The Soldier (https://fractalsoftworks.com/forum/index.php?action=profile;u=775): | Balance / play testing |
Peach Patrol (https://fractalsoftworks.com/forum/index.php?action=profile;u=8778): | Sharing knowledge about vanilla integration |
maidlover (https://www.fossic.org/?5764) (Chinese forum): | Balance / play testing |
I like the concepts of the new Carrier Cores! The Bastion core especially; this really lets you build a for a battlecarrier. Slap it on a Mora with a couple Roider Rocksaw wings and a Dragline, and you've got a dangerously powerful brick that can dish out damage like no one's business, if a bit near-sighted. 50% more range on the clipped Assault Chainguns, Vulcan Cannons, and mini-Sharpshooters? Check! +50% rate of fire on the Dragline's infinite-ammo Annihilator Rocket Pod? Check! -50% damage taken on already ridiculously tanky fighters? Check! Plus, with how tanky these fighters are, you don't even need to install Expanded Deck Crew, opening up more OP or another built-in mod. Don't even need to install any PD as the Draglines with IDPAI already built in have 900 range min-Sharpshooters. Things much greater than petty pirate warlords shall be broken upon the anvil of this Mora...possibly too much for it's own good, heh.
I do have some feedback, however. I'm looking at these from a non-built-in hull mod perspective, as that kind of breaks the system. Also, don't take my feedback as gospel, I'm no Megas when it comes to min-maxing killing efficiency, but these are my feelings.
The OP costs for these new hull mods is all over the place - the Skirmisher Carrier Core for 10/20/30/40 OP that grants 100% faster fighters (that also turn at half the rate) probably isn't worth the OP sink. If I may suggest something else: nerf the speed/acceleration buff to +50%, remove the turn rate penalty, add in a new buff that removes the flux cost for setting fighters to Engage, and reduce the OP cost to 10/15/20/40. No flux cost means the carrier won't lose it's 0-flux speed boost, so it can really run all over the place while the fighters can get to and from the carrier faster.
Fighter Command Overclock costs 10/20/40/60 OP for faster replacements, SO engines, and SO peak-performance-time, also doesn't quite feel right, but for a more complex reason - SO on regular combat ships improves the up-front damage of the ship, while this equivalent carrier SO improves the long-term damage of the carrier. But because it also slaps on SO PPT, there isn't any long-term for this carrier for them to take advantage of. You can also install it on capital ships, which doesn't quite fit with the balancing of the game currently as regular SO can't be installed, either. Not sure what to do about this one, truth be told, if anything at all.
Swarm Carrier Core seems the most balanced of the bunch - 20/40 OP for 1/2 extra fighter bays with a reasonable (?) downside. Converted Hangar equivalent for carriers.
Then there's the Bastion Carrier Core. 10/20/30/40 OP to make your fighters near-sighted bricks - fighters that are already tanky become nye-indestructible. I'm not sure how the math is handled with the -50% damage taken, but I think it favors fighters with high armor values due to how armor damage reduction is calculated. If it turns out to be too good, then changing it to -50% shield and hull damage taken could reduce it's power a touch, so low-shot-damage weapons like the Vulcan and Flak Cannon actually stand a chance at swatting the bowling balls that are Bastion'd fighters. The missile rate of fire buff is also an interesting choice, as the effect is minimal on bombers and has almost no effect on other fighters (most use the reload system rather than refire delay) - the only two fighters I can find that would be meaningfully affected by this are the Roider Dragline with it's infinite-ammo Annihilator Pod and the Roider Bolt Interceptor with it's 3.3 refire Zap SRM launcher.
Finally, you could improve the descriptions the Swarm and Overclock mods - the replacement time modifiers are vague references. However, the descriptions for the other mods are sufficiently detailed to know what you're getting.
Overall though, I do like the flavor this gives carriers. More options other than just slapping on Expanded Deck Crew, a couple bombers, and calling it a day - more specialized fighter swarms, battlecarriers, kiting carriers, and more ideas I probably haven't thought of it. If I haven't made it obvious already, I do love battlecarriers!
Side note: the Roider Bolt Interceptor with the current iteration of the Skirmisher core boosts their speed from 500 to 1000. Safe to say it's absolutely hilarious to see these things nyoom across the map. The Roiders apparently have a lot of meme potential with this mod, heh.
Ahh, I misunderstood what Fighter Overclock does! It just cuts the base replacement time to 0 and reduces the replacement rate loss to 0 rather than just reducing the replacement rate loss (Expanded Deck Crews got stuck in my head). Might be better to just say "base replacement time set to 0 seconds and replacement rate never drops" or something like that. I can understand the power now; combine this with Swarm Core to nullify the replacement time nerf, get more fighters, and then just spam expendable fighters like Talons that constantly respawn with fresh ordnance. A build that even Megas would love, heh.
For the replacement time stuff on the Swarm core, yeah that's what I thought. Not sure it's there a concise way of describing that more precisely though, so it'll do fine for now.
For the Bastion core, the range increase was perfectly fine, no comments there. With the fighters tied to the mothership, they need to have more range in order to get things done. It's the missile rate of fire buff that piqued my curiosity - pretty much nothing uses that kind of buff except for a handful of modded fighters. What was the idea behind this?
Looks neat! I'll give this a download and check it out, I do love me some fighters.
Without playing I can immediately think of ships I'd use Bastion and Swarm on - I'd have to try skirmish to see how it feels. On the one hand, thunders would go sooo fast. On the other, I'm not sure they'd be able to damage anything! Overclock again I'd need to try it on a few things to see.
... I wonder how Longbows + Bastion would do... +50% range on burst PD would be real good. Even something like Talons to be rapid firing their missiles would be real good especially with -50% damage... My favorite thing from waaaay back when was to pilot a Hammerhead with a Broadsword wing set to escort it (because the broadsword would exactly fit in its hangar space). I wonder if converted hangar + bastion could do that again. Otoh its a ton of OP.
FYI, the mod prv already did a last-stand sorta thing with their uh, gravi-something reversion core. Any destroyed carrier with the hullmod spawns a swarm-host ship to keep it's wings fighting.I was thinking the shard spawner equivalent, thus there is no additional host ship involved.
Sorry I'm kinda dumb but what does Manufactory Load Balance do?If a bay has no fighter loss the replacement rate will be moved to another bay that has suffered any fighter loss. A full bay isn’t using the replacement rate after all.
hello? Can I reprint your mod please?What are you trying to do?
