Great mod, flux stats for weapons are too low and way too op though
I've been wanting to do this style of fleet for awhile, but my sprite skills are rather lacking. Are you planning on making this a faction mod eventually?
Hey if you can, it would be nice to have this (for now) spawn as regular ships in scavengers and independent (albeit very rare)
I was thinking of doing that myself, if for no other reason that to gain some knowledge -I want to make a faction myself someday 8)
With your permission of course!
I'm going to start a playthrough on youtube soon with the goal of showing off the modability of the sector (I have around 80 enabled mods currently) and to be quite honest I would be remissed if I didn't mention how much I want to have a fleet with at least one or two of your ships.
My intent is to pilot an aleste fighter/frigate from arma armatura (until I find an einhander) and assemble a (nearly) unstoppable force of (totally not gundams). It is supposed to be an elite fast attack strike force, and having a few gunboats would be sweet and really add a lot to the mobile suit vibe.
Nice stuff dude. Gonna give your ships a try now.
Nice work man
Hey if you can, it would be nice to have this (for now) spawn as regular ships in scavengers and independent (albeit very rare)
I was thinking of doing that myself, if for no other reason that to gain some knowledge -I want to make a faction myself someday 8)
With your permission of course!
I'm going to start a playthrough on youtube soon with the goal of showing off the modability of the sector (I have around 80 enabled mods currently) and to be quite honest I would be remissed if I didn't mention how much I want to have a fleet with at least one or two of your ships.
My intent is to pilot an aleste fighter/frigate from arma armatura (until I find an einhander) and assemble a (nearly) unstoppable force of (totally not gundams). It is supposed to be an elite fast attack strike force, and having a few gunboats would be sweet and really add a lot to the mobile suit vibe.
I just uploaded an updated file. Now both Independent and pirate will spawn them. The ship and weapon showed in the independent market and the black market. BTW, thank you for offering the assist! Honestly, I almost gave up but I somehow manage to do it.
To make the ship spawn you need to set up files under the folder "data/world/factions". There the main file will be "default_ship_roles.json". This file dictates the class of the ship spawn, so the bigger the ship the harder it will spawn. Then you need to set up individual faction .json. For example, I have independent.json and pirates.json. Each of them makes the ships, weapons, and wings spawn in each faction's fleet.
Hi all,
I upload a new version that adds some more contents and various balance changes. Here is a picture of everything with updated contents. Enjoy!Spoiler(https://i.imgur.com/yiwlMQD.jpg)[close]
lol the download link literally points to a post that is behind paywall.
Can't seem to access it via your patreon, do I need to subscribe to access it?Hi all,
I upload a new version that adds some more contents and various balance changes. Here is a picture of everything with updated contents. Enjoy!Spoiler(https://i.imgur.com/yiwlMQD.jpg)[close]
lol the download link literally points to a post that is behind paywall.Can't seem to access it via your patreon, do I need to subscribe to access it?Hi all,
I upload a new version that adds some more contents and various balance changes. Here is a picture of everything with updated contents. Enjoy!Spoiler(https://i.imgur.com/yiwlMQD.jpg)[close]
Sorry guys, I'm new to this. I remove the Patreon only things on the post.
thanks for the update! I would love to see a couple more fighter planes in the nest update!
speaking of patreon hopefully in the next few months i will strike it rich so i can throw all of the modders a bone!
I've played around with this some and I'm a total fan! I'm sorely tempted to start a new play through just using these ships :D Sadly I think the AI tends to be a bit brain dead with these types of ships so I'm worried about that. But I love these massive damage high reload guns :D Go space battleships go!Hey man, glad you like the mod. I like the idea of battleship carriers also. If you want me to help you to create a simple mod for you with art you're making I can do or if you want me to add yours into my mod I will do it. I just want to have your consent first.
Err... There is one thing you'll probably want to look into balance wise though. The fighter wing has the normal small sized annihilator rocket launcher which makes them horrifyingly powerful. They easily dump the first volley of rockets into an enemies face fly over them and then basically wipe out the enemy with repeated massed rocket strikes against the unshielded sides of the ships. Including vs the Paragon!
Also making a battle carrier would be awesome :D Something like the Japanese conversions: (https://upload.wikimedia.org/wikipedia/commons/9/9f/Ise1944.png)
I did make a quick and dirty copy paste of what it might look like based off of the normal BB this mod adds:
(https://i.imgur.com/dkjkl27.png)
No need to ask! The art I showed was literally just me doing a copy paste from the big carrier in the mod to the BB :P And a battle carrier could do with a proper sprite. I literally just copy pasted the middle rear part of the carrier onto the back of the BB. So yes please go for it! Feel free to use my crappy copy paste job as a base but it could probably do with a more proper sprite instead of just a copy paste like I did:I've played around with this some and I'm a total fan! I'm sorely tempted to start a new play through just using these ships :D Sadly I think the AI tends to be a bit brain dead with these types of ships so I'm worried about that. But I love these massive damage high reload guns :D Go space battleships go!Hey man, glad you like the mod. I like the idea of battleship carriers also. If you want me to help you to create a simple mod for you with art you're making I can do or if you want me to add yours into my mod I will do it. I just want to have your consent first.
Err... There is one thing you'll probably want to look into balance wise though. The fighter wing has the normal small sized annihilator rocket launcher which makes them horrifyingly powerful. They easily dump the first volley of rockets into an enemies face fly over them and then basically wipe out the enemy with repeated massed rocket strikes against the unshielded sides of the ships. Including vs the Paragon!
Also making a battle carrier would be awesome :D Something like the Japanese conversions: (https://upload.wikimedia.org/wikipedia/commons/9/9f/Ise1944.png)
I did make a quick and dirty copy paste of what it might look like based off of the normal BB this mod adds:
(https://i.imgur.com/dkjkl27.png)
I have a weird feeling about the fighter, too. I didn't play much with the carrier so I got very little experience balancing it. I will make a copy of annihilator with smaller bursts and ammo. I think it should help.
FINALLY
wood decks in space
Also you'll want to rename the fighters and remove the Fighter and Bomber from their name in ship_data.csv as fighters are named: ship_data.csv name + varriant name which in this case results in some oddness like: Jizo Fighter Heavy Fighter
This is because the ship name is: Jizo Fighter
The variant is: Heavy Fighter
which becomes: Jizo Fighter + Heavy fighter.
I had to adjust my variant names as well for some fighters I was making :P
Also on further real battle testing, the Jizo fighter with the Annihilator Rockets might be ok. Maybe adjust their cost some? But they don't perform stupidly OP.
Mind you they are strong. But they also cost 18 OP so it might balance out? Still might be worth a double check though
Hey bro,Oh man! The battlecarrier looks awesome :D
Thanks for the input. You mean that the cruiser and destroyer are underpowered in general, right? Can you give an estimate in percentage on how much underpower are they? I have the same feeling but the system they have is quite OP. I think the only way to balance them is through supply/fuel per week and maybe change their class.
