Fractal Softworks Forum

Starsector => Mods => Topic started by: Caymon Joestar on January 22, 2021, 03:21:10 AM

Title: [0.97a] Caymon's Ship Pack v1.2.2
Post by: Caymon Joestar on January 22, 2021, 03:21:10 AM
Caymon's Ship Pack
Just an group of kitbashed ships and fighters with 1 or 2 weapons on the side that you can add to your game to give yourself some additional ships

Required Mods:
-Magiclib

(https://img.shields.io/github/downloads/CaymonJoestar/Caymon-Ship-Pack/total?style=for-the-badge&label=Click%20here%20for%200.97a%20Download) (https://github.com/CaymonJoestar/Caymon-Ship-Pack/releases/download/update/CaymonShipPack.zip)


Here's the 0.96 version (https://github.com/CaymonJoestar/Caymon-Ship-Pack/releases/download/mod1/CaymonShipPack.zip)

Here's the 0.9.5.1 version (https://drive.google.com/file/d/1TrC98vmYIdRrrqER3En2EZGtEcA-m3-c/view?usp=sharing)

Here's the 0.9.5 version (https://drive.google.com/file/d/1WRztjrb6kBaFrTOxu2cmUd8cGKaUGr6d/view?usp=sharing)

Here's the 0.9.1 version (https://drive.google.com/file/d/1vR3-Y6AyM3xfoq5wEceMfh-17Ry3loIx/view?usp=sharing)



Ships
Spoiler
(https://i.imgur.com/4WHllc4.png)
Solarized Flare Frigate - Sprite made by AxleMC131

(https://i.imgur.com/C9blkJ6.png)
Solarized Flare (LG) Frigate

(https://i.imgur.com/wtEpPhT.png)
Motörhead Heavy Pirate Mech

(https://i.imgur.com/xvnQVZg.png)
Fisheagle (LG) Heavy frigate

(https://i.imgur.com/yNow2n4.png)
Mako (LG) Heavy Bomber

(https://i.imgur.com/oJs6vfa.png)
Shocktrooper Armored Destroyer

(https://i.imgur.com/qHwqXQq.png)
Cetan Hybrid Assault Mech

(https://i.imgur.com/pxq0KK3.png)
Cetan (LG) Honor Guard Mech

(https://i.imgur.com/W0MWtEI.png)
Heliadae Converted Carrier

(https://i.imgur.com/5nrjGBu.png)
Zagreus (XIV) Heavy Destroyer

(https://i.imgur.com/zpOneii.png)
Phasehead Phase Destroyer

(https://i.imgur.com/GYShtwy.png)
Phasehead (XIV) Phase Destroyer

(https://i.imgur.com/dRyRSA2.png)
Phasehead (LG) Phase Destroyer

(https://i.imgur.com/IlXpPap.png)
Stingray (LG) Light Battlecarrier

(https://i.imgur.com/rOTwfo0.png)
Manticore (LG) Converted Destroyer - Sprite by Alfonzo (HMI author)

(https://i.imgur.com/6UMgNb8.png)
Whitefin (LG) Altinate Destroyer - Sprite by Alfonzo (HMI Author)

(https://i.imgur.com/adotu7R.png)
Kindling (LG) Support Carrier

(https://i.imgur.com/haFzout.png)
Thanatos (XIV) Assault Battlecarrier

(https://i.imgur.com/CekVSXk.png)
Spectre Phase Combat Transport

(https://i.imgur.com/LhaErYh.png)
Shadow Phase Drone Tender

(https://i.imgur.com/Jn4TjI5.png)
Hesperides Heavy Freighter

(https://i.imgur.com/2D3yS52.png)
Hesperides Modified Heavy Combat Freighter

(https://i.imgur.com/7lVRIyY.png)
Advocator Faithdriven Carrier

(https://i.imgur.com/thIc1wY.png)
Altergeist Phaseified Cruiser

(https://i.imgur.com/7uISGJ9.png)
Bazaar Falcon (LG) Upgraded Battlecarrier

(https://i.imgur.com/vomSJUX.png)
Bonnethead (LG) Assault Cruiser

(https://i.imgur.com/CubTnRt.png)
Brzask (LG) Cruiser

(https://i.imgur.com/3U88TCs.png)
Skystriker (LG) Battlecruiser

(https://i.imgur.com/kopjf5h.png)
Guts Heavy Battleship

(https://i.imgur.com/o2yHUHa.png)
Phasegon Phase Battleship

(https://i.imgur.com/jMo1TCI.png)
Garuda (LG) Battlecruiser - Sprite by Skylord Zero on Discord

Spoiler

(https://i.imgur.com/FD07sy7.png)
Luster Automonus Drone Cataphract (Fighter Verison also Available)

(https://i.imgur.com/cOlW2gR.png)
Luminous Heavy Droneship Frigate

(https://i.imgur.com/mGyYKbL.png)
Vrita Frontline Droneship

(https://i.imgur.com/6C37Od8.png)
Lanius Assault Droneship

(https://i.imgur.com/IRFH9lx.png)
Thornbill Missile Destroyer Droneship

(https://i.imgur.com/CG0AKyw.png)
Enkindle Heavy Droneship Cruiser

(https://i.imgur.com/6w1ohqe.png)
Torchwood Drone Carrier

(https://i.imgur.com/x7IqcTc.png)
Ignite Bomber Drone

(https://i.imgur.com/J4yj04W.png)
Pyramid

(https://i.imgur.com/fwnijQq.png)
Cutlet

(https://i.imgur.com/4A7pqz7.png)
Bravais

[close]

[close]

The Fighters
Spoiler
(https://i.imgur.com/WmPhEUs.png)
Knifeclaw Heavy Fighter

(https://i.imgur.com/LBGwqpw.png)
Dagclaw Heavy Fighter

(https://i.imgur.com/5KU0q3h.png)
Fantia Heavy Drone

(https://i.imgur.com/rQ8cBEk.png)
Gusto Super Heavy Fighter

(https://i.imgur.com/A8LIsgx.png)
Mini-Trident Escort Fighter

(https://i.imgur.com/grCjFug.png)
Quant Anti-Fighter

(https://i.imgur.com/HO5K81D.png)
Scattershot Artillery Bomber

(https://i.imgur.com/gGA1VPy.png)
Vic Viper Assault Fighter

(https://i.imgur.com/4DOfXve.png)
FalchionB Assault Fighter

(https://i.imgur.com/o6HKpJJ.png)
Lord British Combat Support Fighter

(https://i.imgur.com/PGPxu0h.png)
Jade knight Interceptor Fighter

(https://i.imgur.com/F8Ew4S8.png)
Option Drone Companion Drone

(https://i.imgur.com/31aWhA1.png)
Laser Bit

[close]

If you have any feedback on the ships/fighters or the balance, feel free to tell me here or on discord. My discord is caymonjoestar if you have any feedback for me.

If you like my mods, consider leaving a tip on kofi
(https://storage.ko-fi.com/cdn/brandasset/kofi_button_dark.png) (https://ko-fi.com/caymonjoestar)

Thanks:
Alfo for letting me make a LG Verison of his Midline Aurora Thing/ Use his redesign as the basis for the LG ships
Tart for letting me make Bonnethead and Owl LG.
Lili (Seafood Author) For letting me make Fisheagle LG
Chase for letting me make LG Versions of some of his Ships
Selkie for updating the Cetan's Sprite/Letting me kitbash with IS ships
DR for letting me use some of his sprites to Kitbash things like the Phasehead (XIV)/Cetan (LG) together
Cycerin for letting me kitbash with the punisher for the Zagreus's Resprite
AxleMC131 for making the Solarized Flare Sprite
King Alfonzo for helping with text for my HVB/Code for the Helidae/Sprites for the Manticore/Whitefin(LG) ships
Coherent Watermelon for also helping me with Text for my HVB.
Avanitia for helping me come up with the idea of the HVB
Astarat for letting me use his design for the Jade knight
Mayu and Techpriest for helping me with code for ship systems/hullmods
Nia tahl for letting me kitbash with their sprites/use some of their code/ Doing the SkystrikerLG Skin
Gettag for letting me kitbash with some of his sprites/helping with Code for the Mechs
Kayneth and Mr.Kamiguru on discord for allowing me to kitbash using their designs
Skylord Zero for letting me a LG version of the Garuda
Alex and others for making Starsector and etc
Everyone on discord for helping me through the code and giving feedback

License thingy: If you wanna use stuff in the mod to kitbash and stuff like that or use code, just ask first and credit me
Title: Re: [0.9.1a] Caymon's Ship Pack v1.0.4
Post by: Caymon Joestar on February 15, 2021, 04:50:41 PM
V1.0.4

Featuring 2 new ships for you to experience while fighting the remnant.
Some Changes to the Fantia Fighter to make it slightly more in line.
... Yeah that's about it.

Preview of the 2 new ships.
Spoiler
(https://i.imgur.com/XB0N8aK.png)
(https://i.imgur.com/Ygt2ij9.png)
[close]
Title: Re: [0.9.1a] Caymon's Ship Pack v1.0.4
Post by: BigBeans on February 15, 2021, 05:24:17 PM
Mentos looks like a pirate ship even though it's Tri-Tach due to the red.

Same with the Foreshadow, it looks Remnant even though it's not. Colour change would fix both these issues.

Could the Civ Hesperides get the same thruster layout as the Pirate one? Just now the bottom of the Civ Hesperides is very flat.

And last but not least could the short range tac laser get a turret resprite? Or atleast a diff colour to easily tell it apart from a regular tac laser?

EDIT: New update CTDs on Launch. Fatal: Ship hull spec [csp_griffinP] not found. Seems you left some of the old ships in?
Title: Re: [0.9.1a] Caymon's Ship Pack v1.0.4
Post by: Caymon Joestar on February 16, 2021, 05:22:42 AM
Mentos looks like a pirate ship even though it's Tri-Tach due to the red.

Same with the Foreshadow, it looks Remnant even though it's not. Colour change would fix both these issues.

Could the Civ Hesperides get the same thruster layout as the Pirate one? Just now the bottom of the Civ Hesperides is very flat.

And last but not least could the short range tac laser get a turret resprite? Or atleast a diff colour to easily tell it apart from a regular tac laser?

EDIT: New update CTDs on Launch. Fatal: Ship hull spec [csp_griffinP] not found. Seems you left some of the old ships in?

Fixed the CTD on launch. So it shouldnt do that anymore hopefully. Also thanks for the feedback. I'll look into giving the tact laser short range a different color.
Title: Re: [0.9.1a] Caymon's Ship Pack v1.0.4.1
Post by: Hiroyan495 on February 17, 2021, 01:35:49 AM
Why exactly are the phase coil glows uneven?

There's also a typo, possibly more, in your strings.
"...the Phasehead represents the Persean leagues first step into phase ship. Whenther or not it will work out..."

This is obviously a new mod, but I would like to point out that getting people to proofread it together can help find typos or possible improvements to the writing style more effectively than to do so alone.

On a positive note, I love the designs, kitbash or not. They look pretty good and well kept in the vanilla aesthetic.
Title: Re: [0.9.1a] Caymon's Ship Pack v1.0.4.1
Post by: Caymon Joestar on March 19, 2021, 07:16:00 PM
V.1.0.5

Adds 1 new fighter, 2 new ships, respited the foreshadow and Phasehead xiv. Also had some friends go through the descriptions and proofread them so the descriptions should be better now.
You can also now do a custom start with the new ship added!

Also fixed the uneven phase coil glows/ Civ Hesperides now has the same thruster layout as the Pirate one. Also recolored Short range Tactical laser to tell it apart.

As always, let me know if I screwed something up or you have feedback on balance.
Title: Re: [0.9.5a] Caymon's Ship Pack v1.0.6
Post by: Caymon Joestar on March 27, 2021, 01:30:25 PM
V 1.0.6

Works with 0.9.5 now, Added 1 new ship. Until Nex is updated to 0.9.5, I had to remove the custom start I added in the last update. Otherwise, everything else is still the same.

