Fractal Softworks Forum

Starsector => Mods => Topic started by: Dazs on April 24, 2023, 10:18:37 AM

Title: [0.97a] Tri-Tac Special Circumstances - V 0.9 03/30/24
Post by: Dazs on April 24, 2023, 10:18:37 AM
Tri-Tac Special Circumstances (https://drive.google.com/uc?export=download&id=1ZoZLd_kgz3ISVoXrukBqkK6MnHOmBuBm)
(https://i.imgur.com/IAC6KaD.png) (https://drive.google.com/uc?export=download&id=1ZoZLd_kgz3ISVoXrukBqkK6MnHOmBuBm)
A High-Tech faction mod focused on the military and espionage might of Tri-Tachyon.

The mod offers:
3 faction stations (two in Hybrasil and 1 in Magec)
25 shielded ships
4 phase ships (including a phase capital)
4 wings - 1 interceptor, 1 fighter, 1 bomber and 1 mining drone
19 beam weapons
1 faction specific hull mod that improves beam performance pre-installed on every TTSC ship
1 Commissioned Crews integration hull mod that increases a ship’s flux performance
Custom tongue-in-cheek naming structure of their ships based on the works of Ian M Banks culture series

Requires
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0), MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718), Nexerelin* (https://fractalsoftworks.com/forum/index.php?topic=9175.0)

*An alternate "Nonex" version is available for players who do not use Nexerelin (https://drive.google.com/uc?export=download&id=1xUBF_kAdadKsuys9twF3dsLGb4eDw-fN)

Mod integrations:
Commissioned crews (https://fractalsoftworks.com/forum/index.php?topic=16677.0)
Starship Legends (https://fractalsoftworks.com/forum/index.php?topic=15321.0)
Take No Prisoners (https://fractalsoftworks.com/forum/index.php?topic=25979)
Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Industrial Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011.0)
New Beginnings (https://fractalsoftworks.com/forum/index.php?topic=15280.0)
Vayra's Sector Bounty system (https://fractalsoftworks.com/forum/index.php?topic=16058.0)
Nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0)

All Ships Image

Spoiler
(https://i.imgur.com/t3odcnH.png)
[close]


Faction Lore (Note: In-game lore is based on the Culture book series by Iain M. Banks with several references.)

Spoiler
The department of Special Circumstances has always been Tri-Tachyon’s moral espionage weapon, the very cutting edge of the corporations interfering diplomatic policy. It’s standing and its image within the corporation has been ambiguous. Special Circumstances, known as SC for short, is a subset of the corporations department of diplomacy assigned to the handling on unusual, delicate, stealthy, covert or otherwise special situations.

As Tri-Tachyon grew more insular and neutral, SC became an independent organization of its own. The split occurred because SC’s activities could not be morally justified within the corporation’s publicly viewable policies. Commonly regarded with a combination of contempt and veneration by the corporation at large, SC performs the dirtiest and bloodiest work that the corporation, in SC’s opinion, needs to do.

Seen as euphuism for corporate military intelligence, SC often acts outside public policies of Tri-Tachyon in order to preserve those same policies. SC deals in the moral equivalent of black holes, where the normal laws, the rules of right and wrong that people imagine, break down. Beyond those metaphysical horizons, there exists…Special Circumstances.

Since Tri-Tachyon is a corporation and not a political entity, SC is not a publicly sanctioned group. By common practice and custom however, SC inserts itself into situations in which it believes a slackening of ordinary moralities is needed. From time to time this may irritate other divisions of the corporation. They handle the corporation’s dirtiest and bloodiest work and their ships and weapons are fine tuned to be both the first line of defense of Tri-Tachyon’s interests as well as its projection of corporate might.

SC’s motto is, “If you want peace, you must be prepared for war.”

[close]

Mod technical notes

Spoiler
  • All TTSC ships are beam specialists and are modified to extend the range, turn rate and damage of beam weapons. All SC ship’s turrets are energy and the hard points are synergy (energy/missile) with the exception of their dreadnaught, the Xenocrat, which has all synergy mounts, both turret and hard point.
  • The hull mod from Commissioned Crews grants access to subroutines that improve ship flux venting and capacity.
  • TTSC weapons are all variations of Vanilla high tech beam offerings. Each TTSC weapon either does a different damage type or role than its vanilla counterpart and they offer no PD weapons. I used the vanilla graphics for each but modified them with blue markings to differentiate them.
  • With no ballistic offerings, their markets only sell high tech weapons. Since they have synergy mounts, SC markets will sometimes sell missiles from other factions.
  • There is currently one TTSC “black ops” mission available at their stations that require smuggling of goods. I plan to add more as I learn more about the star sector mission code structure.
  • TTSC faction relations are set to be the same as Tri-Tachyon's and are allied with Tri-Tachyon. Since their stations are all based in Tri-Tac space I would recommend you stay that way :)
  • Starship Legends integration adds several TTSC ships to the SL derelict bar quest
  • All portraits and music used are the same that Tri-Tachyon uses
[close]

ANOTHER Dazs faction mod?! you ask. Well here is my reasoning:

Spoiler
JYD is low tech, CFT is all midline and Hiver is, well, Hiver so I found myself with some high tech ships I made that I had no use for. Initially I intended to either post them on Spiral Arms or release them as a ship pack mod.

However the more I thought about it, it seemed to me that there are mods out there that are sub-factions of the vanilla factions up to the total re-write of Sindrian Diktat with the exception of Tri-Tachyon. Which gave me the idea of a sub-faction that deals with the corporation’s dirty work which lore wise would make sense for a mega-corp to have a cut-out department for deniability. That combined with my love of the Culture book series in which SC is the dirty jobs sub-department of Contact gave birth to this mod.

Lastly and most important, if this mod inspires even one person to check out the works of Ian M. Banks then my time was well spent.
[close]

Sources and Thank You Credits

Spoiler
Each TTSC ship is a Dazs kit bash. The sprites used were sourced from:
  • Starsector’s art team - The ships are mostly kit based from vanilla art assets and the weapons are all modified game assets.
  • Spiral Arms II (https://fractalsoftworks.com/forum/index.php?topic=12896.0 (https://fractalsoftworks.com/forum/index.php?topic=12896.0)) and Sporaled arms (Spaceport Corvus discord server) contributors. - I used bits and pieces from the free to use art assets found there in some of the ships. All credit goes to the multitude of kind people who have donated their artwork.
Beta Testers: – AsinineMorta, LukeTasrook, SpaceDrake, wepto, eidolad, LukeTasrook, PigeonPun, HuginBlar, Sorrydough, AsinineMortal, Moasseman, Knifiel, justnewaccount3131  - would you like to help? I’ll add your name here :)

Timid – For helping me understand the mission code and supplying me with an example.

Lore: Iain M. Banks – for writing such a wonderful space opera that sparked my imagination.

