Alex doesn't tweet releases of any old regular mods. It's nice to see you publish something at last.Oh no, the state of things! Scrambles for broom and dustpan!
Congratulation!
That's a really impressive homage to FTL! You put a lot of effort on bringing in the special features of the game in Starsector!Ah, thanks! Just don't tell anyone I only play FTL on easy...
Pirate versions! We need pirate versions of those!Y'arrr, parrr-haps. Purple paintjobs and ammofeeders unite?
yes yes yeS YES YES YES YES YESI was thinking about snatching a little shuttlecraft from a different mod to fill out the frigate roster. But those CE designs do seem somewhat interesting! We'll see!
I played FTL for years and years before discovering Starsector. I am immensely excited to see this.
Admittedly, I played FTL Captain's Edition for so long that I no longer remember what's Vanilla FTL and what's not. So, question then; will you be doing any of the stuff from CE?
Few things I noticed:Ack, file peeker! Well, I'm gonna pull a "early access" mulligan here and say yes, things are rough around the edges.
The stations this mod adds have absurdly large icons on the minimap for some reason. Not like its a problem or anything but just thought it was weird.
The Flak 1, or Light Scrapshot is classified as a medium weapon instead of small which is weird since its name, id and firing sound id "fed_flaksmall_fire" implies that this weapon is meant to be a small weapon.
The Pike Beam's description says Glaive Beam instead of Pike Beam.
There is already a Buzzard-class frigate in the Kadur Remnant mod. Unless "Buzzard" is the official name for the Federation Bomber it is based on, I think you should change it.
The Defense drone MKIIs sound like flak cannons when they fire. I'm pretty sure they sounded more like pew pew.
And finally the Federation lacks a faction description but you are probably aware of this yes?
Some shield ideas:
How about adding an effect to the Federation hullmod that would make shields unfold nearly instantly to kinda mimic FTL shields? Would it be too powerful? Multiplying shield unfold rate by 9999f(%) or some higher number got the bubble shield style going.
How about making zoltan shields bigger than normal shields? Zoltan shields deplete first in FTL. Some ships don't have 360 degree zoltan shields so maybe only for the flagship?
:'(
- I learned that tuning shields to deploy super fast unfortunately causes some graphical glitches.
- Zoltan Shields are outside in FTL, true, but I think spending 90% of the battle listening to overload sounds and watching your ship sparkle with green arcs is a bit irritating. It also doesn't protect against torpedoes for engine reasons, so you'd get splashed for double the HE damage on your main shields.
I am also fixing other things like informative hullmods and filling out missing descriptions. I should get integration with Nexerelin done in the next update as well. Shoddy state aside, I wanted to get this out there because it'd be a better way to get balance feedback, and I have been sitting on it for a rather long time.Glad you decided to release it then, was wondering why nobody made a FTL mod yet...
Y'arrr, parrr-haps. Purple paintjobs and ammofeeders unite?
So if this is for the federations ships, and I guess the rebels as they just use recoloured versions of these ships.
Any chances for the other peoples/factions ships for the independents to use?
conflict with Idoneus Citadel Exileswhen creating a new game
I've cleaned up this topic again. Let's have no more derails here, the mod looks awesome!
@sanya02: please consider this an official warning and listen to moderators the first time around, and acquaint yourself with the forum rules.
http://fractalsoftworks.com/forum/index.php?topic=2668.0
Now that the ICE issue has been resolved, I can give some feedback:
First and foremost, ships with divert power/battery power:engines lose their 0 flux boost for the rest of the battle after a single use. This might be intended (doubtful), but there are so many missing tooltips that I cannot definitively say (this is the second issue). Next, I want to comment on the glaive beam. This gun in its current state is a strictly worse tachyon lance in every regard, its DPS and armor cracking potential are unacceptable for a 24 OP weapon (at least in my eyes), and this comes at the cost of 300 range?
One last nitpick, the stations' icons in Octavia VIII change size when zooming in and out on the system map.
I came to this thread expecting a half baked, sloppily put together set of sprites from the original game, but then i actually look at the ships damn dude, you really went above and beyond for this to set it up properly.
You should consider adding "The Rebels" as a pirate-style faction someday.
this is amasing !
is there plans to make a crew ability for Commissioned Crews in the future ?
I'm super happy with The Star Federation. I'm trying to get used to my Invader-class destroyer. He's a bit on the suicidal side...
Just fyi, Burn Drive AI should be improved in the next Starsector update.
(Cool mod!)
I'm not disappointed with him! He's great at tearing up the frigates that try to flank. Its just hard to handle his second surge where he flies right into a cloud of enemies. I'll take the good with the bad.I'm super happy with The Star Federation. I'm trying to get used to my Invader-class destroyer. He's a bit on the suicidal side...
Yeah, I've noticed the Antimatter Injector ships are... rather dumb. They use Burn Drive AI, so I'll see about fiddling with the stats. For now, perhaps just use them to chase?
I'm not disappointed with him! He's great at tearing up the frigates that try to flank. Its just hard to handle his second surge where he flies right into a cloud of enemies. I'll take the good with the bad.
Please continue the mod!! I love it!
By the way, did you see the following post? https://fractalsoftworks.com/forum/index.php?topic=5061.msg302877#msg302877
Morrokain wanted to mod some weapons that would fire over friendly units. I think that that effect should be a part of a lot of the defense drone ordnance.
Have you considered any inclusion of the EBEs from FTL? It would be fun accidentally finding the Rockmen homeworld. You get about three moments to prove your trustworthiness before the entire system goes hostile on you.
Currently, the Star Federation mod is unplayable on linux. This is due to the important casing on linux - the "FED" directory is not the "fed" directory. There are two places in which this is an issue - the sounds and the graphics directory. I managed to solve this issue by making a copy of the FED directories in both that have the name "fed", but this is inefficient and doubles the amount of data. I would appreciate it if you change all references to sounds to use the lowercase or uppercase "fed" instead of using both, and renaming the directories appropriately.
The mod looks beautiful - congrats!! Just curious what the rebel union-class ship is based on. anyone know? tried to google that phrase, but didn't see anything.
It looks like the osprey, only larger and stuffed with hangers.
Hah, good to hear, and thanks! I assure you I will continue to work on the mod, because I am never happy with the sprites and balance! Drones can already fire over ships in the default game, and you can see two of them circling the Accordant.
