Fractal Softworks Forum

Starsector => Mods => Topic started by: Austere on February 24, 2022, 12:35:09 PM

Title: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Austere on February 24, 2022, 12:35:09 PM
(https://i.imgur.com/p391C11.png)

Download Here (https://www.patreon.com/posts/78135073?pr=true)
Not save game compatible & No pay wall

Requires
Arma Armatura (https://fractalsoftworks.com/forum/index.php?topic=18751.0)
LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)
MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
GraphicsLib (https://fractalsoftworks.com/forum/index.php?topic=10982.0)

Compatable
Custom Battle Music (https://fractalsoftworks.com/forum/index.php?topic=24663.0)



Mod Preview
(https://i.imgur.com/unJfmaM.jpg)(https://i.imgur.com/n4ZOvoR.jpg)
[close]
Background
This mod features the One Year War from Gundam which happens during UC 0079. The Principality of Zeon declares war against the Earth Federation and launches surprise attacks on Sides 1, 2, and 4. During this first week of the war, the indiscriminate use of nuclear, biological, and chemical weapons claims the lives of 2.8 billion space colonists.


Features and Content
  • 2 New factions added to the game, Zeon & EFSF
  • Mech based mod featuring Mobile Suits from both factions
  • Mobile Armour from the anime also included
  • Different types of Mobile Suits to fit different roles
  • Strong Mobile Suits and regular warships

Earth Federation Space Force (E.F.S.F.)
new units are marked with *
Warships
  • Carry Base
  • Space Transport Ship
  • Columbus
  • Columbus Beehive
  • Pizarro
  • Lepanto
  • Salamis
  • Salamis Modified*
  • Magellan
  • Birmingham*
  • Pegasus
  • Spartan
  • Blanc Rival
  • Gray Phantom
  • Albion*

Mobile Suits
  • RGM-79[E] GM Early Type
  • RGM-79 GM
  • RGM-79 GM (Thunderbolt Sector)
  • RGM-79C GM Type C
  • RGM-79GS GM Command Space Type
  • RGM-79N GM Custom*
  • RGM-79 Powered GM*
  • RGM-79Q GM Quel*
  • RGM-79/GH Gundam Head
  • RGM-79 GM Sniper
  • RGM-79SP GM Sniper II
  • RGC-80 GM Cannon
  • RGC-80 GM Cannon II*
  • RX-75-4 Guntank
  • RX-77-2 Guncannon
  • RX-77D Guncannon Mass Production Type
  • RX-78-2 Gundam (Pilotable)
  • RX-78-3 Gundam "G3"(Pilotable)
  • RX-78NT-1 Gundam "Alex" (Pilotable)
  • FA-78 Full Armour Gundam (Pilotable)
  • RX-78GP01 Gundam Zephyranthes (Pilotable)*
  • RX-78GP01-Fb Gundam Zephyranthes Full Burnern (Pilotable)*
  • RX-78GP03S Gundam Stamen (Pilotable)*
  • RX-78GP-03 Dendrobium (Pilotable)*

Fighters
  • FF-X7 Core Fighter
  • FF-X7-Bst Core Booster
  • FFB-7Bst Jet Core Booster II
  • Pablic-class Bomber
  • RB-79 Ball
  • RB-79K Ball Type K
[close]
Principality of Zeon (ZEON)
new units are marked with *
ZEON Warships
  • Carry Base
  • Yapp
  • Jormungand
  • Chivvay
  • Chibe (Final Production Type)
  • Tivvay
  • Musai
  • Musai (Final Production Type)
  • Musai (Late Production Type)*
  • Jotunheim
  • Papua
  • Zanzibar
  • Gwazine
  • Dolos

Mobile Armour
  • Apsaras II
  • Apsaras III
  • MA-05 Bigro
  • MA-06 Val-Walo*
  • MA-05Ad Big-Rang
  • MA-05Ad MP-02A Oggo
  • MA-08 Big Zam
  • MAN-03 Braw Bro
  • MAN-08 Elmeth
  • AMX-002 Neue Ziel*

Mobile Suits
  • MS-05B Zaku I
  • MS-05L Zaku I Sniper Type
  • MS-06 Zaku II
  • MS-06 Zaku II (Thunderbolt Sector)
  • MS-06 Zaku II Rifle
  • MS-06 Zaku II Shield
  • MS-06R-1A Zaku II High Mobility Type
  • MS-06RD-4 Zaku High Mobility Test Type
  • MS-06FZ Zaku II Kai
  • MS-06F-2 Zaku II F2 Type*
  • MS-07B Gouf
  • MS-09R Rick Dom
  • MS-09R Rick Dom (Thunderbolt Sector)
  • MS-09R-2 Rick Dom II
  • MS-09F/trop Dom Tropen*
  • MS-14A Gelgoog
  • MS-14A Gelgoog (Thunderbolt Sector)
  • MS-14Jg Gelgoog Jäger
  • MS-21C Dra-C*
  • MS-18E Kämpfer
  • AGX-04 Gerbera Tetra*
  • YMS-15 Gyan
  • MSM-10 Zock
  • MS-06S Char's Zaku II (Pilotable)
  • MS-14S Char's Gelgoog (Pilotable)*
  • MS-06R Zaku II High Mobility Type (Pilotable)
  • EMS-10 Zudah (Pilotable)
  • MSN-02 Zeong (Pilotable)
  • RX-78GP02A Gundam Physalis (Pilotable)*

   
Fighters
  • DFA-03 Dopp
  • DFA-03 Orange Dopp
  • Gattle Bomber
[close]

 Credits
  • Laroutine - for scripting work rework and improvements
  • Dragonknight951 - for helping with descriptions and ideas
  • Tartiflette - for advicing with scripting
  • FlashFrozen & Tartiflette - for granting permission to use Diable Avionics sprites for kitbashing
  • Sozzer & Nia Tahl  & Kwenchin - for different Diable Avionics skins and sprites for kitbashing
  • shoi - for inspiring this mod via his mod Arma Armatura and for helping me with this mod
  • Astarat - for granting permission to use Volkov Industrial Conglomerate (VIC) weapon sprites for weapon kitbashing
  • MShadowy - for granting permission to use Shadowyard’s rotating engine flame system
  • scmp - for letting me use theSol System mod that creates our own solar system to fit the lore
  • Anexgohan - inspiration of missile weapon by Anex Weapons mod
  • Trylobot & Deathfly- creator of Ship Editor


Changelog 0.5.1 GP Quick Fix
Changelog 0.5.1
Fixes
  • Changed Papua shipsystem to Reserve Deployment, because the previous one caused crash to the game
  • Added SHIP_WITH_MODULES tag to Dendrobium, Dolos, and Birmingham
  • Val Walo claw damage data fixed
  • MS Factory data redo some part, may require more fixes to the script to fix the issue completely
[close]
Changelog 0.5.0 GP Expansion
Changelog 0.5.0
New Content
  • Added 0083 Warships, MA & MS
  • Added 0083 related exclusive weapon relates to Warships, MA & MS

Warships
  • Warship more aggressive
  • Pegasus-class Warships has more variety of shipsystems
  • Chibi & Musai now appears more often and other rare warships appear less often
  • Warship DP fix
  • Jormungand now fire projectile instead of beam
  • White Base reduce weapon slots and fighter slots
  • Blanc Rival & Spartan small nerf on stat
  • Birmingham & Dolos now has modules

Mobile Armour
  • Asparas II & Asparas III now have their own mega particle cannon and less powerful
  • Asparas II weapon system rework
  • Bigro small buff on max speed
  • Big Rang small buff on max speed and shield efficiency
  • Braw Bro small buff on armour and speed, fixed funnel on the MA
  • Elmeth buff cannon firing speed, neft damage to balance
  • Zock neft shield efficiency and remove fotress shield from ship system

Mobile Suit
  • Zaku II Char’s bazooka buff firing speed but reload ammo slower
  • Thunderbolt MS buff speed and manoeuvrability
  • No weapon flux removed from most MS

Weapon
  • EFSF & ZEON version of 2-Barrel Mega Particle Guns are more different now
  • Anti-Shield Warhead Anti-Shield Warhead & Guided Anti-Shield Warhead now firing 11 volleys non-stop instead of unlimited ammo. After that the reloading speed could not catch up

Fixes
  • Updated Magiclib to its latest standard version
  • Fixed an error data in Gundam Factory, hope that fix the bug
[close]
Changelog 0.4.0 Thunderbolt Expansion
Changelog 0.4.0
New Features
  • MS charge forward when using melee weapon
  • New missile weapons for warships for mid-tier damage dealer missile
  • New flare weapons for warships for anti-missile
  • Chain gun behaviour amended

Mobile Suit
  • Weapon buff for pilotable units
  • New exclusive weapon for RX-78-2
  • Added grenade for Zaku

Weapon
  • Small turret weapon strength balancing
  • MS machine gun fire slower but more powerful and more accurate

Graphic
  • New launcher guide added to most of the Warships
  • Thrusters adjustment for Warships MS and MA
  • Make all beam turret weapon graphic more unique
  • More rounded Side Station graphic, which looks more like sides in the lore
  • Mega Particle Cannon has different colours for EFSF and ZEON
  • Sabre sprite improved
  • Changed EFSF flag to the one we are familiar with
  • Existing Warships graphic improvements to fit the lore

Fixes
  • Commission Crew fix
  • Magellan weapon slot adjustment
  • Launch bay fixes, now MS landed on their designated locations
  • Battle Station enable for Gaia & Lunar

P.S and many more changes
[close]
Changelog v0.3.2 0080 Another QuickFixes
Changelog 0.3.2

Fixes
  • Gundam Factories "MsResearch" issue, should be should be good to go now
[close]
Changelog v0.3.1 0080 Fixes
Changelog 0.3.1

Fixes
  • Gundam Factories "MsResearch" issue, should be good to go now

More changes
  • We've done quite a lot of new contents during the time being, not just the fixes above.
    But we've decided to release it for the next major update or another content expansion.
[close]
Changelog 0.3.0 0080 Expansion
Changelog 0.3.0
Music
  • Added Gundam theme music to market and battle screen
  • Battle scene music require Custom Battle Music mod to play (link above)

Faction
  • Colony Sides independent from planets
  • Complete Colony Sides from the lore with unique sprites and illustrations

Industry
  • Industry balance for EFSF & ZEON
  • Custom industry (MS factory) that generate BP & MS

Mobile Suit
  • Weapon swap hullmod for Char Zaku II
  • Added shield for shielded MS
  • Added battery system 3 minutes for MS that has unlimited ammo (force landing dummy weapon)
  • Remove Wing commander from some not captain type pilotable MS
  • Added new unique hullmods for MS

Weapon
  • New sniper weapons added as turret
  • Twin particle cannons, and missile weapons reworked

Graphic
  • Overclock system now have red and blue engine version

Fixes
  • MS Ordinance Points revise
  • Replace Gundam RX 78-2 at white base with Core Fighter
  • Description amendments and grammar check
  • EFSF & ZEON are now hated each other

P.S and many more changes
[close]
Changelog 0.2.1 G3 Balancing & Fixes
Changelog 0.2.1
Faction
  • Increase fleet size EFSF+2 ZEON+1

Mobile Suit
  • Zudah now pilotable
  • Reduced Hitpoints for elite MS
  • Nerf OP MS Hitpoints & Armour such as Gyan, Zock & Zeong
  • Added shield for MS with shield, now there're able to evade and block
  • EFSF MS stick to formation, ZEON MS prefer to fight in swamp tactic

Weapon
  • Renaming most weapons
  • One new PD weapon added for anti-MS
  • Weapons rebalance referencing vanilla's dmg/sec, emp/sec, flux/sec, flux/shot, flux/dmg
  • MS weapons now has more rules, making MS more specific for certain tasks

Graphic
  • Twin Mega Particle Cannon sprite update
  • Polished weapon firing smoke

Fixes
  • Removed extra farmland and organics from sides and planet
  • Increased small fighters hitbox
[close]
Changelog 0.2.0 G3 Expansion
Changelog 0.2.0
  • Successfully detach from Shadowyard mod

Campaign Changes
  • EFSF and ZEON are now start off as hostile relationship
  • Earth increased size to 8
  • Luna increased size to 6
  • All Side Colonies increased size to 6
  • All rural planets increased size to 5
  • Reduced number of Heavy Industries in the system

Warship Balance
  • Pegasus shield arc reduced to 270 degree
  • Buff Elemeth stats to increase its survivability, modified its drone system and add built-in wing drone to it
  • Lepando now a frigate
  • Columbus/Yapp slightly buffed their hitpoints and armour
  • Magellan slightly increased DP, Hull and Armour+150
  • Warship mass reduced to base game level

Mobile Suit Balance
  • Evasion move (phase cloak) nerf speed buff
  • Further Nerf MS evasion move system (phase cloak) burn more flux to operate and maintain
  • Slightly buff MS weapon strength
  • Rick Dom Bazooka increase damage to 300
  • Buff Char Zaku II speed a little
  • Zeong is now pilotable

Weapon Balance
  • Neft overall main weapons
  • Twin Anti-Aircraft Rapid Beam reduced range, damage, and do more spread
  • Twin Anti-Aircraft Gun do more spread
  • Twin Mega Particle Cannon has changed to a weapon with medium speed support beam use to suppress enemy shield (weaker beam version of Hypervelocity Driver)

Graphic Improvement
  • Sprite HD Remaster
  • MS thrust flame now have blue and red instead of cyan for all and thruster sprites improved
  • Weapon beam & bullet sprite visual improved(hopefully)
  • Weapon animation rework
  • MS head and gun now have larger range yet more flexible
  • Unique engine and shield for gundam mod

Fixes
  • Remove a side cannon from market, that meant to be built-in weapon on the side of the warship
  • Swapped back Gouf and Gyan name
  • Pilotable MS now could change their squadron fighters
[close]
Changelog 0.1.1
Changelog 0.1.1
  • Now require Arma Armatura mod to run!
  • Added Nexerelin new game starts up

  • Added Pilotable Gundam & Zaku II Char (prototype) with Arma Armatura Wingcom System (squadron pilots)
  • Added Zaku II shield buddy for Zaku II Bazooka squad and Fortresses drone
  • Player now learn manufacturing MS by finding blueprint for that specific ship
  • Extended MS melee weapon’s cooldown
  • Improved shield performance for MS with shield
  • Bigro and Zock now use front shield instead of damper
  • Nerf MS that has unlimited evasion move system (phase cloak)

  • Smaller thruster for all warships, fit to vanilla ships
  • Weapon sound volume adjusted to a more comfortable level
  • Added more female portraits for both factions
  • Added graphic package blueprints

  • Added 2 fortresses for Zeon (check it out)
  • Added faction hullmod for both factions (commissioned crew mod)
  • Added factions to prism free market now sell stuff from these two factions
  • Luna market size increased to 2

  • Warship speed increased for game balancing
  • Magellan changed to capital ship
  • Elemeth now a destroyer
[close]
Title: Re: [0.95.1a] Gundam UC Mod v.0.1.0 1st Release!!!
Post by: Galactusx on February 24, 2022, 01:45:55 PM
Just downloaded for my new play through!
Title: Re: [0.95.1a] Gundam UC Mod v.0.1.0 1st Release!!!
Post by: hydremajor on February 24, 2022, 02:38:04 PM
Why is shadowyards part of the requirements ?
Title: Re: [0.95.1a] Gundam UC Mod v.0.1.0 1st Release!!!
Post by: Dhunt05 on February 24, 2022, 05:15:01 PM
Instantly adding to my next run :D looks good my guy
Title: Re: [0.95.1a] Gundam UC Mod v.0.1.0 1st Release!!!
Post by: Austere on February 24, 2022, 07:53:36 PM
Why is shadowyards part of the requirements ?

Because I’m using shadowyards rotating thruster system, I try to import it into gundam mod it shows error. I seek help to creator to of shadowyard MShadowy, but the issue cannot be fix. I’ll try to resolve the issue in the future update.
Title: Re: [0.95.1a] Gundam UC Mod v.0.1.0 1st Release!!!
Post by: Austere on February 24, 2022, 07:54:34 PM
Instantly adding to my next run :D looks good my guy
Just downloaded for my new play through!

Have fun and Enjoy your game
Title: Re: [0.95.1a] Gundam UC Mod v.0.1.0 1st Release!!!
Post by: ryujinblade on February 24, 2022, 08:03:18 PM
hey boss, im getting a fatal error for the following
data.scripts.weapons.MS_thrustplugin
any idea what might cause that?
i am running multiple mods if a list is needed

update: nvm im an idiot, somehow i must not have clicked shadow yards enough to enable it XD, and everything is fine

Title: Re: [0.95.1a] Gundam UC Mod v.0.1.0 1st Release!!!
Post by: Austere on February 24, 2022, 08:06:11 PM
hey boss, im getting a fatal error for the following
data.scripts.weapons.MS_thrustplugin
any idea what might cause that?
i am running multiple mods if a list is needed



It requires shadowyard to run to resolve this error
Title: Re: [0.95.1a] Gundam UC Mod v.0.1.0 1st Release!!!
Post by: TreeasaurusRex on February 28, 2022, 06:59:51 PM
So Im not seeing the factions in the new game start for whatever reason but at the start screen I've seen a few of the ships so Im confused lol
Title: Re: [0.95.1a] Gundam UC Mod v.0.1.0 1st Release!!!
Post by: TreeasaurusRex on February 28, 2022, 09:28:32 PM
So Im not seeing the factions in the new game start for whatever reason but at the start screen I've seen a few of the ships so Im confused lol
But I do see them when I start a new game. Now just kinda realizing it might be due to not being currently Nex compatible.
Title: Re: [0.95.1a] Gundam UC Mod v.0.1.0 1st Release!!!
Post by: Austere on February 28, 2022, 11:55:02 PM
Nexerelin startup has been added to the mod and will release in the next update
Title: Re: [0.95.1a] Gundam UC Mod v.0.1.0 1st Release!!!
Post by: 6chad.noirlee9 on March 01, 2022, 06:45:46 AM
stoked to fly over to the system that has zeon and earth forces to pick up some suits
Title: Re: [0.95.1a] Gundam UC Mod v.0.1.0 1st Release!!!
Post by: Austere on March 03, 2022, 09:51:25 AM
stoked to fly over to the system that has zeon and earth forces to pick up some suits

Wish you all the best on finding what you want, and I didn't make it too difficult ::)
Title: Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
Post by: balordezul on March 05, 2022, 04:35:56 AM
Neat idea and I would love to see the mobile suits to be more developed overtime. Right now they feel like paper doll cutouts. :(

The audio clips are fun and the new system is very nostalgic.  The new ships and the weapons I tried were fun to use.
Title: Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
Post by: Yiziona on March 05, 2022, 09:33:58 AM
Interesting got the EFSF and Zeon to be allied for now.

(https://i.ibb.co/Cn79vwT/nani.png) (https://ibb.co/0fM9Znd)
Title: Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
Post by: Austere on March 05, 2022, 10:56:27 PM
Neat idea and I would love to see the mobile suits to be more developed overtime. Right now they feel like paper doll cutouts. :(

The audio clips are fun and the new system is very nostalgic.  The new ships and the weapons I tried were fun to use.


Hmmm........ Making Mobile Suit look and feel more realistic is not easy, but I'm looking forward to make them better for sure :D. Do you have any advice? e.g better animation or better sprite?
Thank you and it's great that you like the mod, enjoy

Interesting got the EFSF and Zeon to be allied for now.

(https://i.ibb.co/Cn79vwT/nani.png) (https://ibb.co/0fM9Znd)

Oh wow, how do you do it? amazing  ;)
Title: Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
Post by: balordezul on March 07, 2022, 10:33:10 AM
The feel is still extremely nostalgic.  I would talk with the creators of Arma Armatura or Diable Avionics if they are willing to chat this you.  Both of them have done a great job creating a mobile suit system that fits into the game.  I does look very challenging but you good sir are the first person to really jump on that classic IP and should be applauded for that.

I look forward to seeing what you come out with in the future.

I also want to add that the location of the Prime system is great.  Being on the edge of the core but not trying to mashed into the mix.  Also you can take on Diable Avionics or Iron Shell and the Hegemony.
Title: Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
Post by: Austere on March 11, 2022, 11:01:57 AM
The feel is still extremely nostalgic.  I would talk with the creators of Arma Armatura or Diable Avionics if they are willing to chat this you.  Both of them have done a great job creating a mobile suit system that fits into the game.  I does look very challenging but you good sir are the first person to really jump on that classic IP and should be applauded for that.

I look forward to seeing what you come out with in the future.

I also want to add that the location of the Prime system is great.  Being on the edge of the core but not trying to mashed into the mix.  Also you can take on Diable Avionics or Iron Shell and the Hegemony.

Sorry I've forgotten to reply your message until now. Thank you very much for talking to creators of Arma Armatura or Diable Avionics for me. Actually they've been helping me since the beginning of the mod, I really appreciate their help.

Currently I'm planning to add more Mechs to push the timeline forward and exploring any possible system from other mods that's suitable for Gundam Mod. I'm really happy that you enjoy the mod, that really encourage me to go further.
Title: Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
Post by: Eterna2002 on March 13, 2022, 03:07:24 AM
Can you please make a list of all Gundams and ships that available on this mod?
Title: Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
Post by: IGdood on March 14, 2022, 02:15:56 PM
The AI doesn't really use the Bigro class well with the melee arms
It just sorta....hovers just right out of range
Title: Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
Post by: ShogunTrooper on March 15, 2022, 01:31:14 AM
Well, time to reenact the Battle of Loum.
...probably with me in place of the Federation Navy, getting steamrolled by Zeon Mobile Suits, but that remains to be seen.

One thing I have to mention relating to the visuals: The Mobile Suits look a bit, well, weird, at least to me. Every other ship and fighter is depicted from a simple top-down perspective, while the Mobile Suits have that odd slightly frontal(?) view. Something that's especially visible on the Ball and Guntank, which are, in relation to the camera, seem to be lying on their backs.
They don't look bad by any means, they look great, but they stick a out from the crowd a fair deal.

Might just be me being nitpicky though. It's space, after all, there's no up and down, and the guns all point the right way.
Title: Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
Post by: IGdood on March 17, 2022, 04:47:05 PM
I'm not sure if the AI is just really bad sometimes when it comes to avoiding collisions with each other, but anything that bumps into a pegasus tends to suffer horribly, if not become disabled outright

Literally destroyed Voidwretch and my Dassault Mikoyan Normandie in 2 bumps even though it's hull to shield not even hull to hull.
Title: Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
Post by: Obsidian Actual on March 17, 2022, 05:39:24 PM
I'm not sure if the AI is just really bad sometimes when it comes to avoiding collisions with each other, but anything that bumps into a pegasus tends to suffer horribly, if not become disabled outright

Literally destroyed Voidwretch and my Dassault Mikoyan Normandie in 2 bumps even though it's hull to shield not even hull to hull.

My best guess? The excessively high mass values assigned towards all vessel entries within the mod's ship_data.csv file. Unless I'm recalling incorrectly, these values factor heavily into deciding how much damage a ship deals (and sustains itself) from collisions with other entities, be it asteroids or other ships.

While I know comparing vanilla values to mod ones for the purposes of balance may be considered an exercise in futility... take a look at the base game's Paragon with its 3500 mass -- or even the Atlas' 4000 -- as opposed to, say, the whopping 68000 of the Pegasus Assault Carrier in question.

Ultimately, it would be up to the mod author to decide whether or not to trim down some of these values (maybe by a factor of ten for some of the capitals?).
Title: Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
Post by: IGdood on March 18, 2022, 11:15:01 AM
I'm not sure if the AI is just really bad sometimes when it comes to avoiding collisions with each other, but anything that bumps into a pegasus tends to suffer horribly, if not become disabled outright

Literally destroyed Voidwretch and my Dassault Mikoyan Normandie in 2 bumps even though it's hull to shield not even hull to hull.

My best guess? The excessively high mass values assigned towards all vessel entries within the mod's ship_data.csv file. Unless I'm recalling incorrectly, these values factor heavily into deciding how much damage a ship deals (and sustains itself) from collisions with other entities, be it asteroids or other ships.

While I know comparing vanilla values to mod ones for the purposes of balance may be considered an exercise in futility... take a look at the base game's Paragon with its 3500 mass -- or even the Atlas' 4000 -- as opposed to, say, the whopping 68000 of the Pegasus Assault Carrier in question.

Ultimately, it would be up to the mod author to decide whether or not to trim down some of these values (maybe by a factor of ten for some of the capitals?).

I'm going to give those an edit.  Might help.
Good theory, thanks for the reply
Title: Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
Post by: Kieshdor on March 19, 2022, 02:42:47 PM
I just wanted to know is this mod gonna consist of stuff only from the main series mobile suit gundam or is this mod gonna have things from the one year war from other series/media, I only ask because the description is worded a little off and i take it as, english is hard even for natural speakers.
Title: Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
Post by: ShogunTrooper on March 26, 2022, 07:53:12 AM
I just wanted to know is this mod gonna consist of stuff only from the main series mobile suit gundam or is this mod gonna have things from the one year war from other series/media, I only ask because the description is worded a little off and i take it as, english is hard even for natural speakers.
From what I can see it's only stuff from the original Mobile Suit Gundam. I am not sure about the capital ships, since some of the Federation vessels in that series look really similar, but it doesn't have stuff from the 08th MS Team or War in the Pocket, for instance.

There is at one exception, the Zaku Sniper, which came from Gundam Unicorn, but there aren't any Goufs or GM Snipers, Zudahs, Camoufs, or the more esoteric Zaku Variants, nor Gundam variants beyond the RX-78 that Amuro pilots.
Title: Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
Post by: Austere on March 26, 2022, 01:24:17 PM
Sorry guys for the late reply, as currently I'm busy with work and life.

Can you please make a list of all Gundams and ships that available on this mod?

Ok, I'll spend sometime writing them on the front page of this mod.

I just wanted to know is this mod gonna consist of stuff only from the main series mobile suit gundam or is this mod gonna have things from the one year war from other series/media, I only ask because the description is worded a little off and i take it as, english is hard even for natural speakers.
From what I can see it's only stuff from the original Mobile Suit Gundam. I am not sure about the capital ships, since some of the Federation vessels in that series look really similar, but it doesn't have stuff from the 08th MS Team or War in the Pocket, for instance.

There is at one exception, the Zaku Sniper, which came from Gundam Unicorn, but there aren't any Goufs or GM Snipers, Zudahs, Camoufs, or the more esoteric Zaku Variants, nor Gundam variants beyond the RX-78 that Amuro pilots.

I just wanted to know is this mod gonna consist of stuff only from the main series mobile suit gundam or is this mod gonna have things from the one year war from other series/media, I only ask because the description is worded a little off and i take it as, english is hard even for natural speakers.

Agree, Zaku Sniper was meant to be a testing MS I use to test out sniper appears as a weapon ingame. Goufs is in the mod.
Zudahs, Camoufs and other IGLOO MS will come soon, as I'm still polishing the fundamental of the mod and focusing on anime series MS first, MS appears in manga, novel and other MSV will slowly add in after the main has been completed. (apart from some interesting one)

I'm not sure if the AI is just really bad sometimes when it comes to avoiding collisions with each other, but anything that bumps into a pegasus tends to suffer horribly, if not become disabled outright

Literally destroyed Voidwretch and my Dassault Mikoyan Normandie in 2 bumps even though it's hull to shield not even hull to hull.

My best guess? The excessively high mass values assigned towards all vessel entries within the mod's ship_data.csv file. Unless I'm recalling incorrectly, these values factor heavily into deciding how much damage a ship deals (and sustains itself) from collisions with other entities, be it asteroids or other ships.

While I know comparing vanilla values to mod ones for the purposes of balance may be considered an exercise in futility... take a look at the base game's Paragon with its 3500 mass -- or even the Atlas' 4000 -- as opposed to, say, the whopping 68000 of the Pegasus Assault Carrier in question.

Ultimately, it would be up to the mod author to decide whether or not to trim down some of these values (maybe by a factor of ten for some of the capitals?).

Noted, I'll look into it to match better with the base game.

Well, time to reenact the Battle of Loum.
...probably with me in place of the Federation Navy, getting steamrolled by Zeon Mobile Suits, but that remains to be seen.

One thing I have to mention relating to the visuals: The Mobile Suits look a bit, well, weird, at least to me. Every other ship and fighter is depicted from a simple top-down perspective, while the Mobile Suits have that odd slightly frontal(?) view. Something that's especially visible on the Ball and Guntank, which are, in relation to the camera, seem to be lying on their backs.
They don't look bad by any means, they look great, but they stick a out from the crowd a fair deal.

Might just be me being nitpicky though. It's space, after all, there's no up and down, and the guns all point the right way.

Agree, I've big problem when deciding what to use for gundam MS sprite. After dozen of testing with the sprite, I found current angle is best suit Gundam MS as it shows the differences and we could recognize the MS better than straight top down.

