Is this an entire faction, in of itself, in the same vein as Iron Shell (possibly also starting allied with Tri-Tac) or is it a mini-faction/expansion to Tri-Tac itself?Hi there Oni, it is a bit of an explanation but...
Nice :DA positive review - NICE! :)
High-tech enjoyer 8)Well I hope you enjoy the mod, I'd appreciate if let me know what you think after playing it a bit (good or bad) :)
Oooh, The Culture references. That said, I detect a certain lack of gravitas...Incorrect good sir, check the ship names :)
I've been playing this mod while working on my .96 mod load. My initial impressions are positive. It feels like a proto Iron Shell. I appreciate the vanilla design style. High Tech and Energy weapons don't get enough love.Well hello there, thank you for the detailed writeup. Yes an Iron Shell for Tri-Tac was what I am going for but I am no where near as talented as Timid but it is a work in progress. And yes I agree High Tech/Energy especially beams are sort of underrepresented which I try to address in this mod by focusing on them.
That said, there are some issues. For instance, seeing [REDACTED] tech for sale on the market seems wrong from a lore standpoint.Well I figured that since lore wise, Tri-Tac are [REDACTED] scavengers, tinkers and researchers but do not want to upset the Hegemony or Luds and hurt their profit margins, that they would use a cut out organization for testing and implementation.
There are also some power level concerns. Most of the TTSC beam weapons are very strong compared to the base game variants. The Tactical laser has higher damage, in a more useful damage channel, and gets better a flux/second ratio all for the same OP cost as the standard variant. The LR PD laser has triple the DPS and double the damage/flux as the standard variant and only costs 1 OP more. I haven't experimented with all the weapons, but I've found that it's too easy to end up with overpowered ships just by putting basic beams on any TTSC ship. An Ingenui (2 DP Frigate) with 3 TTSC Tac lasers and Advanced Optics will overpower basically any frigate up to 8 DP I tested before it can close to range with it's own weapons. Even Safety Override frigates get soft fluxed out. I also tried out the Hronish carrier. It has Astral level firepower, with Heron level speed, and never loses fighter replenishment rate. It can kite away from most ships while sending endless 6 wing waves of doom. This was all before I took any combat skills or officers.I am about to head to bed but I was so excited to finally get some feedback that I wanted to do a surface level response. :) One thing to keep in mind is that I had to adjust some numbers because I changed damage types so for example: a vanilla weapon that was kinetic that I changed to fragmentation needed it's numbers adjusted to compensate. Also, I balanced versus pre-.96a beams so any changes with the vanilla beams are not represented but I plan to do so. With that in mind, I will go over all your individual observations tomorrow when I have time to do a detailed deep dive for each point and give a better response then.
One change I would recommend is to make Beam Overclock incompatible with Advanced Optics. It's just too easy to stack beam buffs and end up with frigates that outrange capital ships. Next, I'd make the TTSC weapons should come with at least some drawbacks. Either by paying a high cost in flux for the extra DPS or kinetic/HE damage, or by significantly increasing the OP cost on these weapons. Reducing the damage would also work. As for the ships, I haven't tried all of them, but for the most part, it seems like they are fast, have excellent range, and shield tanking ability. I would take away one of those main strengths in the interest of balance. Cutting speed could force fleets to provide mutual support to avoid being swarmed. Cutting range (i.e. Overclocked Beams reducing range while keeping the damage buff) would keep the beam firepower advantages while giving enemies a chance to fight back. Shield tanking could be reduced by cutting the OP points on each ship. Beams are generally low cost weapons, so there is usually plenty of excess OP on the TTSC ships to spend on flux cap/dissipation. The flux efficiency of the TTSC beams means the ships only really have to worry about hard flux buildup.Good points and I will give them more thought tomorrow.
Still I think this is a very good start. This mod has it where it counts, flavor wise and mechanically. Looking forward to see what you do with it.Thank you. With the help of kind people such as yourself that take the time to give a response like this one, I can better balance the mod. I am a low-tech/ballistic player by default but I felt there was a hole in the game that this mod may address and it is nice to have the perspective of someone who likes high tech / beams.
191539 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.TTSC_systems.TTSC_Generator.generate(TTSC_Generator.java:16)
at data.scripts.world.TTSCGen.generate(TTSCGEN.java:19)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.classnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Dazs, my good hiver, I'm not sure if this is part of removing the Nex integration, but TTSC is now nulling out when trying to generate in a random sector. If this is part of the temporary Nex removal, you might want to put in big bold letters that TTSC isn't compatible with random sector mode; it was causing some confusion with folks earlier.Hey there SpaceDrake! I saw your ping in discord and followed the discussion there first. I looked over the NEX thread and there does seem to be an issue using Dal's unofficial update and using random core worlds. Quoting Dal: "Hi all! For the moment Random Worlds won't function. I'm sure it won't be too long before a full test release is ready. For now please stick to Corvus Mode." I'll forward that to Lagi Schwer on discord to let them know random is not useable atm.Code191539 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.TTSC_systems.TTSC_Generator.generate(TTSC_Generator.java:16)
at data.scripts.world.TTSCGen.generate(TTSCGEN.java:19)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.classnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
gonna toss these guys into my random core worlds game that has Hiver Swarm as well, to see how they get alongThey are tuned to be vanilla plus so they may fare better than others. I would be curious how they do as well, let me know :)
Dazs, my good hiver, I'm not sure if this is part of removing the Nex integration, but TTSC is now nulling out when trying to generate in a random sector. If this is part of the temporary Nex removal, you might want to put in big bold letters that TTSC isn't compatible with random sector mode; it was causing some confusion with folks earlier.Hey there SpaceDrake! I saw your ping in discord and followed the discussion there first. I looked over the NEX thread and there does seem to be an issue using Dal's unofficial update and using random core worlds. Quoting Dal: "Hi all! For the moment Random Worlds won't function. I'm sure it won't be too long before a full test release is ready. For now please stick to Corvus Mode." I'll forward that to Lagi Schwer on discord to let them know random is not useable atm.Code191539 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.TTSC_systems.TTSC_Generator.generate(TTSC_Generator.java:16)
at data.scripts.world.TTSCGen.generate(TTSCGEN.java:19)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.classnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Thank you for taking the time to also post it on the forum you are a great helper of Starsector players.