Thank you for the reference on the fleet also. I'm planning to find a design that can fit the role of the medium cruiser. I think a ship with 5 medium-mount is a good idea. Maybe Fletcher can be a heavy destroyer or light cruiser. Another design I want to put in is The HMS Dreadnaught. Maybe I will make her a super battleship (like a real super one) in her honour.
And here is what I got for the carrier. I added lifted-wing-desk to the main hull. The rearward L-turret is removed for equipment storage for fighters.
(https://i.imgur.com/5O4sCed.png)
Yeah. You should be able to do so though. Might just need to manually change the weapon slot id in the ships .ship file so it matches. Could be a bit of a pain though.
Also some of the turret spots on the ships don't seem to quite line up with graphics showing where turrets go? In more or less all cases you don't really notice it once you mount weapons on them though.
And you might want to join the discord. Lots of people there more than happy to give feed back and such if you want to.
https://discord.gg/gxMqPyjP
I love the new ship! Great choice leaving the aft exposed: a carrier should NEED escorts
All the additions are great and I'm glad balancing is being taken seriously to keep this content strong without being totally overpowered.
The rift cannon is amazing :D But it also costs ALL the flux to fire. Like if you mount any amount of them on anything they'll almost immedietly over flux. It's pretty much only usuable in any sort of number on ships with an accelerated ammo feeder or something similiar. Otherwise it's very much a case of: fire the cannon. Wait for your flux pool to recover. Wait a LONG time. And on some ships they don't even have the flux pool needed to fire it in the first place!I love the new ship! Great choice leaving the aft exposed: a carrier should NEED escorts
All the additions are great and I'm glad balancing is being taken seriously to keep this content strong without being totally overpowered.
Thanks, man. Hope you like them. I'm playing a cheated playthrough with most of my ship in the fleet. They're pretty fun. lol. The Onryu Rift Cannon is quite OP but it is pretty hard to come by so I think it is okay.
Hey Guys,While that does sound like a fun idea I'd advise caution with it to try and avoid making the Pirate versions just better. As that's been an issue for a few pirate versions. One option could be to change the ship weapon system to a non ammo feeder power that way the additional large mounts won't be as large of a power spike? More making them a side / down grade?
It has been a while. For the next update, I will add a ship or two. And work on redesign variation for pirates. The initial idea is the pirate variation will have more "larger" mounts but less "smaller" mounts. I will also update the ship list on the main post.
so i have been taking a break from the video editing in light of looking for a part time job to keepme afloat, as well as practicing my music and getting ready to possibly to guitar lessons, AND getting my personal brand on teespring utilizing my art up and running (im doing "way too much" but hey, i like it that way)
i have a personal wish list, which you may or may not be interested in
its pretty short really
it would be really cool if you make a version of this mod that is (stats wise) compatible with the archean order total conversion
totally understand if youd rather just keep updating/upgrading vanilla style content
if that is the case, can i have persmission to change the stats of the ships to make them more in line with the archean order total conversion?
all i would be doing (since i dont know how to sprite) is changing the stats so that they line up properly
everything is done much differently in archean order
since the beta was just released, i highly recommend giving it a go: it is quite interesting the changes that have been made to the mechanics and how everything works
either way cheers! thanks for the great creation and i look forward to any thoughts you may have when i finally launch my channel!also, as a huge fan of mechs and suits, the new bushi is VERY COOL
so i have been taking a break from the video editing in light of looking for a part time job to keepme afloat, as well as practicing my music and getting ready to possibly to guitar lessons, AND getting my personal brand on teespring utilizing my art up and running (im doing "way too much" but hey, i like it that way)
i have a personal wish list, which you may or may not be interested in
its pretty short really
it would be really cool if you make a version of this mod that is (stats wise) compatible with the archean order total conversion
totally understand if youd rather just keep updating/upgrading vanilla style content
if that is the case, can i have persmission to change the stats of the ships to make them more in line with the archean order total conversion?
all i would be doing (since i dont know how to sprite) is changing the stats so that they line up properly
everything is done much differently in archean order
since the beta was just released, i highly recommend giving it a go: it is quite interesting the changes that have been made to the mechanics and how everything works
either way cheers! thanks for the great creation and i look forward to any thoughts you may have when i finally launch my channel!also, as a huge fan of mechs and suits, the new bushi is VERY COOL
Sup bro, thanks again for reaching out. You can go ahead and try updating the stats for Archeon Order. If you're please with what you have, you can send me to have it uploaded here as an additional option. My company is closing the office here in Thailand and I'm quite busy organizing everything so It will be a while for me to upload the next patch. Anyway, I want to show you what I got so far.
(https://i.imgur.com/s9FOTlu.png)
Sup bro, thanks again for reaching out. You can go ahead and try updating the stats for Archeon Order. If you're please with what you have, you can send me to have it uploaded here as an additional option. My company is closing the office here in Thailand and I'm quite busy organizing everything so It will be a while for me to upload the next patch. Anyway, I want to show you what I got so far.
(https://i.imgur.com/s9FOTlu.png)
I gotta say I absolutely love this mod, but I got to ask is there any way to get the Bishamonten? I've been going around for hours looking for it to spawn in markets and fleets but to no avail.
Does the Ship spawn naturally yet?
I gotta say I absolutely love this mod, but I got to ask is there any way to get the Bishamonten? I've been going around for hours looking for it to spawn in markets and fleets but to no avail.
Does the Ship spawn naturally yet?
Glad you like it. For the Bishamonten, I want it to be super rare but I don't have the capability to mod an event for it so I just made it really hard to come by. If you're lucky, you might find it in the Independent and Pirate market or their fleet. I think I find it on a black market once. And as 6chad said, you can always command console it and maybe dump a million cash into the void and assume you bought it.
Hello, as most mods have not yet updated to the 0.95.1a version, I am still playing the 0.95a version, is there a link to that download somewhere?
Awesome work
I got 3 Onryu rift cannons on the Kuzuryu. Nothing can come close. Single volley obliterates anything low-tech up to cruiser class.
Graphical work is also really good!
Awesome work
I got 3 Onryu rift cannons on the Kuzuryu. Nothing can come close. Single volley obliterates anything low-tech up to cruiser class.
Graphical work is also really good!
Thanks, man! Kuzuryu is definitely one of my most favorite designs.
Awesome work
I got 3 Onryu rift cannons on the Kuzuryu. Nothing can come close. Single volley obliterates anything low-tech up to cruiser class.
Graphical work is also really good!
Thanks, man! Kuzuryu is definitely one of my most favorite designs.
Is that the canon (or cannon, should I say? ;D) loadout for the Kuzuryu? I assume autofit puts on the desired loadout
Hey first off amazing mod, i was complaining about the weird vanilla turrets and how i wanted stepped turrets because that makes sense then someone linked your mod! The ships look amazing and i gotta say they're really balanced well from what i've seen so far. I'm a carrier man and dear god i love your carriers haha they've pretty much replaced all the vanilla carriers i normally fielded but i did notice some issues compared to their respective weight classes.