The AI doesn't really use the Bigro class well with the melee arms
It just sorta....hovers just right out of range

Agree, I've edited Bigro a little by buffing it's missile, along with its main beam it does damage it suppose to be. But I keep the claws and its function, will probably try out different ways to make the claw works.
Title: Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
Post by: Mosthra on March 29, 2022, 10:31:47 PM
Omg, a great mod. t am imagining Mod Navy Warhammer 40k vs Gundam mod vs Halo. This will be very interesting. let's continue with it. fighting
Title: Re: [0.95.1a] Gundam UC Mod 0.1.1 update! Not save game compatible
Post by: Austere on April 01, 2022, 10:59:30 AM
Omg, a great mod. t am imagining Mod Navy Warhammer 40k vs Gundam mod vs Halo. This will be very interesting. let's continue with it. fighting

Thank you very much, much appreciate your like towards the mod. Wish you enjoy the mod and have fun on Starsector ;D
Title: Re: Gundam UC Mod v.0.2.0 G3 Expansion update!
Post by: SakuraMai_Enka on April 05, 2022, 10:11:34 AM
Very good mod, I love it very much. Who doesn't like Gundam?
But...hmm...I see you requested "Arma Armatura" but there doesn't seem to be an elite squadron?
I'm not sure if it's available on Mobile Armour because I haven't gotten Zeon's MS/MA yet.
I'm not sure it's possible to give birth to an ace in this way that
But I think it would be better if it did, or maybe you could be asked to create a patch? So that battleships can spawn elite
————————
Okay, I admit I asked a very stupid question.and…
I found a problem, I don't know if this is normal, MAN-08 was shown to have a flight deck at production, but after production it was found that this deck is provided through a mod and is not a built in mod, I guess this means... I can take out the Bit?
2022.4.10.
——————

————From translation software


Title: Re: Gundam UC Mod v.0.2.0 G3 Expansion update!
Post by: Exempt on April 12, 2022, 05:25:38 PM
Okay buddy, I'm gonna do my best to tell you everything I can remember!

I just completed a 50 hour playthrough of Starsector! Probably my 10th game completion or so. I waited a long time between my last playthrough and this one in order to let new mods come up, then I added a bunch of them that I hadn't played with just so I could have a new mixture to adapt to and learn. All these factions, including Diable Avionics and ORA and SCY, and Apex and XLU and Rust Belt, and Interstellar Imperium and Kingdom of Terra and No Such Organization, and Shadowyards and UNSC and Xhan Empire, and prv Starworks and YOURS, Gundam UC Mod!

It took me a long time to get a fleet and start building up, but long story short, I eventually got my hands on some of YOUR ships and guns and fighters! And wow...your fighters are pretty balanced and fun! Except for the MSM-10 Zock Limited Production. I got a blueprint for it and uh-oh...at 22 op, it has 3500 hull! and 350 armor! and 2000 energy shield with 360 degree coverage and FORTRESS SHIELD SYSTEMS LMAO. Add to that the fact that each one has Zock Headx4 weapon, which does 400 EMP damage each and these things are completely unshakable. They're immortal disablers and extremely overpowered lmao! The same goes for it's other 22op fighter twin with Phase Coils. 3500 hull and 350 armor with phase coils and tons of emp damage on a figher for 22op. HMMMMMM

But that's not even the REAL problem. Strong fighters are one thing, but your weapons! OMGGGG

Twin Anti-Aircraft Rapid Beam:
7 OP
Small Energy Slot
Kinetic
600 range....huh
1,000 dps....wtf????
100 flux-per-second....LMAO LMAO LMAO

I printed 300 of these and used every single one. They're unbelievably broken and ruined the entire game for me by just BRRRT'ing through everything with EXTREME prejudice. What's worse? They fire every 0.7 seconds with a burst of 7 rounds, and they're classified as General, so they freely target fighters and missiles as well as enemy ships. Pairing them with range increasing mods or just, a Paragon(which has tons of energy slots and flux and a built-in +100% range for ballistic and energy weapons...!) makes the ship using them almost completely unstoppable. Nothing short of a mass suicide charge can hope to overwhelm any ship fielding these.
On a Paragon you're looking at something like, 15,000 Kinetic DPS for 1,500 Flux/sec at 1200 range. COMPLETELY F*CKING BANANAS!

Twin Mega Particle Cannon
16 OP
Medium Energy Slot
Energy damage
900 range...
2,000 sustained dps
1,000 flux-per-second
2 round burstwith a 5 second delay

So again, on a Paragon hypothetically, we're looking at what, 4 medium slots? With 1800 range?!?!!?! And 50% flux-to-damage ratio???? On a general Energy damage projectile that deals hard flux and full damage to armor?! That's 2,000 damage X 2 burst fire, x 4 mounts. That's 16,000 DPS! for 4,000 Flux/sec!

The damage-to-flux ratio is the single most important deciding factor of whether a weapon is viable or not. The poor flux efficiency of ballistic weapons is why the default Legion is almost unfieldable if you utilize all of it's mounts. But your weapons would make the default Legion a GOD.

Other than weapons, Gaia and Luna need to have their resources looked at. I don't think Gaia should have TWO farmland resources and TWO organics resources. I also don't think Luna should have farmland and no atmosphere, but hey....Point being, if you make your faction's planets too desirable, players will go directly there and take them from your factions, eliminating them from the game immediately and turning them into a cheat mod instead of a faction mod. You need to remove some of those resources from the planets owned by Zeon and EFSF.

All of that said, and even including everything I mentioned, I had a lot of fun playing with your faction, so please don't give up. Just do some rebalancing at least!! Your faction is INSANELY overpowered!
Title: Re: Gundam UC Mod v.0.2.0 G3 Expansion update!
Post by: 0202 on April 19, 2022, 02:51:04 AM
hello! May I ask your permission to translate your 'Gundam UC ' into chineses?  I make this request for a friend, he loves your mod, Maybe he'll upload it to the forum,sure,it's free for everyone,I'm not sure yet, but I'll let you know if he done,thanks dude
Title: Re: Gundam UC Mod v.0.2.0 G3 Expansion update!
Post by: Austere on April 21, 2022, 09:34:23 AM
hello! May I ask your permission to translate your 'Gundam UC ' into chineses?  I make this request for a friend, he loves your mod, Maybe he'll upload it to the forum,sure,it's free for everyone,I'm not sure yet, but I'll let you know if he done,thanks dude

Yeah sure, why not. Thanks for your support too
Title: Re: Gundam UC Mod v.0.2.0 G3 Expansion update!
Post by: Austere on April 21, 2022, 09:36:59 AM
Very good mod, I love it very much. Who doesn't like Gundam?
But...hmm...I see you requested "Arma Armatura" but there doesn't seem to be an elite squadron?
I'm not sure if it's available on Mobile Armour because I haven't gotten Zeon's MS/MA yet.
I'm not sure it's possible to give birth to an ace in this way that
But I think it would be better if it did, or maybe you could be asked to create a patch? So that battleships can spawn elite
————————
Okay, I admit I asked a very stupid question.and…
I found a problem, I don't know if this is normal, MAN-08 was shown to have a flight deck at production, but after production it was found that this deck is provided through a mod and is not a built in mod, I guess this means... I can take out the Bit?
2022.4.10.
——————

————From translation software

built-in bit for MAN-08 is quite iconic, I don't encourage having it changeable to other fighters
Title: Re: Gundam UC Mod v.0.2.0 G3 Expansion update!
Post by: Austere on April 21, 2022, 09:44:12 AM
Okay buddy, I'm gonna do my best to tell you everything I can remember!

I just completed a 50 hour playthrough of Starsector! Probably my 10th game completion or so. I waited a long time between my last playthrough and this one in order to let new mods come up, then I added a bunch of them that I hadn't played with just so I could have a new mixture to adapt to and learn. All these factions, including Diable Avionics and ORA and SCY, and Apex and XLU and Rust Belt, and Interstellar Imperium and Kingdom of Terra and No Such Organization, and Shadowyards and UNSC and Xhan Empire, and prv Starworks and YOURS, Gundam UC Mod!

It took me a long time to get a fleet and start building up, but long story short, I eventually got my hands on some of YOUR ships and guns and fighters! And wow...your fighters are pretty balanced and fun! Except for the MSM-10 Zock Limited Production. I got a blueprint for it and uh-oh...at 22 op, it has 3500 hull! and 350 armor! and 2000 energy shield with 360 degree coverage and FORTRESS SHIELD SYSTEMS LMAO. Add to that the fact that each one has Zock Headx4 weapon, which does 400 EMP damage each and these things are completely unshakable. They're immortal disablers and extremely overpowered lmao! The same goes for it's other 22op fighter twin with Phase Coils. 3500 hull and 350 armor with phase coils and tons of emp damage on a figher for 22op. HMMMMMM

But that's not even the REAL problem. Strong fighters are one thing, but your weapons! OMGGGG

Twin Anti-Aircraft Rapid Beam:
7 OP
Small Energy Slot
Kinetic
600 range....huh
1,000 dps....wtf????
100 flux-per-second....LMAO LMAO LMAO

I printed 300 of these and used every single one. They're unbelievably broken and ruined the entire game for me by just BRRRT'ing through everything with EXTREME prejudice. What's worse? They fire every 0.7 seconds with a burst of 7 rounds, and they're classified as General, so they freely target fighters and missiles as well as enemy ships. Pairing them with range increasing mods or just, a Paragon(which has tons of energy slots and flux and a built-in +100% range for ballistic and energy weapons...!) makes the ship using them almost completely unstoppable. Nothing short of a mass suicide charge can hope to overwhelm any ship fielding these.
On a Paragon you're looking at something like, 15,000 Kinetic DPS for 1,500 Flux/sec at 1200 range. COMPLETELY F*CKING BANANAS!

Twin Mega Particle Cannon
16 OP
Medium Energy Slot
Energy damage
900 range...
2,000 sustained dps
1,000 flux-per-second
2 round burstwith a 5 second delay

So again, on a Paragon hypothetically, we're looking at what, 4 medium slots? With 1800 range?!?!!?! And 50% flux-to-damage ratio???? On a general Energy damage projectile that deals hard flux and full damage to armor?! That's 2,000 damage X 2 burst fire, x 4 mounts. That's 16,000 DPS! for 4,000 Flux/sec!

The damage-to-flux ratio is the single most important deciding factor of whether a weapon is viable or not. The poor flux efficiency of ballistic weapons is why the default Legion is almost unfieldable if you utilize all of it's mounts. But your weapons would make the default Legion a GOD.

Other than weapons, Gaia and Luna need to have their resources looked at. I don't think Gaia should have TWO farmland resources and TWO organics resources. I also don't think Luna should have farmland and no atmosphere, but hey....Point being, if you make your faction's planets too desirable, players will go directly there and take them from your factions, eliminating them from the game immediately and turning them into a cheat mod instead of a faction mod. You need to remove some of those resources from the planets owned by Zeon and EFSF.

All of that said, and even including everything I mentioned, I had a lot of fun playing with your faction, so please don't give up. Just do some rebalancing at least!! Your faction is INSANELY overpowered!

Oh wow, I literally read all your commends Exempt, great feedback with in-depth explanation. I'll look into all the details you've mentioned and rebalance the data.

Actually all weapons I created are started from vanilla weapons, as I develop them I gradually carried away by making them more fun and more powerful, which leds to game imbalance and I apologies to that. I'll continue to rebalance the mod overall for better game experience. Thank you very much for your advice and I really appreciate it.
Title: Re: Gundam UC Mod v.0.2.0 G3 Expansion update!
Post by: 0202 on April 21, 2022, 10:44:59 PM
My friend has uploaded your mod to the Forum in China, I have to tell you about this,thanks dude
Title: Re: Gundam UC Mod v.0.2.0 G3 Expansion update!
Post by: Austere on April 21, 2022, 11:32:49 PM
My friend has uploaded your mod to the Forum in China, I have to tell you about this,thanks dude

no problem dude, and thanks for your support :D
Title: Re: Gundam UC Mod v.0.2.0 G3 Expansion update!
Post by: Exempt on April 24, 2022, 12:01:22 PM


Oh wow, I literally read all your commends Exempt, great feedback with in-depth explanation. I'll look into all the details you've mentioned and rebalance the data.

Actually all weapons I created are started from vanilla weapons, as I develop them I gradually carried away by making them more fun and more powerful, which leds to game imbalance and I apologies to that. I'll continue to rebalance the mod overall for better game experience. Thank you very much for your advice and I really appreciate it.
[/quote]

Thank you! One of my friends downloaded your mod for his playthrough, and told me you updated it. I had to come check. Thank you for taking constructive criticism well! I'm really hopeful for your mod now and will keep my eye on it for a long time because you're so cool. You're a really promising developer. Please stay positive towards feedback, you're doing amazing!
Title: Re: Gundam UC Mod v.0.2.0 G3 Expansion update!
Post by: Rzabat on April 25, 2022, 11:55:07 AM
Loving the mod so far, I really hope you push the timeline forward to include more of the fancier suits seen in Char's Counterattack and Unicorn.

On a side note, I've noticed that a lot of the Zeon and Federation planets have significantly impacted stability due to having too many industries (-5 to stability). Is there a fix for this?
Title: Re: Gundam UC Mod v.0.2.0 G3 Expansion update!
Post by: Gneisenau on April 26, 2022, 05:09:06 AM
Hello, I am quite new to this so do please forgive me but are the EFSF and ZEON-controlled systems spawn somewhere away from the "core worlds" / at the fringes of space? and should the vanilla factions be present while playing with the mod?
Title: Re: Gundam UC Mod v.0.2.0 G3 Expansion update!
Post by: Zangi on April 26, 2022, 08:03:31 PM
Hello, I am quite new to this so do please forgive me but are the EFSF and ZEON-controlled systems spawn somewhere away from the "core worlds" / at the fringes of space? and should the vanilla factions be present while playing with the mod?

Zeon/EFSF spawn in the Prime system(and only there), should always be in the same spot, usually a little out of the way.  Apparently if you use random worlds with Nex, Galatea spawns in the Prime system.  The gundam factions are not affected by the Nex starting settings.

You'd need an entirely separate thing to remove the vanilla factions.
Title: Re: Gundam UC Mod v.0.2.0 G3 Expansion update!
Post by: Gneisenau on April 27, 2022, 05:15:03 AM

Zeon/EFSF spawn in the Prime system(and only there), should always be in the same spot, usually a little out of the way.  Apparently if you use random worlds with Nex, Galatea spawns in the Prime system.  The gundam factions are not affected by the Nex starting settings.

You'd need an entirely separate thing to remove the vanilla factions.

Thanks for the clarification! seems that it was clashing with interstellar imperium 2.5.2's factions which does not spawn/generate either mods' factions, only their details at the factions tab. Cheers!
Title: Re: Gundam UC Mod v.0.2.0 G3 Expansion update!
Post by: Austere on April 28, 2022, 07:24:34 AM


Oh wow, I literally read all your commends Exempt, great feedback with in-depth explanation. I'll look into all the details you've mentioned and rebalance the data.

Actually all weapons I created are started from vanilla weapons, as I develop them I gradually carried away by making them more fun and more powerful, which leds to game imbalance and I apologies to that. I'll continue to rebalance the mod overall for better game experience. Thank you very much for your advice and I really appreciate it.

Thank you! One of my friends downloaded your mod for his playthrough, and told me you updated it. I had to come check. Thank you for taking constructive criticism well! I'm really hopeful for your mod now and will keep my eye on it for a long time because you're so cool. You're a really promising developer. Please stay positive towards feedback, you're doing amazing!
[/quote]

Appreciate your thoughts and commends for the mod, still try to expand the mod for the whole UC era. Yeah that'll take a long time ;D

Loving the mod so far, I really hope you push the timeline forward to include more of the fancier suits seen in Char's Counterattack and Unicorn.

On a side note, I've noticed that a lot of the Zeon and Federation planets have significantly impacted stability due to having too many industries (-5 to stability). Is there a fix for this?


I'm making the mod following its timeline across UC, I know Unicorn will be way later in the future, but Char's Counterattack can be expect for sooner release.(I found an advantage of updating the mod following the timeline will help me to improve my modding skill throughtout the process because later MS are getting more features and stronger.)

Yeah, quite a few fans told me about this too. I'll remove some overlap industries (appears on both the planet & sides) this changes also keep the planet balance among the base game too. The fixes update will be release soon.
Sorry for the slow update, as I've job coming in in real life and have to fight for a living.

Hello, I am quite new to this so do please forgive me but are the EFSF and ZEON-controlled systems spawn somewhere away from the "core worlds" / at the fringes of space? and should the vanilla factions be present while playing with the mod?


Hi Gneisenau welcome to starsector, Gundam UC system spawn at the edge of the core world actually, it's not that far to travel to, but keeping a good distance to the core world to have less interference by the vanilla factions. Well as the mod updates and becoming more balance feel free to play with vanilla factions. On the other hand, if you found any imbalance setting while playing with vanilla factions do let me know. Thank you

Hello, I am quite new to this so do please forgive me but are the EFSF and ZEON-controlled systems spawn somewhere away from the "core worlds" / at the fringes of space? and should the vanilla factions be present while playing with the mod?

Zeon/EFSF spawn in the Prime system(and only there), should always be in the same spot, usually a little out of the way.  Apparently if you use random worlds with Nex, Galatea spawns in the Prime system.  The gundam factions are not affected by the Nex starting settings.

You'd need an entirely separate thing to remove the vanilla factions.

Thanks for the answer Zangi  ;D


Zeon/EFSF spawn in the Prime system(and only there), should always be in the same spot, usually a little out of the way.  Apparently if you use random worlds with Nex, Galatea spawns in the Prime system.  The gundam factions are not affected by the Nex starting settings.

You'd need an entirely separate thing to remove the vanilla factions.

Thanks for the clarification! seems that it was clashing with interstellar imperium 2.5.2's factions which does not spawn/generate either mods' factions, only their details at the factions tab. Cheers!


This is weird, because I don't share any file with interstellar imperium and they shouldn't be any overlapping between the files
Title: Re: [0.95.1a] Gundam UC Mod v.0.2.0 G3 Expansion update!
Post by: SirSmoustache on April 28, 2022, 08:15:31 AM
Amazing work on the mod OP! Its quite a good alternative compared to Wanzers and Arma, and the more mechs we have in game the better it will always be! Am wondering though, for future releases are you planning on continuing the timeline or stay within the One Year War period a bit more and put in suits from the MSVs such as the Heavy Gundam or even go into the Thunderbolt version of the suits?
Title: Re: [0.95.1a] Gundam UC Mod v.0.2.0 G3 Expansion update!
Post by: Austere on April 28, 2022, 11:08:36 AM
Amazing work on the mod OP! Its quite a good alternative compared to Wanzers and Arma, and the more mechs we have in game the better it will always be! Am wondering though, for future releases are you planning on continuing the timeline or stay within the One Year War period a bit more and put in suits from the MSVs such as the Heavy Gundam or even go into the Thunderbolt version of the suits?

For current planning I'm going through the timeline of UC era, finished MSG 08th MS Team, too bad the main character is piloting Ground type Gundam, I've only added space gundam from the anime. Moving towards another anime now, not a famous or renown gundam anime, do you want to guess? After that we'll started to move on those famous Gundam anime in the timeline such as Thunderbolt, 0083 etc
Title: Re: [0.95.1a] Gundam UC Mod v.0.2.0 G3 Expansion update!
Post by: Zangi on April 28, 2022, 06:48:07 PM
I've tried out the Char Custom and Prototype Gundam and I think there is too big of a difference in ability.

The Char Custom is woefully weak in comparison to the Prototype Gundam, especially in the game balance sense where they are both considered superships.  I get that the Char Custom is just an upgraded Zaku, but if you can throw in swappable loadouts, chest vulcans, and something to do with the shoulder shield(plus armor/ammo capacity), that'll at least put it nearer to the Prototype in ability, by versatility.

Big Zam is a simple beast, but a beast non-the less, realistically, in terms of performance, it would take the place of the Char Custom as the super ship.

(Does Evasion and Elite Evasion benefit from Phase Coil upgrades?)

EDIT: Shouldn't post half asleep.
Title: Re: [0.95.1a] Gundam UC Mod v.0.2.0 G3 Expansion update!
Post by: 1158775713 on April 29, 2022, 12:24:31 AM
Amazing work on the mod OP! Its quite a good alternative compared to Wanzers and Arma, and the more mechs we have in game the better it will always be! Am wondering though, for future releases are you planning on continuing the timeline or stay within the One Year War period a bit more and put in suits from the MSVs such as the Heavy Gundam or even go into the Thunderbolt version of the suits?

For current planning I'm going through the timeline of UC era, finished MSG 08th MS Team, too bad the main character is piloting Ground type Gundam, I've only added space gundam from the anime. Moving towards another anime now, not a famous or renown gundam anime, do you want to guess? After that we'll started to move on those famous Gundam anime in the timeline such as Thunderbolt, 0083 etc

0083 etc  yes!yes!
Title: Re: [0.95.1a] Gundam UC Mod v.0.2.0 G3 Expansion update!
Post by: Austere on May 01, 2022, 12:58:07 AM
I've tried out the Char Custom and Prototype Gundam and I think there is too big of a difference in ability.

The Char Custom is woefully weak in comparison to the Prototype Gundam, especially in the game balance sense where they are both considered superships.  I get that the Char Custom is just an upgraded Zaku, but if you can throw in swappable loadouts, chest vulcans, and something to do with the shoulder shield(plus armor/ammo capacity), that'll at least put it nearer to the Prototype in ability, by versatility.

Big Zam is a simple beast, but a beast non-the less, realistically, in terms of performance, it would take the place of the Char Custom as the super ship.

(Does Evasion and Elite Evasion benefit from Phase Coil upgrades?)

EDIT: Shouldn't post half asleep.

Hi Zangi, Honestly speaking my thought about pilotable MS should all have their uniqueness as they're pilotable, I also spent a lot of time studying scripts and setting from various mod(mainly Diable Avionics & Armaa), as I'm novice in coding, making pilotable MS appears to be slow in the mod development. Good news is I've finally cracked and applied weapon changeable system for Char Zaku II Custom and will be release in the next update, unfortunately, the system cannot apply to fighter unit Char Zaku II Custom only for pilotable version.

(shoulder shield(plus armor/ammo capacity)) this is a great idea to buff the unit, I'll seriously considering adding them for Char Zaku, Thank you very much for the idea.

Evasion and Elite Evasion are both using the same script as phase cloak, i think it's possible to apply Phase Coil upgrades to it, unless I disable all the relevant Phase Coil upgrades  to cover this flaw I've missed out ;D

Amazing work on the mod OP! Its quite a good alternative compared to Wanzers and Arma, and the more mechs we have in game the better it will always be! Am wondering though, for future releases are you planning on continuing the timeline or stay within the One Year War period a bit more and put in suits from the MSVs such as the Heavy Gundam or even go into the Thunderbolt version of the suits?

For current planning I'm going through the timeline of UC era, finished MSG 08th MS Team, too bad the main character is piloting Ground type Gundam, I've only added space gundam from the anime. Moving towards another anime now, not a famous or renown gundam anime, do you want to guess? After that we'll started to move on those famous Gundam anime in the timeline such as Thunderbolt, 0083 etc

0083 etc  yes!yes!

yeah I'm looking forward to it too, Nuke, Nuke, Nuke :o
Title: Re: [0.95.1a] Gundam UC Mod v.0.2.1 G3 Balancing & Fixes update!
Post by: Zangi on May 01, 2022, 06:08:44 PM

Hi Zangi, Honestly speaking my thought about pilotable MS should all have their uniqueness as they're pilotable, I also spent a lot of time studying scripts and setting from various mod(mainly Diable Avionics & Armaa), as I'm novice in coding, making pilotable MS appears to be slow in the mod development. Good news is I've finally cracked and applied weapon changeable system for Char Zaku II Custom and will be release in the next update, unfortunately, the system cannot apply to fighter unit Char Zaku II Custom only for pilotable version.

(shoulder shield(plus armor/ammo capacity)) this is a great idea to buff the unit, I'll seriously considering adding them for Char Zaku, Thank you very much for the idea.

Evasion and Elite Evasion are both using the same script as phase cloak, i think it's possible to apply Phase Coil upgrades to it, unless I disable all the relevant Phase Coil upgrades  to cover this flaw I've missed out ;D

Alright awesome.  Good luck.

Now for some more work for you overall suggestions in the direction I'd like to see this go:
1: Balance wise, it would make sense to increase the deployment costs of the pilotable mobile suits.  So the better ones cost more DP.
1a: Overall, I reckon somewhat balancing it off of Arma Armatura.  Since many features cross over from there and is a base requirement anyways.
2: Following on the above.  More pilotable mobile suits, they should be the common 'frigate sized' troops of the faction.  (Also so the Bigro wouldn't be featured everywhere.) 
2a: Not all pilotable mobile suits should be wing commanders, to bring some variety.  (Also so players wanting to use mobile suits in force wouldn't be automatically eating penalties to their fleet fighter skills.)
2b: The EFSF faction kinda needs some 'frigate size' units to fill their roster anyways.

3: Ground Combat, can't help but notice, Arma Armatura's mobile suits are used in ground combat/raids calculations and lose CR over that.
4: Mobile Suit reinforce by coming out of a carrier ship, instead of from off screen, just like the Arma Armatura suits.
5: The Prototype Gundam and Zeong could use something similar to Arma Armatura's forced landing weapon for their mobile suits/large fighters.  Limited ammo(1), weapon range(600 or similar to suit's range) and zero damage.  Helps remind AI to go back and refit at a carrier when they need it.  Other mobile suits are fine since they already have ammo limited weapons.

6: The too many industries per planet thing.  Either increase the populations and/or decrease the number of industries.  Starsector balance-wise, they don't actually need all those industries to do fine.
Title: Re: [0.95.1a] Gundam UC Mod v.0.2.1 G3 Balancing & Fixes update!
Post by: Austere on May 02, 2022, 01:23:00 AM

Hi Zangi, Honestly speaking my thought about pilotable MS should all have their uniqueness as they're pilotable, I also spent a lot of time studying scripts and setting from various mod(mainly Diable Avionics & Armaa), as I'm novice in coding, making pilotable MS appears to be slow in the mod development. Good news is I've finally cracked and applied weapon changeable system for Char Zaku II Custom and will be release in the next update, unfortunately, the system cannot apply to fighter unit Char Zaku II Custom only for pilotable version.

(shoulder shield(plus armor/ammo capacity)) this is a great idea to buff the unit, I'll seriously considering adding them for Char Zaku, Thank you very much for the idea.

Evasion and Elite Evasion are both using the same script as phase cloak, i think it's possible to apply Phase Coil upgrades to it, unless I disable all the relevant Phase Coil upgrades  to cover this flaw I've missed out ;D

Alright awesome.  Good luck.

Now for some more work for you overall suggestions in the direction I'd like to see this go:
1: Balance wise, it would make sense to increase the deployment costs of the pilotable mobile suits.  So the better ones cost more DP.
A : Is that OP(ordnance points) right? Noted I'll have a look into it, actually the mod started off referencing Diable Avionics & Armaa mod. There have been a lot changes since then, I think I'll need to look at them again.

1a: Overall, I reckon somewhat balancing it off of Arma Armatura.  Since many features cross over from there and is a base requirement anyways.
A : As stated above answer for (1), you're right I think I'll need to look at them again.

2: Following on the above.  More pilotable mobile suits, they should be the common 'frigate sized' troops of the faction.  (Also so the Bigro wouldn't be featured everywhere.)
A: I see and agree, I wanted to make more pilotable mobile suits for sure, as mentioned above making them unique is quite important for pilotable, otherwise it'll be too normal and boring to play with. (I've tune down Bigro pop out possibility)
 
2a: Not all pilotable mobile suits should be wing commanders, to bring some variety.  (Also so players wanting to use mobile suits in force wouldn't be automatically eating penalties to their fleet fighter skills.)
A : Agree, actually I'm trying to make warships, MA and MS to be unique in someway. Unfortunately, there're very time consuming as I'm working on expanding the mod for more contents(adding more well known MS Gundams) and creating uniqueness for MS, again Creating uniqueness part is time consuming but I'll catch up in the future for sure.

2b: The EFSF faction kinda needs some 'frigate size' units to fill their roster anyways.
A : I'm struggling on this part as well, there're 2 ways to go from here. (1) creating new frigate size warship for EFSF (2) stick to UC lore for very limited frigate (Gundam GP03 Dendrobium). Honestly I think it's not a big deal to have no frigate size warship for EFSF for players, because Starsector universe or other mods do not lack of great and creative frigates to play with and choose from.

3: Ground Combat, can't help but notice, Arma Armatura's mobile suits are used in ground combat/raids calculations and lose CR over that.
A : that's a great idea, I'll try to implement this system for Gundam MS, that system is probably Cataphract LSM hullmod. Thank you very much

4: Mobile Suit reinforce by coming out of a carrier ship, instead of from off screen, just like the Arma Armatura suits.
A: I'm not sure about this setting, but I'll check with Armma again, because there're several ways. If Wings commanders system MS reinforce will come from off screen, and pilotable MS are also having Strikecraft like Arma suits.

5: The Prototype Gundam and Zeong could use something similar to Arma Armatura's forced landing weapon for their mobile suits/large fighters.  Limited ammo(1), weapon range(600 or similar to suit's range) and zero damage.  Helps remind AI to go back and refit at a carrier when they need it.  Other mobile suits are fine since they already have ammo limited weapons.
A : Great idea, I'll add force landing weapon to units. Thank you

6: The too many industries per planet thing.  Either increase the populations and/or decrease the number of industries.  Starsector balance-wise, they don't actually need all those industries to do fine.
A : Noted, for future development more side is needed. Cutting out more industry and split them among the sides are a way to go.

Again, thank you for your valuable opinion, I can't wait to see how the mod will become
Title: Re: [0.95.1a] Gundam UC Mod v.0.2.1 G3 Balancing & Fixes update!
Post by: Plockrock on May 02, 2022, 06:49:35 PM
I'm loving this mod, thanks for making it. I always kind of wondered how this game had gone so long without a Gundam mod with all the other cool mech stuff floating around. And it's exciting to hear you have plans to progress down the UC timeline releasing more, it's my favorite timeline of the franchise.
Title: Re: [0.95.1a] Gundam UC Mod v.0.2.1 G3 Balancing & Fixes update!
Post by: Austere on May 04, 2022, 02:06:31 AM
I'm loving this mod, thanks for making it. I always kind of wondered how this game had gone so long without a Gundam mod with all the other cool mech stuff floating around. And it's exciting to hear you have plans to progress down the UC timeline releasing more, it's my favorite timeline of the franchise.

