Are future plans just maintenance and balance, or do you intend on introducing new ships into the fray?
Regarding balancing, I think capital civilian ships Dalmatian and Bernard should be more efficient, because both Atlas and Prometheus was made more fuel efficient in 095 patch (6 fuel usage instead of 10, so they are use 40% less fuel), I'd suggest to reduce fuel usage by 40% too for these ships in order to reflect these changes, and make these ships viable option. Especially Bernard need this, using four ships, 2 Prometheuses and 2 Ox Tugs will be almost twice as more fuel efficient option.
Well, but just one Bernard is needed and it had like 10k or so fuel capacity in v2.41 with already inbuilt fuel tanks... One slot usage >> 4 slots. Endgame economic aspects are not that important, so...
Prometheus has like what, 3k without additional fuel tanks?
...blueprints discoverable for the ships in this mod?Afaik yes.
Afaik yes.
Afaik yes.
Makes sense. What threw me was the "How to get Wurgandal" section. But, come to think of it, its presence implies that for other ships, the usual methods are all available. Thanks!
The update checker leads to the old thread.
FROM DISCORD PRIV MESSAGE WITH NICK as a suggestion (BTW FYI Newfound worked like normal carrier that could issue fighters commands to engage/disengage prior to rework I KNOW COZ I USED IT LIKE THAT :D)
Wojmistrz — Today at 8:35 PM
I will go with the topic about Newfound and fighter controls
can u make a script that issue "engage" command to all modules of Newfound as u target specific ship and when u deselect it fighters go back to Newfound? or just make fighters commanding work as it is on normal ships
Nick — Today at 8:43 PM
Yes, that's how the Wurg works, so I can do that here.
But please leave a note on the forum thread, that way I don't forget!
Wojmistrz — Today at 8:44 PM
ok will do o7
Something is wrong with the Retriever Nurseship. Its shield emitter is supposed to be permeable to other ships, but my Salukis are dying running into it. That or its repair drones are instead killing friendly ships with armor 'repairs' I'm unclear what the damage is from, but my ships are dying to the Nurseship rather than being healed by it.
edit: I'm running a bunch of mods of course, but the ones interacting with the Nurseship directly are exotica tech and it's carrying apex design PD (gluon) weapons and a hullmod
The mounts on the leonberger don't appear to line up with their location on the sprite:Spoiler(https://i.imgur.com/UHLMsK3.png)[close]
I did some more testing. I strongly suspect it's an issue with the Field Shield Generator on the Nurse ship. The Maltese Support drones seem to be behaving fine. The Salukis sometimes are able to interact with the shield as expected, but then it acts like they're ramming the shield nonstop while they're inside it. I've been able to see this behavior repeatedly in combat and reproduce it in simulations. I followed up by testing with a non-phase ship (the Groenendael) and the problem persisted. You can see the damage tick up from nothing just by being in the vicinity of the Nurse ship's field emitter.
The Retriever's loadout is
Hullmods-The Augmented Drive Field is built in
- Exotica Technologies
- Plasma Flux Catalyst
- Drive Flux Vent
- Equalizer Core
- Hangar Forge
- Augmented Drive Field
- Coherency Amplifier (Apex Design Collective)
- Integrated Targeting Unit
- Flux Distributor
Armaments-
- 8x Heavy Quark-Gluon PD (Apex Design Collective)
- 9x Burst PD Laser
Similar alignment issue on the small mounts located on the forward modules of the wurg:How did no one else notice this? I'll never know. Fixed in the next release.Spoiler(https://i.imgur.com/IzTVpss.png)[close]
Edit:Good catch, fixed in next release.
Also noticed the built-in for the riptide appears as a blueprint, base_bp specifically, so essentially everyone knows it.This might be intentional, but I'll still note it.Spoiler(https://i.imgur.com/WzN9xup.png)[close]
Edit 2:You're right, should be `Caster` and shouldn't drop.
The "Mine Custer" located on the doog can drop, despite being a built-in and costing nothing. Also really wondering about the name, is it accurate or is it supposed to be "caster" or "cluster".
I might be being stupid, but what is "Mali" supposed to be here? I really doubt I could apply an entire country to the core ;D .Latin pluralization for Malus. I don't like it either :oSpoiler(https://i.imgur.com/HWN3Fni.png)[close]
Has no one seriously made an erectile dysfunction joke yet? I'm disappointed!
Hey, I just noticed that despite all of ED's fighters being drones they can't be used on Remnant ships. Is this intended or an oversight? I only ask because it looks like Remnant carriers can carry non-Remnant fighters as long as they are unmanned except for ED's.
Wurgandal collision box destroys its own wings;That shouldn't be possible, the collision class prevents this.
Newfoundland will destroy many of the ships of its fleet before reaching the first enemy, etc.
That shouldn't be possible, the collision class prevents this.
That shouldn't be possible, the collision class prevents this.
Was it changed recently? I may be using an older version.
If not, then I can confirm the Wurgandal does destroy its own wings.
Fighters shouldn't be able to collide with any ships. I haven't seen it on the current release of 2.5.3 and I've been playing a fair bit with it lately. Can you get it to happen in the simulator without any other crazy mods (especially hullmods)?
Are you aware that the minimum character level for your mod's magic bounty to spawn is 40? I do not have the mod for levels beyond 15, so it wasn't able to spawn for me (I was able to lower it in the csv files).
