Fractal Softworks Forum

Starsector => Mods => Topic started by: Pogre on May 16, 2022, 07:04:15 PM

Title: [0.97a] Bultach Coalition v1.1.5 "Bloatening"
Post by: Pogre on May 16, 2022, 07:04:15 PM
(https://i.imgur.com/njc3bSj.png)


A faction found south of the core, born from the exploits and abuses of the infamous Tritachyon Megacorporation, this raging polity will seemingly stop at nothing to see their former oppressors wiped from the sector.


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


Standardly brimming with low tech armaments and ships, this young faction has made major strides to advance; offering new, unique technology and weapons to the sector. What they're fully capable of has yet to be seen.


(https://i.imgur.com/XIGMJq6.png)

Download link here!
https://drive.google.com/file/d/1CcG9hoomZll5DmM8TVKnDFcTpjsiDDXw/view?usp=sharing (https://drive.google.com/file/d/1_v__RWTdr7qKiM9FzP3R7JMwQ6JtWzu3/view?usp=sharing)

More dakka, ships to come! Let me know any issues you have. Or balancing changes you'd like to see! Any feedback is appreciated.

And a HUGE thanks to the many helpful people over on the unofficial discord, genuinely would not have been possible without them.

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

The SHIPS (I know I'm not the best at this, but I'll be updating the sprites as I improve!)
Spoiler
(https://i.imgur.com/W80LGtT.png)
[close]


New holy tools of Ludd
Spoiler
(https://i.imgur.com/rcs3J5T.png)
[close]


New pirate conversions, and a hulking pile of garbage.
Spoiler
(https://i.imgur.com/XPEsIoS.png)
[close]


Changelog
Spoiler
v1.1.5
Changes;

-A lot. Too many for me to want to document. The mod size has more than doubled.


v1.1.3
Ship changes;

-Resprited the Smàladair
-Resprited the Snàthad
-Added a pirate variant of the Snàthad
-Resprited the Brònach fighter, reduced hull, armor, fixed weapon issue, reduced OP
-Resprited the Dhaich, minor rework
-Added a pirate variant of the Fithea
-Resprited and reworked the Nadhmòr
-Added the dram, phaeton, and mule to Bultach's known blueprints
-Another flux-related balance pass, and a shield balance pass
-Changed the Aghaidh's system to Assault Burn
-Fixed the Brùth (P) having four bays instead of two (how)
-Resprited and reworked the Spacehulk, now 85 DP
-Resprited and reworked the Freigart
-Fixed a few more oversights
-Added the Asal, a destroyer-sized freighter
-Added the Murtach-class cruiser, an experimental phase vessel

Weapon changes;

-Resprited and reworked the Seilch Autocannon into the Seilch Railgun
-Decreased the reload speed of the Unsgaith LRMs
-Decreased the ammo of the Unsgaith LRMs
-Removed EMP from the Unsgaith LRMs
-Decreased missile speed of the Unsgaith LRMs
-Made it so Bultach markets will consistently sell their own weapons (oops)
-Resprited and Reworked the Peilt Mortar into the Peilt Autocannon
-Removed the reload of the Caillean Barrage
-Added the Tonn Mòr torpedo, comes in large and medium
-Made the Beag PD's flak explosion smaller, made it more efficient
-Made the Snàthad more accurate
-Reworked the plasma shotguns into molten metal shotguns

Other changes;

-Reworked Offensive overdrive. Less benefits, shields able to stay up, no longer overloads
-Added orbital works to Mèinnearach
-Upgraded Miotail's patrol HQ to Military Base, also gave it a Megaport
-Updated various descriptions
-Fixed Bultach not showing up in bounties
-Made Bultach a bit less hyper aggressive, I hope
-And probably many more changes that I simply forgot


v1.1.2
-Ship Balance pass;

-Fixed a few oversights
-Increased the OP of the Daiche by 30
-Increased the OP of the Giùlain (P) by 20
-Increased the OP of the Fithea by 5
-Added Converted Cargo Bay to the Bruth (P)
-Increased the speed of the Dhaich by 10
-Increased the DP of the Daignich to 26
-Minor rework/resprite for the Gath
-Added Civilian Grade Hull to the Ramshackle
-Shortened Sgriosathar to just Sathar
-Added built in ITU to all of the Sathar's modules but main

-Other Changes;

-New custom portrait for Liam, by Quacken
-Added a mission that allows you to test Bultach combat vessels
-Added some custom dialogue
-Fixed a crash related to a hidden shield hullmod (Thank you Tilt!)


v1.1.1
-Another total resprite, rework of pretty much everything.
-More guns!
-More ships!
-Custom planet descriptions
-Various new shipsystems
-New sounds.
-Portraits for faction leaders, WIP.
-Updated faction description.
-Quite likely much more but at this point I have forgotten it.


v1.0.7
-Total resprite and rework of vast majority of ships
-Rework and resprite of several weapons
-Balance changes
-Two new ship systems
-Removed "Bultach Construction" hullmod
-Removed all pirate ships other than the "Space Hulk" and "Mèinneadh (P)"
-Added a new Luddic Path capital


v1.0.6
-MANY many changes. Conversion from a 40K themed mod to a more vanilla one. Many new ships, weapons, etc.


v1.0.4
-New weapon: "Bolta" to help ork fleets with shields existing.
-New ships: "Dodga," "Weirdboy," "Space Hulk."
-New built-in hullmod on ork ships, "Ork Konstrukshun." Allows easier recoveries.
-(Debatably) Better AI for "Big Red Button."
-Overhaul of a few ship and weapon sprites
-Minor balancing changes
-Small bug fixes


v1.0.3
-Removed "dreader"
-Removed "dodga"
-Removed "flyboss"
-Removed "blasta"
-New ships: "Junka," "Rokka," "Mega Rokk," "Garbarge," "Garbage," "Digga," "Drum," "Hammurhed."
-Two new independant ships to discover!
-Changed "Scrappa" into a destroyer. I was in denial.
-Overhaul of several ship sprites
-Minor balancing changes


v1.0.2
-Removed "destroyah"
-Added a new destroyer, "Rok"
-Added a new light cruiser, "Scrappa"
-Added four new weapons
-Updated several ship sprites
-Minor balancing changes
-Able to join their faction with Nex now!
[close]

Credits
Spoiler
-Pigeonpun, for helping me finally set up an IDE and stop being lazy, as well as providing some code!
-Mesotronik, for various sounds.
-Puretilt, for even more code.
-Quacken, for portraits and other artwork. (Like that poster!!)
-And various other people in the discord community who helped me more than I frankly deserved.
-Dalton, yet more code and general help
-Vanilla, also for code. I can't code.
-Bigbeans, for helping me with spriting.
[close]
Title: Re: [0.95.1a] Orks v1.0 release
Post by: IGdood on May 16, 2022, 08:00:54 PM
This'll go well with the upcoming ork faction in the Battlefleet Gothic mod
Title: Re: [0.95.1a] Orks v1.0 release
Post by: Great Wound on May 18, 2022, 02:40:50 PM
Wotz diz? Diz iz gud dakka! Needz moar dakkaz for the WARRGH!

GIZ UZ MOARZ!
Title: Re: [0.95.1a] Orks v1.0 release
Post by: Pogre on May 18, 2022, 09:13:29 PM
Wotz diz? Diz iz gud dakka! Needz moar dakkaz for the WARRGH!

GIZ UZ MOARZ!
I'M WORKIN' ON IT YA GIT! GET KRUMPIN"
Title: Re: [0.95.1a] Orks v1.0 release
Post by: Ramiel on May 18, 2022, 09:31:21 PM
Let's make it Orky!!!
Title: Re: [0.95.1a] Orks v1.0 release
Post by: michail on May 19, 2022, 07:03:03 AM
I love how the fighters are just guns glued to an engine. The ship sprites look dope.
Title: Re: [0.95.1a] Orks v1.0.2 Update! More DAKKA, updated sprites!
Post by: Pogre on May 21, 2022, 12:17:32 AM
New update out! Hope you guys enjoy. Let me know any feedback!
Title: Re: [0.95.1a] Orks v1.0.2 Update! More DAKKA, updated sprites!
Post by: Oxer555 on May 22, 2022, 02:22:49 PM
Mod looks great love how the ships look and work! Do you plan on making orks lore more intergrated to starsector lore? (for example making them a failed bioweapon made by domain before collapse or a xenolife found on a planet orguk). I have one issue with orks rarely raiding anybody, I think i saw them raid only one system in 2 cycles in my playthrough while everybody else keeps raiding and invading them. I think it would be better for them to raid and invade as frequently as for example legio infernalis from tahlan but unlike them they have junk fleets that would rarely succesfully raid or invade but still it would make them look like a threat and make orks more present in a sector.
Title: Re: [0.95.1a] Orks v1.0.2 Update! More DAKKA, updated sprites!
Post by: peppermeth on May 22, 2022, 03:31:01 PM
New update out! Hope you guys enjoy. Let me know any feedback!
Is it just me or the download link doesn't work since the last update?
Title: Re: [0.95.1a] Orks v1.0.2 Update! More DAKKA, updated sprites!
Post by: Pogre on May 22, 2022, 05:45:10 PM
New update out! Hope you guys enjoy. Let me know any feedback!
Is it just me or the download link doesn't work since the last update?

Just refreshed the link. Let me know if the issue persists!
Title: Re: [0.95.1a] Orks v1.0.2 Update! More DAKKA, updated sprites!
Post by: Pogre on May 22, 2022, 05:48:34 PM
Mod looks great love how the ships look and work! Do you plan on making orks lore more intergrated to starsector lore? (for example making them a failed bioweapon made by domain before collapse or a xenolife found on a planet orguk). I have one issue with orks rarely raiding anybody, I think i saw them raid only one system in 2 cycles in my playthrough while everybody else keeps raiding and invading them. I think it would be better for them to raid and invade as frequently as for example legio infernalis from tahlan but unlike them they have junk fleets that would rarely succesfully raid or invade but still it would make them look like a threat and make orks more present in a sector.

Thank you, means a lot to hear that! I do plan on giving them a bit of backstory in how they were discovered/came about in the persean sector. Perhaps a mutated military virus/fungus from the radiation of their home star. I'll look into increasing the rate at which they raid and strengthening their defenses! Possibly a new system, to give them a bit more of a foothold.
Title: Re: [0.95.1a] Orks v1.0.2 Update! More DAKKA, updated sprites!
Post by: peppermeth on May 22, 2022, 07:03:45 PM
New update out! Hope you guys enjoy. Let me know any feedback!
Is it just me or the download link doesn't work since the last update?

Just refreshed the link. Let me know if the issue persists!

