Fractal Softworks Forum

Starsector => Mods => Topic started by: xSevenG7x on December 30, 2021, 03:17:17 PM

Title: [0.96a]Epta Consortium - 2.1.0 - NO LONGER IN DEVELOPMENT
Post by: xSevenG7x on December 30, 2021, 03:17:17 PM
This post got replaced by a refreshed one, access it through this link (click bellow):

(https://imgur.com/z4a2hRR.png) (https://fractalsoftworks.com/forum/index.php?topic=27465.0)

In case you want to download it right now, click bellow:

(https://i.imgur.com/RpdIkL4.png) (https://drive.google.com/file/d/1z9Qs6OZx5M5kHBFM52jHQ8oAyBakwp9G/view?usp=sharing)
Title: Re: Changing Nexus - Hullmodding
Post by: Yunru on December 30, 2021, 03:21:36 PM
Your images aren't loading right.
Title: Re: Changing Nexus - Hullmodding
Post by: xSevenG7x on December 30, 2021, 03:30:51 PM
Your images aren't loading right.

I'm adjusting the post, thanks for the worry!
Title: Re: Changing Nexus - Hullmods and factions
Post by: envenger on December 30, 2021, 07:05:26 PM
Ships and hull mods look good. Its also an interesting concept, will try it on my next session.
Title: Re: Changing Nexus - Hullmods and factions
Post by: xSevenG7x on December 31, 2021, 07:35:29 AM
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
Title: Re: Changing Nexus - Hullmods and factions
Post by: Arthur_The_Ok on December 31, 2021, 08:26:59 AM
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?
Title: Re: Changing Nexus - Hullmods and factions
Post by: xSevenG7x on December 31, 2021, 09:07:35 AM
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?

This one is mentioned in the lore from Persean Sector, check out:

https://fractalsoftworks.com/2017/08/16/a-true-and-accurate-history-of-the-persean-sector/

A tip for find the name of the faction, check the names that appear meanwhile the video continues, you will find it
Title: Re: Changing Nexus - Hullmods and factions - 1.0.1
Post by: Cyan Leader on December 31, 2021, 11:06:26 PM
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.
Title: Re: Changing Nexus - Hullmods and factions - 1.0.1
Post by: xSevenG7x on January 01, 2022, 05:56:49 AM
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.

In this sense, I tried to balance the hullmods, for not making them overpower, I tested everyone against vanilla vessels, and the results was good. But, I can rebalance for better so, thanks for the feedback.
Title: Re: Changing Nexus - Hullmods and factions - 1.1.0
Post by: xSevenG7x on January 12, 2022, 05:09:36 PM
Update! Version 1.1.0, adding a new faction
Title: Re: [0.95.1a]Changing Nexus - Hullmods and factions - 1.1.0
Post by: Oni on January 12, 2022, 06:53:00 PM
 ??? ... 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).
Title: Re: Changing Nexus - Hullmods and factions - 1.0.1
Post by: default on January 12, 2022, 07:54:30 PM
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.
Title: Re: [0.95.1a]Changing Nexus - Hullmods and factions - 1.1.0
Post by: Orochi on January 13, 2022, 03:42:20 AM
So is no one going to mention that the Bushido symbol is directly ripped from NFS: Carbon? Is this even allowed?
Title: Re: Changing Nexus - Hullmods and factions - 1.0.1
Post by: xSevenG7x on January 13, 2022, 04:31:31 AM
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.

Heyo, thanks for your feedback! So, the armored missile warheads (the one that reduces damage by 25%), it allows more chance to the missile hits the target, it doubles missile hitpoints, at cost of some damage reduction, I think thats fair. About hullmods that have pros in combat, and cons in logistic, thats a way to not make it overpower, you can expand even more missile racks, but you need to remove the cargo holds for the munition, for example.

And about the Doom, its not broken, it trades the whole armour for hull regeneration, if it encounter kinectic or fragmentation weapons, you are screwed, and there is a hullmod that compensates the phase coil stresses from normal phase ships. Those variations are not compatible with it.
Title: Re: [0.95.1a]Changing Nexus - Hullmods and factions - 1.1.0
Post by: xSevenG7x on January 13, 2022, 04:34:19 AM
So is no one going to mention that the Bushido symbol is directly ripped from NFS: Carbon? Is this even allowed?

Yeah, I wanted to praise this game with this addon, just this bro, and I talked already with people about this, gotta remove the music, symbol and even the name I gonna change. If thats legal? The images and such, yesh, the music? Is better to remove it.

Edit: Already removed things related to EA and/or Need for Speed Carbon, the faction is now called Takeshido, and new versions will fix the ship paintjobs out there, removing any symbol from Bushido
Title: Re: [0.95.1a]Changing Nexus - Hullmods and factions - 1.1.0
Post by: xSevenG7x on January 13, 2022, 04:42:55 AM
??? ... 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).

So, this hullmod is way more expensive, that is why it gives 3 more burn
Title: Re: [0.95.1a]Changing Nexus - Hullmods and factions - 1.1.0
Post by: Dazs on January 14, 2022, 06:10:54 AM
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!
Title: Re: [0.95.1a]Changing Nexus - Hullmods and factions - 1.1.0
Post by: xSevenG7x on January 14, 2022, 01:32:59 PM
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!

Heyo, thank you very much! I'm trying my best to do this mod, glad to hear that ;D
Title: Re: [0.95.1a]Changing Nexus - Hullmods and factions - 1.1.4
Post by: xSevenG7x on January 21, 2022, 05:08:52 AM
After the 1.1.4 update, big content will come, fixes will be made, but just released in 1.2.0
Title: Re: [0.95.1a]Changing Nexus - Hullmods and factions - 1.1.4
Post by: default on January 21, 2022, 08:55:35 PM
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.
Title: Re: [0.95.1a]Changing Nexus - Hullmods and factions - 1.1.4
Post by: xSevenG7x on January 23, 2022, 12:10:27 PM
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 sense, try to use more carriers for further firepower. And about Doom, the hull regen will be nerfed for all phase ships, its purpose is increase the survival of those in long combats, but not make them immortal. Anyways, your comment is very important, it pointed some issues that would be fixed^^
Title: Re: [0.95.1a]Changing Nexus - Hullmods and factions - 1.1.4
Post by: Arthur_The_Ok on January 23, 2022, 02:11:30 PM
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 sense
But 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
Title: Re: [0.95.1a]Changing Nexus - Hullmods and factions - 1.1.4
Post by: xSevenG7x on January 24, 2022, 01:59:08 AM
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 sense
But 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

So, Epta already have a conquest, and also, Takeshido is not a war faction indeed, their business involves speed and going dark to smuggle stuff in secret. In the future, it will have an aurora.
Title: Re: [0.95.1a]Changing Nexus - Hullmods and factions - 1.1.4
Post by: grinningsphinx on January 26, 2022, 01:43:25 PM
I had to fix some of your changes in the latest update, they were overboard and broke several builds.
Title: Re: [0.95.1a]Changing Nexus - Hullmods and factions - 1.1.4
Post by: xSevenG7x on February 04, 2022, 06:23:25 AM
I had to fix some of your changes in the latest update, they were overboard and broke several builds.

The update 1.2.0 is now released, which fixed this too, and add several content to the mod, and if this update brake saves, here is a link for the 1.1.4 version:

https://drive.google.com/file/d/1NMToGoDMdDgdTpqbCwaSrhNpv_e_7D4l/view?usp=sharing (https://drive.google.com/file/d/1NMToGoDMdDgdTpqbCwaSrhNpv_e_7D4l/view?usp=sharing)
Title: Re: [0.95.1a]Changing Nexus - Hullmods and factions - 1.2.0
Post by: DracoLunaris on March 09, 2022, 01:15:44 PM
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)
Title: Re: [0.95.1a]Changing Nexus - Hullmods and factions - 1.2.0
Post by: xSevenG7x on March 16, 2022, 07:19:55 AM
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)

Heyo! Thanks for reporting this error, soon I'll update this mod, and apply a fix for this issue, idk why this happened, since everything about this weapon was took from vanilla, which PDs you was encountered for this happens?
Title: Re: [0.95.1a]The Epta Technologists - 1.3.0
Post by: xSevenG7x on March 20, 2022, 06:15:12 PM
Heyo folks! New update coming, 1.3.0 version, with great changes, the mod now is called The Epta Technologists, instead of Changing Nexus, and there is a great rework in sprites, as well in balance. Checkout!
Title: Re: [0.95.1a]The Epta Technologists - 1.3.0
Post by: VelkeZarr on March 21, 2022, 03:08:31 PM
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.
Title: Re: [0.95.1a]The Epta Technologists - 1.3.0
Post by: xSevenG7x on March 22, 2022, 02:30:02 AM
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.