A special thank you to Alex and team for their hard work making this game and keeping it up to date all these years.
[close]

If you enjoy my content, please consider buying me a coffee to keep me going! :) on Ko-Fi (https://ko-fi.com/dazs825110)!
(https://i.imgur.com/nYXN58D.png) (https://ko-fi.com/dazs825110)

Current Changelog

   v0.9 - Save Compatible with v0.8.1
   -Added the "phasefield" built in hull mod to the Caconyml - TY last_misadventure for noticing my mistake
   -Changed the shield efficiency on the Eschatologist and Arbitrary from 1 to 0.8 -Ty Shogouki for your input
   -Doubled the value of the TTSC ship BP package since it does have more valuable ships than standard - Ty Tirpitz for bringing that to my attention
   -Replaced the built-in hull mod Fighter Chassis Storage on the Hronish with Expanded Deck Crew - Big oopsie on my part ty TameFroggy for pointing out that is meant for stations only   


Past Changelogs
Spoiler
V0.8.1 - Save Compatible with v0.8
   -Added back Nexerelin sector generation in the mod to support random core worlds mode - Use this if you have Nexerelin enabled
   -The TTSC flag above is the link to the main download version
   -NOTE: if you do not use Nexerelin then download the alternate "nonex" version - link is just below the mod dependencies

v0.8 - 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 :)

v0.7 - Save Compatible with v0.6
   -Doubled the chargedown and increased the flux use by 10% of the TTSC Rift weapons - Received many complaints that being Omega clones they were too powerful and made getting Omega not worthwhile
   -Updated to 0.97a

v0.6 - Save Compatible with v0.5
   -Added a NEX requirement to the forum OP - TY LeoSCfan for letting me know
   -Increased the damage of the TTSC short range laser from 40 to 45 and removed the chargeup time - Makes it more competitive for such a short range laser
   -Added a new weapon, the TTSC Twin Mining laser - TTSC lacked both a PD laser as well as a mining weapon and it fills a gap in being 2 OP which is rare for a PD laser weapon
   -Added a new frigate sized mining/salvage freighter, the Idiran - TTSC lacked some ships for their mining fleets so I added this as well as the next two to their lineup
   -Added a new destroyer sized mining/salvage freighter, the Gillan
   -Added a new cruiser sized mining/salvage freighter, the Azad - Decent cargo with strong mining stats and several small turrets which makes for a good deployable PD platform
   -Added a new mining drone wing, the Rascal - Similar stats to the vanilla mining drone but 1 OP, 2 wing, equipped with 1 Twin Mining Laser with less armor and an omni shield
   -Added missing "tags" to the TTSC fighters - Adds them to the TTSC BP and helps when autofitting - noticed it when I added the new drone
   -Added TTSC to the SCY Amity faction whitelist
   -Added TTSC to the Persean Chronicles Faction ids to it's whitelist   
   -Added mining strengths to the three new ships and drone
   -Added the ability for TTSC to form mining fleets in Nexerelin - I initially had it disabled as JYD was so mining focused but Tri-Tac has them so why not TTSC
   -Added the three new ships to the list of ships randomly picked to add to a mining fleet under Nexerelin
   -Updated the "All Ships Image" on the Forum OP with the new ships and drone - The are on the bottom of the image, take a peek if you are interested :)

v0.5 - Save Compatible with v0.4.7
   -Increased the damage of TTSC Medium Range Laser from 75 to 85 - With the same OP as the TTSC Tactical laser it needed more DPS to make sense
   -Lowered the tier of the TTSC Medium and Long range lasers from 2 to 1 - Should allow them to show more frequently in TTSC markets
   -Increased the tier of the TTSC Tachyon Lance from 2 to 3 - As a high value weapon, tier 2 made it too available
   -Removed all TTSC weapons from the blueprint package
   -Made a new BP for weapons that will not be in the player's starting cargo but discoverable - Received complaints that their "OP" weapons are too readily available
   -Increased the value of the weapon BP based on the value of the weapons
   -Added missing crew to the Bora - TY Zoro89 for letting me know
   -Replaced the built-in high resolution scanners on the Revisionist with insulated engine assembly to match the tech on the Ingenui - TY Lathyr for the idea!

v0.4.7 -Save Compatible with v0.4.6
   -Removed the two wings from the Determinist and increased the armor and hit points to make a pure Battlecruiser
   -Reclassified the role of the Eschatologist from CombatLarge to CarrierLarge as intended and is now listed as a Battlecarrier in the index
   -Added 10 OP to the Eschatologist and replaced two of the Scree wings with a Riptalon wing and an Equator wing - TY Noobishnoob for pointing out the need

v0.4.6 - Save Compatible with v0.4.5
   -Some code changes for Linux compatibility - TY justnewaccount3131 for helping me

v0.4.5 Save Compatible with v0.4
   -Capitalized the X in Xenocrat - TY SteelSirokos for letting me know
   -Raised the DP of the Kakistocrat from 8 to 11 to properly assign it's power level - TY Moasseman for making the case
   -Fixed a spelling mistake on the description of the Ablation - rear turrets not read turrets :)   
   -Looked over the remaining descriptions and added some missing commas as well as changed a couple poorly written descriptions.
   -Adjusted the code so the mod can now be enabled with OR without Nexerelin - TY Knifiel for letting me know


v0.4- Save Compatible with v3.6 - Some changes require new sector generation
   -Fixed an error with the TTSC Graviton Beam having an incorrect tag
   -Lowered the energy per second of the TTSC High Intensity Laser to 400 - matches the vanilla 0.96a change to the HIL
   -Lowered the speed to 60 and acceleration to 45 of the Hronish and raised the deployment/supply use to 35 - Ty wepto for asking me to take a look at it
   -Changed the orbit of GSV Gobuchul Station to be a bit further out than SC Headquarters in Hybrasil - New sector generation only
   -Upgraded the station used on GSV Gobuchul Station to a Star Fortress - As a military station it needed more teeth - New sector generation only
   -Changed the Tier of the TTSC Rift Beam and Rift Lance from 2 to 3 - makes them less likely to be fitted on game generated assets
   -Updated the sprite for the Kraiklyn tanker - received complaints that it looked too much like the Prometheus - TY HuginBlar for the help
   -Converted the compression from RAR to ZIP - Received some "requests" and it is a more widely used format
   -Replaced the Kraiklyn sprite on the forum "all ships image" with the new one - It's much more sleek, take a peek!

v3.6 Quick hotfix - Save compatible with v3.5 Note: If you have a Latebricole in your fleet you will need to re-arm it
   -Fixed an issue with the Latebricole missing a collision radius and re-balanced it by replacing the medium turret with two smalls - TY LukeTasrook for bringing this issue to my attention
   -Redesigned the Latebricole to match the new weapon layout and replaced the sprite on the "All Ships Image" on the forum OP   

v0.3.5 Should be save compatible however you will have to rearm any Xenocrat ships in your fleet
   -Re-worked the sprite for the Xenocrat to better match 0.96a - TY to PigeonPun,Sorrydough,and my biggest discord fan ARandomRobloxJal for your helpful advice
   -Replaced/rearranged several mounts on the Xenocrat to give it a better weapon profile - You will need to rearm any in your saved fleet
   -Replaced the image of the Xenocrat on the "All Ships Image" on the forum OP - I spent a couple hours on this one, take a peek if interested.
   -Fixed an issue where the mod crashed when using Random Core Worlds in NEX - May break saves so save a copy of 0.3 just in case - ty eidolad for reporting the issue

v0.3 - 0.96a balance pass - Should be save compatible with v0.2.5 but not sure since I did not have a save game to test against
   -Re-enabled Nexerelin features
   -Increased the damage of the Heavy Burst Laser from 400 to 450
   -Lowered the range of the Interdiction beam from 1200 to 1000 and impact from 500 to 400 - Hard to balance this one since it is a vanilla weapon but not implemented
   -Lowered the damage of the Long range laser from 150 to 100
   -Lowered the turn rare of the Medium Laser from 100 to 80
   -Increased the eng/sec of the Short range laser from 15 to 20
   -Removed the impact rating on the Plasma Beam
   -Added a missing zero to the cost of the Rift Beam and Rift Cascade Emitter to match the cost of their vanilla counterparts
   -Doubled the energy cost and damage output of the Rift lance - still half of the vanilla counterpart but makes it more desirable for a 9 op weapon
   -Lowered the damage of the Tactical laser from 85 to 75 - Puts in on par with it's vanilla counterpart
   -Lowered the range bonus on the hull mod OC Beams from 100 to 50 - AsinineMortal makes a good point that the range was a bit much when stacked with Advanced Optics
   -Lowered the max speed of all TTSC ships by 10% - AsinineMortal makes a good point that combined with their beam bonus and good shields their speed was making them a little too OP