Let me know if something is screwed up or you have feedback on balance
Title: Re: [0.9.5a] Caymon's Ship Pack v1.0.6
Post by: osuf on April 11, 2021, 11:52:10 AM
Hi Caymon Joestar,

love the added variation and the reception to balance changes. Could you share the link to the previous 0.91 version (1.0.5)? It's still relevant until most of the mods have updated.
Title: Re: [0.9.5a] Caymon's Ship Pack v1.0.7
Post by: Caymon Joestar on April 14, 2021, 03:41:54 AM
V1.0.7

Added 3 New ships, 1 New fighter, readded Vic Viper Custom Start, Some Changes/buffs to the Phasegon and Heliadae
Otherwise... Not really much else to talk about, updated the OP to include everything added so far.

Let me know if I screwed something up or you have feedback on something. Balance feedback especially.

Hi Caymon Joestar,

love the added variation and the reception to balance changes. Could you share the link to the previous 0.91 version (1.0.5)? It's still relevant until most of the mods have updated.

Done, You can now download the 0.9.1 version
Title: Re: [0.9.5a] Caymon's Ship Pack v1.0.7
Post by: dk1332 on April 14, 2021, 05:50:15 PM
Drone ships in this mod can be recovered even without the required skill. Happened to me about 6 times in my current playthrough with the previous version.
Title: Re: [0.9.5a] Caymon's Ship Pack v1.0.7
Post by: Caymon Joestar on April 15, 2021, 04:08:27 AM
Drone ships in this mod can be recovered even without the required skill. Happened to me about 6 times in my current playthrough with the previous version.

Yeah this was brought up to me on discord, made a mistake with the tag, I have updated the file with the fix
Title: Re: [0.9.5a] Caymon's Ship Pack v1.0.7
Post by: Iris Vin on April 18, 2021, 01:26:16 AM
Phasegon is glorious. Thank you and all hail.
Title: Re: [0.9.5a] Caymon's Ship Pack v1.0.7
Post by: peppermeth on April 24, 2021, 11:14:55 AM
I got the 0.9.1a version and their is no fighter from this mod in any market what is going on?
Title: Re: [0.9.5a] Caymon's Ship Pack v1.0.7
Post by: Caymon Joestar on April 25, 2021, 05:16:31 AM
I got the 0.9.1a version and their is no fighter from this mod in any market what is going on?

They may simply not have it in stock at the moment, just wait for the market to refresh or use console commands and do “forcemarketupdate”. They will show up eventually
Title: Re: [0.9.5a] Caymon's Ship Pack v1.0.7
Post by: Arcagnello on May 12, 2021, 12:13:26 PM
Phasegon

You might've succeded in what I thought was impossible with human efforts and finally created a Paragon that's actually fun to play, you know. I'm getting this wonderful mod, despite being slightly disappointed by the Guts being an even design and not having a missing arm, it does look the part tough  ;)
Will let you know how I feel them balance-wise once I'll get to play with them in my new campaign, if I remember they're from this mod.

Post Scriptum: Welcome(-ish? you're already at 30+ comments) to the forum by the way, nice name aswell. In Ludd I trust but in anime I confide.

Edit: I had to post this aswell.
Spoiler
https://www.youtube.com/watch?v=Tlwda9S58Lg (https://www.youtube.com/watch?v=Tlwda9S58Lg)
[close]
Title: Re: [0.9.5a] Caymon's Ship Pack v1.0.7
Post by: Arcagnello on May 21, 2021, 03:17:43 AM
Just briefly coming back to say I'm really enjoying your new ships and weapons. I've only gotten hold of the Guts for now. I'll let you know what I think about it when I get to play with it more in the refit screen :)
Title: Re: [0.9.5a] Caymon's Ship Pack v1.0.7
Post by: Arcagnello on May 31, 2021, 08:18:50 AM
Momentarily coming back to suggest something sadistic:
Spoiler
Litteral Phase versions of the Brilliant with Alpha Core Officers are more balanced DP wise than the Radiant right now. No, it's not a joke:

I wonder if making the Radiant a phase ship would really buff it much or even nerf it, one big problem with it is that super efficient shield system combined with its ability to back off but as a phase ship it would be more vulnerable while attacking. Though OTOH there's also the randomness of officer skills, I drive the P9 Eyfel in my current campaign (a phase capital with the same teleport ability) and it's seriously underwhelming without skills, only good for kiting with slightly longer ranged guns but pretty useless when facing something it can't outrange since it'll attrition and the phase and teleport won't make up for the relatively low base speed of a capital. With skills however, wow. Teleporting twice as often? Double the speed in phase? Suddenly the ship has a lot more control over where it moves and can easily outpace other ships' ability to maneuver, even chase down fleeing frigates.

I'd claim that a skill-less phase Radiant would be much easier to kill than a regular Radiant.

Yes and no, assuming this theoretical Phase Radiant would get the same amount of extremely suboptimal setups on it. Most, if not all current Vanilla Radiant Builds:
-don't have front shield conversion, accellerated shields or stabilized shields as far as my knowledge goes
-don't have expanded missile racks if they use limited ammo missiles, the 5 Autopulse variant does not even seem to have Expanded Mags
-don't have Hardened shields (I'm not 100% sure about this one) or Solar Shielding
-have a set of 5 large weapons that don't synergize well at all with the 4 synergy hardpoints in the back

A theoretical Phase Radiant would not only have an Alpha Core with Elite Phase Mastery which would litterally quadruple the speed the capital ship goes at while in phase, but a decent setup on it would also have things like Unstable Injector, Auxiliary Thrusters, Heavy armor, Automated Repair Unit, Solar Shielding, Resistant Flux Conduits and the like, basically making it as tanky as the shield variant (especially if the Alpha Core at the helm also had Elite Impact Mitigation and Elite Damage Control), with the very, very important difference than a ship with no shield can not be prevented from firing by saturating it with kinetic fire, like pretty much all other Vanilla Remnants. Phase ships also usually have higher base armor than comparable ships of the same class, so it could be even worse than I Imagine it.

It would honestly be nastier than the standard version of the Radiant if they both got boosted up to 60DP. You don't usually bring beam weapons against Remnants since you're dealing with a lot of very good shields, a Phase capital would be a very smart (and incredibly sadistic) way to exploit that.


Then again, the current Radiant is not balanced by its Deployment Cost but by the fact two thirds of the Autofits for it are complete ass, so I would expect the same of the "Radiant-X Phase Droneship".

It's one of those "fail at it twice to make it right" kind of deals, really  ;D

Edit
Oh, I also forgot one thing about this theoretical "Brilliant-X Phase Droneship". The ship system it would supposedly have.

I could perfectly imagine it using Damper Field to make it more durable rather than an abominable delete machine using High Energy Focus, Fast Missile Racks or something even nastier that borrows System Distruption from the Harbinger or the Entropy something something go die now from the Afflictor.

If you're wondering where I got the Damper Field idea from, it's from the Phasegon (yes, it exists) from Caymon's Ship Pack: https://fractalsoftworks.com/forum/index.php?topic=19712.0
(https://i.imgur.com/o2yHUHa.png)
It's got something called "Advanced Damper Field" that I'm not too sure about how it differentiates from the normal one, aside from having a much shorter duration(?), so make sure to properly thank Caymon Joestar for when we're (hopefully) getting this brand new Phase Radiant added to Vanilla  ;)
[close]
You could make it 60 Deployment Points so you can legitimately brag about your modded content being more balanced than Vanilla  :-X

Edit: put the quote in a spoiler tag since I just noticed it was too long for mostly everyone's liking
Title: Re: [0.9.5a] Caymon's Ship Pack v1.0.7
Post by: Arcagnello on June 06, 2021, 11:01:44 PM
Congratulations on getting the mod officially released!

Now all mortals will bow to the Phasegon  >:(
Title: Re: [0.9.5a] Caymon's Ship Pack v1.0.8
Post by: Caymon Joestar on June 07, 2021, 02:18:26 AM
V1.0.8

Nothing really major in this update. A couple of minor changes. Distracted by other games and stuff but Im looking to reworking the Mentos.

In the meantime, Have 2 new fighters to finish off the Super fighter Series. Hopefully they are enjoyed just as well as the first 2 (or at least the first one, not sure if anyone has mentioned the FalchoinB)

Momentarily coming back to suggest something sadistic:
Spoiler
Litteral Phase versions of the Brilliant with Alpha Core Officers are more balanced DP wise than the Radiant right now. No, it's not a joke:

I wonder if making the Radiant a phase ship would really buff it much or even nerf it, one big problem with it is that super efficient shield system combined with its ability to back off but as a phase ship it would be more vulnerable while attacking. Though OTOH there's also the randomness of officer skills, I drive the P9 Eyfel in my current campaign (a phase capital with the same teleport ability) and it's seriously underwhelming without skills, only good for kiting with slightly longer ranged guns but pretty useless when facing something it can't outrange since it'll attrition and the phase and teleport won't make up for the relatively low base speed of a capital. With skills however, wow. Teleporting twice as often? Double the speed in phase? Suddenly the ship has a lot more control over where it moves and can easily outpace other ships' ability to maneuver, even chase down fleeing frigates.

I'd claim that a skill-less phase Radiant would be much easier to kill than a regular Radiant.

Yes and no, assuming this theoretical Phase Radiant would get the same amount of extremely suboptimal setups on it. Most, if not all current Vanilla Radiant Builds:
-don't have front shield conversion, accellerated shields or stabilized shields as far as my knowledge goes
-don't have expanded missile racks if they use limited ammo missiles, the 5 Autopulse variant does not even seem to have Expanded Mags
-don't have Hardened shields (I'm not 100% sure about this one) or Solar Shielding
-have a set of 5 large weapons that don't synergize well at all with the 4 synergy hardpoints in the back

A theoretical Phase Radiant would not only have an Alpha Core with Elite Phase Mastery which would litterally quadruple the speed the capital ship goes at while in phase, but a decent setup on it would also have things like Unstable Injector, Auxiliary Thrusters, Heavy armor, Automated Repair Unit, Solar Shielding, Resistant Flux Conduits and the like, basically making it as tanky as the shield variant (especially if the Alpha Core at the helm also had Elite Impact Mitigation and Elite Damage Control), with the very, very important difference than a ship with no shield can not be prevented from firing by saturating it with kinetic fire, like pretty much all other Vanilla Remnants. Phase ships also usually have higher base armor than comparable ships of the same class, so it could be even worse than I Imagine it.

It would honestly be nastier than the standard version of the Radiant if they both got boosted up to 60DP. You don't usually bring beam weapons against Remnants since you're dealing with a lot of very good shields, a Phase capital would be a very smart (and incredibly sadistic) way to exploit that.


Then again, the current Radiant is not balanced by its Deployment Cost but by the fact two thirds of the Autofits for it are complete ass, so I would expect the same of the "Radiant-X Phase Droneship".

It's one of those "fail at it twice to make it right" kind of deals, really  ;D

Edit
Oh, I also forgot one thing about this theoretical "Brilliant-X Phase Droneship". The ship system it would supposedly have.

I could perfectly imagine it using Damper Field to make it more durable rather than an abominable delete machine using High Energy Focus, Fast Missile Racks or something even nastier that borrows System Distruption from the Harbinger or the Entropy something something go die now from the Afflictor.

If you're wondering where I got the Damper Field idea from, it's from the Phasegon (yes, it exists) from Caymon's Ship Pack: https://fractalsoftworks.com/forum/index.php?topic=19712.0
(https://i.imgur.com/o2yHUHa.png)
It's got something called "Advanced Damper Field" that I'm not too sure about how it differentiates from the normal one, aside from having a much shorter duration(?), so make sure to properly thank Caymon Joestar for when we're (hopefully) getting this brand new Phase Radiant added to Vanilla  ;)
[close]
You could make it 60 Deployment Points so you can legitimately brag about your modded content being more balanced than Vanilla  :-X

Edit: put the quote in a spoiler tag since I just noticed it was too long for mostly everyone's liking

I dont know about being more balanced than vanilla but thanks for the suggestion I guess?
Title: Re: [0.95a] Caymon's Ship Pack v1.0.9
Post by: Caymon Joestar on August 25, 2021, 11:08:37 PM
V1.0.9

Lots of changes this update. We got:

3 New Ships: 1 for low tech, one for midline (Hope you're a fan of Armaa) and one for the remnant
2 Retirements of ships: Mentos and ravelin 3.0 (They will no longer spawn when you start a new game)
Phasegon Buffs (I Swear it's finally good now)
Some Changes in fleet points for some Ships.

