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Ships and hull mods look good. Its also an interesting concept, will try it on my next session.
Commodore Jensulte?Ships and hull mods look good. Its also an interesting concept, will try it on my next session.
Nice that you like, my plan is doing more factions, with more concepts of hullmods, soon, this mod will have another faction, the name of it is mentioned somewhere in the preview, try to discover it
Commodore Jensulte?Ships and hull mods look good. Its also an interesting concept, will try it on my next session.
Nice that you like, my plan is doing more factions, with more concepts of hullmods, soon, this mod will have another faction, the name of it is mentioned somewhere in the preview, try to discover it
I'm not a big fan that most hullmods have strong negatives. They are competing with OP that can be used with the good, flat bonus vanilla hullmods and/or flux. I feel that custom hullmods need try following on the footsteps of SO, strong negatives require strong positives, otherwise I'll just skip on the hullmod.
I'm not a big fan that most hullmods have strong negatives. They are competing with OP that can be used with the good, flat bonus vanilla hullmods and/or flux. I feel that custom hullmods need try following on the footsteps of SO, strong negatives require strong positives, otherwise I'll just skip on the hullmod.I do sort of agree with this though. To an extent. I looked at the hullmods and some seem reasonable, others are a little too far in my opinion. More missiles for the removal of cargo holds? Wouldn't be all that bad, but that's still a somewhat variable price to pay. A non-combat price at that. Sometimes somewhat steep depending on the ship. I would think that combat hullmods should have only combat pros and cons, not out of combat ones. As for the armored missiles, reduced damage by a hefty 25% is a pretty hefty price to pay on your very limited ammo, even if you opt out of having cargo holds. Seems like adding more armor would make more shrapnel, so maybe it would be fair to just replace a portion of the damage with fragmentation damage? Still not a cool thing to pay, but it's not outright deleting damage.
These ships look pretty interesting. Also a Doom variant that heals itself slowly?That's absurdly broken.I want it.
Bushido has a nice color scheme to it and speed focused ships don't seem to bad. I'll give this mod a try since I'm starting a new run pretty soon anyway.I'm not a big fan that most hullmods have strong negatives. They are competing with OP that can be used with the good, flat bonus vanilla hullmods and/or flux. I feel that custom hullmods need try following on the footsteps of SO, strong negatives require strong positives, otherwise I'll just skip on the hullmod.I do sort of agree with this though. To an extent. I looked at the hullmods and some seem reasonable, others are a little too far in my opinion. More missiles for the removal of cargo holds? Wouldn't be all that bad, but that's still a somewhat variable price to pay. A non-combat price at that. Sometimes somewhat steep depending on the ship. I would think that combat hullmods should have only combat pros and cons, not out of combat ones. As for the armored missiles, reduced damage by a hefty 25% is a pretty hefty price to pay on your very limited ammo, even if you opt out of having cargo holds. Seems like adding more armor would make more shrapnel, so maybe it would be fair to just replace a portion of the damage with fragmentation damage? Still not a cool thing to pay, but it's not outright deleting damage.
The scatter targeting device seems like it would be a bit too good though. It's quite uncommon for anything to have a flat damage boost in a hullmod. I haven't tried it out, so who knows, but 25% more damage for 10% less range on any energy weapon seems like it would make energy weapons sling way too much pain better than anything else could dream of. Especially with some of the large energy weapons. Then use high energy focus, it would just melt basically anything.
Although I will give all this mod a shot and more than likely write another long winded comment about my experience. Also if all of the things I have said about your hullmods are exactly the way you want them to be, that's okay. All the ones I have not mentioned seem relatively in the right place or I would have to try them out before saying anything on it.
So is no one going to mention that the Bushido symbol is directly ripped from NFS: Carbon? Is this even allowed?
??? ... isn't 'Travel Customization' simply a better form of 'Augmented Drive Field'?
As in, +3 burn for 30 OP instead of +2 burn for 40 OP (assuming a large capital ship).
HIya,
From one new modder to another, I applaud your initiative and scope of vision. Giving it a go on a new playthrough so I do not have direct feedback as yet, just wanted to give ya a thumbs up!
Played around with this mod for a while, and I have a few things to say. For one, it's not too bad for what it is. The ships that aren't reskins seem to do nicely. I used a few, but it's not my cup of tea. Because of this I'm mainly speaking from going against them. The ones I did use seemed okay. Very fast, but fragile. Shields worked well in those cases, but it felt more like just high tech frigates/destroyers with less armor and more speed. Not useless, and not broken. I tried to do a themes run with nothing but Bushido(or really Takeshido which isn't renamed yet), but I noticed they lack any capital ships and anything that can take a hit at all. Not really their style, I get it, but it made multiple fight far more difficult than they had to be. Either way, not an issue. Just something I noticed.
However, I did experience one thing that is out off balance... As mentioned earlier, Doom with hull regeneration. This is fine to use as the player, fine to go against as the player, but broken. Slap on some extra PPT, and nab up some skills for it, set up your doom for flux dissipation, and unless they literally kill you in one go, you will not die. It nullifies the risk of overextending almost entirely. You can go in and get a kill confirm and take 50-80% hull damage, then just retreat while laying mines to keep them from pursuing, then just stay cloaked for a while and boom, go ahead and take another risk. If you are not dead outright, you can more than likely get out of it. Seems pretty unfair on such a large ship. It doesn't feel broken on the other ones since you can't take an so much as an Atropos or Reaper to the face and move on. They flat out kill you. So basically only the Doom seems out of balance. As always though, if this is your intended point of balance, that is okay and I will leave it at that.
Overall this isn't a bad mod and I did enjoy using it. I probably forgot to mention a few things, but oh well. I will keep using this mod and give additional feedback if I think something is off.
Thanks for the feedback, the takeshido faction not have capitals by purpose, its not intended to be very strong, they have advantage of speed, capitals would not makes senseBut what about a Conquest? It's comparatively fragile and faster than the other vanilla capitals, it has missile slots, a mobility system (manuverung jets) and the space between its "arms" could be used for one or two fighter bays
Thanks for the feedback, the takeshido faction not have capitals by purpose, its not intended to be very strong, they have advantage of speed, capitals would not makes senseBut what about a Conquest? It's comparatively fragile and faster than the other vanilla capitals, it has missile slots, a mobility system (manuverung jets) and the space between its "arms" could be used for one or two fighter bays
I had to fix some of your changes in the latest update, they were overboard and broke several builds.
heads up the cinis mrm launcher causes the flowing error, I think when the missiles are shot at? or try to lock on? either way fire them at something with pd and you get a crash to desktop:
java.lang.IndexOutOfBoundsException: Index: 2, Size: 2
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.specs.BaseWeaponSpec.getHiddenAngleOffset(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.B.Ó00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.fireProjectile(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.new.øO0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.new.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.new.String(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
at com.fs.starfarer.combat.systems.G.Ò00000(Unknown Source)
at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Very nice mod, especially hullmods are just awesome!
One bug I found tho, not game breaking but annoying. Sever shipsystem somehow resets weapons range to their default when using ITU or any other range extenders. Just after loading the battlefield range is applied correctly with extenders but after using the system it goes back to whatever nominal weapon range. Also it works backwards - if something decreases range it still resets it, kinda nasty with Scatter Targeting Device.
Suggestion - add Nexerline compatibility, in the current version Nex random sector faction settings do nothing, both Technologists and Takeshido stars spawns anyway
Music makes up 89.47% (28 MBs) of your mod, duplicates even. Could you please look into that?Heyo, thanks for pointing that, I'll solve this issue in the next update, I'll remove unused stuff and resume some musics, maybe this can help. Anyways, what you think about the mod itself, despite this stuff?
Hi,Music makes up 89.47% (28 MBs) of your mod, duplicates even. Could you please look into that?Heyo, thanks for pointing that, I'll solve this issue in the next update, I'll remove unused stuff and resume some musics, maybe this can help. Anyways, what you think about the mod itself, despite this stuff?
Hi,Music makes up 89.47% (28 MBs) of your mod, duplicates even. Could you please look into that?Heyo, thanks for pointing that, I'll solve this issue in the next update, I'll remove unused stuff and resume some musics, maybe this can help. Anyways, what you think about the mod itself, despite this stuff?
I haven't played a single minute yet tbh, there is so much tinkering to do before a Starsector run and might end up not playing at all due to my frustration with the Galatia quest line.
But if I do and if I have some constructive feedback to share I'll get back to this thread. So far I really liked the short story at the main page of this mod, plus hullmods and magic bounties peaked my interest. Got mixed feelings about the look of the rest of the ships, like um, parts are not in harmony with each other. It might work out because otherwise there is coolness in them, I would do worse for sure but I gotta see them ingame first.
Found a small bug if you have the flight deck overhauling hullmod installed and remove it without removing the fighter from the slot it adds. it will think the fighter is still equipped draining the op luckily it doesn't show up during the fight so its not abuse able.
Hi. Found a bug in Competitor (BHDU) hull: one of it's small hybrid turrets (the upper right one) has wrong arc, I think it should be 210 instead of 160. Also when you find it as a derelict it has fighter version of Swarmer in the bottom composite slots, which was very confusing for a moment (it has no ammo but can't be installed back)
What you think about the entire mod?Awesome mod. But I would like to see more faction ships.
What you think about the entire mod?Awesome mod. But I would like to see more faction ships.
As for hullmods: Systems Overflow - Accelerator and Upgraded Shields - my two favorites.
Looks very nice!
These are some of the most prettiest looking ships in the game. They match the ingame aesthetics yet look so good. That's a nuce transformation over updates. I like the lore as well. You might want to add some specific AI oriented industries like the simulations from industrial evolution cause i dont think AIs would need food, they might have some unqiue planet requirements.
Overall looking forward where this goes.
AI positive factions ftw
Also the music is a bop. Reminds me quite a bit of Ben Prunty's work for FTL
A bug report
If playing with Nexerelin's mortal officers feature and an officer assigned an AI companion is killed, replacing them with another officer will result in the randomly generated AI core persona name to change. I think.
It might be a nice bit of lore, for the AI core to be so deeply traumatized by the loss of their partner that they reinvent themselves somehow in an attempt to prevent incurring future loss in a way that humans are not capable of, but I don't think it's intended
edit: Actually this happens even if the officer on the ship is manually swapped out
A bug report
If playing with Nexerelin's mortal officers feature and an officer assigned an AI companion is killed, replacing them with another officer will result in the randomly generated AI core persona name to change. I think.
It might be a nice bit of lore, for the AI core to be so deeply traumatized by the loss of their partner that they reinvent themselves somehow in an attempt to prevent incurring future loss in a way that humans are not capable of, but I don't think it's intended
edit: Actually this happens even if the officer on the ship is manually swapped out
Just got the Masamune and I’m having issues with its built-in shotguns. Even with its system activated, they won’t shoot anything. Might be a mod incompatibility on my end of course, but thought I’d report it anyway, just in case.
Hey guys, hotfix 2 is released, make sure to update the mod for avoid bugs!
I downloaded from the link just now and it still says 1.4.1. Is it updated and you just didn't change the version number in the info file?
Heyo heyo, there is another hotfix, (hopefully the last one for 1.4.0). Take a look:
Hotfix n3:
- AI Integration now refunds AI cores when removed.
- AI integration calculations now work properly with skinshield math.
- Ship variants with integrated AI cores will now spawn.