Hi Plockrock

 Thank you very much for your like toward Gundam UC Mod, actually I've the same though like you do wondering why this game had gone so long without a Gundam mod. But I'm really happy about Diable Avionic & Arma mod that bring us joy having mech in this game.

Thanks to the 2 mods mentioned above, I use the mods as reference to start the Gundam mod, took me few months to finally created the bone of the mod
Title: Re: [0.95.1a] Gundam UC Mod v.0.2.1 G3 Balancing & Fixes update!
Post by: FranzDenKaiser on May 04, 2022, 05:59:44 AM
Minor request, but would you be averse to upgrading the Heavy Industry on Luna or giving them a nanoforge? Now I will be first to admit I know next to nothing about Gundam lore, so its entirely possible that this is done to stay in line with said lore. And frankly I don't mind most of the effects, low number of ship purchasing choices, D-Mods, etc. The thing I am miffed about is when I want to arm a ship to EFSF specs but can't because the number of actual EFSF weapons in all 3 markets (military, open, and black) doesn't have more than three Anti-MS PDF guns.
Title: Re: [0.95.1a] Gundam UC Mod v.0.2.1 G3 Balancing & Fixes update!
Post by: Kieshdor on May 04, 2022, 03:13:58 PM
So i take it certain suits are gonna be exluded from the mod due to the ground only nature? A slight bypass to this lore wise is simply a back unit swap as that is more or less what happend for the blue destiny model from unit 1 to unit 2. The BD was at its base was a modified ground gundam with a special GM head, the head and back was mostly swaped out with a gundam styled head and a space capable thruster array. And i forget which GM line it was, weather its the GM command, cold weather type, or some other line but there was some GMs where the back units were constantly changed out as the tech for mobile suites improved. As for zeon, Ainnas Zaku 2 FZ[i think it was the fz model] was equiped with a different back units and extra thrusters. but its your mod and how closely you wanna sit with lore is up to you.
Title: Re: [0.95.1a] Gundam UC Mod v.0.2.0 G3 Expansion update!
Post by: Austere on May 07, 2022, 01:25:35 AM
Amazing work on the mod OP! Its quite a good alternative compared to Wanzers and Arma, and the more mechs we have in game the better it will always be! Am wondering though, for future releases are you planning on continuing the timeline or stay within the One Year War period a bit more and put in suits from the MSVs such as the Heavy Gundam or even go into the Thunderbolt version of the suits?

Thank you very much, and I’m glad you enjoy the mod, I agree that more mechs we have in game the better it will always be! for all Gundam fan, unfortunately making them unique and different is quite difficult especially Zaku II variants.
Actually when I started the mod, I had 4 choices
a.   Do whatever I like or make Gundam I like regardless of universe (UC or CE)
                - Complete mess and nightmare for game balancing (Gundam RX78-2 might be as strong as Gundam V, because the MS aren’t complete)
b.   Start off with MS Gundam 0079 and follow timeline of UC (include MSV)
                - Mod growing too slow, might take over a year or two to reach up to Gundam Z, too many MSV to be included and too many similarities
c.   Start off with MS Gundam 0079 and follow timeline of UC
                - Decent start and it covers all mainline anime before moving to MSV
d.   Start off with Gundam Seed and follow timeline of CE (my favourite)
                - Gundam is more advance in terms of their technology compare to MS Gundam 0079, difficult to kick start
   
I’ll come back to MSV after I’ve completed Gundam V from my current planning.

So i take it certain suits are gonna be exluded from the mod due to the ground only nature? A slight bypass to this lore wise is simply a back unit swap as that is more or less what happend for the blue destiny model from unit 1 to unit 2. The BD was at its base was a modified ground gundam with a special GM head, the head and back was mostly swaped out with a gundam styled head and a space capable thruster array. And i forget which GM line it was, weather its the GM command, cold weather type, or some other line but there was some GMs where the back units were constantly changed out as the tech for mobile suites improved. As for zeon, Ainnas Zaku 2 FZ[i think it was the fz model] was equiped with a different back units and extra thrusters. but its your mod and how closely you wanna sit with lore is up to you.

Yeah, I know Blue Destiny and 08th MS Team are great Gundam series and I love it, unfortunately Starsector is a space game and it doesn’t fit to add in ground type MS.

The weapon and potentially back pack units swap can be achieve because I’ve finally worked out weapon swap system works from Arma Mod, the other thing that helps to achieve swappable back pack is the extra attribute it has to go into the weapon system in Starsector game. Example weapon cannot add traits to the MS itself, I’ll try adding script to it or do it at the swappable system to achieve the same effect, but it’ll takes time for sure.
Title: Lepanto missile frigates too slow
Post by: SturmPionier on May 18, 2022, 07:15:46 PM
I know its not a star sector frigate but I don't believe it should have a burn speed of 6 when its one of the fastest cruisers on the field.
Also as a suggestion I would love to have some of the mass production fighter version as semi unique "commander" version like Kirk's Zaku 1 sniper from UC 96. That way we can play with Zeon snipers as well.
Title: Re: Lepanto missile frigates too slow
Post by: Austere on May 23, 2022, 07:17:23 AM
I know its not a star sector frigate but I don't believe it should have a burn speed of 6 when its one of the fastest cruisers on the field.
Also as a suggestion I would love to have some of the mass production fighter version as semi unique "commander" version like Kirk's Zaku 1 sniper from UC 96. That way we can play with Zeon snipers as well.

Hi SturmPionier,

Thank you for your reply, sorry I've been too busy with my work in real life. I've check through and realise that Lepando have a burn speed of 6. It's my error sorry about that, I''ve adjusted it to 9 and will release for the next update.

I would like to add more MS as pilotable as well, for current stage I think it's best to fixed pilotable MS to be anime main characters and its main opponent.
From my own opinion, having too many pilotable MS could cause the overwhelming amount of MS as well as creating unbearable workload to the team. Making pilotable MS losing its uniqueness and players will lose the interest to pilot them, hence control the numbers of pilotable MS also helps to increase their uniqueness in the game.   
Title: Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
Post by: YukitoOnline on June 19, 2022, 02:46:57 AM
Thank you for the Gundam mod.

Am enjoying the Magellan class with energy weapons.
Title: Re: [0.95.1a] Gundam UC Mod v.0.2.0 G3 Expansion update!
Post by: YukitoOnline on June 19, 2022, 06:24:28 AM
Thank you very much, and I’m glad you enjoy the mod, I agree that more mechs we have in game the better it will always be! for all Gundam fan, unfortunately making them unique and different is quite difficult especially Zaku II variants.
Actually when I started the mod, I had 4 choices
a.   Do whatever I like or make Gundam I like regardless of universe (UC or CE)
                - Complete mess and nightmare for game balancing (Gundam RX78-2 might be as strong as Gundam V, because the MS aren’t complete)
b.   Start off with MS Gundam 0079 and follow timeline of UC (include MSV)
                - Mod growing too slow, might take over a year or two to reach up to Gundam Z, too many MSV to be included and too many similarities
c.   Start off with MS Gundam 0079 and follow timeline of UC
                - Decent start and it covers all mainline anime before moving to MSV
d.   Start off with Gundam Seed and follow timeline of CE (my favourite)
                - Gundam is more advance in terms of their technology compare to MS Gundam 0079, difficult to kick start
   
I’ll come back to MSV after I’ve completed Gundam V from my current planning.

I wondering if you're going to start with Seed or Seed Destiny or have both.
Since the CE Timeline has a crap ton of Mobile Suits.
Also wondering if you're going to make factions of EA vs ZAFT or make it a 3 way of ORB vs EA vs ZAFT.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
Post by: Austere on June 19, 2022, 10:04:34 AM
Thank you for the Gundam mod.

Am enjoying the Magellan class with energy weapons.

Hi YukitoOnline,
Welcome to the mod and I'm glad you like it, feel free to drop me ideas and report to improve the mod further.

Thank you very much, and I’m glad you enjoy the mod, I agree that more mechs we have in game the better it will always be! for all Gundam fan, unfortunately making them unique and different is quite difficult especially Zaku II variants.
Actually when I started the mod, I had 4 choices
a.   Do whatever I like or make Gundam I like regardless of universe (UC or CE)
                - Complete mess and nightmare for game balancing (Gundam RX78-2 might be as strong as Gundam V, because the MS aren’t complete)
b.   Start off with MS Gundam 0079 and follow timeline of UC (include MSV)
                - Mod growing too slow, might take over a year or two to reach up to Gundam Z, too many MSV to be included and too many similarities
c.   Start off with MS Gundam 0079 and follow timeline of UC
                - Decent start and it covers all mainline anime before moving to MSV
d.   Start off with Gundam Seed and follow timeline of CE (my favourite)
                - Gundam is more advance in terms of their technology compare to MS Gundam 0079, difficult to kick start
   
I’ll come back to MSV after I’ve completed Gundam V from my current planning.

I wondering if you're going to start with Seed or Seed Destiny or have both.
Since the CE Timeline has a crap ton of Mobile Suits.
Also wondering if you're going to make factions of EA vs ZAFT or make it a 3 way of ORB vs EA vs ZAFT.


Yeah I'll definitely make Gundam Seed mod in the future, actually what I do now can be consider as the foundation for Gundam Seed mod, once Gundam UC mod is stable and establish enough (actually there're a few technical issues to to overcome)

We'll consider to make a new mod for Gundam Seed universe for sure, actually I've stated in my reply above saying Gundam Seed is my favourite Gundam franchise, I can never miss that ;)

I think I'll start slow and steady just like Gundam UC, starting from Seed first then gradually expanding towards Seed Destiny and its Seed variants such as Seed Astray

Faction wise 3 factions are more interesting than 2, we found that out in UC mod, your right I'm looking forward to work on 3 factions EF, ZAFT, ORB
Title: Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
Post by: furryware on June 22, 2022, 12:27:29 PM
hey the Magellan variant pd weapon are on the energy side, while the slot a for kinetic have to replace it on its variant file
Title: Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
Post by: Austere on June 23, 2022, 01:58:23 PM
hey the Magellan variant pd weapon are on the energy side, while the slot a for kinetic have to replace it on its variant file

Noted with thanks, we'll fix it for the next quick fix update. Thank you very much furryware
Title: Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
Post by: CornishGH on June 24, 2022, 12:34:05 PM
Am I missing something with regards to the elite evasion ability in the new version? I seem to be taking damage normally even with it active.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
Post by: YukitoOnline on June 26, 2022, 07:30:41 AM
Needs the late version of the Magellan class.
The one that sacrificed it's high performance sensors & rear twin beam cannons for it to become a pseudo carrier, enough space to carry 8 GMs.

Along with the Magellans that were converted into Trafalgars.

More carriers for the EFSF lol
Title: Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
Post by: Flare on July 06, 2022, 12:09:33 AM
I was playing a simulation piloting the Alex and fighting against the Pegasus. An Illegal Argument Exception took place. I think one of the enemy gundam fighter squadrons, either the guntanks or the guntank with legs activated its ship system and it ran into overload (or maybe past it? I've never heard the warning sound that fast before).

Error log is as follows:

10313964 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException
java.lang.IllegalArgumentException
   at java.util.concurrent.ThreadLocalRandom.nextInt(Unknown Source)
   at data.scripts.shipsystems.armaa_SilverSysStatsValkazard.apply(armaa_SilverSysStatsValkazard.java:250)
   at com.fs.starfarer.combat.systems.F.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(Unknown Source)
Title: Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
Post by: 1158775713 on July 06, 2022, 04:20:59 AM
Hello, recently, I have received frequent log feedback as high as UC's mod error on FoSSIC forum in China. The relevant log is as follows:
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
        at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
        at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
Is there an industrial facility error in the MS r&d category on Luna 2?
Some people will jump out in 209.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
Post by: Austere on July 07, 2022, 10:55:49 PM
Sorry guys, I've been away for 2 weeks, traveling and resting due to tested Covid positive

Am I missing something with regards to the elite evasion ability in the new version? I seem to be taking damage normally even with it active.

We didn't remove the elite evasion setting in the new version and it remain unchanged, but we did added "shield system" for MS that's carrying shield. I'll run a test myself and see if they works together

Hello, recently, I have received frequent log feedback as high as UC's mod error on FoSSIC forum in China. The relevant log is as follows:
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
        at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
        at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
Is there an industrial facility error in the MS r&d category on Luna 2?
Some people will jump out in 209.

Hi ya, I'll send this bug report to our coder and see where the problem occurs. Because this is the first time we receive error regarding MsResearch, are you able to find out what other industrial mod?

I was playing a simulation piloting the Alex and fighting against the Pegasus. An Illegal Argument Exception took place. I think one of the enemy gundam fighter squadrons, either the guntanks or the guntank with legs activated its ship system and it ran into overload (or maybe past it? I've never heard the warning sound that fast before).

Error log is as follows:

10313964 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException
java.lang.IllegalArgumentException
   at java.util.concurrent.ThreadLocalRandom.nextInt(Unknown Source)
   at data.scripts.shipsystems.armaa_SilverSysStatsValkazard.apply(armaa_SilverSysStatsValkazard.java:250)
   at com.fs.starfarer.combat.systems.F.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(Unknown Source)

I've run through the file and it was the Gundam that uses "gundam_blue_overcloak_system" is using armaa_SilverSysStatsValkazard from armaa mod. I've run a few testing before using it and it was fine, because the script is too complex for me, I'm sorry I'm not able to fix the issue. But with the new coder joining the modding team Laroustine, we'll work on it and make a version ourselves, simplified it and hopefully a more stable version.

Needs the late version of the Magellan class.
The one that sacrificed it's high performance sensors & rear twin beam cannons for it to become a pseudo carrier, enough space to carry 8 GMs.

Along with the Magellans that were converted into Trafalgars.

More carriers for the EFSF lol

That's considerable, currently we're working on the new expansion as well as fixing. We  might buff the carrier on EFSF side with various method ;)
Title: Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
Post by: Flare on July 10, 2022, 05:18:52 PM
Don't sweat it. Hope it's not too serious.

With the information that it's the overcloak system, I've changed it to maneuverjets and haven't gotten the error again.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
Post by: Liral on July 11, 2022, 07:06:52 PM
The bulleted story text on the front page looks wrong for me.  The indents are very far to the right.

Edit: I checked the post text itself and found the word "Background" and every line after to indeed be massively indented.  Please delete these indents to fix the text alignment.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
Post by: Troika on July 12, 2022, 04:57:40 AM
Chivvay Final Production Type and Bigro both have an issue where they tend to sweep their beams off target.

Also, are you adding the Tivvay?
Title: Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
Post by: engineerferret on July 13, 2022, 10:55:55 AM
The commission crew for EFSF seems to be a debuff (+shield upkeep 50%) instead of a reduction of shield upkeep.   Could you check on that?
Title: Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
Post by: boywithumbrella on July 15, 2022, 09:43:25 AM
Hi Austere,

i've encountered a CTD that appears to be caused by the Gundam UC mod. The error is about the same as posted by 1158775713:

Code
428447 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
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(Thread.java:748)

the CTD happens at the end of the month, if I'm currently building a Mobile Suit Factory. If I cancel the building, the month rolls over with no issue.
I posted more details in my support request thread: https://fractalsoftworks.com/forum/index.php?topic=24907
Title: Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
Post by: Plockrock on July 16, 2022, 11:02:38 PM
Hi Austere,

i've encountered a CTD that appears to be caused by the Gundam UC mod. The error is about the same as posted by 1158775713:

Code
428447 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
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(Thread.java:748)

the CTD happens at the end of the month, if I'm currently building a Mobile Suit Factory. If I cancel the building, the month rolls over with no issue.
I posted more details in my support request thread: https://fractalsoftworks.com/forum/index.php?topic=24907
Can back up, I'm receiving the same error log.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
Post by: Melcyna on July 16, 2022, 11:03:30 PM
Not sure if it's mentioned before but I noticed several gundam and MS beam rifle shots register the hit mark at the end of the beam rather than at the front of the beam itself

I first noticed it on the Gundam G3's beam rifle, but then once I realized it I noticed it on some other MS as well that are armed with beam rifle

(https://i.imgur.com/Cnohquw.png)
the beam rifle shot just passed through the rock and didn't register anything until

(https://i.imgur.com/2EnekKg.png)
right at the tail end of the beam when the hit effect finally registered
Title: Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
Post by: Kanashikute on July 18, 2022, 03:58:58 AM
Also encountered the CTD with the MSresearch, does this mean that I can't build Mobile Suit on my own colony and will just have to buy it?
Title: Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
Post by: Hexxod on July 18, 2022, 12:56:47 PM
Yeah, same issue here.

346900 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
   at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
   at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
   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)

idk if this matters, but I'm using Arma Armatura 2.07. Might just be some random issue with using a newer version than UC expects, but if that was the case I'd imagine the issue would pop up when using mobile suits rather than their industry based unlock method.

Also encountered the CTD with the MSresearch, does this mean that I can't build Mobile Suit on my own colony and will just have to buy it?

You should still be able to build them, assuming you can get the blueprints from another source. The MS research building is just a less random way to obtain the blueprints.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
Post by: Keleth on July 20, 2022, 06:56:47 PM
Having the game crash on load when putting missile weapons into hidden slots like the Commander carry base.

Had the Respawn MRM and Cinis MRM launchers from Epta Consortium installed.

Once I removed those missile weapons it no longer crashed.

Here's the log lines for the crash in the attachment

[attachment deleted by admin]
Title: Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
Post by: Laroustine on July 20, 2022, 07:30:00 PM
You should still be able to build them, assuming you can get the blueprints from another source. The MS research building is just a less random way to obtain the blueprints.

Also encountered the CTD with the MSresearch, does this mean that I can't build Mobile Suit on my own colony and will just have to buy it?

The issue as been solved and will be updated soon.
I'm sorry i could not fix it sooner.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.1 0080 Fixes Update!
Post by: Spardok on July 21, 2022, 07:43:15 PM
Just wanted to say as an avid Gundam fan, amazing work. Free is free, take the time you need to do what you need to do, I don't think anyone here would complain or I at least hope they wouldn't. I saw in your Starsector Discord post that you and your other dev are sick with Covid, hope you both get well soon!
Title: Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
Post by: Austere on July 22, 2022, 01:28:25 AM
Don't sweat it. Hope it's not too serious.

With the information that it's the overcloak system, I've changed it to maneuverjets and haven't gotten the error again.

Sorry about the error, looks like the overcloak system script has got problem too, I'll check it out to see if there's any hidden bug.

The bulleted story text on the front page looks wrong for me.  The indents are very far to the right.

Edit: I checked the post text itself and found the word "Background" and every line after to indeed be massively indented.  Please delete these indents to fix the text alignment.

Sure thing, sorry I write them using my screen as reference, didn't know it works terrible for different screen size.

Chivvay Final Production Type and Bigro both have an issue where they tend to sweep their beams off target.

Also, are you adding the Tivvay?

hmmmm.... this is worth to look at why the system to that.. Thank you very much for the report

The commission crew for EFSF seems to be a debuff (+shield upkeep 50%) instead of a reduction of shield upkeep.   Could you check on that?

ok noted, we'll look into it, if I'm mistaken it is a script from the base game and I implemented it to be exclusive EFSF

Hi Austere,

i've encountered a CTD that appears to be caused by the Gundam UC mod. The error is about the same as posted by 1158775713:

Code
428447 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
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(Thread.java:748)

the CTD happens at the end of the month, if I'm currently building a Mobile Suit Factory. If I cancel the building, the month rolls over with no issue.
I posted more details in my support request thread: https://fractalsoftworks.com/forum/index.php?topic=24907
Hi Austere,

i've encountered a CTD that appears to be caused by the Gundam UC mod. The error is about the same as posted by 1158775713:

Code
428447 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
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(Thread.java:748)

the CTD happens at the end of the month, if I'm currently building a Mobile Suit Factory. If I cancel the building, the month rolls over with no issue.
I posted more details in my support request thread: https://fractalsoftworks.com/forum/index.php?topic=24907
Can back up, I'm receiving the same error log.

Yeah, same issue here.

346900 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
   at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
   at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
   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)

idk if this matters, but I'm using Arma Armatura 2.07. Might just be some random issue with using a newer version than UC expects, but if that was the case I'd imagine the issue would pop up when using mobile suits rather than their industry based unlock method.

Also encountered the CTD with the MSresearch, does this mean that I can't build Mobile Suit on my own colony and will just have to buy it?

You should still be able to build them, assuming you can get the blueprints from another source. The MS research building is just a less random way to obtain the blueprints.

Sorry guys for the error, we've released a fix update targeting this issue. Sorry about that.. and Thank you guys for reporting

Having the game crash on load when putting missile weapons into hidden slots like the Commander carry base.

Had the Respawn MRM and Cinis MRM launchers from Epta Consortium installed.

Once I removed those missile weapons it no longer crashed.

Here's the log lines for the crash in the attachment

Thank you for reporting the issue, this is interesting because it's base game system. I'll check it out where gone wrong

Not sure if it's mentioned before but I noticed several gundam and MS beam rifle shots register the hit mark at the end of the beam rather than at the front of the beam itself

I first noticed it on the Gundam G3's beam rifle, but then once I realized it I noticed it on some other MS as well that are armed with beam rifle

(https://i.imgur.com/Cnohquw.png)
the beam rifle shot just passed through the rock and didn't register anything until

(https://i.imgur.com/2EnekKg.png)
right at the tail end of the beam when the hit effect finally registered


Thank you very much for reporting, I'll check it out. I had this issue before and fixed, I might've missed out G3 while doing it

Just wanted to say as an avid Gundam fan, amazing work. Free is free, take the time you need to do what you need to do, I don't think anyone here would complain or I at least hope they wouldn't. I saw in your Starsector Discord post that you and your other dev are sick with Covid, hope you both get well soon!

Hi Spardok,
Thank you for your like towards Gundam UC mod, I'm sure everyone leaving commends here are Gundam lovers as we do. We are a team who're trying our best to make our dream comes true.

Yeah, me and Laroustine were both infected one after another (don't worry we're thousand of miles away from each other) but it does effect our work flow and schedule.

Actually there're more works has been done by us not just Gundam UC, Laroustine also released Custom Music mod and more mods will come from us or him mainly ;D
Title: Re: [0.95.1a] Gundam UC Mod v0.3.1 0080 Fixes Update!
Post by: Hexxod on July 22, 2022, 01:01:41 PM
Is Anaheim supposed to output Marines? Because all it's been giving me is 600 marines per building per month.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.1 0080 Fixes Update!
Post by: Laroustine on July 22, 2022, 05:09:43 PM
Is Anaheim supposed to output Marines? Because all it's been giving me is 600 marines per building per month.
This  situation is a failsafe in case something goes wrong.
There is multiple reason it can happen.
But the number of marines given are proportional to the size of your colony.
I'll check soon if anything is broken.
Still recovering.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.1 0080 Fixes Update!
Post by: Hexxod on July 22, 2022, 05:38:07 PM
Is Anaheim supposed to output Marines? Because all it's been giving me is 600 marines per building per month.
This  situation is a failsafe in case something goes wrong.
There is multiple reason it can happen.
But the number of marines given are proportional to the size of your colony.
I'll check soon if anything is broken.
Still recovering.

Thought that might have been it, but it still looked odd since it wasn't a stated output. I ran the buildings for a number of months, thought the first few months were because it needed to jump research levels before outputting weapons or LPCs.

I had three buildings up for half a cycle. All on max population colonies. Nothing but Marines.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.1 0080 Fixes Update!
Post by: Laroustine on July 22, 2022, 06:40:37 PM
Thought that might have been it, but it still looked odd since it wasn't a stated output. I ran the buildings for a number of months, thought the first few months were because it needed to jump research levels before outputting weapons or LPCs.

There is level 0 and level 1 technologies that you can unlock for anaheim.
Could you give us your logs ?
Title: Re: [0.95.1a] Gundam UC Mod v0.3.1 0080 Fixes Update!
Post by: Hexxod on July 22, 2022, 07:40:01 PM
Yeah, let me upload them.

This one here was when I started rebuilding the structures. Separated it from the other one since it was outputting marines before the building was even finished.
https://drive.google.com/file/d/1jPuyuH9UCIn7hTUc1CPufKiFE2wWJuKt/view?usp=sharing

And here's a log with one month for the buildings. All three put out Marines.
https://drive.google.com/file/d/1WicY2I3CBkJkWBcwnuZ-wnMoqCE4E-6W/view?usp=sharing
Title: Re: [0.95.1a] Gundam UC Mod v0.3.1 0080 Fixes Update!
Post by: Laroustine on July 24, 2022, 06:37:47 PM
Yeah, let me upload them.

This one here was when I started rebuilding the structures. Separated it from the other one since it was outputting marines before the building was even finished.
https://drive.google.com/file/d/1jPuyuH9UCIn7hTUc1CPufKiFE2wWJuKt/view?usp=sharing

And here's a log with one month for the buildings. All three put out Marines.
https://drive.google.com/file/d/1WicY2I3CBkJkWBcwnuZ-wnMoqCE4E-6W/view?usp=sharing


Thank you very much for your support.
I found were the issue was and was able to upgrade a big part of that code.
One of the main issue was the fact that Zimmad was giving away weapons and it was not handled.
Also Pilotable MS can now also be obtained.

Btw any progress is still save within your game, don't worry. :)

If you receive a large sum of marines you can send us a message on discord and the forums.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.1 0080 Fixes Update!
Post by: Gundamfan on July 26, 2022, 06:40:47 AM
Hello I am new in Starsector mod and I am thankful that you have created this mod.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.1 0080 Fixes Update!
Post by: jmlop0 on July 27, 2022, 11:35:20 AM
I think the newest update forgot the version file, thus making it not work. It's all I've noticed because I've tried the newest version yet it doesn't work, but using the second newest one does, and that one has its version file in it.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.1 0080 Fixes Update!
Post by: Gundamfan on July 27, 2022, 06:38:58 PM
Does anyone know how to edit the ROF and Ammo Capacity of the weapons?
i edited the basic  hullmods to 1 points to installs and added 50 more ordinance points to all the MS and Warships

Error note: also wish to add is that I noticed the braw bro have no weapons, had to ram to get effects
and Big Rang Fighter slot disappeared when i installed any basic hullmods like expanded Magazine for more missiles fun
the Zeong also got affected by the missing fighter slot when installed extra hullmods
Title: Re: [0.95.1a] Gundam UC Mod v0.3.1 0080 Fixes Update!
Post by: Liral on July 27, 2022, 06:47:36 PM
Does anyone know how to edit the ROF and Ammo Capacity of the weapons?
i edited the basic  hullmods to 1 points to installs and added 50 more ordinance points to all the MS and Warships

Error note: also wish to add is that I noticed the braw bro have no weapons, had to ram to get effects
and Big Rang Fighter slot disappeared when i installed any basic hullmods like expanded Magazine for more missiles fun
the Zeong also got affected by the missing fighter slot when installed extra hullmods

I do exactly this in Realistic Combat, using the source code and workflow from lyravega's Experimental Hullmods.  Download the mods and see for yourself: it is possible but a little tedious.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.1 0080 Fixes Update!
Post by: Gundamfan on July 27, 2022, 08:01:10 PM
Thank you, I am just new to this modding stuff, and there are time i get fustrated how slow the battle are doing
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: SFoxx on July 27, 2022, 10:34:51 PM
I just downloaded the required mods for Gundam UC and I just finished the tutorial but I don't see any gundam's in my fleet, nor for sale at Arcaya's ship port. Assuming I have my mods installed correctly where do I go to build a fleet of gundams? If I have something wrong in my setup what do I need to do in order to correct my mod setup?
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Austere on July 28, 2022, 09:02:33 AM
I just downloaded the required mods for Gundam UC and I just finished the tutorial but I don't see any gundam's in my fleet, nor for sale at Arcaya's ship port. Assuming I have my mods installed correctly where do I go to build a fleet of gundams? If I have something wrong in my setup what do I need to do in order to correct my mod setup?

let me send this report to Laroustine and see what effected it, sorry about it.

Thank you, I am just new to this modding stuff, and there are time i get fustrated how slow the battle are doing

Opps, is the weapons too weak or the wasrship and MS are too tough?  :P

Does anyone know how to edit the ROF and Ammo Capacity of the weapons?
i edited the basic  hullmods to 1 points to installs and added 50 more ordinance points to all the MS and Warships

Error note: also wish to add is that I noticed the braw bro have no weapons, had to ram to get effects
and Big Rang Fighter slot disappeared when i installed any basic hullmods like expanded Magazine for more missiles fun
the Zeong also got affected by the missing fighter slot when installed extra hullmods

hmmm... looks like their fighter bay has a conflict with the basegame hullmod setup, I'll see what we can do to fix it

I think the newest update forgot the version file, thus making it not work. It's all I've noticed because I've tried the newest version yet it doesn't work, but using the second newest one does, and that one has its version file in it.

Omg, terribly sorry we swap the update back to 0.3.1 first and see what goes wrong with 0.3.2

Hello I am new in Starsector mod and I am thankful that you have created this mod.