2.5.4 released, link in original post
Wurg is slightly buffed, main beam is mega buffed & different (if you didn't like it before, try it now)
Repair drones and especially the repair ship are now worth using
More/New campaign stuff (HVB & Build an ED Submarket)
Various bug fixes and balance tweaks
2.5.4 released, link in original post
Wurg is slightly buffed, main beam is mega buffed & different (if you didn't like it before, try it now)
Repair drones and especially the repair ship are now worth using
More/New campaign stuff (HVB & Build an ED Submarket)
Various bug fixes and balance tweaks
Hum, been testing the Wurgandal against other modded ships of similar size, and it's getting wiped surprisingly fast.
Even with hullmods providing additional armor it's still pretty weak.
How do you build it and what's your strategy?
80861 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.campaign.fleet.FleetMember.getStats()Lcom/fs/starfarer/combat/entities/ship/o0OO;
java.lang.NoSuchMethodError: com.fs.starfarer.campaign.fleet.FleetMember.getStats()Lcom/fs/starfarer/combat/entities/ship/o0OO;
at data.scripts.edshipyard.FleetRepairOptimizationsBonusScript.update(FleetRepairOptimizationsBonusScript.java:61)
at data.hullmods.edshipyard.FleetRepairOptimizations.applyEffectsBeforeShipCreation(FleetRepairOptimizations.java:26)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
at org.sutopia.starsector.mod.concord.adv.ConcordAssembly.addHullmodEverywhere(ConcordAssembly.java:326)
at org.sutopia.starsector.mod.concord.adv.ConcordAssembly.onGameLoad(ConcordAssembly.java:196)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Hi, is 2.5.4 update save compatible with 2.5.3? I got error when loading saveCode80861 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.campaign.fleet.FleetMember.getStats()Lcom/fs/starfarer/combat/entities/ship/o0OO;
java.lang.NoSuchMethodError: com.fs.starfarer.campaign.fleet.FleetMember.getStats()Lcom/fs/starfarer/combat/entities/ship/o0OO;
at data.scripts.edshipyard.FleetRepairOptimizationsBonusScript.update(FleetRepairOptimizationsBonusScript.java:61)
at data.hullmods.edshipyard.FleetRepairOptimizations.applyEffectsBeforeShipCreation(FleetRepairOptimizations.java:26)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
at org.sutopia.starsector.mod.concord.adv.ConcordAssembly.addHullmodEverywhere(ConcordAssembly.java:326)
at org.sutopia.starsector.mod.concord.adv.ConcordAssembly.onGameLoad(ConcordAssembly.java:196)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
If that's calling an obfuscated method, it can crash if the mod is used on a operating system that differs from the one the mod was made on, because the method names are obfuscated differently based on OS.
Hi, is 2.5.4 update save compatible with 2.5.3? I got error when loading save
170745 [Thread-3] ERROR data.scripts.edshipyard.rulecmd.ChupacabraAmbushFleetsBountyCommand - Unable to get MagicBounty: edshipyard_Chupacabra_HVB
java.lang.NullPointerException
at data.scripts.edshipyard.rulecmd.ChupacabraAmbushFleetsBountyCommand.execute(ChupacabraAmbushFleetsBountyCommand.java:39)
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at data.scripts.bounty.ActiveBounty.runRuleScript(ActiveBounty.java:350)
at data.scripts.bounty.ActiveBounty.endBounty(ActiveBounty.java:286)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounties(MagicBountyCoordinator.java:112)
at data.scripts.bounty.MagicBountyCampaignPlugin.pickInteractionDialogPlugin(MagicBountyCampaignPlugin.java:27)
at com.fs.starfarer.campaign.ModAndPluginData$12.super(Unknown Source)
at com.fs.starfarer.campaign.ModAndPluginData.getPriorityPlugin(Unknown Source)
at com.fs.starfarer.campaign.ModAndPluginData.pickInteractionDialogPlugin(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.Hyperspace.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
171001 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.remove(Unknown Source)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounties(MagicBountyCoordinator.java:113)
at data.scripts.bounty.MagicBountyCampaignPlugin.pickInteractionDialogPlugin(MagicBountyCampaignPlugin.java:27)
at com.fs.starfarer.campaign.ModAndPluginData$12.super(Unknown Source)
at com.fs.starfarer.campaign.ModAndPluginData.getPriorityPlugin(Unknown Source)
at com.fs.starfarer.campaign.ModAndPluginData.pickInteractionDialogPlugin(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.Hyperspace.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Hi, having an error in current save. It pops up whenever I try to enter a system. It only started a while into the campaign. New here so sorry if this is the wrong place to report it.Code170745 [Thread-3] ERROR data.scripts.edshipyard.rulecmd.ChupacabraAmbushFleetsBountyCommand - Unable to get MagicBounty: edshipyard_Chupacabra_HVB
java.lang.NullPointerException
at data.scripts.edshipyard.rulecmd.ChupacabraAmbushFleetsBountyCommand.execute(ChupacabraAmbushFleetsBountyCommand.java:39)
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at data.scripts.bounty.ActiveBounty.runRuleScript(ActiveBounty.java:350)
at data.scripts.bounty.ActiveBounty.endBounty(ActiveBounty.java:286)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounties(MagicBountyCoordinator.java:112)
at data.scripts.bounty.MagicBountyCampaignPlugin.pickInteractionDialogPlugin(MagicBountyCampaignPlugin.java:27)
at com.fs.starfarer.campaign.ModAndPluginData$12.super(Unknown Source)
at com.fs.starfarer.campaign.ModAndPluginData.getPriorityPlugin(Unknown Source)
at com.fs.starfarer.campaign.ModAndPluginData.pickInteractionDialogPlugin(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.Hyperspace.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
171001 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.remove(Unknown Source)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounties(MagicBountyCoordinator.java:113)
at data.scripts.bounty.MagicBountyCampaignPlugin.pickInteractionDialogPlugin(MagicBountyCampaignPlugin.java:27)
at com.fs.starfarer.campaign.ModAndPluginData$12.super(Unknown Source)
at com.fs.starfarer.campaign.ModAndPluginData.getPriorityPlugin(Unknown Source)
at com.fs.starfarer.campaign.ModAndPluginData.pickInteractionDialogPlugin(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.Hyperspace.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I got a bar option to spawn ED submarket and spawned it but i can't access it for some reason. Is there prerequisite im not seeing? got 100/100 with independents.
