Fractal Softworks Forum

Starsector => Mods => Topic started by: MShadowy on July 20, 2012, 10:56:27 AM

Title: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: MShadowy on July 20, 2012, 10:56:27 AM
... and current analysis of the captured Rig suggests that this craft is entirely intended to support wings of fighter craft.  The design of the craft is heavily improvised, and while several innovations are present, difference in the crafts docking clamp designs at various points (see reference images disr-01007, 01013, 01030, 01033) suggest that the craft has been modified from an existing small construction ship.  Given the severe lack of combat capability these ships have displayed in all encounters to date, as well as S.H.I.s general reticence towards needless expenditures of manpower, it is the conclusion of this board that the Shadowyards Design Bureau's efforts to design a carrier craft have ended in failure, forcing them to deploy these makeshift support craft.
-Domain Sector Intelligence Service brief , November, pre-cycle 23
4 months before completion of the first Charybdis class Strike-Carrier



(http://i.imgur.com/uuaLUwC.png)

Shadowyards 0.9.5-rc4 is available for download!
Please note that updates have a high likelihood of breaking saves
=download= (https://github.com/MShadowy/shadowyards/releases/download/0.9.5-rc4/Shadowyards_0.9.5-rc4.zip)

Shadowyards Requires LazyLib, (http://fractalsoftworks.com/forum/index.php?topic=5444.0) MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0) and GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0) to function.

Since 0.6.1 the graphics style of the faction has been changed; for those of you prefer the old look, you can download an optional style pack!
=the classic pack= (https://github.com/MShadowy/shadowyards-classic-pack/releases/download/1.0/classicPack_1.0.zip)

 (http://"http://fractalsoftworks.com/forum/index.php?topic=375.0")
Features:


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

Ships:

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

Screenshots:

Spoiler
(https://i.imgur.com/xY98rDp.png)

(https://i.imgur.com/ZUBPyp2.png)

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

(https://i.imgur.com/rS0SHRm.png)

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

Gifs! Yay gifs!
Spoiler
(https://i.imgur.com/V1J0emR.gif)

(https://i.imgur.com/vxcuxQv.gif)

(https://i.imgur.com/ThhUTu9.gif)
[close]

Shadowyards vessels are vulnerable to being overwhelmed; if you can corner them and force them to flux or overload you'll put them in critical danger.

These vessels are typically designed to a general assault profile, and are often vulnerable to the rear.

--------------------------------

Note, older change log data has been removed from this post; it is available here (https://raw.githubusercontent.com/MShadowy/shadowyards/master/changelog.txt) if you want to look it over.

Changelog:

Spoiler
0.9.5-rc1 Changelog
   
  • Added the Redwings subfaction to the SRA; their home base is located on Euripides
  • Implemented an item based upgrade system for Fabricator Industries, and expanded the number of industries to four:
    • Modular Fabricators (balanced but not as good as Heavy Industry)
    • Massively Parallel Fabricators (a civilian industrial focus capable of putting out lots of machinery)
    • Military Production Lines (heavy weapons and supplies)
    • Integrated Shipyards (very high quality ships and large quantities of ship hulls)
  • Updated the Shadowyards mod plugin to include warnings for not having required mods and some additional housekeeping in other miscellaneous scripts
  • Fixed an issue where the Shadowyards station type couldn't be built at orbitals in Nexerelin (Probably working)
  • Added Nexerelin diplomatic traits to the SRA
  • Hopefully fixed a bug where joining a battle in which Mimirs were present would sometimes generate a NPE crash
  • Replaced the aging Lance script with a modernized and much less buggy version; everything should work properly now
  • Reduced the range of the Nidhoggr Lance to 1200 (from 2000)
  • Fixed a targeting bug with the Apiary's submunitions which could sometimes cause a NPE crash
  • Fixed an issue with the Commissioned Crews hullmod which could make acquiring it a bit more annoying then necessary
  • Hopefully fixed the "Glowing Shikome" bug and made some improvements to the fighter finagling script
  • Reduced the projectile speed of the Skinwalker and Bit Drone guns to 2000 (from 4000)
  • Added some SRA industries to vanilla markets:
    • Asharu, Nomios, Olinadu, and Tigra City have acquired Orbital Solar Arrays
    • Eldfell has gotten its hands on some Modular Fabricators
  • Adjusted the populations on a few of the markets added by the mod:
    • Euripides has been reduced to size 7 (from size 8 ) - despite being a 75% hazard world with a modest pre-collapse population, that was a bit much
    • Auris' Grip has been reduced to size 3 (from size 5) - given that it's only a few months old such a large population was pretty questionable
    • Hotri has been increased to size 6 (from size 4) - very low hazard, colonized around the collapse
    • Mantra has been reduced to size 5 (from size 6) - somehow colonized well before Hotri, but also a complete hellhole
  • Removed an extra variant of the Odin which, due to sharing the same id, was causing the game to become confused and load the wrong configuration
  • Added the Charge Cycler hullmod, which increased the charge recovery rate for Energy weapons which have that stat by 7.5%
  • Added 2 additional variants to act as CORE variants for each of the High Value Bounty ships
  • Added an additional small composite hardpoint to the Carmine, as well as 5 additional OP, and adjusted the firing angles of a couple of the turrets
  • Added 2 new defense buster beam weapons, the Particle Dart, and Particle Lance, which deal a portion of their overall damage as hard flux immediately upon the first hit
  • Reduced OP cost of Raksasha bombers to 20 OP (from 25)
  • Went over variants and updated them where needed
  • Fixed display bugs that were present with the GAT and Overdrive systems
  • Replaced the Armor Pierce scripts and adjusted color clamps in the Vectored Thrusters script, which should hopefully put an end to the color overflow crash

0.9.5-rc2 Changelog

  • Reduced the cost of Charge Cyclers to 3/6/9/12 OP (from 5/10/15/20) and improved the charge regen rate to 10%
  • Changed the names of the Particle Dart and Lance (to the Kamal Particle Dart and Mughal Particle Lance) and improved their descriptions
  • Additionally the Mughal's range has been increased to 1300 (from 1250)
  • Added a Military Market to Euripides
  • Added a very *extra* player specific portrait
  • Fixed a NPE crash that could sometimes happen in Nexerelin due to not finding a planetary black market somehow
  • Improved the market handling script so that it will now add SRA related special items to their markets occasionally
  • Removed the guaranteed Shadowyards station bp from the Theramin military market
  • Fixed some color problems on the Skadi sprite

0.9.5-rc3 Changelog

  • Fixed a dumb oversight crash with the SWACs system
[close]

Changelog 0.9.5-rc4


--------------------------------

ADDITIONAL CREDITS

Spoiler
Core Concepts
MShadowy

Concept Assistance
Cycerin
MesoTroniK
and the Rest of Mod MafiaCrew

Music
Cycerin

Sound Effects and Effect Assistance
Cycerin
MShadowy
MesoTroniK

Graphics
MShadowy
HELMUT

Progamming Assistance
LazyWizard
Dark Revenant
Wyvern
SafariJohn
SirHartley
and MShadowy a little I guess

Featuring the talents of
Tom Baker as Doctor Who
and Gene Wilder as Willy Wonka
[close]

--------------------------------

(https://i.imgur.com/kuaHJP2.png) (https://github.com/MShadowy/shadowyards/releases/download/0.9.5-rc4/Shadowyards_0.9.5-rc4.zip)

The mod, as noted, requires the LazyLib package to function: it can be downloaded from it's forum thread here. (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Additionally requires MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0) and GraphicsLib. (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Title: Re: Shadowyards Heavy Industries
Post by: Pelly on July 20, 2012, 11:21:14 AM
unfortunately i think they look ugly.... though the style is fine its just the colour scheme.

Over all the ships look like they play nicely and i kinda like them. Do Not Make Them too op that is what everyone does.

EDIT: The ships remind me of the tau in wh40k, just please change the colour.

EDIT2: Wow they are seriously underpowered...
1 Ramp up the flux capacity on every ship they all get overloaded quickly then die.
2 Put some better weapons on the Morningstar, it has no punch at all
3 Put some small PD weapons on the carrier and get rid of the heavy blasters, they just get the flux high and miss everything.
Title: Re: Shadowyards Heavy Industries
Post by: Erick Doe on July 20, 2012, 11:37:42 AM
The colours might not be to everyone's liking (I kind of like the colouring), but the ships are definitely well done. I like how the hull casing looks like it covers a large part of the ship, with inner parts sticking out from under. Great job MShadowy.
Title: Re: Shadowyards Heavy Industries
Post by: sini002 on July 20, 2012, 11:38:24 AM
that's some cool looking ships you have made.i like the color but the back part might be a bit dark,  Lovely looking ships and i am exited for how this mod is gonna turn out  ;D
Title: Re: Shadowyards Heavy Industries
Post by: SteelRonin on July 20, 2012, 12:18:07 PM
i LOVE these ships and want to play with them immediatly! (begins DL)
Title: Re: Shadowyards Heavy Industries
Post by: MShadowy on July 20, 2012, 12:54:24 PM
unfortunately i think they look ugly.... though the style is fine its just the colour scheme.

Over all the ships look like they play nicely and i kinda like them. Do Not Make Them too op that is what everyone does.

EDIT: The ships remind me of the tau in wh40k, just please change the colour.

Well, can't please everyone.  I like them, but I guess I could try out some alternate color schemes; it shouldn't be too hard.

Quote
EDIT2: Wow they are seriously underpowered...
1 Ramp up the flux capacity on every ship they all get overloaded quickly then die.
2 Put some better weapons on the Morningstar, it has no punch at all
3 Put some small PD weapons on the carrier and get rid of the heavy blasters, they just get the flux high and miss everything.


I feel that, in instances of modding (particularly when balancing against preexisting content) its better to low-ball your estimates and work up.  On to your specific points:

1:  When you say "ramp up" by how much are you talking?  My probable upper limit would be: Morningstar: 5500 -> 6500 flux, 350 -> 400 vents; Charybdis 10,000 -> 12,000 flux, 550 -> 700 vents.  I feel that more might make them a bit overpowered.

2:  The standard fitting for the Morningstar is basically an anti-flux ship, which I personally find very useful -- but adding a more Balanced standard variant with a bit more oomph to it (while keeping the current one as a specialist AF Destroyer) would probably be a good idea.

3:  Aheh, yeah, the Attack variant of the Charybdis is kind of a joke.  It hadn't occurred to me that it might be a good idea to redo my jerkass troll-fit for that mission; that being said I probably won't remove the Heavy Blasters (I personally leave them under manual control), though I will enhance the ships PD.  Also, there's a "refit" button in the mission selector now, so you can fiddle with fittings or try the other, rather more balanced set ups while waiting for me to fix issues.


Edit:
The colours might not be to everyone's liking (I kind of like the colouring), but the ships are definitely well done. I like how the hull casing looks like it covers a large part of the ship, with inner parts sticking out from under. Great job MShadowy.

that's some cool looking ships you have made.i like the color but the back part might be a bit dark,  Lovely looking ships and i am exited for how this mod is gonna turn out  ;D

i LOVE these ships and want to play with them immediatly! (begins DL)

Thanks, all three of you.  Glad you like the work so far.
Title: Re: Shadowyards Heavy Industries
Post by: MrDavidoff on July 20, 2012, 02:38:35 PM
unfortunately i think they look ugly.... though the style is fine its just the colour scheme.


How dare you!  :o  Personaly I like the color scheme, would like to see a full faction in this theme. Sure, i can imagine it would be more "mainstream" if they were made form the red/dark red + gray, black combo or blue color, but they fit perfectly in the game visualy. I would personly add more of the brighter green/cyan on several spots on the ship, but by no means I would call this ugly.  :P

So yeah I will use the most generic response there is - moar of this! Then will see how it develops + more ships of this design will make you love it eventually :)


Edit  - just to make sure, if it wasnt clear - everyone can express their oppions, right ? I think its both constructive and usefull(given that theres a reason why added to it, which it was), the way i reacted.. is just the way i am, nothing offensive  :D
Title: Re: Shadowyards Heavy Industries
Post by: MShadowy on July 20, 2012, 04:47:51 PM
Alright, having had a chance to play around with it now, I believe I'll implement the following changes to ships:

Charybdis: Flux increased from 10,000 to 12,000, and vents from 550 to 700.  Ordnance Points increased from 125 to 135.

Morningstar: Flux increased from 5,500 to 6,000, and vents from 350 to 400.  New Standard variant added: Heavy Blaster, 3x Tac Laser, 2x PD Laser, 2x Harpoon.  Old standard is now Anti-Flux variant.

On the subject of the two missions:

Out of Your Depth seems largely fine, particularly with the new changes to the Morningstar.  The only planned changed is increasing available Fleet Points; it is important to remember that this is an escape mission, and defeating the enemy conventionally is not the plan.  Bloodying their nose, however...

The Bender's problems could not be resolved by buffing the Charybdis, rather it's a legacy (and laziness) problem - balance changes 0.50a (when the mission was first authored) and 0.52.1a (now) have changed the Balanced variant of the Eagle from a difficult but still defeatable opponent to an absurd Charybdis wrecking machine, capable of completely overwhelming its flux capacitors and punching through it's thin armor from completely outside the Carrier's range.  The laziness comes in from my pre-release testing; I played through the mission and managed to tweak the AI and get it to retreat... without seeing what the Eagle was capable of.  Switching the Eagle over to the Assault variant made things easier... to the point of being genuinely easy, rather than the difficult but passable challenge I was going for.  More thought is required.

Other possible changes:

The Skinwalker is perhaps underpowered, due largely to not shooting enough.  Considering replacing Burst PD with an I.R. Pulse Laser or (to be ridiculous) medium Pulse Laser.

The Morningstar likely has too many Ordnance Points.  A reduction may be called for, from 80 to 70, considering I'm able to fit two to three hull mods consistently and 15 to 20 points in capacitors and vents.

-------------------------------------------------



How dare you!  :o  Personaly I like the color scheme, would like to see a full faction in this theme. Sure, i can imagine it would be more "mainstream" if they were made form the red/dark red + gray, black combo or blue color, but they fit perfectly in the game visualy. I would personly add more of the brighter green/cyan on several spots on the ship, but by no means I would call this ugly.  :P

Hehe, no need for vindiction.  More of the brighter green/cyan?  Not quite sure where I would put it, but I'll keep it in mind.  In any case, I'm glad you like my work, and...

Quote
So yeah I will use the most generic response there is - moar of this! Then will see how it develops + more ships of this design will make you love it eventually :)

I shall do my best, Mon Capitan!

Quote
Edit  - just to make sure, if it wasnt clear - everyone can express their oppions, right ? I think its both constructive and usefull(given that theres a reason why added to it, which it was), the way i reacted.. is just the way i am, nothing offensive  :D

Aye, and frankly it's expected that some people won't like it for whatever reasons.  It's fine, those are their reasons, and they are welcome to them.
Title: Re: Shadowyards Heavy Industries
Post by: Pelly on July 20, 2012, 05:47:13 PM
i didn't say i hated the ships, i in fact like what they look like and would like them more, the colour scheme makes my eyes hurt.

Also the proposed changes sound very good, and btw i forgot about the refit screen :-[ and do whatever you want man/woman/creature from the dark recess of my mind.

If i don't like the colour scheme i can always ignore it or just recolour them, mrdavidoff u r rude :P
Title: Re: Shadowyards Heavy Industries
Post by: MrDavidoff on July 21, 2012, 12:28:03 AM
i didn't say i hated the ships...

I know, thus why I added the edit to my post :)


mrdavidoff u r rude :P

I gave it a thought - I really cannot argue with that statement  :D


Hehe, no need for vindiction.  More of the brighter green/cyan?  Not quite sure where I would put it, but I'll keep it in mind. 

I dont wanna spoil your artistic vision by pointing, thus - let more come  :)

Title: Re: Shadowyards Heavy Industries
Post by: SteelRonin on July 21, 2012, 01:43:03 AM
dont change the colours thats one of the things i love about them! and the shape hmmm... Dat shape  ;D
Title: Re: Shadowyards Heavy Industries
Post by: Thule on July 22, 2012, 09:37:29 AM
Wow!!

Beautifully designed and very vanilla friendly ( i like that a lot).

I especially dig your piece of lore you came up with.

Keep up the good work and hopefully we will see another mod coming up from your direction
Title: Re: Shadowyards Heavy Industries
Post by: MShadowy on July 22, 2012, 01:29:01 PM
Alright.  More overly cursory testing finished, and changes implemented.

Update has been posted; new version is 0.3.0b.

Also, added a changelog to the first post.

dont change the colours thats one of the things i love about them! and the shape hmmm... Dat shape  ;D

Glad you like 'em. =D  I'll be sure to keep adding more.

Wow!!

Beautifully designed and very vanilla friendly ( i like that a lot).

I especially dig your piece of lore you came up with.

Keep up the good work and hopefully we will see another mod coming up from your direction

Thank you.  And yeah, keeping 'em vanilla friendly was a major design goal for me.

And preview stuffs:

(http://i.imgur.com/ji3en.png)
The Enlil as it currently stands.  Somethings a bit off about it, but I'm not quite sure what... or what to do about it.

Also, bonusy thing:
(http://i.imgur.com/Te0dL.png)
The Enlil with completely useless space camouflage, lol
Title: Re: Shadowyards Heavy Industries
Post by: Uomoz on July 22, 2012, 02:01:17 PM
Amazing artwork MShadowy. If you give me your permission, this is just the right kind of stuff I want to put in U'sC (eventually, when more systems are avaiable).
Title: Re: Shadowyards Heavy Industries
Post by: MShadowy on July 22, 2012, 02:19:51 PM
Amazing artwork MShadowy. If you give me your permission, this is just the right kind of stuff I want to put in U'sC (eventually, when more systems are avaiable).

Feel free.  Don't really stand too much on withholding my stuff from those who're interested in using it.
Title: Re: Shadowyards Heavy Industries
Post by: Erick Doe on July 22, 2012, 02:20:48 PM
MShadowy, I love your work. I urge you to watch this video, however:

Instead of useless space camouflage, you might be interested in battleship "dazzle" painting.  :)

VIDEO HERE (http://www.youtube.com/watch?feature=player_embedded&v=oLgc2q4LCuE)

Watch as he puts the ships on the water!
Title: Re: Shadowyards Heavy Industries
Post by: MShadowy on July 22, 2012, 06:35:30 PM
Huh.

That's actually pretty neat!  ... though I'm not sure it'd be a good idea to actually apply, given that it might confuse the eyes of the player.
Title: Re: Shadowyards Heavy Industries
Post by: Lopunny Zen on July 22, 2012, 08:40:18 PM
cool...has that anime look :)
Title: Re: Shadowyards Heavy Industries
Post by: mendonca on July 23, 2012, 06:45:45 AM
Cool stuff, MShadowy, great to see a release  :)

For what it's worth, I think they're all really cool, but that is possibly down to my questionable taste in the use of colour.

Looking forward to playing with the new spec Charybdis and messing about with the fitout.
Title: Re: Shadowyards Heavy Industries
Post by: angrytigerp on July 23, 2012, 06:48:56 AM
My two cents: Ignore the people complaining about the color. You are the lead designer/director/whatever of the fictional company, you can use whatever color scheme you damned well please!

That said, I like the color scheme as it is, I can't quite place it but it reminds me of... something.
Title: Re: Shadowyards Heavy Industries
Post by: MShadowy on July 25, 2012, 09:51:54 PM
Sorry bout the delayed  response... kinda got sidetracked on another project.  Since I had the day off, I rather meant to have the Enlil in game by today, but uh... well, I started colouring a picture I'd recently sketched and after a quite a few false starts I... kinda got carried away, and never quite got around to the mod work I'd intended.  Doh!

cool...has that anime look :)

Er, sorta?  I guess it has a bit of that old Zentraedi feel I guess, though I was going a bit more for "Mon Cal Cruiser."

Cool stuff, MShadowy, great to see a release  :)

For what it's worth, I think they're all really cool, but that is possibly down to my questionable taste in the use of colour.

Looking forward to playing with the new spec Charybdis and messing about with the fitout.

Yeah, I'm glad to have gotten this far; hopefully I'll not get so distracted tomorrow and I can make some progress.  ... and my taste in color is probably also questionable...

Have fun, mendonca.  =D

My two cents: Ignore the people complaining about the color. You are the lead designer/director/whatever of the fictional company, you can use whatever color scheme you damned well please!

That said, I like the color scheme as it is, I can't quite place it but it reminds me of... something.

Hmmm... so I may!  Doesn't mean I can't come up with a better one (though I haven't so far).  As far as reminding you of anything... maybe a little Taiidani?  Granted they preferred yellow and red, but they were also quite stripey.

Anyway, currently resisting urge to show off, which'd probably be premature considering it's not even close to done.  Cheers!
Title: Re: Shadowyards Heavy Industries
Post by: hadesian on July 26, 2012, 02:49:07 AM
This reminds me of Tau, which is great, because Tau have a very cool anime style direction with their ships.
Dunno what Sept though.
Title: Re: Shadowyards Heavy Industries
Post by: zakastra on July 26, 2012, 05:47:44 AM
Really love this mod, hope you can expand upon it. the ship sprites are *great* I love the look, its unique and different whilst feeling perfectly at home in the starfruit universe and the color scheme is fine. the ship balancing leaves them very satisfying and fun to play without being OP roflstompers.
Title: Re: Shadowyards Heavy Industries
Post by: angrytigerp on July 26, 2012, 09:32:27 AM
I remembered what they remind me of -- hulls for the Collective faction in Warzone 2100

http://guide.wz2100.net/bp/
Title: Re: Shadowyards Heavy Industries
Post by: MShadowy on July 27, 2012, 10:40:47 PM
This reminds me of Tau, which is great, because Tau have a very cool anime style direction with their ships.
Dunno what Sept though.

A little more organic but I guess I can see it, haha.

Really love this mod, hope you can expand upon it. the ship sprites are *great* I love the look, its unique and different whilst feeling perfectly at home in the starfruit universe and the color scheme is fine. the ship balancing leaves them very satisfying and fun to play without being OP roflstompers.

Yeah.  I don't find completely one sided stomp fests terribly entertaining myself, so I've been aiming squarely at keeping it nicely balanced.

At least some challenge is required for it to be fun.

I remembered what they remind me of -- hulls for the Collective faction in Warzone 2100

http://guide.wz2100.net/bp/

Hmmmm... I guess I'm just not seeing it...

Anyway, I've managed to get the Enlil looking... perhaps not precisely as i wanted it, but still pretty damn good looking.

(http://i.imgur.com/ugos3.png)

She's currently in game, though I'm still figuring out her rough balance.  I also need to write a few missions to show it off, though adding her to the campaign was simple enough to already have it done.

Spoiler
(http://i.imgur.com/DIx9a.png)

(http://i.imgur.com/wSrX9.png)
[close]

... I may need to adjust the engine contrails a little, they seem a bit thin.
Title: Re: Shadowyards Heavy Industries
Post by: medikohl on July 27, 2012, 11:09:37 PM
not too much wider, it fits the look of the ship
Title: Re: Shadowyards Heavy Industries
Post by: WKOB on July 28, 2012, 12:47:46 AM
Are you planning on doing weaponry? I can understand not wanting to do so, for various reasons, but it always looks so odd to me see such a unique architecture, the curved panels and paint jobs of your ships, with the standard Hegemony and Tri-Tach weaponry.
Title: Re: Shadowyards Heavy Industries
Post by: hadesian on July 28, 2012, 04:03:29 AM
Are you planning on doing weaponry? I can understand not wanting to do so, for various reasons, but it always looks so odd to me see such a unique architecture, the curved panels and paint jobs of your ships, with the standard Hegemony and Tri-Tach weaponry.
I agree, but I'm sure it's going to happen
Title: Re: Shadowyards Heavy Industries
Post by: MShadowy on July 28, 2012, 06:41:48 AM
not too much wider, it fits the look of the ship

Hmmmm... I suppose so.  Maybe up a point or two on the bigger engines, then.

Are you planning on doing weaponry? I can understand not wanting to do so, for various reasons, but it always looks so odd to me see such a unique architecture, the curved panels and paint jobs of your ships, with the standard Hegemony and Tri-Tach weaponry.

I agree, but I'm sure it's going to happen

Honestly, weapons are harder for me to come up with ideas for than ships, and harder for me to balance around.  As Xareh has said, it is likely to happen, but probably about the time that I've actually finished the ship line and can start thinking of weapons that suit them (excepting odd cases where I'll invent a weapon to fit a niche for something like a fighter).
Title: Re: Shadowyards Heavy Industries
Post by: WKOB on July 28, 2012, 08:18:19 AM
Do what I did, make copies of vanilla weapons (maybe with some small edits, 5 points of range for 5 points of flux and so on, just for making them fit in) with your own graphics.
Title: Re: Shadowyards Heavy Industries
Post by: MShadowy on August 03, 2012, 10:55:13 AM
Do what I did, make copies of vanilla weapons (maybe with some small edits, 5 points of range for 5 points of flux and so on, just for making them fit in) with your own graphics.

Hmmm... doesn't feel like it has much point then.  But I'll think on it a bit and try and come up with something more novel than a reskin (its occurred to me that we lack space shotguns).

As far as the mod is concerned, it's taken me longer to get the free time I needed to continue working on this than I expected.  I'm currently in playtesting, and the next version of the mod should be released later today; it's already been updated for 0.53a, so the ships have Systems (though at the moment I'm only decided on the Morningstar, which carries sensor drones).

I've also been doing some considering of the next set of ships I'll be doing and have a sketch up, with a Hound Like Object for size comparison.

Spoiler
(http://i.imgur.com/uA10Y.jpg)
[close]

The Seski (Alternatively - Su'en or Nanna) class has been brewing in my head since well before this last patch, so transcribing it went relatively smoothly; it's a fast picket/blockade runner, roughly equivalent with the Hound.  It initially looked perhaps a bit too much like the wolf, so I elongated it's bow and squared it off a bit.

The Shamas class sort of emerged unexpectedly last night after doing a bit of playing around with phase ships and so it's rather more nebulous both in design and purpose.
Title: Re: Shadowyards Heavy Industries
Post by: Wyvern on August 03, 2012, 11:00:41 AM
Assuming those black blobs are the Shamas design sketches, I really like the third one.  As for purpose, I'd expect it'll do what all phase frigates do: harass targets by phasing in, firing missiles and antimatter blasters, and then running away again.
Title: Re: Shadowyards Heavy Industries
Post by: MShadowy on August 03, 2012, 11:10:57 AM
Assuming those black blobs are the Shamas design sketches, I really like the third one.  As for purpose, I'd expect it'll do what all phase frigates do: harass targets by phasing in, firing missiles and antimatter blasters, and then running away again.

You assume correctly.  After sketching out the rough mess beneath the Rorschach ink blots I realized that the silhouette wasn't very punchy, so I doodled those concentrating on the shape rather than any detail.
Title: Re: Shadowyards Heavy Industries
Post by: MShadowy on August 03, 2012, 05:43:51 PM
Alright, it's up.  I've given it a rather more thorough testing this time, so it should be fine, but let me know if you catch anything off.

(http://i.imgur.com/usMqF.jpg) (http://mshadowy.deviantart.com/art/Shadowyards-Heavy-Industries-Mod-0-3-1a-315900744)

0.3.1a
Updated to Starfarer 0.53a
Added Point Defense drones to the Charybdis.
Added Sensor Drones to the Morningstar.
Added the Enlil class Multi-Role frigate.
Added two missions:
Triune, an easy mission featuring the Enlil.
Insecurity, a medium difficulty mission which is essentially an all out brawl.
Added a couple character portraits because why not.
Did a little fiddling with the Shadowyards faction (their ships should now carry the Shadowyards Security [SYS] prefix now; changed their protraits because, again, why not?)
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: MShadowy on August 05, 2012, 08:38:36 PM
Well, that is... vexing.  I spent most of today attempting to upgrade my copy of Krita to the latest version without success.  To cut a long, sad story short, I had to install the old version again.  And now it won't load the older image files properly.  Oh, it opens them... it just doesn't load any of the data.  And since Krita is basically the graphics image editing software I used to make all these ships I... er, well it seems I just lost all my old files.

/deep breath

FUUUUUUUUUUUUUUUUUUUUUUUUUU-(we are experiencing technical difficulties, please stand by)
















Okay, phew.  That's out of my system.  I'm araid I won't be attempting alternate colour schemes now, though.  In brighter news I managed to get started on the Seski today and have completed the first part of it's creation:

(http://i.imgur.com/FWC6u.png)

I'm pretty happy with it.  Next up is turning it into a proper sprite.

Also, I had a bit of an odd encounter with a person who wanted to try my mod but was having difficulty finding the download link.  So after attempting to explain it I added a direct link to the file and hoped it would work (it seems it did).  I have since updated the first post with a nice cheery button with said link attached, so now you don't have to visit my crappy deviantart page unless you really want to.
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: Erick Doe on August 06, 2012, 04:11:45 AM
I like that, while the ships still maintain their organic shapes, you have chosen to add a straight (dazzle?) paintjob. Very nice!

These ships look very good. Wouldn't mind seeing them in UC, though Uomoz is currently removing some factions. Do you plan to balance your faction with vanilla Starfarer?
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: MShadowy on August 06, 2012, 06:24:56 AM
I like that, while the ships still maintain their organic shapes, you have chosen to add a straight (dazzle?) paintjob. Very nice!

These ships look very good. Wouldn't mind seeing them in UC, though Uomoz is currently removing some factions. Do you plan to balance your faction with vanilla Starfarer?

I'm glad you like how they're turning out.  Yeah, I think the angularity of the paint scheme contrasts nicely with the organic shapes of the ships, though it's not really an attempt at a dazzle scheme.

As for balancing it against vanilla, yes, that's been the plan since day one, and it seems, at least so far, that I've been rather successful with it.
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: Uomoz on August 06, 2012, 10:15:18 AM
I officially request to add this mod to Uomoz's Corvus, because it has awesome factor +10.
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: MShadowy on August 06, 2012, 10:29:02 AM
Permission granted.  Glad you like it man.  :)
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: Erick Doe on August 06, 2012, 10:30:22 AM
Permission granted.  Glad you like it man.  :)

Oh boy, oh boy! Now the Antediluvians won't feel as alone, with another green faction joining the compilation.
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: MShadowy on August 06, 2012, 10:39:59 AM
Oh boy, oh boy! Now the Antediluvians won't feel as alone, with another green faction joining the compilation.

Well, green is best, ainnit?
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: Darloth on August 06, 2012, 11:15:36 AM
I have to say I love the colour schemes on these ships, and I think they are some of the best balanced-against-vanilla so far.

However, if you just want recolours, you can probably manage something that doesn't look awful even without the original files - just get a huge rotation brush and paint away at the coloured parts.  It's not ideal, I know, but certainly doable.
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: Sunfire on August 06, 2012, 12:27:01 PM
Oh boy, oh boy! Now the Antediluvians won't feel as alone, with another green faction joining the compilation.

Well, green is best, ainnit?

and the red ones go faster, also, I really like your ship style
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: MShadowy on August 06, 2012, 04:38:17 PM
I have to say I love the colour schemes on these ships, and I think they are some of the best balanced-against-vanilla so far.

However, if you just want recolours, you can probably manage something that doesn't look awful even without the original files - just get a huge rotation brush and paint away at the coloured parts.  It's not ideal, I know, but certainly doable.

Hmmm... yeah, that could definitely work for the recolouring.  I'll give it a try.  As for the balance... yeah, my process is a bit more intuitive and hands on than plunging into BalanceSuite 5000 (it doesn't quite work right in LibreOffice), I'm afraid, but said "process" seems to work alright for me.

Essentially I kinda just... guess at it.

and the red ones go faster, also, I really like your ship style

Heheh.  Guess I'll need to put in some red ones, eh?  Glad you like it!
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: MShadowy on August 06, 2012, 11:12:32 PM
Well, I got the sprite done... ish.

I'm actually quite happy with how it turned out!

(http://i.imgur.com/zZkTa.png) (http://i.imgur.com/YWVgi.png)

The first version (the one on the right) ended up being a little shorter than I expected so I gave it a bit of a stretch, which made it look much better; I pulled back the engine and cowling and I was like, "Yeah!"  So then I went through all the trickery of getting it in game, and I'm thinking I may need to stretch it again...

(http://i.imgur.com/FICdI.png)

... because this baby is still ridiculously small.
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: Thule on August 06, 2012, 11:43:46 PM
Well, I got the sprite done... ish.

I'm actually quite happy with how it turned out!

(http://i.imgur.com/zZkTa.png) (http://i.imgur.com/YWVgi.png)

Me too, exellent as always  ;D
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: medikohl on August 07, 2012, 01:31:47 AM
widen the engine area a bit and lengthen it and it should be good.
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: MShadowy on August 07, 2012, 09:27:09 AM
Well, because I couldn't get it out of my mind I kinda worked on this when I shouldn't have (keep it under your hats, okay?) and, well it's done.  Thanks to medikohl for the suggestion to widen the engine area as well, that actually did help quite a bit.

Also, glad you like it Thule!

(http://i.imgur.com/TZgAY.png)

I now consider this done.  Huzzah!
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: SteelRonin on August 07, 2012, 10:30:05 AM
NO NO NOOOO dont do it! i love the original this, sort of stick in the middle looks tottaly out of place...
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: MShadowy on August 07, 2012, 01:50:25 PM
NO NO NOOOO dont do it! i love the original this, sort of stick in the middle looks tottaly out of place...

Well... but... listen, how bout we compromise?  I'm done with the sprite, and personally I think the open area you're talking about adds a lot of impact to the design, but it's not like I've gotten rid of the (very slightly) older sprite either.  Or for that matter the old hull file.  I could zip those up separately and put them up for those who like the old design more if you think that works?
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: Sunfire on August 07, 2012, 02:19:11 PM
NO NO NOOOO dont do it! i love the original this, sort of stick in the middle looks tottaly out of place...

Well... but... listen, how bout we compromise?  I'm done with the sprite, and personally I think the open area you're talking about adds a lot of impact to the design, but it's not like I've gotten rid of the (very slightly) older sprite either.  Or for that matter the old hull file.  I could zip those up separately and put them up for those who like the old design more if you think that works?

is the old design the really small one with 1 medium turret and a single small hardpoint?
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: MShadowy on August 07, 2012, 02:27:35 PM
Well, that would be the original, which I kinda nixed before even doing anything with it simply because it was obviously too compressed.  I'm guessing he's talking about the second, the one which added the turret and stretched it out a bit.
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: Trylobot on August 07, 2012, 02:48:32 PM
Added your mod to the Master Mod List.
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: medikohl on August 07, 2012, 03:20:28 PM
He has gained (wait for it)

LEGITIMACY
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: MShadowy on August 07, 2012, 04:26:51 PM
Added your mod to the Master Mod List.

Thanks, Trylobot!

He has gained (wait for it)

LEGITIMACY

Well... guess I have.  Feels nice.

Anyway, onto mod stuff.  I was hoping to release tonight but I've hit a bit of a snag.  Screwing around with making variants for the Seski I came across a gap.  A weapons gap!  There were weapons I wanted that didn't exist!

So now I've got to make some more guns for the thing (and I guess the rest of my ships as well); I'm planning on three to four at moment.  General concept is "blasters with an ammo well"--with a small single barrelled variant, two medium variants (one with multiple cannons and one that's basically a gorramn shotgun) and possibly a small pd variant.  Lore excuse for the ammo use is basically that they use a physical carrier for the energy pulse, so I guess I'm calling the lot CEPC's (Carried Energy Pulse Cannons); I may also finally get around to making medium sized launchers for the blackcap and shrike.

Basically I just wanted a multibarreled medium energy turret.

And of course there's always the delay that comes to me from being unable to think of mission scenarios.  Blah.
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: medikohl on August 07, 2012, 04:32:58 PM

Well... guess I have.  Feels nice.

Anyway, onto mod stuff.  I was hoping to release tonight but I've hit a bit of a snag.  Screwing around with making variants for the Seski I came across a gap.  A weapons gap!  There were weapons I wanted that didn't exist!

So now I've got to make some more guns for the thing (and I guess the rest of my ships as well); I'm planning on three to four at moment.  General concept is "blasters with an ammo well"--with a small single barrelled variant, two medium variants (one with multiple cannons and one that's basically a gorramn shotgun) and possibly a small pd variant.  Lore excuse for the ammo use is basically that they use a physical carrier for the energy pulse, so I guess I'm calling the lot CEPC's (Carried Energy Pulse Cannons); I may also finally get around to making medium sized launchers for the blackcap and shrike.

Basically I just wanted a multibarreled medium energy turret.

And of course there's always the delay that comes to me from being unable to think of mission scenarios.  Blah.

might I suggest the autopulse as a basis for code design?  it stores up a series of charges that then get expended as it fires, then slowly it refills it's ammo well
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: MShadowy on August 07, 2012, 04:39:36 PM
might I suggest the autopulse as a basis for code design?  it stores up a series of charges that then get expended as it fires, then slowly it refills it's ammo well

Yeah, that would probably work for a base aye.  Probably have to mix it up with various other weapons to get right effect but it's definitely a starting point.
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: WKOB on August 07, 2012, 06:46:37 PM
I like it. Stuff that takes skill to lead once in a while is fun.
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: SteelRonin on August 08, 2012, 02:20:01 AM
i just think that the stick thing looks completely out of place, if you move the med turret back abit it would look alot nicer
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: medikohl on August 08, 2012, 02:28:38 AM
are you going for the capital ship next?
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: MShadowy on August 08, 2012, 06:53:56 AM
i just think that the stick thing looks completely out of place, if you move the med turret back abit it would look alot nicer

Well, I'm not really sure what to say.  I did play around with the turrets position before posting it and I like it where it is.  The design is it what it is and I probably won't be changing it any further.

are you going for the capital ship next?

Well I was planning on trying for a simultaneous release of the phase frigate and maybe a support fighter if I can up with one that doesn't look terrible, but it probably won't hurt to get the Yardies some capital support; granted my current plans mean they probably won't have heavier than a battlecruiser so keep in mind that they likely will have only one or two capital ships (battlecruiser: definitely, carrier: maybe).
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: MShadowy on August 08, 2012, 10:43:54 PM
Alrighty then.  It's gotten a little late, so it'll probably be tomorrow morning before release.  The weapons are fun to play around with and they seem pretty well balanced, excepting the Medium CEPC; for the amount of punishment it can throw downwind, even with the limited ammo well, it's just seems... too efficient.   Like it doesn't chew through enough flux and can sustain too much firepower.

I'll see if I can't get access to a PC to run Codex on tomorrow and run the numbers on it.  Bloody thing just crashes in wine.

Some screenshots of me playing around with 'em:

Spoiler
(http://i.imgur.com/HaVKQ.jpg)
[close]
Charybdis in action with the new guns.  Guess I need to make a heavy version, eh?

Spoiler
(http://i.imgur.com/gwg29.png)
[close]
The Morningstar kitted out in Shadowyards finery; the Sunder seem rather unimpressed.

Spoiler
(http://i.imgur.com/6KrZe.png)
[close]
The Seski flying about with the 'Space Shotgun'; the Lasher seems to be taking it rather hard.

I should probably replace the generic blaster shots for these things.

On a related note, I finally managed to get Balancesuite 5000 working in LibreOffice (I had to replace a lot of "iferror" arguments) and have finally been able to see the balance on more numerical and less intuitive level; the next patch is going to feature a lot of balance changes, mostly to the Charybdis.  I'll have a changelog out tomorrow.

If I could get codex running in wine, things would probably be running a lot smoother; as is I'm mostly guessing at weapons values.

That's all for now.

Edit:  Alright, having slept some I'm no longer feeling quite so loopy.  I've been able to finish up the changelog for this release; it should be coming out later today.

v. 0.3.2a Changelog
   Charybdis substantially improved due to finally being able access to Balance Suite:
      FP Cost reduced from 20 to 18
      Flux Capacity increased from 12000 to 14000
      Shield Upkeep reduced to 0.3 from 0.7, Shield efficiency reduced from 0.7 to 0.8
      Max Speed increased to 70, Turn Rate to 40, and Turn Acceleration to 45  (possibly)
      Fuel Efficiency (like that matters) improved from 3.5 to 2.75
      Range increased from 86 to 90 just so it's a multiple of 5.
   Morningstar:
      Shield Upkeep is now 0.2, Efficiency is 0.7
      Price reduced to 11000
   Enlil:
      Increased speed from 90 to 110
      Increased Acceleration and Deceleration to 80 (from 70 and 55, respectively)
      Shield Upkeep is now 0.2, Efficiency is 0.7
      Increased cost to 6500
   Added the Seski Class-Corvette, with three variants, Standard, Attack, and Blockade Runner
   All ships: Improved bounds fidelity and accuracy thanks to Trylobots ship editor (running in wine, sadly).
   Added weapons systems:
      The CEPC line of weapons, heavily focused on high burst damage but fairly low sustained damage (4):
         Standard CEPC - General all purpose small energy gun
         Light CEPC - Point Defense focused small turret, high rate of fire
         Medium CEPC - Well rounded and deadly weapon, suited for Strike operations
         Scatter CEPC - Murderous short ranged assault gun, fires a cone of CEPC rounds
         I type CECP when I'm not paying attention, which caused some serious errors yesterday
      Finished the Shrike and Blackcap line of missiles (2):
         Shrike Missile Pod - Double barreled Shrike missile system with a reserve of twelve missiles
         Blackcap Missile Pod - Double barreled Blackcap launcher with a reserve of twenty missiles
   Added Missions:
      Super Eluder Bros: Escape from a doomed Shadowyards facility under attack from an overwhelming Hegemony naval force.
      Stricken: A small Shadowyards Security Force is attempting to evade a Hegemony taskforce; don't let them escape!
      Sudden Guts Pill: Shadowyards Security has launched an unexpected raid on a remote Hegemony outpost; with only minimal defenses, plus an outdated Onslaught, drive them back... with your guts!
      Nuts ta this!: As commander of a Shadowyards sponsored techmining operation, resolve a claims dispute with a similar Tri-Tachyon group... forcefully.
   Rebalancing the Bender again, as the upgraded Charybdis rather makes light of the Falcon.
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: Darloth on August 09, 2012, 12:05:38 PM
Have to say I used to think that the shield efficiency on the Charybdis was just about right.  I know it has more flux now, but even so I'm leery of that particular change... Beforehand, it wasn't all that tough but could produce a nice short spike of hurt.  Nowadays I'm worried it's going to be weaker but with even more damage output until it collapses and explodes - is that what you were aiming for? If so, it'll probably work... I'll try and report back after I've actually played this new version mind you!

I liked your new missile systems and ship balance and layouts a lot, so I have high hopes for the energy weapons!
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: MShadowy on August 09, 2012, 12:21:32 PM
Well... in truth I'm also a bit leery about it.  It's important to keep the numbers in mind, but they only tell part of the story; I basically figured that this would have to be rebalanced later... perhaps a couple times.  Thinking about it now, that's probably not the best plan.  It would probably be better to introduce the planned changes in stages and see the results; I'll probably start with the FP cost reduction and maybe the mobility enhancements.
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: MShadowy on August 09, 2012, 08:07:52 PM
Version 0.3.2a is now ready for download.  Please let me know of any balance issues you come across.

v. 0.3.2a Changelog
   Charybdis improved due to finally being able access to Balance Suite:
      FP Cost reduced from 20 to 18
      Max Speed increased to 70, Turn Rate to 40, and Turn Acceleration to 45
      Fuel Efficiency (like that matters) improved from 3.5 to 2.75
      Range increased from 86 to 90 just so it's a multiple of 5.
   Morningstar:
      Shield Upkeep is now 0.2, Efficiency is 0.7
      Price reduced to 11000
   Enlil:
      Increased speed from 90 to 110
      Increased Acceleration and Deceleration to 80 (from 70 and 55, respectively)
      Shield Upkeep is now 0.2, Efficiency is 0.7
      Increased cost to 6500
   Added the Seski Class-Corvette, with three variants, Standard, Attack, and Blockade Runner
   All ships: Improved bounds fidelity and accuracy thanks to Trylobots ship editor (running in wine, sadly).
   Added weapons systems:
      The CEPC line of weapons, heavily focused on high burst damage but fairly low sustained damage (4):
      Standard CEPC - General all purpose small energy gun
      Light CEPC - Point Defense focused small turret, high rate of fire
      Medium CEPC - Well rounded and deadly weapon, suited for Strike operations
      Scatter CEPC - Murderous short ranged assault gun, fires a cone of CEPC rounds
   Finished the Shrike and Blackcap line of missiles (2):
      Shrike Missile Pod - Double barreled Shrike missile system with a reserve of twelve missiles
      Blackcap Missile Pod - Double barreled Blackcap launcher with a reserve of twenty missiles
   Added Missions:
      Stricken: A small Shadowyards Security Force is attempting to evade a Hegemony taskforce; don't let them escape!
      Nuts ta this!: As commander of a Shadowyards sponsored techmining operation, resolve a claims dispute with a similar Tri-Tachyon group... forcefully.

(http://fc02.deviantart.net/fs70/i/2012/223/1/b/shadowyards_heavy_industries_mod__0_3_2b__by_mshadowy-d582uko.png) (http://www.deviantart.com/download/315900744/shadowyards_heavy_industries_mod__0_3_2b__by_mshadowy-d582uko.zip)
-Click image for Download-

I'm afraid the other two missions I mentioned aren't going to be added just yet; Super Eludo Brothers is, well, escape missions are kind of hard to make fun with super fast frigates it seems.  Sudden Guts Pill isn't going to be viable until SHI has a bomber and/or more weapons and ships capable of threatening capital ships.
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: Darloth on August 10, 2012, 12:47:36 PM
Just downloaded and noticed you've got lots of .ship~ or .java~ (and so on) extensions - I assume that the tilde means they're a backup from something?

(Also, a GRModGen.java - presumably from the gunrunners mod?)
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: MShadowy on August 10, 2012, 01:11:29 PM
Eh?  I didn't see them when I zipped up the file; oh, just checked hidden and yep, there they are.  Doh!

Yeah, the stuff a tiled on the end of it is Ubuntu auto-saving backups.  Normally it doesn't hide them though.  Weird.  Or maybe I'm just and idiot and never noticed before.  Whatever, why the hell does it hide the backup files?

Well, I've got a typo to fix anyway so I may as well fix this too.

Edit:  Eh, while I'm here, next thing I was in the process of designing.  medikohl suggested a capital ship and my brain took that as an excuse to start mulling over a potential battlecruiser design.

This... is probably not quite there yet.  Too stubby looking... and a little to reminiscent of the Onslaught.

(http://i.imgur.com/8bLXC.jpg)
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: Darloth on August 10, 2012, 01:39:09 PM
A typo eh? I'm gonna have to diff everything again but that's okay :)

Nice looking concept, but I honestly don't think anyone is going to mistake it for the onslaught.  For a start it'll be blue and green, and secondly (perhaps more importantly) it's got a single asymmetric sticky outy front™, and smooth rounded curves.

If you want to follow the same pattern as some of your smaller ships though, how about pulling the middle part of the ship back to expose some of the gray understructure, sortof as a separated command-bridge?

Could also stick another chunk on the front, so it looks almost like a scaled up Seski?  I think it looks quite good anyway, and I've really loved all of your previous things, so I imagine whatever comes out at the end will be good!
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: Sunfire on August 10, 2012, 01:46:30 PM
A typo eh? I'm gonna have to diff everything again :)

Nice looking concept, but I don't think anyone is going to mistake it for the onslaught.  For a start it'll be blue and green, and secondly (perhaps more importantly) it's got a sticky outy front, and smooth rounded curves.

If you want to follow the same pattern as some of your smaller ships though, how about pulling the middle part of the ship back to expose some of the gray understructure, sortof as a separated command-bridge?

Could also stick another chunk on the front, so it looks almost like a scaled up Seski?  I think it looks quite good anyway, and I've really loved all of your previous things, so I imagine whatever comes out at the end will be good!

I like it, it still carries the same feel as your other ships, but also is just diffeent enough not to feel like a copy
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: MShadowy on August 10, 2012, 02:20:03 PM
Alright, typo's fixed and the bloat stripped out.  Not much of an update, but eh.

Download (http://"http://www.deviantart.com/download/315900744/shadowyards_heavy_industries_mod__0_3_2b__by_mshadowy-d582uko.zip")

Now to fix all the other links.

A typo eh? I'm gonna have to diff everything again :)

Nice looking concept, but I don't think anyone is going to mistake it for the onslaught.  For a start it'll be blue and green, and secondly (perhaps more importantly) it's got a sticky outy front, and smooth rounded curves.

If you want to follow the same pattern as some of your smaller ships though, how about pulling the middle part of the ship back to expose some of the gray understructure, sortof as a separated command-bridge?

Could also stick another chunk on the front, so it looks almost like a scaled up Seski?  I think it looks quite good anyway, and I've really loved all of your previous things, so I imagine whatever comes out at the end will be good!

Well... true enough.  It still looks rather too stubby to me though.  I was kinda hoping for a more sweeping feel--this seems a bit too stolid.  Currently I'm thinking I'll extend the bow out (and maybe try pulling back the centre part like you suggested) as well as pull the "wings" in a bit and make the angle of their sweep outward a bit sharper, which I think should give it a bit of a faster feeling.  Hopefully.  The engine area is a bit of mess but generally it's the right idea; the central bunch of engines I'll probably just make into a cluster of nozzles, replacing the usual spar pointing out the centre back.

I like it, it still carries the same feel as your other ships, but also is just diffeent enough not to feel like a copy

Ah, thank you!  I've worried a couple time it might be a bit hard to differentiate these things, especially when I was finishing up the Enlil.
Title: Re: (0.53a) Shadowyards Heavy Industries
Post by: MShadowy on August 10, 2012, 08:28:29 PM
Alright.  I'm afraid I'll be out of town til next Wednesday so I'm afraid any serious issues that pop up will probably remain unfixed until at least the day after.

Still, I'm hesitant to just leave it at that, and so I'll give you a final sketch of the Battlecruiser, which I'm tentatively titling the Vanir-class: proposed armament slots are 4 large, 5 medium and 9 lights plus a Sekrit Wepon.  Proposed armour is mostly depleted rolls of paper towels.

(http://i.imgur.com/2zskj.png)

This is probably (vaguely) what the final version will look like.
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: Jonlissla on August 11, 2012, 12:57:43 AM
Design looks great.

I have to say that I thought the colour scheme was a bit ugly when I first saw your work, but after playing for a while now I think it fits perfectly well. Good job, really looking forward to the next update.
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: Darloth on August 11, 2012, 05:50:12 PM
That looks lovely.
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: Uomoz on August 14, 2012, 01:22:11 PM
I think that weapons of this mod (that I absolutely love btw), need some nerf. Comparing to same class and role weapons they're fairly better in most aspects (like CEPC vs Pulse Lasers).

Keep up the good work!
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: MShadowy on August 16, 2012, 10:11:30 PM
Well, I'm back from my journey, and pretty tired.  Let me fill out the responses, eh?

Design looks great.

I have to say that I thought the colour scheme was a bit ugly when I first saw your work, but after playing for a while now I think it fits perfectly well. Good job, really looking forward to the next update.

Well, glad you like it, even if you didn't care for it at first.  Here's hoping my next release is up to par.

That looks lovely.

Thank you.  I'll probably modify it slightly (perhaps making the superstructure a bit more exposed, since it's intended to be rather lightly armored) but the above picture is close to the final form.

I think that weapons of this mod (that I absolutely love btw), need some nerf. Comparing to same class and role weapons they're fairly better in most aspects (like CEPC vs Pulse Lasers).

Keep up the good work!

Yeah, I kinda suspected they'd be unbalanced somehow, I just really didn't have time to figure out how so last week.  I was hoping the limited cache of available shots would help keep them from being too broken but it sounds like it might not have worked out as I had planned?  I was planning for them to do big upfront damage but for their output to peter off severely in fairly short order.  Well, I'll try some things and see if that'll help.  I'll probably have more detailed notes on my planned course of action when I'm more awake.

Anyway, while I was away I did a bit of more concept work in my notebook.  Ruled paper, yay.  Anyway, doesn't really matter as I lack a scanner, but I have reasonably final designs for the Shamas class phase frigate, an as yet unnamed broadside focused frigate, a support fighter and bomber, and a Destroyer sized escort carrier.  I'll try and get them transcribed to digital in short order.
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: robokill on August 17, 2012, 08:21:22 AM
I like the old one better also I would like to see a multi role battle cruiser and another destroyer aimed at small ship killing
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: Darloth on August 17, 2012, 02:22:07 PM
As for the weapons being overpowered thing, I think a lot of testing will probably be needed to know for sure.

Since they're charge-based, it's quite all or nothing - either you overpower the opponent's shields and smash them, or you don't and can't actually kill it even over the long-term.

I think that before using expanded magazines they're pretty much spot on - one on one, they aren't overpowering, but several of them in one place kills stuff really fast.

However, you might want to consider reducing the base amount of charges slightly (but possibly increasing the recharge speed just a tiny bit to compensate) to make expanded magazines less effective - I found that on any ship using mostly Shadowyards weapons, adding this hullmod was enough to tip it from "fight where I need to get it just right to ensure victory" to "fly up and unload all guns at short range = win".

That said I've done most of my testing at the frigate and destroyer level...  I've not got much experience in how well they hold up vs capships.  I suspect they'll actually not do too well on anything with a truly huge flux pool, simply because it's always going to be able to just absorb the upfront burst damage and then survive the recharges - certainly attempting to fight mrdavidoffs Oroborous ships with these weapons did NOT go well (though I will say I think that's more that his ships are intentionally very powerful - I doubt I would have done all that much better with pure vanilla either).
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: MShadowy on August 21, 2012, 07:18:59 AM
Ever need a vacation to recover from your vacation?

Granted, I wasn't out of town on holiday, but the feelings still there.  Finally recovered to the point where I'm feeling up to using my brain and pen hand again so I'll try and get some rebalancing done this week.  It's occurred to me that such may not be possible without some weapons with more sustainable firepower but... well, I can fiddle with mixed setups from the base game.  At the very least I can get this set up for 0.53.1a, which shouldn't take too much effort.

I'll try, also, to have those ship sketches up for people hopefully some time tonight.''

I like the old one better also I would like to see a multi role battle cruiser and another destroyer aimed at small ship killing

Well, I dunno about multi-role on a BCV but I could play with it.  As for the destroyer, well, I dunno--but I wouldn't bet on it.  My primary design method for this faction is "would I find this fun to fly?" with a secondary of "what sort of vessels would they produce to fill holes in their lineup?" since, inevitably, there will be roles that need to be filled that I wouldn't enjoy taking on.

Besides, doesn't the Morningstar already work for that?

Excellent thoughts on weapons.

Well, as I stated above, I now believe these things need pressure weapons alongside them to help provide contrast to balance against. That being said these are some engaging thoughts on the matter, and I think the advice is sound.  It will need to be played with, for sure, to get the number of shots just right though.  And I'll admit it hadn't occurred to me that expanded magazines would have an effect on them;  a stupid oversight on my part.  Oh well, it's not too late to fix things.
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: theSONY on August 21, 2012, 05:32:51 PM
little late but" luve the designs, Jap. mechs style is noticeable :)
BUT is S.H.I. is random shurtcut ?
cuz i use that name in few games ;P

PS:can't w8 till i see some BIG size ships ^^
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: MShadowy on August 21, 2012, 08:30:47 PM
little late but" luve the designs, Jap. mechs style is noticeable :)
BUT is S.H.I. is random shurtcut ?
cuz i use that name in few games ;P

PS:can't w8 till i see some BIG size ships ^^

Glad you like the designs; yeah there is a bit of an anime vibe to them, particularly from the more organic styles you'd sometimes see in older anime.

As for the name, it's not exactly random but...  Well, when the mod consisted purely of the Charybdis no thought had gone into who had built it beyond the vague notion that it was a smaller design bureau, in particular one struggling with the established industrial titans of the Domain.  But as I neared completing the Morningstar (again) and worked on integrating the ships into the campaign I started to put more thought into who made them and, more importantly, why they would have ships flying around blasting people they particularly disliked.

Well, obviously they were industry focused, so Heavy Industries seemed a natural fit, especially given the vaguely anime-ish design, and I couldn't quite resist throwing my handle in there so it ended up as the Shadowyards.  So that's why it's Shadowyards Heavy Industries (SHI).  I'll probably do a more in depth coverage of their identity and such at a later point.

As for the BIG ships, it'll probably just be the Vanir, seen above, and maybe a fleet carrier vaguely similar to the Astral (given my love of naming conventions that would probably end up being the Norn class); Shadowyards by and large designs and flies smaller vessels, with most of their heavy firepower coming from the (as yet undesigned) Tartarus class Heavy Cruisers (and, to a much lesser extent the Charybdis class Carrier and Elysium class Light Cruiser [also undesigned, though I've an idea for this one]).  Yeah, the cruisers are all basically going to be named after Greek fictive locations associated with the dead, much like the Frigates are classed after ancient Mesopotamian deities and the Destroyers are classed after nothing in particular.

And the fighters are classed after various minor spirits, nymphs, and demons.  Speaking of which!

(http://i.imgur.com/7wQwV.png)

My wrist is a little out of shape, else there'd probably be more.  The Kobold is named after mischievous spirits that supposedly haunted German mines, though I'm sure you're all thinking of certain dog-lizards from a certain tabletop game.  The Kobold is likely to be armed with two Shrike missile racks and an unspecified beam weapon, which may or may not be a custom design.

The Raksasha is named after a type of unrighteous spirit or demon of Hindu mythology, and is sometimes used in place of the term Asura; it features a new type of torpedo that is unnamed but will carry rather a lot of bomblets and a large, nasty gun with a very limited ammo supply and no sense of humour.  Also, the Raksahsa's design is a fairly direct homage to one of my favourite anime when I was a kid.

I'll try to finish transcribing the rest of the sketches from my notebook tomorrow.

My immediate plans for the mod is to release a compatibility and balance patch within a few days, both to bring it in line with the 0.53.1a release (I expect this will require little work) and to address some balance concerns brought up by Uomoz (I expect this will take rather a lot of work).  After that, obviously, I'll be working on the ships and other weapons as I need them.
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: medikohl on August 22, 2012, 09:03:32 AM
looking at the vanir, I'm going to suggest a bit of  a flare to the engines. more of directional thrust design a bit like the seski
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: MShadowy on August 22, 2012, 08:51:29 PM
looking at the vanir, I'm going to suggest a bit of  a flare to the engines. more of directional thrust design a bit like the seski

Hmmm... that's definitely an idea I think I'll play around with.  Anyway I finished sketching the frigates.  I was going to work on the Destroyer Escort Carrier when I had a second thought; I'd mainly gone in with it hoping to make it look unlike the Charybdis, but as I sat down to start sketching it in MyPaint I realized that, while I had succeeded I hadn't really done so in a good way; the vessel had ended up looking rather too "generic space carrier," with two pontoons on either side and the flight deck in the middle.  I'll rework it to something a bit more distinctive later.  Tomorrow I'll do some work on the mod itself rather than just concepts (and killing time).

Spoiler
(http://i.imgur.com/4Jpoq.png)
[close]

These are the frigates - the aforementioned Shamash class is a phase frigate named, without irony, after the Mesopotamian god of the sun.  Designed after the widespread adoption of Phase sensors the Shamash's phase cloaking system is somewhat less efficient, but allows for somewhat faster speeds and slightly more resilience.  It also lights up like the freaking sun and looks like some sort of horrifying headdress.  It's armament will consist of two light energy hanrdpoints and either a single large energy harpdoint or a single large built-in energy weapon and maybe a small energy mount for point defense.

The Inanna is named after a deity more commonly called Ishtar, a goddess of love, sex, and fertility.  Oh, and warfare.  She's rather severely lacking defensively, relying entirely on a fairly broad omni shield for protection, but is pretty fearsomely armed for her size with two (2) medium energy hardpoints and six (6) small hardpoints in evenly split broadsides.  Not so sure about this one; while only four of them can fire at any time at any given target, it's still eight guns on a frigate chassis, and she'll absolutely dependent on other ships for Close Support.  Maybe not my best idea.

Edit:  Why the hell am I so determined to point out the mythologies I'm taking these names from today?  It's not like it has much to do with what these things do anyway.  Won't do it again, sorry.
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: Sunfire on August 23, 2012, 05:05:23 AM
I like them alot
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: theSONY on August 23, 2012, 07:24:45 AM
Shamash reminds me an 3'th Angel from Neon Genesis Evangelion
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: mendonca on August 23, 2012, 07:25:56 AM
Edit:  Why the hell am I so determined to point out the mythologies I'm taking these names from today?  It's not like it has much to do with what these things do anyway.  Won't do it again, sorry.

No way man, keep it up, it's a fun read  :)
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: Uomoz on August 23, 2012, 07:27:30 AM
Shamash reminds me an 3'th Angel from Neon Genesis Evangelion


yeah and that's pretty amazing :D.
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: MShadowy on August 28, 2012, 10:55:29 AM
Argh.  I've run into a problem that's made testing, for the moment, impossible for me.

Specifically, while trying to get something (unsuccessfully) to compile I somehow messed up my java install so that starfarer will no longer launch.  I've been unable to resolve the problem by any other means I could track down, so tomorrow, because I've got the day free, I'm going to do a clean install of Ubuntu after I finish backing everything important up.

Shamash reminds me an 3'th Angel from Neon Genesis Evangelion
yeah and that's pretty amazing :D.

Heh, yeah I can see that.  It's got the facemask at least.

No way man, keep it up, it's a fun read  :)

Glad you like it.  I like getting into the design process because it's fun to talk about, but sometimes I worry that others won't be so enamoured of it.
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: Brainbread on August 28, 2012, 11:02:39 AM
Oh! Just got a question. When I am using Neriads, and engaging Destroyers+, they like to fire their Shrike ASM (single) and then immediately return to the carrier rather than engaging with the Light Assault Gun. Is this common for anyone else? It really seems to hurt their effectiveness overall for me (though, when they fight anything else, they tear it up with their LAG)
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: MShadowy on August 28, 2012, 11:49:29 AM
Oh! Just got a question. When I am using Neriads, and engaging Destroyers+, they like to fire their Shrike ASM (single) and then immediately return to the carrier rather than engaging with the Light Assault Gun. Is this common for anyone else? It really seems to hurt their effectiveness overall for me (though, when they fight anything else, they tear it up with their LAG)

It's probably a result of the Shrike being considered a Strike weapon, while the LAG I think is not.  Should probably take that into consideration as well for the next release.  I'll try it (when I'm capable of trying ti again anyway) with the Strike designation removed and see how it works.
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: MShadowy on August 31, 2012, 08:59:53 AM
Well, that could've gone better.  Had to do the install process for my minimal Ubuntu setup four times due to some package conflicts, and Dropbox didn't finish syncing on some of my art projects so I need to do some data recovery.  At least everything mod related got synched, so while I still need to test starfarer and java I at least haven't lost anything on that front.
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: Ghoti on September 10, 2012, 12:37:11 PM
Any thoughts as to balance? Compare:
Medium CEPC to AutoPulse laser
CEPC to IR laser

These guns are pretty lethal.
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: MShadowy on September 12, 2012, 11:22:25 AM
Any thoughts as to balance? Compare:
Medium CEPC to AutoPulse laser
CEPC to IR laser

These guns are pretty lethal.

Not yet.  I'm afraid I've been rather preoccupied with a personal disaster (the loss and possible recovery of most of my recent art) and am still not quite back together again.  I'll try and fix it soon but my motivation is a little low right now.
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: Uomoz on December 06, 2012, 10:19:16 AM
Hi MShadowy, are you still working on this? I'd love to see some progress (and some minor balancing, on weapons :D)
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: MShadowy on December 12, 2012, 12:45:16 PM
To be perfectly honest I'm afraid I basically just crashed for a while.  I'm starting to get my creative legs back under me, though, and have been working on artwork again, though not anything related to Starfarer as of yet.  Just having trouble organizing my time back into useful chunks and/or not fruitlessly wasting time browsing the interwebs.

Sorry 'bout all that.
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: Wyvern on December 12, 2012, 01:40:25 PM
Well, good to see you back on the forums, anyway.  Looking forward to seeing more, whenever you get to it.
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: zeno0010 on January 25, 2013, 07:49:26 PM
I would ask you to continue your work on this mod.

It is actually my favorite and your ship designs work well for my play style and aren't aver powered. so please please PLEEEAASEEE

continue this mod -a fan

Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: MShadowy on March 05, 2013, 11:53:22 AM
Ooookay.  Being kind of a jerk and/or idiot it's managed to take me a ridiculously long time to get my dumb ass organized.    Procrastination has had it's vile grip on me, etc., etc.

Anyway, I should finally be uploading the next revision of my mod sometime tonight.  Do note that this release is entirely concerned with balancing and bringing the release up to date with the latest release of Starfa... Starsector and hence will not be a new version.  Preliminary changelog is as follows:

Armaments:
Flux cost for all CEPC weapons increased.
The CEPC and Scatter CEPC have had their damage per shot reduced by 10.
The Medium CEPCs damage has been increased by 5.
The Medium and standard CEPCs now fire in burst rather than fully auto; 2 rounds and three rounds per burst, respectively.

Additionally I may slightly reduce the accuracy of the Light and standard CEPC's, as it seems like their effectiveness against small targets, like missiles and fighters is rather poor due to their perfect accuracy and not being beam weapons. Also, the shots of basically all of these guns, possibly excepting the Medium CECP, are a little hard to read and I'd like to change that.

Ships:
Slightly increased the flux capacity for the frigates in order to adjust for the increased flux cost on the guns.
Enlil: Flux capacity from 2000 -> 2250
Seski: Flux capacity from 1300 -> 2000

Next goal after putting this behind me is to get the Shamash and Inana class frigates in game, which should take care of SHI's light fleet assets until I need to get around to making transports and the like.
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: Cycerin on March 05, 2013, 12:23:28 PM
If you want a hand with making sound effects for the faction, just drop me a line. :)
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: MShadowy on March 05, 2013, 12:56:10 PM
At the moment I'm mostly concerned with visual impact, but it certainly couldn't hurt to have sound effects for these things.  I may contact you later.
Title: Re: (0.53a) Shadowyards Heavy Industries v0.3.2
Post by: zeno0010 on March 05, 2013, 03:23:27 PM
Continued progress! YEAHHHHHHH,who has the confetti?
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 06, 2013, 08:10:16 AM
Alrighty, new release is up.  Nothing fancy really.

v. 0.3.2c Changelog
Updated mod to be compatible with Starsector 0.54.1a.
Changed the fleet spawning system to use LazyLib; the LazyLib mod is now required for the mod to function.
Changed weapon balance on all CEPC type weapons.
All CEPC weapons are now burst firing, in order to throttle their their burst damage somewhat.
Light CECP:
Flux cost per shot has increased from 10 to 20.
Accuracy has been somewhat reduced (max spread from 0 to 3).
Shots recharged/second has been reduced from 4 to 2.5.
CEPC:
Now fires in three round bursts.
Flux cost has increased from 40 to 65 per shot.
Accuracy has been minutely reduced (max spread from 0 to 1).
Fire rate adjusted somewhat to account for burst firing; burst delay is 0.2, is chargedown 0.3.
Medium CECP:
Now fires in two round bursts.
Flux cost per shot has increased from 110 to 130.
Shot regen reduced to 1.5.
Damage increased by 5 (from 95 to 100).
Scatter CECP:
Damage has been reduced from 60 to 50.
Flux cost per shot increased from 65 to 100.
Enlil:
Fixed a typo in the description.
Increased flux capacity from 2,000 to 2,250.
Seski:
Increased flux capacity from 1,300 to 2,000.
Added some additional fleet types.

Oh, and I forgot to put in that that I fiddled with the CECP shot graphics; should have much better visual readability now, especially the light variant.

Clicky shiny download button!  (If you really want to.)
(http://i.imgur.com/ED2aZ.png) (http://www.deviantart.com/download/315900744/shadowyards_heavy_industries_mod__0_3_2c__by_mshadowy-d582uko.zip)

Also, you'll need LazyLib (https://bitbucket.org/LazyWizard/lazylib/downloads/LazyLib%201.1.zip) from now on with this mod.  Um, sorry?

Edit: I slightly screwed up and removed the spawn points by accident.  It's been fixed but if you've downloaded it before this edit you may need to grab it again.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: sini002 on March 06, 2013, 09:09:22 AM
well you are back and you're working so it's good anyway  ;D
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 06, 2013, 03:40:53 PM
well you are back and you're working so it's good anyway  ;D

Well, glad to see you happy.  Hopefully I'll have some more to show soon.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: zeno0010 on March 06, 2013, 06:09:50 PM
PLEASE do, ill...ill get more confetti =(
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 07, 2013, 05:24:57 PM
PLEASE do, ill...ill get more confetti =(

Uh, very well.  How could I refuse?  Here's something I didn't quite mean to work on but er... well, here it is.

(http://i.imgur.com/Z1h2vWL.png)

This is the Elysium-class Light Cruiser, albeit at a very early stage of development.  I was supposed to be working on frigates but as I was thumbnailing out some ideas for maybe a couple more combat frigates I came up with a perfect design for her and so uh...  yeah.  The weird dome on front in actually a projector for a built in weapon.  I think it might spawn explosions.  The "wings" are actually large and rather exposed radiators, to quickly shunt away the large amounts of flux the main gun generates when fired; I may do something to make that more apparent, greebly bits pointing out the trailing edge perhaps.

Hopefully she gives a nice, speedy feel.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Wyvern on March 07, 2013, 05:38:34 PM
Ooh, shiny.  Though, the straight line at the back of the dome at the front doesn't seem to quite fit - I think it might look better with a bit of an arc (in either direction)?  (Edit: Or greebles.  Greebles fix everything, and this is still at the sketch stage...)

As for trailing radiators - consider the weapon glow of the Nevermore from Blackrock Drive Yards (http://fractalsoftworks.com/forum/index.php?topic=4018.0) - for a fixed forward weapon, it's easy to make fancy vent glows.

That said, one thing to keep in mind is that those wings are going to be very vulnerable once shields go down - long thin bits mean few armor cells means high potential damage; I'd suggest this should be a ship with a relatively strong frontal shield.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Uomoz on March 07, 2013, 05:47:08 PM
I completely love the shape of the Elysium.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 07, 2013, 05:56:55 PM
Ooh, shiny.  Though, the straight line at the back of the dome at the front doesn't seem to quite fit - I think it might look better with a bit of an arc (in either direction)?  (Edit: Or greebles.  Greebles fix everything, and this is still at the sketch stage...)

As for trailing radiators - consider the weapon glow of the Nevermore from Blackrock Drive Yards (http://fractalsoftworks.com/forum/index.php?topic=4018.0) - for a fixed forward weapon, it's easy to make fancy vent glows.

That said, one thing to keep in mind is that those wings are going to be very vulnerable once shields go down - long thin bits mean few armor cells means high potential damage; I'd suggest this should be a ship with a relatively strong frontal shield.

Hmmm... an arc?  Maybe.  I'll come up with something I'm sure.  And of course, there's always greebles.

In any case thanks for the advice; I was probably going to check out BRDY anyway, among other things, in order to get some ideas on how to implement the weapon on this thing.

I completely love the shape of the Elysium.

D'aawww.  Thank ye, kind Uomoz.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: zeno0010 on March 07, 2013, 09:19:31 PM
Love it, Love seeing you back on the forms. cant wait for the next update.
P.S. i saw on your deviant art the girl portraits on your mods are succubi. is SHI run by a race of pure succubi? 0_o
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 07, 2013, 09:49:08 PM
Love it, Love seeing you back on the forms. cant wait for the next update.
P.S. i saw on your deviant art the girl portraits on your mods are succubi. is SHI run by a race of pure succubi? 0_o

Nah, that's sort of separate.  I just liked the picture.  Canonically the reason such a thing has occurred essentially that SHI has gathered a diverse grouping of dissidents, social outcasts and weirdos; they also have rather aggressively pursued very advanced medical technology.  Combined with some social oddities (particularly among the officer corps there is a very strong drive to stand out, above and beyond merely excelling) means that body mods of various degrees of complexity are rather commonplace; from crude cybernetics, to wild tattoos, and even to convincingly resculpting your body to resemble a pop-culturized version of mythological beings.

Essentially it was just an excuse to include whatever portraits I happened to come up with.  I just... haven't come with any others yet.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 09, 2013, 07:22:47 AM
Just out of curiosity is there any chanced the beloved Interdiction BC will see some sort of hardpoint upgrade?

Right now it just doesn't seem to be worth the 100k price tag with no more then 1 large hardpoint.

I play Uomoz's alot and even when I don't I enjoy having a highly specialized, and flexible ship because I find the entire command tree to be a waste of attribute points. :(

Interdiction BC?  Uh... do you mean the Charybdis?

I mean I guess I could go over it again, and I'll probably revisit my earlier ships again later on to bring them up to snuff, but there weren't any plans for that for the next release.  At most maybe retouching the sprites for the Skinwalker and Neriad, which don't seem to pop quite so well to me any more.

Anyway, minor update to the Elysiums hull shape, as well as a draft of the Shamash.  I'll probably have to scale the latter down; she seems a little too large, but the shape is right I think.  Alternatively I guess she could just be a very large frigate but that seems more like the Inannas thing.

(http://i.imgur.com/dsh8oKT.png)

I hope to have the details done on the Elysium done before the weekend is out, and I'd like to have the Innanas draft ready as well.  For now, 'tis all.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: sini002 on March 09, 2013, 07:26:04 AM
i really like the shape of the elysium, but won't the "wing" like things at the front just make it a bigger target? if you're not gonna use it for anything special or something :P

Aaaand you posted again wile i was writing or someone did atleast  :

Edit: I really love the updated version of the Elysium still thinking about that it's not that detailed yet :P
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: SainnQ on March 10, 2013, 06:33:22 AM
Spoiler
Nobody saw that post about an Interdiction BC *Cough* Totally posted in the wrong mod thread
[close]

Nothing to see here...
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 10, 2013, 03:23:59 PM
Nothing to see here...

Heheh.  Righto.

Anyway, finished detailing the Elysium.  Excepting the bridge, which I've no idea where to put it.  I feel like I've improved at making the underhull details.  Zooming out has the details still reading, but I'd be surprised if I don't have to do a lot of cleaning up, even at only twice the the final size.  I always do with this method.

(http://i.imgur.com/Gvt3zV0.png)

Apparently Shadowyards engineers can put in an awful lot of Cyclopean faces into their designs when they're motivated.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: SainnQ on March 10, 2013, 03:52:01 PM
Your Shamash draft actually looks like it'd make a great "bridge" of the Elysium

Also the only thing I see as a problem about your current Elysium progress is what I'm assuming are the hardpoint/turret mounts look horrid. They clash like all hell with the Hi-def of the hull in so far.

Will this be a Battlecruiser-Capital ship?
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 10, 2013, 03:59:22 PM
Your Shamash draft actually looks like it'd make a great "bridge" of the Elysium

Also the only thing I see as a problem about your current Elysium progress is what I'm assuming are the hardpoint/turret mounts look horrid. They clash like all hell with the Hi-def of the hull in so far.