- Laskaris flux efficiency nerfed to 1.1
- Epta ships and phase ships stats now applied properly when the Speed Up mod is used in combat ie. adjusted the recharge rate and active duration of some systems and the decay rate of Epta Shield engineering
- Fixed Meiyo's double spawn when a legacy save was loaded
- Fixed Shield Redirection Adaptation's reducing weapon to nerf
-Epta now compatible with Nex random mode, Meiyo will no longer spawn during random mod.
- Nerfed Conflictor:
* Reduced speed to 195
* Increased DP to 15
* Composite large slot changed to Hybrid
* Hybrid small slots changed to Composite
Hi, I dig the music. I used the Takeshido's Odyssey for a bit but got confused by the speed/direction control. It's cool it has a rev bar. When I max out speed by pushing "W", I couldn't do a full speed left turn, meaning keep pushing both "W" & "L". The ship does turn its head but not the direction the ship is going. AI seems to be just fine using it though, and that's why I'm confused. Do you have any idea?
I'm using the hullforge industry in industrial evolution to make a Champion-class cruiser (TT) from HMI that I cloned in the Ship deconstructor... IT makes a forge template with no issues.... But then I use it in the hullforge, and it makes ships with it and I go to take them out I get a null error with this in the log
1229575 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.seven_AIcoremod_alpha.advanceInCampaign(seven_AIcoremod_alpha.java:38)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
at com.fs.starfarer.coreui.X.õö0000(Unknown Source)
at com.fs.starfarer.coreui.X.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Can anyone assist me with this?
Music's Nice, Binding an AIcore to a ship to get extra OP is nice... Ships are interesting. Just needs a dedicated survey salvage Gantry cruiser to aid in finding AI cores or say High Energy Focus Eagle for use as a crippler ship to use against Hegemony.... One whose job is not to kill, but to keep a capital busy and nonfunctional while you kill it's escorts.. Would be lore friendly for the Consortium to have ships dedicated to making Low Tech ships inert bricks.
Here's an idea, Howabout an Eagle Variant that trades some of the small energy slots for a Large energy slot to mount say a Tachyon Lance? As a support ship? Harassment at long range! Hvel Drivers Ion beams and A tachyon lance... Oh and perhaps an AI rework so it won't fire the lance at fighters?Music's Nice, Binding an AIcore to a ship to get extra OP is nice... Ships are interesting. Just needs a dedicated survey salvage Gantry cruiser to aid in finding AI cores or say High Energy Focus Eagle for use as a crippler ship to use against Hegemony.... One whose job is not to kill, but to keep a capital busy and nonfunctional while you kill it's escorts.. Would be lore friendly for the Consortium to have ships dedicated to making Low Tech ships inert bricks.
Well, since low tech got a massive buff, doing that would cost balance lol, but I'll see what I can do for this, in a way that not breaks the game. As for the salvage gantry, its an interesting idea, after the 1.5.0, this will be a subject of addon.
Here's an idea, Howabout an Eagle Variant that trades some of the small energy slots for a Large energy slot to mount say a Tachyon Lance? As a support ship? Harassment at long range! Hvel Drivers Ion beams and A tachyon lance... Oh and perhaps an AI rework so it won't fire the lance at fighters?Music's Nice, Binding an AIcore to a ship to get extra OP is nice... Ships are interesting. Just needs a dedicated survey salvage Gantry cruiser to aid in finding AI cores or say High Energy Focus Eagle for use as a crippler ship to use against Hegemony.... One whose job is not to kill, but to keep a capital busy and nonfunctional while you kill it's escorts.. Would be lore friendly for the Consortium to have ships dedicated to making Low Tech ships inert bricks.
Well, since low tech got a massive buff, doing that would cost balance lol, but I'll see what I can do for this, in a way that not breaks the game. As for the salvage gantry, its an interesting idea, after the 1.5.0, this will be a subject of addon.
I am not able to integrate anything higher than a Gamma Core AI on my ship. I am using an Aeolus Class Battleship, and have all 3 kinds of AI cores in my inventory. When I hover over them, the Beta level AI hullmod is greyed out and says "This ship requires a more powerful core to run its systems." The Alpha integration isn't greyed out but nothing happens when I click it, only the
I am not able to integrate anything higher than a Gamma Core AI on my ship. I am using an Aeolus Class Battleship, and have all 3 kinds of AI cores in my inventory. When I hover over them, the Beta level AI hullmod is greyed out and says "This ship requires a more powerful core to run its systems." The Alpha integration isn't greyed out but nothing happens when I click it, only the Gamma core goes through. Restarting the game didn't fix this. Here's my mod list if it helps:
VIC, Vayra's Sector, United Aurora Federation, Truly Automated Ships, Tahlan Shipworks, Starship Legends, Ship and Weapon Pack, Shadowyards unofficial Expansion, Shadow Yards, Seeker UC, Scy Nation, Scan Those Gates, Roider Union, PRV Starworks, NExerelin, Mayasuran Navy, Magic Lib, Luddic Enhancement, lcoked and Loaded, Legacy of Arkgneisis, LazyLib, Kadur Remnant, Interstellar Imperium, HTE, Hiver Swarm, GraphicsLib, Fleet history, FED, Fast Engine Rendering, Epta Consortium, Drone Lib, Diable Avionics, Dassault Mikoyan Engineering, Console Commands, Commissioned Crews, Carter's Freetraders, A New Level of Confidence - 40
I really don't like the Takeshido stuff in the mod. Is there any way to just have the Epta faction?
I really don't like the Takeshido stuff in the mod. Is there any way to just have the Epta faction?Takeshido will stay, but I want to ask, how I could make your experience better with it? Reducing spawn rates or something like that?
Another null crash:This was caused by opening up the Colonies Screen in COMMAND, which loads the storage on the Hull forge planet which creates the null error bug from last bugpost.
2375311 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.seven_AIcoremod_alpha.advanceInCampaign(seven_AIcoremod_alpha.java:38)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
at com.fs.starfarer.api.util.Misc.addStorageInfo(Misc.java:3972)
at com.fs.starfarer.campaign.command.MarketTooltipFactory$1.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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.Q.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.Q.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.Q.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.Q.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.command.F.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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.o0OO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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.Q.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)
I think I might have run into a bug, the Kite (7s) does not seem to dissipate shield power over time resulting in it rapidly becoming some 600 speed monstrosity after it gets shot at a bit.
I tested some of the other Epta ships (Acanthis, Aeolus, Conquest(7s), Eagle(7s)) and they didn't have the same problem, the shield power would decrease over time.
Not sure if it's relevant or not, but the Kite (7s) also doesn't have the typical lightning spark visual effects on it's shield like other Epta ships.
Edit:
I think I might have figured it out, the Kite (7s) hull is lacking the built-in "graphicsweapon" weapon, adding that onto the ship along with the requisite weapon slot enabled the shield lightning effects and also started to decrease the Epta Shield Power effect over time.
For a second thing, the system charge regeneration rate modifier seems to be inverted for both the Takeshido "System Customization - Cooldown" and System Customization - Charges" hullmods, resulting in a faster charge regen for the SC-Cooldown mod and a slower charge regen for the SC-Charges. The system cooldown aspect works correctly though, meaning the SC-Cooldown mod is a pure upgrade, while the SC-Charges mod is a complete downgrade.
I'm guessing it's just something to do with how the code calculates the modifier, probably just need to swap the +/- signs respectively for the system charge modifiers in both hullmods.
I really don't like the Takeshido stuff in the mod. Is there any way to just have the Epta faction?Takeshido will stay, but I want to ask, how I could make your experience better with it? Reducing spawn rates or something like that?
It's primarily my play style as to why i don't like the takeshido stuff. They just feel "off" in regards to how I like my mods, in my modded play through the Epta faction fits right in with all my other mods but the system with the takeshido planets just feels weird and also very hard to enter since all the planets are right beside each other, maybe consider spreading the planets out a bit more so that it's easier to get to each one with getting ganged on by dozens of pirate fleets.
In regards to the ships themselves I do feel that the spawnrate could be dropped a little bit, I have seen some pirate fleets with almost nothing but takeshido in them however they don't seem that common. Another thing to note is that the AI seems to struggle with some of the ships, blatantly throwing away their ships right at the start of the battle when they use the intercept burn ability which since some of the ships (I went and checked and the dire rise is the main culprit) have no shields means that they instantly die to a hail of missiles from my ships while also occasionally taking out a ship of mine in doing so, which just isn't that fun to experience. One last ship that I will single out is the 400ish speed phase ship which I find completely unfun to fight against due to it being impossible to kill unless the AI makes a mistake (although it's interdiction ability is kinda a cool thing if it were balanced).
Don't get me wrong, I absolutely love the Epta faction itself. The unique lore plays off well with the Hegemony and Luddic factions and the styling of the ships is absolutely beautiful. The ships and the abilities feel unique while still feeling balanced to the vanilla ships. If I have to tolerate the takeshido stuff to play with the Epta faction I can do that. Keep up the good work!
Another null crash:This was caused by opening up the Colonies Screen in COMMAND, which loads the storage on the Hull forge planet which creates the null error bug from last bugpost.
2375311 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.seven_AIcoremod_alpha.advanceInCampaign(seven_AIcoremod_alpha.java:38)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
at com.fs.starfarer.api.util.Misc.addStorageInfo(Misc.java:3972)
at com.fs.starfarer.campaign.command.MarketTooltipFactory$1.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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.Q.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.Q.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.Q.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.Q.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.command.F.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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.o0OO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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.Q.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 Aeolus capital ship is way too OP. Just faced off against one and it's fleet, defending a planet with a Tier 2 Defense Station and it pretty much single handedly ripped apart the station and an entire fleet upwards of 300 points on it's own. Had managed to down just about everything else but that ship is literally impossible to kill when it gets to dissipate flux in phase shift and enter it whenever it likes. I cant even get a small ship to take advantage of the small gap in the shields at the rear because this thing can use it's phase to outrun anything I had, while annihilating anything smaller than a capital ship in a few volleys as if they had no shields at all.
I had to use cheat commands to kill it before it vaporized every last ship I had left. I didn't even take a notch out of it's hull bar.
This thing is literally the most powerful ship in my game at this point to the point of being for all intents and purposes, invincible. I feel like I just installed a troll mod meant to ruin my game. This is the first time I had to use a cheat command in combat like this.
The Aeolus capital ship is way too OP. Just faced off against one and it's fleet, defending a planet with a Tier 2 Defense Station and it pretty much single handedly ripped apart the station and an entire fleet upwards of 300 points on it's own. Had managed to down just about everything else but that ship is literally impossible to kill when it gets to dissipate flux in phase shift and enter it whenever it likes. I cant even get a small ship to take advantage of the small gap in the shields at the rear because this thing can use it's phase to outrun anything I had, while annihilating anything smaller than a capital ship in a few volleys as if they had no shields at all.
I had to use cheat commands to kill it before it vaporized every last ship I had left. I didn't even take a notch out of it's hull bar.
This thing is literally the most powerful ship in my game at this point to the point of being for all intents and purposes, invincible. I feel like I just installed a troll mod meant to ruin my game. This is the first time I had to use a cheat command in combat like this.
Heyo, how are u? Thats unfortunate to hear, the next patch will nerf Aeolus for sure, the phase dive system bring it a powerful synergy, that AI knows pretty well how to use. Thanks for the feedback! What you think about the mod, despite that?