The ebisu M for example is only 15 DP for 4 fighters with a respectable amount of defenses and decent cargo/fuel carrying ability. The problem is the 20 DP carriers(heron/mora) are completely outclassed at 20 DP for only 3 fighters. I wanna use your carriers because they're everything i think a carrier should be but it feels bad when they're hands down better than the other options. If you changed the points to 18-20 then lowered some of their armor and flux they'd still be absolutely amazing. The heron for example should trade the 1 fighter bay for better speed and flux while the mora trades 1 bay for better armor and hull points. If you left the M at it's current stats then changed it to 22 DP it would be great too.
I didn't go through the whole thread to see if this has already been mentioned, but the Hachiman battlecruiser has the innate heavy ballistics integration hullmod, which decreases all large ballistic weapons by 10 OP. It has 7 medium and 7 small ballistic hardpoints, there is nowhere to mount a large on it, so the hullmod does nothing.
Edit: Also, the Bishamonten's red flare on the engine light is perhaps too much? It kinda washes out a lot of the ship detail.
Is there a blue print drop for all the ships/weapons? I've been using industrial evolutions reverse engineering but it'd be nice to be able to grab a blue print pack for some themed defense fleets haha. I've only gotten to the BC's so far but i'm really impressed at the balance--the AI has some trouble dealing with the weapon ranges so they'll mill about while taking hits but so far i've seen very similar performance to my vanilla fleets. I'm only using ships & weapons pack with this so it's mostly vanilla ships i've been using as a measuring stick.
The weapons seem like direct upgrades but the refire delay is significant and affects their performance to the point that i'd argue they might even be under tuned. I'm running mostly cruisers with 3 BC's now but i have 3 apogees with all vanilla weapons and in some cases they are out performing the mod ships which is a great sign. One problem i've run into is because all the ships are mostly ballistic based i don't have any ECCM at all so my weapon range has gotten hit quite hard against REDACTED fleets haha.
A dream but i'd love to see other WW2 ships given the same treatment haha, some royal navy and kriegs marine ships would be awesome!
This is the first time I hear that the flux cost is excessive. In my only mod playthrough, they are pretty good when used with the ships from this mod but kind of underpower with vanilla ships. I fear that buffing them might cause them to be too overpowered.
For the ignoring fighter, I will try to find a fix for it.
I've used all of the medium and smaller weapons extensively and i don't see a problem at all beyond the M rail gun costing the same as the hyper velocity while being slightly better than it. I'm just getting into large mounts but stat wise beyond increased range they don't look that crazy. I'll do a ton of simulation runs to see if i can cheese anything.
If anything this just might be a better argument to do more built in weapons for the main turrets while leaving the secondary weapons free to mess around with. You'd remove a ton of balance issues while having the ships perform as intended.
*Did abuncha simulation testing and i've come the conclusion that it's a horrible metric for testing. My ships won handily across the board against higher DP ships but that's because they have terrible loadouts. One conclusion i've come too is the BC's all could use a 10 DP increase because the hachiman for example can handle 40 DP capitals easily yet it's only 26. The cruisers and BC's are out performing their DP in cost but that's an easy fix of increasing that. The bigger capitals are going to be a little harder, the 50 DP battle carrier handily thrashed a 60 DP paragon and fiddling the DP isn't the answer because of the DP limit. The glass cannon concept is solid i feel, less flux to ensure that they must stay at range and exploit their chosen weapons rather than being able to stay at range and have enough flux to fire while keeping the shields up.
Okay, guys, I've done some extensive testing with tons of mods and I've made adjustments to the mod. I nerf all ships slightly in all parameters. Now they're slightly weaker but I think they're still stronger than most comparable ships. I've play around 8hrs with this update and I think it is quite balance. I hope everyone enjoy! And thank you for all the feed back.Wooh! Nice, i'll give it some hours today and see if i catch anything.
BTW - if you update the mod, don't forget to remove the old Advance Targeting Core from your ship. It is what make your ship OP! :D
Any thoughts for Phase Ships as Submarines?
Any thoughts for Phase Ships as Submarines?
Yes, I have some thoughts on it. I saw a mod that does phase submarines a long time ago and it looks pretty cool. The issue is, I'm not a fan of phase ships and didn't play around with them much. It is kinda hard for me to balance them so I'm quite hesitant about the idea.
Guys, after I nerfed the ship, they are damaged more often and with high CR deployment cost, they just ruined my campaign. I've adjusted the deployment cost a bit so they're not as lethal as before.Yeah i've been doing some REDACTED clearing and the losses are pretty nuts haha, on one hand it's great because it shows that there was an imbalance before but they could use some tweaking towards the other side. They're still capable and the losses are a little above my vanilla run so almost there! How much did you tweak the numbers?
Guys, after I nerfed the ship, they are damaged more often and with high CR deployment cost, they just ruined my campaign. I've adjusted the deployment cost a bit so they're not as lethal as before.Yeah i've been doing some REDACTED clearing and the losses are pretty nuts haha, on one hand it's great because it shows that there was an imbalance before but they could use some tweaking towards the other side. They're still capable and the losses are a little above my vanilla run so almost there! How much did you tweak the numbers?
Im gonna keep the mod and the ships the way they are for...Removing the targeting core would suddenly turn them into just-another-ship that id never bother with. The Musashi BP isnt all that common to begin with either lol. I play with a lot of faction and hullmod mods and the intention to balance against Vanilla is kinda misguided considering no one i know just runs one mod in a vacuum. Were all playing faction mods to increase variety and everyone knows that some factions are stronger then others on a per ship basis. Nex already does a decent job keeping things in balance with the vanilla factions(for the most part). By the time you can build a whole fleet and the weapons, youve kinda already won unless youre going for the super high end bounties or take on fortress Remnant systems.
The ships are definitely performing they're not super powered or getting demolished. The capitals are in a good spot but the cruisers are definitely over performing for their DP. The problem is the medium rail gun--equip a gongen with 5 hyper velocity guns vs 5 fujins and the difference is massive. The medium rails should be 15 OP for their performance or just decrease their damage to be slightly higher than the HVG's.
In big fleet fights i'm not seeing any huge performance difference but when compared in the simulation the cruisers are easily slaughtering more expensive ships. I'm using my vanilla apogees as a measuring stick and the gongen should be 20 DP or have 10 OP removed. If you put it up against a 22 DP eagle it will slaughter it handily and it's only 18 DP. I put it up against 25 DP of frigates and it didn't even lose it's armor.
Insert Space Battleship Yamato Theme there (https://www.youtube.com/watch?v=LKe0wARmks4/)
Lovely mod cx. Love ships design.
hey man I'm planning to make a mod where I put enterprise cv-6 into the game. we cool?
I had a thought. What if there was a mod that put in ships from the Age of Sail into the game? Except we have solar sails
I had a thought. What if there was a mod that put in ships from the Age of Sail into the game? Except we have solar sails
Yea my original idea of making the mod comes from age of sails. One idea that might work is to make a ghost-phased man o' war. But I scratched it in the design phase as I'm not sure how to implement the design into SS properly.