Will this be a Battlecruiser-Capital ship?

The turrets are basically stand-ins to give an idea of the scale once I've got her down to its final size.  I wish I still had those hi-def stand in turret-bases I'd made but I lost them.  As for type, she's a light cruiser; again, she'll be scaled down by about 50% when she's finished.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: SainnQ on March 10, 2013, 04:07:11 PM
Out of curiosity, Tenchi Muyo themed world tree ships influence your design any?

Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 10, 2013, 04:15:41 PM
Out of curiosity, Tenchi Muyo themed world tree ships influence your design any?



Mostly Zentraedi, actually.  They have that kind of bulbous but still mechanical quality to them, which these ships kind of also have.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: SainnQ on March 10, 2013, 04:20:39 PM
Zentraedi? Holy hell it's been years lol.

Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: zeno0010 on March 10, 2013, 05:54:36 PM
Man macross.....its been a while. Why not bring Zeon into this XD.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Wyvern on March 10, 2013, 07:29:11 PM
Neat.  Assuming those turrets are 2x medium, 6x small, and the built-in weapon is reasonably balanced, that should be roughly even with the Falcon (assuming that 2x medium ballistic hardpoints are roughly equal to one fancy built-in weapon).  So, light cruiser or maybe heavy destroyer sounds like the right designation - the other ship I'd compare it with is the Sunder.

As for the bridge... I liked the original off-center design; I'd at least try that and see how it looks.

Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 10, 2013, 07:48:30 PM
Neat.  Assuming those turrets are 2x medium, 6x small, and the built-in weapon is reasonably balanced, that should be roughly even with the Falcon (assuming that 2x medium ballistic hardpoints are roughly equal to one fancy built-in weapon).  So, light cruiser or maybe heavy destroyer sounds like the right designation - the other ship I'd compare it with is the Sunder.

As for the bridge... I liked the original off-center design; I'd at least try that and see how it looks.



Well, I'll give it another try.  I didn't particularly like how it looked earlier, but it might be worth doing again.  I have got another idea as well now, so we'll see.

As for the armament, you've guessed correctly; I was debating between light missile mounts at the front or turrets, but decided on having small hardpoints since, in theory at least, the big gun should be giving the Elysium her killing punch.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: CopperCoyote on March 11, 2013, 02:46:21 PM
I enjoy this mod very much. I've been playing as SHI in Uomoz's 17.

I was wondering if the shrike missiles are supposed to be paper thin. Compared with a harpoon that can withstand 1 shot from a burst pd (and be killed by the second) the shrikes can be killed by a meager MG bullet.

I understand if its intentional because no matter what it hits it will do something, but to successfully use it I've had to close to point blank and fire.

Edit: It appears the blackcap is as fragile. The swarmers drop pretty easy too, but it fires off a pair at a time on the 4 op mount. I don't usually use anti-fighter missiles because i load up on the pd energy or ballistic mounts, but i thought i'd give it a look for funsies.

Is the integrated weapon set in stone? What if the weapon was offset opposite the bridge? So the ship was asymmetrically symmetric. If that makes sense.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Etfaks on March 13, 2013, 05:42:46 AM
Your designs are amazing and really makes me want to start up a new/continue my old ship mod. I'm Looking forward to trying some of your new ships in uomoz's compilation when it gets updated and all that :)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: banehunter on March 13, 2013, 10:13:56 PM
Your designs are amazing and really makes me want to start up a new/continue my old ship mod. I'm Looking forward to trying some of your new ships in uomoz's compilation when it gets updated and all that :)
I just checked out some of your work and man it looks pretty damn solid, I would bump the original thread,but that might be a hard necro.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 14, 2013, 06:43:48 AM
Awww, thanks you two.

Though I'm sorry to say I ended up wasting my day off yesterday playin' games, so I'm not very much closer to releasing the next version.  D'oh!
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 17, 2013, 10:34:54 AM
Bumpan' me own thread.  Ah, how sad.  Ah well.  This took me way, way longer than it should have due to my unfortunate tendency to be distracted by shiny objects.  Gonna work on finishing up the Shamash now.

(http://i.imgur.com/7dXBbFh.png)

The lights are currently just stand ins to give an approximate idea where there going to be; the actual lights will get put in after I'm done scaling down and cleaning up the image for putting into the game; I also pulled out the high res turret bases from a large image of the Morningstar I had laying around to make it look a bit less unfinished.

I also may take a bit of time today to put together some general thoughts on what exactly this things special weapon does, as well as some possible ideas regarding combat readiness and Shadowyards line of frigates.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Cycerin on March 17, 2013, 11:17:13 AM
Love it. Have you considered straight metallic details to break up the brown part of the hull a bit? For instance, on the engines?
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 17, 2013, 11:27:37 AM
Not in particular, but I can't say it's a bad idea.  There are probably a few areas that such a contrast might help getting popping; I'll probably experiment with it when I get it scaled down.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: zeno0010 on March 17, 2013, 07:22:31 PM
Its like christmas ^_^
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: phyrex on March 17, 2013, 07:59:09 PM
how about a tear-drop shaped bridge in that big gaping hole, kept in place by girders
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: LazyWizard on March 17, 2013, 09:29:36 PM
I can easily see an animated plasma beam or electrical arcs spanning between the two metal points in the center of that ship. :)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 18, 2013, 08:21:17 AM
I can easily see an animated plasma beam or electrical arcs spanning between the two metal points in the center of that ship. :)

That was exactly what I had in mind.  I'll have to post the Shamash and the special weapons explanations this evening; I had guests over somewhat unexpectedly and I didn't have time to do a write up last night.

Edit:  Alrighty, still got a bit of cleanup to do (neither of these ships are popping quite yet) but I'm close I think.  The Shamash I thought could use a slightly different color schema due to being a phase ship but I'm not so sure about it.  I remembered, way back when I first did the Charybdis, someone did a few swaps of the colors and one of the ended up with a nice bluish color on the exposed greeblies.

(http://i.imgur.com/F3ngANi.png)

And the work image of the Shamash, still with the original underlaiment coloration, for comparisons sake.

(http://i.imgur.com/C1UY1z0.png)

Okay, so special weapons talk, will be coming in a little while.  Gotta do the write up but I have to run around for a bit first.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Wyvern on March 18, 2013, 05:03:55 PM
Hm... I could actually really see that with the old plasma cannon implementation - back when it was a charge-up weapon, rather than the current three-shot burst.  (Hold down fire to charge; projectile gets bigger over time, fires when you release or when it reaches maximum size.)

Unfortunately, I didn't save that ancient copy of Starfarer (yes, it was Starfarer back then, too) - so I'm not sure how to implement such a thing.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Uomoz on March 18, 2013, 05:10:53 PM


Edit:  Alrighty, still got a bit of cleanup to do (neither of these ships are popping quite yet) but I'm close I think.  The Shamash I thought could use a slightly different color schema due to being a phase ship but I'm not so sure about it.  I remembered, way back when I first did the Charybdis, someone did a few swaps of the colors and one of the ended up with a nice bluish color on the exposed greeblies.


That was me :D.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 18, 2013, 06:08:38 PM
Hm... I could actually really see that with the old plasma cannon implementation - back when it was a charge-up weapon, rather than the current three-shot burst.  (Hold down fire to charge; projectile gets bigger over time, fires when you release or when it reaches maximum size.)

Unfortunately, I didn't save that ancient copy of Starfarer (yes, it was Starfarer back then, too) - so I'm not sure how to implement such a thing.

Hmmm... well, damn, that probably would have been helpful, at least to figure out the visual effects.

That was me :D.

And I appreciate it!  Anyway!

So, the weapons.  There are going to be two (2) built-in special weapons in the next release.  One is attached to the Shamash, and the other the Elysium, as already stated.

The special armament for the Shamash is actually fairly simple in function; it is essentially a big gun.  The vessels primary armament essentially shunts energy from it's its phase core and shoots it at someone the captain is angry with.  This tends to be somewhat unpleasant for whatever is on the receiving end as the phasic bolt does not interact nicely with physical matter; the bolt tends to lose cohesion after a fairly short time though.

The Elysiums main gun operates on broadly similar principles but with a far more sophisticated implementation.  When fired, a waveform is produced and projected towards the target.  The waveform itself is hardly damaging, however upon impact it splinters into what are generally described visually as "sparks."  These are actually tiny and highly unstable phase singularities; if possible I would like to make it so that they are "sticky" in regards to shields but otherwise pass through solid matter.  In any case, being unstable, the singularities collapse in fairly short order (between 3 and 6 seconds), causing catastrophic damage to any ship unfortunate enough to be under them.

The sparks should not have a predictable spread, traveling in random and randomly changing directions, and at not entirely consistent speeds; it should be dangerous to use this weapon at close ranges.

As far as animations go, for the Shamash it would be fairly simple; a golden bolt of energy, electrical arcs and such when firing and then a brief period spent kind of wavery as if partly out of phase.

For the Elysium the process would have a staged animation sequence.

Spoiler
Stage 0:  The default stage.  Simply a beam of energy passing through the open middle of the ship, with occasional energy pulses communicating between the conical/dome-like structures.

Stage 1:  Pre-firing sequence.  The energy beam grows in intensity; the forward part of the giant impractical radiator spines glows.

Stage 2:  Firing sequence.  Energy beam intensity spikes; the forward part of the ship produces a bright flash as the waveform is emmited.

Stage 3:  Post firing:  Radiator spikes vent a flux fog from the "teeth" of the radiator, ending after a second or so.  Energy beam is weak an intermittent, before reestablishing itself and returning to stage 0, indicating the weapon is ready to fire again.
[close]

Decided to spoil the animation sequence because its the actual weapon effect that seems more important to be commented upon; I'm a bit worried such a fancy attack might prove a little... overpowered even in concept.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 20, 2013, 10:29:40 AM
Alrighty.  Sprites are ready.  After thinking about it for a while I decided to put off making the Inanna, as I've already quite a bit to worry about in terms of balancing and no doubt it'll simply delay this release.  Anyway, I put the Shamash through a moderate revision after deciding her hull was perhaps a bit too broad.  100 pixels across seemed a bit much, so I kinda clipped her wings, but I think the resulting aggressive shape suits her more, while still keeping the horrifying mask aesthetic.

I was also going to ask the forums opinion on whether the Elysium should have the metallic bits or not but frankly looking at them side by side I have to say metal bits looks rather better; the contrast makes it just pop so much more.

(http://i.imgur.com/nz0qKFj.png)

Time to get these babies in game.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Wyvern on March 20, 2013, 10:50:28 AM
If anything, I'd say the Elysium could use a bit more metal bits... or possibly just some circular engine glows set along that rear drive-shaft sort of area?  Something - it's a large section that still has low contrast.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 20, 2013, 11:50:47 AM
If anything, I'd say the Elysium could use a bit more metal bits... or possibly just some circular engine glows set along that rear drive-shaft sort of area?  Something - it's a large section that still has low contrast.

Hmmm... yeah, you're right.  I'll add some more metallic bits as well as some blue glowies where it seems appropriate.

Edit:  Alrighty.  Added more contrasting bits to the Elysium; hopefully it will be enough.  Also, I now have both ships flying around in game:

Spoiler
(http://i.imgur.com/UyN3KeE.png)

(http://i.imgur.com/cgotQc0.png)
[close]

Neither are ready yet, though.  I've kludged together a built in weapon for the Shamash from the heavy blaster but it needs some graphics work and almost certainly balancing.  The Elysiums built in weapon hasn't even been started on yet.  The initial hurdles have been crossed.  I hope to have this released by next week at latest, but who knows.  I'll also  need to make a slightly customized variant of the cloak subsystem, to get the cloaked glow the right color, but that should be reasonably simple.

Cheers, all.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 22, 2013, 09:02:19 PM
Bah.  Well, I suppose it was foolish to hope that I could kludge together a method without having to dive heavily into the java script for the Elysiums main gun.  As it is this will probably cause things to take a little longer than I was hoping.  Oh well.

Hopefully I can find something that gives me an idea on how to proceed, as I'm not tremendously competent with java.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: FlashFrozen on March 22, 2013, 09:48:55 PM
Bah.  Well, I suppose it was foolish to hope that I could kludge together a method without having to dive heavily into the java script for the Elysiums main gun.  As it is this will probably cause things to take a little longer than I was hoping.  Oh well.

Hopefully I can find something that gives me an idea on how to proceed, as I'm not tremendously competent with java.

Well that certainly makes two of us  ;)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: CopperCoyote on March 23, 2013, 03:42:38 AM
I don't know any thing about coding in java (or in general really), but the new and improved tachyon lance has jumping crawling sparks that you might be able to look at for inspiration.

I don't know what you'd need to do to make it crawl through space though.


What if your phase cloak was intentionally different from the original cloaks? Like if the designers knew every one would have a phase detecting component on the sensors, but decided to optimize its ability as a defensive tool. Like if it had fairly low cloaking cost and a low upkeep. Offset by low physical defenses (like the other shadow yard ships).
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 23, 2013, 07:20:05 AM
Well that certainly makes two of us  ;)

Ahehehe.  Yeah, guess it's something I'll have to work on.

I don't know any thing about coding in java (or in general really), but the new and improved tachyon lance has jumping crawling sparks that you might be able to look at for inspiration.

I don't know what you'd need to do to make it crawl through space though.

Hmmm... its not a weapon I normally play with but it gives me a starting point at least.  Thanks for the idea.

Quote
What if your phase cloak was intentionally different from the original cloaks? Like if the designers knew every one would have a phase detecting component on the sensors, but decided to optimize its ability as a defensive tool. Like if it had fairly low cloaking cost and a low upkeep. Offset by low physical defenses (like the other shadow yard ships).

Actually, I already planned for the Shamash cloak to be a bit different functionally.

Due the excessive copyright protection practiced by the Domain, Shadowyards had to come up with their own.  It's important to remember that they weren't considered a legitimate enterprise, really more like something between a crime syndicate and a terrorist organization/revolutionary group/anarchist cell/etc., and so they were unable to secure manufacturing rights to potentially "dangerous" technologies.  Like Phase Cloaks.

It probably wouldn't even have been possible if they hadn't been rather far along into their own project when the Domain collapsed, but that catastrophe managed to delay the production of SHI's first phase capable ship (not the Shamash, actually, but a phase destroyer now considered to be a bit of a clunker) until around middle of cycle 135.

They didn't quite arrive at the same solution as the designers of the Shade, Afflictor or Doom, using multiple small "Phase Anchors" rather than large flux coils.  The system is rather more inefficient than the other phase ships, but it is much cheaper to enter a phased state.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Cycerin on March 23, 2013, 09:11:11 AM
You should ask EnderNerdcore or LazyWizard for java help, they gave me a hand with Blackrock plenty of times.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Uomoz on March 23, 2013, 09:25:23 AM
Also Cycerin for sound design :*.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 23, 2013, 09:37:03 AM
You should ask EnderNerdcore or LazyWizard for java help, they gave me a hand with Blackrock plenty of times.

I was planning on it, though I decided to play around with Shamash's cloak a bit.  I may stick with the blueish default cloaking color, but the glow sprite at least is looking good.  Also changed around the engines a bit since the thrusters being on the inside of the prongs ended up bugging me.

(http://i.imgur.com/w20owQU.png)

Also Cycerin for sound design :*.

Hmmm... yes.  I believe I shall.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: TheHappyFace on March 23, 2013, 09:47:03 AM
 :o nice nothing more to say
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: sirboomalot on March 23, 2013, 11:43:53 AM
A green phased ship!? I may be slightly biased by my love of the color green, but I think that you should stick with it.  :P
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: phyrex on March 23, 2013, 11:45:25 AM
A green phased ship!? I may be slightly biased by my love of the color green, but I think that you should stick with it.  :P

it especially fit well with the overall color scheme of the faction :P
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 23, 2013, 12:18:55 PM
Well, guess thats a solid vote for "Green is Best."

So green it shall remain, I s'ppose.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 23, 2013, 09:35:45 PM
Alright.  So I've run out of energy tonight for further attempting to figure out how to get the Elysiums main gun working; I'm not even really sure how much progress I've even made.

So I decided to do some other balancing instead.  First things first, I think I'm going to have to make it so that the medium turrets can't point forward, both because the damage is ridiculous and because the Elysium simply can't cope with the amount of flux being generated.  Besides, her graceful design is far more suited to delivering broadsides.  The Pandora Array, her special weapons system, is for dealing blows to the fore... or will be, when I (quite probably with considerable Lazy Wizard assistance) finish working on it.

Screenshots spoilered due to resolution.
Spoiler
(http://i.imgur.com/g8dP1lP.jpg)

(http://i.imgur.com/c25l0Uk.jpg)
[close]

Some of you have likely noticed that neither the Elysium nor the Shamash have a ship system yet.  The Elysium will likely receive a maneuvering drive of some description; the Shamash I plan to give a limited capacity to lay mines.  I've also been slowly expanding a list of ship names for the faction, though so far I only have 330.

Oh, and Shadowyards engines are pink now, so yeah.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: phyrex on March 23, 2013, 09:38:27 PM
i really like the CEPC line of guns.
ever thought of doing a large version ?
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 23, 2013, 10:14:36 PM
Well, not really.  Aside from the fact that I think there are enough varieties of the weapon and I want to make other, hopefully interesting armaments, in lore terms SHI's efforts to make larger variants have so far not born fruit, primarily due to the Carrier Medium becoming dangerously unstable past a certain size.  Anyway, tired now, so I'm signing off.  G'night.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: phyrex on March 23, 2013, 10:39:35 PM
Oh, so its a lore reason. I deck all my ships with your cecp when i have energy-slots to fill. I love them. You can guess i was kinda sad when i had a large slot but no cecp to fit  :P
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 27, 2013, 05:58:08 PM
Well, got a bit done today, though most of it unrelated to the mod.  Still, I did one thing: sketched out the Sargasso class escort carrier:

(http://i.imgur.com/UAbSdg8.png)

Depending on how soon the code for the Elysiums gun gets back to me (P.S. thanks Lazy Wizard) she may even be in this next release.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: CopperCoyote on March 27, 2013, 06:26:02 PM
I like its ring-ness. It reminds me of a brass dragon (from d&d3.5) without the colors. With the caption "The last thing the adventurer saw before resurrection.

About how big will it be?
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 27, 2013, 06:51:13 PM
I like its ring-ness. It reminds me of a brass dragon (from d&d3.5) without the colors. With the caption "The last thing the adventurer saw before resurrection.

About how big will it be?

Its an escort/light carrier so it'll be destroyer sized; about equivalent to the Condor but being a dedicated carrier vessel it might be able to keep more fighters in it's "hangars."  I'm leaning toward it being armed with two light energy hardpoints and a single medium universal mount.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: mendonca on March 28, 2013, 08:58:46 AM
Love the new ships, love the pink engines. :)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 28, 2013, 09:23:06 AM
Thank ye.  Glad you like it man.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Wyvern on March 28, 2013, 09:35:46 AM
Hm.  I don't think I like the pink engines much - this is just my opinion, but, I don't think it matches their color scheme.  Blue does - as well as matching starfarer standard "this is high tech" color schemes.  Green might work as well, with the CEPC line of weapons establishing a green energy standard color scheme.  Even a silver-white might work, ala the highlights on the Elysium.

Regardless of the color you settle on for engine glows, though, I'd make one suggestion: make the shield color match.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 28, 2013, 10:43:38 AM
Well... hmmm...  I could play around with the teal engine flares some more... but honestly I kinda like the pink.

EDIT:  Finished the Sargasso's silhoette.  Now for the detailing.

(http://i.imgur.com/DGqrrP6.png)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 28, 2013, 08:12:40 PM
Well, that was fast.  Her ship systems are even working, except for the animation effect, which I'm currently thinking over.  It's an AWACS/SWACS style system which boosts the turn speed, range and accuracy of fighters inside its radius of effect.  Many thanks to Psiyon.  Since there's no real visual indication that anythings happening, the animation is likely to prove necessary.

(http://i.imgur.com/1ALZjcH.png)

(http://i.imgur.com/y1tNY19.png)

I'm quite pleased with this one so far.  Especially with the fact that she's made it into this release.

Cheers.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Teh_Wolf on March 29, 2013, 05:53:26 AM
All of the ships look like plants, shrubs or tres, but someone probably already mentioned that. Oh well, it makes them look very unique
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 31, 2013, 10:17:56 AM
All of the ships look like plants, shrubs or tres, but someone probably already mentioned that. Oh well, it makes them look very unique

Yeah, there was a reason I was planning on having the logo be a stylized image of a tree, if I ever happen to get around to making the logo.

Anyway, sorry to say I don't really have anything to show.  Sorry folks.  Have a look at this shiny, slightly out of perspective concept art of my planned redesign of the Skinwalker class fighter in a very softly sketched hangar bay (probably belonging to a Charybdis) by way of apology.

(Vaguely large, so spoiler)
Spoiler
(http://i.imgur.com/lHl7itL.png)
[close]

Cheers.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Etfaks on March 31, 2013, 10:37:41 AM
Really looking forward to the next mod update :) those new ships looks like a ton of fun.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on March 31, 2013, 10:54:58 AM
Yeah, I'm hoping for them to more than just look like fun.  Glad you're looking forward to it.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 03, 2013, 05:54:45 PM
Well, ended up adding one last ship to this release; the Inanna, somewhat redesigned.

(http://i.imgur.com/xWPu4On.png)

This hardy little frigate has a mean left; there's a lot in the air for her right now, but one things for sure: the AI seems unable to pilot a ship who guns can only give a 90 degree broadside.  I think I've somehow hit a bit of an edge case.  Well, honestly its kind of a pain to fly with this limited of a fire arc anyway, so there's a fairly high chance I'll give her guns a rather broader arc than a measly 5 degrees.

(http://i.imgur.com/gDrSz7j.png)

Anyway, I'll do up a dev version and add it to my dropbox after I throw together a couple missions to demo the new ships, with the caveat that some systems are not yet fully implemented, in particular the Elysiums main gun.  For now, that is all.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: phyrex on April 03, 2013, 06:13:12 PM
weird that you would say that about the innana, neutrino corps has this ship (the nirvash its calle di think ?) that basicly is one big broadside that cant turn for even an inch and the AI isint too shabby at piloting those
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Wyvern on April 03, 2013, 06:21:19 PM
Quoth Alex, the broadside AI isn't meant to work with arcs less than roughly 90 degrees in width.  So, there's your suggested starting point.

...And that's odd - I've seen the Nirvash in play, and it doesn't seem to use the broadside except by accident.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: phyrex on April 03, 2013, 06:49:38 PM
Quoth Alex, the broadside AI isn't meant to work with arcs less than roughly 90 degrees in width.  So, there's your suggested starting point.

...And that's odd - I've seen the Nirvash in play, and it doesn't seem to use the broadside except by accident.

oh really ? well maybe my view's distorted by the circumstances. i was whooping space-butts at the time
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: EnderNerdcore on April 03, 2013, 06:55:49 PM
This hardy little frigate has a mean left; there's a lot in the air for her right now, but one things for sure: the AI seems unable to pilot a ship who guns can only give a 90 degree broadside.  I think I've somehow hit a bit of an edge case.  Well, honestly its kind of a pain to fly with this limited of a fire arc anyway, so there's a fairly high chance I'll give her guns a rather broader arc than a measly 5 degrees.
I ran into this same problem with one of the capital ships in my FS2 mod. :/

The AI seems determined to try to always face the enemy head-on, so even though it will briefly swing around to fire a broadside, it will usually swing back, mid-broadside, doing very little damage.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 03, 2013, 10:20:14 PM
Yeah, the AI behavior is a bit strange sometimes, but I fixed it by giving the guns a 90 degree range of fire.  Anyway, dev build is up on dropbox nao; please be aware that things are unbalanced and unfinished.  I've probably forgotten to go over obvious things.  Also, the current Pandora shot effect is a bug.  Not "is bugged" but "is probably a bug because I listed the graphic as a sprite rather than a bulletSprite and got something fitting but unexpected" so I'm not sure if it'll go for everyone.  It is also not even close to representative of the Pandora as intended in the final version.

Changelog?

Uh, added the Elsyium (Light Cruiser), Shamash (Phase Frigate), Sargasso (Light/Escort Carrier) and Inanna (Frigate) classes.
Added the variant selection method from arciblade's excellent Vanilla Addon (http://fractalsoftworks.com/forum/index.php?topic=4605.0) mod and implemented it in campaign.
Cycerin was nice enough to do up some new sounds for the CEPC's so they now sound different and cooler.
Played around with prices and balance and stuff.
Added three missions that have not at all been playtested: Drums in the Deep, a mission featuring the Cult of Lud and the angry end of the Shamash; They Might Be Giants, a probably very difficult mission with a pair of Elysiums and a Sargasso and some fighters versus a lot of very unhappy Hegemony ships; Misdirected, another probably not easy mission in which you control an Onslaught with no sense of direction in an engagement against a befuddled SHI task force.
I'm sure there's at least a few other things I'm forgetting.  I'm kinda tired.

Download is here. (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)

For now, thats all I can think of.  Excuse me while I fall down for a little while.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Wyvern on April 03, 2013, 10:44:29 PM
Quote
org.codehaus.commons.compiler.CompileException: File data/missions/misdirected/MissionDefinition.java, Line 16, Column 0: ')' expected instead of ';'
Just a missing ')'; easy enough for me to fix since I know what I'm doing, but I imagine others might appreciate the original not throwing exceptions at them.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Wyvern on April 03, 2013, 11:36:29 PM
First thoughts: The Elysium's gun does look kinda neat, but needs a better charge-up effect.  Dps, firing arc, and the two shot limit are all obviously subject to change, but even without that main gun it makes a pretty solid broadside destroyer if you mount heavy blasters.  The AI fairly obviously has no idea what to do with the ship system... but with its main firepower in the broadsides, it actually kinda sorta almost works anyway.  Amusing to watch, at least.

The Sargasso is, compared to other destroyer scale carriers, surprisingly capable.  ...Which means it can maybe fend off a frigate long enough for reinforcements to arrive.  But it's also decently zippy; it'd get a place in any fighter-based fleet I put together on that alone.  Haven't tested the ship system out much; can't comment on that yet.

The Inanna is interesting, fairly powerful, and most effective if you just rotate your keybinds and think of its left side as the "front" - bind strafe left to 'w', forward thrust to 'e', etc.  And remember to never, ever, use shift-to-aim.

The Shamash is a surprisingly potent ship; it's no Hyperion, but it's not too far behind.  Wasn't able to get much use out of the ship system, but it hardly needed the help.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 04, 2013, 06:28:43 AM
Quote
org.codehaus.commons.compiler.CompileException: File data/missions/misdirected/MissionDefinition.java, Line 16, Column 0: ')' expected instead of ';'
Just a missing ')'; easy enough for me to fix since I know what I'm doing, but I imagine others might appreciate the original not throwing exceptions at them.

Oops.  Fixed.  Edit:  As well as some other errors in the mission definition.  Sorry, was rather tired by the time I got around to that mission.  Everything seemed to be in order, so zzzz.

As well, thank you for the comments on the ships.  Thats about what I was hoping to do with these ships, though there's still work to be done.  Also, an interesting tip with the Inanna, I'll have to keep it in mind.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Wyvern on April 04, 2013, 12:05:12 PM
Hm... with various API improvements next version, it might be possible to just rotate the Inanna 90 degrees - make the engines flare out when travelling "right" instead of forwards, hopefully adjust maneuverability so it's got better acceleration strafing that moving "front" or "back", and generally make it function like an energy-based Brawler.  Means the AI would fly it around sideways all the time, rather than putting the ship's nose towards its destination, but you'd be able to narrow the gun arcs back down to standard hardpoint levels.

I think an actual broadside ship doesn't make that much game-sense below around cruiser level, though; frigates and (arguably) destroyers can strafe well enough to just go with the rotate-keybindings trick I mentioned.  Unfortunate; it's a neat concept.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 05, 2013, 09:27:28 AM
Well, I'd like the Inanna to work as is, but its pretty off kilter I'll admit.  If it becomes possible to do what you suggest I may try it, especially if there's some way to get the AI to recognize that the ship is a "sidewinder," and thus won't fly around sideways all the time/adjust speeds so that flies to the "right" faster than in other directions.  Oh well.

After doing some more observation of the AI, in regards to the Elysium I definitely think the ship systems needs some tweaking.  Well, I was planning on giving the speed boosting system a limited time to operate anyway, so thats probably a good place to start.  The 360 degree firing arc was just to try and get the ship to not just approach from head on and use its broadsides, I'll tweak it down as much as I can while still have the ship under AI control favor blazing away with its side batteries; it would be a bit odd for the ship to fire through itself.  Also the charge up time for the Pandora is probably too long for the AI to get any use out of it, so that will probably also need to be changed.

But I won't be able to really start balancing that weapons system until Lazy Wizard gets back to me with the custom weapon script.  Well, I'm in no hurry, and I may as well fix what other things I can, so...

Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Wyvern on April 05, 2013, 09:31:14 AM
On debug: I believe System.out.println( "some message goes here" ); should work just fine for getting things into the logs.  At least, it does on a mac... though, err, that may be because logging is totally broken on the mac anyway and you have to run the JavaApplicationStub from command line in order to see any logging at all...
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: CopperCoyote on April 05, 2013, 12:44:21 PM
I started a new game and so far i've been able to afford the shamash and the inanna.

I think the ai might fare a little better with the inanna if they were turrets instead of hardpoints. It would certainly give it even more character if you turned it sideways though. Like a perpetually CCW scuttling space crab.

I love the shamash. The built in weapon is so wonderfully flux efficient. I think it would be awesome if the projectile sprite was the same color as the green glow of the cloaked ship. The cloak is a bit strange. Because it is so cheap to activate, but is really expensive to maintain it really rewards split second dodging. I like it(despite being bad at it). I feel like the flux mines need something though. I don't think they are pointing directly forward either. They noticeably converge over a long distance.

Some suggestions for the mines:
Spoiler
Make them do more damage. I think they do 500 energy damage each, but thats hardly anything because it takes so long for them to cooldown.

Make them tougher. They make excellent PD decoys when launched slowly toward enemy ships or left as a speed bump so you can back off and vent.

Make them regen over time. Bomb weapons can be used in a variety of ways, but with a max of 10 uses i'm a little hesitant to use them much in large fights.

Make them a built in weapon. This would free up the ship system for something else like flares, and allow the mines to be buffed by ship mods.
[close]

Use any or all of these suggestions. Disregard them if the mines are working as intended. They're a little underwhelming in power but still fun to use. I sometimes found myself using them over the phase cannon because it was more amusing.

Once i can afford the other two i'll ramble some more.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 05, 2013, 02:50:49 PM
Yeah, I was kinda worried about how odd it would probably end up looking with turrets on it, especially the huge SHI Medium turrets, but it would probably work better.  I do kind of like the purposeful sway of the hardpoints but its a bit slow to actually sit through.  Especially under fire.

As for the Shamash I'm definitely happy with your comment about the cloak itself; that is pretty much just the thing I was going for in terms of how it played.  I feel like the rate of flux gain for maintaining the cloak could be a bit higher but the entry cost seems just about right; its a bit harder to judge with phase ships I feel.  As for the phase gun itself I'll probably play a bit more with its efficiency, but it seems to be right-ish.

As for the phase  mines, well, I'll have to play with them.  Maybe increase their damage a bit (maybe 750 a mine? Hmmm) or increase their rate of fire.  I will probably increase the number of mines, as I think having them regenerate is a bit dubious.  Improving their toughness is probably not a bad idea.  They're kind of a utility device almost, only they explode; useful for deterring the enemy for a bit.

In any case, I await your insights on the Sargasso and rather half done Elysium.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Uomoz on April 05, 2013, 03:10:45 PM

  • Reduce Pandora Arrays charge time so that the AI can actually make use of it.

Have you tried adding

"autocharge":true,

to the weapon script?
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 05, 2013, 03:27:16 PM
Yeah, it's already set up for that.  Rather, the charge time is so long that the ai will sometimes drift off target to deliver it's broadside while the shot is still charging to fire.  Which then leads to the blast flying off into the void and possibly hitting friendlies or whatnot.  Well, hopefully I can arrive at a solution to this little problem beyond reducing the charge time.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: CopperCoyote on April 07, 2013, 02:45:13 PM
It took me a bit but i finally got the time to test the other two ships.

I really like how fast the sargasso is. It makes having zippy fighter fleets a breeze. It has decent maneuverability too. The shield radius is much bigger than the ship's. This allows for all sorts of strangeness. Like tricking sabots into shooting at the edge much more easily. I could also use it to trick enemies into firing at me backing off a tiny bit dropping the shield and having their shots dissipate into nothingness. It allowed me to passively lose flux while theirs stayed up.

The lack of PD and shield arc means it is extremely vulnerable to salamanders and nimble ships. I always needed a wing of talons to help with PD. When i gave it to the computer to fly it fared worse so i ended up having all 4 wings of talons support it and took off the dual flak. The computer did pretty well with a more aggressive armament.

I'm not entirely sure the ship system does anything. I tried some tests to try and see what the ballpark improvement was. I tested on the same buffalo2 over and over. I didn't notice a difference. I couldn't recall what exactly it was supposed to buff so i looked at damage accuracy and speed. I didn't know what else could be buffed. I also couldn't recall the buff range so i stayed pretty close to my fighters; within about 1000 SU. A thought just struck me: what if the buff was always on even if i didn't activate it?

Over all the sargasso is pretty good. It has similar strengths and weaknesses as the charybdis. Decent offence, flimsy, and trades good speed for less cargo and hangar capacity. With its name i was expecting it to be like its namesake: the calm in the center of whipping currents. In game terms i was expecting it to be defensive (the calm) and boost the fighters to great heights (the whipping currents).

The elysium is a riot to fly. The ship system might be broken. Its really fun though. Continuously flying about at 250(or thereabouts) SU with my shields up is a little insane. Basically any ship i couldn't outgun i could easily flee from. Salamanders could hypothetically catch me, but a pair of light cepcs on the back was plenty to fend them off. The broadside nature scarcely mattered because it is so maneuverable. I could flop back and forth taking advantage of the flux efficient nature of fully charged cepcs. I was like a laser spewing blurred pendulum of death. It was glorious.

I really like the elysium in case it isn't obvious.

The built in gun isn't done yet so i didn't fiddle with it too much. It is really hard to aim due to the long charge time. Is it possible to make it so it doesn't fire until you release the fire button? That would make it more manageable. The amount of damage you do with it is also very small. Once it can jump and arc 200 per arc will probably be good though. I eventually just put it in group 5 and only used it to hamper fighter wings i was chasing down.

I'm not sure how i feel about the new armaments on the fighters. The new gun on the skin walker is ok, but the sound it plays when they fire is really overwhelming when i have 3 wings of them. I ended up having to turn the sound down quite a bit. The neriad's assault gun means it could hypothetically 1 2 punch things really well with their shrikes, but the shrike missile is delicate and easily swatted. So they end up futilely lobbing HE shells at shields. Things without shields are thoroughly ruined so there is that.

I think that is all the new things so far in the dev build. If i missed something let me know and i'll give it a go. Oh yeah i tried the missions, but i'm not very good at this game so the only one i finished was the one with the shamash.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 07, 2013, 07:56:16 PM
Hmm... from the sounds of things I may need to adjust the shield radius on the Sargasso then.  I made an attempt to come up with an ingame debug system for it's ship system, but it seems I'll have to go with Wyverns suggestion instead.  Well, as long as I can figure out if its actually doing something; I may need to include some AIHints in the .shipsystem file but I dunno if that'll work.  Alternatively I could do a flat adjustment to turnrate, turn acceleration and what not instead of percentage based, which may work more obviously.

And yeah, the ships system on the Elysium is totally broken.  Either it needs to cost a lot, lot more for jetting around nonstop or the jetting around needs to have a limit.  I'm not really sure which to go with really, but going 200+ SU in a light cruiser is a bit insane even if it forces you to fly forward (which really isn't that huge a detriment).  And the AI has no idea how to deal with it.  I am glad you're having fun with it though, as it is indeed quite amusing to zip around the battlefield in a ship that large.

The Skinwalkers gun... I forgot to mention it, didn't I?  Well, I felt like it just wasn't using the pulse laser often enough; the particle burst cannon seems to have rectified that, though it does have a fair bit lower DPS.  I kinda figured it would make up for that by actually shooting things.  It is a bit loud though.  Sounds kinda like bacon sizzling.

I haven't adjusted the neriads armaments at all, though.

I'm pretty sure I did, however, made the shrike as tough as a harpoon though, so it shouldn't be quite as frail now.  It may I suppose, still not be tough enough, however.  Oh, also I fixed the shrike pod, which somehow had gone a long time without me noticing it had the same launch velocity and missile speed as the blackcap launchers.  D'oh!
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: CopperCoyote on April 08, 2013, 01:01:07 PM
A flat bonus from the sargasso might be better. That way it shores up the weaknesses of a variety of fighters, but doesn't make the really good ones unreasonably better. I noticed the ai continuously spins up the ship system over and over sometimes, but i don't know what the conditions are that cause that.

I went back and had a look at the elysium's shield. It has a little extra room in the front and back. It doesn't matter too much though because it is huge. Nearly as long as a paragon i managed to bag. I really like the continual speed boost so i'd prefer it if using the system costed more flux. Maybe have it cost at least as much as the base ship flux venting. Alternatively you could leave it the same as now, but disable venting while it is activated. That would make it quite risky to use in combat, but leave the wonderful utility of moving from skirmish to skirmish as needed.

I think the loudness from the gun is because the sound is longer than the refire rate. So all the little overlaps add to the volume of the next sound. With 3 wings i had 6 overlaps all adding together. I think if the sound was compressed a little it would help with the loudness. It would sound less like bacon too. It would probably sound more like a pneumatic tube.

I could have sworn the neriad had a kinetic weapon and shrikes. The only time i used shrikes (and neriads) in this version was against a venture with an entourage of fighters helping with PD. That was quite a bit of PD so they didn't have a chance to shine. If they're as tough as harpoons it'll probably be much better. Part of the problem beyond the shrikes specifically is the fact that to use kinetic missiles you necessarily have to use them while the enemy ship can still fight back. I think that is why the sabot portion of sabot SRMs is immune to damage.

I'd like to make a request please. Could you spare some thought for a tough ship that can comfortably put at least a quarter of its OP into missiles? The enlil and sargasso both could put a large portion of op into missiles, but make poor choices for a mid to late level missile specced combat char. Ideally something that could stand toe to toe with a heavy cruiser. The aurora kind of fits the bill, but is definitely late epoch. I like how the Shadowyards ships feel like they're the transitional designs between mid and late epoch. I also really like the techno-organic theme. Thanks for any thought spared in advance.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 09, 2013, 04:10:50 PM
Hmmm... considering there's still at least one cruiser still to go (the Tartarus class heavy cruiser) I believe I can indulge you your missile ship, aye.  Probably wouldn't be a bad idea to have a missile support destroyer either.

Anyway, had an idea for a ship some last week and took a break to do a quick sketch of it.

(http://i.imgur.com/OqoIjeZ.jpg)

The Archipelago class Deep Space Construction and Repair Ship, with a shoddy conquest for comparison, is not a ship meant for combat by any means.  While technically a super-capital ship, it is less well armed than many cruisers; it is slow, vulnerable and strategically invaluable, as it essentially can operate as a mobile drydock.

Vessels of this class often carry a large civilian population, who make their living off the regular ship traffic being serviced by the crafts repair facilities.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Thule on April 09, 2013, 04:38:25 PM
I really like those non combat related special purpose ships. I made a Medical transport cruiser, only armed with some pd.
Hope your sketch comes to live soon ;)
And as always, thanks for the look inside your design and thought process, always quite interessing to see and read.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 09, 2013, 05:03:08 PM
I really like those non combat related special purpose ships. I made a Medical transport cruiser, only armed with some pd.
Hope your sketch comes to live soon ;)
And as always, thanks for the look inside your design and thought process, always quite interessing to see and read.

Yeah; it's a thing that I feel like a lot of factions are missing; it is understandable, the combat ships are more glamorous, but I feel like support ships add a lot of character.  Particularly for a faction like SHI, which should have a heavy focus on its infrastructure -- i.e mining ships, fuel processing ships, tankers, personnel transports and shuttles, various cargo haulers, etc.

And yeah, I'd like to have the Archipelago done for 0.6, as the possibility to move SHI out of a station and into a mobile factory ship offers tantalizing possibilities for Corvus.

In any case, glad to hear you enjoy my rambling.  Have a good one.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: CopperCoyote on April 09, 2013, 06:35:14 PM
I rolled up a new character with a combat focus (before was fleet and carrier to test sargasso) and the new and improved shrikes are great! They still fail more than harpoons, but work about as often as sabots. Their shortcomings have a  kind of a nice symmetry to sabots too. The sabots are sometimes too slow and shoot rather inaccurately, and the shrikes are sometimes too fast and home in an easily shootable nearly straight line.

I've been looking at the ships i like to use with missile characters carefully. I think the threshold for being a good missile ship can be even lower than 25% op. The critical threshold seems to be if you can mount more missiles than the expanded missile racks will add. The ships also have a decent amount of other armaments, or fast missile racks.

The thought of having a Shadowyards heavy cruiser spewing missiles fills me with glee  ;D
I really like to use mules as support missile ships, and buffalo2s if i'm heavily invested in tech. A dedicated missile support destroyer will be really nice addition.

The implications of having a strong mobile base of operations are impressive. Imagine how awesome it'd be to be able to refit to fit any fight you need nearly instantly (or without CR loss). Imagine being able to carry every bit and bob you've ever gathered with you so you can always fit the best loadout without guessing what you have stashed. Imaging if it could carry frigates during intersystem travel like carriers will carry fighters.

Outside of the mechanics portion there is the feel it would add. I imagine it would be kind of like how the mining ship felt from Homeworld cataclysm. The added tension of making sure thousands of personnel are ok would be intense too. Off topic side story:
Spoiler
I really like to keep maximum crew levels so i can imagine they have the shortest shifts possible. Similar in 4X games i like to be a benevolent dictator if i can. I actually had to stop playing FTL: faster than light because i felt bad about my little pixel crew members dying horribly over and over.
[close]

I'm looking forward to the archipelago.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 09, 2013, 09:18:04 PM
I hadn't really thought about it, but the Archipeligo does give SHI a more homeworldish feel with the mothership construction vehicle, doesn't it?  It certainly adds some interesting narrative potential for the campaign when it gets closer to being complete.  Beyond which it would of course be a huge investment in credits and resources so losing it would be a pretty serious blow even without that attachment.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: SainnQ on April 10, 2013, 03:33:17 AM
See things like this would be awesome if Alex actually had Campaign content in that utilized this.

Damaged patrol cruisers giving SoS's you dock up to attempt repairs and assistance only to find it's nearly overrun deck by deck with some menacing unknown.
Then your marine compliment has to attempt to save the remaining survivors.

Or there has been a large scale skirmish and you've been contracted to provide afterbattle support & rescue.

Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: sini002 on April 10, 2013, 12:56:54 PM
The Archipelago Looks pretty damn awsome shadowy  ;D
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: HELMUT on April 12, 2013, 04:09:03 AM
It looks very cool, but as it is a "civilian" ship, will it be just some kind of big, slumbering target like the Atlas? Or will it get some cool ship system? The FP cost of that thing must be huge and as such, i hope it at least could reasonably support the rest of the fleet.  Maybe making him able to spawn some frigates or an area buff for the other ships.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 12, 2013, 08:05:24 AM
It looks very cool, but as it is a "civilian" ship, will it be just some kind of big, slumbering target like the Atlas? Or will it get some cool ship system? The FP cost of that thing must be huge and as such, i hope it at least could reasonably support the rest of the fleet.  Maybe making him able to spawn some frigates or an area buff for the other ships.

Its primary defense is keeping out of battle, though I may give it something keeping with its fleet supporting abilities--repair drones or the like.  However, most of its behavior will probably happen outside of combat, with a huge increase to repair and refit rates, storage capacity and maybe some ability to produce and/or scrap items and ships, though that might be a tad overpowered.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Etfaks on April 13, 2013, 12:32:36 AM
I dont know, being able to produce fighters and such would be realistic enough for a ship that size I would say. Would be awesome if it cost (a ton of) supplies in stead of credits though.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 13, 2013, 09:12:57 AM
Yeah.  Or perhaps other materials; I was pondering asteroid mining or what not.  Though to be honest at this point its just rather difficult to imagine how to give the player these capabilities in a way that isn't totally game breaking; it may have to wait until the game gets actual manufacturing rather than ships being magicked into existence from roving supply fleets.

In any case, I'm going to work on getting the Elysium a charging animation for it's main gun, and get back to trying to make an AI for it's drive boosting system that isn't quite so stupid; I feel as if I'm a bit behind on that due to the various other things going on.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: silentstormpt on April 13, 2013, 06:16:11 PM
Yeah.  Or perhaps other materials; I was pondering asteroid mining or what not.  Though to be honest at this point its just rather difficult to imagine how to give the player these capabilities in a way that isn't totally game breaking; it may have to wait until the game gets actual manufacturing rather than ships being magicked into existence from roving supply fleets.

In any case, I'm going to work on getting the Elysium a charging animation for it's main gun, and get back to trying to make an AI for it's drive boosting system that isn't quite so stupid; I feel as if I'm a bit behind on that due to the various other things going on.

Have you tried with weapon.IsFiring()
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 14, 2013, 07:08:08 AM
I have, actually.  But either it doesn't appear to recognize the period in which a weapon is charging to fire as firing, or I have managed to screw up in a way that doesn't cause the program any issues but also doesn't do anything.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 17, 2013, 03:26:28 PM
Well after wasting a few days feeling generally useless and not getting much accomplished (though my java skill do, at least, appear to be improving) I decided I wanted get something concrete done, so here.

The Mimir/Vanir/Gugnir/whatever I end up calling it battlecruiser, about a third of the way done.

(http://i.imgur.com/fSgEh6I.png)

I'm definitely getting better at the greebling; it seems to help to imagine what kind of function a particular piece of machinery is supposed to fill.  Her engine ports aren't in yet, they'll be hex shaped openings along the large blank area on those two "arms" swinging in towards the regulator pylon in the center; I may pull back the outer casing on that area a bit to give a broader area over to the engines.  For now, 'tis all.  Cheers.

Edit:  I do probably put too much effort into things at this scale, considering that I intend to scale it down to half its current size.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: phyrex on April 17, 2013, 05:06:45 PM
vanir seems fine.
and im happy to know S.H.I will finally have a battlecruiser :P (you mean battlecruiser as in capital ship sized right ?)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 17, 2013, 05:10:34 PM
vanir seems fine.
and im happy to know S.H.I will finally have a battlecruiser :P (you mean battlecruiser as in capital ship sized right ?)

Aye, she's a full capital ship.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: phyrex on April 17, 2013, 06:36:04 PM
vanir seems fine.
and im happy to know S.H.I will finally have a battlecruiser :P (you mean battlecruiser as in capital ship sized right ?)

Aye, she's a full capital ship.

will she has a "little something special" ? say how some of your ship got those neat systems/built-in guns/etc
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 17, 2013, 06:57:57 PM
vanir seems fine.
and im happy to know S.H.I will finally have a battlecruiser :P (you mean battlecruiser as in capital ship sized right ?)

Aye, she's a full capital ship.

will she has a "little something special" ? say how some of your ship got those neat systems/built-in guns/etc

Almost certainly, the Vanir is the first ship I came up with that was intended to have a built-in weapons system, though obviously the Elysium and Shamash beat her there.  While the idea was kind of clear then, (big triple shot energy cannon) that seems kinda dull now, so I'm sort of going over other ideas.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Etfaks on April 18, 2013, 02:40:56 AM
I dont know, the Mimir/Vanir/Gugnir/whatever's "extruding front end" looks slightly bland to me. I would love some more asymmetrical elements or something in there to spice up the  silhouette somehow(and dont forget to put engines on it somewhere ^^)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: silentstormpt on April 18, 2013, 03:03:31 AM
I can see your art easily fit on a Master of Orion race:

Spoiler
(http://androidarts.com/spaceconquest/ship_designs/master_of_orion_race_ships2.jpg)
[close]
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 18, 2013, 07:46:07 AM
I dont know, the Mimir/Vanir/Gugnir/whatever's "extruding front end" looks slightly bland to me. I would love some more asymmetrical elements or something in there to spice up the  silhouette somehow(and dont forget to put engines on it somewhere ^^)

Hmmm... well, I'll give it a try.

I can definitely see that it might make the shape pop more.... hmmm, maybe some elevated panels along on side, or some weapon blisters...  well, guess I 'll experiment on it later, after work.

I can see your art easily fit on a Master of Orion race:

Spoiler
(http://androidarts.com/spaceconquest/ship_designs/master_of_orion_race_ships2.jpg)
[close]

Haha, thanks.  Thats a pretty flattering comparison, especially with Janssons art.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: sini002 on April 18, 2013, 02:16:26 PM
The Mimir/Vanir/Gugnir (:P) looks like it's going to become one awsome ship :D
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 18, 2013, 04:28:33 PM
I hope it meets everyones expectations.

Here's an alternate silhouette I put together for her, by the way.  This a little more interesting looking?

(http://i.imgur.com/kre0EXe.png)

I'd need to do some retouching for parts of the underlaiment but the shape seems good to me.  Loses some of its giant space sword appeal, though.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: phyrex on April 18, 2013, 05:50:14 PM
i barely see the difference between the two...
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 18, 2013, 06:10:24 PM
i barely see the difference between the two...

There wasn't really intended to be too much of a difference, just enough to break up the "extrudedness" of the bow in Eftaks words.  I've actually already pushed it a bit further, and while the differences are somewhat minor I'm actually quite happy with the possibilities.

Edit:  Rough details for the hull are now completed!

(http://i.imgur.com/sd5aA6X.png)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Thule on April 18, 2013, 11:25:44 PM
Nice.

Is it just me or does the armor plating pattern give a sliiiiiight hint to celtic knots? Would fit the overall "organic/tree/plant" theme quite well.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: phyrex on April 18, 2013, 11:58:51 PM
i barely see the difference between the two...

There wasn't really intended to be too much of a difference, just enough to break up the "extrudedness" of the bow in Eftaks words.  I've actually already pushed it a bit further, and while the differences are somewhat minor I'm actually quite happy with the possibilities.

Edit:  Rough details for the hull are now completed!

(http://i.imgur.com/sd5aA6X.png)

oh scheisse, the plating really makes the difference. awesome !
you should commemorate by making a large weapon for it. i know i suggested a large CECP for it but im sure you can come up with something original !
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: HELMUT on April 19, 2013, 01:05:15 AM
I really like it. What kind of battleship will it be? Some powerhouse like the Onslaught or more of a trickster with drones or some other weird stuffs?

Also, it is surprisinigly spiky compared to the usual Shadowyards design. Remind a bit of that bio-ship i saw on Deviantart.

Spoiler
(http://th01.deviantart.net/fs70/PRE/f/2012/300/7/1/bionids_project_the_living_ship_by_crovirus-d5j491s.png)
[close]

Anyway, i can't wait to try this one. Also, +1 for a heavy CECP.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Etfaks on April 19, 2013, 02:07:55 AM
It's so much better with the armor plating breaking up the monotony. What sort of "capital size" are you planning for the beast?
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 19, 2013, 06:41:07 AM
Nice.

Is it just me or does the armor plating pattern give a sliiiiiight hint to celtic knots? Would fit the overall "organic/tree/plant" theme quite well.

A bit, I suppose, hehe.  It should end up looking quite a bit better with some more refinement, glad you like it.

oh scheisse, the plating really makes the difference. awesome !
you should commemorate by making a large weapon for it. i know i suggested a large CECP for it but im sure you can come up with something original !

I really like it. What kind of battleship will it be? Some powerhouse like the Onslaught or more of a trickster with drones or some other weird stuffs?

Also, it is surprisinigly spiky compared to the usual Shadowyards design. Remind a bit of that bio-ship i saw on Deviantart.

Spoiler
(http://th01.deviantart.net/fs70/PRE/f/2012/300/7/1/bionids_project_the_living_ship_by_crovirus-d5j491s.png)
[close]

Anyway, i can't wait to try this one. Also, +1 for a heavy CECP.

Glad you both like it.  As for large weapons systems I was thinking of one or two beam weapons systems; I know for certain that I want to put in a somewhat powerful short duration beam cannon, possibly using an emp arc effect on it.

On the subject of her type, I hadn't quite decided; I was initially thinking I might give her a phase teleporter similar to the Aurora's system, but that might be a bit much on a Capital ship.

Regarding the spikier than normal appearance...

Spoiler
(http://www.macross2.net/m3/sdfmacross/thurvel-salan/thurvel-salan-lineart.gif)

(http://www.macross2.net/m3/macross7/varauta-largebattleship/varauta-largebattleship-lineart1.gif)
[close]

I may have been watching too much Macross.

It's so much better with the armor plating breaking up the monotony. What sort of "capital size" are you planning for the beast?

She's a Battlecruiser.

Edit:  Sprite's ready!

(http://i.imgur.com/DTUUDpm.png)

1x Large Built-In Hardpoint, 2x Large energy mounts, 3x Med. energy mounts, 2x med missile mounts, 7x small energy mounts is the current setup.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Wyvern on April 19, 2013, 02:08:55 PM
Hm.  The weapon mounts look pasted-on.  Maybe add some texturing to the shell plating around them, something to indicate a bevelled edge or the like?
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: arcibalde on April 19, 2013, 02:29:36 PM
Hm.  The weapon mounts look pasted-on.  Maybe add some texturing to the shell plating around them, something to indicate a bevelled edge or the like?
This.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: phyrex on April 19, 2013, 03:13:14 PM
ive always thought (like many suggested) that you should add more details around mounts or give them a tint more in-line with S.H.I ships
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 19, 2013, 03:27:59 PM
Hmmm... I already put in some bevelling on her; guess it wasn't enough.

I'll try something else.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: phyrex on April 19, 2013, 03:46:00 PM
Hmmm... I already put in some bevelling on her; guess it wasn't enough.

I'll try something else.

its mostly because the light grey of the slots badly contrast with the greenish-blue/brown tones of your ships  :-\
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: FlashFrozen on April 19, 2013, 04:07:52 PM
I think an issue with why the placements look so awkward is because the lower half of the ship is fairly symmetrical but the placements are for lack of a better word, random. A but more work is needed along the larges, but it's getting there ;)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Uomoz on April 19, 2013, 04:10:38 PM
Try locking all the placements in the same direction, even if the weapons are not directed that way.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Wyvern on April 19, 2013, 04:15:54 PM
Basically, right now it looks like you've got some gray discs floating over the ship.  There's no connection between the mount points and the underlying hull.  Think about where this exist in 3-D space - are they recessed?  Then the surrounding hull needs to appear to slope down, falling into shadow right around the mount points.  Are they raised above the rest of the hull?  Then that needs to be displayed, too.

A couple of the small mounts actually look pretty good - most notably, the one at middle-left, and the two at either of leftmost/rightmost on the bottom bulge area.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 20, 2013, 01:49:20 PM
Alright, is this better?  I attempted to push the up the bevelling a bit but it didn't really stand out as much as I hoped, so I eventually threw my hands up and did the easiest thing I could think of; adding outlines around the turret bases to give the impression that the hull cuts back around the gun mounts.

(http://i.imgur.com/dzE84Gv.png)

Hopefully this works.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: SteelRonin on April 21, 2013, 01:40:15 AM
Perfect!

 :)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: CopperCoyote on April 21, 2013, 12:33:39 PM
It looks good. I was having the most trouble with the cyan regions. I think it's interesting that the outline made the mount and cyan hull more distinct, but that is what it took to make them feel connected.

I'm sorry if i missed it, but what will the ship system be?
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 21, 2013, 12:41:22 PM
I was planning on one of these three:


Probably not the bottom one though.  Unfortunately I seem to have come down with something, which has kind of stymied my ability to get anything done today--I was hoping to have another dev version ready for release this evening but I don't think I can manage it.  Sorry.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: conorano on April 21, 2013, 01:02:58 PM
the ship looks awsome, even better then i thought it would be.

as for the system, i would go with 2 it would be fun to run right in front of an oanslaught and then phase skim and get his engines from behind. but that might be too much range. (this probably wont work becouse getting infront of an oanslaught is suicide XD)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: CopperCoyote on April 21, 2013, 04:00:26 PM
I was planning on one of these three:

  • Phase Teleporter system, similar to Aurora's--less range, fewer charges;
  • Supercharged Phase Skimmer system, longer range, more charges;
  • AoE fleet support system (increased damage resistance or flux dissipation);

Probably not the bottom one though.  Unfortunately I seem to have come down with something, which has kind of stymied my ability to get anything done today--I was hoping to have another dev version ready for release this evening but I don't think I can manage it.  Sorry.

The vanilla aurora (the mitten shaped one) has the high energy focus. Is there another one in a mod?

One of the capital ships from IFed has a phase system. It's more like a battleship so it is absolutely terrifying when jumps on you. Typically the AI mostly uses it for retreat though so it isn't broken (for the AI). I haven't had a chance to use it so i don't know if players would terrorize the sector with it.

I think a regenerating phase skimmer would make sense on a battlecruiser though. It would behave somewhat similarly to the auxiliary engines on the conquest. It would probably need twice the skip range compared to normal though. I read somewhere that the wolf and medusa skip 100 su. I don't know if that is accurate.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: phyrex on April 21, 2013, 04:23:37 PM
I was planning on one of these three:

  • Phase Teleporter system, similar to Aurora's--less range, fewer charges;
  • Supercharged Phase Skimmer system, longer range, more charges;
  • AoE fleet support system (increased damage resistance or flux dissipation);

Probably not the bottom one though.  Unfortunately I seem to have come down with something, which has kind of stymied my ability to get anything done today--I was hoping to have another dev version ready for release this evening but I don't think I can manage it.  Sorry.

The vanilla aurora (the mitten shaped one) has the high energy focus. Is there another one in a mod?

One of the capital ships from IFed has a phase system. It's more like a battleship so it is absolutely terrifying when jumps on you. Typically the AI mostly uses it for retreat though so it isn't broken (for the AI). I haven't had a chance to use it so i don't know if players would terrorize the sector with it.

I think a regenerating phase skimmer would make sense on a battlecruiser though. It would behave somewhat similarly to the auxiliary engines on the conquest. It would probably need twice the skip range compared to normal though. I read somewhere that the wolf and medusa skip 100 su. I don't know if that is accurate.

the Ifed ship with phase teleporter is broken as all hell. the cooldown on it is way too short. once it decide to retreat theres absolutely no way to catch it
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Thule on April 21, 2013, 05:22:16 PM
I love your art in general, really cool stuff. The new ship is great but what i think could improve it would be a bit more depth.

I shopped your latest sprite to show what could be done with some simple adjustments.

Original:
(http://i.imgur.com/iQQ0WOU.png)

Altered:
(http://i.imgur.com/UqBphBl.png)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Sproginator on April 21, 2013, 05:36:00 PM
Niceee
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Uomoz on April 21, 2013, 07:10:13 PM
I like the increased contrast but it's definitely too dark!
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Thule on April 21, 2013, 07:21:11 PM
I like the increased contrast but it's definitely too dark!

Yeah, i guess you're right. The image itself should just serve as a proof of concept how shadows ships could benefit of ...uhm...lets say post processing ;)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Uomoz on April 21, 2013, 07:26:36 PM
I do agree, the quality is top notch but vanilla ships have generally a little bit more contrast then SHI ships.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 22, 2013, 07:09:40 AM
I like the increased contrast but it's definitely too dark!

Yeah, i guess you're right. The image itself should just serve as a proof of concept how shadows ships could benefit of ...uhm...lets say post processing ;)

Hmmm... I suppose you're right.  It's been a bit of a weakness of mine; perhaps I should work up from darker colors?

Well, in any case, I should at least work a bit more on the gubbins for this ship.  For some reason they looked fine to me before but I've kinda realized that they're a bit flatter than the should be from your edit.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Wyvern on April 22, 2013, 12:33:28 PM
Much improved, yes; the one thing I'd comment is that, personally, I think the three small mounts I mentioned actually looked better in the original - those are the farthest ones to each of left & right, plus the middle(front to back) one on the left side of the ship.  Still, the others are *much* improved.

And the thing I'd look at most on Thule's modification is the shadows - the brown hull sections on his version look *way* better.  Yeah, yeah, the thing is overall too dark, especially the green.  But that's not the important part.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 22, 2013, 10:26:00 PM
Heh, well, I've played around with the contrast for a bit, but the big news is that the dev version has received another update.  Added is the Mimir class battlecruiser and it's fearsome Nidhoggr Lance, as well as the imaginatively named "wavebeam," a large SHI energy weapon that currently lacks a hardpoint sprite but whose turret sprite seems to work well enough.  There is also possibly better AI for the Elysiums ship system and some very brief descriptions for the ships, which will likely receive some considerable revision.

Download is, again, available =here= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip) if you're in any way interested.  Let me know if anything's too badly out of balance.

Oh, I also threw in a very silly mission so you could experiment with the Mimir; hope you have fun with her.

Screenshot below:
Spoiler
(http://i.imgur.com/oPLF0fU.jpg)
[close]

Cheers.

Edit:  I should have noted this last night, but I was tired and forgot: the Nidhoggr makes use of Lazy Wizards piercing weapons script.  Sorry bout forgetting to credit that.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Sproginator on April 23, 2013, 07:53:31 AM
Dude that bullet fx is amazing, how'd you do that?!?!?
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 23, 2013, 08:02:54 AM
Dude that bullet fx is amazing, how'd you do that?!?!?

I was experimenting with different beam styles for it, and noticed that there were a couple that I hadn't seen used in the "starsector/graphics/fx" folder.  On a hunch I put in the names for one of them into the textureType entry (specifically WEAVE) and it turned out, well, like that.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Sproginator on April 23, 2013, 08:05:15 AM
:O
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Brainbread on April 23, 2013, 09:21:43 PM
The Primary wave gun doesn't seem to hit missiles! Or anything. I'm not sure its currently working with the damage you'd expect? For example, a direct shot against a Buffalo does roughly 400 damage, and feels like it has a very narrow effect, especially when compared to the projectile graphic!

Edit: Also, the Heavy Teleport + the ship spinning wildly out of control looks somewhat ridiculous. Send your ship into a turn, and let its engines get knocked out. Then teleport. The ship will maintain its orientation for the teleport, then immediately go into a ridiculous looking spin right after. Which also seems weird when you spam the teleport after =P

E: E: I'd love to try it out in a campaign mode. The ship feels very finicky, but could definitely shine with the right mods and some extra OP :3
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 24, 2013, 06:30:15 AM
I've actually already gone through some rebalancing on this; with the way the weapon is scripted the damage needed to be higher than it was.  In the current dev release, the Mimirs flux capacity is at what I set as her absolute lower limit (18,000) and I think this is probably too low considering her deployment cost, so that will likely be improved upon.

As for the campaign, she is actually integrated already, with the Mimir being present in Shadowyards Armadas, as well as two new fleets; the station doesn't start off with a Mimir on hand but one may turn up after a delivery.

As for the spinning uh... no idea.  Don't think that's a problem I can help with.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: silentstormpt on April 24, 2013, 08:06:40 AM
Did you make a shipsystem for it, besides the build_in weapon, if not, you can create a system for a fast flux dissipation
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 24, 2013, 08:39:46 AM
The ships system is a large scale Phase Skimmer; longer range, more charges, but with a higher flux cost and some inaccuracy.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Sproginator on April 24, 2013, 08:44:09 AM
The ship spinning is a bug with the vanilla files, I've noticed it too haha
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: sini002 on April 24, 2013, 02:04:09 PM
havent been on the forum for a little wile so i just have to say that the  Mimir looks AWSOME  :o  and the weapon you gave it looks amuasing  ;D
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Brainbread on April 24, 2013, 06:10:40 PM
Also, the new cap is fantastic as a beam capital ship. Three large energy, three medium energy and a ton of PD lasers makes it far superior than most other hi tech capital ships in beaming things to death. Plus it has a main gun for doing hard damage.

Can you let us know when it'll be in the Dev version of Uomoz? I want to play Shadowyards because of this gem :3
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 24, 2013, 07:52:54 PM
I'm afraid I can't say when it'll be integrated into UsC; das Uomoz is probably waiting for more balancing stuffs to happen in regards to the Mimir, with its Skimmir and its Big Gun.

Anyway, new dev version is up: Damage on the Nidhoggr Lance has been boosted.  So has the charge up and cooldown, hopefully by large enough an amount to compensate for the boost in firepower.  The Mimirs base flux capacity has been increased a bit, so those of you who care to test it let me know how that works out.

I've also replaced the sprites for the Skinwalker Fighter and Neriad Interceptor with new and fresh sprites of doom.  I hope they're to taste.

Download is available =here= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Brainbread on April 25, 2013, 10:03:27 AM
Edit: Forgot to load LazyLib when I was checking for errors. Graphical error still persists though.

Get this when i load the newest version!

Fatal: Error loading [graphic/shadow_ships/ships/ms_mimirB.png] resource, not found in [D:CD Games\Starsector\starsector-core\..\mods\shadow_ships,../starfarer.res/res,CLASPATH] Check starfarer.log for more info.


Edit: The new Dev DL is missing the "MimirB.png" which I dragged out of the previous version.

Gives the new bug when loading.

Fatal: Error compiling [data.scripts.plugins.ArmorPiercePlugin] Causing: Parsing compilation unit "com.fs.starfarer.loading.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO O$1@10ebe18"


Whatever that means.

Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 25, 2013, 10:17:56 AM
Argh.  I thought I took that thing out already, oops.

Well, it was simple enough to fix; reuploaded without stupid oversight.

Edit: huh, I'm not getting that error.  You have Lazy Lib, yes? E: E: Wait, of course you do.  Is it up to date?
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Brainbread on April 25, 2013, 10:23:55 AM
Yeah. I just had disabled all other mods when I was checking for errors. I only remembered I needed it when I was looking through the ArmorPierce code to see why it wasn't working (and saw it called up Lazy Lib, I felt like an idiot).
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Sproginator on April 25, 2013, 10:35:06 AM
Wait a sec, WAVE GUN? Pics please
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 25, 2013, 10:40:25 AM
Yeah, don't worry 'bout it.  It's mostly my own fault anyway, due to my kind of dumb urge to keep a lid on
Spoiler
(http://i.imgur.com/AgdSZ9b.png)
my evahl baus ship recolor for Uomoz.
[close]

Wait a sec, WAVE GUN? Pics please

This thing:

(http://i.imgur.com/lLI2EDp.png)

Shadowyards new heavy energy weapon.

Edit:  Or maybe the Mimir's Nidhoggr Lance, which is rather like various big Wave Motion Cannons throughout anime.  Not quite sure now who you're referring too.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Sproginator on April 25, 2013, 10:56:56 AM
Does it shoot a waved pulse?
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 25, 2013, 11:00:38 AM
It shoots a little crescent shaped projectile that isn't quite visible enough at the moment; basically pretty similar to some old school shooters in appearance, but the .proj and possibly the sprite needs to be bigger I think.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Sproginator on April 25, 2013, 11:02:07 AM
I'd love to see :D
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 25, 2013, 11:11:45 AM
Well, currently it just looks like this:

(http://i.imgur.com/jdmGov3.png)

I doubled the projectiles width in the .proj file which makes it a bit more noticeable.  The sprite could probably use a little more work though.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Sproginator on April 25, 2013, 11:12:17 AM
Cool :D
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on April 26, 2013, 08:30:02 PM
Well, kind of a special update today: the Pandora is now ready for use.  I will probably be playing rather a lot with the values for this, so right now the damage and so forth is highly preliminary.

(http://i.imgur.com/Z8jrdr3.png)

Also present is the new Raksasha class bomber:

(http://i.imgur.com/sBve4o5.png)

It's not quite ready to declare the next full version but this was the big thing so yeah!  Still have to write up descriptions (and I would really like to do a short piece about this weapon from the pov of the project lead) as well as a few other tasks but this is good.  Lazy Wizard is awesome.

That is all.

=download= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: CopperCoyote on May 01, 2013, 09:39:40 PM
I've gotten my hands on some rakshasas. They're ok. The missiles are typically shot too close to the target for the bomblets to aim at destroyers. I like that they have two shots though. The PD system is pretty good too.

I noticed that the errm built in weapon on the mimir shoots over disabled hulls. It allows for some hilarious shenanigans like dropping my shield & passive venting while still shooting at whoever i want. Its quite exploitative, but i like it.

The mimir's phase skimmer is awesome. It feels more powerful than the maneuvering jets of the conquest. It really moves you along. I can tie frigates to the buoy on the maps with 2 of them. It may be a little too powerful. It does allows me to eat up onslaughts though so thats nice.

Haven't tried the pandora cannon yet
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on May 02, 2013, 06:55:41 AM
Hmmm, sounds like I've got a bit more work to do on the Tusk then?  Maybe have it split and/or be fired at a longer range.  I'm glad the min-flak is working up to expectations at least, but it sounds like the Raksasha's could possibly stand some minor improvements here and there.

I'm not really sure what I could do about the piercing hulks since the piercing is kind of the entire point; maybe if it did additional damage to hulks so that the tactic couldn't be used for as long?  Well, aside from that I was hoping the "Mimir Skimmer" could be balanced by the ships otherwise disproportionate FP cost but it sounds like it might still be too much.

The Pandora is a tricky beast and I totally need to remember to upload the bugfixed version Lazy Wizard sent me; the version in the current dev release will apply multiple ticks of damage per spark when those sparks go off, which can get a little... absurd.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: CopperCoyote on May 02, 2013, 01:59:33 PM
The Pandora is a tricky beast and I totally need to remember to upload the bugfixed version Lazy Wizard sent me; the version in the current dev release will apply multiple ticks of damage per spark when those sparks go off, which can get a little... absurd.

I think absurd might be an understatement. The buggy pandora array is so overwhelming it can single-handedly take down cap ships. Sometimes overloading the shields in a couple shots. It was hilarious when i used an elysium in my fleet. Turns out the sparks will damage friendlies in the same broken manner. I didn't have very many ships left before i realized what was killing them all.

Is PD supposed to make the sparks not fire? The animation would happen, but no damage would be dealt from detonation. The spark would still be wafting through space after the PD shot it and moved on to another spark. I noticed it best when fighting a conquest in the simulator.

I really like the the pandora array shoots out sparks at its maximum range irrespective of hitting something. It allowed me to be trixy and shoot just past front shielded enemies to have it detonate on their engines.

The ship system on the elysium feels slower now. Which is probably good. I like that it doesn't generate continuous flux while active like burndrive. I wasn't able to tell if the AI was doing ok or not with it.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on May 02, 2013, 11:04:00 PM
Alright, dev version updated; included is the updated Pandora script which should make it less ridiculous (though it's still pretty powerful, I still ended up increasing it's cooldown time by another 3.5 seconds).  Not entirely sure what to do about the Mimir, gave her mildly better flux dissipation and a much slower turn rate (though still substantially better than most capital ships) - might need more adjustment.  The Skimmer is nuts on a ship of this size though, I may have to consider scrapping it.

On the weapons front not much has occurred, as I've only made some adjustment to the Tusk torpedo to make it split open a bit further away.  Hopefully this will make it a tad more effective.

Edit:  And I'm tired enough that I totally forgot the link: =download= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: CopperCoyote on May 09, 2013, 10:38:09 PM
Sometimes when rakshasas fire at something i told 'em to strike their missile chases after something else. The entire missile rather. Not the mirv thing where the bomblets chase your new target. Its a strange thing. They usually seem to chase whichever ship is physically nearest, but not always.

When tusks do chase the correct target they work out pretty well. They still mostly miss the long skinny destroyers when they're facing the rakshasas. Side on they're still in trouble.

Is the supply convoy to the SHI base randomized? Sometimes i feel like i get more of one type of shipment over another. In my current game the SHI base has all the fuel ever and lots of personnel but the equipment is nearly identical to the starting equipment. Sometimes it isn't so bare though.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on May 10, 2013, 08:15:34 AM
The supply fleets are randomly selected, yes.  Though I did set up the convoys so that shipments of equipment should be about 25% more likely to spawn than personnel or fuel convoys so maybe you just got unlucky?

As for the Raksashas targeting issues I have no idea; guess I'll have to check it out.  That's curious behavior to be sure.  Maybe the AI isn't clearing its targets properly?
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: CopperCoyote on May 10, 2013, 09:58:07 AM
I've been thinking about it, and most bombers use unguided payloads. It would make sense if they targeted the nearest enemy so their swarmers and PD went the right way. I didn't think to check if they shoot at the wrong ship if i have them intercept or engage.

It seems the RNG just really wanted fuel this time. Does it randomly select every convoy or is the percentage randomly selected once for all subsequent convoys?
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on May 10, 2013, 10:45:33 AM
It should be selected each time a convoy spawns.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: legion on May 10, 2013, 03:25:52 PM
I played the Dev version for a bit, but can you/could you design a non-missile Kinetic weapon for the ships, the missile is great, but you can't fight long with only 3 or 6 missiles. That is kind of limiting if you want to use only SHI weapons! It looks damn good though!

I had also only personel/fuel convoys spawning during testing.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Farrem on June 30, 2013, 01:45:57 PM
Welp... Time to stop hiding in the darkness of this forums...
This mod is great, amazing artwork, and the weapons are somewhat good...
But the ships in this mod are my worst enemy, for I am a person who only uses Symmetrical ships...

Off topic from the above text, I really did mean the second line, I am amazed people can be so good at pixelated art for games such as this one, VERY detailed.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: phyrex on June 30, 2013, 02:59:23 PM
Welp... Time to stop hiding in the darkness of this forums...
This mod is great, amazing artwork, and the weapons are somewhat good...
But the ships in this mod are my worst enemy, for I am a person who only uses Symmetrical ships...

Off topic from the above text, I really did mean the second line, I am amazed people can be so good at pixelated art for games such as this one, VERY detailed.

and then there's people like me who would just LOVE to make theire own mod but cant draw for **** despite reading dozens of well made guides :P
Title: Cry Overpowered! and let loose the dogs of nerf.
Post by: Legendsmith on July 14, 2013, 06:15:07 PM
The large ship with the phase skimmer, the Mimir. It is a bit too good at the moment, due to it's excellent phase skimmer.

I'd make the skimmer cost a lot more flux; I had it skimming away when it was over 90%. It's a big ship, it should cost a lot to give it such excellent mobility. Additionally, I'd make the recharge time much longer.