It works now. Thank you.
Title: Re: [0.95.1a] Orks v1.0.3 "Roightin' Red"
Post by: Pogre on June 03, 2022, 12:25:04 AM
Very happy to bring along this new update. Big improvement on a lot of sprites! (I think..)
Title: Re: [0.95.1a] Orks v1.0.3 "Roightin' Red"
Post by: Dwarden on June 03, 2022, 08:43:52 AM
just question about (some of) the removed ships, are they gone for good or slated for rework and return later?
Title: Re: [0.95.1a] Orks v1.0.3 "Roightin' Red"
Post by: Zordiark Darkeater on June 03, 2022, 02:05:03 PM
Those ships are MONSTERS !!

LOVE IT !
Title: Re: [0.95.1a] Orks v1.0.3 "Roightin' Red"
Post by: Pogre on June 03, 2022, 02:53:25 PM
just question about (some of) the removed ships, are they gone for good or slated for rework and return later?

Most of the time I do try to rework and resprite the problem ships I have. The only ship in the removal that didn't get that treatment is the "dodger." But I'll eventually get that one back too!
Title: Re: [0.95.1a] Orks v1.0.3 "Roightin' Red"
Post by: NyciavonKriztorvz on June 03, 2022, 07:23:29 PM
WAGHHHHHHHHHHHHHHHHH!!!!
Title: Re: [0.95.1a] Orks v1.0.4 "Scrapyard"
Post by: Pogre on June 11, 2022, 12:37:04 PM
Update time! v1.0.4

-New weapon: "Bolta" to help ork fleets with shields existing.
-New ships: "Dodga," "Weirdboy," "Space Hulk."
-New built-in hullmod on ork ships, "Ork Konstrukshun." Allows easier recoveries for when your ork ship charges into an onslaught.
-(Debatably) Better AI for "Big Red Button."
-Overhaul of a few ship and weapon sprites
-Minor balancing changes
-Small bug fixes
Title: Re: [0.95.1a] Orks v1.0.4 "Scrapyard"
Post by: localvampirequeen on June 12, 2022, 10:29:12 AM
Looks good, they are pretty strong lol. Do you plan to eventually give the models a 40k style coat of paintjobs, aka the bright yellows etc or are you going to stick with a more muted tone.
Title: Re: [0.95.1a] Orks v1.0.4 "Scrapyard"
Post by: Pogre on June 12, 2022, 08:09:30 PM
Looks good, they are pretty strong lol. Do you plan to eventually give the models a 40k style coat of paintjobs, aka the bright yellows etc or are you going to stick with a more muted tone.

Thanks for the feedback! I'm definitely interested in getting them a paintjob like that, but I'm not quite good enough yet to do it myself. Hopefully in the future! But for now it will stay more muted.
Title: Re: [0.95.1a] Orks v1.0.4 "Scrapyard"
Post by: Superharem on June 13, 2022, 06:31:15 AM
I'm having a blast with this mod. The ships and weapons are so fun to play with. And the unique theme too, love it.
Title: Re: [0.95.1a] Orks v1.0.4 "Scrapyard"
Post by: Pogre on June 13, 2022, 05:36:07 PM
I'm having a blast with this mod. The ships and weapons are so fun to play with. And the unique theme too, love it.

That's fantastic to hear! I'm glad you're enjoying it. Feel free to give any sorta of feedback or ideas for stuff you'd like to see next!
Title: Re: [0.95.1a] Orks v1.0.4 "Scrapyard"
Post by: PeopleThief on June 14, 2022, 05:01:52 PM
If you do end up recoloring the ships to traditional ork colors, maybe leave the vanilla-styled color palet as an alternate skin pack?
Title: Re: [0.95.1a] Orks v1.0.4 "Scrapyard"
Post by: localvampirequeen on June 16, 2022, 07:01:45 PM
Not sure if its intentional but is there a cooldown on their waaagh charge ability. Sometimes the ai will charge multiple times with sometimes as short as a 5-15 second downtime.
Title: Re: [0.95.1a] Orks v1.0.4 "Scrapyard"
Post by: Pogre on June 16, 2022, 09:27:12 PM
Not sure if its intentional but is there a cooldown on their waaagh charge ability. Sometimes the ai will charge multiple times with sometimes as short as a 5-15 second downtime.

There is indeed a cooldown on their charge ability of ten seconds. I will be giving it a rework, come next update.
Title: Re: [0.95.1a] Orks v1.0.4 "Scrapyard"
Post by: GigaVivian on July 02, 2022, 07:01:10 PM
This Faction reminds me alot of the Kingdom of Terra Faction. With some of their ships built into asteroids, or flinging rocks right at their enemies. Also the same slamming their ships into the enemy. One of my favorite ways to play the game actually. ;D
Title: Re: [0.95.1a] BTC v1.0.6, Rebranding and Overhaul Update!
Post by: Pogre on July 16, 2022, 04:17:18 AM
BIG update and rebranding. Hope you guys enjoy!
Title: Re: [0.95.1a] Bultach Coalition v1.0.6, Rebranding and Overhaul Update!
Post by: travhill20 on July 16, 2022, 10:39:33 PM
Love some low tech diversity, ships look great and huuuuuuuge, thank you! Gonna give it a go now.
Title: Re: [0.95.1a] Bultach Coalition v1.0.6, Rebranding and Overhaul Update!
Post by: speeder on July 17, 2022, 12:55:32 AM
I am curious, can you give details on why you renamed it?
Title: Re: [0.95.1a] Bultach Coalition v1.0.6, Rebranding and Overhaul Update!
Post by: Kwbr on July 17, 2022, 02:48:16 AM
I am curious, can you give details on why you renamed it?

games workshop has been threatening to take legal action on basically all fan projects and non-official content for violating ip. it's unlikely that'd happen to this but still understandable
Title: Re: [0.95.1a] Bultach Coalition v1.0.6, Rebranding and Overhaul Update!
Post by: Pogre on July 17, 2022, 07:11:20 AM
I am curious, can you give details on why you renamed it?

Like Kwbr said, GW is pretty scary and I don't really wanna chance messing with them. But also, not being confined to "orky" ships lets me have a lot more freedom ship and weapon wise.
Title: Re: [0.95.1a] Bultach Coalition v1.0.6, Rebranding and Overhaul Update!
Post by: speeder on July 17, 2022, 07:29:59 AM
Ah I see. I was wondering if they had caught you already :P And yes, I know they are aggressive (by the way, Wizards of the Coast can be very aggressive too).

Personally I think this is a better decision, I tend to ignore all mods that use other IP, because it means the content is not compatible with vanilla lore. (also I also like sci-fi without aliens, since so much already have aliens in them, when sci-fi has no aliens I find it refreshing and cool).

Now you are free to run with your own lore ideas :)
Title: Re: [0.95.1a] Bultach Coalition v1.0.6, Rebranding and Overhaul Update!
Post by: SpaceDrake on July 17, 2022, 05:45:24 PM
Yeah, I was a little curious myself as to whether you'd gotten a very angry message from a certain legal department. (https://i.imgur.com/kcBTfAR.gif)

(It's still some of the most boneheaded community management I've seen in decades - but really getting into that would go off topic.)

Either way, still very curious to see where this goes!
Title: Re: [0.95.1a] Bultach Coalition v1.0.6, Rebranding and Overhaul Update!
Post by: n3xuiz on August 12, 2022, 12:56:31 PM
so i installed a version of the mod before the rebrand and i suppose its not possible to upgrade during an ongoing savegame right?
Title: Re: [0.95.1a] Bultach Coalition v1.0.6, Rebranding and Overhaul Update!
Post by: Pogre on August 12, 2022, 04:39:20 PM
so i installed a version of the mod before the rebrand and i suppose its not possible to upgrade during an ongoing savegame right?

Afraid not, it'd break as a lot of stuff has been changed entirely.
Title: Re: [0.95.1a] Bultach Coalition v1.0.6, Rebranding and Overhaul Update!
Post by: n3xuiz on August 12, 2022, 04:47:58 PM
didn't really expect it to. i like the mod though its definitely staying in my load order going forward.
Title: Re: [0.95.1a] Bultach Coalition v1.0.6, Rebranding and Overhaul Update!
Post by: Pogre on August 12, 2022, 04:54:05 PM
didn't really expect it to. i like the mod though its definitely staying in my load order going forward.

Awe, thank you! Means a lot hearing stuff like that. Big things planned for the next update!
Title: Re: [0.95.1a] Bultach Coalition v1.0.7, yet ANOTHER Sprite overhaul
Post by: Pogre on September 14, 2022, 03:47:40 PM
New update finally out! Hope you guys enjoy. No fix to everyone hating Bultach QUITE yet. I am lazy.
Title: Re: [0.95.1a] Bultach Coalition v1.0.7, yet ANOTHER Sprite overhaul
Post by: Chairman Suryasari on September 17, 2022, 12:37:51 PM
Are they mean to be hostile to everyone in Nex?
Title: Re: [0.95.1a] Bultach Coalition v1.0.7, yet ANOTHER Sprite overhaul
Post by: Pogre on September 17, 2022, 03:41:42 PM
Are they mean to be hostile to everyone in Nex?

No, I'm just very lazy and haven't fixed that issue yet.
Title: Re: [0.95.1a] Bultach Coalition v1.0.7, yet ANOTHER Sprite overhaul
Post by: Hatter on September 17, 2022, 07:48:10 PM
Re: feedback, some balance:

Sgàirne Autocannon - needs a nerf. Possibly several. It's as efficient as a storm needler while being cheaper to mount and having higher DPS, boasts much higher damage (400 per shot) and is 900 range.

Plasma cannons - efficiency should be decreased. The per-shot damage means that it's still strong anti-armor, but it also deals damage against shields.

Cruinn - consider reducing OP.

Fregairt - The sprite's annoyingly large when trying to fit into the loadout screen, cutting off the ends. Consider squishing it or mucking about with multiple sections.

Chrioch minigun - currently it regens ammo faster than it shoots. Consider changing it to a normal weapon or making the reload unsustainable.
Title: Re: [0.95.1a] Bultach Coalition v1.0.7, yet ANOTHER Sprite overhaul
Post by: zurium on September 18, 2022, 12:23:20 PM
can i get a download link for 1.0.6, didnt really know itd break my save.
Title: Re: [0.95.1a] Bultach Coalition v1.0.7, yet ANOTHER Sprite overhaul
Post by: Pogre on September 18, 2022, 03:36:26 PM
Re: feedback, some balance:

Sgàirne Autocannon - needs a nerf. Possibly several. It's as efficient as a storm needler while being cheaper to mount and having higher DPS, boasts much higher damage (400 per shot) and is 900 range.

Plasma cannons - efficiency should be decreased. The per-shot damage means that it's still strong anti-armor, but it also deals damage against shields.

Cruinn - consider reducing OP.

Fregairt - The sprite's annoyingly large when trying to fit into the loadout screen, cutting off the ends. Consider squishing it or mucking about with multiple sections.