I think I noticed a small bug. It seems like the Beta AI Core integration (Hull Mod) is disabled on some of the larger capital ships (like Promethus Tanker) saying the ship needs a more powerful core, however Gamma cores are still available to install, as are Alpha. Seems a bit odd and I figured it was meant to have Gamma cores disabled on capital ships instead.
Also I noticed I had some difficulty replacing a Gamma core on a separate capital ship with an Alpha core. The gamma core developed an attachment to the officer commanding it, but it seemed like from the text the persona should be able to transfer to other ships/cores. I removed the officer and removed the hullmod but even though the Alpha core was available (Beta greyed out on this cap ship too) I wasn't able to actually install it for some reason. Wasn't sure if this was intentional or not.
Edit: I tried adding an Alpha core to a newly purchased capital ship (Prometheus Tanker again) and it wasn't able to install their either. Gamma core worked though.
Also I have all three core types in my inventory for sure.
First off, this post was written in the context of updating this mod from 1.3.0 to 1.4.6.
Uh oh! Something happened to the inbuilt mod on most Takeshido ships; Takeshido Overhauling (TO). It used to grant +30% speed but after updating my mod collection for a new playthrough I noticed that it now gives +130% speed --- As an example, a naked, 70% CR Wayfarer BHD now has 322 speed with zero other modifications. Another odd change this version is that Drover BHD now has a base speed of 45 instead of 75 (before the 2.3x speed multiplier).
Before I start my rant on how how broken nonbugged (+30% speed, not +130%) Takeshido ships are, know that I'm a huge fan of this mod overall. It offers lots of new refreshing playstyles. It's the balance I'm concerned with.
I felt pretty dirty using Takeshido ships my previous playthroug due to their insane ability to just stay out of range of everything and keep spamming Cinis missiles (or fighters) permanently. One Wayfarer (BHD) for just 6 pts can carry 4x Cinis launchers for 352 dps at 3500 range, while outrunning almost anything, in turn giving it the zero flux speed bonus*, which ALSO gets increased by the % speed bonuses from TO and CC. This is also true for the flat speed bonuses from Unstable Infusion (UI) and Safety Overrides.
*Takeshido ships seem to never gain 0-flux speed in the latest version, but I don't see it being mentioned in the description of TO or the ship descriptions. I don't know if this is intentional or not, but would make a decent big drawback to counteract the other sources of speed they get. (replacing normal 0-flux speed bonus with the takeshido permanent speed bonus starts to sound kinda sorta reasonable, actually)
Speed examples below (using old values from before this patch, i.e. +30% speed, not +130%):
Regular Wayfarer: 140
Wayfarer BHD: 182
Wayfarer BHD + ET (Engine Tuning, Takeshido's Commisioned Crews bonus: +10% speed): 200
Wayfarer BHD + UI: 214
Wayfarer BHD + CC + UI: 234
(The above numbers assume Takeshido Overhauling and Engine Tuning
Some smaller suggestion:
> I would like to see some more restrictions when it comes to hull mods.
> The +1 and +3 burn mods should probably require docking like other logistics mods.
> Unless this has been changed since 1.3.0, you can combine Systems Override and Systems Overflow - Safeties, and their flux dissipation multipliers stack multiplicatively, resulting in 3x flux dissipation. This costs a ton of points and is rarely worth it, but it may be wise to err on the side of caution and disallow the use of both SO and SOS at the same time.SpoilerThis post is getting long, but before I go I just wanna mention another probably unintended/undesired combo that I had lots of fun with: you can put Flightdeck Overhauling (+1 fighter slot) on Tempest (or another ship with a "Kamikaze drone" system) lets you add any fighter you want, and the system works on them just like the inbuilt drones. The fighters use their weapons like normal after being kamikaze'd . So you can either run a strike wing, and instead of setting them to Engage, you can send them individually with the kamikaze system, delivering both their original payload and the Terminator Sequence(TS)'s Energy+EM damage.
Alternatiovely, pick a fighter with low replacement time and high wing size to maximize the number of TS activations..
Another layer of craziness was reached with the help of hullmods from Modern Carriers (https://fractalsoftworks.com/forum/index.php?topic=21569.0). Fighter Command Overclock lets you build replacement fighters "in advance" onboard the ship, ready to be launched quickly after a fighter has been destroyed. This lets you send a wicked barrage of kamikaze pilots, usually limited by your flux stats rather than available fighters.
Weird things like this have huge potential for being ridiculously imbalanced, but given how niche (and fun!) the interaction is, I say leave it in for us Johnnys (http://"https://mtg.fandom.com/wiki/Player_type#Johnny/Jenny"). On the flip side, there could be tons of unintended and broken interactions stemming from putting Flightdeck Overhauling on a ship with built-in fighters, so I would understand changing it.[close]
I hope I wasn't too mean with this rather negative post. I really do appreciate your work and have had a lot of fun with it already, with more to come. Keep it up!
hi, first of all great mod. love the ships. (though i wish there was one more capital in epta's roster, and maybe the epta ships are a little too strong, mainly the aeolus, but i think that's been reported already)
i'm experiencing a bug with the conquest's quickstep drive, activating it quickly as soon as its ready after being used softlocks the ship, preventing any further action (no firing, moving or even raising/lowering or turning shields.)
Very well made mod. Spectacular sound effects, gorgeous graphics and effects, and unique looking and feeling. Immediately caught my eye and I had to play with it! And the music is godly.
Nice! On an existing save, I’m still facing the glitch where I can’t install an alpha core into a capital ship (the revamped broadside one).
Ok, I'm kinda curious. What was the angry blacksmith thing?
Also I'm gonna miss super speed kite.
Okay so, I'm also having the problem that I can't put the AI Integration Hullmod onto my ships, I just press it, it does the little light up and the normal click sound, yet nothing happens. I tried to see if it was some mod I had that caused it, but I got nothing. When I started another save to see, well, the problem wasn't there anymore, I could put the hullmod on again.
So, just in case it helps, here's a list of all the mods used on the save, and a note: Epta was enabled after I already had a good number of hours on the save.
A new level of confidence.
Attuned drive field hullmod
Beyond the sector
Blackrock drive yard
Brighton federation
Combat alarm sounds
Combat chatter
Console Commands
Diable avionics
Epta consortium
Exotica technologies
Fuel Siphoning
Grand colonies
Guardian prototype
HMI supervillains
Hazard mining incorporated
Hullmod barratry
Hullmod specialization
Industrial evolution
Interstellar imperium
LazyLib
Leading pip
Lights out
Luddic enchancement
MagicLib
Make paragon great again
More hullmods
Nexerelin
No such organization
Planet search
Planetary shield: Access control
Pulse industry
Radiant prototype
Scalartech solutions
Seeker - unidentified contact
Shadowyards
Shielded holds for all
Ship/weapon pack
SpeedUp
Stellar networks
Substance abuse
Superweapons arsenal
Terraforming and station construction
Tesseract prototype
Unknown skies
Unusually gullible hullmods
VIC
Whichmod
GraphicsLib
Foundation of borken
Hopefully this helps with the problem... if there is one, and it isn't just my save that got screwed, and that I'll have to restart it.
Oh right! While I remembr, is the time dilation mentioned actually ”speeding up” time while phasing does?
So, do you want me to just send you a friend request so can we talk over discord, or do you have some other idea in mind?
Any way to disable Takeshido fighters in other factions like Pirates? It's a bit harder to face pirate carriers in the early game because of that and their use by other factions doesn't seem to make much sense
I think epta capitals are overtuned. Theoretically they're fragile, but in practice the bonus to flux dissipation from recent shield damage combined with the Aeolus's phase dive/the conquest's excellent point defenses means they're *better* at sticking around unsupported than other ships. I've been running a swarm of smodded Takeshido Conflictors with some LP Brawlers thrown in for coverage. In a recent fight against an Epta special battlegroup, I quickly lured off and took down their support ships, leaving them with nothing but three capitals, split across the battlespace. Naturally, I concentrated my 16-odd remaining frigates with 8 officers and Wolf Pack on an isolated Conquest (Plus a Heron for fighter support).... which proceeded to just not give a damn for a solid minute while the other two capitals moseyed over to join up with it. I'm not sure why this was the case- it might involve some of the difficulties in the Takeshido AI that I've noticed- but that was a solid 180 DP concentrated on a single capital, in a fleet with which I've had no trouble using to quickly eliminate vanilla conquests and onslaughts.
(The conflictors were loaded with a mix of Cyclone Reapers and Squalls, with all of them having Scala Autocannons in their small slots, so I don't think that an absence of kinetics is responsible here.)
I tried the unsanctioned bounty board, more specifically the consequences of stealing bounty. Is it possible to obtain the ship from bounty board and still get paid?
am i the only one experiencing crashes when i try to use this mod with arma armatura?
I'm so curious about that Megagarage ship. Tried spawning it with console commands but doesn't work. seven_garage_sponsored right?
sorry for the delay but yes the error message that gets put out is "Fatal: exerelin/utilities/NexConfig Cause: exerelin.utilities.NexConfig check starsector.log for more info" and far as i can tell the part of the log which this error goes to is this "[Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: exerelin/utilities/NexConfig
java.lang.NoClassDefFoundError: exerelin/utilities/NexConfig
at data.scripts.everyframe.seven_PluginStarter.init(seven_PluginStarter.java:34)
at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.A.new.õ00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.prepare(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)
Caused by: java.lang.ClassNotFoundException: exerelin.utilities.NexConfig
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 11 more" which is something i am incapable of deciphering
1) i do have nexerelin but i was not intending on using it for the new playthrough i am planning
2) the crash came up at the end of the loading screen that comes up after hitting play
3) i "think" i have the most up to date versions of both, my version of epta is 1.5.1 and arma is 2.1.2
4) i am doing fine, you?
and it's no inconvenience on my end
yup that did it thank you
(edit)wait uh nevermind it is now giving a null era on the end of the loading bar after character creation
that seems to have fixed it far as i can tell, no crashes anywhere along the line from hitting play to spawning in on a new game, thank you for your time
Sometimes when I put on a hull mod, ai integration disappears. Also when you get remove ai intergration the ai cores don't come back. I don't want to lose my alpha cores.
Edit: Gonna try updating the mod, hope it fixes it.
Sometimes when I put on a hull mod, ai integration disappears. Also when you get remove ai intergration the ai cores don't come back. I don't want to lose my alpha cores.
Edit: Gonna try updating the mod, hope it fixes it.
Has anyone else run into this? I have a save file where I wanted to mod a Kataigida that already possesses epic AI integration (EAI) to have Accelerated shields. Any hull mod (including vanilla) I add to the ship causes EAI to disappear, and the -12 OP bonus from EAI also vanishes. I was questioning if this was a balance or narrative decision, or unintended?
I am running SS 0.95.1a-RC6 with a host of mods, and Epta Consortium 1.5.1
Hi I only have the required mods installed and the nex mod. And I keep crashing when I start a new character. I have turned off my other mods to try to get it working. I use windows 11.
Is the Takeshido 7 bay garage implemented? Tried to use addship in console command but it doesn't work
Sometimes when I put on a hull mod, ai integration disappears. Also when you get remove ai intergration the ai cores don't come back. I don't want to lose my alpha cores.
Edit: Gonna try updating the mod, hope it fixes it.