At the moment it's simply got too much mobility for its size. When that's combined with its excellent shield, it becomes hard to kill not because it's tough as nails, but because it runs away any time anything gets behind it, or it nears overload. It's quite frustrating. At least you can wear down a hound's armour and bait it into gun range.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Silver Silence on July 15, 2013, 05:37:04 AM
But that's the whole idea, it's meant to be mobile...
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: phyrex on July 15, 2013, 09:11:56 AM
But that's the whole idea, it's meant to be mobile...

i think he means that the ship's mobility/resilience ratio is too high. It's too mobile for such a hard nut to crack
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Silver Silence on July 15, 2013, 09:26:34 AM
I've found Mimirs to be rather fragile, in my experience anyway. Slippery, yes, but unable to take much punishment if they get themselves stuck.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: phyrex on July 15, 2013, 12:34:09 PM
I've found Mimirs to be rather fragile, in my experience anyway. Slippery, yes, but unable to take much punishment if they get themselves stuck.

oh.
i guess its a case of player bias one way or another (either he wrongfully finds it too hard to kill or you find it too easy)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on July 23, 2013, 09:24:33 AM
Well, things have been rather hectic lately so I have had no progress since my last dev iteration, but I'll see what I can do about the Mimir.  What phyrex describes (highly mobile, but very vulnerable if it should get itself into a bad situation) is the ideal I was going for, and while I'd thought I was there maybe it needs some more consideration.

Edit:  Have some logistics ship sketches;

Spoiler
(http://i.imgur.com/D0vHMFR.png)
[close]
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on August 08, 2013, 10:15:46 PM
Alrighty, I'm going to be out of town for a while so I figured I should post my current Dev build before I go.  You can download it, as usual, from

=here= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)

Included is the Lambent class Tanker and some more descriptions, though some are very preliminary.  I'm considering playing with the squadron size for SHI's fighter wings.

Other changes - a slightly adjusted phase jump for the Mimir, with a slightly longer recharge rate and higher energy cost.  I also adjusted the armor and health of the thing.

Additionally, I believe I adjust the FP cost of the Enlil down by one by I can't recall for sure.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Zaphide on August 12, 2013, 01:36:55 AM
MShadowy, your download of the DEV version appears to be missing a mod_info.json file :)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on August 13, 2013, 10:06:09 AM
Doh!  I guess I was in too much of a hurry getting ready for this trip and accidentally stripped the json out while pulling out my todo list and such.

Oops.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on August 16, 2013, 10:12:32 PM
Well, I'm home and utterly exhausted.  I'll fix my screwup with the mod_info.json tomorrow, I simply do not have the energy tonight.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on August 18, 2013, 04:48:27 PM
... okay er, the fix is in place... it just took me longer to get around to it than I really should have.  Download =here= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip) as usual.

E:  Apparently SHI has it's first showstopper conflict with another mod, namely Exigiency Incorporated (http://fractalsoftworks.com/forum/index.php?topic=6509.0).  The bug arises due to the way the Pandora Array on the Elysium and the Repulsor used by Exigiency ships interacts, or rather, fails to interact.  Specifically the Repulsor field has a chance of deflecting shots coming its way, if those shots are bullets or missiles, done through scripting which, I presume, takes the projectiles current facing and arbitrarily changes it to some outward bound facing (as well as effecting velocity).

But while the 'sparks' generated by the Pandora are missiles, their maneuvering is dictated entirely by scripting, as such when the scripts for the repulsor and the sparks are active at the same time Java has a logic panic and craps itself.  Working with Meso to come up with a solution.  Double Edit:  On second thought, it's more like Meso working to come up with a solution. and me cheering him on (if even that); hooray for being useless!
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MesoTroniK on August 19, 2013, 01:13:30 AM
The script conflict between your Pandora Array weapon and Exigency's Repulsor ship system has been fixed.

What could possibly go wrong?
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on August 24, 2013, 10:13:52 AM
Alrighty, next dev version is ready.  This one adds the Tartarus to the lineup, though not quite in working order.  Right now she uses the High Energy Focus system, which seemed vaguely in line with what I was intending; a system Wyvern suggested which we've decided to call 'Siege Mode,' where the ship will slow waaaaay down, recieve a buff to her turning speed, and a sizable range bonus.

Additionally there have been significant changes to the Scatter CEPC, and the weapon is now a lot more shotgun like.  The display is a bit buggy (read, completely inaccurate) in regards to her though, giving a ridiculously high Flux/second and not accounting for the DPS dropoff as her charges get depleted.  Damage, number of shots fired at once range accuracy, etc. have all been changed.

Give me a heads up on how well it is or is not balanced, since I only just did this and am unsure how reasonable the weapon currently is.

(http://i.imgur.com/kWQqVv3.png)

=download= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)

Edit:  Oh, also the Pandora has recieved some significant changes to damage and number of sparks spawned (lowered) spark speed (increased) and explosion radius (decreased) which should make the weapon a bit less bursty.  I also finished the descriptions for everything added to this point.

Double Edit:  Okay, screwed up a bit on one of the proj files and left a last minute typo in there that escaped my notice, leading to a null error.  If you've already downloaded the mod you might want to do it again.  The download link remains the same.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Wyvern on August 24, 2013, 06:27:36 PM
Starting to play around with the Tartarus, and one thing has become very clear: its ship system will need to benefit primarily energy weapons.  I don't have one in the campaign, yet, but at least in the mission, there's a strong temptation to build Tartarus variants that use the universal hardpoints for ballistic or missile weapons - even with its current High Energy Focus, you're generally better off using more flux-efficient guns.

The other thing I've noticed so far is that the Light CEPC is completely ineffective as a point defense gun - I think it's too accurate, maybe?

Have not tested the Scatter CEPC yet - haven't had a variant it was suited for.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: CopperCoyote on August 25, 2013, 04:01:40 AM
The scatter CEPC isn't very good at the moment. I think its range is the same as it was before numerically, but in practise it is much shorter. Because it always spreads so wide it is important to move in close before firing. If you don't you end up doing trivial damage at hefty flux costs. Once you close in it does fairly well against shields. Even the smallest amount of armor really puts a damper on it though. Shadowyards and tritachyon frigates were the only ships the scatter CEPC did satisfying amounts of damage to. Fighter wings were usually small enough that even at extremely close distances you could still over spray.

Possible remedies:
Make it more strike-y by decreasing the ROF and increasing the flux cost and damage.
Bring in the scatter by half or more. possibly have it go in a couple bursts so the projectile density looks the same.
Increase the range and make it more flux efficient so you can use it to sweep fighters and frigs at a more reasonable flux cost.

I couldn't get a good feel for the Tartarus. The silly mission was hilarious, but buffalos aren't really that threatening even in a massive herd like that. I just used ITU'd medium CEPCs and harpoons. It was a breeze. Maybe put one of each of the hulls in the outlet plant in the campaign? I use omnifactory and that'd make testing things super simple.

The Mimir's new phase skip is more reasonable. I can't kite the world any more. Something strange is happening now though. When i use it my frame rate plummets. It may be related to some difficulties i had with my old video card recently. If nothing has been changed then that is probably the cause. I really like how fast the integrated cannon fires now. I can use it at long range against some of the swifter cruisers.

The Pandora Array sparks spread out so far now that it mostly misses destroyer sized ships. Against cruisers and capitals it does a reasonable amount of damage still. I don't know if it is intentional, but usually half the sparks simply vanish after a short time. I don't dare let the AI use them in fleet battles though because it fires them all over and i'm not a fan of getting destroyed by my allies. I have no idea how you can make the AI do things so i don't have any useful suggestions there.

I haven't used the new tanker, but it looks good. If it dies when combat ships merely breath heavy on it then it is keeping in line with the default tankers.

Advanced apologies if this doesn't make sense as i'm posting in the wee hours of the morning.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on August 25, 2013, 06:46:18 AM
The scatter CEPC isn't very good at the moment. I think its range is the same as it was before numerically, but in practise it is much shorter. Because it always spreads so wide it is important to move in close before firing. If you don't you end up doing trivial damage at hefty flux costs. Once you close in it does fairly well against shields. Even the smallest amount of armor really puts a damper on it though. Shadowyards and tritachyon frigates were the only ships the scatter CEPC did satisfying amounts of damage to. Fighter wings were usually small enough that even at extremely close distances you could still over spray.

Possible remedies:
Make it more strike-y by decreasing the ROF and increasing the flux cost and damage.
Bring in the scatter by half or more. possibly have it go in a couple bursts so the projectile density looks the same.
Increase the range and make it more flux efficient so you can use it to sweep fighters and frigs at a more reasonable flux cost.

I couldn't get a good feel for the Tartarus. The silly mission was hilarious, but buffalos aren't really that threatening even in a massive herd like that. I just used ITU'd medium CEPCs and harpoons. It was a breeze. Maybe put one of each of the hulls in the outlet plant in the campaign? I use omnifactory and that'd make testing things super simple.

The Mimir's new phase skip is more reasonable. I can't kite the world any more. Something strange is happening now though. When i use it my frame rate plummets. It may be related to some difficulties i had with my old video card recently. If nothing has been changed then that is probably the cause. I really like how fast the integrated cannon fires now. I can use it at long range against some of the swifter cruisers.

The Pandora Array sparks spread out so far now that it mostly misses destroyer sized ships. Against cruisers and capitals it does a reasonable amount of damage still. I don't know if it is intentional, but usually half the sparks simply vanish after a short time. I don't dare let the AI use them in fleet battles though because it fires them all over and i'm not a fan of getting destroyed by my allies. I have no idea how you can make the AI do things so i don't have any useful suggestions there.

I haven't used the new tanker, but it looks good. If it dies when combat ships merely breath heavy on it then it is keeping in line with the default tankers.

Advanced apologies if this doesn't make sense as i'm posting in the wee hours of the morning.

Thank you very much for the post, CC.

On to the critique; I guess I'll make the weapons spread a tighter and maybe boost her range.  The "more strike-y" suggestion sounds good as well.  I wish I knew why she does so little damage to armor since, as an energy weapon, the damage ratio should be ~1:1 regardless of the defense... I think.  Regardless it should be doing more damage than it is.  Maybe it's only counting one of the projectiles when they hit?

And sorry 'bout the silly mission.  I'd intended to revise it from my testing setup to something a bit more 'real world' and revising the mission managed to skip my mind in the bustle of finishing the cruiser up.  Adding the hulls to the Outlet plant for testing though sounds like a pretty good idea to me.

As for the changes to the Mimir coming out like they ought; good.  More reasonable is pretty much what I wanted, and I'm pretty sure I've got it about right in terms of charge time and the like.  The Pandora Array, on the other hand, is kind of a trick to balance and I'm not surprised that I may have overdone it. As for the sparks mysteriously vanishing that's... not supposed to be happening actually, but I'm not sure what's causing it, and it doesn't happen entirely consistently under various circumstances (e.g. it sometimes, but not always, happens when the sparks are receiving point defense fire); it may be related to the effects culling but that seems like it would be a bit strange seeing as the sparks are technically missiles.

The Lambent is quite likely to perish at the slightest odd bump or funny look; it's actually a bit less well defended than the Phaeton, but also a bit less expensive... (I think, I need to double check the prices).  Anyway, thanks for the commentary, much appreciated.

Starting to play around with the Tartarus, and one thing has become very clear: its ship system will need to benefit primarily energy weapons.  I don't have one in the campaign, yet, but at least in the mission, there's a strong temptation to build Tartarus variants that use the universal hardpoints for ballistic or missile weapons - even with its current High Energy Focus, you're generally better off using more flux-efficient guns.

The other thing I've noticed so far is that the Light CEPC is completely ineffective as a point defense gun - I think it's too accurate, maybe?

Have not tested the Scatter CEPC yet - haven't had a variant it was suited for.

Already spoke with you on Skype about this, but thanks again for your thoughts.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Wyvern on August 25, 2013, 08:53:31 AM
Starting to play around with the Tartarus, and one thing has become very clear: its ship system will need to benefit primarily energy weapons.  I don't have one in the campaign, yet, but at least in the mission, there's a strong temptation to build Tartarus variants that use the universal hardpoints for ballistic or missile weapons - even with its current High Energy Focus, you're generally better off using more flux-efficient guns.

The other thing I've noticed so far is that the Light CEPC is completely ineffective as a point defense gun - I think it's too accurate, maybe?

Have not tested the Scatter CEPC yet - haven't had a variant it was suited for.

Already spoke with you on Skype about this, but thanks again for your thoughts.
Huh?  You must be thinking of someone else...
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on August 25, 2013, 09:27:12 AM
Derp, my brain is off.

I was actually thinking of MesoTronic and somehow conflated you two.  I have no idea how.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Wyvern on August 25, 2013, 10:19:21 AM
Derp, my brain is off.

I was actually thinking of MesoTronic and somehow conflated you two.  I have no idea how.
Cosmic rays.  Clearly.  When all else fails, blame cosmic rays.  Or was that gremlins?
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: CopperCoyote on August 25, 2013, 01:07:56 PM
--stuff--

Thank you very much for the post, CC.

On to the critique; I guess I'll make the weapons spread a tighter and maybe boost her range.  The "more strike-y" suggestion sounds good as well.  I wish I knew why she does so little damage to armor since, as an energy weapon, the damage ratio should be ~1:1 regardless of the defense... I think.  Regardless it should be doing more damage than it is.  Maybe it's only counting one of the projectiles when they hit?

And sorry 'bout the silly mission.  I'd intended to revise it from my testing setup to something a bit more 'real world' and revising the mission managed to skip my mind in the bustle of finishing the cruiser up.  Adding the hulls to the Outlet plant for testing though sounds like a pretty good idea to me.

As for the changes to the Mimir coming out like they ought; good.  More reasonable is pretty much what I wanted, and I'm pretty sure I've got it about right in terms of charge time and the like.  The Pandora Array, on the other hand, is kind of a trick to balance and I'm not surprised that I may have overdone it. As for the sparks mysteriously vanishing that's... not supposed to be happening actually, but I'm not sure what's causing it, and it doesn't happen entirely consistently under various circumstances (e.g. it sometimes, but not always, happens when the sparks are receiving point defense fire); it may be related to the effects culling but that seems like it would be a bit strange seeing as the sparks are technically missiles.

The Lambent is quite likely to perish at the slightest odd bump or funny look; it's actually a bit less well defended than the Phaeton, but also a bit less expensive... (I think, I need to double check the prices).  Anyway, thanks for the commentary, much appreciated.

I don't recall the exact formula, but armor reduces damage by a percentage. You still do a minimum amount of damage (25% i think) but the armor reduces it on a per shot basis so all of those little CEPC pellets are getting reduced more than if it was one big slug. Using a fleet of enlils with scatter CEPCs against the pirates was tedious. Against enforcer sized things and above they did ok at breaking shields, but frigate fleets i'd need to gang up on at least 2 to 1. I had to use missiles to crack the armor. The pellets do full damage to hull though so it kind of felt like i was using a kinetic weapon instead of an energy one.

I like the silly mission. It isn't terribly hard, but things don't have to be a challenge to be fun.

The funny thing about the pandora array sparks is when PD kills one it doesn't disappear. It even runs the explosion animation and every thing but no damage happens. Oh yeah and phase ships don't take into account the explosion radius. Once they get down to 20% hull they stay under longer and more defensively but that is still 80% damage you've done easy as 123. The best way to see this in action is against the doom. My friendly ships don't fear it either. I've lost a couple phase frigates to it.

I'll try the Lambent in the herd mission and see if i can scratch a buffalo2
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Wyvern on August 25, 2013, 01:24:43 PM
I couldn't get a good feel for the Tartarus. The silly mission was hilarious, but buffalos aren't really that threatening even in a massive herd like that. I just used ITU'd medium CEPCs and harpoons. It was a breeze. Maybe put one of each of the hulls in the outlet plant in the campaign? I use omnifactory and that'd make testing things super simple.

The mission may be silly, but you can always go to the refitting simulator and use that instead.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: HELMUT on August 27, 2013, 12:54:09 PM
Well, unlike CopperCoyote, i found this mission kinda tricky. Buffaloes come in great number and can swarm the screen with missiles. They may explode by blowing on them, but they tends to go trigger happy if you don't kill them fast enough. When you are surrounded and missiles are filling the screen, there is not much you can do as SHI don't have really good PD. So yeah, not impossible to do, but i didn't expect Buffaloes to give that much resistance.

For the Tartarus, like the in-game description said, it is the anvil while the rest of the fleet is the hammer. It don't do anything fancy, it is reasonably though and have reasonable firepower. Well, a reasonable cruiser, no more, no less. I have to try it in campaign mode with several of them to truly decide though.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: CopperCoyote on August 28, 2013, 04:11:25 AM
Well, unlike CopperCoyote, i found this mission kinda tricky. Buffaloes come in great number and can swarm the screen with missiles. They may explode by blowing on them, but they tends to go trigger happy if you don't kill them fast enough. When you are surrounded and missiles are filling the screen, there is not much you can do as SHI don't have really good PD. So yeah, not impossible to do, but i didn't expect Buffaloes to give that much resistance.

For the Tartarus, like the in-game description said, it is the anvil while the rest of the fleet is the hammer. It don't do anything fancy, it is reasonably though and have reasonable firepower. Well, a reasonable cruiser, no more, no less. I have to try it in campaign mode with several of them to truly decide though.

I haven't had a chance to try in campaign yet either but i've finally got one into the omnifac so.... Soon *Ominous*

In the mission I had 2 medium burst lasers (Frontmost and back) and 2 small burst lasers (in the reward slots). I knew i was going to have to deal with missile spam. The important thing to remember is to only down one at a time. Also backpedal backpedal backpedal. If you go slightly diagonally back the salamanders usually hit your shield instead of your hull. By the time you get to the corner you should have less than 5 buffalo2s left, and can just bunker up in the corner.


The other thing I've noticed so far is that the Light CEPC is completely ineffective as a point defense gun - I think it's too accurate, maybe?


After Wyvern mentioned this i decided to test it. I prefer the LRPD or the light burst so i rarely used them. After I started putting them on every thing i noticed they seldom hit things with transverse velocity. Even with elite crew they'd miss. It's like the gunners think they're firing a beam, or something, they never lead their target at any rate. When i'd manually aim them at plodding LRMs they felt like they were a little lacking in the power too. I compared with the normal beams and kinetic PD and i'm not sure why that is. Maybe the burst is too spread out.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Silver Silence on August 28, 2013, 04:45:31 AM
The Scatter CEPC, when I first saw it many moons ago in Uz's Corvus with like, the first iteration of SHI, I thought it was gonna be a shotgun like weapon. "Scatter". Scattershot. Instead it was just a faster firing medium CEPC, but the medium had better range and a better sustained DPS for less OP. So I just used the Mediums and have barely touched the Scatter since. Don't see much of the Scatter CEPC in Exerelin, either. I don't know what ships tend to have it equipped.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on August 28, 2013, 07:17:38 AM
Yeah, that was me not figuring out how to do a proper shotgun like effect.  Buuuuuut I'm basically dumb so that's no real surprise.

I should probably thank Cycerin for the Splinter Volleygun, which allowed me to figure out my error.  Finally.

Alright, big list o' changes about the Scatter CEPC (as of my wip version this morning): Instead of firing 5 shots per volley it now fires 20; the damage per shot is a bit lower (currently at 45 rather than 50); slighter slower turn rate (from 20 to 14); number shots in her hopper greatly increased (from 20 to 60) and regen rate doubled (from 2 to 4); there is now a slight delay before firing (0.2 sec), and a much longer chargedown (0.5 sec to 3.65 sec); the flux cost has gone way up as well (from 100 to 450); her spread is also higher (from 2 min/8 max to 18 min/28 max).

(http://i.imgur.com/ej4vv0c.png)
We should all be thankful for the generous sacrifices made by the Buffalo Mk II population to the testing of dangerous shooty objects.

Anyway, current dev version ready for download =here= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)

Edit:  Oh, and this includes some more changes to the Skinwalker Fighters; the first was getting the main weapon how I wanted and the pbc is now a nicely snappy beam weapon, the second and more experimental was adding a shrike missile to the crafts armaments package to give her a bit more utility as a general purpose/multi-role fighter, but I'm not sure I'll keep that.  Also included are some modernizations of the scripting to bring in line with the current version of LazyLib, courtesy of Silent Strompt (at MesoTronics urging; thanks for the unsolicited assistance!).  This includes removing the CombatUtils.java file that was in data/scripts/plugins, so be sure to pull that out if you just overwrite the mod - it was causing some compatibility errors with other heavily scripted mods.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Sabaton on September 02, 2013, 11:57:24 PM
 Really nice mod you have here, unique aspect as well, had a lot of fun with the sesky, nasty little bugger, good for harassing, and squashing fighters, the phase frigate was also nice to use,   took out a pirate carrier group once, thou it took me 1h and 3 rounds with all the rocket spam(don't realize how REALLY annoying they are until you fly a phase ship), made me think" this is how phase ships should be like".
 The mimir is great as well, good firepower and agility thx to its system, cool primary gun, its brown bow reminded me of the alien movies and dark seed.
  But SHI has a handicap in campaign: they almost never bring in weapons of their own to sell.   
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on September 03, 2013, 08:18:09 PM
Alrighty, next dev version is up.  Added is the Scylla class phase cruiser (which is pretty fearsome) as well as new drones for the Charybdis.  Oh, and a new medium sized point defense weapon which is basically four of the small shadowyards pd weapons strapped together.  It is likely that none of these things are balanced.

Also, there are two new missions to show these things off; the first, Between Scylla and Charybdis, features, well... I'm sure you can guess, working for Shadowyards Heavy Industries intercepting a bunch of probably pirates trying to sneak past them.  The second one, Bolivian Army Ending, features a band of pirates finding their hidey hole compromised by a bunch of tremendously upset Yardies.  It may very well be unwinnable.

Screenshots:
Spoiler
(http://i.imgur.com/zrt77qr.png)
New drones for the Charybdis!

(http://i.imgur.com/4qNuq6s.png)
And new cruiser entirely!
[close]

=Download= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Silver Silence on September 04, 2013, 01:34:30 AM
That new SHI ship does seem very much like their own version of the Dominator.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: CopperCoyote on September 04, 2013, 01:50:03 AM
I jumped into the mission with the scylla and noticed the damage to flux ration of the wave beam is nuts. 267 DPS compared to 29 FPS. Has it always been like this?
That massive nebula really kills my frame rates. It wasn't too hard though. The biggest thing is trying to catch em' all before they flee.

The light and chaingang CEPCs still don't lead their targets. Without any transverse velocity the chaingang is pretty awesome. I like that its built in pool is the same as the light CEPC. In a pinch they do well against shields too.

I like the new drones for the charybdis. The tiny shields mean beams aren't auto drone grinders.

The scylla is pretty good (against pirates [haven't started campaign yet]). I feel like it could use a bit of a boost to its maneuverability though. I dropped the expanded magazines and advanced gyros for the aux-thrusters, but i still felt like i needed more. Maybe i'm just spoiled by the charybdis.

Edit: In the campaign the scylla is beastly, but the phase flux per second is kind of pricey. It completely needs good PD. I loaded it up with all the beam weapons and it just waves those around and looks quite pretty.

The chaingang only costs 240 credits too. I don't know if it is supposed to be so cheap but it is.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on September 04, 2013, 06:51:52 AM
/facepalm

Augh, that's dumb of me.  The chaingang has the pretty much the same statline as the Light CEPC, but with twice the ammo regen, three times the burst delay, and four times the fire rate.  I must have overlooked changing the price.  'Doh!  I wonder what the issue with the target leading could be, since ballistic PD doesn't seem to suffer from the same problems?

Hmmmm... the wavebeams damage to flux ratio shouldn't be nearly that good, but checking it you're right.  And it's because there's a typo in the weapon definition that I've totally missed for who knows how long now?  In any case, what was supposed to be 220 per shot was 22.  Derp!  (Thinking about it, it could probably stand to be more, lets try 240 instead for the fix release)

Glad you like the drones on the Charybdis, they're handy little buggers.  Not quite as helpful a PD shield maybe but more offensively minded, which better fits with the ships character I think.

As for the Scylla, she actually has a slightly faster turn rate, but a more sluggish turn acceleration than the Charybdis... which I may change.  And like the Shamash, she's not really mean to remain in phase for very long; as she's not quite as elusive as her smaller cousin, PD is definitely needed on her.  I do have to admit I'm quite happy with the 'Rybdis spoiling you though.

That new SHI ship does seem very much like their own version of the Dominator.

Hmmmm, I can see that, aye.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Silver Silence on September 04, 2013, 07:04:30 AM
I've always found that Light CEPCs are a little lackluster when dealing with high transversal velocity (like Salamanders that have begun circling a ship). Against missiles like Pilums or Harpoons, they work a treat, as does all PD. But Salamanders, they have difficulty with. This seems to be the case with all PD, though and it's why I prefer Vulcans and Revolver Autocannons instead of, say, an LMG. Higher bullet velocities eliminate some of the tracking issues. Gives PD a better chance to shoot down Salamanders before they make the final turn into your ass, at which point, they're flying directly at you and PD will tear them to shreds. (Hopefully....it's about half a second window to kill those things at that point)
It's not a problem with the CEPCs themselves, just with how ballistic PD works. Flak, of course, has no such issue as what would usually constitute a miss for a Vulcan will trigger the AoE explosion of a flak shell. That could be a novel idea to rectify the tracking issues. Give the Light CEPC a compact flak explosion, perhaps with slightly higher flux usage or OP usage to compensate. That would turn those near misses into actual hits.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on September 04, 2013, 08:46:52 PM
Alright, fixed version up; I've corrected the price for the Chaingang and flux usage for the Wavebeam.  I also managed to get the charging effects for the Pandora Array mostly done, finally.

I also made some adjustments to the Scylla, namely I increased her turn acceleration, so she should seem a little more nimble now, hopefully.

Also in this version is an early model of Shadowyards home system, Anar, which should give a general idea of the geography of it, though I would not recommend checking it out just yet, as for some reason I haven't been able to get the stations to spawn.  I'm probably overlooking something painfully obvious.  The prototype star system is currently located in a zip in the /data/scripts directory.  Oh, and Uomoz, I ended up adding another planet, Wallow, to the system, as the orbit between Lumen and Euripides was feeling a little empty.

=Download= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: Zaphide on September 04, 2013, 09:52:22 PM
--- snip ---
though I would not recommend checking it out just yet, as for some reason I haven't been able to get the stations to spawn.  I'm probably overlooking something painfully obvious. 
--- snip ---

Looks OK but you will also need to change the data/world.generators.csv file in your mod to list the data/scipts/world/anar/Anar.java as a gen file, otherwise nothing in Anar.java will get generated.

You should also remove the SHIGen.java entry from generators.csv otherwise you will end up with duplicate systems/planets as you have them in both the SHIGen.java and the Anar.java generator files.

Hopefully that makes sense :)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: CopperCoyote on September 06, 2013, 01:13:07 PM
I gave the elysium a good test. I love the three point spark charge up and cooldown. The sparks spread so far that now i don't even shoot at what i'm trying to hit, but rather just past it so it wanders into my target. It is also quite handy for fighter suppression in big carrier clusters. I only saw half the sparks disappear once, and it was in the simulator too. It still has a big shield. It is primarily problematic when using its ship system. It amuses me that the elysium and the tartarus are about the same size, but the elysium's shield is so much larger.

I haven't tested the scylla yet after the maneuverability increase yet. I saw the low cost to phase. It doesn't work out as well as the shamash because the scylla is slower and large. The doom suffers from the same problem though. It might just be part and parcel of having a phase system on a large ship. I like all the forward facing firepower. Its like someone looked at a sunder and thought "thats good, but i need more gun."

Edit: on a hunch I loaded up a medusa with light CEPCs and pulse lasers and gave it and integrated point defense AI. They missed by nearly the same amount. I think the failure to target lead is a starsector thing.

2nd Edit: I think turn acceleration is more important that max turn speed. Especially because the scylla has so many hardpoints. Most of my efforts are to keep that impressive amount of firepower focused on my target. With the combat skill that increases turning and the aux-thrusters even fast frigates melt with ease.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.3.2c
Post by: MShadowy on September 09, 2013, 07:54:55 PM
Well, I was hoping to have SHI 0.4.0 up tonight, due to the unknown but looming release date of Starsector 0.6, but I'm having some troubles with an AI script.  So have what's is looking to be the probable changelog instead.

Spoiler
v 0.4.0 Changelog
Charybdis:
PD Drones replaced with "Thetis" class fighter drone system
Hitpoints increased from 4,500 to 5,000
Base price is 37,500 from 36,500.
She also has had her sprite replaced with a newer and far more refined version.
Morningstar:
Base price has increased to 14,000 from 11,000.
Sprite has had color correction applied and should be less muddy looking.
Enlil:
Deployment cost reduced to 5 from 6.
Flux dissipation improved to 200 from 180.
Base price increased to 7,000.
Sprite has also had color correction applied and should also be less muddy looking.
Seski:
Flux dissipation up to 160 from 140.
Mass decreased to 60 from 100 (not that this seems to do anything, but it did change).
Base price increased to 5,500.
Skinwalker:
Has recieved substantive improvements in it's armaments package.
New primary weapon - a short ranged energy beam cannon with a short pulse duration, the PBC. (Not sure how damaging this one is)
A single additional Shrike missile has been mounted to give a bit of extra anti ship oomph.
Also has fighter flares now, but these don't seem to actually do anything.
Added a hell of a lot of new ships;
Frigates:
The Innana class bombardment frigate - a wierd sideways scuttling ship with a heavy port arms package. System - HEF
The Shamash class phase frigate - a nimble little phase cloaked attack ship that works best when taking chances.  System - Mines.
Destroyers:
The Sargasso class Escort Carrier - not very well defended but has a fighter enhancing sub-system.  Still needs effects, d'oh! System - SWACS
The Lambent Medium Tanker - an automated fueling ship.  Not much else to be said. - Flares
Cruisers:
The Elysium class light cruiser - absurdly mobile heavy cavalry with a somewhat unusual weapon: the Pandora Array. - System: Probably absurd burn drive variant
Tartarus class heavy cruiser - a stolid ship who adds some meat to Shadowyards forces.  System - "Siege Mode," a defensive system that boosts shields and range, at the cost of mobility. (And whose AI is giving me some trouble)
The Scylla class phase cruiser - maybe just a bit dangerous.  System - Hydra class phase drones.
Capitol Ships:
The Mimir class Battlecruiser - the Largest of SHI's combat vessels; armed with a shockingly heavy primary weapon. System - Heavy Skimmer
Strike Craft:
Added the Raksasha class medium bomber - armed with a mirv torpedo, fairly survivable.
Scatter CEPC:
Recipient of a serious overhaul.  It should now actually be rather like a shotgun as opposed to... not.
Has recieved large changes in statline as a result of this alteration.
The "Chaingang" CEPC, a medium pd weapon, is now availabe.
The so-called "Wavebeam" has been added as a large nergy weapon.
A multiple warhead torpedo system, the "Tusk," is available in single and double racked form.
Some additional small weapons have been added for SHI fighters and drones; these are the pbc, miniflak, and the Hydra Drones little peashooter.
Many new missions have been added:
Drums in the Deep - Show some Lud Cultists the door
They Might Be Giants - A great band.  Also a mission in which a pair of Elysiums fight a rearguard action against a superior Hegemony force.
Misdirected - Your Onslaught has gotten lost, now you need to fight off SHI.
Between Scylla and Charybdis - Should probably be harder.
Bolivian Army Ending - This is only here because I kinda like the mission text.  Probably not winnable.
Randum Battul - Fite! (Both for and against SHI versions available)
Added shadowyards ships to the title screen and as simulation opponents.
[close]

I've also added sounds for the pandora, nidhoggr lance, and wavebeam now, but again, kinda stuck on an AI script.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.4.0
Post by: MShadowy on September 10, 2013, 10:23:10 AM
(http://i.imgur.com/C8o582P.jpg)
=Shadowyards Heavy Industries 0.4.0 Download= (https://www.dropbox.com/s/9owwbs81mh2dp5m/shadow_ships0.4.0a.zip)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.4.0
Post by: phyrex on September 10, 2013, 10:33:07 AM
(http://i.imgur.com/C8o582P.jpg)
=Shadowyards Heavy Industries 0.4.0 Download= (https://www.dropbox.com/s/8846s43kh9davjl/shadow_ships0.4.0.zip)

pretty nice. if i may add anything ? i think the green or teal portion should do down further, how dosent matter. it would be just to reduce the "mushroom" appearance slightly.
but thats just me, disregard at will
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.4.0
Post by: Sabaton on September 10, 2013, 12:09:15 PM
 This iteration broke my game, it wont load, it says:
 Error compiling [#data.scripts.world.anar.Anar]
 Cause:[#data.scripts.world.anar.Anar]
 
 I didn't delete the older version.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.4.0
Post by: MesoTroniK on September 10, 2013, 12:14:47 PM
I get the same error as you Sabaton loading only Lazy Lib 1.5 and SHI's 0.4.0

https://www.mediafire.com/view/k8xp2tqeapg515k/starfarer.log
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.4.0
Post by: MShadowy on September 10, 2013, 12:27:54 PM
... gah, it's always something.  I was intending for that to be commented out, so that if someone wanted to they could uncomment it, unzip the alternate world file and load up the Anar system to check it out.

Gimme a sec to fix it.

E: Alright, fixed version =here= (https://www.dropbox.com/s/9owwbs81mh2dp5m/shadow_ships0.4.0a.zip)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.4.0
Post by: MShadowy on September 10, 2013, 05:45:28 PM
Well, fixed the problem a bit ago, but I don't think anyone's noticed.  Oh dear.

Well... uh, have a test version for Shadowyards turret bases I guess as manner of notification.

(http://i.imgur.com/aGk7HHX.png)
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.4.0a
Post by: CopperCoyote on September 11, 2013, 03:47:29 PM
In the mod selection popup it still says version 0.3.2c. I deleted the old files before placing the newest version in the mods folder.

I like the new mount texture. I like to have full mounts so it'll be less glaring that i've left off something. Most common one is the center rear turret on the morningstar.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.4.0a
Post by: Sabaton on September 11, 2013, 04:01:27 PM
 They blend in perfectly with the hulls, good job!
 And of course it was noticed, but I think nobody wanted to post just for the sake of saying '' IT LIVES".
 Also, what was the problem? Did you planned to add a new system or a new planet and that broke the game?
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.4.0a
Post by: MShadowy on September 11, 2013, 04:26:44 PM
Well, I had the new system zipped up in the scripts folder, so I had the "bright" idea that I'd leave the system stuff in the generators.csv file for anyone that wanted to try it out before 0.6 released, just commented out.  That is to say, putting a marker up front that tells the program "don't read this line," so that if someone wanted to check out Anar all they'd have to do was replace the the world folder in scripts and uncomment that line (that line being" data.world.scripts.anar.Anar") to let it know that it should include the stuff from said script.

Of course, as I've become aware it seems like it's not actually possible to comment out lines in the csv files.  Oops.

Also, what a silly thing to overlook.  Well, it'll be fixed for the next release, though that may not happen before 0.6 goes live.
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.4.0a
Post by: Sabaton on September 11, 2013, 04:35:39 PM
 I get it, looks like you tried too much too early...
Title: Re: (0.54.1a) Shadowyards Heavy Industries v0.4.0a
Post by: MShadowy on September 13, 2013, 05:44:58 PM
Alright, 0.4.1 is ready.  This is pretty much just a compatibility release, though bear in mind that this requires a bit more than just a few file updates due to the addition of hyperspace.

0.4.1
Updated Shadowyards to be compatible with Starsector 0.6a
Added Anar system.


=Download= (https://www.dropbox.com/s/el7xxdstksgazzh/shadow_ships0.4.1.zip)
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1
Post by: Gotcha! on September 13, 2013, 05:50:08 PM
You added a system already? O_o You sure don't waste time. /awe
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1
Post by: MShadowy on September 13, 2013, 06:27:50 PM
I had it ready to go even before 0.6 released, and most of the work today was just getting it compatible with hyperspace and making sure everything was in order, so not quite that impressive, eheh.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1
Post by: SainnQ on September 13, 2013, 07:24:34 PM
So I just updated to the new release.

I'm trying to run Shadowyard HI & Blackrock simultaneously.

But Shadowyard on it's own keeps throwing this my way.


Fatal: Erorr compiling [data.scripts.plugins.ArmorPiercePlugin]
Cause: Parsing compilation unit "com.fs.starfarer.loading.A$1@110b640"

Spoiler
17271 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.plugins.ArmorPiercePlugin]
java.lang.RuntimeException: Error compiling [data.scripts.plugins.ArmorPiercePlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.A$1@110b640"
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/plugins/ArmorPiercePlugin.java, Line 16, Column 7: Imported class "org.lazywizard.lazylib.CollisionUtils" could not be loaded
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
   at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:256)
   at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
   at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
   at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
   at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
   ... 7 more

[close]


The I believe relevant sector in my Starsector.log file is spoilered.
Again this is just shadowyard, I've tried running it alone, and the same error pops up just after starsector loads up
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1
Post by: MShadowy on September 13, 2013, 07:54:34 PM
Do you have the latest version of LazyLib installed?  If not, this mod is not going to work (and the error message is indicating it can't find the LazyLib Collision Utilities, which tells me you're missing the dependency).
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1
Post by: SainnQ on September 13, 2013, 08:05:34 PM
Do you have the latest version of LazyLib installed?  If not, this mod is not going to work (and the error message is indicating it can't find the LazyLib Collision Utilities, which tells me you're missing the dependency).

Hmm I kept having issue with the version of Shadowyards I was downloading.

Wasn't lazylib but I had the wrong version of SHI installed either way.

Problem solved.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1
Post by: ciago92 on September 13, 2013, 09:04:24 PM
crashed after harrying and then re-engaging a pirate ship in the SHI system. latest downloads of LazyLib and SHI

Spoiler
1195775 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [systemDefense] not found for faction [shadow_industry]
java.lang.RuntimeException: Fleet id [systemDefense] not found for faction [shadow_industry]
   at com.fs.starfarer.loading.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ó00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.anar.ShadowyardsSDFSpawnPoint.spawnFleet(ShadowyardsSDFSpawnPoint.java:29)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:45)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1
Post by: MShadowy on September 13, 2013, 09:14:09 PM
Hmmm... from the looks of it there's a fleet id mismatch.  But where... waitasec, that must be in the SDF spawn script.  Could have sworn I changed that, argh.

Alright, I'll fix that up in a hurry, sorry bout that.

E: Well, I was planning on making a new release soon anyway, as soon as I'd figured out how to get ships to travel to other systems; if I can figure that out I'll probably remove the Hegemony base from Anar and instead have the two forces launch fleets at each other from different systems.  Well, that really holds true regardless, the more interesting things there are to do in systems, the less we'll need to be bombarded with pirates and other targets.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1
Post by: miro on September 14, 2013, 01:26:52 AM
Far out, you work fast. Good job!
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1
Post by: miro on September 14, 2013, 02:55:07 AM
I'm having that same system defense fleet spawning issue as that guy above me, but I can't get you a log. None seem to show up in the "log" folder.

Probably for the best though, I have homework I should be doing. ;P
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1
Post by: MShadowy on September 14, 2013, 09:08:00 AM
Alright fix up.  The Shadowyards SDF Fleet should no longer be erroneous.  Sorry, this took rather longer than expected because I did some cleaning up of the spawn points and (hopefully) got SHI to start raiding Corvus.

And somehow got the pirate plunder fleet spawn to start giving a null error despite it being identical (save for it's identifiers) to the vanilla one used in Corvus.  Highly irritating.  After boggling over the nondescriptive error for a while, I removed it, since the Pirates and Hegemony are temporary residents anyway.

I also made a few adjustments with the phase ships (the Shamash and Scylla) to bring their phase dissipation roughly in line with the improvements made to vanilla phase ships, and switched up the Shamash's cargo and fuel capacity a bit; 20 cargo is a bit sparse now, given the logistics changes, so she now has 20 more cargo (for a total of 40), and 20 less fuel (for 70).  I have to go now, so a proper changelog will have to wait a bit.

=Download= (https://www.dropbox.com/s/91bqx7v69nw46r8/shadow_ships0.4.1a.zip)
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1a
Post by: miro on September 14, 2013, 08:12:17 PM
You are a hero, thank you.  :)
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1a
Post by: FasterThanSleepyfish on September 14, 2013, 09:15:05 PM
I hope if it's all right if I reverse engineer your system scripts, I have no idea what I'm doing.
Spoiler
(http://i1.kym-cdn.com/photos/images/newsfeed/000/234/765/b7e.jpg)
[close]
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1a
Post by: MShadowy on September 14, 2013, 10:10:42 PM
Go ahead.  I mostly just copied how Alex set up Corvus anyway, so it's not like they're really mine anyway.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1a
Post by: Taverius on September 15, 2013, 06:51:11 AM
So the Scatter CEPC has this 1px wide white line that grows and shrinks as it cycles.

Is it intended? Because it looks weird :D
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1a
Post by: MShadowy on September 15, 2013, 08:47:34 AM
Ah, I've seen it, and it does look wierd, but I never set it as a priority.  It's probably a result of the weapon barrels all compressed together screwing up the default energy weapon glow.  I'll see if a custom glow gets rid of it.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1a
Post by: Taverius on September 15, 2013, 09:23:05 AM
Cool.

Another thing I've noticed is that various built-in weapons are spawning in the station.

Not sure how the stock ones do it so they don't spawn there, but it must be possibul.

Finally, I've been playing with it for a good part of the day - mainly riding the edge with the phase frigate - and I've never had the Tusk launchers (both), the Blackcap Pod, or the Chaingang spawn. I've never seen the Scylla and Tartarus either ... I know random is random, but you never know. I keep checking and nada :D
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1a
Post by: MShadowy on September 15, 2013, 10:56:59 AM
There have been some issues with the cargo fleets.  The cargo system I'd set up, which worked in 0.54, doesn't appear to be functioning properly now.  I've already gone over the code (essentially rewriting much of it to resemble the current default convoy code) and am waiting around to see if the convoys are functioning properly.

I also finally got SHI's fleet to start venturing into hyperspace.  I'm not really sure, still, why it wasn't working before, but it's working now.  The Tartarus is in the list of ships that'll spawn, but I'd forgotten to add the Scylla, this is also fixed.  In any case, I'll be posting what will hopefully the last of my compatibility fixes sometime tonight.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1a
Post by: MShadowy on September 15, 2013, 02:48:04 PM
Alright, it's finally working.  This should be the last of the compatibility releases.

0.4.1a and 0.4.1b Changelog:
Fixed an identification error with the Shadowyards SDF fleet.
Shadowyards fleets now sometimes launch raids on Corvus.
Shadowyards Supply fleet now correctly delivers supplies.
Removed the Hegemony and Pirate Supply Convoys delivering goods to the temporary/temporarily occupied stations.
Shamash:
Cargo capacity increased to 40 from 20.
Fuel capacity decreased to 70 from 90.
Flux dissipation increased to 300 f/s from 200 f/s.
Scylla:
Flux dissipation increased to 1000 f/s from 700 f/s.
Added a hull mod, Enhanced Ejection Systems, to SHI fighters; this system reduces pilot casualties by ~66%.

=Download= (https://www.dropbox.com/s/6tlfmbtzjvcc07e/shadow_ships0.4.1b.zip)

Alright, with compatibility fixes now in place, I can now start planning out future changes.  In the near term this should be a new AI type for the Elysium (currently the AI is completely terribad at handling the vessel), adding a couple more civilian craft, and maybe some fun cosmetic things -- by which I mean adding an onHit effect to the Nidhoggr Lance (more explosions!) and maybe starting the alternate color scheme ancillary mod.

Longer term is going to be making the planets in Anar more important to the player, making new station graphics for SHI, and trying to get some semblance of an economy and mission system going.  These things in are likely to require some fairly careful thought about the UI's design, but I think it'll give a lot of opportunity to include faction flavor and game functionality, as well as hopefully add things for the player to do beyond blowing things up.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: ciago92 on September 15, 2013, 05:59:05 PM
Really weird bug....because it works fine on my desktop. I have the mods in a dropbox folder synced across both devices and have the vmparams edited to locate those folders. It worked on my desktop a couple hours ago but now my laptop can't play it

Spoiler
19125 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.world.SHIGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.SHIGen]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/anar/Anar.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/anar/Anar.java, Line 74, Column 61: Cannot determine simple type name "AnarPiratePlunderFleetSpawnPoint"
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:4897)
   at org.codehaus.janino.UnitCompiler.access$108(UnitCompiler.java:4764)
   at org.codehaus.janino.UnitCompiler$17.visitReferenceType(UnitCompiler.java:4704)
   at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2026)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:4743)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5142)
   at org.codehaus.janino.UnitCompiler.access$131(UnitCompiler.java:5141)
   at org.codehaus.janino.UnitCompiler$17.visitNewClassInstance(UnitCompiler.java:4728)
   at org.codehaus.janino.Java$NewClassInstance.accept(Java.java:2917)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:4743)
   at org.codehaus.janino.UnitCompiler.findMostSpecificIInvocable(UnitCompiler.java:6968)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:6869)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:6768)
   at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3553)
   at org.codehaus.janino.UnitCompiler.access$63(UnitCompiler.java:3552)
   at org.codehaus.janino.UnitCompiler$11.visitMethodInvocation(UnitCompiler.java:2967)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:2831)
   at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:2993)
   at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4017)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:2413)
   at org.codehaus.janino.UnitCompiler.access$38(UnitCompiler.java:2412)
   at org.codehaus.janino.UnitCompiler$8.visitMethodInvocation(UnitCompiler.java:2381)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:2831)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2407)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1426)
   at org.codehaus.janino.UnitCompiler.access$8(UnitCompiler.java:1425)
   at org.codehaus.janino.UnitCompiler$5.visitExpressionStatement(UnitCompiler.java:926)
   at org.codehaus.janino.Java$ExpressionStatement.accept(Java.java:1447)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:972)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2083)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:851)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:832)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:528)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:421)
   at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:376)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:765)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:383)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:352)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:210)
   ... 5 more
[close]
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: MShadowy on September 15, 2013, 06:39:16 PM
What the hell?

... okay, that is, in fact, an extremely odd bug, since the line it's referring to is commented out.  It shouldn't be reading it at all.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: ciago92 on September 15, 2013, 08:22:32 PM
just for super extra crazy time, the exact same thing works fine on my desktop. it's either something in dropbox or something in how my laptop is reading it. I wouldn't trouble yourself with it
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Taverius on September 15, 2013, 09:14:07 PM
I found a Chaingang! \o/

Its missing the role description text! /o\

I'm assuming its a PD weapon?
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: MShadowy on September 15, 2013, 09:20:20 PM
Yeah, oops.  It's a PD weapon, aye.  I'll fix that up.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Borgoid on September 15, 2013, 10:56:38 PM
The Scatter CEPC seems to be listed as 1800 flux/second which I'm having trouble believing :P
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: MShadowy on September 15, 2013, 11:52:33 PM
It's a known issue that I'm not sure how to resolve.  Short version, that's what it's flux/second would be if it counted each shot fired.  I think it's some conflict between it's regenerating ammo pool and it's proliferation of barrels.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Borgoid on September 15, 2013, 11:59:59 PM
I'm not code-savvy enough to really suggest an answer but there are other weapons that fire shots simultaneously in the same fashion as the Scatter... In fact if I recall correctly it was displayed correctly in previous versions and at least as far as I can tell the mechanic hasn't changed?
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Taverius on September 16, 2013, 12:05:35 AM
So I should preface that I'm playing a loyalty game where I'm only allowed faction ships and weapons.

I've been taking it slow, ferrying things to omnifactory, ferrying fuel and crew and supplies to the omnifactory so it will build things (I gave myself a pass on the Valkyrie and Mule since SHI lacks a cargo and troop ship).

So far I've only really played with the frigates, and I have to say I just ... can't ... make the Enlil work right. Its too slow to catch frigates, and turns too slowly, so most of them sit at the edge of my CEPCs range, and when I start shooting they strafe and I can't turn fast enough and rrrrrrrggghhh it just aaages to kill things. I'm quite hard to kill in return, but that's not very useful. I've tried running missiles and torps on it but since I'm always at the edge of range they get shot down nearly all the time. Its hard to kill even a single Lasher or Hound for me.

I can do fairly well against destroyers, so there is that, but the Inanna and Shamash are just as good there.

Is there something I'm missing here? What's the secret to use it well? :D

P.S. Cargo and Troop ships plox :D

P.P.S. Loving the other frigates. Gonna go play with the destroyers now.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Borgoid on September 16, 2013, 12:20:23 AM
Hey Taverius.

I can't say I'm suffering the same problems with the Enlil, I'd say at first glance that the solution to your problem is Unstable Injector since well... A Lasher has a top speed of 130 unmodified ( A lot of the variants have Augmented Engines, buffing them to 170) and the Enlil has an unmodified speed of 160.

On a very basic ( And extreme ) level you could try putting both Unstable AND Augmented on along with a Scatter CEPC in the medium and two standard CEPCs in the hard points and possibly leaving the rear facing ones empty in favor of other hull mods or more vents/capacitors.
Then just treat it roughly like a battering ram and embrace the true nature of capacitor based weapons :D
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Taverius on September 16, 2013, 01:39:46 AM
Right, I'll give it a try when I unlock Augmented Engines, but that's a fairly late-game unlock, so it shouldn't be a requirement for a ship. That goes double for the unstable :)

Its also quite an expensive profile, since you need the thrusters too or you can't turn fast enough to /keep/ hitting things.

I've tried it with a Scatter and while my hit % goes up, the RoF is so low I might as well not be hitting them.

@MShadowy, the Morningstar's drones never go anywhere - they hang out over the 0,0,0 point of the ship no matter what. They shoot things fine, but it does look weird :)
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: CopperCoyote on September 16, 2013, 05:31:54 AM
Right, I'll give it a try when I unlock Augmented Engines, but that's a fairly late-game unlock, so it shouldn't be a requirement for a ship. That goes double for the unstable :)

Its also quite an expensive profile, since you need the thrusters too or you can't turn fast enough to /keep/ hitting things.

I've tried it with a Scatter and while my hit % goes up, the RoF is so low I might as well not be hitting them.

@MShadowy, the Morningstar's drones never go anywhere - they hang out over the 0,0,0 point of the ship no matter what. They shoot things fine, but it does look weird :)

I nearly alway use the mouse-turn for frigates (and most other ships really), and i don't like using the aux-thrusters on frigates because the added maneuverability is wasted because i don't move my mouse around as fast as the max turn rate. For me the most important aspect of aiming hardpoints is target leading (arguably important for hitting anything with anything else too). I spend a goodly amount of time lining up shots so most of  the CEPC burst hits. Another important factor is the CEPC family of weapons have really good range so other than gravitons and the 1000 SU ballistic weapons you can keep the pressure on all the vanilla frigates while they have to catch up to you. Finally if they are in range the Enlil has a fairly sturdy shield so you can take a few shots and not sweat it too much. Non-HE missiles are your biggest concern.

I'm a huge fan of augmented unstably injected ships. Especially frigates. For me it is a priority to get those ASAP (so by level 8 i think). Fighting on your terms is super handy, and the AI does a fairly good job using it to it's advantage too. While the Enlil is a bit slow for a Shadowyards ship it is by no means slow. Merely average. Let your seskies handle the fast ships like hounds or (gang up on) tempests and you can fight most other ships as you please.

The scatter CEPC is a fantastic point blank weapon. I like to pair it with two annihilator racks for lots of in your face mayhem.

I think what makes the Enlil shine is being such a good helper. Optimize your other ships for something and have your load-out fill in the gaps. Because it has 3 omni-hardpoints you're only limited by weapon sizes. For example: load up all your other ship's medium turrets with graviton beams and smalls with CEPCs. This will crush the foe's shields but do little to their armor. So you load up a heavy mauler and your range is long enough to not need to turn too much. For the centerish small omni use an ion cannon so it really hurts their ability to fight back for a while, and for the right have a shrike rack for when you need their shields to over load for longer. Solo you're going to have issues with most things, but with even one other ship you've made it so overwhelming against each individual defense that you merely have to focus fire to win. Also because you're an excellent-at-recognizing-patterns-human you'll know when you should ion them or not.

I'm pretty sure the Enlil is my favorite frigate, and i've spent lots of time using it. I love being able to fit it to however i'd like to fight today. If you don't like it then you don't like it, but if you want to like it i'll be glad to help you figure out how it fits you.

Alright, it's finally working.  This should be the last of the compatibility releases.

0.4.1a and 0.4.1b Changelog:
Fixed an identification error with the Shadowyards SDF fleet.
Shadowyards fleets now sometimes launch raids on Corvus.
Shadowyards Supply fleet now correctly delivers supplies.
Removed the Hegemony and Pirate Supply Convoys delivering goods to the temporary/temporarily occupied stations.
Shamash:
Cargo capacity increased to 40 from 20.
Fuel capacity decreased to 70 from 90.
Flux dissipation increased to 300 f/s from 200 f/s.
Scylla:
Flux dissipation increased to 1000 f/s from 700 f/s.
Added a hull mod, Enhanced Ejection Systems, to SHI fighters; this system reduces pilot casualties by ~66%.

=Download= (https://www.dropbox.com/s/6tlfmbtzjvcc07e/shadow_ships0.4.1b.zip)

Alright, with compatibility fixes now in place, I can now start planning out future changes.  In the near term this should be a new AI type for the Elysium (currently the AI is completely terribad at handling the vessel), adding a couple more civilian craft, and maybe some fun cosmetic things -- by which I mean adding an onHit effect to the Nidhoggr Lance (more explosions!) and maybe starting the alternate color scheme ancillary mod.

Longer term is going to be making the planets in Anar more important to the player, making new station graphics for SHI, and trying to get some semblance of an economy and mission system going.  These things in are likely to require some fairly careful thought about the UI's design, but I think it'll give a lot of opportunity to include faction flavor and game functionality, as well as hopefully add things for the player to do beyond blowing things up.

I'm not sure if this even helps now but in .4.1a the supply notifications pop-ups would happen in hyper space. I don't know if that had anything to do with any thing else, but it seemed strange.

I haven't gotten my hands on a Tartarus since 0.6 came out, but on the most recent .54 SHI build the ship ability would make the shield increase to 360 degrees. Was that intentional? Otherwise the ability was awesome and seemed to work great. There was a weird thing with it dropping my shields when i manually deactivated it though.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Dayshine on September 16, 2013, 09:37:54 AM
A question about the fighter wings. They seem to have an unusually low number of replacement chassis compared to vanilla.

For example the Thunder Multirole Fighter Wing comes with 9 replacements chassis and a wing size of 2.
All three Shadowyards fighter wings come with 2 replacement chassis, which isn't even a full wing for the Neriad!

I know they are powerful fighters, but that much? :P
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: MShadowy on September 16, 2013, 10:26:29 AM
I'm not code-savvy enough to really suggest an answer but there are other weapons that fire shots simultaneously in the same fashion as the Scatter... In fact if I recall correctly it was displayed correctly in previous versions and at least as far as I can tell the mechanic hasn't changed?

I am aware, and actually it is still functioning correctly on weapons without regenerating ammo; thats why I suspect it has something to do with the ammo regeneration.  This was also present in the previous version of Starsector as well, so I should probably submit a bug report on it.

Quote
Enlil talk.

Man, what a fun conversation to wake up to.  I'm really glad that my ships can inspire this level of interest.

Like Copper, I too tend to install at least unstable injectors on an Enlil as it allows her a lot more mobility, which is tremendously useful in battle for pretty much the reasons he stated.  When I first start off with an Enlil I personally like using a pair of regular CEPCs in the light mounts to take out shields or overload my target, and use a medium missile launcher (preferably the harpoon) for that killing punch while they're vulnerable.

@MShadowy, the Morningstar's drones never go anywhere - they hang out over the 0,0,0 point of the ship no matter what. They shoot things fine, but it does look weird :)

Those're the default sensor drones and they're doing what they do, hiding out over their parent ship while boosting sensor and weapons range.  Well, if I replace them with different sensor drones (which I have been intending to do) I'll probably give them different loitering positions so they don't stack on top of each other, though I will leave their position close enough that that should at least be covered by the shield.

I'm pretty sure the Enlil is my favorite frigate, and i've spent lots of time using it. I love being able to fit it to however i'd like to fight today. If you don't like it then you don't like it, but if you want to like it i'll be glad to help you figure out how it fits you.

 ;D

I haven't gotten my hands on a Tartarus since 0.6 came out, but on the most recent .54 SHI build the ship ability would make the shield increase to 360 degrees. Was that intentional? Otherwise the ability was awesome and seemed to work great. There was a weird thing with it dropping my shields when i manually deactivated it though.

Yeah, the ships siege system is supposed to provide the ship with complete shield coverage; it's quite defensively oriented.

A question about the fighter wings. They seem to have an unusually low number of replacement chassis compared to vanilla.

For example the Thunder Multirole Fighter Wing comes with 9 replacements chassis and a wing size of 2.
All three Shadowyards fighter wings come with 2 replacement chassis, which isn't even a full wing for the Neriad!

I know they are powerful fighters, but that much? :P

Um, that's strange and not supposed to be happening?  In the last game I played where I had gotten to having a carrier, the Skinwalkers wing was 10 strong, Neriads 15 and Raksashas 8 so something strange seems to be up.  I better check and see if everything is in order.

Oh, and CC, I will try and include the Solidarity class transport ship in the next release.  Also!

Sort of brainstorming planetary interactions for Euripides and Anar in general:

Spoiler
Provisional Euripides Dialogue Tree:

/root

    Trade Goods
    --Outfitter
      Normal trade menu: Ship equipment and supplies offered here
    --Cargo Exchange
      Sells trade goods
    --Bazaar
      Nonstandard dialogue - offers rare or unusual items, sometimes at discount.
    Trade Ships
    --Sells atmosphere capable craft (mostly shadowyards stuff)
    Services
    --Bar
      Mostly flavor text here; offers a variety of descriptive text and virtual booze.
      May ocassionally offer you a special mission that may be an isolated or recurring event. These events, if successful, may improve or reduce relations with a given faction.
      --Mission Board
        Offers the player contracts to do a thing for money.
        --Mission types: ferry cargo, escort ship(s) [temporarily added to fleet?], seek and destroy a particular target, explore a system, mine minerals, more as I think of them.
    --Mission Board
      Same board as above, just accessible without going to the bar.
    --Grey Market
      Probably not initially present; will offer items which are legal on Euripides but less so elsewhere.
    --Identity Services
      --Change Name
      --Body Sculpting
        Allows the player to change their identity; i.e. select a new portrait and/or change name.
    --Industrial Services
      Allows the player to custom order ships or equipment (provided the blueprints are available) for a nominal service charge.  May also be used to produce trade goods which are 'equipment' (farm combines, fuel pumps, drills, etc.)
      Probably will have it set up so that manufacturing takes a certain number of days to complete, varying based on the job.
    --Refinery
      Converts raw ore from mining into refined metals (take a cue from eVe?) - costs reduced for better relations with SHI.
    Take Off (flagship is destroyer or below)/Leave Orbit (flagship is cruiser or above) (some exceptions to both; Sargasso, Charybdis, some vanilla craft)
    --Leaves the planet

/exit
[close]
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Wyvern on September 16, 2013, 10:49:40 AM
I haven't gotten my hands on a Tartarus since 0.6 came out, but on the most recent .54 SHI build the ship ability would make the shield increase to 360 degrees. Was that intentional? Otherwise the ability was awesome and seemed to work great. There was a weird thing with it dropping my shields when i manually deactivated it though.
Yup, it does that - I've been working on the game script for it, and the shield arc increase is very much on purpose.  (For amusement value: try it with an omni shield emitter.  Still goes to 360!)  The shield deactivating when the system turns off is also - for now - on purpose; prior to .6 of Starsector, that was the only way to reduce the current shield arc.  I'll probably have an updated script that doesn't deactivate shields in a day or two.

That aside, I'm quite curious how (or if?) you're using the Tartarus' ship system in combat; that information would help quite a bit in trying to write a good ship system AI.  (If you can't get at one in the campaign, keep in mind that there are missions with the Tartarus, and you can refit & test it in the simulator.  Though I also find that - like the Conquest - the power & usage of the Tartarus changes a lot based on character skills; a Conquest on a level one character is a highly vulnerable flying brick; a Conquest on a level 40 is a quick death to anything in its path - and the Tartarus feels a lot like half a Conquest, rotated 90 degrees.)
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Taverius on September 16, 2013, 11:35:24 AM
Oh, and CC, I will try and include the Solidarity class transport ship in the next release.  Also!

I like loyalty games, so ideally I'd want cargo ships and construction rig and tug too :)

The more I play 0.6, the more I'm convinced a frigate-sized cargo ship is the way to go for the combat fleet.

Like many others, I'm using a blob of Hounds with just the PD weapons on to carry loot, its more efficient than using actual cargo transports unless I'm resupplying the base.

That aside, I'm quite curious how (or if?) you're using the Tartarus' ship system in combat; that information would help quite a bit in trying to write a good ship system AI.  (If you can't get at one in the campaign, keep in mind that there are missions with the Tartarus, and you can refit & test it in the simulator.  Though I also find that - like the Conquest - the power & usage of the Tartarus changes a lot based on character skills; a Conquest on a level one character is a highly vulnerable flying brick; a Conquest on a level 40 is a quick death to anything in its path - and the Tartarus feels a lot like half a Conquest, rotated 90 degrees.)
That's how I felt like too. My SHI game is lvl 19 right now, I'm 2-3 levels from being able to use it effectively. Although I'm not sure against what, I'm already having issues finding stand-up fights as it is.

P.S. MShadowy, Ship System descriptions plox? :3
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Wyvern on September 16, 2013, 11:38:24 AM
My SHI game is lvl 19 right now, I'm 2-3 levels from being able to use it effectively.
Out of curiosity, what's your definition of "effective use"?  What sorts of variants are you using with your Tartarus?
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Taverius on September 16, 2013, 01:12:58 PM
That depends on the ship, but for the Tartarus:


Wave and Medium CEPCs up front, MCEPCs in the side-spine mounts, Chaingangs and Lights in the rest.

Enough flux dissipation and capacity to ride that 50-75% flux level for the dps boost.

I would have been there already, but I took a tangent skill-wise and I haven't got Augmented Engines yet.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: CopperCoyote on September 16, 2013, 02:58:48 PM
I haven't gotten my hands on a Tartarus since 0.6 came out, but on the most recent .54 SHI build the ship ability would make the shield increase to 360 degrees. Was that intentional? Otherwise the ability was awesome and seemed to work great. There was a weird thing with it dropping my shields when i manually deactivated it though.
Yup, it does that - I've been working on the game script for it, and the shield arc increase is very much on purpose.  (For amusement value: try it with an omni shield emitter.  Still goes to 360!)  The shield deactivating when the system turns off is also - for now - on purpose; prior to .6 of Starsector, that was the only way to reduce the current shield arc.  I'll probably have an updated script that doesn't deactivate shields in a day or two.

That aside, I'm quite curious how (or if?) you're using the Tartarus' ship system in combat; that information would help quite a bit in trying to write a good ship system AI.  (If you can't get at one in the campaign, keep in mind that there are missions with the Tartarus, and you can refit & test it in the simulator.  Though I also find that - like the Conquest - the power & usage of the Tartarus changes a lot based on character skills; a Conquest on a level one character is a highly vulnerable flying brick; a Conquest on a level 40 is a quick death to anything in its path - and the Tartarus feels a lot like half a Conquest, rotated 90 degrees.)

After I got a feel for it's system i'd use x to hold fire as i barreled down on my target. I'd nearly always choose a target for my turrets to focus on. Once I was definitely in range of the front turrets i'd raise my shields hit f then hit x. It was usually an overwhelming amount of fire power. When fighting ships of equal or greater size i'd usually enter siege mode earlier with my shields up and let my medium CEPCs start firing once they were in range.

Because siege mode made it so slow i frequently used both the engine upgrades. Another thing i'd do was use the ITU to make the reach just that much further. (side note: I don't think the siege mode doubled the bonus from ITU) I would also sometimes forgo using shields and just act like a skirmisher popping into siege mode firing off all my medium CEPC shots, and the hopping out and staying outside of their reach the whole time.

The loadout isn't likely to work now because you only get up to 130% OP instead of 150%
Spoiler

1X Hurricane reaper (large omni)
2X Shrike pod (medium Omni)
3X Medium CEPC (front turrets)
1X Heavy burst laser (rear turret)
4X Mining laser (smalls (in a lot of ways these were only there to give me a visual hint when a salamander was trying to ruin my engines))

ITU
Aug Engine
Unstable injector or Aux thrusters (depending on whether i was going to bu hunting low tech or high tech ships)
Expanded magazines
Enlarged missile racks

The rest in venting and if any left over after that in to capacity

[close]

On the visual side of things I can't believe i didn't notice the active venting color change! I love the way it looks. I also like how the shields and engines kind of match too.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Wyvern on September 16, 2013, 03:30:56 PM
(side note: I don't think the siege mode doubled the bonus from ITU).
It doesn't - siege mode (or at least the last version I put together; I haven't checked to see if MShadowy did any fine-tuning of it) grants just a flat +200 range to energy weapons.  Even if it was a percentage modifier, it'd still go off the base range of the weapon.

For example, say you've got a range 700 plasma cannon.
With siege mode active, that goes to 900.
With an ITU for +35% range, 700 * .35 = 245, so you'd get a range of 945 normally or 1145 in siege mode.
With an ITU and the +50% range perk from the targeting skill in tech, you'd get 700 + 245 + 350 = 1295 range normally, or a whopping 1495 range in siege mode.

By contrast, with the same modifiers on a range 900 SHI Wave Cannon, you'd top out at 1665 range in siege mode.
...Or you could install a Gauss Cannon, that doesn't benefit from siege mode, but with the same bonuses from skills and ITU, reaches out to range 2220.  Good luck hitting anything that far away, though.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Borgoid on September 16, 2013, 05:35:40 PM
Is the +50 top speed bonus while phase cloaked intentional for the Shamash?
It's not listed as a speed bonus to the left like the 0-flux bonus would be and I couldn't find any description based reason..

Have to say really do love the way the Shamash plays, it's the only phase cloak ship I've ever used that doesn't feel weak in 90% of situations and is actually fun to use.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Wyvern on September 16, 2013, 06:12:12 PM
Is the +50 top speed bonus while phase cloaked intentional for the Shamash?
It's not listed as a speed bonus to the left like the 0-flux bonus would be and I couldn't find any description based reason..

Have to say really do love the way the Shamash plays, it's the only phase cloak ship I've ever used that doesn't feel weak in 90% of situations and is actually fun to use.

There were patch notes for 0.6 Starsector saying that all phase ships would get that - I'm not sure if they actually do, though; I think I remember Alex saying something about having reverted that change?
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Borgoid on September 16, 2013, 06:19:47 PM
None of the other phase ships I've used seem to have it.
It's pretty awesome though :D
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: MShadowy on September 16, 2013, 06:26:26 PM
There were patch notes for 0.6 Starsector saying that all phase ships would get that - I'm not sure if they actually do, though; I think I remember Alex saying something about having reverted that change?

If he did I totally missed it.  Another thing to double check.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: CopperCoyote on September 16, 2013, 07:43:41 PM
I've gotten my hands on a Tartarus this build. I forgot how expensive the shield is. I use the stabilized shield on all loadouts too.

An amusing thing happens with the new shield arc listing: It says the arc is 360 all the time. I think it's kind of a bug, but i'm also aware it's arc is something like 280. (or something ... it doesn't close with extended shields at any rate)

I've been misreading the + as a % this whole time. Well at least i was accidentally correct about the ITU interaction. Because the weapons i usually focus my attention on aren't energy weapons i never noticed the discrepancy between what i was expecting and what was happening. The range increase is still quite handy.

I haven't given the focus camera on target feature a try since its been improved, but i don't think hitting things at 2220 with a gauss would be too much more difficult than hitting things with a reaper at just about 1000. Lets see if i can math right tonight: the med. CEPC has a range of 750 * 1.35 + 200 = 1212.5 I don't know how it rounds, but i'm assuming down. I don't know how long the tartarus is, but the rearmost forward facing turret is the one i keep in range, and i feel like i hit with a little under half my reapers at that range.

If you want your AI to be brutal with shrikes have it aim a few degrees to the side. Enough that the engines fire right away and the shrike arcs into your target. If you're too far off the engine won't fire and it'll rotate to the center of mass and fly straight into the PD. Flak and burst pd are the only things that can regularly stop it when you do that. Regular beam pd will hit too, but shrikes are so fast you'd need massed turrets to stop it.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Taverius on September 16, 2013, 09:19:29 PM
There were patch notes for 0.6 Starsector saying that all phase ships would get that - I'm not sure if they actually do, though; I think I remember Alex saying something about having reverted that change?

If he did I totally missed it.  Another thing to double check.
He says they did but they don't seem to have gotten it. Which is weird.

Edit: Found it: http://fractalsoftworks.com/forum/index.php?topic=6639.0

Looks like yours are working as intended, the vanilla ones ain't.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Taverius on September 17, 2013, 05:40:39 AM
Level 30 now, and kinda feeling the need for a more offence focused destroyer to be the secret sauce among the Morningstar squadron in my fleet.

Maybe something with a Drive Overcharge like the Elysium, since everyone and their dog has a destroyer with Manoeuvring Jets or Phase Skimmer.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Dayshine on September 17, 2013, 06:22:35 AM

Um, that's strange and not supposed to be happening?  In the last game I played where I had gotten to having a carrier, the Skinwalkers wing was 10 strong, Neriads 15 and Raksashas 8 so something strange seems to be up.  I better check and see if everything is in order.


For me the wings are showing as requiring 25% CR per spare chassis. The vanilla wings have 5-7% CR each, but I can't see how this is controlled from the hull files.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: MShadowy on September 17, 2013, 06:38:41 AM
Which version are you running?  In the first compatability fix (0.4.1) I do not believe I had set the fighters CR per chassis yet so that might be the problem.  The CR cost is set properly now (as an aside, what controls the number of fighter chassis is "repair %/day") in the current version at least.

The current version 0.4.1b. (https://www.dropbox.com/s/6tlfmbtzjvcc07e/shadow_ships0.4.1b.zip)
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Dayshine on September 17, 2013, 07:12:46 AM
Which version are you running?  In the first compatability fix (0.4.1) I do not believe I had set the fighters CR per chassis yet so that might be the problem.  The CR cost is set properly now (as an aside, what controls the number of fighter chassis is "repair %/day") in the current version at least.

The current version 0.4.1b. (https://www.dropbox.com/s/6tlfmbtzjvcc07e/shadow_ships0.4.1b.zip)

Ah, oops, sorry, I missed the latest patch. All fixed :)
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Wyvern on September 17, 2013, 10:50:39 AM
An amusing thing happens with the new shield arc listing: It says the arc is 360 all the time. I think it's kind of a bug, but i'm also aware it's arc is something like 280. (or something ... it doesn't close with extended shields at any rate)
It is?  I thought I had that working.  Oops.  Well, I'll make sure to fix that, too.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Taverius on September 18, 2013, 12:43:15 PM
Code
13474418 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_displacer_SHIP_SYSTEM not found

13474418 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_displacer_SHIP_SYSTEM not found

13590211 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_mimirskimmir_SHIP_SYSTEM not found

13590211 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_mimirskimmir_SHIP_SYSTEM not found

13602257 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [exported_variant_ms_mimir_0eb00f25-a1b3-4417-abac-0c6935599ce0] not found!

java.lang.RuntimeException: Ship hull variant [exported_variant_ms_mimir_0eb00f25-a1b3-4417-abac-0c6935599ce0] not found!

at com.fs.starfarer.loading.for.o00000(Unknown Source)

at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)

at com.fs.starfarer.campaign.fleet.FleetMember.super.float$Object(Unknown Source)

at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)

at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)

at com.fs.starfarer.codex.ui.C.<init>(Unknown Source)

at com.fs.starfarer.codex.ui.E.super(Unknown Source)

at com.fs.starfarer.codex.ui.E.do.super(Unknown Source)

at com.fs.starfarer.codex.ui.E.øo0000(Unknown Source)

at com.fs.starfarer.coreui.B.actionPerformed(Unknown Source)

at com.fs.starfarer.ui.O00o.super(Unknown Source)

at com.fs.starfarer.ui.F.processInput(Unknown Source)

at com.fs.starfarer.ui.newsuper.o00000(Unknown Source)

at com.fs.starfarer.new.øÒÒ000(Unknown Source)

at com.fs.oOOO.super.new(Unknown Source)

at com.fs.starfarer.combat.D.o00000(Unknown Source)

at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)

at java.lang.Thread.run(Thread.java:619)


Clicked the question mark on my Mimir. Weird, cause I'm sure it worked before D:
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: MShadowy on September 18, 2013, 01:29:00 PM
That's strange, but it looks like it's an error with Starsector itself.  I mean, that is definitely not one of the variants I put together for the mod, so it looks like Starsector is having trouble finding an autogenerated hull variant.  How peculiar.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Taverius on September 18, 2013, 01:50:36 PM
Ya, it was weird. I'll see if I can reproduce it with other ships out something.

BTW, is the Mimir's lance projectile implemented as a missile? I noticed that heavy fire by an onslaught I just happened to be in the vicinity of for a totally unrelated reason would pop it.

Also the charge up time seems odd ... the sound fires even if you shoot in cooldown, and the AI doesn't perceive the chicken and hangs out at the edge of lance range constantly trying to shoot while in cooldown. Although the AI has always had issues with very long charge-up times.

Finally, how about turning the fire arcs for the Scylla's large mounts in a little so they start overlapping a little closer in? I have to get quite close to my target to prevent suicidal frigates from moving into my firing solution, and at that point only one wave gun will hit at a time, even against some cruisers.

P.S. Medium size Tusk launcher please :)
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: ciago92 on September 18, 2013, 02:47:01 PM
using .4.1b, couple of your larger fleets don't have weapons other than the built in stuff. so they engage on fleet size then retreat in battle unless they have a lot of fighters and carrier support (as I found out to my detriment the second time lol)
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: MShadowy on September 18, 2013, 03:54:21 PM
Sounds like its an error with the variant selector, but it's weird that it would be the case with some fleets but not all fleets.  Hmmm...

Well, in any case, I should be ready with a new release by the weekend.  Included will be the Solidarity class armed freighter as well as the first of a number of changes to the Elysium (this time going over her drive system as I do not yet know the first thing about coding a ship AI) and a number of tweaks, new descriptions, and making the nidhoggr lance cause explosions (just a visual effect) as an onHit effect.

BTW, is the Mimir's lance projectile implemented as a missile? I noticed that heavy fire by an onslaught I just happened to be in the vicinity of for a totally unrelated reason would pop it.

Also the charge up time seems odd ... the sound fires even if you shoot in cooldown, and the AI doesn't perceive the chicken and hangs out at the edge of lance range constantly trying to shoot while in cooldown. Although the AI has always had issues with very long charge-up times.

Finally, how about turning the fire arcs for the Scylla's large mounts in a little so they start overlapping a little closer in? I have to get quite close to my target to prevent suicidal frigates from moving into my firing solution, and at that point only one wave gun will hit at a time, even against some cruisers.

P.S. Medium size Tusk launcher please :)

No, the Mimir's projectile is basically just a big bullet so it's weird that it could be shot down.  Well, I'll check it out anyway.

