think it can be increased to buff the ion weapon.

For the smaller ships and their weaponry, they're designed for escort and anti-starfighter role, so they can be less efficient in fighting larger ships. However, maybe increasing the rate of fire of light weapons can helps with their role of anti-starfighter and make them more versatile. It has to be calculate precisely as increasing the rof can easily outdone the dps of heavy weapon of the same tier. If you want better options against armor, you may try the ships with missiles or proton torpedoes, like victory i and mc-30c or simply use bombers.

The superiority of starfighters is kinda intentional as starfighter doctrine is highly effective in space combat in the SW lore just like WW2.
Title: Re: [0.96a] Star Wars 2020 v0.9.11
Post by: Cones2002 on September 25, 2023, 06:04:51 PM
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.

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.
Title: Re: [0.96a] Star Wars 2020 v0.9.11
Post by: Admiral_Daala on September 28, 2023, 06:42:42 PM
Silly question

Are the Sun Crusher and/or Eye of Palpatine included in this.
Title: Re: [0.96a] Star Wars 2020 v0.9.11
Post by: BeyondTheHorizon on September 28, 2023, 10:56:07 PM
Silly question

Are the Sun Crusher and/or Eye of Palpatine included in this.
Well, not yet but they could be.
Title: Re: [0.96a] Star Wars 2020 v0.9.11
Post by: BeyondTheHorizon on September 28, 2023, 11:00:29 PM
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.

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.
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.
Title: Re: [0.96a] Star Wars 2020 v0.9.11
Post by: DartStar on September 30, 2023, 01:56:39 PM
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.
Biggest ships in terms of equipment points! I've never seen so many...
It was fun, but too easy...
Title: Re: [0.96a] Star Wars 2020 v0.9.11
Post by: Fry93 on October 09, 2023, 01:37:09 PM
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.

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 ;)
Title: Re: [0.96a] Star Wars 2020 v0.9.11
Post by: IGdood on October 10, 2023, 08:57:50 PM
Star Wars 2020 Starfighter Project will work with 0.96 if I change the line in mod_info.json?  Current download form Patreon shows 0.95
Title: Re: [0.96a] Star Wars 2020 v0.9.11
Post by: BeyondTheHorizon on October 11, 2023, 05:35:54 AM
Star Wars 2020 Starfighter Project will work with 0.96 if I change the line in mod_info.json?  Current download form Patreon shows 0.95
Sorry 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.
Title: Re: [0.96a] Star Wars 2020 v0.9.11
Post by: BeyondTheHorizon on October 11, 2023, 06:09:39 AM
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.

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 ;)
Thanks for the suggestion!
1. You can disable factions with Nexerelin mod, for the blueprints tho, I think the Star Wars lowtech/midline/hightech blueprint still gives you all factions' ships of the tier except the unique bp, not sure if they disable together with the faction.

2. Yes, that is a good idea, actually there is already a Liberation Venator SD with the ventral laser for the New Republic, maybe I can make a republic version too. Also CR90 with hanger from DecimaMASAdmiral too.

3. Two types of projectiles fired from one weapon do seem impossible for Starsector, don't know if there's any mod out there that has it. The balance and diversity of weapons are indeed difficult to handle, I found it hard to find the difference in weapons between factions in Star Wars lore too. I wish there was someone familiar with game stats design who could give me some advice or make an overhaul mod :'(

4. The broadside weapon fire arcs on the dagger form ships do follow the angle of the hull, do you mean the weapons on the surface of the ship?
Title: Re: [0.96a] Star Wars 2020 v0.9.11
Post by: BeyondTheHorizon on October 11, 2023, 06:17:46 AM
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.
Biggest ships in terms of equipment points! I've never seen so many...
It was fun, but too easy...
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.
Title: Re: [0.96a] Star Wars 2020 v1.0.0
Post by: DecimaMASAdmiral on October 27, 2023, 03:14:28 PM
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.
Title: Re: [0.96a] Star Wars 2020 v1.0.0
Post by: Angel963 on October 29, 2023, 08:35:05 PM
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.
Title: Re: [0.96a] Star Wars 2020 v1.0.0
Post by: BeyondTheHorizon on October 31, 2023, 05:16:57 AM
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.
Title: Re: [0.96a] Star Wars 2020 v1.0.0
Post by: BeyondTheHorizon on October 31, 2023, 05:32:27 AM
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.
Title: Re: [0.96a] Star Wars 2020 v1.0.0a
Post by: CaptainOrion on November 10, 2023, 05:53:29 PM
Dose it work with nex?
Title: Re: [0.96a] Star Wars 2020 v1.0.0a
Post by: Cones2002 on November 11, 2023, 05:23:33 PM
Dose it work with nex?
It does
Title: Re: [0.96a] Star Wars 2020 v1.0.0a
Post by: CaptainOrion on December 01, 2023, 07:35:17 AM
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.
Title: Re: [0.96a] Star Wars 2020 v1.0.0a
Post by: Lokoth on December 03, 2023, 02:54:39 PM
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.
Title: Re: [0.96a] Star Wars 2020 v1.0.0a
Post by: BeyondTheHorizon on December 13, 2023, 06:55:54 PM
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?
Title: Re: [0.96a] Star Wars 2020 v1.0.0a
Post by: BeyondTheHorizon on December 13, 2023, 06:59:59 PM
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.
Title: Re: [0.96a] Star Wars 2020 v1.0.0a
Post by: CaptainOrion on December 14, 2023, 06:50:01 AM
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 player
Title: Re: [0.96a] Star Wars 2020 v1.0.0a
Post by: eamax on December 19, 2023, 09:30:49 PM
After playing this mod again I want to give some more feedback.
The fighter bombers, their behavior is the same as a normal one and not a bomber. The bomber should advance to a certain point, discharge the bombs and return, but they enter the enemy ships and die.
Title: Re: [0.96a] Star Wars 2020 v1.0.0a
Post by: LoneWolf278 on December 27, 2023, 10:39:17 AM
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?
Title: Re: [0.96a] Star Wars 2020 v1.0.0a
Post by: Morginstjarna on December 30, 2023, 09:06:09 PM
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?