Has anyone else run into this? I have a save file where I wanted to mod a Kataigida that already possesses epic AI integration (EAI) to have Accelerated shields. Any hull mod (including vanilla) I add to the ship causes EAI to disappear, and the -12 OP bonus from EAI also vanishes. I was questioning if this was a balance or narrative decision, or unintended?
I am running SS 0.95.1a-RC6 with a host of mods, and Epta Consortium 1.5.1
Heyo, how are you? Well, its a know bug, received a lot of reports from AI Integration, trying to figure out ways to fix it, can you send for me your save file and what mods do you use? Need ways to test the bug and counter it. Thx for the feedback^^
Edit: If you have discord, talk to me there, would be very good for we know more about this bug
Hey guys, 1.5.2 Patch is now released! Epta Consortium got a balance revamp (this means, NERFS), and AI Integration received modifications, hope you enjoy^^
NEW CONTENT
-Marine VR simulation hullmod - gives free XP over time.
-Wolfpack Marksman Core, boosts the range of smaller ships significantly, at the cost of defenses.
-Antimatter Compensator, reduces base speed but significantly increases zero flux boost. Good for larger ships to reposition on the battlefield.
-Advanced stabilizers removes all recoil and increases projectile speed. Hefty OP cost, massively reduces turret turn speed.
-Lightweight Targeting Unit added - strictly worse than the ITU, but less costly in OP.
BALANCE CHANGES
- Nikephoros Phase Carrier
- - Now has destroyer AI, not cruiser AI. Hopefully this makes it less stupid aggressive. I have no idea if this actually works.
- - Buffed phase cloak cost from 0.06 to 0.05
- - Buffed OP allotment from 140 to 145. Variants adjusted in response.
- - FP in autoresolve buffed to be comparable to Halycon
-7s Conquest
--DP increased to 50
--OP reduced to 270, variants changed to match
-Aeolus
--DP increased from 50 to 65, maint reduced to 40.
--OP reduced from 350 to 260.
--Hull reduced from 15000 to 10000
--Base flux reduced from 25000 to 22500
--Shield efficiency nerfed from 0.95 to 1
--Large Universal Integration nerfed to Large Hybrid Integration (medium energy integration will be added once we get the hullmod icon made)
-Reduced autofit priority and prevalence of Acaulis Pulse. Shield pierce removed. Fire delay reduced from 4 to 2.5. Now does 1.5 times damage to shields and 3 times EMP damage on hull. Damage increased from 100 to 200.
-Cryptodemos EMP shield pierce now depends on target hardflux percentage, significantly nerfing the weapon. OP cost reduced from 35 to 32.
-Hedra OP cost reduced from 12 to 10.
-Zeva SRT cost reduced from 12 to 7, due to how terrible it is against PD defenses.
-Custom maneuver systems added to Takeshido fighter to make them even faster and more erratic.
-Small IR Acaulis range nerfed from 600 to 500
-Medium IR Acaulis Array refire delay nerfed from 0.20 to 0.25. Flux cost per shot increased from 45 to 66. PD tag removed.
-AI integration now inflicts DP penalty - 5% for gamma cores, 10% for beta cores, and 20% for alpha cores.
OTHER CHANGES
-AI integration code changed - we are greatly hoping that this fixes the "can't install ai cores if you only have one" bug and several other issues.
-Misc grammar/spelling fixes to hullmods. Color highlight usage toned down for readability.
-More warnings in case you accidentally encounter placeholder/hidden text. Also, more hidden placeholder content.
-In Nex, Epta can now temporarily ceasefire with the Hege and Church, though extremely negative weighing on Nex events make it inevitable for hostilities to restart. Path still permahostile.
-Moved Takeshido station further apart again, to prevent overlap.
-Ontos ship removed due to being broken.
-If you see a batman shaped ship, references to Michael Bay, or any other oddities, something has gone wrong and you are seeing placeholders or dev tools
-Hullmod descriptions are not rainbowed anymore
Where Is the download link?It's the banner image at the bottom of the thread's very first post (with a giant "Download Here!!", at that.)
Where Is the download link?It's the banner image at the bottom of the thread's very first post (with a giant "Download Here!!", at that.)
Where Is the download link?It's the banner image at the bottom of the thread's very first post (with a giant "Download Here!!", at that.)
The banner image doesn't show up. My family blocks lots of stuff.
Is the Takeshido 7 bay garage implemented? Tried to use addship in console command but it doesn't work
Heyo, how are u? Well, as I said, the ID is seven_garage, try that in the console commands and see, again thx for the feedback^^
Is the Takeshido 7 bay garage implemented? Tried to use addship in console command but it doesn't work
Heyo, how are u? Well, as I said, the ID is seven_garage, try that in the console commands and see, again thx for the feedback^^
Hi sorry for the multiple posts somehow I forgot I posted the first time. It worked after the update, thank you!
Sometimes when I put on a hull mod, ai integration disappears. Also when you get remove ai intergration the ai cores don't come back. I don't want to lose my alpha cores.
Edit: Gonna try updating the mod, hope it fixes it.
Has anyone else run into this? I have a save file where I wanted to mod a Kataigida that already possesses epic AI integration (EAI) to have Accelerated shields. Any hull mod (including vanilla) I add to the ship causes EAI to disappear, and the -12 OP bonus from EAI also vanishes. I was questioning if this was a balance or narrative decision, or unintended?
I am running SS 0.95.1a-RC6 with a host of mods, and Epta Consortium 1.5.1
Heyo, how are you? Well, its a know bug, received a lot of reports from AI Integration, trying to figure out ways to fix it, can you send for me your save file and what mods do you use? Need ways to test the bug and counter it. Thx for the feedback^^
Edit: If you have discord, talk to me there, would be very good for we know more about this bug
I found a workaround. Having a stack of AI cores in my fleet inventory when altering hull mods causes the problem to disappear. It seems the code is checking for AI cores whenever a hull mod is changed, and removing the AI Integration already present if you don't have a spare AI core. If that's not enough, let me know.
Sometimes when I put on a hull mod, ai integration disappears. Also when you get remove ai intergration the ai cores don't come back. I don't want to lose my alpha cores.
Edit: Gonna try updating the mod, hope it fixes it.
Has anyone else run into this? I have a save file where I wanted to mod a Kataigida that already possesses epic AI integration (EAI) to have Accelerated shields. Any hull mod (including vanilla) I add to the ship causes EAI to disappear, and the -12 OP bonus from EAI also vanishes. I was questioning if this was a balance or narrative decision, or unintended?
I am running SS 0.95.1a-RC6 with a host of mods, and Epta Consortium 1.5.1
Heyo, how are you? Well, its a know bug, received a lot of reports from AI Integration, trying to figure out ways to fix it, can you send for me your save file and what mods do you use? Need ways to test the bug and counter it. Thx for the feedback^^
Edit: If you have discord, talk to me there, would be very good for we know more about this bug
I found a workaround. Having a stack of AI cores in my fleet inventory when altering hull mods causes the problem to disappear. It seems the code is checking for AI cores whenever a hull mod is changed, and removing the AI Integration already present if you don't have a spare AI core. If that's not enough, let me know.
Thank you so much. I can finally readjust my ships.
Just a quick heads up your Wolfpack Marksman Core Hullmod is improving shield efficiency by 15% rather than reducing it by 15%.
Cryptodeimos Gauss Cannon Recreatable NULLPointerException Error
hello thanks for the mod. I like the ships, guns, the idea of protecting the ai and many more things about the mod
I kept facing a nullpointer exception error in a combat . Narrowed it down to CGCannon hitting specific(unshielded without shield) hulls. Recreated it "with shooting at the shieldless practice target(from the mod with the same name) and a shieldless ship(cant recall its name looks like juice box walkie talkie)" , "in fleet battle and in simulation battle" and "shooting a frigate with shield shunt hullmod" . in the save that i am currently playing in my battle station is equiped with it and the planet it orbits is getting invaded. i cant finish the battle without cheating. Recreated it with and without other mods.
My Educated guess is error happens when generating the "piercing arcs" as they need shield flux information. If that is the case a simple if else or try catch finally should bypass , make certain of or even fix the problem.
This is the error. if needed I can provide more errors or information about the system that i am playing with.Spoiler153496 [Thread-9] INFO sound.public - Creating streaming player for music with id [battle_ambience_01.ogg]
153496 [Thread-9] INFO sound.OooO - Playing music with id [battle_ambience_01.ogg]
157968 [Thread-3] INFO data.weapons.onhit.seven_CryptodeimosOnFire - seven_CryptodeimosCombatListener has been added!
179379 [Thread-3] INFO data.weapons.onhit.seven_CryptodeimosOnFire - seven_CryptodeimosCombatListener has been added!
179383 [Thread-3] INFO data.weapons.onhit.seven_CryptodeimosOnFire - seven_CryptodeimosCombatListener has been added!
179384 [Thread-3] INFO data.weapons.onhit.seven_CryptodeimosOnFire - seven_CryptodeimosCombatListener has been added!
179387 [Thread-3] INFO data.weapons.onhit.seven_CryptodeimosOnFire - seven_CryptodeimosCombatListener has been added!
189629 [Thread-3] INFO data.weapons.onhit.seven_CryptodeimosOnFire - seven_CryptodeimosCombatListener has been added!
189632 [Thread-3] INFO data.weapons.onhit.seven_CryptodeimosOnFire - seven_CryptodeimosCombatListener has been added!
189634 [Thread-3] INFO data.weapons.onhit.seven_CryptodeimosOnFire - seven_CryptodeimosCombatListener has been added!
195113 [Thread-3] INFO data.weapons.onhit.seven_CryptodeimosOnFire - seven_CryptodeimosCombatListener has been added!
195116 [Thread-3] INFO data.weapons.onhit.seven_CryptodeimosOnFire - seven_CryptodeimosCombatListener has been added!
195119 [Thread-3] INFO data.weapons.onhit.seven_CryptodeimosOnFire - seven_CryptodeimosCombatListener has been added!
195123 [Thread-3] INFO data.weapons.onhit.seven_CryptodeimosOnFire - seven_CryptodeimosCombatListener has been added!
195125 [Thread-3] INFO data.weapons.onhit.seven_CryptodeimosOnFire - seven_CryptodeimosCombatListener has been added!
195128 [Thread-3] INFO data.weapons.onhit.seven_CryptodeimosOnFire - seven_CryptodeimosCombatListener has been added!
1413329 [Thread-3] INFO data.weapons.onhit.seven_CryptodeimosOnFire - seven_CryptodeimosCombatListener has been added!
1413334 [Thread-3] INFO data.weapons.onhit.seven_CryptodeimosOnFire - seven_CryptodeimosCombatListener has been added!
1413336 [Thread-3] INFO data.weapons.onhit.seven_CryptodeimosOnFire - seven_CryptodeimosCombatListener has been added!
1413339 [Thread-3] INFO data.weapons.onhit.seven_CryptodeimosOnFire - seven_CryptodeimosCombatListener has been added!
1413345 [Thread-3] INFO data.weapons.onhit.seven_CryptodeimosOnFire - seven_CryptodeimosCombatListener has been added!
1413347 [Thread-3] INFO data.weapons.onhit.seven_CryptodeimosOnFire - seven_CryptodeimosCombatListener has been added!
1421497 [Thread-3] INFO data.weapons.onhit.seven_CryptodeimosOnFire - seven_CryptodeimosCombatListener has been added!