Title: Re: [0.95a] Caymon's Ship Pack v1.1.0
Post by: Caymon Joestar on September 18, 2021, 10:43:12 PM
V1.1.0

Some changes this update:

2 New ships
1 Super ship start for the Diktat
DP increase for the Cetan
Updated Descps and Hullmods
Some other minor chances.

Let me know if you have some feedback
Title: Re: [0.95a] Caymon's Ship Pack v1.1.0
Post by: shoi on September 19, 2021, 06:56:42 AM
very based
Title: Re: [0.95a] Caymon's Ship Pack v1.1.0
Post by: Hiroyan495 on September 19, 2021, 06:59:12 AM
Would download this mod in a heartbeat if the Heliadae wasn't a thing. 8)
Title: Re: [0.95a] Caymon's Ship Pack v1.1.0
Post by: Wi-Fi Mero on September 19, 2021, 02:02:42 PM
The Heliadae has no storage.
Title: Re: [0.95a] Caymon's Ship Pack v1.1.0
Post by: Caymon Joestar on September 19, 2021, 03:56:04 PM
The Heliadae has no storage.

Noted, I'll fix that next update
Title: Re: [0.95a] Caymon's Ship Pack v1.1.0
Post by: DevilsTinkerToy on September 27, 2021, 12:50:59 AM
Whenever I deploy a Catan Heavy Assault Mech in combat, my game crashes with:

Fatal: org/lazywizard/lazylib/MathUtils
Cause: org.lazywizard.lazylib.MathUtils
Check starsector.log for more info.

I wouldn't be surprised if it was something I am doing wrong, or if there is another mod I need to download for Mechs to work?

I noticed that I have version 1.0.9.  durp.
Title: Re: [0.95a] Caymon's Ship Pack v1.1.0
Post by: Caymon Joestar on September 27, 2021, 09:50:10 AM
Whenever I deploy a Catan Heavy Assault Mech in combat, my game crashes with:

Fatal: org/lazywizard/lazylib/MathUtils
Cause: org.lazywizard.lazylib.MathUtils
Check starsector.log for more info.

I wouldn't be surprised if it was something I am doing wrong, or if there is another mod I need to download for Mechs to work?

I noticed that I have version 1.0.9.  durp.

can you post the full log?
Title: Re: [0.95a] Caymon's Ship Pack v1.1.0
Post by: DevilsTinkerToy on September 27, 2021, 08:00:44 PM
Whenever I deploy a Catan Heavy Assault Mech in combat, my game crashes with:

Fatal: org/lazywizard/lazylib/MathUtils
Cause: org.lazywizard.lazylib.MathUtils
Check starsector.log for more info.

I wouldn't be surprised if it was something I am doing wrong, or if there is another mod I need to download for Mechs to work?

I noticed that I have version 1.0.9.  durp.

can you post the full log?

Sure thing.
https://drive.google.com/file/d/12SFbC8eXAXRJzH1wnL_k2z4h13zcXfj8/view?usp=sharing
Title: Re: [0.95a] Caymon's Ship Pack v1.1.0
Post by: Caymon Joestar on September 27, 2021, 10:19:39 PM
Whenever I deploy a Catan Heavy Assault Mech in combat, my game crashes with:

Fatal: org/lazywizard/lazylib/MathUtils
Cause: org.lazywizard.lazylib.MathUtils
Check starsector.log for more info.

I wouldn't be surprised if it was something I am doing wrong, or if there is another mod I need to download for Mechs to work?

I noticed that I have version 1.0.9.  durp.

can you post the full log?

Sure thing.
https://drive.google.com/file/d/12SFbC8eXAXRJzH1wnL_k2z4h13zcXfj8/view?usp=sharing

Yeah so apparently, I didnt realize that some code used to make the non-combatant arm move required lazylib to work because the person who was helping me with it didnt think anyone would be playing without lazylib. It'll be fixed next update to work without lazylib but for now, you need lazylib for the cetan not to crash. Sorry!
Title: Re: [0.95a] Caymon's Ship Pack v1.1.0
Post by: DevilsTinkerToy on September 28, 2021, 10:53:43 PM
Whenever I deploy a Catan Heavy Assault Mech in combat, my game crashes with:

Fatal: org/lazywizard/lazylib/MathUtils
Cause: org.lazywizard.lazylib.MathUtils
Check starsector.log for more info.

I wouldn't be surprised if it was something I am doing wrong, or if there is another mod I need to download for Mechs to work?

I noticed that I have version 1.0.9.  durp.

can you post the full log?

Sure thing.
https://drive.google.com/file/d/12SFbC8eXAXRJzH1wnL_k2z4h13zcXfj8/view?usp=sharing

Yeah so apparently, I didnt realize that some code used to make the non-combatant arm move required lazylib to work because the person who was helping me with it didnt think anyone would be playing without lazylib. It'll be fixed next update to work without lazylib but for now, you need lazylib for the cetan not to crash. Sorry!

No worries, man.  I'm just stoked that it wasn't me doing something dumb.  ;D
Title: Re: [0.95a] Caymon's Ship Pack v1.1.0
Post by: JAL28 on September 29, 2021, 05:53:13 AM
Whenever I deploy a Catan Heavy Assault Mech in combat, my game crashes with:

Fatal: org/lazywizard/lazylib/MathUtils
Cause: org.lazywizard.lazylib.MathUtils
Check starsector.log for more info.

I wouldn't be surprised if it was something I am doing wrong, or if there is another mod I need to download for Mechs to work?

I noticed that I have version 1.0.9.  durp.

can you post the full log?

Sure thing.
https://drive.google.com/file/d/12SFbC8eXAXRJzH1wnL_k2z4h13zcXfj8/view?usp=sharing

Yeah so apparently, I didnt realize that some code used to make the non-combatant arm move required lazylib to work because the person who was helping me with it didnt think anyone would be playing without lazylib. It'll be fixed next update to work without lazylib but for now, you need lazylib for the cetan not to crash. Sorry!

Probably would be better just to make the mod require lazylib though, so the normal code can work and it wouldnt be that out of place since most mods need lazylib anyway
Title: Re: [0.95a] Caymon's Ship Pack v1.1.0
Post by: Caymon Joestar on October 06, 2021, 06:47:43 PM
V.1.1.1

We got:
3 New Ships for the Lion guard
Rework of the Zagreus(XIV) with a New sprite
Some buffs to the other ships
A slight Nerf to the Cetan (No more SO)
Now Requires Magiclib for a hullmod
Fixed some issues brought up in previous posts
Not Save comp

Let me know if you have some feedback
Title: Re: [0.95a] Caymon's Ship Pack v1.1.1
Post by: Cynari on October 09, 2021, 09:18:30 AM
0.95a rc15 mod v 1.1.1 - cetus crash game with fatal null
https://drive.google.com/file/d/1Bz4yVVQmy-02ytmn856QlscTlZpuu_K7/view?usp=sharing
Title: Re: [0.95a] Caymon's Ship Pack v1.1.1
Post by: Caymon Joestar on October 09, 2021, 03:51:27 PM
0.95a rc15 mod v 1.1.1 - cetus crash game with fatal null
https://drive.google.com/file/d/1Bz4yVVQmy-02ytmn856QlscTlZpuu_K7/view?usp=sharing

Fixed, Download the new version. Shouldnt crash now.
Title: Re: [0.95a] Caymon's Ship Pack v1.1.1
Post by: taataanne on October 12, 2021, 12:35:46 AM
hi,
I didn't see the "Not save comp" when I download it  :-[
Can someone save my game and share a V1.0.9 or a V1.1.0 please?
Title: Re: [0.95a] Caymon's Ship Pack v1.1.1
Post by: Caymon Joestar on October 12, 2021, 11:43:10 AM
hi,
I didn't see the "Not save comp" when I download it  :-[
Can someone save my game and share a V1.0.9 or a V1.1.0 please?


https://drive.google.com/file/d/1lNhoF8BgooF9aQhWJbAcs45nGkPqHS3M/view?usp=sharing (https://drive.google.com/file/d/1lNhoF8BgooF9aQhWJbAcs45nGkPqHS3M/view?usp=sharing) Heres v.1.1.0.
Please read everything next time
Title: Re: [0.95a] Caymon's Ship Pack v1.1.1
Post by: taataanne on October 12, 2021, 12:36:22 PM
Thanks, you saved me.
And thanks for this excellent mod btw
Title: Re: [0.95a] Caymon's Ship Pack v1.1.2
Post by: Caymon Joestar on October 19, 2021, 04:26:32 AM
V.1.1.2

Look. im gonna be quick, The only new thing here is a new HVB. If you have a mod that allows you face HVBs like bounties expanded or vayra's sector, you can face them. Otherwise, I recommend getting one of those 2
Title: Re: [0.95a] Caymon's Ship Pack v1.1.2
Post by: IonDragonX on October 19, 2021, 08:07:10 AM
V.1.1.2
If you have a mod that allows you face HVBs like bounties expanded ...
Just to clarify, Bounties Expanded is only on the unofficial Discord at this time.
Title: Re: [0.95a] Caymon's Ship Pack v1.1.3
Post by: Caymon Joestar on November 02, 2021, 05:04:51 AM
V1.1.3
This update We have:
-Something resembling a Changelog
-The Helidae Has been Reworked, now it looks cool and sexy for being some converted carrier and has gained some new toys. It may or may not have took a class in the Damper Fields as Shields...
- Some minor changes for the altergeist and Vrita. Altergeist no longer suffers from Phasegon syndrome and Vrita has chosen Violence.
- Oh and I guess there's a new omega ship to lose ships to. Along with a new fighter for it to deal with. Both will also have a chance to be spawned in when dealing with other omegas.
-Tooltips were learned.
-NOT SAVE COMP

Let me know if you have any feedback or if I screwed something up
Title: Re: [0.95a] Caymon's Ship Pack v1.1.3
Post by: Hiroyan495 on November 02, 2021, 06:04:41 AM
Appreciating the fact the Helidae looks good now, I'm in heaven. ::)
Title: Re: [0.95a] Caymon's Ship Pack v1.1.3
Post by: Moosh on December 11, 2021, 04:37:58 PM
There's a fatal crash resulting from a "null" error on csp_improveddamper.system.  Happened whenever an enemy fleet deployed a shocktrooper.  I "fixed" it by replacing everything but the first line of the file with a similar system from the dassault mikoyan mod (which I have installed as well), which means the ship uses unfitting effect graphics and the stats are all wrong, but no more crash. 
Title: Re: [0.95a] Caymon's Ship Pack v1.1.3
Post by: IonDragonX on December 11, 2021, 06:33:28 PM
There's a fatal crash resulting from a "null" error on csp_improveddamper.system.  Happened whenever an enemy fleet deployed a shocktrooper.  I "fixed" it by replacing everything but the first line of the file with a similar system from the dassault mikoyan mod (which I have installed as well), which means the ship uses unfitting effect graphics and the stats are all wrong, but no more crash.
You probably should have tried Hotfix RC4 beforehand. There's something in the notes about mods using damper field being fixed.
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: Caymon Joestar on December 16, 2021, 01:20:45 PM
V1.1.4

Changelog:
-Updated to newest game version in terms of numbers
-2 New Ships, One for the Luddic Church and another for the Pirates
- 1 New fighter For the Remnant
- Several sprites have been updated (Aethon/Aethon XIV, Falchoin B, Normal Bazaar Falcon and prob some others)
-The Normal Cetan has been given several different arms akin to the arms from Arma (Thank Shoi for providing the code and help with this)
-Variants have been updated and made to be less IQ dropping (Seriously Why did I pair a HVD with a damn Chaingun, ON A BATTLE SHIP?)
-Fixed a Bug where when using the trans-am system on both Cetans, the system wouldn't unapply the durability part of the system and basically gave +50% Damage resist on every use of the system. If you have ever wondered why that Cetan was able to solo the Virtuous and its fleet backup, Because it became Sundower from MGSR after enough usage of its system
-Discovered that missile types in the projectile file stops any form of tracking no matter how much you gave it, so now the Shoulder missiles from the Monjeau Mk2 will for sure track now
-Buffed Nex Mercs added by this Mod
-Maps have been added, So now ships will look shiny with Graphicslib
-Added Super Ship Start for Pirates for the New Ship for them
-Etc

