Getting a crash when I try to start the gameApologies, there was a problem where for unknown reason the second variant of the Antares class was saved with the same id as the first variant. It is corrected now, and the issue was only present in the 'Standard' version to begin with.
136036 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull variant [ifed_antares_kazi] not found!
java.lang.RuntimeException: Ship hull variant [ifed_antares_kazi] not found!
at com.fs.starfarer.loading.B.o00000(Unknown Source)
at com.fs.starfarer.loading.B.o00000(Unknown Source)
at com.fs.starfarer.loading.O0Oo$Oo.getFPCost(Unknown Source)
at com.fs.starfarer.loading.O0Oo.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.oo0000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
@Vandermeer, i might be mistaken but these look identical to the ships from.No, that is the person that used the open license to rebrand Keptin's original work. As I described at the beginning, he only ported half the ships, but no weapons, fighters, special hullsystems, sounds, nor integrate it into the 0.9 mechanics like using blueprints. All in all, Weftin's is either a failed update, or some sort of fork of the original, but I think for that definition to hold, he would have to at least added something to the mod, instead of just renaming the ships.
https://fractalsoftworks.com/forum/index.php?topic=22749.0
59151 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull variant [hii_luun_Standard] not found!Wow, that is what I get for copying some file structure from other mods. I couldn't spot this problem myself because it refers to another mod (Hiigaran) that I use, so there was no error for me. Anyone who didn't have that mod however would have had this problem. (but nobody said anything? :()
java.lang.RuntimeException: Ship hull variant [hii_luun_Standard] not found!
at com.fs.starfarer.loading.B.o00000(Unknown Source)
at com.fs.starfarer.loading.B.o00000(Unknown Source)
at com.fs.starfarer.loading.O0Oo$Oo.getFPCost(Unknown Source)
at com.fs.starfarer.loading.O0Oo.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.oo0000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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)
looks like you missed something else :3
you left the variant call in the default_ship_roles file
Man, I remember playing these ships on the original Exerelin back in the day, and loved their design. Forgot about them, then found this post and felt a nice wave of nostalgia. Thanks for bringing them back! Can't wait to try it out.Glad I can reach some that also had this experience. I will try to get the movement done. I would have posted in Mods directly, but I think the forum settings prevented it or something. Also the old 0.8 update to this mod also never left the modding page.
Also, you should get this post moved from the Modding to Mods forum. Would be easier to find there where it belongs.
Does the faction only appear on normal sector? Because I have random sector enabled and they didn't spawnIt is not a faction mod. This only spawns blueprints at exploration for use in your own faction.(like the Musashi mod) In its very early days, the mod used to be a faction mod too, but since it seems more challenging to create such and I got what I wanted already, I don't know if I should re-implement it.
some how most the ships only require 10 DP, and I use command to get all blueprints but still miss some ships in this modThe deployment point costs I had overtaken from the original mod, so I guess this is a balancing issue now appearing in the new 0.9 era. Back then frigates actually cost more to deploy than capitals, so you will see these costs going down to 5 even on battleships in the current state.
some how most the ships only require 10 DP, and I use command to get all blueprints but still miss some ships in this modOk, I cross checked with two prominent mods the values for Supply per Deployment and Month, CR per deployment, CR regeneration per day. I adjusted them to more reflect the modern standard for their size class.
some how most the ships only require 10 DP, and I use command to get all blueprints but still miss some ships in this modOk, I cross checked with two prominent mods the values for Supply per Deployment and Month, CR per deployment, CR regeneration per day. I adjusted them to more reflect the modern standard for their size class.
I also noticed the prices were not as high as the new version sets everything. I made the ships more expensive, but it probably isn't enough yet. Waiting for more feedback.
Update is uploaded in first post.
Im loving the ship designs. They fit really well.Yes, same with the ships actually. I already had this listed under "issues" in the first post. It is the same actually with any ship mod out there. For some reason your personal faction seems to ignore your preferences most of the time. Not sure what to do about that, or if there is just something I misunderstand about the mechanic. Others welcome to comment and educate me on the problem.
I dont know if this is a little nitpick-ish, but it doesn't seem like the ships in my colonial defense fleets ever use the interstellar federation weapons, even if i prioritize them over vanilla weapons.