Heyo! So, in truth its system increases the range of weapons a bit too, when it is deactivated, the range returns to normal, causing a impression that the weapon range got decreased. I gonna test it more to check it out better, but otherwise, is just this. Thank you very much for the feedback, if there is anything else, tell me^^
Title: Re: [0.95.1a]The Epta Technologists - 1.3.0
Post by: Wallshrabnic on March 29, 2022, 01:17:14 AM
Hello. Playing with this mod for some time and found major problem. Using transvere jump on some gravity wells causes breaking all markets in targeted systems. This how they look like
Spoiler
(https://cdn.discordapp.com/attachments/344413776319217668/958277710650695730/screenshot036.png)
[close]

And here is a clean save, with only epta and libraries

Link (https://drive.google.com/file/d/19k5eHDtyUyd3NRyOKmBqRA4jQuEBTYp5/view?usp=sharing)
Title: Re: [0.95.1a]The Epta Technologists - 1.3.0a
Post by: xSevenG7x on March 30, 2022, 05:48:48 AM
Hotfix 1.3.0a released, fixing the sector generation issue, the cause was the OnEnabled generating doubled starsystems, which one of those being isolated from the entire economy (aka alternative doomed dimension). Thanks for the feedbacks!
Title: Re: [0.95.1a]The Epta Technologists - 1.3.0a
Post by: Wallshrabnic on April 19, 2022, 10:18:39 PM
Suggestion - add Nexerline compatibility, in the current version Nex random sector faction settings do nothing, both Technologists and Takeshido stars spawns anyway
Title: Re: [0.95.1a]The Epta Technologists - 1.3.0a
Post by: xSevenG7x on April 24, 2022, 09:10:51 AM
Suggestion - add Nexerline compatibility, in the current version Nex random sector faction settings do nothing, both Technologists and Takeshido stars spawns anyway

Heyo! Thanks for the suggestion, unfortunately when I integrated the OnEnabled spawn (allowing factions spawn in mid-game), the random generation was removed by mistake. So yeah, putting it on the rails again hehe^^
Title: Re: [0.95.1a]The Epta Technologists - 1.3.0a
Post by: Szasz on April 27, 2022, 05:08:41 PM
Music makes up 89.47% (28 MBs) of your mod, duplicates even. Could you please look into that?
Title: Re: [0.95.1a]The Epta Technologists - 1.3.0a
Post by: xSevenG7x on April 28, 2022, 05:35:26 AM
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?
Title: Re: [0.95.1a]The Epta Technologists - 1.3.0a
Post by: Szasz on April 28, 2022, 09:01:12 AM
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,
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.
Title: Re: [0.95.1a]The Epta Technologists - 1.3.0a
Post by: xSevenG7x on April 28, 2022, 10:10:18 AM
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,
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.

Happy that you liked the page stuff, for sure you will like it more in practice, each epta ship has animations while systems and/or shields are active. And there is an update coming with many things, including campaign mechanics, weapons and some redesigns, thx for the feedback^^
Title: Re: [0.95.1a]The Epta Technologists - 1.3.0a
Post by: sirjames101 on May 26, 2022, 07:51:23 AM
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.
Title: Re: [0.95.1a]The Epta Technologists - 1.3.0a
Post by: xSevenG7x on May 26, 2022, 11:19:31 AM
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.

Heyo, so, I tried to find solutions for this issue, but even bashing vanilla code it still happening, unfortunately you will need to remove the wing before removing the hullmod. Thanks for the feedback!
Title: Re: [0.95.1a]The Epta Technologists - 1.3.0a
Post by: Dangar on June 03, 2022, 11:52:27 AM
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)
Title: Re: [0.95.1a]The Epta Technologists - 1.3.0a
Post by: xSevenG7x on June 08, 2022, 09:59:24 AM
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)

Heyo, thx for the feedback, next version will have that fixed! What you think about the entire mod?
Title: Re: [0.95.1a]The Epta Technologists - 1.3.0a
Post by: Versil on June 09, 2022, 12:27:00 AM
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.
Title: Re: [0.95.1a]The Epta Technologists - 1.3.0a
Post by: xSevenG7x on June 09, 2022, 04:32:32 AM
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.

Thx!

So well, there will be more ships, but first, in the next update, epta will have a drastic change of sprites and mechanics, for so adding more content, just wait, you will like it a lot^^
Title: Re: [0.95.1a]Epta Consortium - 1.4.0
Post by: NuclearStudent on June 16, 2022, 06:12:35 PM
Looks very nice!
Title: Re: [0.95.1a]Epta Consortium - 1.4.0
Post by: xSevenG7x on June 16, 2022, 08:14:31 PM
Looks very nice!

Thank you very much! Glad that you liked it^^
Title: Re: [0.95.1a]Epta Consortium - 1.4.1
Post by: xSevenG7x on June 17, 2022, 07:17:14 PM
Heyo guys, hotfix 1.4.1 released! check out:

1.4.1 - Hotfix 1

Changed the Shield Redirection hullmod to affect weapon cost instead of flux

Nerfed Epta Commissioned Crews bonus

Nerfed Takeshido spawn rate in pirate/black markets

Storm Pulser no longer spawns in caches

Reduced OP cost of Filghtdeck Overhauling and Overcapacity Missile Racks

AI integration should be compatible with all ships now

Epta now has the "Likes AI" trait

Fixed blueprint packages not containing weapons
Title: Re: [0.95.1a]Epta Consortium - 1.4.1
Post by: envenger on June 18, 2022, 04:06:43 AM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.4.1
Post by: xSevenG7x on June 18, 2022, 07:11:52 AM
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.

Heyo, how are you? Thank you very much, wow, are they so pretty like this? And well, industries, more lore and campaign missions will come along, this is just the start^^
Title: Re: [0.95.1a]Epta Consortium - 1.4.1
Post by: Kakroom on June 18, 2022, 01:12:37 PM
AI positive factions ftw

Also the music is a bop. Reminds me quite a bit of Ben Prunty's work for FTL
Title: Re: [0.95.1a]Epta Consortium - 1.4.1
Post by: xSevenG7x on June 19, 2022, 07:45:06 AM
AI positive factions ftw

Also the music is a bop. Reminds me quite a bit of Ben Prunty's work for FTL

Thank you very much! I wish for ya a nice run^^
Title: Re: [0.95.1a]Epta Consortium - 1.4.1
Post by: Kakroom on June 21, 2022, 02:39:08 AM
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
Title: Re: [0.95.1a]Epta Consortium - 1.4.1
Post by: xSevenG7x on June 21, 2022, 02:01:15 PM
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

Hmm, well, I never knew that Nex had this stuff XD. But, it seems like it would normally happens, the AI companion is matched according to the officer's ID, if it died or changed in someway, a new AI will be generated. Not a bug, I guess. Anyways thx for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.4.1
Post by: Fuzen on June 21, 2022, 08:30:59 PM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.4.1
Post by: Dalton on June 22, 2022, 01:38:05 AM
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

Hi I’m actually the one that put that hullmod together. The text for the hullmod does actually specify that the persona is linked to the captain. If you remove the captain then the relationship bonus and the ai persona is removed from the hullmod, however, you may have noticed that if you have a captain that has a relationship with a persona and you move that captain to another ship with ai integration then the previous ai persona and their relationship will be transferred over to that new ship.
Title: Re: [0.95.1a]Epta Consortium - 1.4.1
Post by: xSevenG7x on June 22, 2022, 05:45:09 AM
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.

Heyo, how are you? I'm aware of this bug, it will be fixed in a very soon hotfix, thx for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.4.2
Post by: xSevenG7x on June 22, 2022, 12:36:12 PM
Hey guys, hotfix 2 is released, make sure to update the mod for avoid bugs!