Erm, with Bomber External Hardpoints, did you expect it to also double the munitions for missile weapons? Someone must've ordered 16 Atropos torpedoes at once from a just pair of Trident wings. Or this unholy number of Sabots from a set of Longbow wings. Don't even get me started on what an Astral will do. All the speed nerf does is promote the carrier to get closer to battle, which is for the better anyway because of shorter recycle times. I'm also fairly certain that fighter speeds are scuffed on the return, I saw some Tridents returning at a neat 390su/s, and Flash bombers coming back at the ludicrous speed of 510su/s.
There, done - added a minimum re-fire delay for one-off missiles. This will break if a mod is using a single ammo gun bomber but I highly doubt who would ever do that.*cough* (https://imgur.com/a/KxWAHrB)
*cough* (https://imgur.com/a/KxWAHrB)It's not even possible to set the refire delay for this one with standard API modifying RoF since it's +infinity.
I have some ideas I want to suggest, but as I only played a bit of the mod some of these might not work as well as they do in my head.The first two are hard no.
1. A hullmod that increases the fighter wing size (and replacement rate to compensate) at the cost of firepower/damage done, basically the idea is to trade crew casualties to spread out the damage, so losing one fighter would mean losing a smaller amount of firepower. Or alternatively, this is probably harder to make, but have extra weaponless decoys added to the wing to soak up damage.
2. A cheap/free hullmod that reduces fighter cost (well, cheap enough to not make it cost more in total), but the fighters will be severely weakened, the idea is to mount sub par versions of high cost fighters on weaker carriers.
3. probably some endurance core for the carriers that give them better replacement rate recovery at the cost of the carrier stats, like slowed speed or cut down flux to use for the replacement recovery.
I have some ideas I want to suggest, but as I only played a bit of the mod some of these might not work as well as they do in my head.The first two are hard no.
1. A hullmod that increases the fighter wing size (and replacement rate to compensate) at the cost of firepower/damage done, basically the idea is to trade crew casualties to spread out the damage, so losing one fighter would mean losing a smaller amount of firepower. Or alternatively, this is probably harder to make, but have extra weaponless decoys added to the wing to soak up damage.
2. A cheap/free hullmod that reduces fighter cost (well, cheap enough to not make it cost more in total), but the fighters will be severely weakened, the idea is to mount sub par versions of high cost fighters on weaker carriers.
3. probably some endurance core for the carriers that give them better replacement rate recovery at the cost of the carrier stats, like slowed speed or cut down flux to use for the replacement recovery.
First one as hard as I tried it requires extremely janky implementation involving juggling and tracking every fighter of a wing per frame and add extra fighter to wing accordingly which is glitchy at best.
Second one is against general modding regarding OP manipulation, any hullmod modifying OP cost should be built in.
Third one I did have a draft about Enduring Core but not what you’re thinking here. Increment of replacement speed recovery is likely not noticed by AI algorithm if at all.
Current design of Enduring Core is healing (remote repair) fighters within certain radius of the carrier, or something like that. Non-bombers never try to dock to repair afaik so I think this would be nice for player to ensure they’re not sending planes that’s gonna explode with the slightest touch. However it doesn’t seem strong enough for a standalone core and I need some other effects in the same bucket to make the core happen.
Increasing recovery rate is likely not an option due to overlap with expanded deck crew.
Interesting.
Regarding point 2: Is there a way to define a hullmod so its effects are changed if the hullmod is made permanent using a story point? Then you could have a hullmod that provides a bonus when it's not permanent, and a different/enhanced bonus when it's made permanent. This may be a way to implement #2 without stepping on the "hullmods that modify OP cost must be built-in"
I noticed a bug/issue with the Bastion Core hullmodI think it can be done by overriding ship AI of fighter on fighter creation. However I’m not that familiar with custom AI so I’ll need to dig into that.
When using a wing from the Arma Armatura mod, the wing was locked on the "hide behind carrier" behavior, just like bombers on "Regroup", regardless of engage/regroup status. Is this a hardcoded behavior? I seem to remember that wings with zero engagement ignore the engage/regroup setting. Can a hullmod modify the behavior of the wings to fix this? Ideally, a carrier with this hullmod would have all its wings spread to the sides/front, acting as guards for the carrier, instead of hiding behind it.
I noticed a bug/issue with the Bastion Core hullmodJust FYI that's standard Support Fighter behavior - they stay behind the carrier to, well, provide support. However, if the parent ship decides to Vent, they will move up to in front to actually take some hits for the carrier, which is nice.
When using a wing from the Arma Armatura mod, the wing was locked on the "hide behind carrier" behavior, just like bombers on "Regroup", regardless of engage/regroup status. Is this a hardcoded behavior? I seem to remember that wings with zero engagement ignore the engage/regroup setting. Can a hullmod modify the behavior of the wings to fix this? Ideally, a carrier with this hullmod would have all its wings spread to the sides/front, acting as guards for the carrier, instead of hiding behind it.
I noticed a bug/issue with the Bastion Core hullmodJust FYI that's standard Support Fighter behavior - they stay behind the carrier to, well, provide support. However, if the parent ship decides to Vent, they will move up to in front to actually take some hits for the carrier, which is nice.
When using a wing from the Arma Armatura mod, the wing was locked on the "hide behind carrier" behavior, just like bombers on "Regroup", regardless of engage/regroup status. Is this a hardcoded behavior? I seem to remember that wings with zero engagement ignore the engage/regroup setting. Can a hullmod modify the behavior of the wings to fix this? Ideally, a carrier with this hullmod would have all its wings spread to the sides/front, acting as guards for the carrier, instead of hiding behind it.
Support Fighters in general are like herding cats though, they don't listen to Engage orders at all, and more often than not will shoot the wrong thing.
Wings with 0 engagement range specifically ignore Engage orders, not Regroup - they act like they're on Regroup all the time. How the wing acts while on Regroup comes down to what type of wing they are - fighters and interceptors hang around up front and attack any close enemy in an orbit pattern, support fighters do their own thing, and bombers hang way in the back doing nothing at all if they're armed with unguided ordnance. Bastion doesn't do anything to change fighter AI, everything else goes back to vanilla mechanics, and it doesn't play well with Bastion.