Can you verify your MagicLib is the latest version? v0.42.1rc3
Based on the stack trace I don't think you have the most modern version.
Can you verify your MagicLib is the latest version? v0.42.1rc3
Based on the stack trace I don't think you have the most modern version.
It's the experimental version, 0.44.1 on the author's patreon, as the Gundam UC mod listed it as a requirement
Can you verify your MagicLib is the latest version? v0.42.1rc3
Based on the stack trace I don't think you have the most modern version.
It's the experimental version, 0.44.1 on the author's patreon, as the Gundam UC mod listed it as a requirement
Interesting. The exception appears to be coming from inside Magic Lib. I'll mention this on their Discord and see what's up.
for (Iterator<Map.Entry<String, ActiveBounty>> iterator = activeBountiesByKey.entrySet().iterator(); iterator.hasNext(); ) {
Map.Entry<String, ActiveBounty> entry = iterator.next();
long timestampSinceBountyCreated = Math.max(0, Global.getSector().getClock().getTimestamp() - entry.getValue().getBountyCreatedTimestamp());
// Clear out old bounties that were never accepted after UNACCEPTED_BOUNTY_LIFETIME_MILLIS days.
if (timestampSinceBountyCreated > UNACCEPTED_BOUNTY_LIFETIME_MILLIS && entry.getValue().getStage() == ActiveBounty.Stage.NotAccepted) {
Global.getLogger(MagicBountyCoordinator.class).info(
String.format("Removing expired bounty '%s' (not accepted after %d days), \"%s\"",
entry.getKey(),
timestampSinceBountyCreated / MILLIS_PER_DAY,
entry.getValue().getSpec().job_name));
entry.getValue().endBounty(new ActiveBounty.BountyResult.ExpiredWithoutAccepting());
iterator.remove();
} else if (entry.getValue().getStage().ordinal() >= ActiveBounty.Stage.FailedSalvagedFlagship.ordinal()
&& entry.getValue().getIntel() == null) {
// Remove bounties that have completed and the intel has timed out.
iterator.remove();
getCompletedBounties().add(entry.getKey());
}
You could see if Gundam could use the stable version? Failing that if your save is busted let me know and I'll see if I can fix MagicLib (which is a PITA because it's on the spectrum of abandonment)
You could see if Gundam could use the stable version? Failing that if your save is busted let me know and I'll see if I can fix MagicLib (which is a PITA because it's on the spectrum of abandonment)
Trying to revert MagicLib versions causes a crash, looks like it's due to a new feature between 0.42 and 0.44 that adds some functionality back to asteroids. It looks like the save's busted for now. I'd love if you fixed it but if you can't it's no problem, I'll just start a new run, revert MagicLib version, set Gundam's dependency requirement to 0.42 manually and see if it works. Thanks for all your help!
You could see if Gundam could use the stable version? Failing that if your save is busted let me know and I'll see if I can fix MagicLib (which is a PITA because it's on the spectrum of abandonment)
Trying to revert MagicLib versions causes a crash, looks like it's due to a new feature between 0.42 and 0.44 that adds some functionality back to asteroids. It looks like the save's busted for now. I'd love if you fixed it but if you can't it's no problem, I'll just start a new run, revert MagicLib version, set Gundam's dependency requirement to 0.42 manually and see if it works. Thanks for all your help!
358678 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Duplicate field params
---- Debugging information ----
message : Duplicate field params
field : params
class : data.scripts.terrain.MagicAsteroidBeltTerrainPlugin
required-type : data.scripts.terrain.MagicAsteroidBeltTerrainPlugin
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 6299
class[1] : com.fs.starfarer.campaign.CampaignTerrain
class[2] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.StarSystem
class[5] : com.fs.starfarer.campaign.CampaignPlanet
class[6] : com.fs.starfarer.campaign.CircularOrbit
class[7] : com.fs.starfarer.campaign.econ.Market
class[8] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[9] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[10] : com.fs.starfarer.campaign.econ.Economy
class[11] : com.fs.starfarer.campaign.CustomCampaignEntity
class[12] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[13] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[14] : com.fs.starfarer.campaign.Hyperspace
class[15] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.oooO
version : not available
-------------------------------
I got a bar option to spawn ED submarket and spawned it but i can't access it for some reason. Is there prerequisite im not seeing? got 100/100 with independents.
Hmm, is your transponder on? When you mouse over the submarket, does it give a tip as to why it's disabled?
I'll look at the code that governs this, it's more complex than it probably should be.
Code358678 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Duplicate field params
---- Debugging information ----
message : Duplicate field params
field : params
class : data.scripts.terrain.MagicAsteroidBeltTerrainPlugin
required-type : data.scripts.terrain.MagicAsteroidBeltTerrainPlugin
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 6299
class[1] : com.fs.starfarer.campaign.CampaignTerrain
class[2] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.StarSystem
class[5] : com.fs.starfarer.campaign.CampaignPlanet
class[6] : com.fs.starfarer.campaign.CircularOrbit
class[7] : com.fs.starfarer.campaign.econ.Market
class[8] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[9] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[10] : com.fs.starfarer.campaign.econ.Economy
class[11] : com.fs.starfarer.campaign.CustomCampaignEntity
class[12] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[13] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[14] : com.fs.starfarer.campaign.Hyperspace
class[15] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.oooO
version : not available
-------------------------------
Got this error instead while trying to load the save. There were a lot more messages, but they seemed to just be tracing the error through from the UI.