1.4.2 - Hotfix n2

- Artifact 333s pilot is now reckless. Also drastically reduced its missile range, but increased its damage
- Makes Epta hardcapped to be vengeful towards hegemony and Luddic Church/Path
- Buff Epta in campaign by giving it some more colony items and AI cores
- Changed ships with the Intercept Burn system
- Hardcap relations with Persean League and Tritach: lore-wise, League should not attack Epta
- Changed Laskaris Blaster's efficiency to 1.1
- Tweaked epta phase ships: They no longer have hull regen, but their microshields have higher base capacity
-Fix Masamune's shotguns not firing
- Fix Takeshido's starsystem having Kesseki very close to Oashisu
- Re-added Eagle (7s) with a new sprite and ship system
Title: Re: [0.95.1a]Epta Consortium - 1.4.2
Post by: travhill20 on June 22, 2022, 09:15:18 PM

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?
Title: Re: [0.95.1a]Epta Consortium - 1.4.2
Post by: xSevenG7x on June 23, 2022, 09:05:09 AM

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! And yeah, forgot to change mod info, but the zip file contains the name "Epta Consortium 1.4.2.1", so take this as a reference, thanks for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.4.3
Post by: Dalton on June 24, 2022, 08:30:02 PM
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

I would like everyone viewing this mod post today (jun 24) to know that this current version has a bug in it. we have fixed it and the updated version will be posted tomorrow morning. If you are looking at this mod and it isnt the night of jun 24 then disregard this message
Title: Re: [0.95.1a]Epta Consortium - 1.4.4
Post by: xSevenG7x on June 25, 2022, 06:11:47 PM
Heyo guys, hotfix from the hotifx is now released, the version 1.4.4 brings huge changes and not crashes anymore! Be aware that its only compatible with 1.4.2 saves!

- 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.
-Emergency fix to crash upon loading game. Very sorry for the inconvenience, changes to workflow have been made in response.
-Added new mission called "The Gift," which unlocks a powerful new supership.

- Nerfed Conflictor:
* Reduced speed to 195
* Increased DP to 15
* Composite large slot changed to Hybrid
* Hybrid small slots changed to Composite
Title: Re: [0.95.1a]Epta Consortium - 1.4.5
Post by: xSevenG7x on June 27, 2022, 04:25:31 PM
Heyo heyo, another update from Epta, hope you enjoy!

-fixed quickstep drive fixing certain stats to specific values (this occurred due to a temporary workaround to a problem which we no longer have to deal with, therefore the workaround and its associated problem is gone)
-AI integration is now no longer Smoddable (you already shouldnt have been smodding it, but it came to my attention that hullforge sometimes does that anyways)
-Epta Shield Engineering has been buffed by 37.5%
-Epta Shield mastery has been buffed from 50% of engineering bonuses to 75% of engineering bonuses. Also increased its charge time and its active duration.
-fixed a bug with epta shield mastery where destroyers were receiving much smaller buffs than intended
(I opted not to display the buffs of shield mastery on the HUD since there were too many of them)
-nerfed arkhos burst delay from 0.08 to 0.1 and reduced its arc range from 1000 to 700
-ananke now uses an actual variant instead of my 3 minute hackjob
-Sever's Fusillade Burst system now has a shorter charge up time (from 1.5 to 1.0) and deals slighty higher damage per shot (from 0.33x to 0.44x). Additionally, small mounts will fire less and large mounts will fire more (relatively)
-fixed all remaining bugs concerning ai cores being refunded and taken
-increased active duration of quickstep drive
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: dahis39 on July 03, 2022, 01:41:34 AM
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?
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: xSevenG7x on July 05, 2022, 05:15:27 PM
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?

Heyo, how are you? So, Takeshido ship handling has a bit of a learning curve to maximize their efficiency, one which the AI is already coded to be aware of, so don't worry if you mess up the first few times, just practice and you'll find yourself drifting around everything in style. Those ships have a peculiar driving, even I had some difficulties XD
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: Re-Search-er on July 14, 2022, 11:53:22 PM
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?
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: xSevenG7x on July 15, 2022, 11:37:01 AM
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?

Heyo, how are you? Well, the ai integrations check to see if the ship is in the player's fleet to see whether it should be giving or taking away an ai core from/to the player
which results in a npe if the ship that the integration is on has no fleet like in the cases of hullforges and agents procuring ships. By your report, we could check and fix for the next patch, thank you very much for your feedback! Despite that, how is going your epta experience?
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: Re-Search-er on July 15, 2022, 05:23:33 PM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: xSevenG7x on July 16, 2022, 01:35:41 PM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: SomeKindOfLifeform on July 18, 2022, 09:03:22 PM
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
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: Re-Search-er on July 19, 2022, 11:49:10 AM
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?
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: jlrperkins on July 19, 2022, 12:18:40 PM
There's already a HVB that features a reworked Eagle with a large mount

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?
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: Hexxod on July 19, 2022, 05:08:54 PM
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

idk what the issue was, but I was having the same thing happen to at random. Though since I was using a Cruiser rather than a Capital, the Beta core was still compatible so I ended up running that before randomly deciding to try swapping it for a Alpha a few hours later when redoing all the hull mods. Alpha core actually got equipped then.
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: Marcoda on July 19, 2022, 07:07:46 PM
I really don't like the Takeshido stuff in the mod. Is there any way to just have the Epta faction?
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: xSevenG7x on July 20, 2022, 08:01:05 AM
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

Heyo, how are you doing? So, this issue is related to a compatibility thing that not allow gammas and betas to be installed on capitals, and such. In the next patch hopefully this will be fixed. Thanks for the feedback!
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: xSevenG7x on July 20, 2022, 08:08:42 AM
I really don't like the Takeshido stuff in the mod. Is there any way to just have the Epta faction?

Well, there was discussions about Takeshido being in the mod or not. This mod was called Changing Nexus (bad name Ik), it objective was creating a mod with a plenty of factions, each one having their hullmods, with that, Takeshido was created.

After some time, I decided to change the way that the mod was going, and focused in Epta Consortium. Fortunately or unfortunately, Takeshido was already created, having a plenty of content already, solution was making it a subfaction from the pirates, so only their ships and hullmods appears.

Takeshido will stay, but I want to ask, how I could make your experience better with it? Reducing spawn rates or something like that?
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: CountV on July 21, 2022, 03:35:45 AM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: Re-Search-er on July 22, 2022, 05:37:14 PM
Another null crash:
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)
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: Marcoda on July 22, 2022, 10:14:31 PM
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!
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: Re-Search-er on July 23, 2022, 09:57:02 AM
Another null crash:
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)
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.
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: xSevenG7x on July 25, 2022, 06:35:38 AM
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.

Heyo, how are you? Thx for reporting the issues, gotta change the kite with the graphicsweapon, its the cause. About the System Customizations.. I'll see what I can do with the modifiers, if there is more issues, tell me, happy to help ya^^
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: xSevenG7x on July 25, 2022, 06:44:22 AM
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!

There is plans to restrict Takeshido in Meiyo Starsystem, so pirates will still have their normal stuff, while in Meiyo will be Takeshido territory. And indeed some ships needs rework, Dire Rise and Conflictor (the phase ship you talked about) will be changed. I hope that with the next update I can mitigate the Takeshido issues for instead of tolerate, you can have fun with them. Once again thx for le feedback^^

Edit: Also the planets, yeah, Meiyo is supposed to have high rate of enemy spawns, but still, I'll look around to reduce the scale of spawns
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: xSevenG7x on July 25, 2022, 07:09:47 AM
Another null crash:
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)
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.

Hmm, this is not the first time that we have bugs involving the hull forge, well, another one to the list, for now Idk what is going on, but I'll try to find solutions, thank you for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: kemptastic on July 25, 2022, 10:00:31 PM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: xSevenG7x on July 26, 2022, 05:23:46 PM
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?
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: kemptastic on July 26, 2022, 09:57:09 PM
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?

Hey, thanks for listening to the feedback and apologies for being a bit salty about it. Made that post right after the battle and was sitting there slack jawed like wtf as it was doing it's thing. Other than that encounter I like the unique, well-done designs of the ships and they were an interesting new challenge to face off against so I like the distinct flavor the mods adds to my playthrough right now. I haven't used many of the ships in my own fleet yet, but will probably do so soon since I salvaged a number of them in that fight.

Most of my interaction with the mod's contents have been the hull mods so far and I like the options they bring and have been using a number of them on my fleet. Overall a pretty high quality mod for sure.
 
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: kemptastic on July 27, 2022, 02:33:46 AM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: xSevenG7x on July 27, 2022, 11:37:30 AM
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.

So, I got some reports about this bug, and the next patch will fix that, thx again for the report^^
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: Nephutis on July 28, 2022, 07:30:11 PM
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.)

Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: Egren on July 29, 2022, 01:16:03 AM
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.

Spoiler
This 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!
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: ApolloStarsector on July 29, 2022, 02:19:02 AM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: Dalton on July 29, 2022, 04:45:29 PM
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.