ran smack into this bug, will have to remove this mod for now. not a big deal, going to switch to playing as a Carter's FreetradersHmm that is odd, I assumed that with an official update that was fixed. It is probably because I use a different method than my other faction mods of generating TTSC into the game since they do not have any planets. My guess is that is because I have them set to appear in already generated Corvus mode systems, Hydrasil and Magec, and if those systems are not generated in RCW then it would indeed cause a crash.
Hey.Good morning, thank you for taking the time to make an account to let me know. I gave the file for that ship a once over first to see if I added an extra zero by mistake but luckily that was not the case :) I think the issue may be the flux rating being too high and stacked with the hull mod it makes it too OP.
I just created an account to ask you if the Latebricole class frigate is supposed to be basically invulnerable?
It's permanently phased and regular weapons can't damage it. Only phase mines and auto-resolved battles can kill them from what I've seen.
I only watched as this baby destroyed my fleet one ship at a time like a busy little bee. I was very impressed, but I assume it's not intended.
Thank you for your reply and sorry for making you work.Oh not an issue at all. I rely on reports such as yours to gain a better insight on how my mods perform.
I am not quite certain that we are seeing the same issue. It might be a mod conflict or something...It could be. The Latebricole standard variant is equipped with long range lasers and does tend to kite a bit due to it's speed so what you showed in that regard is what I experienced.
I uploaded a very professional video of what I am talking about: https://streamable.com/iujc0iI do have one question about what I saw in your video. It looked to me like the Hypervelocity Drivers on your ship were just passing through the frigate. The Latebricole was firing it's beams each time so I know it was not phased out so I am not sure what was going on there. Your ship landed several what should have been damaging hits in that fight but it seems every ordinance just passed though. Any thoughts on that?
As for balancing I cannot say. I reckon any phase ship is very strong in capable hands.Well that is true but this was an AI fight and it seemed to be doing what it genrally does when the computer is flying it.
Edit: I tested that same ship against all of this mod's phase ships and it wrecked them all. It is really only this one frigate for some reason.I am sort of stumped myself. All the TTSC phase ships have a phasecloak as their defense mechanism and the Latebricole has the most inefficient one of the bunch so in theory it should be taking more hits than the other phase ships.
Take it easy please. You are under no obligations to random strangers on the internet ;D . Enjoy your weekend the way you would want.That is so kind of you to say! I do enjoy modding the game, I wouldn't be doing this otherwise :)
I've never modded Starsector but I have lots of experience with other games. Since we were both stumped I took the liberty to look at your files (sorry) and I found the issue.Ahhh that is a new Dazs mistake and I though I had committed all I could. :P You are a gem to go and dig through the files and find a solution, thank you for doing that. I'll test that fix vs the released version as well as the updated one and pick the one that seems the most balanced. Thank you for your effort, you have been listed as a Beta Tester on the forum OP. It is a dubious honor but one I can do!
The Latebricole has "collisionRadius": 0.
It basically doesn't have a material body. I changed it semi-randomly to 80 after consulting some other files and that seems to have fixed it. It dies in an instant just like it should have from the beginning.
Mystery solved. I wish you a happy end of the week.
Great job doing what I think you were out to accomplish with this mod: Adding a subfaction to a vanilla faction that retains the vanilla feel. "Feeling vanilla" can be positive or negative depending on the faction in question, and it fits here.Thank you for the kind words. Though I am not a high tech lover myself, I felt Tri-Tac was lacking in additional content when there are entire faction mods and addon packs for pretty much every other faction. I aim to keep it vanilla (plus) for the most part and the more powerful assets I have priced high and made rare to balance that.
I do however feel quite strongly against just taking vanilla energy weapons and shifting their damage type to kin or exp and nothing else. This by itself can be a massive power creep.You mention pulse weapons in your comparison but I specifically did not add variants to those as I felt they were fine as is so none of them have an analogue in this mod. I focused solely on beams because I felt there was a lack of variety in beam weapons. By keeping the base stats for most of the weapons the same as vanilla but shifting damage types I felt it kept them vanilla(ish) but added variety. Keep in mind that Beam weapons have the inherent detractor of not building hard flux that pulse weapons do not have so please keep that in mind.