Let me know if you have any feedback on balance or something else
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: Zalpha on December 16, 2021, 10:26:15 PM
V1.1.4

Changelog:
-Updated to newest game version in terms of numbers
-2 New Ships, One for the Luddic Church and another for the Pirates
- 1 New fighter For the Remnant
- Several sprites have been updated (Aethon/Aethon XIV, Falchoin B, Normal Bazaar Falcon and prob some others)
-The Normal Cetan has been given several different arms akin to the arms from Arma (Thank Shoi for providing the code and help with this)
-Variants have been updated and made to be less IQ dropping (Seriously Why did I pair a HVD with a damn Chaingun, ON A BATTLE SHIP?)
-Fixed a Bug where when using the trans-am system on both Cetans, the system wouldn't unapply the durability part of the system and basically gave +50% Damage resist on every use of the system. If you have ever wondered why that Cetan was able to solo the Virtuous and its fleet backup, Because it became Sundower from MGSR after enough usage of its system
-Discovered that missile types in the projectile file stops any form of tracking no matter how much you gave it, so now the Shoulder missiles from the Monjeau Mk2 will for sure track now
-Buffed Nex Mercs added by this Mod
-Maps have been added, So now ships will look shiny with Graphicslib
-Added Super Ship Start for Pirates for the New Ship for them
-Etc

Let me know if you have any feedback on balance or something else

I downloaded the latest version and it is not showing up in the mod loader for me (it should be showing up in alphabetical order right starting with a C? It is there or anywhere else on my list), I think you messed up some where. The is a Caymon's Ship Pack.iml, I think it might need to be .xml instead of an .iml which I have never seen before. - Just edited it and nope, that did not fix it, without being able to enable the mod I cannot use it. Please let me know what I am doing wrong or fix the mod please, thanks.
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: Caymon Joestar on December 16, 2021, 11:33:10 PM
V1.1.4

Changelog:
-Updated to newest game version in terms of numbers
-2 New Ships, One for the Luddic Church and another for the Pirates
- 1 New fighter For the Remnant
- Several sprites have been updated (Aethon/Aethon XIV, Falchoin B, Normal Bazaar Falcon and prob some others)
-The Normal Cetan has been given several different arms akin to the arms from Arma (Thank Shoi for providing the code and help with this)
-Variants have been updated and made to be less IQ dropping (Seriously Why did I pair a HVD with a damn Chaingun, ON A BATTLE SHIP?)
-Fixed a Bug where when using the trans-am system on both Cetans, the system wouldn't unapply the durability part of the system and basically gave +50% Damage resist on every use of the system. If you have ever wondered why that Cetan was able to solo the Virtuous and its fleet backup, Because it became Sundower from MGSR after enough usage of its system
-Discovered that missile types in the projectile file stops any form of tracking no matter how much you gave it, so now the Shoulder missiles from the Monjeau Mk2 will for sure track now
-Buffed Nex Mercs added by this Mod
-Maps have been added, So now ships will look shiny with Graphicslib
-Added Super Ship Start for Pirates for the New Ship for them
-Etc

Let me know if you have any feedback on balance or something else

I downloaded the latest version and it is not showing up in the mod loader for me (it should be showing up in alphabetical order right starting with a C? It is there or anywhere else on my list), I think you messed up some where. The is a Caymon's Ship Pack.iml, I think it might need to be .xml instead of an .iml which I have never seen before. - Just edited it and nope, that did not fix it, without being able to enable the mod I cannot use it. Please let me know what I am doing wrong or fix the mod please, thanks.

Oh when I was changing the game verison, I somehow put game version twice. You need to go to the mod_info.json and get rid of one. I’ll release a hotfix with this fixed soon
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: Zalpha on December 17, 2021, 12:15:33 AM
Thanks that fixed it, I think your old version also has this error. I enabled it and now I will be using it. Thanks for the fix.
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: Caymon Joestar on December 17, 2021, 01:20:38 AM
Thanks that fixed it, I think your old version also has this error. I enabled it and now I will be using it. Thanks for the fix.

The fix has been uploaded now btw for everyone else. So you dont have to do this anymore.
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: DanzyDanz on December 18, 2021, 06:21:29 AM
do you have the 95a-rc15 version still? i haven't updated my game yet
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: Caymon Joestar on December 18, 2021, 11:12:12 AM
do you have the 95a-rc15 version still? i haven't updated my game yet

https://drive.google.com/file/d/1WRztjrb6kBaFrTOxu2cmUd8cGKaUGr6d/view?usp=sharing

there you go. you dont get any of the changes in 1.1.4 tho
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: sqrt(-1) on December 19, 2021, 08:58:06 AM
The hull art of most ships is nicely done.
However, many ships, like the 'Mechs' are ridiculously overpowered.
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: Caymon Joestar on December 19, 2021, 10:00:13 AM
The hull art of most ships is nicely done.
However, many ships, like the 'Mechs' are ridiculously overpowered.

How so?
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: sqrt(-1) on December 19, 2021, 10:16:29 AM
The hull art of most ships is nicely done.
However, many ships, like the 'Mechs' are ridiculously overpowered.

How so?
Just tried the 15 DP 'Cetan' class and it can easily take out a 40 DP Onslaught - frontally.
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: Caymon Joestar on December 19, 2021, 10:25:08 AM
The hull art of most ships is nicely done.
However, many ships, like the 'Mechs' are ridiculously overpowered.

How so?
Just tried the 15 DP 'Cetan' class and it can easily take out a 40 DP Onslaught - frontally.

What is your build? Because a cetan cant really take on a onslaught from the front and win without help from when I was testing.
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: sqrt(-1) on December 19, 2021, 10:47:21 AM
The loadout doesn't even matter with the Systems Expertise skill. You just need to spam weapons in front of an onslaught with the ship system active.

It is extremeley overpowered even without the ship system.
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: Caymon Joestar on December 19, 2021, 11:13:41 AM
The loadout doesn't even matter with the Systems Expertise skill. You just need to spam weapons in front of an onslaught with the ship system active.

It is extremeley overpowered even without the ship system.
ehhhhhh I just tried with a level 5 officer with the ship system skill (Elite), Damage control, Field Modulation, Ordnance expertise and helmsmanship.
Armed with rail guns and a sabot pod along with the squall burst and and buster assault. While it could deal a decent amount of damage to it from the front. It still ultimately died

I mean i'll still look into the ship system and see if it needs a nerf but idk how you are killing it so easily. Which is why I asked for your build to account for anything i could possibly missed and to make sure it wasnt because you were pairing it with a broken weapon/hullmod from a different mod
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: sqrt(-1) on December 19, 2021, 11:24:59 AM
Haven't tried with an officer (bet a reckless one will turn an Onslaught to dust too), but piloting one yourself should make it clear.
To make it clear even if you are not a good pilot: just slap on an Assault Chaingun plus two machineguns. Turn on the "Trans-Am" (twice) and you barely need to move with shield down in front of an Onlsaught while taking it down.

The drones on their own are extremely OP, let alone the ship stats.

Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: Caymon Joestar on December 19, 2021, 11:33:49 AM
Haven't tried with an officer (bet a reckless one will turn an Onslaught to dust too), but piloting one yourself should make it clear.
To make it clear even if you are not a good pilot: just slap on an Assault Chaingun plus two machineguns. Turn on the "Trans-Am" (twice) and you barely need to move with shield down in front of an Onlsaught while taking it down.

The drones on their own are extremely OP, let alone the ship stats.

Just to make sure, you are on the latest version, right? 2 DualLMG and the assault chaingun sounds like a SO build. Which I stopped when I made it so you couldnt add SO to the Cetan in 1.1.0
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: sqrt(-1) on December 19, 2021, 11:48:48 AM
Yeah, its without Safety Override.
All you need to do is to enable "Trans-Am" twice while firing everything, with just very little dancing in front of an Onslaught.
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: Zoro89 on January 04, 2022, 06:48:59 AM
Cool mod! Thx for your work :)
Can you check two things?

1. The Solarized Flare Frigate cost 10 maintenance. Is this a mistake or because of the point defense drones?
2. I looted a wreck of a cetan mech (?) and got the arm-weapons. I think this is not intended isn't it? The weapons have n/a ordnance point.


[attachment deleted by admin]
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: Caymon Joestar on January 04, 2022, 11:23:15 PM
Cool mod! Thx for your work :)
Can you check two things?

1. The Solarized Flare Frigate cost 10 maintenance. Is this a mistake or because of the point defense drones?
2. I looted a wreck of a cetan mech (?) and got the arm-weapons. I think this is not intended isn't it? The weapons have n/a ordnance point.

1.That will be changed, 10 is certainly a bit much.
2. I think that only happens if you shuttle the cetan. I wouldnt worry since you cant use them and the game removes them on its own iirc
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: AlexVBG on January 09, 2022, 12:11:55 AM
Hi!
How can I download the last version of the mod for the game version 95a-15?
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: Caymon Joestar on January 09, 2022, 12:46:24 AM
do you have the 95a-rc15 version still? i haven't updated my game yet

https://drive.google.com/file/d/1WRztjrb6kBaFrTOxu2cmUd8cGKaUGr6d/view?usp=sharing

there you go. you dont get any of the changes in 1.1.4 tho

Hi!
How can I download the last version of the mod for the game version 95a-15?

^
EDIT: Also added a download link to the OP for 0.9.5
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: AlexVBG on January 09, 2022, 02:15:38 AM
Thank you!
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: Xaygon on January 11, 2022, 06:06:23 PM
I have a problem with mechs mainly the Monjeau Mk2. When doing a simulation he can use his shoulder rockets no problem but once I fight for real the rocket launcher never shoots and since they are separate I cannot manually fire them either.
Also I need some more testing on this but I feel the Motörhead sometimes does not use the machine gun arm when operated by an AI in a real fight.
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: Caymon Joestar on January 12, 2022, 11:04:55 PM
I have a problem with mechs mainly the Monjeau Mk2. When doing a simulation he can use his shoulder rockets no problem but once I fight for real the rocket launcher never shoots and since they are separate I cannot manually fire them either.
Also I need some more testing on this but I feel the Motörhead sometimes does not use the machine gun arm when operated by an AI in a real fight.

Hm, the shoulder missiles should be firing by themselves, Does it have autofire on?

As for the motorhead, it may be a flux issue. Having used it myself, it uses its LAG arm often and rarely doesn't use it. What was it fighting by chance?
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: Xaygon on January 13, 2022, 12:34:24 AM
I have a problem with mechs mainly the Monjeau Mk2. When doing a simulation he can use his shoulder rockets no problem but once I fight for real the rocket launcher never shoots and since they are separate I cannot manually fire them either.
Also I need some more testing on this but I feel the Motörhead sometimes does not use the machine gun arm when operated by an AI in a real fight.

Hm, the shoulder missiles should be firing by themselves, Does it have autofire on?

As for the motorhead, it may be a flux issue. Having used it myself, it uses its LAG arm often and rarely doesn't use it. What was it fighting by chance?

Yes it has autofire on when I click on the extra shoulder parts. Its intended that I cannot select them manually right? So from my experience the shoulders do not fire 100% of the time in a real fight and I toggled autofire on and off.
I also reinstalled magiclib and this mod once again.

I fought small ships and medium ships. I need to check it when I am at home but I think they used the gun arm against the vessel in a simulation but didnt against the same one in a real fight. The rocket arm was working without problems. I do not think its a flux issue as flux was usually at 10% or lower.

Any ideas?
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: Caymon Joestar on January 13, 2022, 02:36:42 AM
I have a problem with mechs mainly the Monjeau Mk2. When doing a simulation he can use his shoulder rockets no problem but once I fight for real the rocket launcher never shoots and since they are separate I cannot manually fire them either.
Also I need some more testing on this but I feel the Motörhead sometimes does not use the machine gun arm when operated by an AI in a real fight.

Hm, the shoulder missiles should be firing by themselves, Does it have autofire on?

As for the motorhead, it may be a flux issue. Having used it myself, it uses its LAG arm often and rarely doesn't use it. What was it fighting by chance?

Yes it has autofire on when I click on the extra shoulder parts. Its intended that I cannot select them manually right? So from my experience the shoulders do not fire 100% of the time in a real fight and I toggled autofire on and off.
I also reinstalled magiclib and this mod once again.