Chrioch minigun - currently it regens ammo faster than it shoots. Consider changing it to a normal weapon or making the reload unsustainable.

Thank you for the feedback! I'll definitely touch up on all those, but the Fregairt will likely have to wait until I can modify it in some way that actually looks good.


can i get a download link for 1.0.6, didnt really know itd break my save.


Unfortunately not. I hadn't thought to back up the last version, my apologies.
Title: Re: [0.95.1a] Bultach Coalition v1.0.7, yet ANOTHER Sprite overhaul
Post by: zurium on September 18, 2022, 05:37:12 PM
well, that sucks :(. new playthrough it is i guess
Title: Re: [0.95.1a] Bultach Coalition v1.0.7, yet ANOTHER Sprite overhaul
Post by: Big Bee on October 18, 2022, 09:09:43 AM
I quite like the new ship sprites, although they feel a lot like vanilla-ish low-tech ships without much that'd make them stand out as their own faction as opposed to a regular low-tech ship pack.
Title: Re: [0.95.1a] Bultach Coalition v1.0.7, yet ANOTHER Sprite overhaul
Post by: WolfPriest on December 06, 2022, 06:33:07 AM
Looks neat, I'll check it out.
Title: Re: [0.95.1a] Bultach Coalition v1.0.7, yet ANOTHER Sprite overhaul
Post by: TCA_ChinChin on December 06, 2022, 03:02:01 PM
I don't know much about balance, but it seems some cruisers and capitals are one on one better than many other low-tech/med-tech DP equivalents. This is just me messing around in simulations using AI vs AI, no officers using preset loadouts. Some of the ships systems, especially the the unlimited range EMP that targets everything?, seem kinda too good for what its mounted on. Maybe its cause of the faction weapons? Some of the DPS numbers are quite high.

Overall, I love the theme and style of the Bultach weapons/ships. Even the rebranded lore seems pretty nice to me, although its a shame GW is the way they are. Whenever I run sims now, I make sure I always test against some Bultach ships for the fun of it and cause its a really strong faction.
Title: Re: [0.95.1a] Bultach Coalition v1.0.7, yet ANOTHER Sprite overhaul
Post by: Pogre on December 09, 2022, 01:40:43 PM
I don't know much about balance, but it seems some cruisers and capitals are one on one better than many other low-tech/med-tech DP equivalents. This is just me messing around in simulations using AI vs AI, no officers using preset loadouts. Some of the ships systems, especially the the unlimited range EMP that targets everything?, seem kinda too good for what its mounted on. Maybe its cause of the faction weapons? Some of the DPS numbers are quite high.

Overall, I love the theme and style of the Bultach weapons/ships. Even the rebranded lore seems pretty nice to me, although its a shame GW is the way they are. Whenever I run sims now, I make sure I always test against some Bultach ships for the fun of it and cause its a really strong faction.


I've been doing a lot of work on the general balance of weapons and ships, I just haven't pushed out any updates. Glad to see you like them otherwise though! Big things in the coming updates, haha.
Title: Re: [0.95.1a] Bultach Coalition v1.0.7, yet ANOTHER Sprite overhaul
Post by: RazorTS on December 10, 2022, 03:25:20 AM
Theres so many ships almost impossible task to balance

Had the basics of balanced done couple days before your tourney patch came out but then overwrote with it, big fml moment  :o

Weapons balance is in decent shape right now bit stronger than what i had, only thing that needs a change is cutting large missile ammo, it just having 1500 range is an issue then it reloads on top. I had it set with half the ammo and increased refire to 10s

Ships need complete redoing more or less so sorting ships by class  in .csv would help fine tune  and put ships in proper place, there's a lot of that to do

Title: Re: [0.95.1a] Bultach Coalition v1.0.7, yet ANOTHER Sprite overhaul
Post by: Callaghan92 on December 20, 2022, 02:36:48 AM
I don't know much about balance, but it seems some cruisers and capitals are one on one better than many other low-tech/med-tech DP equivalents. This is just me messing around in simulations using AI vs AI, no officers using preset loadouts. Some of the ships systems, especially the the unlimited range EMP that targets everything?, seem kinda too good for what its mounted on. Maybe its cause of the faction weapons? Some of the DPS numbers are quite high.

Overall, I love the theme and style of the Bultach weapons/ships. Even the rebranded lore seems pretty nice to me, although its a shame GW is the way they are. Whenever I run sims now, I make sure I always test against some Bultach ships for the fun of it and cause its a really strong faction.


I've been doing a lot of work on the general balance of weapons and ships, I just haven't pushed out any updates. Glad to see you like them otherwise though! Big things in the coming updates, haha.

Do you have any rough estimate on when this update will come? Looking at a playthrough with this faction but would like to do it after the update :)
Title: Re: [0.95.1a] Bultach Coalition v1.0.7, yet ANOTHER Sprite overhaul
Post by: Zumberge on April 12, 2023, 05:15:35 AM
Apologies for the bump, but I'd like to ask a question: When you say that "any feedback is appreciated," is there an upper limit to how much you want?  Because I recently did a run with Bultach (1.0.7), and it got sidetracked into me prodding around in the ships and weapons and testing them out.  It's starting to snowball a little, and I thought I should ask before I committed because I've been taking notes and it's probably going to go into basically everything.  Just making sure it would be prudent to continue, or if the current version is too out of date for any of it to be useful.

Conceptually though, I dig it.  High-mobility low-tech just hits so many buttons for me.
Title: Re: [0.95.1a] Bultach Coalition v1.0.7, yet ANOTHER Sprite overhaul
Post by: Pogre on April 12, 2023, 10:18:38 AM
Apologies for the bump, but I'd like to ask a question: When you say that "any feedback is appreciated," is there an upper limit to how much you want?  Because I recently did a run with Bultach (1.0.7), and it got sidetracked into me prodding around in the ships and weapons and testing them out.  It's starting to snowball a little, and I thought I should ask before I committed because I've been taking notes and it's probably going to go into basically everything.  Just making sure it would be prudent to continue, or if the current version is too out of date for any of it to be useful.

Conceptually though, I dig it.  High-mobility low-tech just hits so many buttons for me.

At this point I'm so far along with my own build that this version of my mod is wildly outdated. I do really appreciate feedback, but it wouldn't be applicable. However, I can send you the current build, if you'd like! As of now it's in the unofficial discord only, until I'm satisfied with my progress.
Title: Re: [0.95.1a] Bultach Coalition v1.0.7, yet ANOTHER Sprite overhaul
Post by: Valandras on April 12, 2023, 02:13:50 PM
I would certainly be interested in a peek at the up to date build, if thou art offering :D
Title: Re: [0.95.1a] Bultach Coalition v1.0.7, yet ANOTHER Sprite overhaul
Post by: Zumberge on April 12, 2023, 06:04:19 PM
At this point I'm so far along with my own build that this version of my mod is wildly outdated. I do really appreciate feedback, but it wouldn't be applicable. However, I can send you the current build, if you'd like! As of now it's in the unofficial discord only, until I'm satisfied with my progress.

If you could I'd be honored.
Title: Re: [0.95.1a] Bultach Coalition v1.1.1, Revamped. Again.
Post by: Pogre on April 13, 2023, 12:53:44 PM
Finally updated! Jumped a few versions, as I've been working behind the scenes on discord.

Changes;
v1.1.1
-Another total resprite, rework of pretty much everything.
-More guns!
-More ships!
-Custom planet descriptions
-Various new shipsystems
-New sounds.
-Portraits for faction leaders, WIP.
-Updated faction description.
-Quite likely much more but at this point I have forgotten it.
-A LOT of balance changes.

Do not hesitate to provide feedback, I always love hearing it!
Title: Re: [0.95.1a] Bultach Coalition v1.1.1, Revamped. Again.
Post by: Coward on April 13, 2023, 03:16:57 PM
with all the new changes, it would be safe to assume this new version is not save-compatible?
Title: Re: [0.95.1a] Bultach Coalition v1.1.1, Revamped. Again.
Post by: Pogre on April 13, 2023, 03:29:14 PM
with all the new changes, it would be safe to assume this new version is not save-compatible?

Unfortunately not, apologies.
Title: Re: [0.95.1a] Bultach Coalition v1.1.1, Revamped. Again.
Post by: Licoeur on April 14, 2023, 02:02:51 AM
I really like all the new models but I don't know if I will be able to live without the previous Freigart model. I love that ship so much I have it printed on my body pillow.
Title: Re: [0.95.1a] Bultach Coalition v1.1.1, Revamped. Again.
Post by: Zordiark Darkeater on April 14, 2023, 08:36:13 AM
Is there a way for the player to get the Super Dreadnought ?
Or thats an Ai only ship ?
That thing is a MONSTER.

It can 1v1 the Magnetar and win without even having a scratch looool
Title: Re: [0.95.1a] Bultach Coalition v1.1.1, Revamped. Again.
Post by: Pogre on April 14, 2023, 11:39:27 AM
Is there a way for the player to get the Super Dreadnought ?
Or thats an Ai only ship ?
That thing is a MONSTER.

It can 1v1 the Magnetar and win without even having a scratch looool

No, I don't plan for the player to be able to acquire it, as I'd basically have to neuter it for it to be any semblance of balanced in player hands. It's actually the Bultach homeworld's station.
Title: Re: [0.95.1a] Bultach Coalition v1.1.1, Revamped. Again.
Post by: Guardsmen83 on April 30, 2023, 01:32:34 PM
"NO LONGER orky-themed (sorry if you enjoyed that, GW scary" wait did gw threaten you? a starsector mod?
Title: Re: [0.95.1a] Bultach Coalition v1.1.1, Revamped. Again.
Post by: A_Random_Dude on April 30, 2023, 03:09:54 PM
Nah, he just rebranded before getting in troubles. Which, given how those guys seem to really "like" their license, is a pretty sound decision imo.
Title: Re: [0.95.1a] Bultach Coalition v1.1.1, Revamped. Again.
Post by: Indnvrkn on April 30, 2023, 03:25:30 PM
This Pack is AWESOME.



i don't know how to add the spoilers thing to stop people from seeing, so yeah, ignore whats below this, sorry


 







I am having one problem though. I also have console commands on my game, and used it to give me the dorndhe super dreadnought, which is super cool, but I cant control it because it is locked with station autopilot, I dont know if that is intentional or not, but is there a way to change it, I really want to use the big boi gun
Title: Re: [0.95.1a] Bultach Coalition v1.1.1, Revamped. Again.
Post by: Pogre on April 30, 2023, 04:02:55 PM
This Pack is AWESOME.



i don't know how to add the spoilers thing to stop people from seeing, so yeah, ignore whats below this, sorry


 







I am having one problem though. I also have console commands on my game, and used it to give me the dorndhe super dreadnought, which is super cool, but I cant control it because it is locked with station autopilot, I dont know if that is intentional or not, but is there a way to change it, I really want to use the big boi gun


Glad you like the mod! The Dorndhe is meant to be unaquireable by the player, and acts as a station for the Bultach homeworld. However, I am looking into how to let it act like a ship in combat, which would allow you to use it properly if spawned with console commands.
Title: Re: [0.96a] Bultach Coalition v1.1.2
Post by: Pogre on May 12, 2023, 02:25:29 PM
1.1.2 is out! Not as big as the last update, but there are some goodies.