{
"id": "LB 1",
"size": "LARGE",
"type": "LAUNCH_BAY",
"mount": "HIDDEN",
"arc": 360,
"angle": 0,
"locations": [
-42, -0,
-68, -0
]
},
281597 [Thread-3] ERROR data.scripts.edshipyard.rulecmd.ChupacabraAmbushFleetsBountyCommand - Unable to get MagicBounty: edshipyard_Chupacabra_HVB
java.lang.NullPointerException
at data.scripts.edshipyard.rulecmd.ChupacabraAmbushFleetsBountyCommand.execute(ChupacabraAmbushFleetsBountyCommand.java:39)
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at data.scripts.bounty.ActiveBounty.runRuleScript(ActiveBounty.java:350)
at data.scripts.bounty.ActiveBounty.endBounty(ActiveBounty.java:286)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounties(MagicBountyCoordinator.java:113)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounty(MagicBountyCoordinator.java:149)
at data.scripts.bounty.MagicBountyIntel.getBounty(MagicBountyIntel.java:60)
at data.scripts.bounty.MagicBountyIntel.advanceImpl(MagicBountyIntel.java:541)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
281873 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.nextNode(HashMap.java:1445)
at java.util.HashMap$EntryIterator.next(HashMap.java:1479)
at java.util.HashMap$EntryIterator.next(HashMap.java:1477)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounties(MagicBountyCoordinator.java:103)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounty(MagicBountyCoordinator.java:149)
at data.scripts.bounty.MagicBountyIntel.getBounty(MagicBountyIntel.java:60)
at data.scripts.bounty.MagicBountyIntel.advanceImpl(MagicBountyIntel.java:541)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Hi, is there a way for me to remove the fighter bay from the Newfoundland's modular section? Which file do I need to edit? I tried editing edshipyard_newfoundland_combatfreighter.ship and removedCodeBut it had no effect in my save...Maybe I did something wrong?{
"id": "LB 1",
"size": "LARGE",
"type": "LAUNCH_BAY",
"mount": "HIDDEN",
"arc": 360,
"angle": 0,
"locations": [
-42, -0,
-68, -0
]
},
I wanted to remove the wing because I don't use it for combat, only for freight. However, the wings count towards the total for the Carrier Group and Fighter Uplink character skill.
Hi, I managed to find some time to do more testing, started a new save and it went off without a hitch until I got the same error as the first time, this time using the old version of MagicLib. Then I installed the fixed version over the old one mid-save to try to fix it and got the same error again. Would just like to let you know in case it helps with any debugging.
Here's the error this time.
after I tried the beta build and played for a while, I got this (For context, I also got the same problems as RandomSurvivor)Hi, I managed to find some time to do more testing, started a new save and it went off without a hitch until I got the same error as the first time, this time using the old version of MagicLib. Then I installed the fixed version over the old one mid-save to try to fix it and got the same error again. Would just like to let you know in case it helps with any debugging.
Here's the error this time.
Would you try the beta build: https://bitbucket.org/NickWWest/edshipyard/downloads/EDShipyard.2.5.5B2.zip
and see if that fixes this for you? I can't repro the issue so I don't have great confidence.
Thanks!
654158 [Thread-3] WARN data.scripts.edshipyard.rulecmd.EDMagicBountyCommand - NonFatal: Unable to get MagicBounty: 'edshipyard_Chupacabra_HVB' Current active bounties:
654158 [Thread-3] WARN data.scripts.edshipyard.rulecmd.EDMagicBountyCommand - tahlan_daemons : tahlan_daemons
654158 [Thread-3] WARN data.scripts.edshipyard.rulecmd.EDMagicBountyCommand - fed_omegaship_bounty : fed_omegaship_bounty
654158 [Thread-3] WARN data.scripts.edshipyard.rulecmd.EDMagicBountyCommand - edshipyard_Riptide_HVB : edshipyard_Riptide_HVB
654158 [Thread-3] WARN data.scripts.edshipyard.rulecmd.EDMagicBountyCommand - edshipyard_Gunslinger_HVB : edshipyard_Gunslinger_HVB
654253 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.remove(HashMap.java:1459)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounties(MagicBountyCoordinator.java:113)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounty(MagicBountyCoordinator.java:144)
at data.scripts.bounty.MagicBountyIntel.getBounty(MagicBountyIntel.java:60)
at data.scripts.bounty.MagicBountyIntel.advanceImpl(MagicBountyIntel.java:541)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
after I tried the beta build and played for a while, I got this (For context, I also got the same problems as RandomSurvivor)Hi, I managed to find some time to do more testing, started a new save and it went off without a hitch until I got the same error as the first time, this time using the old version of MagicLib. Then I installed the fixed version over the old one mid-save to try to fix it and got the same error again. Would just like to let you know in case it helps with any debugging.
Here's the error this time.
Would you try the beta build: https://bitbucket.org/NickWWest/edshipyard/downloads/EDShipyard.2.5.5B2.zip
and see if that fixes this for you? I can't repro the issue so I don't have great confidence.