As for the sound, I'd like to make it so that it doesn't play if the weapon is unable to fire.  I'd probably have to use an EveryFrameCombatPlugin script to check if the weapon is fireable and only then allow it to play the charging noise.

As for the last two - 1) can do, and 2) has been planned for a while.

And finally...

(http://i.imgur.com/OsLPJZk.png)
The Solidarity class
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Silver Silence on September 18, 2013, 04:44:02 PM
A missile could absorb the entire "bullet", though, and everyone should know the Onslaught's habits of endless annihilators.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Wyvern on September 18, 2013, 04:59:18 PM
Is it just me, or does the Solidarity mount the same built-in beam cannon as the Scylla?
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: MShadowy on September 18, 2013, 07:25:56 PM
She doesn't, that's  just a structural thing.  Right now her armaments, (preliminary) are three small missile harppoints, 2 small energy mounts, and 1 medium energy mount.  She's kinda similar to the mule.  Slightly faster and with a slightly bigger cargo hold, but not as well armed and less durable.

Anyway, having gone over it, the ships in at least some of the big fleets are indeed not receiving weapons like they should, while smaller fleets are.  I've turned on the debug in the variant selector but it's not reporting anything wrong.  Very peculiar.  I'm at a loss as to what's wrong, ao I may have to resort to disabling the randomly selected variants, which would be a shame.

Edit:  Okay, I think I've determined the problem.  It seems like fleets which are spawned while the player is outside of the the star system do not get randomized, so they spawn as just the basic, unadorned Hull.  I think this should be fixable. Double edit:  Wait, I'm being stupid, it's probably just I forgot to add the randomizer script to the self defense force.  Derp.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: ciago92 on September 18, 2013, 09:17:16 PM
at least you got it working, right? :-)
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Taverius on September 18, 2013, 09:42:59 PM
A missile could absorb the entire "bullet", though, and everyone should know the Onslaught's habits of endless annihilators.
Ah right, that's probably it.

Sound wrong though, considering your enemy's hull won't stop it. I wonder if there's an easy way for MShadowy to set it so it doesn't interact with missiles in flight.

That cargo ship looks wonderful :)
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: MShadowy on September 18, 2013, 09:47:29 PM
Uh... yes.  Took a bit to figure out why the initial SDF fleet kept spawning sans weapons but the issue is fixed now.  All that remains for the next release I guess is the onHit effect for the Nidhoggr and adjusting some now inaccurate ship descriptions (particularly the Charybdis, whose description is almost entirely off).  I'd like to also adjust the current loadouts for SHI ships, as they're currently a little obsolete given balance changes, and I'd like to bring the missions more in line with the current release; in particular I have rather big plans for the mission "They Might Be Giants" to make it more exciting and bring it more in line with current escape mechanics.

A missile could absorb the entire "bullet", though, and everyone should know the Onslaught's habits of endless annihilators.
Ah right, that's probably it.

Sound wrong though, considering your enemy's hull won't stop it. I wonder if there's an easy way for MShadowy to set it so it doesn't interact with missiles in flight.

That cargo ship looks wonderful :)

There probably is, yeah.  Might not even be particularly difficult with most of the code already in place.

And thank you, she came together pretty well.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: Darloth on September 19, 2013, 02:31:22 AM
Ideally it -should- interact with missiles in flight, by destroying them and carrying onwards. (Wave projectiles often seem to have that property in games)

Heck, if possible, I'd like to see it go through ships as well!
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: MShadowy on September 19, 2013, 07:40:45 AM
Well, it already does pierce ships (if their shields aren't up) so getting it to blow through missiles should be fairly easy.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.1b
Post by: MShadowy on September 20, 2013, 05:14:34 PM
Alright.  Shadowyards 0.4.2 is up.

Changlog:

=Download= (https://www.dropbox.com/s/gviiu87xk2z4abd/shadow_ships0.4.2.zip)
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: CopperCoyote on September 20, 2013, 06:03:12 PM
I got an error pop-up.

Fatal: Error compiling [data.scripts.ShadowyardsModPlugin]
Cause: Parsing compilations unit "com.fs.starfarer.loading.A$1@118f5a
Check starsector.log for more info

Where is the starsector.log?

Edit: I found it. My computer tries to open it with the derpy notepad. It is in the starsector-core folder for any one else interested

Spoiler
java.lang.RuntimeException: Error compiling [data.scripts.ShadowyardsModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.A$1@12cd19d"
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/anar/Anar.java, Line 208, Column 1: Identifier expected instead of 'EOF'
   at org.codehaus.janino.Parser.compileException(Parser.java:2635)
   at org.codehaus.janino.Parser.readIdentifier(Parser.java:2429)
   at org.codehaus.janino.Parser.parseQualifiedIdentifier(Parser.java:228)
   at org.codehaus.janino.Parser.parseReferenceType(Parser.java:1544)
   at org.codehaus.janino.Parser.parseType(Parser.java:1525)
   at org.codehaus.janino.Parser.parseClassBodyDeclaration(Parser.java:490)
   at org.codehaus.janino.Parser.parseClassBody(Parser.java:393)
   at org.codehaus.janino.Parser.parseClassDeclarationRest(Parser.java:372)
   at org.codehaus.janino.Parser.parsePackageMemberTypeDeclaration(Parser.java:251)
   at org.codehaus.janino.Parser.parseCompilationUnit(Parser.java:153)
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:150)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
   at org.codehaus.janino.UnitCompiler.loadFullyQualifiedClass(UnitCompiler.java:9121)
   at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:254)
   at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
   at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
   at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
   at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
   at org.codehaus.janino.UnitCompiler.loadFullyQualifiedClass(UnitCompiler.java:9121)
   at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:254)
   at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
   at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
   at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
   at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
   ... 7 more
[close]
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: Vayra on September 20, 2013, 06:17:29 PM
Yeah, I'm getting that same crash.

Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/anar/Anar.java, Line 208, Column 1: Identifier expected instead of 'EOF'

looks like the problem~

also, your modinfo stills says 0.4.1b :P

edit: yep, anar.java is missing a brace (}) at the end of the file  :)
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: MShadowy on September 20, 2013, 08:42:48 PM
Augh I'm terrible at java.  And it's even worse when I'm in a hurry, like I was earlier.  Durrhurrhurr.

Alright, alright, file replaced with one that works this time.

=Download= (https://www.dropbox.com/s/gviiu87xk2z4abd/shadow_ships0.4.2.zip)
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: CopperCoyote on September 20, 2013, 10:40:31 PM
I haven't had a proper test of the Elysium's new system, but it seems pretty awesome. The AI becomes a missile dodging master with it. Was it intentional to let it increase your strafe? The forward thrusters on the little wing things are amazing looking! I kept accelerating even if i could coast to the next place just so it'd fire.

I wasn't able to get my hands on a Solidarity because a convoy over wrote it before i could get there.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: Tchey on September 21, 2013, 01:43:42 AM
The link in the first post is broken, but the on two messages above mine is good.

Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: Taverius on September 21, 2013, 04:49:35 AM
I think you might have broken save compat.

Code
---- Debugging information ----
message             : data.scripts.world.anar.AnarHegemonyConvoySpawnPoint
cause-exception     : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message       : data.scripts.world.anar.AnarHegemonyConvoySpawnPoint
class               : java.util.ArrayList
required-type       : java.util.ArrayList
converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
path                : /CampaignEngine/respawnLocation/objects/lists/entry[2]/list/JumpPoint/destinations/com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination/destination/orbit/starPoint/containingLocation/objects/lists/entry/list/JumpPoint/orbit/starSystem/objects/lists/entry[2]/list/CampaignFleet[9]/ai/assignments/FleetAssignmentData/target/orbit/focus/orbit/focus/orbit/focus/containingLocation/spawnPoints/data.scripts.world.anar.AnarHegemonyConvoySpawnPoint
line number         : 83771
class[1]            : com.fs.starfarer.campaign.StarSystem
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : com.fs.starfarer.campaign.CampaignPlanet
class[3]            : com.fs.starfarer.campaign.CircularOrbit
class[4]            : com.fs.starfarer.campaign.CampaignOrbitalStation
class[5]            : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[6]            : com.fs.starfarer.campaign.ai.CampaignFleetAI
class[7]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[8]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[9]            : com.fs.util.container.repo.ObjectRepository
class[10]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[11]           : com.fs.starfarer.campaign.JumpPoint
class[12]           : com.fs.starfarer.campaign.Hyperspace
class[13]           : com.fs.starfarer.campaign.StarSystem$UpdateFromSystemLocationOrbit
class[14]           : com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination
class[15]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------

com.thoughtworks.xstream.converters.ConversionException: data.scripts.world.anar.AnarHegemonyConvoySpawnPoint : data.scripts.world.anar.AnarHegemonyConvoySpawnPoint
---- Debugging information ----
message             : data.scripts.world.anar.AnarHegemonyConvoySpawnPoint
cause-exception     : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message       : data.scripts.world.anar.AnarHegemonyConvoySpawnPoint
class               : java.util.ArrayList
required-type       : java.util.ArrayList
converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
path                : /CampaignEngine/respawnLocation/objects/lists/entry[2]/list/JumpPoint/destinations/com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination/destination/orbit/starPoint/containingLocation/objects/lists/entry/list/JumpPoint/orbit/starSystem/objects/lists/entry[2]/list/CampaignFleet[9]/ai/assignments/FleetAssignmentData/target/orbit/focus/orbit/focus/orbit/focus/containingLocation/spawnPoints/data.scripts.world.anar.AnarHegemonyConvoySpawnPoint
line number         : 83771
class[1]            : com.fs.starfarer.campaign.StarSystem
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : com.fs.starfarer.campaign.CampaignPlanet
class[3]            : com.fs.starfarer.campaign.CircularOrbit
class[4]            : com.fs.starfarer.campaign.CampaignOrbitalStation
class[5]            : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[6]            : com.fs.starfarer.campaign.ai.CampaignFleetAI
class[7]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[8]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[9]            : com.fs.util.container.repo.ObjectRepository
class[10]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[11]           : com.fs.starfarer.campaign.JumpPoint
class[12]           : com.fs.starfarer.campaign.Hyperspace
class[13]           : com.fs.starfarer.campaign.StarSystem$UpdateFromSystemLocationOrbit
class[14]           : com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination
class[15]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: Darloth on September 21, 2013, 06:21:09 AM
I get that same error as Taverius gets, just to confirm that it isn't isolated.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: Darloth on September 21, 2013, 06:27:28 AM
I can't believe I never noticed this before...

the Charybdis is basically just a scaled up Enlil! (okay, so it has some tweaks, a bridge changed to a gun protrusion, the hull pulled back and opened up for fighter launch bays... but in shape and even in bulge-placement, it's REALLY similar!)

I like that! :)
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: MShadowy on September 21, 2013, 07:25:24 AM
I think you might have broken save compat.

I'd honestly be surprised if I hadn't considering that this update removed a station and its associated spawn point from Anar.  Though funnily enough it seems to find objectionable the fact that the Convoy meant to deliver goods to that no longer present station has been removed.  Hmmmm...  I wonder if I could've kept save compat by just neutering the script.  I wouldn't think so, but... maybe.

I can't believe I never noticed this before...

the Charybdis is basically just a scaled up Enlil! (okay, so it has some tweaks, a bridge changed to a gun protrusion, the hull pulled back and opened up for fighter launch bays... but in shape and even in bulge-placement, it's REALLY similar!)

I like that! :)

Eheh, yeah, the two definitely have some similarities in terms of appearance.  In the end I decided that SHI should probably not all be flying wing ships, though.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: Taverius on September 21, 2013, 07:45:13 AM
I think you might have broken save compat.

I'd honestly be surprised if I hadn't considering that this update removed a station and its associated spawn point from Anar.  Though funnily enough it seems to find objectionable the fact that the Convoy meant to deliver goods to that no longer present station has been removed.  Hmmmm...  I wonder if I could've kept save compat by just neutering the script.  I wouldn't think so, but... maybe.
Ah. That's a little unfortunate, since it broke 2 of my savegames, but to be expected with 0.6 out for so little.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: gruntmaster1 on September 21, 2013, 09:16:09 AM
Link in first post seems broken. It is  http://url=https//www.dropbox.com/s/gviiu87xk2z4abd/shadow_ships0.4.2.zip when it should be http://www.dropbox.com/s/gviiu87xk2z4abd/shadow_ships0.4.2.zip
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: MShadowy on September 21, 2013, 09:53:50 AM
Well, I was in a hurry and I somehow become even more incompetent when that's the case.

In any case, I'm hoping to get the alternate paint scheme shoppe set up over the weekend.  I'll probably make it a community mod so anyone can add alternate paint schemes for their factions if they like.  The initial schemes on offer will be for SHI, of course:

(http://i.imgur.com/h4FjEhk.png)
Soon to be also in blue, red wing, and mercenary.

Anyway, that is all for now.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: Sabaton on September 21, 2013, 10:14:18 AM
 The mercenary one is gorgeous!  :)
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: Taverius on September 21, 2013, 12:45:19 PM
I'll take the Red Wing, please.

The Solidarity is a lovely combat hauler! Now do something like the tarsus, ie a 'Brave Sir Robin ran away, bravely ran away away' style hauler. :)
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: Silver Silence on September 21, 2013, 02:27:37 PM
Oh, if I had upvotes to throw at you for that mercenary version. I'd love to see more ships mocked up in those mercenary colours. Without the bold blue colours, the ship looks quite grim and foreboding. Looks wilted. Also reminds me heavily of a Weeping Willow (http://www.thujagardens.com/images/270px-Willow.jpg) in the drab colours.

The Red Wing (yes, that is now a off-shoot of the SHI, for the ~elite~ people :D) could maybe do with a smoother fade than the squares which seem to ignore the contours of the ship. Maybe a gradual fade into the reddish colours that follows the hull? I can see a line separating the armour plates. Could make a good boundary line for the fade.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: MShadowy on September 21, 2013, 03:31:00 PM
The red wing was actually intended for haughty mercenary captains (the idea was somewhat inspired by your jerk wingmate, Solo Wing Pixie, from Ace Combat Zero) but the idea of replacing Elite variants (that do not yet exist) with that paintjob has some merit.  I'm quite glad you like the Mercenary version as well.  I still have some work to do on these ideas, though, I guess.

I also have quite a bit to do in terms of coding, and I'll probably have to ask assistance at some point.  In order for this to work I need a custom station dialogue and one or two custom UI panels (for selecting a ship and then selecting a paint job for that ship); additionally I'd like the thing to recognize external mods and correctly initialize lists of valid ships for getting paintjobs, but that seems likely to be fairly simple given that I've already got a tool on hand for collating lists of ship hulls according to any arbitrary string.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: Silver Silence on September 21, 2013, 03:47:24 PM
So you take a Charybdis there and trade it and some credits for a fresh coat of paint?
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: MShadowy on September 21, 2013, 03:52:12 PM
Yup.  And/or any other ship supported.

With ShipAPI.setSprite() and ShipAPI.getExactBounds() you can change your ships graphic arbitrarily, but to do so out of combat you need a UI Dialogue specifically for it which is what I'm currently fiddling with.  (Please note I have not yet tested anything as none of the pieces are really in place; this may be a while.)
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: Silver Silence on September 21, 2013, 04:02:22 PM
More than patient enough to wait for you to grind it out, Shadowy.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: theSONY on September 22, 2013, 08:20:50 AM
We All living in America  ;D

PS: it's just for FUN, nothing serious ;p
& yes i know that weapon are bit off

[attachment deleted by admin]
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: MShadowy on September 22, 2013, 08:23:52 AM
... patriotic!  Or something?

Well, got a chuckle from me regardless.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: Gotcha! on September 22, 2013, 08:48:11 AM
It's like an american flag was hanging around in space and you flew right through it. Patriotic? On the contrary! ;D
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: Silver Silence on September 22, 2013, 08:54:15 AM
SHI ships look incredibly weird without SHI weapons.
Most of those weapons look to be misaligned with their mounts and the harpoons on the left don't even appear to be attached to anything.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: Uomoz on September 22, 2013, 08:58:14 AM
SHI ships look incredibly weird without SHI weapons.
Most of those weapons look to be misaligned with their mounts and the harpoons on the left don't even appear to be attached to anything.

I was up to post something like that.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: CopperCoyote on September 22, 2013, 12:48:06 PM
We All living in America  ;D

PS: it's just for FUN, nothing serious ;p
& yes i know that weapon are bit off

The only way to make it more patriotic is to give it weapons that screech like a red tailed hawk (because that's whats used instead of bald eagles)
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: MShadowy on September 23, 2013, 12:25:03 PM
Okay, managed to get netbeans working again (apparently a security fix to open jdk 6 back in July managed to break netbeans and everything related to netbeans in a way that didn't completely prevent functionality) and have gotten a bit farther on the alternate paint styles mod thing.  I've decided to actually cut back on my initial aspirations a bit and just get it working in the immediate term with SHI.

If I can get that done I'll probably run the source by someone who actually knows what they're doing for advice.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2
Post by: MShadowy on September 23, 2013, 05:55:52 PM
Aaaaalrighty then.  Until such a time that I can get this Ancillary mod working, have a thing:

(http://i.imgur.com/hBzzjI2.png)
=Shadowyards Bonus Pack= (https://www.dropbox.com/s/7hk1o1m3dwd2pdg/shi_bonuspack.zip)

This contains all the alternate ship colors I've done.  Which is all of them, actually.  Just merge the graphics folder for the color you want with the graphics folder in the shadow_ships mod and replace everything prompted and you should have somewhat different looking Shadowyards vessels.  Granted it won't just be you sporting a snazzy new paintjob, but hopefully this'll do for now.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: MShadowy on September 25, 2013, 06:59:24 AM
Alright, this is just a very minor update.

0.4.2.1 changelog:

=Download= (https://www.dropbox.com/s/eu08i7q6xsiyckr/shadow_ships0.4.2.1.zip)
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: bluntfang on September 25, 2013, 07:26:59 AM
I get an error when I try to run this mod

Spoiler
20503 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.ShadowyardsModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.ShadowyardsModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/anar/Anar.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/anar/SHISpawnPoint.java, Line 12, Column 7: Imported class "org.lazywizard.lazylib.CollectionUtils" could not be loaded
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
   at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:256)
   at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
   at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
   at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
   at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
   at org.codehaus.janino.UnitCompiler.findClassByName(UnitCompiler.java:6333)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:4834)
   at org.codehaus.janino.UnitCompiler.access$108(UnitCompiler.java:4764)
   at org.codehaus.janino.UnitCompiler$17.visitReferenceType(UnitCompiler.java:4704)
   at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2026)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:4743)
   at org.codehaus.janino.UnitCompiler.getLocalVariable(UnitCompiler.java:1680)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2310)
   at org.codehaus.janino.UnitCompiler.access$37(UnitCompiler.java:2302)
   at org.codehaus.janino.UnitCompiler$7.visitLocalVariableDeclarationStatement(UnitCompiler.java:2225)
   at org.codehaus.janino.Java$LocalVariableDeclarationStatement.accept(Java.java:1767)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2228)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2189)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2039)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:851)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:832)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:528)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:421)
   at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:376)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:765)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:383)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:352)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:210)
   ... 5 more
[close]
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: MShadowy on September 25, 2013, 07:31:18 AM
Do you have LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) installed?  I ask, because it's saying it can't find the CollectionUtils, which are a part of LazyLib.
It is a requirement for this mod to work.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: HELMUT on September 25, 2013, 02:17:13 PM
I like those different color patterns. Especially the mercenary one.

The sprite of the Solidarity feels kinda lackluster in my eyes. It's still top notch in the modding community though... But in comparison to your other ships it feel a bit less inspired. I haven't seen it with weapons on it so i may completely be wrong.

It's been a while since i have played a full SHI campaign, i'll do it and tell you afterward my feelings about all the new stuffs your released recently.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: Silver Silence on September 25, 2013, 02:55:38 PM
After having replaced the sprites with the Mercenary Skin DLC Pack, I keep thinking they're all entirely new ships because I'm just not used to the dark camo yet.

Also, what on earth is the Singularity's ship system? Shimmering weapons, bright blue shield, green rim but with a smaller arc than normal?

Alsooooo~
Did you tweak the ships in each pack to also have differently coloured engines and shields? The Mercenary ships have reddish engines and the red shields of an Onslaught. Works pretty well with the skins, though the bright green and blue weapons look mildly out of place.  :P
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: MShadowy on September 25, 2013, 03:08:09 PM
Hmmmm...  well, in truth I'm not sure what I could do about the Solidarity sprite further.  Well, I guess I might play with it but overall I'm fairly happy with how it's looking.

As for the Mercenary skin, yeah, it is way different in character from the default white-green package.  I haven't adjusted the engine flares or anything; I imagine that any apparent color shifting is likely due the overall change in color tone.

And finally Singulwhaha?  Er, do you mean the Tartarus?
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: Thule on September 25, 2013, 03:21:51 PM
Well, I was in a hurry and I somehow become even more incompetent when that's the case.

In any case, I'm hoping to get the alternate paint scheme shoppe set up over the weekend.  I'll probably make it a community mod so anyone can add alternate paint schemes for their factions if they like.  The initial schemes on offer will be for SHI, of course:

(http://i.imgur.com/h4FjEhk.png)
Soon to be also in blue, red wing, and mercenary.

Anyway, that is all for now.

AWESOME!!!!
I AM NOT SHOUTING!!!!
AAAAWWWWEEEESSSOOOOOMEEEE!!!!!!  ;D

Crazy good idea with the different colored "DLC" or skinpacks ;)

Oh and did i get this part right? The mod will be something like the Omnifactory where you can dump your ships in and get out a different colored one?
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: Omez on September 25, 2013, 03:29:47 PM
Unless I'm completely blind, it seems that the blue skin pack is missing the Charybdis. I just thought I'd mention it as I'm apparently the only person who even tried one besides the Mercenary.

The Red Wing ships are also kind of unappealing, excluding the Charybdis. Most of the ships have a sort of more brownish area that kind of blends with the brown already on SHI ships. I at least would prefer the nice solid red that is on the Charybdis to the current color on most of the ships.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: MShadowy on September 25, 2013, 03:38:00 PM
snip

AWESOME!!!!
I AM NOT SHOUTING!!!!
AAAAWWWWEEEESSSOOOOOMEEEE!!!!!!  ;D

Crazy good idea with the different colored "DLC" or skinpacks ;)

Oh and did i get this part right? The mod will be something like the Omnifactory where you can dump your ships in and get out a different colored one?

That's the idea at least; I still need to figure out how to make it work though.

Unless I'm completely blind, it seems that the blue skin pack is missing the Charybdis. I just thought I'd mention it as I'm apparently the only person who even tried one besides the Mercenary.

The Red Wing ships are also kind of unappealing, excluding the Charybdis. Most of the ships have a sort of more brownish area that kind of blends with the brown already on SHI ships. I at least would prefer the nice solid red that is on the Charybdis to the current color on most of the ships.

Hmmm, guess I'll need to work on that a bit.  Give me a bit to fix 'em I guess.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: Wyvern on September 25, 2013, 03:41:06 PM
Also, what on earth is the Singularity's ship system? Shimmering weapons, bright blue shield, green rim but with a smaller arc than normal?
That sounds like the Tartarus' "Siege Mode" ship system - which is intended to increase shield arc when active (among several other effects); if that's not the behavior you're seeing, could you let me know what's happening, what hullmods & character skills you're using, and what other mods you have installed?

The Tartarus' siege mode, as of the last version I sent to MShadowy, has the following effects:
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: MShadowy on September 25, 2013, 05:31:39 PM
Alright, replaced all the red wing pack graphics with a hopefully more vivid and better looking color of red on their wings.

=Bonus Pack Again= (https://www.dropbox.com/s/7hk1o1m3dwd2pdg/shi_bonuspack.zip)
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: Omez on September 25, 2013, 05:55:21 PM
Alright, replaced all the red wing pack graphics with a hopefully more vivid and better looking color of red on their wings.

=Bonus Pack Again= (https://www.dropbox.com/s/7hk1o1m3dwd2pdg/shi_bonuspack.zip)

Oh yes, decidedly more vivid AND better looking. I approve

I apologize for bothering you, just thought you'd like an opinion on the skins. I just thought the Red Wing skin wasn't up to the standard of the others. I really appreciate you going through all the effort of replacing the skins.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: HELMUT on September 26, 2013, 03:42:42 PM
Ok, played a bit more of SHI. Damn they are so good.

Every single ship is absolutely unique in its role. And each one have a different original ship system, i love it.

The Seski, while really fast and agile, can die instantly to pretty much everything, even Talon wings are scary when you fly a Seski. It is very fun to pilot though, using the scatter cepc is a bit too risky to me, i prefer the medium to stay at range and avoid nasty AM blaster shots and stuffs like that. Once you understand you can't play it like a hound, everything go much smoother.

I don't know what the Sargasso ship system does exactly. Does it give some kind of buff to fighters?  If so, does the bonus stack with multiple carriers?

The Scylla and Tartarus are both very good. They can pack a pretty impressive amount of frontal firepower. Speaking of firepower, i think the sound of the wavebeam is a tad too loud, when it's fired, you can hear it across the battlefield. Also, what is exactly the phased graviton beam? Is it just a standard graviton beam with a new look?

I have some kind of trouble with the Elysium. The Pandora array is great but really prone to friendly fire. Is it possible to reduce a tiny little bit the expansion radius of the "explosive flares"? I just keep wrecking my own frigates because of the gigantic area of effect.

And finally the Mimir is still as good as ever. I'll be pretty close to say that the Nidhoggr lance is overpowered, but given the slow projectile speed and the reasonable damage, i think it's okay.

What shocked me with SHI is the massive CR cost. Things can get very ugly if you don't have a station near where you can recharge your CR. Having a big CR cost for high tech ships is okay, especially when they feature some weird technology like for the Mimir or the Elysium. However it might be a tad too high for some other ships. The Morningstar in particular, got a whooping 35% cost!

But aside from what i said, there is pretty much nothing to touch about the balance, it's perfect.

I also find some kind of bug with the Lambent, for some reason it is always at 0% CR and can't replenish even at stations. No big deal as it is very unlikely to enter in combat, but still. And disregard what i said earlier about the Solidarity, it is fine, no need to be too fancy for an armored freighter.

And just another thing, could you the Shadowyard spritesheet on the OP? It is always better when you can properly see each ship before downloading the mod.


Edit: BTW are you still working on this big guy? 0.6 can now give him a proper job as a big logistic ship.

Spoiler
(http://i.imgur.com/OqoIjeZ.jpg)
[close]
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: MShadowy on September 26, 2013, 04:50:57 PM
Oh, ehehe, th-thanks HELMUT.

Uh, anyway, glad you like the faction; the more I've worked on them the more thought I put into the role of each ship and how they fit together (at least in theory) and I'm glad to hear that they're each as different from each other as I'd hoped.

Anyway, on to the specific points:  The Seski indeed was actually started as kind of a Hound analogue, though not nearly so good a freighter, and due to her general frailty she's a pretty different ship in terms of usage; I've never actually been terribly good with the Seski, though.

The Sargasso is indeed supposed to provide a benefit to fighters while its system is up, making them somewhat more maneuverable (+100 acceleration, 50 deceleration, 150 turn acceleration and 100 turn speed) and give them a slight boost to range and accuracy.  It also boosted speed during the earliest phases of the testing and if memory serves that was being applied correctly, so I believe that it's applying the maneuvering bonuses as well, though it's kinda hard to tell. 

Also, with the way the script is set up, if the bonuses are getting applied multiple times, well, that'd be a bug.  I still need to come up with an animation for this though, to give a visual cue that it's working.

The Tartarus and Scylla are both pretty monstrous.  Actually given the Tartarus' siege mode and it's general effectiveness I suspect that her Deployments costs may need to rise a bit.  As for the Phased Graviton Beam, it is indeed a slightly better Graviton Beam, in that it has a bit of emp damage; there been some suggestion to reduce it's range so that the AI doesn't linger outside of other weapons ranges.

The Pandora Array is the trickiest thing to balance, and I've definitely had to tweak something or another about the crazy thing way more commonly than any other aspect of the mod.  Still, I kinda like it being a bit risky to use.  Regardless I'll take a look into tweaking it some more and see if I can't make the thing slightly more reasonable.  And I still need to set up a custom AI for the Elysiums combat routines so the AI can at least keep the weapon pointed downrange while it's charging it to fire.

And yeah, having a heft CR cost, well, like Alex noted it's another way to balance ships that could be overpowered so that they become more reasonable.  On the Morningstars CR cost, I was generally comparing it to the Medusa.  Well, maybe not the best thing to compare a player controlled Morningstars effectiveness versus an AI ruled Meddie.  I guess I'll do some adjusting.

The Lambent 0% deployment cost thing is a bug in Starsector with automated craft; having no crew means they can never recover CR.

And for the last two notes, yes, and yes.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: Wyvern on September 27, 2013, 12:21:57 PM
Some random notes:

I rate the Tartarus as being roughly equal to the Apogee - so that's what I'd use as a balance point for its deployment costs.  Both ships can carry large energy weapons with range boosts; the Tartarus can carry more supporting firepower (as well as having the flexibility to switch to ballistic or missile weapons), but the Tartarus is also noticeably more fragile.  (The reason for that comparative fragility is a combination of several individually-minor factors; the Apogee has slightly more efficient shields, more flux capacity, and superior mobility - the Tartarus can match the mobility if it turns siege mode off, but that leaves it without its range boost & vulnerable to flanking attacks.)

The Scylla, by contrast, is incredibly powerful, almost regardless of what you choose to arm it with.  Its drones are frequently all the point defense it needs - though I've fitted mine with burst PD turrets so I don't have to cloak-dodge the few missiles that get through.  Then I use 2x Wavebeam cannons; their 900 base range is better than any (non-beam) energy weapon from the base game, and, with skills and a dedicated targeting core, works out to over 1400 - meaning I can outrange anything that doesn't mount a range-boost hull mod (or tachyon lances).  Of course, the SHI wavebeams are also kinda low dps... but they do hard flux, so that's not a big deal.  And I back them up with a pair of heavy blasters; that makes short work of anything fast enough to get in range.  (Aside: Would it be possible to change the Wave Beam's name to something like "Wave Cannon" or "Wave Blaster" or the like?  It keeps confusing me that a weapon named "Wave Beam" is not, in fact, a beam weapon.)

I've used several other variants to equally great effect; a "balanced" variant with autopulse lasers and heavy blasters; a "strike" variant with dual plasma cannons (and some empty weapon slots - adding heavy blasters to that is just silly, imo; use the ordnance points for more vents); the only variant that didn't work too well for my default solo-cruiser gameplay was one with dual HILs, although that version would be a great thing to put under AI control as a support ship.

Of course, it's also a ship with a phasing cloak - make one mistake, and it's very easy to suddenly find yourself missing a huge chunk of armor from, say, a hellbore hit when you weren't quite cautious enough about taking down that Dominator you were fighting.  So that's some kind of balance there.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: Taverius on September 27, 2013, 12:39:01 PM
Interesting. I put waves and mediums on the scylla, and pd everywhere else. the emp-resistant flux thingy, unstable injector, blast doors, and a metric gigaton of flux capacity.

The waves and mediums are on autofire, I manually control the inbuilt.

I've tried the range game but I find this more fun :D
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: Doogie on September 27, 2013, 12:51:58 PM
I personally think you should make the entire mod default that dark-brownish color scheme.
But it's up to you. Regardless, this is probably my favorite faction mod, tied with Blackrock of course.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: MShadowy on September 27, 2013, 04:53:50 PM
Thanks Wyvern, that's pretty helpful.  I'll definitely keep that in mind when thinking about how to balance the Tartarus.

In any case, while my next major release is probably going to be a bit, I'll try to release a minor balance patch over the weekend, plus some minor aesthetic tweaks.  Mostly this involves giving Euripides a custom landing image and tweaking the planetary rings in the system.  There may some other tweaks as well.  I probably won't be changing the default color scheme, though I may change the pattern at some point.  I'm thinking about it.

Also, regarding the Scylla, she used to be much more crazy.  When I first implemented her, she had 12,000 flux base, as opposed to 10,000,  and her built in weapon did twice as much damage both in terms of actual damage and emp.  200 dps vs 100 doesn't seem like it should be that severe a difference but it really was.  She was at that point probably the most broken ship I'd made; to put it bluntly she was capable of obliterating any vanilla cruiser without any difficulty, excepting the Eagle which soft countered her due the amount of firepower it was able to generate.

Of course, eventually the Eagle would run out of bullets.  In any case, yes, she is still pretty much a wrecking machine, just a somewhat more sane one.  Of all the ships in the mod, she and the Mimir are probably the ones that are, in my estimation, definitely the closest to being OP, and some adjustments may end up being made.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: Wyvern on September 27, 2013, 05:37:15 PM
Yeah - when I was fussing about with the Tartarus' ship system (note to self: still need to work on better AI for that.  May get to it this weekend?), my first reaction was "Wow, this is insanely powerful" - after discovering that it could just rip apart any cruiser - or a Conquest - in the simulator.  My second reaction was "Huh, I guess that's about normal" - after discovering that I could do exactly the same thing with an Apogee or Aurora.  (Aurora was slightly harder due to its lack of large slots & range boost, but, err, heavy blasters with high energy focus are pretty nasty regardless).  For the record, these were all off of missions, so no character skills involved, but all hull mods available.

Taking an Onslaught or Paragon one-on-one is much harder, though; even with character skills I can't guarantee a flawless victory.  To some extent, I blame the default Conquest loadout for this discrepancy; it uses Mjolnir cannons, but doesn't have the extra vents necessary to make them viable primary weapons.  (Even with extra vents, I'd never mount four Mjolnirs on a Conquest.  Two at most.)  A properly-outfitted Conquest ought to present a much tougher fight.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: MShadowy on September 27, 2013, 07:18:17 PM
Yeah, a lot to consider when it comes to balance.  In other news, stupid blinky lights.

(http://i.imgur.com/mRrC64R.gif)

Also, gifcam seems to work pretty well in wine.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: Uomoz on September 27, 2013, 07:31:52 PM
So BRDY and SHI are the new standards for top notch quality huh? Daaaamn those lights are cool.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: ssthehunter on September 27, 2013, 08:49:11 PM
How did you get the lights to blink?
I've been trying to get that to work forever on the model I'm trying to make :c
Anyways, amazing work, hope to see more amazing stuff.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: MShadowy on September 27, 2013, 09:14:59 PM
Well, following Cycerins lead, I added a ton of decorative weapon slots to the thing and filled them with a decorative blinker "weapon" with an always playing animation of a light that turns on for a bit, then off.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: phyrex on September 27, 2013, 10:10:19 PM
So BRDY and SHI are the new standards for top notch quality huh? Daaaamn those lights are cool.

Damn, ninja'ed me.
I wanted to mention myself how BRDY and SHI strikes me as basicly the highest quality mods out there
I'd almost brand them as the "vanilla factions" of modding  ;D

edit : not saying other mods suck, only that BRDY and SHI truly go above and beyond
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: FasterThanSleepyfish on September 27, 2013, 10:30:59 PM
Is there a tutorial on these running lights? I can't seem to find any by searching the forums. Also, if it invovles coding, I might need help... :/
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: Gotcha! on September 28, 2013, 05:12:11 AM
Oooh, pretty lights. *enthralled*
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: MShadowy on September 28, 2013, 09:34:14 AM
Well, enough screwing around with gifcam.  Back to the modding!

Spoiler
(http://i.imgur.com/yRT94Yg.gif)

(http://i.imgur.com/hI9oV5C.gif)

(http://i.imgur.com/AEpEgnL.gif)
[close]
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: Uomoz on September 28, 2013, 10:06:37 AM
You and cyc are OBSESSED with teleporting cap ships huh?
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: Silver Silence on September 28, 2013, 10:18:12 AM

Edit: BTW are you still working on this big guy? 0.6 can now give him a proper job as a big logistic ship.

Spoiler
(http://i.imgur.com/OqoIjeZ.jpg)
[close]

It's so big.
(that's what she said, hue)


Oh and yes, maybe it was called Solidarity and Tartarus....Not sure where I got Singularity from... I saw "-arity" and thought Singularity, I guess.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: MShadowy on September 28, 2013, 11:05:05 AM
You and cyc are OBSESSED with teleporting cap ships huh?

Well, I... uh... I guess?

It's so big.
(that's what she said, hue)

And mostly helpless!  Essentially intended to be a mobile shipyard and giant effing logistics craft, the Archipelago is planned to be able to make all manner of things (at least in versions of Starsector with an economy) but needs access to raw materials to do so; if she can't make her own, she'll be a huge supply hog.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: Darloth on September 28, 2013, 06:56:23 PM
Logistically, the Sargasso seems a little expensive and out of place.

It costs 5 supplies per day, moves at burn 4, is not heavily armed and has 1 flight deck.

Meanwhile, the Charybdis costs only 6 supplies per day, ALSO moves at speed 4 (as it should, it's supposedly the fastest cruisercarrier and 4 seems right for that) but is considerably better armed with 2 flight decks.

The ship system on the Sargasso is interesting, and it is a little cheaper to deploy, but overall I can never convince myself to buy one over the Charybdis.  A speed boost to 5 or a sharp reduction in supplies per day would probably help with that.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: MShadowy on September 28, 2013, 09:02:45 PM
Hmmm... well, not every consideration I've made is necessarily a good one.  I'll experiment with one or the other (or both), since in retrospect the class does have a pretty (hugely) exploitable lack of pd.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: MShadowy on September 29, 2013, 05:32:53 PM
Hmmm.... maybe it's just me, but the Pandora Array seems to be misbehaving a bit more than I'd thought now.  And I do know that some others have been reporting issues with the blasted thing.

Anyone else noticing if it's colliding with objects other than shields?  Also it seems to be increasingly unpredictable in the number of sparks spawned and whether their explosions actually do damage.  I think I may have to put off any significant balance changes to the Pandora until I can sort these issues out.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: Taverius on September 29, 2013, 06:49:19 PM
I pretty much have up using it after trying out out ... wildly unpredictable damage and targets, eternal charge-up, and while you're aiming it your main guns aren't hitting your target. It's just not fun right now.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: MShadowy on September 29, 2013, 07:34:51 PM
Yeah, trying to get it working right again.  I'm doing quite a bit of cleanup but a number of odd errors seem to be emerging.  Suffice to say, there's likely to be a lot of work required.
Title: Re: (0.6a) Shadowyards Heavy Industries v0.4.2.1
Post by: MShadowy on October 02, 2013, 06:09:05 PM
Due to the release of 0.6.1a I'm releasing a quick update with all that I've got done so far.  Not quite the release I was hoping for, but a bit necessary due to the deprecation of the FleetGoal.DEFEND flag in missions.

Changelog (0.4.2.2):

Spoiler
(http://i.imgur.com/dcFrsON.png)
=Download= (https://www.dropbox.com/s/rs57ywu1eqpsfh1/shadow_ships0.4.2.2.zip)
[close]
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: Jazzrish on October 02, 2013, 10:43:21 PM
0.6.1a modife "suppliesPerMarinePerDay" to 0.02. suggest keep the pace, it's a more reasonable value.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: Grug on October 03, 2013, 01:09:17 AM
Found a typo on the SHI Mission 'Triune.'

Second line of fluff text, it says "As you may have heard, Hegemony Special Forces have assaulted or research facility on Duranda III."

Assaulted or (should be 'our') facility.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: Grug on October 03, 2013, 02:27:03 PM
I know I was just ragging on you about a typo on one of the missions, and a lot of people rag on you about how the ships are 'ugly,' I just wanted to give you kudos, personally. Many mods just put out a bunch of ships and weapons, and leave the fluff out to dry. You've shown a good deal of dedication in deliberately rounding out and putting some real flesh on the lore of your faction, and the functionality and history of your ships.

I'd love to see how you further develop the SHI system, and not only that, I'd love to see some more interaction with various SHI fleets and operations across the sector. The new asteroid dialogue interface may seem like 'not much,' but I'm betting it can have some really interesting effects if used by a skilled modder. You've made SHI a vibrant and interesting faction, and I'm looking forward to what you do with this mod.

Perhaps, though, it's time for modders to pioneer the way forward- letting players have a genuine impact on Corvus. Allowing SHI to expand into other systems, interact with other factions, what have you. It may be difficult to nail down, but that's just my two cents.

Again, thank you for the unique and engaging faction. Independently-minded wildcat industrial outfits are good fun all around.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: Vayra on October 03, 2013, 02:35:43 PM
I know I was just ragging on you about a typo on one of the missions, and a lot of people rag on you about how the ships are 'ugly,' I just wanted to give you kudos, personally. Many mods just put out a bunch of ships and weapons, and leave the fluff out to dry. You've shown a good deal of dedication in deliberately rounding out and putting some real flesh on the lore of your faction, and the functionality and history of your ships.

I'd love to see how you further develop the SHI system, and not only that, I'd love to see some more interaction with various SHI fleets and operations across the sector. The new asteroid dialogue interface may seem like 'not much,' but I'm betting it can have some really interesting effects if used by a skilled modder. You've made SHI a vibrant and interesting faction, and I'm looking forward to what you do with this mod.

Perhaps, though, it's time for modders to pioneer the way forward- letting players have a genuine impact on Corvus. Allowing SHI to expand into other systems, interact with other factions, what have you. It may be difficult to nail down, but that's just my two cents.

Again, thank you for the unique and engaging faction. Independently-minded wildcat industrial outfits are good fun all around.

Man, anyone who says the Shadowyards ships are ugly is insane. They're easily one of the best designed mod factions in game, tied for it with Blackrock Driveyards in my mind. Add my kudos to yours, TGAMCallahan. :)
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: MShadowy on October 03, 2013, 02:40:24 PM
Thank you.  The lore behind the group probably isn't entirely in line with the standard Starsector fluff, but a lot of thought has gone into it; once again I remind myself to finish that lore-bucket post I've been ever so slowly adding onto.  I was aiming to have a fix release for a number of minor issues tonight (including the typo), but I'm afraid I've had to deal with come pretty serious anxiety today and I'm not really up for it.  Tomorrow then.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: Grug on October 03, 2013, 02:45:48 PM
I'd say my only real gripe with the mod is the portraits. Not only are they all women, but they really, really clash with the regular portaits. BRDY is worse, though, 'cos AFAIK, they don't have any selectable portraits.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: MShadowy on October 03, 2013, 03:02:50 PM
Well, I'm afraid that's likely to remain the case; I planned and still plan to use portraits of my own devising, and, to be honest, even though it might be possible able to ape David's style I'm not sure I'd be happy doing so.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: Vayra on October 03, 2013, 03:10:07 PM
I actually think the Dead Space-esque ones match up with the style pretty well. They're also gender neutral.

These guys right here:

(http://i.imgur.com/Mu1gktB.png) (http://i.imgur.com/odjXLpF.png)

Those guys own real hard. They are yours too, correct?

My question to you, though, is what happened to ms_potraits 004 and 005? ;)
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: MShadowy on October 03, 2013, 03:16:09 PM
Well, they work alright I guess, but a big part of that is that they don't have exposed facial features.  And regardless of anything else, I definitely want to do away with the recolors.  So lazy.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: Grug on October 03, 2013, 03:17:06 PM
I really like those ones. Were those the SHI pilots? Shite. I must have mistaken them for the guys from Vayra's mod. Is there a version of the mod without the anime-looking pilots?
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: Vayra on October 03, 2013, 03:19:47 PM
My mod doesn't have any portraits, I'm not much of an artist. :)

Also, haha I just realized that in portraits 001/002, what with the pose and the angle of the arm it looks like she's posing and taking a selfie with the bridge communication camera. Where is Shadowyards Heavy Industries finding these pilots?  :D
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: Grug on October 03, 2013, 03:21:32 PM
McDonalds, probably. Or Gr. 12 home ec classes.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: MShadowy on October 03, 2013, 03:35:25 PM
Yeesh.

Well, whatevah, guess that's a couple votes to pull the player.faction file with the shadowyards portraits in it for the time being.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: Wyvern on October 03, 2013, 03:49:30 PM
Personally, I like the current shadowyards portraits.  Though I'll agree that straight recolors are a little bit jarring; even just a few different minor details (add a bracelet, or change the eyes, or... I dunno, something) might help?
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: Taverius on October 03, 2013, 03:52:34 PM
Yeesh.

Well, whatevah, guess that's a couple votes to pull the player.faction file with the shadowyards portraits in it for the time being.
But but but, I like them D:
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: Vayra on October 03, 2013, 03:55:56 PM
Yeesh.

Well, whatevah, guess that's a couple votes to pull the player.faction file with the shadowyards portraits in it for the time being.

No, no, keep them in! I don't think it hurts anything to have more options.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: MShadowy on October 03, 2013, 04:10:31 PM
Ahhh... right, well. Okay never mind.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: Uomoz on October 03, 2013, 04:13:29 PM
Yeesh.

Well, whatevah, guess that's a couple votes to pull the player.faction file with the shadowyards portraits in it for the time being.

No, no, keep them in! I don't think it hurts anything to have more options.
#Uomoz Rant 87853635

I do like the portraits and I want them in, but as a general statement I'm not a super fan of the "I don't think it hurts anything to have more options". Some options are fine but the experience of a game is, put very extremely, determined by the things the player can't do/change. If a game exceed in the options become more an "engine" then a game itself. That said, some options are needed, for example difficulty/graphic options.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: FasterThanSleepyfish on October 03, 2013, 11:28:01 PM
Hey everyone, here's some music I found that might or might not be fitting to Shadowyards. I'm not MShadowy, so I wouldn't know, but here it is: http://youtu.be/hNE5DtLSEKg (http://youtu.be/hNE5DtLSEKg)
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: Vayra on October 04, 2013, 02:07:09 AM
#Uomoz Rant 87853635

I do like the portraits and I want them in, but as a general statement I'm not a super fan of the "I don't think it hurts anything to have more options". Some options are fine but the experience of a game is, put very extremely, determined by the things the player can't do/change. If a game exceed in the options become more an "engine" then a game itself. That said, some options are needed, for example difficulty/graphic options.
I was speaking specifically in regards to player portraits, though, which I think both qualify as graphics options in a literal interpretation of the phrase and as something that the player should be able to change to whatever they like. I agree with you entirely when it comes to gameplay mechanics, et al., I'm just in favor of more portrait options, all of the portrait options. :)

Hey everyone, here's some music I found that might or might not be fitting to Shadowyards. I'm not MShadowy, so I wouldn't know, but here it is: http://youtu.be/hNE5DtLSEKg (http://youtu.be/hNE5DtLSEKg)

I'm not MShadowy either but this is pretty cool and I like it.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: MShadowy on October 04, 2013, 08:22:05 AM
Hey everyone, here's some music I found that might or might not be fitting to Shadowyards. I'm not MShadowy, so I wouldn't know, but here it is: http://youtu.be/hNE5DtLSEKg (http://youtu.be/hNE5DtLSEKg)

Pretty neat!  Maybe not quite the sound I was thinking of (but then, I'm still not sure what that sound may be) but a nice listen.  Thanks for sharing it.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: MShadowy on October 06, 2013, 05:04:59 PM
So, for some reason I decided to give FTL another try.  As a result, my weekend has vanished on me, and I've recalled why I stopped playing FTL in the first place.

*flips desk*
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: Gotcha! on October 06, 2013, 05:09:05 PM
So, for some reason I decided to give FTL another try.  As a result, my weekend has vanished on me, and I've recalled why I stopped playing FTL in the first place.

Why? :o
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: Shoat on October 06, 2013, 05:19:45 PM
So, for some reason I decided to give FTL another try.  As a result, my weekend has vanished on me, and I've recalled why I stopped playing FTL in the first place.

Why? :o


Because it's a level 87 time vampire of doom. At least as powerful as total war, xcom and civilization.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.2
Post by: Gotcha! on October 06, 2013, 05:20:41 PM
Ooooooh... Thanks for the warning. :D
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: MShadowy on October 09, 2013, 07:30:31 PM
Well, it also doesn't help that the time vampire nature of FTL makes more apparent what I consider to be some fairly problematic issues with FTL's event based gameplay, but that's getting a bit off topic, especially after a couple days of the topic laying fallow.

Spoiler
In short I feel like FTL is the kind of game that wears out its welcome extremely quickly, but which abuses player psychology to keep a person (or at least me) playing while they're no longer having fun.  Also the unlock system is simultaneously the only reason to really play it and the worst part about it.  Ultimately it's not a game I have much fun playing beyond the first few sessions of any given relapse, but after a time I kind of forget this and want to try it out again.
[close]

In any case, the next release is finally ready, which is a bit sad given how sparse it is.

0.4.2.3 Changelog:

=Download= (https://www.dropbox.com/s/qvwsylsccml69n0/shadow_ships0.4.2.3.zip)
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: Uomoz on October 09, 2013, 07:33:04 PM
Noice! (Have you played UsS recently? :D)

Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: MShadowy on October 09, 2013, 07:39:55 PM
Not as much as I would have liked.  Only just got around to downloading the latest dev version a little while ago, but its looking pretty cool so far.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: Jazzrish on October 09, 2013, 10:07:11 PM
wanna suggest again that modify "suppliesPerMarinePerDay":0.1 in ..\\shadow_ships\data\config\settings.json to 0.02.
the change comes with 0.6.1a(..\\starsector-core\data\config\settings.json).
it is ridiculous that a marine cost 10 times more than a crew, and that made the boarding boring in 0.6a.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: MShadowy on October 09, 2013, 10:18:43 PM
Oh, geeze, I had somehow completely failed to notice that the marine cost had been dropped so seriously.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: Jazzrish on October 10, 2013, 10:20:29 AM
 ;)
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: momerathe on October 11, 2013, 12:32:34 PM

So, for fun I decided to do a game using only Shadowyards ships (except tugs) so I could properly get to know the mod. here's a few thoughts:



Shamash Frigate - I love this frigate. With two antimatter blasters it's a real ship killer, and speed and phase make it great fun to fly. This is the first time I've really used phase ships this much. Only downside is the AI doesn't seem to great at using it in the above configuration.

Inanna Frigate - I'm too malcoordinated to fly this and keep the guns pointed in the right direction. Useful for sending to capture nav buoys though.

Morningstar Destroyer - nice all-rounder. the sensor drones really help it engage larger ships.

Sargasso Carrier - I only fielded it twice, and both times it got killed. I think it could use more PD

Elysium Cruiser - what does the special weapon even do? seemed completely ineffective when I tried to use it

Tartarus Cruiser - good all-round cruiser, though i didn't use siege mode all that much. I initially rolled with needlers and a hellbore, but kept running out of flux, so switched to using a plasma cannon (yes, that does sound counter-intuitive..) and leaving the front slots empty. Not the most exciting ship to pilot, then then I'm not a big fan of piloting big ships, with the exception of

Scylla Cruiser - what an awesome ship. with two plasma cannons (you may see a pattern) I was the terror of all that I came across. built-in beam feels a bit superfluous - I turned it of, most of the time.

Mimir - I wasn't really feeling it. part of the problem is the built-in gun; there's a epochal delay between the mouseclick and firing, and its performance didn't seem to match up with the advertised 4000 damage



CEPCs - my god, balanced mod weapons! the charges balance out its relative efficiency. I never found much a use for the scatter version, but that could just be my playstyle.

wavebeam - this one, on the other hand, seems somewhat underpowered. even with three of them on the battlecruiser, it failed to make much of an impression.


All in all, I had fun, so thanks for all your hard work :D
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: Wyvern on October 11, 2013, 02:48:03 PM
@Momerathe: Some comments on your comments:

Shamash: Personally, I don't even bother with weapons other than the one built-in; on the other hand, I've also never let the AI fly one.  Still, it's a very potent little frigate - I'd put it in the same tier as the Tempest.

Inanna: When I flew one of these, I just rotated my keybindings - so 'w' was 'strafe left', etc., and then I just thought of the side with the guns as the "front".  Works pretty well like that.

Elysium: I haven't played much with this, but at least last I checked it was decent with heavy blasters even if you ignore the built-in weapon.

Tartarus: I found myself using siege mode only when I needed 360 shields, and leaving it off the rest of the time.  Needlers and hellbore works pretty well for me, as did heavy maulers and a gauss cannon, or lone plasma cannon.  Overall, it's pretty similar to an Apogee, but with a bit more offence, a bit less defence.

Scylla: Yeah, the Scylla is quite strong, and the built-in beam not so much - but it's good for reaching out and forcing your opponent to keep their shields up while you back off to drop flux.  2x plasma works well, but it's not the only good configuration; other ones worth trying include: 2x wavebeam 2x heavy blaster, or 2x autopulse 2x heavy blaster.
Personally, I might dial back the strength of her drones' PD; as-is you almost don't need to install point defense guns on her.

Speaking of the wavebeam: yeah, it's not a very powerful weapon in terms of damage output.  But it's the longest range energy weapon that deals hard flux, which makes it worth using in some builds.  (That's a general truth for shadowyard weaponry: it's a bit longer range than vanilla energy weapons, but doesn't have quite as much oomph.)
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: MShadowy on October 11, 2013, 02:56:58 PM
Aheh, thanks for the comments Momerathe.  I'm glad most of the ships seem to be working well for you.

On some of the particulars you mentioned:

Sargasso - As in, any PD?  Well, it could be advisable; the Sargasso is intended to keep well out of combat, she's not nearly so capable of defending herself as her big sister the Charybdis, but some rear coverage and/or expanding the coverage of her forward medium mount might not be a bad idea.

Elysium - At the moment the Elysiums main gun is not working correctly.  What's supposed to happen is the big shot breaks into smaller shots, these wander around for a while (unless they hit a shield) then they explode and apply AoE damage.  Right now they're not just hitting shields, and the AoE is applying unpredictably.  The three outcomes noted seem to be not at all, much less than should be applied, or seems to be applying the correct amount of damage; the first two seem quite predominant.

Mimir - An effect of how the weapon applies damage; the Nidhoggr Cannon uses a script that allows it to travel through an unshielded ship.  At regular intervals while penetrating through a vessel, it will tick and apply damage to the section of the ship the shot is currently occupying; in order to keep this from getting completely absurd (if the Nidhoggr were applying 4000 damage a tick a Mimir would kill pretty much anything unlucky enough to get caught with their shields down) the total damage the shot can do is divided by the maximum number of ticks that can possibly occur across the diameter of the targeted vessels collision radius.  Because ships are significantly smaller than their collision radius, there's no way for the Nidhoggr to do full damage.

As such in actual practice the Nidhoggrs actual damage is probably somewhere between ~2,000 and ~3,500 for an ideal shot, one which has been fired through the target ship along its longest axis, albeit spread out along the path taken by the shot rather than concentrated in one location.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: Magician on October 11, 2013, 04:10:50 PM
 Hehe, when I earlier played against Relics faction, Nidhoggr Lance dealt very nice damage to capitals, because their size was about half of the screen. But anyway this weapon has very nice feel to it, despite being mediocre in terms of stats. Somehow using Lance just feels satisfying, it challenges to land sniping shot which can decide outcome of the battle without being overpowered. Its awesome when you are able to hit at max range enemies engine when he almost retreated.

I didn't check with last version, but earlier when projectile from Elysium special weapon hit and small projectiles appeared, it was possible to destroy them with PD weapons. They were like missiles. Also I already envision how this large aoe can be abused (though its hardly abuse) against ships with partial shield coverage. Even if they block frontal hit, aoe will hit part of the ship which is not covered by shield.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: Eternity57 on October 12, 2013, 11:56:23 PM
by the way download link in main first page is broken ! even the one in your last post on this page is quiet good ;-)
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: Jazzrish on October 14, 2013, 06:32:13 PM
coming again with my obsessive-compulsion 8)

i think u can minimize the file ..\\shadow_ships\data\config\settings.json.
not a coder but find a good example from Zorg mod:
Quote
{
   "graphics":{
      "misc":{
         "rings2":"graphics/zorg/planets/ring_zorg.png",
         "rings3":"graphics/zorg/planets/ring_zorgmodule.png",
         "rings4":"graphics/zorg/planets/ring_zorgships.png"
      },
      "illustrations":{
         "zorg_interior":"graphics/zorg/illustrations/zorg_interior.png"
      }
   }
}

it just contains a few lines, simple and doesn't change irrelevant game settings such as "suppliesPerMarinePerDay" and "maxDisengageSize" and so on. consider it dude.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: MShadowy on October 14, 2013, 09:50:29 PM
I've already done it, but have not uploaded it.

I'd rather like to actually have, you know, new content for the next release.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: Erick Doe on October 16, 2013, 02:21:46 PM
Yes, that works. That way the game just uses the default vanilla settings for all other things, like supply cost.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: MShadowy on October 17, 2013, 10:11:16 AM
I am aware.  I just want to actually have something actually new for the next release, as already stated.  Unfortunately I'm rather creatively blocked on the Norn, the Nanshe would require too much work (due to the unusual "weapons"/miner punch it'll end up having), so instead I'm going to quickly make a Valkyrie equivalent troop ship, thus giving Shadowyards a trifecta of basic support craft.

(http://i.imgur.com/f5UeIRv.png)

Though at the moment I'm not sure what to call this one.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: Magician on October 17, 2013, 10:36:19 AM
Well, if you want to continue trend of using mythical names, maybe something like Danu? http://en.wikipedia.org/wiki/Danu_%28Irish_goddess%29 I am not sure, but she seems similiar to Valkyries in aspects regarding fallen warriors and wars.

P.s. Can't wait to see new ship. Looks very beutifull, probably will use as a flagship even with small amount of weapons.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: Trylobot on October 17, 2013, 10:41:11 AM
My vote is for Potnia; the Minoan-Mycenaean "Mistress", also referred to as "The Pure Mother Bee;" Mother Bee aka Queen Bee, being the queen of a hive, the troops in the carrier being the worker bees.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: HELMUT on October 17, 2013, 10:48:55 AM
Eh.

(https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcQmU236-W5qzjBDFUrrZ72dVfCvTtRE9MDXyJeRKpbYBL_xjEVDUw)

I like it somehow.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: MShadowy on October 17, 2013, 11:45:25 AM
Hmmmm... Manta fits the shape, but I have to admit I rather like Potnia a bit more.  Thanks for the suggestions.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: Uomoz on October 17, 2013, 12:11:47 PM
Looks very, very cool.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: Trylobot on October 17, 2013, 12:13:18 PM
(http://www.blogforarizona.com/.a/6a00d8341bf80c53ef019aff9012fc970c-pi)
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: MShadowy on October 17, 2013, 06:49:52 PM
Hehehe.

Well, anyway, the Potnia's sprite, all finished now.

(http://i.imgur.com/qCxoE2z.png)

She has a large, high gain transciever taking up a good deal of space on her port side, which may be replaced by a medium turret mount in a pirate modified version of the ship.  A Potnia-bis version, so to speak.

E:  Alright, that didn't take as long as I thought it would; this here's the piratical/merc tuned bis version of Potnia:

(http://i.imgur.com/qA3bAkt.png)

May need some minor tweaking still but basically done.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: MShadowy on October 17, 2013, 11:41:56 PM
Took a screenshot while coming up with/testing variants for the Potnia Bis.

(http://i.imgur.com/QX7emde.png)

Immediately capped her flux basically the instant I unpaused though.  Probably the AM blaster on the Buffalo II, but this piratical vessel doesn't have reserves to match her firepower.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.2.3
Post by: Wunder on October 18, 2013, 04:30:28 AM
Very Confusing and Mind Bobbling! ILL TAKE IT.  8)
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: MShadowy on October 18, 2013, 02:51:23 PM
Alright, next version is ready.

v 0.4.3 Changelog:


(http://i.imgur.com/rWlsI9N.gif)
=Download= (https://www.dropbox.com/s/b2sdfkeafyri5da/shadow_ships0.4.3.zip)

E:  Minor fix; forgot to add the VariantSelector to the Anar pirates.  Didn't have the time to fix it earlier though.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: Uomoz on October 18, 2013, 04:01:31 PM
The Potnis-bis go straight into Anar Pirates in UsS :D. Perfect.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: MShadowy on October 18, 2013, 08:46:14 PM
I kinda thought she might work pretty well for that, hehehe.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: MShadowy on November 12, 2013, 12:25:52 PM
Well, in case anyone's interested, here's how things are going:

I'm a bit short on ideas, visually at least, for SHI.  I have a few ships that I want to make but am having trouble realizing a good visual language for SHI Industrials -- the current curvilinear form works well for the military and mixed military/civilian roles but not so well for ships that are supposed to do something other than fight.  And a few of the things I want to do I have no idea how to make work or (in the case of some of the things currently in game) make work correctly.

This is complicated by the fact that I'm in the middle of a seasonal depression (the onset of winter always seems to sap my creative urges and leave me feeling a bit worthless and blah) and so I've been rather more aggressively sabotaging myself than is usual.  No, seriously.  I'm pretty much constantly undermining my own efforts to do things, and this gets significantly worse during the winter.  Technically speaking, modding Starsector is me sabotaging my efforts to monetize my art (specifically the prerequisite that I have finished art to monetize), and I'm currently sabotaging my efforts to mod Starsector, so that should give you some idea how bad an issue this is for me.

So in short, until/unless I can pull myself away from the trivial distractions with which I am sabotaging myself it'll be a while before SHI starts getting some more love applied to it.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: Sabaton on November 12, 2013, 01:13:53 PM
 Was wandering about the silence.
 I know how that feels, you can be your own worst enemy sometimes, nothing good comes when you can't put order in your mind.
 But you have all the time in the world, find your peace and the rest will come on its own. :)
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: NanoMatter on November 12, 2013, 03:00:38 PM
Its like buring tons of space trees. Fun tho.  :D
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: Trylobot on November 12, 2013, 03:46:33 PM
MShadowy: I know of a kindred soul who may be able to brighten your seasonal downtime a bit, here you go:
http://hyperboleandahalf.blogspot.com/

Just in case you'd never read her blog before. Especially, I'm talking about this series of posts:
http://hyperboleandahalf.blogspot.com/2011/10/adventures-in-depression.html
http://hyperboleandahalf.blogspot.com/2013/05/depression-part-two.html

Notice the date difference there.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: Cycerin on November 12, 2013, 04:21:47 PM
The best way to break circular thinking in my experience is regular exercise (the absolute best thing you can do for your mood and health in the entire world, period) and a sense of freedom when it comes to creativity. Ergo, being able to work when inspiration strikes and not feeling forced to when it isn't there.

If you have this feeling like you wanna work on the mod but dont want to grapple "big stuff" just do something fun instead, like making new variants, adding a new frigate, make a new weapon, whatever... I must admit my mod lacks a few features that should have been in long ago, because I let myself follow the next thing that strikes me, over and over, but we do this for fun. It's not a job. As soon as you stop having fun, just do something else!
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: MShadowy on November 12, 2013, 06:06:12 PM
MShadowy: I know of a kindred soul who may be able to brighten your seasonal downtime a bit, here you go:
http://hyperboleandahalf.blogspot.com/

Just in case you'd never read her blog before. Especially, I'm talking about this series of posts:
http://hyperboleandahalf.blogspot.com/2011/10/adventures-in-depression.html
http://hyperboleandahalf.blogspot.com/2013/05/depression-part-two.html

Notice the date difference there.

Jeez.  I guess I should consider myself lucky that I tend to suffer only fairly mild seasonal issues.  At least I tend to break out of depressive episodes (eventually) when I get around to acknowledging (as opposed to denying) that I'm having an issue.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: zakastra on November 13, 2013, 04:58:42 AM
I hear it said that every artist is their own worst critic, and I have little doubt its true, but I can say with confidence that the quality of work you put out is simply superb and I hope you find your own confidence again soon.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: senor on November 13, 2013, 05:48:27 AM
Mshadowy, your mod is awesome and you are awesome... fantastic work.  great ship, weapon, and faction design.  :D
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: Wyvern on November 16, 2013, 04:57:48 PM
So, ages ago, I promised you a better AI for the Tartarus' siege mode system.  Here's revision one - it focuses on the system's defensive benefits; I'm working on adding in some code to make it take advantage of the range boosts, but that part isn't ready yet - and this version is quite good at dealing with salamander missiles and frigates trying to flank it.

Code
package data.shipsystems.scripts.ai;

import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.CombatEntityAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.ShipSystemAIScript;
import com.fs.starfarer.api.combat.ShipSystemAPI;
import com.fs.starfarer.api.combat.ShipwideAIFlags;
import java.util.Iterator;
import org.lwjgl.util.vector.Vector2f;
import org.lazywizard.lazylib.combat.*;
import org.lazywizard.lazylib.MathUtils;

public class ms_siegemodeAI implements ShipSystemAIScript {
  private ShipSystemAPI system;
  private ShipAPI ship;
  private ShipwideAIFlags flags;
  
  @Override
  public void init( ShipAPI ship, ShipSystemAPI system, ShipwideAIFlags flags, CombatEngineAPI engine ) {
    this.ship = ship;
    this.system = system;
    this.flags = flags;
  }
  
  @Override
  public void advance( float amount, Vector2f missileDangerDir, Vector2f collisionDangerDir, ShipAPI target ) {
    float shieldArc = ship.getShield().getActiveArc();
    boolean shieldExtensionNeeded = false;
    if( ship.getShield().getActiveArc() > 265f ) { // if shields haven't unfolded enough, then siege mode can't help.
      float facing = ship.getFacing();
      if( missileDangerDir != null ) { // if there are missiles around
        Iterator iter = AIUtils.getNearbyEnemyMissiles( ship, 800f ).iterator();
        while( iter.hasNext() ) {
          CombatEntityAPI e = (CombatEntityAPI)iter.next();
          float relativeFacing = MathUtils.clampAngle( MathUtils.getFacing( MathUtils.getDirectionalVector( ship, e ) ) - facing );
          if( relativeFacing < 240 && relativeFacing > 120 ) {
            shieldExtensionNeeded = true;
            break;
          }
        }
      }
      if( !shieldExtensionNeeded ) {
        Iterator iter = AIUtils.getNearbyEnemies( ship, 1600f ).iterator();
        while( iter.hasNext() ) {
          ShipAPI e = (ShipAPI)iter.next();
          if( ( e.getFluxTracker().isOverloaded() && e.getFluxTracker().getOverloadTimeRemaining() > 1.8f ) ||
              ( e.getFluxTracker().isVenting() && e.getFluxTracker().getTimeToVent() > 1.8f ) ) {
            continue; // skip this ship, it's not a threat.
          }
          float relativeFacing = MathUtils.clampAngle( MathUtils.getFacing( MathUtils.getDirectionalVector( ship, e ) ) - facing );
          if( relativeFacing < 240 && relativeFacing > 120 ) {
            shieldExtensionNeeded = true;
            break;
          }
        }
      }
    }
    if( shieldExtensionNeeded || flags.hasFlag( ShipwideAIFlags.AIFlags.TURN_QUICKLY ) ) {
      activateSystem();
    } else {
      deactivateSystem();
    }
  }

  private void deactivateSystem() {
    if( system.isOn() ) {
      ship.useSystem();
    }
  }
  private void activateSystem() {
    if( !system.isOn() ) {
      ship.useSystem();
    }
  }
}
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: MShadowy on November 17, 2013, 08:16:12 PM
Ah, excellent.  Thanks.  I'll be sure to have it in for the next revision, when I get around to that, hopefully some time soon.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: Wyvern on November 30, 2013, 09:02:22 AM
Tartarus AI revision two - still purely defensive, but now works properly with an omni shield emitter.  Well, the ship system AI works properly; I'm not sure the base ship AI quite knows what to do with 360 Omni shields.  Hint: If you do install an omni shield emitter on a Tartarus, you probably also want to install Accelerated Shields.  It makes quite a difference if the ship is getting swarmed.

Code
package data.shipsystems.scripts.ai;

import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.CombatEntityAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.ShieldAPI;
import com.fs.starfarer.api.combat.ShipSystemAIScript;
import com.fs.starfarer.api.combat.ShipSystemAPI;
import com.fs.starfarer.api.combat.ShipwideAIFlags;
import java.util.Iterator;
import org.lwjgl.util.vector.Vector2f;
import org.lazywizard.lazylib.combat.*;
import org.lazywizard.lazylib.MathUtils;

public class ms_siegemodeAI implements ShipSystemAIScript {
  private ShipSystemAPI system;
  private ShipAPI ship;
  private ShipwideAIFlags flags;
  private float siegeModeTrigger;
  private float siegeModeTriggerMin;
  private float siegeModeTriggerMax;
  
  @Override
  public void init( ShipAPI ship, ShipSystemAPI system, ShipwideAIFlags flags, CombatEngineAPI engine ) {
    this.ship = ship;
    this.system = system;
    this.flags = flags;
    // technically it'd make sense to have these vary with "do I have extended shields?" as well, but careful testing indicates that I think this is good enough.
    if( ship.getShield().getType() == ShieldAPI.ShieldType.FRONT ) {
      siegeModeTrigger = 265f;
      siegeModeTriggerMin = 120f;
      siegeModeTriggerMax = 240f;
    } else if( ship.getShield().getType() == ShieldAPI.ShieldType.OMNI ) {
      siegeModeTrigger = 60f;
      siegeModeTriggerMin = 30f;
      siegeModeTriggerMax = 330f;
    } else { // no shield or phase cloak - this should not happen.
      siegeModeTrigger = 999f;
      siegeModeTriggerMin = 999f;
      siegeModeTriggerMax = 0f;
    }
  }
  
  @Override
  public void advance( float amount, Vector2f missileDangerDir, Vector2f collisionDangerDir, ShipAPI target ) {
    float shieldArc = ship.getShield().getActiveArc();
    boolean shieldExtensionNeeded = false;
    if( ship.getShield().getActiveArc() > siegeModeTrigger ) { // if shields haven't unfolded enough, then siege mode can't help.
      float facing = ship.getShield().getFacing(); // note that this is absolute facing, and thus works just fine with both front & omni shields
      if( missileDangerDir != null ) { // if there are missiles around
        Iterator iter = AIUtils.getNearbyEnemyMissiles( ship, 800f ).iterator();
        while( iter.hasNext() ) {
          CombatEntityAPI e = (CombatEntityAPI)iter.next();
          float relativeFacing = MathUtils.clampAngle( MathUtils.getFacing( MathUtils.getDirectionalVector( ship, e ) ) - facing );
          if( relativeFacing < siegeModeTriggerMax && relativeFacing > siegeModeTriggerMin ) {
            shieldExtensionNeeded = true;
            break;
          }
        }
      }
      if( !shieldExtensionNeeded ) {
        Iterator iter = AIUtils.getNearbyEnemies( ship, 1600f ).iterator();
        while( iter.hasNext() ) {
          ShipAPI e = (ShipAPI)iter.next();
          if( ( e.getFluxTracker().isOverloaded() && e.getFluxTracker().getOverloadTimeRemaining() > 1.8f ) ||
              ( e.getFluxTracker().isVenting() && e.getFluxTracker().getTimeToVent() > 1.8f ) ) {
            continue; // skip this ship, it's not a threat.
          }
          float relativeFacing = MathUtils.clampAngle( MathUtils.getFacing( MathUtils.getDirectionalVector( ship, e ) ) - facing );
          if( relativeFacing < siegeModeTriggerMax && relativeFacing > siegeModeTriggerMin ) {
            shieldExtensionNeeded = true;
            break;
          }
        }
      }
    }
    if( shieldExtensionNeeded || flags.hasFlag( ShipwideAIFlags.AIFlags.TURN_QUICKLY ) ) {
      activateSystem();
    } else {
      deactivateSystem();
    }
  }

  private void deactivateSystem() {
    if( system.isOn() ) {
      ship.useSystem();
    }
  }
  private void activateSystem() {
    if( !system.isOn() ) {
      ship.useSystem();
    }
  }
}
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: Sabaton on December 21, 2013, 03:38:52 AM
 Just jumping in to ask how's it going. 
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: MShadowy on December 22, 2013, 08:44:03 PM
Weeeelllllll... currently I'm busy with some other creative stuff and am getting back up to speed with some general illustration projects, some sketches and what not.  Unfortunately though, I'm just a bit burned out on SHI and not really sure what to do with them at the moment as most of my recent ideas for them seem to have stonewalled fairly decisively.  It's a bit discouraging.

Hopefully that'll pass before too long, since I really like the faction overall and enjoy working on them.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: HELMUT on December 23, 2013, 12:03:34 AM
Well, SHI already have a sizable amount of ships for their faction, which is pretty big deal for a supposedly "small" corporation. Still would like to see the Tresher though...

How about you try another faction maybe?
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: MShadowy on January 07, 2014, 09:00:08 AM
Well, it's definitely something to think about.  To be honest, it's not so much the variety of classes as it is that every major (combat) role has been filled.  By the Cruisers, which was not really my intention when I started out--if Blackrocks strength are their Frigates then I'd intended Shadowyards to be their Destroyers.

In order to fix things I'd probably have to jostle things around at least a little; the Elysium would be a good place to start as it basically doesn't function at all like it's supposed to and I could probably make it more a utility ship without much issue from the players.  But I'm afraid that I would likely need to actually remove or re-purpose quite a bit more than just that in order to resolve these issues.  If I approach this again I'll probably try to consider each ships utility a bit more; SHI probably shouldn't be too weak tactically but their edge really should be more in strategic and logistics assets.

As for the Thresher, it's not really an SHI design, but rather a design originating from pirates and mercenaries derived from stolen SHI parts.  It actually sort of was, alongside the Potnia-bis, the start of an attempt at doing a different faction (one that I actually still kinda wanna do), but taking a more distinctly novel approach is probably a good idea.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: LiquidStang on January 07, 2014, 09:10:38 AM
Best mod I've seen so far.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: CopperCoyote on January 07, 2014, 09:41:08 PM
Well, it's definitely something to think about.  To be honest, it's not so much the variety of classes as it is that every major (combat) role has been filled.  By the Cruisers, which was not really my intention when I started out--if Blackrocks strength are their Frigates then I'd intended Shadowyards to be their Destroyers.

In order to fix things I'd probably have to jostle things around at least a little; the Elysium would be a good place to start as it basically doesn't function at all like it's supposed to and I could probably make it more a utility ship without much issue from the players.  But I'm afraid that I would likely need to actually remove or re-purpose quite a bit more than just that in order to resolve these issues.  If I approach this again I'll probably try to consider each ships utility a bit more; SHI probably shouldn't be too weak tactically but their edge really should be more in strategic and logistics assets.

One of my favorite things about SHI is it's lighter supply usage. It is really nice when taking a new system in Exeralin for example. It also allows for bigger fleets with limited leadership points. I don't think it'd be problematic to have a good spread of combat roles for cruisers once the campaign portion is more fleshed out. Just make it so you only see them in Anar. The Scylla and Tartarus are both good combat cruisers, but they both have trouble with smaller ships. The Charybdis does ok against smaller ships, but It's biggest strength is as a support ship. The Elysium is neat on paper, but in practice i have a really hard time using it, and I don't let the NPCs use it so if you rework it as a support ship it'd be fine (IMO).