-Ship Balance pass;

-Fixed a few oversights
-Increased the OP of the Daiche by 30
-Increased the OP of the Giùlain (P) by 20
-Increased the OP of the Fithea by 5
-Added Converted Cargo Bay to the Bruth (P)
-Increased the speed of the Dhaich by 10
-Increased the DP of the Daignich to 26
-Minor rework/resprite for the Gath
-Added Civilian Grade Hull to the Ramshackle
-Shortened Sgriosathar to just Sathar
-Added built in ITU to all of the Sathar's modules but main

-Other Changes;

-New custom portrait for Liam, by Quacken
-Added a mission that allows you to test Bultach combat vessels
-Added some custom dialogue
-Fixed a crash related to a hidden shield hullmod (Thank you Tilt!)
Title: Re: [0.96a] Bultach Coalition v1.1.2
Post by: lifeblood1 on May 16, 2023, 12:00:34 AM
Hi, really liked the ship pack and mod.I really enjoy mods with close to vanilla balancing/visual if not somewhat slightly stronger. Great visual and lore so far but a lot of stuff is not balanced. On a scale of 1-10, if vanilla ship were mostly 4 and the Paragon a 5.5, most of your ship/weapon would be a 7-8. So here is some feedback if you like, also a mini review for people who are looking for mods that can take on of the stronger mods or if someone wants something closer to vanilla.

The unsgaith missle launcher, its basically the sabot missile but better in every single way.I'll be using the base game medium sabot missile as a comparision. It has an auto loader which makes it basically infinite ammo, not to mention the base ammo is 24, which is double that of the sabot missile. The damage is 80% of the sabot, fires 1 projectile less then the base sabot but the refire rate is 4.5 vs 9 second so it almost have double the dps of the sabot if you spam fire. It outranges most missile at 2650 range, the sabot have a 1200 range and using the sabot missile as a base mean it will detonate and fire outside of PD range most of the time so you need dedicated long range flak to even shoot at it but not to mention it shoots 4 missles instead of 2 so pd would have an even harder time. So it outclass most if not all torpedoes or missile of in its weight class, I would use the medium version even if it cost 18-20 OP, but the most broken thing is that it cost 12 OP(sabot is 10). Its not even rare or anything, just a casually common weapon. So when fighting against this missile on your ships, there is basically no weakness to exploit, you can't outrange, outdamage, or overwhelm it with PD most the time. Its unfun to fight agaisnt.

Another point would be most your ship DP are lower then what they should be for their class. Your fregairt dreadnought is larger and have more guns then most battleship like a dreadnought should, but it has lower DP at 55 then a paragon(60). Then the daiche which have more guns then most light battleship/heavy cruiser but has 2 flight deck so its classified as a battle carrier? So not only its relative strength is battleship-ish but it got a DP value at 36! The Nadhmor is comparebly the most balance, but its 60speed is heavy destroyer/light cruiser speed, not what you expect from a battlecruiser. I won't even go to the heavy and super dreadnought but its basically the same. Most of the ship DP should be at least 1.3x to 2x more in DP for all the weapon slot and flux they bring.

Then as for the logistic part, making a ship super expensive like a super capital or secret special or one of a kind ship is fine but its not how you should balance common ships. Logistic don't mean much end game but for roleplay or balance, its most of an annoyance. For example, when the fregairt dreadnought has 55 mantainance montly(paragon has 60 as a reference and the conquest 40) but it also got the low mantainance hull mod built right into the hull to make it a wooping 41sup a month, it kinda defeats the purpose. A dreaughnought should be more expensive to make, keep and maintain and deploy but it isn't.

All in all, great visuals and ships(very vanilla friendly) for a mod pack but held back(or improved depending on how you like to play) by strong if not outright overpowered ships and weapons.
Title: Re: [0.96a] Bultach Coalition v1.1.2
Post by: Pogre on May 16, 2023, 07:33:05 PM
Hi, really liked the ship pack and mod.I really enjoy mods with close to vanilla balancing/visual if not somewhat slightly stronger. Great visual and lore so far but a lot of stuff is not balanced. On a scale of 1-10, if vanilla ship were mostly 4 and the Paragon a 5.5, most of your ship/weapon would be a 7-8. So here is some feedback if you like, also a mini review for people who are looking for mods that can take on of the stronger mods or if someone wants something closer to vanilla.

The unsgaith missle launcher, its basically the sabot missile but better in every single way.I'll be using the base game medium sabot missile as a comparision. It has an auto loader which makes it basically infinite ammo, not to mention the base ammo is 24, which is double that of the sabot missile. The damage is 80% of the sabot, fires 1 projectile less then the base sabot but the refire rate is 4.5 vs 9 second so it almost have double the dps of the sabot if you spam fire. It outranges most missile at 2650 range, the sabot have a 1200 range and using the sabot missile as a base mean it will detonate and fire outside of PD range most of the time so you need dedicated long range flak to even shoot at it but not to mention it shoots 4 missles instead of 2 so pd would have an even harder time. So it outclass most if not all torpedoes or missile of in its weight class, I would use the medium version even if it cost 18-20 OP, but the most broken thing is that it cost 12 OP(sabot is 10). Its not even rare or anything, just a casually common weapon. So when fighting against this missile on your ships, there is basically no weakness to exploit, you can't outrange, outdamage, or overwhelm it with PD most the time. Its unfun to fight agaisnt.

Another point would be most your ship DP are lower then what they should be for their class. Your fregairt dreadnought is larger and have more guns then most battleship like a dreadnought should, but it has lower DP at 55 then a paragon(60). Then the daiche which have more guns then most light battleship/heavy cruiser but has 2 flight deck so its classified as a battle carrier? So not only its relative strength is battleship-ish but it got a DP value at 36! The Nadhmor is comparebly the most balance, but its 60speed is heavy destroyer/light cruiser speed, not what you expect from a battlecruiser. I won't even go to the heavy and super dreadnought but its basically the same. Most of the ship DP should be at least 1.3x to 2x more in DP for all the weapon slot and flux they bring.

Then as for the logistic part, making a ship super expensive like a super capital or secret special or one of a kind ship is fine but its not how you should balance common ships. Logistic don't mean much end game but for roleplay or balance, its most of an annoyance. For example, when the fregairt dreadnought has 55 mantainance montly(paragon has 60 as a reference and the conquest 40) but it also got the low mantainance hull mod built right into the hull to make it a wooping 41sup a month, it kinda defeats the purpose. A dreaughnought should be more expensive to make, keep and maintain and deploy but it isn't.

All in all, great visuals and ships(very vanilla friendly) for a mod pack but held back(or improved depending on how you like to play) by strong if not outright overpowered ships and weapons.


I do appreciate feedback, but a lot of this is just downright wrong. Apologies if that comes off harsh.

The unsgaith is a LRM, which is why it has longer range, and it's weak if it's not massed with other ships, and also weak if used against targets smaller than a cruiser, as it often times misses when it splits. The one thing I agree with is the split range, which I will be changing to happen closer to the ship, so that it can more easily be shot down. Otherwise I've not gotten any serious complaints about the weapon being overtuned. I will however reduce the ammo slightly, in the coming patch.

The Fregairt cannot consistently take on the paragon on it's own, and simply doesn't bring as much value as the paragon does as an anchor. The DP could stand to be lower, even, from other feedback I've received. The Daiche isn't a cruiser, it's a cheaper, slower capital ship. The legion has more bays, and more firepower than the Daiche has, and it doesn't really hold it's own in capital to capital combat. That is why it's relatively cheap at 36 DP. There is absolutely no way I'm increasing any of the ship's DP by 2x. That is ridiculous. They all also have similar flux profiles to vanilla low tech, but I will be keeping a close eye on them.

The logistic part is to lean into the low tech, low maintenance scheme of things. You'll notice that the more advanced ships with fancier systems do not carry the hullmod. Only the oldest and most rugged get benefits from it, to encourage bringing the comparatively simpler ships along. This bonus also does not apply to the production or deployment of the ships, only their supply upkeep.

I'm glad that you enjoy the mod, but in the current state it's not as wildly overpowered as you claim it to be.
Title: Re: [0.96a] Bultach Coalition v1.1.2
Post by: Deageon on May 17, 2023, 03:39:39 PM
I have to say, this mod seems pretty damn enjoyable! Honestly, the thing I like most is the added ships to the Pirates and Pathers, really giving them a little bit more of a bite at times. The guns are fun to mess about with, fighters neat if not usually my kind of thing, and the lore is fun. *** tri-tachers!

Can't wait to get jumpscared mid fleed-battle by one of the bigger ships added in, if you get my drift.
Title: Re: [0.96a] Bultach Coalition v1.1.2
Post by: WatchWolf on May 26, 2023, 12:07:22 AM
I want to preface this with I very much enjoyed this mod for a while in its old form and mean no ill will with my following lament. I understand that balance is a fine line and I do see the push toward "vanilla" but I feel that they are now too weak in my eyes.

*puts on then takes off "taking off cap"*
My poor Nadhmor its been nerfed into the ground, noooooo. What was once my primary flagship doesn't even pass the onslaught test. Loosing the flux dumping mobility that let it both get in and get out while keeping solid forward facing damage. What were once sub 1000 range but decent efficiency high damage weapons are now far too inefficient to use in their previous brawely state. I lament the loss of my previous play style, and my wooshy boi. While the false one mascaraed in his name only, poor ghean wallows in d tier having lost the thing that let it compete with the likes of other 6 cost mobility frigates. Now the wolf eats his meager lunch.

In all seriousness I am most likely in the minority that prefers things to be in a vanilla +5-10% state when it comes to modded content. However what is more important is the creators vision. I really liked the fast get in and rely on a solid charge rate ability to either stay in or get out. Maybe the old Nadhmor can appear as a bounty, same with the old ghean maybe in a pack of 4? It was nice to have something that used ballistics to stand above the mainly missile and missile bomber centric end game meta you inevitably use. But I am a random voice on the internet I cant tell you what to do and frankly you shouldn't listen to me anyway. I have Excel, notepad, and just enough knoledge of Starsector mods that reality can be whatever I want. Make the best mod you enjoy making and don't let any random on the internet force you to change things. Games Workshop on the other hand ya they will send lawyers over anything so that was most likely a regrettably correct move to make. In the end make what you like balance it how you want and have a great whatever time of day your reading this.
Title: Re: [0.96a] Bultach Coalition v1.1.2
Post by: Gift-of-Life on May 26, 2023, 05:31:35 PM
Im confused to way this mod gives a fatal: error loading {data/missions/bt_testingrange/descriptor.json} resource, not found in {/home/deck/desktop/starsector/./mods/bultach coalition,/home/deck/desktop/starsector/./mods..............................