If the only reason you added these weapons is for the explicit purpose of making TTSC feel different from TriTach, that's understandable but imo misguided. TTSC flying different ships should be enough, and it's not a sin to make a subfaction use the main faction's regular weapons (the more faction mods i run in any playthrough, the more I experience analysis paralysis from having too many options with too little difference). Also, energy weapons are balanced around dealing energy damage. Kin+exp is simply stronger than energy, all else being equal. Consider a ship with 2 normal Pulse Lasers. It dishes out 600 DPS to both shield and armor(300+300 energy dps). Now take the same weapon setup but shift one of the lasers to explosive and the other to kinetic damage. That setuop now deals 750 DPS to both shield and armor (shields take 600 dps from the kin Pulse and 150 from the exp Pulse Laser. vice versa for armor). What I'm getting at is, becaouse of that fact, energy weapons tend to get better stats in other areas (Pulse laser gets 300 dps for a medium slot. The kin and exp weapons that fill the most similar role only deal around 200 dps (Heavy Autocannon & Heavy Mortar).
Doing this damage type swap in a few well-argued places might be OK, but this seemingly across-the-board approach that you have going right now better only be temporary.With the above detractor to their use, I felt that making some of them Kinetic would offset that but then hurt them when the shield was depleted. And making some of them fragmentation gives them a questionable but niche use. As for making some of them explosive, I did that specifically because their arch rivals pretty much all use high armor ships. I wanted to give them a standing chance against those ships since they do not mount ballistic slots.
That's about it for now. Keep it up. This mod feels like it is headed in a great direction, but hasn't quite gotten there yet! Vanilla-feeling ships might not be the flashiest, but it makes the world feel more alive and organic, just by virtue of the increased variation, even if the new additions are similar to vanilla content. This has great potential.Thank you again, that is the goal for this mod. Essentially I saw what I felt was a hole in the offerings and set out to fill it, which is pretty much the goal of all my mods. I feel my other mods have matured to the point that I do not need to add more to them other than fixes for issues as they arise. TTSC is my main focus and I am currently working on adding more bar missions and cleaning up some of the sprites for the next update. As part of that, I will do another balance pass on the weapons with your thoughts in mind as I did not fully compare them to ballistic weapons.
EDIT: For some reason, the same ship I mentioned earlier
I really like this mod. The stronger beams are neat. I always felt like the vanilla beams were a little bleh. I don't really think that the kinetic / HE beams are all that OP.Good morning, I am happy to hear you are enjoying the mod. I too felt the vanilla beams were meh and it always sort of annoyed me. I am working on an update for TTSC and have done a balance pass on the weapons as part of it. Do not worry though, it won't be anything major, just a couple things I noticed that needed addressing.
Now, the Hronish, with its deployment cost of 30 and 6 fighter wings, on the other hand......... yeah, a bit.With the Hronish I started off with the Astral as a baseline but I wanted to have it be a light weight version but still keep the 6 wings. I lowered the fleet points, armor, HP, ordinance, shield arc, crew capacity, cargo, fuel capacity, increased the CR loss when deployed, a less desirable ship system (for a carrier) and three less medium mounts. To counter that I increased the flux dissipation, max speed, acceleration, turn rate, burn, supply use and deployment. My overall goal was to make a strike carrier version of the Astral that can speed in, deploy it's fighters and retreat with a chance of keeping it's shields up but it is easily overwhelmed by a wolfpack if you do not pay attention to it. I'll give it another pass and see if it needs some tweaking but still can keep that goal in mind.
A question:That is odd, I tested the mod as them and it starts with their BP so I had not noticed that myself. I do not think I did anything to make them rare but I will look into that for the update.
Is there something special I need to do in order to find the TTSC blueprints? I have only done 1 save file with this mod (quite lategame at this point), and have found most of the other blueprints at this point (and like 3x duplicates of most of the UAF packs). But not a single TTSC blueprint.
Not sure if it's just bad luck, if there's a quest, a bug, or if they are not dropping is because the main TTSC station got obliterated by the Hegemony very early in the game and is no longer inhabited. Anybody have an idea?Yea the Hegemony do not like them at all. I have them set to start as allies with Tri-Tac with the same temperament, faction alignments and diplomacy. If you are playing as them, you can keep their alignment close to Tri-Tac so it will be a combined defense if invaded. I have noticed however as I was playing as another faction, after several cycles the faction alignments differed enough that they did not help each other. RNG is RNG (wedding events and the like) so not much I can do about that but under the hood that should not occur until late game. They are set to use vanilla energy weapons as well as TTSC weapons in their markets so their stations will be fitted with a mix when the game creates them. That can result in a meh station or a very strong one and well the RNG takes a hand in that as well.
This is my next favorite thing after the Kazeron Navarchy mod. I've never really felt that drawn to Tri-Tac in the past, the whole "evil corpo" vibe kind of turned me off, but I adore the Culture series, and the idea of playing a sort of "worst timeline" Special Circumstances who exist to further some arcane corporate goals appealed to me, and made me want to give them a go.I felt Tri-Tac needed some other aspect to it's lore. They tend to be pigeonholed as high tech corporate baddies and I wanted to give them some nuance. I am happy to hear from another Iian M. Banks fan. As a British author his works were not as mainstream as his contemporary American space opera writers and hoped that this mod would open some curiosity to his writings.
I'm genuinely loving playing a streamlined, high-tech "commando" fleet, it's so very different from my usual play style of "hordes of junkers I found or stole", so thanks for the time you spent making this.Well I guess I am on that line as well as I generally play as a low tech scrapper and only use ships I salvage and tend to run junked ships myself. I wanted to try going high tech but I felt that beams (which I prefer aesthetically) were underutilized. Though I have no issue with pulse energy weapons I wanted to make beams a viable option so for my high tech run I, um, went and made this MOD. :) I appreciate you taking the time to let me know you are enjoying TTSC and it has found a player other than myself.