As for future content, I am keenly aware of the interest other races and pirates present. They're on my list, but I won't lie, I hope to make them more special than just extra ships that will bloat the game. That entails quite a bit of coding and sprite work, so we'll see!
Hello, I love the mod, unfortunately it doesn't seem to have any options to get commissioned with the Federation, nor does it have any starting options with Nex. I'm not sure if this has been fixed yet since I haven't updated the mod.
I would also like to state that Bytes with officers are adorable little free-range murderblenders, perfect for herding enemy frigate swarms or picking off flanker frigates going after Ospreys and Kestrels, but vastly better balanced than other ships I'd normally suggest for the role. Bytes have the right blend of mobility and firepower, but will actually regret picking fights with two or three frigates that are focused on them or anything much bigger, and I feel a lot less like I'm cheating because of it.
I'm just not entirely sure where the officer sits given the lack of crew on a Byte, and kind of envision them at the back of my flagship bridge commanding their Byte from a TriPad.
Ah yes, my time has come. There have been many-a rants on why CE isn't actually that great, and here is one of them. point 2 being a key point for this topic. https://docs.google.com/document/d/17Nt8U3sPU-FfazD7GYM2L2IBMtfYrO9ZfR_zwZLKNvQ/edityes yes yeS YES YES YES YES YESI was thinking about snatching a little shuttlecraft from a different mod to fill out the frigate roster. But those CE designs do seem somewhat interesting! We'll see!
I played FTL for years and years before discovering Starsector. I am immensely excited to see this.
Admittedly, I played FTL Captain's Edition for so long that I no longer remember what's Vanilla FTL and what's not. So, question then; will you be doing any of the stuff from CE?
I love the look and mechanics of the mod. One problem, though. For some reason it won't work on Linux. When I boot up the game with the mod installed and enabled, it says that it can't load anything from the mod directory. Here's the error it gives me:
Those are just some hardpoint ideas too. I realise the smaller details don't pop out as much as they should do so I'll probably revise it and try other mantis/engi ship too.I like it! However, the hardpoints on the back half look like they should be angled out a bit. Right now, it looks like it would clip the 'fins'.
Hi there, relatively new to Starsector but your work has been quite amazing - I've always loved FTL and seeing it here is somewhat fitting. It's inspired me to give it a shot myself, more for myself to get practise in painting but also perhaps contribute to something.(https://i.imgur.com/OsInDfz.png)
The Mantis Cruiser
Those are just some hardpoint ideas too. I realise the smaller details don't pop out as much as they should do so I'll probably revise it and try other mantis/engi ship too.
I know you're focusing on Federation at the moment and that definitely makes sense. I'll probably try creating more ships from FTL but I won't be using them in a mod myself. I'm not much of a programmer nor artist and even though I've my own personal faction project on the backburner whilst I learn, if you need help testing or painting I'd love to contribute :)
I'll probably do some proper testing later but on that note, I did notice the Nesasio hardpoint angles aren't entirely symmetrical:(https://i.imgur.com/yW1Sgcb.png)
I'm getting an crash whenever one of the ships blows up, doesn't happen with any other ships, only noticed it now when I had to hunt a Federation deserter. I can't make much out of it apart from it being related to the ship destruction effects, any idea what could cause this? Could it be GraphicsLib related?Spoiler124600 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: org.dark.graphics.plugins.ShipDestructionEffects.suppressEffects(Lcom/fs/starfarer/api/combat/ShipAPI;ZZ)V
java.lang.NoSuchMethodError: org.dark.graphics.plugins.ShipDestructionEffects.suppressEffects(Lcom/fs/starfarer/api/combat/ShipAPI;ZZ)V
at data.scripts.plugins.fed_shipDeath.explode(fed_shipDeath.java:206)
at data.scripts.plugins.fed_shipDeath.advance(fed_shipDeath.java:305)
at com.fs.starfarer.title.Object.float$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.oOOO.B.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
I'm getting an crash whenever one of the ships blows up, doesn't happen with any other ships, only noticed it now when I had to hunt a Federation deserter. I can't make much out of it apart from it being related to the ship destruction effects, any idea what could cause this? Could it be GraphicsLib related?Spoiler124600 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: org.dark.graphics.plugins.ShipDestructionEffects.suppressEffects(Lcom/fs/starfarer/api/combat/ShipAPI;ZZ)V
java.lang.NoSuchMethodError: org.dark.graphics.plugins.ShipDestructionEffects.suppressEffects(Lcom/fs/starfarer/api/combat/ShipAPI;ZZ)V
at data.scripts.plugins.fed_shipDeath.explode(fed_shipDeath.java:206)
at data.scripts.plugins.fed_shipDeath.advance(fed_shipDeath.java:305)
at com.fs.starfarer.title.Object.float$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.oOOO.B.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
I believe you need to update your Graphicslib.
Hi
the download link takes you to v0.7.2a ... not v0.7.3
7,2a is not compatible with 0.95a ...
is there a link to the newer version somewhere please?
Rick
Damn it still wont work with the latest version ...
it says its compatible with 0.95a-RC10
and the latest version is 0.95a-RC11
Sigh
Paths in Linux are case sensitive.
https://i.imgur.com/Z2OsOGE.png
I changed the name, but then it was wanting all uppercase again for some other file.
I always thought the Invader (and its FTL counterpart, was it "Elite Fighter" and a pirate fighter?) was such a slick, beautiful ship. Now I can enjoy it in Starsector! I just hope it's at least somewhat formidable. ;D
Thanks for the mod!
Generally fewer mountsIs it just me or, I mean no offense, YOU CALL THAT FEWER?
I got it working ... very cool to see the FTL ships in the game.
Are you planning to add the other races from FTl ... Slug, Engi, Rock, Mantis, Crystal?
Thank you so much for bringing FTL to SS! I've been playing both years and am so appreciated to see them merge together!
Though I haven't started a game with the mod yet, found the mod just now, there is a thing about the mod caught my attentionQuoteGenerally fewer mountsIs it just me or, I mean no offense, YOU CALL THAT FEWER?[/size]
Just wanted to say this is an amazing mod for FTL lovers and you've done a really great job at translating FTL mechanics and aesthetics to the sector.
The Stellaris launcher is saying this mod is for 0.9.1a, and won't let me select it. I even re-downloaded the mod, and checked the mod_info.json file to make sure it said it was for 0.95a (it did). Do you know of anything that could be causing this issue?