It's the only mod active besides Lunalib, Magiclib, Graphicslib, and Lazylib.

 edit: found a fix by deleting the missions folder.
Title: Re: [0.96a] Bultach Coalition v1.1.2
Post by: Pogre on May 26, 2023, 07:18:17 PM
Im confused to way this mod gives a fatal: error loading {data/missions/bt_testingrange/descriptor.json} resource, not found in {/home/deck/desktop/starsector/./mods/bultach coalition,/home/deck/desktop/starsector/./mods..............................

It's the only mod active besides Lunalib, Magiclib, Graphicslib, and Lazylib.

 edit: found a fix by deleting the missions folder.

Quite strange, first time I've had this crash reported. Could be potentially fixed by just attempting another download, but deleting the folder also works, if you don't care about the mission.
Title: Re: [0.96a] Bultach Coalition v1.1.2
Post by: Gift-of-Life on May 26, 2023, 07:31:29 PM
Im confused to way this mod gives a fatal: error loading {data/missions/bt_testingrange/descriptor.json} resource, not found in {/home/deck/desktop/starsector/./mods/bultach coalition,/home/deck/desktop/starsector/./mods..............................

It's the only mod active besides Lunalib, Magiclib, Graphicslib, and Lazylib.

 edit: found a fix by deleting the missions folder.

Quite strange, first time I've had this crash reported. Could be potentially fixed by just attempting another download, but deleting the folder also works, if you don't care about the mission.

Don't know if i'll miss the missions since i have never done them. I have tried a second Download of the zip, but yielded the same error.
Title: Re: [0.96a] Bultach Coalition v1.1.2
Post by: TheDeviL234 on May 27, 2023, 09:10:49 AM
Im confused to way this mod gives a fatal: error loading {data/missions/bt_testingrange/descriptor.json} resource, not found in {/home/deck/desktop/starsector/./mods/bultach coalition,/home/deck/desktop/starsector/./mods..............................

It's the only mod active besides Lunalib, Magiclib, Graphicslib, and Lazylib.

 edit: found a fix by deleting the missions folder.

Quite strange, first time I've had this crash reported. Could be potentially fixed by just attempting another download, but deleting the folder also works, if you don't care about the mission.

i'm guessing Gift-of-Life is on linux since i'm getting the same issue. basically the mission folder name is BT_TestingRange while its reference in code is bt_testingrange. since linux is case-sensitive (unlike windows), it crashes the game. simply renaming the folder to lowercase solved the issue.
Title: Re: [0.96a] Bultach Coalition v1.1.2
Post by: Gift-of-Life on May 28, 2023, 12:11:07 PM
Im confused to way this mod gives a fatal: error loading {data/missions/bt_testingrange/descriptor.json} resource, not found in {/home/deck/desktop/starsector/./mods/bultach coalition,/home/deck/desktop/starsector/./mods..............................

It's the only mod active besides Lunalib, Magiclib, Graphicslib, and Lazylib.

 edit: found a fix by deleting the missions folder.

Quite strange, first time I've had this crash reported. Could be potentially fixed by just attempting another download, but deleting the folder also works, if you don't care about the mission.

i'm guessing Gift-of-Life is on linux since i'm getting the same issue. basically the mission folder name is BT_TestingRange while its reference in code is bt_testingrange. since linux is case-sensitive (unlike windows), it crashes the game. simply renaming the folder to lowercase solved the issue.

Yes Im very much on a linux system because of my SteamDeck. For what it is, I love it. Though because its a Linux OS, im very much learning its quirks. For example would be your solution with Case-Sensitive folder names. I had not known that was an issue with the OS, even after seeing the mods reference file wording. So thanks!
Title: Re: [0.96a] Bultach Coalition v1.1.2
Post by: Pogre on May 28, 2023, 04:48:35 PM
Im confused to way this mod gives a fatal: error loading {data/missions/bt_testingrange/descriptor.json} resource, not found in {/home/deck/desktop/starsector/./mods/bultach coalition,/home/deck/desktop/starsector/./mods..............................

It's the only mod active besides Lunalib, Magiclib, Graphicslib, and Lazylib.

 edit: found a fix by deleting the missions folder.

Quite strange, first time I've had this crash reported. Could be potentially fixed by just attempting another download, but deleting the folder also works, if you don't care about the mission.

i'm guessing Gift-of-Life is on linux since i'm getting the same issue. basically the mission folder name is BT_TestingRange while its reference in code is bt_testingrange. since linux is case-sensitive (unlike windows), it crashes the game. simply renaming the folder to lowercase solved the issue.

Yes Im very much on a linux system because of my SteamDeck. For what it is, I love it. Though because its a Linux OS, im very much learning its quirks. For example would be your solution with Case-Sensitive folder names. I had not known that was an issue with the OS, even after seeing the mods reference file wording. So thanks!


I'll have this fixed by next update, and I'll keep it in mind for future reference so I don't give linux users crashes. Thank you!
Title: Re: [0.96a] Bultach Coalition v1.1.2
Post by: Inhilicon on June 01, 2023, 07:58:40 AM
Hi, just wanted to say that I really enjoy this mod. Low-tech goodness and fun guns. But is the naming convention gaelic, irish or scottish? Or gaelic scottish? Something else? I'm not exactly well-versed in this topic but my irish friend did make me interested in such history and culture.
Title: Re: [0.96a] Bultach Coalition v1.1.2
Post by: Pogre on June 01, 2023, 05:27:46 PM
Hi, just wanted to say that I really enjoy this mod. Low-tech goodness and fun guns. But is the naming convention gaelic, irish or scottish? Or gaelic scottish? Something else? I'm not exactly well-versed in this topic but my irish friend did make me interested in such history and culture.

I'm glad you enjoy it! The naming convention is actually Scottish gaelic, like you had guessed. I'm not well-versed myself but it's a very intriguing language.
Title: Re: [0.96a] Bultach Coalition v1.1.2
Post by: Gift-of-Life on June 01, 2023, 06:06:38 PM
Im confused to way this mod gives a fatal: error loading {data/missions/bt_testingrange/descriptor.json} resource, not found in {/home/deck/desktop/starsector/./mods/bultach coalition,/home/deck/desktop/starsector/./mods..............................

It's the only mod active besides Lunalib, Magiclib, Graphicslib, and Lazylib.

 edit: found a fix by deleting the missions folder.

Quite strange, first time I've had this crash reported. Could be potentially fixed by just attempting another download, but deleting the folder also works, if you don't care about the mission.

i'm guessing Gift-of-Life is on linux since i'm getting the same issue. basically the mission folder name is BT_TestingRange while its reference in code is bt_testingrange. since linux is case-sensitive (unlike windows), it crashes the game. simply renaming the folder to lowercase solved the issue.

Yes Im very much on a linux system because of my SteamDeck. For what it is, I love it. Though because its a Linux OS, im very much learning its quirks. For example would be your solution with Case-Sensitive folder names. I had not known that was an issue with the OS, even after seeing the mods reference file wording. So thanks!


I'll have this fixed by next update, and I'll keep it in mind for future reference so I don't give linux users crashes. Thank you!

Your welcome, and thank you.
Title: Re: [0.96a] Bultach Coalition v1.1.2
Post by: vagabond1-akallas on June 02, 2023, 01:42:59 AM
Yo!

So I played like three campaigns so far with Bultach Coalition since the latest Starsector update. Dozens of campaigns before that.

Thank you for making the mod, by the way.

So what I've noticed between the change is this. Prior to May 12 update, Bultach was always tittering on the edge of annihilation.

Of course, I am using Nexerelin.

After the May 12 update, Bultach has, on all three of my new campaigns, wiped out the Tri-Tachyon within the first ten years of the game. In the first campaign, they wiped out the Tri-Tachs in under five. None of the campaigns saw either party ally with anyone else.

IMO you buffed the faction up the wazoo.
Title: Re: [0.96a] Bultach Coalition v1.1.2
Post by: Nia Tahl on June 02, 2023, 03:22:12 AM
This is my favourite high tech mod on the forums!
Title: Re: [0.96a] Bultach Coalition v1.1.2
Post by: Pogre on June 02, 2023, 11:42:39 AM
Yo!

So I played like three campaigns so far with Bultach Coalition since the latest Starsector update. Dozens of campaigns before that.

Thank you for making the mod, by the way.

So what I've noticed between the change is this. Prior to May 12 update, Bultach was always tittering on the edge of annihilation.

Of course, I am using Nexerelin.

After the May 12 update, Bultach has, on all three of my new campaigns, wiped out the Tri-Tachyon within the first ten years of the game. In the first campaign, they wiped out the Tri-Tachs in under five. None of the campaigns saw either party ally with anyone else.

IMO you buffed the faction up the wazoo.


Yeah, I gave them a siphon station and replaced their corrupted nanoforge with a pristine while I work out a side-grade version, but I've often been hearing they go ham on Tri-Tach ever since then. I'll look into their config settings which I have neglected for awhile to see if I can make TT not instantly explode.
Title: Re: [0.96a] Bultach Coalition v1.1.2
Post by: Astronova on June 15, 2023, 10:54:57 PM
Not sure if anyone else is having this issue but the Chrioch Minigun deals no damage even when armor is completely obliterated, not even to missiles or smallcraft. Not sure if it's something on my end or a bug.

edit: I tested the minigun again on a fresh save using a hegemony ship with no UNGP modifiers and that seemed to work just fine.
Title: Re: [0.96a] Bultach Coalition v1.1.2
Post by: Pogre on June 16, 2023, 03:59:56 PM
Not sure if anyone else is having this issue but the Chrioch Minigun deals no damage even when armor is completely obliterated, not even to missiles or smallcraft. Not sure if it's something on my end or a bug.

edit: I tested the minigun again on a fresh save using a hegemony ship with no UNGP modifiers and that seemed to work just fine.