Not sure if it's happening for anyone else, but my windows defender is picking up the download as a threat for some reason. Trojan:Script/Wacatac.B!mlDid you have such issue with any other mod?
Not sure if it's happening for anyone else, but my windows defender is picking up the download as a threat for some reason. Trojan:Script/Wacatac.B!mlDid you have such issue with any other mod?
Which part of the mod got removed? Is it just .jar?
Have you tried any "actual" antivirus? I've scanned my release package with several antivirus and none reported any threat.
You should be able to see all other files and they're all just plain text.
I will not disclose source code just because a random guy uses windows defender that throws a false positive.
Not sure if it's happening for anyone else, but my windows defender is picking up the download as a threat for some reason. Trojan:Script/Wacatac.B!mlDid you have such issue with any other mod?
Which part of the mod got removed? Is it just .jar?
Have you tried any "actual" antivirus? I've scanned my release package with several antivirus and none reported any threat.
You should be able to see all other files and they're all just plain text.
I will not disclose source code just because a random guy uses windows defender that throws a false positive.
Wow okay, first off, calm down and stop acting so defensive, I'm just letting you know that something seems to be tripping an anti-virus. I'm not looking to steal your source code or whatever conspiracy theory you seem to have cooked-up.
But for your actual questions, No other issues with other mods, whole 7zip file gets deleted immediately on download and I've put the file through virustotal and hybrid analysis which both reported clean.
Not sure if it's happening for anyone else, but my windows defender is picking up the download as a threat for some reason. Trojan:Script/Wacatac.B!mlDid you have such issue with any other mod?
Which part of the mod got removed? Is it just .jar?
Have you tried any "actual" antivirus? I've scanned my release package with several antivirus and none reported any threat.
You should be able to see all other files and they're all just plain text.
I will not disclose source code just because a random guy uses windows defender that throws a false positive.
Wow okay, first off, calm down and stop acting so defensive, I'm just letting you know that something seems to be tripping an anti-virus. I'm not looking to steal your source code or whatever conspiracy theory you seem to have cooked-up.
But for your actual questions, No other issues with other mods, whole 7zip file gets deleted immediately on download and I've put the file through virustotal and hybrid analysis which both reported clean.
I apologize. It's mainly because a relatively new account suddenly claiming about the mod containing virus and another relatively new account closely replied negatively without context.
Almost like a drama happened elsewhere, by false claiming mod being malicious for disclosure of source code.
If windows defender is still being a d**k you can go to https://github.com/Sutopia/-StarSector-0.95a-Modern-Carrier/tree/v1.2 for individual files
Let me know if any individual file gets complained by windows defender.
In version 1.1 of this mod(where Bastion would set engagement range to 0), AI carriers would still attempt to "engage" fighters despite that not doing anything due to the 0 engagement range, just generating flux for no reason.
I was actually using another mod [0.9.1a] Disable Action Hullmods (https://fractalsoftworks.com/forum/index.php?topic=18435) here that forced ai-piloted carriers to always stick to "Regroup" instead of adjusting engagement distance. I see that you're mainly dealing with undesirable regroup behavior for certain fighter types now, so I'm not sure how useful this might be but perhaps there might be something useful there? (with that mod author's permission presumably)
It would be nice if the vanilla factions knew these hullmods so they could be randomly selected and sold in markets.I'm not entirely sure how to do that. I did add hullmods as built in to some vanilla hulls and marked all of them as "merc" so high end bounties should be using them occasionally.
a small itsy bitsy request for you @SutopiaNot sure how to do that.
can the version name be on the file name instead?
I've used a lot of mods and version number/name after mods filename help on organizing
cheers
You should see how this mod performance with a fleet full of Astrals, it breaks the balance of the gameDo you have a specific loadout I can look into?
I'm not entirely sure how to do that. I did add hullmods as built in to some vanilla hulls and marked all of them as "merc" so high end bounties should be using them occasionally.
If you know a better way doing this please let me know.
Thanks a lot!I'm not entirely sure how to do that. I did add hullmods as built in to some vanilla hulls and marked all of them as "merc" so high end bounties should be using them occasionally.
If you know a better way doing this please let me know.
What I did was addto world/faction/.faction files for all the factions (except pirates, or black markets will be swamped with them). This is for the last version so bastion is in there and fighterecm isn't. This will make it possible for factions to randomly select the mods for sale and for fits.Spoiler{
"knownHullMods":{
"hullMods":[
"carriersafetyoverrides",
"swarmcarrier",
"bastioncarrier",
"rushbcarrier",
"rtscarrier",
"carrierloadbalance",
"fatfighters",
"fightermorebomb",
"emergencyfighters",
"fighternoarmor",
],
},
},[close]
I also added tiers and increased prices in hull_mods.csv. I made the cores tier 3 so they feel rare, the others 1 so they appear in open market.
Edit: I forgot to mention you have to remove unlocked:TRUE in hull_mods.csv if you want mods to be sold/found. I kept Fighter Command Overclock as automatically unlocked. Removing unlocked:TRUE & giving the mods a tier automatically adds the hullmods to exploration lists.
Also: If you want factions to use the hullmods more often, you can make variants and add them to default_ship_roles.json. If they randomly select the variant (I'm not sure how to affect the probability) it'll force the hullmods onto generated fits. This is somewhat intrusive, but much less intrusive than building hullmods into hulls. You can also use variantOverrides in .faction files so different factions prefer different cores or hullmods.
10980481 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at org.sutopia.starsector.mod.moderncarrier.hullmods.core.SwarmCarrierCore.isApplicableToShip(SwarmCarrierCore.java:64)
at org.sutopia.starsector.mod.moderncarrier.hullmods.core.SwarmCarrierCore.getDescriptionParam(SwarmCarrierCore.java:58)
at com.fs.starfarer.api.campaign.impl.items.ModSpecItemPlugin.createTooltip(ModSpecItemPlugin.java:194)
at com.fs.starfarer.campaign.ui.trade.CargoDataGridView$1.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.oOoO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Oooo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Crash to desktop when accessing the market boards from the Stellar Networks 1.0.1 and searching for hull mod market locations. Modern carrier version is 1.3.1aCode10980481 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
I don't understand the point of skirmish carrier core. The majority of fighter weapons are already short ranged, making them even shorter will actually reduce the amount of time they're able to fire, even when near enemy ships. It seems to me it's sole purpose is to abuse travel times with dumbfire bombers.It also provides carrier 2% zero flux speed boost threshold which means you'll be able to have the sweet +50 speed while setting fighters to engage.