Paths in Linux are case sensitive.
https://i.imgur.com/Z2OsOGE.png
I changed the name, but then it was wanting all uppercase again for some other file.
Bloody linux. That little caveat with case sensitive file names is such an issue. Will see about fixing it, if I can.
Hey I tried playing with your mod and Nexerlin. It caused the game to crash every time i turned random sector on to actually get factions to spawn. After turning off a bunch of mods and checking everything I've found that it's definitely this that causes it to crash. Even just running this with Nexerelin and the libs to make it work it crashes with random sector on. Real shame I would have loved to play with this. It's amazing how you changed some ships and made new ones inspired from the FTL ships while keeping the feel of starsector ships.
Any update on this? :( Seems to be the only mod with that issue, at least judging from initial loading. Would be nice to be able to play with it.
The Nesasio is not registering as a phase ship in the build/doctrine filters, also it does not count towards the bonuses from Phase Corps. I absolutely love the ship.
I finally got the mod to work on Linux. The issue was that some of the sound files had the path of [sounds/FED/sfx/sound_effect.ogg] and others had the path of [sounds/fed/sfx/sound_effect.ogg]. The reason that this was an issue is because the Linux path system is case sensitive. My quickfix was creating a separate folder titled "fed" with an "sfx" subfolder and manually moving all the sound effects with the lowercase path into it by tracking them through the starsector log. However, this seems like an oversight and an easy fix on the dev's end. Hopefully, other Linux users will find this informative.
Since my factions military projection capabilities are expanding, my faction is spitting out patrols with larger and larger ships and one of those is the rebellion class dreadnaugh. Unfortunatly when i hover over a fleet with one of those or try to prioritize it to be in fleets i CTD.
I get this in my logs and ive seen this same error posted on a different post with no response.
Im playing with a bunch of other quality mods, nexerilan, and other factions
49559 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArrayIndexOutOfBoundsException: 1
Thanks and hope this helps :)
Since my factions military projection capabilities are expanding, my faction is spitting out patrols with larger and larger ships and one of those is the rebellion class dreadnaugh. Unfortunatly when i hover over a fleet with one of those or try to prioritize it to be in fleets i CTD.
I get this in my logs and ive seen this same error posted on a different post with no response.
Im playing with a bunch of other quality mods, nexerilan, and other factions
This is failing the version checker update check fyi.Same
Not sure if you already noticed or fixed it, but the Egret's description was referring to itself as Pelican.
Not sure if you already noticed or fixed it, but the Egret's description was referring to itself as Pelican.
Yes :-[ Hotfeex tomorrow, along with some other things that were caught. Literally unplayable!
<priorityShips z="[number here]"
<st>fed_flagship</st>
<st>fed_superkestrel</st>
<st>fed_flagship_assault</st>
I've found a fix for the bug when you CTD when you click on the domain/blueprints tab. Apparently, it's related to prioritizing and Federation ship that has secondary shields or modules.
Unfortunately, the only way I've found so far is to edit your save (so make a backup before editing).
Find the line that reads:Codeor any other fed_xxx ship. All you need to do is remove the fed_xxx ships, save the file, and place it back into your save folder. No more CTDs!<priorityShips z="[number here]"
<st>fed_flagship</st>
<st>fed_superkestrel</st>
<st>fed_flagship_assault</st>
I think adding the "no_autofit" tag to eachHas this been fixed yet? If not, to fix the issue do I just add no_autofit in the hints column for each ship?
capital Shield Module's "hints" column in ship_data.csv is the true fix. Thank you for your efforts though!
I think adding the "no_autofit" tag to eachHas this been fixed yet? If not, to fix the issue do I just add no_autofit in the hints column for each ship?
capital Shield Module's "hints" column in ship_data.csv is the true fix. Thank you for your efforts though!
Might want to change your date to 1/7/2022. ;)
But thank you for the fun faction to play with.
"WARNING: This information is for Star Federation Affiliates with at least Level 25 access."Just to confirm: you have to use a mod to raise the level limit?
(https://i.imgur.com/NSIpmZn.png)When I saw this I was thought, okay how long until someone mods this effect with a plaid reskin and call it the 'Spaceballs speed boost'.
0.96.1 is here, with bugfixes and a neato travel-drive warp system!
Check the main post for changelog + download, or download below!(https://i.imgur.com/hin9PKN.png) (https://github.com/Foxer360/Star_Federation/releases/download/v0.96.1/Star.Federation.0.96.1.7z)Click the image to download! 0.96.1 as of 1/12/2022.
Not save compatible with Star Federation 0.95.4 or any previous versions.
When I saw this I was thought, okay how long until someone mods this effect with a plaid reskin and call it the 'Spaceballs speed boost'.
Although does this update include the sound effect from when you jumped between systems in FTL?
When I saw this I was thought, okay how long until someone mods this effect with a plaid reskin and call it the 'Spaceballs speed boost'.
Although does this update include the sound effect from when you jumped between systems in FTL?
A highly modified version of it. https://youtu.be/kotOXNRX9NY
The system that makes things fight at ten times normal speed, even though it drains CR quickly, isn't fun. It makes the game look like a shitpost, it overwhelms the poor opposing AI, and it is just the least fun thing to try to fight against because even at 0% CR ships don't just turn off completely, not when they're hasted to that degree.
And even without that, the capitals seem to do way, way too much DPS. I moved in to aid an allied Battlestation, and in the time it took me to reach the station from the bottom of the map the leading element of the attack fleet had already chewed through a major section of the station from full health. The capital ship then rounded on me and, going by my math, did a consistent ~10,000 DPS to more or less instantly flux me out and basically erase me. No counterplay, no time to react. The ship just immediately changes target and boom, dead.
I could accept some of this if it was a special boss fleet, but this was all using the player-facing ships. I shudder to think of what a player with a pulse could do with the systems on display here. I'm frankly disinclined to try it out for myself, because my earlier experience was simply so negative and it seems like it'd be as boring as bricks.
What system? I didn't make any time acceleration systems. None of the ship systems I make drain CR either. Also, if ships don't die at 0 CR, I don't know what to say. Their shields turn off, engines largely fail, and they can't fire more than one volley without something breaking.
Wait the travel drive uses time acceleration instead of speed acceleration?