Thanks a lot ;D, also I fund a orbital laser that cost 950 dp and wonder where is it used.I have no idea either; it always came with the mod. Well, I can make an educated guess, because if you look into the graphic folder for the ships, you can see an "earthcracker" design, which looks like an orbital or satellite. It was unrealized in the original mod, but I would bet that it was meant to mount such a weapon/ should have come with it inbuilt.
So far I'm really liking weapons/ships, only a few comments;Regarding the ships I wouldn't want to change anything. Adding this extra flavor of specialty might have become a trend over time in the mods, but the original of Interstellar Federation is rather old -up to the beginning days of Starsector-, and I want to keep it original. I also think that the rather unique layout of the ships (or as Melcyna says, the weapon arcs) are in some sense their individual touch.
Weapons;
Cain - Any chance on a tone down of the impact? not a big fan of flash banging myself every few seconds with a single weapon, and having more than one is just Eye Cancer.
Cain/Hadron Accelerator - tone down firing sounds just a tad, they are quite loud for their power (Superweapons arsenal BFG Ultra would make sense being that loud with its huge power and low ROF, but these fire fast enough to warrant a volume decrease)
Ships;
The ships look great, but mechanically I feel they are missing something, few people I play with agree. They are missing flavour, by that I mean Built In mods specific to the faction (think Shadowyard's engines or Apex armor). You could add that extra stats into a built in hullmod or other specific hullmods to give them that extra edge. Think something similar to the XIV group buff or on the other hullmod side the range extender the Paragon has, but make it slightly less (think other ships have hullmod like this, Gown from Scalartech maybe)
The earthcracker was once a "boss" enemy back in the super early days of starsector, back when we only had 3 factions and 1 star system, it would orbit the sun and ear through your fleet, but would give great loot for the time.Im loving the ship designs. They fit really well.Yes, same with the ships actually. I already had this listed under "issues" in the first post. It is the same actually with any ship mod out there. For some reason your personal faction seems to ignore your preferences most of the time. Not sure what to do about that, or if there is just something I misunderstand about the mechanic. Others welcome to comment and educate me on the problem.
I dont know if this is a little nitpick-ish, but it doesn't seem like the ships in my colonial defense fleets ever use the interstellar federation weapons, even if i prioritize them over vanilla weapons.Thanks a lot ;D, also I fund a orbital laser that cost 950 dp and wonder where is it used.I have no idea either; it always came with the mod. Well, I can make an educated guess, because if you look into the graphic folder for the ships, you can see an "earthcracker" design, which looks like an orbital or satellite. It was unrealized in the original mod, but I would bet that it was meant to mount such a weapon/ should have come with it inbuilt.
Currently you would need to custom mod some hull to have over 950 ordnance though. :P
I have a question, the Weftin version let the Independents have access to the ship set and I actually kinda liked that since it gave them their own thing.No, they only exist as blueprints. In the first historic conception of the mod by Keptin, they were actually their own faction, though the game mechanics were vastly different then. I was struggling to decide whether they should become a faction in the new age. Before you could very tightly ally with one side, essentially making that empire yours. But now, since 4x mechanics exist, the only faction that is truly ever "your side", is the one you found yourself, so that is already in.
I don't think this is it's own faction, though I could be wrong, so do these only exist as blueprints to find or does anyone get it by default?
The earthcracker was once a "boss" enemy back in the super early days of starsector, back when we only had 3 factions and 1 star system, it would orbit the sun and ear through your fleet, but would give great loot for the time.Ohh, I never saw that part. Interesting. This mod is truly a fossil. :)
Well, you could always give "weaker" versions of the ship set to the Independents as their "faction" ships, and the make "elite" higher power ones (in the same vein as the XIV variant ships) that have to be found (either as salvage or blueprints).I have a question, the Weftin version let the Independents have access to the ship set and I actually kinda liked that since it gave them their own thing.No, they only exist as blueprints. In the first historic conception of the mod by Keptin, they were actually their own faction, though the game mechanics were vastly different then. I was struggling to decide whether they should become a faction in the new age. Before you could very tightly ally with one side, essentially making that empire yours. But now, since 4x mechanics exist, the only faction that is truly ever "your side", is the one you found yourself, so that is already in.
I don't think this is it's own faction, though I could be wrong, so do these only exist as blueprints to find or does anyone get it by default?