I had a thought. What if there was a mod that put in ships from the Age of Sail into the game? Except we have solar sails
Yea my original idea of making the mod comes from age of sails. One idea that might work is to make a ghost-phased man o' war. But I scratched it in the design phase as I'm not sure how to implement the design into SS properly.
True, and the AI isn't too good with broadside ships
Another thought I would have would still be Japanese-related, but the ships would be based on the "floating castle" designs from Medieval era Japan and would perform the opposite of Musashi ships. Close combat rather than distance combat, short-ranged missiles, tractor beams. Too bad the game doesn't have boarding actions, but I suppose it can be simulated as homing torpedos that do more disabling actions rather than hull damage.
https://shogun2-encyclopedia.com/units/heavy_ship_heavy_bune.html
I had a thought. What if there was a mod that put in ships from the Age of Sail into the game? Except we have solar sails
Yea my original idea of making the mod comes from age of sails. One idea that might work is to make a ghost-phased man o' war. But I scratched it in the design phase as I'm not sure how to implement the design into SS properly.
True, and the AI isn't too good with broadside ships
Another thought I would have would still be Japanese-related, but the ships would be based on the "floating castle" designs from Medieval era Japan and would perform the opposite of Musashi ships. Close combat rather than distance combat, short-ranged missiles, tractor beams. Too bad the game doesn't have boarding actions, but I suppose it can be simulated as homing torpedos that do more disabling actions rather than hull damage.
https://shogun2-encyclopedia.com/units/heavy_ship_heavy_bune.html
Hey good idea. I'm not a fan of the turtle/fortress, though. Maybe I can do 'junk' or galleon or greek ramship with big turret and small broadsides.
Hmmm
If you want to stick with the Japanese vibe then maybe Boshin War era ships could be a good fit?
https://en.wikipedia.org/wiki/Japanese_ironclad_K%C5%8Dtetsu
Hmmm
If you want to stick with the Japanese vibe then maybe Boshin War era ships could be a good fit?
https://en.wikipedia.org/wiki/Japanese_ironclad_K%C5%8Dtetsu
Yes, this looks do-able to me. One thing I'm not sure about is which type of ship we're still missing from the mods. Some say phase and I would like to do some submarine phase ships. This iron-clad can be frigate or maybe? BTW, this is what I'm currently working on. Cheers!
(https://i.imgur.com/crdvkSH.png)
I appear to be unable to construct the Susanowo at my colony. It subtracts money from both myself and the colony, and eventually builds up the right amount of credits in production, but the ship never spawns and the colony keeps charging me money. Any help with this?
It appears to be exclusively with the Susanowo, at least of the ships I've built so far.
Very nice mod. More enjoyable than it first appears.
May I ask if you might create a rendition of Space Battleship Yamato? As true to the vessel as possible?
As well as include the Alpha Core version of the Bishamonten that's alluded to in the text?
What's the difference with alpha and Beta cores bis?
First off I love the flavour of this mod, being a history nerd and seeing the designs instantly made me download this, and I have not regretted it. Thanks for all your hard work!
Question, is the Kuzuryu large turrets working properly? they only face forward at very narrow arcs (well compared to all other ships of this mod I've played). The description almost seems like it mentions this till I noticed all the front large turret only ships have that "frontal focus" phrase.
I don't have a problem with these angles (maybe another 10 degrees would be nice but I'm ok with it as is) but considering its only ship in modpack I've played that has it (so far, haven't played all small ships nor the super biggun yet) it just makes me curious if its intentional.
Hi,
Update 1.2.8 is here. There is a new shop called Moreya. It is kind of weird and something I have never done before. IF you have any issue with its balance, let me know. I also updated Kuzuryu description a bit so it is clearer. Thanks! Draconas!
Game crashed when I pressed ESC. Seeing the crash log, I'm assuming the ship previewer on the options menu failed to load the Moreya, but I don't know why
22360524 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull [mm_moreya] variant [mm_moreya_variant]: slot id [WS0023] not found for weapon [atropos]
java.lang.RuntimeException: Ship hull [mm_moreya] variant [mm_moreya_variant]: slot id [WS0023] not found for weapon [atropos]
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.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)
Are the Musashi in-built range booster hullmods supposed to block ITU/DTC?
The description mentions precluding their installation, but you can mount them on Musashi ships regardless.
Wanted to give a heads up that the I get a crash to desktop when trying to launch this mod on Linux. I believe it's related to the graphics files for either the rubion blast cannon or the Omegagun (or both), as that seems to be where the runtime exception happens. There might be a case sensitivity issue there, especially if it isn't happening on other operating systems.
There's still a rogue capital B in one of the files. You accidentally renamed it with _bBody instead of _body.
Also, the data/weapons/mm_omegagun.wpn has two references to the weapon graphics as "Omegagun" rather than "omegagun".
Anyway, I was able to fix these on my end and confirm that with these fixed, the game launches on Linux.
hi there puffy jelly I have a bug wherf Watatsumi-class battlecruiser refuses to activate it's system ability the musadhi manufactory, I don't know what's the reason but please help. I would like to talk to you on discord Insockie#5111
Best Mod I've Ever Had. Would be cool if there is a faction with this awesome ships
this is my first post i like to say i hope you keep updateing this faction it is so cool
love the big guns ;D
will you update this for the new version?
mod is permanent on my modlist and an always go to ship/weapon pack mod
I hope it updates on 0.96a
I feel like submarines could be an interesting addition.
Using some of history's more unusual submarine designs could help with making them at look interesting, things like the I-400 class, and Surcouf for example, aside from that my ideas for naval ships in space would best be used as a different mod entirely.I feel like submarines could be an interesting addition.
Yea, man! I just have to figured out a way to make them look cool. Currently, I'm planning to add some torpedos and torpedo boats.
I saw on Reddit posts that the Ebisu_S is quite OP. Is that true? What do you guys think? Personally, I don't use them much as I'm not a fan of their look, even though I designed them. ;D So they have not been through much testing.If they are overpowered I haven't noticed, same would go for everything else I've used from this mod which is most of the easily obtained ships(exceptions being the Kojin and Hoderi).
I saw on Reddit posts that the Ebisu_S is quite OP. Is that true? What do you guys think? Personally, I don't use them much as I'm not a fan of their look, even though I designed them. ;D So they have not been through much testing.If they are overpowered I haven't noticed, same would go for everything else I've used from this mod which is most of the easily obtained ships(exceptions being the Kojin and Hoderi).
Some even feel kinda underpowered such as the Kuzuryu which even after making the main battery turrets fully capable of rotating I still often lose against decent size enemy fleets, and I've only found the Idaten usable in the tutorial, make of that what you will.
And finally, I've yet to obtain a Susanowo so I can't comment on it's balance.
Susanowo was really hard for me to balance. Esppecially with the way its cannon is designed. Not very sure how usable in the real world situation but give it a try! I really loke the look of the ship.I think the 4 middle main battery turrets would need to be spaced farther apart to work reasonably well IRL since they look like they could collide in the image showing all the ships, aside from that the turret layout would mean 1/3 to 1/2 of the main guns couldn't aim at the same target as the rest of them.