I fought small ships and medium ships. I need to check it when I am at home but I think they used the gun arm against the vessel in a simulation but didnt against the same one in a real fight. The rocket arm was working without problems. I do not think its a flux issue as flux was usually at 10% or lower.

Any ideas?

I'll look into both then and see what the problem could be.
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: SpaceBlender on February 06, 2022, 08:00:37 AM
Thank you, nice ships!
Title: Re: [0.95a] Caymon's Ship Pack v1.1.4
Post by: Unex on February 23, 2022, 06:27:06 AM
Vrita Frontline Droneship with safety overrides is just ridiculous. One spawned in a [REDACTED] ordo and managed to hold down 3, 60 point, capitals including a drone battlership with 5 tachyons and a Onyx-class (from Seeker mod by Tartiflette) that can overload a drone battleship in seconds. It held us down for 3 mins and even managed to lower one of the capitals hull to critical. Sure, mid/low tech weapons would have overloaded it much sooner, but against a high tech fleet with laser weaponry it is a nightmare. Luckily, I noticed that and focused the other enemy capitals and with proactive retreating, went out of the battle with minimal loses.
Title: Re: [0.95a] Caymon's Ship Pack v1.1.5
Post by: Caymon Joestar on March 04, 2022, 09:54:38 AM
1.1.5

Disclaimer of the highest order: This update is 100% Peer reviewed and certified NOT Save comp. Don't blame me for breaking your saves

Huge update, Additions/Reworks/Removal of Ships and fighters and that one weapon that I forgot existed.

Additions: 1 Remnant Cruiser, New Arms for the LG Cetan and Motorhead
Reworked: Nearly everything has been touched and changed, Major reworks include: Dag and Knifeclaw,Lanius,Spectre and Shadow and Mini Trident.
New Sprites: Zagreus (Mostly Touch ups)/Thanatos/Quant/Scattershot
Nerfs to the Cetan, System has been changed to not use charges. Nerfs to the Mark 9 Arm and some changes to Mirv arm burst delay.
Nerfed Lanius mount types to be a bit less god of all trades.
Made Heavy armor and RSC not built into the Motorhead.
A Special thing has been added to the Pilotable Vic Viper.
Visual Change to the Transam Ship system
Etc.

Removed: Zeta/Foreshadow/Mojeanu mk2/Bazaar Falcon (Normal)/Aethon(All of them)/Libera/Thunderbolt/Tridentalter/Etc

Let me know if you have any feedback
Title: Re: [0.95a] Caymon's Ship Pack v1.1.5
Post by: Darkspire91 on April 09, 2022, 06:28:22 AM
Weapons don't line up to the Aethon's weapon mounts.

https://imgur.com/a/rTylyPU

EDIT: Didn't notice you removed the Aethon with your latest update. A shame, I actually liked it.
Title: Re: [0.95a] Caymon's Ship Pack v1.1.5
Post by: PizzaInSpace on May 06, 2022, 06:16:07 AM
ok i need help, I wanted to get the phasegon ever since i saw 2 popup bubbles saying:
"Phase paragon doesn't exist, It won't hurt you"
"Phase paragon DOES exist and it will hurt you"
Then i see this mod and it has a phasegon NOW the real question is, how on earth do i get this ship?
Title: Re: [0.95a] Caymon's Ship Pack v1.1.5
Post by: Caymon Joestar on May 06, 2022, 06:33:12 AM
ok i need help, I wanted to get the phasegon ever since i saw 2 popup bubbles saying:
"Phase paragon doesn't exist, It won't hurt you"
"Phase paragon DOES exist and it will hurt you"
Then i see this mod and it has a phasegon NOW the real question is, how on earth do i get this ship?

Beat up Tri tach fleets or use Nex's agents and steal one
Title: Re: [0.95a] Caymon's Ship Pack v1.1.5
Post by: PizzaInSpace on May 06, 2022, 07:16:30 PM
Nex agents? is that another mod i need to get?
Title: Re: [0.95a] Caymon's Ship Pack v1.1.5
Post by: Caymon Joestar on May 06, 2022, 11:32:57 PM
Nex agents? is that another mod i need to get?

It’s in Nexerelin
Title: Re: [0.95a] Caymon's Ship Pack v1.1.5
Post by: PizzaInSpace on May 07, 2022, 01:54:56 AM
alright time to get another mod
Title: Re: [0.95a] Caymon's Ship Pack v1.1.5
Post by: ModdedLaharl on July 13, 2022, 09:38:10 PM
The Vritra is completely awful and needs to be if not completely reworked, then just removed. I get that it's a sort of puzzle enemy, but against serious remnant fleets where I can't really get behind it since it has several friends, it's just an invulnerable tank, which is the last thing the Remnant need.
Title: Re: [0.95a] Caymon's Ship Pack v1.2.0
Post by: Caymon Joestar on September 12, 2022, 09:58:22 AM
Return of the King

V1.20 is out

Includes:

10 New Ships, 3 Remnant, 7 For the Diktat/LG, LG Versions based on ships from around the modverse.
5 Ships Redesigned to Look Better
Balance and stuff like that
Vritia has been Nerfed
XIV Remnant converted into a MagicBounty
New Hullmod for Phase Ships
One of the New ships wont spawn without Arma enabled
Not Save Comp most likely


If you have any feedback, let me know here or on discord.
Title: Re: [0.95a] Caymon's Ship Pack v1.2.0
Post by: Aldazar on September 12, 2022, 12:19:25 PM
Actually is save compatible but cool I been waiting for an update.
Title: Re: [0.95a] Caymon's Ship Pack v1.2.0
Post by: Quartofel on October 12, 2022, 02:59:09 AM
Would you mind if I'd make Arma Armatura add-on for the fighters from your mod?
Title: Re: [0.95a] Caymon's Ship Pack v1.2.0
Post by: Caymon Joestar on October 13, 2022, 05:16:59 AM
Would you mind if I'd make Arma Armatura add-on for the fighters from your mod?

Thanks for the offer but I already have Arma Addons that I added myself. I can make my own pilotable fighters if needed.
Title: Re: [0.95a] Caymon's Ship Pack v1.2.0
Post by: TheLemu on October 17, 2022, 01:20:55 AM
The "People who call others degenerates are degenerates themselves." in-game tip you've added seems like a colossal cope to me lmao
Title: Re: [0.95a] Caymon's Ship Pack v1.2.0
Post by: darkwarrior1000 on October 28, 2022, 05:53:16 PM
Remnants don't to slot in safety overrides. Their OP count is also supposed to be very tight to counteract this exactly. Due to lacking these checks both destroyers come out broken as all hell. to put it into perspective, vritra has as much OP as a brilliant. Beyond that, luster and luminous are severely overtuned for what they are with luster being outright mechanically broken. We both know luster is just an aleste with a remnant coat of paint. Yet it costs less than aleste in terms of dp, has none of its weaknesses, gets a fighter wing and wingcom suite for whatever reason, sports a 0.6 omnishield on top of that, and doesn't even die when you destroy it. It gets to retreat ala phase anchor. That's another big no for remnants: Remnants don't retreat. You never pursue remnants. they will always fight straight up 1 frigate vs an entire fleet. Yet luster retreats. Strikecraft in general aren't even meant to be able to operate without a parent carrier in terms of fleet stacks if we go by arma armatura logic.
Title: Re: [0.95a] Caymon's Ship Pack v1.2.0
Post by: vicegrip on November 10, 2022, 07:01:40 PM
Hey, I took a look under the hood of your mod and I noticed you seem to be using way more ship bounding coordinates and launch points than is necessary. I did some tweaks to one ship by heavily reducing the number of coordinates (the engines can be cut back even more to be honest) and the gameplay difference is imperceptible for single ships, so I hope going forward you will consider drastically cutting down on the coordinates you use. The current level of detail seems really unnecessary but will start seriously impacting performance on older machines in fleet battles.

Compare:
Spoiler
(https://i.imgur.com/KMpSWa6.jpg)
[close]

Here is a great post that goes into detail about it: Starsector PSA #1: Your Ship's Bounds Polygon Is Too Detailed (https://fractalsoftworks.com/forum/index.php?topic=4270.0)

Also I noticed the Damper Field ship system causes the same AMD graphics card rendering slowdown bug as Targeting Feed. The bug occurs when a ship system renders the jitter effect on its fighters while their shields are up, and can cause a 30+ framerate drop even when it's just a few fighters. I would recommend following Targeting Feed and using fighter.setWeaponGlow instead as a visual marker, even if it doesn't look quite right for a defensive fighter craft ability.

Fixing it would involve commenting out in data.shipsystems.scripts.csp_DamperFeed

Code
//fighter.setJitterUnder(KEY_JITTER, JITTER_COLOR, effectLevel, 5, 0f, jitterRangeBonus);
//fighter.setJitter(KEY_JITTER, JITTER_UNDER_COLOR, effectLevel, 2, 0f, 0 + jitterRangeBonus * 1f);
importing

Code
import com.fs.starfarer.api.combat.WeaponAPI.WeaponType;
import com.fs.starfarer.api.util.Misc;
and replacing the jitter effect with

Code
fighter.setWeaponGlow(effectLevel, Misc.setAlpha(JITTER_UNDER_COLOR, 255), EnumSet.allOf(WeaponType.class));
as an example, which would give players a visual marker that the system is active without heavily slowing down the framerate.
Title: Re: [0.95a] Caymon's Ship Pack v1.2.0
Post by: Amoebka on November 11, 2022, 10:36:44 AM
This bounding polygon stuff super doesn't matter for anything larger than a fighter, unless you do literal hundreds of vortices.
Title: Re: [0.95a] Caymon's Ship Pack v1.2.0
Post by: vicegrip on November 11, 2022, 02:24:22 PM
This bounding polygon stuff super doesn't matter for anything larger than a fighter, unless you do literal hundreds of vortices.

Congrats on having a decent computer I guess. I just did some testing with the Advocator, a 20 DP carrier that uses a combined 66 bounding and launch bay coordinates when 12 would do. In a 10 v 10 brawl without fighters where they're just shooting pilums at each other, that was already enough to cause a 20-30 framerate drop. People tend to run much flashier ships and mods, and it all adds up very quickly.
Title: Re: [0.95a] Caymon's Ship Pack v1.2.0
Post by: Caymon Joestar on November 12, 2022, 02:45:10 PM
Hey, I took a look under the hood of your mod and I noticed you seem to be using way more ship bounding coordinates and launch points than is necessary. I did some tweaks to one ship by heavily reducing the number of coordinates (the engines can be cut back even more to be honest) and the gameplay difference is imperceptible for single ships, so I hope going forward you will consider drastically cutting down on the coordinates you use. The current level of detail seems really unnecessary but will start seriously impacting performance on older machines in fleet battles.

Compare:
Spoiler
(https://i.imgur.com/KMpSWa6.jpg)
[close]

Here is a great post that goes into detail about it: Starsector PSA #1: Your Ship's Bounds Polygon Is Too Detailed (https://fractalsoftworks.com/forum/index.php?topic=4270.0)

Also I noticed the Damper Field ship system causes the same AMD graphics card rendering slowdown bug as Targeting Feed. The bug occurs when a ship system renders the jitter effect on its fighters while their shields are up, and can cause a 30+ framerate drop even when it's just a few fighters. I would recommend following Targeting Feed and using fighter.setWeaponGlow instead as a visual marker, even if it doesn't look quite right for a defensive fighter craft ability.

Fixing it would involve commenting out in data.shipsystems.scripts.csp_DamperFeed

Code
//fighter.setJitterUnder(KEY_JITTER, JITTER_COLOR, effectLevel, 5, 0f, jitterRangeBonus);
//fighter.setJitter(KEY_JITTER, JITTER_UNDER_COLOR, effectLevel, 2, 0f, 0 + jitterRangeBonus * 1f);
importing

Code
import com.fs.starfarer.api.combat.WeaponAPI.WeaponType;
import com.fs.starfarer.api.util.Misc;
and replacing the jitter effect with

Code
fighter.setWeaponGlow(effectLevel, Misc.setAlpha(JITTER_UNDER_COLOR, 255), EnumSet.allOf(WeaponType.class));
as an example, which would give players a visual marker that the system is active without heavily slowing down the framerate.