My thinking process was thus that having to share these cool unique designs with some random other spawned faction that is never actually on your side, kind of takes away from them being "your ships"/"your empire". So I decided against placing them as their own faction.
Decision open to council though.....
some how most the ships only require 10 DP, and I use command to get all blueprints but still miss some ships in this modThe deployment point costs I had overtaken from the original mod, so I guess this is a balancing issue now appearing in the new 0.9 era. Back then frigates actually cost more to deploy than capitals, so you will see these costs going down to 5 even on battleships in the current state.
I agree that this needs correcting. I will cross reference this with other mods later and release a version where this cost pyramid is the right way around.
As for the blueprints, yes, I experienced this issue too and had asked in the forum, but nobody got an answer for me. Currently the only way to get the rarer designs through console is to add the item "ifed_ship_package2" manually, which will give you all the missing designs. Don't ask me why the command line mod doesn't include these blueprints, because they certainly exist.
The problem here is however that the "allblueprints" command gives me all the bps associated with the ifed_ship_bp tag, and also all the rare_bps. For some reason it does not give me the ifed_ship_bp2 ones, even though they are of a blueprint package like the other. I have seen it done this way in other mods (like the Hiigaran one), where this worked fine.As for the blueprints, yes, I experienced this issue too and had asked in the forum, but nobody got an answer for me. Currently the only way to get the rarer designs through console is to add the item "ifed_ship_package2" manually, which will give you all the missing designs. Don't ask me why the command line mod doesn't include these blueprints, because they certainly exist.
The blueprints being split into two packages because of how the ships are tagged in ship_data.csv (https://starsector.fandom.com/wiki/Ship_Data_CSV). the tag section controls what blueprint packages each ship falls under. Most of the ships are under ifed_ship_bp, but some are under ifed_ship_bp2, and the prototypes (mk. 2s) are under rare_bp (https://starsector.fandom.com/wiki/Blueprint_Modding). ifed_ship_bp and ifed_ship_bp2 tags are part of the mod, defined in data/campaign/special_items.csv. This means that a player needs to find both blueprint packages to unlock most of the Federation ships (they are effectively split between two packages, believe Shadowyards does something similar). rare_bp is base game tag, and means that the ships aren't part of any package, and will only be dropped as single blueprints (think paragon, hyperion, etc.).
Also noticed that the Titan/Ocean class Battlecarriers have inconsistent text, still referring to them as the Titan (always liked the titan name, but probably conflicted with another mod back in the day maybe?)Good spot. Yes, that happened in the unbalanced version, because I later shifted to actually calling both versions (mk1 and 2) "Ocean" in that one. Is corrected.
Also you might want to consider adding the NO_AUTO_ESCORT ship hint to the carriers, depending on how you want them to play.Done. I actually expected for CARRIER + COMBAT in tandem to work this way, but good to know that wasn't it. Though I have also not seen any strange behavior until now honestly, but better be sure.
As for making the mod it's own faction, I personally am a big fan of that idea, as that gives me a lot more opportunity to interact against the ships (and fight against them!). Plus the Federation has a nice style that could be expanded upon. However, you could also double down on making them a special "player only" faction by adding some lore and story to the world, and take advantage of the new story features to make it clear why only the player has access to these ships. You could even add campaign missions where the player has to build up this new fleet. Obviously more work either way, but it would add some nice spice.Well, since this is like 70% for my own use, and only 30% to honor Keptin's contribution and keep the flame alive, I will certainly not do the story thing. I do actually play in a very RP fashion in my own game, starting with a mysterious Ares-class inheritance on my lv1 nobody with no money. Then working myself up to the first grand rEdacTdd system exploration to receive/unearth a Yukon (..via console) following "my relatives diary". With that and more new information(after finding all non-rare bps), I ventured deep into my massive map to found the federation on the technology in the distance, which slowly gives me access to the rest.