Thanks!Code654158 [Thread-3] WARN data.scripts.edshipyard.rulecmd.EDMagicBountyCommand - NonFatal: Unable to get MagicBounty: 'edshipyard_Chupacabra_HVB' Current active bounties:
654158 [Thread-3] WARN data.scripts.edshipyard.rulecmd.EDMagicBountyCommand - tahlan_daemons : tahlan_daemons
654158 [Thread-3] WARN data.scripts.edshipyard.rulecmd.EDMagicBountyCommand - fed_omegaship_bounty : fed_omegaship_bounty
654158 [Thread-3] WARN data.scripts.edshipyard.rulecmd.EDMagicBountyCommand - edshipyard_Riptide_HVB : edshipyard_Riptide_HVB
654158 [Thread-3] WARN data.scripts.edshipyard.rulecmd.EDMagicBountyCommand - edshipyard_Gunslinger_HVB : edshipyard_Gunslinger_HVB
654253 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.remove(HashMap.java:1459)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounties(MagicBountyCoordinator.java:113)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounty(MagicBountyCoordinator.java:144)
at data.scripts.bounty.MagicBountyIntel.getBounty(MagicBountyIntel.java:60)
at data.scripts.bounty.MagicBountyIntel.advanceImpl(MagicBountyIntel.java:541)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
after I tried the beta build and played for a while, I got this (For context, I also got the same problems as RandomSurvivor)Hi, I managed to find some time to do more testing, started a new save and it went off without a hitch until I got the same error as the first time, this time using the old version of MagicLib. Then I installed the fixed version over the old one mid-save to try to fix it and got the same error again. Would just like to let you know in case it helps with any debugging.
Here's the error this time.
Would you try the beta build: https://bitbucket.org/NickWWest/edshipyard/downloads/EDShipyard.2.5.5B2.zip
and see if that fixes this for you? I can't repro the issue so I don't have great confidence.
Thanks!Code654158 [Thread-3] WARN data.scripts.edshipyard.rulecmd.EDMagicBountyCommand - NonFatal: Unable to get MagicBounty: 'edshipyard_Chupacabra_HVB' Current active bounties:
654158 [Thread-3] WARN data.scripts.edshipyard.rulecmd.EDMagicBountyCommand - tahlan_daemons : tahlan_daemons
654158 [Thread-3] WARN data.scripts.edshipyard.rulecmd.EDMagicBountyCommand - fed_omegaship_bounty : fed_omegaship_bounty
654158 [Thread-3] WARN data.scripts.edshipyard.rulecmd.EDMagicBountyCommand - edshipyard_Riptide_HVB : edshipyard_Riptide_HVB
654158 [Thread-3] WARN data.scripts.edshipyard.rulecmd.EDMagicBountyCommand - edshipyard_Gunslinger_HVB : edshipyard_Gunslinger_HVB
654253 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.remove(HashMap.java:1459)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounties(MagicBountyCoordinator.java:113)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounty(MagicBountyCoordinator.java:144)
at data.scripts.bounty.MagicBountyIntel.getBounty(MagicBountyIntel.java:60)
at data.scripts.bounty.MagicBountyIntel.advanceImpl(MagicBountyIntel.java:541)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
I've uploaded a new beta: https://bitbucket.org/NickWWest/edshipyard/downloads/EDShipyard.2.5.5B3.zip
*might* fix your issue, would you try it again? If you're up for it, if you could put on megaupload (or somewhere) a copy of your mods and save I can debug this locally and fix it pretty fast.
Thanks!
i just started a new run with the 2.5.4 version of ED Shipyards enabled. After a while i had an encounter in my planets bar asking if i wanted a ED submarket installed in my colony. i agreed and now i have these ED fleets doing trade or whatever. But the submarket is greyed out even though i have 100 rep with independents. is this intended? i originally thought i'd be able to buy/sell on those markets.
also thx for keeping this mod alive!
Still got the same error tho. Here are my mods and save
https://mega.nz/file/IpgVlCAb#0AOoL8la-JNk2oZyE0JtLYKeRz9dKFVVotbjflog2TI
https://mega.nz/file/F5JDnT7b#t7bHU1BmiTIYblyXS4-BlMqK_iy5v0Zby8gMubvwELQ
Thanks for the help!
i just started a new run with the 2.5.4 version of ED Shipyards enabled. After a while i had an encounter in my planets bar asking if i wanted a ED submarket installed in my colony. i agreed and now i have these ED fleets doing trade or whatever. But the submarket is greyed out even though i have 100 rep with independents. is this intended? i originally thought i'd be able to buy/sell on those markets.Is your transponder on?
also thx for keeping this mod alive!
thank you very much!! ;D
This mod either on its own, or in combination with one of my mods just eats all the ram i give it.
Hey Nick XR, i dont know if this is supposed to happen so i put it into a spoiler.SpoilerI got the crash cause of the ambush fleet. now i updated the mod and i dont get the crash but i get now contact with an invisible fleet and the popup from the contact
goes away after some milliseconds and i cant read it or respond to it. then my ships are in combat while i am still on the map. i get xp for my ships dying and my fleet gets killed
and i cant do anything against it.[close]
if you need anything else if this is a bug im glad to help
im not even sure if its cause of that bounty. but here is the save and the mods i used. and nuking with console dont work cause i dont get pulled into a battle.