I can't wait until the storylines!It is a goal and I started with including some lore in the descriptions but, as I state above, I hit a roadblock with the missions I want to include. I fear my ambition exceeds my skills as I have spent over a dozen hours already trying to untangle the code but I will still work on making it a thing.
Well I guess I am on that line as well as I generally play as a low tech scrapper and only use ships I salvage and tend to run junked ships myself. I wanted to try going high tech but I felt that beams (which I prefer aesthetically) were underutilized. Though I have no issue with pulse energy weapons I wanted to make beams a viable option so for my high tech run I, um, went and made this MOD. :) I appreciate you taking the time to let me know you are enjoying TTSC and it has found a player other than myself.Haha, oh wow, that's basically how I play - I tend to pile up massive quantities of random junk that I find in space. I've got a ton of mods in and tend to go for that entrenchment era, super-low tech vibe (like the Niagara battle wall from Torchships and Deadly Armaments), and in that regard the TTSC makes a good mirror - the ancient versus the new makes them superbly complementary, whether side by side on the same side or against one another. They're genuinely different, and that makes them a blast. It's a good mod :D
Haha, oh wow, that's basically how I play - I tend to pile up massive quantities of random junk that I find in space. I've got a ton of mods in and tend to go for that entrenchment era, super-low tech vibe (like the Niagara battle wall from Torchships and Deadly Armaments), and in that regard the TTSC makes a good mirror - the ancient versus the new makes them superbly complementary, whether side by side on the same side or against one another. They're genuinely different, and that makes them a blast. It's a good mod :DHello there, knowing someone took the time to read my TLDR reply and appreciates the playstyle I enjoy really makes me happy. :) TADA is a mod that has been in my enabled list since it came out, actually all of Tartiflette's mods for that fact. I started making mods because I felt there needed to be more focus on battered lived in low tech ships. JYD was my first mod and essentially tailored to how I wanted to play the game and I happy to hear there are others that like to live the rockhopper scrappy style of gameplay.
(https://i.imgur.com/yMfBC1i.png)I start TTSC off with the same diplomatic profile and faction alignments as Tri-Tac and if you play as them you can keep them as allies or make them enemies. However, if you install TTSC as a game controlled faction then they will start to diverge if there is no direct player adjustments. Nexerelin has random diplomacy events and all It takes is a TTSC operative to marry a Hegemony officer to set off the fireworks :)
Also, a little something you might have a laugh at has happened in my current Nexerelin game:
It seems like it was time for some corporate restructuring, as TriTachyon and TTSC went to war with one another over this, and TriTachyon won! I guess they must have done a little...downsizing :PLol that made my day thank you!
This mod is great, but I believe there are the following issuesHello there, thank you for the kind word. I will first reply to each point as to what my intention was for the mod feature you are pointing out. Hopefully, we can then discuss each point once I have establishing my goal for the mod.
1. Some weapons have graphics that are too similar and difficult to distinguish, requiring new graphicsThe intention was that TTSC is taking known tech and tweaking it to different standards. I wanted to keep them vanilla looking but also with a slight distinguishing feature so I used vanilla sprites and recolored them blue.
2. Only changed the type of damage, lacking innovationSame as above, I thought that by changing damage types from vanilla it gives them a variant aspect instead of a unique feature since they are a sub faction of Tri-Tac rather than a new faction of their own.
3. This faction is too powerful, it has eliminated 50% of the factions, and I realize that I must stop itThey are a military focused faction and are meant to buff up Tri-Tac since base Tri-Tac is a weak faction that is generally taken out in campaign games that feature other mod factions.
4. This mod ship is too powerful, much stronger than vanillaI used vanilla base stats when I designed them. They may sport more weapon mounts than other vanilla high tech ships but that was the design philosophy behind the mod.
5. The market is too rich, and almost every market of this faction has heavy industry and alpha core, which is very unbalancedThey are an experimental off shoot of Tri-Tac which is already a high-tech faction that uses cores. I felt that they would have the best aspects of Tri-Tac as a basis and expand it further.
The Kakistocrat (ridiculously powerful ship for 8DP btw) says in the name that it's a Frigate but in stat sheet shows "Hull size: Destroyer"Good morning,
This mod actually doesn't work without Nexerelin. Trying to launch it without it leads to error in attachment.Good morning,
crash in Linux after updating the mod to new version.Oh my I do apologize that I did not check the changes against Linux. I am at a loss though atm since all I had done with TTSC_modPlugin.java was comment out lines that referred to Nexerelin. That should not have caused a new crash since I did not add any code. I do not have Linux to test on but you could try deleting out the commented lines on your end and see if that does it. If you open the file with notepad++ delete lines 18-24 and 41-47 they should all be in green text with // in front of them.
game crashes right at 99% loaded
32256 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [data.scripts.TTSC_modPlugin]
java.lang.RuntimeException: Error loading [data.scripts.TTSC_modPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: 1 error(s) while compiling unit "data/scripts/TTSC_modPlugin.java"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: 1 error(s) while compiling unit "data/scripts/TTSC_modPlugin.java"
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:326)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
... 5 more
I went through the mod with a critical eye and I THINK I may have solved your issue - try this version and please let me know:
https://www.dropbox.com/s/razsevbr0jwr3tf/Tri-Tac%20Special%20Circumstances%200.4.6.zip?dl=0
If it works for you, I'll release it wide.