That would mean weapons would cool down and recharge faster as well as flux dissipating faster if the drive is used in combat to go from one engagement to the next. That could account for some of the high dps numbers fire initial alpha strike volley at range and then drive jump to close distance and then instantly alpha strike again.
I thought this just gave a huge speed boost and locked orientation during transit or am I misunderstanding what the system actually does. I haven't had a chance to mess with it yet since I'll have to wait for my next playthrough to use the version of this mod with the ability and there are a few things I want do so in my current playthrough first before starting a new one.
At least this problem should be an easy quick fix if it is related to the new travel system. Could change it to work like burn drive just be a lot higher speed boost and not let it have a time acceleration component.
(I should note: this seems to be a unique case so far. Over 372 people have downloaded it at the time of posting this, and only SpaceDrake has had issues. I will try to emulate it anyways, just to be sure, but I'm very confident I fixed it with my changes.)
(I should note: this seems to be a unique case so far. Over 372 people have downloaded it at the time of posting this, and only SpaceDrake has had issues. I will try to emulate it anyways, just to be sure, but I'm very confident I fixed it with my changes.)
There's one additional "mod" here that I realize I didn't mention last night: I'm using JRE8, so I'm not sure if that messes with the scripting as it was. (That said, I can't imagine I'm the only user out of 370+ who is using JRE8...)
Just had a CTD caused by a Null Pointer Exception when trying to enter combat with the Dragon Reborn bounty target.Ah crap, yeah, I'm a master coder as you can see. Fixed that too, patch incoming real soon.
Looks like its related to the new Travel Drive script.
1800120 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.shipsystems.scripts.fed_TravelDriveStats.apply(fed_TravelDriveStats.java:60)
at com.fs.starfarer.combat.systems.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.Ă’00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deployAll(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Tried re-downloading and reinstalling the mod, crash still happens.
Heya big fan, just an fyi but the RAR files are loose and not in the FED folder you usually include. Not a big deal just letting you know.Oh wow, thank you... Guess that's what happen when you drink the modding potion at 3 AM. I'll get on that.
I haven't said thank you for this mod yet, so thank you very much for this mod. Combines some of my top five favorite spaced based games together.
Now if only FTL could get colony management and/or multi-ship battles.....
Although I would absolutely just end up loosing even more crew to them exploding, being on fire, getting shot, or asphyxiating.
Or all four.
Got a bit of an error when I downloaded and attempted to try your mod. I thought it might have been a case sensitive issue, but the names look all fine to me, and the files are there--I just don't know why it's not being detected.
241267 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [fed_superdestroyer] not found!
java.lang.RuntimeException: Ship hull spec [fed_superdestroyer] not found!
at com.fs.starfarer.loading.oO0O.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.do(Unknown Source)
at com.fs.starfarer.loading.SpecStore.Ă“O0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
could still be a case sensitive error, Linux is finicky like that. I just can't find it.
Are you making sure you're deleting the old version before installing the new version? I can't seem to find the source of this crash either.
Are you making sure you're deleting the old version before installing the new version? I can't seem to find the source of this crash either.
It's my first time using the mod, so it's def not an old version.
Are you making sure you're deleting the old version before installing the new version? I can't seem to find the source of this crash either.
It's my first time using the mod, so it's def not an old version.
Alright, uh, sorry about that. I did a comprehensive search of the mod for any "fed_superdestroyer" using the Netbean's search function, and didn't find anything out of place in the cases. Might be an issue with unpacking the file or corruption during download, does it work if you re-download/reinstall it? It is a 7z file, not a standard ZIP.
New release! Contains numerous bugfixes, adjustments to travel drive velocity, and adds a special energy-weapon-range-boosting hullmod. Get it from the main post here (https://fractalsoftworks.com/forum/index.php?topic=19115.150).Am I understanding the heavy burst capacitor hullmod correctly?
New release! Contains numerous bugfixes, adjustments to travel drive velocity, and adds a special energy-weapon-range-boosting hullmod. Get it from the main post here (https://fractalsoftworks.com/forum/index.php?topic=19115.150).Am I understanding the heavy burst capacitor hullmod correctly?
That range boosting hullmod looks like it won't boost non PD beam range and will reduce energy weapon DPS by like 16% with the 10% boost in damage and 30% reduction in rare of fire. However for those continuous fire beams that always fire if you have the flux to support it seems to be just a damage boost but no range boost. Interesting hullmod... Not sure if worth the OP cost but that is what further testing can determine.
New release! Contains numerous bugfixes, adjustments to travel drive velocity, and adds a special energy-weapon-range-boosting hullmod. Get it from the main post here (https://fractalsoftworks.com/forum/index.php?topic=19115.150).Am I understanding the heavy burst capacitor hullmod correctly?
That range boosting hullmod looks like it won't boost non PD beam range and will reduce energy weapon DPS by like 16% with the 10% boost in damage and 30% reduction in rare of fire. However for those continuous fire beams that always fire if you have the flux to support it seems to be just a damage boost but no range boost. Interesting hullmod... Not sure if worth the OP cost but that is what further testing can determine.
It actually reduces beam range by 200su under the hood, so beams gain a net loss of 100su. Maybe I should let players do the math instead of do it for them, hah!
Maybe I was just doing the math based on the numbers you put in the original post. Still not sure if it is worth using as less range for a bit more damage tends to gut the utility of a weapon altering hullmod. Look at vanilla's HSA. This looks like it not only reduces range on beams but a significant for reduction. It looks to be an attempt to turn energy weapons into burst damage instead of pressure sustained but you only listed a +10% boost which results in a noticable DPS reduction. My math puts it at around -16% due to the minus 30% rate of fire. Perhaps trying to adjust ratios to it keeps approximately the same DPS but does it with the lower rate of fire.
Trying to balance a hullmod from a mod against weapons from another mod will always be difficult. I'm mostly concerned with how the hullmod will perform when with just the star federation weapons and weapons in vanilla. After all how do we know the other mod will even be installed and activated for a specific game. I can see how it can help burst weapons and ones like AM blasters but to it's OP cost I am not sure if it is worth h it as it seems to not be much help for many of the vanilla energy weapons that don't use a magazine.
Any big plans for Star Federation v1.0?
would it be optimistic to see this update on 2023?Any big plans for Star Federation v1.0?