V0.2.5 -Minor patch to update for current game version
   -Removed all Nexerelin compatibility - will re-enable once a stable patch for that mod is released
   -Adjusted the code to be compliant with the 0.96a MagicLib changes
   -Adjusted the code compatibility to work with 0.96a
   -NOTE: mod integrations will be re-enabled as they are made 0.96a compliant

v0.2 - Save Compatible with v 0.1
   -Removed some duplicate text from the forum page and added the TTSC Flag with an embedded d/l link for some color
   -Added a config file for the mod "take no prisoners" - TTSC officers can be captured, they now accept ransom and will send vengeance fleets after you if prisoners are not properly treated
   -Added config files for the mod Industrial Evolution - The TTSC embassy added to the whitelist, Some ships added to the reverse engineering and printing whitelists
   -Added TTSC to the list of factions included in the mod "New Beginnings"
   -Added TTSC to the Vayra Bounties whitelist - If you use that mod, TTSC can now be targets for bounties including you if you are commissioned with them
   -Added the more OP TTSC ships to the Prism Freeport blacklist
   -Changed the TTSC faction color to a darker blue that matches their flag - Differentiates their assets from Tri-Tac
   -Removed some unneeded comment code left over from when I was designing the mod
   -Gave all TTSC descriptions a once over and fixed some spelling and grammar mistakes

v0.1
   - Initial release for review, testing and constructive criticism.
[close]
Title: Re: [0.95.1a]Tri-Tac Special Circumstances - V0.1 04/24 testing and feedback release
Post by: Dazs on April 24, 2023, 10:27:14 AM
V 0.1 is a fully functional beta test of the mod. I hope you enjoy the content and I do plan to add more to the mod based on player feedback so I am posting the mod in the modding forum first to gauge player interest and hopefully receive feedback. Once I feel it is ready for full release, I'll post it on discord and the main mod forum.
Title: Re: [0.95.1a]Tri-Tac Special Circumstances - V0.1 04/24 testing and feedback release
Post by: Oni on April 24, 2023, 01:02:08 PM
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?
Title: Re: [0.95.1a]Tri-Tac Special Circumstances - V0.1 04/24 testing and feedback release
Post by: Dazs on April 24, 2023, 01:48:30 PM
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...

TLDR:
TTSC is it's own faction but with close ties to Tri-Tachyon (TT). They start off allied with TT and have the same faction relations as TT, their stations are in TT space near TT stations and can act as defensive measures if TT is attacked by a hostile faction say like Hiver :) I recommend staying in good relations with TT since SC stations are in TT space but the direction they take is their own. If you install them as a NPC controlled faction then they *should* stay in synch with TT since they have the same starting relations and faction temperament. If you start off commissioned with them then you can directly effect their sector relations and even come into conflict with TT if you so desire.

Short version:
Think Iron Shell but no where near as polished (working on it though)

Hope that clears things up for you, if not please let me know.
Title: Re: [0.95.1a]Tri-Tac Special Circumstances -V0.2 04/28 Critical feedback appreciated
Post by: Dazs on April 28, 2023, 11:06:47 AM
v0.2 released today - Added more mod interactions and cleaned up the code a bit to lessen memory size/use. Changelog in the RAR and posted on the forum OP has the details.

It has been less than a week and the mod already has over 300 downloads which is great for a new mod, at least for me ;) - woo!
I will be adding more "black ops" missions in the next update, no ETA on that but it is in the works. Also, I would be appreciative for any constructive criticism that you are willing to share so we can better tune the mod before releasing it in the mod forum and discord.

Enjoy helping our corporate overlords!
Title: Re: [0.95.1a]Tri-Tac Special Circumstances -V0.2 04/28 Critical feedback appreciated
Post by: Dadada on April 29, 2023, 05:05:53 AM
Nice :D
Title: Re: [0.95.1a]Tri-Tac Special Circumstances -V0.2 04/28 Critical feedback appreciated
Post by: Dazs on April 29, 2023, 06:05:58 AM
Nice :D
A positive review - NICE! :)
Title: Re: [0.96a-RC8] Tri-Tac Special Circumstances - V0.2.5 05/07
Post by: Dazs on May 07, 2023, 06:12:56 PM
0.2.5 released - Updated the code to be compliant with the current game version. Changelog in the RAR and posted on the forum OP has the details.

Note: I disabled all Nexerelin code and will re-enable once a stable patch is released by Histidine
Title: Re: [0.96a-RC8] Tri-Tac Special Circumstances - V0.2.5 05/07
Post by: swatmore on May 09, 2023, 05:59:46 AM
High-tech enjoyer 8)
Title: Re: [0.96a-RC8] Tri-Tac Special Circumstances - V0.2.5 05/07
Post by: Dazs on May 09, 2023, 07:17:18 AM
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) :)
Title: Re: [0.96a-RC8] Tri-Tac Special Circumstances - V0.2.5 05/07
Post by: MattyK on May 09, 2023, 08:28:54 AM
Oooh, The Culture references. That said, I detect a certain lack of gravitas...
Title: Re: [0.96a-RC8] Tri-Tac Special Circumstances - V0.2.5 05/07
Post by: Dazs on May 09, 2023, 10:40:55 AM
Oooh, The Culture references. That said, I detect a certain lack of gravitas...
Incorrect good sir, check the ship names :)
Title: Re: [0.96a-RC8] Tri-Tac Special Circumstances - V0.2.5 05/07
Post by: AsinineMortal on May 11, 2023, 05:29:19 PM
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.

That said, there are some issues. For instance, seeing [REDACTED] tech for sale on the market seems wrong from a lore standpoint.

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.

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.

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.


Title: Re: [0.96a-RC8] Tri-Tac Special Circumstances - V0.2.5 05/07
Post by: Dazs on May 11, 2023, 06:55:48 PM
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.
Title: Re: [0.96a-RC8] Tri-Tac Special Circumstances - V0.2.5 05/07
Post by: SpaceDrake on May 11, 2023, 09:44:22 PM
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.

Code
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)
Title: Re: [0.96a-RC8] Tri-Tac Special Circumstances - V0.2.5 05/07
Post by: Dazs on May 12, 2023, 02:39:33 AM
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.

Code
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)
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.

Thank you for taking the time to also post it on the forum you are a great helper of Starsector players.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.3 05/12 - 0.96a balance pass edition
Post by: Dazs on May 12, 2023, 07:32:46 PM
v0.3 released today - Should be save compatible with v0.2.5 but not sure since I did not have a save game to test against, sorry about that.

Essentially a 0.96a balance pass to reflect some of the changes in game vs the 0.95.1a beams I initially balanced against. Changelog on the forum OP and in the RAR has all the details. Special thanks to TTSC's first Beta Tester, AsinineMortal for pointing out some things I had not considered.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.3 05/12 - 0.96a balance pass edition
Post by: eidolad on May 13, 2023, 06:44:17 PM
gonna toss these guys into my random core worlds game that has Hiver Swarm as well, to see how they get along
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.3 05/12 - 0.96a balance pass edition
Post by: Dazs on May 13, 2023, 07:14:32 PM
gonna toss these guys into my random core worlds game that has Hiver Swarm as well, to see how they get along
They 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 :)
Title: Re: [0.96a-RC8] Tri-Tac Special Circumstances - V0.2.5 05/07
Post by: eidolad on May 13, 2023, 08:52:23 PM
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.

Code
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)
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.

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 Freetraders
Title: Re: [0.96a-RC8] Tri-Tac Special Circumstances - V0.2.5 05/07
Post by: Dazs on May 14, 2023, 03:34:31 AM
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 Freetraders
Hmm 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.