no crash any more at launchPhew I am so glad to hear that. Took me a bit to hunt it down and if this update did not fix it I would have been at a loss to help further. :)
hello author, I found this mod few days ago and i like it much, can the newest version of mod be run on 0.951 game? If so , i wish i can get permission to translate your work into chinese version, because many friends of mine wish to play it, it's your decision, i hope to get your respond soon, thank you!Hello there! Some of my mods are already translated and on Fossic but I believe you are the first to request TTSC. I am flattered that you would like to share it with the Chinese fandom and am happy to give you permission to translate it. As to the .951 compatibility I am sorry to say I do not think it would work as I had to change some code to make it .96a complaint. You are welcome to test it and please let me know if it works.
so you do not have 0.951 version on your hand now? Thats really awful, but there's no other way, thank youVersion 0.2 is the last version of the mod that was .951 compatible before I updated TTSC to 9.6a. Here is a link to that version:
thanks for fixing it that quickly by the way.Glad to do it, thank you for letting me know. It is not the first time one of my mods ran afoul of Linux so I had some clue what the issue was and it felt good to figure it out :)
Hey, I went to load this mod up to try it today, and I think the bug with it needing Nexerelin is back. It's causing a crash on load looking for a Nex file.Good morning, I apologize about that. I had thought I had that nailed down two patches ago. I spent a couple hours this morning after reading your post looking into it and I can offer a "noNex" version, linked below. There is one issue with it though in that it ignores the faction settings so, for example, Tri-Tachyon will be neutral instead of an ally. It is the best I can do with my limited skillset, I hope it is something you can use:Spoiler57835 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [data.scripts.TTSC_modPlugin]
java.lang.RuntimeException: Error loading [data.scripts.TTSC_modPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/world/TTSCGen.java', Line 11, Column 7: A class 'exerelin.campaign.SectorManager' could not be found
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/world/TTSCGen.java', Line 11, Column 7: A class 'exerelin.campaign.SectorManager' could not be found
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
at org.codehaus.janino.UnitCompiler.getSingleTypeImport(UnitCompiler.java:8644)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:365)
at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
... 5 more[close]
Hey is the last RC95 version of this still available for download? I'm running one last game before upgrading to RC6 but I didn't have this mod yet.Good morning,
Hey is the last RC95 version of this still available for download? I'm running one last game before upgrading to RC6 but I didn't have this mod yet.Good morning,
I do keep a pre-.96a version on Dropbox:
https://www.dropbox.com/s/zjb3lh5g2of7c2f/Tri-Tac%20Special%20Circumstances_v0.2.rar?dl=0
Just know that I released TTSC just before the game went to .96a so though it is a working version, it is lacking any changes made to the mod from 0.2 to the current version of 0.4.6.
Enjoy!
I noticed TTSC has access to copies of 3 dorito weapons, and the player can get the blueprints for these. I have fitted my high tech stations with cascade emitters and they tend to be quite destructive. Being able to manufacture these things as the player (even though they are expensive) has implications for balance too. Have you considered the approach taken by industrial evolution of using replicated versions of these weapons (basically on the power level of other high end vanilla weapons but with different effects) rather than giving out dorito weapon stats directly?I believe in player choice and I try to offer what is not readily available in other mods. The weapons in TTSC are variants of existing weapons in game with the same stats but with different damage types. The only weapon I took some liberty with is the plasma line which is not a beam in game but I felt would make a nice addition to the lineup. For me to lower the stats would most likely upset another player who enjoys it the way it is. I could add weaker (lower OP, cost, and damage) variants in conjunction with what is already in the mod if that is what you are looking for.
I believe in player choice and I try to offer what is not readily available in other mods. The weapons in TTSC are variants of existing weapons in game with the same stats but with different damage types. The only weapon I took some liberty with is the plasma line which is not a beam in game but I felt would make a nice addition to the lineup. For me to lower the stats would most likely upset another player who enjoys it the way it is. I could add weaker (lower OP, cost, and damage) variants in conjunction with what is already in the mod if that is what you are looking for.It seems like we are heading in different directions - this is one of the mods I noticed has significant power creep. Not among the very severe cases I've seen, but the various damage types contribute to it. I wanted things to go in the direction of more balance. Player choice is not bad but I believe that things that are too strong tend to reduce it by making the other options uncompetitive - the game of optimizing a build instead of having many solutions now has a few. Certainly there are players that have a good time picking weak things and rolling with it as well as ones who seek a power fantasy, but these do not represent everyone. Have you considered putting the dorito weapons as an option in the mod config to be enabled/disabled?
It seems like we are heading in different directions - this is one of the mods I noticed has significant power creep. Not among the very severe cases I've seen, but the various damage types contribute to it. I wanted things to go in the direction of more balance. Player choice is not bad but I believe that things that are too strong tend to reduce it by making the other options uncompetitive - the game of optimizing a build instead of having many solutions now has a few. Certainly there are players that have a good time picking weak things and rolling with it as well as ones who seek a power fantasy, but these do not represent everyone. Have you considered putting the dorito weapons as an option in the mod config to be enabled/disabled?Hello again, thank you for the reply it does add some clarity.
snipIf the faction was designed to be stronger, that explains it.
Hi just wanted to confirm if the determinist is actually a cruiser? cuz it bares very similar stats to the eschatologist BC but is in the cruiser cat?Hello there, both ships are classified as Battlecruisers. My intention was to have one be a front line ship and the second to be a carrier hybrid. I looked over the stats and they do need some adjustments to differentiate themselves from each other. I'll look over the other ships in the lineup to see if there any other adjustments needed and have a fix in by tomorrow. Thank you for pointing it out.