Did you check logs to see what asset was triggering the error? ie which asset is supposed to be equipped with said concussion missiles?

also, I do not have a 'sw_concussion_missile_heavy' in my weapons folder for SW
Title: Re: [0.96a] Star Wars 2020 v1.0.0a
Post by: slackboy101 on January 02, 2024, 09:55:27 PM
You plan on making a patch for Take No Prisoners and adding unique ways to convince Bounty Targets to join? like a unique mission
Title: Re: [0.96a] Star Wars 2020 v1.0.0a
Post by: BeyondTheHorizon on January 08, 2024, 04:50:59 AM
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.
Title: Re: [0.96a] Star Wars 2020 v1.0.0a
Post by: BeyondTheHorizon on January 08, 2024, 04:52:11 AM
You plan on making a patch for Take No Prisoners and adding unique ways to convince Bounty Targets to join? like a unique mission
What's that? A mission to convince Bounty Target to join you?
Title: Re: [0.96a] Star Wars 2020 v1.0.0a
Post by: Loltom on January 08, 2024, 11:20:26 AM
Cool mod
Will Hutts or Hapes be added?
Title: Re: [0.96a] Star Wars 2020 v1.0.0a
Post by: slackboy101 on January 13, 2024, 10:50:11 AM
You plan on making a patch for Take No Prisoners and adding unique ways to convince Bounty Targets to join? like a unique mission
What's that? A mission to convince Bounty Target to join you?

Take No Prisoners is a mod that lets you capture enemy officers that you fight, I am hoping you could do something similar that the PAGSM mod does with Ruka Yenni if you fight and beat her with your mod for the Bounty Targets like Thrawn, Solo, Sykes, etc.

also is there an Arma Armatura patch for this? I would love to have Tie Defender Strikecrafts
Title: Re: [0.96a] Star Wars 2020 v1.0.0a
Post by: pgamesfood on January 28, 2024, 11:58:31 AM
hi youve made a really nice mod :)

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)
Title: Re: [0.96a] Star Wars 2020 v1.0.0a
Post by: pgamesfood on January 28, 2024, 12:12:51 PM
btw i archived the "SWVoiceLines.java" file so that the game would not load that particular file from the plugins folder, and the battle worked without a crash - that at least hopefully narrows it down to 1 file but also means that there are no cool sound clips either :o)
Title: Re: [0.96a] Star Wars 2020 v1.0.0a
Post by: BeyondTheHorizon on January 29, 2024, 07:21:19 AM
hi youve made a really nice mod :)

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)
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.
Title: Re: [0.96a] Star Wars 2020 v1.0.0a
Post by: pgamesfood on January 29, 2024, 07:51:13 PM
ah ok thanks,
in case it helps, i think in that particular battle i had too many ship to deploy with deployment points, and had sent in some carriers (which i was commanding a different ship for my character which was from Imperium of man 40k mod in that battle as needed the fighters and didnt have any from starwars yet) :)

"Battlefleets of the Gothic Sector" sorry
https://fractalsoftworks.com/forum/index.php?topic=18104.75
Title: Re: [0.96a] Star Wars 2020 v1.0.0a
Post by: BeyondTheHorizon on February 11, 2024, 11:04:10 PM
Cool mod
Will Hutts or Hapes be added?
Hutts 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.
Title: Re: [0.96a] Star Wars 2020 v1.0.0a
Post by: Loltom on February 12, 2024, 09:45:52 AM
Cool mod
Will Hutts or Hapes be added?
Hutts 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.
Hapes ships can be added to the new republic roster. Hutts have a lot ships
https://i.redd.it/7jcjbueoax6a1.jpg
Title: Re: [0.96a] Star Wars 2020 v1.0.1
Post by: NoodoSoup on February 16, 2024, 02:40:52 PM
Love the mod! Is there any idea when the mod will be updated for Version 0.97?
Title: Re: [0.96a] Star Wars 2020 v1.0.1
Post by: BeyondTheHorizon on February 19, 2024, 04:49:35 AM
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.
Title: Re: [0.96a] Star Wars 2020 v1.0.1
Post by: Faptor on February 24, 2024, 06:24:45 AM
Awesome mod! Thank you so much :D

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
Title: Re: [0.96a] Star Wars 2020 v1.0.1
Post by: BeyondTheHorizon on February 27, 2024, 03:08:13 AM
Awesome mod! Thank you so much :D

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
I'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.