I've actually been using Skirmish core (which later got integrated into the ship with a story point) on all my battlecarriers using Broadswords and It's great, really. I've more or less managed to obtain Thunder interceptor levels of fighter mobility across the battefield (minus the max range) with Heavy Fighters, and it's quite great for dealing with both frigates and phase ships with a quickness!
I also fully expect the hullmod to work a great deal when using things like Warthogs, but I have not tried that yet considering the fact I've got more expensive heavy/assault fighter options thanks to some additional mods.
I've noticed that the nerfs the Skirmish Core applies are mostly if not all mitigated by a level 6 officer having both Elite Point Defence and Elite Strike Commander, is this intended?
v1.3.7b is upthe "in game" version isn't updeated.
No longer possible to exploit S-mod then remove the requirement hullmod. Doing so will result in fighters immediately crash upon takeoff.
v1.3.7b is upthe "in game" version isn't updeated.
No longer possible to exploit S-mod then remove the requirement hullmod. Doing so will result in fighters immediately crash upon takeoff.
the launcher still says 1.3.7a
and one more thing... more a question.
is it possible to remove the mod from an existing save?
It seems you can't have Swarm Carrier Core on ships that have built-in fighters? Sure, ships that only have built-in fighters should be disallowed from it, but there's a load of mod ships that have dedicated carriers with just one or two built-in wings and more free flight decks (ORA and Roiders mainly). Same idea for Ace, can't add it for those either.
V1.4.0 update released!
New Carrier Core "Support" is added (actively monitoring balance)
Pseudo historical mission "Operation Tango" is now available! Try it out. (Contains campaign spoiler)
Allowed Swarm core to be installed on hulls that has both built-in and standard fighter bay
Electronic Superiority is retired (functionally replaced)
V1.4.0 update released!
New Carrier Core "Support" is added (actively monitoring balance)
Pseudo historical mission "Operation Tango" is now available! Try it out. (Contains campaign spoiler)
Allowed Swarm core to be installed on hulls that has both built-in and standard fighter bay
Electronic Superiority is retired (functionally replaced)
Hey! i have a large number of mods. but i just added this one and the support core causes java to crash. i will list the error log here
161825 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/prv/ships/prv_fasklot.png (using cast)
161944 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/shadow_ships/ships/seski/ms_seski_L.png (using cast)
162159 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [org.sutopia.starsector.mod.moderncarrier.hullmods.core.SupportCarrierCore]
java.lang.RuntimeException: Error loading [org.sutopia.starsector.mod.moderncarrier.hullmods.core.SupportCarrierCore]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: org.sutopia.starsector.mod.moderncarrier.hullmods.core.SupportCarrierCore
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
0 [main] INFO com.fs.starfarer.StarfarerLauncher - Starting Starsector 0.95a-RC15 launcher
Pseudo historical mission "Operation Tango" is now available! Try it out. (Contains campaign spoiler)
Pseudo historical mission "Operation Tango" is now available! Try it out. (Contains campaign spoiler)
uhm... first of all, edit the pic in the spoiler. the size is to big to be shown her...
and can we have a info on the new core ?
Electronic Superiority is retired (functionally replaced)So, wait... for those of us
Electronic Superiority is retired (functionally replaced)So, wait... for those of usplayersCaptains who already have the 'Electronic Superiority' hullmod installed on their carriers...
Is the old 'ecmfighters' id (from hull_mods.csv) being re-used for the Support Carrier Core?
Or is it now functionally blank (needs to be manually removed), then adding the Support Carrier Core?
hi ops ,did you disable Bomber External Hardpoint , i find it fun to go slow and bang bang but why !??:'(
I haven't updated for a week or so, but I'm not sure modern carriers is on the modchecker thing yet
i just wanted to stop by to tell you that this is one of my favorite mods of all time. I normally find carriers to be quite underwhelming to play with bc there are no hullmods to adjust them to your playstyle, and not only does your mod fix that, but also your mod is one of the top most ambitious & extensive hullmod mods that doesn't shackle itself to adding a new faction in the process. It's incredibly vanilla friendly & I will 100% be using this every single time that I play the game again. 10/10, literally couldnt ask for a thingThank you for enjoying the mod!
... well, I could ask for 1 thing. Idk what manufactory load balance & targeting data link does lol their tooltips are a bit vague. Also, u mispelled "decrease" in fighter command overclock.
Playing with Flux Quantum Entanglement, Gunship & Armor Removal while piloting my ship as a mobile battery bank for my fighters in my astral is extremely fun
ohh, so fighter wing replacement rate is boosted for every wing at 100% replacement?
ohh, so fighter wing replacement rate is boosted for every wing at 100% replacement?
Not quite like that.
So for example you have a wing at 1/3 and another at 3/3. Your replacement rate shows 80%, it means the replacement clock for the first wing is ticking at only 80% speed.
However if you install the Load Balance, it shifts the rate from the second wing, the new replacement rate distribution will be 99% / 61%. Your damaged wing will be replacing at a much better speed but it cannot surpass the full speed (game limit).
Replacement rate may not go above 100 percent, but, can a hullmod apply a modifier to a fighter's replacement time (example, if a fighter's replacement time is 10 seconds, is it possible to cut it to half through a hullmod?)
Edit: another question, is it possible to use a hullmod to "fix" a fighter LPC to the ship? I am thinking of something like "Specialized Forge Vats", a hullmomd that sharply cuts a wing's replacement rate, at the cost of turning the wing into a "built-in" wing as long as the hullmod remains in place.
Replacement rate may not go above 100 percent, but, can a hullmod apply a modifier to a fighter's replacement time (example, if a fighter's replacement time is 10 seconds, is it possible to cut it to half through a hullmod?)
Edit: another question, is it possible to use a hullmod to "fix" a fighter LPC to the ship? I am thinking of something like "Specialized Forge Vats", a hullmomd that sharply cuts a wing's replacement rate, at the cost of turning the wing into a "built-in" wing as long as the hullmod remains in place.
As of replacement boost, the revamped hullmod Advanced Fighter Command should fulfill your need
Built in wing would require making a hullspec on the run which I haven’t find a way to do it. There was an attempt to remove wings from built in but did not succeed. However you may be asking for Ace carrier core? The interceptor and support wing bonus do have huge replacement speed boost.