You should be able to get a rare blueprint of it. I think taht is the only way.I finally found the blueprint and had one made. I, uh... cant provide it the flux dissipation it requires, even with a buff I gave vents the dissipation is only 4178 with the max number of vents, weapon flux per second is 9816.
The turrent placements are designed that way so that they are not too overpowered. You can only use mostly 4 of them at the same time and would need to be in a pretty steep angle. But each cannon shot three missile-like bullets that go for miles and explode. Not sure how effective would those be but they are very cool.
I finally found the blueprint and had one made. I, uh... cant provide it the flux dissipation it requires, even with a buff I gave vents the dissipation is only 4178 with the max number of vents, weapon flux per second is 9816.
Actually, it seems to work just fine in my configuration using 9 kitsune flak batteries, 1 kirin burst battery, and 18 rampart PD coilguns from the UNSC mod in addition to the built-in weapons. I have yet to see it take substantial damage in any of the fights I've taken it into.
Addition, I have no idea what's going on with quotes seemingly not working correctly.
Will the portraits get updated eventually?
Like into WW2 portraits? :)
Is it good to use Girls Und Panzer Japanese Team as examples for the A.I. generation?Will the portraits get updated eventually?
Like into WW2 portraits? :)
I don't have any plans on that for the moment but if you have some specific pictures you can replace those in my mod.
I can also create a portrait pack for you to replace the current one if you can give me some examples.
Is it good to use Girls Und Panzer Japanese Team as examples for the A.I. generation?Will the portraits get updated eventually?
Like into WW2 portraits? :)
I don't have any plans on that for the moment but if you have some specific pictures you can replace those in my mod.
I can also create a portrait pack for you to replace the current one if you can give me some examples.
or do you need something else specific?
https://twitter.com/hoi2color/status/1150418193669738496
New update 1.3.0!"I planned to create a faction with these but to no avail" and "My next plan is to create specific variants with a unique design for pirates"
- Various balance changes on both ships and weapons.
Update artwork of Watatsumi, Moreya, Amaterasu, and Mikaboshi.
Reduce the hull frequency of most ships to stop flooding mercenary and pirate fleets.
Add more hulls to the midline and high-tech bp so it is a bit easier to get some of them.
Add a set of portraits and a custom flag. I planned to create a faction with these but to no avail. :'(
Add custom sounds to some weapons.
My next plan is to create specific variants with a unique design for pirates. Still can't figure out how to do the subs yet. And I might add tanks. Not sure. but also will keep updating the sprites of older ships to higher fidelity.
New update 1.3.0!"I planned to create a faction with these but to no avail" and "My next plan is to create specific variants with a unique design for pirates"
- Various balance changes on both ships and weapons.
Update artwork of Watatsumi, Moreya, Amaterasu, and Mikaboshi.
Reduce the hull frequency of most ships to stop flooding mercenary and pirate fleets.
Add more hulls to the midline and high-tech bp so it is a bit easier to get some of them.
Add a set of portraits and a custom flag. I planned to create a faction with these but to no avail. :'(
Add custom sounds to some weapons.
My next plan is to create specific variants with a unique design for pirates. Still can't figure out how to do the subs yet. And I might add tanks. Not sure. but also will keep updating the sprites of older ships to higher fidelity.
If you're going to do unique designs for factions, might I suggest not just unique ships but weapons too for the remnants based loosely on the fleet of fog from Aoki Hagane no Arpeggio?
Honestly I think the weapon variants would be the more boring part of my suggestion, at least for the large guns since they would just be turned into beam weapons, its the missiles/torpedoes and super weapons that would be the real fun parts.New update 1.3.0!"I planned to create a faction with these but to no avail" and "My next plan is to create specific variants with a unique design for pirates"
- Various balance changes on both ships and weapons.
Update artwork of Watatsumi, Moreya, Amaterasu, and Mikaboshi.
Reduce the hull frequency of most ships to stop flooding mercenary and pirate fleets.
Add more hulls to the midline and high-tech bp so it is a bit easier to get some of them.
Add a set of portraits and a custom flag. I planned to create a faction with these but to no avail. :'(
Add custom sounds to some weapons.
My next plan is to create specific variants with a unique design for pirates. Still can't figure out how to do the subs yet. And I might add tanks. Not sure. but also will keep updating the sprites of older ships to higher fidelity.
If you're going to do unique designs for factions, might I suggest not just unique ships but weapons too for the remnants based loosely on the fleet of fog from Aoki Hagane no Arpeggio?
I think weapons varients seem like a fun idea!
Is it good to use Girls Und Panzer Japanese Team as examples for the A.I. generation?Will the portraits get updated eventually?
Like into WW2 portraits? :)
I don't have any plans on that for the moment but if you have some specific pictures you can replace those in my mod.
I can also create a portrait pack for you to replace the current one if you can give me some examples.
or do you need something else specific?
https://twitter.com/hoi2color/status/1150418193669738496
It seems like a lot of my ships are over their OP limits after the update, none of them felt over powered(aside from the Susanowo I have in a different save I haven't checked) before the update so it just feels weird.
Only ships from this mod, and while most have weapons(and some times fighters) from other mods I only updated this mod.It seems like a lot of my ships are over their OP limits after the update, none of them felt over powered(aside from the Susanowo I have in a different save I haven't checked) before the update so it just feels weird.
That is weird. I did not adjust any OP at all. Are those only occur with ships and weapons from this mod?
Unfortunate to see the inclusion of AI-image-theft content in this mod, definitely leaves a bad taste in the mouth. Especially when the rest of the mod is very well crafted.
Only ships from this mod, and while most have weapons(and some times fighters) from other mods I only updated this mod.It seems like a lot of my ships are over their OP limits after the update, none of them felt over powered(aside from the Susanowo I have in a different save I haven't checked) before the update so it just feels weird.
That is weird. I did not adjust any OP at all. Are those only occur with ships and weapons from this mod?
Addition: This was the first time I updated the mod since first using it on the 11th, so maybe that's why?
Unfortunate to see the inclusion of AI-image-theft content in this mod, definitely leaves a bad taste in the mouth. Especially when the rest of the mod is very well crafted.Spoken like someone who has no idea how AI image generation works.
Currently my only suggestion for adjusting the balance of existing ships would be to bring the OP limits of the Kuzuryu and Hachiman up to 205 like the Watatsumi.Only ships from this mod, and while most have weapons(and some times fighters) from other mods I only updated this mod.It seems like a lot of my ships are over their OP limits after the update, none of them felt over powered(aside from the Susanowo I have in a different save I haven't checked) before the update so it just feels weird.
That is weird. I did not adjust any OP at all. Are those only occur with ships and weapons from this mod?
Addition: This was the first time I updated the mod since first using it on the 11th, so maybe that's why?
Man I can't remember if I changed any ship OP. I might did it in 1.3.0 by my life is a bit hectic so I forgot a lot of stuff. If you think the balance is bad just let me know.