Thank you very much for your like, currently we're undergo a big update and content system extension error. Sorry about that but I still wish you enjoy the mod
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Gundamfan on July 29, 2022, 06:00:40 AM
Hello I am having fun with this mod, and I edit a lot of the weapon, hulls and wings to stress test your Mod and my editing has made it a crazy mod
Note:
The all the wings can be edited to have maximum of 6 instead of 1/2/3/4 beyond that the computer will unable to recognize
the Burst sizes can be edited only on MS Machine gun. Beam rifles, Missile, Bazooka and you can manage to make the Missile infinite by just edit ammo/sec
all Ranged can be edited to have 9900 range beyond that will crash the game
Ms Beam guns can only have 10-15 beyond that will make the game crash (I never edited the Continuous Firing ones in fear of crash)
Zaku II rifle have edited to have 10 shot burst no need to fight close when a continuous random barrage wipe out a fleet ;D
all ship and pilotable Gundam can have the capacity to have 9-10 hangar slots (10 if your computer is a game engine)
Machine guns have the capacity to shoot 42 per burst, Guntank Main cannon burst of 10 send it flying back like a rocket  ;D
when i edited the range and burst it was really fun, sent a whole pirate fleet packing by the time they went into weapons range, it was like a fireworks festival.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Austere on July 29, 2022, 07:45:59 AM
Hello I am having fun with this mod, and I edit a lot of the weapon, hulls and wings to stress test your Mod and my editing has made it a crazy mod
Note:
The all the wings can be edited to have maximum of 6 instead of 1/2/3/4 beyond that the computer will unable to recognize
the Burst sizes can be edited only on MS Machine gun. Beam rifles, Missile, Bazooka and you can manage to make the Missile infinite by just edit ammo/sec
all Ranged can be edited to have 9900 range beyond that will crash the game
Ms Beam guns can only have 10-15 beyond that will make the game crash (I never edited the Continuous Firing ones in fear of crash)
Zaku II rifle have edited to have 10 shot burst no need to fight close when a continuous random barrage wipe out a fleet ;D
all ship and pilotable Gundam can have the capacity to have 9-10 hangar slots (10 if your computer is a game engine)
Machine guns have the capacity to shoot 42 per burst, Guntank Main cannon burst of 10 send it flying back like a rocket  ;D
when i edited the range and burst it was really fun, sent a whole pirate fleet packing by the time they went into weapons range, it was like a fireworks festival.

Oh wow Gundamfan you're truly a Gundamfan for sure haha, that's very true to be another way to enjoy the mod. Do whatever you want and recommend those to us, some might help  us to sparks the mod further.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Melcyna on July 29, 2022, 05:16:50 PM

Thank you, I am just new to this modding stuff, and there are time i get fustrated how slow the battle are doing

Opps, is the weapons too weak or the wasrship and MS are too tough?  :P
I think it's both, though the warships are not really the problem, it's just some MS (like GM Type C for example) and some Gundams being generally very survivable particularly the ones with shield and dodge (which basically gives them even better survivability than phase ships).

but the MS and Gundam weaponry generally speaking don't have the dps, in particular when it comes to anti shield though their anti armor isn't too hot either.

so there are quite a few moments where the enemy is swarmed by multiple MS and multiple gundams just stabbing and shooting it from every direction, even a ship as small as destroyers, and while the ship can't really effectively kill the MS and gundam swarming it, the MS and gundam are also having great difficulty bringing the ship down as well (they made excellent bait and distraction though, while my warship kill the swarmed ship).

I think it's not really an issue in on itself if they were just used as strike craft (I was kinda amused with the sight of an enforcer being swarmed by GMs and Gundam G3s, all of them trying to stab and shoot the little egg with everything they got while the enforcer just boost itself away not caring in the slightest)

But it might be a bigger problem when they are used as a player pilotable craft.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: WiC2021 on July 29, 2022, 05:39:26 PM
Any chance you could take a gander at a Wing AC timeline mod :P great work on this one!
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Gundamfan on July 29, 2022, 06:46:03 PM
Please don't that Wings timeline will take more time, and those Ms are more absurd than the UC timeline,
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Gundamfan on July 29, 2022, 07:39:25 PM
Note:
In Zudah lore, It can handle all Zeon weapons except beam, and its shield have a melee pick and 2 Panzerfaust and have option to use a Anti-ship rifle like Char Zaku II and reason why its unable to use beam, most of the energy is forwarded to the engine, adding a beam will burn it up due to engine stress, technically its like living in constant danger of blowing up
and those who saw it in combat nicknamed it "Icarus", since it can outrun a GM which is actually a better version of Gundam in response time and speedrate (If Gundam have no Plot Armor)

Big Rang: have missile that Inhibits Beam weapons for 10-15 seconds in front of it, since it was made like a moving frontline supply depot wouldn't want one beam blow it up.

Oggo: Like Zudah, it can have all ballistic weapons Zeon could have, but I notice it doesn't have a Panzerfaust well, since it was a rushed model and supply lines are strained the Oggos are given randomly like one have your standard issue Zaku machine gun and missile, and other is a Panzerfaust replacing the missile, and it was a death trap, but it get the job done.

There was a joke that Using MS as Ground invasion or ground defense? well it could replace the Heavy weaponry for these two factions and too op if you compare a tank against a 18 meter tall death machine staring at you

Zakus series have more variants than i know of:
Zaku II Flak (Main purpose shoot down aircraft, have Arm chaingun, and A flak cannon shoulder, a missile shoulder and legs), Zaku Missile (Logistics what that?, Missile go BRRR, Could be a solution for Anti-shield or anti-armor purposes), Psycho Zaku (You can use a Zeong Arm, since it is the predecessor of Zeong and cheaper too, but limited range because Scientist underestimated the Insane energy cost of the Weapon straining the Zaku engine), Full Weapon Zaku (Watched Thunderbolt, Jazz was great)

During the late stages of the war all the Gelgoog was required to have balistic weaponry since Federation have created a Anti-beam countermeasures causing the Beam Advantage to drop sharply, Zaku machine gun was most common while some rare instance they carried Panzerfaust or Grenades when shipments are late... to the point Pilots are complaining that they are Regressing instead of progressing.

Dom II engine was capable to shoot beams for a few shots (In Gundam: Operation Stardust Antagonist was shown in the Manga, He used a Dom II that shoot a Beam Launcher which is a oversized Bazooka that shoot beams, Killing 7 Salamis and couple of Balls and Gm's (Which is a Ace Record more than Char record of sinking only battleships) causing him to earn the Nickname "Nightmare of Solomon" Before the Anime shown that he was in a Gelgoog at Al Boa Qu)
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: WiC2021 on July 30, 2022, 03:57:26 PM
Please don't that Wings timeline will take more time, and those Ms are more absurd than the UC timeline,

I just want to main with a Tallgeese or Tallgeese flugel with a wing of Tauruses at my back 0.o
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Gundamfan on July 31, 2022, 11:37:40 PM
I want to give a heads up:
I notice the requisites of one of the Vital Mod that need the Gundam U.C to Function "Arma Armatura" has Upgraded v2.1.1 from the 2.09
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: SwaggyCthulhu on August 06, 2022, 03:44:30 AM
Hey, just got a crash.

Hey, just got a crash when one my gundams docked mid battle.

Code
9420472 [Thread-3] INFO  sound.public  - Cleaning up music with id [expanse.ogg]
9420472 [Thread-3] INFO  sound.public  - Cleaning up music with id [StellarRemnant.ogg]
9420480 [Thread-7] INFO  sound.public  - Cleaning up music with id [Panic.ogg]
9420497 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [SkeletonCrew.ogg]
9420500 [Thread-9] INFO  sound.OooO  - Playing music with id [SkeletonCrew.ogg]
9420850 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.ai.armaa_combat_docking_AI.advance(armaa_combat_docking_ai.java:146)
at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.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] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Tschudy on August 09, 2022, 01:51:03 PM
Ever given thought to a "Colony Laser" weapon for the battlestations?  Maybe an Axis-Class super ship?  A "funnel" fighter wing might be cool as well.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Gundamfan on August 09, 2022, 09:27:24 PM
Hello I would like to tell inform that there are some problems, if it's possible to fix?

>The MS suits always shoot behind the carrier and the missile and Bazooka will always hit the ship and offset the close range firepower

>The Dom Series unable to fire properly for Player Controlled ship Unless using skills but when it is A.I shoot like crazy,(I edited doms to shoot 5 at a time Crazy Right?)

> Type K Ball is Unable to fire? Even when using AmmoFeed skills even using a fresh mod and not edited to shoot like the ball which can fire like crazy

> I know the I edited the Ammo/Regen and Burst to 36 Since is not enough, i edited it to shoot more and set the wing to 6 but I notice all the Non-pilotable MS that Use Ballistics is unable to all fire but one at a time than using all wings at once, But sometimes not fire at all, MS beam is still okay to be edited

P.S: Sorry for Doing stress test on your mod
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Cyber Von Cyberus on August 09, 2022, 11:41:23 PM
Hello there, I must say I'm fairly impressed with the mod so far, although at the moment I see two possible balance issues that bug me a little bit:

1. Luna and Gaia are almost completely undefended for colonies that have so many functioning industries and a nanoforge, it makes it an obvious target for a player looking for either the nanoforge or the planets themselves. Adding a battlestation should at least serve as a little bit of a deterrent.

2. The Lepanto-class missile frigate has the same OP, DP and firepower as a cruiser, yet it is classified as a frigate. I understand you did it to fit the lore but you should at the very least list it as a cruiser in the game files because currently it can equip hullmods at the same price as a frigate despite being as strong as cruiser in all other aspects which allows you to make some ridiculously strong builds with dozens of hullmods without even having to sacrifice some of your weapons.

I haven't used the Gundams and Zakus enough to comment on them, they seem waaay more fragile than the Armaa cataphracts, but they do also cost only 1 DP to deploy so I'm probably not using enough of them.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: robepriority on August 10, 2022, 02:00:45 PM
Hello there, I must say I'm fairly impressed with the mod so far, although at the moment I see two possible balance issues that bug me a little bit:

1. Luna and Gaia are almost completely undefended for colonies that have so many functioning industries and a nanoforge, it makes it an obvious target for a player looking for either the nanoforge or the planets themselves. Adding a battlestation should at least serve as a little bit of a deterrent.


Not familiar with Gundam lore - are stations not a thing?
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Tschudy on August 10, 2022, 02:19:46 PM
Well they generally come in one of two forms, a mined-out asteroid that gets repurposed into a military base or a city-sized space colony.  Outside that, the only stellar installation there seems to be is a lunar city which may or may not house a military installation depending on where you look in the timeline.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Melcyna on August 13, 2022, 07:37:13 AM
Generally speaking, lore wise with UC Gundam Luna and Earth are the mainstay of the Federations and unlike Zeon, the Federations while they do have some of what we'd call fortress... they r not really in space. Most of their installations are on the ground like say Jaburo which is their Headquarter, and in the story the place is heavily defended (at least in terms of what Gundam consider heavily defended anyway)

Which is a bit of a problem because in Starsector, heavily defended or not... if you are on the ground, they'd get bombed from orbit and erased from existence or invaded en masse by truck loads of mechs and tanks, and usually you can't really win a ground invasion against a major faction if they go all out on you unless you got plenty of ground defenses.

Usually, it's a lot more practical to win in space in Starsector with the help of something like at least a battlestation supported by at least a fleet, or better still to have a space fortress supported by a fleet.

Another way perhaps to balance it in Starsector in a way that is more lore friendly is to beef up their fleet, because technically in the story that's part of the reason why the Federation don't have much in terms of space based static defenses, they were supposed to have the most powerful space fleet (which they used to boss around the colonies before Zeon kinda did a number on them) so they didn't need space fortresses... their massive fleet is their fortress.

Balance wise in game I think a lot of the mobile suits (piloted or not) basically can be divided into 3
1. those with shields and evasion (especially elite evasion) - ex: Gundam G3 and GM Type C
2. those with speed - ex: Zudah
3. those that have neither but have firepower - ex: Sniper GM or Sniper Zaku

No.2 basically gets erased from existence the moment they face any kind of ship with decent point defense (and even those that don't sometimes if they are unlucky enough to catch a shot in the face)
while no.1 can survive quite well in part because having shield and evasion is like having a phase ship that also has shield, they can survive a pretty impressive amount of firepower but their problem is that they basically have abysmal damage output, like they are not really going to deliver killing blows but they can keep the foe busy usually or to chase off and kill off weakened/damaged ships or small frigates and corvettes. No.3 have pretty good damage but the problem is keeping them alive

I paired Gundam G3 with GM Type C and just send them en masse and the result usually is chaotic mass where they can keep most things busy or at least live long enough that other things like battlecarriers (I quite like loading sniper GM into the battlecarriers) can inflict enough damage.

My main grip with the mobile suits in general is that their beam rifle shot hitbox is off (this seems to affect many of the mobile suits beam rifle) and it's a bit jarring because often the shots would just pass through ships, and nothing happened until the tail end of the beam hit, or the front hits the ship, but the tail missed and the shot counts as a miss... so nothing happened to the ship in question.

That and most of the mobile suits not armed with sniper beam rifle can't really produce enough damage, with the sniper beam rifle armed one being about the only ones that can do damage to actually threaten capital ships to an extent provided their shields are down.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: ciph on August 16, 2022, 01:45:39 PM
Thank you for the nice ships and MS. There seems to be a bug when you are commissioned with EFSF from GundamUC. EFSF deflected shield is supposed to reduce the soft flux generated by using shield...but it actually increases the soft flux...

Please have a look
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: dannyc365 on August 16, 2022, 09:57:25 PM
Love this mod! Though I noticed it gets really buggy when Realistic Combat is loaded along with it. Ships displaying 0 hull despite only having taken any amount of damage once (really annoying because I keep getting the retreat pop-up when it happens to my flagship), and all mobile suits that have weapons with ammo and reload times just don't reload (the stats in refit screen display as expected, extended by only a few seconds, but when I try them out on the simulator I waited 5 minutes and nothing happens, they run dry for the duration of the engagement). Is it possible to make the mod compatible with Realistic Combat? Because I can see it really adding to the immersion during engagements.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: SyndrianStan on August 17, 2022, 06:29:06 AM
Hello I just made an account specifically to tell you how much I love this mod, it's great and I look forward to future updates!

I love how you made the ships look, specially Zeon's! They are so pretty! The white base is also beautiful and a very powerful enemy! But the Salamis, Magellans and federation carriers look a bit generic... they are still very pretty and powerful though!

I love the mobile suits look and fight too! although I feel they should be able to fight on planets too? I'm not sure but I'm very happy with how they are right now  ;D

It also seems like I may have found a bug with the Dolos-Class but I'm not sure if it's the mod or if it's my game, it appeared when I used all the fighter bays on the Dolos and the fighters all started to land immediately after they took off :(

In any case I'm super looking forward to the next updates, sieg zeon!  ;D

[attachment deleted by admin]
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: ClockworkLullaby on August 18, 2022, 07:07:35 AM
Not sure if this has been pointed out before

but the efsf commissioned crew buff effect is actually increasing soft flux by 50% lol
also, zimmad, anaheim, and zeonic all only produces 500-600 marines per cycle (I saw someone else pointing it out, and i saw on the changelogs that it has been fixed, but it still seems to be an issue lol)

using 0.3.1 btw

Loving the Mod, keep up the great work!!
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Austere on September 01, 2022, 12:57:07 AM
Sorry guys, I've been disappeared for around a month due to private matters and holiday.


Thank you, I am just new to this modding stuff, and there are time i get fustrated how slow the battle are doing

Opps, is the weapons too weak or the wasrship and MS are too tough?  :P
I think it's both, though the warships are not really the problem, it's just some MS (like GM Type C for example) and some Gundams being generally very survivable particularly the ones with shield and dodge (which basically gives them even better survivability than phase ships).

but the MS and Gundam weaponry generally speaking don't have the dps, in particular when it comes to anti shield though their anti armor isn't too hot either.

so there are quite a few moments where the enemy is swarmed by multiple MS and multiple gundams just stabbing and shooting it from every direction, even a ship as small as destroyers, and while the ship can't really effectively kill the MS and gundam swarming it, the MS and gundam are also having great difficulty bringing the ship down as well (they made excellent bait and distraction though, while my warship kill the swarmed ship).

I think it's not really an issue in on itself if they were just used as strike craft (I was kinda amused with the sight of an enforcer being swarmed by GMs and Gundam G3s, all of them trying to stab and shoot the little egg with everything they got while the enforcer just boost itself away not caring in the slightest)

But it might be a bigger problem when they are used as a player pilotable craft.

For the next major update, we've buffed MS weapons around 5-10% to increase their threat fits to the lore.

Any chance you could take a gander at a Wing AC timeline mod :P great work on this one!

Personally I'm a Gundam Seed fan, i made Gundam UC as a templete for my future development. I'll try to make or assist on different Gundam project if I could, if more fans come to assist or kick start a Gundam Wing I would be happy to help. Because I'm quite tied up with curret UC project, more contents are waiting to be design and release too.

Note:
In Zudah lore, It can handle all Zeon weapons except beam, and its shield have a melee pick and 2 Panzerfaust and have option to use a Anti-ship rifle like Char Zaku II and reason why its unable to use beam, most of the energy is forwarded to the engine, adding a beam will burn it up due to engine stress, technically its like living in constant danger of blowing up
and those who saw it in combat nicknamed it "Icarus", since it can outrun a GM which is actually a better version of Gundam in response time and speedrate (If Gundam have no Plot Armor)

Big Rang: have missile that Inhibits Beam weapons for 10-15 seconds in front of it, since it was made like a moving frontline supply depot wouldn't want one beam blow it up.

Oggo: Like Zudah, it can have all ballistic weapons Zeon could have, but I notice it doesn't have a Panzerfaust well, since it was a rushed model and supply lines are strained the Oggos are given randomly like one have your standard issue Zaku machine gun and missile, and other is a Panzerfaust replacing the missile, and it was a death trap, but it get the job done.

There was a joke that Using MS as Ground invasion or ground defense? well it could replace the Heavy weaponry for these two factions and too op if you compare a tank against a 18 meter tall death machine staring at you

Zakus series have more variants than i know of:
Zaku II Flak (Main purpose shoot down aircraft, have Arm chaingun, and A flak cannon shoulder, a missile shoulder and legs), Zaku Missile (Logistics what that?, Missile go BRRR, Could be a solution for Anti-shield or anti-armor purposes), Psycho Zaku (You can use a Zeong Arm, since it is the predecessor of Zeong and cheaper too, but limited range because Scientist underestimated the Insane energy cost of the Weapon straining the Zaku engine), Full Weapon Zaku (Watched Thunderbolt, Jazz was great)

During the late stages of the war all the Gelgoog was required to have balistic weaponry since Federation have created a Anti-beam countermeasures causing the Beam Advantage to drop sharply, Zaku machine gun was most common while some rare instance they carried Panzerfaust or Grenades when shipments are late... to the point Pilots are complaining that they are Regressing instead of progressing.

Dom II engine was capable to shoot beams for a few shots (In Gundam: Operation Stardust Antagonist was shown in the Manga, He used a Dom II that shoot a Beam Launcher which is a oversized Bazooka that shoot beams, Killing 7 Salamis and couple of Balls and Gm's (Which is a Ace Record more than Char record of sinking only battleships) causing him to earn the Nickname "Nightmare of Solomon" Before the Anime shown that he was in a Gelgoog at Al Boa Qu)

Great advice Gundamfan on MS & MA, I'll apply them into the next update for sure. Sorry sometimes I don't dig too deep into the lore for Gundam anime that I haven'nt watch. Big thumbs up

Sorry that I haven't include MSV  units into the game yet, currently I only focus on units in the main anime series, will definitely add MSV in once the main series is completed

I want to give a heads up:
I notice the requisites of one of the Vital Mod that need the Gundam U.C to Function "Arma Armatura" has Upgraded v2.1.1 from the 2.09

Thank you for reminding, I'll update on the requirement and will do the same for other required library mod as well

Hey, just got a crash.

Hey, just got a crash when one my gundams docked mid battle.

Code
9420472 [Thread-3] INFO  sound.public  - Cleaning up music with id [expanse.ogg]
9420472 [Thread-3] INFO  sound.public  - Cleaning up music with id [StellarRemnant.ogg]
9420480 [Thread-7] INFO  sound.public  - Cleaning up music with id [Panic.ogg]
9420497 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [SkeletonCrew.ogg]
9420500 [Thread-9] INFO  sound.OooO  - Playing music with id [SkeletonCrew.ogg]
9420850 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.ai.armaa_combat_docking_AI.advance(armaa_combat_docking_ai.java:146)
at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.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)

oh dear, this is armaa docking system error. Sorry I'm poor at coding, that's why I attach the mod towards armaa mod, I think they'll get on it fixing the error.

Ever given thought to a "Colony Laser" weapon for the battlestations?  Maybe an Axis-Class super ship?  A "funnel" fighter wing might be cool as well.

Yeah actually i thought about the colony laser for battlestations, i'm quite worry that it might break the game balance so I made a smaller version instead, which is the Jormungand.
Actually "funnel" fighter wing existed, it's only used by their exclusive MS such as Zeong, Big Rang, Elmeth etc

Hello I would like to tell inform that there are some problems, if it's possible to fix?

>The MS suits always shoot behind the carrier and the missile and Bazooka will always hit the ship and offset the close range firepower

>The Dom Series unable to fire properly for Player Controlled ship Unless using skills but when it is A.I shoot like crazy,(I edited doms to shoot 5 at a time Crazy Right?)

> Type K Ball is Unable to fire? Even when using AmmoFeed skills even using a fresh mod and not edited to shoot like the ball which can fire like crazy

> I know the I edited the Ammo/Regen and Burst to 36 Since is not enough, i edited it to shoot more and set the wing to 6 but I notice all the Non-pilotable MS that Use Ballistics is unable to all fire but one at a time than using all wings at once, But sometimes not fire at all, MS beam is still okay to be edited

P.S: Sorry for Doing stress test on your mod

the mod is still using basegame fighter behaviour, if you're not sending them out they'll stay back to wait for more units to regroup. If I'm not mistaken, only a few siper or long range unit will stay behind carrier at all time.

I've tested dom, they're ok, i tried to control their fire power because they are designed as bomber compare to basegame. increasing their fire power will break the balance of weaponns.

Type K ball also works fine for me, unlike regular ball shooting cannon that helps their carrier fighting against other warships, Type K balls carries twin small cannons, i've design them closer to PD gun

Actually my ammo is the same as the lore figure, might be not fitting well with basegame. Also another way to force them back to carrier to reammo.

Feel free to play around Gundam UC mod, your testing result is valuable to me, I'll counter check on my side too. Thank you very much and we appreciate it.

Hello there, I must say I'm fairly impressed with the mod so far, although at the moment I see two possible balance issues that bug me a little bit:

1. Luna and Gaia are almost completely undefended for colonies that have so many functioning industries and a nanoforge, it makes it an obvious target for a player looking for either the nanoforge or the planets themselves. Adding a battlestation should at least serve as a little bit of a deterrent.

2. The Lepanto-class missile frigate has the same OP, DP and firepower as a cruiser, yet it is classified as a frigate. I understand you did it to fit the lore but you should at the very least list it as a cruiser in the game files because currently it can equip hullmods at the same price as a frigate despite being as strong as cruiser in all other aspects which allows you to make some ridiculously strong builds with dozens of hullmods without even having to sacrifice some of your weapons.

I haven't used the Gundams and Zakus enough to comment on them, they seem waaay more fragile than the Armaa cataphracts, but they do also cost only 1 DP to deploy so I'm probably not using enough of them.

1. Sure thing, we'll look into Gaia and Luna and might add a battlestation for either of them to buff their defences more. Oh i realise we've accidently disable the battlestations will check with my buddy to enable them back on.

2. I see, I'll look into to and I think I'll nerf it so it works more like a frigate by lowering its OP

the early MS are quite weak, because i've planned for the whole UC era. Later MS will be more equivalent to Armaa or stronger for late UC MS

Well they generally come in one of two forms, a mined-out asteroid that gets repurposed into a military base or a city-sized space colony.  Outside that, the only stellar installation there seems to be is a lunar city which may or may not house a military installation depending on where you look in the timeline.

yeah, we could only make them generic setting since we can't make them change in state when time pass.

Generally speaking, lore wise with UC Gundam Luna and Earth are the mainstay of the Federations and unlike Zeon, the Federations while they do have some of what we'd call fortress... they r not really in space. Most of their installations are on the ground like say Jaburo which is their Headquarter, and in the story the place is heavily defended (at least in terms of what Gundam consider heavily defended anyway)

Which is a bit of a problem because in Starsector, heavily defended or not... if you are on the ground, they'd get bombed from orbit and erased from existence or invaded en masse by truck loads of mechs and tanks, and usually you can't really win a ground invasion against a major faction if they go all out on you unless you got plenty of ground defenses.

Usually, it's a lot more practical to win in space in Starsector with the help of something like at least a battlestation supported by at least a fleet, or better still to have a space fortress supported by a fleet.

Another way perhaps to balance it in Starsector in a way that is more lore friendly is to beef up their fleet, because technically in the story that's part of the reason why the Federation don't have much in terms of space based static defenses, they were supposed to have the most powerful space fleet (which they used to boss around the colonies before Zeon kinda did a number on them) so they didn't need space fortresses... their massive fleet is their fortress.

Balance wise in game I think a lot of the mobile suits (piloted or not) basically can be divided into 3
1. those with shields and evasion (especially elite evasion) - ex: Gundam G3 and GM Type C
2. those with speed - ex: Zudah
3. those that have neither but have firepower - ex: Sniper GM or Sniper Zaku

No.2 basically gets erased from existence the moment they face any kind of ship with decent point defense (and even those that don't sometimes if they are unlucky enough to catch a shot in the face)
while no.1 can survive quite well in part because having shield and evasion is like having a phase ship that also has shield, they can survive a pretty impressive amount of firepower but their problem is that they basically have abysmal damage output, like they are not really going to deliver killing blows but they can keep the foe busy usually or to chase off and kill off weakened/damaged ships or small frigates and corvettes. No.3 have pretty good damage but the problem is keeping them alive

I paired Gundam G3 with GM Type C and just send them en masse and the result usually is chaotic mass where they can keep most things busy or at least live long enough that other things like battlecarriers (I quite like loading sniper GM into the battlecarriers) can inflict enough damage.

My main grip with the mobile suits in general is that their beam rifle shot hitbox is off (this seems to affect many of the mobile suits beam rifle) and it's a bit jarring because often the shots would just pass through ships, and nothing happened until the tail end of the beam hit, or the front hits the ship, but the tail missed and the shot counts as a miss... so nothing happened to the ship in question.

That and most of the mobile suits not armed with sniper beam rifle can't really produce enough damage, with the sniper beam rifle armed one being about the only ones that can do damage to actually threaten capital ships to an extent provided their shields are down.

Oh i realise we've accidently disable the battlestations will check with my buddy to enable them back on. the battlestation setting seems hard to fit to the lore, we have added heavy batteries to works as strong ground defences for earth. The battlestation is a side that stick very close to earth orbit in order to defend it.

To fit the lore, we've made EFSF fleet more in numbers and ZEON has lesser numbers. Their fleet strength are about the same, but ZEON has more MA and EFSF do not. But ZEON still has lesser number becase MA count as fleet.

Currently MS type is divided as follow with the latest setting
1. shield - previous - shield with elite evasion (the game can't work well with both) -> better shield
2. no shield - previous - no shield -> remain with evasion (phase)
3. firepower - remain some with or without shield works like 1 & 2 but weaker
4. speed - new type recommended by you

I've received a few commends about MS weapon strength, which I'll be buff or the next release.

Thank you for the nice ships and MS. There seems to be a bug when you are commissioned with EFSF from GundamUC. EFSF deflected shield is supposed to reduce the soft flux generated by using shield...but it actually increases the soft flux...

Please have a look

Thank you for the report, we'll look into it thank you very much.

Love this mod! Though I noticed it gets really buggy when Realistic Combat is loaded along with it. Ships displaying 0 hull despite only having taken any amount of damage once (really annoying because I keep getting the retreat pop-up when it happens to my flagship), and all mobile suits that have weapons with ammo and reload times just don't reload (the stats in refit screen display as expected, extended by only a few seconds, but when I try them out on the simulator I waited 5 minutes and nothing happens, they run dry for the duration of the engagement). Is it possible to make the mod compatible with Realistic Combat? Because I can see it really adding to the immersion during engagements.

Hi dannyc365,

I'm sorry I haven't try out Realistic Combat before and I don't know this will happen to the mod when you have them both loaded, I'll have a look into Realistic Combat and see how it works and discuss with the team.

Hello I just made an account specifically to tell you how much I love this mod, it's great and I look forward to future updates!

I love how you made the ships look, specially Zeon's! They are so pretty! The white base is also beautiful and a very powerful enemy! But the Salamis, Magellans and federation carriers look a bit generic... they are still very pretty and powerful though!

I love the mobile suits look and fight too! although I feel they should be able to fight on planets too? I'm not sure but I'm very happy with how they are right now  ;D

It also seems like I may have found a bug with the Dolos-Class but I'm not sure if it's the mod or if it's my game, it appeared when I used all the fighter bays on the Dolos and the fighters all started to land immediately after they took off :(

In any case I'm super looking forward to the next updates, sieg zeon!  ;D

Thank you very much SyndrianStan,

I'm grateful that you like the graphics of the mod, yeah some warships looks generic and luckily they're recognisable. I tried not to make them too different because I kitbash the ship with DA mod ships.

MS fighting in planet is not easy, don't think I could make it happen with my skill haha, it'll have to relies on Alex or Master modder to make it happen, I'm looking forward to it too, as Ground unit MS are quite interesting too.

I'll have tested out Dolos, and it's working fine, it might be other mod that trigger this error? I've apply reserve deployment for Dolos to let it to spawn more MS, but i don't think this will trigger the error. Strange

Sieg Zeon!