Interesting, thank you, I’ll have to look into working on my bounds and launch corrds when I get the chance. Would be nice to also not lose frames because I’m using a heron or my carrier lol

Remnants don't to slot in safety overrides. Their OP count is also supposed to be very tight to counteract this exactly. Due to lacking these checks both destroyers come out broken as all hell. to put it into perspective, vritra has as much OP as a brilliant. Beyond that, luster and luminous are severely overtuned for what they are with luster being outright mechanically broken. We both know luster is just an aleste with a remnant coat of paint. Yet it costs less than aleste in terms of dp, has none of its weaknesses, gets a fighter wing and wingcom suite for whatever reason, sports a 0.6 omnishield on top of that, and doesn't even die when you destroy it. It gets to retreat ala phase anchor. That's another big no for remnants: Remnants don't retreat. You never pursue remnants. they will always fight straight up 1 frigate vs an entire fleet. Yet luster retreats. Strikecraft in general aren't even meant to be able to operate without a parent carrier in terms of fleet stacks if we go by arma armatura logic.

Re: Remnant with SO
Generally, Remnant have pretty big op pools, the remnant could use safety overrides if they wanted, Alex just chose not to. Throwing some remnant variants that do take advantage of SO is a interesting idea and challenge to overcome from my experience. But I’ll look into lowering the OP of the vrita. Though how is thornbill and the Lanius broken?

Re: Luster
The Luster is not a aleste with a remnant skin, it is its own mech. While I admit the dp could maybe use work, the reason it gets a wingcom is because I wanted it to have a wing to back it up similar to leynos or VX or Gunhazard. Since Gettag released the ai core equivalents for ai ships, I’m gonna be giving it that next update. 0.6 is around the standard for remnant ships and the thing with it not dying has been fixed in dev.

However can you explain what you mean by retreating through phase anchor? It’s not a phase ship so it shouldn’t be escaping with it. It may be a issue with strikecraft so I’ll have to check in with gettag since it using his strikecraft code. (This is why it doesn’t spawn if you don’t have arma enabled)

Also what’s wrong with luminous?


Title: Re: [0.95a] Caymon's Ship Pack v1.2.0
Post by: darkwarrior1000 on November 15, 2022, 03:21:42 PM
Quote
Generally, Remnant have pretty big op pools
outright false. brilliant has very low op for a cruiser of its cost. it sits at 140 while something like champion sits at 165. even eradicator and eagle are 150 and 155 respectively. lumen sits at 35 op which is very low for a 4 dp ship. glimmer has 5 less op than wolf which has the same dp. radiant only has 5 more op than conq while having significantly less than paragon and onslaught. granted, fulgent has average op compared to most normal destroyers at 100(for comparison hammerhead is 95, enforcer is 110, sunder is 105, medusa is 95, and manticore is 90), but it also has relatively low base flux stats compared to something like medusa while also being slower. the only aberrant is scintilla which has significantly higher op than the other carriers in its hull size at 75 op, but that's tolerable since it has a very limited selection of wings due to being remnant.

Quote
Though how is thornbill and the Lanius broken?
lanius has very high op, with very high base flux stats on top of that so with SO and its very strong ability it ends up being a fulgent that's better in nearly every way, as stated before. thornbill I though was a cruiser just going by its size. having fought it I can say it's the only destroyer in this mod that isn't overtuned.

Quote
The Luster is not a aleste with a remnant skin, it is its own mech. While I admit the dp could maybe use work, the reason it gets a wingcom is because I wanted it to have a wing to back it up similar to leynos or VX or Gunhazard. Since Gettag released the ai core equivalents for ai ships, I'm gonna be giving it that next update. 0.6 is around the standard for remnant ships and the thing with it not dying has been fixed in dev.

However can you explain what you mean by retreating through phase anchor? It's not a phase ship so it shouldn't be escaping with it. It may be a issue with strikecraft so I'll have to check in with gettag since it using his strikecraft code. (This is why it does't spawn if you don't have arma enabled)
you don't need to give it wingcom for it to have its own support(not that it would need it given how insane it is). I don't know where you got that impression from. the einhander has built-in drones and doesn't have wing-com.
that aside, luster is insane because it breaks basically all importants rules of arma's mechs. no matter what type of shield the frigate mechs in arma have, the efficiency is nearly always 1. it doesn't matter whether it's a front or omni-shield. the efficiency is almost always 1 as a balancing mechanism for their speed, evasiveness, and strike capabilities. otherwise, they become way too efficient for their cost(which is already higher than what you've given that abomination). That aside, even with their lower shield efficiency their flux cap never goes above 2k and their flux dissipation never goes above 225. the only exceptions are the mechs that exclusively phase instead of a using shield and the valkhazard which costs 15 dp to field. this is so they cant just infinitely tank things by stacking things like officers with the shield efficiency skill + built in hardened shields to mitigate the core design of the mechs. luster breaks all of these limits. it has 0.6 shield, higher base flux values than the valkhazard, and costs next to nothing to field. hell, valkhazard doesn't even have a support drones or anything, yet luster has very high flux values, cost nearly 1/3 to field, has a more efficient shield that's an omni compared to valk's relatively small front shield, and a wing to complement it on top of that. this is very clearly massively overtuned.
about the retreating thing, after you "destroy" a luster it just goes up in a puff of smoke similar to the way most ox tugs do when they're destroyed. then after the battle, you're given the option to pursue it for whatever reason even thought it should A: be destroyed since you blew it up and B: not retreat since it's a remnant.

Quote
Also what's wrong with luminous?
it's ability puts it way over the top. that ability is okay on the cetan since its buster works off an ammo system, but the luminous doesn't so for the entire duration of the ability it just gets to wail on you undeterred. the best defense in starsector is a good offense and the flow of a fight heavily favors the effective application of strike capabilities. so a frigate that costs a measly 8 dp that can bully most cruisers in a straight up fight while also moving at such high speeds with a relatively small frame to avoid counterattacks is pretty overtuned. on that note it even has better base flux stats than the cetan which costs nearly twice as much to field.
Title: Re: [0.95a] Caymon's Ship Pack v1.2.0
Post by: BreenBB on November 22, 2022, 12:53:01 PM
I found pretty strange issue with Luster, game regularly spawns fighter version of it as separate ship, like its frigate, which after being killed counts as retreated, its no issue with regular Ordos since you can ignore it, but when its defends station its always count as retreated after being killed for some reason and you can't loot the station, and its possible to kill it only with Nuke command and it's even needed to start combat and type its several times to finally kill it.

Also its sprite might need some improvements, since its looks not like Mech much, more like Spark with two sticky-looking cannons, but overall I like your pack, good work.
Title: Re: [0.95a] Caymon's Ship Pack v1.2.0
Post by: lance34 on November 27, 2022, 12:26:30 AM
The "Solarized Flare" ship class costs only 2% CR to deploy while recovering 5% per day.
It seems a bit strange for a ship to be deployed so cheaply so I am letting you know in case this is a typo.
Title: Re: [0.95a] Caymon's Ship Pack v1.2.0
Post by: PotatoFarmer1 on December 07, 2022, 02:43:06 AM
Hi.
Every time I come onto the forum it's to complain about something being broken with a mod. I'll have to post something nice to balance out my karma.

I have a pretty big problem with a one of your REDACTED ships called the Vrita. I included your mod in this playthrough for the first time and somehow managed to not noticed it in the first 10 or so hours of my save because I was busy nuking hedge and pather planets. In what little exploration I did I didn't notice it either because I was lucky and it never spawned in the tiny REDACTED patrols that spawned or because I was running a wolfpack build and my frigates managed to kill it by surround without me noticing. Anyways I am trying out a somewhat unorthodox build of automated ships + support doctrine + derelict operations in order to fit 3-4 ai-core free Radiants. In my quest to get my fourth Radiant I started to hunt red beacon systems and encountered this thing for the first time properly. As others have pointed out this thing is insane. It easily tanks not just double or triple its DP; I literally cannot kill it by focusing it with 2 paragons 2 radiants and bomber support plus me spamming phase mines with my doom.

I think the problem is that in this system I am in almost every single enemy ship has an alpha level AI core captaining it. This particular Vrita had an alpha core pilot and I am almost certain that it had field modulation + helmsmanship because it was incredibly fast and manoeuvrable and it kept the shield up for like 3 minutes straight while firing and tanking 3 or 4 capitals the whole time. Eventually it got high flux (more from killing like 3 of my paragons virtually single handed rather than me causing damage to it) and it just ran away behind 2 alpha core Radiants, vented, and then cam back to fight. I wanted to rip my hair out when I saw that.

My doom phase mines did like 70 dmg to the shield on a direct impact. The only way I found to even remotely kill this thing is to spam phase mines and sometimes the AI will back its ass into one which still takes 3-5 mines to even kill it. But potato - you might say - clearly it has a glaring weakness in having a fixed shield with an exposed rear arc! Clearly this ship was designed to be beaten by surrounds from nimble frigates! Well turns out when there is a literal wall of alpha core brilliants behind it, and given that with an alpha core pilot itself it is extraordinarily manoeuvrable AND that the rear arc hole is like what? less than 90 degrees? Its just not possible. Any time my frigates try to attack it they get toasted by overwhelming firepower because these damned things like to spearhead a massive blob of alpha core piloted ships that absolutely annihilate even my omens. The shield arc is so massive that it can be 80% surrounded and still have 100% shield coverage. Trust me I tried and got it just almost surrounded several times but its just so fast it can back up just enough to never expose it's rear arc. Maybe because this thing is being piloted by a super skilled alpha core, but I have never seen the AI make a mistake with it.

In terms of design the only other ship from vanilla comparable to this is the Monitor frigate. I have a monitor in my fleet. The monitor is an incredibly powerful ship but it has many many many glaring weaknesses. First of all, the monitor is not immortal. It can tank impressive damage but it's flux reserves are not infinite! It actually has pretty crap flux stats for a frigate so its sustain is not great. A monitor surrounded by a handful of frigates will die eventually if they keep the pressure up and don't give it a chance to lower it's shields and vent. Yes a high level officer with lots of S-mods can make a pretty ridiculous tank and lets say for arguments sake that a monitor can tank similar to the Vrita; the vanilla game devs clearly thought about this and first of all made the Monitor a *** frigate with crud stats (except for peak performance) compared to other vanilla frigates (lower OP, less flux, a little over half the top speed of all the other competitive frigates, extremely bad weapon mounts [not that it would have the flux to use them anyways] etc.) The limitations of the loadout mean that realistically in vanilla the deadliest weapons you could run are maybe 2 reapers but even with build in expanded missile racks and a missile spec pilot you would get a whole 3 shots with each launcher before the ship becomes a non-threat. I haven't tried it but maybe at worst you could somehow fit an antimatter blaster but even then each shot would cause you to borderline flux out and cause you to become vulnerable to being destroyed by damage. I think the deadliest loadout you could fit on the monitor while keeping reasonable tank and sustain is like 2 small mortars, the built-in flak cannons are trash and barely even do anything for point defence. On top of all of this (as if it wasn't blatantly obvious the design intentions favouring defence rather than offence from the build in flak cannons) the game devs decided that when the fortress shield was active the ship couldn't bloody shoot!!! WOW imagine that! The only other ship that is comparable is the Paragon but that ship ALSO CAN'T SHOOT while fortress shield is active!!!! And has TRASH speed (noticing a theme here?)

If I were to summarize everything wrong with this ship in one nutshell it would be this:
- waaaay too fast for such a tanky ship: Honestly if it can beat a paragon in a 1v1 it needs to be as fast as a paragon lol.
- waaaay too much damage: The way this game is balanced that short ranged weapons are generally the highest DPS and most flux efficient compared to long ranged damage. This ship can do comparatively very high (and very flux efficient) DPS because range is a non-factor for it because of its insane speed and tank.
- Shooting through fortress shield is INSANE: adding on to the above points like throwing gasoline on a raging forest fire; this ship can move in, dump its damage, tank probably millions of points of damage over a fight, and then if SOMEHOW it gets high flux it simply moves out and vents and comes back in. The fact that it doesn't have to chose between doing damage and being a rule breaking tank unlike every other ship in vanilla is clearly designed to is bananas.
- Shield arc is waaaay too big: Combined with it's speed and manoeuvrability flanking this ship is a pipe dream when there are several dozen angry alpha cores behind it that it can EASILY point its exposed ass towards and anything that tries to even phase behind it would be instantly destroyed. If you change nothing else about this ship, the shield arc needs to be reduced to like 70 degrees fixed frontal. Seriously this ship should not be able to spearhead a swarm of angry alpha cores and take concentrated fire from 2 Paragons and 2 Radiants at a total angle of 200+degrees. If it's tanking one Paragon from the front the second one should be able to attack it from at least 90 degrees for Ludd's sake! You have to be so directly behind this ship that your antimatter blasters could miss because the AI pivots and the blast hits the very edge of the shield instead of his engines!