And speaking of spice, I have no issues with the idea of "modernizing"/uniqifying the faction a bit via ship systems. Probably could use the tune up, but whatever systems are added should fit the theme of the ships/feel like it fits (for example, I could imagine a system that drastically expands weapon firing arcs so a federation ship could bring it's full arsenal to bare for a short period - though don't know how to explain turret suddenly being able to turn more, ahh minutia). Might add a bit more life into the faction and make it feel more modern, but also isn't necessary.Well, that turret idea is not taken.(https://www.greensmilies.com/smile/smiley_emoticons_razz.gif)
I find the idea most of the weapons being limited ammo interesting as a balancing factor. I'm surprised that the unbalanced version has this.Yupp, ammunition handling is pretty well integrated into the standard game. I agree that it serves well for balancing, but also flair (rare munition adds imagination of massive projectiles), which is why I left it there for the amped up version too. Note though that ammunition capacity is still greatly enhanced in the balanced version, so I basically never run out except for serious invasion battles where enemies come around with 10 battleships and such.
Hypothetically, how easy would it be for someone to mod the mod so that these weapons had "infinite" ammo? Edit 2: Literally as easy as a .csv file edit
Edit: Also, the quad lancer torpedo looks weird on the Auria Battleship, specifically talking about the large universal hardpoint at the center. The sheer size of the torpedoes partially cover over the 4 nearby medium mounts.I also realized this problem, but I didn't want to change the original, since this was the intent of the author. It is somewhat better on the Antares for which I presume it was made, but yeah, they generally seem a tad bit too big.
In fact, IMO the lancer torpedoes in general are quite large.
I really like the ship designs! On a minor note, some of the weapons/ships are lacking descriptions. Some flavor text would be a nice addition :)I will do that when I have time next week again.
wow! Never seen the original mod but im excited to try this one out!how you integrate animation of your turret?
So after some messing around and some answers to this question (https://fractalsoftworks.com/forum/index.php?topic=5061.msg364444#msg364444) I think it's important to mention that currently this mods weapons and fighter wings will not appear on player faction patrols, nor will they be autofitted due to missing tags on weapons_data.csv and wings_data.csv.Hmm...
I would push forward the file I have but I've also done a bunch of personal balance changes across the board so it's something to be aware of for new adopters of the mod.
Bit late, but I'd really appreciate if you could upload it; if you're still around.So after some messing around and some answers to this question (https://fractalsoftworks.com/forum/index.php?topic=5061.msg364444#msg364444) I think it's important to mention that currently this mods weapons and fighter wings will not appear on player faction patrols, nor will they be autofitted due to missing tags on weapons_data.csv and wings_data.csv.Hmm...
I would push forward the file I have but I've also done a bunch of personal balance changes across the board so it's something to be aware of for new adopters of the mod.
I also edited the mod to add weapon/wing tags to allow autofits, but I also also made some other balance+graphical changes. Happy to post it here if anyone else wants to be able to outfit their patrols etc, assuming posting edits to someone else's mod is considered kosher.
Got back from long hiatus and this was literally my childhood with this game.Shouldn't it be as easy as changing the version number in the mod's info file to 0.96-RC10?
My favorite mod with all my old memories of this game.
With the release of .96 it will not allow me to activate mods that aren't on the exact version of the game.
How to I use this mods with the current version?
It's always the easiest answers I can't figure out. :oGot back from long hiatus and this was literally my childhood with this game.Shouldn't it be as easy as changing the version number in the mod's info file to 0.96-RC10?
My favorite mod with all my old memories of this game.
With the release of .96 it will not allow me to activate mods that aren't on the exact version of the game.
How to I use this mods with the current version?
It's always the easiest answers I can't figure out. :oGot back from long hiatus and this was literally my childhood with this game.Shouldn't it be as easy as changing the version number in the mod's info file to 0.96-RC10?
My favorite mod with all my old memories of this game.
With the release of .96 it will not allow me to activate mods that aren't on the exact version of the game.
How to I use this mods with the current version?
Does anyone know if this is one of the mods you can just change the version number on to updated?
yes it seems to work for me. but it might cause conflict with some other mods due to not actually being updated so just aware of it. if you need help let me know, i went though and updated most of the ship conflicts ive found for this mod.
Thanks for your efforts and your awesome original work Keptin, you are a master!Only problem I'm aware of is that some hulls are missing variations, and that the blueprints don't spawn (Save for one, I think). Hull variation problem is easily fixed by the Ship Editor utility, as for the lack of blueprints spawning, they can be spawned in from the command line if you've the mod. As for enabling the mod, just need to change the game version number in the mod_info.json
Anyone can upload his updated version of the mod, that would be cool? Some of you seem to have fixed a few issues?