That sounds like combining the functionality of load balancer and advanced fighter command.
However, advanced fighter command do work on a one-wing setup, so I’m not entirely convinced to retire one and merge the functionality.
It also kind of overlaps with DA’s wanzer service hullmod where all wanzer wings get doubled replacement speed if the carrier is loaded with only wanzer wings.
the "if this is not an S mod and this warning is appearing please contact mod author" message is appearing when I hover over other carrier cores when I have selected and equipped one, along with the "can not be installed due to ship being heavily modified"
How about a simple Missile Hullmod called "Combat Rated Missile Autoforges" affecting both fighter LPCs and the Parent Ship thatSo murder hurricane and hurray long bow / dagger?
1)reduces ammo on all missile weapons with limited, non-regenarating amounts to just the one salvo
2)Have said Missile Weapons with previously limited ammo regenerate the one salvo at something like 300% that weapon's reload time?
It would have a consistent effect on all missile weapons with limited ammo and not affect the ones already coming with infinite ammo. You may want to make the new reload time nerf even higher to compensate for the use (and abuse) of Elite Missile Specialization skill tough.
Hello,
Why are there 2 folders in the download?
Modern Carrier
Modern Carrier +
which one do I need to install?
About S Addition
S Addition is a utility mod in folder Modern Carrier +
- Prometheus Mk2 now has Fighter Command Overclock as built in, making it significantly more dangerous
- Spark Interceptor now has 2 burst PD laser (high delay) instead of 1
- All vanilla remnants and Astrals get Advanced Carrier Core as built in
- All vanilla station hangar modules receives a Carrier Core and a Modern Carrier hullmod that fits the tech theme
- Remnant station has 4 fighter related hullmods installed including Targeting Data Link and Advanced Carrier Core so be aware
I don't quite remember what the reload time is for the Hurricane, but installing that hullmod would give it a reload time of one minute if it had 20 seconds of normal reload time (would be 30 seconds with Elite Missile Specialization). Sabots SRM pods on the Longbow also have quite a hefty reload time too, so it would serverely hamper the sabot spam capability as opposed to just landing back to the carrier and delivering more ordnance.
I don't quite remember what the reload time is for the Hurricane, but installing that hullmod would give it a reload time of one minute if it had 20 seconds of normal reload time (would be 30 seconds with Elite Missile Specialization). Sabots SRM pods on the Longbow also have quite a hefty reload time too, so it would serverely hamper the sabot spam capability as opposed to just landing back to the carrier and delivering more ordnance.
Long bow uses single shot sabot which has a whopping 1.0 second re-arm time. That was the reason the 2.5 seconds minimum re-fire delay was added, it's otherwise total abomination.
Oh, forgot about that one. Good catch :)
What about modifying the "Combat Rated Missile Autoforges" hullmods this way then:
Hullmod: Combat Rated Missile Autoforges
1)reduces ammo on all missile weapons with limited, non-regenarating amounts to just the one salvo
2)increases refire time by 100% of the original value and adds an additional 15 seconds of reload ontop of it
3)All limited ammo missile weapons reload their full single salvo every reload. (Squall reloads just 20 missiles, Typhoon launcher reloads 2, Hammer barrage reloads 4, etcetera)
Oh, forgot about that one. Good catch :)
What about modifying the "Combat Rated Missile Autoforges" hullmods this way then:
Hullmod: Combat Rated Missile Autoforges
1)reduces ammo on all missile weapons with limited, non-regenarating amounts to just the one salvo
2)increases refire time by 100% of the original value and adds an additional 15 seconds of reload ontop of it
3)All limited ammo missile weapons reload their full single salvo every reload. (Squall reloads just 20 missiles, Typhoon launcher reloads 2, Hammer barrage reloads 4, etcetera)
That sounds interesting but I would say it’s... out of scope and over-complicated. A limited ammo missile by its nature should have limited ammo and the balance is totally designed around that. Ammo capacity, salvo size, rearm time and damage per hit all varies. This design will heavily favor the burst damage missiles that has relatively low capacity and probably make the missiles hard to use due to extended reload time. Maybe it’ll be more suitable for MHM expansion?
Welcome to the forum by the way @Anexgohan, make sure to hang around at a local bar with us sometimes ;)thanks for reply, I'm having an issue installing this with vortex, only Modern Carrier gets installed but Modern Carrier + does not.
How about a simple Missile Hullmod called "Combat Rated Missile Autoforges" affecting both fighter LPCs and the Parent Ship that
1)reduces ammo on all missile weapons with limited, non-regenarating amounts to just the one salvo
2)Have said Missile Weapons with previously limited ammo regenerate the one salvo at something like 300% that weapon's reload time?
It would have a consistent effect on all missile weapons with limited ammo and not affect the ones already coming with infinite ammo. You may want to make the new reload time nerf even higher to compensate for the use (and abuse) of Elite Missile Specialization skill tough.
Hey, Sutopia first I want to say that I've been having a great time with this mod, the hullmods add quite a bit of complexity for carriers and make carrier loadouts much more interesting!
Second is that I think I've encountered a bug. For context, if you build a carrier core into a civilian ship but then remove the militarized subsystems, the carrier core stays as it is built-in, but all fighters launched from the ship will be immediately broken and must endlessly enter a refit > launch > break > refit cycle, this makes sense to me and I'm assuming is intended.
But I also noticed this issue with my high-tech battle station when I was defending my colony. All the fighters from the station were also stuck in the endless loop and as a result, they were useless and could not fight. I was running on the 1.4 version of the mod when this occurred but I haven't had a chance to see the station in another fight after updating to 1.5 so I'm just posting this here just in case its not been noted yet. worse case I can just disable the S Addition since I'm assuming the "All vanilla station hangar modules receives a Carrier Core" is causing the issue.
Seems the like issue still exists in the latest version, I was attacking a high-tech battle station this time and all of the fighters were stuck in the endless refit loop. Not sure if this info is relevant to the bug but in both cases, the battle stations were using fighters from the "arma armatura" mod and not vanilla LPCs. For now ill disable the S addition addon, hopefully this issue isn't too much of a pain for you to fix.
How about a simple Missile Hullmod called "Combat Rated Missile Autoforges" affecting both fighter LPCs and the Parent Ship thatSounds like it would eliminate the Gryphon's (and the Guardian's) whole shtick.