Yeah I'm not sure what could have caused that other than another mod, as it does damage on my end, and I haven't heard about this issue from anyone else. It just does low frag damage in exchange for shooting extremely fast, so sometimes it can feel like it's not doing much at all haha.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Pogre on June 18, 2023, 03:57:30 PM
1.1.3 is out! Here's a changelog;

Ship changes;

-Resprited the Smàladair
-Resprited the Snàthad
-Added a pirate variant of the Snàthad
-Resprited the Brònach fighter, reduced hull, armor, fixed weapon issue, reduced OP
-Resprited the Dhaich, minor rework
-Added a pirate variant of the Fithea
-Resprited and reworked the Nadhmòr
-Added the dram, phaeton, and mule to Bultach's known blueprints
-Another flux-related balance pass, and a shield balance pass
-Changed the Aghaidh's system to Assault Burn
-Fixed the Brùth (P) having four bays instead of two (how)
-Resprited and reworked the Spacehulk, now 85 DP
-Resprited and reworked the Freigart
-Fixed a few more oversights
-Added the Asal, a destroyer-sized freighter
-Added the Murtach-class cruiser, an experimental phase vessel

Weapon changes;

-Resprited and reworked the Seilch Autocannon into the Seilch Railgun
-Decreased the reload speed of the Unsgaith LRMs
-Decreased the ammo of the Unsgaith LRMs
-Removed EMP from the Unsgaith LRMs
-Decreased missile speed of the Unsgaith LRMs
-Made it so Bultach markets will consistently sell their own weapons (oops)
-Resprited and Reworked the Peilt Mortar into the Peilt Autocannon
-Removed the reload of the Caillean Barrage
-Added the Tonn Mòr torpedo, comes in large and medium
-Made the Beag PD's flak explosion smaller, made it more efficient
-Made the Snàthad more accurate
-Reworked the plasma shotguns into molten metal shotguns

Other changes;

-Reworked Offensive overdrive. Less benefits, shields able to stay up, no longer overloads
-Added orbital works to Mèinnearach
-Upgraded Miotail's patrol HQ to Military Base, also gave it a Megaport
-Updated various descriptions
-Fixed Bultach not showing up in bounties
-Made Bultach a bit less hyper aggressive, I hope
-And probably many more changes that I simply forgot
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: rb1092 on June 25, 2023, 01:53:57 PM
I like the flavor, they are extremely strong early though.  Took out the Diktat with 3 massive fleets early, the teleporting ramming cruisers seemed a bit much that early.  I took the mod out due to the early game but clearly a lot of work went into it.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Pogre on June 25, 2023, 06:52:04 PM
I like the flavor, they are extremely strong early though.  Took out the Diktat with 3 massive fleets early, the teleporting ramming cruisers seemed a bit much that early.  I took the mod out due to the early game but clearly a lot of work went into it.

You're using nex, I assume? I tried to tone down their aggression in the config but I'll have another look. And those phase cruisers are supposed to be exceptionally rare, but I'll look into further decreasing their spawn rate.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: jvaler on June 29, 2023, 01:45:44 PM
Making the Bultach system compatible with Industrial Evolution could be nice. I really wanted to get a Bultach ambassador in my playthrough, but it's not integrated from what I can tell.

Love the mod though!
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Nick XR on June 30, 2023, 09:22:24 AM
These are some of my favorite ships, the sprites are beautiful and the ships are fun to use.  Thank you!
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Nobody on July 02, 2023, 05:36:52 AM
Can you please lower the fuel comsuption of the sathar ship?
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Pogre on July 02, 2023, 06:33:50 PM
Can you please lower the fuel comsuption of the sathar ship?

Oop, forgot to change that. I'll have it reduced by next update to around 36/ly
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Pogre on July 02, 2023, 06:37:14 PM
These are some of my favorite ships, the sprites are beautiful and the ships are fun to use.  Thank you!

I'm flattered! Thank you for the kind words.

Making the Bultach system compatible with Industrial Evolution could be nice. I really wanted to get a Bultach ambassador in my playthrough, but it's not integrated from what I can tell.

Love the mod though!

I'll look into making it compatible, I never really messed with the ambassador system myself so it never really came up on my radar.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: S_Eusebio on July 04, 2023, 06:51:49 AM
Hi! First of all I'd like to say that the ships sprites of this mod looks fantastic. So good job! I really dig the aesthetics a lot.

Second of all, I was trying to install the mod but when I try to enable the mod, it says that it requires GraphicsLib other than LazyLib and MagicLib. So, maybe you could update the mod requirements in the first page of this thread and add GraphicsLib under LazyLib and MagicLib when you have the time.

Also, and that is a more a personal request, you could add a "Commissioned Crews" bonus for the Bultach Coalition (I don't think this faction already has one, right?).

Thank you for your hard work on bringing this mod to life!
I'm looking forward the future updates!
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Pogre on July 06, 2023, 06:13:35 PM
Hi! First of all I'd like to say that the ships sprites of this mod looks fantastic. So good job! I really dig the aesthetics a lot.

Second of all, I was trying to install the mod but when I try to enable the mod, it says that it requires GraphicsLib other than LazyLib and MagicLib. So, maybe you could update the mod requirements in the first page of this thread and add GraphicsLib under LazyLib and MagicLib when you have the time.

Also, and that is a more a personal request, you could add a "Commissioned Crews" bonus for the Bultach Coalition (I don't think this faction already has one, right?).

Thank you for your hard work on bringing this mod to life!
I'm looking forward the future updates!

I appreciate the kind words, I'm glad you're enjoying the mod!

I've added the requirement for GraphicsLib, thank you. However, I don't really have plans to make Commissioned Crews compatibility any time soon. Sorry to disappoint.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Vundaex on July 10, 2023, 05:27:20 PM
Just wanted to say that I'm really enjoying this mod, great work.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: raco12 on July 20, 2023, 06:53:57 AM
The ships, the factions, this mod is a must be in any starsector game!

That said, I wanted to ask a question. I was testing the BC Biggest ship, the SuperCapital and doing so, the ship althought funtional, it wont move at all, like the engine thrusters dont work, even when I do simulations screen vs this ship, the ship will defend itself but it wont move, almost like a static station. It wont even turn or try it at least.

Its this a bug? or its myself having a mod conflict or someting.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Pogre on July 20, 2023, 04:12:16 PM
The ships, the factions, this mod is a must be in any starsector game!

That said, I wanted to ask a question. I was testing the BC Biggest ship, the SuperCapital and doing so, the ship althought funtional, it wont move at all, like the engine thrusters dont work, even when I do simulations screen vs this ship, the ship will defend itself but it wont move, almost like a static station. It wont even turn or try it at least.

Its this a bug? or its myself having a mod conflict or someting.

Not a bug, unfortunately. The ship is literally a station, and the station AI doesn't allow it to move no matter what. I've been trying to figure out how to change or circumvent this, but no luck yet. Apologies!
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: TauCetiRedGuard on July 20, 2023, 04:27:00 PM
Not a bug, unfortunately. The ship is literally a station, and the station AI doesn't allow it to move no matter what. I've been trying to figure out how to change or circumvent this, but no luck yet. Apologies!
Maybe consider asking the Legacy of Arkngneisis dev Gwyvern? His mod has a mobile station called Angaria which moves in combat.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Pogre on July 21, 2023, 03:15:46 PM
Not a bug, unfortunately. The ship is literally a station, and the station AI doesn't allow it to move no matter what. I've been trying to figure out how to change or circumvent this, but no luck yet. Apologies!
Maybe consider asking the Legacy of Arkngneisis dev Gwyvern? His mod has a mobile station called Angaria which moves in combat.

That's actually where I pulled the current scripts for how it works, with permission. I'm honestly clueless on what actually allows the anargaia to still act as a ship in combat that I'm missing.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: raco12 on July 21, 2023, 09:54:38 PM
Not a bug, unfortunately. The ship is literally a station, and the station AI doesn't allow it to move no matter what. I've been trying to figure out how to change or circumvent this, but no luck yet. Apologies!
Maybe consider asking the Legacy of Arkngneisis dev Gwyvern? His mod has a mobile station called Angaria which moves in combat.

That's actually where I pulled the current scripts for how it works, with permission. I'm honestly clueless on what actually allows the anargaia to still act as a ship in combat that I'm missing.

Why no ask UAF Mod Dev, they have huge capitals that can serve as example for BC super capital movement.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Pogre on July 22, 2023, 02:09:38 PM
Why no ask UAF Mod Dev, they have huge capitals that can serve as example for BC super capital movement.

Because I already know how to make supercapitals that move regularly. The problem comes from station AI, as this this supercap in particular acts as a station for a colony. UAF does not do this.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: jvaler on July 23, 2023, 02:08:00 AM
The Bultach blueprint pack seems to drop very frequently, I've found it 3 times after having only explored 2 dozen systems. Not that I'm complaining (effectively infinite blueprint points at prism freeport feels great), but that seems a bit powerful given it's worth 500k credits
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: TCA_ChinChin on July 30, 2023, 12:08:11 PM
Love to see you're updates and continued work on this mod. The quality of the ships, weapons, and philosophy behind the faction feel great. I do have some minor gripes about balance however, with regard to the Offensive Overdrive system and the ships they are equipped on. The ships themselves are mostly well themed and balanced, but with the addition of the ship system, it moves some of them into absurd territory. The speed boost given turn them from being good ships to monsters that have the stats of their own tier of ship but with the speed of a whole smaller tier. It turns the ships into cruisers with destroyer/frigate speed or destroyers that are faster than any ship including frigates. I understand the theme of the ship system is to provide offensive capability to fragile ships, but most often, it makes them the most tanky in practice since they are able to go, engage, and then boost out of the fight for free taking no damage. The cooldown seems to be quite low as well. Looking at it from another perspective, its like a free unstable injector, but without range penalties and more (combat) benefits. Fighting against them when you're already equiped with a decent fleet isn't much of a problem since there are various ways to still counter them a bit like missiles and fighters, but in the early game, when my fleet is just a couple of frigates and/or destroyers, the balance becomes a lot bigger of a problem. Compared to the other ships from the Bultach, they seem like an outlier balance-wise. I understand creating a very offensively focused theme, but was this increased survivability the goal with this ship system? A suggestion would be to move/reduce the speed buff to another combat aspect (like flux) or to reduce the already super quick speeds of the ships they are attached to. Increasing the cooldown could be another suggestion.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Pogre on July 31, 2023, 07:14:28 PM
Love to see you're updates and continued work on this mod. The quality of the ships, weapons, and philosophy behind the faction feel great. I do have some minor gripes about balance however, with regard to the Offensive Overdrive system and the ships they are equipped on. The ships themselves are mostly well themed and balanced, but with the addition of the ship system, it moves some of them into absurd territory. The speed boost given turn them from being good ships to monsters that have the stats of their own tier of ship but with the speed of a whole smaller tier. It turns the ships into cruisers with destroyer/frigate speed or destroyers that are faster than any ship including frigates. I understand the theme of the ship system is to provide offensive capability to fragile ships, but most often, it makes them the most tanky in practice since they are able to go, engage, and then boost out of the fight for free taking no damage. The cooldown seems to be quite low as well. Looking at it from another perspective, its like a free unstable injector, but without range penalties and more (combat) benefits. Fighting against them when you're already equiped with a decent fleet isn't much of a problem since there are various ways to still counter them a bit like missiles and fighters, but in the early game, when my fleet is just a couple of frigates and/or destroyers, the balance becomes a lot bigger of a problem. Compared to the other ships from the Bultach, they seem like an outlier balance-wise. I understand creating a very offensively focused theme, but was this increased survivability the goal with this ship system? A suggestion would be to move/reduce the speed buff to another combat aspect (like flux) or to reduce the already super quick speeds of the ships they are attached to. Increasing the cooldown could be another suggestion.