The Morningstar is a good all around destroyer. It is similar to the Medusa in that it is good against frigates and destroyers (but it uses range instead of mobility to avoid harm). The Sargasso is a decent carrier. I really like that it can mount a dual flak. If the NPCs turned on it's buff and left it on then it'd be better (I think). The tender ships are generally good too. There are plenty of roles left in the destroyer department though. There could be one that can punch up, like the Hammerhead (except high tech). I think a missile destroyer to take advantage of all the good SHI missiles would be fun too. The quick use phase SHI systems are pretty fun . A dedicated mine layer (like the mines on the Shamash) would be very good for a strategic feel. Area denial is basically only accomplished by nebulae at this point. Maybe have the mines slow down as if in a nebula so they stick around.

I don't feel like it's too far from being a destroyer-centric faction. Sure it could have more destroyer variety, but if their focus is on exploration and low logistical cost defense (like the Neriad info implies) then it may be ok as is. I personally would want big lumbering cruisers (like Tartarus) protecting my great big manufacturing basket if someone hostile comes knocking. I think the easiest way to think of new ship designs would be to play with only SHI destroyers and smaller and see if there are any gaps you need covered.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: MShadowy on January 08, 2014, 10:11:39 AM
Well, yeah, that's probably a good way to think about it.  Not necessarily different roles, but cheaper to deploy and keep in the field, in addition to areas of specialization that aren't necessarily filled by larger or smaller craft.

Thanks, that was actually really helpful and gives me some ideas on how to approach these issues I've been having.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: MShadowy on January 15, 2014, 12:59:16 PM
Alright, general status update.  I'm currently doing some quick sketch commissions as I find myself rather needing money.  I should be back on the mod sometime next week; I am taking the day off as I rather overdid it yesterday, like an idiot, but oh well.

I have done a bit of preliminary work on some more ships (including another redesign of the Thresher and some preliminary revisions to the Elysium), but nothing really ready to show yet.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: MShadowy on February 18, 2014, 12:14:47 PM
Well, feel free to share; I'm hardly adverse to people lending a hand.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: Nanao-kun on February 20, 2014, 04:13:41 PM
What exactly does the Sargasso's Fighter Control Relay do?
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: Punch Clock Horrors on February 20, 2014, 04:18:12 PM
I've noticed that there isn't a whole lot of fighters available to the faction, maybe expanding that line would work?
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: MShadowy on April 07, 2014, 04:21:58 PM
Alright, finally a new dev version is up.

=download= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)

Rather preliminary list of changes:

New support Fighter, the Kobold.
Entirely reworked Elysium Light Cruiser; new appearance and weapons layout, new built in weapon (lightning shotgun kinda thing), and a new ship system (engine inhibitor thing).
The Skinwalker now has a pair of auxiliary drone bits.  Because it's totally a protagonist fighter, you know.
The Rakshasha now has a short range displacer system.
Played a bit with the maintenance costs of the destroyers, shouldn't be so absurdly cheap or quick to repair any more.
Graphics for all hullmods, and a new intrinsic hullmod that isn't quite working right yet.

There's probably more, but I'm a bit tired at the moment.  This has not even been balanced so let me know what you think.

ToDo:

Visual effects for engine killer ship system.
Getting lightning bolts to spawn from missed shots on the Elysiums main gun.
Fixing the Harmonic Shield Conduits hullmod to work correctly.
Making medium sized torpedo launcher, and making small and medium sized rocket launchers.
Write descriptions for various ship systems.
General balance fixes and adjustments.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: Sabaton on April 08, 2014, 03:49:04 AM
Good to see you're still kicking! 
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: CopperCoyote on April 08, 2014, 03:10:44 PM
I've given the Elysium a go. I love the new pandora array. I felt like laughing maniacally like a sith lord or something because it looks really good when it fires. I forgot to look at the stats, but the DPS feels a little low. It's flux usage was low too though.

The engine knock-out system is currently amazingly powerful. Because it skips everything but engines the only ships it doesn't flame out every time are the 360 shield ones. It's name is so long it truncates and takes 2 lines on my computer (I run it windowed and at a smaller resolution(bigger than 1024X768 though)). When it starts on the second line there's only 2 letters there so it's pretty obvious it's been truncated. I forgot to write down where it stops.

I like the way the Elysium looks now too. The way there are two lobes connected in the center and it's new color reminds me of a shelled pecan. With more turrets on one side i can make it more optimized for one side and not feel bad about it(I'm a little irrational sometimes). Is the olive color indicative of a new sub-faction?

I only fought the kobolds if the simulator, but they seem like they'd do well in a big fight with lots of ships. Spamming to overwhelm PD FTW. They even fire their rockets at frigates so they won't be impeded if you use the engage order. On the down side they probably wouldn't be able to be pinch bombers like thunders can. I bet a nice synergy would happen with neriads by having kobolds spew rockets to force the shields up then the shrikes overloading them for devastating amounts of damage. I forgot to test the other fighters.

I was wondering: why does the new hullmod have diminishing effects for larger hulls?

I really like the torpedos, and i'm quite giddy for the medium mount.

The ship CR usage felt in line with the latest version of Starsector. I'd actually forgotten that I should keep an eye on it until shortly before i quit playing.

Once I've gotten a bit higher level i'll start fights with the bigger factions and see how things go.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: MShadowy on April 08, 2014, 06:47:00 PM
Alright, next dev version is ready.  The Harmonic Shields hullmod is working now; it feels a bit strong to me, so let me know what you think.

=download= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)

I'll have the medium torpedo mount and rocket launchers put into the next version.

Also, many thanks to Dark Revenant and Debido for their invaluable help with coding.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: Nanao-kun on April 08, 2014, 10:18:05 PM
The Chaingang CEPC is PD right? It's role isn't defined in descriptions.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: Doogie on April 09, 2014, 10:10:15 AM
The Chaingang CEPC is PD right? It's role isn't defined in descriptions.

No, it's more a "anything it fires at dies" role.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: MShadowy on April 09, 2014, 11:12:26 AM
The Chaingang CEPC is PD right? It's role isn't defined in descriptions.

No, it's more a "anything it fires at dies" role.

I suppose, though it is generally meant more as a general Point Defense/CIWS type of weapon.  Updated the description with the weapons role.

-snip-

As always, many thanks for your in depth analysis.

I'll make some adjustments to the Pandora arrays stats, though I feel like the damage is about right.  Probably could use some tweaking, for sure.  As for the Engine knock out system, yeah, it's working perfectly (thanks, again, to Dark Revenant for his aid); the name of the system fully is "Remote Engine Inhibitor System" so I've shortened to the acronym, REIS.

As for the more olive color, that's due to a though about ship customization; Revenant has been considering an idea using multiplicative layers and decorative weapon slots to allow for customizable paint styles.  Given their generally pale hulls, SHI's ships would be well suited, but in order to avoid colors combining badly I would have to desaturate the cyan color first, which I ended up doing with the new Elysium, hence the change in color.

I'm going to throw together a mission containing the Kobolds to test how well they work in an actual combat situation more readily, though they should still be present in the campaign as well.

As for the hullmod having diminishing returns... well larger ships have a higher base flux dissipation.  Seeing as the hull mod increases flux dissipation by a percentage of that value, the percentage being derived from a formula which is currently ( 100 * (1 + s + ( h / m) ), a Capital ship with the same passive dissipation improvements as a Frigate would receive a substantially greater bonus given the scale differences already present.

In any case, thanks again for your time; you should be pleased to note that the Mid sized tusk launchers will be in the next dev release for certain.  Cheers.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: HELMUT on April 10, 2014, 12:54:26 PM
What exactly does the Sargasso's Fighter Control Relay do?

+1, always wanted to know what that thing was supposed to do.

Anyway i recently played a carrier based fleet with SHI. I found them a bit... Underwhelming. At least at the start.

The Neriad is a good multi-role craft, and it's also bloody fast, perfect ship to grab strategic points at the star of the battle. It's not worth a Thunder wing in my opinion though, the ion cannon on the vanilla fighter is incredibly annoying, also the Harpoon hit harder than the Shrike. The Neriad may have one more fighter in their wings but their assault gun tend to miss quite a lot. A good support ship but definitely not the backbone of the fleet.

The Skinwalker is a pretty good heavy fighter. The particle cannon is what really make it scary as it is much better to intercept other fighters than the Neriad assault gun. The missiles are a good addon but not the main reason i choose to field those in number.

The Raksasha is a decent craft even though it clearly lack the punch of other bombers. The good point of the Tusk torpedo is that it never miss its target but that's all, it can't wreck big ships like Piranhas or Daggers can. It's not bad but not great either.

I didn't had much occasion to try the Kobold as i had some trouble getting this fighter. But for the few times i tried it, it seemed to be a different Rakshasha. Couldn't find if the Splinter launcher was kinetic or explosive. I'm not sure what to say about this one.

Currently SHI lack a proper interceptor in my opinion. For now their fleets seems to rely on TTs Wasps to do this job. Another thing that hurt them a lot, all of their fighters use missiles and come back to their carrier to reload when they fire it. It can be very problematic when you try to swarm the enemy fleet and keep their PD busy to open the way to bombers. Also if your fleet lack enough fighter bays to re-arm them fast enough, fighters will engage the enemy by "wave" rather than together, and getting shredded by concentrated PD fire.

These weakness are a bit smoothened by the Charybdis, as it is probably the best battlecarrier in the game. But Sargassos alone can't support the rest of the fleet as a Charybdis can.

Also on a completly different note, will you plan one day at developping those red/white stripped ships? (pic probably NSWF)

Spoiler
(http://fc08.deviantart.net/fs71/i/2014/072/c/4/space_booty_by_mshadowy-d7a2t78.jpg)
[close]
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: Tecrys on April 10, 2014, 02:55:45 PM
What exactly does the Sargasso's Fighter Control Relay do?

+1, always wanted to know what that thing was supposed to do.

I had a look into the code and it seems to severly buff most stats of fighters.
That means: Autofire Accuracy, Ballistic and Energy weapon range and speed and maneuverability.

If you're playing a carrier fleet this ship is a wonderful asset to the whole fleet, SHI definitely has the advantage there over other fleets also a Charybdis (Carrier) is a really nice flagship imo.

Oh, I somehow just flew over the rest of Helmut's observations.
It's been a while since I played SHI but I always felt that carrier fleets with a good mix of their own fighters were pretty strong compared to others.
My "endgame fleet" around level 30 to 40 was a single Charybdis, 2 wings of Raksashas and 2 wings of Skinwalkers. I killed anything with that, no matter what.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: MShadowy on April 10, 2014, 04:05:34 PM
I had a look into the code and it seems to severly buff most stats of fighters.
That means: Autofire Accuracy, Ballistic and Energy weapon range and speed and maneuverability.

If you're playing a carrier fleet this ship is a wonderful asset to the whole fleet, SHI definitely has the advantage there over other fleets also a Charybdis (Carrier) is a really nice flagship imo.

Oh, I somehow just flew over the rest of Helmut's observations.
It's been a while since I played SHI but I always felt that carrier fleets with a good mix of their own fighters were pretty strong compared to others.
My "endgame fleet" around level 30 to 40 was a single Charybdis, 2 wings of Raksashas and 2 wings of Skinwalkers. I killed anything with that, no matter what.

Aye.  The idea, in the end, was that the Sargasso would remain in the back and buff friendly fighters.  I'll try and get said numbers to actually display.

Anyway i recently played a carrier based fleet with SHI. I found them a bit... Underwhelming. At least at the start.

The Neriad is a good multi-role craft, and it's also bloody fast, perfect ship to grab strategic points at the star of the battle. It's not worth a Thunder wing in my opinion though, the ion cannon on the vanilla fighter is incredibly annoying, also the Harpoon hit harder than the Shrike. The Neriad may have one more fighter in their wings but their assault gun tend to miss quite a lot. A good support ship but definitely not the backbone of the fleet.

Yeah, I'm planning on replacing the Neriads main gun soon; probably either some kind of really rapid fire bullet hose kinda weapon or perhaps a burst firing flak "canister" gun.  Whatever, she needs some work, the design ideas for the craft are way behind my current thinking.

Quote
The Skinwalker is a pretty good heavy fighter. The particle cannon is what really make it scary as it is much better to intercept other fighters than the Neriad assault gun. The missiles are a good addon but not the main reason i choose to field those in number.

The Skinwalker, aye, is currently quite nice.  With the addition of her bit drones I feel like she's got a good character to her now and she's decently powerful.

Quote
The Raksasha is a decent craft even though it clearly lack the punch of other bombers. The good point of the Tusk torpedo is that it never miss its target but that's all, it can't wreck big ships like Piranhas or Daggers can. It's not bad but not great either.

I'm a little hesitant to let the Raksasha carry two Tusks though; as you noted the torpedo rarely misses due to how it's designed and four tusks--between two bombers--is a lot of pretty much guaranteed damage.

Quote
I didn't had much occasion to try the Kobold as i had some trouble getting this fighter. But for the few times i tried it, it seemed to be a different Rakshasha. Couldn't find if the Splinter launcher was kinetic or explosive. I'm not sure what to say about this one.

There are currently behavior issues with the Kobold, I'm going to need to kludge together some scripting shennanigans to ensure that she keeps station at a proper range rather than charges, lemming like, right next to her target.

Quote
Currently SHI lack a proper interceptor in my opinion. For now their fleets seems to rely on TTs Wasps to do this job. Another thing that hurt them a lot, all of their fighters use missiles and come back to their carrier to reload when they fire it. It can be very problematic when you try to swarm the enemy fleet and keep their PD busy to open the way to bombers. Also if your fleet lack enough fighter bays to re-arm them fast enough, fighters will engage the enemy by "wave" rather than together, and getting shredded by concentrated PD fire.

These weakness are a bit smoothened by the Charybdis, as it is probably the best battlecarrier in the game. But Sargassos alone can't support the rest of the fleet as a Charybdis can.

A proper fleet carrier may be joining the lineup.  As for the interceptors, hopefully revisions to the Neriads weapons will fix that but who knows?  E:  If it doesn't there's always the possibility of throwing in 4-5 strong wings of Autonomous Interceptor craft.

Also the missile thing is something I'm aware of, and am still trying to fix.

Quote
Also on a completly different note, will you plan one day at developping those red/white stripped ships? (pic probably NSWF)

-snip-

Uh, didn't have any plans no, that's just kind of a random pinup.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: Nanao-kun on April 10, 2014, 04:55:01 PM
That art is nice though. It's got a... er... amazing foreground.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: MShadowy on April 10, 2014, 05:24:19 PM
... eheh.  Um, thanks?  I'm not super creative so attracting attention with that kinda lowbrow stuff is all I'm really good for.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: HELMUT on April 10, 2014, 05:45:40 PM
I'm a little hesitant to let the Raksasha carry two Tusks though; as you noted the torpedo rarely misses due to how it's designed and four tusks--between two bombers--is a lot of pretty much guaranteed damage.

Actually that doesn't sound too excessive.

After a few more hours, i finally reached an end-game fleet in Uomoz mod (and managed to add the last SHI release with it). When doing some SHI vs SHI fight, both the enemy and i have a lot of trouble taking down big ships (Mimir, Charybdis etc..). The Raksasha lack the alpha strike to burst open the big ones, it always turn into attrition warfare where i'm trying to blow up all the small ships to be able to swarm to death the biggest ones.

With other bombers, i usually point my finger at the target and say "kill" to obliterate big ships in one or two pass. Doesn't work with SHI bomber. Adding another torpedo to the Raksasha could help a lot, some other parts of this craft may need to be nerfed a bit if it happen though.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: Nanao-kun on April 10, 2014, 07:21:49 PM
... eheh.  Um, thanks?  I'm not super creative so attracting attention with that kinda lowbrow stuff is all I'm really good for.
Well you've definitely got my attention. :P
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: MShadowy on April 16, 2014, 07:32:17 PM
Alright, dev version updated again.

=download= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)

Alright, rough list of changes in this dev:

* Raksasha's now carry two tusk torpedoes.
* Medium Tusk launcher, 'Narwahl,' added.
     - At Cycerins suggestion, made the spread of Tusk bomblets significantly tighter
* Renamed the Wavebeam to Wavepulse Cannon
     - Currently experimenting with a critical hit script that should add ~100 dps
* Added details of the utilized bonuses to the Sargasso's fighter control relay, and simplified the AI so that it should operate more consistently.
* Wrote descriptions for several ship systems - for Mimir, Seski, Elysium, Shamash and Tartarus.
* Rewrote the Elysiums description to reflect changes in it's background lore.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: Nanao-kun on April 20, 2014, 11:13:09 AM
I hope you don't take offense to this, but I got bored and added P9's reactor cores to the Sargasso, changed it's color scheme, and added parts from other Shadowyard ships to it.
(http://i.imgur.com/7nFZ9j5.png)
It can no longer support fighters now however.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: CopperCoyote on April 20, 2014, 10:19:47 PM
I gave the new version a test. Got to level 16 so far. I basically only have points in leaderships for a big carrier fleet.

The narwhal is only 5 op. That makes it a total no brainer to put on medium mounts. If it was more like 10 op it'd be fine. I like that there is a bit of randomness for the tusk missiles curvature so sometimes they hit in a very tighter cluster. Sometimes it is like before and it uniformly take off the armor from about 3/4 of the ship.

Sargassos are really cheap at 2 logistics. I guess the trade off is they're 11 deployment, but don't have a ton of punch. I see the ship system working for sure now though and it is pretty awesome. I want to keep it on as much as possible so i make lots of use of the Harmonic Shield Conduit (HSC) in a Sargasso.

I don't use the HSC much in other ships because i'm so active vent happy but the AI makes good used of them. I'm a little fuzzy on how much they increase vent speed, but it feels faster at any rate. Like if i have 1000 hard flux on a mimir does that increase my passive venting speed by 100 flux/s? Then as it ticks down 99 then 98 and so on?

I like the option like drones added to the skinwalkers. They add some needed punch.

The kobolds are amazing at overwhelming enemy PD. The fighters draw fire the missiles draw fire and their flares draw fire. Even low tech ships have trouble keeping up with them. Though because they strafe so much in a wobbly fashion the missiles are wildly inaccurate. Maybe 1 in 5 hit an enemy destroyer traveling in a straight line while fleeing while crashmothballed. Against enemies that return fire, tying up PD is totally worth it. Barbette is a good PD weapon too so they're decent defensively too. Their info has a wonky thing to it though for weapons it says "1X(in white), 1x(in yellow) splinter rocket (kobold variant), 1X(in yellow) barbette PD system".

The neriad afterburner makes them the best point cappers. I send them to get a point and they do. Only hyperions are faster, barely. They also afterburn through withering enemy fire too though and that gets tedious. They are also really love to restock their shrikes. So they sometimes starve the bombers for flight decks.

Raksashas have their tusk rack over their sprite and it looks a little odd. It might be better if it was below. Though they look kinda adorable with their little horns after they've emptied the rack.

That's all i've looked at carefully for now.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: JDCollie on April 21, 2014, 04:26:53 PM
I hope you don't take offense to this, but I got bored and added P9's reactor cores to the Sargasso, changed it's color scheme, and added parts from other Shadowyard ships to it.
(http://i.imgur.com/7nFZ9j5.png)
It can no longer support fighters now however.
That . . . totally looks like a face to me now. o.O
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: HELMUT on April 22, 2014, 05:08:03 AM
Raksashas have their tusk rack over their sprite and it looks a little odd. It might be better if it was below. Though they look kinda adorable with their little horns after they've emptied the rack.

I think it's impossible having weapons under the ship sprite. You can make some tricks that give the illusion it is under though.

Nanao, i would like seeing more work from you. This one is pretty sweet looking.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: Nanao-kun on April 22, 2014, 10:49:23 AM
I think it's impossible having weapons under the ship sprite. You can make some tricks that give the illusion it is under though.

Nanao, i would like seeing more work from you. This one is pretty sweet looking.
Eh, the thing is pretty much entirely copy and paste really.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: MShadowy on April 22, 2014, 11:18:04 AM
I gave the new version a test. Got to level 16 so far. I basically only have points in leaderships for a big carrier fleet.

The narwhal is only 5 op. That makes it a total no brainer to put on medium mounts. If it was more like 10 op it'd be fine. I like that there is a bit of randomness for the tusk missiles curvature so sometimes they hit in a very tighter cluster. Sometimes it is like before and it uniformly take off the armor from about 3/4 of the ship.

Hmmm, yeah I'd based the launcher basically directly off of the Reaper launcher, guess I didn't think about it hard enough.  I'll adjust the OP cost so it's a little more reasonable.  As for the bomblets, good to hear, that's about as intended.

Quote
Sargassos are really cheap at 2 logistics. I guess the trade off is they're 11 deployment, but don't have a ton of punch. I see the ship system working for sure now though and it is pretty awesome. I want to keep it on as much as possible so i make lots of use of the Harmonic Shield Conduit (HSC) in a Sargasso.

I don't use the HSC much in other ships because i'm so active vent happy but the AI makes good used of them. I'm a little fuzzy on how much they increase vent speed, but it feels faster at any rate. Like if i have 1000 hard flux on a mimir does that increase my passive venting speed by 100 flux/s? Then as it ticks down 99 then 98 and so on?

The maths on the HSC are a little fuzzy, so it gives sort of a bell curve kind of effect where the boost to dissipation is highest somewhere in the middles; it's essentially soft capped.  As for the actual degree of benefit I'd have to do some math to figure it out, and as I'm not terribly great with math (the formula the hull mod uses was offered up by Debido) I'm not so sure how accurate the result would be.

I'm glad you like how the Sargasso is going now, though it should have been working all this time, it just didn't indicate the effects because I never got around to including that code because I'm kinda dumb.  I still want to add some kind of visual effect to show the edge of it's range, but haven't even decided what that effect would be yet.

Quote
I like the option like drones added to the skinwalkers. They add some needed punch.

 :)

Quote
The kobolds are amazing at overwhelming enemy PD. The fighters draw fire the missiles draw fire and their flares draw fire. Even low tech ships have trouble keeping up with them. Though because they strafe so much in a wobbly fashion the missiles are wildly inaccurate. Maybe 1 in 5 hit an enemy destroyer traveling in a straight line while fleeing while crashmothballed. Against enemies that return fire, tying up PD is totally worth it. Barbette is a good PD weapon too so they're decent defensively too. Their info has a wonky thing to it though for weapons it says "1X(in white), 1x(in yellow) splinter rocket (kobold variant), 1X(in yellow) barbette PD system".

The wonky info thing is a result of trying to use a spoofed "gun" which was intended to make the Kobolds back off a bit; I wanted them to keep their distance rather than attempt to facecheck their targets.  Used a script to swap about weapon projectiles so that it would not actually do damage but there was no actual effect on the fighters behavior.  I just forgot to remove it, aheh.

In any case, sounds like they've got a potentially excellent use as a distraction to PD systems as is, so maybe I'll keep them how they are now, though I may make some changes to their rocket launcher to make it a little less inaccurate.

Quote
The neriad afterburner makes them the best point cappers. I send them to get a point and they do. Only hyperions are faster, barely. They also afterburn through withering enemy fire too though and that gets tedious. They are also really love to restock their shrikes. So they sometimes starve the bombers for flight decks.

I need to set up a custom AI for their burn drive so that they don't do it while too close to whatever they're attacking, probably; it is obnoxious to be sure, especially since the AI seems unable to really account for that level of speed while trying to make shots.  As for the missiles, I guess that's probably something arising from their guns being anti-fighter weapons and the shrikes being anti-ship weapons.  Perhaps swapping the missile out for a black cap launcher or something?

Quote
Raksashas have their tusk rack over their sprite and it looks a little odd. It might be better if it was below. Though they look kinda adorable with their little horns after they've emptied the rack.

That's all i've looked at carefully for now.

Hmmm, guess I forgot to hide the missile rack (though I did also change the fighters sprite to account for the wider launch area); I'll have a look at it and see what I can do, though I guess I'll keep the horns, heh.

Anyway, thanks; your critique is always a great help.

I hope you don't take offense to this, but I got bored and added P9's reactor cores to the Sargasso, changed it's color scheme, and added parts from other Shadowyard ships to it.
(http://i.imgur.com/7nFZ9j5.png)
It can no longer support fighters now however.

Huh.  It does look like a face now kinda.  Well, regardless I hardly mind people playing around with my stuff.

I should probably try and make a greeble sheet or something so people can actually kitbash if they want.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: JDCollie on April 22, 2014, 12:42:25 PM
I've noticed the AI seems to have problems with the Illanna frigate or whatever (the "left hook"). It makes a fantastic player frigate due to it's relatively high firepower for its size, but the AI seems to have difficulty bringing the guns to bear consistently. I usually find them pointing their bow directly at me rather than broadside like one would expect.

Just something to make note of anyway. Great mod :D
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: Taverius on April 22, 2014, 01:34:26 PM
I've noticed the AI seems to have problems with the Illanna frigate or whatever (the "left hook"). It makes a fantastic player frigate due to it's relatively high firepower for its size, but the AI seems to have difficulty bringing the guns to bear consistently. I usually find them pointing their bow directly at me rather than broadside like one would expect.

Just something to make note of anyway. Great mod :D
Unfortunately that's a problem the game has with all asymmetrical ships.

With the vanilla ships this is not so much of a problem, because they're still fairly symmetrical, but the AI code that recognizes the need to broadside just can't cope with only being able to broadside from one side.

As a result ships like the SHI Inanna and the BRDY Gonodactylus tend to have ... spotty performance in AI hands :)
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: CopperCoyote on April 23, 2014, 01:27:10 PM
I've been paying close attention to the kobold missiles. They look like annihilators. I think the inaccuracies are do to how much kobolds wobble as they strafe around a target. So the issue seems to be that unguided missiles maintain the velocity of the launching ship like bombs do. Aiming reapers and annihilators in a strafing frigate is really hard. I haven't checked to see if vanilla ships have the same trouble with annihilators, but i know they do with reapers.

I can think of a couple possible solutions:

First give them the smallest amount of homing so the missiles turn toward the target compensating for drift

Second make an AI that takes into account missile drift from lateral movement

The first one would be easier, but might make the kobold substantially more powerful. The second one requires more effort than i can even guess at.
Despite their inaccurate missiles i still make extensive use of kobolds tying up enemy PD and as escorts for my sargasso. Their PD doesn't pack much punch, but it has great range, and i use it like an early warning system so i can easily see which way i need to turn to take the missiles on the shield.

The Neriad might do better with blackcaps in addition to their shrike (even the 2 op one). I think because the shrikes are ASMs the AI fires them as an opening attack. If you have enough to overwhelm the PD it is a wonderful tactic, but it also means it is out of missiles and wants to rearm. They sometimes leave as an enemy is overloaded with shields down. Very frustrating. When i'm pursuing tarsuses i don't deploy anything with flightdecks so they stay and shoot at it. I also like to 1 - 2 punch with neriads and thunders. The thunders stay even after they've shot their harpoon. I think because they have plenty of swarmers so don't feel the urgent need to rearm.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: MShadowy on April 23, 2014, 09:34:51 PM
Alright, dev update updated again.  Hopefully this'll be the last time.

Mostly this time I ended up playing around with the scripting, though I did add a small mount version of the rocket launcher used by the Kobold (though it does not yet have any descriptive text); in terms of scripting I got the Pandora array producing lightning strikes even on missed shots now.  I also did some work on the Neriads system use logic, but managed to only get it to replicate it's existing behavior somehow.  Blast; I guess I'll need to ask for some help in composing the system AI.

Not much else of note.

=download= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
Post by: CopperCoyote on May 02, 2014, 12:44:44 AM
A couple of small observations:
First the lambent requires 0 crew so it is always only over rookie skill level. Bad for fleeing but good for big big stompy fleets

The second it the splinter launcher homing phase is really quite short so there is frequently 1 to 3 missiles that fly out at the initial launch speeds and never accelerate. If the AI does it they usually miss, but i've found they're really handy for laying down a stream of missiles for ships to fly into. Especially while fleeing. So what i do is fire it ahead of the target ships path and the 2 or 3 pointing at it zoom toward it and pressure it to keep the shields up. The slower ones traveling at launch speeds are slower and arrive where they're likely to be in a half second. Not sure it's worth the extra op because i can do a similar thing with annihilators (not from such a perpendicular angle though).

The neriads no longer fire their gun at frigates (and possibly larger i didn't check yet). Is this intentional?
Edit: The AC17 appears to have the strike tag because it doesn't fire at fighters either, but will fire at destroyers and above
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.4
Post by: MShadowy on May 07, 2014, 08:20:58 PM
Wellp, finally ready.

(http://i.imgur.com/QtE3qq6.png) (https://www.dropbox.com/s/clqz5kyx6u1a35j/shadow_ships0.4.4.zip)

0.4.4 Changelog:
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.4
Post by: Nanao-kun on May 07, 2014, 08:43:55 PM
Ohoho.
Title: Re: (0.6.1a) Shadowyards Heavy Industries v0.4.4
Post by: ValkyriaL on May 08, 2014, 08:28:11 AM
"It's Time..."
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4
Post by: MShadowy on May 09, 2014, 06:18:58 PM
Just a quick fix kinda update:

=Download 0.4.4a= (https://www.dropbox.com/s/le85m3y2tg0pgyu/shadow_ships0.4.4a.zip)

Changelog 0.4.4a -

Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4
Post by: Harmful Mechanic on May 11, 2014, 11:07:40 PM
I'm getting an error when I try to enter the game; existing characters won't load and new characters crash the game after the skill screen. Anyone else having this issue?
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4
Post by: pyg on May 12, 2014, 07:46:07 AM
This is my favorite faction and I mostly play Uomoz's Sector.  Anyway the UsS dev version includes the updates and I have the following comments.  Upping the logistics of the destroyers was definitely a good move.  I play almost exactly like HELMUT (carriers/fighters leadership/technology) and the Sargasso was almost too good to be true at 2 logistics per flight deck parked downwind and fronted with some capital distraction.  Aside: what is the range of the Fighter Relay Control?  Returning Bit Drones sometimes/often/always(?) crash into the carrier when docking.  I haven't tried the other Splinter missiles but the one on the Kobold will most certainly hit something other than what they where aiming at.  They are currently banished from my fleets due to "friendly fire" issues.  I'm starting to use Raksasha's now that they have 2 Tusks.  They are worth using now.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4
Post by: MShadowy on May 12, 2014, 08:53:48 PM
I'm getting an error when I try to enter the game; existing characters won't load and new characters crash the game after the skill screen. Anyone else having this issue?

Curious, it's definitely working fine on my end.  Could you include the crash log so I can hopefully figure out what the deal is?

This is my favorite faction and I mostly play Uomoz's Sector.  Anyway the UsS dev version includes the updates and I have the following comments.  Upping the logistics of the destroyers was definitely a good move.  I play almost exactly like HELMUT (carriers/fighters leadership/technology) and the Sargasso was almost too good to be true at 2 logistics per flight deck parked downwind and fronted with some capital distraction.  Aside: what is the range of the Fighter Relay Control?  Returning Bit Drones sometimes/often/always(?) crash into the carrier when docking.  I haven't tried the other Splinter missiles but the one on the Kobold will most certainly hit something other than what they where aiming at.  They are currently banished from my fleets due to "friendly fire" issues.  I'm starting to use Raksasha's now that they have 2 Tusks.  They are worth using now.

Thanks for the comments.

Anyway, some specific responses - The Fighter Control Relay's range is 5,000, subject to change.  As the Sargasso is intended to hang back well outside of the fight I figured it's system should be able to effect fighters in a rather large area.  Initially this was 3,000, but I boosted it a bit when the combat area expanded a few Starsector releases ago.  I'm still trying to come with a visual effect to demarcate the edge of it's range of effect.

The logistics rebalancing definitely did seem like a generally good idea, yeah, and it sounds like it's working out pretty well.

As for the Kobold, ach.  I even made a few changes in an effort to make them less inaccurate but it sounds like it's still an issue.  Well, guess it's to be expected, at least a bit, with how they wildly slew around.

In any case, I'm currently setting up ShaderLib compatibility with Shadowyards, and I've noticed a few errors (the splinter pod is way too cheap right now, a few typo's) and will release a second fix, probably tomorrow with these things handled.  After which my plan is to experimentally kit-bash together more pirate/mercenary ships derived from SHI hulls for the next major version change.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4
Post by: Harmful Mechanic on May 13, 2014, 04:55:02 PM
I'm getting an error when I try to enter the game; existing characters won't load and new characters crash the game after the skill screen. Anyone else having this issue?

Curious, it's definitely working fine on my end.  Could you include the crash log so I can hopefully figure out what the deal is?

Weirdly, I redownloaded and it seems to be working fine now. Never mind!
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4
Post by: pyg on May 13, 2014, 06:17:28 PM
As for the Kobold, ach.  I even made a few changes in an effort to make them less inaccurate but it sounds like it's still an issue.  Well, guess it's to be expected, at least a bit, with how they wildly slew around.

In any case, I'm currently setting up ShaderLib compatibility with Shadowyards, and I've noticed a few errors (the splinter pod is way too cheap right now, a few typo's) and will release a second fix, probably tomorrow with these things handled.  After which my plan is to experimentally kit-bash together more pirate/mercenary ships derived from SHI hulls for the next major version change.

I'm not sure how up-to-date Uomoz is with all the factions, maybe the Kobold is better now.  I have been dipping my toes into modding and was jokingly going to suggest ShipAIPlugin.setDoNotFireDelay(10000000).  More seriously I like how the Laserhead LRM mostly lands not on me and may a bit better than Pilum for Sargasso artillery.  Not sure what mod it's from or if it will apply to fighter ai but looking at it may be helpful as I think I've noticed it holding fire during a furball.  Picking when not to shoot may be good enough.  I have to retract what I said earlier as when facing Kobolds I've been hit plenty which I'm sure was intentional.  Nothing like having your engines taken out by your own team to make you notice though.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4
Post by: MesoTroniK on May 13, 2014, 06:26:41 PM
The Laserhead LRM weapon is from the Mayorate mod :)
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
Post by: MShadowy on May 13, 2014, 07:53:21 PM
Alright, this is pretty much just bugfixes and lighting.  Shadowyards is now ShaderLib compatible, but it is not required to play with the mod (you just get pretty lights if you do.)

=download= (https://www.dropbox.com/s/mwa2gxoac8qxhsn/shadow_ships0.4.4b.zip)

Changelog 0.4.4b

Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
Post by: Sabaton on May 16, 2014, 11:15:48 AM
 The old Elysium sprite looked good as well, any chance well see that come back as a ship of itself?
 Perhaps as a fast skimmer?
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
Post by: Golol on May 19, 2014, 06:03:09 AM
I just installed shadowyards and when I tried to launch the game I got this error message:
Fatal: Error compiling [data.scripts.ShadowyardsModPlugin]
Cause: Parsing compilation unit "com.fs.starfarer.loading.super$1@f9efe0"
Check starsector.log for more inf
Other mods i have installed:
Citadel 0.6.3
lazylib 1.8c
Exerelin 0.64
with citadel and exerlin turned off it crashed too.
Can anyone help me  ???
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
Post by: Debido on May 19, 2014, 06:48:41 AM
Can you paste the contents of your mod info.json file from the root of the SHI mod directory. Just open it with word.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
Post by: Golol on May 19, 2014, 06:50:03 AM
{
        "id":"shadow_ships", # internal id
   "name":"Shadowyards Heavy Industries Mod", # displayed to the player
   "author":"MShadowy",
   "version":"0.4.4a",
   "description":"=Requires LazyLib= Adds the Shadowyards Heavy Industries faction and related ships.",
   "modPlugin":"data.scripts.ShadowyardsModPlugin", # Insert the path to your mod's implementation of ModPlugin here
   "gameVersion":"0.6.2a-rc3",
   "jars":["jars/SHI.jar"],
}
i am a bit confused that version says 0.4.4a although I am certain it should be 0.4.4b
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
Post by: Debido on May 19, 2014, 06:56:27 AM
Hm, that file looks fine, the modplugin class path is correctly defined and the jar is being referenced correctly too. Does the SHI.jar file exist under the SHI mod directory\jars?
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
Post by: MShadowy on May 19, 2014, 07:14:33 AM
i am a bit confused that version says 0.4.4a although I am certain it should be 0.4.4b

That is one of the things I typically forget to check while doing an update, but it's also a non-issue and wouldn't be causing this problem.

As I've been testing each release before posting it in order to make sure that everything is functioning correctly, I'm not sure what the issue could be.  Could you please post the last lines of your starsector.log file so I can see what's going wrong?

Edit:  Alright, after talking with Debido for a bit, it turns out that the problem stems from trying to do the catch on ShaderLib which doesn't actually seem to render the Library optional.  For now, it seems that ShaderLib (http://fractalsoftworks.com/forum/index.php?topic=7958.0) is mandatory; please download it and let me know if that fixes the problem.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
Post by: Golol on May 19, 2014, 12:42:35 PM
after reinstalling starsector (lets say I kind of uninstalled it after that *** STUPID FRIGATE AAAAH DONT DIE!1!!1!) I tested it with ShaderLib and it worked
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
Post by: Grug on May 19, 2014, 07:33:39 PM
What does the marine command relay do?
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
Post by: MShadowy on May 19, 2014, 07:34:34 PM
Makes marines more effective in boarding operations; a device of possibly marginal utility.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
Post by: Grug on May 19, 2014, 07:46:12 PM
Pretty marginal, I'd imagine. Might be a good idea to give it some sort of use in combat.

Perhaps re-brand it as a sort of 'suppression field,' or ship disabler, similar to a sort of directed EMP suite. Meant to specifically shut down offending ship systems to ensure the success of marine squads against automated depended, and keep the enemy ship from getting its engines online.

Could make the troopship somewhat more of an interesting support vessel, like a longer-range EMP 'arc/beam.'
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
Post by: MShadowy on May 24, 2014, 04:18:14 PM
New dev version up.  This adds the Thresher CL and Southpaw FF to pirate bands spawning in Anar.  These ships come equipped with the Overdrive system, which doubles the ships firepower for about 2 and a half seconds but has a four second downtime where firespeed drops by half (and steam emits from the ship because space, lol)

=download= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)

Edit: Oops, forgot to ensure that all the plugins were being properly loading in the settings.json file.  You might want to redownload the dev version if you've already gotten it.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
Post by: Debido on May 25, 2014, 02:51:46 AM
The shaderlib lightsource for the ndhoggr lance is purple/blue when the projectile is green. Should the light be green too?
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
Post by: MShadowy on May 25, 2014, 04:17:59 PM
The shaderlib lightsource for the ndhoggr lance is purple/blue when the projectile is green. Should the light be green too?

Aight, fixed.  Also added a mission to allow one to test out the Pirate ships more easily.

=download= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: MShadowy on May 28, 2014, 10:25:33 PM
(http://i.imgur.com/uuaLUwC.png)
=download= (https://www.dropbox.com/s/nygrpfnf3ba9urk/shadow_ships0.4.7.zip)

0.4.7 Changelog:


Thanks to Debido, Lazy Wizard and Cycerin for their invaluable assistance.[/list]
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: Debido on May 29, 2014, 12:37:47 PM
Anyone beaten the stampede mission yet?
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: Ishman on May 29, 2014, 12:41:03 PM
A new version? Aww yiss. Love your sprites :3
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: senor on June 01, 2014, 12:16:13 AM
Hey, i love the mod.  The art style and the ship roles and everything.  Well, CEPC type weapon effects (the green bullet) is maybe a little plain.  But other than that I think it's all great.

My one comment on balance issues is that the Harmonic Shield Conduits seem quite a bit too strong.  I like the idea of using strong / efficient shields for defense, but the harmonic shields hull mod seems to be over the top.

heavy alpha strike still brings down the shields of course, but heavy sustained / consistent damage seems to be kind of a walk in the park.  flying a morningstar around in the simulation against almost every other destroyer was a cake walk, without focusing on out-ranging opponents.  I didnt actually test against every destroyer, but most of them, and it was an easy fight every time.

What do other people think of it?  Tri-Tachyon, according to the lore and my imagination, seem to be the high tech, shield focused vanilla faction, and i think the Harmonic Shield Conduits help SHI ships to easily out-class them.

Edit: I should specify that im running shadowyards 4.4a, but the patch notes dont mention any changes to Harmonic Shield Conduits that i noticed.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: Nanao-kun on June 01, 2014, 11:11:20 AM
Hey, i love the mod.  The art style and the ship roles and everything.  Well, CEPC type weapon effects (the green bullet) is maybe a little plain.  But other than that I think it's all great.

My one comment on balance issues is that the Harmonic Shield Conduits seem quite a bit too strong.  I like the idea of using strong / efficient shields for defense, but the harmonic shields hull mod seems to be over the top.

heavy alpha strike still brings down the shields of course, but heavy sustained / consistent damage seems to be kind of a walk in the park.  flying a morningstar around in the simulation against almost every other destroyer was a cake walk, without focusing on out-ranging opponents.  I didnt actually test against every destroyer, but most of them, and it was an easy fight every time.

What do other people think of it?  Tri-Tachyon, according to the lore and my imagination, seem to be the high tech, shield focused vanilla faction, and i think the Harmonic Shield Conduits help SHI ships to easily out-class them.

Edit: I should specify that im running shadowyards 4.4a, but the patch notes dont mention any changes to Harmonic Shield Conduits that i noticed.
One on one simulation fights are mostly useless for determining strength. Most of the time, you'll be getting shot at from every direction.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: MShadowy on June 01, 2014, 10:18:19 PM
It's a bit tricky to tell, overall.  Generally speaking however, I'm of the opinion that it's fairly well balanced, since it pushes you remain at potentially dangerous amounts of hard flux and risk overload in order to sustain greater firepower.  In a one on one fight it's potentially overwhelming, as you noted, but generally one on one fights aren't going to be a thing.

Regardless I'll look into it.

In other news, I'm currently working on the light configuration, and recently got material maps for shaper lib stuff all set up.  I'll probably be releasing a minor update, mostly consisting of further graphical tweaks, released in the nearish future.

The most major of the is definitely the for the Mimir, however, whose sprite has been considerably reworked in order to make her outer hull details a bit sharper, as well as to make the trench section along her bow significantly more interesting.

(http://i.imgur.com/0M3qV72.png)
Probably not quite done yet.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: senor on June 02, 2014, 02:45:30 AM
Quote
One on one simulation fights are mostly useless for determining strength. Most of the time, you'll be getting shot at from every direction.

i can understand there will be a balancing difference between one-on-one fights and group fights, but that does not make them useless.  They are at least an easy way to demonstrate how much flux can be regen'd/saved by simply turning off the shield momentarily, allowing the flux to dissipate very fast.  Even leaving the shield up and briefly ceasing fire, or out-ranging an opponent can allow the flux to drop a fair amount.

I think, in a group fight just a moment's break could allow a Harmonic Shield Conduit ship to vent flux to zero very fast.  Any kind of ship that is surround and being shot from all sides would probably be forced to drop shields or overload, yes.  But in a group fight that isn't totally lopsided, a player's ship might take fire from only one, two or three enemies at a time.  With some other friendly ships around the player can probably back off a little bit, maneuver, or simply briefly drop shields in order to manage flux very easily.

If I have some time i may try out some group fights to get a better idea of how the system works in group fights, and if so, ill be sure to post more impressions here.  I often stack flux vents on my ships in order to improve passive venting, so perhaps that is compounding the effect of the Harmonic Shield Conduit mod?

In any case, it's a great mod.  Keep up the good work, MShadowy.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: Taverius on June 02, 2014, 03:47:58 AM
That's just balancing - just like the BRDY 100-50% by hull size active venting bonus is balanced by lower general flux numbers.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: DornoDiosMio on June 02, 2014, 05:12:44 PM
I want to use the ms_harShields on ships of other factions.  Obviously this will be overpowered, but, that is part of the fun to me.

I tried unlocking it in the csv file and also looked at the ms_harShields.java file, but, my experience with this stuff is pretty basic. I tried a few different things, but, the mod is always 'locked' when I attempt to add it to another ship. I didn't see anything in the script that would cause that to happen aside from the "isApplicableToShip" part, but, changing that did not seem to work.

Edit:

Figured out the issue by checking out the handy starsector.log file where I realized the ms_harShields.java file I modified was in fact not being compiled by the game due to its inclusion within the UomozJAR.jar file. ms_harShields.java was not inside the source folder included with the mod so I mistakenly assumed it wasn't within the jar, but it was!  So this discovery lead to my eventual success and also kept my brain from shrinking for at least 1 day.

Turns out I was doing it properly to begin with, it's just that the changes were ignored (Story of my life!).  So I took the easy way out and just deleted the file from the jar with WinRar and modified the version in /data/hullmods/.

Now to abuse my newly found powers, muhahahah!  Also to the creator, thanks again for the incredible work you have done on this mod! You should be very proud! I can not imagine playing a game of Starsector without SHI!
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: MShadowy on June 02, 2014, 10:34:52 PM
That's just balancing - just like the BRDY 100-50% by hull size active venting bonus is balanced by lower general flux numbers.

Honestly having looked at the things a bit more closely I suspect that the issue may have more to do with SHI's weapons, but it's not entirely clear.  There may possibly be a bug with the Harmonic Shield Conduits hullmod that's improving damage reduction beyond what's supposed to be the case -- on the other hand, the bog standard variant of the Medusa used by the simulator has... uh... kind of a lousy loadout.

Regardless something needs fixing, it seems.  Time to get to it.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: DornoDiosMio on June 03, 2014, 11:10:01 AM
That's just balancing - just like the BRDY 100-50% by hull size active venting bonus is balanced by lower general flux numbers.

Honestly having looked at the things a bit more closely I suspect that the issue may have more to do with SHI's weapons, but it's not entirely clear.  There may possibly be a bug with the Harmonic Shield Conduits hullmod that's improving damage reduction beyond what's supposed to be the case -- on the other hand, the bog standard variant of the Medusa used by the simulator has... uh... kind of a lousy loadout.

Regardless something needs fixing, it seems.  Time to get to it.

The issue might be that the percentage based flux dissipation is being applied to all flux not just hard flux as I believe is intended.  This is obvious if you take a big ship and load it with tons of weapons and try it both with and without the Harshields. In an empty scenario you can see the benefits of the Harshield even though the ship has no hard flux. Flux dissipates more quickly whether the built up flux is hard or soft.  I did not realize this until just now after reading this thread and playing around with the mod on some different ships.

Anyways, I hope that is moderately helpful.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: MShadowy on June 03, 2014, 12:07:31 PM
Hmmm... the effect may also just be too strong.  Some experimentation is no doubt going to prove necessary.

Regardless I now at least have a plan for how to approach theses issues.

Aside from graphical tweaks, the next SHI release is going to have a number of balance changes.  Very likely, this will include the following - some damage reduction to all CEPC weapons, reduced flux dissipation to all SHI ships larger than fighters, and several further tweaks to the Morningstar, which appears to be somewhat overpowered in it's current state.  Most specifically I'll probably end up replacing it's current drone system with a different kind of drone system, so that it no longer has quite so great a range advantage.

I may also increase the shield upkeep costs for all SHI ships with a 0.2 upkeep to 0.3.  We'll see.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: Nanao-kun on June 03, 2014, 02:14:56 PM
Hmmm... the effect may also just be too strong.  Some experimentation is no doubt going to prove necessary.

Regardless I now at least have a plan for how to approach theses issues.

Aside from graphical tweaks, the next SHI release is going to have a number of balance changes.  Very likely, this will include the following - some damage reduction to all CEPC weapons, reduced flux dissipation to all SHI ships larger than fighters, and several further tweaks to the Morningstar, which appears to be somewhat overpowered in it's current state.  Most specifically I'll probably end up replacing it's current drone system with a different kind of drone system, so that it no longer has quite so great a range advantage.

I may also increase the shield upkeep costs for all SHI ships with a 0.2 upkeep to 0.3.  We'll see.
When I use a Morningstar and it's drones with the Mayorate hullmod that increases sensor range, I can see the entire map.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: MShadowy on June 04, 2014, 06:10:08 PM
Alright, new dev version ready with the adjusted curves; the core of the problem was that they were additive, and as such started off giving a greater than 100% increase to passive flux dissipation even without any hard flux in the given ships system; when hard flux was added it became rapidly quite nuts.  This has been fixed and things should now be much more reasonable.  Please note that the description is a bit off, as I'm not sure how to express the match, and that the percentage increase approaches but never reaches the listed values.  I've also gone through and added some logic to ensure that it couldn't be fitted to the Shamash or Scylla, and changed the prefixes of the PotniaBis, Thresher, and Southpaw from "ms_" to "msp_" to ensure that they also cannot fit the system.

There's also been some playing around with some of the values on some of the ships, but nothing terribly final as of yet; I also have not yet gotten around to completing the more in depth of the planned Morningstar revisions, so she's likely still a little overboard.

Beyond that this includes revised sprites for the Inanna and Mimir, as well as material maps for all Shadowyards ships, though I've not yet gotten to applying such to the weapons, nor have I gotten too much done with the weapon animation for the Mimir's Nidhoggr Lance, so that's not present either.

=dev version download= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: DornoDiosMio on June 06, 2014, 03:15:14 AM
...the core of the problem was that they were additive, and as such started off giving a greater than 100% increase to passive flux dissipation even without any hard flux in the given ships system; when hard flux was added it became rapidly quite nuts.  This has been fixed and things should now be much more reasonable.  Please note that the description is a bit off, as I'm not sure how to express the match, and that the percentage increase approaches but never reaches the listed values.  I've also gone through and added some logic to ensure that it couldn't be fitted to the Shamash or Scylla, and changed the prefixes of the PotniaBis, Thresher, and Southpaw from "ms_" to "msp_" to ensure that they also cannot fit the system.

Cool, I must admit I was having a lot of fun with the overpowered version, lol.  In the long run it is much better to have everything carefully balanced I must admit.  I mainly resorted to fiddling with things because Uomos Corvuz latest version was particularly harsh early on.  So then you change a thing or two and all of a sudden you find yourself 'tweaking' everything.

I'll give this new version a spin in the next couple of days. My current game is quickly winding down as I destroy everything in site.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: HELMUT on June 07, 2014, 04:57:22 AM
Just got this with the last dev.

Code
777659 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant [ms_potniaBis_Hull] not found!
java.lang.RuntimeException: Ship hull variant [ms_potniaBis_Hull] not found!
at com.fs.starfarer.loading.L.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at data.scripts.world.anar.SHIConvoySpawnPoint.addRandomShips(SHIConvoySpawnPoint.java:165)
at data.scripts.world.anar.SHIConvoySpawnPoint.spawnFleet(SHIConvoySpawnPoint.java:118)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:63)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:46)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: MShadowy on June 07, 2014, 08:09:43 AM
Did you overwrite the previous version?  As mentioned above I changed out all the prefixes on the SHI pirate vessels to "msp_" for book keeping purposes; as such if any of those three vessels earlier variant and possibly ship files are still present it's likely to foul things up.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: HELMUT on June 07, 2014, 08:25:39 AM
Ah it's possible, probably forgot to get ride of the previous version, will try again and i'll tell you.

Otherwise i noticed something, the Anar system feel a bit empty. I only see the local pirates at the start of the game but they tend to disappear as the game progress. Same with SHI, later on, only the Shadowyard armada regularly spawn with perhaps a scout or two.

Edit: Nope, still got the problem, doesn't appear immediately though, perhaps when a pirate fleet fielding one spawn?
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: MShadowy on June 07, 2014, 08:58:21 AM
I'll look into the spawn rate as well then.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: Gothars on June 12, 2014, 11:00:55 AM
He, I just discovered the stampede mission, interesting difficulty^^

Does it end, though? I killed over 200 (according to the counter) of the poor herbivores before I got bored. Could continue that infinitely, but why would I? The counter doesn't work properly btw, it registered only about half of my kills.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: Debido on June 13, 2014, 02:05:44 AM
He, I just discovered the stampede mission, interesting difficulty^^

Does it end, though? I killed over 200 (according to the counter) of the poor herbivores before I got bored. Could continue that infinitely, but why would I? The counter doesn't work properly btw, it registered only about half of my kills.

I think the total is 300 Buffalo will spawn.

Sorry about gameplay it is a bit buggy Gothars, my fault on that one. It's a very very early version of the arcade script, Dark Revenant has now taken that and pretty much perfected it with a monsterous amount more coding. I'm going to be using some of the awesome code DR wrote to improve the stampede mission, and I'm going to add a couple of Buffalo variants that Helmut has created for the mission.

Anyway I'm going to have some free time soon to work on the stampede mission to improve it and fix outstanding issues.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: Gothars on June 14, 2014, 02:58:36 PM
Looking forward to the improved version :)
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: NCMagic on June 21, 2014, 07:16:13 AM
Is there any way to get the ''special'' capital ship? Or is it just a big tease?
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: MShadowy on June 21, 2014, 07:28:06 AM
At the moment, unfortunately, the answer is no.  Actually it's kind of a place holder and kind of a redacted thing; initially it was put in specifically to be a "boss-ship" for an older release of UsS, back when it was still "Uomoz's Corvus."  I was actually planning on revisiting the ship and making it a more distinct craft, before seeing if I could fit her into a bounty hunting mission as a special target, ideally for both the bounty hunting mini-mod and UsS.  We'll see.

For the moment though, she's just taking up space; I've actually already removed the XV from the ships list in dev.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: Arakash on June 22, 2014, 11:45:16 AM
Thanks for the mod.

Ive been playing a lot of it in the last few days with Exerlin and the faction is a lot of fun to play.
I especially enjoy flying the Mimir, its a really fun ship to fly and fight with.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: Arakash on June 22, 2014, 11:23:53 PM
Ive got a quick question that may or may not be bug related.
Is the Mimir's primary weapon, the nidh lance, supposed to have a bullet that curves after it is fired?

I did a search for the weapon and the ship in this thread and didnt find any mention of the bullet curving.

It looks and acts very weird, especially at long range.
Sometimes you are flying straight and your bullet will go straight the entire length of its range. (like a normal weapon)
Other times the bullet will curve around objects unpredictably. So it starts straight then at some point curves.
At medium range ive had it curve around targets it it is fired directly at.
Just in the last 10mins i ran into the amusing situation where a medusa phase skimmed to avoid the bullet, unfortunately this was one of the times the bullet curved, and by chance it phase skimmed ahead of the new path of the bullet.

If i understood what was causing it I wouldn't mind so much, but i dont seem to be able to predict it.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: MShadowy on June 23, 2014, 06:55:29 AM
I have noticed this behavior and was hoping to quietly fix it.  So, no, actually it's supposed to just go straight.

I'll see what I can do.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: Sundog on June 23, 2014, 01:02:44 PM
I'm pretty sure the nidh lance projectile moves that way because it's marked as BALLISTIC_AS_BEAM, which gives it some strange behaviors. The velocity of normal projectiles stays the same, but BALLISTIC_AS_BEAM projectiles change velocity in order to follow the ship that fired it (similar to a beam). That might not make much sense, but set the projectile speed of the Nidh lance to 10, fire it, and move around a while and you'll see what I mean.

Unfortunately, I don't think there's a way to change that behavior without changing anything else about the weapon.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: NCMagic on June 24, 2014, 11:51:36 AM
Some interesting behavior of the Nidhor lance is that sometimes it stops piercing and just blows up in the middle of a ship, basically doing the pierce damage with a reaper torpedo and EMP blast together. It's also kinda unfortunate that it just gets stopped by a single missile or bomb. So many shots stopped by random hero bombs, fragmentation bombs and little bombing runs.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
Post by: sarducardun on June 24, 2014, 11:54:24 AM
Some interesting behavior of the Nidhor lance is that sometimes it stops piercing and just blows up in the middle of a ship, basically doing the pierce damage with a reaper torpedo and EMP blast together. It's also kinda unfortunate that it just gets stopped by a single missile or bomb. So many shots stopped by random hero bombs, fragmentation bombs and little bombing runs.
Yep, I hate that, annihilator rockets are an amazing projectile shield too. Never seen the lance explode though.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: MShadowy on June 26, 2014, 03:35:11 PM
Shadowyards 0.4.7b ready for release.

... finally.  Took way too long for just a compatibility and balance fixing patch.

=download= (https://www.dropbox.com/s/etyzwc4hv43xp5n/shadow_ships0.4.7b.zip)

Changleog 0.4.7b:


That should be everything.

Still to do is finishing the animation of the Mimir's built-in weapon as well as figuring out how to fix her projectile so it no longer behaves while/after the ship is turning (apparently also need to ensure it doesn't hit missiles), as well as setting up material map for Shadowyards weapons and Normal maps for everything.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: biotic on August 02, 2014, 04:19:48 PM
hey,

While playing the latest version of the mod ... at about 10 minutes intervals i get this error and the game crashes.

Code from log bellow.

Code
420776 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant [ms_potniaBis_Attack] not found!
java.lang.RuntimeException: Ship hull variant [ms_potniaBis_Attack] not found!
at com.fs.starfarer.loading.L.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.?ÖÖ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at exerelin.utilities.ExerelinUtilsCargo.addFactionVariantsToCargo(ExerelinUtilsCargo.java:101)
at exerelin.fleets.LogisticsConvoyFleet$1.run(LogisticsConvoyFleet.java:100)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


Also i performed a clean install of the mod( deleting and recopying the new files).

Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: biotic on August 03, 2014, 07:25:39 AM
Also i loaded only the mod and it gives me this error after a while.

Code
2831905 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant [ms_potniaBis_Hull] not found!
java.lang.RuntimeException: Ship hull variant [ms_potniaBis_Hull] not found!
at com.fs.starfarer.loading.L.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.?ÖÖ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at data.scripts.world.anar.SHIConvoySpawnPoint.addRandomShips(SHIConvoySpawnPoint.java:165)
at data.scripts.world.anar.SHIConvoySpawnPoint.spawnFleet(SHIConvoySpawnPoint.java:118)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:63)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:46)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.6.2a-RC3 launcher
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: HELMUT on August 03, 2014, 09:26:36 AM
Yeah, two months ago i also had that bug about the ms_potniaBis_hull. Happened after a while just like you.

Technically it should appear as msp_potniaBis instead of ms. Perhaps something you missed in your files MShadowy?
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: Uomoz on August 03, 2014, 09:34:19 AM
I think you need to completely remove the mod and unpack it again, feels like something was left from a previous version.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: MShadowy on August 03, 2014, 10:25:28 AM
Yeah, somethings in error for sure.  Give me a bit and I'll repost it, hopefully with the errors fixed.

Edit: Herp derp, somehow I had conflated the solidarity and the potnia-bis in the variant selector script, so the ship that was not supposed to have the "msp" prefix did, and the one that needed the prefix didn't have it.  Durrr.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: biotic on August 03, 2014, 11:36:43 AM
I think you need to completely remove the mod and unpack it again, feels like something was left from a previous version.

I checked before each mod test run just to be safe, and i don't think i missed anything.

 
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: MShadowy on August 03, 2014, 03:32:51 PM
Alright new release ready.  Rather than just focus on bugfixing, I've added normal maps for all Shadowyards vessels as well.

Shadowyards 0.4.7c Changelog:

(http://i.imgur.com/oJboDOE.png)
Download (https://www.dropbox.com/s/gvwg8ktx7z1py46/shadow_ships0.4.7c.zip)

Not sure if the normals are really adding much though.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: Dark.Revenant on August 03, 2014, 05:28:28 PM
They're not adding anything; you forgot to activate the texture data csv in your modplugin.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: MShadowy on August 03, 2014, 06:22:48 PM
Aight, fixed that and reuploaded 0.4.7c; normals should be working now.

=Download= (https://www.dropbox.com/s/gvwg8ktx7z1py46/shadow_ships0.4.7c.zip)
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: Piemanlives on August 03, 2014, 06:57:32 PM
You should have totally named it 0.4.7cb

Anyways, thanks for the update as always Shadowy!
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: biotic on August 04, 2014, 04:43:49 AM
Well the error with the exelerin mod still persists unfortunately.
I checked just now.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: LB on August 13, 2014, 08:19:37 PM
It still crashes because ms_potniaBis_Hull is still referred to in data\scripts\world\anar\SHIConvoySpawnPoint.java. I recompiled it (thanks for including the source, that's pretty cool) and repacked the jar, but you might want to fix that.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: MShadowy on August 17, 2014, 09:27:03 PM
Alright, new dev version uploaded; this one has most of the preliminary stuff for Starsector+ compatibility, as well as numerous balance changes, somewhat improved normal maps, and two new weapons, the Polarizer and Heavy Polarizer, which are especially high powered EMP cannons.  This should also, finally, see the end to all the oversights with the the Potnia-bis so we should stop seeing random crashes due to that ship now.

=dev download= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: MShadowy on August 18, 2014, 07:14:36 PM
Alright, another dev update, added the preliminary version of the medium "Slowbeam" which is currently tentatively titled the Assault Beamer.  Riveting I'm sure.  Also fixed up a bunch of variants, especially for the Elysium.

Link in the post above this one.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: biotic on August 19, 2014, 12:34:12 AM
GJ, cant wait to test it out.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: Lopunny Zen on August 20, 2014, 12:35:19 PM
no dice it still does it
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: MShadowy on August 20, 2014, 04:17:12 PM
So, just a quick question, are you running Exerelin?  If so, I can't do anything about that; it's a compatibility problem with Exerelin, because it is currently not being updated and has outdated references in its files.  I should have probably mentioned earlier, and I'm sorry that I forgot to, but Shadowyards is essentially no longer compatible and I'm not going to bother attempting to make it compatible as long as Exerelin remains inactive.

If you're not running Exerelin at least tell me what the error is and what you were doing when it happened, because there's absolutely no way I can do anything about it otherwise.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: Erick Doe on August 21, 2014, 07:13:33 AM
So, just a quick question, are you running Exerelin?  If so, I can't do anything about that; it's a compatibility problem with Exerelin, because it is currently not being updated and has outdated references in its files.  I should have probably mentioned earlier, and I'm sorry that I forgot to, but Shadowyards is essentially no longer compatible and I'm not going to bother attempting to make it compatible as long as Exerelin remains inactive.

If you're not running Exerelin at least tell me what the error is and what you were doing when it happened, because there's absolutely no way I can do anything about it otherwise.

Might be an idea to upload an older version of SHI that is still compatible with Exerelin. No pressure though.   ;)
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: HELMUT on August 22, 2014, 04:40:35 AM
You can't run from the Potnia_bis.

Code
2237985 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant [ms_potniaBis_Hull] not found!
java.lang.RuntimeException: Ship hull variant [ms_potniaBis_Hull] not found!
at com.fs.starfarer.loading.L.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at data.scripts.world.anar.SHIConvoySpawnPoint.addRandomShips(SHIConvoySpawnPoint.java:158)
at data.scripts.world.anar.SHIConvoySpawnPoint.spawnFleet(SHIConvoySpawnPoint.java:132)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:63)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:46)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Played with SS+, just flying around in another system and the game suddenly crashed.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: mendonca on August 22, 2014, 05:38:12 AM
The ship is obviously cursed.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: MShadowy on August 22, 2014, 07:38:16 AM
Obviously.  I'd thought I'd already fixed it, but the dread beast managed to sneak back into the code while I wasn't paying attention.  To quote myself:

Quote
[8:29:34 AM] MShadowy: Oh, now I think I know what must've happened.
[8:31:56 AM] MShadowy: I fixed the error almost immediately after I saw LB post about it on the 13th, but I didn't post it at that time.  I didn't do so until after Dark started working on integrating Shadowyards into SS+, but the version DR was working with obviously still had the error.
[8:33:03 AM] MShadowy: When Dark sent me the revised files I did a far too cursory check on them before integrating them into the source, so the error got reintroduced after having been fixed.
[8:33:13 AM] MShadowy: So in short I'm an idiot.
[8:33:15 AM] MShadowy: As usual.

In short Herp.  Deeeerrrp.

E: reuploaded the dev again with the fix.

=download= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: MShadowy on August 31, 2014, 04:24:23 PM
Alright, more dev release.  Added some sounds from Cycerin, finally replacing the old Pandora sound effects, and well as adding sounds for its ship system and the Polarizers, which have also recieved a balancing pass.

Still in basically the same place though.

=dev download= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: TaLaR on August 31, 2014, 09:56:51 PM
Really like Mimir from this mod - feels a lot like capital Medusa. Might be somewhat OP, but in a fun way.

It's built in weapon Nidhog Lance while certainly being interesting is really weird though:
- Sometimes it's projectile changes trajectory midflight. Seems to be related to my ship's movement after shot, but in far from obvious manner.
- It's damage output is very random - sometimes it gets close to one-shotting cruisers/capitals detonating within ship, other times it just barely scratches armor and passes through. Decent damage on pass-through is also possible. Is this much randomness intended?

I use Uomoz DEV 1.4, so my feedback might be outdated.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: MShadowy on August 31, 2014, 10:05:37 PM
On the subject of the Nidhoggr lance, I do intend to do a rework on it, yeah.

That being said, I have no idea why the shot bends; it's not intended behavior, but I have no idea what's causing it.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: Nanao-kun on August 31, 2014, 10:19:24 PM
On the subject of the Nidhoggr lance, I do intend to do a rework on it, yeah.

That being said, I have no idea why the shot bends; it's not intended behavior, but I have no idea what's causing it.
Space Magic. :P
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: Wyvern on September 02, 2014, 10:43:17 AM
I believe it's due to the use of some sort of "projectile as beam" weapon setting, which makes the projectile track with the ship's motion - as if it were an energy beam that's still anchored to the weapon emitter.

...But I'm not 100% certain of that.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: CopperCoyote on September 04, 2014, 06:35:36 PM
I think the nidhoggr applies the full damage to shields even after it's done some damage to the hull. I think the easiest ship to test it on would be a fleeing dominator. It has a (relatively) small flux pool so it's be easier to visually gauge the amount of damage to the shield. That's how it feels any way.

I like the new things added since i last played (4.4). My favorite thing is the splinter pod. It's everything i wished the annihilator pod was plus emp damage. I really like the small polarizer. It's like a strike emp weapon. I haven't found a role for the large polarizer yet, but I haven't had large enough fleet to really specialize either. Is there supposed to be a medium polarizer? If there is it hasn't been delivered anywhere yet. Also the assault beamer is surprisingly good against armor.

The southpaw is very strong. Like a faster brawler. I like that the two mount sizes are paired like they are. It makes aiming long range weapons (like HVD) much easier. Its small shield leaves a bit to be desired, but with tech skills it ends up being ok. Also the shield is blue.

I noticed the CR costs have risen pretty much across the entire spectrum of ships too. Probably for the best balance wise. Was the CR% recovered per day increased a similar amount? I can't recall what it was before. If it wasn't, it isn't a problem right now because everything is basically a pinata. I haven't tried the fighters at the new cost though. I just started increasing my FP total so i'll see how they do shortly.

I've been making it a point to only scavenge or to buy from the SHI station in anticipation of the next update. I've been making exceptions for the SHI ships/weapons i haven't found at the SHI station. This has led me to use the troop transport quite a bit. The 20% troop buff seems to work fine. What does the active ship system do though? I think it slows the enemy turret turn rate, but i'm not certain. I use lots of splinters and annihilators so PD (what i expect to be most affected) doesn't do well anyway.

I would like to request that the tanker requires 1 person. That way it can be a tiny bit more resilient and slightly faster in the event of a flee scenario. Any time i have to flee it dies horribly. It'd probably die horribly as an elite too, but take long enough i might be able to distract the enemy. With regular skill it'd at least be able to shoot down the first pilum of a salvo so it's flux doesn't spike so precariously high.

If i've missed any of the new stuff please let me know. I'd like try it all out.

EDIT: I've managed to try out the thresher. It has a lot of gun. The smallish fixed shield mean without extending it or making it omni you're going to get the tips of your wings clipped often. Its shield is also blue. I love how much missile you can cram on it though. It feels like flying a TuP ship because of the wide array of assorted mounts. The ship system is better for the AI than accelerated ammo feeder because after its filled its flux by firing swiftly it has to fire slower and lets the flux cool off a little (as opposed to AAF that just fills it and then the ai hovers near full flux until it or its target dies)
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: Mazuo on September 13, 2014, 08:22:25 PM
potnia-bis crash a couple times now.  Running with SS+ and all its currently compatible mods.  Log from most recent CTD.

Code
java.lang.RuntimeException: Ship hull variant [ms_potniaBis_Hull] not found!
at com.fs.starfarer.loading.L.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.???000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at data.scripts.world.anar.SHIConvoySpawnPoint.addRandomShips(SHIConvoySpawnPoint.java:165)
at data.scripts.world.anar.SHIConvoySpawnPoint.spawnFleet(SHIConvoySpawnPoint.java:118)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:45)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.???000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: MShadowy on September 13, 2014, 08:42:47 PM
For some reason I amanged not to update the download link in the OP for several releases.

Really need to redo the entire Original Post.  Your version is almost certainly out of date, and still has that bug in it; it's fixed in the current build.  Never mind, I'm even more disorganized than usual lately it seems, as somehow I didn't integrate all the fixes into the 0.4.7c release.  Dumb dumb dumb.

Edit: For now just run with the dev version: =here= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)

Those bugs are all fixed in this at the very least
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: Mazuo on September 13, 2014, 09:33:53 PM
Ah yes, I noticed the out-of-date first link and forgot to mention.  Should have specified I had the 0.4.7c link, apologies.  Thanks for the dev version.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: Darloth on September 14, 2014, 01:12:26 AM
Argh, all the OP values have changed.

*sob* my variants... my lovely, configured variants.

Oh well. Back to the drawing board.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: Sabaton on September 14, 2014, 12:00:03 PM
 I think this is pointless but:
 
 
Spoiler
http://i.imgur.com/kwLDIwR.png
[close]

 Askonia strikes again!
 
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: MShadowy on September 17, 2014, 03:37:00 PM
Askonia is a mystery; the slot and weapon are both decorative, so that really shouldn't have happened.

Also, new dev version; the only real game changes are some tweaking to the Assault Beamer (which has also recieved a name change, and is now the 'Murti' Charged Anti-Ship beam) increasing it's range, firing duration and cooldown as well as some iffy adjustment to the damage to keep it at roughly the same spot.  Also revised it's description.

Other than that, added surface maps for the ships, and finally got around to putting together material maps for Shadowyards weapons.

=dev download=

Let me know if the changes are too broken.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: MShadowy on September 22, 2014, 09:12:10 PM
Alright, next dev is available; this adds the Ashnan-class frigate, a small mostly defenseless civilian cargo hauler.

Also turned Exerelin compatibility back on, now that that mod is once again being actively maintained, and did some touch up the Enlil, Morningstar, Sargasso and (arguably unnecessarily) the Charybdis.  Hopefully there won't be too many issues.

=dev download= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: Sabaton on September 24, 2014, 05:56:23 AM
 
 A strange issue: the scatter CEPC creates a white line along it's barrel after it fires that slowly disappears as it recharges.
 
 Moving on: I really like the Sesky, such an annoying mosquito, nothing like one of these buzzing around you as you try to face your destroyer and onward to kill it. ( good thing it dies once you sneeze on it)

-The Mimir is the epitome of battle cruisers in my book, good speed and turn rate plus battleship-like offensive power and a phase system? What more could you want?

-The Scylla is basically what the Doom should have been in the first place. ( something you really fear coming out of P-space).

-Tartarus is best for slugging' it against other cruisers ( I like giving it 2 heavy needlers and 1 hellbore in it's front, see enemies pop).

-I like the pirate converted ships as a cheap and reliant way of hunting smaller game than yourself. (Any chance of a pirate cap ship made from spare Mimir/cruiser parts?)

-Weapon wise I think they could use a large missile as they currently lack one.
  
-Perhaps an offensive hull mod for these energy/missile lovers?

-The mod seems well balanced from my point of view, no ship/weapon to keep you from using anything else because it's just better.

 Well that's my 2 cents, have a nice day.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: MShadowy on September 27, 2014, 02:31:31 PM
That's an issue with the default glow; I really need to make a glow sprite for the Scatter in the hopes of doing away with that.  Thanks for your other comments, sounds like things are roughly as desired.

Anyway, next dev ready:

=dev download= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)

Add's the Deva, a larger version of the Murti class beamer, sounds for both Deva and Murti, and the Urumi point defense laser.  This is really just a balance release, and I urge everyone to go over the new weapons and let me know if they need nerfing.  Also added a similar charge effect (essentially copied) from the AM Lance to the Mimir's Nidhoggr.  That's all for now.

Edit: Forgot to edit at the time, but updated the dev with the variants I forgot to integrate.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: JohnDoe on September 27, 2014, 03:08:11 PM
You can take on the HDF with a single Mimir, I think.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: Sabaton on October 03, 2014, 01:55:26 PM
 Feedback time!

 The following testing was done with a stripped Mimir, no hull mods, vents, capacitors or skills whatsoever
 3 Deva beams for the large slots, fan Pd for the small ones, no mediums, rockets or use of the lance.

 The testing subjects were various ships and fighters from vanilla and SS+ ( the mod itself, no auxiliary factions).
 
 The fan Pd guns were a bit of an oddball for me, even thou they were easily capable of tracking fighters they seemed to be better at causing burnouts than causing much damage very quick, thou that wasn't much of an issue as they would collide against my shields then.
 Shielded fighters can be a bit of a nuisance as the burst nature of the fan PD doesn't put enough pressure to cause an overload ( a thing even more obvious against the high tech family), but all it takes is for them to pass over you to get a shot in the rear and caput.
 Anti missile capabilities are very good, solitary or small groups of missiles have little chances of getting through (unless they are very fast, like Sabot) but Salamanders and Piliums can suck it. Torpedoes also have little hopes unless they're fast.

 Moving on to da big boyz.

 Three Deva beams are unforgiving, both for player and enemy, one full burst from all 3 will raise your flux level from 0 to around 50% in an instant, cautious use is paramount.
 That being said they are VERY strong against non high tech frigs and destroyers ( one burst can be enough to overload/seriously affect/destroy your average Enforcer, Vanguard, Hammerhead etc). But hey, they're LARGE burst weapons, kinda expected.
  However, their pwnage fades against cruisers and caps, (even more so if high tech) forcing you think very carefully about when/where to shoot. Not to mention the generated flux can screw you over in a hearth beat.
  One example is against a Barbarian, full burst will raise its flux to 95%, while against an Aurora it will only be at about 60%.
 Against a Dominator 60% against a Zenith 40%. (again, this is expected against such opponents)
  The long recharge and mediocre range further keep you from going on a power craze.

  My final conclusion is that the new weapons don't need any further rebalancing. Good additions all around.
  
  
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: MShadowy on October 03, 2014, 09:20:39 PM
Phew, good to hear.  I definitely appreciate the in depth analysis you've provided.  Many thanks.

Aside from getting these new portraits done, it sounds like things are mostly ready for the next release then.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: CopperCoyote on October 08, 2014, 10:11:24 AM
I've sat down to test the new iterations of the beams.
TL;DR Murti is good, the deva is ok, and urumi is situational.