This presents quite a pickle as I am unsure how to go about it and I cannot think of another 0.96a mod that generates like TTSC does for an example. As a monkey wrench fix I could maybe make a separate standard generation method that gives them planets for RCW mode but that seems obtuse. I'll do a deep dive and look into it once I am done figuring out a Linux issue JYD and CFT are having and doing a little maintenance on Hiver and see what I can come up with. The days are just packed :) I'll get back to you on that one when I can.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.3.5 05/15
Post by: Dazs on May 15, 2023, 07:27:32 AM
v0.3.5 released today - Should be save compatible - Had to make some sector generation changes that should not effect already saved games but save a copy of 0.3 just in case

A quick hotfix to address a crash report regarding an issue of compatibility when using the random core worlds function in Nex. Bundled in is a re-work of the Xenocrat so if you have one in your current fleet you will need to re-arm it. Special thanks to PigeonPun, Sorrydough, and my biggest discord fan ARandomRobloxJal for their helpful advice.

Changelog on the forum OP and in the RAR has all the details.

Below is a comparison image of the Xenocrat with the new one on the left and the old one on the right
(https://i.imgur.com/Xgam0vN.png)

Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.3.5 05/15
Post by: LukeTasrook on May 19, 2023, 02:43:09 AM
Hey.

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.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.3.5 05/15
Post by: Dazs on May 19, 2023, 03:28:01 AM
Hey.

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.
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 really appreciate you reporting this. To be honest, I am a low tech player at heart and I do not really enjoy phase ships. So even though I did some stress testing on the mod before releasing, it is great to have someone who does like them give me another perspective. I will spawn one in my game and test it and see for sure and have a quick fix for it if it needs it.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.3.5 05/15
Post by: Dazs on May 19, 2023, 06:57:54 AM
@LukeTasrook OK I put it through it's paces and compared it to the Afflictor (the vanilla phase frigate I initially based it off). Stat wise the Latebricole is actually worse with less max flux, flux dissipation and worse phase cost/upkeep. To balance that I gave it more armor and a medium turret.

In theory this should have balanced it but in my testing I found with that extra armor and the increased dps of the medium turret it outlasted the Afflicor in battles and did far more damage. I will tweak the stats and most likely replace the medium turret with a small to balance it better. I'll give all the ships a similar pass and should have an update later today, tomorrow at the latest.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.3.5 05/15
Post by: LukeTasrook on May 19, 2023, 02:52:05 PM
Thank you for your reply and sorry for making you work.

I am not quite certain that we are seeing the same issue. It might be a mod conflict or something...

I uploaded a very professional video of what I am talking about: https://streamable.com/iujc0i

As for balancing I cannot say. I reckon any phase ship is very strong in capable hands.

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.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.3.5 05/15
Post by: Dazs on May 19, 2023, 04:17:58 PM
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/iujc0i
I 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.

I know that I had stated that I would have a hotfix today but I had some errands to run. So far I have made adjustments to the ship by lowering it's HP and replacing the medium turret with a small. I have edited the sprite to show a small mount and it is ready to go for another testing round. I was working on adding a high tech combat tanker to the mod and some more bar missions so I think I will just bundle in the adjusted Latebricole with those changes.

Thank you for the follow up and the video, that was very enlightening. I apologize for not meeting my projected fix release but I figure it will probably be Saturday evening or Sunday afternoon (barring any new issues with my mods) that I can have the update out for TTSC.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.3.5 05/15
Post by: LukeTasrook on May 20, 2023, 12:17:05 AM
Take it easy please. You are under no obligations to random strangers on the internet  ;D . Enjoy your weekend the way you would want.

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.

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.

Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.3.5 05/15
Post by: Dazs on May 20, 2023, 02:27:34 AM
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.

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.
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!
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.3.6 05/21
Post by: Dazs on May 21, 2023, 07:34:20 AM
v3.6 Released today - Save compatible with v3.5 Note: If you have a Latebricole in your fleet you will need to re-arm it

   -Fixed an issue with the Latebricole missing a collision radius and re-balanced it by replacing the medium turret with two smalls - TY LukeTasrook for bringing this issue to my attention
   -Redesigned the Latebricole to match the new weapon layout and replaced the sprite on the "All Ships Image" on the forum OP   

I intended to add more content with this release but R/L got in the way and I cannot give an ETA on the next update at this time. Sorry folks but I will work on TTSC when things clear up for me. I hope you are enjoying the game and if you have any suggestions for the mod then please keep them coming.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.3.6 05/21
Post by: Egren on May 25, 2023, 09:18:52 AM
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.

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.

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.

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.

EDIT: For some reason, the same ship I mentioned earlier
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.3.6 05/21
Post by: Dazs on May 25, 2023, 10:53:26 AM
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.

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).
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.
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.

EDIT: For some reason, the same ship I mentioned earlier
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.

The worse thing about being a solo mod maker is you can easily get lost in the minutia. Thank you for such a well reasoned analysis, I really enjoy getting another take on what I do. All my mods are the work of several players such as yourself that have pointed out holes in my logic and it has made them better for everyone. I look forward to any other opinions because I hope to eventually do the same with this one
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.3.6 05/21
Post by: wepto on May 30, 2023, 09:50:04 PM
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. Now, the Hronish, with its deployment cost of 30 and 6 fighter wings, on the other hand......... yeah, a bit.

A question:

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?
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.3.6 05/21
Post by: Dazs on May 31, 2023, 02:44:03 AM
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:

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.
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.
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.

Ok I've TLDR again, sorry I tend to do that :) Thank you for taking the time to not only report the BP issue but also share your opinions. Since this is still a relatively new mod it really helps me. I had to work on some hotfixes on my other mods so it sort of delayed TTSC but I should have something out next week if all goes well.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4 06/12
Post by: Dazs on June 12, 2023, 04:26:53 PM
v0.4- Save Compatible with v3.6 - Some changes require new sector generation - Changelog in the ZIP and on the forum OP has the details

I tried to add more missions, I really did. But after hours of trying to diagnose crash logs and researching code, I finally came to the conclusion that my brain is not calibrated correctly to understand Java. Figured I would release the changes I had so far since CFT has many pending requests that require my attention.

Thank you to the players who submitted their feedback (individual Ty in the changelog). Stay tuned, I'll try my hand at adding missions yet again and give it another go once my brain reboots and recalibrates. :)
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4 06/12
Post by: Blue_Bear on June 14, 2023, 06:43:27 AM
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'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.

I can't wait until the storylines!

Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4 06/12
Post by: Dazs on June 14, 2023, 08:06:05 AM
Well hello there Blue_Bear!
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.

Thank you for taking the time to let me know your opinions. I sometimes wonder if TTSC should have just been a Tri-Tac ship pack or even a thing anyone but me would enjoy. Posts like yours keep me from getting discouraged after a failure and gives me gumption to keep plugging at it!
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4 06/12
Post by: caekdaemon on June 16, 2023, 02:01:16 AM
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

Also, a little something you might have a laugh at has happened in my current Nexerelin game:

(https://i.imgur.com/yMfBC1i.png)

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 :P
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4 06/12
Post by: Dazs on June 16, 2023, 05:26:42 AM
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
Hello 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)
Also, a little something you might have a laugh at has happened in my current Nexerelin game:


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 :)
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 :P
Lol that made my day thank you! 
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4 06/12
Post by: Billy on June 23, 2023, 12:05:47 PM
This mod is great, but I believe there are the following issues
1. Some weapons have graphics that are too similar and difficult to distinguish, requiring new graphics
2. Only changed the type of damage, lacking innovation
3. This faction is too powerful, it has eliminated 50% of the factions, and I realize that I must stop it
4. This mod ship is too powerful, much stronger than vanilla
5. The market is too rich, and almost every market of this faction has heavy industry and alpha core, which is very unbalanced
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4 06/12
Post by: Dazs on June 23, 2023, 12:37:14 PM
This mod is great, but I believe there are the following issues
Hello 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 graphics
The 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 innovation
Same 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 it
They 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 vanilla
I 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 unbalanced
They 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.