I'm glad you're enjoying the mod! I could definitely look into tweaking offensive overdrive a bit more. Probably the cooldown first and foremost, but otherwise the ships are made comparatively fragile to the rest of the faction roster.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: shinden1974 on August 22, 2023, 06:07:12 PM
Damn....I love this mod. The ships are amazing, and I love watching my ships fly in out of nowhere and slam in to enemies...or even me!

I missed it, but the fact that this was originally an Ork faction, my favorite Warhammer race, makes it all the sweeter. I hope you continue to build on and expand the mod

Thank you
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: TheSAguy on September 18, 2023, 01:44:50 PM
Great Mod!
Please consider making this mod compatible with the Version checker that built into Nexerelin.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: hidefreek on October 05, 2023, 12:54:23 AM
Super good mod and it'll be better with Commisioned crew.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Pogre on October 06, 2023, 05:47:00 PM
Super good mod and it'll be better with Commisioned crew.

Thank you for the kind words! Apologies for not updating in awhile, but I do have big things in the works!
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: MnHebi on October 07, 2023, 12:16:10 AM
Hopefully one of those things is Ambassador for IndEvo?  ;)
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Pogre on October 07, 2023, 07:54:26 PM
Hopefully one of those things is Ambassador for IndEvo?  ;)

Unfortunately, it's not on my to-do list for now. Maybe in the future!
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Eidos on October 30, 2023, 10:50:59 AM
The ships are very good. Please do not nerf the supercapitals speed, slow capitals (other than the Paragon) are useless. Regarding balance, I do not find supercapitals to be overly strong. They can be swarmed and eliminated by a good fleet as any other vanilla/modded capital ships.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Pogre on October 31, 2023, 06:43:27 PM
The ships are very good. Please do not nerf the supercapitals speed, slow capitals (other than the Paragon) are useless. Regarding balance, I do not find supercapitals to be overly strong. They can be swarmed and eliminated by a good fleet as any other vanilla/modded capital ships.

I don't plan on messing with the speed of them, but I've done balance passes. The redemption however is getting a full replacement. Glad you're enjoying the ships!
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Vundaex on October 31, 2023, 06:47:23 PM
This is actually one of the most enjoyable mods. Always active on my side.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Daisuke360 on November 02, 2023, 02:07:16 PM
Crashes game on boot, not sure why. Using a lot of other mods so when I find the time I'll try to disable mods to see what causes it, in the meanwhile, here's the error:

28914 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.N.setProjectileSpec(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.new(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.new(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)

Only crashes when I enable this mod, works fine with all my other mods
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Pogre on November 02, 2023, 04:41:26 PM
Crashes game on boot, not sure why. Using a lot of other mods so when I find the time I'll try to disable mods to see what causes it, in the meanwhile, here's the error:

28914 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.N.setProjectileSpec(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.new(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.new(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)

Only crashes when I enable this mod, works fine with all my other mods

Hey. Apologies, but I'm unable to recreate this crash, nor have I encountered a similar one anywhere else. You may need to try uninstalling and reinstalling it, or it may just be a unknown conflict with the many other mods you say you have active.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Daisuke360 on November 03, 2023, 09:22:58 AM
Crashes game on boot, not sure why. Using a lot of other mods so when I find the time I'll try to disable mods to see what causes it, in the meanwhile, here's the error:

28914 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.N.setProjectileSpec(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.new(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.new(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)

Only crashes when I enable this mod, works fine with all my other mods

Hey. Apologies, but I'm unable to recreate this crash, nor have I encountered a similar one anywhere else. You may need to try uninstalling and reinstalling it, or it may just be a unknown conflict with the many other mods you say you have active.

Yup, works now with a fresh install of the mod, thanks <3

I had the crashing last night in my time and didn't have time to try to fix it cuz I had work today, but a fresh installation of the mod and it now doesn't crash

For reference, the other one that didn't work crashed even with just it and the requirements enabled.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: hidefreek on November 03, 2023, 08:28:57 PM
I think this error comes from NEX.
The Dev said that this error can be fixed by either reinstalling or using old hotfix data.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Uther Phobos on November 19, 2023, 09:05:12 AM
I like this mod overall, but i have some minor annoyances with the Sathar. One being that the two fixed forward guns are both pointing straight forward exclusively and are spaced far enough apart that you pretty much can't hit anything smaller than a space station with both (and i know more than a few cruisers that could run down the middle), which mostly leads to them rarely actually shooting, and the other being the orientation of the shields on the modules. While you can install makeshift generators, they're basically completely worthless. Personally, i'd suggest just blocking them like you did for many other hullmods. I've made enough Cathedral fortresses to know how that can end.
Title: Re: [0.96a] Bultach Coalition v1.1.2
Post by: lifeblood1 on November 21, 2023, 02:15:10 AM
...
All in all, great visuals and ships(very vanilla friendly) for a mod pack but held back(or improved depending on how you like to play) by strong if not outright overpowered ships and weapons.


I do appreciate feedback, but a lot of this is just downright wrong. Apologies if that comes off harsh.

The unsgaith is a LRM, which is why it has longer range, and it's weak if it's not massed with other ships, and also weak if used against targets smaller than a cruiser, as it often times misses when it splits. The one thing I agree with is the split range, which I will be changing to happen closer to the ship, so that it can more easily be shot down. Otherwise I've not gotten any serious complaints about the weapon being overtuned. I will however reduce the ammo slightly, in the coming patch.

The Fregairt cannot consistently take on the paragon on it's own, and simply doesn't bring as much value as the paragon does as an anchor. The DP could stand to be lower, even, from other feedback I've received. The Daiche isn't a cruiser, it's a cheaper, slower capital ship. The legion has more bays, and more firepower than the Daiche has, and it doesn't really hold it's own in capital to capital combat. That is why it's relatively cheap at 36 DP. There is absolutely no way I'm increasing any of the ship's DP by 2x. That is ridiculous. They all also have similar flux profiles to vanilla low tech, but I will be keeping a close eye on them.

The logistic part is to lean into the low tech, low maintenance scheme of things. You'll notice that the more advanced ships with fancier systems do not carry the hullmod. Only the oldest and most rugged get benefits from it, to encourage bringing the comparatively simpler ships along. This bonus also does not apply to the production or deployment of the ships, only their supply upkeep.

I'm glad that you enjoy the mod, but in the current state it's not as wildly overpowered as you claim it to be.

Hi again, sorry if I seem came off a bit too hostile/critical. As for stuff being "overpowered", like I said before, it can be seen as a positive for someone who is looking for ships that are stronger then vanilla ships to fight against the other "OP" ships of other mods. I just want to clarify again that I prefer mods that are close to vanilla balancing/aesthetics, that is why I mention "held back from being great" for me personally. That might not be what your vision for your mod and that perfectly fine. You're also actively balancing the mod and that's great.

It is a very good mod -one of the best on the forum- and thank you again for your contribution to our little community.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Pogre on November 21, 2023, 02:27:50 PM
I like this mod overall, but i have some minor annoyances with the Sathar. One being that the two fixed forward guns are both pointing straight forward exclusively and are spaced far enough apart that you pretty much can't hit anything smaller than a space station with both (and i know more than a few cruisers that could run down the middle), which mostly leads to them rarely actually shooting, and the other being the orientation of the shields on the modules. While you can install makeshift generators, they're basically completely worthless. Personally, i'd suggest just blocking them like you did for many other hullmods. I've made enough Cathedral fortresses to know how that can end.

Glad you like the mod! The Sathar's frontal guns are mainly for direct capital or station combat, so they arn't really intended to hit smaller ships all the time. I'll look into blocking the makeshift shields hullmod on the modules in the future, thank you for letting me know.



Hi again, sorry if I seem came off a bit too hostile/critical. As for stuff being "overpowered", like I said before, it can be seen as a positive for someone who is looking for ships that are stronger then vanilla ships to fight against the other "OP" ships of other mods. I just want to clarify again that I prefer mods that are close to vanilla balancing/aesthetics, that is why I mention "held back from being great" for me personally. That might not be what your vision for your mod and that perfectly fine. You're also actively balancing the mod and that's great.

It is a very good mod -one of the best on the forum- and thank you again for your contribution to our little community.

It's no worries at all. I'm still working on fine tuning the balance for many weapons and ships while still adding more. Sorry for the big delay on this latest update, haha. Lots of goodies coming though!
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Uther Phobos on November 22, 2023, 11:44:04 AM
I like this mod overall, but i have some minor annoyances with the Sathar. One being that the two fixed forward guns are both pointing straight forward exclusively and are spaced far enough apart that you pretty much can't hit anything smaller than a space station with both (and i know more than a few cruisers that could run down the middle), which mostly leads to them rarely actually shooting, and the other being the orientation of the shields on the modules. While you can install makeshift generators, they're basically completely worthless. Personally, i'd suggest just blocking them like you did for many other hullmods. I've made enough Cathedral fortresses to know how that can end.

Glad you like the mod! The Sathar's frontal guns are mainly for direct capital or station combat, so they arn't really intended to hit smaller ships all the time. I'll look into blocking the makeshift shields hullmod on the modules in the future, thank you for letting me know.
Eh, i'm not about to even try aiming them at frigates or destroyers, i'm flying a dreadnought not a carousel. Thing is they often don't even fire since you can only control them indirectly, and even many capitals are to slim to train both guns on reliably. From a weapon design perspective, it'd make more sense if their firing arcs converge somewhere in front of the ship too (probably around 1000 units give or take), particularly with how armour works. Especially on bricks like Low Tech stations and caps, you want to hit the same spot repeatedly, not make two holes. Angling them just the tiniest bit inward and giving them a few degrees of variation would help tremendously with this.
That should still make it possible for a Wolf to park right in front of the bow spike to collect its daily dose of Chaneilgin Apples.

I find the way the Onslaught's TPCs are installed silly for the same reason. This just isn't how you'd design a weapon's firing arc unless you have no choice.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Pogre on November 23, 2023, 03:25:35 PM

Eh, i'm not about to even try aiming them at frigates or destroyers, i'm flying a dreadnought not a carousel. Thing is they often don't even fire since you can only control them indirectly, and even many capitals are to slim to train both guns on reliably. From a weapon design perspective, it'd make more sense if their firing arcs converge somewhere in front of the ship too (probably around 1000 units give or take), particularly with how armour works. Especially on bricks like Low Tech stations and caps, you want to hit the same spot repeatedly, not make two holes. Angling them just the tiniest bit inward and giving them a few degrees of variation would help tremendously with this.
That should still make it possible for a Wolf to park right in front of the bow spike to collect its daily dose of Chaneilgin Apples.