Spoiler
Urumi: I didn't have such a good experience with small missiles and an urumi. Because they have 3 beams only the center one hits smaller missiles (or front of harpoons). Big missiles like reapers are stopped fantastically though. Salamanders too because they your sides so often all 3 beams typically hit it. If every friendly ship has urumis for pd then it becomes a web of shooting the harpoons off your friends. The more you have the better they get (faster than the similar burst PD). They have an easier time dealing with fighters than burst PD. Overall the Urumi is more situational than burst PD, but it is good if your PD is likely going to be shooting the same target as your main weapons. (eg: i use urumi on the front of hammerhead and burst PD on the back). If the PD is a little sparse (like on an afflictor) then i'll opt for a burst PD instead.

Murti: It is a good strike weapon. I'm personally kinda sad it does explosive damage now. I really liked when it was like a beam flavor of mining blaster. The shaking it causes on enemy ships is kinda nice though. It can throw off their aim. Using it now feels like an AM blaster with infinite ammo that only works on armor (and hull).

Deva: The deva is an ok strike weapon. If you can keep their shields down you'll only ever need 1 to strip armor off even the toughest of ships. The shaking is still handy for cruisers and capitals, but it's detrimental against destroyers and frigates. It sometimes shakes them out of the beams. When i managed to hit the center of mass on destroyers it'd frequently kill them in a single shot though. It also feels a little expensive OP wise. Even on a Tartarus i had a little trouble using it and mounting enough weapons to keep the enemy flux full. I actually had to use arbalests and graviton beams and (regular) CEPCs to kill other cruisers (and have enough of my reserve flux capacity to fire the deva).  Sunders also become hilarious assassins when they mount one. They're entirely dependent on other ships to kill shields, but they can sneak in and rip the armor off a dominator like it's been hit by a reaper. And because it's a big fat energy weapon they can do it repeatedly.
[close]

I forgot to try the mimir's new weapon effect.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: Harmful Mechanic on October 08, 2014, 12:43:32 PM
My gut feeling with the Murti and Deva is that for damaging armor overall, I'm probably better off with Phase Beams and HILs or Autopulse Lasers in those slots. The long recharge time and the HE damage type limit them to use against low-tech ships for me. I do like the shaking, though.

The Deva is hilarious if you manage to get in behind a Dominator or Onslaught; it would be fun to see a Sunder-like SHI hull.

(if I have BRDY installed, I'm using Sunfires and Sunstorms; lower DPS and burst damage, but faster reloading and a higher chance of a really solid hit when shields are down)

The Urumi is decent, but really shines against fighters. I think the new red-orange energy weapons look enormously better than the green of older weapons, BTW; any hope of a general changeover?

I liked the fatter CEPC bolts, but felt the tails were too long. Half values in those fields look pretty good to me, but it's your call;
Spoiler
(http://i.imgur.com/WMjrUFb.png)
[close]
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: MShadowy on October 21, 2014, 07:50:53 AM
Well, crap.

Now in addition to all the other stuff I need to do in relation to getting SHI compatible with 0.65a, I now also need to rewrite the factions backstory, at least somewhat.

I don't really know where to start.  Except maybe curse you David Baauuummgaaaaaaaaaaaaaart! *shakes fist*

Quote from: MShadowy
[8:32:52 AM] MShadowy: Yeah, my understanding of the Domain prior to this release was one of it being essentially a "secular" theocracy--hence the Ecumenical part of its name--or military dictatorship.
[8:36:43 AM] ... my underlaying reasoning was essentially based on how poorly equipped the Sector was, particularly as pertained to qualified personnel.  All, or almost all, material related to the colonization was being imported from outside the Sector and the personnel being brought in were essentially technicians.
[8:37:55 AM] The Domain also maintained (presumably) a very large fleet, which I expected was primarily used to quell rebellions or independent nationalist movements.
[8:41:31 AM] -Regardless-, I had concluded that the primary reasoning behind the lack of personnel, useful technological data, etc. was essentially a form of hostage holding.  i.e. That the Domains best tool of control was to essential denude the colony worlds of anything that wouyld(sic) allow them to actually be independent.
[8:42:25 AM] At least until such a point as the Domain had sufficient resources on hand so as to decisively crush any nativist movements.
[8:42:47 AM] That's all up in the air now and needs some reconsidering.

Essentially, as I developed the faction, one of the core conceits of SHI's backstory became the idea that the Domain was a lot less likeable (though obviously still preferable to the Sectors current anarchy) than the early story concepts painted them.

Also, thanks for all the feedback on the Deva and Murti, guys!
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: c plus one on October 21, 2014, 11:27:54 AM
Well, crap.

Now in addition to all the other stuff I need to do in relation to getting SHI compatible with 0.65a, I now also need to rewrite the factions backstory, at least somewhat.

I don't really know where to start.  Except maybe curse you David Baauuummgaaaaaaaaaaaaaart! *shakes fist*
I confess to being very confused by this (though not unsympathetic). ???

Why do you feel your faction background needs a rewrite? Where, precisely, did you find data that appears to invalidate what you have previously written? What is the source?
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: MShadowy on October 21, 2014, 08:20:14 PM
I confess to being very confused by this (though not unsympathetic). ???

Why do you feel your faction background needs a rewrite? Where, precisely, did you find data that appears to invalidate what you have previously written? What is the source?

You've got a point there; maybe getting a little too hasty.  Though it's probably best to just let it remain ambiguous; both sides have a vision of the Domain that they just so happen to vehemently disagree on, heh.

Also, campaign integration coming along:

(http://i.imgur.com/tjP47nD.png)
Though SHI's economy might be... uh...

(http://i.imgur.com/ycDLd2u.png)
A little... excessively good.

Gonna do a bit of rebalancing, and if it is at all possible, try and set up custom market conditions.  Also, stations still spawning in the wrong spots for reasons I cannot really explain.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: Nanao-kun on October 21, 2014, 08:52:08 PM
Oh man, I can't wait.

And ha, that Sun Station.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: MShadowy on October 22, 2014, 07:48:19 PM
Alright, quickly popping by with a dev version.  Hopefully this'll be the last one; right now, nothing is really balanced, and there may be strange issues.  Remember that you'll need the latest version of LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) for this to work.

=dev download= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: Nanao-kun on October 22, 2014, 08:05:59 PM
Going to give it a try. I'll miss my level 39 character though. :'(

EDIT: Found this. The Phase Energy Projector is right next to it.
(http://i.imgur.com/I4dxBOS.png)

Also woah, those stations! Awesome.

EDIT Again: The Ashnan is finally useful to me now. Didn't do much with it back in 0.6.2a.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: kazi on October 23, 2014, 02:54:18 AM
Nanao-kun, that's a known bug with vanilla, not Shadowyards.

also, found this in the modPlugin file. Made me chuckle a bit.
Code
public static Boolean templarsExist = false;
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: BR41ND34D on October 23, 2014, 07:22:40 AM
Dunno if you like crashlogs for a dev build but here's one anyways:
https://paste.ee/p/oBDcA
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: Aklyon on October 23, 2014, 07:51:54 AM
From the looks of the bottom of that log, it sounds like you ran out of memory loading the save. Have you tried editing vmparams (http://fractalsoftworks.com/forum/index.php?topic=5310.msg111349#msg111349) and see if that helps?
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: MShadowy on October 23, 2014, 08:06:49 AM
Hmmm, agreed.  Additionally, I have to ask, were you loading from a save predating adding the mod?

E: Nope, and furthermore it doesn't appear to merge the new systems into non-modded playthroughs, at least ones set up like SHI.  Hmmm...
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: Nanao-kun on October 23, 2014, 11:58:11 AM
I've never really thought about it before, but in the Sargasso's full description, is it supposed to say "Comptrollers" instead of "Controllers"?
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: MShadowy on October 23, 2014, 12:30:45 PM
I'd selected the world purposefully, but my selection was based on my inferrign what it meant from the contexts I'd seen it in previously.  Looking at the definition, "Controllers" is probably more appropriate.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: CopperCoyote on October 23, 2014, 12:54:39 PM
I thought it was a portmanteau of computer controller.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: Nanao-kun on October 23, 2014, 12:55:15 PM
I thought it was a portmanteau of computer controller.
Same, which is why I never mentioned it.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: Toxcity on October 23, 2014, 03:08:12 PM
This is kinda nitpicky, but it seems strange that lud aren't among their enemies (with the high-tech ships and what not).

I liked the small hegemony and pirate stations in the other system (good source of favor from shadowyards).
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: MShadowy on October 23, 2014, 03:20:23 PM
I did set the relationship between the church of galactic redemption and SHI to be inhospitable, actually, but for some reason it's not taking.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: Nanao-kun on October 23, 2014, 03:37:52 PM
Oh, I just realized. One of the changes for 0.65a was that Fighter logistics cost were roughly halved. Any chance of the same for Shadowyards?
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: MShadowy on October 23, 2014, 03:58:34 PM
Yeah, been going through today and doing some balance shifting to bring SHI's stuff more in line with the new vanilla balance.  Fighters were one of the things I touched on.

Also regarding this:
I did set the relationship between the church of galactic redemption and SHI to be inhospitable, actually, but for some reason it's not taking.

I believe I've determined the issue - having strained but still peaceable relations is not enough to make one an enemy, and as such, while the Church of Ludd and SHI may distrust the hell out of each other, my best guess is that as long as they aren't shooting at each other the player doesn't receive that information.  Setting them to hostile for now.

New dev build time:

=dev download= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)

Fixed a bug that was doubling up the economy (my fault, really, was just fumbling about trying to determine how to get the economy to function), and added a faction description/changed some of the background info slightly.  Fiddled with missile balance and made all the ships cost an appropriate amount.  Also added a portrait that I forgot to put in last time.
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: Piemanlives on October 23, 2014, 04:44:10 PM
Hey Shadow, mind changing the thread title to reflect .65 compatibility?
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: Nanao-kun on October 23, 2014, 05:05:24 PM
Now if only I had a Pirate version of the Ashnan, with Shielded Cargoholds. :P
Title: Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
Post by: MShadowy on October 23, 2014, 05:11:21 PM
Now if only I had a Pirate version of the Ashnan, with Shielded Cargoholds. :P

At this point I'm still considering how to integrate SHI's stuff with the civilians.  Probably go with a variant of this 'Cartels' idea mentioned in the something awful thread, with a pirate sub-faction using the Piratized vessels and (D) ship-skins or the like.

Hey Shadow, mind changing the thread title to reflect .65 compatibility?

Done.
Title: Re: (0.65a) Shadowyards Heavy Industries 0.5 dev
Post by: Histidine on October 25, 2014, 11:24:29 AM
Just a quick list of typos I found. Almost all of these involve apostrophes, so for future reference: https://owl.english.purdue.edu/owl/resource/621/01/
Quote
Note: Its and it's are not the same thing. It's is a contraction for "it is" and its is a possessive pronoun meaning "belonging to it." It's raining out = it is raining out. A simple way to remember this rule is the fact that you don't use an apostrophe for the possessive his or hers, so don't do it with its!

Spoiler
ms_scattercepc
"Consisting of an array of 20 scaled back CEPC accelerators, the Scatter CECP"
-> CEPC

ms_slowbeamH
"the Deva is able to project a neutron beam ~25% further than it's smaller cousin"
-> its

ms_spreadbeam
"While the effectiveness of this innovation is debatable" (missing word)

ms_fdsingle
"it's secondary mini-flak system provides the host ship"
-> its

planet_euripides
"unsurprisingly much of Euripides rather unconventional economy"
-> Euripides' or Euripides's

planet_theramin
"redirecting Anarlight to her surface while the world is in Calleachs shadow"
-> Calleach's

planet_stillness
"having the bulk of the systems ore refining facilities"
-> system's

station_auris
"only a few months after the Hegemonies arrival"
-> Hegemony's

station_lance
too small to accomplish it's strategic purpose
-> its

station_prana
one of the vital centers of the SRA coalitions great industrial might
-> coalition's
[close]

Anyway, good work with the mod :)
Title: Re: (0.65a) Shadowyards Heavy Industries 0.5 dev
Post by: MShadowy on October 25, 2014, 01:33:49 PM
Cursed reflex to add an apostrophe whenever an it and s mingle!  I'm actually aware of that rule of grammar, I'm just not so good at catching it when my hand automatically smashes that key as I evidently though I was.
Title: Re: (0.65a) Shadowyards Heavy Industries 0.5 dev
Post by: sigi87 on October 26, 2014, 01:55:47 PM
I had serious problems playing your mod. Savegames get regularly corrupted :(

I only use your mod and the two other that are required.
Title: Re: (0.65a) Shadowyards Heavy Industries 0.5 dev
Post by: MShadowy on October 26, 2014, 03:28:33 PM
Well, some more info would be appreciated; still one issue springs immediately to mind.  Are you using a 64-bit version of java, and if so, have you adjusted starsector to use more memory?

If not you'll want to open the starsector.bat file with notepad+; the first line will have a section that reads "-Xms512m Xmx512m" if you haven't modified it.  This only leaves Starsector with 512 megabytes of RAM, which has been known to cause memory corruption when saving.

If this is your issue, the fix is most likely to increase the memory; change that section so that it reads "-Xms1024m -Xmx1024m."
Title: Re: (0.65a) Shadowyards Heavy Industries 0.5 dev
Post by: sigi87 on October 26, 2014, 04:21:35 PM
I have no idea if my java is 64bit, my windows is 64 bit so I would think it is. But I will try what you recommended thanks. Awesome ships by the way :D

If there is anything I can send that would give you more information I will do it. Just explain what you need.
Title: Re: (0.65a) Shadowyards Heavy Industries 0.5 dev
Post by: Nanao-kun on October 26, 2014, 06:04:14 PM
I have no idea if my java is 64bit, my windows is 64 bit so I would think it is. But I will try what you recommended thanks. Awesome ships by the way :D

If there is anything I can send that would give you more information I will do it. Just explain what you need.
  • Install 64bit Java
  • Copy the jre7 file from the installation folder
  • Paste it into the Starsector installation folder
  • Rename/Delete/Move the original jre folder in Starsector's folder
  • Rename the jre7 folder to jre
Title: Re: (0.65a) Shadowyards Heavy Industries 0.5 dev
Post by: MShadowy on October 26, 2014, 07:32:10 PM
I have no idea if my java is 64bit, my windows is 64 bit so I would think it is. But I will try what you recommended thanks. Awesome ships by the way :D

If there is anything I can send that would give you more information I will do it. Just explain what you need.

There should be a file in the Starsector folder entitled starsector.log; this contains data from the game crashing (among other things).  Usually the data from the latest crash will be at or very near the bottom, and will usually be noticeable by having lots of indented text.  Like so:

Spoiler
Code
29142 [Thread-5] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: java.lang.RuntimeException: Problem loading class [data.scripts.campaign.econ.ms_worldSemiArid]
java.lang.RuntimeException: java.lang.RuntimeException: Problem loading class [data.scripts.campaign.econ.ms_worldSemiArid]
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OOO0.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.B.void.class$super(Unknown Source)
at com.fs.A.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Caused by: java.lang.RuntimeException: Problem loading class [data.scripts.campaign.econ.ms_worldSemiArid]
at com.fs.starfarer.loading.scripts.ScriptStore.Ó00000(Unknown Source)
at com.fs.starfarer.loading.M.String(Unknown Source)
at com.fs.starfarer.campaign.econ.MarketCondition.<init>(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.B.o00000(Unknown Source)
at com.fs.starfarer.campaign.econ.B.o00000(Unknown Source)
at com.fs.starfarer.campaign.econ.B.o00000(Unknown Source)
... 13 more
Caused by: java.lang.IllegalAccessException: Class com.fs.starfarer.loading.scripts.ScriptStore can not access a member of class data.scripts.campaign.econ.ms_worldSemiArid with modifiers "public"
at sun.reflect.Reflection.ensureMemberAccess(Reflection.java:109)
at java.lang.Class.newInstance(Class.java:373)
... 22 more
[close]

In other news, I've got a new dev version up; this adds a couple of commodities with placeholder graphics, and 4 market conditions.  It would have been 6, adding custom planet types, but there have been some issues that I cannot resolve with planetary market conditions.

=dev download= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)

Also managed to fix a few string issues and corrected a number of typos (primarily confounding "its" and "it's") that I failed to notice in my haste.
Title: Re: (0.65a) Shadowyards Heavy Industries 0.5 dev
Post by: ciago92 on October 27, 2014, 10:24:08 AM
do we have to add the code to the starmap and economy files? If so, what? I looked through the past couple pages but didn't see it and I've seen it on other mods so I'm assuming I need it but I'm not sure what it is, thanks
Title: Re: (0.65a) Shadowyards Heavy Industries 0.5 dev
Post by: XpanD on October 27, 2014, 10:37:55 AM
do we have to add the code to the starmap and economy files? If so, what? I looked through the past couple pages but didn't see it and I've seen it on other mods so I'm assuming I need it but I'm not sure what it is, thanks

Starmap:
Code
                "anar":[-6000,7500],
                "gigas":[-5250,5650],

Economy:
Code
                "anar.json",
                "gigas.json",

Also be sure to rename/remove the mod's own starmap and economy files if you plan on using this mod together with other mods. If you don't do that, other factions may not spawn correctly. Been there, done that. :P


EDIT: Might as well share, below are the files needed to have all 4 currently released campaign mods work together. This caused save loading issues for me, so you may want to grab 64-bit Java and install that over Starsector's own Java files (along with a big memory allocation in vmparams, I use 4096m). See: http://fractalsoftworks.com/forum/index.php?topic=6053.msg140911#msg140911

starmap.json for all 4 current campaign mods:
Spoiler
Code
{
"starSystemLocations":{
"askonia":[1000,4000],
"corvus":[8000,-1000],
"valhalla":[7000,6000],
"arcadia":[3000,-7000],
"magec":[-3000,-4000],
"eos":[-10000,-2000],
"Acheron":[-4500,1000],
"anar":[-6000,7500],
"gigas":[-5250,5650],
"tartarus":[-4500,1000],
"rasht":[-6500,-8000],
"citadel":[-15000, 1500],
}
}
[close]

economy.json for all 4 current campaign mods:
Spoiler
Code
{
"version":2.0,

"initialStepsToRun":500,
"maxExoticUtilityAtRange":14000,
"defaultConnectionMult":1,
"defaultConnectionFlat":1,
"defaultTariff":0.3,

"starSystems":[
"askonia.json",
"corvus.json",
"valhalla.json",
"arcadia.json",
"magec.json",
"eos.json",
"anar.json",
"gigas.json",
"tartarus.json",
"rasht.json",
"citadel.json",
],

"map":"../starmap.json",

}
[close]
Title: Re: (0.65a) Shadowyards Heavy Industries 0.5 dev
Post by: Debido on October 27, 2014, 10:41:12 AM
do we have to add the code to the starmap and economy files? If so, what? I looked through the past couple pages but didn't see it and I've seen it on other mods so I'm assuming I need it but I'm not sure what it is, thanks

Yes and no. You can do it the starmap.json and economy json files

or if using Java, do it all in code

http://fractalsoftworks.com/forum/index.php?topic=5061.msg143902#msg143902 (http://fractalsoftworks.com/forum/index.php?topic=5061.msg143902#msg143902)
Title: Re: (0.65a) Shadowyards Heavy Industries 0.5 dev
Post by: Aklyon on October 27, 2014, 10:43:31 AM
do we have to add the code to the starmap and economy files? If so, what? I looked through the past couple pages but didn't see it and I've seen it on other mods so I'm assuming I need it but I'm not sure what it is, thanks
No, oddly. I started up a new game with the now two-devdownloads-old or so .65a version, it worked fine. Corvus, still intact. Anar and Gigas, working fine. On the starmap. And so on, and I've been wondering if MShadowy figured out how to prehotfix it or not :)
Title: Re: (0.65a) Shadowyards Heavy Industries 0.5 dev
Post by: XpanD on October 27, 2014, 10:44:58 AM
do we have to add the code to the starmap and economy files? If so, what? I looked through the past couple pages but didn't see it and I've seen it on other mods so I'm assuming I need it but I'm not sure what it is, thanks
No, oddly. I started up a new game with the now two-devdownloads-old or so .65a version, it worked fine. Corvus, still intact. Anar and Gigas, working fine. On the starmap. And so on.

From what I've found it'll work for a single mod, provided the mod you're running doesn't touch anything the core game files also touch. However, the moment you start adding more mods to the mix it gets confused and things stop working. :P
Title: Re: (0.65a) Shadowyards Heavy Industries 0.5.2
Post by: MShadowy on October 28, 2014, 05:17:41 PM
Shadowyards version 0.5.2 is now ready for release.

0.5.2 Changelog:


Please note that you should not need to fiddle with the economy and system /jsons in the core starsector data folders for it to be compatible with other mods; for the moment at least, those details have been moved to the java.

=download= (https://www.dropbox.com/s/k4ly72i8vsbj80h/shadow_ships0.5.2.zip?dl=0)
Title: Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
Post by: MShadowy on October 29, 2014, 04:32:01 PM
Alright, quick bugfixing release, and that should be all for now:

0.5.2.1 Changelog:


=download= (https://www.dropbox.com/s/ne8xs028g42kjqe/shadow_ships0.5.2.1.zip?dl=0)

Edit:  Okay, seems I entirely misunderstood how the surface maps worked; files been reuploaded, hopefully now with the issue completely resolved.
Title: Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
Post by: CopperCoyote on October 30, 2014, 06:47:00 PM
Not a huge deal but i've stumbled across some integrated weapons;
I've found pandora arrays and nidhoggrs on Euripides. I've also found auto-flaks at both Euripides and Stillness. Also a phased energy projector at stillness.

I don't know it it is relevant, but when i looked Euripides had a mimir and an elysium for sale at the time, and Stillness had a shamash for sale. Both had the ship with auto-flak too.


I never realized how much i used the solidarity until i couldn't get one. It is such an amazing speedster glass cannon. Especially with a blaster. If I get a flameout i'm dead, but until then it's like flying an oversized frigate with no time limit and a better missile loadout. Then after combat you can easily haul away all your goodies. I love it.
I noticed an interesting thing with its ship-system. When you use it, it actually adds anywhere from 100 to 105 to your speed depending what your base speed is. So with augmented engines and both nav points captured, and 0 flux it adds 105. That 5 extra is pretty trivial in comparison to your base speed and the 35 from AU and the 30 from the nav points the 50 from flux and the 100 from the system normally, but it's still there. A free 2% more speed.
Title: Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
Post by: MesoTroniK on October 30, 2014, 07:05:26 PM
The system weapons appearing in shops is a vanilla issue that will be fixed soon.
Title: Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
Post by: Sabaton on November 01, 2014, 04:40:20 AM
 That's nothing, I once found a Mimir core for sale.
Civilians are a welcome addition. But regarding the new economic system: do you plan on adding big beefy tankers/haulers for a pure trader approach?
 Also, once mining and industry becomes a thing, will you add ships dedicated industrial ships?
Title: Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
Post by: JohnDoe on November 01, 2014, 06:07:46 AM
That's nothing, I once found a Mimir core for sale.
Civilians are a welcome addition. But regarding the new economic system: do you plan on adding big beefy tankers/haulers for a pure trader approach?
 Also, once mining and industry becomes a thing, will you add ships dedicated industrial ships?
Wow, relax... 2020 is still over fire years away.
Title: Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
Post by: Luna on November 01, 2014, 06:42:05 AM
  JohnDoe, don't be so pessimistic. Fractal Softworks is not Blizzard. They won't take 5 years for the next update. Besides, even if we were to get more often updates, we would get less content in each update, in addition to possibly forcing modders re-make their mods constantly.

  That wouldn't be very good for Starsector, as some modders might just get very frustrated and leave until the game is done. I, for one, like all my mods updated to a current version, thank you very much.
Title: Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
Post by: Sabaton on November 01, 2014, 08:42:06 AM
 Heh, looks like Negative Nancy got down with Debby Downer and had a child.
 Thou this game doesn't have the fastest development in the world it's still a 2D sprite based game that I doubt would take 5 more years to complete.
Title: Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
Post by: MShadowy on November 01, 2014, 10:43:07 AM
That's nothing, I once found a Mimir core for sale.
Civilians are a welcome addition. But regarding the new economic system: do you plan on adding big beefy tankers/haulers for a pure trader approach?
 Also, once mining and industry becomes a thing, will you add ships dedicated industrial ships?

Yes; My next round of ships is likely to consist predominantly of civilian/utility ships; probably a shuttle, a less combat oriented destroyer sized freighter, a cruiser or capital scale tanker and a capital scale freighter, which will be a repurposed version of a planned capital industrial/mining ship, the Norn, which is intended to act as a mobile refinery and mobile HQ for remote mining operations.  So, a Norn (T) I guess.

E:  Also a Tug, I have a tug design I like so that needs doing too.
Title: Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
Post by: TartarusMkII on November 01, 2014, 05:45:53 PM
Hiya, I am just putting this link here for the author of the mod to look at. I hope it can help, and I'd really appreciate it!

http://fractalsoftworks.com/forum/index.php?topic=8552.0

It is in regards to the current issue of having to edit files to get factions to work, from the perspective of an end-user.
Title: Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
Post by: Histidine on November 01, 2014, 11:07:44 PM
Mission "Nuts to this!" crashes on setting up ships in selection menu:

Code
196296 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull [ms_morningstar] variant [mission_nutstathis_ship_0]: slot id [WS 001] not found for weapon [ms_cepc]
java.lang.RuntimeException: Ship hull [ms_morningstar] variant [mission_nutstathis_ship_0]: slot id [WS 001] not found for weapon [ms_cepc]
at com.fs.starfarer.loading.specs._.super(Unknown Source)
at com.fs.starfarer.title.C.L.new(Unknown Source)
at com.fs.starfarer.title.C.L.o00000(Unknown Source)
at com.fs.starfarer.title.C.L.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.ifnew.renderImpl(Unknown Source)
at com.fs.starfarer.title.C.oo0O.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.ifnew.renderImpl(Unknown Source)
at com.fs.starfarer.title.C.D.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.D.I.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.ifnew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.ifnew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.title.B.??0000(Unknown Source)
at com.fs.starfarer.OoOO.O?o000(Unknown Source)
at com.fs.super.A.?00000(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
Post by: Wyvern on November 02, 2014, 01:44:25 PM
Also, a crash when trying to add a hull mod to a capital ship in a mission:
Code
69176 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
 java.lang.NullPointerException
at data.hullmods.ms_civilianMods.getDescriptionParam(ms_civilianMods.java:43)
at com.fs.starfarer.loading.specs.while.new(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialog$o.<init>(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialog.ÖÒo000(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialog.<init>(Unknown Source)
at com.fs.starfarer.coreui.refit.C.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.i.super(Unknown Source)
at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.B.Oôo000(Unknown Source)
at com.fs.A.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:744)
Title: Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
Post by: MShadowy on November 02, 2014, 02:06:30 PM
The first error seems to be trying to refer to an autogenerated variant, which is peculiar, but it has happened in the past; not sure it's so much an error in the much so much as a general Starsector bug, though.

The second error is kinda what; it seems to be failing to find the description for one of the new hullmods I put in to make the civilian ships... wait, I didn't include values for Capital ships, since I had no intention of making a (C) variant of the Mimir ever, but it likely still wants those values for the description.  That's probably what's causing the error.  Better fix it then.
Title: Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
Post by: CopperCoyote on November 03, 2014, 01:01:05 PM
Was the splinter intentionally nerfed? Or is that a side effect of the faster missile decay when they run out of fuel? I had splinters on both a lasher and a solidarity and neither one hit with more than 2 missiles (per salvo) when AI controlled. When i ran up and fired them point blank they'd all hit.

The behavior is they get kicked out rather slowly, and then they decay before they travel 600 SU (the range of the pulse laser and ACs). Only the middle one (or two if it was a large target) would fire swiftly enough to hit the enemy before decaying.

I think what's happening is the edge missiles don't see an enemy in front of them and they don't fire their engines. The fuel timer is really short too so they don't have enough time to turn and fire their engines if you've got a target selected.
Title: Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
Post by: MShadowy on November 03, 2014, 01:54:50 PM
Sounds like I might need to run some testing on that.  It's not an intentional result, and probably has occurred as a result of the missile balance changes; sorry I hadn't noticed it in the midst of all the other missile related shenanigans.
Title: Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
Post by: CopperCoyote on November 03, 2014, 10:01:26 PM
Another question: does solidarity only come in (C)ivillian white now? I really like how the green and cyan looks on it. I've only found one solidarity so it's an awful sample size.
Though the (C) coloring goes nicely with the medium pulse laser now.
Title: Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
Post by: frogbones on November 04, 2014, 06:14:35 AM
Does the patch mess with this mod? I haven't tried yet. Doesn't look like it would, just wondering.
Title: Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
Post by: Sabaton on November 04, 2014, 07:31:05 AM
Another question: does solidarity only come in (C)ivillian white now?

 Yes, you can check in the codex.
Title: Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
Post by: MShadowy on November 04, 2014, 08:31:38 AM
Does the patch mess with this mod? I haven't tried yet. Doesn't look like it would, just wondering.

To the best of my knowledge it hasn't, but I haven't had much time since the hotfix patch was released to much testing.  So run the current version with caution I guess.
Title: Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
Post by: frogbones on November 04, 2014, 09:11:29 AM
running it now taking an ...."extended" lunch.
Title: Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
Post by: Creepin on November 07, 2014, 11:17:42 PM
Hey MShadowy, any chance you could upload v0.4.7b Dev Version somewhere? It's needed for SS+, but all I was able to find through the thread is either standard 0.4.7, which crashes because of Potnia, or latest 0.4.x dev, which you apparently uploaded to the same place where older dev versions were, overwriting these.
Title: Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
Post by: MShadowy on November 08, 2014, 04:45:01 PM
Hey MShadowy, any chance you could upload v0.4.7b Dev Version somewhere? It's needed for SS+, but all I was able to find through the thread is either standard 0.4.7, which crashes because of Potnia, or latest 0.4.x dev, which you apparently uploaded to the same place where older dev versions were, overwriting these.

Sorry, I'm afraid I do not.  If you really need it I guess I can go back and render a fixed version of 0.4.7b, though to my understanding SS+ recently updated, though it seems DR is having some issues with the fuel supply.  Starsectors economy is an arcane and esoteric beast.

Anyway, 0.5.2.2 ready.

Changelog 0.5.2.2:


=download 0.5.2.2= (https://www.dropbox.com/s/oo36gp0g8ypohtl/shadow_ships0.5.2.2.zip?dl=0)
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: CopperCoyote on November 11, 2014, 10:58:20 AM
I have some partial feedback, but I haven't tried an exhaustive set of the ships or weapons since .65.1.

The SRA ships (except for the morningstar) are very thirsty for fuel. It's not too problematic if you're bounty hunting in just one system, but it is undesirable for bounty hunters looking for named bounties. It's too expensive for traders (and probably smugglers).

The Ashnan is more combat capable than a shepherd and is swifter, but its limited cargo (for it's LR) and especially high fuel consumption makes it a poor freighter.

Except for Seski, (C)ivilian ships are less good, but don't cost less deployment points. Unrelated to performance the whitish color matches the whitish stripes on the pulse laser, and it makes me feel unreasonably satisfied that it finally matches a set of ships.

The splinter rack is still throwing out dud missiles. I don't know what it'd take to fix it, but it seems to be throwing fewer duds per salvo. Usually 1, and occasionally 2.

Has the Murti been nerfed? It feels less potent now than it did last time I used it. From memory the stats don't look too different, but i can't really recall for sure. The windup also feels longer than before.

That's all for now. My character is only level 20 and too poor to buy a third morningstar. Once i can get more everything i'll probably have more feedback.
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: Regularity on November 13, 2014, 05:28:31 PM
Hi! I use Shadowyards as part of the Starsector+ modpack (which combines several mods together). And I don't know if this issue has been brought up before, but Shadowyards' economy seems a bit overpowered than anyone else's by a large margin. For example, you can usually buy supplies for half of what you can get them in Corvus (normally the cheapest/largest supply producer in vanilla Starsector), and the same for fuel in comparison to Askonia (again, normally the cheapest/largest supplier in vanilla). It also overproduces other goods and sells them cheaper than every other sector, though not to the same extreme as 50% off the next cheapest planet like with fuel and supply. It's a massive boon for anyone looking to profit from trade... to the point of feeling like an exploit.

I suspect the issue is the combination of it's 10^8 population and extremely high stability, probably due to Shadowyards fleets being deadly enough to wipe out any pirate that dares even look at a trade route. Have you considered nerfing the Anar economy, or is it unparalleled might intended due to the faction's backstory?
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: MShadowy on November 14, 2014, 07:08:22 AM
Anar is intended to be an economic powerhouse, yes.

Beyond that, the workings of the economy are still rather mysterious, and right now at least I have it working without destablizing prices (particularly of fuel) sector wide.  I suppose I can tweak values and see if something brings those prices back in line; I suspect, however, that we'll be seeing systems with a similar level of development to Anar in a future release of Starsector.  I doubt that Jangala represents any of the Hegemony's core worlds.

Beyond that, at least, I feel that this is partially (though perhaps very minimally) balanced by the fact that there's really very little reason to go to Anar, excepting either opportune moments or if one's gaming the system by storing massive quantities of food on shortage prone planets--which I kinda view as an exploit anyway, and I'm not going to balance around it.

Excepting named bounties, you'll never end up hunting in the system as there are no pirates present--though a curious issue will occasionally arise in which Anar will occasionally put out very large bounties to hunt nothing--and food shortages are pretty uncommon, even on the two less stable planets in the system (Lumen and Melancholia).

Still, I guess it's potentially an issue, so I'll at least touch on it and see if something can be done.
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: Histidine on November 14, 2014, 07:25:11 AM
You could probably just drop the Euripides population from the current 10^8 to 10^7 for now (well, assuming that has any direct effect on the economy). David said (http://fractalsoftworks.com/forum/index.php?topic=437.msg142894#msg142894) he might bump up the population of the vanilla planets in future versions.
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: Regularity on November 15, 2014, 12:24:01 PM
Anar is intended to be an economic powerhouse, yes.

Beyond that, the workings of the economy are still rather mysterious, and right now at least I have it working without destablizing prices (particularly of fuel) sector wide.  I suppose I can tweak values and see if something brings those prices back in line; I suspect, however, that we'll be seeing systems with a similar level of development to Anar in a future release of Starsector.  I doubt that Jangala represents any of the Hegemony's core worlds.

Beyond that, at least, I feel that this is partially (though perhaps very minimally) balanced by the fact that there's really very little reason to go to Anar, excepting either opportune moments or if one's gaming the system by storing massive quantities of food on shortage prone planets--which I kinda view as an exploit anyway, and I'm not going to balance around it.

Excepting named bounties, you'll never end up hunting in the system as there are no pirates present--though a curious issue will occasionally arise in which Anar will occasionally put out very large bounties to hunt nothing--and food shortages are pretty uncommon, even on the two less stable planets in the system (Lumen and Melancholia).

Still, I guess it's potentially an issue, so I'll at least touch on it and see if something can be done.

Don't forget a surplus of goods can prevent shortages, which in turn increases the average stability in nearby systems -- and consequently, reduces pirate activity there. So an economic super-power might be more attractive for traders, but it may drive combat-oriented players out of the area since there will be less to hunt.
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: Wyvern on December 27, 2014, 03:01:32 PM
Something I just noticed today: you may want to consider nerfing the CEPC a bit, since it's strictly superior to the vanilla IR Pulse Laser.  (Okay, technically the IR Pulse is ahead on sustained DPS by all of 6DPS out of 100, but the CEPC beats it out in all other categories: range, burst damage, armor penetration, flux efficiency, and ordnance point cost.)

As a side-note, there's no such issue with the Medium CEPC compared the Pulse Laser; in this case, the shadowyards' weapon pays for its advantages with a much higher ordnance point cost and a noticeably lower sustained DPS.
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: Sabaton on January 11, 2015, 08:34:20 AM
Sooo, how's it going?
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: MShadowy on January 12, 2015, 06:29:52 AM
I have been entirely focused on illustration projects, so basically nothing has gotten done related to Shadowyards for a while now.  Excepting that, things have been going well, if a little slower than I'd like.
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: cpmartins on January 17, 2015, 12:21:17 AM
Just wanted to let you know that is is my favourite mod when playing SS+. All ships synergize amazingly well, and the morningstar has become my main ship, even when my fleet has battleship-size hulls. So, thanks for your amazing work!
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: Denebio on January 20, 2015, 09:40:59 AM
A little question. Shadowyards don't put any named bounties ... Was that intentional so i won't get my tartarus so easily ?
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: HELMUT on January 20, 2015, 12:17:52 PM
Bounties aren't implemented for this faction. Have to wait for MShadowy to come back and add them.
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: MShadowy on January 20, 2015, 05:46:32 PM
Bounties aren't implemented for this faction. Have to wait for MShadowy to come back and add them.

Unfortunately, it's still going to have to wait; while I just finished up one of the commissions that was on my plate, the commission in question ended up eating up enough time that the other commissions I have are now seriously behind schedule and essentially unstarted.  Until I'm on top of my commissions, I won't be able to manage to do anything with Shadowyards.  Well, probably didn't help that I took a week or two off over the holiday season to relax and work on personal projects.

Sorry.
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: Dark.Revenant on January 20, 2015, 06:11:22 PM
Oh, that's all you wanted?

https://www.mediafire.com/?7o9vc52wz36c4dc

Replace the contents of "jars" with the contents of this zip file.
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: Sleeeper on January 20, 2015, 08:04:58 PM
That changed jar is like from older version of mod (0.5.2.1), missing some stuff from ms_civilianMods.class and has no simpleMissileAI.class
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: Dark.Revenant on January 20, 2015, 08:20:44 PM
Version checker didn't trigger.  Must be because he is the only SS+ faction author who doesn't use it.

New DL: https://www.mediafire.com/?7o9vc52wz36c4dc
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: Deathfly on January 20, 2015, 09:13:49 PM
Needs to start a new game or not?
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: Dark.Revenant on January 20, 2015, 09:34:44 PM
Needs to start a new game or not?

To get the bounties, yes.
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: Denebio on January 21, 2015, 09:19:59 AM
Version checker didn't trigger.  Must be because he is the only SS+ faction author who doesn't use it.

New DL: https://www.mediafire.com/?7o9vc52wz36c4dc

Thanks, i shall worship you from now on :) (Right after Mshadowy)
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: Taverius on February 05, 2015, 04:42:56 PM
MShadowy, quick note for when you find time for SRA - Lambent probably oughto have its deployment points dropped from its current 8 to 6 like the phaeton (or less).

Not that anyone actually will deploy it, but it adds up to what the AI uses to decide whether to run away from you or not, and right now you're better off using a phaeton just for that :)
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: Voiddweller on February 14, 2015, 01:01:41 PM
Please add more of those anime styled portraits! And your ship art is awesome!
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: Ahne on February 20, 2015, 06:39:52 PM
We all need a new version, i hope we get some update news soon.

*sad face*

Greetings
Ahne
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: MShadowy on February 20, 2015, 07:40:23 PM
I'm hoping to get some work done on them over the weekend.  If I can get enough done perhaps even get the next release out.  We'll see.
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: Ahne on February 21, 2015, 05:55:53 AM
Thank you so much, we all appreciate that and we love to play with or against your faction!

 :D
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: InflowOF on February 22, 2015, 12:05:42 AM
Hey, half of the time when I hit an enemy with nidhöggr lance, the built-in weapon of mimir (the battlecruiser), I get fatal: org.lazywizard.lazylib.MathUtils.getDirectionalVector(Lcom/fs/starfarer/api/combat/CombatEntityAPI;)Lorg/lwjgl/util/vector/Vector2f; and I crash to desktop, I got this from my log file.
Spoiler
180481 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NoSuchMethodError: org.lazywizard.lazylib.MathUtils.getDirectionalVector(Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;)Lorg/lwjgl/util/vector/Vector2f;
java.lang.NoSuchMethodError: org.lazywizard.lazylib.MathUtils.getDirectionalVector(Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;)Lorg/lwjgl/util/vector/Vector2f;
   at data.scripts.plugins.ArmorPiercePlugin.advance(ArmorPiercePlugin.java:107)
   at com.fs.starfarer.title.ooOO.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
It's an awesome weapon, it's a shame I don't dare to use it :( By the way great mod, oh and I'm using Uomoz's Sector, Lazylib and Shaderlib.
EDIT: Apparently it doesn't even need to hit an enemy, when I shoot with it, it randomly just crashes.
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: Deathfly on February 22, 2015, 01:21:10 AM
Hey, half of the time when I hit an enemy with nidhöggr lance, the built-in weapon of mimir (the battlecruiser), I get fatal: org.lazywizard.lazylib.MathUtils.getDirectionalVector(Lcom/fs/starfarer/api/combat/CombatEntityAPI;)Lorg/lwjgl/util/vector/Vector2f; and I crash to desktop, I got this from my log file.

180481 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NoSuchMethodError: org.lazywizard.lazylib.MathUtils.getDirectionalVector(Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;)Lorg/lwjgl/util/vector/Vector2f;
java.lang.NoSuchMethodError: org.lazywizard.lazylib.MathUtils.getDirectionalVector(Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;)Lorg/lwjgl/util/vector/Vector2f;
   at data.scripts.plugins.ArmorPiercePlugin.advance(ArmorPiercePlugin.java:107)
   at com.fs.starfarer.title.ooOO.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

It's an awesome weapon, it's a shame I don't dare to use it :( By the way great mod, oh and I'm using Uomoz's Sector, Lazylib and Shaderlib.
EDIT: Apparently it doesn't even need to hit an enemy, when I shoot with it, it randomly just crashes.

Using Uomoz's Sector? Well, it sounds like you are running some outdated mod on Starsector 0.6.2, aren't you?

Anyway, check your Lazylib's ver. If it newer then 1.6, degrade it to 1.6 and try.
Or you can recode ArmorPiercePlugin to make it compatible to newer Lazylib.
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: InflowOF on February 22, 2015, 04:14:24 AM
Hey, half of the time when I hit an enemy with nidhöggr lance, the built-in weapon of mimir (the battlecruiser), I get fatal: org.lazywizard.lazylib.MathUtils.getDirectionalVector(Lcom/fs/starfarer/api/combat/CombatEntityAPI;)Lorg/lwjgl/util/vector/Vector2f; and I crash to desktop, I got this from my log file.

Spoiler
180481 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NoSuchMethodError: org.lazywizard.lazylib.MathUtils.getDirectionalVector(Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;)Lorg/lwjgl/util/vector/Vector2f;
java.lang.NoSuchMethodError: org.lazywizard.lazylib.MathUtils.getDirectionalVector(Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;)Lorg/lwjgl/util/vector/Vector2f;
   at data.scripts.plugins.ArmorPiercePlugin.advance(ArmorPiercePlugin.java:107)
   at com.fs.starfarer.title.ooOO.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
It's an awesome weapon, it's a shame I don't dare to use it :( By the way great mod, oh and I'm using Uomoz's Sector, Lazylib and Shaderlib.
EDIT: Apparently it doesn't even need to hit an enemy, when I shoot with it, it randomly just crashes.

Using Uomoz's Sector? Well, it sounds like you are running some outdated mod on Starsector 0.6.2, aren't you?

Anyway, check your Lazylib's ver. If it newer then 1.6, degrade it to 1.6 and try.
Or you can recode ArmorPiercePlugin to make it compatible to newer Lazylib.

Now the same thing happent with a ship of blackrock drive yards, lazylib 1.6 or 1.6b? I'll try them both now.
EDIT: With 1.6 it crashes but now with
Fatal: org/lazywizard/lazylib/VectorUtils
Cause: org.lazywizard.lazylib.VectorUtils

This came to log:
Spoiler
258125 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NoClassDefFoundError: org/lazywizard/lazylib/VectorUtils
java.lang.NoClassDefFoundError: org/lazywizard/lazylib/VectorUtils
   at data.scripts.plugins.ShieldRipple.advance(ShieldRipple.java:58)
   at com.fs.starfarer.title.ooOO.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: org.lazywizard.lazylib.VectorUtils
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 9 more
[close]
EDIT2: 1.6b crashes as 1.6 does.
The Mayorate and Shadowyards Reconstruction Authority seem to be the only outdated mods, still it happens with blackrock drive yards capital ship too.
Title: Re: (0.65.1a) Shadowyards Reconstruction Authority 0.5.2.2
Post by: Deathfly on February 22, 2015, 05:04:40 AM
Well, I give up. I just upload a lazylib 1.7+ compatible java file. You may try to replace the file in

.\mods\shadow_ships\data\scripts\plugins\

Then ues 1.7+ lazylib.

Backup that file before you try this.


[attachment deleted by admin]
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.3
Post by: MShadowy on February 22, 2015, 04:19:57 PM
As a modder, I'm afraid I really do not have the time necessary to root through old versions of Shadowyards and fix errors.  Sorry.

On that note, version 0.5.2.3 of Shadowyards is now complete.

0.5.2.3 Changelog:


=download= (https://www.dropbox.com/s/dx6tg8c3j5s3p6a/shadow_ships0.5.2.3.zip?dl=0)

Nothing really fancy; just some compatibility and balance fixes.  I initially was planning on changing the behavior of the Nidhoggr Lance more substantially, but at current I do not have the time.

Edit:  Quick hotfix -- I somehow managed to delete the name field in hull_data.csv, and only just noticed.  I'f you've already downloaded Shadowyards you might want to do so again.
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.3
Post by: Nanao-kun on February 22, 2015, 05:28:13 PM
Man, thank god Dark.Revenant for Save Transfer.
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.3
Post by: try666 on February 23, 2015, 02:38:04 AM
hi .can we have a Download Mirror? thanks
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.3
Post by: Ahne on February 23, 2015, 07:10:58 AM
Thank you very much! New version yay!
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.3
Post by: Trawn91 on March 03, 2015, 03:35:36 PM
hi there, I recently went back to playing Starsector and fell in love with mimir BC. I have somehow outdated version 0.6.2a rc3 but no matter what version of your mod or combination with lazylibs (for version 0.65.2a and 0.6.2a) I use, I constantly get error:

Code
9141 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - org.json.JSONException: JSONObject["contrailParticleSizeMult"] not found.
org.json.JSONException: JSONObject["contrailParticleSizeMult"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)
at com.fs.starfarer.loading.specs.b$Oo.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.b.super(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new(Unknown Source)
at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

interestingly enough, your mod included in Uomoz sector mod works, But I want to use it with Exerelin mod. This error I get even w/o Exerelin active, so it is not related. Thanks for help :)
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.3
Post by: Deathfly on March 03, 2015, 05:29:03 PM
hi there, I recently went back to playing Starsector and fell in love with mimir BC. I have somehow outdated version 0.6.2a rc3 but no matter what version of your mod or combination with lazylibs (for version 0.65.2a and 0.6.2a) I use, I constantly get error:

Code
9141 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - org.json.JSONException: JSONObject["contrailParticleSizeMult"] not found.
org.json.JSONException: JSONObject["contrailParticleSizeMult"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)
at com.fs.starfarer.loading.specs.b$Oo.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.b.super(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new(Unknown Source)
at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

interestingly enough, your mod included in Uomoz sector mod works, But I want to use it with Exerelin mod. This error I get even w/o Exerelin active, so it is not related. Thanks for help :)

Exerelin...well, you shuold check this out.
ttp://fractalsoftworks.com/forum/index.php?topic=7674.0
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.3
Post by: MShadowy on March 03, 2015, 06:15:25 PM
hi there, I recently went back to playing Starsector and fell in love with mimir BC. I have somehow outdated version 0.6.2a rc3 but no matter what version of your mod or combination with lazylibs (for version 0.65.2a and 0.6.2a) I use, I constantly get error:

Code
/snip

interestingly enough, your mod included in Uomoz sector mod works, But I want to use it with Exerelin mod. This error I get even w/o Exerelin active, so it is not related. Thanks for help :)

I'm sorry, but I'm afraid this problem almost certainly isn't on my end.  You seem to be mixing the current version of the mod with an older version of Starsector (and presumably LazyLib); due to changes in the API this is leading to compatibility errors.  You might want to upgrade your Starsector release to 0.65.2a.
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.3
Post by: Trawn91 on March 04, 2015, 02:56:24 AM
Yesterday I spent 4 hours trying to get it going by tracking combat log and searching which file went crazy and trying to substitute it with file from uomozs mod or newer version of SHI. I ended geting the game loaded but crashing in menu. Problem was with few weapon types which ended with deleting ship variants using them...and that resulted in error I am unable to interpret (I am no IT guy)... I know its not an error on your end when it works for others, only was hoping if I can get it going :) .... deathfly, if it would work, I will pray for your good till world ends :D
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.3
Post by: Schwartz on March 26, 2015, 08:49:37 PM
Noticed a typo: Raksasha -> Rakshasa, assuming you're going with Hindu mythology here.
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.3
Post by: JDCollie on March 31, 2015, 05:18:57 PM
My Inanna really doesn't want to fight broadside on. Is there a way to get the AI to work with it, or did I just screw something up?

I'm running the most recent SHI with SS+.


Also, why did you remove pirates from Anar? :(
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.3
Post by: MShadowy on April 07, 2015, 09:32:52 AM
The broadside AI in Starsector is somewhat lacking.  It also doesn't handle asymmetrical broadsides well either; the Inanna is both so it's been kinda gimped since it was first introduced.  From what I've heard, though, this problem should be getting fixed soon/is fixed already but not in release.

As for removing the pirates from Anar, my reasoning at the time was that, since the system is intended to be highly stable and the local situation very much under control it didn't make much sense, lore wise, for there to be pirates roosting over an SRA held planet.  But the lack of pirates makes the system kinda dull, so I've been thinking about reintroducing them with some manner of hidden base.
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.3
Post by: Plasmatic on June 21, 2015, 01:32:35 AM
I found something odd..

NOTE: I play with Nexerelin with all the factions enabled.

I was trying to start a playthrough as SCY and when the game is finished loading to the campaign map it crashes with

Code
[Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/shadow_ships/backgrounds/anarbg.jpg into existing tex id 608
122513 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [graphics/shadow_ships/backgrounds/anarbg.jpg] resource, not found in [D:\Games\Starsector\starsector-core\..\mods\Starsector Plus,D:\Games\Starsector\starsector-core\..\mods\Blackrock Drive Yards,D:\Games\Starsector\starsector-core\..\mods\Citadel,D:\Games\Starsector\starsector-core\..\mods\Common Radar,D:\Games\Starsector\starsector-core\..\mods\Console Commands,D:\Games\Starsector\starsector-core\..\mods\Diable Avionics,D:\Games\Starsector\starsector-core\..\mods\Exigency 0.7.1b,D:\Games\Starsector\starsector-core\..\mods\Hiigaran Descendants,D:\Games\Starsector\starsector-core\..\mods\Interstellar Imperium,D:\Games\Starsector\starsector-core\..\mods\JP_RC,D:\Games\Starsector\starsector-core\..\mods\LazyLib,D:\Games\Starsector\starsector-core\..\mods\Neutrino corp,D:\Games\Starsector\starsector-core\..\mods\Nexerelin,D:\Games\Starsector\starsector-core\..\mods\ORI_0_2_1,D:\Games\Starsector\starsector-core\..\mods\pn_0,41,D:\Games\Starsector\starsector-core\..\mods\SCY,D:\Games\Starsector\starsector-core\..\mods\shadow_ships,D:\Games\Starsector\starsector-core\..\mods\Crystanite,D:\Games\Starsector\starsector-core\..\mods\Templars,D:\Games\Starsector\starsector-core\..\mods\mayorate-0.8.1-nomusic,D:\Games\Starsector\starsector-core\..\mods\TwigLib,D:\Games\Starsector\starsector-core\..\mods\valkyrians,D:\Games\Starsector\starsector-core\..\mods\Version Checker,D:\Games\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/shadow_ships/backgrounds/anarbg.jpg] resource, not found in [D:\Games\Starsector\starsector-core\..\mods\Starsector Plus,D:\Games\Starsector\starsector-core\..\mods\Blackrock Drive Yards,D:\Games\Starsector\starsector-core\..\mods\Citadel,D:\Games\Starsector\starsector-core\..\mods\Common Radar,D:\Games\Starsector\starsector-core\..\mods\Console Commands,D:\Games\Starsector\starsector-core\..\mods\Diable Avionics,D:\Games\Starsector\starsector-core\..\mods\Exigency 0.7.1b,D:\Games\Starsector\starsector-core\..\mods\Hiigaran Descendants,D:\Games\Starsector\starsector-core\..\mods\Interstellar Imperium,D:\Games\Starsector\starsector-core\..\mods\JP_RC,D:\Games\Starsector\starsector-core\..\mods\LazyLib,D:\Games\Starsector\starsector-core\..\mods\Neutrino corp,D:\Games\Starsector\starsector-core\..\mods\Nexerelin,D:\Games\Starsector\starsector-core\..\mods\ORI_0_2_1,D:\Games\Starsector\starsector-core\..\mods\pn_0,41,D:\Games\Starsector\starsector-core\..\mods\SCY,D:\Games\Starsector\starsector-core\..\mods\shadow_ships,D:\Games\Starsector\starsector-core\..\mods\Crystanite,D:\Games\Starsector\starsector-core\..\mods\Templars,D:\Games\Starsector\starsector-core\..\mods\mayorate-0.8.1-nomusic,D:\Games\Starsector\starsector-core\..\mods\TwigLib,D:\Games\Starsector\starsector-core\..\mods\valkyrians,D:\Games\Starsector\starsector-core\..\mods\Version Checker,D:\Games\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.Object.Object(Unknown Source)
at com.fs.util.Object.Ô00000(Unknown Source)
at com.fs.graphics.TextureLoader.Ò00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.starfarer.util.ReplaceableSprite.OOO000(Unknown Source)
at com.fs.starfarer.campaign.BackgroundAndStars.super.super(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
at com.fs.starfarer.campaign.ooOO.do.class(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

In the log.

the first two lines I think highlight the problem
Code
[Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/shadow_ships/backgrounds/anarbg.jpg into existing tex id 608
122513 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [graphics/shadow_ships/backgrounds/anarbg.jpg]

It seems like them mod is telling the game to search the wrong directory for the background image, it should be searching shadow_ships\graphics\backgrounds while it reality it is looking into graphics/shadow_ships/backgrounds.

I've tried looking around for where the call for the background image is made, but I have no idea what I'm looking for really.. I'm guessing it's one of the compiled files..

Nexerelin has released a hotfix patch for the crash, but I figure it should be fixed in the base mod :)

Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.3
Post by: Histidine on June 21, 2015, 04:28:45 AM
Nothing technically needs to be done, that crash was just a careless mistake on my part.
(it's just graphics/backgrounds in the case of Shadowyards)
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.3
Post by: Plasmatic on June 21, 2015, 02:19:35 PM
Nothing technically needs to be done, that crash was just a careless mistake on my part.
(it's just graphics/backgrounds in the case of Shadowyards)

Yea, just figured I would bring it to your attention if you hadn't already seen it.
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.3
Post by: MShadowy on July 03, 2015, 09:46:07 PM
Wellp, not much to be said, sorry about the slowness.  A release candidate for 5.2.5 should be coming out over the weekend and is currently ~95% done.

Upcoming changelog should read as follows:

0.5.2.5 Prerelease Changelog:

Spoiler
  • General improvments to feel and effects the Nidhoggr Lance, the Mimir's built in heavy weapon:
    • Made the weapon significantly more a gamble to fire - damage and flux use doubled.  Bigger payout, bigger risk.
    • Made the projectile for the Niddhoggr Lance significantly more bling (thanks to Tartiflette)
    • Improved sounds for the Nidhoggr Lance firing sequence (thanks to Cycerin and Foxer)
    • Weapon now has a charge and firing animation (many thanks to Tartiflette)
  • Changes to CEPC line of weapons:
    • Shots fired should look significantly better now.
    • Improved sounds across the board. (Thanks to HELMUT poking me and myself figuring out how to make better use of EQ)
    • Light CEPC changes:
      • Damage/shot reduced to 20 (from 25); Energy/shot reduced to 30 (from 40).
      • Ammo received in 5 shot magazines (2 seconds/mag); charge reserves increased to 60 (from 40).
    • "Chaingang" changes as above except recharge rate reduced to 3.75 shots/second (from 5 shots/second), with 20 round magazines (5.3 seconds/mag).
    • Standard CEPCs recharge rate down to 1.35 shot/second (from 2 shots/second) recieved in 3 shot magazines (2.2 seconds/mag); charge reserves increased to 30 (from 12).
    • Medium CEPC recharge rate down to 0.85 shots/second (from 1.5 shots/second) received in 2 shot magazines (2.4 seconds/mag); charge reserves increased to 20 (from 14).
    • The Scatter CEPC is now significantly more burst focused, making use of the "clip" mechanic to throttle its DPS.
      • Fire rate massively increased -- 0.6 second turnaround (0.2 second up, 0.4 second down).
      • Ammo recharge rate down to 2 shots/second (from 4 shots/second) recieved in 20 round magazines (10 seconds/mag).
      • Damage/shot reduced to 40 (from 45); Energy/shot reduced to 1200 (from 1500).
  • Fixed sound implementation for Deva and Murti CAS beams so that the charge up sound plays, and reauthored sounds for both weapons to give them more zazz.
  • Murti CAS Beam - increased range to 650 (from 500)
  • Deva CAS Beam - increased range to 750 (from 700)
  • (maybe) generally decrease flux cost of weapons, reduce SRA ship flux dissipation (probably by ~20%)
  • Mimir -- changes to logistics and system:
    • CR% to deploy to 25 (from 23).
    • Changed the Heavy Skimmer system to the (provisionally named) Lock Drive system; the system will send the ship haring off along it's current vector, as well as reducing all damage by 50%, while locking weapons and shields off.  Lasts 3 seconds.
  • Charybdis CR% to deploy to 20 (from 18).
  • Scylla and Shamash -- added High Maintenace hullmod.
  • Southpaw -- generally made it more killy but also more vulnerable to flux issues:
    • Flux capacity increased to 3000 (from 1900).
    • Shield damage multiplier increased to 1.15 (from 0.8 )
  • Thresher -- as above, more killy but vulnerable to overloading:
    • Flux capacity increased to 11000 (from 7500).
    • Shield damage multiplier increased to 1.3 (from 1.1)
  • Skinwalker -- slight tweaks.
    • Traversal on it's forward gun has been increased to 45o (from 25o).
    • The bit drones have similarly had their traversal increased to 45o (from nothing whatsoever).
  • Raksasha -- split the double Tusk rack into a pair of single Tusks in order to let them fire their ordnance more quickly.
  • Made Tusk Torpedo sprite more readable.
  • Updated and fixed ship variant OP usage.
  • Adjustments and replacements to ring systems in Anar and Gigas.
[close]

Thank you for your patience and sorry about the substantial delay for this release.
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.3
Post by: MShadowy on July 05, 2015, 12:14:09 PM
Dev download ready; changelog above still mostly accurate, save for a couple additions: Nexerelin is now properly supported, and a hidden pirate base has slipped into Anar to give all you bounty hunters sommat to shoot at while in system.  Additionalkly flux costs for weapons have been reduced to an ~1.1 flux/damage ratio, and most ships have had their flux venting reduced by ~10%.

=dev download= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.3
Post by: Harmful Mechanic on July 05, 2015, 11:35:20 PM
Feedback:

- The Mimir's Lock Drive is interesting, sort of a midpoint between a Phase Skimmer and Burn Drive. I tend to short-jump it with carefully-timed venting rather than waiting for it to run out - a lot like Burn Drive.

I've had a couple of errors where the game crashes out when (I assume) an AI Mimir tries to use the Lock Drive in the main menu. Not sure what's going on there.

- Nidhoggr Lance feels great. Animation is gorgeous, Energy damage makes it vastly more effective. The anamorphic FX on it is kind of odd, though, especially the black ends when you fire it over a nebula. Makes fighting an Onslaught much more interesting, more of a fun gamble and less like rolling the dice to see if you time your shot right. Thus far the best tactic seems to be ripping off a Nidhoggr shot fast while your flux is low, at extreme range or right after venting.
- New CEPCs are great. Sounds (the warm wubbiness of the Light CEPCs especially), projectile, all of it. Magazine reloading makes them much easier to use and time. Medium CEPC's muzzle flash feels off to me - maybe thinner, longer, and less persistent?
- The three-round burst from the Shrike and Blackcap medium mounts is a little weird visually. Upping them to four and increasing the cooldown slightly doesn't seem to affect balance too badly, but it's just me being anal, not a real problem.
- The medium Splinter mount is damn hard to hit a moving target with. I tweaked my copy to fire in a spread pattern, like the small version. I can share if it would save you time.
- New Tusk sprite is gorgeous. Played around with a Narwhal/Railgun Enlil build.
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.3
Post by: MShadowy on July 06, 2015, 07:12:37 AM
Thank ye.  I've been playing around a bit with the lock drives timing but that's definitely some interesting feedback to hear.  Glad you seem to approve.  As for the crash issue and such, Meso also pointed out the bug and with the information provided I believe I've got enough information to resolve it in short order.  Also Tartiflette and I brainstormed a visual effect for the system last night so hopefully that will all be in place soon as well.

I'm glad the changes to lance feel good, making it more a fun gamble was exactly what I was hoping for, so it's good to hear that.  As for the anamorphic flare well... that's just me being a derp and forgetting to set the render type to additive.

Overall I'm quite pleased that everything seems to have gone over so well.  Thank you very much for the commentary.  Also, guess I'd better play with the medium splinter launcher and MCEPC a bit, eh?

Well, that being said there should be an incremental upgrade to the dev release later today.

Cheers!
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.3
Post by: MShadowy on July 06, 2015, 04:21:22 PM
Alright, some iterative work on the dev.  The Lock Drives active time has been reduced to 1.5 seconds (I'll probably be shifting this value around a bit more) and cooldown increased to 15.  I've also set the anamorphic flare for the lance projectile to additive blending so it should be less visually noxious.  Audio for the Deva and Murti has been reduced in volume and so should be less obnoxious; additionally their USE_VS_FrRIGATES tag has been removed, at least momentarily, since the computer had trouble using them against small craft.

I've also completely replaced the old random mission setup with a more modern version (with MesoTronic's blessing), so it should now work without issue.  There are a number of tweaks and fixes/attempted fixes beyond this, in particular an experimental revision of the Nidhoggr Lance to hopefully cause it to stop hitting missiles.

Most of the other work done today was set up for the Lock Drives visual effect, which should hopefully be up soon.

=download dev 0.5.2.5rc2= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)

Edit: While it's commented out, the Mimirs ship system does have a custom AI attached to it.  Why is commented out?
Spoiler
https://www.youtube.com/watch?v=PaXEUqUMx18 (https://www.youtube.com/watch?v=PaXEUqUMx18)
[close]
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.3
Post by: MShadowy on July 07, 2015, 06:12:59 PM
Final dev release; all functional parts of the mod are now working correctly (including the Lock Drive AI), all that remains are the graphical effects for said ship system; it might be a bit.

=download dev 0.5.2.5rc3= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
Post by: MShadowy on July 09, 2015, 05:05:45 PM
Shadowyards 0.5.2.5 is ready for release.

0.5.2.5 Changelog:

Spoiler
  • General improvments to feel and effects the Nidhoggr Lance, the Mimir's built in heavy weapon:
    • Made the weapon significantly more a gamble to fire - damage and flux use doubled.  Bigger payout, bigger risk.
    • Made the projectile for the Niddhoggr Lance significantly more bling (thanks to Tartiflette)
    • Improved sounds for the Nidhoggr Lance firing sequence (thanks to Cycerin and Foxer)
    • Weapon now has a charge and firing animation (many thanks to Tartiflette)
    • Fixed a longstanding error in which the Lance projectile would veer off course.
  • Changes to CEPC line of weapons:
    • Shots fired should look significantly better now.
    • Improved sounds across the board. (Thanks to HELMUT poking me and myself figuring out how to make better use of EQ)
    • Light CEPC changes:
      • Damage/shot reduced to 20 (from 25).
      • Ammo received in 5 shot magazines (2 seconds/mag).
    • "Chaingang" changes as above except recharge rate reduced to 3.75 shots/second (from 5 shots/second), with 20 round magazines (5.3 seconds/mag).
    • Standard CEPCs recharge rate down to 1.35 shot/second (from 2 shots/second) recieved in 3 shot magazines (2.2 seconds/mag); charge reserves increased to 30 (from 12).
    • Medium CEPC recharge rate down to 0.85 shots/second (from 1.5 shots/second) received in 2 shot magazines (2.4 seconds/mag); charge reserves increased to 20 (from 14).
    • The Scatter CEPC is now significantly more burst focused, making use of the "clip" mechanic to throttle its DPS.
      • Fire rate massively increased -- 0.6 second turnaround (0.2 second up, 0.4 second down).
      • Ammo recharge rate down to 2 shots/second (from 4 shots/second) recieved in 20 round magazines (10 seconds/mag).
      • Damage/shot reduced to 40 (from 45).
  • Fixed sound implementation for Deva and Murti CAS beams so that the charge up sound plays, and reauthored sounds for both weapons to give them more zazz.
  • Murti CAS Beam - increased range to 650 (from 500)
  • Deva CAS Beam - increased range to 750 (from 700)
  • Reduced the flux/damage ratios of all weapons to approximately 1.1 to 1.
  • Mimir -- changes to logistics and system:
    • CR% to deploy to 25 (from 18).
    • Changed the Heavy Skimmer system to the Lock Drive system; the system will send the ship haring off along it's current vector, as well as reducing all damage by 50%, while locking weapons and shields off.  Lasts ~2 seconds; has a 15 second cooldown.
  • Charybdis CR% to deploy to 20 (from 18).
  • Scylla and Shamash -- added High Maintenace hullmod.
  • Southpaw -- generally made it more killy but also more vulnerable to flux issues:
    • Flux capacity increased to 3000 (from 1900).
    • Shield damage multiplier increased to 1.15 (from 0.8 )
  • Thresher -- as above, more killy but vulnerable to overloading:
    • Flux capacity increased to 11000 (from 7500).
    • Shield damage multiplier increased to 1.3 (from 1.1)
  • Skinwalker -- slight tweaks.
    • Traversal on it's forward gun has been increased to 45° (from 25°).
    • The bit drones have similarly had their traversal increased to 45° (from nothing whatsoever).
  • Raksasha -- split the double Tusk rack into a pair of single Tusks in order to let them fire their ordnance more quickly.
  • Made Tusk Torpedo sprite more readable.
  • Updated and fixed ship variant OP usage.
  • Adjustments and replacements to ring systems in Anar and Gigas.
  • Added a secret pirate base, Berins Stash, to the outer reaches of the Anar system.
  • Corvus Mode support for Nexerelin added.
  • Fixed a number of typoes and removed all archaic references to the SRA's previous moniker from the descriptions.
[close]

=download Shadowyards 0.5.2.5= (https://www.dropbox.com/s/7mp3y6msf8af4hf/shadow_ships0.5.2.5.zip?dl=0)

This took an absurd amount of time, largely due to my procrastinating excessively.  Sorry.

Still, with this out of the way, I can focus on the next release; I hope to add a Destroyer (the clade) and the Norn (a capital sized freighter with a lot of variants).  Additionally I expect to add between three and five weapons for the next release, and add additional polish where needed.  In particular, while it's been partially addressed with this release, Shadowyards is still relatively lacking on the sound front, which is a shortcoming I would like to fix.

This will most likely be the final 0.5.x release.

Well, this finally finished processing; has some audio problems though.

https://www.youtube.com/watch?v=x_ynNfwwubQ (https://www.youtube.com/watch?v=x_ynNfwwubQ)
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
Post by: Histidine on August 15, 2015, 09:42:15 AM
I've noticed the submunitions of Tusk torpedoes (fired from Narwhals) deciding to go after random nearby enemies instead of the original target, is this intended?
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
Post by: MShadowy on August 16, 2015, 08:03:49 AM
That's... curious.  And no it is not.  It must be a bug with the default missile AI, so it sounds like a custom missile AI might need to be added for the bomblets.
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
Post by: pyg on August 16, 2015, 05:56:35 PM
Just started .5.2.5 w/SS+ and misc.  Like/love all the changes.  Haven't got my hands on a Lock Drive Mimir yet but the video looked good... also mostly I think Mimir needs nerf not help as it's my favorite capital by far.  Also like the changes to CEPCs.  Rakshasa is still best bomber in the game with Dagger in second.  As others have mentioned Splinters still suck but that's fine really.  Anyway, still one of my favorite mods and thanks for continuing to improve it.
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
Post by: FasterThanSleepyfish on August 17, 2015, 12:17:05 AM
Shenanigans with the Mimir's (in)famous Lock Drive! Just a snippet from my latest streak of streaming SS.

Spoiler
https://www.youtube.com/watch?v=vzDg1dBsLas
[close]
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
Post by: Midnight Kitsune on August 18, 2015, 10:18:12 AM
Well that vid does it, I'm gonna DL SRA (And hope SS doesn't crash hard...)
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
Post by: Adraius on October 24, 2015, 02:08:18 AM
Request: I love my Elysium, it brings cruiser-level survivability to my destroyer charge, and the AI handles it surprisingly well, given it's unorthodox design.  That is, with the exception of one element: the REIS.  The AI pilots the Elysium by bringing the right broadside to bear at an angle, then periodically rotating back to bring the Pandora Array to bear.  The Elysium also takes this opportunity to fire off the REIS - but due to a slight chargeup time (or some other effect?), it almost always fires after it has rotated halfway back, causing the REIS to miss.  Could the chargeup be eliminated? (or could it be allowed to fire within an arc like a turret?) Additionally, the AI doesn't consider friendly fire targets when using the REIS - I've had it fire directly through me to hit a target.  Could friendly fire consideration be added, or if impossible, could it only effect enemies?  Thanks - I'm loving the mod!
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6-dev
Post by: MShadowy on November 22, 2015, 07:58:06 PM
Alright, got a new dev version up.  Not 0.6 quite yet though, about... halfway done with the new content, though it's still unrefined.

=dev download= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)

Added in this version are the Clade-class Heavy Destroyer, the Trishula Tactical Laser, and the Barrago-type LRM.
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
Post by: Toxcity on November 22, 2015, 08:10:11 PM
Man you must have been working 24/7 on this. Trying it out now.
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
Post by: Aklyon on November 23, 2015, 07:58:47 AM
All of the unidentified sensor contacts (and the player fleet) show up as the green color the player fleet used to be instead of the grayish color they are in .7a vanilla. Not sure if this is actually shadowyards' fault, but it is different from my previous only-utilities save with mods in the new version. Could be omnifactory causing it since i checked if that was updated after seeing your dev version post.
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
Post by: MShadowy on November 23, 2015, 09:18:42 AM
I screwed up slightly with the player.faction file; it includes some colors which are presumably messing with it.

This is the sort of problem that, because I'm so busy iterating and trying to get things to work, I usually don't notice.  It'll be fixed later today.
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
Post by: Oathseeker on November 24, 2015, 02:11:27 AM
Great job getting most of it working so soon Mshadowy! Love your ships, love the civilian variants and even though the Gigas system is a pain in my ass, what with the sector being 70% asteroid belt and 25% corona, I love it too ;)

I played for hours yesterday and didn't give myself the time to write down the few notes I had, so I probably forgot some. Though I'm sure you're aware of most of them anyway. But here's a couple of things:
- The SeskiCiv has no stat-modifiers yet
- I didn't find many quests in shadowyard planets/bases, though I think that might just be variance
- I didn't find any quests for shadowyards on non-shadowyards planets/bases (probably also variance)
- Same point as the 2 above but with bounties Found one
- Would love to see some civilian versions of shadowyards weapons
- The AI doesn't always seem to handle shadowyards ships too well, my aggressive commanders in their Seski's would dance around fleeing enemies while never actually attacking. Though I have no idea if this has anything to do with you.
- Gigas seems empty, I was hoping there would be a bit of a war between shadowyards and hegemony. But again, probably more to do with the game's lack of fleet spawning then anything you could do.

Just throwing all I found at you so you can decide what's relevant (of any of it is :p). I haven't played shadowyards for quite a while because my computer can barely handle vanilla so don't run more then 2 or 3 factions at a time. But I am vary impressed and am vary much enjoying running around with civilian versions trying to impress the shadowyard bigwigs so I can get my hands on the really cool stuff (Here's looking at you Scylla!). Definatly going to keep this in my list from now on, your ships fit my playstyle perfectly.
 
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
Post by: MShadowy on November 24, 2015, 06:18:56 PM
I love that description of Gigas.

As for the rest:
- The C variant of the Seksi is as intended; since the class is essentially a fast courier/blockade runner which can be used as a picket ship, it fills a very similar role to the hound.  Giving the C version worse stats didn't seem necessary.
- The quests and missions, on both points, need to be examined further.  For this dev version I got the basic interaction functioning, though less than ideally.  The first might be rectified by screwing further with the economies of the planets/bases in Anar and Gigas.  I'm not sure what the problem is with the second, but I haven't seen the SRA posting missions either; unfortunately I didn't have time to tackle that over the weekend.
- I've been considering for a while making the Yardie weapons more neutral so that they fit in better on more ships, including the C variants, but haven't gotten around to it.
- The AI is a curious beast; unfortunately I cannot directly do much about it unless I want to spend a ton of time doing a custom ship AI, which I probably don't have the skills for anyway.
- There should be at least some patrols flying around, but Lance Base and Stillness can't support particularly major forces; respectively they're limited to 4 and 2 patrols.

In any case, I'll do what I can to address these issues when I have time.  Thanks for the feedback =)
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
Post by: validfrom on November 24, 2015, 07:55:50 PM
The Clade is a blast to play, especially with safety override which allows it to reach over 600 speed units in reverse with retro drive ;D.

When I use the skinwalker fighters I find that they only fire their primary gun against actual ships. Against other fighters, even slow bombers like piranhas, they only use the two bit drones. This might be an intended balancing mechanic since they rip other fighters to shreds with just the drones anyways, but I just want to point it out in case it's a bug. The neriad fighters also seem to have some problems because I usually only see one of the three fighters firing at targets while the other two sort of just dance around. I've only tried the fighters in the pre-built missions so other factors might be causing these issues.

Edit: After playing some more missions, it seems that I was mistaken about the neriads. They only have difficulties when they're trying to track really fast fighters like talons at close range, and that's understandable. Against everything else they work fine.
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
Post by: Oathseeker on November 25, 2015, 04:05:45 AM
- The C variant of the Seksi is as intended; since the class is essentially a fast courier/blockade runner which can be used as a picket ship, it fills a very similar role to the hound.  Giving the C version worse stats didn't seem necessary.
Interesting, because I've been regarding it the strongest ship in my shadowyards frigate fleet. I love it's "float like a butterfly, sting like a bee" attitude :D. Don't get me wrong, the enlil is a reliable ship for the AI, but it's not how a man gets around!
And come to think of it, I've only lost one AI Seski in a gigantic fleet battle when I ignored his crying about low CR (you know how those frigate pilots are always bothering you with little stuff). Personally I would remove the frontal small hardpoint if you don;t want to mess with it's agility. Though it wouldn't be a mod variant anymore then.
But hey, if you like it I like it :)

Also some praise on The Clade (didn't realize it was new): Awesome ship, love the unique engines. Though I've had a bit of a tough time using it. The amount of time I spend in combat with it is quite limited since i usually have to get vary far back not to get crushed by harpoons while venting. But the concept is cool enough that I'll take the time to learn to use it.
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
Post by: JohnDoe on November 29, 2015, 04:14:38 AM
How do you use the Clade's retrodrive effectively? Currently I only use it whenever I need to travel across the battlefield, as I found using it in combat is too risky, since it drops the shield and Clade has subpar armor. This is especially true when some mods are adding in burst damage beams that deal explosive damage.
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
Post by: MShadowy on November 29, 2015, 08:22:57 PM
Well, it's not something that I've really had too much of a problem with in the past.  Regardless, I've somewhat improved the Clade's armor in response to your query; hopefully it helps.