Not sure if this has been pointed out before

but the efsf commissioned crew buff effect is actually increasing soft flux by 50% lol
also, zimmad, anaheim, and zeonic all only produces 500-600 marines per cycle (I saw someone else pointing it out, and i saw on the changelogs that it has been fixed, but it still seems to be an issue lol)

using 0.3.1 btw

Loving the Mod, keep up the great work!!

ok We'll look into both MSfactory and comissioned crew sorry about that.
We've tested MS factory it was working, wondering what happened during the compiling process.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Gundamfan on September 01, 2022, 03:05:44 AM
Hello I hope you are doing well, and your mod is great I would hope you can address a problem that i seen

>Jormungand has a smaller attack range when firing, i had to get close or input a modified integrated a.i or Rangefinders, since It was meant to play as a support class and not a close range fighter due to its weak armor and long cooldown to offset it, since it is a prototype and was a artillery type

So far not much problems, but i will try to stress test your mod to find some bugs
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: SyndrianStan on September 01, 2022, 04:11:56 AM
>I'll have tested out Dolos, and it's working fine, it might be other mod that trigger this error? I've apply reserve deployment for Dolos to let it to spawn more MS, but i don't think this will trigger the error. Strange

Sorry about this, the Dolos works fine! It was an error with my mods
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: LordKhorne on September 02, 2022, 08:51:54 AM
for some reason your mod causes me a ton of lag
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Aldazar on September 18, 2022, 12:45:19 AM
Seems this mod is incompatible with Industrial Evolution hullforge. Slotting in vpc will crash the game.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Smacknificent on September 24, 2022, 03:38:06 AM
First of all. Massive thanks to you. this is one of the few mods scratching my mech fleet itch.
The mod has 2 bigger issues for me so far.
The Zeon high level suits seem fine although a bit squishy, they are mechs so its fine. But 2 out of 3 gundams (alex and G3) are so squishy they die often before even doing any damage. they are supposed to be super OP mechs. I'm actually perfectly fine with them not being that OP here because this is starsector, not the gundam universe and everything can be OP here, but this feels way too weak.
The other issue is already mentioned several times but the industries seem broken. On a side note though I'm running tons of mods so that might be a mod conflict. But i have never been able to build any of them at all.

Then i ran into a few different smaller issues like some of the mechs blowing themselves up regularly with their ability instead of turning the ability off again and surviving when AI controlled, the zaku leg dropped as weapon loot for me once (and was hilarious when placed on a tug) and some of the mechs having very few points to customize them with or taking a lot of DP in comparison to the mechs from diable/sunrider/armaa while being a lot weaker.

All in all though this mod is fantastic and i can't wait to see what you do in future updates. Hope you get some spare time again soon.

Have a good one.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Liral on September 28, 2022, 12:33:01 AM
Love this mod! Though I noticed it gets really buggy when Realistic Combat is loaded along with it. Ships displaying 0 hull despite only having taken any amount of damage once (really annoying because I keep getting the retreat pop-up when it happens to my flagship), and all mobile suits that have weapons with ammo and reload times just don't reload (the stats in refit screen display as expected, extended by only a few seconds, but when I try them out on the simulator I waited 5 minutes and nothing happens, they run dry for the duration of the engagement). Is it possible to make the mod compatible with Realistic Combat? Because I can see it really adding to the immersion during engagements.

Hi dannyc365,

I'm sorry I haven't try out Realistic Combat before and I don't know this will happen to the mod when you have them both loaded, I'll have a look into Realistic Combat and see how it works and discuss with the team.

I release updates frequently, so please check again if you have not recently, and I try to make Realistic Combat work with other mods!
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Austere on September 28, 2022, 06:51:23 AM
Sorry all for the slow response and update,

I was working on something big and try to implement a few ideas for the next expansion, as well as improving graphic further that I had in mind for awhile now.

Hope it'll not let you guys down and appreciate all your love towards Gundam UC mod :)

Hello I hope you are doing well, and your mod is great I would hope you can address a problem that i seen

>Jormungand has a smaller attack range when firing, i had to get close or input a modified integrated a.i or Rangefinders, since It was meant to play as a support class and not a close range fighter due to its weak armor and long cooldown to offset it, since it is a prototype and was a artillery type

So far not much problems, but i will try to stress test your mod to find some bugs

Indeed Jormungand work as long range support or as sniper unit sniping and killing enemy ship from afar.

I've tried running a few test with the ship, it's working as intended and firing from it's designated weapon range, unless it's being force to close combat by enemy charge due to Jormungand slow travel speed.

>I'll have tested out Dolos, and it's working fine, it might be other mod that trigger this error? I've apply reserve deployment for Dolos to let it to spawn more MS, but i don't think this will trigger the error. Strange

Sorry about this, the Dolos works fine! It was an error with my mods

that's great to know, issue resolved :)

for some reason your mod causes me a ton of lag

hmmm.... actually i do have the similar issue, when i create a big simulation battle, it'll lag. probably due to it overly detailed MS weapon setting for every single units. I'm sorry that I tent to create a more lore friendly setting

Seems this mod is incompatible with Industrial Evolution hullforge. Slotting in vpc will crash the game.

Sorry I haven't counter tested with Industrial Evolution hullforge, they might be settings that crashes the vpc system that unknown to me yet.

Love this mod! Though I noticed it gets really buggy when Realistic Combat is loaded along with it. Ships displaying 0 hull despite only having taken any amount of damage once (really annoying because I keep getting the retreat pop-up when it happens to my flagship), and all mobile suits that have weapons with ammo and reload times just don't reload (the stats in refit screen display as expected, extended by only a few seconds, but when I try them out on the simulator I waited 5 minutes and nothing happens, they run dry for the duration of the engagement). Is it possible to make the mod compatible with Realistic Combat? Because I can see it really adding to the immersion during engagements.

Hi dannyc365,

I'm sorry I haven't try out Realistic Combat before and I don't know this will happen to the mod when you have them both loaded, I'll have a look into Realistic Combat and see how it works and discuss with the team.

I release updates frequently, so please check again if you have not recently, and I try to make Realistic Combat work with other mods!

Hi dannyc365, I've put compatible with Realistic Combat into the work group task, can't wait to test it out when it's done

First of all. Massive thanks to you. this is one of the few mods scratching my mech fleet itch.
The mod has 2 bigger issues for me so far.
The Zeon high level suits seem fine although a bit squishy, they are mechs so its fine. But 2 out of 3 gundams (alex and G3) are so squishy they die often before even doing any damage. they are supposed to be super OP mechs. I'm actually perfectly fine with them not being that OP here because this is starsector, not the gundam universe and everything can be OP here, but this feels way too weak.
The other issue is already mentioned several times but the industries seem broken. On a side note though I'm running tons of mods so that might be a mod conflict. But i have never been able to build any of them at all.

Then i ran into a few different smaller issues like some of the mechs blowing themselves up regularly with their ability instead of turning the ability off again and surviving when AI controlled, the zaku leg dropped as weapon loot for me once (and was hilarious when placed on a tug) and some of the mechs having very few points to customize them with or taking a lot of DP in comparison to the mechs from diable/sunrider/armaa while being a lot weaker.

All in all though this mod is fantastic and i can't wait to see what you do in future updates. Hope you get some spare time again soon.

Have a good one.

Agree with weak Gundam units, I've buff their weapon as well as survivalbility for the next update so they perform better compare to old updates.
More balancing or lore friendly setup will be carry out (buff gundam to make them as white devil are highly considerable)

wow it's very lucky or unlucky that you get a zaku leg weapon drop, i've set them to be impossible to drop, no_drop and no_sell has been added to make more impossible to drop, hope it works

Actually a big reason i make the MS weaker now because of future planning, the mod itself is still at the early stage of the Gundam UC timeline, as more new updates comes in, more powerful MS will follow.

If we make early MS to be balance with armaa or diable for instance, it'll be too powerful for the later units that will come in to the play, do you agree? or do you prefer to make them more balance with other mech mods and then slowly balance them back to lore friendly afterwards?
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Liral on September 28, 2022, 07:22:37 AM
Hi dannyc365, I've put compatible with Realistic Combat into the work group task, can't wait to test it out when it's done

You might need my help because Realistic Combat largely overrides the damage model.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Asweat on September 28, 2022, 06:48:52 PM
Just make the account to say absolutely love this mod whole heart! Also agree the early MS are really weak compare to most mod's fighters but please no rush! Would love to see the Gundams also slowly become stronger since I more enjoy the slow game, thanks for deliever this lovely mod again!
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: SyndrianStan on September 29, 2022, 01:25:09 PM
Would it be possible to see screenshots from the upcoming content or is that paywalled in patreon?  :D
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: CrescentQuill on October 03, 2022, 08:14:30 AM
Loving the mod and it's lore accuracy and fun factor! I have a few ideas to share, if I can.

I'd like to suggest adding in the Zaku Cannon MS line (https://gundam.fandom.com/wiki/MS-06K_Zaku_Cannon) to mirror the presence of the RX-77D MP Guncannon for Zeon, as a cheap bombardment MS wing.

I'd also love to see the Gelgoog Commander or High-Mobility types (https://gundam.fandom.com/wiki/MS-14S_Gelgoog_Commander_Type / https://gundam.fandom.com/wiki/MS-14B_Gelgoog_High_Mobility_Type) as pilotable elite units; they're good Zeon mirrors to the RX-78-2 and G3, respectively.

Finally, there's the FA-78-1 Full Armor Gundam (https://gundam.fandom.com/wiki/FA-78-1_Full_Armor_Gundam). This thing could be almost an EFSF equivalent to a Zeon MA, with powerful weaponry and increased durability but less mobility.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Maggot on October 10, 2022, 05:22:04 PM
How to make all mobile suits pilotable? i want to pilot the sniper zaku
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Spoonyman on October 11, 2022, 07:28:33 PM
1457236 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException
java.lang.IllegalArgumentException
   at java.util.concurrent.ThreadLocalRandom.nextInt(Unknown Source)
   at data.scripts.shipsystems.armaa_SilverSysStatsValkazard.apply(armaa_SilverSysStatsValkazard.java:250)
   at com.fs.starfarer.combat.systems.F.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(Unknown Source)

Keep getting this error and it has hard stopped my game as every battle I get into crashes with this.

I dont even have a Valkazard. I have all the UC gundams. I originally posted on the Arma Armatura and they told me to come here.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Smacknificent on October 12, 2022, 12:04:46 AM
Sorry all for the slow response and update,

I was working on something big and try to implement a few ideas for the next expansion, as well as improving graphic further that I had in mind for awhile now.

Hope it'll not let you guys down and appreciate all your love towards Gundam UC mod :)

First of all. Massive thanks to you. this is one of the few mods scratching my mech fleet itch.
The mod has 2 bigger issues for me so far.
The Zeon high level suits seem fine although a bit squishy, they are mechs so its fine. But 2 out of 3 gundams (alex and G3) are so squishy they die often before even doing any damage. they are supposed to be super OP mechs. I'm actually perfectly fine with them not being that OP here because this is starsector, not the gundam universe and everything can be OP here, but this feels way too weak.
The other issue is already mentioned several times but the industries seem broken. On a side note though I'm running tons of mods so that might be a mod conflict. But i have never been able to build any of them at all.

Then i ran into a few different smaller issues like some of the mechs blowing themselves up regularly with their ability instead of turning the ability off again and surviving when AI controlled, the zaku leg dropped as weapon loot for me once (and was hilarious when placed on a tug) and some of the mechs having very few points to customize them with or taking a lot of DP in comparison to the mechs from diable/sunrider/armaa while being a lot weaker.

All in all though this mod is fantastic and i can't wait to see what you do in future updates. Hope you get some spare time again soon.

Have a good one.

Agree with weak Gundam units, I've buff their weapon as well as survivalbility for the next update so they perform better compare to old updates.
More balancing or lore friendly setup will be carry out (buff gundam to make them as white devil are highly considerable)

wow it's very lucky or unlucky that you get a zaku leg weapon drop, i've set them to be impossible to drop, no_drop and no_sell has been added to make more impossible to drop, hope it works

Actually a big reason i make the MS weaker now because of future planning, the mod itself is still at the early stage of the Gundam UC timeline, as more new updates comes in, more powerful MS will follow.

If we make early MS to be balance with armaa or diable for instance, it'll be too powerful for the later units that will come in to the play, do you agree? or do you prefer to make them more balance with other mech mods and then slowly balance them back to lore friendly afterwards?

Keeping balancing for later additions in mind is great. And i see how adding stronger units can make it hard to balance later. maybe balance the low tier gundam units vs the low tier diable units i.e. 6th gen wanzers. That would probably make for a good starting point with enough room to balance later stronger untis vs the 7th tier and up wanzers and armaa units. Armaa units do tend to start out a bit strong. Anyway good to hear you're figuring it out.

Mostly came back to report I'm having issues with the hullforge templates from industrial evo. Since I read you aren't familiar with the issue in reply to someone else with the same problem maybe ask around in the starsector unofficial discord server. The modders active there told me there was an issue with a faction being used for a purpose it should not which was causing this conflict and a lot of other (possible/potential) conflicts with other mods. I'm sure they will gladly help you, if only so they won't have the same questions about this issue over and over again haha.

*edit: Oh yeah, another thing I noticed. The mechs from armaa tend to all start from my carriers. Some from tahlan and yours do not. They will take up all the front spawn slots making all your big ships spawn way back, then speed ahead without support unless you start giving orders, and die by overextending. I feel adding the function that armaa uses to make the mechs spawn from your carriers will prevent both this fleet clutter with larger mech fleets and the death by overextending.

Anyway, Thanks for the quick reply and good luck with future updates.

Have a good one.


Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Aldazar on October 15, 2022, 05:46:10 PM
Can't wait for the feddie stuff after the OYW.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Spoonyman on October 16, 2022, 06:23:08 PM
1457236 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException
java.lang.IllegalArgumentException
   at java.util.concurrent.ThreadLocalRandom.nextInt(Unknown Source)
   at data.scripts.shipsystems.armaa_SilverSysStatsValkazard.apply(armaa_SilverSysStatsValkazard.java:250)
   at com.fs.starfarer.combat.systems.F.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(Unknown Source)

Keep getting this error and it has hard stopped my game as every battle I get into crashes with this.

I dont even have a Valkazard. I have all the UC gundams. I originally posted on the Arma Armatura and they told me to come here.

bump for help
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Aldazar on October 21, 2022, 04:40:35 AM
I think the author is MIA. Damn I was hoping the stations would get fixed since they don't appear.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: SakuraMai_Enka on October 22, 2022, 01:42:08 PM
4069902 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.ai.armaa_combat_docking_AI.takeOff(armaa_combat_docking_ai.java:483)
   at data.scripts.ai.armaa_combat_docking_AI.advance(armaa_combat_docking_ai.java:238)
   at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.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)

I don't know why it CTD during the fight, maybe it was Zudah?
I just created the archive, the fleet besides the mother ship is only 2 Zudah, and a destroyer. So...hmmm...either the Zudah or the Arma Armatura is the problem
I am using the latest Arma Armatura 2.1.2B
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: CornishGH on October 22, 2022, 03:44:36 PM
1457236 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException
java.lang.IllegalArgumentException
   at java.util.concurrent.ThreadLocalRandom.nextInt(Unknown Source)
   at data.scripts.shipsystems.armaa_SilverSysStatsValkazard.apply(armaa_SilverSysStatsValkazard.java:250)
   at com.fs.starfarer.combat.systems.F.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(Unknown Source)

Keep getting this error and it has hard stopped my game as every battle I get into crashes with this.

I dont even have a Valkazard. I have all the UC gundams. I originally posted on the Arma Armatura and they told me to come here.

I think some of the gundams+the char zaku have special abilities based on arma armatura code, is it possible that there's some sort of incompatibility between the current version of this mod and the newer versions of AA?
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Aldazar on October 30, 2022, 03:30:22 PM
If you return I think the EFSF crew commission is reversed and it instead increases instead of decreasing.
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: AppleSpice on November 28, 2022, 08:04:14 AM
Hi I just started playing your mods, and I noticed that the AI tend to self destruct when using system overclock. The AI never turns it off once it starts, This make fielding multiple units with system overclock unviable. The Ai almost always self destruct by the ability before it gets the chance to return to a carrier for resupply. Is there a work around for this?
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Austere on November 29, 2022, 07:29:11 AM
Sorry guys for serious delay mod release, my partner Laroustine has been away. I try to wrap up the mod myself which related to coding work, quite frustrating with the work to be honest,
 if there're more bugs that needed to be fix, do let me know. Sorry about that.

Hi dannyc365, I've put compatible with Realistic Combat into the work group task, can't wait to test it out when it's done

You might need my help because Realistic Combat largely overrides the damage model.

Hi Liral, sorry for late reply. May I ask if i change the data to be compatable with Realistic Combat, what's the downside of it?

Just make the account to say absolutely love this mod whole heart! Also agree the early MS are really weak compare to most mod's fighters but please no rush! Would love to see the Gundams also slowly become stronger since I more enjoy the slow game, thanks for deliever this lovely mod again!

Thank you very much, the mod is picking up its pace, as we're moving out of 0079, later MS are strong and better. let's hope they wouldn't be too OP afterwards, which leads to more game balancing. Actually I did improve the strength a bit in this version to be able to compete with other mods.

Would it be possible to see screenshots from the upcoming content or is that paywalled in patreon?  :D

No paywall at patreon, just download, play and enjoy ;D Good news the new fractal forum Gundam UC front page now added all ships and MA, MS graphic to indicate each units.

Loving the mod and it's lore accuracy and fun factor! I have a few ideas to share, if I can.

I'd like to suggest adding in the Zaku Cannon MS line (https://gundam.fandom.com/wiki/MS-06K_Zaku_Cannon) to mirror the presence of the RX-77D MP Guncannon for Zeon, as a cheap bombardment MS wing.

I'd also love to see the Gelgoog Commander or High-Mobility types (https://gundam.fandom.com/wiki/MS-14S_Gelgoog_Commander_Type / https://gundam.fandom.com/wiki/MS-14B_Gelgoog_High_Mobility_Type) as pilotable elite units; they're good Zeon mirrors to the RX-78-2 and G3, respectively.

Finally, there's the FA-78-1 Full Armor Gundam (https://gundam.fandom.com/wiki/FA-78-1_Full_Armor_Gundam). This thing could be almost an EFSF equivalent to a Zeon MA, with powerful weaponry and increased durability but less mobility.

Hi CrescentQuill, I'm currently adding MS following their appearance in the Gundam Anime, if there're not in the list they will be added at the end of the mod after completed all the Gundam anime for game balancing purposes.

Gelgoog Commander is a good one to be added, I'll take note of it. As I've missed it out from Gundam 0079

Full armour Gundam is added in the thunderbolt expansion with a lot of fire power, check it out.

How to make all mobile suits pilotable? i want to pilot the sniper zaku

Hmmmm..... if you want to mod an unit to be pilotable there're few things needs to be adjusted such as

price for the unit
new ship variant file for the unit
assign the new added pilotable unit to the faction etc

Sorry all for the slow response and update,

I was working on something big and try to implement a few ideas for the next expansion, as well as improving graphic further that I had in mind for awhile now.

Hope it'll not let you guys down and appreciate all your love towards Gundam UC mod :)

First of all. Massive thanks to you. this is one of the few mods scratching my mech fleet itch.
The mod has 2 bigger issues for me so far.
The Zeon high level suits seem fine although a bit squishy, they are mechs so its fine. But 2 out of 3 gundams (alex and G3) are so squishy they die often before even doing any damage. they are supposed to be super OP mechs. I'm actually perfectly fine with them not being that OP here because this is starsector, not the gundam universe and everything can be OP here, but this feels way too weak.
The other issue is already mentioned several times but the industries seem broken. On a side note though I'm running tons of mods so that might be a mod conflict. But i have never been able to build any of them at all.

Then i ran into a few different smaller issues like some of the mechs blowing themselves up regularly with their ability instead of turning the ability off again and surviving when AI controlled, the zaku leg dropped as weapon loot for me once (and was hilarious when placed on a tug) and some of the mechs having very few points to customize them with or taking a lot of DP in comparison to the mechs from diable/sunrider/armaa while being a lot weaker.

All in all though this mod is fantastic and i can't wait to see what you do in future updates. Hope you get some spare time again soon.

Have a good one.

Agree with weak Gundam units, I've buff their weapon as well as survivalbility for the next update so they perform better compare to old updates.
More balancing or lore friendly setup will be carry out (buff gundam to make them as white devil are highly considerable)

wow it's very lucky or unlucky that you get a zaku leg weapon drop, i've set them to be impossible to drop, no_drop and no_sell has been added to make more impossible to drop, hope it works

Actually a big reason i make the MS weaker now because of future planning, the mod itself is still at the early stage of the Gundam UC timeline, as more new updates comes in, more powerful MS will follow.

If we make early MS to be balance with armaa or diable for instance, it'll be too powerful for the later units that will come in to the play, do you agree? or do you prefer to make them more balance with other mech mods and then slowly balance them back to lore friendly afterwards?

Keeping balancing for later additions in mind is great. And i see how adding stronger units can make it hard to balance later. maybe balance the low tier gundam units vs the low tier diable units i.e. 6th gen wanzers. That would probably make for a good starting point with enough room to balance later stronger untis vs the 7th tier and up wanzers and armaa units. Armaa units do tend to start out a bit strong. Anyway good to hear you're figuring it out.

Mostly came back to report I'm having issues with the hullforge templates from industrial evo. Since I read you aren't familiar with the issue in reply to someone else with the same problem maybe ask around in the starsector unofficial discord server. The modders active there told me there was an issue with a faction being used for a purpose it should not which was causing this conflict and a lot of other (possible/potential) conflicts with other mods. I'm sure they will gladly help you, if only so they won't have the same questions about this issue over and over again haha.

*edit: Oh yeah, another thing I noticed. The mechs from armaa tend to all start from my carriers. Some from tahlan and yours do not. They will take up all the front spawn slots making all your big ships spawn way back, then speed ahead without support unless you start giving orders, and die by overextending. I feel adding the function that armaa uses to make the mechs spawn from your carriers will prevent both this fleet clutter with larger mech fleets and the death by overextending.

Anyway, Thanks for the quick reply and good luck with future updates.

Have a good one.

Yup this latest update MS has been buff to make slightly more playable then just suicide squad, because there isn't stronger units that has been launch yet.

The Gundam factory issue has been resolve by Laroustine if I'm not mistaken, it has also been added to this latest update.

Great Idea, I'll check out Armaa mod for the spawn location for MSs. Wouldn't be a great idea to let them charge straight in and get themselves kill.

Can't wait for the feddie stuff after the OYW.

Sorry buddy for the long wait.

I think the author is MIA. Damn I was hoping the stations would get fixed since they don't appear.

Sorry buddy for the long wait, the station is enable for Gaia and Lunar. No idea why it has been turned off during the modding process.

If you return I think the EFSF crew commission is reversed and it instead increases instead of decreasing.

Yeah this issue has been reverse too, let me know if it's still wrong

Hi I just started playing your mods, and I noticed that the AI tend to self destruct when using system overclock. The AI never turns it off once it starts, This make fielding multiple units with system overclock unviable. The Ai almost always self destruct by the ability before it gets the chance to return to a carrier for resupply. Is there a work around for this?

oh no that's bad, let me check with Armaa mod because it's a system made by them. not sure if it has been fixed

Hi SakuraMai_Enka, Spoonyman

Sorry for the late reply, there're something wrong with armaa docking system, I've adopted they system and I hope they've fix it
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Troika on November 29, 2022, 08:49:33 PM
I think the AI on many ships needs to be adjusted. Left to their own devices, far too many ships will just try to hang out far from the combat zone and just send MS downrange to die, instead of engaging more closely and using their weapons.
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Austere on November 30, 2022, 12:21:38 AM
I think the AI on many ships needs to be adjusted. Left to their own devices, far too many ships will just try to hang out far from the combat zone and just send MS downrange to die, instead of engaging more closely and using their weapons.

Hi Troika, could you state out which ship is acting what it not suppose to, the setting was referencing base game mechanic.

for example Pegasus class was set as heavy battle carrier and some supply ships as carrier to stay at the back of line.

I'll see what I can do to make them closer to the frontline for warships that aren't supply ships.
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: djuice on November 30, 2022, 10:06:20 PM
Is 0.4.0 a save game compatible update?
Title: Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
Post by: Liral on November 30, 2022, 11:46:38 PM
Hi dannyc365, I've put compatible with Realistic Combat into the work group task, can't wait to test it out when it's done

You might need my help because Realistic Combat largely overrides the damage model.

Hi Liral, sorry for late reply. May I ask if i change the data to be compatable with Realistic Combat, what's the downside of it?

What do you have in mind?  Please also note that I have improved the Realistic Combat 'mod accommodation' features since that message and therefore hope you wouldn't need to change your data.
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Soledas on December 02, 2022, 02:43:53 AM
Hi Austere, I'm a new player of your mod, it's so awesome and fascinating .
I have spent a lot time to play MS units, very interesting.

To give you feedback on a situation:
That I put "strikeCraft" hullmod in gundam_alex_armour, seems because this module no longer collides, so the AI action of alex gundam has a good improvement.
I think it also can make a good effect on shield module or other modular unit.

By the way, because I love MS fighting so much, have you ever thought about upgrade GM/Zaku commander types to frigate level, let them be the basic and consumable units of fleet composition. And making the Gandum a powerful and unique unit. I don't know whether it's a good idea...
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Troika on December 02, 2022, 11:52:50 AM
I think the AI on many ships needs to be adjusted. Left to their own devices, far too many ships will just try to hang out far from the combat zone and just send MS downrange to die, instead of engaging more closely and using their weapons.

Hi Troika, could you state out which ship is acting what it not suppose to, the setting was referencing base game mechanic.

for example Pegasus class was set as heavy battle carrier and some supply ships as carrier to stay at the back of line.

I'll see what I can do to make them closer to the frontline for warships that aren't supply ships.

I belatedly realized it may have been because they were trying to attack a station.

Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Tschudy on December 03, 2022, 06:57:28 PM
Did the new update fix the industries not creating blueprints like they were supposed to?
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Austere on December 10, 2022, 11:00:18 AM
Is 0.4.0 a save game compatible update?

Hi djuice  sorry for late reply, new major update normally not save game compatable.

Hi dannyc365, I've put compatible with Realistic Combat into the work group task, can't wait to test it out when it's done

You might need my help because Realistic Combat largely overrides the damage model.

Hi Liral, sorry for late reply. May I ask if i change the data to be compatable with Realistic Combat, what's the downside of it?

What do you have in mind?  Please also note that I have improved the Realistic Combat 'mod accommodation' features since that message and therefore hope you wouldn't need to change your data.

Sorry I'll check out Realistic Combat 'mod accommodation' features to answer you further.

Hi Austere, I'm a new player of your mod, it's so awesome and fascinating .
I have spent a lot time to play MS units, very interesting.

To give you feedback on a situation:
That I put "strikeCraft" hullmod in gundam_alex_armour, seems because this module no longer collides, so the AI action of alex gundam has a good improvement.
I think it also can make a good effect on shield module or other modular unit.

By the way, because I love MS fighting so much, have you ever thought about upgrade GM/Zaku commander types to frigate level, let them be the basic and consumable units of fleet composition. And making the Gandum a powerful and unique unit. I don't know whether it's a good idea...

ok noted I'll add "strikeCraft" hullmod in gundam_alex_armour, agree that it might cause issue for alex gundam as well.

For current stage, I only make main character and its rival from anime MS to be pilotable, I'm worry too much MS including captain MS to be pilotable will brings out too many options for player and normally we might go for the stronger MS for piloting making captain MS underuse and it takes up a lot in your fleet group.

Making Gundam to be 1 and only unique MS ingame is quite painful when the unit gets destroyed and lost forever.

Did the new update fix the industries not creating blueprints like they were supposed to?

I think Laroustine did fixed the issue that blueprint not spawning from the MS factory, be aware that factory doesn't always spawn MS, if that happen, it will only gives you marines instead.
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Darrow on December 12, 2022, 09:53:44 AM
Does this simply add these two factions into a vanilla starsector game?

Or is it essentially a custom 1 v 1 faction on a new map/Sector?

Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: avallanch on December 19, 2022, 04:32:06 AM
i think it ads onto existing sector :) at least it does when playing with nexerelin
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Berry on December 19, 2022, 03:00:29 PM
I've been loving this mod every time I use it and wanted to put down some thoughts it. I think it did a lot of good work on balancing issues after the update but after finishing another Gundam focused playthrough I noticed some stuff that seemed weird and some stuff that seemed like it needed a bit more tuning. I'm splitting it into categories to make it easier to read and splitting it into things I'm not sure about/think might be a bug or unfinished and things that seem to be balance issues. I hope none of it comes off as harsh criticism, I absolutely love this mod and these are all observations and opinions from playing the most recent version a lot.


Things I'm unsure of or might be bugs/unfinished:
Spoiler
-There seem to be duplicates of a lot of weapons with slightly different stats and no description. Like the "Guided anti-shield warhead" and the "anti-shield warhead" are identical in OP cost and damage, but one fires slightly faster with a smaller burst and does a bit more dps. This is something with a lot of the weapons and they are listed in the files as things like particle and particle 2, 2bcannon_m and 2bcannon_m2. They tend to have slightly different stats and attributes and I think maybe they are Zeon and EFSF variants of the same weapon but in any case it makes things feel cluttered and I think having different names/descriptions would really go a long way to help with this. This is probably my biggest issue in the mod right now.

-Some of the ships seem to always list 0 weapon flux per second. The Pegasus and the Papua do, the Zudah, and some others I've seen. I don't know if this is a result of other mods or something with this mod conflicting, but it isn't an issue I have with any other ships but ones from this mod.