When you say they are unbalanced, are you referring to a game that is mostly vanilla factions? In that case then yes they are OP, I designed the faction to be a counterbalance to all the mods that buff the vanilla factions. If you put them in a game with Iron Shell, Luddic Enchantment or PAGSM then they barely hold their own. Even in a vanilla game, the Hegemony rolls over every modded faction in my runs because they simply have more planets. I made this faction in essence try to maintain status quo for players who have those mods enabled.

I look forward to any and all comments with those mod goal points in mind.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4 06/12
Post by: Moasseman on June 25, 2023, 04:08:35 AM
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"
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4 06/12
Post by: Dazs on June 25, 2023, 05:14:28 AM
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,
I have that ship classed as a Heavy Frigate but it is indeed coded as a Destroyer.  Most Destroyers are around 15 DP but the Kakistocra's base stats are between a frigate and a destroyer so I went with the HF label that I have seen other mods use. I did something similar with the Escarpment labeling it as a Light Cruiser but it has the code of a Cruiser but with lower stats than an average cruiser.

That being said, I agree that in retrospect 8dp is too low for it and will increase it to 11 in the next update. Thank you for sharing your perspective, I look forward to any other commentary you may have regarding the mod.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4 06/12
Post by: Knifiel on June 27, 2023, 07:35:33 PM
This mod actually doesn't work without Nexerelin. Trying to launch it without it leads to error in attachment.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4 06/12
Post by: Dazs on June 28, 2023, 05:02:34 AM
This mod actually doesn't work without Nexerelin. Trying to launch it without it leads to error in attachment.
Good morning,
Thank you for letting me know. I had to use a new method of generating TTSC into the sector than my other mods because it does not add a new system like they do. I have not played the game w/out Nex for years so it did not occur to me to test for that. I will see what I can do to adjust the code but tbh it took me quite some time to figure out how to have a faction add only stations to existing sectors rather then the standard add a new system. For now, I'll add Nex as a requirement like I do with Hiver Swarm while I tinker around.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.5 07/01
Post by: Dazs on July 01, 2023, 02:53:42 AM
v0.4.5 released today - Save Compatible with v0.4
   -Capitalized the X in Xenocrat - TY SteelSirokos for letting me know
   -Raised the DP of the Kakistocrat from 8 to 11 to properly assign it's power level - TY Moasseman for making the case
   -Fixed a spelling mistake on the description of the Ablation - rear turrets not read turrets :)   
   -Looked over the remaining descriptions and added some missing commas as well as changed a couple poorly written descriptions.
   -Adjusted the code so the mod can now be enabled with OR without Nexerelin - TY Knifiel for letting me know

Decided to start adding the changelog to my update messages instead of re-directing people to the main page. Mostly an error correction update for issues that were brought to my attention by helpful players. I appreciate all the help I get with my mods and look forward to any comments that players have that can make them better for all to enjoy.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.5 07/01
Post by: justnewaccount3131 on July 01, 2023, 10:02:41 AM
crash in Linux after updating the mod to new version.

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
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.5 07/01
Post by: Dazs on July 01, 2023, 10:56:40 AM
crash in Linux after updating the mod to new version.

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
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.

In the mean time I will look into those error codes and see what I can decipher. Please let me know if the above steps fixed the issue. 
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.5 07/01
Post by: justnewaccount3131 on July 01, 2023, 03:58:17 PM
still crashes


43873 [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



just in case you want to run a secondary Linux as a dual windows bootable and want one that also plays games:
I use EndeavourOS, an Arch based distro, like what Valve/Steam uses for its Steam deck.
as desktop (Linux has many) KDE Plasma (just like Valve does). steam games run flawlessly with most of the games I play.

good thing about EndeavourOS is that the installation will *actually ask* you where to put the boot loader... I'd always recommend putting linux dual boot not on the windows ssd, cause a reinstallation of windows could delete the boot loader, but unless you do that, it'll be fine. Linux never touches Windows or messes with it.

but you can read and write to windows drives under Linux, just not vice versa.

at install of EndeavourOS, choose KDE Plasma, and when you're asked if you want to use systemd for boot or Grub. choose Grub. Grub will launch your windows or Linux, whatever you choose at system boot.
you can set the Grub boot as priority in bios, cause windows boot loader won't let you choose. it'll simply always boot windows.

fyi: when you take out your Linux ssd and put it into another computer, your system will just work. cause all drivers are baked into the kernel. you never install drivers in Linux (I at least never needed to).
if you take out a windows ssd, it'll not work in another computer as a system at least.

EndeavourOS, KDE Plasma, Grub after install
after install, open the terminal
sudo pacman -Syu     (updates everything)
then: sudo pacman -S discover  for the graphical KDE package manager /app store that's not installed by default.
a lot of programs are available as flatpaks. self-contained, isolated programs. they will not clog up the system cause they're not installed per se.
usually, you need an Arch version of a program for Arch, a Debian for Debian and so on. flatpaks run on any Linux distro. so that's a big advantage.
flathub dot org. there are flatpak versions of firefox and steam and so on. to install flathub,
sudo pacman -Syu
then
sudo pacman -S flatpak
then lastly
flatpak remote-add --if-not-exists flathub (this part is a link to the repo, but I did not want to post links here. the line is on flathub in the description)
from then on you have a graphical 'app' store like experience when you open discover.

and if you never want ads again on twitch or youtube, install in firefox addons: NoScript and uBlock Origin. they're not ad blockers. they block the connection to the source. and prohibit scripts you don't want and don't spy on you, like ad blockers do
you need to allow very little usually to get a website to work fine. e.g. on twitch you only need to allow twitchcdn.net and twitch.com in noscript.
I can have hundreds of tabs open like this.


did I mess up? the file looks like this:
package data.scripts;

import com.fs.starfarer.api.BaseModPlugin;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.PluginPick;
import com.fs.starfarer.api.campaign.CampaignPlugin;
import com.fs.starfarer.api.campaign.econ.MarketAPI;
import com.fs.starfarer.api.campaign.StarSystemAPI;
import com.fs.starfarer.api.characters.PersonAPI;
import com.fs.starfarer.api.impl.campaign.ids.Skills;
import data.scripts.world.TTSCGEN;
import exerelin.campaign.SectorManager;



public class TTSC_modPlugin extends BaseModPlugin {



   public void onApplicationLoad() {
        {
            boolean hasLazyLib = Global.getSettings().getModManager().isModEnabled("lw_lazylib");
            if (!hasLazyLib) {
                throw new RuntimeException("Tri-Tac Special Circumstances LazyLib!"
                        + "\nGet it at http://fractalsoftworks.com/forum/index.php?topic=5444");
            }

            boolean hasMagicLib = Global.getSettings().getModManager().isModEnabled("MagicLib");
            if (!hasMagicLib) {
                throw new RuntimeException("Tri-Tac Special Circumstances requires MagicLib!" + "\nGet it at http://fractalsoftworks.com/forum/index.php?topic=13718");
            }
        }
    }

   public void onGameLoad(boolean newGame) {
  }
   
}
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.5 07/01
Post by: Dazs on July 01, 2023, 04:11:24 PM
Your error code called for an error on line 21 regarding SectorManager and that is one of the lines I commented out. But now that I look again it is no longer in the code you posted, had you edited the post deleting that line or was that just my imagination?
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.5 07/01
Post by: justnewaccount3131 on July 01, 2023, 05:31:26 PM
yes. I checked right after I posted the first time and saw that I messed up. made sure I actually deleted the right things this time and posted it again and deleted the old part
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.5 07/01
Post by: Dazs on July 01, 2023, 10:59:45 PM
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.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.5 07/01
Post by: SOSmayday on July 01, 2023, 11:20:47 PM
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!
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.5 07/01
Post by: justnewaccount3131 on July 02, 2023, 03:13:04 AM
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 launch
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.5 07/01
Post by: Dazs on July 02, 2023, 04:37:12 AM
no crash any more at launch
Phew 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.

v0.4.6 released this fine morning - Save Compatible with v0.4.5
   -Some code changes for Linux compatibility - TY justnewaccount3131 for helping me
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
Post by: SOSmayday on July 02, 2023, 05:00:04 AM
so you do not have 0.951 version on your hand now? Thats really awful, but there's no other way, thank you
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
Post by: justnewaccount3131 on July 02, 2023, 05:38:44 AM
thanks for fixing it that quickly by the way.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
Post by: Dazs on July 02, 2023, 05:54:39 AM
so you do not have 0.951 version on your hand now? Thats really awful, but there's no other way, thank you
Version 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:
https://www.dropbox.com/s/zjb3lh5g2of7c2f/Tri-Tac%20Special%20Circumstances_v0.2.rar?dl=0
Just know it will be lacking the mod changes that were made from 0.2.5 to the current version of 0.4.6 but it will work under 0.951
Best I can do, hope that works for you.