In any case, another dev version is up; this doesn't really add too much in terms of content, just refines some of the code and makes some tweaks to the economy.  Some of the issues with the Clades vectoring thrusters have been resolved (in particular the flickering the thrusters tended to do while under ai control) as well as the thrusty bits changing color and extending when boosted by SO.

Also, the SRA now has a market theme (courtesy of Cycerin.)

=dev download 0.6 dev3= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
Post by: sirboomalot on November 29, 2015, 11:06:20 PM
- The C variant of the Seksi is as intended; since the class is essentially a fast courier/blockade runner which can be used as a picket ship, it fills a very similar role to the hound.  Giving the C version worse stats didn't seem necessary.
Interesting, because I've been regarding it the strongest ship in my shadowyards frigate fleet. I love it's "float like a butterfly, sting like a bee" attitude :D. Don't get me wrong, the enlil is a reliable ship for the AI, but it's not how a man gets around!
And come to think of it, I've only lost one AI Seski in a gigantic fleet battle when I ignored his crying about low CR (you know how those frigate pilots are always bothering you with little stuff). Personally I would remove the frontal small hardpoint if you don;t want to mess with it's agility. Though it wouldn't be a mod variant anymore then.
But hey, if you like it I like it :)

Also some praise on The Clade (didn't realize it was new): Awesome ship, love the unique engines. Though I've had a bit of a tough time using it. The amount of time I spend in combat with it is quite limited since i usually have to get vary far back not to get crushed by harpoons while venting. But the concept is cool enough that I'll take the time to learn to use it.

What kind of build do you use on your seskis, those are one of the frigates that I have a hard time keeping alive in the hands of the AI.
Title: Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.5
Post by: Oathseeker on November 30, 2015, 05:46:11 AM
What kind of build do you use on your seskis, those are one of the frigates that I have a hard time keeping alive in the hands of the AI.

I don't know exactly since I deleted that save. But since the shadowyards engineers decided that wet tissue paper would make the perfect armor for their ships, they die as soon as the shields go down. As such the shields are all you've got. On the seski specifically I max out flux cap and vents, extend the shield arc (keep it as omni shield though, the ai is quite competent at using it) and if possible add hardened shields. Put on some efficient energy weapons. I tend not to bother with pd on fast frigates, and if I remember correctly the seski only has one turret with a fairly small arc, which means that it often wastes a lot of flux on shooting missiles while not having enough time/power to actually destroy them.
Also try to keep them at the top of the fleet list so they get the highest ranking crew, that way their shields will be more efficient and their cr is higher.
Worked like a charm for me, they just zip around, herassing frigates while they can't get through their shields. Back them up with a couple of fighters for pd and voila!

Hope that helps.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Aklyon on November 30, 2015, 08:51:13 AM
I updated to the new dev and got this bug in a nexerelin game right after start up. I'm not certain its from here, but this is the only thing I'd changed and it didn't show up with the previous version, and so far with this mod disabled it didn't show back up yet today.

starsector.log:
Code
55251 [Thread-9] INFO  sound.OOoO  - Cleaned buffer for sound music (using cast)
55432 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
55432 [Thread-11] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
55517 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.util.ColorShifter.getCurrForBase(Unknown Source)
at com.fs.starfarer.util.ColorShifter.updateCurr(Unknown Source)
at com.fs.starfarer.util.ColorShifter.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: MShadowy on November 30, 2015, 09:45:05 AM
... okay.

Looks like it's having trouble finding the base campaign music for some reason.  Unfortunately I'm not how this would relate to Shadowyards, but I'll look it over and see if I can determine if it's related.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Aklyon on November 30, 2015, 09:47:00 AM
I wasn't sure whether to put it here or in the bug reports area, so I put it where it wouldn't need a whole thread to itself first, sorry.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: MShadowy on November 30, 2015, 09:57:58 AM
Just because I can't determine how it relates doesn't mean it's not related; due diligence requires I at least try and figure out if the SRA is behind it.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: cpmartins on November 30, 2015, 11:54:39 AM
When using Nexerelin, I'll get this error when introducing the game to SRI:
Spoiler
79414 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - 0 out of a maximum 50 trade fleets in play
79414 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Picked market [Heaven] to spawn trade fleet from
79417 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Will send trade fleet to market [Bardasano]
79417 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Delivering: [], bringing back [Fuel,Food]; volume: 166
79417 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Creating smuggling fleet of tier 1 for market [Heaven] (volume: 166)
79433 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 20 point economy fleet from [Heaven] to [Bardasano]
79433 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 0 out of a maximum 15 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.MercFleetManager]
79444 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [mercenary company] at hyperloc Vector2f[2497.0, -3117.0]
79444 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 0 out of a maximum 34 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.LuddicPathFleetManager]
79447 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[-3135.829, -849.5943]
79447 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 0 out of a maximum 20 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.PirateFleetManager]
79454 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate attack fleet] at hyperloc Vector2f[-7520.898, -201.46985]
79455 [Thread-5] INFO  exerelin.world.ForcePatrolFleetsScript  - Added patrol fleet spawning script to market [Sophita]
79455 [Thread-5] INFO  exerelin.world.ForcePatrolFleetsScript  - Added patrol fleet spawning script to market
79455 [Thread-5] INFO  exerelin.world.ForcePatrolFleetsScript  - Added patrol fleet spawning script to market [Kryska]
79455 [Thread-5] INFO  exerelin.world.ForcePatrolFleetsScript  - Added patrol fleet spawning script to market [Vanilla Quey]
79455 [Thread-5] INFO  exerelin.world.ForcePatrolFleetsScript  - Added patrol fleet spawning script to market [Linen II]
79455 [Thread-5] INFO  exerelin.world.ForcePatrolFleetsScript  - Added patrol fleet spawning script to market [Setzer I]
79455 [Thread-5] INFO  exerelin.world.ForcePatrolFleetsScript  - Added patrol fleet spawning script to market [Torm Terminal]
79456 [Thread-5] INFO  exerelin.world.ForcePatrolFleetsScript  - Added patrol fleet spawning script to market [Cyan I]
79456 [Thread-5] INFO  exerelin.world.ForcePatrolFleetsScript  - Added patrol fleet spawning script to market [Raqueler]
79456 [Thread-5] INFO  exerelin.world.ForcePatrolFleetsScript  - Added patrol fleet spawning script to market [Heaven]
79456 [Thread-5] INFO  exerelin.world.ForcePatrolFleetsScript  - Added patrol fleet spawning script to market [Vanilla II]
79456 [Thread-5] INFO  exerelin.world.ForcePatrolFleetsScript  - Added patrol fleet spawning script to market [Sanctuary Nest]
79456 [Thread-5] INFO  exerelin.world.ForcePatrolFleetsScript  - Added patrol fleet spawning script to market [Rayma Backwater]
79456 [Thread-5] INFO  exerelin.world.ForcePatrolFleetsScript  - Added patrol fleet spawning script to market [Camanis I]
79470 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - 1 out of a maximum 50 trade fleets in play
79470 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Picked market [Creta] to spawn trade fleet from
79472 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Will send trade fleet to market [Gryphon Terminal]
79472 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Delivering: [Hand Weapons], bringing back [Crew,Supplies]; volume: 92
79472 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Creating smuggling fleet of tier 1 for market [Creta] (volume: 92)
79476 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 24 point economy fleet from [Creta] to [Gryphon Terminal]
79476 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 1 out of a maximum 15 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.MercFleetManager]
79484 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [mercenary patrol] at hyperloc Vector2f[2497.0, -3117.0]
79484 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 1 out of a maximum 34 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.LuddicPathFleetManager]
79486 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[-8050.683, -4598.629]
79486 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 1 out of a maximum 20 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.PirateFleetManager]
79490 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate raiders] at hyperloc Vector2f[-9542.138, 682.0615]
79498 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 2 out of a maximum 15 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.MercFleetManager]
79501 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [mercenary scout] at hyperloc Vector2f[-3034.0, -411.0]
79501 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 2 out of a maximum 34 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.LuddicPathFleetManager]
79502 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[-7296.9795, -1145.2489]
79502 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 2 out of a maximum 20 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.PirateFleetManager]
79505 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate raiders] at hyperloc Vector2f[-6746.6333, -1316.4934]
79507 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager  - Created MarketProcurementMission: drugs to Edea
79509 [Thread-5] WARN  exerelin.utilities.ExerelinConfig  - Faction config not found: neutral
79509 [Thread-5] WARN  exerelin.utilities.ExerelinConfig  - Faction config not found: neutral
79519 [Thread-9] INFO  sound.OOoO  - Cleaned buffer for sound music (using cast)
79889 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
79889 [Thread-11] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
79918 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.rpg.oOOO] with id [fearless] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.rpg.oOOO] with id [fearless] not found
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.rpg.Person.setPersonality(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:209)
   at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:158)
   at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:150)
   at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.advance(OfficerManagerEvent.java:82)
   at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.h.o00000(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
I love the mod BTW, the Mimir is by far my favorite Capital especially now with the change in the nidhoggr lance. That "gotcha!" moment when you use it at the right time and overload their shields.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: MShadowy on November 30, 2015, 12:52:56 PM
I'm almost certain that's a Nexerelin bug.  Shadowyards does not do any special faction spawning action in it's scripting, and if I were still using outdated personality ids in the faction file it would crash the game while initializing the campaign (specifically while doing the first couple months of economy simulation).

Also, there's this, right before the crash:

79509 [Thread-5] WARN  exerelin.utilities.ExerelinConfig  - Faction config not found: neutral
79509 [Thread-5] WARN  exerelin.utilities.ExerelinConfig  - Faction config not found: neutral

The actual crash itself indicates that game is trying to create an officer with an invalid personality, so if I had to guess, Nexerelin, unable to find the desired faction configuration file, is defaulting to something else which still includes the [fearless] personality trait.   Since that trait has been removed in 0.7a, the game can't load it and crashes.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: cpmartins on November 30, 2015, 01:11:11 PM
I'll post it on Nexerelin's thread then.
It's weird because I'm running other factions too, and only when using SRI it crashes. That's why I posted it here.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Bastion.Systems on December 03, 2015, 08:27:41 AM
Just wanted to thank you for awesome mod, very intersesting ships with cool design and good art, rock on!
Do you plan to add D-class red versions of your ships? That would be awesome as pirates need extra variety.

One thing though, Raksasha Bomber Wing description states that it's used by SRA privateers, but with an ungodly low speed of 6 , I don't think that the privateers will catch up to anyone (possibly 0.65 speed entry).
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: MShadowy on December 03, 2015, 09:23:15 AM
Yeah.  It's an oversight that's already been fixed for the next dev release, but there a number of unrelated issues that I need to take care of first.

And yes, I do plan on adding (D) variants of several ships following the full release of 0.6
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Bastion.Systems on December 03, 2015, 09:30:53 AM
Excellent! I just changed the speed with notepad++ for now, for a dev release it's surprisingly not broken.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Sabaton on December 03, 2015, 10:29:18 AM
And yes, I do plan on adding (D) variants of several ships following the full release of 0.6

Ughhhh.... couldn't you rather take the extra time to create more unique pirate ships that a self respecting pirate would actually be proud of like you have already done instead of defiling existing sprites and turning them into flying coffins that are there only to be blown up by the player?

(D) ships are such a waste.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Ghoti on December 03, 2015, 10:52:09 AM
I like the (D) concept myself, it's just they're not worth the price, so they're just garbage pointlessly filling up the black market.

If the price tag matched the product, I bet you would find them less annoying.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Sabaton on December 03, 2015, 10:56:42 AM
LOL, you just described them perfectly.

Not by a long shot. Even if they were dirt cheap, they wouldn't be worth the supplies and crew.

Each defect is a debilitating flaw in it of its own, and most (D) ships come with 2 making them useless for the player.

Plus they're always broken in the same way so not even variety is ensured.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Kebabtschi on December 07, 2015, 05:26:11 AM
Hi,

I'm getting Ctd while i'm in Battle. The other mods i use are SS+ 3.0.0, Nexelerin 0.7c beta (LazyLib 2.1;Version Checker 1.4c;ShaderLib Beta 1.1.1).
So i'm not sure if it is your mod or the combination of the mods.
The log says:
Quote
1938145 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.ship.null.String(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.null.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I really like your mod!
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Creepin on December 07, 2015, 06:01:06 AM
Is Shadowyards compatible with 0.7.1a, or only 0.7a so far?
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Tartiflette on December 07, 2015, 06:42:11 AM
0.7a mods are compatible with 0.7.1a but won't offer commission or engage in hostilities.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: MShadowy on December 07, 2015, 06:46:46 AM
Is Shadowyards compatible with 0.7.1a, or only 0.7a so far?

Shadowyards does work in 0.7.1a, yes.  The mod doesn't do anything too fancy, and the changes made to bring it up to date with 0.7a are still valid for 0.7.1a.  As Tartiflette noted, though, the SRA won't have the ability to engage in some of the changed behaviors yet.

Hi,

I'm getting Ctd while i'm in Battle. The other mods i use are SS+ 3.0.0, Nexelerin 0.7c beta (LazyLib 2.1;Version Checker 1.4c;ShaderLib Beta 1.1.1).
So i'm not sure if it is your mod or the combination of the mods.
The log says:
Quote
snip

I really like your mod!


Well, that's rather non-specific; can you give some more specifics about what was happening when the crash(es) occurred?

Also, thank ye.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Spartan on December 07, 2015, 09:25:47 AM
I ran into the "Fearless ID" problem cpmartins mentioned a few days back.

Original Post
Spoiler
I'm almost certain that's a Nexerelin bug.  Shadowyards does not do any special faction spawning action in it's scripting, and if I were still using outdated personality ids in the faction file it would crash the game while initializing the campaign (specifically while doing the first couple months of economy simulation).

Also, there's this, right before the crash:

79509 [Thread-5] WARN  exerelin.utilities.ExerelinConfig  - Faction config not found: neutral
79509 [Thread-5] WARN  exerelin.utilities.ExerelinConfig  - Faction config not found: neutral

The actual crash itself indicates that game is trying to create an officer with an invalid personality, so if I had to guess, Nexerelin, unable to find the desired faction configuration file, is defaulting to something else which still includes the [fearless] personality trait.   Since that trait has been removed in 0.7a, the game can't load it and crashes.
[close]

I was able to replicate the issue, locate what I believe to be the culprit, and patch it.  Two files in the Shadowyards 5.2.5 folder reference the older "Fearless" label.

Problem Location
Spoiler
..\shadow_ships\data\world\factions\shadow_industry.faction
Line 229
"fearless":1,

..\shadow_ships\data\world\factions\pirateAnar.faction
Line 227
"fearless":1,
[close]

My take on the bug is that Nexerelin references one or both of these two factions when it is creating its sector.  Since those two factions have the older "fearless" flag toggled, it causes the crash.  Setting them both to 0 instead of 1 has proved a valid workaround in my testing.

Workaround
Spoiler
..\shadow_ships\data\world\factions\shadow_industry.faction
Line 229
"fearless":0,

..\shadow_ships\data\world\factions\pirateAnar.faction
Line 227
"fearless":0,
[close]

If you would like more detailed troubleshooting procedures or other specifications, please let me know.  I'll respond back as soon as possible.

Thanks for all the hard work on the mod MShadowy.  I greatly enjoy it alongside many others in this amazing game.  Keep up the good work!
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Kanil on December 07, 2015, 09:59:46 AM
Well, that's rather non-specific; can you give some more specifics about what was happening when the crash(es) occurred?

I'm not sure if it's related to his problem, but I've been having some in-battle crashes that I think are caused by the Tartarus, and possibly it's siege mode more specifically. I've been unable to determine what exactly causes the crashes, but simply using the Tartarus (and siege mode) in battle often (but not always) seems to result in a crash. I've encountered no crashes prior to buying a Tartarus, so I think it's something to do with the ship.

Quote
806037 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.ship.H.Ô00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.H.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
This particular crash is with the most recent SRA dev version, StarSector 0.7a, a slightly out of date Nexerelin, and Diable Avionics. I have had similar sorts of crashes while just using SRA on it's own. I have not yet tried 0.7.1a, however.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: MShadowy on December 07, 2015, 10:14:41 AM
Ah, so it's outdated faction files that somehow haven't been replaced then.  I should have known.  The references to deprecated AI type were removed even before I posted the first dev version; I should probably have reminded people to completely replace their SRA folder instead of just write over it.

As for the Tartarus, if that's the case then I'll definitely have to investigate it.  Thanks.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Wyvern on December 07, 2015, 11:55:58 AM
Hm.  Odd that that's crashing in obfuscated code.  I wonder if it's something to do with overwriting the ship's shield?  ...As the person who wrote the code for the Tartarus' system, I shall also have to investigate.  (Probably won't have time tonight, though.  Should be able to get to this tomorrow, though.)
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Kebabtschi on December 07, 2015, 11:56:10 PM
@MShadowy
Hi, It`s me again. Sorry for the late response. I was using SRA 0.6 dev version and the Tartarus in battle. I like to fight on my own against big fleets, so i didn`t take other ships in battle and the battles take some time... I think the CTD are occuring after some time in battle, not at the start. It also didn`t matter witch faction i was fighting against when the CTD happened. I will do some testing and try to replicate the problem to give you more detailed informations. (Sorry if my english is not so good. It`s not my mother tounge)

Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Spartan on December 08, 2015, 12:57:12 AM
***EDIT AT END***

Encountered several crashes myself today relating to the Tartarus and a Small Polarizer effect error.  The final one directing me back here.
*Active Mods* - Latest versions of StarSector+ (all updated required, compatible, and optional mods included), SRA 0.6 dev 3, Practice Targets 1.01, and a few other Nexerelin supported factions\ships.

----------

The first crash occurred during a joint Pirate v. Independent skirmish while approaching a Tartarus ship.  It was being destroyed by the opposing faction at the time of my arrival.  Before the ship could even completely appear on-screen for its destruction, the game hit a CTD.

CTD Log *MISSING*
Spoiler
Apologies, but I did not grab the log file entry at that time and have yet to search for it.  Should I get the chance, I will dig it up if necessary.
[close]
I was unable to replicate the crash since I had not saved early enough to reach the same fleet.  Searched for another 10 minutes for the fleet or one with a Tartarus, but no luck.

----------

The second CTD occurred during another joint pirate battle after I gave up my search for the Tartarus.  Not quite sure this one is due to SRA, yet it did occur during the same save as the earlier crash.

Small Polarizer CTD Log
Spoiler
2534484 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipVariantAPI.getHullMods()Ljava/util/List;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipVariantAPI.getHullMods()Ljava/util/List;
   at data.scripts.weapons.MS_PolarizerSmallOnHitEffect.onHit(MS_PolarizerSmallOnHitEffect.java:33)
   at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source)
   at com.fs.starfarer.combat.o0SNIPO.A.A.super(Unknown Source)
   at com.fs.starfarer.combat.o0SNIPO.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.o0SNIPO.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Replication was not attempted due to time constraints.

----------

The 3rd, and perhaps most telling CTD, occurred at the login screen immediately after restarting from the 2nd crash.

Tartarus Start Screen CTD Log
Spoiler
101786 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipVariantAPI.getHullMods()Ljava/util/List;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipVariantAPI.getHullMods()Ljava/util/List;
   at data.scripts.plugins.MSTartarusShieldFinagler.advance(MSTartarusShieldFinagler.java:38)
   at com.fs.starfarer.title.ooOO.o0oO$Oo.super(Unknown Source)
   at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
I'm guessing that a Tartarus ship attempted a flyby in the background while I was verifying settings.  I did not see it on-screen myself, but the log caught it.

----------

I made note of the issues and performed a clean install of the latest 0.6 dev 3 version of SRA.  Further testing has not been performed at this time.  I hope this information helps.  Good luck in the continued development and testing.

----------

***EDIT***
I'm happy to report that a combat engaged Tartarus ship with its shields on just appeared at the main menu.  A clean install of SRA 0.6 dev 3 at least has that working.  Next tests are to see what happens when one is destroyed and if the Small Polarizer is working.  That's for another day.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: MShadowy on December 08, 2015, 07:07:21 AM
Hmmm... for the shield finagler, it looks like the crash is a failure of the List invocation in ShipVariantAPI; the script at that section is trying to compare the equipped hullmods vs vanilla hullmods which effect shield arcs.  It's not immediately clear why the script is failing, but I suspect that the ships causing the crash in question are equipped with Accelerated Shields, Extended Shields, or Omni Shield Emitter.  If so, it should be easy to reproduce.

... and actually, it looks like it's the same error for the Polarizer (it runs a check to see if the effected ship has the Templars Lattice Shields); how weird.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Wyvern on December 08, 2015, 08:51:39 AM
So this doesn't (necessarily) explain the first reported null pointer exception, but the NoSuchMethod exceptions make sense: the API there changed between .65 and .7 to return a Collection instead of a List.  Looks like the jar for SRA is being compiled against the .65 API still?  The code in the Finagler should actually work unchanged; just needs to be recompiled against the new API.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: MShadowy on December 08, 2015, 09:04:17 AM
Was pretty sure I'd cleared the cache, but netbeans might have been stubborn for some reason.  Ended up doing so again, hopefully it works this time.

E: Alright, after recompiling and testing the Polarizers and Tartarus a coupls times, I haven't had any crashes, so I think that's at least one thing solved (hopefully).
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Wyvern on December 08, 2015, 09:52:12 AM
Just for kicks, you could try adding into the code a line that does nothing but try to assign the output of getHullMods into a List variable.  If that compiles, then you're still getting the old .65 API.

(Edit: It's also possible to get errors like this from a build system that's not doing a clean build; many build systems - and I don't know what you're using - will check for code changes in, e.g., the Finagler, see that there are no changes to that file, and not re-build it even though the new API means it needs to be recompiled.)

For the record, I wasn't seeing these crashes in-game either - though I didn't try installing extended shields or anything like that; it's possible that the base variants are all "safe" and the Tartarus only crashed with some of the random variants SS+ puts together?
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: MShadowy on December 08, 2015, 09:54:07 AM
Yeah, none of the standard variants makes use of the effected hullmods.  But they do all use Stabilized Shields; I should probably change that.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Wyvern on December 08, 2015, 09:58:36 AM
Extended shields on a Tartarus is a bit silly, imo, since siege mode pushes it to 360 shields regardless.  Omni Shield Emitter can be interesting, though!
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: 1stStrikeRecon on December 08, 2015, 03:02:48 PM
Probably a dumb question, but since I saw this as "Updated!" in the SS+ thread; is this compatible with 0.7.1a and SS+ 3.0.0?
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: MShadowy on December 08, 2015, 04:27:41 PM
Yes, though there is a CTD bug in the current dev version with the Tartarus and Polarizers.  I'll be releasing an updated dev version, probably tomorrow, with the bug fixed as well as new sensor frigate and a number of rather experimental balance changes.

In short, you may want to hold off a bit.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: 1stStrikeRecon on December 09, 2015, 01:59:00 PM
Alright; thanks!
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: MShadowy on December 09, 2015, 08:46:54 PM
Alright, hopefully this will be the final dev build; it is however quite rough.  Everything needs quite a lot polish to bring it up to quality standards, but the basic functionality should be there.

=dev download= (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip)

As far as I can tell the CTD's have been dealt with; hopefully they haven't been replaced with anything new.

Also added is the Belet-Seri scan frigate (whose ship system unfortunately is not unapplying properly), a not very experimental balance change to the Deva and Murti which has reduced their somewhat ridiculous flux costs and increased their turn speed, and a very experimental balance change to the CEPCs: Plan Triple Doubles is now in effect.

"Wait what?"  I can hear you saying now, to which I reply "You heard me!"  Double Damage, Double Flux Cost, Double overall firing time!  I'm Doubling Down!

Well, except for the Scatter CEPC, the Triple Double there is a bit different; Triple the Ammo, Double the Recharge Rate!

Anyway, these are pretty experimental as noted and so could easily be reverted.

Let me know what you think.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: AeusDeif on December 10, 2015, 02:03:13 AM
... which has reduced their somewhat ridiculous flux costs and increased their turn speed, and a very experimental balance change to the CEPCs: Plan Triple Doubles is now in effect.

(http://i.imgur.com/thtsosm.gif)

Quote
"Wait what?"  I can hear you saying now, to which I reply "You heard me!"  Double Damage, Double Flux Cost, Double overall firing time!  I'm Doubling Down!

(http://i.imgur.com/6EiP7fr.gif)

(mindblown)

Quote
Well, except for the Scatter CEPC, the Triple Double there is a bit different; Triple the Ammo, Double the Recharge Rate!

in all seriousness, sounds cool, looking forward to trying it out
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: valefore on December 10, 2015, 04:03:52 AM
Code
4590 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [sounds/sra/music/sra_market_neutral.ogg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Save Transfer,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Simulator Overhaul,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TwigLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [sounds/sra/music/sra_market_neutral.ogg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Save Transfer,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Simulator Overhaul,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TwigLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.?00000(Unknown Source)
at com.fs.util.C.?00000(Unknown Source)
at com.fs.starfarer.loading.H$1.super(Unknown Source)
at sound.float.<init>(Unknown Source)
at sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
at sound.H.o00000(Unknown Source)
at com.fs.starfarer.loading.H.void(Unknown Source)
at com.fs.starfarer.loading.H.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.while(Unknown Source)
at com.fs.starfarer.loading.SpecStore.float(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Seems you forgot some music?
Otherwise I wanted to say that Shadowy ships are so cool.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Bastion.Systems on December 10, 2015, 04:56:13 AM
Triple Doubles! Triple Doubles! Triple Doubles!
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: MShadowy on December 10, 2015, 06:08:58 AM
Code
snip

Seems you forgot some music?
Otherwise I wanted to say that Shadowy ships are so cool.

That's weird; that file is there--has been in since the previous dev version actually.  Just checked the zip as well and it's present and plays back successfully, so maybe it got corrupted while extracting somehow.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: valefore on December 10, 2015, 07:32:10 AM
Quote
That's weird; that file is there--has been in since the previous dev version actually.  Just checked the zip as well and it's present and plays back successfully, so maybe it got corrupted while extracting somehow.

Oh... Maybe its because my internet (in China) is weird. I didn't know a zip file could become partially missing.
Well, if it works, then its good to me!
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Weltall on December 10, 2015, 05:27:30 PM
Oh... Maybe its because my internet (in China) is weird. I didn't know a zip file could become partially missing.
Well, if it works, then its good to me!

Zip files, unlike the usual 7z files, can be partially corrupted. Each file in the zip file is compressed separately, so if you download part of the zip, you will be able to open some of them.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: zoe_zucchini on December 10, 2015, 06:10:03 PM
Code
350897 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 74, FP2: 5160, maxFP1: 200, maxFP2: 300
558479 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.ship.null.String(Unknown Source)
at com.fs.starfarer.combat.entities.ship.null.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Had this happen while flying the Poseidon in the simulator twice in a row now, a few minutes in. Thought it was toggling the siege mode but that doesn't seem to be the case. Only other mod ships involved were SS+, going to see if it happens with the AI flying the Poseidon in actual battles.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Nanao-kun on December 17, 2015, 04:55:55 PM
Splinter Rockets are unguided, right? Their stats say they have "Good" tracking.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: MShadowy on December 18, 2015, 06:36:31 AM
They are indeed, but they also have a script which corrects their course slightly when fired.  They need a turn rate so it can actually do something, which ends up with the Codex saying they have a guidance quality--which I guess in a way is true.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Nanao-kun on December 18, 2015, 10:59:35 AM
They are indeed, but they also have a script which corrects their course slightly when fired.  They need a turn rate so it can actually do something, which ends up with the Codex saying they have a guidance quality--which I guess in a way is true.
Ah, I see.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Ceebees on December 20, 2015, 03:20:40 PM
I'm having a bit of a problem with Gigas at the moment - is the corona intended to prevent you from leaving the system through the inner-system JP? Because it kept shoving me away from the spacehole and i had to hit the emergency burn to get out with a burn-9 destroyer pack.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: MShadowy on December 21, 2015, 06:23:37 AM
No, almost certainly not.  There's probably a solar flare or the like, the Corona shouldn't normally reach out that far.   That being said, nerfing Gigas' immense area of effect now.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Bastion.Systems on December 23, 2015, 05:45:51 AM
ETA on 7.1 release?
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: MShadowy on December 23, 2015, 05:47:30 AM
Tonight or sometime tomorrow depending on how quickly I can get the sound effects put together.
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Bastion.Systems on December 23, 2015, 07:50:54 AM
Excellent news  ;D
Title: Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
Post by: Ceebees on December 23, 2015, 10:38:39 AM
Spaceships make an excellent spacemas present.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6
Post by: MShadowy on December 24, 2015, 11:29:30 AM
They do indeed.  So have a merry Spacemas!

=Shadowyards 0.6 release= (https://www.dropbox.com/s/b9raj2p2zh7dub5/shadow_ships_0.6.zip?dl=0)

0.6 Changelog:


Merrry Spacemas!  Hohoho!
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6
Post by: Piemanlives on December 24, 2015, 11:44:32 AM
And so I downloaded.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6
Post by: Taverius on December 24, 2015, 12:11:21 PM
Thank you!

Merry spacemas (https://www.youtube.com/watch?v=cz4njR7BYGY)!
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6
Post by: Bastion.Systems on December 24, 2015, 12:12:39 PM
That's a pile of new stuff!  :o Maybe this will make taking SY commission a more competitive option.  
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6
Post by: JohnDoe on December 26, 2015, 10:52:38 AM
Is it just me or is Light CEPC still pretty crap? Contrary to what the description says, it has very poor accuracy as a PD weapon.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6
Post by: MShadowy on December 26, 2015, 11:13:11 AM
Hey, the small volcanic planet Cinderbox has something wrong with its description.  On my monitor it stretches across the entire screen and part of the description is unreadable when I mouseover it in the campaign screen.

Yeah, something weird happened with the descriptions csv; fixed now.

Is it just me or is Light CEPC still pretty crap? Contrary to what the description says, it has very poor accuracy as a PD weapon.

The overall problem is one present in all ballistic type PD, namely that the autofire ai is actually kinda bad at leading missiles.  This hits the point defense oriented CEPCs pretty hard since they're burst firing.  In the longer term, though, the triple doubles thing gives me room to buff the Chaingang and Light CEPC, probably by giving their projectile a flak effect or something, since it gives me the conceptual space to shove a more generic spammy rapid fire blaster weapon into.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6
Post by: Ceebees on December 26, 2015, 11:16:24 AM
Merry spacemas indeed! Unfortunately, i think a couple things might not have come with batteries?

The Clade is a lot of fun, but the retro-drive is having some graphical errors when i use it. It looked fine in the dev version, so not sure what's up there.
Spoiler
(http://i.imgur.com/qKmw1ER.png)
[close]

Also, the 'pop' effect for the Medium CEPC is only playing from my left speaker, no matter which side the bolts are fired on. Could be the thing dying from getting tossed around, but the lighter versions sound fine.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6
Post by: MShadowy on December 26, 2015, 01:11:40 PM
Righto.  As far as the Clade problem is concerned, it was an error that I'd thought I'd fixed, published the mod, discovered it wasn't fixed on my own, and currently have probably fixed; it seems to have been an error resulting from the weapon angles not initializing properly.  As for the Medium CEPC sound effect, somehow when I was exporting it from audacity it converted from mono to stereo.  This led to the audio controls and positional audio not working properly.  It is a mystery.

Honestly, there've been enough things that I've dealt with that a hotfix is in order.  It'll be a little bit, need to do a bit more testing.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6
Post by: Wyvern on December 26, 2015, 01:17:08 PM
Just wanted to second the Clade being fun to fly.  It's all those fancy swiveling drive units; they're just fun to watch.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6
Post by: MShadowy on December 26, 2015, 02:23:04 PM
Glad to hear.  In any case, Hotfix up.

Shadowyards 0.6.0.1 Changelog:


=download= (https://www.dropbox.com/s/1vca18ngryb1a70/shadow_ships0.6.0.1.zip?dl=0)
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.1
Post by: TaLaR on December 26, 2015, 09:31:17 PM
Minor issue: Mimir's built-in Nidhoggr Lance is extremely quiet, to the point that I considered it completely silent till I tested in empty simulator. It's chargeup animation is also very faint.
I'd expect weapon that does 8k damage with long charge-up to be the most noticeable thing in whole starsector, so that player could properly counter it.

I'm also not sure it's in a good place balance-wise. Long range, accurate, fast projectile, ridiculous damage - AI can't reasonably handle that on receiving end. Then again, neither can player unless using capital, phase or very fast/instant mobility system.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.1
Post by: Marcus Garvey on December 27, 2015, 12:22:38 AM
The Mimir is definitely one of the strongest capitals out there, but I think making the charging/firing a lot louder and flashier would go a long way towards making it more fair for the player to be on the receiving side of.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.1
Post by: Kebabtschi on December 27, 2015, 06:01:59 AM
Hi MShadowy,

Some weeks ago i mentioned a CTD while fighting with or/and against SRA ships.
The log only showing this:

Quote
501901 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.ship.null.String(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.null.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

After a lot of testing i figured out that this happens only while fighting against fighters, with siege mode turned on and with the tartarus... I'm not sure if there is another ship with the same abilety and if it would happen with this ship too.
The situation when it happens: While a fighter wreck is reaching the border of the battlefield and siege mode is turned on, it gives me a CDT. The problem is, it is not 100% reproducible. But some conditions make it occure more often. There have to be a lot of fighters/bombers on the battlefield. It seems it happens more frequently (or only... not shure yet) when in siege mode, turning off the schield because flux is very high and then turning them on again (never leaving siege mode).
The tartarus is  equiped with SRA weapons (from front to rear: 2x Medium CEPC (front mounts), Wavepulse Cannon, Medium CEPC (first medium Turret), 3 x Scatter CEPC (the other 3 medium turret mounts) and 4 x light CEPC)
I failed to repruduce it with vanilla only and starsector+. Until now it happened only with SS+ + Nexerelin. Problem is i didn't had the time to test it with all modcombinations plus the exact same equipment. So maybe it can happen in vanilla or SS+ too if i get hands on the same weapons. The Problem is the starting location in Nex is at a SRA Planet with the weapons on the market and with SS+ or vanilla you start at a different Planet.

I hope this will help you to pinpoint the Problem. I have no problems with other faction mods or modcombinations while SRA is turned off.

Thanks for the great work!
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.1
Post by: MShadowy on December 27, 2015, 09:10:11 AM
.... ohhhhkaaaayyyy.

Well, report received, but I've got no idea what might be causing that, even with the notes you've added.  I'll do what I can.

Edit:  I've been informed that this somehow relates to some form of abnormal engine state (flameouts, malfunctions or partial engine loss and zero flux boosts); how this relates still kinda seems a mystery, but I at least may have somewhere to start.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.1
Post by: Wyvern on December 27, 2015, 12:45:45 PM
Problem successfully diagnosed (http://fractalsoftworks.com/forum/index.php?topic=10481.0), and a fix proposed!  Huzzah!  Many thanks to Alex for tracking down what was breaking.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.2
Post by: MShadowy on December 27, 2015, 01:54:07 PM
Alright, bugfix time.

0.6.0.2 Changelog:


=download= (https://www.dropbox.com/s/blrhr6ci01azue0/shadow_ships0.6.0.2.zip?dl=0)
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.2
Post by: Kanil on December 27, 2015, 03:57:30 PM
Glad to see one of my favorite ships is working again. My thanks to everyone involved for sorting that out.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.2
Post by: Wyvern on December 28, 2015, 12:23:33 PM
Some more feedback on the Clade: While it's an awesome ship and grand fun to fly... the AI doesn't really know how to use its ship system.  It's a neat system, and incredibly potent in the hands of the player, and I don't really want to see it removed... but I'd also kinda like to be able to give this ship to the AI.

And, unlike the Tartarus, I don't think I can write a "good-enough" AI for this one - you'd need to adjust the entire ship AI to match so it could, for example, properly aim a retreat, and ideally make the AI understand vent-cancelling, too; in my experience, it's rare that you actually want the entire jet distance.  Now, maybe if I could get a hold of... I think it was Xenoargh that had a full ship AI written?

In the meantime, though, I'd suggest splitting the Clade into two variants:

The Clade-Alpha, which is the current model, described as a high-risk high-reward prototype version that's been largely discontinued due to issues integrating its ship system into standard tactical doctrine.

And the Clade, which would use something a bit more standard - maybe a phase skimmer, or a copy of the Mimir's lock drive, or even just classic maneuvering jets?

Or, hm... if you want something the AI knows how to use, but that fits with the current "Run away!" notion, how about a special maneuvering jets style system that scales its effect with current flux levels - so the ship doesn't gain much when approaching on low flux, but can make a controlled retreat under high flux conditions?  That'd still need a bit of a custom AI so it didn't waste the activation at low flux levels, but that shouldn't be too hard to put together.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.2
Post by: MShadowy on December 28, 2015, 01:20:44 PM
I was kind of afraid of that.  Hmmm... well, I'll think about it for a bit.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.2
Post by: MesoTroniK on December 28, 2015, 02:32:32 PM
And, unlike the Tartarus, I don't think I can write a "good-enough" AI for this one - you'd need to adjust the entire ship AI to match so it could, for example, properly aim a retreat, and ideally make the AI understand vent-cancelling, too; in my experience, it's rare that you actually want the entire jet distance.  Now, maybe if I could get a hold of... I think it was Xenoargh that had a full ship AI written?

Custom ship AI that works at least as well as vanilla is a pipe dream unless... A master coder spends an insane amount of time on it, honestly it will never happen and is a complete pipe dream.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.2
Post by: Ceebees on December 28, 2015, 02:49:02 PM
Since i've been going through the SRA kit as i find it, today's Tiny Quibbles are on the Barrago LRM - it works fine on missile turrets, but the missiles are offset incorrectly against the launcher when put in hardpoints. Also, the ball 'o bloom when they hit is a little eye-searing considering the comparatively small amount of damage they do. Aaand those first-stage sabots kinda clutter up the place after a couple dozen Barrago... uh, barrages.

Spoiler
(http://i.imgur.com/qj3rsHa.png)(http://i.imgur.com/NfN0hrm.png)(http://i.imgur.com/n10WcBj.png?1)
[close]

Unrelatedly, i understand why having three military markets was too much, but why is Gravitas/Theramin the Yardie Fun Toys depot instead of Euripedes/Prana Vanu?
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.2
Post by: MShadowy on December 28, 2015, 03:10:22 PM
Oogh.

I thought I'd fixed that already... but looking back on it now, I'm pretty sure I was only starting to fix it when I got distracted by a more pressing issue, which my brain took as fixing it.  Stupid brain.

As for Theramin being the Yardies military market, that's mostly Lore reasons amounting to a combination of having valuable artifacts which need defending and without which Theramin would be significantly less habitable, and a bit of a safety measure to make sure that SRA leadership can't be entirely gutted from a single unexpected event.  Also because Military Bases seem to generate Military Markets, even without such being otherwise specified.

I could probably shift it around with some more custom market conditions if it's really a problem.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.2
Post by: Ceebees on December 28, 2015, 03:18:09 PM
Nah, The Gravitas vs Prana Vanu thing isn't a problem. I just hadn't checked the market tags on the intel screen, and so was a little perplexed the first time i visited the "premier ship-building complex in yardie space" and they didn't even stock a Tartarus for me to ogle.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.2
Post by: Bastion.Systems on December 30, 2015, 02:50:14 AM
Just tried a playtrough with SRA commission, they really need some markets that are closer to sector core (hopefully military markets) as Anar is too secluded from any other system and Gigas is quite empty and very hard to traverse because of jump points far from the planets + insanely large corona and asteroid field covering the entire system. Maybe add 1-2 systems from northwest of Anar to make SRA more attractive to fight for. Also the High Capacity Storage resource is useless as no market produces it in sufficient quality for the price to fall below average, no market needs it and the per unit price point is low enough to make less profitable to trade than raw metal.

I really love the design of Lambent's bridge + all of the other designs look cool and distinctive.

Most SRA weapons are worse than the vanilla counterparts (though not as bad as before the last patch).
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.2
Post by: Taverius on December 30, 2015, 03:14:35 AM
Shamash/Scylla are missing the 'Phase Field' built-in hull mod.

Edit: After some thinking I reckon the Scatter CEPC should reload in clips which contain a full buckshot's worth of charges.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.2
Post by: MShadowy on December 30, 2015, 07:33:51 AM
Just tried a playtrough with SRA commission, they really need some markets that are closer to sector core (hopefully military markets) as Anar is too secluded from any other system and Gigas is quite empty and very hard to traverse because of jump points far from the planets + insanely large corona and asteroid field covering the entire system. Maybe add 1-2 systems from northwest of Anar to make SRA more attractive to fight for. Also the High Capacity Storage resource is useless as no market produces it in sufficient quality for the price to fall below average, no market needs it and the per unit price point is low enough to make less profitable to trade than raw metal.

I really love the design of Lambent's bridge + all of the other designs look cool and distinctive.

Most SRA weapons are worse than the vanilla counterparts (though not as bad as before the last patch).

On the first point, I'd been considering adding some outpost stations to some of the Vanilla systems, but wasn't entirely sure how to go about doing it.  I'll see what I can manage.

And balance is an ongoing thing, and the weapons are no exception.

Shamash/Scylla are missing the 'Phase Field' built-in hull mod.

Edit: After some thinking I reckon the Scatter CEPC should reload in clips which contain a full buckshot's worth of charges.

Phase anchors are not quite the same thing as a phase coil, and one of the ways in which this is so is that they aren't really a stealth system; that being said the core idea behind that (that phase anchors create a blindingly incandescent p-space projection--visible to the naked eye--in real space) is kinda silly, so I might drop it.  If I do, they'll get the reduced sensor profile effect.

As for the Scatter, that's a screw up; it's supposed to do so, but I was fiddling with the buckshot script Cyc uses for the Volley Gun and Ironweaver ADC--which I ultimately ended up not using because it kept causing the game to freeze--and while I was doing this one of the things I ended up doing was removing the reload size statistic.  Forgot to put it back it, oops.  Fixed it now.

Guess I'll need to put out another small bug fix release later today.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.2
Post by: Ceebees on December 30, 2015, 10:47:15 AM
On the first point, I'd been considering adding some outpost stations to some of the Vanilla systems, but wasn't entirely sure how to go about doing it.  I'll see what I can manage.

If you don't mind the saying-so, four-fifths of Tiandong stations are added to vanilla systems, and it both works great and includes source code. Unless you meant narratively how instead of technically how, in which case... Yma or Magec, Yardies come bearing reconstruction aid for decivilized worlds? Possibly even Askonia to 'liberate' the place, as it already has a local resistance movement, and it's nearest to their corner of the map.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.2
Post by: MShadowy on December 30, 2015, 11:19:50 AM
Well, it's really mostly a matter of forgetting; way back when the only way to get your stuff into the campaign was to modify Corvus, and it'd been so long that I'd forgotten how.  Judging by Tiandong's code and my old archival code, the methodology does not appear to have changed much.

As for location I'm still kinda deciding, but Magec was on my list (though given that Tiandong has residence there might make the system a little crowded, so perhaps Yma instead) and Valhalla or Askonia to have a military base in a mostly hostile system.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.2
Post by: MShadowy on December 30, 2015, 02:54:05 PM
Alright, 0.6.0.3 release.

Changelog:


=Shadowyards 0.6.0.3= (https://www.dropbox.com/s/fwd5rgif5bzriut/shadow_ships0.6.0.3.zip?dl=0)
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Adraius on December 31, 2015, 12:22:07 AM
Thanks!

Just a random thought: do you have any thoughts on changing the Overdrive ship system to be more competitive?  It feels very inferior compared to Accelerated Ammo Feeder, for example, which has no negative effect, and even discounts weapon flux cost. (which makes it very good now, I thought it was good enough before that was added)

This comes mainly from my experiences repeatedly trying and failing to incorporate Southpaws into my fleet; the poor thing has a hardpoint layout that makes it hard to love (the AI has issues flying it), and the ship system doesn't do it any favors. =(
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Bastion.Systems on December 31, 2015, 02:51:58 AM
You work fast  ;D
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: MShadowy on December 31, 2015, 07:47:30 AM
Well, helped that yesterday was a day I've set aside for dealing with this kinda thing.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Adraius on December 31, 2015, 07:55:08 PM
Haven't upgraded to the latest version yet (I had just hit level 50 when I saw you post .6.0.3, like Hell I'm starting over at this point)
Uh, is that something I'm supposed to do?  I've just been copying the new mod folder in. 0.o I think I may have hit some issue with overwriting saves, but if I make a new save each time everything is golden.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: MShadowy on December 31, 2015, 07:58:42 PM
Well, up until this latest bugfix version there probably wouldn't have been an issue for most of these changes for 0.6; however, while this one should probably not break saves, since it adds two new stations they won't appear in the campaign without starting a new game.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Ceebees on January 02, 2016, 05:31:48 PM
Oh, something i forgot to mention last time - the new vanilla system Samarra also has a planet Lumen. Though, it's easy to miss as the vanilla one is uninhabited, but still.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: MShadowy on January 02, 2016, 10:28:40 PM
Yeah, already heard about it; I kept forgetting to change it (in part because I was having trouble coming up with a new name) but have since decided on Lambent or Lambence as the new name for Lumen.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: grinningsphinx on January 08, 2016, 02:01:02 PM
Great mod and great work!


Ive noticed though that there are quite a few description, stats, and spelling errors on some of the ships and weapons.

Morningstar stands out right now for its missing flight deck and 40k price tag..without the flight deck the ship is pretty underpowered:( Ive no idea how to add a flight deck too it even though i found the Launchbay code on another ship file:) 

Also, there is no way to deploy more then one sensor drone at a time, and when set on free roam they still hold to the holding pattern, at least in the Simulator.

Excellent job though, just needs a quick pass!
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: JohnDoe on January 08, 2016, 07:42:08 PM
Morningstar is already pretty OVERPOWERED for a destroyer and definitely doesn't need a flight deck. The 25% (should be 20% in the new version) weapon range bonus allows it to pressure larger ships at a very safe range.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: MShadowy on January 08, 2016, 07:55:41 PM
The Morningstars description is super dated, something I noticed while looking over the descriptions myself (e: after the last release, mind you), and the reference to fighter support relates to a much earlier release (e: of Starsector).

While flight decks greatly enhanced your ability to support fighter craft, your actual support capacity for fighters was related to a fighter support quantity which was a stat each ship had (though in most cases this amount was 0) which represented the total FP cost in fighters that ship could provide logistical support for, and you could repair and replace fighter frames as long as the number was under that total, regardless of whether you had flight decks or not.

The Morningstar was among those craft which added to FP support, but it has never had a flight deck.

Though if you didn't have flight decks the rate of repair was painfully--if not agonizingly--slow.  Ultimately the mechanic got nixed and the game is better for it.

Also, as JohnDoe noted, the Morningstar is a pretty powerful small destroyer regardless, and it certainly doesn't need a flight deck.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: HELMUT on January 09, 2016, 02:05:59 AM
The Mornigstar WAS very strong, but it seems it was nerfed pretty hard in the recent update. The new drones aren't half as dangerous as the previous ones. Before, you couldn't lower your shield against a Morningstar, as the two ion drones would make your life miserable. And they would still be operational even when the ship is venting/overloaded.

The new sensor drone can only be deployed one at time and lack the ion cannon. Even though it boost the weapon range of the ship, it still feel quite underwhelming compared to before. Also, the description is the same as the old one.

I haven't played much SRA yet, maybe the new Morningstar would fit better as some kind of long range support now, i'm not sure. But it's very probable that it now can't rival with Enforcers like it used to.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Takion Kasukedo on January 09, 2016, 06:20:03 AM
This comes from the experiences i've had using both types of Morningstar.

The Morningstar (Military) has got the problem of not much rivalling power, but at the same time, with the Sensor Drone increasing it's range, having range mods on the ship can make it (possibly) effective.

But the real prize in my opinion is the Morningstar (Civilian).

Until I find a ship that can activate it's full set of mobility to really make the life of any brawling ship miserable within just a few bursts of it's weapon loadouts, then i'm sticking with the Civillian Morningstar.

Harassing and destroying Enforcers & Dominators has never been easier before, especially with Augmented Engines.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Adraius on January 09, 2016, 11:01:41 AM
I'm a little confused - you'd take the Booster Jets and a little cargo space over the sensor+weapon range drone, higher flux capacity, and higher flux dissipation?  Dang.  The Morningstar was my go-to destroyer flagship in 0.65.2a, and it's still doing a very solid job for me in 0.7.1a, even with the nerf to its ship system.  Great mobility, the ability to use mid-range weapons at skirmishing range, and an amazing shield. (just don't let it drop or get hit from behind...)
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Takion Kasukedo on January 09, 2016, 12:54:33 PM
I'm a little confused - you'd take the Booster Jets and a little cargo space over the sensor+weapon range drone, higher flux capacity, and higher flux dissipation?  Dang.  The Morningstar was my go-to destroyer flagship in 0.65.2a, and it's still doing a very solid job for me in 0.7.1a, even with the nerf to its ship system.  Great mobility, the ability to use mid-range weapons at skirmishing range, and an amazing shield. (just don't let it drop or get hit from behind...)

Being able to get in and do tons of damage, then swiftly get out of a situation can mean life or death for you, or the enemy.

Well, at least that my logic.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Nanao-kun on January 09, 2016, 02:08:56 PM
I'm a little confused - you'd take the Booster Jets and a little cargo space over the sensor+weapon range drone, higher flux capacity, and higher flux dissipation?  Dang.  The Morningstar was my go-to destroyer flagship in 0.65.2a, and it's still doing a very solid job for me in 0.7.1a, even with the nerf to its ship system.  Great mobility, the ability to use mid-range weapons at skirmishing range, and an amazing shield. (just don't let it drop or get hit from behind...)

Being able to get in and do tons of damage, then swiftly get out of a situation can mean life or death for you, or the enemy.

Well, at least that my logic.
Isn't that what the Clade was designed for though?
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Ceebees on January 09, 2016, 04:28:53 PM
So, i've finally managed to get my grubby hands on a Belet-Seri, and, possibly due to the completely legitimate means by which i acquired it, it, uh... looks a little funny.
Spoiler
(http://i.imgur.com/dMGK8Kb.png)
[close]

Fixable, or just an inevitable result of the way damage decals are applied?
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Taverius on January 09, 2016, 05:17:42 PM
Due to how the vectored engines are implemented they show in the info panels and get damage decals applied to them - same as the Clade.

It goes away when it isn't shot full of holes like a sieve, yeah.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: MShadowy on January 09, 2016, 05:28:37 PM
I actually finally got around to fixing this; I'd put it off because other implementations of scripted animation which I'd seen were in some way quite complicated which made figuring out how to implement them in the vectored thruster script seem quite daunting.

But the solution I ended up needing was actually incredibly simple, which makes me feel kinda like a dummy.

Still, I hope you enjoy your ill-gottenlegitimately acquired new scan frigate.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Taverius on January 09, 2016, 06:37:44 PM
Still, I hope you enjoy your ill-gottenlegitimately acquired new scan frigate.
"Ain't never been used and only dropped once."
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.4
Post by: MShadowy on January 10, 2016, 08:07:38 PM
Alright, this should finish off the last lingering bug (the vectored thrusters hanging around outside of combat) as well as add some nifty new sounds and deal with some other tweaks and balance changes:

Shadowyards 0.6.0.4 Changelog:


=download 0.6.0.4= (https://www.dropbox.com/s/t1g5nw0rybf78s2/shadow_ships0.6.0.4.zip?dl=0)
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Taverius on January 11, 2016, 08:12:03 AM
Custom sounds, neat!
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: grinningsphinx on January 11, 2016, 10:30:47 AM
Thank you, great work!

Hows about some specialized skill-tied gear ala Blackrock now?
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Ceebees on January 11, 2016, 01:44:57 PM
You mean the BRDY-exclusive hullmods? There already is the fighter 'ejection seat' mod, but i'm trying to think of what else would be useful. CEPC reloader, sensor drone effect as a hullmod, projectile accelerator that makes your bullets go faster maybe?
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Taverius on January 11, 2016, 02:09:57 PM
Well, if you want to go the BRDY hull mod way, you'd make one hull mod that enhances the faction's nice - BRDY has strong burst, hence the Strike mod that increases damage at the cost of range - and then the rest would be faction-specific takes on vanilla hullmods; after all the BRDY engine mod is an augmented engine with different downsides, and the assault fitting is a cocktail made of one part resistant flux conduits, one part automated repair unit, and one part reinforced bulkheads.

I'm not sure what would fit for SHI - that's for MS to decide really - but projectile (and beam) speed seems fitting and its certainly useful. I always end up putting expanded magazines on CEPC ships, so maybe a combo magazines/advanced turret gyros/armored weapon mounts? Say, +50% ammo, +20% turret turn, +15% turret health, +5% armor at twice the OP of expanded mags?
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Wyvern on January 11, 2016, 03:31:58 PM
I wouldn't suggest adding skill-unlocked hull mods, actually.  Mostly for mechanical reasons - it'd make SHI incompatible with other mods that modify skills, including BRDY.

Now, SHI-only hull mods that don't have a skill unlock requirement could be interesting - but the question is, what and why?  The combo mod Taverius suggests seems like a poor idea, mostly because it'd pretty much always be a good choice to install.  Ideally for something like this you'd want a hull mod where it's a definite decision, like the BRDY strike suite.

My first thought for such a mod was a device that increases flux capacity at the cost of shield efficiency, on the theory that a larger flux pool would make Harmonic Shield Conduits more effective.

...Which lead to my discovery that HSC does not work at all the way I thought it did.  It says "increases passive flux dissipation on a curve approaching 80/60/50/40 percent of the ship's current hard flux", which I'd interpreted to mean that if a frigate had 1000 hard flux, it'd get something approaching 80% of 1000, or 800 extra dissipation.  (Which would be absurd.  I'm glad it doesn't work that way.)
Edit: if it did just scale off of hard flux, something like 3% of hard flux as dissipation might give reasonable numbers?

However, looking through the files, I can't figure out quite how it actually does work.  The HSC hull mod on a frigate, for example, applies a percentage adjustment to flux dissipation rate that varies from -40% (at zero hard flux) to -11.8% (at 100% hard flux).  Which means a couple of things: one, that there has to be some sort of counterbalance elsewhere in the code so that -40% doesn't result in the ship having lower dissipation than it's supposed to.  And two, that HSC's effect scales up with additional vents, not additional capacitors.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Taverius on January 11, 2016, 04:04:35 PM
BRDY doesn't modify the skills - its SS+ that integrates them into the skill tree. I'm assuming everyone is intending the same for these putative SHI hullmods, assuming MS can even find the time.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Ceebees on January 11, 2016, 09:56:50 PM
The graphical changes to the Clade and Belet-Seri are indeed very nice - and, feeling like a fool lasts for a day, but an elegant solution lasts, Schrodinger-like, until the next time someone looks at your code.

Ah, however, as i do have the ISS Completely Legitimate for testing purposes, i noticed that no matter what weapons i put on a Belet, the main fitting screen always reports weapon flux/sec as zero. The weapon groups panel's values remain accurate, the Clade is unaffected, and the weapons very definitely generate flux when i take it out for a spin.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: MShadowy on January 12, 2016, 07:46:08 AM
...

...Which lead to my discovery that HSC does not work at all the way I thought it did.  It says "increases passive flux dissipation on a curve approaching 80/60/50/40 percent of the ship's current hard flux", which I'd interpreted to mean that if a frigate had 1000 hard flux, it'd get something approaching 80% of 1000, or 800 extra dissipation.  (Which would be absurd.  I'm glad it doesn't work that way.)
Edit: if it did just scale off of hard flux, something like 3% of hard flux as dissipation might give reasonable numbers?

However, looking through the files, I can't figure out quite how it actually does work.  The HSC hull mod on a frigate, for example, applies a percentage adjustment to flux dissipation rate that varies from -40% (at zero hard flux) to -11.8% (at 100% hard flux).  Which means a couple of things: one, that there has to be some sort of counterbalance elsewhere in the code so that -40% doesn't result in the ship having lower dissipation than it's supposed to.  And two, that HSC's effect scales up with additional vents, not additional capacitors.

The awkward wording around the Harmonic Flux Conduits description is kind of a problem yeah; it largely emerged from the combination of struggling how describe what it does (or at least what I thought it does), not really knowing for sure what it does, and space limits.  That being said, a part of the erroneous description is definitely related to how much worse my coding skills were at the time and a resulting inability to figure out what the code was actually doing.  I'll change the reading of the hull mod description so it makes more sense.

As for HFC actually being secretly a malus, it probably shouldn't be unless every other modifyPercent call is as well; for example, the Advanced Turret Gyros implementation reads:
Code
public class AdvancedTurretGyros extends BaseHullMod {

public static final float TURRET_SPEED_BONUS = 50f;

public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
stats.getWeaponTurnRateBonus().modifyPercent(id, TURRET_SPEED_BONUS);
stats.getBeamWeaponTurnRateBonus().modifyPercent(id, TURRET_SPEED_BONUS);
}

public String getDescriptionParam(int index, HullSize hullSize) {
if (index == 0) return "" + (int) TURRET_SPEED_BONUS;
return null;
}


}

While I haven't rummaged through it to confirm it myself, I'm pretty sure that modifyPercent simply adds the modifier onto the base rate which is probably considered to be 100%; in such a case, that actual curve would go from 100% at 0 hard flux to 128.2% at 100% hard flux for a frigate.  If we look at the Enlil, with a base vent rate of 160 before vents and skills are added, this results in a vent rate of 204.8 at 100% hard flux.  I'm waffling over whether the effect might be a bit weaker than intended, but it's important to keep in mind that the hullmod also considers additional flux vents, as you pointed out; with a default 10 vents, the rate is 260 at 0% hf, and 332.8 at 100% hf; it's also curved so you see the majority of the effect by (iirc) somewhere around 60%-70% hard flux.

For now, I'm going to call it fine.

As for SRA specific hullmods, it's been on the backburner for a while, but I still don't feel like I have any really compelling ideas for them.

On the matter of the Belet, the problem definitely isn't related to the vectored thrusters or the enhanced sensors of the craft, since the remodeled Elysium has had that same problem since well before either the thrusters or sensors packages were a thing.  I had no idea what could be causing it, but I may be on to something now.  Aside from both using the same sensor range effecting hullmod, their only common trait is that their ship system is a weapon type system which shoots projectiles rather than missiles.  This might be a bug with vanilla or my implementation of the systems, so uh, I guess I'll have to work on that.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Wyvern on January 12, 2016, 12:45:34 PM
On the matter of the Belet, the problem definitely isn't related to the vectored thrusters or the enhanced sensors of the craft, since the remodeled Elysium has had that same problem since well before either the thrusters or sensors packages were a thing.  I had no idea what could be causing it, but I may be on to something now.  Aside from both using the same sensor range effecting hullmod, their only common trait is that their ship system is a weapon type system which shoots projectiles rather than missiles.  This might be a bug with vanilla or my implementation of the systems, so uh, I guess I'll have to work on that.
Check any decorative weapons?  The last time I remember seeing a bug like that, it turned out that a decorative weapon was set to exist in one of the firing groups.


While I haven't rummaged through it to confirm it myself, I'm pretty sure that modifyPercent simply adds the modifier onto the base rate which is probably considered to be 100%; in such a case, that actual curve would go from 100% at 0 hard flux to 128.2% at 100% hard flux for a frigate.  If we look at the Enlil, with a base vent rate of 160 before vents and skills are added, this results in a vent rate of 204.8 at 100% hard flux.  I'm waffling over whether the effect might be a bit weaker than intended, but it's important to keep in mind that the hullmod also considers additional flux vents, as you pointed out; with a default 10 vents, the rate is 260 at 0% hf, and 332.8 at 100% hf; it's also curved so you see the majority of the effect by (iirc) somewhere around 60%-70% hard flux.
Oh, hm.  Yeah, I misread the math.  Let me recalculate...  And run some tests...  More confusion!

Okay, some interesting things to note: this doesn't scale with flux vents; apparently they're added in after percentage modifiers.  It does scale with flux capacitors (albeit relatively poorly); apparently fluxTracker.getMaxFlux() returns the ship's base flux pool, which means that for, for example, an Inanna with 10 capacitors, you can get ratio going into getFluxCurve of up to about 1.6, which spits out a ~70% boost to (base) dissipation, which means an extra 218 flux/s if you're somehow running at exactly 100% hard flux.

Suggested re-write of description, based on actual mechanics:
"Increases flux dissipation by up to approximately 66/50/40/33% of base dissipation.  Higher hard flux levels result in more flux dissipation, with significant diminishing returns as flux levels approach the maximum."
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Ceebees on January 12, 2016, 03:56:42 PM
Brace for :words:!

I've been thinking about weapon balance due to 0.7.x being generally more difficult, which makes loadout choices matter more - and specifically, i was thinking about the Medium cEPC, which i used to like, but these days just can't find a place in my fleet for, no matter how snazzy the color scheme. (Preemptively, i checked and SS+ doesn't modify any of the guns i'm about to ramble about)

The vanilla weapons that meet the same role - good range, sustained hard flux pressure, medium energy slot and energy damage type - are the pulse laser and heavy blaster. The mCEPC costs more than either of those (14 OP vs 10 and 12), and is pretty much worse across the board than both. It's main advantage is range; it has 800su range to both vanilla weapons' 600, but it has a minimum spread value and recoil against the other weapons' perfect accuracy, and the popper means that 800 is a hard limit, not the normal soft boundary. Apart from that, it can crack armor better than the PL, or has better flux efficiency than the HB, but you're paying a serious premium in OP for these benefits.

Just so i could make a more informed suggestion than 'gun make sad buff pls', i looked at the IR Pulse Laser versus the basic small CEPC, which i think worked well and is a decision i do find interesting and comparable - those two have the same OP, similar flux profiles, an accuracy/range tradeoff like their bigger cousins, but here the CEPC has better peak but lower sustained damage than the IRPL.

I'm sure there's a bunch of clever things that could be done to the mcepc - a Shard-style damage rider on some condition, an inverse pre-0.7.x-energy-weapon damage bonus at low flux levels, etc. However, i don't know enough to do any of those (yet?), so instead i just mucked around in the weapondata.csv until i had something that seemed cool.

I am by no means an expert at balance, but, for your consideration:
Spoiler
Code
Medium CEPC+,ms_mcepc+,2,2250,800,,210,,8,15,12,20,0.87,2,231,ENERGY,,0,0.975,2,0.25,3,6,2,10,,800,,,30,,5205
Medium rCEPC,ms_mcepc6,2,2250,800,,222,,8,15,12,18,0.70,6,265,ENERGY,,0,1.0,2,0.232,3,6,2,10,,800,,,30,,5205
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The first idea is just a general buff to match the IRPL/CEPC paradigm. Reduced OP cost, slightly better peak damage than the PL, significantly worse sustained, at the same flux/shot as before. 5% more damage per hit and 10% faster RoF to bring the DPS up without making it way better against armor. Might even be worth bringing down to 11 OP, as it still isn't really strictly better than the PL.

The second is my flailing attempt to do something other than just scaling up the CEPC/IRPL. Basically, it acts a bit more like a midpoint between the HB and PL, but one that rewards (requires) you fading back or holding fire to regenerate ammo between salvos. The 'sustained' value is kind of irrelevant because if you run dry the enemy has a good 6-7 seconds to vent, run, whatever.
And honestly, the idea of someone building a turret around a big huge space six-shooter amused me.

Or i guess you could just slash the OP to 10-11 and call it a day, but honestly i didn't think of that until i was elbow-deep in spreadsheets and multiboxed instances of the game  :P

That got kind of boring, so here's a bunch of pictures of what i mean.
Spoiler
(http://i.imgur.com/hfCks8A.png)(http://i.imgur.com/XbCkQQc.png)
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Spoiler
(http://i.imgur.com/9GqCIRf.png)(http://i.imgur.com/CNCHcfN.png)(http://i.imgur.com/5kxkP6Y.png)
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Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Wyvern on January 12, 2016, 04:20:28 PM
Odd... I tend to use the medium CEPC as my medium-energy-weapon-of-choice.*  It's significantly better at breaking armor than a pulse laser, and that extra 200 range is a big deal, especially if you're trying to find outfittings that won't lead to the AI deciding it needs to commit suicide by closing to knife range, or if you're trying to mix energy and ballistic armaments.  I'll admit that the OP cost is a bit of a premium, but I find it worthwhile.

I mean, I wouldn't complain if they got buffed; a small increase in firing rate, for example, would push them over the pulse laser's dps.  But I don't think it's needed.

_____
* When I'm not using heavy blasters.  But there are a lot of ships that can't support those, especially if you're going to give the hull to the AI - it's not good at managing flux-intensive weaponry, and the medium CEPC is the clear second best option.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: MShadowy on January 12, 2016, 06:59:22 PM
Well, I'm certainly not adverse to fiddling with the balance... and I'll admit I was thinking of increasing the MCEP's refiring rate already.  The gamefeel for the smaller ones seems good to me, but the MCEPC's wait sometimes gets a bit interminable.

I'll screw around with stuff a bit more, I guess.  Also probably going to make a kind of energy machine gun type thing to fill the 'cheap PD slot' the light CEPC has vacated, and one of my planned weapons will be changing role since the medium has ended up moving into the Heavy Blaster position instead.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: ProdigyToby on January 13, 2016, 07:38:12 AM
I think the CEPC class of weapons are fairly balanced, with the only change I would suggest is increasing the projectile speed very slightly of the smaller CEPC so it can more consistently put out dps to smaller classes of ships like frigates or corvettes.  Right now its really hard to use the smaller CEPC for its cost when you could use a more consistently reliable weapon.

  Also I would suggest making another change to that weapon.  Theres a typo in its description  :P "The CECP, or Carried Energy Pulse Cannon.."

  Make more beautiful ships! (maybe a new super capital of some sort?  ;D
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Ceebees on January 14, 2016, 12:56:03 AM
Alright, maaaaybe i went a little mad with power when i realized how accessible it was to tinker with guns. And excessively verbose (consider not posting at 3am, kids!) But, i still disagree with the above arguments in favor of the current mCEPC.

A Pulse Laser with an ITU deals damage at equal or better range due to hitting past 'maximum' range, and on frigates/destroyers/cruisers the OP savings from downgrading mCEPCs to PLs will buy you that ITU - a high OP cost is also an opportunity cost in vents/caps/hullmods/other guns. So basically, my complaint is that it costs a lot of OP and the damage drops by half when it runs dry on ammo, and i think that either one of those penalties would more than make up for the things it's better at than vanilla weapons.

But maybe we just agree to disagree! :D
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Taverius on January 24, 2016, 04:35:46 PM
Ok, so I only just noticed somehow, but the campaign-level tooltip for Cinderbox is a mite screwed up.

Spoiler
(http://i.imgur.com/TJneLbt.png)
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Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: BuckCake on January 25, 2016, 06:36:18 AM
Inspired by a similar post in DA, here's a rundown of SRA weapons I've used so far:

light cepc
horrible as pd, good as a short-range weapon, especially in batteries or on pursuit craft. the light cepc could possibly benefit from turning it into a shotgun-type weapon, or simply increasing projectile speed and accuracy.

cepc/medium cepc
similar performance or slightly worse than vanilla weapons. becomes better than vanilla with expanded magazines. good versus armor.

scatter cepc
probably the best one of the lot. negligible flux cost, great damage, great versus all targets. deceptively good versus armor and exposed hull. could probably use a nerf.

chaingang cepc
lackluster compared to scatter cepc. while not useful as a means of pd, the rate of fire makes it somewhat useful on destroyers or pursuit craft, usually in corvus mode where you can't always get a scatter cepc.

tusk torpedo
good against all targets. their tracking and shotgun effect make them almost an auto-include on ships that can fit them. more useful for finishing off overloaded or venting ships than for causing overloads.
Spoiler
"Noooo. I've venting! Oh, what a world, what a world!"
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urumi
passable if you can afford the op. early game, or on tight fits, it's better to stick with a cheaper method of pd.

trishula
while good for prolonged standoffs, as sra you should be avoiding those in the first place. somewhat flux inefficient.

shrike asm
will often miss a fast narrow target, somewhat useful if hunting destroyers with frigates. low op cost but inferior to tusks.

splinter
less useful than tusks, low op cost seems to be it's only redeeming quality.

blackcap
since playing against fighters groups is almost always an auto-win, i had no need for these. also, tusks.

That about covers it. Still haven't used most of the large sra ships and weapons, mainly because I find large fleet battles tedious. Besides the scatter cepc being overpowered (try putting two on a tempest), I haven't found any obvious imbalances. SRA does have a distinct playstyle different from vanilla, but as long as you stick to it the weapons are in no way underpowered.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Megas on January 25, 2016, 07:27:15 AM
Just had my first somewhat serious playtest of Shadowyards.  Somewhat because I only tried the Mimir to see how well it competes with standard and Blackrock capitals in my simulator smasher experiment.

Mimir
Capacitors:  0
Vents:  61
Weapons:  2x Barrago LRM, 3x Medium CPEC, 3x Wavepulse Cannon, 7x Burst PD Laser
Hullmods:  Augmented Engines, Hardened Subsystems, Integrated Targeting Unit, Resistant Flux Conduits

Standard burst PD Lasers were cheaper than the SHI knockoff.  Thanks the SHI's superior energy weapons, the Mimir smashed the simulator, though not without slight hull damage and a little time past peak performance.  It is comparable to the Conquest, but much more mobile, and easier to avoid damage.  Mimir feels similar to Blackrock's Kurmaraja minus the dual flak (and different ship systems).

Standout weapons
Wavepulse Cannon:  This is Mjolnir on a budget!  May not be quite as destructive (less damage, no EMP) or flux efficient as Mjolnir, but it has long range (comparable to ballistics) and fires quickly, and it is only 20 OP (16 with Op. Assembly)!  Compared to standard energy weapons, this is overpowered, but energy needs something like this to compete with ballistics.  One quirk I noticed that seems like a bug is that Wavepulse refuses to autofire at frigates or fighters.  In my simulator run, I had to take manual control of my Wavepulse and fire at small ships myself; that hurts!

Medium CPEC:  Totally agreed with Wyvern.  800 range that hits for hard flux and decent DPS is a big, BIG deal!

Barrago LRM:  The Pilum alternative, and it seems faster, more reliable, and easier-to-use.  It will not lock down phase ships, but I prefer quick direct-damage when soloing dozens of ships.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: BuckCake on January 25, 2016, 10:14:36 AM
After fitting my ships like Megas knockoffs I've definitely changed my mind about the mcepc.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: grinningsphinx on January 25, 2016, 04:42:22 PM
The Mimir is an absolute BEAST at swatting frigates and destroyers out of the sky. I run mine with one of three loadouts,  3 Super Focused Pulse Beams, 3 Grazers, or 3 Tachyons with ITU and Advanced Optics + Gunnery 10.  I think even 3 Nuetrino Beams would be good on this ship. Everything else is energy PD of your choice, i used micro argus or hacking commlinks. You can kill most outlying flyers instantly and quite safely, and its still fast enough to capture objective points and pretty much hold them forever.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Marcus Garvey on January 25, 2016, 06:37:48 PM
The Wavepulse Cannon has the STRIKE tag in the weapons files, which I think is what makes it not get used against fighters/frigates despite it having a pretty high velocity and high enough rate of fire that it really shouldn't be?
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Megas on January 25, 2016, 06:46:37 PM
Quote
The Mimir is an absolute BEAST at swatting frigates and destroyers out of the sky.
Not against frigates (or fighters) for a Mimir that relies on Wavepulse cannons for its primary source of damage because Wavepulse does not respond to frigates and fighters.  Why Wavepulse does not autofire at small ships is beyond me.

I have considered using Wavepulse for damage only, and everything else (small and medium) for PD.  Turns out CPEC adds enough damage to be worth using.

Quote
The Wavepulse Cannon has the STRIKE tag in the weapons files, which I think is what makes it not get used against fighters/frigates despite it having a pretty high velocity and high enough rate of fire that it really shouldn't be?
If so, it should not.  Wavepulse feels like Mjolnir for an energy mount.  It shoots fast enough, and it is good against everything.  When I run the simulator, trying to shoot multiple Wolves and Tempests, or fending off fighter swarms were a pain because I had to use Wavepulse manually on them.  CPECs and Burst PD lasers are not enough to kill multiple targets quickly.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Megas on January 25, 2016, 07:06:34 PM
I forget to mention my first impressions of Shadowyards.

I remember first trying Shadowyards as part of Uomoz's Corvus, before the Mimir was in.  Only when I wanted to grind the simulator with the Mimir a day or two ago that I took more interest, if only see it in action.

Shadowyards' bright and animesque style clashes with vanilla artwork, and that alone is incentive enough for me to pass this when I feel like adding factions to the game.  In other words, an eyesore.  That said, for those who are not bothered by the art style, the quality is good and consistent.  Like Blackrock, Shadowyards is one of the classics that have been around longer than many and still maintained to this day.  Some of the energy weapons are longer ranged than standard, and are effective enough to be potential game changers.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: grinningsphinx on January 25, 2016, 07:48:50 PM
Quote
The Mimir is an absolute BEAST at swatting frigates and destroyers out of the sky.
Not against frigates (or fighters) for a Mimir that relies on Wavepulse cannons for its primary source of damage because Wavepulse does not respond to frigates and fighters.  Why Wavepulse does not autofire at small ships is beyond me.

I have considered using Wavepulse for damage only, and everything else (small and medium) for PD.  Turns out CPEC adds enough damage to be worth using.

Quote
The Wavepulse Cannon has the STRIKE tag in the weapons files, which I think is what makes it not get used against fighters/frigates despite it having a pretty high velocity and high enough rate of fire that it really shouldn't be?
If so, it should not.  Wavepulse feels like Mjolnir for an energy mount.  It shoots fast enough, and it is good against everything.  When I run the simulator, trying to shoot multiple Wolves and Tempests, or fending off fighter swarms were a pain because I had to use Wavepulse manually on them.  CPECs and Burst PD lasers are not enough to kill multiple targets quickly.


Why would you use a wavepulse gun when you have 3 emplacements that can take Beams+Optics+ITU+Gunnery?    Anything projectile is going to lose massive range due to Optics not effecting it.