Uhm, custom station for sure. Large multimodule capital ship. More "lost" (alien) ships. Pirate versions of ships, probably. That's all I know of for now!
seeing as how my last question remained unanswered i looked at it again and i see it might have been mistaken for a rude remark.
my question was out of sheer interest. i get exited whenever i see this mod updated and i have no modding experience so i was genuinely curious as to how long a grand update like that would take.
best wishes, Lin
Hiya! I've been getting this error when opening up the fleet screen on the latest updateCould you try redownloading? I have removed a useless hullmod which seems to rely upon Java 8's putIfAbesnt() function for Map objects. Upgrading to Java 8 is a fix I have applied to my game, but isn't default on normal starsector installs.Spoiler64645 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: java.util.Map.putIfAbsent(Ljava/lang/Object;Ljava/lang/Object;)Ljava/lang/Object;
java.lang.NoSuchMethodError: java.util.Map.putIfAbsent(Ljava/lang/Object;Ljava/lang/Object;)Ljava/lang/Object;
at data.scripts.hullmods.FedWarpEngine.applyEffectsAfterShipCreation(FedWarpEngine.java:13)
at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.renderImpl(Unknown Source)[close]
Hiya! I've been getting this error when opening up the fleet screen on the latest updateCould you try redownloading? I have removed a useless hullmod which seems to rely upon Java 8's putIfAbesnt() function for Map objects. Upgrading to Java 8 is a fix I have applied to my game, but isn't default on normal starsector installs.Spoiler64645 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: java.util.Map.putIfAbsent(Ljava/lang/Object;Ljava/lang/Object;)Ljava/lang/Object;
java.lang.NoSuchMethodError: java.util.Map.putIfAbsent(Ljava/lang/Object;Ljava/lang/Object;)Ljava/lang/Object;
at data.scripts.hullmods.FedWarpEngine.applyEffectsAfterShipCreation(FedWarpEngine.java:13)
at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.renderImpl(Unknown Source)[close]
Hey, I've been getting this error when attempting to launch Starsector with version v0.97.33 of the mod.SpoilerLine 19208: 121126 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
Line 19209: java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
Line 40379: 61713 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
Line 40380: java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
Line 96223: 69062 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
Line 96224: java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found[close]
Hey there, just letting you know that your commissioned crews bonus doesn't show up in the 'United We Stand' hullmod as part of an alliance.
The Bison class Heavy Freighter deploys like a civilian ship, but doesn't have the civilian hullmod. Is this intended?
Took a little peek through the files, and I'm pretty sure there are a couple more weapons in the works. Also, what was the reasoning behind the pulser redesign?
Hey, I've been getting this error when attempting to launch Starsector with version v0.97.33 of the mod.SpoilerLine 19208: 121126 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
Line 19209: java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
Line 40379: 61713 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
Line 40380: java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
Line 96223: 69062 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
Line 96224: java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found[close]
this is what happens when you ignore the warning that says "this mod might not work on your starsector version"
update your game, you're on a version of starsector that's nearly a year old
Hey, I've been getting this error when attempting to launch Starsector with version v0.97.33 of the mod.SpoilerLine 19208: 121126 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
Line 19209: java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
Line 40379: 61713 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
Line 40380: java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
Line 96223: 69062 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
Line 96224: java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found[close]
this is what happens when you ignore the warning that says "this mod might not work on your starsector version"
update your game, you're on a version of starsector that's nearly a year old
I'm running Version 0.95.1a-RC6. Which is the newest release. It seems to be an incompatibility with another mod(since it appears to run fine if I only load it and it's dependencies).
Been a massive fan of FTL for a while now and seeing this mod was a wonderful surprise. This is definitely going in my mod list for the playthrough I'm about to start. Love the ship designs.
Otherwise, this is a great mod and I'm enjoying it very much.
Unable to load pictures .I want to download
I like this mod a lot, but I've run into a bit of an issue with the travel drive. For some reason, some ships (so far, my piloted Centa (but not an unpiloted one, somehow) and an Emerillon) retain far too much of their speed when they come out of the travel drive and slow down far too slowly, which causes them to overshoot the rest of the formation by a long shot. I've learned to raise shields and hold W or S as soon as I can with my Centa so I merely end up about a few ships' lengths ahead of where I should be, since that significantly increases the braking speed, because otherwise I've had situations where I've ended up quite literally at point blank range of an enemy formation (at least in small engagements) in maybe two seconds and my ship dies almost immediately. The Emerillon also seems to happily overshoot, and I think I might have also seen the speed-up bug that was talked about a few pages back, since it seems to turn and change heading far faster than it should when coming out of travel drive, but I hadn't taken much notice of it until I read about the bug so I can't say more about that. Another weird issue with the Emerillon is that sometimes it won't render properly, appearing almost transparent, as if it's in phase, but the problem with that is that it only happens some of the time and I have no idea what the common factors are yet. Otherwise, this is a great mod and I'm enjoying it very much.I have had a problem like this to a much lesser degree, where the fed ships will slam into the allied ships in front of them when deploying. (with no speed-up mods)
I like this mod a lot, but I've run into a bit of an issue with the travel drive. For some reason, some ships (so far, my piloted Centa (but not an unpiloted one, somehow) and an Emerillon) retain far too much of their speed when they come out of the travel drive and slow down far too slowly, which causes them to overshoot the rest of the formation by a long shot. I've learned to raise shields and hold W or S as soon as I can with my Centa so I merely end up about a few ships' lengths ahead of where I should be, since that significantly increases the braking speed, because otherwise I've had situations where I've ended up quite literally at point blank range of an enemy formation (at least in small engagements) in maybe two seconds and my ship dies almost immediately. The Emerillon also seems to happily overshoot, and I think I might have also seen the speed-up bug that was talked about a few pages back, since it seems to turn and change heading far faster than it should when coming out of travel drive, but I hadn't taken much notice of it until I read about the bug so I can't say more about that. Another weird issue with the Emerillon is that sometimes it won't render properly, appearing almost transparent, as if it's in phase, but the problem with that is that it only happens some of the time and I have no idea what the common factors are yet. Otherwise, this is a great mod and I'm enjoying it very much.I have had a problem like this to a much lesser degree, where the fed ships will slam into the allied ships in front of them when deploying. (with no speed-up mods)
Oh no! Are you using any speedup mods? And I hope you're using the lastest version. What happened was that the person's computer didn't process the logic involved with reducing velocity. Might be happening here too, which is a doozy.