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 :)
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
Post by: SOSmayday on July 02, 2023, 06:44:11 AM
i will translate your mod with pleasure, thank you for your support!
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
Post by: FortunaDraken on July 09, 2023, 01:32:41 AM
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.

Spoiler
57835 [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]
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
Post by: Dazs on July 09, 2023, 05:39:19 AM
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.

Spoiler
57835 [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]
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:
https://www.dropbox.com/scl/fi/m6s1bynuim64wsuq0p3va/Tri-Tac-Special-Circumstances-0.4.6.nonex.zip?rlkey=btrw3bff1tity8tyzmbujgam5&dl=0
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
Post by: Shogouki on July 12, 2023, 09:12:44 PM
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.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
Post by: Dazs on July 13, 2023, 12:28:36 AM
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!
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
Post by: Shogouki on July 13, 2023, 04:36:08 PM
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!

Thank you very much!
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
Post by: crawlers on August 07, 2023, 03:23:03 PM
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?
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
Post by: Dazs on August 07, 2023, 04:08:23 PM
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.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
Post by: crawlers on August 07, 2023, 06:57:49 PM
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?
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
Post by: Dazs on August 08, 2023, 07:08:05 AM
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.

I designed this mod to be a more powerful version of Tri-Tac. I included the "Dorito weapons" as a means of doing that while still staying within the established game weapons. TTSC lore is that they are the cutting edge of Tri-Tac military, espionage and technological might. Keep in mind that the remnant originated from Tri-Tac technology and the Doritos are the apex versions. As a corporate saving face move, they agreed with the Hegemony to renounce AI and it's technology. TTSC is their cut out so they can still use remnant technology but have deniability.

Now on to player choice, as a single player game it is up to the player to decide which assets to use or not use. In your game you may decide not to use certain weapons or learn certain blueprints where as another player may want the full package. Now as to your suggestion, for me to omit them all together I would have to have a different set of ship variants as well as make it not save game compatible. However, I could certainly add an optional file for less powerful versions of weapons like I do for Hiver Swarm. This would be a simple swap of files and would not effect a save game as the assets themselves would still be in game just less powerful versions.

So with that in mind, any suggestions on what that would look like? I.E. which weapons you feel are too OP and in what way should they be diminished? I would go with a % reduction all around on the weapon line so it would cost the same OP and credit but at a reduced damage/range/energy cost etc. I am interested if that would satisfy your request and would like to hear your thoughts on the matter before I implement any changes.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
Post by: crawlers on August 08, 2023, 10:06:09 AM
snip
If the faction was designed to be stronger, that explains it.

Concerning doritos being apex versions of remnant, this is hard to confirm since the lore is very limited on them.  I don't know their origin, and the descriptions of dorito weapons imply that of researchers trying to figure them out and generally finding that it was beyond their ability.  Going from that level of ignorance to being able to replicate fully-functional ones seems a bit too far to go.

What would I trim?  Any energy weapon merely got it's damage switched to kinetic without anything else changed.  In my experience, shields and therefore kinetic weapons are very meta, and the main issue energy weapons have is a lack of damage types - with few vanilla exceptions like the graviton beam.  And of course the dorito weapons to bring them down to the level of high-end vanilla weapons.  High explosive energy weapons are less of a concern to me since vanilla ones already kind of fulfill that role with things like the phase lance and they are awful vs shields.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
Post by: Noobishnoob on October 16, 2023, 09:56:06 AM
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?
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.6 07/02
Post by: Dazs on October 16, 2023, 11:46:07 AM
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.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.7 10/17/23
Post by: Dazs on October 17, 2023, 04:47:24 PM
v0.4.7 released today -  A small patch that addresses Noobishnoob post regarding the Determinist and the Eschatologist - TY for pointing out my error - Changelog has the details

Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.7 10/17/23
Post by: Noobishnoob on October 18, 2023, 07:51:55 AM
No worries and lovely work good sir
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.7 10/17/23
Post by: Dazs on October 18, 2023, 11:05:57 AM
No worries and lovely work good sir
Ah 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. :)
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.7 10/17/23
Post by: Zoro89 on October 26, 2023, 02:24:49 PM
Hi, cool mod :)
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? See screenshot
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.7 10/17/23
Post by: Dazs on October 26, 2023, 02:58:17 PM
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.

Thank you for taking the time to let me know
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.7 10/17/23
Post by: Solus_Dantelion on November 03, 2023, 04:47:38 PM
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. 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.

Feel free to ignore this at your leisure and thank you for making this. :)
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.4.7 10/17/23
Post by: Dazs on November 03, 2023, 06:55:11 PM
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.

Thank you and I look forward to your (or anyone's) suggestions that would help make this mod better.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V0.5 11/07/23
Post by: Dazs on November 07, 2023, 06:11:01 AM
v0.5 released today - Save Compatible with v0.4.7
Some adjustments to the mod based on player feedback - Changelog:
   -Increased the damage of TTSC Medium Range Laser from 75 to 85 - With the same OP as the TTSC Tactical laser it needed more DPS to make sense
   -Lowered the tier of the TTSC Medium and Long range lasers from 2 to 1 - Should allow them to show more frequently in TTSC markets
   -Increased the tier of the TTSC Tachyon Lance from 2 to 3 - As a high value weapon, tier 2 made it too available
   -Removed all TTSC weapons from the blueprint package
   -Made a new BP for weapons that will not be in the player's starting cargo but discoverable - Received complaints that their "OP" weapons are too readily available
   -Increased the value of the weapon BP based on the value of the weapons
   -Added missing crew to the Bora - TY Zoro89 for letting me know
   -Replaced the built-in high resolution scanners on the Revisionist with insulated engine assembly to match the tech on the Ingenui - TY Lathyr for the idea!