No worries and lovely work good sirAh thank you. I meant to flesh out this mod as it is my latest but real life took up most of my free time and have not had the time to think of things to do with it. I am happy to hear you are enjoying it as is. :)
Hi, cool mod :)Why thank you, it is a bit of a work in progress still so stay tuned for more :)
Today I bought a Bora Light Carrier and noticed it doesn't need a crew. In the lore I didn't find anything about specialization for automatic ships or something else. So I think it's mistake?Ah um speaking of a work in progress, looks like Dazs made yet another oopsie. I am working on an update for TTSC in concurrent with Hiver so not ETA but I will have a fix for that in the next patch.
So this is a suggestion for a possible future update and i preface this with the note that i have zero coding experience and have no idea how hard it would be to implement. Tri-Tac and Tri-Tac SC generally form alliance but i've seen No Such Organisation form it instead and they generally give it a odd name.Well hello there! TTSC and Tri-Tac are closely related. I have the mod coded to start 100% rep with Tri-Tac and have the same political traits so they *should* ally and stay that way unless the player tosses a wrench in it like attacking Tri-Tac. Now there is a potential wrench if Nex decided to toss some random event like a wedding between TTSC and Hegemony or some such random nonsense you have no control of.
I'd make sense to me if they had what Iron Shell has with the Hegemony, starting in an alliance with each other since Tri-tac SC is basically supposed to be a Tri-tac subfaction like Iron Shell is to the Hegemony.I do play with Iron Shell enabled and in my games Iron Shell and Hegemony ally but they are two different factions. That being said, I am not sure exactly your point so if you could provide more clarity I would be appreciative.
Feel free to ignore this at your leisure and thank you for making this. :)Oh noes I would never ignore someone who cares enough to take the time to leave me commentary. I just finished updates for Hiver & CJHM and TTSC is next on my to-do list (assuming someone doesn't report a crash on one of my poorly coded mods). I will do my best to look into your suggestion, I just would like to make sure I understand it before I dive deep.
I've seen your mod today for the first time, I love it. These designs look F IMPRESSIVE. You did exactly what I wanted to see in the game. My greatest gratitude.Wow what a nice ringing endorsement! - It really cheers me up when I receive such a kind reply thank you!
is the problem, does work with nexerelin , this is a problem a bunch of mods had and this mod also had an solved i thinkI did have a version that did not use Nexerelin in v4.6 when Nexerelin was not compatible with the 0.96a update but it lacked some features so I reverted back to the initial format that uses Nexerelin . I guess I forgot to add it back to the forum OP as a dependency and I apologize, an oversight on my part that I just rectified.
so you could revert partly to an earlier version or try to use a solution from forums https://fractalsoftworks.com/forum/index.php?topic=5061.4890 has it
maybe just add nex to the requirements? along with lazylib and magiclib, i mean it does in fact just not work wihout nex, maybe ask for help in the discord? i assume making your mod work wihout nex is common knowledge between modders since there are a bunch of mentions but no clear fix
Oh no- there's no escape from SC, not even in the sectorThey are quite unfriendly to pirates, Luddic and Hegemony so expect some grief if you play as those factions with TTSC installed. Conversely if you play as them you can effect their relations based on how you play. A good challenge is to play as them in a balanced way. Nex Prevents you allied to both Tri-Tac and Hegemony but it can be quite a feat to keep all the vanilla factions all on a friendly basis and play as a peacemaker.
special circumstances required me to take a look, and I'm actually quite interestedI'd be curious on your thoughts after you give them a run through either as a commissioned agent or vs them.
hi i keep having problems loading this mod i get:Hello there, yes Nex is a posted requirement for the mod and I held off on releasing an update until Histidine posted a .97a update. If you go to the nex forum on the last page there is a link https://fractalsoftworks.com/forum/index.php?topic=9175.5790
is the problem, does work with nexerelin , this is a problem a bunch of mods had and this mod also had an solved i think
so you could revert partly to an earlier version or try to use a solution from forums https://fractalsoftworks.com/forum/index.php?topic=5061.4890 has it
maybe just add nex to the requirements? along with lazylib and magiclib, i mean it does in fact just not work wihout nex, maybe ask for help in the discord? i assume making your mod work wihout nex is common knowledge between modders since there are a bunch of mentions but no clear fix
Wrapped up another playthrough with this mod (and this time, corporate "restructuring" did not occur - TriTach and SC stayed BFFs the whole game!) right in time for the conquest of Chicomoztoc for TriTach to happen on the same day the game version updated. Perfect time for a new game, and it gave me a thought (sorry if it's already in the .97a release).Well it was an agent of TTSC that made it happen last time and that is on brand for them :)
Iron Shell seems to have come up with a way to create a permanent alliance between factions, which is used to make sure that the Iron Shell faction, intended to be a component of the Hegemony, never ends up at war with the Hegemony proper. It seems to me that this system could probably be used with TTSC, to make sure that the two stay allied together. Lorewise, it'd make sense as the TTSC being part of the main Tri-Tachyon holding corporation, related but separate from the regular TT faction and markets as a result.I am not opposed to the idea, I do intend them to be allies by giving them the same outlooks and personality. In theory, unless you play as them and intentionally cause a break, they should stay allied though a game. Timid is a far superior mod maker than I am but I can take a peek at the code and see if I can comprehend what is there that does that.