Hello, I would like to report a possible bug concerning the Transcendence class.
Spoilers of battle ahead:
When battling the ship, after it splits into smaller pieces, the pieces retreat after taking a small amount of damage, even though they can still split several more times. The retreated pieces just disappear, they never reengage and you cannot find them in the sector. In turn, the battle yielded close to no loot and was several times easier then it should be.
Hello, I would like to report a possible bug concerning the Transcendence class.
Spoilers of battle ahead:
When battling the ship, after it splits into smaller pieces, the pieces retreat after taking a small amount of damage, even though they can still split several more times. The retreated pieces just disappear, they never reengage and you cannot find them in the sector. In turn, the battle yielded close to no loot and was several times easier then it should be.
Unfortunately that's a bug with vanilla behavior, because it's a fleet and not "Automated Defenses". I see the flag to no retreat in Magiclib, but alas! Luckily they only seem to retreat if you have overwhelming firepower - but I am aware of the current behavior. Apologies!
Just wanted to drop by to say that this is probably the best faction mod out there, and it has been part of my Starsector runs since I started playing this game a couple months ago. Keep up the good work!SpoilerCan we get a sneak peek of the next update? ::)[close]
Just wanted to drop by to say that this is probably the best faction mod out there, and it has been part of my Starsector runs since I started playing this game a couple months ago. Keep up the good work!SpoilerCan we get a sneak peek of the next update? ::)[close]
Alright, I'll bite (belatedly/gently). Obviously WIP and not representative of everything!Spoiler(https://i.imgur.com/OGZFYPY.png)
(https://i.imgur.com/URyDgMb.png)
(https://i.imgur.com/eoKU4Va.png)[close]
This is a well done and relatively balanced (by the standards of Starsector mods anyway, lol) faction mod. It's currently the only faction mod I really genuinely like, and the lore has been adapted to fit fairly well into the game as well. It makes for a fun addition to NEX.
really like the mod so far but i have a suggestion for an ability change for the basilisk. give it a close range (500~) F ability called boarding teleporter allowing it to cause a slight amount of direct hull damage aswell as a moderate amount of emp damage through shields over its duration (lets say 10 seconds or so) perhaps at a cost to its own fire rate and repair speed. it would really give that mantis feel to it i think ;D
It wouldn’t be too hard to make a system that temporarily raises the chances of things like shield, weapon, or engine malfunctions; since that’s effectively what FTL boarders do, mess with a targeted ship’s systems.
Have the system pick which to mess with randomly on activation, increase the malfunction chance by X percent while active, then deactivate.
Hey, why is there a pirate logo in the ships graphics folder?
Pirate skins for federation ships incoming?
Hey, why is there a pirate logo in the ships graphics folder?
Pirate skins for federation ships incoming?"Perhaps"(https://i.imgur.com/VS6fz6K.png)[close]
RE: the boarding discourse,
I have concepts. I want to keep the uniqueness of their shipsystems without turning them into "Press F to Slightly Inconvenience". Probably has something to do with boarding pods which are fired like missiles, but are fighters with missile AIs. They'd temporarily lower CR when directly "hitting" hull or getting close enough to teleport a payload, which could theoretically bring a ship down to sub-30 CR and start critical malfunctions.
RE: the boarding discourse,
I have concepts. I want to keep the uniqueness of their shipsystems without turning them into "Press F to Slightly Inconvenience". Probably has something to do with boarding pods which are fired like missiles, but are fighters with missile AIs. They'd temporarily lower CR when directly "hitting" hull or getting close enough to teleport a payload, which could theoretically bring a ship down to sub-30 CR and start critical malfunctions.
If it REALLY messes with saves, I'll be sad to have to start over my current run, but I couldn't live without these new additions, they're really cool!
Oh, your labelling Hellbores as Anti-Ship Batteries gave me an idea: Why not make an actual Anti-Ship Battery weapon?
In FTL it was supposed to be something only the largest ships can carry, so it would make sense as a large slot weapon. It could be extremely inaccurate as it is in FTL, and have slow projectiles, but with a ludicrous range, making it good only for anti-cruiser/capital artillery, and would be beat at closer ranges by more accurate, more efficient weapons. Given that it pierces shields in FTL, you could maybe make it do kinetic damage, but with a very large damage per shot, making it blast through them instead.
I'm not insisting or anything, but I think it's doable as a weapon.
Superb mod, nothing more to add. :D
You should include new ships in random fleets.
Hi, I have play this mod with Commission crew and Nexerelin. It look like I can't received the Commission bonus if you are in alliance but not directly commission by Star Federation while other factions have no issues with this.
Hello, I have a problem that Scaria seems to be considered a station by TASC (when giving out the "cramped quarters" condition), and the Tariffs are at 30% even with nexerelin (I started the game with the latest version).
The ship systems csv file is missing it says and I can't open the game, I have other mods but aren't running them and it still happens
I deleted the whole FED file after that happened but it still hasn't worked, looked into the zip and the shipsystems is a csv file by defaultThe ship systems csv file is missing it says and I can't open the game, I have other mods but aren't running them and it still happens
Please delete the whole old mod before dragging in the files for the newest version.
I deleted the whole FED file after that happened but it still hasn't worked, looked into the zip and the shipsystems is a csv file by defaultThe ship systems csv file is missing it says and I can't open the game, I have other mods but aren't running them and it still happens
Please delete the whole old mod before dragging in the files for the newest version.
Oh nvm I'm a frickin idiot and it was because there was somehow still rogue old files in the FED foldier messing it up. Good mod mate and love how much you care about it!I deleted the whole FED file after that happened but it still hasn't worked, looked into the zip and the shipsystems is a csv file by defaultThe ship systems csv file is missing it says and I can't open the game, I have other mods but aren't running them and it still happens
Please delete the whole old mod before dragging in the files for the newest version.
Did you update from starfed 0.97? If so, it's not save compatible.
Yo! Loving this mod and it's content. I have noticed something however. When using version checker it states The Star Federation has an update. Apparently there's a version v9.8-RC5. Doesn't seem like so with the latest version being v9.8-RC3. Just gotta mention this.
I get his also and came to the forum to check if I was missing an update
Great mod just starting using it!!
Hi,
I love this mod but am running into a weird issue where all derelict ships are spawning as Star Fed ships. Is there any reason that might have happened? It could be a mod conflict and I will do some more testing if there is not an easy fix.