-I love how the guide light lasers look on ships, but I swear I think the AI might treat them as weapons. I sometimes see the AI hovering just outside of main gun range and I think it might be because they are inside the range on the guides? I think I see them wriggle around to make sure the lights point at the enemy too but I have no idea. This one could just be the AI being a little weird or it could be a glitch, I have no idea and it might just be in my head. The AI does seem to be a little happy to stay in long range in some ships, the Pegasus bases especially, and part of me thinks this could be cause. If there's a chance that it is maybe lowering the range to something like 600 would help a lot? Again, no idea.
[close]

For general balance stuff I'm going to split it up between ships, mobile armors, strike craft, weapons and wings.


Ships in general have two issues that pop up a lot: low DP costs and tough shields combined with good flux stats. It isn't always an issue, and a lot of the things here aren't huge issues for a variety of reasons but just observations after a pretty long game of focusing on just using these ships and trying to make them work as well as they can.
Spoiler
-The more line styled Zeon ships are all okay for the most part. Nothing too out there that I really noticed. I'm sure there's numbers that could be adjusted but things like the chibai, musai, and others aren't issues I don't think.

-The Papua, Jotunheim, and Dolos are all really strong. They all show up really rarely in AI fleets though and took forever to get from blueprints, but they all have somewhat similar issues. They are a bit more balanced in large fleet battles against a ton of enemies since their biggest weakness is their sheer size and relative lack of toughness, but they are just so efficient to deploy that it doesn't always matter.
--The Papua has the capacity of an Atlas and a Prometheus combined, and for only 24 DP brings 3 fighter bays on a pretty tough platform with a good number of missiles. The rest of the hardpoints point in random directions to make sure that they aren't super relevant a lot of the time, which I think is good, but the ship still brings too much for only 24dp. The low armor and hull don't really matter with such a nice shield that can easily be extended and such long ranged focus. I really think it needs a much higher DP/supply recovery cost as is since it can easily fight with ship that costs the same DP, or worse flux stats to make it less combat capable. Maybe a small nerf to cargo and fuel along with a small bump up in DP to 26?
--The Jotunheim has basically the exact same issue. It is a little less amazing as an all around supply ship since it doesn't have a full atlas of cargo, but it still holds a ton and is even more efficient when it comes to damage per DP. 4 bays for 24 DP makes it one of the most efficient platforms for fighters out there and its got a ton of missiles. Both of these ships are really powerful but not in a very fun way to me, more of just like a too much for too little way. I think this could just go straight to 30, it has a lot of fighting power.
--The Dolos is really, really strong. 40 dp for 6 bays, low tech toughness with high tech shields, and an absurd amount of hard points. This needs to be 60 DP like most super-capitals for sure and probably could use one less fighter bay, but one less bay might take away a little bit from it. Definitely needs a big DP increase though, this thing can easily fight multiple capitals.

-The Yapp and the Space Transport Ship are going together since they have the same issue, although the Yapp is worse. 3 bays for 4 DP. They both have the same thing as the above ships where they aren't powerful in a super fun or interesting way, they are just really efficient. I think making the yapp 6 at least it would still be usable and very efficient. I think the transport is probably okay where it is since it just has the two ballistic turrets and if somebody wanted to optimize so hard they'd spam them then that's on them I think. Mostly these ships seem like they're just ways for the AI to spam more mobile suits in battles, which if that is the goal of these and the above ships then I see what you're going for. From a pure balance standpoint I think they're both really strong but they're very much just like a rock to stick mobile suits in. The yapp just feels really strong since it has an extra bay and has so many hardpoints, it's genuinely really good for what it is even if it is basically a weird colossus mk.2.

-The EFSF line ships would be okay, but they have really really good hardpoint placement on a thin profile ship. This would be fine but I think the built in 2 barrel side guns are insanely efficient. They have like .78 flux efficiency for non-emp damage while the ships still have really solid shields and flux stats. Overall I do really like them but I think the side guns could be tuned a bit to cost a bit more flux to fire.

-The various Pegasus carriers feel like they are straddling the line between carrier and warship really closely, and they all feel really similar to one another. I don't really have an issue with any one of them, but I could see maybe shrinking a couple of the mounts to have an extra fighter bay on one of them or just something to give them a little extra distinction. Purely opinion here, I don't think they need a change really and I almost always had one around. They're strong and expensive but feel worth it.
[close]

The Mobile Armors are fuckin amazing now mostly. I love them.
Spoiler

-The Asparas II and III have a bit too strong of a main gun now. I remember previously they felt too weak, now its a bit on the other side. I definitely prefer too strong to too weak, but I think just a very small nerf on the main cannon for them would make them feel more fair. They are really insanely fun though.

-The Bigro is perfect. I think it could maybe use a very small maneuverability boost or some other very small buff, but I mean very small. For the most part it just feels good. Love its little claw animation, always have one in the fleet.

-Big Rang also feels amazing now. No issues with it. With a good officer and some built ins it is just a beast, but without that it feels really rough. That feels so right for a mobile armor to me, this is exactly what I love about the mod. I could see a similarly very small buff like the Bigro to either speed or shield efficiency, but again very small. Could maybe be a bit more DP, like 2 higher, but its fine.

-Big Zam I think is almost perfect but the shield feels too strong. The thing can stand up to basically anything. I don't think it needs much of a nerf, but maybe just a very slight nerf to the shield damage resistance since it has the built in shield mods which can make it very, very tanky. Also very very fun though, I love seeing all the lasers shooting out and I used this a lot.

-Braw Bro feels okay but I think the funnel cannon hands could use some more speed and maneuverability, and more range. The whole armor could use a slight speed buff. The hands have a weird habit of focusing on missiles as well instead of an enemy ship. I also think it would be a lot stronger and more fun to use if it just had an extra one of the hands as a built in weapon, just so there's some control over what is happening and the pilot has something to do. As it is it feels too random and too weak to feel good, but I think with a slight speed buff and a built pilot controlled one of the cannons that stayed on the ship it'd be nice.

-Elmeth has a similar issue but I liked it a lot more than the Braw and it felt a lot better to use. The funnels feel great, they're really strong and add a lot. I think the cannons shoot a bit too slow though. If the funnels get distracted or destroyed the Elmeth is basically just dead junk. I think the cannons would be a lot more fun and usable if they did a little less damage but shot faster. Like 30-40% less damage, but 3 second delay instead of 5. 5 seconds just feels so long in a fight for what doesn't feel like a lot of damage payoff. I'm also not sure why they reload when they have a 5 second reload and a 5 second fire delay? Is that just to make sure skills don't affect them? The really slow fire rate on the cannons just makes it feel so slow to play and makes it unusable in a lot of situations for me.
[close]

The MS strike craft all feel great. I don't think I'd change much.
Spoiler

-I think they could maybe use a bit higher overhead on supplies and cost a bit more to recover though, they feel a bit too easy to field. Definitely not too much though, maybe a range of 2-4 more supplies depending on the MS. 1 DP just makes me feel like they are disposable and weak feeling in the menu, that feels like what I would pay for a talon not a Gundam.

-RX-78 has two sabers but only seems to use one. That one might be a glitch I think. It also has flux shunt and hardened shields even though it doesn't have shields and can't install any, which just feels weird.

-Char's Zaku-II has two weapon options which I love, but the bazooka feels a bit worse than the rifle. The rifle is really useful for shield pressure and does great damage at a really long range. The bazooka shoots a lot slower and without the rifle or the machine gun the mech is absolutely helpless against shields. I think the reload for the bazooka should maybe be a little bit faster, and I think it would be worth considering letting the generic bazooka reload very very slowly like 1/15 seconds or something just to make it feel more fun to use. I love the machine gun though, in general I think the way it works now is really fun on all the MS's that have it.
[close]

For the weapons I think they're mostly good really. Aside from the stuff with missing descriptions and duplicates I absolutely love the weapons. The beams especially just feel great to use, they're my favorite energy weapons pretty much. I also love the missiles, but I do think that having 90 ammo on the anti shield smalls might be a bit much. Even without expanded missile racks they can just keep shooting all battle and are so good at only 4 OP. Maybe drop it down to 50, or increase the OP some, or change them to reloading, or just something since as much as I love using them they are just probably too good.

Lastly the wings are also mostly pretty good but there's two things that I did notice.
Spoiler
-The Zaku II rifle wing seems really passive. Even when set to engage they will often just hang around the carrier and not actually move forward at all. The snipers also do this, but they have enough range that it isn't normally an issue while the Zaku will usually just float there doing nothing.

-I never would imagine saying this, but the Gogg is crazy good. I think it needs either a small damage nerf or a small shield nerf. The thing can 1v1 most frigates and win, and if you do what I said earlier and spam out Yapps filled with Goggs there is genuinely nothing that can stop it.

-Less of a balance thing and just an opinion, I think the Thunderbolt and normal variants of a lot of wings seem to be pretty similar. I love having the thunderbolts, but maybe they could have a bit more engagement range or a more consistently higher speed/maneuverability, something to make it a bit more obvious that they are different and to give them a more distinct character to what is already there.
[close]


I have no doubt some of this probably came out a little more critical than I would probably want but I already feel a bit silly typing up so much about the balance of a mod without any prompt. I hope it's okay, and I do want to say again that I genuinely really love the mod and it has a pretty permanent place in my list at this point even if literally nothing about it changed from how it is right now. None of those issues are massive or gamebreaking to me and you've done a fantastic job with this. If you ever wanted help writing some of the descriptions or doing anything like that I would be willing to at least help have something there for some things. If not then no worries, I will continue to enjoy it either way. Thanks for making this mod.



Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Ikta on December 21, 2022, 11:16:11 AM
So whenever I build a MS industry I keep getting this crash
Now it might be a mod incompatibility but I highly doubt it at this moment at least. clean install, actually my first time building the MS industries too

2137174 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
   at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
   at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
   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(Thread.java:748)


I would just attach the log but it keeps complaiining that the file is too large to upload (its only 8mb)
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Austere on December 23, 2022, 10:15:15 PM
Does this simply add these two factions into a vanilla starsector game?

Or is it essentially a custom 1 v 1 faction on a new map/Sector?

Gundam UC mod is a faction mod that adding 2 factions into vanilla game, custom 1v1 only appear in the mod system at the moment, expanding the mod to have its own custom map is a big move that'll lead to become a total conversion mod, it's too big for myself atm sorry.

i think it ads onto existing sector :) at least it does when playing with nexerelin

true, this can be a possible way to get into starsector with gundam uc mod in a different way than vanilla.

So whenever I build a MS industry I keep getting this crash
Now it might be a mod incompatibility but I highly doubt it at this moment at least. clean install, actually my first time building the MS industries too

2137174 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
   at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
   at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
   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(Thread.java:748)


I would just attach the log but it keeps complaiining that the file is too large to upload (its only 8mb)

I've received bug report about this too, i've sent to tech guy who's making and I'm sorry he's current MIA and i need to look for anther solution to it. Sorry about that.

Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Austere on December 24, 2022, 02:33:09 AM
I've been loving this mod every time I use it and wanted to put down some thoughts it. I think it did a lot of good work on balancing issues after the update but after finishing another Gundam focused playthrough I noticed some stuff that seemed weird and some stuff that seemed like it needed a bit more tuning. I'm splitting it into categories to make it easier to read and splitting it into things I'm not sure about/think might be a bug or unfinished and things that seem to be balance issues. I hope none of it comes off as harsh criticism, I absolutely love this mod and these are all observations and opinions from playing the most recent version a lot.


Things I'm unsure of or might be bugs/unfinished:
Spoiler
-There seem to be duplicates of a lot of weapons with slightly different stats and no description. Like the "Guided anti-shield warhead" and the "anti-shield warhead" are identical in OP cost and damage, but one fires slightly faster with a smaller burst and does a bit more dps. This is something with a lot of the weapons and they are listed in the files as things like particle and particle 2, 2bcannon_m and 2bcannon_m2. They tend to have slightly different stats and attributes and I think maybe they are Zeon and EFSF variants of the same weapon but in any case it makes things feel cluttered and I think having different names/descriptions would really go a long way to help with this. This is probably my biggest issue in the mod right now.

-Some of the ships seem to always list 0 weapon flux per second. The Pegasus and the Papua do, the Zudah, and some others I've seen. I don't know if this is a result of other mods or something with this mod conflicting, but it isn't an issue I have with any other ships but ones from this mod.

-I love how the guide light lasers look on ships, but I swear I think the AI might treat them as weapons. I sometimes see the AI hovering just outside of main gun range and I think it might be because they are inside the range on the guides? I think I see them wriggle around to make sure the lights point at the enemy too but I have no idea. This one could just be the AI being a little weird or it could be a glitch, I have no idea and it might just be in my head. The AI does seem to be a little happy to stay in long range in some ships, the Pegasus bases especially, and part of me thinks this could be cause. If there's a chance that it is maybe lowering the range to something like 600 would help a lot? Again, no idea.
[close]

For general balance stuff I'm going to split it up between ships, mobile armors, strike craft, weapons and wings.


Ships in general have two issues that pop up a lot: low DP costs and tough shields combined with good flux stats. It isn't always an issue, and a lot of the things here aren't huge issues for a variety of reasons but just observations after a pretty long game of focusing on just using these ships and trying to make them work as well as they can.
Spoiler
-The more line styled Zeon ships are all okay for the most part. Nothing too out there that I really noticed. I'm sure there's numbers that could be adjusted but things like the chibai, musai, and others aren't issues I don't think.

-The Papua, Jotunheim, and Dolos are all really strong. They all show up really rarely in AI fleets though and took forever to get from blueprints, but they all have somewhat similar issues. They are a bit more balanced in large fleet battles against a ton of enemies since their biggest weakness is their sheer size and relative lack of toughness, but they are just so efficient to deploy that it doesn't always matter.
--The Papua has the capacity of an Atlas and a Prometheus combined, and for only 24 DP brings 3 fighter bays on a pretty tough platform with a good number of missiles. The rest of the hardpoints point in random directions to make sure that they aren't super relevant a lot of the time, which I think is good, but the ship still brings too much for only 24dp. The low armor and hull don't really matter with such a nice shield that can easily be extended and such long ranged focus. I really think it needs a much higher DP/supply recovery cost as is since it can easily fight with ship that costs the same DP, or worse flux stats to make it less combat capable. Maybe a small nerf to cargo and fuel along with a small bump up in DP to 26?
--The Jotunheim has basically the exact same issue. It is a little less amazing as an all around supply ship since it doesn't have a full atlas of cargo, but it still holds a ton and is even more efficient when it comes to damage per DP. 4 bays for 24 DP makes it one of the most efficient platforms for fighters out there and its got a ton of missiles. Both of these ships are really powerful but not in a very fun way to me, more of just like a too much for too little way. I think this could just go straight to 30, it has a lot of fighting power.
--The Dolos is really, really strong. 40 dp for 6 bays, low tech toughness with high tech shields, and an absurd amount of hard points. This needs to be 60 DP like most super-capitals for sure and probably could use one less fighter bay, but one less bay might take away a little bit from it. Definitely needs a big DP increase though, this thing can easily fight multiple capitals.

-The Yapp and the Space Transport Ship are going together since they have the same issue, although the Yapp is worse. 3 bays for 4 DP. They both have the same thing as the above ships where they aren't powerful in a super fun or interesting way, they are just really efficient. I think making the yapp 6 at least it would still be usable and very efficient. I think the transport is probably okay where it is since it just has the two ballistic turrets and if somebody wanted to optimize so hard they'd spam them then that's on them I think. Mostly these ships seem like they're just ways for the AI to spam more mobile suits in battles, which if that is the goal of these and the above ships then I see what you're going for. From a pure balance standpoint I think they're both really strong but they're very much just like a rock to stick mobile suits in. The yapp just feels really strong since it has an extra bay and has so many hardpoints, it's genuinely really good for what it is even if it is basically a weird colossus mk.2.

-The EFSF line ships would be okay, but they have really really good hardpoint placement on a thin profile ship. This would be fine but I think the built in 2 barrel side guns are insanely efficient. They have like .78 flux efficiency for non-emp damage while the ships still have really solid shields and flux stats. Overall I do really like them but I think the side guns could be tuned a bit to cost a bit more flux to fire.

-The various Pegasus carriers feel like they are straddling the line between carrier and warship really closely, and they all feel really similar to one another. I don't really have an issue with any one of them, but I could see maybe shrinking a couple of the mounts to have an extra fighter bay on one of them or just something to give them a little extra distinction. Purely opinion here, I don't think they need a change really and I almost always had one around. They're strong and expensive but feel worth it.
[close]

The Mobile Armors are fuckin amazing now mostly. I love them.
Spoiler

-The Asparas II and III have a bit too strong of a main gun now. I remember previously they felt too weak, now its a bit on the other side. I definitely prefer too strong to too weak, but I think just a very small nerf on the main cannon for them would make them feel more fair. They are really insanely fun though.

-The Bigro is perfect. I think it could maybe use a very small maneuverability boost or some other very small buff, but I mean very small. For the most part it just feels good. Love its little claw animation, always have one in the fleet.

-Big Rang also feels amazing now. No issues with it. With a good officer and some built ins it is just a beast, but without that it feels really rough. That feels so right for a mobile armor to me, this is exactly what I love about the mod. I could see a similarly very small buff like the Bigro to either speed or shield efficiency, but again very small. Could maybe be a bit more DP, like 2 higher, but its fine.

-Big Zam I think is almost perfect but the shield feels too strong. The thing can stand up to basically anything. I don't think it needs much of a nerf, but maybe just a very slight nerf to the shield damage resistance since it has the built in shield mods which can make it very, very tanky. Also very very fun though, I love seeing all the lasers shooting out and I used this a lot.

-Braw Bro feels okay but I think the funnel cannon hands could use some more speed and maneuverability, and more range. The whole armor could use a slight speed buff. The hands have a weird habit of focusing on missiles as well instead of an enemy ship. I also think it would be a lot stronger and more fun to use if it just had an extra one of the hands as a built in weapon, just so there's some control over what is happening and the pilot has something to do. As it is it feels too random and too weak to feel good, but I think with a slight speed buff and a built pilot controlled one of the cannons that stayed on the ship it'd be nice.

-Elmeth has a similar issue but I liked it a lot more than the Braw and it felt a lot better to use. The funnels feel great, they're really strong and add a lot. I think the cannons shoot a bit too slow though. If the funnels get distracted or destroyed the Elmeth is basically just dead junk. I think the cannons would be a lot more fun and usable if they did a little less damage but shot faster. Like 30-40% less damage, but 3 second delay instead of 5. 5 seconds just feels so long in a fight for what doesn't feel like a lot of damage payoff. I'm also not sure why they reload when they have a 5 second reload and a 5 second fire delay? Is that just to make sure skills don't affect them? The really slow fire rate on the cannons just makes it feel so slow to play and makes it unusable in a lot of situations for me.
[close]

The MS strike craft all feel great. I don't think I'd change much.
Spoiler

-I think they could maybe use a bit higher overhead on supplies and cost a bit more to recover though, they feel a bit too easy to field. Definitely not too much though, maybe a range of 2-4 more supplies depending on the MS. 1 DP just makes me feel like they are disposable and weak feeling in the menu, that feels like what I would pay for a talon not a Gundam.

-RX-78 has two sabers but only seems to use one. That one might be a glitch I think. It also has flux shunt and hardened shields even though it doesn't have shields and can't install any, which just feels weird.

-Char's Zaku-II has two weapon options which I love, but the bazooka feels a bit worse than the rifle. The rifle is really useful for shield pressure and does great damage at a really long range. The bazooka shoots a lot slower and without the rifle or the machine gun the mech is absolutely helpless against shields. I think the reload for the bazooka should maybe be a little bit faster, and I think it would be worth considering letting the generic bazooka reload very very slowly like 1/15 seconds or something just to make it feel more fun to use. I love the machine gun though, in general I think the way it works now is really fun on all the MS's that have it.
[close]

For the weapons I think they're mostly good really. Aside from the stuff with missing descriptions and duplicates I absolutely love the weapons. The beams especially just feel great to use, they're my favorite energy weapons pretty much. I also love the missiles, but I do think that having 90 ammo on the anti shield smalls might be a bit much. Even without expanded missile racks they can just keep shooting all battle and are so good at only 4 OP. Maybe drop it down to 50, or increase the OP some, or change them to reloading, or just something since as much as I love using them they are just probably too good.

Lastly the wings are also mostly pretty good but there's two things that I did notice.
Spoiler
-The Zaku II rifle wing seems really passive. Even when set to engage they will often just hang around the carrier and not actually move forward at all. The snipers also do this, but they have enough range that it isn't normally an issue while the Zaku will usually just float there doing nothing.

-I never would imagine saying this, but the Gogg is crazy good. I think it needs either a small damage nerf or a small shield nerf. The thing can 1v1 most frigates and win, and if you do what I said earlier and spam out Yapps filled with Goggs there is genuinely nothing that can stop it.

-Less of a balance thing and just an opinion, I think the Thunderbolt and normal variants of a lot of wings seem to be pretty similar. I love having the thunderbolts, but maybe they could have a bit more engagement range or a more consistently higher speed/maneuverability, something to make it a bit more obvious that they are different and to give them a more distinct character to what is already there.
[close]


I have no doubt some of this probably came out a little more critical than I would probably want but I already feel a bit silly typing up so much about the balance of a mod without any prompt. I hope it's okay, and I do want to say again that I genuinely really love the mod and it has a pretty permanent place in my list at this point even if literally nothing about it changed from how it is right now. None of those issues are massive or gamebreaking to me and you've done a fantastic job with this. If you ever wanted help writing some of the descriptions or doing anything like that I would be willing to at least help have something there for some things. If not then no worries, I will continue to enjoy it either way. Thanks for making this mod.

OMG what a great advice that make me want to reply you on a separate message  ;D

1. Things I'm unsure of or might be bugs/unfinished:

For the warship naming part, Bandai hasn't gave their weapon a proper a name apart from MS weapon and such. So the naming for warship weapon are slightly "normal & subtle" they're named after their function instead of having a proper name such as NPC in monster hunter game. I might consider changing them in the future if I've better idea or I could get help from fans for naming the weapon for me, I don't want to mess it up myself for my poor English :P

2bcannon_m and 2bcannon_m2 are completely identical weapon with different colour beam to differentiate the factions, agree that we could twist their stat slightly to make them slightly fits to their respective faction.

0 weapon flux per second - I haven't come across with this issue before, let me have a look and see where to fix this issue.

guide light lasers - yeah I'll lower the range and see how it works, the downside for low range setting is that the guide laser will not show until enemy ships in range, it doesn't feel like it's guiding the MS when launch

2. Ships

chibai, musai - are set to their high value, maybe I'll lower down others to make them appears more often.

The Papua, Jotunheim and Dolos - are very strong for sure because work as mothership for ZEON counterpart of Pegasus and Dolos is the largest among them. Papua, Jotunheim are more like a carrier type of mothership that is lacking of firepower, and they have weaker armour and hitpoint compare to Dolos which has it all.

Papua - it's weird that vanilla tweak the DP after we set it, it was set to 28DP in my file and it appears as 24 ingame same goes to Dolos. I'll work on the stat to make them more what they suppose to be from your advice same goes to Jotunheim and Dolos
(I've go through the file in detail and I found that I put the DP value in the wrong column, I'll get it fix, a bug that I didn't realise until this point oh dear)

Yapp and the Space Transport Ship - sure thing will adjust their DP accordingly. I'll also remove 2 turret point for Yapp and increase DP slightly

Increase cost of flux to fire for PD gun

Pegasus - I'm planning to make them different by changing their shipsystem and their stat, otherwise they just identical at current stage.

3. Mobile Armors

Asparas II and III nerf main gun

Bigro - agree that I love the weird animation I made for Bigro claw, it felt so cartoony (in a good way) ;D small max speed increase

Big Rang - smaller than small max speed increase and shield efficiency small increase

Braw Bro - slightly buff applied to armour and speed, consider take 1 of the funnel and fix it on the ship

Elmeth cannon adjusted to your request - may need you to test it out before release

4. Pilotable Mobile Suit

The DP issue has been realise and has been fixed, so all good with that Gundam not costing 1 DP anymore

Gundam twin saber can be use, but glitch sometimes, it's good on the otherhand to create varieties to the weapon system management, and fit to lore that gundam don't always use both saber

Shielded MS actually has a shield both pilotable and non-pilotable, they just appears to be invincible because I tune the graphic setting for it

True that no-one use bazooka if you could use a better weapon such as rifle, I tried to let bazooka reload faster now but ammo still the same 5 ammo + 1 ammo reload every 5 sec to see how it works

5. Non-Pilotable Mobile Suit (Wings)

Sniper and rifle units (long range units stay all the way back with their carrier, because they've been assigned with "support" role in the mod file. Support role usually acts the way you see, they don't engage at the front line.

Gogg - do you mean Zock? oh dear it's too OP then I've nerf it before, it seems it needed more nerf to be done

Thunderbolt type MS - actually they've higher speed than normal version, but it seems not obvious enough for their setting I'll buff it more
6. Turret Weapons

I'm sorry that the front missile weapon is a bit bias, because I always dreamt of having an unlimited missile weapon, its unlimited ammo seem to have cause big game balancing issue, I've now adjusted the weapon to fire non stop for 11 volleys and it will slow down as the reloading speed could not catch up. Same goes to Guided Anti-Shield Warhead, these weapon act as both swamp and medium damage dealer missile.


Are you interested joining the Gundam UC discord for gameplay testing? if yes pm me in discord and I'll invite you into the group. Thank you very much
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Austere on December 24, 2022, 04:56:27 AM
Weapon Naming Event! & Description

PDs
Anti-MS Gun (K)- Slightly better version of Light Machine Gun
Anti-MS Rapid Beam (E)- Beam type Anti-MS Gun
Anti-MS Fragment Gun (K)- Shotgun PD

Cannons
Sniper Turret (K)- Long Range kinetic weapon, reference Hypervelocity Driver
Anti-Shield Chaingun (K)- More accurate Strom Needler
Anti-Shield Double Chaingun (K)- Double Anti-Shield Chaingun
Twin Mega Particle Cannon ZEON (K)- Double Beam Weapon (Medium)
Twin Mega Particle Cannon EFSF (K)- Double Beam Weapon (Medium) less dmg/s but apply emp
1-Barrel Explosive Loaded Gun (HE)- Explosive Cannon
2-Barrel Mega Particle Gun ZEON (E)- Double Beam Main Weapon (Medium) fire quicker
2-Barrel Mega Particle Gun EFSF (E)- Double Beam Main Weapon (Medium) slower but higher dmg
3-Barrel Penetration Cannon (K)- 3-Barrel Main Cannon (Medium)
2-Barrel Mega Particle Side Gun (E)- same as Twin Mega Particle Cannon
2-Barrel Mega Particle Main Gun (E)- Double Beam Main Weapon (Large)
3-Barrel Shield Penetration Main Gun (K)- 3-Barrel Main Cannon (Large)
Big Gun (E)- Fit to lore's name, no changes needed
High-Energy Blaster Cannon (E)- Tachyon Lance but less dmg/s more emp

Missiles
Anti-Shield Warhead (K)- Shield destroyer missile
Guided Anti-Shield Warhead (K)- Shield destroyer missile but guided
Armour Piercing Sabot (HE)- Weaker Reaper but fire 3 missiles
Anti-MS Swamp Missile (HE)- Swamp small missiles
Anti Penetration ICBM (K)- Long range Sabot
Missile Defence System (F)- Flare in turret
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Icezera on December 24, 2022, 11:28:59 AM
On the other hand I would say the ships are perfectly OK in balance compared to the other mods out there. If you are solely comparing to vanilla they might have some advantages but in modded games the gundam ships are nothing special sometimes even weak and the pilotable mobile suits just die (mobile armors do bit better).

Like compare UAF, one of the most popular faction mods to Gundam UC and you can see what I mean.

Especially since there are no end game type ships/weapons right now in the mod.
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Austere on December 25, 2022, 02:17:21 AM
On the other hand I would say the ships are perfectly OK in balance compared to the other mods out there. If you are solely comparing to vanilla they might have some advantages but in modded games the gundam ships are nothing special sometimes even weak and the pilotable mobile suits just die (mobile armors do bit better).

Like compare UAF, one of the most popular faction mods to Gundam UC and you can see what I mean.

Especially since there are no end game type ships/weapons right now in the mod.

Thank you very much for your support, we've been working on game balancing hardly as that's the hardest thing to do and we'll continue working on it with the helps of all players.

More stronger weapon, ship, MS,MA will be release in the future and more balancing has to be done due to gaming experience and to differentiate the old MS and new MS
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Gundamfan on December 27, 2022, 04:00:16 AM
Hello it's been a while how your day?

Been using the update and its great :D
And making my game to the low framework of near infinite missile and bullets
and it is fun

Can i ask if it is possible to add a panzerfaust to Char Zaku 2? I just watched MS Igloo and saw Char shot a panzerfaust at a Magellan

And if it is possible can you add a hullmod like minersky particles that acts like a natural ECM and lower the fuel cost? Beam coating that lowers ranged beam weapons but not affected by melee?

If its possible to only get the MS, weapon and hull only mod?, i noticed that the framework slows down because Zeon and Federation kept slaughtering each other to the point that upon entering the Prime sector there is so much corpses of hulls scattered all over the place causing my game to slow down,

and making the prototype hull, weapons and wings mod can tell if its viable or not to implement the prototypes to the actual mod consider it a cheat zone for players. I seeing a acguy in space or a Z'gok for giggles

And Noticing the Jormungand in the anime shot a plasma shell at the start than a laser beam since it uses cannister of highly concentrated energy than a continuous stream of beam since that is practically it went overdrive to use it all? Could be togglable? And thanks for the Thunderbolt expansion dayum i could use some jazz..