Spoiler
This 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 yea I’m one of the devs and I generally handle takeshido stuff. So the takeshido speedboost does indeed nullify the ship’s zero flux speed boost and it also changes its acceleration to work on geared curves, which makes them somewhat slower to get up to max speed and decently harder to control. In the next update (which should be coming out like tomorrow) we’re replacing their missile regen with a bonus to the rate that any weapon that regens ammo regens ammo and doing a complete rework to systems overflow accelerator
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: xSevenG7x on July 29, 2022, 06:10:25 PM
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.)

Heyo, how are you? Well, Aeolus have a powerful synergy with phase dive and shield power, which makes it extremely strong, next patch will nerf it, thx for the feedback and for spotting this bug^^

Edit: Hmm, another capital? In a close future my friend^^
Title: Re: [0.95.1a]Epta Consortium - 1.4.6
Post by: xSevenG7x on July 29, 2022, 06:18:09 PM
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.

Thank you very much! I'm very happy to see that the efforts are worth it, have a nice run!
Title: Re: [0.95.1a]Epta Consortium - 1.5.0w First Week Update
Post by: xSevenG7x on July 30, 2022, 05:25:34 PM
Hey guys, new version of Epta Consortium is now released! Check the Changelog:

1.5.0 Patch: Super Strikecraft Syndrome

Fixes:
-Having armament support from Mayu's hullmods and an Epta AO integration now no longer causes you to be assaulted by an angry blacksmith (this is not a joke.)
-Quickstep drive no longer prevents increasing flux stats and no longer freezes the ship when ended manually.
-Unofficered gamma cores now grant an 8% bonus instead of a 53% bonus. Whoops.
-Procuring integrated variants of epta ships no longer crashes the game (rare bug, also fixes minor incompatibility with prv.)
-Alicerce jump points are now correctly labelled.
-Kite (7s)'s shield power now decays properly.
-System customization cooldown and charges no longer have inverted values.
-Planets in meiyo and alicerce are now appropriately sized.
-Epta now no longer causes pirates to overuse shadowyards ships. Thanks to Liz for catching this.

Reworks/changes:
-Aeolus' system now actually gives it timeflow mult, has a reduced duration, and charges more slowly. increased Aeolus' base speed and turnrate to compensate.
-Cryptodeimos now has 100 less range while on an energy mount.
-All the enemies in The Gift (mission) now spawn at once (this isn't a joke, welcome to kill mode.)
-Takeshido ships now require extra dp and recovery costs and drive more like cars while moving forwards.
-Glaphyra's fire rate has been changed.
-Ir Acaulis Pulse nerfed from 3 shots per sec to 2.5 shots per sec and to 1.1 eff.
-Reduced Rhiza smartcannon projectile health from 400 to 150.
-Systems Overflow: Accelerator now grants +30% ROF for energy and ballistic weapons, +30% damage and +30% flux cost for beam weapons, and -20% flux capacity for its ship.
-Glaucus Ultra Autocannon from 1.0 eff to 1.1 eff and refire delay from 0.4 to 0.45.
-Increased rep gain rate for Ananke.
-Epta phase coils now have new sprites.
-Reduced the resources and population of the Meiyo system.
-Swapped refining and fuel production on certain Epta worlds.
-Reduced the spawnrates of takeshido ships.
-Added waystations to the meiyo system.
-Changed some relations between Epta and modded factions
-Fixed the rate at which Epta weapons appeared on npc ships.
-Takeshido can now be disabled in settings. No random pirate spawns with Takeshido ships will appear.
-Takeshido planets now have a Raceway custom industry that spawns Takeshido only patrols. Icon a placeholder for now.
-Added pirate starts for Takeshido ships (including one for the new Takeshido carrier and all new strikecraft.)
-Added Epta starts with their new carriers.
-Added Epta missiles to some Epta ship variants.
-Added testing mission where Epta or Bushido player fleets can face off against randomly generated enemies. Much thanks to DR for the Imperium code.

New Content:
-8 new Takeshido strikecraft/fighters that are based off of street racers (strikecraft variants will only appear in game if you have Armaa installed, they will NOT crash your game if you do not have it installed.)
-1 new takeshido capital carrier with extreme speed.
-2 new Epta phase carriers with an auto recall hullmod.
-8 new Epta fighters.
-1 new Epta strikecraft with an HF sword.
-3 new Epta missiles.
Title: Re: [0.95.1a]Epta Consortium - 1.5.0w First Week Update
Post by: ApolloStarsector on August 01, 2022, 01:19:45 AM
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).
Title: Re: [0.95.1a]Epta Consortium - 1.5.0w First Week Update
Post by: xSevenG7x on August 01, 2022, 12:49:00 PM
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).

Heyo, how are you? Sorry for the inconvenience. This is a known issue caused by unknown interactions with other mods, and we have not yet been able to determine the exact cause. If you could post a complete list of all mods used and the circumstances under which this bug occurred, would bring some clue of what is causing the issue. Thanks for the feedback!
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: xSevenG7x on August 06, 2022, 05:06:02 PM
Heyo my friends! There we go with another patch, changelog here:

 BUGFIXES

Stopped single wing Takeshido blueprints from dropping as loot in research stations and such.
Fixed Epta market flavor descs: they will now be appropriately random.
Stopped Takeshido hullmods from appearing in Epta open markets.
Fixed system cooldown and system usages hullmods - certain values were reported to have been inverted.
Epta markets will now sell a variety of wings on the open market instead of only the Gyrinus, as lovely as it may be.
Fixed Arkhos' on hit effect.
Fixed a bug where one of the jump points was glued into the sun in hyperspace.
Alicerce now looks less ugly.
Fixes to certain descriptions.


BALANCE TWEAKS:

Nerfed Garage base cargo from 15000 to 7000.
Increased Leto salvo size from 3->4.
Lowered BR97 OP cost from 15 to 8, adjusted garage variant to match.
Nerfed IR array (medium) from a fire delay of 0.21sec to 0.25sec.
Nerfed IR acaulis pulse (small) from a fire delay of 0.4sec to 0.45sec.
Bright Burning now grants increased acceleration and top speed and grants a bonus to all weapon types rate of fire based on current speed
Added Bright Burning systems to Takeshido fighters and strikecraft, replacing the vanilla plasma burn.
Reduced Hobi fighter wingcount from 4 to 3, increase replacement time from 5 to 8 seconds.
Fixed a number of Epta variants with useless hullmods, such as polarized shields on phase ships.
Changed Hedra Pod's damage per missile to 1000, was 2000


OTHER
Moved Garage start from Combat (Large) to Carrier (Large)
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: power12359 on August 07, 2022, 11:14:36 PM
Ok, I'm kinda curious. What was the angry blacksmith thing?

Also I'm gonna miss super speed kite.
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: Scauldy1 on August 09, 2022, 07:23:20 AM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: xSevenG7x on August 09, 2022, 01:15:11 PM
Ok, I'm kinda curious. What was the angry blacksmith thing?

Also I'm gonna miss super speed kite.

Meet the triangles lol. And well, maybe someday I'll do a super speed kite be real without bugs? hehe

As always, thx for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: xSevenG7x on August 09, 2022, 01:18:47 PM
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.

So yeah, this is a bug where you need 2 alpha cores to install the hullmod, instead of only one, none of us have sure what is causing this. Can we talk on discord for further investigation about this? If we replicate the bug, probably we will find the cause, and fix this. Thanks for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: Scauldy1 on August 09, 2022, 02:01:09 PM
Okay, so the bug just needs you to have two cores instead of one to install it then. Good to know.

But yeah, we can do that, I won’t be home until tomorrow though, and I’ll have to find the discord.
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: Scauldy1 on August 09, 2022, 03:39:21 PM
Oh right! While I remembr, is the time dilation mentioned actually ”speeding up” time while phasing does?
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: xSevenG7x on August 09, 2022, 06:57:06 PM
Oh right! While I remembr, is the time dilation mentioned actually ”speeding up” time while phasing does?

Yeah, speeding up like Temporal Shell does, for example
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: Scauldy1 on August 10, 2022, 02:37:14 PM
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?
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: xSevenG7x on August 11, 2022, 06:46:05 AM
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?