Currently my only suggestion for adjusting the balance of existing ships would be to bring the OP limits of the Kuzuryu and Hachiman up to 205 like the Watatsumi.Only ships from this mod, and while most have weapons(and some times fighters) from other mods I only updated this mod.It seems like a lot of my ships are over their OP limits after the update, none of them felt over powered(aside from the Susanowo I have in a different save I haven't checked) before the update so it just feels weird.
That is weird. I did not adjust any OP at all. Are those only occur with ships and weapons from this mod?
Addition: This was the first time I updated the mod since first using it on the 11th, so maybe that's why?
Man I can't remember if I changed any ship OP. I might did it in 1.3.0 by my life is a bit hectic so I forgot a lot of stuff. If you think the balance is bad just let me know.
A couple ideas just occurred to me, first and the one that fits this mod the most, a few new ships the over-all ideas of which I'll list shortly, the second idea is a combination of a mildly inaccurate historical reference and joke, a couple pirate ships that instead of being modified Musashi ships are labeled as pirate designs and are inspired by German and British destroyers(since subs aren't currently an option).
Back to the first idea, the over-all ideas are: an early battleship or two, a heavy cruiser, and a heavy destroyer
-Early battleships as I imagine them would be inspired by pre-dreadnaughts having 2 large ballistic mounts, 4-6 medium mounts, and several small mounts, while also being less armored than "modern" battleships like the Amaterasu
-the Heavy cruiser, the general idea being something faster than a battlecruiser but not quite as powerful, while still having more medium and small ballistic mounts than the other non-battlecruiser cruisers, perhaps a new medium twin gun turret could be added as it's intended main armament(a 2 gun version of the Kitsune without a range finder?)
-the Heavy(or maybe it should be labeled "advanced"?) destroyer, an abnormally large and heavily armed destroyer of comparable size to the Gongen, with the ballistic armament of the Kisshoten, but also having mounts for 2 medium missiles as well, while it may be big and well armed, it's still a destroyer and as such has poor armor for it's size(compared to it's cruiser counterparts).
I finally got a chance to redesign the Ebisu!10/10
I finally got a chance to redesign the Ebisu!10/10
Like the redesigns for the Ebisu ships.
What about an XL variant that is essentially just an Ebisu-L stretched to Amaterasu length, and perhaps a battlecarrier with at least 3 large turret mounts based on the Bishamonten?I finally got a chance to redesign the Ebisu!10/10
Like the redesigns for the Ebisu ships.
Thanks ;D. I refrained from using them before because of their design. Now I felt better to put them in my fleet. I think the largest size is a bit small but I will see how I feel in my playthrough.
Just found the Basan, 24k per turret seems like a lot to me, and I found that part of it's description says "accerlated", I assume this is supposed to be "accelerated"
What about an XL variant that is essentially just an Ebisu-L stretched to Amaterasu length, and perhaps a battlecarrier with at least 3 large turret mounts based on the Bishamonten?I finally got a chance to redesign the Ebisu!10/10
Like the redesigns for the Ebisu ships.
Thanks ;D. I refrained from using them before because of their design. Now I felt better to put them in my fleet. I think the largest size is a bit small but I will see how I feel in my playthrough.
Haven't used it yet, I'll report my findings once I have though.Just found the Basan, 24k per turret seems like a lot to me, and I found that part of it's description says "accerlated", I assume this is supposed to be "accelerated"
Thanks, man. I will update the string and price. How is the gun itself?
There are a few ways it could be done, but for the Bishamonten I think the 2 best options would either be a flight deck with a slight angle to one side or the other with the bridge offset to the other side, or 2 angled flight decks extending forward from a joined area at the back to just in front of the bridge on both sides. With either flight deck layout I think it would need more points to work with than the standard Bishamonten just to properly equip it with fighters.What about an XL variant that is essentially just an Ebisu-L stretched to Amaterasu length, and perhaps a battlecarrier with at least 3 large turret mounts based on the Bishamonten?I finally got a chance to redesign the Ebisu!10/10
Like the redesigns for the Ebisu ships.
Thanks ;D. I refrained from using them before because of their design. Now I felt better to put them in my fleet. I think the largest size is a bit small but I will see how I feel in my playthrough.
The XL variant seems cool. I'm not sure how the one based on Bishamonten would look but that might also be a good idea. I plan to update the sprite on Kuzuryu and Bishamonten, too.
Now that I've actually used them I'd say they seem quite overpriced for the damage they do in my experience.Just found the Basan, 24k per turret seems like a lot to me, and I found that part of it's description says "accerlated", I assume this is supposed to be "accelerated"
Thanks, man. I will update the string and price. How is the gun itself?
Now that I've actually used them I'd say they seem quite overpriced for the damage they do in my experience.Just found the Basan, 24k per turret seems like a lot to me, and I found that part of it's description says "accerlated", I assume this is supposed to be "accelerated"
Thanks, man. I will update the string and price. How is the gun itself?
I really love the aesthetics and sounds within this mod. However, I am wondering is there any intention to add in carriers like Taihou and Shinano? And perhaps more planes like the Zuiun?
Thank you for the great comments from BadDragn. I will look into the balance change for the next update.I skimmed the list and there are few criticisms I agree with, and what I do agree with is:
Thank you for the great comments from BadDragn. I will look into the balance change for the next update.I skimmed the list and there are few criticisms I agree with, and what I do agree with is:
-Energy weapons should be energy weapons
-Ships should be tagged properly to match their actual hull size(destroyers being destroyers instead of cruisers as an example)
-Susanowo is comically over powered, but considering you have to find a rare blueprint and make it yourself, I think that's fine
One criticism of my own would be that in all of my encounters with it, the Fallen Amaterasu has felt extremely powerful compared to the normal version, doesnt help that I've encountered seemingly the same fleet with IIRC about 3 of them twice in different saves.
My first try on the balance update is up.After about 2 hours 20min trying the new balance changes I nearly lost my fleet to a swarm of pirates(not sure how many exactly, but it was about 2-3 times as many ships as I had, mostly frigates with a destroyer or two, my combat ships being:1 unfinished Watatsumi(only had 2 kitsune flak batteries and a few hull mods), 1 Moreya, 1 Gongen, 2 Nesaku's(they are still "hull size: Cruiser"), 1 Ebisu S, and 5 Idaten's. What survived the battle was the Moreya, Gongen, and 1 of the Nesaku's, the combination of their PD and shields protected the Moreya and Gongen, the surviving Nesaku was mostly disabled. So I'd say things are working fine so far.
with comments from BadDragon and [REDACTED], I try my best to update the mod while keeping my desired outcome of the ship's design. I will always keep a pre-balanced version up here for download.
Disclosure: I have tried this update for 12-16 hours. They're still a bit OP due to range but I felt that the drawback of the ships makes it somewhat balanced. Getting rushed/flanked can easily doom the fleet. And a lot of moded factions can often overpower my fleet which can be annoying. Any opinion on this, let me know.