1)reduces ammo on all missile weapons with limited, non-regenarating amounts to just the one salvo
2)Have said Missile Weapons with previously limited ammo regenerate the one salvo at something like 300% that weapon's reload time?
It would have a consistent effect on all missile weapons with limited ammo and not affect the ones already coming with infinite ammo. You may want to make the new reload time nerf even higher to compensate for the use (and abuse) of Elite Missile Specialization skill tough.
126358 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at org.sutopia.starsector.mod.moderncarrier.hullmods.regular.DataTargetingLink.get DescriptionParam(DataTargetingLink.java:45)
at com.fs.starfarer.api.campaign.impl.items.ModSpecItemPlugin.createTooltip(ModSpecItemPlugin.java:192)
at com.fs.starfarer.campaign.ui.trade.CargoDataGridView$1.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.oOoO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.k.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Yo. I think i ran into an error linked to this mod. There is a minor equipment cache containing a mod and if move the cursor over it, the game instantly crashes.
Log recorded the following error:Quote126358 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at org.sutopia.starsector.mod.moderncarrier.hullmods.regular.DataTargetingLink.get DescriptionParam(DataTargetingLink.java:45)
at com.fs.starfarer.api.campaign.impl.items.ModSpecItemPlugin.createTooltip(ModSpecItemPlugin.java:192)
at com.fs.starfarer.campaign.ui.trade.CargoDataGridView$1.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.oOoO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.k.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
The issue is definitely related to the info window that opens when you hover the mouse over the item.
I tried to right click it instantly so there is no time for the info panel to open and the game did not crash. The item in question was Targeting Data Link.
Didnt encounter any other problems yet in my playthrough and been at it for a week. Its a nice mod, offers some serious options to tinker with builds. Thanks for your work.
wow didn't know there is a new update until playing the game after 15 minutes of starting and loading all the mods lolWe're mostly giving Sutopia headaches about the balance of his mod over the community Discord these days, heh.
and at time of posting this thread is way at page 4, I wonder why it didn't get bumped to the first page when you edit/updated the first post
wow didn't know there is a new update until playing the game after 15 minutes of starting and loading all the mods lolWe're mostly giving Sutopia headaches about the balance of his mod over the community Discord these days, heh.
and at time of posting this thread is way at page 4, I wonder why it didn't get bumped to the first page when you edit/updated the first post
Any chance that Support Carrier Core might be able to work with ship system drones?
There's a number of mod ships that make use of ship system drones for one purpose or another, but the one that comes most to mind it the Mayasuran Argentavis - this one in particular since it's powerful but has limited charges and the AI doesn't know how to cycle drones to repair them. Not particularly widespread, but the use is there.Is there a particular reason why it’s not replaced with a long replacement time built in wing - would be the proper question. As you mentioned, AIs don’t really know how to control drones if at all.
sorry for asking but would you giving the details for what modern carriers + does exactly? i am unsure of what it does exactly to be honest
About S AdditionS Addition is a utility mod in folder Modern Carrier +
- Prometheus Mk2 now has Fighter Command Overclock as built in, making it significantly more dangerous
- Spark Interceptor now has 2 burst PD laser (high delay) instead of 1
- All vanilla remnants and Astrals get Advanced Carrier as built in
- All vanilla station hangar modules receives a Carrier Core and a Modern Carrier hullmod that fits the tech theme
- Remnant station has 5 fighter related hullmods installed including Targeting Data Link and Advanced Carrier so be aware
[close]
It’s mainly about Ace core be exceptionally good for a random subset of fighters for any given version. I can see how it was broken as 30OP flat and people just S-mod it in to mitigate the cost completely, so that’s why it’s like this at the moment: you get what you paid for.
But it still doesn’t feel right... maybe I’ll do a flat % increase across the board instead... but I don’t want to invalidate multiple deck giving additional value and smaller ships definitely can’t afford as much Op as larger ones.
The main purpose of Ace core is to empower lower deck count carriers or combat carrier to have more fighter power at a price, and I don’t want the price be completely mitigated by S mod; nor do I want to completely invalidate Astrals from using it but generally shouldn’t be superior to Swarm core for those scenarios.
Since so many people has built it in I also want to keep the base price at slightly higher end instead of making it cheap then move all the cost as flat fighter cost nor do I want to make it not S-moddable. It’s just... hard to balance.
Fun fact: drover with warthog Op cost is unchanged if you didn’t build it in.
Hey,
I like the idea of this mod but it feels like a lot of thhese mods are broken.
If I use ace carrier core with flux entanglement then I can beat a paragon with a 12 DP carrier that has a fighter with 360 shield coverage.
The targeting datalink idea is also cool but feels super broken at it's current values. I can have xyphos sniping enemy ships from so far away
Crash report:The + version is a separate mod intended to be installed alongside the regular version.
I installed the Modern Carriers + version and got a crash on launch. In log file it said "carriersafetyoverrides hullmod" was missing. I replaced the mod with normal version without + and it works fine. Maybe has something to do with other 30 mods,I dunno.
hellohttps://www.fossic.org/forum.php?mod=viewthread&tid=2955&extra=page%3D1
May I ask promission for translate this mod into chinese and put it into https://www.fossic.org ?
And can i decompile the java file to translate combat UI (like CarrierLoadBalance) and description(like SwarmCarrierCore) , or i just change hull_mods.csv?
hellohttps://www.fossic.org/forum.php?mod=viewthread&tid=2955&extra=page%3D1
May I ask promission for translate this mod into chinese and put it into https://www.fossic.org ?
And can i decompile the java file to translate combat UI (like CarrierLoadBalance) and description(like SwarmCarrierCore) , or i just change hull_mods.csv?
I do not plan to update it until 0.95 localization is completed.
Crash report:The + version is a separate mod intended to be installed alongside the regular version.
I installed the Modern Carriers + version and got a crash on launch. In log file it said "carriersafetyoverrides hullmod" was missing. I replaced the mod with normal version without + and it works fine. Maybe has something to do with other 30 mods,I dunno.
Hello,
Is it possible to manually add the special Carrier Cores to third party/mod ships by hand? Or would that require different hullmod variants to be scripted for those ships?
This mod is fantastic, thank you for making it!
Crash report:The + version is a separate mod intended to be installed alongside the regular version.