1432589 [Thread-3] INFO sound.public - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1432597 [Thread-7] INFO sound.public - Cleaning up music with id [battle_ambience_01.ogg]
1432745 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.weapons.onhit.seven_CryptodeimosOnHit.onHit(seven_CryptodeimosOnHit.java:47)
at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.E.A.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
1433067 [Thread-9] INFO sound.public - Creating streaming player for music with id [battle_ambience_01.ogg]
1433068 [Thread-9] INFO sound.OooO - Playing music with id [battle_ambience_01.ogg][close]SpoilerThis is my first ever forum post so in case of mistakes guidance is welcomed(and hello all)[close]
I also got the same "NULLPointerException" error when testing the Cryptodeimos Gauss Cannon against unsheilded targets.
Good day (or night)! I also get the same issue with the C.G.C. (cannon) "NullPointerException" on unshielded targets (same error code). It seems like it's still present, event after the fix in 1.5.2.
I deleted and re-downloaded the newest version of the mod multiple times to make sure and....yep, the issue is still present. I even made sure that no other mod was the culprit of this by disabling everything else but Epta Consortium.
Quite the bummer, because I really (REALLY) like the mod. (it's glorious).
(I am mainly sad because I can't help in any way. But I hope that you will find the solution to this. Cheers and good luck!)
Heyo, how are u? So, are using the 1.5.2a version of the mod? One of the fixes of the newest version was about this nullpointer. If updating it not solve the issue, please return here, thx for the feedback^^
Oh, uhm...Hello again and I hope you are doing well!
Please pardon me for being..a bit annoying (and spamming messages, please don't be mad), but there seems to be a problem with Ananke's gift "Omega integration" text. When I try to hover my mouse over the hullmod it...crashes the game. Not sure why though.
(I hope I posted the code properly, that's the post-error text inside starsector's folder)
(can't put the picture of it, because I don't know how, but after the crash the game says:
("Fatal:Texture [seven_ananke] from category [misc] not found" ))
I did try re-downloading the mod (several times, as usual) to make sure that I didn't make any mistakes....seems like that doesn't help, sadly. :C
(no mod conflicts as well, huh...it just crashes on it's own)
Everything else seems to work fine though (yay!).
(The Error isn't really that big of a deal, just a tad bit annoying. It's Quite funny that I found it this quickly though, haha)
and again, please pardon me for "spamming" multiple messages. In any case, I hope you will have a great day (or night)!
Cheers and good luck!Spoiler50072 [Thread-9] INFO sound.OooO - Playing music with id [miscallenous_main_menu.ogg]
50112 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Texture [seven_ananke] from category [misc] not found
java.lang.RuntimeException: Texture [seven_ananke] from category [misc] not found
at com.fs.starfarer.settings.StarfarerSettings.?00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getSpriteName(Unknown Source)
at data.hullmods.seven_AIcoremod_ananke.addPostDescriptionSection(seven_AIcoremod_ananke.java:133)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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.Q.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.Q.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.refit.ModWidget.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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.Q.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.Q.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.refit.F.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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.Objectnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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.Q.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.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)[close]
SpoilerHeyo, how are u? So, are using the 1.5.2a version of the mod? One of the fixes of the newest version was about this nullpointer. If updating it not solve the issue, please return here, thx for the feedback^^
Thanks for asking . Doing well hope you are too.
Yes I am using the 1.5.2a version. After reading your answer i have downloaded the latest version from the main page (the file named "ChangingNexus-1.5.2a-release") then while deleting the old version i noticed that i already was using the latest version even then i deleted and tried mod yet problem still persists.[close]
While writing the answer above i realized the mods we download are not some sort of processed unreadable data but the source code that gets build and processed. After this realization i have been looking at the code and modding documentation provided by alex(forgot click post).
Coming back i see that you have uploaded a new patch and i checked. No more nullpointer error from the gun well done.
Oh, uhm...Hello again and I hope you are doing well!
Please pardon me for being..a bit annoying (and spamming messages, please don't be mad), but there seems to be a problem with Ananke's gift "Omega integration" text. When I try to hover my mouse over the hullmod it...crashes the game. Not sure why though.
(I hope I posted the code properly, that's the post-error text inside starsector's folder)
(can't put the picture of it, because I don't know how, but after the crash the game says:
("Fatal:Texture [seven_ananke] from category [misc] not found" ))
I did try re-downloading the mod (several times, as usual) to make sure that I didn't make any mistakes....seems like that doesn't help, sadly. :C
(no mod conflicts as well, huh...it just crashes on it's own)
Everything else seems to work fine though (yay!).
(The Error isn't really that big of a deal, just a tad bit annoying. It's Quite funny that I found it this quickly though, haha)
and again, please pardon me for "spamming" multiple messages. In any case, I hope you will have a great day (or night)!
Cheers and good luck!Spoiler50072 [Thread-9] INFO sound.OooO - Playing music with id [miscallenous_main_menu.ogg]
50112 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Texture [seven_ananke] from category [misc] not found
java.lang.RuntimeException: Texture [seven_ananke] from category [misc] not found
at com.fs.starfarer.settings.StarfarerSettings.?00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getSpriteName(Unknown Source)
at data.hullmods.seven_AIcoremod_ananke.addPostDescriptionSection(seven_AIcoremod_ananke.java:133)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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.Q.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.Q.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.refit.ModWidget.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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.Q.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.Q.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.refit.F.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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.Objectnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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.Q.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.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)[close]
Heyo, going well? Don't worry, feedbacking here help me as well, so bring up da subjects!
So well, I need to ask ya a thing, are you using Linux? If yes, the solution is basically renaming the Kataigida sprite (Ananke's sprite as well), placing ".png" instead of ".PNG". Try that, if not works, return here. Thx for the continuous feedbacks^^
Oh, uhm...Hello again and I hope you are doing well!
Please pardon me for being..a bit annoying (and spamming messages, please don't be mad), but there seems to be a problem with Ananke's gift "Omega integration" text. When I try to hover my mouse over the hullmod it...crashes the game. Not sure why though.
(I hope I posted the code properly, that's the post-error text inside starsector's folder)
(can't put the picture of it, because I don't know how, but after the crash the game says:
("Fatal:Texture [seven_ananke] from category [misc] not found" ))
I did try re-downloading the mod (several times, as usual) to make sure that I didn't make any mistakes....seems like that doesn't help, sadly. :C
(no mod conflicts as well, huh...it just crashes on it's own)
Everything else seems to work fine though (yay!).
(The Error isn't really that big of a deal, just a tad bit annoying. It's Quite funny that I found it this quickly though, haha)
and again, please pardon me for "spamming" multiple messages. In any case, I hope you will have a great day (or night)!
Cheers and good luck!Spoiler50072 [Thread-9] INFO sound.OooO - Playing music with id [miscallenous_main_menu.ogg]
50112 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Texture [seven_ananke] from category [misc] not found
java.lang.RuntimeException: Texture [seven_ananke] from category [misc] not found
at com.fs.starfarer.settings.StarfarerSettings.?00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getSpriteName(Unknown Source)
at data.hullmods.seven_AIcoremod_ananke.addPostDescriptionSection(seven_AIcoremod_ananke.java:133)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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.Q.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.Q.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.refit.ModWidget.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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.Q.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.Q.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.refit.F.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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.Objectnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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.Q.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.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)[close]
Heyo, going well? Don't worry, feedbacking here help me as well, so bring up da subjects!
So well, I need to ask ya a thing, are you using Linux? If yes, the solution is basically renaming the Kataigida sprite (Ananke's sprite as well), placing ".png" instead of ".PNG". Try that, if not works, return here. Thx for the continuous feedbacks^^
Hello-Hello there! (sorry for bothering you again...)
Nope, I do not use Linux. I use windows 7 as my base Operating System.
Honestly I have no idea what causes this...maybe it's my computer specifically (one of the components maybe, or some...other reason, not sure), but it happens 100% of the time whenever I try to recreate the error. (Same error code as before, "missing texture", even though everything is....untouched and perfectly fine in the folders).
In any case, I guess it is my problem specifically (PC specs...or something else...hm)..... oh well, it's not a big issue, 99.99% of the mod works either way for me (thankfully). So no matter what I still get to enjoy and praise it for it's glorious-ness (haha)
And...Thank you for responding! I really appreciate it! May fortune and positivity be with you!
Cheers and good luck!
P.S. - maybe it's the fact that my computer is "literally" searching for "seven_ananke" texture, but....why does it search a ship texture for a...hullmod description. That's weird...really weird. Or maybe I just do not know something. Oh well. :p
P.S.S. - the mod started doing this in the newest fix (1.5.2b), it didn't use to do that beforehand....maybe a line of code "moved" or...something else? Just a suggestion to try and pin-point the reason. b:
https://youtu.be/mSbVtHxlYzU
SpoilerSorry to be the bearer of bad news again, but there are still issue with the Crytpodeimos Guass Cannon crashing the game when hitting an unsheilded target.
42636 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.weapons.onhit.seven_CryptodeimosOnHit.onHit(seven_CryptodeimosOnHit.java:47)
at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.E.A.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
The above seems to be the relevant information from the log file after the crash. I pared my mod list down to the absolute minimum for testing this. [Nex, Dronelib, Magiclib, Lazylib, graphicslib, console commands and target practice][close]
Sorry to be the bearer of bad news again, but there are still issue with the Crytpodeimos Guass Cannon crashing the game when hitting an unsheilded target.
42636 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.weapons.onhit.seven_CryptodeimosOnHit.onHit(seven_CryptodeimosOnHit.java:47)
at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.E.A.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
The above seems to be the relevant information from the log file after the crash. I pared my mod list down to the absolute minimum for testing this. [Nex, Dronelib, Magiclib, Lazylib, graphicslib, console commands and target practice]
SpoilerSorry to be the bearer of bad news again, but there are still issue with the Crytpodeimos Guass Cannon crashing the game when hitting an unsheilded target.
42636 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.weapons.onhit.seven_CryptodeimosOnHit.onHit(seven_CryptodeimosOnHit.java:47)
at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.E.A.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
The above seems to be the relevant information from the log file after the crash. I pared my mod list down to the absolute minimum for testing this. [Nex, Dronelib, Magiclib, Lazylib, graphicslib, console commands and target practice][close]
I checked with with both 1.5.2b and 1.5.2c and i dont get the error. I recommend you to delete ,download and load the mod again because even though the error log states error originates from 47th line of the class i believe there is nothing that can produce that kind of error there but used to be so somehow the old files stayed even if you have updated the mod.
Otherwise stating the conditions that causes the error would be much more helpful to get a solution. like which ship caused it etc.
Everything seems to work perfectly right now (..for the time being, hehe. The fixes are great, wonderful job!).
I would like to thank you so much for constantly taking feedback and updating/fixing/refining the mod whenever a problem occurs.
So, uhm....Thank you! Keep being you and may everything good always be with you!
Cheers and good luck!
The Scala autocannon's anti-armor ability is way too good. Just two of them can destroy battleship level armor with only about 2 seconds of sustained fire.
I can't get my recording software to actually record gameplay, but it's very easy to see in game. Just get a mobile frigate with one or two mounted on it, summon one of the dominator variants in the simulator, get behind it and start shooting. You'll see the armor damage rack up extremely quickly.
For reference, a single Scala shot is doing 52 damage to armor. According to the stat card it should only be doing around 13. 10 direct armor damage +30 kinetic, with the kinetic portion being halved before being further reduced by 85% due to armor strength.