My first try on the balance update is up.After about 2 hours 20min trying the new balance changes I nearly lost my fleet to a swarm of pirates(not sure how many exactly, but it was about 2-3 times as many ships as I had, mostly frigates with a destroyer or two, my combat ships being:1 unfinished Watatsumi(only had 2 kitsune flak batteries and a few hull mods), 1 Moreya, 1 Gongen, 2 Nesaku's(they are still "hull size: Cruiser"), 1 Ebisu S, and 5 Idaten's. What survived the battle was the Moreya, Gongen, and 1 of the Nesaku's, the combination of their PD and shields protected the Moreya and Gongen, the surviving Nesaku was mostly disabled. So I'd say things are working fine so far.
with comments from BadDragon and [REDACTED], I try my best to update the mod while keeping my desired outcome of the ship's design. I will always keep a pre-balanced version up here for download.
Disclosure: I have tried this update for 12-16 hours. They're still a bit OP due to range but I felt that the drawback of the ships makes it somewhat balanced. Getting rushed/flanked can easily doom the fleet. And a lot of moded factions can often overpower my fleet which can be annoying. Any opinion on this, let me know.
It seems to depend on weapon configuration which is a worse match-up, at least for any of Musashi's ships larger than a destroyer. I say that because the cruisers that survived managed to do so with minimal damage.My first try on the balance update is up.After about 2 hours 20min trying the new balance changes I nearly lost my fleet to a swarm of pirates(not sure how many exactly, but it was about 2-3 times as many ships as I had, mostly frigates with a destroyer or two, my combat ships being:1 unfinished Watatsumi(only had 2 kitsune flak batteries and a few hull mods), 1 Moreya, 1 Gongen, 2 Nesaku's(they are still "hull size: Cruiser"), 1 Ebisu S, and 5 Idaten's. What survived the battle was the Moreya, Gongen, and 1 of the Nesaku's, the combination of their PD and shields protected the Moreya and Gongen, the surviving Nesaku was mostly disabled. So I'd say things are working fine so far.
with comments from BadDragon and [REDACTED], I try my best to update the mod while keeping my desired outcome of the ship's design. I will always keep a pre-balanced version up here for download.
Disclosure: I have tried this update for 12-16 hours. They're still a bit OP due to range but I felt that the drawback of the ships makes it somewhat balanced. Getting rushed/flanked can easily doom the fleet. And a lot of moded factions can often overpower my fleet which can be annoying. Any opinion on this, let me know.
lol, thanks, man. Let me know if anything else comes up! The frigates are the bane of Musashi's ships' existence. I would rather fight a group of cruisers+ over a fleet of frigates any day.
We got Amaterasu & Susanoo.
Any plans on creating Tsukuyomi?
In order to complete the Takamagahara trio. ;D
Hope that Tsukuyomi is a Phase Ship.We got Amaterasu & Susanoo.
Any plans on creating Tsukuyomi?
In order to complete the Takamagahara trio. ;D
Yeah! I also felt like the name of Mikaboshi and Susanowo should be switched. So that Susanowo is more parable with the Amaterasu
Hope that Tsukuyomi is a Phase Ship.We got Amaterasu & Susanoo.
Any plans on creating Tsukuyomi?
In order to complete the Takamagahara trio. ;D
Yeah! I also felt like the name of Mikaboshi and Susanowo should be switched. So that Susanowo is more parable with the Amaterasu
Since Tsukuyomi is a God of the Moon. ;D
Baldur's Gate 3?Hope that Tsukuyomi is a Phase Ship.We got Amaterasu & Susanoo.
Any plans on creating Tsukuyomi?
In order to complete the Takamagahara trio. ;D
Yeah! I also felt like the name of Mikaboshi and Susanowo should be switched. So that Susanowo is more parable with the Amaterasu
Since Tsukuyomi is a God of the Moon. ;D
That's it. Tsukuyomi will be a phase ship! It will take a while for the next update, tho. I'm diving into Buldar Gate 3!
Baldur's Gate 3?Hope that Tsukuyomi is a Phase Ship.We got Amaterasu & Susanoo.
Any plans on creating Tsukuyomi?
In order to complete the Takamagahara trio. ;D
Yeah! I also felt like the name of Mikaboshi and Susanowo should be switched. So that Susanowo is more parable with the Amaterasu
Since Tsukuyomi is a God of the Moon. ;D
That's it. Tsukuyomi will be a phase ship! It will take a while for the next update, tho. I'm diving into Buldar Gate 3!
Understandable~
is the phase ship listed as such cause I have both the Kurao and Isetsu and I cant use them in the second mission for Sierra from SoTF, if not I do think it would be cool if the Isetsu was the phase ship since it resembles a sub.
I have a bug to report. I was able to use integrated targeting unit with the advanced targeting core, leading to some pretty overpowered ranges. It's minor since obviously a player can just not exploit this but it's worth noting it doesn't function as intended.
From my recent use of the mod I've noticed a few things:
1) I have encountered the Kuzuryu being available for sale(mostly on the black market) more than I've encountered the Kajin, which I've only found available very rarely through production orders.
2) I've never encountered the Kurao in the wild, whether it be for sale at any kind of market, in production orders, or even a blueprint or enemy fleet
3) I've encountered the Bishamonten in some kind of shop twice, but neither time could I buy it because of my rep with the faction not being high enough, I do kinda like it being available but extremely rare in Independent military stocks.
4) Isetsu doesn't seem to like to use it's torpedoes, despite having 4 in my fleet and spending a while watching them in combat, I've only seen them use their torpedoes 3-5 times
Having seen the Isetsu's torpedoes in use though I think having variants for mounting on other ships could be fun, perhaps small and medium sizes of launcher and some small and/or medium slots on some of the smaller ships changed to universal mounts so they could use them(eg. the middle medium mounts of the Kisshoten and Gongen)
Hey people! If anyone reads this. What do you think if I reduced the availability of the ships from Independent and Back Market and then added slow chances for them to occur in other factions' fleets and markets? That way MM will act more like a rare manufacturer for the sector. And I can play around with recolored skins for each faction.Could work, but for it to work well the over-all availability would need to stay roughly the same.
Hey people! If anyone reads this. What do you think if I reduced the availability of the ships from Independent and Back Market and then added slow chances for them to occur in other factions' fleets and markets? That way MM will act more like a rare manufacturer for the sector. And I can play around with recolored skins for each faction.Could work, but for it to work well the over-all availability would need to stay roughly the same.
Will need to keep the probability very very low.
For example, the Battlestar Galactica mod pretty much makes mod ships more common than vanilla ships, if not outright replacing them all
I had an interesting idea while making a selection for nanoforge production.
What about Musashi branches with ships that have different inspirations, and at some point down the road, those branches could then act as the Musashi ships in the fleets of various factions, as an example, the Sindrian Diktat could use ships more strongly inspired by German and/or Russian ships.
Either way, it's just an idea I thought might be interesting.
Musashi keeping it's current theme is why I included in my idea having the ships with different inspirations being under branches, and not the main organization, you could think of it kinda like how Microsoft owns 343, Mojang, and Bethesda. While all 3 are owned by the same company, you wouldn't say for example, that a game made by Bethesda is a Microsoft game.I had an interesting idea while making a selection for nanoforge production.