I installed the Modern Carriers + version and got a crash on launch. In log file it said "carriersafetyoverrides hullmod" was missing. I replaced the mod with normal version without + and it works fine. Maybe has something to do with other 30 mods,I dunno.
your a saint was juts looking for this
Hey Sutopia, I like the carrier focused mod, definitely makes running a full carrier battle group crazy and fun.Fixed, thanks for the heads up.
Also on a side note, your second link 'Carrier +' needs updating it leads to a 404. I had to delete part of the link content up to /release/ to see the file so I can download as it is linking to 1.2.0a, but the mod is on 1.2.0b
Hey Sutopia, great stuff! I love experimenting with builds in this game, and your hullmods certainly add to that part of the game for me =)
I've noticed one thing though, with the Ace Carrier Core. This can be installed on ships that don't have wings by default, you simply need to add 'Converted Hangar', then add Ace Carrier Core, then remove the converted hangar. Effectively it works like a super-OP version of converted hangar when used this way, which is most probably not intended by you. Anyway, just a heads-up =)
Hello Sutopia, just wanted to let you know that the link to the 1.6.2a version for modern carriers (Base version, not S version) is not working. It brings me to a GitHub 404 webpage.
Every time when I update a patch version I forget the url is changed with the file name :-[THANKS! Working great now. ;D
Fixed!
None of the hullmods are visible in the refit menu after being unlocked via modspec. Installed the normal version (not S addition) mid-campaign and haven't had trouble finding the modspecs, but using them has done absolutely nothing and hasn't made any of the mods available to be used.
Installing mid game probably result in the hullmod filter having the tag default turned off. The design types are “Core Carrier” and “Modern”, you need to enable them to see them.Where would I go in the files to do that?
If I understood correctly, this is the thing Sutopia mentions:Installing mid game probably result in the hullmod filter having the tag default turned off. The design types are “Core Carrier” and “Modern”, you need to enable them to see them.Where would I go in the files to do that?
If I understood correctly, this is the thing Sutopia mentions:Installing mid game probably result in the hullmod filter having the tag default turned off. The design types are “Core Carrier” and “Modern”, you need to enable them to see them.Where would I go in the files to do that?Spoiler(https://i.imgur.com/ETuwQxo.png)[close]
Do you mind me using your picture in the FAQ?
Yeah, that was it. Should've noticed beforehand. Thanks!If I understood correctly, this is the thing Sutopia mentions:Installing mid game probably result in the hullmod filter having the tag default turned off. The design types are “Core Carrier” and “Modern”, you need to enable them to see them.Where would I go in the files to do that?Spoiler(https://i.imgur.com/ETuwQxo.png)[close]
Fighter auto landing has been implemented!
Fighter on regroup and low enough health now lands like a bomber and relaunch at full health.
I feel like the recent swarm core changes don't make sense. What's my incentive for using OP to add 2 decks (and nerf them all) when the ship's DP also increases? Putting another carrier into battle would add the same decks, un-nerfed, for a similar DP cost (and no additional OP cost).
Fighter auto landing has been implemented!This QOL item is practically worth a separate mod by itself!
Fighter on regroup and low enough health now lands like a bomber and relaunch at full health.
im going to be honest you nerfing the *** out swarm but buffing and making ace this strong is beyond questionable. like a good fighter with Ace installed will solo capitals easily. swarm is fun to use but if it keeps getting nerfed then im just going to stop using this.You should probably do that because it is only nerfed once.
I will say yet again “any decent fighter” “including most modded fighters” are stupid strong with ace. I was pretty straightforward. Sorry I’m not going to list hundreds of fighters for you too test takes too long.****
I’m at work rn but if you need examples I can try and pull a few once I’m home
I will say yet again “any decent fighter” “including most modded fighters” are stupid strong with ace. I was pretty straightforward. Sorry I’m not going to list hundreds of fighters for you too test takes too long.****
I’m at work rn but if you need examples I can try and pull a few once I’m home
The bonus formula was messed up since idk when.
As a result, some of the bonus are increased by an additional 100% unintendedly.
Fix patch on the way
I was fighting the domain explorarium drones with Ironshell when this crash happened, and it mentions Modern Carrier by name, so I figured I'd post it here. https://pastebin.com/b1XcGAes
1.8.3 updatedI will say yet again “any decent fighter” “including most modded fighters” are stupid strong with ace. I was pretty straightforward. Sorry I’m not going to list hundreds of fighters for you too test takes too long.****
I’m at work rn but if you need examples I can try and pull a few once I’m home
The bonus formula was messed up since idk when.
As a result, some of the bonus are increased by an additional 100% unintendedly.
Fix patch on the way
ah well that makes sense. i dont really mind a single fighter getting a buff but it seemed to be way too strong when i tested it on a few ships. i wasnt really using OP fighters either i was using some remnant ones and some from sylphon. nice too see that something wasnt correct! once you update ill test again for you if you would like? im running pretty much every single faction and ship pack so lmk
I was fighting the domain explorarium drones with Ironshell when this crash happened, and it mentions Modern Carrier by name, so I figured I'd post it here. https://pastebin.com/b1XcGAes
I've changed the implementation of the return order invocation, it should be fixed now.1.8.3 updatedI will say yet again “any decent fighter” “including most modded fighters” are stupid strong with ace. I was pretty straightforward. Sorry I’m not going to list hundreds of fighters for you too test takes too long.****
I’m at work rn but if you need examples I can try and pull a few once I’m home
The bonus formula was messed up since idk when.
As a result, some of the bonus are increased by an additional 100% unintendedly.
Fix patch on the way
ah well that makes sense. i dont really mind a single fighter getting a buff but it seemed to be way too strong when i tested it on a few ships. i wasnt really using OP fighters either i was using some remnant ones and some from sylphon. nice too see that something wasnt correct! once you update ill test again for you if you would like? im running pretty much every single faction and ship pack so lmk
FYI fighter (all types) bonus multiplier is 1.5 + 0.6 * (hullmod OP cost) / (fighter base OP cost + 4)
Base bonus multiplier being 1.5 is due to the 100% markup on fighter OP cost; Before the fix it was 1 BUT I forgot to subtract by 1 when throwing the value against percentage bonus modifiers, so it was realistically base value of 2.