Thanks!
Download link in the main post still leads to RC3.Yep but you can download the current version by copying the link, manually pasting it in your address bar and changing the 3 to a 6.
Download link in the main post still leads to RC3.Yep but you can download the current version by copying the link, manually pasting it in your address bar and changing the 3 to a 6.
If you can't wait for it to be fixed.
the AI (at least in my game) has a hard time working with the current ship system.
the AI (at least in my game) has a hard time working with the current ship system.[A whole lot of smart person stuff]
Just a general inquiry for everyone here: do you see the pirate versions of the bell and invader in pirate fleets often?
Is the Dorito suppose to run away in the A Dragon Reborn Quest?
I've started running into an odd bug... I'm only posting this here because I've only noticed it on FED ships so far.
Overall this is my favorite faction mod, outshining the UAF, Scalar tech tolutions, Diable Avionincs, and all the others. The Emerillion/Magnellion is really fun to use.
I picked the right time to try this mod out! Thoughts so far:
The download to github shows a "Not Found" page.
you left out the Daptrius on the image that shows all the ships
Appreciate the mod and thanks so much for your work on it!
Looks like there is a typo in the ship data for the kestrel as of .99 RC5. its needing 225 supplies per month maintenance
Appreciate the mod and thanks so much for your work on it!
Looks like there is a typo in the ship data for the kestrel as of .99 RC5. its needing 225 supplies per month maintenance
Got it fixed, methinks. Oops. Redownload if you didn't already fix it by yourself!
Could you keep the old version Accordant-class Battlecruiser as another version
it is a very good player ship. I like it's mobility and close range play style. The new version is so slow.
Is it possible make plasma burn ram don't sometimes flameout?For example onslaught(GH) from tahlan workshop can ram with no flameout
The tariffs for the StarFed-added markets (in Fed_Octavia.java) shouldn't have their tariffs set to 50%. Vanilla default is 30% (which is already arguably too high, hence Nex's modifier for tariffs).
The 'wings' on the Rebellion and Mod-Rebellion are in very slightly different places - visible if you rapidly switch between them in the refit screen. It's not a lot, but once you see it you can't unsee it. And now I'm not sure which version is the actually centered one, or if either is centered at all...
Nice to play with this mod again, nice new sprites and THANK YOU for giving the legion some love.
One problem for me : the changes for the Kestrel.
...
PS : Love the new missiles ! Always try to add them in my loadouts.
Hi. I am new to Starsector modding. Is it compatible with previous 0.95.1a-RC6 version of the game?
Ah, hi!
I am highly unsure if I am seeing things wrong, as i am arguably not the grand master of observation, haha- But, but it really seems like to me that, uhhh the fleet ship, the Perseverance if I got it right- It's fleetshield module doesn't seem to vent flux? I tested it in simulations and even in live battles, it just doesn't get rid of any of its flux, only getting rid of it via overload. I am not sure if that is intended or not, since the tooltip for the fleetshield makes note of a flux dissipation statistic, which confuses me regarding this matter. But probably misunderstanding something here, just wanna check for sure!
Oh also, question number two of mine that I've been wondering of, is there a way to propagate upgrades/enhancements to the shield modules themselves?
Do officer skills / hullmods or any other such thing affect them, or are their stats set in stone? Just wondering bout that.
Either way, love this mod a lot! I can't help but drift towards star federation weaponry and ships regardless of what faction I want to stick with, every run.
Any news of updates ?
On discord, he has been active today and a significant amount recently. I think we can expect an update in the next week or so.Any news of updates ?
SleepyFish hasn't logged in since Dec 27 so I'm hoping he's just taking a breather.
On discord, he has been active today and a significant amount recently. I think we can expect an update in the next week or so.Any news of updates ?
SleepyFish hasn't logged in since Dec 27 so I'm hoping he's just taking a breather.
Now that the Multiverse mod got officially full release build, will the maker of this mod consider adding ships and weapons and abilities/utilities, etc. of it into future updates of this mod?
Any news of updates ?
health issuesHealth issues are the worst ;_; , I wish you the best.
I'm sorry it's not ready in time for the update.
Hey, you're alright, mate. Do what you can, when you can. I'm certainly in no position to judge for delaying content updates!Any news of updates ?
Hey guys, gals, and spacers. I'm still alive and kicking, although some health issues have made it hard to work on Star Federation. I'm currently in the middle of another batch of content creation and editing, and I'm pivoting towards some campaign stuff soon.
Thanks for being patient, and I'm sorry it's not ready in time for the update. You can go ahead and use the current version by changing the version line in mod_info.json, but be advised this next update will break saves.
This make 9 out of 21 baseline combats ships that do not benefit from their faction weaponry one way or another.Seems as though there are (choose only one) two short-term solutions to resolve the issue:
And it's bugging me...
This make 9 out of 21 baseline combats ships that do not benefit from their faction weaponry one way or another.Seems as though there are (choose only one) two short-term solutions to resolve the issue:
And it's bugging me...
1. Change the 'BALLISTIC' mounts in the affected .ship files to 'HYBRID'.
2. Edit the .wpn files, i.e. add "mountTypeOverride": "HYBRID" to said files.
Having said that, the above is not thoroughly tested for any possible consequences.
I can't deny this mod has good sprites/audio and creative mechanics, but I can't enjoy it because the shield piercing weapons makes them not fun to fight (as a casual high-tech main).
I originally downloaded an older version of the mod because I wanted to play with the omega boss it adds, only to get my high tech fleet absolutely steamrolled by the shield-piercing missiles. Yes i'm sure it was the missiles that were the problem, my monitor flamed out in like 2 hits and died in 8 despite fortress shield being on. Savescummed and retried the battle a few times, still couldn't beat it despite no bonus XP due to battle difficulty so I assumed the mod was busted and uninstalled. Months later I had an argument on discord, one guy couldn't handle the fact I have a different opinion than him and resorted to insulting me to cope, some other guy suggested I was playing an older version of the mod so I reinstalled and experimented with the console mod.
I still believe it's absurd how quickly the large missiles can kill frigates with good shields, like a hyperion or a monitor. You could argue they're frigates and could just dodge them, but if they flame out to say a claw fighter or ion beam arc, there's nothing they can do besides die in like 4 barracuda hits regardless of effective shield HP.