This ship is a joke. If it cost 60 DP it would still be overpowered. Once I salvaged one I realized that I would have to pivot from my initial plan and dump all my Radiants and replace them with this because they are useless trash compared to this ship. 

When endgame redacted fleets both outnumber any fleet a player could reasonably field, and have dozens more alpha core officers that have level 7 or 8 with all the skills being elite AND I see that they have 3 or 4 of these things in them (with alpha core pilots) it just becomes unreasonable. I found a way to basically cheese them with my doom and I guess I could fly to the core worlds and buy a harbinger but I don't want to pilot a bloody harbinger (and I don't really have faith the AI will be able to use the ship system very effectively anyway). This thing is just not fun to play against and building an entire fleet/player around just fighting these things is garbage and I want no part of it.

Seriously these things are 100 times worse than fighting the bloody doritos who were clearly also designed to be flanked and are arguably the most powerful ships in the vanilla game and also don't have a 280+ degree shield arc unlike these garbage piles AND they don't have 20 alpha core brilliants covering their backs preventing flanking. 

I've uninstalled your mod and given up on the save I've been working on for like 2 months now because knowing I'm in the same sector as these things is giving me conniptions. I would highly recommend anybody reading this to save yourself the trouble and NOT install this mod until these garbage piles are outright removed.

Other than that I like the rest of the mod quite a lot. The phase ships it adds are very cool. Shame about one ship ruining an entire mod.
Title: Re: [0.95a] Caymon's Ship Pack v1.2.0
Post by: wolvenstorm on February 10, 2023, 01:06:50 AM
Ignite Bomber Drone should be about 25op. it is more overpowered than UAF mod's op fighters.it is tanky enough that it is hard to be killed,also high dps ,fast respawn


Skystriker (LG) Battlecruiser should be at least 50dp not 42dp 50 maintanance.I think it even worth 60dp
Title: Re: [0.95a] Caymon's Ship Pack v1.2.1
Post by: Caymon Joestar on February 26, 2023, 12:16:15 PM
V1.2.1

New ships as always (Especially for the LG).
Ships has been given touch-ups/redesigned
Balance of more stuff, more specifically the Luster and Luminous has received nerfs and the luster should no longer say no to the nuke console command.
Ignite bomber nerfed.
Mulit layered shielding has been nerfed.
Skystriker shield eff is at 1.2 now.
New Magiclib bounty, Nothing like the XIV Remnant one thankfully.
Phase Tank should work for Capital Phase ships now.

If you have any feedback, let me know on discord or on here

(the  front page will be updated as soon as possible)
Title: Re: [0.95a] Caymon's Ship Pack v1.2.1
Post by: sanya02 on February 27, 2023, 05:26:53 AM
219228 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [novent] not found
java.lang.RuntimeException: Hullmod with id [novent] not found
   at com.fs.starfarer.loading.specs.g.isDHull(Unknown Source)
   at org.sutopia.starsector.mod.concord.adv.ConcordAssembly.onApplicationLoad(ConcordAssembly.java:52)
   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)

csp_motorheadLleg.ship, csp_motorheadRleg.ship - 
"builtInMods": [
    "always_detaches",
    "reduced_explosion",
    "novent"
Title: Re: [0.95a] Caymon's Ship Pack v1.2.1
Post by: Caymon Joestar on February 27, 2023, 11:52:59 AM
219228 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [novent] not found
java.lang.RuntimeException: Hullmod with id [novent] not found
   at com.fs.starfarer.loading.specs.g.isDHull(Unknown Source)
   at org.sutopia.starsector.mod.concord.adv.ConcordAssembly.onApplicationLoad(ConcordAssembly.java:52)
   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)

csp_motorheadLleg.ship, csp_motorheadRleg.ship - 
"builtInMods": [
    "always_detaches",
    "reduced_explosion",
    "novent"

Fixed, just redownload the mod
Title: Re: [0.95a] Caymon's Ship Pack v1.2.1
Post by: Swagnemite9090 on February 27, 2023, 08:53:34 PM
Hi, just wanted to mention that the Luminous nerf doesn't seem to be anywhere near what is necessary. Yeah the stats have been reduced, but the ability for the luminous, at such a low fleet deployment cost, to deal so much damage so quickly is ridiculous. This isn't, I'd say, just me needing to "fight it a different way", the issue is that no ship at that level, speed etc. should be that hard to kill and deal so much damage. If you want to source of this problem I'd say it's the damn system it's using. It lasts WAY too long. It has time to kill upwards of 3-4 decent destroyers before it runs out, by which time it has either killed anything it's near to or retreated back.
Title: Re: [0.95a] Caymon's Ship Pack v1.2.1
Post by: Dazs on March 03, 2023, 02:46:38 PM
Caymon Joestar, I received an out of bounds crash when I hovered over a captured Heliadae in the loadout screen:

1043662 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyToShip(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.Oo0o.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)

I checked it in the ship editor before reporting and there are sprites outside of the boundary lines which may have caused this. Just a friendly FYI.
Title: Re: [0.95a] Caymon's Ship Pack v1.2.1
Post by: Caymon Joestar on March 03, 2023, 11:27:32 PM
Caymon Joestar, I received an out of bounds crash when I hovered over a captured Heliadae in the loadout screen:

1043662 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyToShip(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.Oo0o.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)

I checked it in the ship editor before reporting and there are sprites outside of the boundary lines which may have caused this. Just a friendly FYI.

redownload the mod, it may be fixed? I never had this issue show up before
Title: Re: [0.95a] Caymon's Ship Pack v1.2.1
Post by: Ontheheavens on March 04, 2023, 12:03:37 AM
Caymon Joestar, I received an out of bounds crash when I hovered over a captured Heliadae in the loadout screen:

Spoiler
1043662 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyToShip(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.Oo0o.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
[close]

I checked it in the ship editor before reporting and there are sprites outside of the boundary lines which may have caused this. Just a friendly FYI.

I might be mistaken about this, but it appears to me that "java.lang.ArrayIndexOutOfBoundsException" might not necessarily have to do with ship bounds; rather, it is an issue of calls to non-existent indexes of some arrays (ArrayLists).
Title: Re: [0.95a] Caymon's Ship Pack v1.2.1
Post by: Klize1917 on March 06, 2023, 12:28:46 AM
Every time when I check owlLG I get a flashback, after removing owlLG there is no problem. It's really annoying.

48020 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.D.?00000(Unknown Source)
at com.fs.starfarer.loading.specs.D.o00000(Unknown Source)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.title.Object.M.super(Unknown Source)
at com.fs.starfarer.title.Object.M.render(Unknown Source)
at com.fs.starfarer.coreui.Oo0o.o00000(Unknown Source)
at com.fs.starfarer.ui.OoO0.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.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.F.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.E.I.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.N.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.title.TitleScreenState.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)
Title: Re: [0.95a] Caymon's Ship Pack v1.2.1
Post by: Caymon Joestar on March 06, 2023, 05:33:08 AM
Every time when I check owlLG I get a flashback, after removing owlLG there is no problem. It's really annoying.

48020 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.D.?00000(Unknown Source)
at com.fs.starfarer.loading.specs.D.o00000(Unknown Source)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.title.Object.M.super(Unknown Source)
at com.fs.starfarer.title.Object.M.render(Unknown Source)
at com.fs.starfarer.coreui.Oo0o.o00000(Unknown Source)
at com.fs.starfarer.ui.OoO0.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.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.F.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.E.I.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.N.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.title.TitleScreenState.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)


redownload the mod, I figured out the issue, a oversight on my end
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: Caymon Joestar on May 06, 2023, 11:23:48 AM
Compat update is out, mainly just changing the version number and a few minor stuff.
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: Dazs on May 06, 2023, 11:34:53 AM
Ty for the quick update. Just a FYI, your RAR is double nested. You may want to re-upload with the extraction being the folder itself. I am a bear of little brain and it took me a couple extracts to figure out what was up. :)
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: Caymon Joestar on May 06, 2023, 11:44:57 AM
Ty for the quick update. Just a FYI, your RAR is double nested. You may want to re-upload with the extraction being the folder itself. I am a bear of little brain and it took me a couple extracts to figure out what was up. :)

I figured it out, thank you. Should be fixed now
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: Screech9791 on May 07, 2023, 08:58:43 AM
whatever's going on with the Cetan's system and its graphics, it causes a crash
unfortunately I couldn't screenshot the crash popup, or avoid accidentally closing it in time to actually read the specifics, but you should probably check to see if it still functions like it should

EDIT: just tried doing it again, got to screenshot the crash popup
(https://pic8.co/sh/hchInr.png)
can't upload the starsector.log file to pastebin due to filesize concerns
here's a download for the .log file (https://mega.nz/file/VQsUAYTI#PTub-KAHIekkxo75riZgz5BDC8WLuXqXxlTlte-ESwE)
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: Caymon Joestar on May 07, 2023, 11:34:24 PM
whatever's going on with the Cetan's system and its graphics, it causes a crash
unfortunately I couldn't screenshot the crash popup, or avoid accidentally closing it in time to actually read the specifics, but you should probably check to see if it still functions like it should

EDIT: just tried doing it again, got to screenshot the crash popup
(https://pic8.co/sh/hchInr.png)
can't upload the starsector.log file to pastebin due to filesize concerns
here's a download for the .log file (https://mega.nz/file/VQsUAYTI#PTub-KAHIekkxo75riZgz5BDC8WLuXqXxlTlte-ESwE)

Redownload the mod, I missed that when looking for magiclib classes to update due to mlib update
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: Maelstrom on May 19, 2023, 12:55:34 PM
2923768 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: System with id [drone_pd] not found
java.lang.RuntimeException: System with id [drone_pd] not found
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.title.Object.M.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.E.I.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.impl.K.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(Thread.java:748)

for some reason I got this crash, still running version 1.2.0 though so it might have been fixed in your newest version
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: Caymon Joestar on May 19, 2023, 07:33:25 PM
2923768 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: System with id [drone_pd] not found
java.lang.RuntimeException: System with id [drone_pd] not found
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.title.Object.M.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.E.I.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.impl.K.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(Thread.java:748)

for some reason I got this crash, still running version 1.2.0 though so it might have been fixed in your newest version

I would check your copy, the system is there and works fine on my end. So you must have deleted it by mistake or something. The solarized flare is the only ship with the system and it uses the LMG drone vanilla one
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: twetyy on May 22, 2023, 12:28:02 PM
Motörhead Heavy Pirate Mech Are WAY OVERTUNED!!!
i mean one of those in pirate bounty soloed my onslaught...
They take no damage, and they got skill shield that makes them take no damage from onslaughts two internal cannons with 20 ammo, and 3 large turrets full blasting into it...
And i generally noticed those ships looking like punchy guys are way overtuned tanking few wolfs and just pushing trough everything and not dying while also doing damage.

Claw drones are also way unbalanced, for same OP cost they get 1 extra gun on vanila counterparts doing 1200 dmg to shields for 10-12 ordinance points.
British thingy or whatever it's called turning off engines just K/O ships instantly...

There is some nice things here, but some things are WAY out of balance, could use tuning, like cutting power in half kind of tuning.
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: Caymon Joestar on May 22, 2023, 06:58:57 PM
Motörhead Heavy Pirate Mech Are WAY OVERTUNED!!!
i mean one of those in pirate bounty soloed my onslaught...
They take no damage, and they got skill shield that makes them take no damage from onslaughts two internal cannons with 20 ammo, and 3 large turrets full blasting into it...
And i generally noticed those ships looking like punchy guys are way overtuned tanking few wolfs and just pushing trough everything and not dying while also doing damage.