If this is intended then fair enough, I won't tell you how to balance your mod, but the stat card is not accurate to the weapon's actual performance.
Preface : made an account to comment. Haven't used the forum all that much and I'm assuming this is the best place to share a bug I had.
Wanted to try the ships in missions before I start a campaign and crashed when I hover over the omega hullmod in the refit screen:
java.lang.RuntimeException: Texture [seven_ananke] from category [misc] not found
at com.fs.starfarer.settings.StarfarerSettings.Ò00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getSpriteName(Unknown Source)
at data.hullmods.seven_AIcoremod_ananke.addPostDescriptionSection(seven_AIcoremod_ananke.java:133)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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.Q.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.Q.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.refit.ModWidget.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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.Q.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.Q.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.refit.F.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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.Objectnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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.Q.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.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(Thread.java:748)
1465716 [Thread-9] INFO sound.public - Creating streaming player for music with id [miscallenous_main_menu.ogg]
1465716 [Thread-9] INFO sound.OooO - Playing music with id [miscallenous_main_menu.ogg]
cool mod, will have to try them out:)
Ive been haviong a blast fighting with and against your faction, really well made design specially your take on the conquest. Do you have any plan reguardng your mod? addition stuff like that?
Also i see the oversized missile thingy costing a massive whooping 88 OP Is it doing anything?
hey there, i just want to inform i got this kind of error when i got to battle with one of the cryptodeimos gun :
3758928 [Thread-3] INFO data.scripts.shipsystems.vic_OmniLunge - 208.44043/427.56445
3764521 [Thread-3] INFO data.scripts.shipsystems.vic_OmniLunge - 208.44043/427.56445
3768704 [Thread-3] INFO data.scripts.shipsystems.vic_OmniLunge - 208.44043/427.56445
3772474 [Thread-3] INFO data.scripts.shipsystems.vic_OmniLunge - 209.30049/427.1441
3784012 [Thread-3] INFO data.scripts.shipsystems.vic_OmniLunge - 212.53632/425.54327
3792503 [Thread-3] INFO data.scripts.shipsystems.vic_OmniLunge - 222.52205/420.40778
3826082 [Thread-3] INFO data.scripts.shipsystems.vic_OmniLunge - -471.84216/60.197517
3827058 [Thread-3] INFO sound.public - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
3827064 [Thread-7] INFO sound.public - Cleaning up music with id [battle_ambience_01.ogg]
3827737 [Thread-9] INFO sound.public - Creating streaming player for music with id [battle_ambience_01.ogg]
3827738 [Thread-9] INFO sound.OooO - Playing music with id [battle_ambience_01.ogg]
3887855 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.weapons.onhit.seven_CryptodeimosOnHit.onHit(seven_CryptodeimosOnHit.java:47)
at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.E.A.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
i didnt know much and i have read some from above. I dont know anymore, what do i need to do .. do i need to wait for a new fix again? thanks in advance and i like this mod so far!
Hey there, morning/evening
sorry for the late confirmation, i am working overnight before and just had the chance to play the game few min ago xD
I tried playing your mod again turns out it's working now! eheheh actualy what made me crash is that i forgot the mod name before, since i like to download a mod in batch and didnt look what each mod files name ... so when i read the Epta i am confused why did i delete the mod that i just download that turns out the previous mod version of 1.5.2a is called "Changin Nexus" like what you guide me here and after praying to hope it work ... it did works! xD
Yep, it's working fine again so far. Keep it up, and looking forward to what's next in the future GODSPEED! ^w^)/
Anyone know on what planet is hyrule? Im trying to find the ocarina and that special tri-force blade. ;D When i met the fleet i wasnt sure but yeah, its a frigging remix of Saria's song from ocarina of time, man i miss that game.
Ah sorry, i've been out for a few days and play when i had the time. Hhmm as for that i could say that so far the faction is realy good .. the arsenal i like the most it's a fresh one for sure. As for the ships it's just ,. i dunno how to put it i rarely use phase and small ships but i do love the conquest look ship one ( forgot the name ) and the battleship one with the front face large ballistic
like i said, more big ships! that's for me, dunno about the others too. Looking forward to what comes next xD
Are there any plans on allowing Ananke to inhabit other ships? Like, perhaps a one-time use item that'd install her on your current flagship, or a having the Divinity Core Integration hullmod as an exceedingly rare drop / from some mission or something along those lines?
Hello! Hope you're doing great, i love this mod but when i am fighting the "Derelict empire" type ships, specifically in a fight with a domain mothership, using the ananke, every time i fire a shot from the cryptodeimos cannon, my game crashes, giving me this error message.
396724 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.weapons.onhit.seven_CryptodeimosOnHit.onHit(seven_CryptodeimosOnHit.java:47)
at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.E.A.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Do you know if it is something i screwed up by using too many mods? or if it's just some random error. I tried the fix of uninstalling and reinstalling and removing "changingnexus.jar", but i still have the issue.
I'm doing great! but I did as you said, uninstalled and reinstalled, and did a new save, everything was going great, and i used the cryptodeimos multiple times, however on the last ship i shot (bladebreakers little nerd ship), i got this error message. Mind you, it wasn't even the first one of them that i shot.
3791994 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.weapons.onhit.seven_CryptodeimosOnHit.onHit(seven_CryptodeimosOnHit.java:47)
at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.E.A.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I really love your mod! but maybe i should avoid the crypto cannon for now lol.
I'm not going to lie, i feel really dumb. I figured you meant a file *inside* of epta consortium mod folder, i looked through everything trying to find it. And then it hit me.
So, so sorry.
Hi there xSevenG7x, been giving your mod a try and enjoying your work. I do have a suggestion though regarding the Overloud (BHD). I think it is a good combination of skillsets and nicely laid out but since it's flag is TRANSPORT but not CIVILIAN it just charges in and tries to attack at close range like a combat ship and under AI that is usually a death sentence with it's defensive setup. I would suggest a CARRIER hint so it will fight more at range with it's fighters. Either way, it's a very useful ship and I'll keep it in my fleet, maybe just babysit it more :)
Heyo, how are u? Thank you very much, Epta is evolving along the time, thats very good to known that the feedbacks are coming with nice thoughts. Overloud will receive a good treatment with da hint, thx for the suggestion and feedback^^
I like the visuals in this mod but unfortunately, I don't believe the balance is very good.
Scatter Targeting Device is an easy example, trading 35% range for damage is insanely OP
"graphics/decimusmaximus.PNG" should be "graphics/decimusmaximus.png" as this is how it is referenced in other files:
src/data/scripts/world/systems/epta/seven_proelefsi_mainscript.java: public static final String ADMIN_PORTRAIT_PATH = "graphics/portraits/decimusmaximus.png";
data/config/settings.json: "seven_decimus":"graphics/portraits/decimusmaximus.png",
This causes problems on case-sensitive operating systems
Been having a blast with the mod so far.
A couple minor things did bother me over the course of playing (~60 hours in atm) that I'd like to suggest improvements for:
- Automated Mothball doesn't seem to prevent the mothballed ship from being deployed in combat. It also doesn't incur the "crew understrength" CR penalty when doing so.
- The new marine Advanced VR Training Sims hullmod seems to be too fast by a factor of, like, 5. I've got a single ship in my fleet with Advanced VR Training Sims on it (with only 300 crew capacity) and it can keep my entire crew of 1000 marines maxed out. To max out that many marines normally would take dozens of raids. I think it should also count as a Logistics hullmod, since the only benefit it gives is strictly campaign-layer.
- I'm seconding what another poster above me said: Scatter Targeting Device is really, really good. I'm using a Phase Harbinger as my flagship in my run; it's already an extremely powerful player ship in vanilla, but the Epta variant with the Epta-specific hullmods is insanely good. Like, I-can-solo-any-ship-in-the-game good. Scatter Targeting Device should probably come with increased flux cost or some other penalty.
- Microshields are really, really good, too. Normally the counter to phase ships is saturating the area they're in to force them to remain phased long enough to hardflux themselves out -- microshields circumvent this by allowing a phase ship to soak up incidental fire and fighter/PD damage for brief periods without harm. The fact that microshields can regenerate while phased and that they scale off of max flux lets Epta ships get really tanky, since they can weave in and out of phase to regenerate their shields forever (AI core time dilation makes this even more powerful). I'd suggest making microshields regenerate at reduced rates while phased.
That said, I'd like to reiterate I've still been having an awesome time with the mod. Looking forward to future updates.
[...]I didn't know those, that's neat! Nice to see that you've already thought of most things. Question about the last point though, if microshields don't receive normal damage reduction, do they still take double damage from kinetic weapons?
- Automated Mothball is basically a way to not loss CR while mothballing a ship, thats why CR is unchanged. Also, if you try to use it in battle, you will note that it won't fight, cuz it weapons will no longer work. Also, in fact it will not be punished by crew understrength, because its mothballed anyways.
- Epta phase ships, unlike any other, are extremely vulnerable to fragmentation damage, since their microshields don't have damage reduction, this means that using weapons such vulcans, thumpers and machine guns is recommended to counter them. Since most builds not uses weapons that are their weakness, they seems more stronger then normal.
So yeah my friend, any other question, return here, thx for the feedback^^
[...]I didn't know those, that's neat! Nice to see that you've already thought of most things. Question about the last point though, if microshields don't receive normal damage reduction, do they still take double damage from kinetic weapons?
- Automated Mothball is basically a way to not loss CR while mothballing a ship, thats why CR is unchanged. Also, if you try to use it in battle, you will note that it won't fight, cuz it weapons will no longer work. Also, in fact it will not be punished by crew understrength, because its mothballed anyways.
- Epta phase ships, unlike any other, are extremely vulnerable to fragmentation damage, since their microshields don't have damage reduction, this means that using weapons such vulcans, thumpers and machine guns is recommended to counter them. Since most builds not uses weapons that are their weakness, they seems more stronger then normal.
So yeah my friend, any other question, return here, thx for the feedback^^
Still having AI cores being eaten. Manual removal works fine, but using the strip option in the refit screen won't return the core.
I'm missing all the hullmods from this mod after I buy them. Is this a mod conflict of some kind?
After taking a look at the hullmods of 1.5.2d, I realized that there's a huge exploit involving the Epta AI integration due to the fact that it has negative Ordinance Points cost: If I install the hullmod, use the extra OP and remove the hullmod, even if I don't get the AI core back, I will still keep the extra OP. Some players may feel encouraged to do this because for as long as the hullmod is there, it increases the Deployment Points cost, but do note that this (avoidable) drawback is not described or mentioned anywhere ingame.
Ok, so, I noticed this issue with another mod (Special Hullmod Upgrades), but the same thing is happening here.
I'm having cores 'appearing' to be eaten, but it looks like they're just not actually being removed from the ship? I pull a core, lose the bonuses, check inventory, no core. But then I try installing a new core, and guess what shows up in my inventory? The old core.
Ok, so, I noticed this issue with another mod (Special Hullmod Upgrades), but the same thing is happening here.Tried the same thing, the old core stays stuck inside the ship when I install another one. Reinstalling a core that was previously installed doesn't consume a second one, but there's no way to get it back out.
I'm having cores 'appearing' to be eaten, but it looks like they're just not actually being removed from the ship? I pull a core, lose the bonuses, check inventory, no core. But then I try installing a new core, and guess what shows up in my inventory? The old core.