Well, send me a friend request, my discord is in my profile, we can talk about the bug and see what we can do, thx for helping with that^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: strinn on August 17, 2022, 12:59:48 AM
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
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: power12359 on August 17, 2022, 09:04:12 AM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: Akrasia on August 18, 2022, 11:55:03 AM
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.)
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: power12359 on August 18, 2022, 12:33:52 PM
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?
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: xSevenG7x on August 18, 2022, 04:12:18 PM
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

Heyo, how are you? So, the Takeshido fighters are tagged as "pirate", and sometimes can appear in indie fleets. Takeshido is a subfaction from the pirates, but theorically indies can access them. Unfortunaly, unless if you remove the pirate tags by yourself, they can't be disabled. Sorry for the inconvinience, I'll tune them down in the next  update, thx for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: xSevenG7x on August 18, 2022, 04:14:13 PM
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.)

Heyo, how are you going? Well, my recommendation is to update the mod, Conflictors are nerfed, cannot use large missiles anymore, and Aeolus and Conquest (7s) was nerfed in 1.5.0, thx for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: xSevenG7x on August 18, 2022, 04:17:29 PM
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?

Hey hey, going well? So, I'm not sure about this, despite these bounty ships being from my mod, Magiclib that can handle the bounty mechanic. As a player, I can say for ya that is not possible, or you give da bote, or no money. Anyways, thx for playing and commenting about the mod^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: ioslime on August 20, 2022, 08:11:22 AM
am i the only one experiencing crashes when i try to use this mod with arma armatura?
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: xSevenG7x on August 20, 2022, 11:08:38 AM
am i the only one experiencing crashes when i try to use this mod with arma armatura?

Heyo, how are you? So, can you send a crash log or some clue for verification? With that we can see what is possible to do. Thx for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: IGdood on August 20, 2022, 07:44:24 PM
I'm so curious about that Megagarage ship.  Tried spawning it with console commands but doesn't work.  seven_garage_sponsored right?
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: ioslime on August 21, 2022, 08:00:07 AM
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
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: xSevenG7x on August 21, 2022, 03:40:46 PM
I'm so curious about that Megagarage ship.  Tried spawning it with console commands but doesn't work.  seven_garage_sponsored right?

Heyo, how are u? Well, the ID is seven_garage, try that, if not works, return here, thx for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: xSevenG7x on August 21, 2022, 04:10:06 PM
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

Well, still needing some clue:

1 - Do you have Nexerelin?
2 - How this crash happened?
3 - Did you updated the mod?
4 - How are you?

Sorry for the inconvinience, thx for the continuous feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: ioslime on August 21, 2022, 05:10:03 PM
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
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: xSevenG7x on August 22, 2022, 10:26:51 AM
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

Hey, I'm good as well. Fixed the issue for ya, download the mod again using this link:

https://drive.google.com/file/d/1cWYKbgIBm82wgJrW7Im9tDXd5iBZt0bV/view?usp=sharing

Make sure to DELETE the old mod file, and please tell me if this worked for you, thx for your help^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: ioslime on August 22, 2022, 03:03:49 PM
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
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: xSevenG7x on August 22, 2022, 04:04:46 PM
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

Well, lets go again, send the error message, I'll see what I can do

Edit: I tested here with the file that I sent for ya, and nothing happened, lets do a test, download the mod again, but now use the original download link, see what happens
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: ioslime on August 22, 2022, 06:34:19 PM
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
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: xSevenG7x on August 22, 2022, 06:58:40 PM
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

Well, if you say so, alright, thx for helping me to fix this bug^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: EclecticFruit on August 23, 2022, 05:05:11 PM
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
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: xSevenG7x on August 24, 2022, 07:38:57 AM
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
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: GoingBatty on August 24, 2022, 12:06:29 PM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: xSevenG7x on August 24, 2022, 03:14:44 PM
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.

Heyo, how are you? Sad that you are passing from this, can you send the crash log for we find the cause? Thx for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2 - Balance
Post by: xSevenG7x on August 26, 2022, 05:05:13 PM
(https://i.imgur.com/MzYLnWY.png)

==  NEOTERIC ADVENT  ==

==  DOWNLOAD HERE  == (https://www.mediafire.com/file/mxgmm66625nixex/Neoteric_Advent_-_RELEASE.zip/fileusp=sharing)

Presenting the arrival of a new era, this mod offers content related to in-game events which happen before cycle 206. Can be added mid-save, star system and fleet goods such as ships will spawn after loading the game.

Requires LazyLib and MagicLib


(https://i.imgur.com/TGCHMxg.png)

Spoiler

Hound (M) and Wayfarer (M):
(https://i.imgur.com/2lo0aN9.png)    (https://i.imgur.com/11Y30HK.png)

Two of the most produced ships in the Sector, now completely militarized, sporting special modifications, such as drone fabricators and improved targeting computers.


Elipsion:

(https://i.imgur.com/aGC8nWz.png)(https://i.imgur.com/74DDtBy.png)(https://i.imgur.com/gMYfmcM.png)

Sporting 3 modular cores, this vessel has unparalleled flexibility compared to other vessels in the Sector. Depending on which core, Elipsion can perform similarly to a Paragon, an Aurora or a Hyperion.



Tarantula:

(https://i.imgur.com/Ik6PQKW.png)

With 3 pairs of salamanders, and a powerful engine boost system, Tarantula can hunt down destroyers and frigates with great efficacy, while also being excellent for wolfpack tactics against capital size threats.


Trampler:

(https://i.imgur.com/gAORPZz.png)

A fast cruiser that is capable to outmaneuver its rivals, while also being very resilient against attacks from bigger threats. Sports a ship system which can reboots disabled weapons, while also diverting shield power to engines.

[close]



(https://i.imgur.com/3u0Nqjs.png)

Spoiler

(https://i.imgur.com/VfwEugS.png)
== To be haunted is to glimpse a truth that might best be hidden ==

(https://i.imgur.com/RrFDKkM.gif)
(click to expand)

== Find it exploring the Sector, expect resistance ==

[close]



Credits:

xSevenG7x - Mod Author;
Jameson#3659 - Great help with parsing my english, help with brainstorming;
ShiftySilt#4833, wenth100 and insockie2  - Beta Testers and help with brainstorming.

As always, delete/store in another place your old mod file, have a good run!
Title: Re: [0.95.1a]Epta Consortium - 1.5.2 - Balance
Post by: IGdood on August 26, 2022, 09:23:25 PM
Is the Takeshido 7 bay garage implemented?  Tried to use addship in console command but it doesn't work
Title: Re: [0.95.1a]Epta Consortium - 1.5.2 - Balance
Post by: xSevenG7x on August 27, 2022, 04:01:54 AM
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^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: EclecticFruit on August 27, 2022, 07:52:04 PM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2 - Balance
Post by: GoingBatty on August 28, 2022, 12:17:17 AM
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?
Title: Re: [0.95.1a]Epta Consortium - 1.5.2 - Balance
Post by: TimeDiver on August 28, 2022, 12:52:31 AM
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.)
Title: Re: [0.95.1a]Epta Consortium - 1.5.2 - Balance
Post by: GoingBatty on August 28, 2022, 05:13:17 PM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2 - Balance
Post by: xSevenG7x on August 28, 2022, 06:11:19 PM
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.

Heyo, how are you? Gonna send the download here: https://drive.google.com/file/d/1KCG-Wk9VxslDu7W3RaAssd0JGAVyHnUQ/view
Title: Re: [0.95.1a]Epta Consortium - 1.5.2 - Balance
Post by: IGdood on August 29, 2022, 09:51:43 AM
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!
Title: Re: [0.95.1a]Epta Consortium - 1.5.2 - Balance
Post by: xSevenG7x on August 29, 2022, 11:46:20 AM
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!

Heyo heyo, no problem my friendo, if needing anything else, return here^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: power12359 on August 29, 2022, 10:53:52 PM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2 - Balance
Post by: ctuncks on August 30, 2022, 03:45:03 AM
Just a quick heads up your Wolfpack Marksman Core Hullmod is improving shield efficiency by 15% rather than reducing it by 15%. 
Title: Re: [0.95.1a]Epta Consortium - 1.5.1
Post by: xSevenG7x on August 30, 2022, 05:56:36 AM
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.

Heyo, how are you? Well, 1.5.2 seems to fix this bug for once and all, so no need of workarounds anymore hehe (in theory). Please return here if this still bugging, thx for the feedbacks^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2 - Balance
Post by: xSevenG7x on August 30, 2022, 05:58:30 AM
Just a quick heads up your Wolfpack Marksman Core Hullmod is improving shield efficiency by 15% rather than reducing it by 15%.

Heyo, how are you going? We are doing a 1.5.2b for fix this as well, thx for the heads up^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2 - Balance
Post by: JonesOwman on August 30, 2022, 02:47:29 PM
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.