They're also a massive threat to Paragons once their armor is down, since 1000 frag damage ain't exactly small. Especially when paragon's method of countering burst damage (fortress shield) doesn't save it, and it's weapons have far less range than the barracuda. You can literally solo the sim paragon with just a barracuda. (https://prnt.sc/2ygrmA8PK-6n) If this isn't broken, I don't know what is. Nothing in vanilla has shield piercing arcs this strong, besides Ziggy motes, but that's a lategame boss not your average cruiser. Discord has also argued sim battles "don't mean anything", not only is that straight up wrong depending on how you use the sim, but outside of a sim battle meant to test something you won't have one weapon and unused OP on a cruiser.
Not to mention there are also modded high tech ships that may have bad speed and armor, making them even more vulnerable to shield piercing torpedoes. For example, the Arachne-class advanced destroyer from Ship/Weapon Pack. Made of dollar-store quality tin foil as most high tech destroyers, it relies on advanced targeting core to not melt immediately. Barracudas turn it into a joke.
Keep in mind I'm not biased against strong faction mods. I downloaded the Hiver mod because I wanted a stronger enemy to fight, and I didn't uninstall it because they're fun to fight. Their weapons are intentionally overpowered, they are a challenge, but they don't cheese high tech fleets.
If shield pierce was fully removed from this mod then I would probably fall in love with it, but I prefer high tech fleets stay viable in my runs. But honestly I'm not expecting any changes at all, it seems unnecessary because I'm the only person who holds this opinion somehow. I just wanted to put this somewhere because people on discord seems to lose their mind when I complain about something that ignores shields being a problem for ships that rely on shields as a primary defense.
Is anyone using this with 0.97? Any incompatibilities or does it work fine after changing the version number in modinfo?
stuff
I can't deny this mod has good sprites/audio and creative mechanics, but I can't enjoy it because the shield piercing weapons makes them not fun to fight (as a casual high-tech main).honestly I struggle to make a response other than "git gud" but to some extent that's the response. a lone monitor cannot survive in an enemy fleet, and you shouldn't expect it to, star fed actually counters itself pretty well, especially with the missiles, but in many of my star fed playthroughs, I never had an issue with defectors. the reason? point defense. a good fit ship will not be hardcountered by star fed missiles, and a paragon just laughs them off if it's properly fitted, and supported. this is why you test fleets and practice. reminder that shield penetration is a vanilla mechanic, and star fed, if anything, is slightly undertuned
I originally downloaded an older version of the mod because I wanted to play with the omega boss it adds, only to get my high tech fleet absolutely steamrolled by the shield-piercing missiles. Yes i'm sure it was the missiles that were the problem, my monitor flamed out in like 2 hits and died in 8 despite fortress shield being on. Savescummed and retried the battle a few times, still couldn't beat it despite no bonus XP due to battle difficulty so I assumed the mod was busted and uninstalled. Months later I had an argument on discord, one guy couldn't handle the fact I have a different opinion than him and resorted to insulting me to cope, some other guy suggested I was playing an older version of the mod so I reinstalled and experimented with the console mod.
I still believe it's absurd how quickly the large missiles can kill frigates with good shields, like a hyperion or a monitor. You could argue they're frigates and could just dodge them, but if they flame out to say a claw fighter or ion beam arc, there's nothing they can do besides die in like 4 barracuda hits regardless of effective shield HP.
They're also a massive threat to Paragons once their armor is down, since 1000 frag damage ain't exactly small. Especially when paragon's method of countering burst damage (fortress shield) doesn't save it, and it's weapons have far less range than the barracuda. You can literally solo the sim paragon with just a barracuda. (https://prnt.sc/2ygrmA8PK-6n) If this isn't broken, I don't know what is. Nothing in vanilla has shield piercing arcs this strong, besides Ziggy motes, but that's a lategame boss not your average cruiser. Discord has also argued sim battles "don't mean anything", not only is that straight up wrong depending on how you use the sim, but outside of a sim battle meant to test something you won't have one weapon and unused OP on a cruiser.
Not to mention there are also modded high tech ships that may have bad speed and armor, making them even more vulnerable to shield piercing torpedoes. For example, the Arachne-class advanced destroyer from Ship/Weapon Pack. Made of dollar-store quality tin foil as most high tech destroyers, it relies on advanced targeting core to not melt immediately. Barracudas turn it into a joke.
Keep in mind I'm not biased against strong faction mods. I downloaded the Hiver mod because I wanted a stronger enemy to fight, and I didn't uninstall it because they're fun to fight. Their weapons are intentionally overpowered, they are a challenge, but they don't cheese high tech fleets.
If shield pierce was fully removed from this mod then I would probably fall in love with it, but I prefer high tech fleets stay viable in my runs. But honestly I'm not expecting any changes at all, it seems unnecessary because I'm the only person who holds this opinion somehow. I just wanted to put this somewhere because people on discord seems to lose their mind when I complain about something that ignores shields being a problem for ships that rely on shields as a primary defense.
stuff
Generally speaking, harping on about some disagreement you had in another subsection of the community about another user does little for your credibility. It's also generally frowned upon in any circumstance to make long-winded posts about how you were wronged by others because of some disagreement in opinion.
That being said, the fortress shields disable all weapons, including point defense, from firing. In the case where the AI was facing you, it was using Omega weapons which are extremely powerful. When you were facing the AI, it didn't understand how to react to the missile in question because it needs to be shot down by PD, but the AI sees a torpedo and pops fortress. I believe these two factors have strongly biased your viewpoint.
Monitors and paragons aren't gonna be able to facetank a shield piercing shot with their fortress shields up and guns down. I welcome this weapon because high tech tanks like the above are very stale. I understand the frustration from feeling like this faction has hardcounters to your playstyle. It's your choice to use whatever mods you wish. But perhaps consider whether your playstyle is so strong because it's an outlier that lacks effective counters and relies on ships that have outsized performance for their DP as a result, and you've come across a weapon that challenges this expectation.
I'd urge you to give this another try, using an escort Omen with an officer and modifications for the sake of maximizing its ability uptime and range for point defense needs. It should be able to disable any missiles fired with ease.
Anyways
I created a forum account and popped in to ask whether sleepyfish intends to publish this mod with any changes during 0.97, or if it's going to remain unupdated or otherwise just get a version update this patch cycle.