Is there any way to tell if the time dilation effect of AI core integration is actually working?
I can't see any difference between having a fully attuned core and not having one at all, but i'm not entirely sure this isn't just a perception issue.
Ok, so, I noticed this issue with another mod (Special Hullmod Upgrades), but the same thing is happening here.Tried the same thing, the old core stays stuck inside the ship when I install another one. Reinstalling a core that was previously installed doesn't consume a second one, but there's no way to get it back out.
I'm having cores 'appearing' to be eaten, but it looks like they're just not actually being removed from the ship? I pull a core, lose the bonuses, check inventory, no core. But then I try installing a new core, and guess what shows up in my inventory? The old core.
The one under the "download here" button on the forum page which now that I look at it says 1.5.2d in the filename but 1.5.2b everywhere elseOk, so, I noticed this issue with another mod (Special Hullmod Upgrades), but the same thing is happening here.Tried the same thing, the old core stays stuck inside the ship when I install another one. Reinstalling a core that was previously installed doesn't consume a second one, but there's no way to get it back out.
I'm having cores 'appearing' to be eaten, but it looks like they're just not actually being removed from the ship? I pull a core, lose the bonuses, check inventory, no core. But then I try installing a new core, and guess what shows up in my inventory? The old core.
Hiyo hiyo, so well, which version are you playing? I have sure that this was fixed long time ago. Return here when you can^^
Hiyo hiyo, so well, which version are you playing? I have sure that this was fixed long time ago. Return here when you can^^Not sure if you're taking bug reports for the Discord/Github versions on this forum, but with v1.6SO4 - Aeolus, I get the following crash in the simulator after adding every Epta Consortium ship to the battle:
280084 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerExceptionThe Integrated variant of the Galevis appears to be the culprit, whenever it triggers its I-Dash ship system(?).
java.lang.NullPointerException
at data.shipsystems.AI.seven_SystemAI_idash.advance(seven_SystemAI_idash.java:82)
at com.fs.starfarer.loading.specs.oO0O$1.super(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
The one under the "download here" button on the forum page which now that I look at it says 1.5.2d in the filename but 1.5.2b everywhere elseOk, so, I noticed this issue with another mod (Special Hullmod Upgrades), but the same thing is happening here.Tried the same thing, the old core stays stuck inside the ship when I install another one. Reinstalling a core that was previously installed doesn't consume a second one, but there's no way to get it back out.
I'm having cores 'appearing' to be eaten, but it looks like they're just not actually being removed from the ship? I pull a core, lose the bonuses, check inventory, no core. But then I try installing a new core, and guess what shows up in my inventory? The old core.
Hiyo hiyo, so well, which version are you playing? I have sure that this was fixed long time ago. Return here when you can^^
Hiyo hiyo, so well, which version are you playing? I have sure that this was fixed long time ago. Return here when you can^^Not sure if you're taking bug reports for the Discord/Github versions on this forum, but with v1.6SO4 - Aeolus, I get the following crash in the simulator after adding every Epta Consortium ship to the battle:Quote280084 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerExceptionThe Integrated variant of the Galevis appears to be the culprit, whenever it triggers its I-Dash ship system(?).
java.lang.NullPointerException
at data.shipsystems.AI.seven_SystemAI_idash.advance(seven_SystemAI_idash.java:82)
at com.fs.starfarer.loading.specs.oO0O$1.super(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Is there an issue with the Masamune assault super destroyer? That thing is indestructible, even with the "kill" console command it doesn't die.
It's part of the Takeshido fleet worth 500.000 bounty.
Edit: I used the "endcombat" command, and attacked again. The masamune wasn't moving at all this time and I was able to destroy it, BUT...
Now the ship "wayfarer assault customized frigate" won't die either, it has 0 hull and it's still fighting like no problem.
"Kill" command won't work too...
Looks like some nasty bug.
Heyo, how are u? Uh, this is something with starsector or magic bounties, this is something with the kill script that not worked as intended. If there is something new, return here. Thx for the feedback^^
Yeah, that's kinda the problem. Since the game normalises simulation speed to your own ship, i have no real idea if the dilation is actually doing anything and the effect isn't quite big enough to just eyeball it.Is there any way to tell if the time dilation effect of AI core integration is actually working?
I can't see any difference between having a fully attuned core and not having one at all, but i'm not entirely sure this isn't just a perception issue.
Heyo, how are u? Well, the time dilatation not changes the player perspective, but still changing it speed in anything, for example, check how ppt decays faster, compared to other vessels, or else how fast it ship maneuvers or shots. Anything else, return here, thx for the feedback^^
Yeah, that's kinda the problem. Since the game normalises simulation speed to your own ship, i have no real idea if the dilation is actually doing anything and the effect isn't quite big enough to just eyeball it.Is there any way to tell if the time dilation effect of AI core integration is actually working?
I can't see any difference between having a fully attuned core and not having one at all, but i'm not entirely sure this isn't just a perception issue.
Heyo, how are u? Well, the time dilatation not changes the player perspective, but still changing it speed in anything, for example, check how ppt decays faster, compared to other vessels, or else how fast it ship maneuvers or shots. Anything else, return here, thx for the feedback^^
Yeah, that's kinda the problem. Since the game normalises simulation speed to your own ship, i have no real idea if the dilation is actually doing anything and the effect isn't quite big enough to just eyeball it.Is there any way to tell if the time dilation effect of AI core integration is actually working?
I can't see any difference between having a fully attuned core and not having one at all, but i'm not entirely sure this isn't just a perception issue.
Heyo, how are u? Well, the time dilatation not changes the player perspective, but still changing it speed in anything, for example, check how ppt decays faster, compared to other vessels, or else how fast it ship maneuvers or shots. Anything else, return here, thx for the feedback^^
Maybe I just suck, but after playing with some of the ships, a lot of the Epta weapons seem to need buffs as they seem on the weak side?
I wonder, is it possible to make ships without a defense system like a shield or phase the ability to treat their soft flux as hard flux for the purpose of some of the special hull mods?
Maybe I just suck, but after playing with some of the ships, a lot of the Epta weapons seem to need buffs as they seem on the weak side?
Heyo, doing well? Unfortunately people seems to love to say that epta is overpower, so any buff that I do is like a crime, I'm testing a discord version, where epta is even more nerfed, due to tournaments. Perhaps someday we can stabilize this situation, and make epta actually competitive. Thx for le feedback^^
Heyo, doing well? Unfortunately people seems to love to say that epta is overpower, so any buff that I do is like a crime, I'm testing a discord version, where epta is even more nerfed, due to tournaments. Perhaps someday we can stabilize this situation, and make epta actually competitive. Thx for le feedback^^
Heyo, doing well? Unfortunately people seems to love to say that epta is overpower, so any buff that I do is like a crime, I'm testing a discord version, where epta is even more nerfed, due to tournaments. Perhaps someday we can stabilize this situation, and make epta actually competitive. Thx for le feedback^^
Please ignore such people, people really tend to kill own mods via overnerfing, in my opinion mod stuff at least should be on par with vanilla good stuff, otherwise player just choose vanilla stuff instead, like if ships are good but guns are meh player would use ships with vanilla guns, and half of content will just bloat game without being used, or vice versa, no matter how much mods you have Paragon still be best ship.
Heyo, doing well? Unfortunately people seems to love to say that epta is overpower, so any buff that I do is like a crime, I'm testing a discord version, where epta is even more nerfed, due to tournaments. Perhaps someday we can stabilize this situation, and make epta actually competitive. Thx for le feedback^^
Please ignore such people, people really tend to kill own mods via overnerfing, in my opinion mod stuff at least should be on par with vanilla good stuff, otherwise player just choose vanilla stuff instead, like if ships are good but guns are meh player would use ships with vanilla guns, and half of content will just bloat game without being used, or vice versa, no matter how much mods you have Paragon still be best ship.
Heyo, doing well? Unfortunately people seems to love to say that epta is overpower, so any buff that I do is like a crime, I'm testing a discord version, where epta is even more nerfed, due to tournaments. Perhaps someday we can stabilize this situation, and make epta actually competitive. Thx for le feedback^^
Please ignore such people, people really tend to kill own mods via overnerfing, in my opinion mod stuff at least should be on par with vanilla good stuff, otherwise player just choose vanilla stuff instead, like if ships are good but guns are meh player would use ships with vanilla guns, and half of content will just bloat game without being used, or vice versa, no matter how much mods you have Paragon still be best ship.
Except after having played a while I think they're 200% correct
The Aeolus when equipped with 3 plasma cannons and needlers for shields is one of the most insanely good ships I've ever seen, on par with a certain ship found at a Tri Tachyon Blacksite IMO
A lot of Epta weapons are on the so so side IMO, but some of their ships take combo's that were already really strong in vanilla and double down on how crazy they are, think a Doom is bad? Try an Epta Doom
Well, they are out of balance at the moment, but nerfs are not the solution for this issue, reworks are being made along the time, later on gonna release a new version that fixes this issue.
Quote from: xSevenG7x
Well, they are out of balance at the moment, but nerfs are not the solution for this issue, reworks are being made along the time, later on gonna release a new version that fixes this issue.
Well I'm not calling for nerfs, I'm just commenting that I was actually bad at the game and thought this faction was weak.
Can we get some possible compatibility with Hex shields mod?
anyways, after having played with this mod for a while, I wanted to say, great job! The more I've played with it, the more I like it!
Tried for a bit and going to need to play some more. This faction feels interesting and aimed will at Vanilla balance, though I do find it somewhat irritating that many hull mods come with large downsides along with their benefits, while still being on the pricy side. I do like however that now I can have energy weapons with useful ranges.
The lack of shield resilience I thought would be a major issue for them, but the responding damage output has me finding them to be ok so far, but I'm often running on less weapons then I could to spare the OP for Hull Mods. Though it does well to incentive using SP instead of saving them for the mid-late game.
hey random question:
is the 'Sponsored Megararage Capital' of the desing type 'Takeshido' yours?
if it is, I would like to inform you that it has 11 hanger bays, 6 guns, and is in fact, not a carrier, but a warship. according to the 'custom production'/ 'doctrine and blueprints' section at least.
if its yours, plz fix. if not, um sorry for bugging you.
Heyo, and yeah, its from takeshido, which is from epta, but don't worry, soon it will be fixed, there is a rework in progress, which will affect this ship as wellyay fixes.
Heyo, and yeah, its from takeshido, which is from epta, but don't worry, soon it will be fixed, there is a rework in progress, which will affect this ship as wellyay fixes.
(love that ship btw. so mush speed for a super carrier. and the fighters are so zippy)
Thank you for you work and i have question: 1.6.SO4 from discord and 1.5.2, are these versions impossible to run together as one mod?
Unfortunately I can't mix the 2 in one, due to how different they are, and the fact that the version 2.0.0 is comming. Thx for playing the mod^^I have to ask; will v2.0.0 be compatible with current saves? Or will it require a new campaign/start?
Unfortunately I can't mix the 2 in one, due to how different they are, and the fact that the version 2.0.0 is comming. Thx for playing the mod^^I have to ask; will v2.0.0 be compatible with current saves? Or will it require a new campaign/start?
With the new releases (v3.2x) of Industrial Evolution, I'm already considering a new start, but still.