I thank the players who have given me advice and ideas and look forward to more. I am a bear of very little brain and can always use some help :)
Title: Re: [0.96a] Tri-Tac Special Circumstances - V 0.5 11/07/23
Post by: Nick9 on November 07, 2023, 06:47:14 AM
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.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V 0.5 11/07/23
Post by: Dazs on November 07, 2023, 08:07:01 AM
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!
Title: Re: [0.96a] Tri-Tac Special Circumstances - V 0.5 11/07/23
Post by: LeoSCfan on November 16, 2023, 08:17:03 PM
hi i keep having problems loading this mod i get:
Fatal Error loading [data.scripts.TTSC_modPlugin]
Cause:1 error while compiling unit
from log:
722906 [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(Unknown Source)
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(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 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
and  data.scripts.ttsc_modPlugin is:
package data.scripts;

import com.fs.starfarer.api.BaseModPlugin;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.PluginPick;
import com.fs.starfarer.api.campaign.CampaignPlugin;
import com.fs.starfarer.api.campaign.econ.MarketAPI;
import com.fs.starfarer.api.campaign.StarSystemAPI;
import com.fs.starfarer.api.characters.PersonAPI;
import com.fs.starfarer.api.impl.campaign.ids.Skills;
import data.scripts.world.TTSCGen;
import exerelin.campaign.SectorManager;



public class TTSC_modPlugin extends BaseModPlugin {
   

   public void onApplicationLoad() {
        {
            boolean hasLazyLib = Global.getSettings().getModManager().isModEnabled("lw_lazylib");
            if (!hasLazyLib) {
                throw new RuntimeException("Tri-Tac Special Circumstances LazyLib!"
                        + "\nGet it at http://fractalsoftworks.com/forum/index.php?topic=5444");
            }

            boolean hasMagicLib = Global.getSettings().getModManager().isModEnabled("MagicLib");
            if (!hasMagicLib) {
                throw new RuntimeException("Tri-Tac Special Circumstances requires MagicLib!" + "\nGet it at http://fractalsoftworks.com/forum/index.php?topic=13718");
            }
        }
    }
   
}
i assume either public class TTSC_modPlugin extends BaseModPlugin {
or
import exerelin.campaign.SectorManager;
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
Title: Re: [0.96a] Tri-Tac Special Circumstances - V 0.5 11/07/23
Post by: Dazs on November 17, 2023, 01:40:14 AM
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
I 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.

As to using a compiler as you suggest, I have tried several times to use both IntellliJ and Netbeans but I just cannot wrap my head around making it work correctly. I wrote my mods manually in notepad++ and trying to import them then compile failed every time I tried. OH so many hours it took me to realize I am a bear of very little brain.

Thank you for your post and I appreciate you taking the time to not only let me know but also adding some ideas for a fix.
Title: Re: [0.96a] Tri-Tac Special Circumstances - V 0.6 12/16/23
Post by: Dazs on December 16, 2023, 09:12:14 AM
v0.6 released today - Save Compatible with v0.5

Changelog:
   -Added a NEX requirement to the forum OP - TY LeoSCfan for letting me know
   -Increased the damage of the TTSC short range laser from 40 to 45 and removed the chargeup time - Makes it more competitive for such a short range laser
   -Added a new weapon, the TTSC Twin Mining laser - TTSC lacked both a PD laser as well as a mining weapon and it fills a gap in being 2 OP which is rare for a PD laser weapon
   -Added a new frigate sized mining/salvage freighter, the Idiran - TTSC lacked some ships for their mining fleets so I added this as well as the next two to their lineup
   -Added a new destroyer sized mining/salvage freighter, the Gillan
   -Added a new cruiser sized mining/salvage freighter, the Azad - Decent cargo with strong mining stats and several small turrets which makes for a good deployable PD platform
   -Added a new mining drone wing, the Rascal - Similar stats to the vanilla mining drone but 1 OP, 2 wing, equipped with 1 Twin Mining Laser with less armor and an omni shield
   -Added missing "tags" to the TTSC fighters - Adds them to the TTSC BP and helps when autofitting - noticed it when I added the new drone
   -Added TTSC to the SCY Amity faction whitelist
   -Added TTSC to the Persean Chronicles Faction ids to it's whitelist   
   -Added mining strengths to the three new ships and drone
   -Added the ability for TTSC to form mining fleets in Nexerelin - I initially had it disabled as JYD was so mining focused but Tri-Tac has them so why not TTSC
   -Added the three new ships to the list of ships randomly picked to add to a mining fleet under Nexerelin
   -Updated the "All Ships Image" on the Forum OP with the new ships and drone - The are on the bottom of the image, take a peek if you are interested :)

I tired yet again to add some more TTSC specific quest style missions but I just cannot seem to wrap my head around the code structure. I'll keep at it in my downtime but I hope you enjoy the additions/changes as they are all things I thought the game was lacking (E.G. High tech mining ships and a 2 OP PD laser weapon).
Title: Re: [0.96a] Tri-Tac Special Circumstances - V 0.6 12/16/23
Post by: cake on January 03, 2024, 11:36:33 AM
Oh no- there's no escape from SC, not even in the sector
special circumstances required me to take a look, and I'm actually quite interested
Title: Re: [0.96a] Tri-Tac Special Circumstances - V 0.6 12/16/23
Post by: Dazs on January 03, 2024, 01:52:02 PM
Hello there thanks for stopping by.
Oh no- there's no escape from SC, not even in the sector
They 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 interested
I'd be curious on your thoughts after you give them a run through either as a commissioned agent or vs them.
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.7 02/03/24
Post by: Dazs on February 03, 2024, 09:51:31 AM
v0.7 Released Today- Save Compatible with v0.6
   -Doubled the chargedown and increased the flux use by 10% of the TTSC Rift weapons - Received many complaints that being Omega clones they were too powerful and made getting Omega not worthwhile
   -Updated to 0.97a

The number one complaint regarding TTSC was the easy availability of OMEGA level weapons which in retrospect I agree. I added them to this mod because the Remnant are Tri-Tac drones gone awry thus their weapons were initially made by Tri-Tac. TTSC is the cutting edge clandestine branch of Tri-Tac so giving them these weapons made sense to me lore wise as they would be the ones tinkering with any captured Remnant weapons. Essentially the TTSC versions of OMEGA Rift weapons will fire slower and need more energy per shot making them still powerful but allowing captured OMEGA versions to be an upgrade.
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.7 02/03/24
Post by: Vestung on February 03, 2024, 07:29:37 PM
Hi Dasz, when I ran TTSC today with the new update, I get this error

31629 [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) ~[starfarer_obf.jar:?]
   at java.lang.Thread.run(Thread.java:750) [?:1.8.0_402]
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) ~[janino.jar:2.7.8]
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178) ~[janino.jar:2.7.8]
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418) ~[?:1.8.0_402]
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351) ~[?:1.8.0_402]
   ... 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) ~[janino.jar:2.7.8]
   at org.codehaus.janino.UnitCompiler.getSingleTypeImport(UnitCompiler.java:8644) ~[janino.jar:2.7.8]
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:365) ~[janino.jar:2.7.8]
   at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185) ~[janino.jar:2.7.8]
   at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347) ~[janino.jar:2.7.8]
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139) ~[janino.jar:2.7.8]
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354) ~[janino.jar:2.7.8]
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322) ~[janino.jar:2.7.8]
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224) ~[janino.jar:2.7.8]
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178) ~[janino.jar:2.7.8]
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418) ~[?:1.8.0_402]
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351) ~[?:1.8.0_402]
   ... 2 more

I think that there is a dependency on Nexerelin, which is currently not updated for 0.97. Maybe you can but Nexerelin as a dependency so that we know we need Nex to run TTSC
Title: Re: [0.96a] Tri-Tac Special Circumstances - V 0.5 11/07/23
Post by: Dazs on February 03, 2024, 08:48:42 PM
hi i keep having problems loading this mod i get:

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
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
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.7 02/03/24
Post by: caekdaemon on February 06, 2024, 05:12:44 PM
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).

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.