And Happy Belated Christmas.
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Bokune on December 28, 2022, 02:06:04 AM
hey need a hand here I'm having a fatal Null error and I think it's either coming from this mod or a conflict with this mod

here's the end of the log

1365318 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Diplomacy brain for tritachyon considering options
1365658 [Thread-3] INFO  exerelin.campaign.ai.concern.ImportDependencyConcern  - Generating import dependency concern for Magellan
1365658 [Thread-3] INFO  exerelin.campaign.ai.concern.ImportDependencyConcern  - Import dependency existing concerns: [IndEvo_parts, domestic_goods, fuel, rare_metals, metals, luxury_goods, volatiles], size 7
1366035 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed officer from [ilm]
1366035 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed officer from [suddene]
1366035 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed officer from [euripides]
1366035 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed officer from [tahlan_spindle_ardor_market]
1366035 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed officer from [ora_portia]
1366035 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed officer from [theramin]
1366035 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed officer from [yesod]
1366036 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed freelance admin from [atalie3a]
1366697 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GBUtils  - Setting garrison damage for Side 3: 0.134
1366697 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Mira adding -2.50 profit margin (-33364 profit, 13364 cost)
1366698 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Ryuga adding -0.54 profit margin (-96941 profit, 181127 cost)
1366698 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Labraxas adding -0.38 profit margin (-76935 profit, 199981 cost)
1366698 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Agriope adding 0.99 profit margin (30459 profit, 30881 cost)
1366698 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Avris Mining Station 2 adding 0.41 profit margin (1203 profit, 2905 cost)
1366698 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Avris Mining Station 1 adding 2.08 profit margin (3470 profit, 1666 cost)
1366698 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Tarus adding -4.25 profit margin (-45781 profit, 10781 cost)
1366698 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Ifreet adding -3.36 profit margin (-49844 profit, 14844 cost)
1366698 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Avris Mining Station 3 adding 2.12 profit margin (2719 profit, 1281 cost)
1366698 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Valus adding -2.20 profit margin (-46077 profit, 20965 cost)
1366698 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Avris Mining Station 4 adding 7.25 profit margin (160089 profit, 22077 cost)
1366698 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Zepar Astropolis Alpha adding 2.60 profit margin (73482 profit, 28281 cost)
1366732 [Thread-7] INFO  sound.public  - Cleaning up music with id [Desolation.ogg]
1366759 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [Spacer20Seconds.ogg]
1366761 [Thread-9] INFO  sound.OooO  - Playing music with id [Spacer20Seconds.ogg]
1367105 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
   at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
   at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
   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(Thread.java:748)

and here is the mod list

{"enabledMods": [
  "yunrutechmining",
  "$$$_trailermoments",
  "pantera_ANewLevel40R",
  "NoIllAdvised",
  "advanced_gunnery_control_dbeaa06e",
  "A_S-F",
  "apex_design",
  "armaa",
  "lw_autosave",
  "better_deserving_smods",
  "ORK",
  "capturecrew",
  "CFT",
  "chatter",
  "cmutils",
  "timid_commissioned_hull_mods",
  "su_Concord",
  "lw_console",
  "CoOpCombat",
  "diyplanets",
  "istl_dassaultmikoyan",
  "hm_flagpack",
  "DetailedCombatResults",
  "diablearmaaonics",
  "diableavionics",
  "seven_nexus",
  "fast_engine_rendering",
  "fleethistory",
  "forge_production",
  "sun_fuel_siphoning",
  "furryPortraits",
  "gladiatorsociety",
  "GrandColonies",
  "gundam_uc",
  "HexShields",
  "hostileIntercept",
  "sun_hyperdrive",
  "illustrated_entities",
  "IndEvo",
  "Imperium",
  "timid_xiv",
  "JYD",
  "kazeron",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "logisticsNotifications",
  "low_maintenance",
  "lunalib",
  "exshippack",
  "mag_protect",
  "MagicLib",
  "MFE",
  "Mayasuran Navy",
  "missingships",
  "ness_saw",
  "sun_new_beginnings",
  "nexerelin",
  "OcuA",
  "officerExtension",
  "ORA",
  "pn",
  "wisp_perseanchronicles",
  "wyv_planetaryShieldAccessControl",
  "progressiveSMods",
  "pt_qolpack",
  "QualityCaptains",
  "zQualityCaptainsConfig",
  "RAA",
  "roider",
  "tahlan_scalartech",
  "sclskl_scalingskilllimits",
  "scan_those_gates",
  "SCY",
  "shadow_ships",
  "holdsforall",
  "PT_ShipDirectionMarker",
  "speedUp",
  "StarfarersWorkshop",
  "sun_starship_legends",
  "stelnet",
  "timid_supply_forging",
  "tahlan",
  "Terraforming & Station Construction",
  "star_federation",
  "timid_tmi",
  "TrulyAutomatedShips",
  "underworld",
  "uaf",
  "US",
  "URW",
  "VAA",
  "WEAPONARCS",
  "whichmod",
  "audio_plus",
  "astroidships",
  "prv",
  "shaderLib",
  "ShipCatalogVariantEditor"
]}

any help figuring this out would be appreciated.



Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: SyndrianStan on December 29, 2022, 04:51:57 PM
Yay, I was worrying that I would have to play using an outdated version. I'm glad you're still updating it!  ;D

I'm loving the new changes, the MS feel a lot better now, specially the ones I can pilot! Though I'm wondering if they could have more weapons, regardless I like them they way they are now.

I'm also really liking the sprite changes and the new White Base ships, I didn't knew there were so many! Though I feel some of them are lacking ground invasion/raid bonuses but that's just nitpicking I feel.

I appreciate Luna and Gaia having stations now since it makes a lot more difficult to fight as well

I wonder when axis may show up now!  ;D

[attachment deleted by admin]
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Austere on January 01, 2023, 11:54:34 PM
hey need a hand here I'm having a fatal Null error and I think it's either coming from this mod or a conflict with this mod

here's the end of the log

1365318 [Thread-3] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Diplomacy brain for tritachyon considering options
1365658 [Thread-3] INFO  exerelin.campaign.ai.concern.ImportDependencyConcern  - Generating import dependency concern for Magellan
1365658 [Thread-3] INFO  exerelin.campaign.ai.concern.ImportDependencyConcern  - Import dependency existing concerns: [IndEvo_parts, domestic_goods, fuel, rare_metals, metals, luxury_goods, volatiles], size 7
1366035 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed officer from [ilm]
1366035 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed officer from [suddene]
1366035 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed officer from [euripides]
1366035 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed officer from [tahlan_spindle_ardor_market]
1366035 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed officer from [ora_portia]
1366035 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed officer from [theramin]
1366035 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed officer from [yesod]
1366036 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed freelance admin from [atalie3a]
1366697 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GBUtils  - Setting garrison damage for Side 3: 0.134
1366697 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Mira adding -2.50 profit margin (-33364 profit, 13364 cost)
1366698 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Ryuga adding -0.54 profit margin (-96941 profit, 181127 cost)
1366698 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Labraxas adding -0.38 profit margin (-76935 profit, 199981 cost)
1366698 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Agriope adding 0.99 profit margin (30459 profit, 30881 cost)
1366698 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Avris Mining Station 2 adding 0.41 profit margin (1203 profit, 2905 cost)
1366698 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Avris Mining Station 1 adding 2.08 profit margin (3470 profit, 1666 cost)
1366698 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Tarus adding -4.25 profit margin (-45781 profit, 10781 cost)
1366698 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Ifreet adding -3.36 profit margin (-49844 profit, 14844 cost)
1366698 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Avris Mining Station 3 adding 2.12 profit margin (2719 profit, 1281 cost)
1366698 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Valus adding -2.20 profit margin (-46077 profit, 20965 cost)
1366698 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Avris Mining Station 4 adding 7.25 profit margin (160089 profit, 22077 cost)
1366698 [Thread-3] INFO  exerelin.campaign.ColonyManager  - Market Zepar Astropolis Alpha adding 2.60 profit margin (73482 profit, 28281 cost)
1366732 [Thread-7] INFO  sound.public  - Cleaning up music with id [Desolation.ogg]
1366759 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [Spacer20Seconds.ogg]
1366761 [Thread-9] INFO  sound.OooO  - Playing music with id [Spacer20Seconds.ogg]
1367105 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
   at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
   at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
   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(Thread.java:748)

and here is the mod list

{"enabledMods": [
  "yunrutechmining",
  "$$$_trailermoments",
  "pantera_ANewLevel40R",
  "NoIllAdvised",
  "advanced_gunnery_control_dbeaa06e",
  "A_S-F",
  "apex_design",
  "armaa",
  "lw_autosave",
  "better_deserving_smods",
  "ORK",
  "capturecrew",
  "CFT",
  "chatter",
  "cmutils",
  "timid_commissioned_hull_mods",
  "su_Concord",
  "lw_console",
  "CoOpCombat",
  "diyplanets",
  "istl_dassaultmikoyan",
  "hm_flagpack",
  "DetailedCombatResults",
  "diablearmaaonics",
  "diableavionics",
  "seven_nexus",
  "fast_engine_rendering",
  "fleethistory",
  "forge_production",
  "sun_fuel_siphoning",
  "furryPortraits",
  "gladiatorsociety",
  "GrandColonies",
  "gundam_uc",
  "HexShields",
  "hostileIntercept",
  "sun_hyperdrive",
  "illustrated_entities",
  "IndEvo",
  "Imperium",
  "timid_xiv",
  "JYD",
  "kazeron",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "logisticsNotifications",
  "low_maintenance",
  "lunalib",
  "exshippack",
  "mag_protect",
  "MagicLib",
  "MFE",
  "Mayasuran Navy",
  "missingships",
  "ness_saw",
  "sun_new_beginnings",
  "nexerelin",
  "OcuA",
  "officerExtension",
  "ORA",
  "pn",
  "wisp_perseanchronicles",
  "wyv_planetaryShieldAccessControl",
  "progressiveSMods",
  "pt_qolpack",
  "QualityCaptains",
  "zQualityCaptainsConfig",
  "RAA",
  "roider",
  "tahlan_scalartech",
  "sclskl_scalingskilllimits",
  "scan_those_gates",
  "SCY",
  "shadow_ships",
  "holdsforall",
  "PT_ShipDirectionMarker",
  "speedUp",
  "StarfarersWorkshop",
  "sun_starship_legends",
  "stelnet",
  "timid_supply_forging",
  "tahlan",
  "Terraforming & Station Construction",
  "star_federation",
  "timid_tmi",
  "TrulyAutomatedShips",
  "underworld",
  "uaf",
  "US",
  "URW",
  "VAA",
  "WEAPONARCS",
  "whichmod",
  "audio_plus",
  "astroidships",
  "prv",
  "shaderLib",
  "ShipCatalogVariantEditor"
]}

any help figuring this out would be appreciated.

Hi Bokune,

Yup we're aware of the MS factory bug, and we're trying to fix it. The tech guy who's creating this system is currently MIA, and I'm crap at coding I need and currently seeking help to fix it.

Sorry about it
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Austere on January 02, 2023, 12:29:09 AM
Hello it's been a while how your day?

Been using the update and its great :D
And making my game to the low framework of near infinite missile and bullets
and it is fun

Can i ask if it is possible to add a panzerfaust to Char Zaku 2? I just watched MS Igloo and saw Char shot a panzerfaust at a Magellan

And if it is possible can you add a hullmod like minersky particles that acts like a natural ECM and lower the fuel cost? Beam coating that lowers ranged beam weapons but not affected by melee?

If its possible to only get the MS, weapon and hull only mod?, i noticed that the framework slows down because Zeon and Federation kept slaughtering each other to the point that upon entering the Prime sector there is so much corpses of hulls scattered all over the place causing my game to slow down,

and making the prototype hull, weapons and wings mod can tell if its viable or not to implement the prototypes to the actual mod consider it a cheat zone for players. I seeing a acguy in space or a Z'gok for giggles

And Noticing the Jormungand in the anime shot a plasma shell at the start than a laser beam since it uses cannister of highly concentrated energy than a continuous stream of beam since that is practically it went overdrive to use it all? Could be togglable? And thanks for the Thunderbolt expansion dayum i could use some jazz..

And Happy Belated Christmas.

Hi Gundamfan,

Sorry for the late reply and Happy belated Christmas and Happy New Year to you and all the Gundam UC players too.

It was a busy Christmas and New year for celebration as well as work rushing for my job, luckily I was able to progress the Gundam UC mod for the next expansion.

Yes you can mod it further by giving them unlimited ammo, unfortunitely not for me haha, I've to nerf them for the game balancing purposes.

I've added granade for all Zaku with 3 ammo at thunderbolt update, although the "hand" doesn't swing but the granade "thrown out" turns out to be working fine, that helps Zaku to improve their damage against warships instead of just a fighter PD.

Yup I'll try to make minersky particles hullmod like a natural ECM and lower the fuel cost, but for the beam coating, the basegame already works the way you mentioned. The ship shield only covers the edge of the shield ring which helps to blocks the beam projectiles, when MS gets into close range with the warships they'll attack with melee attack which the shiled can't block.

Only MS, weapon and hull only mod, hmmm.... I think I'll try to solve the low frame rate mod design, because it sounds like it'll effect all players too, maybe making more systems and splitting them a bit more thinner?

I see Jormungand shot is more like a projectile than a beam, i took the wrong reference from sd gundam game setting, I'll look into changing it, thank you very much for the correction.

Yay, I was worrying that I would have to play using an outdated version. I'm glad you're still updating it!  ;D

I'm loving the new changes, the MS feel a lot better now, specially the ones I can pilot! Though I'm wondering if they could have more weapons, regardless I like them they way they are now.

I'm also really liking the sprite changes and the new White Base ships, I didn't knew there were so many! Though I feel some of them are lacking ground invasion/raid bonuses but that's just nitpicking I feel.

I appreciate Luna and Gaia having stations now since it makes a lot more difficult to fight as well

I wonder when axis may show up now!  ;D

Hi SyndrianStan,

Sorry for the long delay for the last update, I wanted to release it too when my parts are finished. But my buddy was too busy back then.

For the pilotable MS, I've always tried to improve their playable by adding extra elements to them as well as keeping to close to the lore, for example Zaku II Custom Char, its main weapon is chagable, an extra bazooka, hand granade and melee axe

I tried to add all of the warships from anime series into the game, but too many and repetitives will make  players getting bored of it, that's the future planning.

Sorry about the Luna and Gaia stations, we've forgotten to enable it after our modding process, station has been there since the first release

Axis will be making soon, as we progress through the timeline of Gundam UC era.
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Austere on January 02, 2023, 12:30:25 AM
Repost for Weapon Naming Event! & Description

PDs
Anti-MS Gun (K)- Slightly better version of Light Machine Gun
Anti-MS Rapid Beam (E)- Beam type Anti-MS Gun
Anti-MS Fragment Gun (K)- Shotgun PD

Cannons
Sniper Turret (K)- Long Range kinetic weapon, reference Hypervelocity Driver
Anti-Shield Chaingun (K)- More accurate Strom Needler
Anti-Shield Double Chaingun (K)- Double Anti-Shield Chaingun
Twin Mega Particle Cannon ZEON (K)- Double Beam Weapon (Medium)
Twin Mega Particle Cannon EFSF (K)- Double Beam Weapon (Medium) less dmg/s but apply emp
1-Barrel Explosive Loaded Gun (HE)- Explosive Cannon
2-Barrel Mega Particle Gun ZEON (E)- Double Beam Main Weapon (Medium) fire quicker
2-Barrel Mega Particle Gun EFSF (E)- Double Beam Main Weapon (Medium) slower but higher dmg
3-Barrel Penetration Cannon (K)- 3-Barrel Main Cannon (Medium)
2-Barrel Mega Particle Side Gun (E)- same as Twin Mega Particle Cannon
2-Barrel Mega Particle Main Gun (E)- Double Beam Main Weapon (Large)
3-Barrel Shield Penetration Main Gun (K)- 3-Barrel Main Cannon (Large)
Big Gun (E)- Fit to lore's name, no changes needed
High-Energy Blaster Cannon (E)- Tachyon Lance but less dmg/s more emp

Missiles
Anti-Shield Warhead (K)- Shield destroyer missile
Guided Anti-Shield Warhead (K)- Shield destroyer missile but guided
Armour Piercing Sabot (HE)- Weaker Reaper but fire 3 missiles
Anti-MS Swamp Missile (HE)- Swamp small missiles
Anti Penetration ICBM (K)- Long range Sabot
Missile Defence System (F)- Flare in turret
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Bokune on January 02, 2023, 05:42:43 AM

Hi Bokune,

Yup we're aware of the MS factory bug, and we're trying to fix it. The tech guy who's creating this system is currently MIA, and I'm crap at coding I need and currently seeking help to fix it.

Sorry about it

No problem I get the situation I'm just glad it's being worked on thanks for responding and I wish you the best of luck with this who knows maybe the EDF can help squash this bug :D XD
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Necrodamis on January 07, 2023, 12:59:49 PM
After updating to Magiclib 0.45.2, three of my mods claimed that they were no longer compatible, asking for version 0.42.1; I attempted to have both magiclibs in the mods folder at once but it didn't work so instead just put 0.42.1 back in. Mods effected: Seeker, Locked and Loaded, Gundam UC.
I'm not sure if this is because these mods were looking for that version SPECIFICALLY instead of "at least version X", but I thought I might bring it up just in case.

I'll also be posting this in the other relevant mod forums (that you didn't make so you don't get spammed).
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: SyndrianStan on January 08, 2023, 07:59:23 AM
>For the pilotable MS, I've always tried to improve their playable by adding extra elements to them as well as keeping to close to the lore, for example Zaku II Custom Char, its main weapon is chagable, an extra bazooka, hand granade and melee axe

Something I really like about the pilotable MS is how some seem to focus in Ship attack and some in MS attack
For example the psycho zaku is great at fighting frigates while the gundam excels at fighting MS and other fighters. When I used ARMA cataphracts I always only used one for the entire campaign but with MS I often change between the gundam and the pyscho zaku depending on the situation

>I tried to add all of the warships from anime series into the game, but too many and repetitives will make  players getting bored of it, that's the future planning.

Please DON'T remove the white bases, they are so pretty and fun! As for the other ships instead of adding individual ships  you could add hullmods maybe? So you could get one ship but in several very different configurations.
What ships do you feel would be repetitive? I can't really think of any...


[attachment deleted by admin]
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: leovinous on January 09, 2023, 07:55:54 PM
so quick question, where can you obtain the blueprints for the ships and the Mobile suits. do they come from the faction capitol ?
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Hexxod on January 10, 2023, 05:19:39 AM
so quick question, where can you obtain the blueprints for the ships and the Mobile suits. do they come from the faction capitol ?

You can get blueprints by the usual methods - Raiding heavy industry/orbit yards owned by whatever factions blueprints you want, random drops by tech mining, or from salvaging arsenal stations/research stations.

Assuming the building worked properly, I'd imagine that the MS research labs would have a small chance to generate a blueprint in place of a LPC or weapons.
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Austere on January 14, 2023, 06:37:52 AM
After updating to Magiclib 0.45.2, three of my mods claimed that they were no longer compatible, asking for version 0.42.1; I attempted to have both magiclibs in the mods folder at once but it didn't work so instead just put 0.42.1 back in. Mods effected: Seeker, Locked and Loaded, Gundam UC.
I'm not sure if this is because these mods were looking for that version SPECIFICALLY instead of "at least version X", but I thought I might bring it up just in case.

I'll also be posting this in the other relevant mod forums (that you didn't make so you don't get spammed).

Sure thing, I'll update Majiclib to 0.45.2 accordingly

>For the pilotable MS, I've always tried to improve their playable by adding extra elements to them as well as keeping to close to the lore, for example Zaku II Custom Char, its main weapon is chagable, an extra bazooka, hand granade and melee axe

Something I really like about the pilotable MS is how some seem to focus in Ship attack and some in MS attack
For example the psycho zaku is great at fighting frigates while the gundam excels at fighting MS and other fighters. When I used ARMA cataphracts I always only used one for the entire campaign but with MS I often change between the gundam and the pyscho zaku depending on the situation

>I tried to add all of the warships from anime series into the game, but too many and repetitives will make  players getting bored of it, that's the future planning.

Please DON'T remove the white bases, they are so pretty and fun! As for the other ships instead of adding individual ships  you could add hullmods maybe? So you could get one ship but in several very different configurations.
What ships do you feel would be repetitive? I can't really think of any...


Don't worry, I'll not remove any ships that has been added, since I've put in so much effort for them haha. I've amend some pegasus class (there're so many of them) the first generation white base (pegasus class) is slightly weaker than the others, and they all have different shipsystem in the new update. their weapon slot are hybrid so we wouldn't do much about it, despite white base have 1 less large weapon slot than the others.
so quick question, where can you obtain the blueprints for the ships and the Mobile suits. do they come from the faction capitol ?

You can get blueprints by the usual methods - Raiding heavy industry/orbit yards owned by whatever factions blueprints you want, random drops by tech mining, or from salvaging arsenal stations/research stations.

Assuming the building worked properly, I'd imagine that the MS research labs would have a small chance to generate a blueprint in place of a LPC or weapons.


This is the correct answer leovinous, we're trying to mkae factory working now. Hope the bug i found finally fix the problem once and for all.
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: SYRIDAN on January 16, 2023, 07:42:52 PM
Could I have some questions? According to some material,the birmingham warship seem to have no MS servicing capacity,but in the preview image,I can see the
runways
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Gundamfan on January 17, 2023, 12:09:24 AM
Hello I want to ask if there is the version 0.5 available? Can't seem to find it on the download..
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Austere on January 17, 2023, 08:09:41 AM
Could I have some questions? According to some material,the birmingham warship seem to have no MS servicing capacity,but in the preview image,I can see the
runways

Oh dear, I just realise I've put the MS capacity at the module attach part to the ship, I'll change it back to the main section, otherwise we couldn't change the MS attach to it.

Hello I want to ask if there is the version 0.5 available? Can't seem to find it on the download..

Hi Gundamfan, sorry 5.0 is currently running its testing release, I try to check for more bugs before release. Would you like to participate on it too?

5.0 will be release to public shortly, just finishing it off with some polish
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Gundamfan on January 17, 2023, 04:02:45 PM
Okay, let's find the Bugz
Lot's of strategy I could make like Jormungand as a Siege cannon than a Shield basher

I wonder if you can make a Salamis Carrier?
Since it was pretty much a makeshift budget carrier for the federation, only need to remove the front top main cannon and it carries two teams one on the top and on the bottom. A stopgap measure since Making White Base class Warships in lore is resource intensive and expensive, they needed a carrier ship on the long preparation to attack Zeon and it carries Balls and GMs, Reasons why they removed the top cannon is that they needed replace it as a MS Rack to ferry the mobile suit and that the age of Close range combat has come to an end.
Since MS is now a long range weapon than actual Ship Weaponry in Late Federation Battle Philosophy after being destroyed by Zeon pretty much of the time and reducing the casualties rate of a single pilot or the Ship crew?
It was shown in Gundam Igloo at the testing of the Oggos and the siege of Al Boa qu
When the federation started their counter attack in Mobile Suit Gundam MS IGLOO: Apocalypse 0079
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: Austere on January 19, 2023, 01:31:21 AM
Okay, let's find the Bugz
Lot's of strategy I could make like Jormungand as a Siege cannon than a Shield basher

I wonder if you can make a Salamis Carrier?
Since it was pretty much a makeshift budget carrier for the federation, only need to remove the front top main cannon and it carries two teams one on the top and on the bottom. A stopgap measure since Making White Base class Warships in lore is resource intensive and expensive, they needed a carrier ship on the long preparation to attack Zeon and it carries Balls and GMs, Reasons why they removed the top cannon is that they needed replace it as a MS Rack to ferry the mobile suit and that the age of Close range combat has come to an end.
Since MS is now a long range weapon than actual Ship Weaponry in Late Federation Battle Philosophy after being destroyed by Zeon pretty much of the time and reducing the casualties rate of a single pilot or the Ship crew?
It was shown in Gundam Igloo at the testing of the Oggos and the siege of Al Boa qu
When the federation started their counter attack in Mobile Suit Gundam MS IGLOO: Apocalypse 0079

Q Lot's of strategy I could make like Jormungand as a Siege cannon than a Shield basher
A change the beam to explosion type?

Q I wonder if you can make a Salamis Carrier?
A I think we could consider giving Salamis modified -> carrier that could carry 1 fighter unit

Q Since it was pretty much a makeshift budget carrier for the federation, only need to remove the front top main cannon and it carries two teams one on the top and on the bottom. A stopgap measure since Making White Base class Warships in lore is resource intensive and expensive, they needed a carrier ship on the long preparation to attack Zeon and it carries Balls and GMs, Reasons why they removed the top cannon is that they needed replace it as a MS Rack to ferry the mobile suit and that the age of Close range combat has come to an end.
A Agreed, otherwise the lore do stated that some salamis has been modified to carry MS, with my current setting MS and fighters are carried by small carriers such as Columbus and Space Transport Ship

Q Since MS is now a long range weapon than actual Ship Weaponry in Late Federation Battle Philosophy after being destroyed by Zeon pretty much of the time and reducing the casualties rate of a single pilot or the Ship crew?
A erm. I'm not sure about this, and not sure how to make it happen. Any idea?

It was shown in Gundam Igloo at the testing of the Oggos and the siege of Al Boa qu
When the federation started their counter attack in Mobile Suit Gundam MS IGLOO: Apocalypse 0079
Title: Re: [0.95.1a] Gundam UC Mod v0.5.0 GP Expansion!
Post by: Gundamfan on January 19, 2023, 04:51:52 AM
No need to Edit the Jormungand Shot as explosive.
Since it probably the first plasma cannon i will use to to siege a Base instead of a Kinetic cannon i usually use

I received your Newest Update and I will Find bugs tomorrow after editing the files by creating a range weapons editing
And i will edit your missile to be Infinite again to see how long will the missile is capable

<Probably add a zero in the damage output for giggles>
Title: Re: [0.95.1a] Gundam UC Mod v0.5.0 GP Expansion!
Post by: Gundamfan on January 19, 2023, 05:19:42 AM
Second Note:
It not that your damage output is weak that i had to edit
it's because i edited the Mod Packs to the point that it is OP or brainbashing Like a Frigate armor Hullmod have 20k worth of Armor and Hull integrity or Rangefinder able to hit anywhere in the map
I better just edit the current Gundam Mod for damage than Range It was a Nightmare in the last edition watching the Missile and Laser firing out of the screen at fast pace
Title: Re: [0.95.1a] Gundam UC Mod v0.5.0 GP Expansion!
Post by: jercar on January 19, 2023, 05:50:56 AM
can we get better sprites ?
Title: Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
Post by: SyndrianStan on January 19, 2023, 07:59:05 AM
Hi Gundamfan, sorry 5.0 is currently running its testing release, I try to check for more bugs before release. Would you like to participate on it too?

5.0 will be release to public shortly, just finishing it off with some polish
[/quote]

If you're still looking for testers I'm up for it
Title: Re: [0.95.1a] Gundam UC Mod v0.5.0 GP Expansion!
Post by: CornishGH on January 19, 2023, 10:48:53 PM
Congrats on the new release! I think something is broken with the Dendrobium though, in simulations it spawns with the weapons platform just fine but in actual combats it spawns as just the stamen. Also, the bazookas don't seem to be actually firing anything, whether in stamen form or not. I think the Papua may also be causing a null error crash with its ship system but i haven't been able to find another one to verify that.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.0 GP Expansion!
Post by: SyndrianStan on January 20, 2023, 05:14:14 AM
This is very petty but could you fix the Big Zam sprite? Because I love that MA but instead of a top down view it's looking upwards and it's so silly looking  ;D
Title: Re: [0.95.1a] Gundam UC Mod v0.5.0 GP Expansion!
Post by: CyreCyre on January 20, 2023, 05:17:40 AM
Ah one of my fave mods updated into one of my favorite Gundam era! Love it!
Though I found that the Birmingham spawns into combat with both it's left and right modules destroyed.

Thanks for the amazing mod!
Title: Re: [0.95.1a] Gundam UC Mod v0.5.0 GP Expansion!
Post by: TheArchange on January 20, 2023, 09:55:33 AM
So, one of my first comments, I have to say I adore this mod and all the work put into it, thank you so so much, I have yet to disable it even after four or five playthroughs!

Though, now that the thanks is done, I do have a single request, would it be possible for things like the Unicorn Gundam to be added? I love the controls for the pilotable mobile suits and the Unicorn seems like something that could function as a bleeding-edge unlockable through Anaheim or the EFSF.

Thank you for your time and effort.

Best regards.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.0 GP Expansion!
Post by: deoxyribonucleicacid on January 21, 2023, 05:21:42 PM
hey austere! just letting you know that;

1. for some reason my dolos look like this out of combat

(https://i.imgur.com/8aAnsg8.png)

2. and this when in combat

(https://i.imgur.com/85qb0y4.png)

also for a "super weapon" dolos "lacks enough" ordnance points for at least zaku I LPCs if i fill out every weapon slot unless that's intended then its fine. other than that i guess bumping ordnance points to 330 or 350 idk and increase deployment cost to 75 or 80 for that.

other than that... i guess gwazine resprite? :>

anyway cool mod!
Title: Re: [0.95.1a] Gundam UC Mod v0.5.0 GP Expansion!
Post by: Bluedeferum on January 22, 2023, 07:29:13 AM
Hi Austere!

thank you for the mod, but i also have an issue, I tried dendrobium in simulation, it worked fine, but in actual battle, only the stamen spawns :o
Title: Re: [0.95.1a] Gundam UC Mod v0.5.0 GP Expansion!
Post by: shoi on January 22, 2023, 08:25:42 AM
Congrats on the new release! I think something is broken with the Dendrobium though, in simulations it spawns with the weapons platform just fine but in actual combats it spawns as just the stamen. Also, the bazookas don't seem to be actually firing anything, whether in stamen form or not. I think the Papua may also be causing a null error crash with its ship system but i haven't been able to find another one to verify that.