Few questions @ Avatar Core : is it affected upgraded skills(elited) on strikecrafts ? Also officer behavior(timid, reckless, etc) ? And one more - does ballistic mastery worx on piranhas bombs ?Elites are copied, yes
Sorry for bothering, surely all it can be revealed thru experimenta, but dont wanna charading in iron pants mode :(
im about to sleep but i will test tonight on some stuff and see how well they perform now! ill have video if you want to see?
I'm having an issue with modern carriers where the carrier cores are available in missions but not in the actual game even after unlocking them. What's up with that?
Can this mod be installed mid-game
Yes!
However, you may encounter a situation when you can't find them in fitting screen after learning one.
Make sure you have the design filter turned on:Here(https://i.imgur.com/GqTSXCP.png)[close]
Thanks! This solved my problem, although it's a bit weird because I started a new game after getting the mod to avoid issues like this.Interesting, this definitely was not a thing in 0.95a :o
Avatar core + Drone carrier + Alpha Core
Praise the machine lords!
Avatar core + Drone carrier + Alpha Core
Praise the machine lords!
I don’t think I’ve released the latest “fighter automation interface” allowing drone carriers to use regular fighters but glad you like it!
Not sure if this is intended or not: VIC Vipers don't double in cost when used with Ace CoreFixed with the latest update.
Are older version of this mod available for download? specifically v1.8.5a?Sorry for the late reply, I'm quite new to the forums.
1133744 [Thread-3] DEBUG data.scripts.combatanalytics.damagedetection.FrameProcessor - null->Light Machine Gun KILLS null 22.727274dmg
1133761 [Thread-3] DEBUG data.scripts.combatanalytics.damagedetection.FrameProcessor - SIM Campari ->Vulcan Cannon KILLS null 19.70309dmg
1134392 [Thread-8] INFO sound.public - Cleaning up music with id [TheFlagship.ogg]
1134614 [Thread-10] INFO sound.public - Creating streaming player for music with id [Panic.ogg]
1134620 [Thread-10] INFO sound.OooO - Playing music with id [Panic.ogg]
1135651 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.util.Tesselator.o00000(Unknown Source)
at com.fs.starfarer.util.Tesselator.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.H.String(Unknown Source)
at com.fs.starfarer.combat.entities.H.<init>(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.applyDamageInner(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.applyDamageInner(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.E.A.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Since all my mods have poor reputation, I deem my efforts unworthy thus no more updates will be made.
If anyone wants to adapt this mod to 0.96a to make a bootleg, I've been told from the grapevine that there's a version (older one) that apparently doesn't have a dependency on Sutopia's notorious Concord library. If this could get adapted to 0.96a without Concord it would be actual godsend. The mod itself is insanely good but god Concord just makes me crash so much.The version in question is 1.6.2b, which does work by merely changing the 'gameVersion' value in mod_info.json to '0.96-RC8':
---thank you alot
The version in question is 1.6.2b, which does work by merely changing the 'gameVersion' value in mod_info.json to '0.96-RC8':
https://github.com/Sutopia/-StarSector-0.95a-Modern-Carrier/releases/download/v1.6.2/Modern.Carrier.1.6.2b.7z
That said, there isn't any source code available, regardless of version... so some of the hullmods may be OP and unchangeable.
If anyone wants to adapt this mod to 0.96a to make a bootleg, I've been told from the grapevine that there's a version (older one) that apparently doesn't have a dependency on Sutopia's notorious Concord library. If this could get adapted to 0.96a without Concord it would be actual godsend. The mod itself is insanely good but god Concord just makes me crash so much.The version in question is 1.6.2b, which does work by merely changing the 'gameVersion' value in mod_info.json to '0.96-RC8':
https://github.com/Sutopia/-StarSector-0.95a-Modern-Carrier/releases/download/v1.6.2/Modern.Carrier.1.6.2b.7z
That said, there isn't any source code available, regardless of version... so some of the hullmods may be OP and unchangeable.
FOR THE LOVE OF GOD, DO NOT DO THIS, I REPEAT, DON'T DO THIS. This will irreparably brick your game and make several missions unplayable as well as the campaign. You get the ACCURSED "check starfarer.log" mission description bug which will makes the missions that have this description unplayable as well as the campaign. Until somebody actually digs through the code and adapts this mess into something that doesn't require CONCORD to function, do not use this (or any of Sutopia's) mods.Which missions, in-campaign or otherwise? Maybe it's a peculiarity my own (heavily-customized) mod setup, but I haven't encountered the bugs that you have described.
If anyone wants to adapt this mod to 0.96a to make a bootleg, I've been told from the grapevine that there's a version (older one) that apparently doesn't have a dependency on Sutopia's notorious Concord library. If this could get adapted to 0.96a without Concord it would be actual godsend. The mod itself is insanely good but god Concord just makes me crash so much.The version in question is 1.6.2b, which does work by merely changing the 'gameVersion' value in mod_info.json to '0.96-RC8':
https://github.com/Sutopia/-StarSector-0.95a-Modern-Carrier/releases/download/v1.6.2/Modern.Carrier.1.6.2b.7z
That said, there isn't any source code available, regardless of version... so some of the hullmods may be OP and unchangeable.
That said, I checked the github page to find the v1.6.2 to see if there really wasn't any source available. There is. Here's the link to the v1.6.2a tag: https://github.com/Sutopia/-StarSector-0.95a-Modern-Carrier/tree/v1.6.2 (https://github.com/Sutopia/-StarSector-0.95a-Modern-Carrier/tree/v1.6.2)I stand by my original claim; there are no non-compiled (*.java) files to look through. The SutCarM.jar file contains .class files, which are already compiled.
That said, I checked the github page to find the v1.6.2 to see if there really wasn't any source available. There is. Here's the link to the v1.6.2a tag: https://github.com/Sutopia/-StarSector-0.95a-Modern-Carrier/tree/v1.6.2 (https://github.com/Sutopia/-StarSector-0.95a-Modern-Carrier/tree/v1.6.2)I stand by my original claim; there are no non-compiled (*.java) files to look through. The SutCarM.jar file contains .class files, which are already compiled.
While manually de-compiling them IS an option, it would be an enormous exercise in patience to figure out exactly what does what.
just wanted to know what was this bad rep for Sutopia mods are?
I like this his mods especially this one cause I felt carriers were a bit lackluster with their hull mods in vanilla.
was it the Concord thing being unstable?
also curious about the bad rep thing since I always loved this guys mods