savegame https://mega.nz/file/GNVWhTpA#MrwXdh1GSYBDDSKn6rawmKO7fWaKye_YRXwl2QxDoms
mods https://mega.nz/file/vM8E2DZK#yyLAkjV_gRRu0sfyzD84tU-odFcZQpC50H-Wl9Kclqk
you have to wait some days in game to encounter it. i think its around day 23 in the current month
hey, sorry for semi-necro, but Im getting this error/crash on launch
37782 [Thread-3] ERROR com.fs.starfarer.loading.SpecStore - Ship system [edshipyard_wurg_sensor] not found in ship_systems.csv
37925 [Thread-3] 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.ôO0000(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)
hey, sorry for semi-necro, but Im getting this error/crash on launch
37782 [Thread-3] ERROR com.fs.starfarer.loading.SpecStore - Ship system [edshipyard_wurg_sensor] not found in ship_systems.csv
37925 [Thread-3] 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.ôO0000(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)
What version did you upgrade from? Did you delete before you copied in the new bits?
love the unique ships and designs in this mod, and while the giant train freighter is a really cool concept, the ai appears to completely ignore it, crash into it, and explode almost instantly. so any battle involving it results in about a quarter of my fleet suiciding into it.
I'm glad this is still being worked on. It's always been a weird ship pack that doesn't fit anywhere, yet has some of the most ambitious and weird ideas; I love it.Thanks! The primary goal with the ships is to be fun and different from the usual.
My only wish is that the Newfoundland functioned better in combat. I'd love for it to twist like a snake instead of like a stick bending slightly. Perhaps if the compartments could be spaced further apart and 'bump' forward and back a little. It just feels too rigid, making it a bit unpleasant. Changing full steam ahead to forcing you to max speed, while providing every compartment with damage resistance and flux dissipation could be incredibly neat, letting you do drive by's or plow through enemy lines. As it is, it's not a ship I think anyone realistically brings.The Newfoundland has real AI issues that I haven't been able to resolve despite numerous attempts. It does well in player hands especially if you can cover it in SMods (but then again, what ship doesn't).
The Carolina still sounds gross enough for me to never run it. The sound effect seems like a slightly distorted actual revolver, which is somewhat unpleasant to the ears and stands out compared to every other weapon in Starsector, modded or otherwise. If some alternative could be looked into? Make it a bit sexier?Interesting. I'll take a look at it.
Edit
I strongly suggest taking Warnoise's suggestions with a bit of salt. The Shield Breaker is extremely broken when combined with many other popular mods. I think expecting anyone to run EdShipyards and nothing else is being silly. Hullmods like Split Chamber and certain ships (Predator X) make obscene use of the shield breaker weapons, especially any ship that has the speed to cycle engage. I'd say they're outright OP, but only when combined with other mods.
Which is sort of my experience with ED Shipyards. Maybe the weapons are all perfectly balanced with Vanilla, but with my 40+ mods, Ed Shipyard weapons consistently seem capable of being abused over any other modded arsenal. I would strongly be wary of making Shield Breaker weapons even better than they are.
Next the light scatter cannon. The idea is nice but the dmg is too low. It takes a long time to kill anything. Even when installed in mass on the bullmastiff, torpedoes and missiles are landing almost unscathed.It performs above average for the OP as a small PD I'd say, has good range for PD plus it is not single target PD as far as I can remember, AOE + chance to chain to next target if I am not mistaken. I really like the light scatter cannon. So, I strongly disagree with buffing it, imo it is more than fine the way it is, inb4 nerf :D...
Next the light scatter cannon. The idea is nice but the dmg is too low. It takes a long time to kill anything. Even when installed in mass on the bullmastiff, torpedoes and missiles are landing almost unscathed.It performs above average for the OP as a small PD I'd say, has good range for PD plus it is not single target PD as far as I can remember, AOE + chance to chain to next target if I am not mistaken. I really like the light scatter cannon. So, I strongly disagree with buffing it, imo it is more than fine the way it is, inb4 nerf :D...
I'm glad this is still being worked on. It's always been a weird ship pack that doesn't fit anywhere, yet has some of the most ambitious and weird ideas; I love it.
My only wish is that the Newfoundland functioned better in combat. I'd love for it to twist like a snake instead of like a stick bending slightly. Perhaps if the compartments could be spaced further apart and 'bump' forward and back a little. It just feels too rigid, making it a bit unpleasant. Changing full steam ahead to forcing you to max speed, while providing every compartment with damage resistance and flux dissipation could be incredibly neat, letting you do drive by's or plow through enemy lines. As it is, it's not a ship I think anyone realistically brings.
The Carolina still sounds gross enough for me to never run it. The sound effect seems like a slightly distorted actual revolver, which is somewhat unpleasant to the ears and stands out compared to every other weapon in Starsector, modded or otherwise. If some alternative could be looked into? Make it a bit sexier?
Edit
I strongly suggest taking Warnoise's suggestions with a bit of salt. The Shield Breaker is extremely broken when combined with many other popular mods. I think expecting anyone to run EdShipyards and nothing else is being silly. Hullmods like Split Chamber and certain ships (Predator X) make obscene use of the shield breaker weapons, especially any ship that has the speed to cycle engage. I'd say they're outright OP, but only when combined with other mods.
Which is sort of my experience with ED Shipyards. Maybe the weapons are all perfectly balanced with Vanilla, but with my 40+ mods, Ed Shipyard weapons consistently seem capable of being abused over any other modded arsenal. I would strongly be wary of making Shield Breaker weapons even better than they are.
That being said, the shieldbrealer is a 450 range weapon that needs 20 op. I tried it with extended magazine because otherwise the ammo runs out way too quickly. So count around 30 op on a capital to use this weapon. I tried it on the bullmastiff because it has the means to get close pretty quickly. You not only have to be literally at point blank range to do full damage with it, you also have to hit a capital ship or something to do full damage because the scatter is so huge that most of the bullets don't hit the target. Its performance was extremely lackluster in a late game battle against remnants.