Austere, this can happen if you don't give the ship SHIP_WITH_MODULES tag, might wanna verify it has that.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.0 GP Expansion!
Post by: CornishGH on January 22, 2023, 01:14:05 PM
Austere, this can happen if you don't give the ship SHIP_WITH_MODULES tag, might wanna verify it has that.

Looks like this was it. Went into the ship_data.csv and manually added SHIP_WITH_MODULES to the dendrobium's hints and it's working fine. Thanks for the tip!
Title: Re: [0.95.1a] Gundam UC Mod v0.5.0 GP Expansion!
Post by: Junko on January 22, 2023, 01:59:57 PM
The papua seems to be giving an error that just crashes my game. Is it because it has a mote system on it for some reason? Been looking through the ship lists to see which systems got changed and that stood out to me for some reason.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.0 GP Expansion!
Post by: questioningmeme on January 22, 2023, 06:34:16 PM
One thing I would like to note.

The Zeonic and Zimmad industries also crash the game at the end of each month. I don't quite know what caused that to happen, but it is definitely something to look into.

Edit 1: Actually. Listening to the people here.

There are a lot of ships that doesn't have any hint tags. Is that a usual thing?

Edit 2: By the way, what those guys said is true. The two big bosships, Dolos and Brimming also don't spawn with their modules on.

Edit 3: I have no idea why, but I can't edit them without breaking starsector entirely. Does editing ship_data files using excel still work?
Title: Re: [0.95.1a] Gundam UC Mod v0.5.0 GP Expansion!
Post by: Troika on January 23, 2023, 02:41:26 AM
It would be nice if things like Big Rang and Val Valo spawned in shops a little more often, if at all. I don't think I've ever seen them.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.0 GP Expansion!
Post by: AudaciousBS on January 25, 2023, 04:37:14 AM
Getting a CTD from this mod after the most recent update, but only when a Papua is deployed on either side. Happens every time. I do have many other mods installed but I figured I'd come here first since it's specifically one of this mod's ships that is at least part of the problem.

140627 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.combat.MoteControlScript.apply(MoteControlScript.java:241)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.ui.impl.B.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.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)
Title: Re: [0.95.1a] Gundam UC Mod v0.5.0 GP Expansion!
Post by: VoidFlame on January 27, 2023, 09:14:33 PM
One thing I would like to note.

The Zeonic and Zimmad industries also crash the game at the end of each month. I don't quite know what caused that to happen, but it is definitely something to look into.

Edit 1: Actually. Listening to the people here.

There are a lot of ships that doesn't have any hint tags. Is that a usual thing?

Edit 2: By the way, what those guys said is true. The two big bosships, Dolos and Brimming also don't spawn with their modules on.

Edit 3: I have no idea why, but I can't edit them without breaking starsector entirely. Does editing ship_data files using excel still work?

Oversight probably.  Adding SHIP_WITH_MODULES with excel worked for me.   Just had to make sure it's in the same column as hint and in the right row.
~~~~~~

Birmingham with 4 fighter bay seems too OP and it doesn't support strike-crafts in OG.  Salamis-Kai without fighter bay feels a bit under-power compare to Musai-Kai.  Musai-Final is quite a bit weaker (1 fighter bay and 1 large hybrid less, same OD point) than Musai-Kai but have same deployment cost. 
Title: Re: [0.95.1a] Gundam UC Mod v0.5.0 GP Expansion!
Post by: Icezera on January 28, 2023, 10:30:43 PM
Also seeing weird graphical bug with Musai Late production type when it is using energy focus.

https://imgur.com/DGyyeaW (https://imgur.com/DGyyeaW)

Finally, crashing when using any non-Gundam missiles on ships. I think it specifically occurs with Hidden mounts. For example, I had a carry base using missiles from Epta Corporation. Game would crash every time with another IndexOutofBoundsException. Similar to the hidden missile one I reported on patreon. Is anyone else getting a similar issue? It happens often with those HIDDEN mounts that use certain weapons.

140124 [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)


Finally, Papua giving instant crashes as well.

7601203 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.combat.MoteControlScript.apply(MoteControlScript.java:241)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.ui.impl.B.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.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)
Title: Re: [0.95.1a] Gundam UC Mod v0.5.0 GP Expansion!
Post by: Athos on February 01, 2023, 05:13:36 PM
New on the forums, love the mod. Just ran into a crash when one of my side fleets entered combat, reddit said the crash may be from this mod. Any pointers?

262634 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
   at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
   at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
   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)
Title: Re: [0.95.1a] Gundam UC Mod v0.5.0 GP Expansion!
Post by: Austere on February 02, 2023, 10:38:28 AM
Sorry guys, I've gone missing for awhile, off for holiday not long after I release the 5.0 update. I've gather reports from players from forum and discord, and I've fixed them with solution both suggested by players and myself.

I'm sorry that we still gets MS factory crash, as my partner who created it has gone MIA and I'm eagerly looking for solution for it. Hope it wouldn't comes to a point that I've to removed it from the mod.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: questioningmeme on February 02, 2023, 07:52:20 PM
What is the MS Factory supposed to even do btw?
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: SyndrianStan on February 03, 2023, 06:51:01 AM
I'm playing on the thunderbolt version, I haven't updated the mod yet so I don't know if the bug has been fixed, but I found out that officers the "Energy Weapon Mastery" cause "launch bay guides" to glow extremely bright depending on the flux level of ship so bright that the ship practically becomes a white blob
Title: Re: [0.95.1a] Gundam UC Mod v0.5.0 GP Expansion!
Post by: globalnet on February 03, 2023, 02:35:37 PM
New on the forums, love the mod. Just ran into a crash when one of my side fleets entered combat, reddit said the crash may be from this mod. Any pointers?

262634 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
   at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
   at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
   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)
Do you have the MS Factory industry in that sector?
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Athos on February 03, 2023, 04:11:44 PM
Yes I made a MS factory at one of my colonies
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: globalnet on February 03, 2023, 04:30:01 PM
Yes I made a MS factory at one of my colonies
Unfortunately I've been told (and have experienced) that it's still broken, At least as of when i last played at V0.5.0

Speaking of, this is my first time really talking here - I'm a member of the patreon because man this scratches all the Gundam itches I've been unable to scratch for the longest. I wanted to ask what people thought of the current ships in the game

So far I've been more inclined to use Federation ships over Zeon ones, they seem to just perform the best as the Salamis seem to be more effective under AI control than the Musai classes - which is a shame because I actually do prefer the look of the Musais. Any advice on loadouts and such? What should I be looking for doctrinally.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Austere on February 04, 2023, 04:06:37 AM
@Gundamfan  Hi Gundamfan, can you add me in discord so I could invite you into my small workshop group so you could get to me quicker Austere#9593

@SyndrianStan Hi SyndrianStan, feel free to add me in discord, so you can become a tester if you're interested Austere#9593

can we get better sprites ?

Hi jercar, Sorry which sprite are you intended me to improve? overall?

This is very petty but could you fix the Big Zam sprite? Because I love that MA but instead of a top down view it's looking upwards and it's so silly looking  ;D

Hi SyndrianStan, I'll see what I can do for Big Zam :)

So, one of my first comments, I have to say I adore this mod and all the work put into it, thank you so so much, I have yet to disable it even after four or five playthroughs!

Though, now that the thanks is done, I do have a single request, would it be possible for things like the Unicorn Gundam to be added? I love the controls for the pilotable mobile suits and the Unicorn seems like something that could function as a bleeding-edge unlockable through Anaheim or the EFSF.

Thank you for your time and effort.

Best regards.
Hi TheArchange, the mod is progressing throughout UC Timeline, I'm sorry to say Unicorn is a bit late in the UC era, and it's hard to make too I'll try my best to master some skills before making Unicorn.

Hi deoxyribonucleicacid, for Dolos, I'll think about buffing its OP. Since it's a big capital ship, I try to make it not too OP compare to the other ships
gwazine sprite is as good as it's since the beginning :P

Hi shoi, Thank you very much for the correction on the bug Thanks to you the issue has been fixes. Thank you for helping and supporting me all along.

Hi questioningmeme the factory issue has not been fixed yet, sorry about that, I need to seek help from code master to fix it.

It would be nice if things like Big Rang and Val Valo spawned in shops a little more often, if at all. I don't think I've ever seen them.

Hi Troika, I'll increase it's spawn probability

Hi VoidFlame, I'll check the lore whether we could add a single fighter bay. Due to the Gundam lore EFSF loves to fight MS with battheships, they try to imrpove the situation by letting MS ride on them instead but still no fighter bay to hold them, probably just tied at the deck of the warship

Hi Icezera, that's weird a hidden weapon will crash if mount with other mod weapon. Because it works like hiding the sprite only hmmm...

Hi Athos, the factory issue has not been fixed yet, sorry about that, I need to seek help from code master to fix it.

Hi questioningmeme, MS factory spawn MS for you as time goes by

I'm playing on the thunderbolt version, I haven't updated the mod yet so I don't know if the bug has been fixed, but I found out that officers the "Energy Weapon Mastery" cause "launch bay guides" to glow extremely bright depending on the flux level of ship so bright that the ship practically becomes a white blob

Hi SyndrianStan, the quickfix 0.5.1 has fixed major issue reported by players. Oh I'll test the "Energy Weapon Mastery" with "launch bay guides" and see what I can do for it

New on the forums, love the mod. Just ran into a crash when one of my side fleets entered combat, reddit said the crash may be from this mod. Any pointers?

262634 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
   at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
   at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
   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)
Do you have the MS Factory industry in that sector?

Hi globalnet, issue found when player has MS factory

Hi @CornishGH @CyreCyre @deoxyribonucleicacid @Bluedeferum @CornishGH @Junko @questioningmeme @AudaciousBS @VoidFlame @Icezera
Issue fixed, sorry about it

Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Austere on February 04, 2023, 04:11:57 AM
I'll drop a seek help message here!!!

If you're good at coding or interested trying to fix the MS factory please get in touch with me in discord (Austere#9593)

Furthermore you could even participate in making more interesting changes or improving the Gundam UC mod even further :)
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Icezera on February 05, 2023, 06:59:45 PM
Hi Austere, checking if you are aware of the High Energy Focus graphical bug. The ships glow real pink. My previous post had an example, and so does this.

https://imgur.com/a/lYkWwQ8
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Athos on February 06, 2023, 09:34:46 AM
The latest update didn't resolve the issue I had with the null pointer exception, got the same error again.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Icezera on February 06, 2023, 05:49:43 PM
Also is anyone noticing that the Gundam ships tend to move to the center of the map and then just stay there? They don't move past it nor do they ever really turn around to fight things behind them.

For example. https://imgur.com/a/27Ht3AY

The Gundam ships refuse to move past that area no matter what commands I give whereas non-Gundam ships will pursue enemies I tell them to pursue or move towards waypoints I set. Like the Gundam ships literally turn sidewise and backwards to not advance past a certain area. In the second picture, you can see that full assault is on and there is literally one enemy ship left and all the Gundam ships are milling about in the middle

It's extremely frustrating and honestly makes the Gundam ships useless. Here's another example. https://imgur.com/a/SeiMW0n
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Aran1 on February 07, 2023, 05:20:25 PM
I had a CTD after building the industries that research/build Gundams. I had all 3 across 3 different colonies in the same system. posted on the discord originally and someone said it might be an issue of not updating to the latest version but I already have it. after the first crash I didn't build up my 3 colonies until the month passed to be sure, after adding the 3 buildings to the colonies again it crashed again on the next month's tick.

during the new month tick, I got the following log. The actual ss log is too large for the forums, will need to share it on discord if you want it.

EDIT: I've been informed they're broken and not to build them XD


Spoiler
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757957 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
   at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
   at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
   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(Thread.java:748)
[close]
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Athos on February 08, 2023, 05:51:24 PM
Thanks Aran, that is the same issue I had. I'll just remove them like you did and I'll edit this post if it works.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Austere on February 11, 2023, 10:34:45 AM
Hi Austere, checking if you are aware of the High Energy Focus graphical bug. The ships glow real pink. My previous post had an example, and so does this.

https://imgur.com/a/lYkWwQ8

Hi Icezera, I think it's the shipsystem that caused it. I'll create an identical shipsystem and lower the glow for it

The latest update didn't resolve the issue I had with the null pointer exception, got the same error again.

Hi Athos, that's the factory bug that has been bothering us for awhile, we're exploring new achievable similar idea to replace this system in the future.

Also is anyone noticing that the Gundam ships tend to move to the center of the map and then just stay there? They don't move past it nor do they ever really turn around to fight things behind them.

For example. https://imgur.com/a/27Ht3AY

The Gundam ships refuse to move past that area no matter what commands I give whereas non-Gundam ships will pursue enemies I tell them to pursue or move towards waypoints I set. Like the Gundam ships literally turn sidewise and backwards to not advance past a certain area. In the second picture, you can see that full assault is on and there is literally one enemy ship left and all the Gundam ships are milling about in the middle

It's extremely frustrating and honestly makes the Gundam ships useless. Here's another example. https://imgur.com/a/SeiMW0n

Hi Icezera, this is weird, as the ship built in the mod are "normal" ships, wonder why they does it, because I didn't create a new AI for battleships hmmmm... Has anyone else encountered similar issue or any known solution to it?

I had a CTD after building the industries that research/build Gundams. I had all 3 across 3 different colonies in the same system. posted on the discord originally and someone said it might be an issue of not updating to the latest version but I already have it. after the first crash I didn't build up my 3 colonies until the month passed to be sure, after adding the 3 buildings to the colonies again it crashed again on the next month's tick.

during the new month tick, I got the following log. The actual ss log is too large for the forums, will need to share it on discord if you want it.

EDIT: I've been informed they're broken and not to build them XD


Spoiler
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757238 [Thread-3] INFO  data.utility.logging.logging  - spawn got limited because the fleet size is 6
5757957 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
   at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
   at com.fs.starfarer.api.impl.campaign.CoreScript.doCustomProduction(CoreScript.java:998)
   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(Thread.java:748)
[close]

Thanks Aran1 for the explanation ;)
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Icezera on February 12, 2023, 05:50:20 PM
So what are the Gundam factories supposed to do exactly? If they are meant to give blueprints, would looking at tech-mining be a base to build off of?
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: tankhedgehog on February 14, 2023, 12:44:57 AM
I absolutely adore this mod, but i do have one request. Is it possible to increase the cargo capacity of the transport ships to match the bigger vanilla freighters? I'd like to be able to run with only EFSF or Zeon ships without feeling like I'm losing out on the cargo capacity I could have if I picked up a heavy freighter
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Kalrithus on February 16, 2023, 08:25:49 AM
I have also noticed how a large majority of the time, not every time, that the AI in control of cruiser class ships and above will try and congregate in the middle of the map and refuse orders to move beyond even when given all out attack orders. It only happens with ships from the mod and I have yet to notice any particular reason why.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Austere on February 20, 2023, 09:37:59 AM
So what are the Gundam factories supposed to do exactly? If they are meant to give blueprints, would looking at tech-mining be a base to build off of?

Yeah it's sort of like tech mining building, Laroustine tweaks the code a little. But I couldn't tell, hope he'll be free to work on it in the future, or I've to take up the task to remake the system :(

I absolutely adore this mod, but i do have one request. Is it possible to increase the cargo capacity of the transport ships to match the bigger vanilla freighters? I'd like to be able to run with only EFSF or Zeon ships without feeling like I'm losing out on the cargo capacity I could have if I picked up a heavy freighter

Hi tankhedgehog, noted, I'll adjust the cargo capacity for the transport ships

I have also noticed how a large majority of the time, not every time, that the AI in control of cruiser class ships and above will try and congregate in the middle of the map and refuse orders to move beyond even when given all out attack orders. It only happens with ships from the mod and I have yet to notice any particular reason why.

Hi Kalrithus, I've received bug about this, but I've  no idea what's wrong about the AI, because there're regular ships without AI tweaks. I'll check on the forum to see anyone knows about the bug
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: yajusenpai on February 25, 2023, 03:54:50 PM
MA-06 Val Walo Have zero flux dissipation.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Spardok on March 01, 2023, 04:14:32 PM
Would it be possible to make the other prototype MS (Gundams) as flight wings rather than just pilotable craft?
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: 1158775713 on March 02, 2023, 08:03:22 PM
There are two bugs reported by the Chinese community
1. The Elmis built-in floating cannon is implemented through a built-in hangar with 0 mounting points, and the floating cannon disappears when the assembly is emptied
2. Dendrobium can not enter the aircraft carrier, will collide with the aircraft carrier resulting in explosion, stamen can enter.
3. Valvaro has 0 flux dissipation
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: b3acon on March 15, 2023, 10:33:08 AM
Is there any way to get the magic lib 0.45.1 I updated MagicLib but now the mod wont work as its the wrong version and I cant find the old version.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Austere on March 23, 2023, 12:04:25 AM
Hi Guys, sorry I'm finally back from busy work and personal life, now back to modding business :P

MA-06 Val Walo Have zero flux dissipation.

I found the data error, and I've fixed it for next update, sorry about that.

Would it be possible to make the other prototype MS (Gundams) as flight wings rather than just pilotable craft?

Actually we had them before in the early stage of the mod, in order to limit its number in a more controllable way, making them as "ship" instead of wings works better, other than that they works about the same as a normal fighter but taking up a slot in your fleet (which again another way to lower down their appearance rate)

There are two bugs reported by the Chinese community
1. The Elmis built-in floating cannon is implemented through a built-in hangar with 0 mounting points, and the floating cannon disappears when the assembly is emptied
2. Dendrobium can not enter the aircraft carrier, will collide with the aircraft carrier resulting in explosion, stamen can enter.
3. Valvaro has 0 flux dissipation

1. The Elmis built-in floating cannon is implemented through a built-in hangar with 0 mounting points, and the floating cannon disappears when the assembly is emptied
(A) hmmm.... I'll try to find a way to fix it so player cannot remove the built-in floating cannon from Elmeth

2. Dendrobium can not enter the aircraft carrier, will collide with the aircraft carrier resulting in explosion, stamen can enter.
(A) ok noted, Dendrobium should work like a normal ship and should not have strikecraft like the other smaller Gundam, I'll change that.

3. Valvaro has 0 flux dissipation
(A) (solve)

Thank you very much for the bug report :)

Is there any way to get the magic lib 0.45.1 I updated MagicLib but now the mod wont work as its the wrong version and I cant find the old version.

ok noted I'll change the version to a newer MagicLib

actually you can change it manually
Gundan-UC > mod_info.json

open the mod_info.json file with notepad can do. You'll see



   {
   "id": "gundam_uc",
   "name": "Gundam UC",
   "author": "Created by Austere, Helped by Laroustine, Credited to Bandai",
   "version": "0.5.2",
   "description": "War between Earth Federation and Principality of Zeon",
   "gameVersion": "0.95.1a-RC6",
   "dependencies": [
      {
         "id": "lw_lazylib",
         "name": "LazyLib",
         "version": "2.7b"
      },
      {
         "id": "MagicLib",
         "name": "MagicLib",
         "version": "0.45.1"
      },
      {
         "id": "shaderLib",
         "name": "ZZ GraphicsLib",
         "version": "1.6.1"
      },
      {
         "id": "armaa",
         "name": "Arma Armatura",
         "version": "2.2"
      }
   ],
   "modPlugin":"data.scripts.plugin.GundamUCPlugin",
   "jars":["jars/Gundam_UC.jar"]
}

change the bold line to 0.45.1 will do
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Nj47 on March 24, 2023, 05:43:44 AM
Hi Austere.
I have fun this mod and honestly respect your work. :)

BTW I've question for future update, you planned AGX-04 Gerbera Tetra pilotable?
If you possible pilotable that, would you add pilotable Gerbera Tetra in future update?

My main langage not english, this reply was created by Google Translate.
Apologize for unclear reply.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: b3acon on March 29, 2023, 10:45:31 AM
Is there any way to get the magic lib 0.45.1 I updated MagicLib but now the mod wont work as its the wrong version and I cant find the old version.

ok noted I'll change the version to a newer MagicLib

actually you can change it manually
Gundan-UC > mod_info.json

open the mod_info.json file with notepad can do. You'll see



   {
   "id": "gundam_uc",
   "name": "Gundam UC",
   "author": "Created by Austere, Helped by Laroustine, Credited to Bandai",
   "version": "0.5.2",
   "description": "War between Earth Federation and Principality of Zeon",
   "gameVersion": "0.95.1a-RC6",
   "dependencies": [
      {
         "id": "lw_lazylib",
         "name": "LazyLib",
         "version": "2.7b"
      },
      {
         "id": "MagicLib",
         "name": "MagicLib",
         "version": "0.45.1"
      },
      {
         "id": "shaderLib",
         "name": "ZZ GraphicsLib",
         "version": "1.6.1"
      },
      {
         "id": "armaa",
         "name": "Arma Armatura",
         "version": "2.2"
      }
   ],
   "modPlugin":"data.scripts.plugin.GundamUCPlugin",
   "jars":["jars/Gundam_UC.jar"]
}

change the bold line to 0.45.1 will do
[/quote]

Thanks, for the help I tried that but it would instead display the now changed version but was still unusable. Instead I just straight up deleted the dependency line and it worked! Somehow...
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: b3acon on March 29, 2023, 10:50:38 AM
Oh sorry wrong quote still new to it, meant to quote the Austere.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: sectorscythe on April 13, 2023, 05:57:43 AM
Hello, very new to Starsector game but already spend like a week playing it and very much enjoying it.  I enjoy your Gundam UC mod very much but I have a problem tho.

When I got a chance to use surplus nanoforge time from the person in the bar and there's ESFS/ZEON stuff in there, I put in some Big Rang orders and when it's done. It's missing the Oggo wing? In refit simulation, the opposing force Big Rang i deploy will have the Oggo wings flying around but mine just has what weapons I have thrown onto it and no Oggo wing.

*Anyway, I fixed the oggo wing not appearing on Big Rang using the ships&weapons editor to give Big Rang built in hanger. Also the Birmingham hull has one turret pointing the wrong way on the starboard side (right) and I fixed it using the editor as well.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: T1 on April 16, 2023, 12:24:53 PM
please fix magic lib version requirement. changing version manually to 0.46.0 does not work. launcher still says i dont have the mod. i got 70+ mods. no problems with magic lib appart with this mod for some odd reason

removing magiclib from requirements fixes it. ill just pray it wont have any adverse effects zzz
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Plockrock on April 24, 2023, 05:08:03 PM
See it's been a little bit since the last update but just wanted to say this is still one of my favorite SS mods, absolutely thrilled somebody's gone to so much effort to incorporate UC Gundam into this game. I hope to see more in the future if you're able.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Undude7329 on May 02, 2023, 12:52:33 AM
What's the intention behind the generateCargoForGatheringPoint function in the MsResearch.java file? It seems to be causing a crash every month after starting to build a factory; crash seems to be a null pointer referenced on line 68 (an uninitialized file?). Hacked that file access into the try catch to see what happens afterward, and my reward was marines.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: sectorscythe on May 02, 2023, 05:27:25 AM
There is a bug with the MS research building. Seem like it was suppose to be giving you blueprint every once in a while like how tech mining building is giving you random stuff per mth.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Undude7329 on May 02, 2023, 07:48:27 AM
There is a bug with the MS research building. Seem like it was suppose to be giving you blueprint every once in a while like how tech mining building is giving you random stuff per mth.
There's even definitions for them. Missed my initial search by being CSVs instead of JSON files.
Interesting.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Hexxod on May 03, 2023, 05:20:42 AM
That bugs been around since... V .3 I think.

Oddest bit about it is that it seems to be random on what building it effects. Three buildings, one works right. Others don't. New game, and now it's a different building that works. Another new game, and now nothing works right. And in case that isn't weird enough, sometimes you can capture one of the pre-placed research buildings and it'll work just fine. But build it yourself, and it's broke. Goes the other way too - Build one, it works, capture one and it's broken.

The Marines were, iirc, added in as a loot drop as a interim solution for the buildings production scripts not loading properly. Rather than the game crashing when the building tried to output a whole lot of nothing each month, it would instead drop marines. But now that's breaking to.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: sectorscythe on May 03, 2023, 07:40:43 AM
Yeah I get that too, that's why it's best to not build the MS research building until it's fixed.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Poxil on May 03, 2023, 09:33:43 AM
There's a bug with the Solomon fortress where the battle won't finish, forcing the NPC fleets to forever fight the fortress even when there is nothing to fight at.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: SyndrianStan on May 03, 2023, 12:41:18 PM
if you guys have any clue or can help fixing bugs, join OPs discord server, he will appreciate any coding imput you can offer

By joining the discord you'll also get to see updates on the character portraits and new sprites for upcoming and already existing ships
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Undude7329 on May 06, 2023, 06:27:22 PM
if you guys have any clue or can help fixing bugs, join OPs discord server, he will appreciate any coding imput you can offer

By joining the discord you'll also get to see updates on the character portraits and new sprites for upcoming and already existing ships

As far as I can tell, it's not posted anywhere in the thread, or in the notes. My discord name and discriminator match my forum name.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: SyndrianStan on May 07, 2023, 02:08:01 PM
if you guys have any clue or can help fixing bugs, join OPs discord server, he will appreciate any coding imput you can offer

By joining the discord you'll also get to see updates on the character portraits and new sprites for upcoming and already existing ships

As far as I can tell, it's not posted anywhere in the thread, or in the notes. My discord name and discriminator match my forum name.

https://discord.gg/Wbaa7ayU
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Wu-Ren on May 21, 2023, 02:51:36 PM
if you guys have any clue or can help fixing bugs, join OPs discord server, he will appreciate any coding imput you can offer

By joining the discord you'll also get to see updates on the character portraits and new sprites for upcoming and already existing ships

As far as I can tell, it's not posted anywhere in the thread, or in the notes. My discord name and discriminator match my forum name.

https://discord.gg/Wbaa7ayU

Discord invite doesn't seem to work, could you re-send please?
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: SyndrianStan on May 22, 2023, 11:38:52 AM
https://discord.gg/mRC9rryz
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Cerberus63 on May 30, 2023, 10:19:17 AM
Does anyone else get strange behavior from the carriers? I don't like to use them because they go to civilian craft waypoints that autospawn and sit there. Big craft like the white base and Albion seem to do this and I am puzzled as to why. Only Gundam UC units seem to be affected like this.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Reinweiss on June 12, 2023, 11:38:19 PM
Is this still work in .96a update?
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Spoonyman on June 17, 2023, 11:23:55 PM
https://discord.gg/mRC9rryz

this is dead could use a fresh one or a perm one
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Senarii on July 17, 2023, 06:27:30 AM
Same thing that the post above
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: YukitoOnline on July 24, 2023, 04:09:04 AM
Sad there's no update on this mod..

Hope that Austere is alright.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: GoofyStariondx on August 03, 2023, 09:41:40 AM
Update when?
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Penorthegreater on August 04, 2023, 03:34:33 PM
replace the contents of the mods mod_info.json with this, havent had any crashes so far.

Spoiler
   {
   "id": "gundam_uc",
   "name": "Gundam UC",
   "author": "Created by Austere, Helped by Laroustine, Credited to Bandai",
   "version": "0.5.1",
   "description": "War between Earth Federation and Principality of Zeon",
   "gameVersion": "0.96a-RC8",
   "dependencies": [
      {
         "id": "lw_lazylib",
         "name": "LazyLib",
         "version": "2.7b"
      },
      {
         "id": "MagicLib",
         "name": "MagicLib",
      },
      {
         "id": "shaderLib",
         "name": "ZZ GraphicsLib",
         "version": "1.6.1"
      },
      {
         "id": "armaa",
         "name": "Arma Armatura",
         "version": "2.2"
      }
   ],
   "modPlugin":"data.scripts.plugin.GundamUCPlugin",
   "jars":["jars/Gundam_UC.jar"]
}
[close]
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: AlexZaehou on August 05, 2023, 01:32:49 PM
The only crashes I know of are 2 things.
1. An Arma Armature bug that can be patched out.
2. The ZEON, Zimmad, and Anaheim Electronics industries crash the game when owned by the player. Not sure why
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: TheArchange on August 11, 2023, 11:02:25 PM
Anyone have any news for this mod?

And maybe a permanent discord invite link.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: Zeta04 on August 15, 2023, 05:59:55 PM
Speaking of which, is it possible to make gundams start off directly from carriers, more like basegame armaa strikecrafts do?
Tried adding armaa_traveldrive to all piloted mechs, doesn't do the trick.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: ctan on November 19, 2023, 04:03:23 PM
is this mod dead? it was one of my favorite faction/ship mods
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: twi41 on November 23, 2023, 01:42:00 AM
Seems dead.
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: dildotbaggins on February 27, 2024, 06:58:19 PM
gundams feel kida weak any way you could beef them up a bit i was hoping the gundams would be op i put them against the arma armatura mobile suits and the gundams lost big time
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: jwc1015 on March 08, 2024, 09:42:10 AM
The only crashes I know of are 2 things.
1. An Arma Armature bug that can be patched out.
2. The ZEON, Zimmad, and Anaheim Electronics industries crash the game when owned by the player. Not sure why
Do you know what bug it is? Or do you mean a bug solely in ARMAA that affects this because it's a requirement?
Title: Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
Post by: AurelionNoir on March 10, 2024, 09:39:07 PM
I was saving this mod for the last, and it's really well made!

But man, the gundams are so weak x(