Spoiler
153496 [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]

Spoiler
This is my first ever forum post so in case of mistakes guidance is welcomed(and hello all)
[close]
Title: Re: [0.95.1a]Epta Consortium - 1.5.2 - Balance
Post by: ctuncks on August 30, 2022, 09:52:43 PM
I also got the same "NULLPointerException" error when testing the Cryptodeimos Gauss Cannon against unsheilded targets.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2 - Balance
Post by: xSevenG7x on September 01, 2022, 05:43:08 AM
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.

Spoiler
153496 [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]

Spoiler
This is my first ever forum post so in case of mistakes guidance is welcomed(and hello all)
[close]

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^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2 - Balance
Post by: xSevenG7x on September 01, 2022, 05:44:23 AM
I also got the same "NULLPointerException" error when testing the Cryptodeimos Gauss Cannon against unsheilded targets.

Hiyo, going well? As I suggested for the other comment, try updating the mod, if this not work, return here, thx for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2 - Balance
Post by: RussianGoatGoose on September 01, 2022, 06:53:37 AM
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!)
Title: Re: [0.95.1a]Epta Consortium - 1.5.2 - Balance
Post by: xSevenG7x on September 01, 2022, 08:08:10 AM
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? Thank you very much, you helped pretty much with your feedback! Planning in do the 1.5.2b for fix this soon then, I hope that this time this nullpointer will disappear^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2b - Balance
Post by: xSevenG7x on September 02, 2022, 09:50:52 AM
Hey guys, another patch come in, 1.5.2b is featuring more fixes:

- Fixed Marksman Core improving shield eff, instead of degrading
- Fixed Systems Overflow - Safeties not being able to be installed
- Fixed Omega cryptodeimos dropping in events or such
- Fixed Nullpointer Exception from Cryptodeimos shooting against shieldless ships
- Fixed Znulls dropping with no reason
Title: Re: [0.95.1a]Epta Consortium - 1.5.2b - Balance
Post by: RussianGoatGoose on September 02, 2022, 10:57:31 AM
Wow, that's a very quick fix.

Thank you so much for updating (and fixing) the mod!
Title: Re: [0.95.1a]Epta Consortium - 1.5.2b - Balance
Post by: RussianGoatGoose on September 02, 2022, 11:25:48 AM
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!

Spoiler
50072 [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]
Title: Re: [0.95.1a]Epta Consortium - 1.5.2 - Balance
Post by: JonesOwman on September 02, 2022, 12:05:23 PM
Spoiler
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^^

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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2b - Balance
Post by: xSevenG7x on September 02, 2022, 01:59:20 PM
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!

Spoiler
50072 [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^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2 - Balance
Post by: xSevenG7x on September 02, 2022, 02:01:00 PM
Spoiler
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^^

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.

Thanks for the continuous feedback, I'm happy that it returned to work, have a nice run!
Title: Re: [0.95.1a]Epta Consortium - 1.5.2b - Balance
Post by: RussianGoatGoose on September 02, 2022, 03:54:00 PM
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!

Spoiler
50072 [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
Title: Re: [0.95.1a]Epta Consortium - 1.5.2b - Balance
Post by: xSevenG7x on September 02, 2022, 06:46:09 PM
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!

Spoiler
50072 [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

Heyo again my friendo, and lmao I like your effort to show up in a funny way whats going on! I was checking the hullmod and the mod settings, and discovered the issue, the portrait and the settings line was missing, causing the crashes, the issue got averted.

Since its a simple change, I will do a "shadow" update, where I fix the issue, try to download the mod again now! Changelog bellow, and thx for the continuous feedback^^

1.5.2c Patch: Omega Misc

- Fixed Ananke's hullmod causing nullpointers when trying to show up it description
- Renamed "Omega Integration" hullmod to "Divinity Core Integration"
Title: Re: [0.95.1a]Epta Consortium - 1.5.2c - Balance
Post by: ctuncks on September 03, 2022, 02:15:09 AM
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]
Title: Re: [0.95.1a]Epta Consortium - 1.5.2c - Balance
Post by: JonesOwman on September 03, 2022, 09:26:47 AM
Spoiler
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]
[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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2c - Balance
Post by: xSevenG7x on September 03, 2022, 10:42:11 AM
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]

Heyo, how are you? Well, after checking out the scripts, decided to remove the EMP effect from the weapon, doing another "shadow" update, will be added again soon, not having more null pointers.

1.5.2d Patch: Cryptonite EMP

- Removed the EMP effect from Cryptodeimos Gauss Cannon

Download the mod again, and make sure to delete the old mod files, thx for the feedback^^

(https://i.imgur.com/c1DHeTI.png)
Title: Re: [0.95.1a]Epta Consortium - 1.5.2c - Balance
Post by: xSevenG7x on September 03, 2022, 10:45:13 AM
Spoiler
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]
[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.

Heyo, how are you going? Its good that your game is not having this issue! Unfortunately, since the script is unstable, decided to do a small update removing the EMP effect. If you are not receiving any null pointers, not need to update to 1.5.2d. Thx for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: RussianGoatGoose on September 03, 2022, 03:05:58 PM
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!
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: 603bill on September 03, 2022, 06:30:04 PM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on September 04, 2022, 04:20:05 AM
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!

Thank you very much! Have a nice run^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on September 04, 2022, 04:22:52 AM
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.

Heyo, how are u? Well, how 10 armor damage per hit can destroy battleship armor in 2 seconds? Lets discuss this better? Thx for the feedback^^

(https://i.imgur.com/xFYMtY1.gif)
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: 603bill on September 04, 2022, 07:34:36 AM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on September 04, 2022, 09:07:54 AM
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.

Hmm, that is pretty strange, I'll see what I can do, probably is something wrong with the weapon's code, lets see, again thx for the feedback
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: Eidolon on September 04, 2022, 01:01:02 PM
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]

Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on September 05, 2022, 09:21:54 AM
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]

Heyo, how are u? The last update fixed this issue, delete the old mod files (including the ones with Changing Nexus name) and try again, thx for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on September 09, 2022, 03:31:54 PM
Hey guys, released a new survey for factfinding about the current version of Epta: https://docs.google.com/forms/d/e/1FAIpQLSd8Tn7-idUnXBeVHmZHLoGzb846FUyFcBY6xmYuISYuOn_-zg/viewform?usp=sf_link (https://docs.google.com/forms/d/e/1FAIpQLSd8Tn7-idUnXBeVHmZHLoGzb846FUyFcBY6xmYuISYuOn_-zg/viewform?usp=sf_link)
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: grinningsphinx on September 09, 2022, 04:25:50 PM
cool mod, will have to try them out:)
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on September 10, 2022, 10:51:03 AM
cool mod, will have to try them out:)

Heyo, how are you? Thx for give it a chance, have a nice run^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: jocan2003 on September 13, 2022, 06:32:55 PM
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?
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on September 14, 2022, 03:55:48 AM
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?

Heyo, how are you? Happy to see that you are liking it! And the oversized missile ordnance was supposed to be a built-in and not be installable in ships, gotta be fixed in next update
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: FlyingLewd900 on September 15, 2022, 09:12:25 AM
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!
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on September 15, 2022, 10:31:11 AM
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!

Heyo, how are u? Well, 2 things that you need to do:

- Delete the old mod file, and update the mod

- Check the mod files, and verify if there is a mod file called "Changing Nexus", if have, delete it

Do those steps, if not works, return here, thx for the feedback^^

Edit: Please, for other readers, consider those steps valid for any bug report involving Cryptodeimos' OnHit effect, thank you.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: FlyingLewd900 on September 16, 2022, 03:52:42 PM
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^)/
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on September 17, 2022, 06:49:48 AM
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^)/

Nice that your game is working fine now! In fact, one of the updates has a miss named mod file, which brought some issues, but with time people will delete the old mod files. Since you are here, what you think about the mod? We also have a survey for find opinions and points of view. Once again thx for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: jocan2003 on September 22, 2022, 08:57:37 PM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: FlyingLewd900 on September 23, 2022, 09:56:21 AM
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
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on September 23, 2022, 10:33:30 AM
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.

Heyo! Thats really nice that you recognized it, this music is really good, from a nice game, and fits epta pretty much, so why not hehe. Have a nice run, and tell me how are going your experience^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on September 23, 2022, 10:36:59 AM
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

Hiyo, going well? Thats nice that you are enjoying it, and well, the Conquest looking bote is Conquest (7s) Lol, I really wanted to make it more original, and seems like its going right. I have plans in add more big bois after some content expansion, have a nice run^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: TheLemu on September 26, 2022, 10:18:28 AM
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?
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on September 27, 2022, 04:03:24 AM
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?

