Wotz diz? Diz iz gud dakka! Needz moar dakkaz for the WARRGH!I'M WORKIN' ON IT YA GIT! GET KRUMPIN"
GIZ UZ MOARZ!
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?
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?
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.
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!
just question about (some of) the removed ships, are they gone for good or slated for rework and return later?
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.
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.
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.
I am curious, can you give details on why you renamed it?
I am curious, can you give details on why you renamed it?
so i installed a version of the mod before the rebrand and i suppose its not possible to upgrade during an ongoing savegame right?
didn't really expect it to. i like the mod though its definitely staying in my load order going forward.
Are they mean to be hostile to everyone in Nex?
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.
can i get a download link for 1.0.6, didnt really know itd break my save.
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 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.
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.
with all the new changes, it would be safe to assume this new version is not save-compatible?
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
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
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.
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.
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.
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.
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.
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!
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.
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!
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.
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.
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.
Can you please lower the fuel comsuption of the sathar ship?
These are some of my favorite ships, the sprites are beautiful and the ships are fun to use. Thank you!
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!
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!
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!Maybe consider asking the Legacy of Arkngneisis dev Gwyvern? His mod has a mobile station called Angaria which moves in combat.
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.
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.
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.
Super good mod and it'll be better with Commisioned crew.
Hopefully one of those things is Ambassador for IndEvo? ;)
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.
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
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.
...
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.
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.
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.
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.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.
the game crash beacuse of you mod is tell me Fatal :ship hull spec ( daiche _armor _path ) not found
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)
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.
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?
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.
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) [?:?]
Downloaded your latest release from discord. The game crashes when hovering over the new ship with 2 built in cannons.Codejava.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) [?:?]
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.
is this compatible with .97?Probably, but there's an updated version on the Discord.
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.
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!
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?