Also, a shout out - this mod works amazingly well with No Such Org (https://fractalsoftworks.com/forum/index.php?topic=21848.0), which is a Tri-Tach subfaction like this, but based entirely on phase ships. The Troubadour from this works very well with their phase ships, and the two are a match made in heaven for the Tri-Tach player :DTBH I am not a phase ship guy, I generally do not recover them in my salvage runs. I add them to my mods since I try to fit all the roles needed if someone wants to play a mod faction only run. Thank you for the shout out and I am happy to hear you are still enjoying the mod.
Do you plan on releasing a modern 'no-nex' version for those who chose to play without Nexerelin?Hello there,
Hello Astragoth thank you for the report. Before I dive too deep into this, I will be working on a no-Nexerelin version of the mod that Teledahn requested. From looking over the code you pasted it looks like an error occurred when the stations were generated into a new game. Though I am unsure why since many people have used the current code with no issue, a no-nex version would not use that method and may fix your issue.
I am officially giving up trying to convert the JYD Vayra bounties to magiclib and I need a little rest after hours of trying to get that to work so I'll have a new version of TTSC out soon (tm). Let's revisit your crash once you can try that version and we'll follow up if you are still having a problem.
v0.8 released today - Save Compatible with v0.7
-Changed the designation of the Escarpment to light cruiser carrier to reflect that is is not a pure light cruiser
-Added a new light cruiser, the Excession(nod to the sleeper service being downgraded from GSV to MSV - read the culture series and you'll get the reference) using a rejected sprite I made for Not_a_cat
-Added the new ship to the "All Ships Image" on the forum OP and used in the Discord post
-Adjusted the code so the mod can now be enabled with OR without Nexerelin - TY Teledahn and Astragoth for lighting a fire to get this done already :)
-Removed the Nexerelin requirement in the code to enable the mod and changed the text on the forum OP - LeoSCfan & Vestung rejoice! - oh and see the above Comment and thank those two as well ;)
-Adjusted the code so TTSC will start aligned with Tri-Tac and never fall below friendly - Nexerelin start new game only - TY Vestung for pointing me in the right direction
-Changed the mod_info description to clarify that TTSC is a sub-faction of Tri-Tachyon
-Updated the game version to RC-10 to alleviate your OCD triggering mod manager yellow warning :)
I truly appreciate all the input I get from the players who enjoy my mods that make them better for everyone. This update was a collaboration of suggestions and ideas and I look forward to any more that players have.
I can confirm that I can now start the game with no issues.That's great to hear. Thank you for the follow up, it gives me peace of mind.
Thank you Dazs and keep on being creative!Aww, that is so nice to say. I started making my first mod (JYD) for myself and figured I would share it for the one or two other people who like lived in looking mining focused ships. Six mods later and I think I may have a problem.... :)
Off to start a new game! (well...after the Valentine's dinner...cause we don't want the missus to get angry...hehe)You good sir, have your priorities straight!
Maybe I'm just lucky but I'm finding a fair amount of SC Omega weapons while scavenging derelict stations using this mod, unsure if intended or not.Hello there, thank you for letting me know. I do not have any special code in the mod to increase loot chances. I recently put a nerf on the Omega analog weapons but only in the damage stats so that should have no effect. I guess it depends on how many mods you run with, the more mods the bigger the pool the game can pick from. I just started a new heavily modded game as a scavenger so my odds should be low. I will see what my experience is and take a deeper look if it is the same as yours. Or maybe you are just a lucky duck. :)
Not sure if this is a bug but I just saw in Hybrasil 4 identical (ships and all) Little Rascal mining fleets at the same time.Hello there, first thank you for trying out TTSC :) It is not a bug per-se, I assigned the name of their mining fleets after the GSV Little Rascal from the culture series of books as a further nod to Iain M banks. The reason those fleets are comprised of the same ships is that since TTSC is not mining focused, I only assigned enough ships with mining stats to form a fleet unlike my mining focused mod JYD where you will find a variety.
Hello. Thanks for all your excellent mods :)That is so nice to wake up to :)
The Caconomyl doesn't have the Phase Field hullmod as most phase ships do--is this intentional?Ohh that big boy gets a lot of comments on Discord when TTSC is discussed. It is probably my most love/HATE ship to date :) I have planned some balancing for the Caconyml when TTSC gets around in the queue for updates so I'll check that when I do.
I love the rift beams, but they're broken OP. Not necessarily suggesting you "balance them"; it's your mod and all but maybe make them quest rewards? If you can even do that in Starsector. It's mostly the large mount ones that can get silly with energy weapons mastery and High Scatter Amplifier.Speaking of most love/HATE... :) I like beams and I thought that Vanilla did not cover all the bases so when I set out to make a high-tech centric mod I knew I had to specialize in them. I thought to myself, would Tri-Tac just ignore captured omega weapons when they are the ones that developed the Remnant in the first place? A greedy corporation letting profits just sit on the table seemed a bit odd to me. Essentially TTSC are the spec ops division of Tri-Tac with cut out deniability when the Hegemony and Ludds come a calling. Now I already have a zillion custom weapons if you add up all my mods so I wanted a lore tie-in for TTSC. I married those ideas when I designed the vision for the mod. So I rather than make custom beam weapons for them it made internal lore sense to me that they would be the testing grounds for experimental "illegal?" versions of already existing weapons and hiding them in plain sight using the same weapon models every one else does.