Heyo, how are u? Well, due to lore wise involving this ship, and also it being mission only prize, not doing that, perhaps in the future I can see something similar to that, but with other AI or such. Thx for the suggestion!
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: TheGungis on September 29, 2022, 02:06:18 AM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on September 29, 2022, 04:11:00 PM
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.

Heyo, how are u? Eh, by the error log, this is a OnHit script from Cryptodeimos, in the newest version (1.5.2d), I removed any listener, line or whatever that could activate this script (example, there is no OnHit script mention on it .json files). Update the mod, and try again, tell me if it worked. Thx for the feedback!

P.S: Not remove ChangingNexus.jar, I was meaning to remove the Changing Nexus folder, which contains the error
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: TheGungis on September 30, 2022, 12:59:16 AM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on September 30, 2022, 05:33:17 AM
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.

Look, this error is only possible with an OnHit script, which I removed from 1.5.2d, Crypto not have anything related to this now, its really strange that you keep receiving this null pointer. Are you really sure that you deleted the old mod files and Changing Nexus mod file? Once again thx for the feedback
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: TheGungis on October 01, 2022, 01:10:47 AM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: Dazs on October 01, 2022, 05:34:34 AM
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 :)
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on October 04, 2022, 11:31:28 AM
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.

Don't worry my friend, the most important is that your issue is solved! Have a nice run^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on October 04, 2022, 11:36:13 AM
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^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: Dazs on October 04, 2022, 01:55:55 PM
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^^

Good to hear and glad to help. I too rely on feedback from players to fine tune my mods to the best they can be. Keep up the good work!
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: renegade_sock on October 07, 2022, 11:54:05 PM
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
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: Gaaius on October 09, 2022, 12:47:04 AM
"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
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on October 11, 2022, 03:22:04 AM
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

Heyo, how are u? Well, epta is not the greatest example of balance, but my intention is change that, wait for the next update, there is some great changes that affects pretty much balance, this is one of the items of the list. Thx for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on October 11, 2022, 03:27:01 AM
"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

Heyo, hows going? So yeah, this will be fixed in the next update, thx for the feedback! Also, what you think about the mod, despite that? Looking for various opinions
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: AngelSpirit on October 13, 2022, 09:28:21 AM
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:

That said, I'd like to reiterate I've still been having an awesome time with the mod. Looking forward to future updates.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on October 14, 2022, 04:36:26 AM
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.

Heyo, how are you? Thats a really neat feedback, thank you very much! Now for the topics:

- 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.

- Thanks for telling me this about VR, I gonna tune down it.

- Scatter Device is already nerfed in dev versions. Now it gives 15% damage, reducing 25% of range.

- 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^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: AngelSpirit on October 14, 2022, 12:47:03 PM
[...]

- 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?
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on October 14, 2022, 02:49:07 PM
[...]

- 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?

Nope, cuz they works as a "hull", they not takes doubled damage from high explosive, or from kinetic, and not have damage resistance. Who wins in this battle is DPS, no other way around.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: Hexxod on October 20, 2022, 06:54:54 PM
Still having AI cores being eaten. Manual removal works fine, but using the strip option in the refit screen won't return the core.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: sevhern on October 20, 2022, 11:35:59 PM
I'm missing all the hullmods from this mod after I buy them. Is this a mod conflict of some kind?
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on October 21, 2022, 06:20:17 PM
Still having AI cores being eaten. Manual removal works fine, but using the strip option in the refit screen won't return the core.

Heyo, how are u? Well, is really strange that this bug returned, good news is that in dev versions got it fixed, the next big update is coming soon. Thx for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on October 21, 2022, 06:22:20 PM
I'm missing all the hullmods from this mod after I buy them. Is this a mod conflict of some kind?

Hiyo, going well? This is something related to starsector's filters, find the epta tech and zeta computer filters, and activate them. If it not works, return here, thx for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: sevhern on October 21, 2022, 09:35:15 PM
Hi. Thank you for the reply.
You are right. The filters were off for some reason and I didn't notice.
Thank you.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: Alex_Sans on October 23, 2022, 09:05:09 AM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: Hexxod on October 25, 2022, 08:45:56 AM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on October 26, 2022, 02:50:39 PM
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.

Heyo, going well? Eh, this is an exploit that involves every other negative OP hullmods, vanilla should implement a punishment for passing OP limit, and stop this thing, lets see if a new starsector release will fix this. Thx for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on October 26, 2022, 02:52:27 PM
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.

Hiyo, interesting catch, so you are not losing cores, but instead, just keeping them inside of the ship. Gotta see what I can do. Once again thx for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: Uther Phobos on November 20, 2022, 11:12:30 AM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: djrvywfbjr on November 21, 2022, 01:04:39 AM
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.
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on November 22, 2022, 03:44:08 PM
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^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on November 22, 2022, 03:46:30 PM
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.
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.

Hiyo hiyo, so well, which version are you playing? I have sure that this was fixed long time ago. Return here when you can^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: djrvywfbjr on November 23, 2022, 06:15:32 AM
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.
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.

Hiyo hiyo, so well, which version are you playing? I have sure that this was fixed long time ago. Return here when you can^^
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 else
Title: [0.95.1a]Epta Consortium - 1.6 SO4 - Aeolus: bug report
Post by: TimeDiver on November 27, 2022, 02:40:51 AM
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:
Quote
280084 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
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 Integrated variant of the Galevis appears to be the culprit, whenever it triggers its I-Dash ship system(?).
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: Vundaex on November 27, 2022, 08:43:01 AM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on November 30, 2022, 04:32:29 AM
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.
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.

Hiyo hiyo, so well, which version are you playing? I have sure that this was fixed long time ago. Return here when you can^^
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 else

Well, when I release the 1.6.0 version, it will be fixed. Thx for pointing out that^^
Title: Re: [0.95.1a]Epta Consortium - 1.6 SO4 - Aeolus: bug report
Post by: xSevenG7x on November 30, 2022, 04:36:26 AM
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:
Quote
280084 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
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 Integrated variant of the Galevis appears to be the culprit, whenever it triggers its I-Dash ship system(?).

Hiyo, how are u? I not take those reports here for now, due to this version being somewhat prototype and tournament balance wise, when I have sure of the integrity of this version, gonna release here. About Galevis, this is gonna be fixed in a next release in discord. Thx for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on November 30, 2022, 04:39:16 AM
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^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: Uther Phobos on December 03, 2022, 07:33:33 PM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: NocturneOfSolace on December 06, 2022, 12:10:02 AM
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?
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: Reshy on December 11, 2022, 06:37:49 AM
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?
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: Dalton on December 13, 2022, 11:55:46 AM
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.

it does not normalize simulation speed to your ship
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on December 14, 2022, 03:42:08 AM
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.

I'll see what I can do for show better the differences, like graphical effects or such, once again thx for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on December 14, 2022, 03:44:56 AM
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^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on December 14, 2022, 03:48:05 AM
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?

Heyo, how are u? Well, for now its not possible (afaik) but I can make some hullmods that emphasis in this possibility, very nice suggestion my friend! Thx for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: NocturneOfSolace on December 19, 2022, 11:52:43 PM
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^^

it's mostly because the weapons feel like they're not particularly great, the ships are clearly good.

But I'm likely just using them wrong, ergo I don't think it's this mods fault
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: BreenBB on December 20, 2022, 12:55:26 AM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: NocturneOfSolace on December 20, 2022, 08:59:23 PM
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
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on December 21, 2022, 08:48:41 AM
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.

Well, unfortunately people are partially right, but most of the feedback not touched in what is really wrong with the mod, leaving in a inconsistency with what happens using epta weapons in epta ships, and using those individually together with other factions' content. I'm working in solve this structural issue in further versions, hopefully the outcome will be better after that^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on December 21, 2022, 08:57:27 AM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: NocturneOfSolace on December 24, 2022, 11:09:27 PM
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!
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
Post by: xSevenG7x on December 26, 2022, 08:13:00 AM
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!

Thank you very much! And well, expect reworks in the future for solve le balance, and about hex shields, epta gonna have it own shield texture in the future, but perhaps I can get it for Takeshido^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: 5ColouredWalker on December 27, 2022, 05:23:46 PM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: xSevenG7x on December 27, 2022, 09:55:34 PM
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.