What about Musashi branches with ships that have different inspirations, and at some point down the road, those branches could then act as the Musashi ships in the fleets of various factions, as an example, the Sindrian Diktat could use ships more strongly inspired by German and/or Russian ships.
Either way, it's just an idea I thought might be interesting.
I think Musashi is keeping to Japanese theme though, but maybe other factions can use surplus/old Musashi models that are Japanese ships that followed the medieval era or Boshin War era instead of the WW2 era.
Musashi keeping it's current theme is why I included in my idea having the ships with different inspirations being under branches, and not the main organization, you could think of it kinda like how Microsoft owns 343, Mojang, and Bethesda. While all 3 are owned by the same company, you wouldn't say for example, that a game made by Bethesda is a Microsoft game.I had an interesting idea while making a selection for nanoforge production.
What about Musashi branches with ships that have different inspirations, and at some point down the road, those branches could then act as the Musashi ships in the fleets of various factions, as an example, the Sindrian Diktat could use ships more strongly inspired by German and/or Russian ships.
Either way, it's just an idea I thought might be interesting.
I think Musashi is keeping to Japanese theme though, but maybe other factions can use surplus/old Musashi models that are Japanese ships that followed the medieval era or Boshin War era instead of the WW2 era.
if possible could u create a toggle that takes the blueprints out off all the bp choices and only have them in the musashi bp
would like to try a run where only i can use the ships
I only just saw this mod cuz of the update on the discord. This is so sick. Good companion for ARSWP and it's WW2-era ships when that updates. I'm gonna try this out now, love those portraits.
Is there a blueprint that i can find for the ships and weapons while exploring?Yea, there is one base Musashi package and one rare package for the rare Musashi ships and weapons. And there are rarer blueprints for each of the rarer ships. I plan to move some ships to be bounty-only in the future.
I've had an idea for a pair of new ships:
One is the relatively common version which is just a larger "submarine", which would have 4-5 small ballistic mounts, a 6 shot torpedo launcher built into the front, a 2 tube launcher at the back, and a single fighter bay.
The other is a bounty only version of the same large sub, armed with the same ballistic weapon mounts and built in torpedoes, but with the fighter bay traded for 3 small hidden missile mounts on either side of the hull(6 total), and a powerful, hidden, built-in beam weapon with a long charge time as the trade off for great damage including hard flux to shields.
java.lang.RuntimeException: Error loading [graphics/mm/ships/mm_kajin.png] resource, not found in [<snip>,/home/turtil/.local/share/starsector/mods/Musashi Manufactorum,<snip>,CLASSPATH]
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ó00000(Unknown Source)
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.String(Unknown Source)
at com.fs.graphics.for.class(Unknown Source)
at com.fs.graphics.for.Ø00000(Unknown Source)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
mv mods/Musashi\ Manufactorum/graphics/mm/ships/mm_Kajin.png mods/Musashi Manufactorum/graphics/mm/ships/mm_kajin.png
mv mods/Musashi\ Manufactorum/graphics/mm/missiles/mm_skull_bullet.png mods/Musashi\ Manufactorum/graphics/mm/missiles/mm_Skull_bullet.png
There is 2 bugs on Linux with the filenames being case sensitive:Codejava.lang.RuntimeException: Error loading [graphics/mm/ships/mm_kajin.png] resource, not found in [<snip>,/home/turtil/.local/share/starsector/mods/Musashi Manufactorum,<snip>,CLASSPATH]
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ó00000(Unknown Source)
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.String(Unknown Source)
at com.fs.graphics.for.class(Unknown Source)
at com.fs.graphics.for.Ø00000(Unknown Source)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Fixed with:Codemv mods/Musashi\ Manufactorum/graphics/mm/ships/mm_Kajin.png mods/Musashi Manufactorum/graphics/mm/ships/mm_kajin.png
mv mods/Musashi\ Manufactorum/graphics/mm/missiles/mm_skull_bullet.png mods/Musashi\ Manufactorum/graphics/mm/missiles/mm_Skull_bullet.png
* Edit: I just lost my first Kajin with a Tengu mounted on it, dude, i felt like a beast, i love it.
Download link a bad gateway errror for me
Just wanna say damn the Moreya is so good I love this amazing ship
While single Moreya with bushi squads is not big problem, 3 of them are and game is taking quite the FPS hit.
Oh and before I forget, thank you for creating best ship pack (my favorite) for this game.
And I would like to ask a few things, are there plans for more ships? I think that this mod would benefit from additional frigates, for example American PT-105, German S-38 or Japanese Type T-14, could be considered. And I would personally like to see a ABXY layout cruiser or Battleship and some destroyers with torpedoes
This mod + Domain Reformed lets me scratch my WW2 (and beyond) battleship itch. So good.
It never lagged on my end but if their is one thing I wanna say the AI doesnt seem to understand how to use the Tadaiji Lance they just keep charging it and never fire unless they have like no flux, maybe I just need to give the ships more flux but whatever man the mod is amazing anyway.
Now that You mention it, Tadaiji Lance seems to be bugged, Ai charges it just to cancel it last moment. It fires from time to time but seemingly only when AI is 120% certain that it will hit the target.
I hope it doesn't detract from your idea of how the gun should work but the Yamato ship from I think the Imperium mod? Charges for a long time then fires maybe that could work as a bandaid? I dont mind Tadaiji being a player only weapon tho since i have fun using it anyway.It never lagged on my end but if their is one thing I wanna say the AI doesnt seem to understand how to use the Tadaiji Lance they just keep charging it and never fire unless they have like no flux, maybe I just need to give the ships more flux but whatever man the mod is amazing anyway.Now that You mention it, Tadaiji Lance seems to be bugged, Ai charges it just to cancel it last moment. It fires from time to time but seemingly only when AI is 120% certain that it will hit the target.
Thanks for letting me know ;) ;) ;). I will look into it. I'm not sure how to fix it yet. Hopefully I don't have to get into AI behavior as I have never done it before.
thank you so much for keeping this mod going
I hope it doesn't detract from your idea of how the gun should work but the Yamato ship from I think the Imperium mod? Charges for a long time then fires maybe that could work as a bandaid? I dont mind Tadaiji being a player only weapon tho since i have fun using it anyway.It never lagged on my end but if their is one thing I wanna say the AI doesnt seem to understand how to use the Tadaiji Lance they just keep charging it and never fire unless they have like no flux, maybe I just need to give the ships more flux but whatever man the mod is amazing anyway.Now that You mention it, Tadaiji Lance seems to be bugged, Ai charges it just to cancel it last moment. It fires from time to time but seemingly only when AI is 120% certain that it will hit the target.
Thanks for letting me know ;) ;) ;). I will look into it. I'm not sure how to fix it yet. Hopefully I don't have to get into AI behavior as I have never done it before.
The Kurao Class is really cool but the sound effect for the torpedo might get repetitive since it stops and replays when it wobbles between in-range and out-of-range for a target