Also, sometimes I'm getting attacked by TTSC fleets that use ships from other factions primarily (mostly CFT); it seems to be designed that way since it'll have a parenthetical reference in the fleet name--nothing wrong with it, just curious if I'm hallucinating or not :)TTSC is my aggressive (playable) faction, CFT and JYD are both neutralists. So they will actively hunt down anything they do not like and CFT, if left to their own rudder, will steer more toward Pirate and TTSC will pounce on them. So no you are not hallucinating, TTSC will scavenge other faction ships and use them. I just seems CFT in your game needs the reminder that they should not poke the bear. :)
ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Fighter wing with id [drg_sheen] not found for faction [zea_dawn]
java.lang.RuntimeException: Fighter wing with id [drg_sheen] not found for faction [zea_dawn]
So I like to add your mod to a campaign that is in progress with Nexerelin all factions spawn enabled. This way I get the weapons and ships without the market bloat. Unfortunetely, everytime I try to add your mod to a game in progress it crashes with this error. Specifically when I try to load a save.CodeERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Fighter wing with id [drg_sheen] not found for faction [zea_dawn]
java.lang.RuntimeException: Fighter wing with id [drg_sheen] not found for faction [zea_dawn]
Redownloaded and isolated it to just your mod. And the error is weird because zea_down is from knights of ludd. So maybe a crossmod conflict. I don't know.
Actually I had an outdated HTE which I believe is the issue will test tomorrow.I was about to post that drg_ is a high tech expansion prefix but you diagnosed that yourself. I would be curious if updating fixed your issue because I run all three mods in my game and have not come across a crash.
It works had to dig up the most recent version of HTE because I believe some mod requires drg_sheen fighter which only the most recent version of HTE has.I am happy to hear you solved it. I am surprised a mod requires an asset from another mod w/out making it a dependency. Anyway, thanks for the update and have a fun time now you can play again! :)
I saw in your CFT thread you were working on a TTSC update and I just thought I'd ask why a few of their military ships have a shield efficiency of 1 rather than a more typical efficiency for high-tech ships?Well hello there Shogouki my friend. Depending on the size/spec of the ship they vary from 0.6 to 1.2 with various upkeep. The ones that are 1 and above are mostly hybrid ships like the combat freighters/combat tankers. There are I believe two exceptions but that was to balance out other advantages they have. Since there are 29 ships in the TTSC lineup, if you could narrow down your query to specific ones I can better answer. I put aside a couple hours tomorrow to work on this mod so if you can get in any feedback before then I will consider any changes for that update.
I saw in your CFT thread you were working on a TTSC update and I just thought I'd ask why a few of their military ships have a shield efficiency of 1 rather than a more typical efficiency for high-tech ships?Well hello there Shogouki my friend. Depending on the size/spec of the ship they vary from 0.6 to 1.2 with various upkeep. The ones that are 1 and above are mostly hybrid ships like the combat freighters/combat tankers. There are I believe two exceptions but that was to balance out other advantages they have. Since there are 29 ships in the TTSC lineup, if you could narrow down your query to specific ones I can better answer. I put aside a couple hours tomorrow to work on this mod so if you can get in any feedback before then I will consider any changes for that update.
I like your descriptions, I knew which you meant right away :) I'll look them over later today when I work on the mod and compare them to their closest vanilla analogs. Thank you for the "clarity" ;)I saw in your CFT thread you were working on a TTSC update and I just thought I'd ask why a few of their military ships have a shield efficiency of 1 rather than a more typical efficiency for high-tech ships?Well hello there Shogouki my friend. Depending on the size/spec of the ship they vary from 0.6 to 1.2 with various upkeep. The ones that are 1 and above are mostly hybrid ships like the combat freighters/combat tankers. There are I believe two exceptions but that was to balance out other advantages they have. Since there are 29 ships in the TTSC lineup, if you could narrow down your query to specific ones I can better answer. I put aside a couple hours tomorrow to work on this mod so if you can get in any feedback before then I will consider any changes for that update.
I think the ones I was thinking of were the symmetrical Odyssey and another rectangular battlecarrier. When I look at the stats for both they don't seem to have anything to make up for the low shield efficiency, at least not from their stats, hardpoints and abilities alone.
I hope I didn't pressure you into those changes. I had just asked because I had looked at those ships several times and couldn't really figure out what they had going for them that made up for the shield efficiency, especially the Eschatologist since its description says that it's a front line ship but it also didn't have good armor or a fortress shield or anything.I did not feel pressured, I took your advice to look them over and in testing I found them a bit wanting in the front line department. The Xenocrat being the big boy front liner has an efficiency of .06 and I felt 0.8 felt right for their roles. If you find the changes still in need of adjustment, I would welcome the feedback. Please never feel like you are pressuring me in doing so as I use feedback as a starting point and make adjustments based on my own testing. I am a solo act juggling six mods and it can get overwhelming so I rely on players like you to open my eyes to defects so we can make the mods the best they can be.
Hello there, I seemed to have run into a slight problem with the latest version of the "nonex" version of this mod. Upon opening starsector, it crashes to desktop and states its a "fatal: directory" caused by the data/hulls/TTTSC_caconyml.ship file. Apparently it thinks there needs to be a ',' or ']' at 359 [character 5 line 16]. I checked that area and it looks like thats where the new phasefield previously mentioned is located. I am not too knowledgeable about codding and not entirely sure how to go about this, so i thought that i should just bring this up. Any help would be most appreciated.Hello Msgunner, thank you for brining this to my attention. I looked into it and my apologies for the oopsie. I fixed the issue and re-uploaded 0.9 for the NoNex version. Delete the current version in your mods folder, re-download and install and it'll work. I did not change the version number to keep it consistent with the main version but there is an additional note in the NoNex changelog with a TY to you for letting me know.