Claw drones are also way unbalanced, for same OP cost they get 1 extra gun on vanila counterparts doing 1200 dmg to shields for 10-12 ordinance points.
British thingy or whatever it's called turning off engines just K/O ships instantly...

There is some nice things here, but some things are WAY out of balance, could use tuning, like cutting power in half kind of tuning.

How did a Motörhead solo your onslaught? Even with SO, they’re a shieldless ship so they would eventually die by running out of armor or a large swarm of fighters,and they only have a normal vanguard’s turret layout so they can’t do much dmg without bigger ships backing and cracking the onslaught’s armor and they have a period between using dampers

As for the Dag/Knifeclaws, which version are you on? I tuned them some time ago so I’m not sure if you are still on a older verison or the latest

I’ll prob remove the quantum disruptor from the lord British, it was a funny idea.
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: 123nick on May 31, 2023, 04:50:45 AM
idk if this is a bug or just standard starsector AI nonsensery, but when i had a pirate motorhead in my fleet, and go into combat, the pirate motorhead would always spam its improved damper field. even when theres no enemy in sight and its not shooting anything. is that intentional, or a bug?
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: aerosolninja on June 01, 2023, 02:29:45 AM
Hey!  Love the ships and am currently playing with the Sindarian Cetan LG mech special ship from the nex start.  I can't get the Lions Claw to autofire.  Its enabled in weapons groups and I even tried the ForceAF from advanced gunnery control. I know its a flux hog so this may have been intended?

Thanks :)
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: Caymon Joestar on June 01, 2023, 06:37:53 AM
idk if this is a bug or just standard starsector AI nonsensery, but when i had a pirate motorhead in my fleet, and go into combat, the pirate motorhead would always spam its improved damper field. even when theres no enemy in sight and its not shooting anything. is that intentional, or a bug?

byproduct of back in 0.9.5 when getting a shieldless ship to damper was a pain, I know the fix

Hey!  Love the ships and am currently playing with the Sindarian Cetan LG mech special ship from the nex start.  I can't get the Lions Claw to autofire.  Its enabled in weapons groups and I even tried the ForceAF from advanced gunnery control. I know its a flux hog so this may have been intended?

Thanks :)

It should autofire, and It has autofired for me before, are you on the latest version? I dont know why it isnt autofiring for you. that's weird

Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: sajberhippien on June 01, 2023, 06:53:00 AM
Hi! Really enjoying a lot of your ships. Wanted to note one thing that seems like it might be a bug: The Ruination "Stealth Bomber Frigate" has two built-in "Mini-Torpedo Launcher". This weapon has about the same firing rate as replenishment rate. They fire 2 rockets every 6.5 seconds and restock 6 rockets every 20 seconds, so their DPS is 203 (198). Haven't used it enough to guess whether it's intended to fire faster or reload slower, though.

EDIT: Having tested it out a bit, my guess would be both? Each launcher is comparable to a Heavy Mortar, with the benefit of no flux, better range and moderate tracking but at the cost of being susceptible to PD and slightly lower DPS (203/198 vs 220). A brawler equipped with two mortars is gonna have well enough OP left to get neutral flux, and it's only 5 DP deploy, but doesn't have extra slots for PD. Overall I'd *probably* take the Ruination over such a brawler just for durability. But, that's a bad way to build a brawler, so that's damning with faint praise. Maybe the issue with the Mini-Torpedo Launchers is just a simple typo and you know exactly how it should be and if so, go for that, but otherwise I guess my suggestion would be something like Refire Delay 6.5s>4s, reload size 6>4; that'd make it a solid damage-dealer upfront that still would lose a fair bit of DPS as the battle goes on.
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: Caymon Joestar on June 01, 2023, 08:29:01 AM
Hi! Really enjoying a lot of your ships. Wanted to note one thing that seems like it might be a bug: The Ruination "Stealth Bomber Frigate" has two built-in "Mini-Torpedo Launcher". This weapon has about the same firing rate as replenishment rate. They fire 2 rockets every 6.5 seconds and restock 6 rockets every 20 seconds, so their DPS is 203 (198). Haven't used it enough to guess whether it's intended to fire faster or reload slower, though.

EDIT: Having tested it out a bit, my guess would be both? Each launcher is comparable to a Heavy Mortar, with the benefit of no flux, better range and moderate tracking but at the cost of being susceptible to PD and slightly lower DPS (203/198 vs 220). A brawler equipped with two mortars is gonna have well enough OP left to get neutral flux, and it's only 5 DP deploy, but doesn't have extra slots for PD. Overall I'd *probably* take the Ruination over such a brawler just for durability. But, that's a bad way to build a brawler, so that's damning with faint praise. Maybe the issue with the Mini-Torpedo Launchers is just a simple typo and you know exactly how it should be and if so, go for that, but otherwise I guess my suggestion would be something like Refire Delay 6.5s>4s, reload size 6>4; that'd make it a solid damage-dealer upfront that still would lose a fair bit of DPS as the battle goes on.

The intent was that it's a support frigate with the built in's being good for larger ships rather than smaller ones (this is why it doesnt use it against frigates) not really meant to be the same role as a brawler.
But yeah someone already brought attention to that issue with the launchers and it'll be fixed in the next update.
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: aerosolninja on June 01, 2023, 10:57:34 PM
Just wanted to stop by and say thanks for your ship pack!
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: crawlers on August 07, 2023, 03:17:40 PM
I noticed that when I fought the pyramid, it was much weaker than the alternative vanilla ship for that faction.  Have you considered buffing it a bit more?  I have not looked in detail about the smaller ships.
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: TheSAguy on September 18, 2023, 01:46:34 PM
Great Mod!
Please consider making this mod compatible with the Version checker that built into Nexerelin.
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: facc00 on October 01, 2023, 10:40:53 PM
Bad news barer.  After 100s of mods installed fresh install and going through all of them five at a time it seems your mod is the culprit.

Added broken log that includes your mod on the break.  :)


10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_midline_head_deco] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_lowtech_RGun] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_ThunderBoltdeco] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_lowtech_LGun] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [drg_fissure_spike_dummy] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_Pilum_Alter] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_Shouldermissile] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [drg_fissure_breach_dummy] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_lowtech_head] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [radgun] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_shoulderdecoR] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_shoulderdecoL] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_tridentalterdeco] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_scattershotdeco] not found in weapon_data.csv
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: Caymon Joestar on October 02, 2023, 03:05:30 AM
Bad news barer.  After 100s of mods installed fresh install and going through all of them five at a time it seems your mod is the culprit.

Added broken log that includes your mod on the break.  :)


10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_midline_head_deco] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_lowtech_RGun] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_ThunderBoltdeco] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_lowtech_LGun] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [drg_fissure_spike_dummy] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_Pilum_Alter] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_Shouldermissile] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [drg_fissure_breach_dummy] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_lowtech_head] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [radgun] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_shoulderdecoR] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_shoulderdecoL] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_tridentalterdeco] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_scattershotdeco] not found in weapon_data.csv

you're not on the latest version of the mod, update it to the latest version. Its referencing decos for fighters and weapons for fighters and a ship that are no longer exist in the latest version.
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: facc00 on October 02, 2023, 08:48:43 AM
I doubled checked it all just now seems like it is unless I missed a hot patch.

"id":"Csp",
   "name":"Caymon's Ship pack",
   "author":"Caymon",
   "version":"1.2.1",
   "description":"Just another Ship pack.",
   "gameVersion":"0.96a-RC8",

Ill redownload and reload it see if my download got borked.
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: facc00 on October 02, 2023, 09:03:59 AM
Redownload fixed my issues, thanks for the quick reply!
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: Baren on October 25, 2023, 02:34:48 AM
Hello. I'd like to report that the motorhead heavy pirate mech seems kinda bugged.

Whenever i select the motorhead for my colony's patrol fleets. The game crashes shortly after I re-generate the typical heavy patrol list a few times. I've tested this many times already so I'm fairly confident that something is wrong with the motorhead.

The error log itself didn't say what mod causes the crash. But again. Through repeated testing I can conclude that the motorhead bricks my game one way or another.

1138391 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.getStatus(Unknown Source)
   at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.A.OoOO.?00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.ui.n.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.g.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.supersuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.oOoo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.J.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.F.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.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(Thread.java:748)
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: Caymon Joestar on October 25, 2023, 05:49:07 AM
Hello. I'd like to report that the motorhead heavy pirate mech seems kinda bugged.

Whenever i select the motorhead for my colony's patrol fleets. The game crashes shortly after I re-generate the typical heavy patrol list a few times. I've tested this many times already so I'm fairly confident that something is wrong with the motorhead.

The error log itself didn't say what mod causes the crash. But again. Through repeated testing I can conclude that the motorhead bricks my game one way or another.

1138391 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.getStatus(Unknown Source)
   at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.A.OoOO.?00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.ui.n.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.g.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.supersuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.oOoo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.J.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.F.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.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(Thread.java:748)

Make sure you’re on the latest version and reinstall the mod, idk what could be causing that issue
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: Baren on October 25, 2023, 07:56:58 AM
Unfortunately. I already reinstalled it. And it doesn't seem to help.

So i make do with removing the motorhead from my blueprint selection by editing the save file.

 Previously ships from amazigh ship foundry caused the same bug. I removed the mod a while ago and start a new game. Only to be haunted by this bug again seemingly by this mod.

Fortunately it seems motorhead is the only problematic ship. The Cetan for example works just fine. I can only wait and see if this bug appears again some other time.

Alternatively. Is it possible to remove this mod mid-save?
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: Brightness on October 25, 2023, 09:17:46 AM
I feel like I've been trying to get myself a torchwood for cycles now. Some of your remnant ships are rare spawns, which is ki9nda cool.

Have you considered doing your own version of "the infernal machine" with tiered, high priced upgrades that fork and do funky things?
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: Caymon Joestar on October 25, 2023, 02:53:34 PM
Unfortunately. I already reinstalled it. And it doesn't seem to help.

So i make do with removing the motorhead from my blueprint selection by editing the save file.

 Previously ships from amazigh ship foundry caused the same bug. I removed the mod a while ago and start a new game. Only to be haunted by this bug again seemingly by this mod.

Fortunately it seems motorhead is the only problematic ship. The Cetan for example works just fine. I can only wait and see if this bug appears again some other time.

Alternatively. Is it possible to remove this mod mid-save?

Can’t really remove it mid-save but you can prob go in and stop the Motörhead from spawning in fleets and just console command it is in if you wanna use one. Is it just happening in the patrol fleets?

I feel like I've been trying to get myself a torchwood for cycles now. Some of your remnant ships are rare spawns, which is ki9nda cool.

Have you considered doing your own version of "the infernal machine" with tiered, high priced upgrades that fork and do funky things?

Of what ships? The torchwood? I suppose but that involves a lot of work and etc and it would prob have to be its own thing rather than a special version of say the torchwood or guts or etc.

Not Impossible in the future but not atm no
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: Brightness on October 25, 2023, 04:49:46 PM
Oh, yes, I totally meant doing your own thing. Like, your own version of that start, I meant.
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: Baren on October 25, 2023, 07:25:11 PM
I'm not sure. But I think... maybe? Because I remember back then in the previous game. I used the motorhead for my fleet and the game works just fine.
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: Rogi Ryabkov on November 04, 2023, 04:13:01 PM
So, i've played with some of the ships from this mod already, and today i decided to play the start of the vic viper, and oh boy, that lil ship is CRAZY! I love it man!
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: war3scv on February 22, 2024, 03:24:20 AM
So...huh is this still work for 0.97? will we get a update?
Title: Re: [0.9.6] Caymon's Ship Pack v1.2.1
Post by: Caymon Joestar on February 23, 2024, 12:42:31 PM
So...huh is this still work for 0.97? will we get a update?

Yeah it still works for 0.97, you just gotta change the verison number for now

I'll release an update eventually when i get the chance
Title: [0.97a] Caymon's Ship Pack v1.2.2
Post by: Caymon Joestar on April 04, 2024, 02:05:30 AM
V1.2.2

-Updated to 0.97A
-5 New Ships to fight
-Updated Variants
-Rebalanced some ships and weapons
-Reworked the Shocktrooper and gave it a new look
-Might be other stuff I forget
-Might not be save comp, might be