I find the way the Onslaught's TPCs are installed silly for the same reason. This just isn't how you'd design a weapon's firing arc unless you have no choice.

Yeah, since they're on modules direct control is typically out of the question. I'll look into giving them a small firing arc to help with it a bit. Thank you for the input!
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Nixzilla on December 10, 2023, 06:33:22 PM
Is the Super Dreadnaught used as a base pilotable? I thought I needed to kill it to get it and spent days figuring out the best way to kill it XD.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: A_Random_Dude on December 11, 2023, 01:34:06 AM
It's considered a station, so nope, not pilotable.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Nixzilla on December 11, 2023, 01:15:50 PM
Darn!
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Uther Phobos on December 11, 2023, 08:47:35 PM
Well, you could pilot it... and spend the whole battle sitting around in the middle of the battlefield, unable to move. I'm not sure that's all that interesting.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Pogre on December 13, 2023, 05:06:41 PM
I plan on remaking and reworking it entirely, which will make it pilotable in the future. No guarantees at it being anytime soon though hahaha.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Nixzilla on December 30, 2023, 01:36:25 PM
I hope its as good as the Holy Rammer dreadnaught with the horns and the flamethrower! That thing solos the game XD 2mill is a steal for basicaly a warhammer 40k ship.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: marcven on January 12, 2024, 12:23:08 PM
the game crash beacuse of you mod is tell me Fatal :ship hull spec ( daiche _armor _path ) not found
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Pogre on January 12, 2024, 02:55:34 PM
the game crash beacuse of you mod is tell me Fatal :ship hull spec ( daiche _armor _path ) not found

Were you trying to apply an update to a very old save? The daiche armor module hasn't been a thing for a very long time, so that's the only thing I can think of.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Kulverstukass on February 10, 2024, 10:16:38 AM
Dreadnaught with switchable built-ins aka Chatar with Chaneilgin arty crashes me on its shot, immediately, gives sound, as an intro to desktop  ;D
Other weapon options of it are fine.

Code
27518522 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain java.lang.RuntimeException: Texture [trails_trail_smooth] from category [fx] not found
java.lang.RuntimeException: Texture [trails_trail_smooth] from category [fx] not found
at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.?00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getSprite(Unknown Source)
at data.scripts.weapons.bt_artillery_onfire2.advance(bt_artillery_onfire2.java:699)
at com.fs.starfarer.combat.entities.ship.oOOO.J.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:750)
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Outlaw3025 on March 03, 2024, 10:31:25 PM
Hey Pogre, I have had this mod sitting in my inactive list for quite a while and finally got around to trying it out. All I have to say is thos is officially my new favorite low tech faction to play with. Really look forward to seeing what new stuff you add I the future.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Pogre on March 04, 2024, 03:15:12 PM
Hey Pogre, I have had this mod sitting in my inactive list for quite a while and finally got around to trying it out. All I have to say is thos is officially my new favorite low tech faction to play with. Really look forward to seeing what new stuff you add I the future.

Glad you enjoy it! I'll update soon, I've just been doing some beta/trial runs on the unofficial discord.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: WolfPriest on March 05, 2024, 03:10:37 AM
Heya, I really like the visuals of the mods, but I'm not having much luck with using the ships. Well, the friendly AI using ships. I was doing Wolfpack run, so only frigates and destroyers, and well, they kept dying to really weak enemies. Any advice on using these ships?
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: ZloEvilRewoot on March 06, 2024, 03:47:34 PM
Looking cool. Looking great. Luddm of course, not really impressed, but thats not a message i want to deliver.
Huge.
Unbalanced.
Too massive to exist.
Foolishly given into hands of a player.
Redemption.
Pure power.
Pure fun.
Just wanted to say, that you tingled really hard my need for bigger ships. And ramming with them.
Hope that Redemption gonna be reworked in a good way, still too unbalanced, but more fun!
Thank you.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Pogre on March 06, 2024, 07:05:29 PM
Heya, I really like the visuals of the mods, but I'm not having much luck with using the ships. Well, the friendly AI using ships. I was doing Wolfpack run, so only frigates and destroyers, and well, they kept dying to really weak enemies. Any advice on using these ships?

They are somehwhat finnicky if you're not using the most mobile ones. SO builds will likely work pretty well with them though!

Looking cool. Looking great. Luddm of course, not really impressed, but thats not a message i want to deliver.
Huge.
Unbalanced.
Too massive to exist.
Foolishly given into hands of a player.
Redemption.
Pure power.
Pure fun.
Just wanted to say, that you tingled really hard my need for bigger ships. And ramming with them.
Hope that Redemption gonna be reworked in a good way, still too unbalanced, but more fun!
Thank you.

Glad you're having fun! In the beta, I did entirely replace the redemption with a different ship-- The judgement. It's a glass cannon supercap, if that makes sense. I may still put the redemption somewhere else, as a boss battle of sorts in the future though!
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Audax on March 10, 2024, 04:04:54 AM
Downloaded your latest release from discord. The game crashes when hovering over the new ship with 2 built in cannons.

Code
java.util.UnknownFormatConversionException: Conversion = '.'
        at java.base/java.util.Formatter.parse(Formatter.java:2858) ~[?:?]
        at java.base/java.util.Formatter.format(Formatter.java:2780) ~[?:?]
        at java.base/java.util.Formatter.format(Formatter.java:2734) ~[?:?]
        at java.base/java.lang.String.format(String.java:4432) ~[?:?]
        at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.coreui.refit.return.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
        at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
        at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
        at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: steve1592 on March 10, 2024, 09:41:54 AM
I also get a ork_rotory weapon crash when I try to add this mod to a save.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Wojmistrz on March 11, 2024, 02:19:31 PM
Downloaded your latest release from discord. The game crashes when hovering over the new ship with 2 built in cannons.

Code
java.util.UnknownFormatConversionException: Conversion = '.'
        at java.base/java.util.Formatter.parse(Formatter.java:2858) ~[?:?]
        at java.base/java.util.Formatter.format(Formatter.java:2780) ~[?:?]
        at java.base/java.util.Formatter.format(Formatter.java:2734) ~[?:?]
        at java.base/java.lang.String.format(String.java:4432) ~[?:?]
        at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.coreui.refit.return.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
        at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
        at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
        at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

I can confirm this error occurs in Bultach and it is connected to FAULTY hullmods not exactly to ship that Bultach have - hovering over hullmod blueprint that you can learn - crashes. This is gamebreaking error which sux :(
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Kulverstukass on March 13, 2024, 04:29:19 AM
Chatar with Chaneilgin arty still crashes as well, "1.1.4 release".
same error
Spoiler
155264     333359 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.RuntimeException: Texture [trails_trail_smooth] from category [fx] not found
155265     java.lang.RuntimeException: Texture [trails_trail_smooth] from category [fx] not found
155266            at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
155267            at com.fs.starfarer.settings.StarfarerSettings.class(Unknown Source)
155268            at com.fs.starfarer.settings.StarfarerSettings$1.getSprite(Unknown Source)
155269            at data.scripts.weapons.bt_artillery_onfire2.advance(bt_artillery_onfire2.java:699)
155270            at com.fs.starfarer.combat.entities.ship.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.if.advance(Unknown Source)
155271            at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
155272            at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
155273            at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
155274            at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
155275            at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
155276            at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
155277            at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
155278            at com.fs.state.AppDriver.begin(Unknown Source)
155279            at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
155280            at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
155281            at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
155282            at java.base/java.lang.Thread.run(Thread.java:1575)
[close]
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Shogouki on March 13, 2024, 09:40:38 PM
Is it intended that you can place Makeshift Shield Generators that function on the Sathar's subsections?  That would certainly make up for the subsections low armor and hull!
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Uther Phobos on March 14, 2024, 04:50:40 AM
Is it intended that you can place Makeshift Shield Generators that function on the Sathar's subsections?  That would certainly make up for the subsections low armor and hull!
Their angles are crap, though. Especially the engine sections, where the shields are fully in the mid sections.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: nimtiz22 on March 14, 2024, 08:48:00 AM
is this compatible with .97?
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Uther Phobos on March 14, 2024, 09:33:56 AM
is this compatible with .97?
Probably, but there's an updated version on the Discord.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: nimtiz22 on March 14, 2024, 03:21:07 PM
Thank you
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: Shogouki on March 14, 2024, 03:47:39 PM
Is it intended that you can place Makeshift Shield Generators that function on the Sathar's subsections?  That would certainly make up for the subsections low armor and hull!
Their angles are crap, though. Especially the engine sections, where the shields are fully in the mid sections.

Probably not intended then.
Title: Re: [0.96a] Bultach Coalition v1.1.3
Post by: overdramaticpan on March 19, 2024, 05:30:44 PM
I love low-tech. I hate tri-tach. Time to download!
Title: Re: [0.96a] Bultach Coalition v1.1.5 "Bloatening"
Post by: Pogre on March 27, 2024, 07:38:27 PM
1.1.5 is out! All the above crashes should be fixed, but don't hesitate to tell me if you encounter any issues. Or if you just have any feedback in general!

As for changes-- it's a lot. Too much for my lazy self to document. The mod size has more than doubled, and I'm nowhere near done yet!
Title: Re: [0.96a] Bultach Coalition v1.1.5 "Bloatening"
Post by: Shogouki on March 27, 2024, 08:02:09 PM
1.1.5 is out! All the above crashes should be fixed, but don't hesitate to tell me if you encounter any issues. Or if you just have any feedback in general!

As for changes-- it's a lot. Too much for my lazy self to document. The mod size has more than doubled, and I'm nowhere near done yet!

Woah, nice!  Thank you!  Is this save compatible with the previous version by chance?
Title: Re: [0.96a] Bultach Coalition v1.1.5 "Bloatening"
Post by: Pogre on March 27, 2024, 08:17:13 PM
1.1.5 is out! All the above crashes should be fixed, but don't hesitate to tell me if you encounter any issues. Or if you just have any feedback in general!

As for changes-- it's a lot. Too much for my lazy self to document. The mod size has more than doubled, and I'm nowhere near done yet!

Woah, nice!  Thank you!  Is this save compatible with the previous version by chance?

If you had the discord version, yes. Forum version? Very very much no.
Title: Re: [0.97a] Bultach Coalition v1.1.5 "Bloatening"
Post by: Shogouki on March 27, 2024, 08:21:26 PM
Awesome, thanks!
Title: Re: [0.97a] Bultach Coalition v1.1.5 "Bloatening"
Post by: Toad on March 28, 2024, 02:54:01 AM
Downloaded from discord the update and get this error.

39323 [Thread-2] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [phase_interdict_field] not found in ship_systems.csv
39608 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.new.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]