I'll nerf the weapon range and nerf the shield efficiency of all ships to 1 except the Mon Cala ships to be 0.9. I'm also considering increasing the OP cost of the weapons with a power level above tri turbolaser to 20.
Title: Re: [0.96a] Star Wars 2020 v1.0.1
Post by: Angel963 on March 09, 2024, 04:07:15 AM
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 ones
Title: Re: [0.96a] Star Wars 2020 v1.0.0a
Post by: Gabrielbsb on March 11, 2024, 08:20:20 PM
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 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.
Title: Re: [0.96a] Star Wars 2020 v1.0.1
Post by: BeyondTheHorizon on March 12, 2024, 04:22:16 AM
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 ones
Sure, I can arrange that.
Title: Re: [0.96a] Star Wars 2020 v1.0.0a
Post by: BeyondTheHorizon on March 12, 2024, 04:25:26 AM
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.
Title: Re: [0.96a] Star Wars 2020 v1.0.1
Post by: MagnaSonic3000 on March 16, 2024, 12:55:18 PM
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.
Title: Re: [0.96a] Star Wars 2020 v1.0.1
Post by: BeyondTheHorizon on March 17, 2024, 07:11:31 AM
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.

The TIE Brutes is support role fighter, it will not move out to attack enemy ships instead it will keep escorting its mother ship.
Title: Re: [0.97a] Star Wars 2020 v1.0.2
Post by: DecimaMASAdmiral on March 18, 2024, 08:13:03 AM
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.
Title: Re: [0.97a] Star Wars 2020 v1.0.2
Post by: Sallymoronic on March 18, 2024, 02:45:36 PM
"14169573 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: [sw_arc180_wing] is not a valid fighter wing id
java.lang.RuntimeException: [sw_arc180_wing] is not a valid fighter wing id"

Same issue for me, I thankfully saved minutes before disaster lol.
Title: Re: [0.97a] Star Wars 2020 v1.0.2
Post by: BeyondTheHorizon on March 21, 2024, 08:49:44 AM
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 id
java.lang.RuntimeException: [sw_arc180_wing] is not a valid fighter wing id"

Same issue for me, I thankfully saved minutes before disaster lol.
Sorry, there was a typo in the file, a hotfix version has been posted.
Title: Re: [0.97a] Star Wars 2020 v1.0.2
Post by: Sallymoronic on March 22, 2024, 11:08:19 AM
Thank you very much for the quick fix! :)
Title: Re: [0.97a] Star Wars 2020 v1.0.2
Post by: The_Kaiser_Gaming on March 26, 2024, 10:42:06 AM
Amazing mod, haven't had any issues in the time I've played with it.
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
Title: Re: [0.97a] Star Wars 2020 v1.0.2
Post by: BeyondTheHorizon on March 29, 2024, 08:19:52 PM
Amazing mod, haven't had any issues in the time I've played with it.
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
Good idea, I'll note that down.
Title: Re: [0.97a] Star Wars 2020 v1.0.2
Post by: THEGO90 on March 30, 2024, 03:27:21 AM
hey
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 ?
Title: Re: [0.97a] Star Wars 2020 v1.0.2
Post by: lenoir2024 on March 30, 2024, 12:43:09 PM
thanks for great mod!
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) [?:?]

Title: Re: [0.97a] Star Wars 2020 v1.0.2
Post by: Vantas_Strider on April 05, 2024, 11:44:05 AM
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 possible
Title: Re: [0.97a] Star Wars 2020 v1.0.2
Post by: BeyondTheHorizon on April 05, 2024, 08:11:03 PM
thanks for great mod!
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) [?:?]
Found the problem, and will release a hotfix. Thanks for reporting it.
Title: Re: [0.97a] Star Wars 2020 v1.0.2
Post by: BeyondTheHorizon on April 05, 2024, 08:12:22 PM
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 possible
You will need to build an Empire Shieldgate first and upgrade it to Golan III then Shipyards.
Title: Re: [0.97a] Star Wars 2020 v1.0.2
Post by: BeyondTheHorizon on April 05, 2024, 08:16:16 PM
hey
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 ?
Currently, 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?
Title: Re: [0.97a] Star Wars 2020 v1.0.2a
Post by: IGdood on April 11, 2024, 09:23:58 PM
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?
Title: Re: [0.97a] Star Wars 2020 v1.0.2a
Post by: BeyondTheHorizon on April 13, 2024, 06:15:05 PM
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?
Title: Re: [0.97a] Star Wars 2020 v1.0.2a
Post by: Angel963 on April 14, 2024, 04:18:59 PM
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 like
Title: Re: [0.97a] Star Wars 2020 v1.0.2a
Post by: IGdood on April 16, 2024, 07:27:13 PM
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?

Yeah that's what I meant.  All the strikecraft with different wings