So I completed the mission to unlock the new ship, but I found that if I start/load a game, then return to the main menu and try to start another game, the number of unlocked super ships goes up by one, and starting/loading a game causes a "Copies of campaign data in memory: #" error with a memory leak warning. Returning to the menu causes the ship number to go up again, and the "campaign data in memory" also goes up by one.
I'm hoping the upcoming version will address things, but I just wanted to let you know of the issue in the meantime. The game is still playable, it just requires restarting the game if you exit to the main menu at all.
Interesting how progress on yours mod? I saw new Aeolus sprite, how much stuff you plan to redo?
Also another thing, I really lhow Epta markets work, like they use moving trade bases and super dreadnought instead of just sitting on planets, but there is one big issue, these features are not present in random sector in Nex, they just have average planets like rest of factions, and no trade bases and super dreadnought, so pretty much chunk of mod content is missing, like unique markets and such. Also I like what your super ship and weapon market seems much less restricted than Prism Freeport, mod makers tend to close alot of stuff from Prism so it simply loss its purpose of market with rare stuff, I hope they will stay that way.
Also another QoL feature suggestions about markets, I'd like to have some sort of ability to spot Epta super dreadnought system, or if player found it, unhide it from a map, and give unique names for trade bases, so player know which unique store it will have.
Quick question, what does "oversized missile ordinance" do?
Quick question, what does "oversized missile ordinance" do?
Heyo, well, it makes your ship have literally no missile ammo, needing Expanded missile racks to actually ammo. Next update it description will explain that better.
Quick question, what does "oversized missile ordinance" do?
Heyo, well, it makes your ship have literally no missile ammo, needing Expanded missile racks to actually ammo. Next update it description will explain that better.
Uhhh... could you explain that better?
Are you saying that it is a mod that needs expanded missile racks in order to activate an additional function?? With that function being ridiculous amounts of ammo for missile weapons?
I found a CTD bug with one of this mod's ships.
Game version: 0.95.1a-RC6
Mods used:
- Console Commands v. 2021.12.25
- Epta Consortium v. 1.5.2d
- LazyLib v. 2.7b
- MagicLib v. 0.45.2
- Nexerelin v. 0.10.6c
- WhichMod v. 1.2.1
When I build the Mibitsu Hobi Fighter ship hull given by the Takeshido Blueprint Package, I get a CTD at the end of month tick, when the ship would be properly built.
Log info for crash:
527405 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.FluxDistributor.applyEffectsBeforeShipCreation(FluxDistributor.java:22)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:499)
at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:952)
at com.fs.starfarer.api.impl.campaign.CoreScript.reportEconomyMonthEnd(CoreScript.java:1100)
at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
If you need more info, let me know, and thanks for the great mod!
Quick question, what does "oversized missile ordinance" do?
Heyo, well, it makes your ship have literally no missile ammo, needing Expanded missile racks to actually ammo. Next update it description will explain that better.
Uhhh... could you explain that better?
Are you saying that it is a mod that needs expanded missile racks in order to activate an additional function?? With that function being ridiculous amounts of ammo for missile weapons?
Ok, this hullmod takes out your missile ammo, which means, if you put a hurricane on this ship, it will not fire, bcs it not have ammo. But, if you install expanded missile racks, you will get ammo to actually fire that hurricane, got it?
I found a CTD bug with one of this mod's ships.
Game version: 0.95.1a-RC6
Mods used:
- Console Commands v. 2021.12.25
- Epta Consortium v. 1.5.2d
- LazyLib v. 2.7b
- MagicLib v. 0.45.2
- Nexerelin v. 0.10.6c
- WhichMod v. 1.2.1
When I build the Mibitsu Hobi Fighter ship hull given by the Takeshido Blueprint Package, I get a CTD at the end of month tick, when the ship would be properly built.
Log info for crash:
527405 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.FluxDistributor.applyEffectsBeforeShipCreation(FluxDistributor.java:22)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:499)
at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:952)
at com.fs.starfarer.api.impl.campaign.CoreScript.reportEconomyMonthEnd(CoreScript.java:1100)
at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
If you need more info, let me know, and thanks for the great mod!
Hmm, this fighter ship should not appear without armaa, its a strikecraft, so needs armaa to function, or else literally should be ignored, will be fixed in the next version, thx for reporting, and also I that thank ya for playing the mod ^^
Quick question, what does "oversized missile ordinance" do?
Heyo, well, it makes your ship have literally no missile ammo, needing Expanded missile racks to actually ammo. Next update it description will explain that better.
Uhhh... could you explain that better?
Are you saying that it is a mod that needs expanded missile racks in order to activate an additional function?? With that function being ridiculous amounts of ammo for missile weapons?
Ok, this hullmod takes out your missile ammo, which means, if you put a hurricane on this ship, it will not fire, bcs it not have ammo. But, if you install expanded missile racks, you will get ammo to actually fire that hurricane, got it?
Sweet. Thank you for explaining that.
With that being said, what is the benefit of the mod if it actually takes away your missile complement? Do you get even more missiles for your ship if you install expanded missile racks after the oversized missile ordinance mod is installed? I am hoping to understand why one would wish to use it.
I found a CTD bug with one of this mod's ships.
Game version: 0.95.1a-RC6
Mods used:
- Console Commands v. 2021.12.25
- Epta Consortium v. 1.5.2d
- LazyLib v. 2.7b
- MagicLib v. 0.45.2
- Nexerelin v. 0.10.6c
- WhichMod v. 1.2.1
When I build the Mibitsu Hobi Fighter ship hull given by the Takeshido Blueprint Package, I get a CTD at the end of month tick, when the ship would be properly built.
Log info for crash:
527405 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.FluxDistributor.applyEffectsBeforeShipCreation(FluxDistributor.java:22)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:499)
at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:952)
at com.fs.starfarer.api.impl.campaign.CoreScript.reportEconomyMonthEnd(CoreScript.java:1100)
at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
If you need more info, let me know, and thanks for the great mod!
Hmm, this fighter ship should not appear without armaa, its a strikecraft, so needs armaa to function, or else literally should be ignored, will be fixed in the next version, thx for reporting, and also I that thank ya for playing the mod ^^
So, after some more testing, it is only that one street racer that causes the crash at the end of month tick, I can for some reason build the other 5 perfectly fine. But, possibly related, the other 5 racers (and likely the 6th one as well) cause a crash when even just seeing them in the reverse engineering menu from Industrial.Evolution (I posted a bug report on the Industrial.Evolution forum post since I didn't realize it was the street racers at the time, so if you want or need the log from that crash its over there). I'm assuming these issues are probably related, but just wanted to let you know that all 6 racers need to be looked at.
I just bought apotheosis which has ER targeting device built-in and the hullmod doesnt seem to work. I removed officer and other hullmods that might interfere with testing. Equiped two energy weapons: toroidal plasma railgun (850 range) and acaulis pulse (700 range). I expected their ranges to be extended to 900, but in simulation the ranges are different. Am I missing something or is it a bug?
Apologies since we already discussed this... but i am having issues getting oversized missile ordinance to work.
From what I understand, it ought to allow me to mount LARGE missile weapons in medium or small missile mounts.
On my VIC Apollyon, I have 4 medium missile mounts. When I install the oversized missile ordinance... I am not able to mount large weapons on a medium mount.
Should this be working or have I totally missed my understanding of what this ought to do?
Hey i know you might get asked this alot but are you updating to 96
this is my fav mod due to the AI rights and intergration
please respond
Dahbany~
Hey i know you might get asked this alot but are you updating to 96
this is my fav mod due to the AI rights and intergration
please respond
Dahbany~
There is a 0.96 test version, but it's published only on the unofficial Discord, and appears to break saves which were begun with the version published in this thread. Ask me how I know!
A plea to all modmakers: please, please, update your forum threads when you push an update via Discord.
Hey i know you might get asked this alot but are you updating to 96
this is my fav mod due to the AI rights and intergration
please respond
Dahbany~
There is a 0.96 test version, but it's published only on the unofficial Discord, and appears to break saves which were begun with the version published in this thread. Ask me how I know!
A plea to all modmakers: please, please, update your forum threads when you push an update via Discord.
Any chance you can share a link to the discord version? I searched all over it including using xSevenG7x's username and couldn't find it.
If not, no worries.
Thanks!!
Hey i know you might get asked this alot but are you updating to 96
this is my fav mod due to the AI rights and intergration
please respond
Dahbany~
There is a 0.96 test version, but it's published only on the unofficial Discord, and appears to break saves which were begun with the version published in this thread. Ask me how I know!
A plea to all modmakers: please, please, update your forum threads when you push an update via Discord.
Any chance you can share a link to the discord version? I searched all over it including using xSevenG7x's username and couldn't find it.
If not, no worries.
Thanks!!
lucky i got the itch to browse here a bit- here's a link to the test version, make a backup of your save before you install it.
https://discord.com/channels/187635036525166592/1104110077075542066/1107190065957982218
Minitialize: Thanks for replying with the link!!Hey i know you might get asked this alot but are you updating to 96
this is my fav mod due to the AI rights and intergration
please respond
Dahbany~
There is a 0.96 test version, but it's published only on the unofficial Discord, and appears to break saves which were begun with the version published in this thread. Ask me how I know!
A plea to all modmakers: please, please, update your forum threads when you push an update via Discord.
Any chance you can share a link to the discord version? I searched all over it including using xSevenG7x's username and couldn't find it.
If not, no worries.
Thanks!!
lucky i got the itch to browse here a bit- here's a link to the test version, make a backup of your save before you install it.
https://discord.com/channels/187635036525166592/1104110077075542066/1107190065957982218
Guys, sorry for the long absence. Got a new post for the mod, link is here: https://fractalsoftworks.com/forum/index.php?topic=27465.0
Everything is updated and working, the old post gonna serve as a redirection for this new post
Maelstron: Well, that bug is already verified and fixed in the latest version my friendo.
DanzyDanz: Unfortunately, can't, bcs AI Integration works via hullmod, so the information there cannot be changed.
dahbany40: You can find the Zakus when you have Armaa Armatura mod together in your game, check it out.
Light of Other Days: Sorry for the late response, pretty much stuff is happening, and also we finally could update stuff in the forum.
Six_Nix: Got the forum updated now, the same version from discord is here!
Hi,
Per the trade screen, the best place to sell some supplies was at "Syzyzg Actuators Tradebase Star"
I flew to where that "star" should be, but there was nothing there....
Is this a feature, is it hidden or something? or a Bug in my game that it's not showing up?
Thanks.
Found a strange bug where adding fighters to the Kataigida class ship makes the flux capacity go negative into the thousands
Hiyo guys, unfortunately the mod is no longer being developed, both developers are doing new projects separately, in my case, I'm with a small ship pack called Neoteric Advent, and a future project coming along soon.
Epta Consortium was a pleasure to make together with my colleagues, in special with omega9999999 (Aka the Mecha guy), khepht (Aka Huginblar, the Takeshido Race Car Mechanic), NuclearStudent (aka Dudeguy, the campaign manager), Haplogynae (Aka Maestro of the Symphony), forestfighters (Aka the Takeshido Redesigner), flansnundernail (Aka the Epta Weapon Redesigner) and Jameson (Aka a masterful mind that helped me since the start).
This was my first faction mod, so every experience that I passed through is a virtue which will be used in a future work, so keep an eye for any news coming along, perhaps will be soon.
Thank you for all, and I wish good luck to everyone!