"the weapon when combined with a CERTAIN modded hullmod on a CERTAIN modded ship becomes broken so it's balanced!1!1!1"
What kind of logic is this lol
If you'd like, I could run some sims and go Remnant hunting and put together a Youtube vid of some vanilla ships with Shield Breaker kits if you're truly unaware of how strong they can be en masse.
It absolutely needs point defense hullmod to be good. Otherwise it is best used as hull breaker rather than pd.Next the light scatter cannon. The idea is nice but the dmg is too low. It takes a long time to kill anything. Even when installed in mass on the bullmastiff, torpedoes and missiles are landing almost unscathed.It performs above average for the OP as a small PD I'd say, has good range for PD plus it is not single target PD as far as I can remember, AOE + chance to chain to next target if I am not mistaken. I really like the light scatter cannon. So, I strongly disagree with buffing it, imo it is more than fine the way it is, inb4 nerf :D...
The Wurgandal isn't showing up anywhere. I have 100 Rep with Independents and I'm at a higher level than 13, I might be around 17 or so. (I have a uncapper for levels) Any help? I've checked all over bounty boards and bars in the Independent stations and planets.
The Wurgandal isn't showing up anywhere. I have 100 Rep with Independents and I'm at a higher level than 13, I might be around 17 or so. (I have a uncapper for levels) Any help? I've checked all over bounty boards and bars in the Independent stations and planets.
Make sure your fleet is powerful-ish (probably is). Go to Nova Maxios and just check there every 20 days or so.
The Wurgandal isn't showing up anywhere. I have 100 Rep with Independents and I'm at a higher level than 13, I might be around 17 or so. (I have a uncapper for levels) Any help? I've checked all over bounty boards and bars in the Independent stations and planets.
Make sure your fleet is powerful-ish (probably is). Go to Nova Maxios and just check there every 20 days or so.
How do I know if my fleet is strong enough? Is it an integer or something?
The Wurgandal isn't showing up anywhere. I have 100 Rep with Independents and I'm at a higher level than 13, I might be around 17 or so. (I have a uncapper for levels) Any help? I've checked all over bounty boards and bars in the Independent stations and planets.
Make sure your fleet is powerful-ish (probably is). Go to Nova Maxios and just check there every 20 days or so.
How do I know if my fleet is strong enough? Is it an integer or something?
No idea actually :/
Have at least 5 capitals in it. It's a check to ensure you can't take the mission to kill a really hard fleet with a few frigates.
Having a Paragon, Onslaught, Pelican, Heron, and a midline carrier as my main ships seemed to be what I needed. Can you give me any tips to help me bring down such a massive fleet of such strong ships?
It absolutely needs point defense hullmod to be good. Otherwise it is best used as hull breaker rather than pd.Next the light scatter cannon. The idea is nice but the dmg is too low. It takes a long time to kill anything. Even when installed in mass on the bullmastiff, torpedoes and missiles are landing almost unscathed.It performs above average for the OP as a small PD I'd say, has good range for PD plus it is not single target PD as far as I can remember, AOE + chance to chain to next target if I am not mistaken. I really like the light scatter cannon. So, I strongly disagree with buffing it, imo it is more than fine the way it is, inb4 nerf :D...
It does not afaik; According to my experience it performs better than the vulcan for the same OP of 4, 500 frag dps vs 300 frag dps but 250 range vs 550; there is also the chain hit mechanic. Numbers from memory.
Having a Paragon, Onslaught, Pelican, Heron, and a midline carrier as my main ships seemed to be what I needed. Can you give me any tips to help me bring down such a massive fleet of such strong ships?
It's supposed to be an end-game challenge, so have an end-game caliber fleet!
Having a Paragon, Onslaught, Pelican, Heron, and a midline carrier as my main ships seemed to be what I needed. Can you give me any tips to help me bring down such a massive fleet of such strong ships?
It's supposed to be an end-game challenge, so have an end-game caliber fleet!
Well, any ship recommendations, in that case? I have the Riptide and it's cutting through Remnants with ease, but I'm still concerned.
Bought the ED Shipyard addon with Udanna Station while playing as the Iron Shell and it's grayed out and says unable to be used Defunct cause of hostile takeover. Spend a million dollars to have the blueprints in the game. Just wondering if I'm missing something.
When you're commissioned so with the Nex Mod it allows you to be commissioned so when I take over stuff it takes it over for the faction that I'm in but when I colonize planets it allows me to have them as my own planet. Also kinda mad cause they come to you want you've got a size 5 or 6 planet and tell you it can't be placed on any other planet once you spend your million dollars.
Version 2.6.0cant download - 404 error page
- Starsector .96a Upgrade
- Supports LunaLib
- Can enable/disable transport & defense fleets
- Repair drones display damage healed during combat
- Minor tweaks and cleanup
the link seems to be broken, I've tried the link here, discord and even the the bit bucket repository provided.
I killed the Wurgundal but there was no prompt to get it via salvaging. I spent nearly two hours fighting against the fleet it had, and now it isn't showing up. Can I have some help, please?
Okay, thank you. The Wurgundal is an incredible looking ship and I've been after it for a very long time. Thank you for getting back to me! <33I killed the Wurgundal but there was no prompt to get it via salvaging. I spent nearly two hours fighting against the fleet it had, and now it isn't showing up. Can I have some help, please?
It's possible the bounty didn't spawn with Reinforced Bulkheads even though it's supposed to. I haven't tested that fight in this version yet.