Heyo heyo, well, I tried to min/max those downsides, for make possible some higher numbers for them, so we can have some "creativity" running out lol, I'll see what I can do for reduce some of the higher penalties. Thx for le feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: alaricdragon on January 04, 2023, 06:23:11 PM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: xSevenG7x on January 05, 2023, 10:01:30 AM
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 well
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: alaricdragon on January 05, 2023, 02:24:31 PM
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 well
yay fixes.
(love that ship btw. so mush speed for a super carrier. and the fighters are so zippy)
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: xSevenG7x on January 08, 2023, 10:49:33 AM
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 well
yay fixes.
(love that ship btw. so mush speed for a super carrier. and the fighters are so zippy)

Speed and Takeshido are in the same page my friend, kill fast or die fast hehe^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: Algoul on January 22, 2023, 08:57:22 AM
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?
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: xSevenG7x on January 23, 2023, 09:52:11 AM
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?

Hey hey, how are u? And well, 1.5.2d is the most stable version. While the 1.6.SO4, is the unstable one, but with more features, such the super dreadnought ship colony from epta. 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^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: TimeDiver on January 23, 2023, 10:00:04 AM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: xSevenG7x on January 23, 2023, 02:00:27 PM
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.

Epta is being redone, so, there is no way to make the 2.0.0 compatible with older versions, but don't worry, I have sure that will be worth it!
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: Malhavoc on January 30, 2023, 05:21:08 PM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: BreenBB on January 31, 2023, 05:05:27 AM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: xSevenG7x on February 02, 2023, 05:41:54 AM
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.

Heyo, going well? About that bug, this is an issue that happens with ships unlockable via missions, though its deceptive because it doesnt actually create campaign copies, so dw, game wise will not prejudice your pc. Thx for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: xSevenG7x on February 02, 2023, 05:48:08 AM
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.

Hiyo, how are u? Well, everything in epta is being remade, it will have a new face after 2.0.0, trust me, everything is growing to better hehe. About the random sector, not much can be made, since it randomize everything to the standards, so even other modded factions will loss their uniquiness. About the markets, epta have the best for the best my friend, my though is to keep like that, until now, no regrets. About Proelefsi and the tradestations, gonna take care about it. Thx for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: Raxos149 on February 02, 2023, 07:20:34 PM
Quick question, what does "oversized missile ordinance" do?
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: xSevenG7x on February 10, 2023, 02:21:24 PM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: Raxos149 on February 14, 2023, 05:09:12 PM
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?
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: xSevenG7x on February 15, 2023, 03:09:13 AM
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?
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: Ruin21 on February 16, 2023, 10:19:37 AM
I found a CTD bug with one of this mod's ships.
Game version: 0.95.1a-RC6
Mods used:

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!
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: xSevenG7x on February 16, 2023, 02:11:47 PM
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 ^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: Raxos149 on February 16, 2023, 04:39:45 PM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: Ruin21 on February 17, 2023, 06:55:54 AM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: xSevenG7x on February 20, 2023, 07:38:07 PM
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.

Basically, this hullmod counterbalance the ship's missile weapons (cruiser having 2 large missiles is a thing), so, you have a reduction of ammo to justify those larges being there.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: xSevenG7x on February 21, 2023, 05:23:15 PM
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.

Hmm, well, that will be checked out soon, unfortunately, due to the massive rework coming later, I can't update the mod by now, but the reports are being registered to fix stuff for the next version. Thx for the feedback^^
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: LEX_I_RULE_ on March 14, 2023, 12:25:17 PM
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?
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: xSevenG7x on March 15, 2023, 07:13:43 PM
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?

This is a bug where only energy mounts works for that hullmod, or atleast was about that, which mounts are those guns placed? Glad for the feedback
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: Raxos149 on March 25, 2023, 07:12:26 AM
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?
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: xSevenG7x on March 27, 2023, 03:24:53 PM
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?

This hullmod is not supposed to be modular, its a built-in hullmod from a ship called Instigator. Code wise, this hullmod reduces your missile ammo to zero, so you need Expanded Missile Racks to nulify that debuff
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: Maelstrom on April 03, 2023, 01:25:46 PM
276010 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
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)


7934321 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index: 2, Size: 2 java.lang.IndexOutOfBoundsException: Index: 2, Size: 2 at java.util.ArrayList.rangeCheck(ArrayList.java:659) at java.util.ArrayList.get(ArrayList.java:435) 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.advanceLinked(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(Thread.java:748)

Got these 2 crashes
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: Maelstrom on April 03, 2023, 01:36:47 PM
190174 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.weapons.graphicswpns.seven_graphicsphase_everyframe.advance(seven_graphicsphase_everyframe.java:79)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(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(Thread.java:748)

new crash, this one is caused by the Galevis
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: DanzyDanz on May 28, 2023, 09:40:25 AM
Any way to change the AI Persona's name? Getting a bit tired of Orange names lmao
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: SirCheeser on June 09, 2023, 04:33:55 PM
Alright, I don't know if we're supposed to ask here {Because its for the 0.96a version}, but I was wondering on how I could obtain the Zaku mechs, cause I seen some in the ship folders yet I could never find them in game {Unless its for another mod, and for wondering why I was digging in the folder, I really like to what cool things are hidin :P, like the ships and weapons}
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: dahbany40 on June 10, 2023, 02:37:15 PM
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~
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: Light of Other Days on June 27, 2023, 02:20:17 AM
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.
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: Six__Nix on July 02, 2023, 08:00:15 AM
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!!
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: Minitialize on July 02, 2023, 04:34:36 PM
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
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: xSevenG7x on July 03, 2023, 05:12:04 AM
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!
Title: Re: [0.95.1a]Epta Consortium - 1.5.2d
Post by: Six__Nix on July 03, 2023, 10:17:02 AM
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!
Minitialize: Thanks for replying with the link!!

xSevenG7x: Awesome! Thanks for the mod / update and the new link!!
Title: Re: [0.96a]Epta Consortium - 2.1.0
Post by: TheSAguy on August 21, 2023, 12:54:30 PM
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.
Title: Re: [0.96a]Epta Consortium - 2.1.0
Post by: xSevenG7x on August 21, 2023, 02:59:33 PM
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.

Hi, how are you? Yes, that is a bug, where the tradebases keep moving until reach to nowhere inside of the starsystem, unfortunately epta had stopped development, not sure if it will be fixed or not, all the ex-devs are working in other projects. But still, thanks for your feedback
Title: Re: [0.96a]Epta Consortium - 2.1.0
Post by: Soviet Tom Bombadil on August 24, 2023, 01:47:56 AM
Found a strange bug where adding fighters to the Kataigida class ship makes the flux capacity go negative into the thousands
Title: Re: [0.96a]Epta Consortium - 2.1.0
Post by: xSevenG7x on August 25, 2023, 05:27:34 AM
Found a strange bug where adding fighters to the Kataigida class ship makes the flux capacity go negative into the thousands

Hi, this is intended, its the coder's solution for make the ship useless when investing more then 20 OP on fighters
Title: Re: [0.96a]Epta Consortium - 2.1.0
Post by: FERNANDOHYDE on October 31, 2023, 01:21:50 PM
Linux player here, you are referencing assets for the monitor using both '/graphics/ships/monitor/' and '/graphics/ships/Monitor/'. This breaks loading as linux is case sensitive and since both are used I'd have to open up the jar to fix it.
Title: Re: [0.96a]Epta Consortium - 2.1.0
Post by: Jonathan on November 12, 2023, 03:08:09 PM
Thanks for the great mod and content!!!

Some suggestions:

Title: Re: [0.96a]Epta Consortium - 2.1.0
Post by: Jonathan on November 17, 2023, 03:47:23 AM
Hey.. I just found a massive exploit... maybe you know it already.. 

You can "overclock" every ship by integrating the epta ai alpha / beta / gama  and then adding whatever you want worth the additional deployment points you get... and then just remove the epta ai integration. Everything you added works normaly - and you are back at the normal deployment point costs for battle ... See Screenshot..  This should not work  .. I just did that for my whole fleet.. An additional hull mod or weapon upgrades for free... 

-> Maybe keep the increased deployment point costs until you are back down to your normal maximum deployment points?
Title: Re: [0.96a]Epta Consortium - 2.1.0 - NO LONGER IN DEVELOPMENT
Post by: xSevenG7x on February 25, 2024, 10:49:54 AM
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!
Title: Re: [0.96a]Epta Consortium - 2.1.0 - NO LONGER IN DEVELOPMENT
Post by: hidefreek on February 28, 2024, 12:29:47 AM
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!

It's great man.
Wish for the new project to be a successful one as well.