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 :D
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.7 02/03/24
Post by: Dazs on February 06, 2024, 06:54:03 PM
Hello, nice to hear for you again.
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 :D
TBH 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.
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.7 02/03/24
Post by: Teledahn on February 11, 2024, 10:33:25 PM
Do you plan on releasing a modern 'no-nex' version for those who chose to play without Nexerelin?
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.7 02/03/24
Post by: Dazs on February 12, 2024, 12:37:48 AM
Do you plan on releasing a modern 'no-nex' version for those who chose to play without Nexerelin?
Hello there,
I can do that, I'll look over how I did it when .96 got released and bang something together. I am currently working on a JYD update fixing it's bounties but when I am finished I'll work on that next. Figure by the weekend or so (+/-).
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.7 02/03/24
Post by: Astragoth on February 14, 2024, 09:53:09 AM
Hi, I'm getting this error with 0.97a

25318 [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(Unknown Source)
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(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 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




Initially I was getting this as well:

31629 [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) ~[starfarer_obf.jar:?]
   at java.lang.Thread.run(Thread.java:750) [?:1.8.0_402]
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) ~[janino.jar:2.7.8]
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178) ~[janino.jar:2.7.8]
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418) ~[?:1.8.0_402]
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351) ~[?:1.8.0_402]
   ... 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) ~[janino.jar:2.7.8]
   at org.codehaus.janino.UnitCompiler.getSingleTypeImport(UnitCompiler.java:8644) ~[janino.jar:2.7.8]
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:365) ~[janino.jar:2.7.8]
   at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185) ~[janino.jar:2.7.8]
   at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347) ~[janino.jar:2.7.8]
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139) ~[janino.jar:2.7.8]
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354) ~[janino.jar:2.7.8]
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322) ~[janino.jar:2.7.8]
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224) ~[janino.jar:2.7.8]
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178) ~[janino.jar:2.7.8]
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418) ~[?:1.8.0_402]
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351) ~[?:1.8.0_402]
   ... 2 more


but I assumed that there was a typo in Line 11. I changed "exerelin" to "nexerelin" and I am not getting that error anymore.

However, the first error still persists.

I hope this helps.  :)
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.7 02/03/24
Post by: Dazs on February 14, 2024, 12:05:52 PM
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.
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.7 02/03/24
Post by: Astragoth on February 14, 2024, 01:44:55 PM
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.

Hi Dazs, thank you for your reply.

This actually happens when the game loads and it crashes before the splash screen. The game won't start, until I disable this mod. Just FYI.

Take all the time you need to rest! Just loved the ships and wanted to start a new game with your mod...

Thanks for your response!
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.8 02/14/24 - No Nex Needed Update
Post by: Dazs on February 14, 2024, 05:42:12 PM
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.
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.8 02/14/24 - No Nex Needed Update
Post by: Astragoth on February 14, 2024, 05:48:14 PM
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.

Thank you Dazs and keep on being creative!

Off to start a new game! (well...after the Valentine's dinner...cause we don't want the missus to get angry...hehe)
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.8 02/14/24 - No Nex Needed Update
Post by: Dazs on February 15, 2024, 06:52:44 AM
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!
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.8.1 02/18/24 - Nex/Nonex your choice
Post by: Dazs on February 18, 2024, 04:38:08 AM
V0.8.1 released today - Save Compatible with v0.8
   -Added back Nexerelin sector generation in the mod to support random core worlds mode -The TTSC flag on the forum OP is the link to the main download version
   -NOTE: if you do not use Nexerelin then download the alternate "nonex" version - link is just below the mod dependencies on the forum OP

For now as I work on the issue of one version of sector generation that supports players who do not use Nexerelin as well as those who do, there are two different versions of the mod. The "nonex" alternate version will work with Nexerelin but crashes when used in random core world mode. They are interchangeable if you installed the nonex version then wanted to enable Nexerelin, you can just delete the nonex from your mod folder and install the main download and they are save game compatible with each other. The issue seems to be that TTSC only adds stations and not a system with planets and RCW cannot handle it. I plan to have one version that supports both modes but I wanted to get working versions out as soon as the forums came back up. I have no ETA on that as I have already spent a couple hours on it but it is on the to-do for TTSC, sorry for the clunkiness.
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.8.1 02/18/24 - Nex/Nonex your choice
Post by: mstachife on February 18, 2024, 05:30:46 PM
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.
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.8.1 02/18/24 - Nex/Nonex your choice
Post by: Dazs on February 18, 2024, 06:02:49 PM
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. :)
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.8.1 02/18/24 - Nex/Nonex your choice
Post by: Shogouki on March 04, 2024, 11:42:03 AM
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.
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.8.1 02/18/24 - Nex/Nonex your choice
Post by: Dazs on March 04, 2024, 02:20:58 PM
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.
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.8.1 02/18/24 - Nex/Nonex your choice
Post by: last_misadventure on March 08, 2024, 10:21:37 PM
Hello. Thanks for all your excellent mods :)

The Caconomyl doesn't have the Phase Field hullmod as most phase ships do--is this intentional?

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.

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 :)
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.8.1 02/18/24 - Nex/Nonex your choice
Post by: Dazs on March 09, 2024, 12:00:25 AM
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.

Ok so I may have TLDR myself off topic there so I took a sip of coffee and focused up. With all that above in mind, when I looked at all the existing vanilla beams I found a lack in variety so I used the RIFT line to add a spicy kick. It was brought to my attention on multiple occasions that was a bad decision on many levels so in v0.7 I did "balance" them so they would not be as good as omega weapons. I will look them over again at some point but I want to stay true to my lore tie in while doing it so we'll see.
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. :)
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.8.1 02/18/24 - Nex/Nonex your choice
Post by: steve1592 on March 09, 2024, 09:04:01 PM
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.

Code
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]

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.
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.8.1 02/18/24 - Nex/Nonex your choice
Post by: steve1592 on March 09, 2024, 11:32:40 PM
Actually I had an outdated HTE which I believe is the issue will test tomorrow.
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.8.1 02/18/24 - Nex/Nonex your choice
Post by: Dazs on March 10, 2024, 01:38:34 AM
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.

Code
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]

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.
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.8.1 02/18/24 - Nex/Nonex your choice
Post by: steve1592 on March 10, 2024, 10:43:44 AM
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.
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.8.1 02/18/24 - Nex/Nonex your choice
Post by: Dazs on March 10, 2024, 10:58:29 AM
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! :)
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.8.1 02/18/24 - Nex/Nonex your choice
Post by: Shogouki on March 29, 2024, 03:50:54 PM
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? 
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.8.1 02/18/24 - Nex/Nonex your choice
Post by: Dazs on March 29, 2024, 06:03:34 PM
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.
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.8.1 02/18/24 - Nex/Nonex your choice
Post by: Shogouki on March 29, 2024, 07:36:27 PM
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.
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.8.1 02/18/24 - Nex/Nonex your choice
Post by: Dazs on March 30, 2024, 12:15:28 AM
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 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" ;)
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.9 03/30/24
Post by: Dazs on March 30, 2024, 04:59:44 PM
v0.9 released today - Save Compatible with v0.8.1
   -Added the "phasefield" built in hull mod to the Caconyml - TY last_misadventure for noticing my mistake
   -Changed the shield efficiency on the Eschatologist and Arbitrary from 1 to 0.8 -Ty Shogouki for your input
   -Doubled the value of the TTSC ship BP package since it does have more valuable ships than standard - Ty Tirpitz for bringing that to my attention
   -Replaced the built-in hull mod Fighter Chassis Storage on the Hronish with Expanded Deck Crew - Big oopsie on my part ty TameFroggy for pointing out that is meant for stations only

I tried to make a nex/nonex combined single download but I was unsuccessful. Both versions of TTSC have been updated to 0.9 so d/l the one you prefer. I also took a stab at re-writing the ship descriptions but my brain just wasn't feeling creative so I shelved that for when I have more time. I wanted to get this update out before the holiday so I can get caught up with other mod updates next week. However, I know that those descriptions are basic and I will try again to write better ones in a future update.
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.9 03/30/24
Post by: Shogouki on March 31, 2024, 12:10:00 PM
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.
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.9 03/30/24
Post by: Dazs on March 31, 2024, 12:37:46 PM
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.
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.9 03/30/24
Post by: Msgunner on April 01, 2024, 07:03:50 PM
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.
Title: Re: [0.97a] Tri-Tac Special Circumstances - V 0.9 03/30/24
Post by: Dazs on April 02, 2024, 12:04:58 AM
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.