If you feel it's a bug, you can use the console command "addship edshipyard_wurgandal" to give you the ship, or you can do the combat again and in the console type "NUKE" a few times.
https://fractalsoftworks.com/forum/index.php?topic=4106.0
...and they are in every market...They should be ED submarket exclusive... At least they were in the mod builds I used in the last major game build 0.95.1...
By every market I mean every planet. The stock ships are only in ED and independent markets but the black market of any planet nearly always has them, especially the pirate ships which are carriers....and they are in every market...They should be ED submarket exclusive...
By every market I mean every planet. The stock ships are only in ED and independent markets but the black market of any planet nearly always has them, especially the pirate ships which are carriers....and they are in every market...They should be ED submarket exclusive...
Nice :o :)
- Newfoundland (the train) now gently pushes away friendly ships it would collide with. This helps a LOT with collisions.
Howdy;
Can we replace "push them gently" with "shove them like mean mofo", please. Good thinking though.
It still destroys a lot of ships. Especially phase ships, for shove reason the keep phasing out on his tail.Howdy;
Can we replace "push them gently" with "shove them like mean mofo", please. Good thinking though.
It's not perfect, friendlies still do get hit, but it's the best I could figure out how to do. I initially tried to detect the collision and prevent damage from happening, but there's no good way to tell that damage is via collision in a listener. At least that I could figure out. Maybe in a future release I'll look at it again.
Thank you for the feedback on the Wugandal!
For the Wugandal acquisition mission, generally speaking it's an end-game activity where the challenge of battling the fleet is supposed to be a fun and unique encounter. That you give up 1M and take a rep hit at the end of the game is IMO largely irrelevant at that stage of the game. The goal of the consequences is that you remember what you did and it appears to be working.
Balance wise it sounds like it's working as intended. It's a high tech ship with 6 large mounts and a ton of support weapons and fighters for the OP cost of just a bit less than two Paragons. In addition it's main cannon can destroy entire fleets / turn the tide of battle in a single shot if the situation is ideal. But it's not invincible, not even close; if it gets surrounded it can get blown to pieces pretty fast. This is the game balance I'm going for.
Most of the issues you point out can be overcome with S-mods and it turns the wurg into an absolute terror. It's a lot of s-mods on a vanilla-ish play through but if you use something like the excellent Progressive S Mods it's not quite as bad. Some people have shared their excellent wurg builds on the Discord, but they're pretty different than the base Wurg, but a lot of the fun in this game is figuring out the best way to equip a ship so the base Wurg is by design sub-optimal.
To your point about the operational cost, again this is gotten at the end-game where economic concerns are largely irrelevant to the player.
Version 2.6.4
- Much less likely two newfoundlands will collide
- Wurg has better AI targeting of ships with modules that report as phase ships
- Shield breaker (shotgun) sounds redone to better fit with Star Sector, weapon volume lowered
- Added a new distress encounter
(https://i.imgur.com/RQyGfOB.gif)
I have a issue, when I open comms with a ed patrol, which has the quest explanation point, the game crashes, Is there a fix for this or is this a ongoing bug? could it be the new distress encounter? The error code is in the attachments, the fleet that I interact with that causes the crash is ED Long Range Patrol
I think the new distress signal encounter from the mod happens too often and I always find myself fighting a pirate armada nowI think you're right. The overall frequency of distress calls seems the same, but the ones from ED are edging out the other types I think.
Looks like ED Shipyards doesn't load when going into 0.97a (throws a custom exception), even when the game version for the mod has been updated. Is there a reason behind this check? Is there a way for me to play in 0.97a by disabling this check while waiting for the official update? Feedback would be greatly appreciated!
Exception is as follows:
51287 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: The mod ED Shipyards is only compatible with StarSector version: `0.96a` Check the forums for a compatible version or disable this mod.
java.lang.RuntimeException: The mod ED Shipyards is only compatible with StarSector version: `0.96a` Check the forums for a compatible version or disable this mod.
at data.scripts.edshipyard.ED_modPlugin.onApplicationLoad(ED_modPlugin.java:43)
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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Enjoying the unique ships but I appear to be having some issue with the Nurse capital ship I didn't see mentioned. The field shield generator acts oddly for me. Starts battle automatically deployed, right clicking to lower between assaults or to get the 0 flux speed boost it goes down briefly then starts right back up again without me clicking to reactivate, and on occasion and inconsistently will turn it self off then back on rapidly after I try right clicking to toggle. Tried with and without PD guns attached, on its own in a simulation
I left the game running for an afternoon with the player fleet sitting around Nexerelin's Prism Freeport nebula (since it's the least eventful one), returned to see dozens of Ed recon fleets all over the system, which seemed to stay there forever (and growing maybe?)
Wasn't causing any performance issues though.
I left the game running for an afternoon with the player fleet sitting around Nexerelin's Prism Freeport nebula (since it's the least eventful one), returned to see dozens of Ed recon fleets all over the system, which seemed to stay there forever (and growing maybe?)
Wasn't causing any performance issues though.
Interesting, the defensive fleets are supposed to despawn after about 90 days. When you mouse over a fleet, what does it say it's doing? Something like "patrolling" or "returning from patrol"?
Just had a question for the Wurgandal - is it still purchasable instead of going through the bounty board?
Just had a question for the Wurgandal - is it still purchasable instead of going through the bounty board?
It's no longer purchasable, there's a mission:
WurgandalSpoiler(https://i.imgur.com/RQyGfOB.gif)
Be level 13 or higher
Have a powerful fleet
Go to a bar on an independent planet (size 4 or larger, like Nova Maxios)
Check the bounty board for a mission[close]