He is right though...the code for wavepulse is bugged..does not target frigates or fighters ever under any of the AI types.

Okay, it seems to be inconsistent, i equipped a wavepulse (close support) with 3 sunbeams(strike) and the AI does seem to fire the occassionally(  I was using a Chronos to test, not the Mimir.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Taverius on January 26, 2016, 04:05:05 AM
Why would you use a wavepulse gun when you have 3 emplacements that can take Beams+Optics+ITU+Gunnery?    Anything projectile is going to lose massive range due to Optics not effecting it.
Because sunbeams are explosive and its like hitting shields with cabbages?
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Megas on January 26, 2016, 05:36:15 AM
Quote
Why would you use a wavepulse gun when you have 3 emplacements that can take Beams+Optics+ITU+Gunnery?    Anything projectile is going to lose massive range due to Optics not effecting it.
Because Wavepulse is a slightly inferior Mjolnir copy, and Mjolnir is the best all-around weapon in the game - long range, flux efficient, good DPS against everything, good accuracy, decent speed, and does not cost too much OP like Plasma Cannon.  Wavepulse has much of what makes Mjolnir great, and has bargain OP cost.

Beam only configuration, because it does not cause hard flux, is stopped cold by ships with strong shields.  When I solo simulator-sized fleets, my ship needs to take on anything and everything.  Yes, it is fun to take a Paragon with eight Phase Lances or equivalent and fry hapless cruisers and smaller with them, but enemy Paragon or other ship with good shields stop it cold.

I tried six Shadowyards' HE beams on Mimir.  It could not get pass the Aurora's shields.  If it cannot do that, it is no good.

Remember, when soloing the simulator, speed is key.  You have no time to waste wearing down targets slowly.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Taverius on January 26, 2016, 12:04:23 PM
Quote
The Wavepulse Cannon has the STRIKE tag in the weapons files, which I think is what makes it not get used against fighters/frigates despite it having a pretty high velocity and high enough rate of fire that it really shouldn't be?
If so, it should not.  Wavepulse feels like Mjolnir for an energy mount.  It shoots fast enough, and it is good against everything.  When I run the simulator, trying to shoot multiple Wolves and Tempests, or fending off fighter swarms were a pain because I had to use Wavepulse manually on them.  CPECs and Burst PD lasers are not enough to kill multiple targets quickly.
It just needs the USE_VS_FRIGATES hint in addition, like all STRIKE weapons with a fast enough projectile.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Megas on January 26, 2016, 01:33:24 PM
Quote
It just needs the USE_VS_FRIGATES hint in addition, like all STRIKE weapons with a fast enough projectile.
That sounds like it would make Wavepulse shoot at frigates but not fighters.  That is not good enough.  Wavepulse needs to shoot at any enemy, because like Mjolnir, it is good against everything.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: grinningsphinx on January 26, 2016, 02:27:50 PM
Quote
Why would you use a wavepulse gun when you have 3 emplacements that can take Beams+Optics+ITU+Gunnery?    Anything projectile is going to lose massive range due to Optics not effecting it.
Because Wavepulse is a slightly inferior Mjolnir copy, and Mjolnir is the best all-around weapon in the game - long range, flux efficient, good DPS against everything, good accuracy, decent speed, and does not cost too much OP like Plasma Cannon.  Wavepulse has much of what makes Mjolnir great, and has bargain OP cost.

Beam only configuration, because it does not cause hard flux, is stopped cold by ships with strong shields.  When I solo simulator-sized fleets, my ship needs to take on anything and everything.  Yes, it is fun to take a Paragon with eight Phase Lances or equivalent and fry hapless cruisers and smaller with them, but enemy Paragon or other ship with good shields stop it cold.

I tried six Shadowyards' HE beams on Mimir.  It could not get pass the Aurora's shields.  If it cannot do that, it is no good.

Remember, when soloing the simulator, speed is key.  You have no time to waste wearing down targets slowly.


The mod or intent isnt for you to solo the simulator.  Use 3 tach lances, 3 super focused pulse beams or even 3 neutrinos, which do deal hard flux. The mediums I generally use are Phase Lances, for more up front strike...All my strike weapons are Energy based, not HE(no deva beams or suns).  The neutrino is kinetic.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: grinningsphinx on January 26, 2016, 02:29:17 PM
There doesnt need to be another Mjolnir clone...im perfectly fine with that.  There should be no swiss army knife of weapon mounts, except for templar weapons of course.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Taverius on January 26, 2016, 02:31:15 PM
Quote
It just needs the USE_VS_FRIGATES hint in addition, like all STRIKE weapons with a fast enough projectile.
That sounds like it would make Wavepulse shoot at frigates but not fighters.  That is not good enough.  Wavepulse needs to shoot at any enemy, because like Mjolnir, it is good against everything.
It will do really badly in the AI's hands if you take off STRIKE because its turn speed is about half that of a Mjolnir, so it will waste shots against fighters - and Wavepulse shots are not cheap.

Even USE_VS_FRIGATES is arguable.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Megas on January 26, 2016, 03:08:02 PM
Quote
The mod or intent isnt for you to solo the simulator.  Use 3 tach lances, 3 super focused pulse beams or even 3 neutrinos, which do deal hard flux. The mediums I generally use are Phase Lances, for more up front strike...All my strike weapons are Energy based, not HE(no deva beams or suns).  The neutrino is kinetic.
Simulator is good training for worst-case scenario fights in the campaign.  Think eighty-something ships without officers is the worst you can fight?  Think again.  Player can fight fleets with over a hundred ships and dozens of high-level officers.  I have fought such a meat-grinder encounter before... and survived.

Tachyon Lance, post-EMP bug fix, is just a phase lance with a little more damage and range, not worth the 32 OP.  It does soft flux damage, unless it causing hard flux is one of the "balance" changes featured in SS+ or other mod.  (I do not play SS+.)

No standard weapon is named neutrino, and I did not notice any Shadowyard weapon named as such.  Same with pulsed beam, or do you mean autopulse laser?

If limited to standard only, large energy is slim pickings.  The only useful choices are Autopulse Laser and Plasma Cannon.  Autopulse is good, but pales to ballistic weapons or Wavepulse.  Plasma Cannon is slow and a flux and OP hog.  Standard medium energy weapons that hit for hard flux are all short-ranged chainsaws, and Heavy Blaster is the best there is.

Quote
It will do really badly in the AI's hands if you take off STRIKE because its turn speed is about half that of a Mjolnir, so it will waste shots against fighters - and Wavepulse shots are not cheap.

Even USE_VS_FRIGATES is arguable.
AI will do badly if it does not fire at all at whatever is shooting at it!  Anything is better than nothing (aside from insignificant burst PD).

I can tell from experience that having it autofire at frigates would be a big help.  I killed several high-tech frigates and fighter wings with mostly Wavepulse, but aiming manually was a chore.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: grinningsphinx on January 26, 2016, 04:12:34 PM
Quote
The mod or intent isnt for you to solo the simulator.  Use 3 tach lances, 3 super focused pulse beams or even 3 neutrinos, which do deal hard flux. The mediums I generally use are Phase Lances, for more up front strike...All my strike weapons are Energy based, not HE(no deva beams or suns).  The neutrino is kinetic.
Simulator is good training for worst-case scenario fights in the campaign.  Think eighty-something ships without officers is the worst you can fight?  Think again.  Player can fight fleets with over a hundred ships and dozens of high-level officers.  I have fought such a meat-grinder encounter before... and survived.

Tachyon Lance, post-EMP bug fix, is just a phase lance with a little more damage and range, not worth the 32 OP.  It does soft flux damage, unless it causing hard flux is one of the "balance" changes featured in SS+ or other mod.  (I do not play SS+.)

No standard weapon is named neutrino, and I did not notice any Shadowyard weapon named as such.  Same with pulsed beam, or do you mean autopulse laser?

If limited to standard only, large energy is slim pickings.  The only useful choices are Autopulse Laser and Plasma Cannon.  Autopulse is good, but pales to ballistic weapons or Wavepulse.  Plasma Cannon is slow and a flux and OP hog.  Standard medium energy weapons that hit for hard flux are all short-ranged chainsaws, and Heavy Blaster is the best there is.

Quote
It will do really badly in the AI's hands if you take off STRIKE because its turn speed is about half that of a Mjolnir, so it will waste shots against fighters - and Wavepulse shots are not cheap.

Even USE_VS_FRIGATES is arguable.
AI will do badly if it does not fire at all at whatever is shooting at it!  Anything is better than nothing (aside from insignificant burst PD).

I can tell from experience that having it autofire at frigates would be a big help.  I killed several high-tech frigates and fighter wings with mostly Wavepulse, but aiming manually was a chore.


lol!! not to bang on you bro, but unless you play SS+ you dont know what hard really is!! SS+ is lots and lots harder then the base game.  Even the vanilla factions are very strong, lots of ships come in modded or Elite variants and theres tons of officers and fighters that will wreck your day....And no corner hack, thats been fixed.   Were talking about different games, heh.   X3 Wave pulse is okay on the Mimir, but i dont think its Ideal....and those 3x Tachyon beams HURT from a long, long ways away. (Gunnery, ITU, Battleship bonus range, Advanced Optics). The only thing that hurts worse is a full on burst from a Joyuese Fractal Laser, and for that you need luck. SFP Beam is just about the same but doesnt cause the EMP hit, instead it deal HE damage to armor/hull.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: grinningsphinx on January 26, 2016, 04:18:12 PM
Neutrino Beam is from SCY I believe and is cheaper alternative in OP cost.  Its a strike weapon dealing kinetic damage, fire rate a hair faster then Phase Lances..deals around 1200 damage per lance.

My objective is to group the strike weapons all on one target, fire, line up Nidhoggr Lance fire that, and finish them off.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: grinningsphinx on January 26, 2016, 04:18:43 PM
Neutrino Beam is from SCY I believe and is cheaper alternative in OP cost.  Its a strike weapon dealing kinetic damage, fire rate a hair faster then Phase Lances..deals around 1200 damage per lance. at 1k base range.

My objective is to group the strike weapons all on one target, fire, line up Nidhoggr Lance fire that, and finish them off.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Tartiflette on January 26, 2016, 05:22:01 PM
Neutrino Beam is from SCY I believe and is cheaper alternative in OP cost.  Its a strike weapon dealing kinetic damage, fire rate a hair faster then Phase Lances..deals around 1200 damage per lance.

My objective is to group the strike weapons all on one target, fire, line up Nidhoggr Lance fire that, and finish them off.
The Neutrino beam is from Pegasus Belt Council.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Megas on January 26, 2016, 07:41:36 PM
@ grinningsphinx:  Just did a quick test of SS+ (for the first time in over a year, in devmode), and although the enemy is either a bit smarter or less cowardly, and some of the skills weakened, the SS+ simulator is not much harder than standard, if sticking with the original lineup.  Enemies are still vulnerable to corner cheese.  Capitals with sufficient range can hide there and murder ships in SS+ almost as easily as in vanilla.  (Almost due to weakened skills.)  I bet much of the extra challenge in SS+ comes from the campaign where things are... different, or so it seems.

I agree that SS+ is a different game, or at least has different rules, which is a reason why I have little interest in it, for now.

Yes, Tachyon Lances hurt if they hit armor or hull.  They are still no match for a sufficiently powerful shield, and their DPS is not so great.

When I test a faction mod, I test that mod only, except I might add Nexerelin if only to have more markets to buy ships and weapons from.  I test mods compared to vanilla, without interference from additional factions.  I bet most factions would receive a huge power boost if I include Templars or Neutrino.  (Templars to me is less of a boss faction mod and more of a booster pack to make my ships even more overpowered once their loot becomes mine.)
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: MesoTroniK on January 26, 2016, 08:05:23 PM
While I would prefer not further derail this thread...

Megas, I highly recommend trying a campaign with SS+.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: JohnDoe on January 26, 2016, 10:50:49 PM
While I also would prefer not further derail this thread...

SS+ uses randomized variants. You won't encounter those in the simulator.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Nanao-kun on January 26, 2016, 11:00:40 PM
While I also would prefer not further derail this thread...

SS+ uses randomized variants. You won't encounter those in the simulator.

For supported factions anyway.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: grinningsphinx on January 27, 2016, 01:36:23 AM
Neutrino Beam is from SCY I believe and is cheaper alternative in OP cost.  Its a strike weapon dealing kinetic damage, fire rate a hair faster then Phase Lances..deals around 1200 damage per lance.

My objective is to group the strike weapons all on one target, fire, line up Nidhoggr Lance fire that, and finish them off.
The Neutrino beam is from Pegasus Belt Council.

Thank you Tart..so many weapons that i cant recall which fleet brings them:)
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Tartiflette on January 27, 2016, 01:45:07 AM
Thank you Tart..so many weapons that i cant recall which fleet brings them:)
Well, that's pretty much the point of modding your game ^^
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Megas on January 27, 2016, 05:49:50 AM
Quote
SS+ uses randomized variants. You won't encounter those in the simulator.
Not interested.  Randomized can be too unstable when aiming for standards, such as finding out which ships and configurations can survive the torture I put them through.

I do not want to play a campaign in SS+, yet.  I cannot run most mods without turning off sound and lowering screen resolution.  This is one reason I have not played the latest Shadowyards beyond simulator tests with Mimir.  Another reason for not playing Shadowyards is clashing art styles.  I also dislike some of the game changes in SS+.  I also do not have weeks now to invest in a SS+ campaign, especially with 0.7.2 on the horizon.

My interest is primarily a modless, standard game.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Dark.Revenant on January 27, 2016, 09:34:30 AM
Most of SS+'s game changes can be turned off.  Which did you have in mind?
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Megas on January 27, 2016, 09:40:40 AM
I will post SS+ feedback in its topic later, not here.  Out of time now.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Wyvern on January 27, 2016, 12:53:44 PM
Huh.  I really don't see what you mean by 'clashing art styles' - Shadowyards ships are visually very close to the vanilla bulbous high-tech designs.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Nanao-kun on January 27, 2016, 01:05:11 PM
Huh.  I really don't see what you mean by 'clashing art styles' - Shadowyards ships are visually very close to the vanilla bulbous high-tech designs.

Perhaps they look too alien for him? They do have a rather organic look to them, so it might be confusing for people who only see things as numbers.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Megas on January 27, 2016, 01:23:23 PM
Shadowyard ships are bright and cartoony blue and green mixed with ugly browns, and the portraits are animesque.  The art style is radically different from the base game, and do not mix well.  This alone is a reason for me not to include Shadowyard if I feel like playing with faction mods.  Another reason is few of the weapons are noticeably more powerful than standard (though not to the extent of Templars or Neutrino) or at least remove the weaknesses energy mounts have.  The mod is not bad per se, it is fairly good, but the art style makes it feel belong to another game, not Starsector.

@ Nanao-kun:  It is not because they are organic.  Some Blackrock ships have an organic look (Imaginos and Morpheus, at least) and I am fine with them.

P.S.  Shadowyards is something to include if there are not enough other faction mods available to use, like right after a major version update.  I need to give credit to MShadowy for maintaining his mod, despite my reservations on it.

P.P.S.  Shadowyards is like the commercial "South Pole, Dora the Explorer: It's What You Do - GEICO", where Shadowyards is Dora.
Title: Re: (0.7.1a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: MShadowy on January 27, 2016, 04:22:30 PM
Okay seriously, that's enough of this derail.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: MShadowy on March 06, 2016, 10:56:03 AM
Just a general compatibility fix, which should bring SRA phase ships up to the new standards and adds empty mount covers.

0.6.0.5 Changelog:


=download 0.6.0.5= (https://www.dropbox.com/s/ni0pntr9kxmvuka/shadow_ships0.6.0.5.zip?dl=0)
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Ahne on March 06, 2016, 11:42:48 AM
Quote
Increased armor of Scylla to 1100 (from 600) -- low armor was causing undesirable combat behavior for both craft

Thats an insane buff, something special among the shadow ships, heavy armor here but i like it.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: MShadowy on March 06, 2016, 11:57:21 AM
It unfortunately seems to have been necessary; the relatively low armor amount compared to vanilla phase ships caused the AI with both ships to behave in highly undesirable ways, making them insanely cautious, which basically turned them into usually intangible punching bags.

Edit:  I should add that even with this buff, the Scylla still has 150 less armor than it's nearest vanilla equivalent, the Doom; it was actually the massive armor pool of that ship that eventually clued me in to what was possibly causing the undesirable behavior of "barely ever attack, cloak all the time, die"
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Kevin Flemming on March 06, 2016, 12:41:43 PM
These look amazing, I like everything about them. The vibrant colours and exquisite shapes are a pleasant contrast to the harshness of the other (vanilla) factions. The only problem is, I can't seem to get it to work. I'm using the latest LazyLib (required for Console Commands anyhow and they are the only two "mods" being used) but upon pressing "Play Starsector" I get an error message: Fatal: Index: 0, Size: 0.

This is from the log:

Spoiler
85166 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I'm new to modding Starsector, so any help and/or simple explanations of how to fix things would be greatly appreciated. =)
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: MShadowy on March 06, 2016, 01:08:30 PM
That's a rather curious error.  I'm not entirely certain what might be causing it, but as a preliminary suggestion you might consider adding ShaderLib (http://fractalsoftworks.com/forum/index.php?topic=7958) to your mod list; Shadowyards does not strictly require it, but it's possible that its absence is causing the error you're seeing.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Kevin Flemming on March 06, 2016, 01:42:43 PM
That's a rather...
...error you're seeing.

Good news! ShaderLib appears to have fixed whatever issue Starsector was having with Shadowyards. The systems are showing SYS bases and the ships are appearing in the respective markets. I might suggest a slightly-lighter shade of purple on their faction colour though, it's a little hard to see on a black background. In fact, can this be changed simply by editing lines using Notepad++? If so and it won't break anything, i can do that myself. No stranger to altering the odd value.

Now to gain some reputation with them and work towards getting some new ships.

Thank you very much for the help!

Edit: Looking at the colour codes in the .faction file, it looks to be CMYK.

Edit2: Hmm, the values are different to CMYK though. It's odd. Never seen that before.

Edit3: Okay, i think i've sussed it. The first three values act like RBG and the final is the brightness or opacity of the colour?
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Midnight Kitsune on March 06, 2016, 02:48:55 PM
Edit3: Okay, i think i've sussed it. The first three values act like RBG and the final is the brightness or opacity of the colour?
It is RGBA so the last one is the alpha channel IIRC
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.3
Post by: Kevin Flemming on March 06, 2016, 03:11:49 PM
It is RGBA so the last one is the alpha channel IIRC

Ah, excellent. I wasn't 100% sure, as I only have basic knowledge of such things. But you learn, eventually.

Thank you!
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Kevin Flemming on March 06, 2016, 06:30:35 PM
Had a little play around with some colours and made things easier read (also ended up changing some of the other factions too, can't make only ONE change lol).

Just wanted to know what you might think. And of course, you're more than welcome to use the changes if you think they fit. After all, it's your mod. =)

I used a mix of the ship and crest colours. Wanted to use the green from the ships, but it wasn't blending with the others. And the purple from the crest is nice.

Edit: The images were small for some reason, silly DeviantART.

Spoiler
(http://orig08.deviantart.net/151a/f/2016/066/e/f/screenshot001_by_kevinflemming1982-d9ubipx.png)
[close]
Spoiler
(http://orig11.deviantart.net/c926/f/2016/066/a/c/screenshot000_by_kevinflemming1982-d9ubiph.png)
[close]
Spoiler
(http://orig10.deviantart.net/d5fc/f/2016/066/e/b/screenshot003_by_kevinflemming1982-d9ubiwx.png)
[close]
Spoiler
(http://orig00.deviantart.net/1fef/f/2016/066/0/7/screenshot002_by_kevinflemming1982-d9ubiwe.png)
[close]
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Kevin Flemming on March 07, 2016, 07:37:43 AM
I have to say, I'm loving some of the names of ships.

"Dirk Gently, Private Eye" has to be one of my favourites so far lol.

Going pure SYS, weapons and all. Some of the designs look even better in-game. =D
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: MShadowy on March 07, 2016, 10:14:24 AM
Well, sometimes you need a Holistic approach.

In any case, I'm glad you're having fun with 'em.  I'll be taking your ui color suggestions under advisement as well.  Cheers!
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Kevin Flemming on March 07, 2016, 11:27:57 AM
Well, sometimes you need a Holistic approach.

In any case, I'm glad you're having fun with 'em.

Exactly, I much prefer when things match up nicely and they do. Nothing seems out-of-place and fits the theme very nicely.

Quote
I'll be taking your ui color suggestions under advisement as well.  Cheers!

Ah, no worries. I'm glad it sparked your interest. =) I've noticed there is a thin outline around the UI text, so certain colours make it very hard to read. As I've found out today, altering the other factions.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Adraius on March 07, 2016, 11:59:26 AM
Just chipping in that I love that color for Shadowyards, i'll probably mod mine to that as well when I finally get around to starting my new campaign. =)
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Cycerin on March 07, 2016, 01:44:50 PM
I kinda like it as well, but doesnt it clash with Templars somewhat?
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Kevin Flemming on March 07, 2016, 02:04:20 PM
Just chipping in that I love that color for Shadowyards, i'll probably mod mine to that as well when I finally get around to starting my new campaign. =)
I kinda like it as well

Much appreciated, guys. =)

Quote
but doesnt it clash with Templars somewhat?

Ah, no idea. I haven't installed that mod, as I'm not really a fan of the overall designs (although the weapon systems are pretty cool). Also, I've edited all of the other faction colours based on their crests and liveries.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Schwartz on March 07, 2016, 02:28:28 PM
I got my ass handed to me by a SRA fleet for the first time yesterday. Polarizers don't look that great on paper, but they're brutal anti-phase snipers. The new CEPCs are also more of a threat. Overall I think the faction got a well-deserved buff. Scylla with more armour is finally in the 'big boy league' as it should be. Might even replace the Doom as my flagship.

SRA art style is just sweet. Don't let anyone tell you otherwise.  ;D
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Adraius on March 07, 2016, 02:47:56 PM
I kinda like it as well, but doesnt it clash with Templars somewhat?
Ah, I forgot, their color probably is similar.  Templars are one of the few major mod factions I haven't included in a campaign yet.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Burlap on March 11, 2016, 04:36:36 PM
Ah, awesome I've kind of been waiting for your update to start a 0.7.2 game. I'll echo the sentiment above and say that your art fits starsector really well, and the faction with their added systems make a fun foil to the Tri-Tachs and the Diktat.

Keep up the great work =)
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Alphascrub on March 12, 2016, 09:27:40 AM
I kinda like it as well, but doesnt it clash with Templars somewhat?
Ah, I forgot, their color probably is similar.  Templars are one of the few major mod factions I haven't included in a campaign yet.

Templar's are great for when you really want something that no matter what point int he game you are at is probably gonna keep your universe domination somewhat in check. Basically your fleet if your fleet is top dog, Templar is the dog catcher. Better yet, your the crocodile hunter, templars a *** stringray...*(gawd that felt to soon but it gets the point across, Rip crocodile hunter)

Ah, awesome I've kind of been waiting for your update to start a 0.7.2 game. I'll echo the sentiment above and say that your art fits starsector really well, and the faction with their added systems make a fun foil to the Tri-Tachs and the Diktat.

Keep up the great work =)

This is what I wait for as well.... well this a few other mods. I always go through spurts of this game and I need shadowyards before I can start a new one.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Bastion.Systems on March 14, 2016, 11:40:46 AM
Templars stand out, if pirates are 1 and other factions are 4-6 then templars are 12
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: senor on March 16, 2016, 06:58:42 PM
I've said it before, and I'll say it again... This mod is great.  The art style, the ships, etc.  All great.  MShadowy is the best!

Side note, the SS+ thread OP was updated today and still lists SRA as not updated for 0.7.2a, but this thread's OP (updated some days ago) says it's working.  What's the deal there?  is everything fine, or is there some  conflict with vanilla version and/or with SS+?
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Midnight Kitsune on March 16, 2016, 07:42:20 PM
I've said it before, and I'll say it again... This mod is great.  The art style, the ships, etc.  All great.  MShadowy is the best!

Side note, the SS+ thread OP was updated today and still lists SRA as not updated for 0.7.2a, but this thread's OP (updated some days ago) says it's working.  What's the deal there?  is everything fine, or is there some  conflict with vanilla version and/or with SS+?
It works fine with SS+
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Bastion.Systems on March 17, 2016, 10:49:36 AM
I think cloned organs should be somehow removed from mission postings or a station/planet added that actually has a stockpile of them as they clutter up the mission screen with impossible contracts.
The entirety of Anar system had 7 units of cloned organs both on normal and black market available, making even the 10 unit contract impossible to fulfill.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: ANGRYABOUTELVES on March 19, 2016, 06:09:01 PM
Quick question; why does the Nidhoggr Lance use a charge system? It's only got one charge, and it recharges that single charge at the same rate it can fire it. And since it's a single charge, it doesn't benefit from Expanded Mags. It seems functionally identical to a hypothetical Nidhoggr Lance without a charge system and the same fire rate. Am I missing something? Does it need a charge for arcane programming wizardry reasons?
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: MShadowy on March 20, 2016, 04:42:59 PM
I'd have to check it again to be absolutely sure, but I'm pretty sure the ammo charge is in place as a measure to keep the weapon from animating while it's on cooldown.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Tartiflette on March 20, 2016, 05:24:39 PM
I'd have to check it again to be absolutely sure, but I'm pretty sure the ammo charge is in place as a measure to keep the weapon from animating while it's on cooldown.
If I remember correctly, it's to avoid messing up the animation with the skill that double the fire-rate.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: ANGRYABOUTELVES on March 21, 2016, 10:45:26 AM
I assumed it was something like that. Thanks.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Bastion.Systems on March 22, 2016, 12:27:30 PM
Have been playing around with SRA comission, the Clade is such a fun ship to fly, sometimes you ram into the enemy fleet when you aim your Retro Drive wrong, that causes engine failure, that causes the Retro Drive to not slow down, that causes the Clade to plummet through the enemy line with speed of 600 sending ships flying into each other.  ;D
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Mr. Nobody on March 22, 2016, 02:24:43 PM
Have been playing around with SRA comission, the Clade is such a fun ship to fly, sometimes you ram into the enemy fleet when you aim your Retro Drive wrong, that causes engine failure, that causes the Retro Drive to not slow down, that causes the Clade to plummet through the enemy line with speed of 600 sending ships flying into each other.  ;D

You heard that. We need a ship made entirely for ramming.
I propose a Morning Star... With the retro drive mounted in the opposite direction. And spikes.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Bastion.Systems on March 24, 2016, 12:55:19 PM
You heard that. We need a ship made entirely for ramming.
I propose a Morning Star... With the retro drive mounted in the opposite direction. And spikes.
YES, should be a ship with detachable front armor that has very high max speed but needs longer time to achieve it, also no shields.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: MShadowy on March 26, 2016, 09:51:52 AM
It's an interesting idea, and quite doable with TwigLib (or just giving it an armor rich drone), but making it something the AI could use in semi-competent way would be difficult at best.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Starasp on March 26, 2016, 09:56:22 AM
You heard that. We need a ship made entirely for ramming.
I propose a Morning Star... With the retro drive mounted in the opposite direction. And spikes.
YES, should be a ship with detachable front armor that has very high max speed but needs longer time to achieve it, also no shields.

Reminds me of that Neutrino hammertime ship. The mission with it in there was always pretty fun.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: radekplug on March 29, 2016, 10:43:08 AM
i have question form what anime or jprg you got this ship modles?
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: MShadowy on March 29, 2016, 12:21:23 PM
None.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Surge on March 29, 2016, 01:18:12 PM
Mshadowy is, like most of the SS modders, an artist who makes her own assets.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Bastion.Systems on March 29, 2016, 02:22:44 PM
Shadowy has said that one of the inspirations is a game called Homeworld, but the ship styles are all original (and awesome).
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: MShadowy on March 29, 2016, 03:02:15 PM
Well, there's more to it than that of course, but Homeworld, and, in turn, the work of artists like Chriss Foss (http://www.chrisfossart.com/) were definitely a strong influence on how I think of and design sci-fi ships and so on.  Not the sole influence, but probably the most influential.

Regardless, the point is that they're their own unique synthesis of various things I enjoy, and not a derivative work.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Surge on March 29, 2016, 03:50:57 PM
Not to be rude but I really don't feel the Homeworld influence in SRA, SRA ships are so sleek and segmented and honestly remind me a lot of beetles and other such insects, while Homeworld tended to make very utilitarian and 2D designs into 3D spaceships, vessels were either long or tall but virtually never both, and were often relatively flat with a few outliers such as the Taidan heavy cruiser and such.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Tartiflette on March 29, 2016, 04:50:47 PM
Many of them remind me a lot the Gorg's ships
Spoiler
(http://vignette4.wikia.nocookie.net/starships/images/1/1d/Gorg_battleship.jpg/revision/latest?cb=20100412110056)(http://nexusthegame.net/w/images/8/81/Gorgbattleship.jpg)
[close]
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Abyz on March 29, 2016, 05:38:37 PM
Just ran into my first SY phase cruiser! Made me laugh to see my pack following it all over the map. I gotta get one of those in the fleet!
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Huginn on April 13, 2016, 10:50:44 AM
Any plans to add more ship variants? Feel abit light on content. Really good ship models however, really dig the style :)
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: MShadowy on April 15, 2016, 11:41:10 AM
There are more ships coming yeah; I'll try and add a wider variety of ship variants for the next release as well.  Thank ye very much.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Silver Silence on April 15, 2016, 12:00:26 PM
I remember when SHI was like, two frigates, the morningstar and the charybdis and all weapons were CEPCs. It's come a pretty solid way from there. That said, still not at 1.0, so onwards and upwards!
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Kevin Flemming on April 15, 2016, 12:35:02 PM
There are more ships coming yeah; I'll try and add a wider variety of ship variants for the next release as well.  Thank ye very much.
More ships? =O Aww, yiss! I can't wait to see what you have planned.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Silver Silence on April 18, 2016, 05:28:42 PM
Oh my word, I've only just got around to fighting the SHI in this Nexerelin playthrough. This music is really nice. Kinda reminds me of the Vanu. Though I'm pretty sure I can hear the loop in it, bugs me a little. Went into the files and noticed this is just the neutral encounter music? I'd love to hear the hostile version.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: MShadowy on April 20, 2016, 10:11:39 AM
I'm still waiting on it, unfortunately.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: HELMUT on April 28, 2016, 01:03:23 PM
So, i played a short SRA campaign. I haven't really tested to see if they're viable for very late game (against Templars and late game IBBs for exemple) but i'm not too worried given they have some particular ships to can carry them.

Anyway, here's what i think about the ships :


The Enlil frigate is the starter ship in Nexerelin, it's a fairly cheap Lasher/Vigilance hybrid. I personally outfitted my starter Enlil with a SO, a pair of MGs and the outrageous scatter CEPC. A point blank shot with the Scatter CEPC hurt like hell, and with on top of that SO and Unstable Injectors, there's not much that can avoid being hugged by an angry Enlil. Later on, the medium universal allow it to become a long range missile platform, letting the ship be useful throughout the game. The civilian version is unfortunately worthless, its flux stats have been gutted in exchange for an insignificant additional cargo capacity.

The Seski is a tricky ship to fly, it's an high-tech Hound, with a tiny shield and no armor to speak of. Unlike the Enlil, delivering a Scatter salvo at close range is very risky, limiting its role to long/mid range harassement. A Seski with unstable injector and a long range weapon can make for an acceptable wingman during early game, but later, they're only worth deploying to chase fleeing shuttles. Surprisingly, its white variant lack the civilian modification.

Just like the Seski, the Inanna is hard to fly, mainly due to its inflexible broadside layout. This is its only weakness though, it's otherwise cheap, tough, fast and with fantastic flux stats. The broadside is tricky to use, but when successfully combined with the HEF system, the Inanna hurt like a truck. The AI is also surprisingly competent with it.

The Belet-seri is an interesting idea that doesn't quite works in my opinion. The TAG is an inferior variant of the Harbinger's Entropy Amplifier, short duration, long cooldown and no visual indicator. On top of that, its fragility doesn't bode well with the TAG's short range. Fortunately, it's much cheaper than the hideously expensive Harbinger, but still clunky to use. A visual indicator that a target have been "tagged" would help in my opinion.
Also, the Pandora sensor hullmod is a bit misleading. It says it increase the strategic (campaign view, i suppose) sensor range by 360%. While it may not be technically wrong, given how Alex choose to make the sensor system works, it's still a bit confusing to see the actual underwhelming results. This might be one of the few cases where just saying "improve sensors" would be better than giving actual numbers. Not a huge deal though.

The Ashnan is a a superior shuttle to the Hermes in pretty much every points for the same cost. More cargo, faster (if you ignore Maneuvring jets), tougher, better shield... And a drone! The Tethis drone isn't exactly a huge threat, but it can forces pursuers to raise their shields and lose the 0-flux speed bonus. Of course, it's not as armed as the Hermes, but who really uses the guns of a shuttle anyway?

Wasn't super convinced by the new Shamash. It's not strictly bad per se, a dual AM Blaster Shamash can still threaten bigger ships, but i feel its very limited customization options restrict its possibilities. The built-in phase projector is basically a weaker, but more efficient, heavy blaster, which is surprisingly tame. For the two small mounts, there's not much asides from AM Blasters and Ion cannons variants. The new Siren flares (the description is incomplete btw), while efficient, tends to be unnecessary on a phase ship. I personally preferred the old mine system, even though the AI obviously couldn't use it well at all.

Also, while the Shamash suffer from High Maintenance, it most importantly lacks the Delicate Machinery hullmod that accelerate the CR degradation. If an enemy Shamash refuses to retreat, it can kit and "lock" the player in battle for a while, while vanilla phase ships will eventually fall apart quicker due to CR.

So yeah, the Shamash works but i feel it could be more interesting. Perhaps trying to replace the PEP with a medium hardpoint? Also, its description is outdated, and makes mention of the old mines and an unused ship (Enthalpy).

The Morningstar got hit by the nerf bat and it shows. Without the two ion drones (the description on the new one is outdated), the Morningstar lost a lot of its firepower. With only 4 small and 1 medium on the prow, it can't brawl with other destroyers any more. The new range bonus from its new drone makes it more of a hybrid Hammerhead/Sunder fire support, rather than the high-tech Enforcer it previously was. Fielding a Morningstar is far from being a mistake though, it still performs reasonably well, thanks to its mobility, good shield and flux stats. Still, i feel it's now trying to fulfil a new role, the same one that its sister ship, the Clade, perform fantastically well, at the cost of leaving the previous one vacant. Acquiring a Tartarus feels more urgent than before now.

The Clade was my flagship for quite a while and for good reasons, i feel it accidentally became the Shadowyard's equivalent of the Blackrock's Desdinova despite being designed as a fire-support. Its firepower is clearly inferior to its alter-ego, the Sunder, but its armor and shields are better. Its survivability is enhanced further by its fantastic mobility, the Retro-booster allows for weird, but useful players shenanigans, and even the AI uses it successfully to get out of tricky situations. As a flagship, i used the Clade's mobility to disengage, pursue, flank and otherwise move around the battlefield faster than any other ships.

Also, a little bug when activating the Retro-booster :

Spoiler
(http://i.imgur.com/wyqvc5l.jpg?1)
[close]

The Sargasso carrier is probably one of the best in the game, thanks to its Fighter Control Relay. +25% speed and +50% weapon range on every fighters on the field is no joke, every fleets relying heavily on fighters should at least have one of those. It is otherwise a fairly mediocre carrier by itself : small cargo, weak armor, one medium universal that can mount a lrm launcher, and two small hardpoints that will rarely, if ever, be used against the enemy. I guess it could be used as a beam platform during the early game, it's surprisingly fast and have a reasonably good shield after all. But beyond that, it have to stay far from the frontline. Even if fighters currently aren't worth much, i think it's too strong and could get a handicap similar to the Gemini with its burn 8 to avoid making it a no-brainer.

The Solidarity is a high-tech Mule, which means it trades the Mule's armor for better shields and flux stats. Its cargo space is also slightly higher than the Mule, but more importantly, it is much faster. Catching a Solidarity require an absurd amount of efforts, especially since its booster jets allow it to go even faster than a burn-driving Tarsus. Also very cheap, given its performances.

For the cruisers, i have to admit i barely used the Elysium. It's cheap, quite fast, burn speed 9, with good cargo space, the kind of ship you take when you're not quite ready to go for a proper cruiser. Still, being mainly a broadside with relatively weak firepower and an awkward weapon layout makes it tricky to use. I haven't tested it that much though, so i'm not really sure about it yet.

The battle carrier of the faction, the Charybdis is a straight upgrade to the Heron, even though its armor, speed and price are noticeably worse. The Charybdis is heavily armed, and can even makes an Eagle think twice before attacking it. Its PD coverage isn't as bad as would say the description, plus its wide shape, good shield coverage and maneuvrability makes flanking a Charybdis extremely difficult. Unfortunately a bit weak due to the current state the fighters, but otherwise a top tier carrier.

The Tartarus is the line ship of the faction, a high-tech mix between the Eagle and Dominator. A welcome, if not necessary, addition when fighting larger fleets. The Tartarus is tough, armed to the teeth, and surprisingly mobile, all at a very moderate cost. Its only weakness is the burn speed 7, the same as a capital ship.

The Scylla is probably the strongest Shadowyard ship. A phase cruiser similar to the Doom with very similar stats, the main difference come from the massive frontal firepower the Scylla wield. 2 large and 4 medium energy mounts that will usually be used against the rear of an unsuspecting enemy. It was my main flagship for the rest of the campaign, i liked to fly it with an overspecialised, but deadly, full CAS beam loadout, overwhelming through sheer firepower smaller ships, and backstabbing cruisers and battleships. Despite the high maintenance hull mod, it's still cheaper to field than the Doom. Also, like the Shamash, the Scylla lacks the delicate machinery hullmod, making some battles almost unwinnable if it doesn't want to get caught.

By the way, the phased graviton beam definitely need a new sound effect. It currently uses the AM blaster fire effect, which always catch me off guard when i fire the PGB, thinking something was shooting at me offscreen with a blaster.

And finally, the Mimir battlecruiser. More mobile than any other capital ships and most cruisers, with the firepower of a Battleship and even tougher than the other battlecruisers. Even after the lock drive change, the Mimir is still a beast. Probably not the best AI ship, due to the said ship system, but still a tier 1 when it comes to player controlled ships.

And that's all for the ships. I haven't tried the pirate variants, but from the few things i saw from their stats, they seems to be at the same level as D ships (AKA flying coffins).


For this campaign, i mostly went for a standoff fleet. A swarm of Enlils with lrms in the back, a line of Morningstar loaded with Tusks on the front, and my Trusty Clade to go wherever needed. It worked very well at first, the relatively vulnerable Morningstars were able to dissuade the enemies from engaging, thanks to the long range of their CEPCs and the constant stream of Barragos from the Enlils. A tactic quite similar to what II or Exigency would do, the only difference was the sudden and quick killing blow delivered by a swarm of Tusks if any enemies would let their shields falter. Later on however, when Dominators and Onslaughts would barrel through my fire line in all impunity, i had to invest in something tougher than the Morningstar. The Tartarus answered for my call and would hold the line against the bigger baddies, while my Scylla would assassinate the enemies one by one from behind their lines.

That was overall a fun campaign, probably the last one with SS+ (snif). There's not that much to say about the balance, the two phase ships will need some fixing with their CR, otherwise some supply cost adjustment, a few tweaks here and there, a cargo buff for the civilian conversion and a nerf for the freighters, but nothing really big.

tl;dr : Some very average ships offset by very strong ones, just like vanilla (but probably a bit more on the strong side). Still, i consider Shadowyard to be among the must-have mods.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: MShadowy on April 30, 2016, 10:52:30 AM
So, i played a short SRA campaign. I haven't really tested to see if they're viable for very late game (against Templars and late game IBBs for exemple) but i'm not too worried given they have some particular ships to can carry them.

Anyway, here's what i think about the ships :

Thank you very much for the detailed critique, HELMUT, it should prove quite helpful.  I'll try and reply (sadly in brief) in regards to a few of the classes, since you've effected my plans for them.


Quote
The Seski...
to a very real extent I'm not entirely sure what to do with the Seski; a small buff to shield breadth and/or armor may be in order I suppose.  I will be fiddling with the classes ship system in the next release or the one following, replacing it's current bog standard displacer (except green!) with a "Fractal Displacer" system which, instead of allowing for three charges for a short range teleport wil have single, relative faster charge resulting in a sequence of very short range blinks with course deviation at each stage.

Quote
The Belet-seri...
while I wasn't planning on touching the Belet in this coming release it sounds like the ship rather sorely needs a buff to it's ship system; the vessel was intended to be roughly equivalent to the Omen in purpose and price, but it is comparatively hurt by the lack of a system equivalent to the EMP.  Perhaps adding a hybrid hardpoint might help the ship a bit.  Regardless, it sounds like the TAG could use a buff.  Initially it was intended to boost range for friendly ships targeting the effected vessel, but the limitations that were intended to be put in place on this--only weapons pointing in the direction of the effected vessel getting the buff--did not appear possible to code and applying the friendly range boost was incredibly kludgy so it got dropped.  I might somewhat increase the damage boost, and will probably increase the debuff duration.

As far as the Pandora Sensors go, It essentially functions the same as High Res sensors, though the boost it offers is a bit weaker on the strategic layer.  Tactically it adds greater detection range as well.  I'll go over the wording to try and make it more clear.

Quote
The Ashnan...
really isn't intended to be a shuttle.  I should probably go over her and bring her more in line with the new cargo frigate that got added.

Quote
...the new Shamash...
  The Shamash is in a rather tricky spot; still this has given me some room to think.  I'd rather not remove the built-in weapon, but the Phasegun is, rather bluntly, dull and and not terribly interesting.  Giving the Shamash a medium hardpoint to replace it might not be a bad idea.  Alternatively I could try and sneak in a couple turret mounts and do some work to make the Phase Gun less boring. Both she and the Scylla are getting Delicate Machinery added in the next release as well.  The Shamash ship system might get changed again (and whether it is or not, I'll probably be giving the Enlil the Siren flares) but at this point I don't know what with; I really disliked the mines though, and won't be bringing them back in.

Quote
The Morningstar...
was never really intended to be a Hi-Tech Enforcer actually, and that it was was kind of a giant accident.  It was arguably too good.  That being said, the lack of a tanky Destroyer is potentially problematic, so I might fiddle with the ships shield efficiency and damage reduction.

Quote
The Clade...
doesn't really need anything, I'm just including this because your description of the ship really amuses me.  Also, I'm not sure what's causing that bug, but I'll do what I can to try and fix it.

Quote
The Sargasso...
hmmm... perhaps some kind of diminishing returns thing is in order, so that the boost given to individual fighter squadrons reduces as more are supported.  As for the ship itself, it is quite definitely intended to stay away from combat.  Your commentary has me considering removing the two hardpoints however and replacing them with rear-ish located turret mounts or something.

Quote
The Solidarity...
sounds like the speed boost might be too much.

There really isn't much for me to say about the cruisers or the Mimir, since they're characteristics are generally well known.  That being said...

Quote
The Scylla...
is kinda ridiculous yeah.  As mentioned above, she's also getting Delicate Machinery, which should hopefully make her less absurd.  Her deployment and maintenance costs are also increasing.  Also, forgot to mention it with the Shamash (though in her case it will be less noticeable) but SRA phase ships are getting a scaling speed boost now; instead of a flat 90 the boost is now 80 for frigates and 60 for cruisers.

----

Quote
And that's all for the ships. I haven't tried the pirate variants, but from the few things i saw from their stats, they seems to be at the same level as D ships (AKA flying coffins).


For this campaign, i mostly went for a standoff fleet. A swarm of Enlils with lrms in the back, a line of Morningstar loaded with Tusks on the front, and my Trusty Clade to go wherever needed. It worked very well at first, the relatively vulnerable Morningstars were able to dissuade the enemies from engaging, thanks to the long range of their CEPCs and the constant stream of Barragos from the Enlils. A tactic quite similar to what II or Exigency would do, the only difference was the sudden and quick killing blow delivered by a swarm of Tusks if any enemies would let their shields falter. Later on however, when Dominators and Onslaughts would barrel through my fire line in all impunity, i had to invest in something tougher than the Morningstar. The Tartarus answered for my call and would hold the line against the bigger baddies, while my Scylla would assassinate the enemies one by one from behind their lines.

That was overall a fun campaign, probably the last one with SS+ (snif). There's not that much to say about the balance, the two phase ships will need some fixing with their CR, otherwise some supply cost adjustment, a few tweaks here and there, a cargo buff for the civilian conversion and a nerf for the freighters, but nothing really big.

tl;dr : Some very average ships offset by very strong ones, just like vanilla (but probably a bit more on the strong side). Still, i consider Shadowyard to be among the must-have mods.

In any case, sounds like you had a fun time of it.  Thanks again for the helpful critique; I'll try and put this to good use =)
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Wyvern on April 30, 2016, 01:34:08 PM
Tried playing around with a couple of AI controlled Mimir battlecruisers recently (after the game kindly offered two of them for sale at once).  Conclusion: I don't trust the AI with the Mimir.  In simulation I've seen them lock drive directly into an enemy Paragon, killing themselves instantly from the impact, and that was merely the worst example.  Sometimes it makes good use of the system, skipping around enemies or out of the line of fire when it gets high on flux... but the fails, when they happen, tend to result in loss of ship, or at least massive avoidable damage.

They're really solid as player ships, though; maybe I'll see if there's anything I can do to help the AI not kill itself with the ship system...
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: MShadowy on April 30, 2016, 03:15:37 PM
Well, the answer to that is pretty simple; I decided that I wanted the lock drive AI to be imperfect and occasionally make boneheaded moves.

Much more specifically I thought the Mimir ramming into things was cool and fun so I coded the AI so it wouldn't calculate all the way to the anticipated end point of a given lock drive usage, and didn't bother getting an accurate collision damage calculation from Alex because the ship accurately assessing that would result in less hilarious and/or awesome ramming action.

(http://i.imgur.com/ThhUTu9.gif)

Like so.

That being said, there've been a few complaints (mostly over on 4-chan) about it so I guess other people don't consider it quite so fun.  Another thing to fiddle with I guess.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Wyvern on April 30, 2016, 08:26:37 PM
Kindof amusing... but it basically means I can't use the ship under AI control, because sooner or later it will kill itself.  Not even always by ramming; not having an accurate length on the transit means it frequently overextends itself and lock drives into the middle of a group of ships where it really shouldn't be.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Silver Silence on May 02, 2016, 07:00:25 AM
If it wasn't for the difficulty in replacing destroyed Mimirs, I'd be totally fine with them "physics"ing things. I always find the results of physics to be amusing in the games I play. I haven't used my Mimirs too much so I've hadn't noticed the fact that lock drive keeps the ship unphased. I'd say you could give the ship massive temporary damage reduction but then I'd just boop things out of the field all the time and use the hull repair perk to keep it alive.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: MShadowy on May 02, 2016, 07:40:38 AM
They do get a 50% damage reduction against all types of damage while they're Kool-Aid Manning around the place, but with how damaging some things are in the game that sometimes isn't that much, particularly with High Explosive damages bonus in breaking through armor.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Surge on May 29, 2016, 09:39:47 PM
so I've been making almost religious use of the heavy polarizer lately and I couldn't help but notice it lacks the shield penetration of all the other ion weapons. Is this an intended drawback?
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: King Alfonzo on May 30, 2016, 02:03:06 AM
Was the CAS Siege Beam supposed to stop ships? As in, halt their movement? Because it makes it almost broken in how useful it is; against frigates and destroyers it monsters them, and against cruisers and even capitals you can pin them so you can flank them easier - and don't bring up how ridiculously useful they are vs. Templar Paladins. The only drawback is turn rate, but if you stick it on a Sunder that can turn quite quickly the weapon becomes crazy in the hands of the player.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: MShadowy on May 30, 2016, 10:56:18 AM
It actually is intended, the CAS beams have extremely high impact; since this isn't normally a significant number the game doesn't display it.  The Highest vanilla impact is 500, on the Plasma Cannon; by contrast, the Murti has an impact of 1450, and the Deva 2700.  While I kinda like how this tends to stop ships in their tracks, if it is potentially broken I'll have to fiddle with the numbers.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: HELMUT on May 30, 2016, 12:00:59 PM
The CAS weapons are strong, but situational, an efficient omni-shield can easily stop a bunch of those. Of course, the spinning effect makes a direct confrontation ill-advised if your ship only have a front shield emitter. I tried for fun to use a trio of chain-firing CAS as some kind of tractor-beam, and it kinda worked! The idea to uses those to stop a charging Paladin is pretty smart as well.

Still, i think the CAS family is in a fairly good spot. It wrecks armor like no other weapons, making it a perfect low-tech hunter, not so much against High-tech ships with strong shields though.

Boating them is enough to brute-force frigates and even some destroyers, but anything bigger will be trickier to deal with. In some way, more conventional weapons like blasters and plasma cannons are safer bets.

Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Gorgonson on May 31, 2016, 08:51:18 PM
Hi MShadowy,

I'm just about through conquering the sector in the name of the Shadowyards Reconstruction Authority.
Now's the time for me to drop a bunch of feedback on you.

First off, I'm a huge fan of the Shadowyards aesthetic.  I imagine the top engineers of the various factions subscribing to brutalist design principles, or following a high-tech, minimalist approach.  Then there are the Shadowyards designers, who seem to have fallen in love with an ancient Tripad containing the works of surrealist artists.

I'll go through the ships in the order I purchased them.

Enlil: The versatility of this little ship is amazing.  I outfitted it to close-out small combat encounters very quickly - A Shrike ASM Pod, and two Tusk Racks.  With Extended Missile Racks, the little Enlil could clear an encounter of 1-4 small ships on a good day, though there were days when I was outlasted, and had to resort to crude ramming tactics to finish a combat.  I liken the Enlil to BRDY's Silverfish, in both role and flexibility.  I have no qualms with the Enlil at all - they served me well.

Morningstar: I love the Sensor Drones, but it feel like the ship itself inhabits a place between Enlil and Clade, and I might have been better served by purchasing one of either.  This is especially true given the monthly supply tax of the Morningstar, which is very close to that of the Clade (10 vs 11, as I remember).  I couldn't find the perfect niche for the Morningstar, but that may be my issue.

Sargasso:  I appreciated the idea behind the ship system, but I feel it needs a polish pass - I never received any strong feedback that my fighter wings were improved, apart from the occasional torque sound effect that accompanies the activation.  I would like to say that a range indicator, or an 'aura' effect would be useful.  As for the sound, you've mentioned that's a weak-point of Shadowyards, so I know you're aware.  Despite the complaints, the ship served well as a light carrier, allowing the Rakshasa wings (Which look amazing, by the way - like little Bats) to fulfill their destinies.

Clade: The retro-thrusters are fun!  I felt inclined to engage in hit-and-run tactics with the Clade, ruining foes with a burst of firepower, before boosting backwards and away.  I did ashamedly total several allied ships by mishandling the retro-thrusters, but I figured that was just practice for the Mimir.  I do say that a phase ship with retro-thrusters would be the ultimate nuisance.

Tartarus:  I'm starting to sound like a broken record, but Siege Mode turned the Tartarus into one of my favourite ships, I did notice that the AI didn't often utilise Siege Mode, though.  I've always had trouble establishing a strong defense, perhaps due to unwillingness to invest in command points early on.  Regardless, a Tartarus that is supported by a dedicated escort serves as an absolutely amazing bulwark against an attacking fleet.  Lategame they acted as anvils, against which my Scylla hammer would pulverise the poor, hopeless foes.  I almost hoped that the names of the Tartarus and Charybdis would be swapped, so my enemies would truly be torn between Scylla and Charybdis.

Lambent: It's a cute tanker.  I would pay good money for a hot water bottle that looks like a plush Lambent.

Charybdis: It allowed me to field unholy amounts of Rakshasa bombers, and for that I am grateful.  It served as a nice mobile base, behind the aforementioned wall of Tartaruses, but I didn't feel it stood out in any exceptional manner.

Potnia: I kept attempting to field ships that were probably meant to be kept out of combat.  I enjoyed the marine-boosting effects, but lategame I had several hundred marines, and I assumed the Potnia only buffed a number equal to it's crew holding, so I shelved it.  How did you envision the Potnia being utilised?

Mimir: Piloting a capital ship can often feel like you're a boss in Shadow of the Colossus.  A small pest evades you, stinging constantly, and you aren't agile enough to reach out and swat it - And then I engaged the Lock Drive.  I can imagine the '420 MLG NOSCOPE' dubstep playing in the background as I barrel forwards, smashing the hapless weaklings into piles of metal and heavy machinery before my trio of Wavepulse cannons overwhelms their feeble companions.  It's such a satisfying ship to pilot, though I was underwhelmed by the missile slots, given that I couldn't find the perfect missile to compliment the Mimir's role.

Scylla:  It's absolutely disgusting.  All that forward-facing firepower is an absolute force to be reckoned with.  The Hydra Drones served as an ample distraction - I've been saved more than once by them.

Elysium:  The "Let's jam a bunch of cool systems and built-in weapons onto this ship!"  It became my dedicated sensor vessel, which was a boon in larger engagements.  I pulled off several critical hits with the REIS, though it felt redundant when the CAS beams were available - I felt they were a much more versatile immobilisation tool.

And there were several ships I never got to pilot.  The Belet-Seri, which looks like a mini-Morningstar, the Inanna, the Shamash, and the Seski (Which I always read as Seksi).
The former three never turned up in markets for me, and the Seski wasn't picked up, due to already fielding a number of fighters and Enlil.

Given the somewhat limited variety of weapon types, as well as the small selection of weapons native to Shadowyards, I felt like there wasn't extensive choices to be made when it came to installing weapons - I tend to play through each faction using as much of that faction's tech as I am able.  I don't mix weapons and ships very often, so this issue is definitely on my end.  On your end I can compliment you on a very refined vision for Shadowyards.
I'm beginning to see that most ships are designed within an acceptable margin, and deviation results in them being broken, for better or worse.  Knowing that, the charm of Shadowyards definitely has the remarkable ship systems to thank.  A select few - Clade, Tartarus, Mimir - really changed how I played the game, or approached tactical deployment.

Now I'll talk briefly about weapons:

CEPC Family:  They look good, feel good, and work very well.  It's always nice for your barrage of laser death to adhere to a uniform style.  I especially like how the projectiles pop at the end of their lifespan.  Progression is generally linear, with the outlier being the Scatter CEPC.  Absolutely devastating in close-quarters, becoming even moreso with the expanded magazines hullmod, it works surprisingly well on a Scylla, working to punch through shields so the CAS beams can do their work, or to finish off weakened foes while the beams are on cooldown.

Tusk Torpedo:  These have ruined my day more than once, it felt nice to not be on the receiving end for once.  I'd say they are my favourite torpedo overall.

Shrike:  So they're almost useless if the missile isn't facing the target as it is launched, but I suppose that's a fair trade for how damn effective they are under the right conditions.  The Shrike ensured I succeeded in every single pursuit I engaged in, and they break shields on-par with the Sabot.  Definitely my preferred kinetic missile.

Blackcap:  These fell somewhat short for me.  The large ammunition count was a bonus, but they felt somewhat underwhelming against fighters, as they would regularly miss their target, not to mention they used up a slot which could field a different missile.  They might do the trick in large numbers, but I used other missiles over the Blackcap.  Although, as I write this I wonder if a Blackcap Pod would be at home on a Mimir.

Splinter:  They remind me of Diable Avionic's Plover missiles.  Splinter missiles would probably be a nightmare if used cross-faction on a dedicated missile ship.  On a Shadowyards ship, however, where missile launchers are usually at a premium, I still prefer to use a Tusk or a Shrike.

Barrago:  I like the idea, I really do, but the Barrago seems to have more issues than any other Shadowyards weapon.  Firstly, the coloured trail doesn't seem to be centered on the thruster, and floats several units behind the missile.  This is most noticeable when the Barrago turns, and while it's not a gameplay issue, it's an outlier in a mod that prides itself on amazing visuals.  Secondly, when the Barrago enters phase two and chases a target, very rarely does the secondary detonation actually hit the target.  As I understand, the Barrago bursts into a plume of flame, which is meant to strike the target - but if the target is moving, this is almost never the case.  I feel the tracking needs to be improved on this explosion.

CAS Family:  Gosh.  The immobilising effect of the beams really is strong.  It's quite handy when it comes to catching a foe behind their shield, as they are usually unable to rotate to deflect your attack.  It's a really satisfying weapon to use, though I'm leaning towards 'too-strong' in classifying it.

Polarizers:  I could see these adopting the Impact from the CAS beams - they're built for debilitating foes, after all.  They're a great supporting weapon for ships that don't necessarily want to be in the thick of things, like the Charybdis.  Unfortunately, the polarizer weapons are causing crashes when interacting with Knights Templar Lattice Shields.

Niddhoggr Lance:  I want to love it, but I don't know which role it suits.  It's useful to add flux to an approaching ship, especially since you have time to vent afterwards.  Apart from that niche use, though, I didn't get much out of it.  The flux it generates is so high that it's not really viable to use it when engaged in combat, especially if the Mimir's shields are active.  It's a cool idea, but I don't quite see where it fits, other than as an alpha-strike in an engagement, to cripple the opponent's flux before you Lock Drive in and blast their face.  Also the additional projectiles launched by the Nidhoggr regularly disconnect, sending different green particles across the screen and away from the actual projectile.

Gosh, I've been writing this for way too long.  I would like to ask you, MShadowy, if Shadowyards introduced a large missile weapon, what do you imagine it would be?

To summarise, I love the mod.  The aesthetics are great and the design space is well-defined.  The ship-systems are a treat.  I'd mark the Barrago and the Nidhoggr Lance for a once-over, and maybe the CAS beams for a slight tweaking.  I'm really looking forward to what else you have in store for us, MShadowy.

PS: I apologise for any mistakes or idiocy, my brain seems to be increasing in flux as I write this, and I'm in danger of an overload
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Wyvern on June 01, 2016, 09:52:58 AM
Hm.  Maybe I should take another look at the Tartarus Siege Mode AI.  Trouble is that it's tricky to tell when it's actually worth turning on; I eventually settled on just making the Tartarus able to use it for the shield extension effect and called that good enough.  It definitely misses some times where the range or flux bonuses would be good to have... but at least it won't flip it on while it's trying to go places.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Kitfox88 on June 02, 2016, 07:28:45 AM
Cycerin's little ditties for the mod own, it's some of my favorite Starsector music. I could listen to the fleet encounter themes for hours.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: borgrel on November 09, 2016, 01:04:03 PM
(http://i44.photobucket.com/albums/f49/borgrel/Splinter%20Error.png)

The description says unguided while the tracking says good instead of none.
Unfortunately its very confusing.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: MShadowy on November 10, 2016, 06:45:32 AM
It's sort of a typo, I guess; Splinters have a script which adjusts their launch angle when fired in order to make them track their target more successfully.  In order for this to work, the missiles need a turn rate, which is why their tracking is "Good;"  I guess it might be more accurate to call them semi-guided or something?
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Phearlock on November 12, 2016, 04:48:45 PM
I think the Charybdis is probably one of the strongest ships the shadowyards has, in comparison to other ships of similar roles. While the entry price is quite high, maintenance is about on-par with a Heron. Continuing to use the Heron as a baseline. The Charybdis still gives you a 2-bay carrier that has excellent speed, but with much better ability for close-support firepower. The weapon arcs are, despite what the description says, quite good, and the ship system helps cover the rest. The very far forward-mounted large energy slot makes the AI very good at keeping enemies at a safe distance as well. When an enemy does manage to close on it, the warship grade flux systems let it take much more punishment than most carriers, despite its fairly large target profile.

In most of my shadowyars playthroughs they are the multi-purpose fire support backbone of my mid-lategame fleets, and usually fare better at surviving large scale engagements than the heavier Tartarus (though I'd say this is more due to the AI flying them better than an issue with the ships themselves).

I'm a bit torn as on one hand I feel the ship is a fair bit superior to similar craft and could probably do with an increase in maintenance or deployment CR cost to balance out being flat out better than any other ship of its class. But I absolutely love the ship, and don't mind keeping it as it is, besides, it's better to wait until the fighter overhaul is live to do any sort of carrier rebalancing.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Takion Kasukedo on November 29, 2016, 03:38:26 AM
Well, the answer to that is pretty simple; I decided that I wanted the lock drive AI to be imperfect and occasionally make boneheaded moves.

Much more specifically I thought the Mimir ramming into things was cool and fun so I coded the AI so it wouldn't calculate all the way to the anticipated end point of a given lock drive usage, and didn't bother getting an accurate collision damage calculation from Alex because the ship accurately assessing that would result in less hilarious and/or awesome ramming action.

(http://i.imgur.com/ThhUTu9.gif)

Like so.

That being said, there've been a few complaints (mostly over on 4-chan) about it so I guess other people don't consider it quite so fun.  Another thing to fiddle with I guess.

It would probably break the build a bit on how Shadowyards roll with their Mimir's but...

Shouldn't the Lock Drive amplify armor (or hull) if the AI will ram into their targets with it? To minimize the damage done to the ship itself?

Or are you fine with it as is?
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: MShadowy on November 29, 2016, 09:09:14 AM
It does amplify armor while it's online; more specifically it reduces all damage taken by 50%.  But the ramming behavior is a result of a bug in the code that calculates possible collision damage. This will be fixed in the next release of the mod.

I'd been hoping to include personality specific subroutines but I can't figure out how to get them to work.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Bastion.Systems on November 29, 2016, 10:24:32 AM
Are you going to wait for the next game update to drop before releasing a new version?
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: MShadowy on December 06, 2016, 01:44:08 PM
It wasn't the intent initially, but with my time being eaten up with commissions it probably will be dropping after 0.8 drops.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Seth on December 15, 2016, 10:17:45 AM
Ship design is outstanding, combat both with and against these vessels feels unique and pretty exciting but please, fix or remove these blasted cloned organs FFS, cluttering mission logs real bad, seriously... Otherwise, great job.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: MShadowy on January 09, 2017, 07:47:03 PM
It's pretty late, but work has finally gotten to the point where and alpha release of Shadowyards 0.6.0.6 is now possible.

Shadowyards 0.6.0.6 Alpha (https://www.dropbox.com/s/cfg8cv99wl02fq0/shadow_ships_dev.zip?dl=0)

While I initially planned to release a major content update, the situation has mostly led to this being a bugfixing build hoping to clean up most of the major issues which had been effecting various parts of the mod.

Sorry bout the delay, folks.

In particular a bug which made Scatter CEPCs way, way too good (they were using far too little flux) has been fixed, as well as a significant effort to resolve the issues plaguing the Barrago LRM's, and fixing AI Issues with the Mimir's Lock Drive system which made them a little too collision prone. Other items include resolving an AI bug with the Splinter rockets sometimes failing to accelerate, improvements to the Belet-Seri's TAG AI and some general purpose buffs to that system, a significant graphical overhaul and a greatly fleshed set of out sound effects.

Check the mods changelog for more details.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
Post by: Sy on January 11, 2017, 11:23:26 AM
so many new updates! O:
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.6a2
Post by: MShadowy on January 12, 2017, 08:34:36 PM
Shadowyards 0.6.0.6 Alpha 2 (https://www.dropbox.com/s/1vjum2tpy21sxmw/Shadowyards_0.6.0.6a2.zip?dl=0)

Time for another update; this brings a layout change to the Inanna which should result in much better broadside behavior, in addition to some further fixes for the Barrago and Splinter rockets, and changes to the TAG System AI which should make the Belet-Seri more aggressive in its use.  Also some throw in particle effects to replace the missing spiral for the Nidhoggr Lance as a temporary measure until better effects can be implemented.

Also, actual in post changelog!

0.6.0.6a2 Changelog:

Spoiler
  • Adjusted Scatter CEPC flux costs to 1100 per volley (from 900/volley)
    • Also fixed a mistake with the flux cost which was causing the flux generated per volley to be a couple orders of magnitude lower than it should be, oops
    • Gave it more of a shotgun like effect to help bring up the polish level a wee bit
  • The Inanna has had it's layout adjusted to resolve a consistent problem resulting from it's broadside layout, and should now broadside much more effectively.
    • Additionally, the Inanna's flux cap has been reduced to 2500 (from 3000) and it's dissipation rate to 250 (from 300) in order to somewhat offset this increase in effectiveness
  • The Scylla's Supply cost/month has increased to 35 (from 30)
  • The speed boost SRA phase ships gain while phased now varies based on hull size
    • Previously a flat 90; the boost is now 60 for frigates and fighters, 50 for destroyers, 40 for cruisers and 30 for capital ships
  • Added the Delicate Machinery hullmod to the Shamash and Scylla
  • Increased Potnia's MarcCom hullmod effectiveness to give a 33% strength increase to Marines in boarding actions (from 20%)
  • Added the CARRIER, COMBAT tag to the Charybdis
  • Changes to the Mimir's Lock Drive system
    • Removed the ability to vent during use from the Mimir's Lock Drive system
    • Rewrote parts of the Lock Drive AI handling collision evaluation, which should result in the AI being less crash happy
  • Changes to the Belet-Seri's TAG System
    • TAG range increased to 1000 (from 800)
    • Duration increased to 20 seconds and damage taken increased by 1.5* (from 10 seconds, 1.25 *)
    • Cooldown decreased to 20 seconds (from 25)
  • Adjusted Hue and details of SRA craft to bring them in line with new visual standards
  • Added Vectored Thrusters to the Charybdis, Enlil, Mimir, Potnia/Potnia-Bis and Southpaw
  • Returned Cyan/Teal utility hulls to SRA sprite pool
  • Added weapon covers
  • Buffed Blackcap Missiles
    • Missile damage increased to 300 and turn rate to 75 (from 150 and 60, respectively)
    • Added a relatively simple target leading AI that should make the missile more effective against fighters
  • Barrago Changes
    • Adjusted base stage damage of the Barrago accurately reflect the damage of the final stage
    • Made a number of fixes to the Barrago AI that should improve it's accuracy
  • Fixed an issue with Splinter Rockets sometimes failing to accelerate on launch
  • Greatly increased the amount of Cloned Organs produced by the Medcenter condition
  • Fixed a compatibility problem with the Knights Templar mod which would lead to a crash
  • Changed Skinwalker and Bit Drone Particle Guns to Projectiles from Beams
    • Bit Drone Guns DPS remains 50, F/S remains 25
    • Skinwalker Particle Gun to 117 DPS, 75 F/S (from 111, 67)
  • Moved Anar back to it's original location at -6000, 7500 (was previously at -6400, 11500) and cleared the hyperspace clouds blocking it (credit to MesoTronik for the code snippet)
    • But since the locations will have to be changed anyway given upcoming sector chages I guess it's not that critical =/
  • Implemented improvements to the Random mission generator to more closely match campaign fleet generation, and fixed a bug that was including the deprecated Knights of Ludd faction in the factions lists.
  • Resolved shot trajectory issue plaguing the Nidhoggr lance by converting the shot to BALLISTIC (was formerly BALLISTIC_AS_BEAM)
  • Improved behavior of the TAG System AI (thanks Tongo!)
[close]

There are still some things I would like to take care of, but I'm lacking somewhat in either the expertise or time to take care of them.  If they can be completed before 0.8 drops, they'll be part of 0.6.0.6, otherwise they'll be added to the 0.8 compatibility patch.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.6a3
Post by: MShadowy on January 20, 2017, 07:34:11 PM
Shadowyards 0.6.0.6 Alpha 3 (https://www.dropbox.com/s/ncig4vr6e7z6frs/Shadowyards_0.6.0.6a3.zip?dl=0)

Just a small balance pass prior to more serious finalizing work to address some issues that have become apparent in the tournament.

Tusk torpedoes have received a moderate nerf -- Submunitions reduced from 10 to 5, damage per submunition increased 66% from 300 per to 500 per (total damage reduced from 3000 to 2500 HE), submunition health reduced to 50 from 100 and the submunition sprite made slightly larger (they were too hard to shoot down); to somewhat counteract this, the splitting arc has been reduced to 80 degrees from 100.

Increased the firing arc for the Skinwalker and bit drones main cannons a bit, which should help counter their reticence to fire in some situations where they have a shot but won't shoot.

And while kinda unrelated to the tourney I also did something I'd been kinda meaning to do and forgetting, which is changing nearly all of the SRA's UNIVERAL mounts to SYNERGY--the effected ships are the Clade, Sargasso, and Tartarus.  Also, the Seski's small Hardpoint mount is now also a SYNERGY mount.  Variants have all been gone over and updated where necessary, as well as fixing some dumb fittings here and there.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.6a2
Post by: Sy on January 21, 2017, 01:48:43 AM
And while kinda unrelated to the tourney I also did something I'd been kinda meaning to do and forgetting, which is changing nearly all of the SRA's UNIVERAL mounts to SYNERGY
i think it actually kinda is related to the tournament in the sense that it's been a bit weird until now that SRA have universal mounts without access to any ballistic weapons, as they're not allowed to use vanilla ones. :D
so even if it doesn't actually affect anything for the tournament because of this, it's still a nice change.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.6a2
Post by: Ceebees on March 03, 2017, 09:55:43 PM
Not super vital, but the link on the first page still leads to the .a2 version instead of .a3

I refreshed all of my mods just today and spent a minute wondering why version checker insisted on flagging SRA...
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.6a2
Post by: MShadowy on March 04, 2017, 02:25:33 PM
Whoops; okay, fixed.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.6a3
Post by: Bastion.Systems on March 05, 2017, 05:30:44 AM
Excellent, these balance changes please me. Now do do a new SRA playtrough!  ;D
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.6a3
Post by: Wyvern on March 16, 2017, 02:59:14 PM
Oh, hm.  If you've changed the universal slots on the Tartarus to Synergy, you may want to revisit its ship system - that completely invalidates one of its original design goals, namely offering benefits to energy weapons to make them at least somewhat competitive choices for those front hardpoints.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.6a3
Post by: MShadowy on March 16, 2017, 05:02:42 PM
Hmm; I'll have to think on it a bit.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.6a3
Post by: cjuicy on March 16, 2017, 08:38:44 PM
The Tartarus class is one of the selling points of this mod for me, as I always seem to grab this one on my playthroughs.

Please don't nerf.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.6a3
Post by: Schwartz on March 18, 2017, 05:57:11 AM
The beam to projectile changes have pushed the Skinwalker far beyond the Xyphos in power. Previously they were about even. I'd consider either making them more expensive to field or nerfing their firepower a bit. They crack fighter shields too well.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.6a3
Post by: Sy on March 18, 2017, 06:32:16 AM
there's probably not much point in spending time on fighter balance changes now, with 0.8 around the corner. it's likely still gonna be a few weeks, but it might be released tomorrow for all we know.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.6a3
Post by: JohnDoe on March 18, 2017, 06:34:14 AM
with 0.8 around the corner

I'm going to hold you to that.
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.6a3
Post by: Schwartz on March 18, 2017, 06:42:04 AM
True, but if you consider Xyphos the high-end of the spectrum for interceptors and heavy fighters and the Skinwalker is now twice as good for the same cost, it's not hard to imagine that even after the new version it's going to be twice as good. Anyway, just something to look at I suppose..
Title: Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.6a3
Post by: Sy on March 18, 2017, 10:43:11 AM
I'm going to hold you to that.
i didn't specify which corner. :P


True, but if you consider Xyphos the high-end of the spectrum for interceptors and heavy fighters and the Skinwalker is now twice as good for the same cost, it's not hard to imagine that even after the new version it's going to be twice as good. Anyway, just something to look at I suppose..
ALL fighter balance will need to be looked at though. not every wing will need big changes, but most probably will, and every wing will at least need to be compared to the new vanilla balance to see what needs to be changed (and Xyphos in particular is getting revamped entirely).

i'm not disagreeing with your assessment though, just saying that spending time on mod fighter balance now is probably gonna be mostly wasted.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
Post by: MShadowy on April 26, 2017, 04:39:42 PM
Shadowyards version 6.0.7 is ready for release!  This is mostly just a compatibility update combined with my previous efforts, but there's some new stuff too.

=Download= (https://github.com/MShadowy/shadowyards/releases/download/0.6.0.7/Shadowyards_0.6.0.7.zip)

Also I moved from Dropbox to Github because of some stupidity with file viewing permissions.

0.6.0.7 Changelog:
Spoiler
  • Adjusted Scatter CEPC flux costs to 1100 per volley (from 900/volley)
    • Also fixed a mistake with the flux cost which was causing the flux generated per volley to be a couple orders of magnitude lower than it should be, oops
    • Gave it more of a shotgun like effect to help bring up the polish level a wee bit
  • Booster jets system changed to make it a punchier short duration thruster
  • The Inanna has had it's layout adjusted to resolve a consistent problem resulting from it's broadside layout, and should now broadside much more effectively.
    • Additionally, the Inanna's flux cap has been reduced to 2500 (from 3000) and it's dissipation rate to 250 (from 300) in order to somewhat offset this increase in effectiveness
  • The Scylla's Supply cost/month has increased to 35 (from 30)
  • The speed boost SRA phase ships gain while phased now varies based on hull size
    • Previously a flat 90; the boost is now 60 for frigates and fighters, 50 for destroyers, 40 for cruisers and 30 for capital ships
  • Added the Delicate Machinery hullmod to the Shamash and Scylla
  • Increased Potnia's MarcCom hullmod effectiveness to give a 33% strength increase to Marines in boarding actions (from 20%)
  • Changes to the Charybdis
    • Added the CARRIER, COMBAT tag
    • Mildly reduced mobility: Max Speed reduced to 65 (from 70), Turn Rate to 35 (from 40), and Turn Acceleration to 35 (from 45)
    • Thetis Drones system removed and replaced with Booster Jets
  • Changes to the Sargasso
    • Sprite updated to make it look generally better
    • Ship system updated and streamlined alongside the fighter updates
  • Changes to the Ashnan
    • The Ashnan's drone system has been removed; the ship now comes with a built in wing of 3 "loader" type utility and mining drones
    • The Ashnan now has the Booster Jets system
  • Changes to the Mimir's Lock Drive system
    • Removed the ability to vent during use from the Mimir's Lock Drive system
    • Rewrote parts of the Lock Drive AI handling collision evaluation, which should result in the AI being less crash happy
  • Changes to the Belet-Seri's TAG System
    • TAG range increased to 1000 (from 800)
    • Duration increased to 20 seconds and damage taken increased by 1.5* (from 10 seconds, 1.25 *)
    • Cooldown decreased to 20 seconds (from 25)
  • Carriers flight decks adjusted for 0.8a
  • Fighters retooled and balance adjusted for 0.8a
    • Neriad's Shrike ASM replaced with a Blackcap Launcher
    • Health, Armor and Flux stats generally reduced
  • The SRA now fields the QME-2200 Wraith Drone Fighter
    • Fast, cheap, swiftly replaced craft equipped with a moderate damage/high impact beam weapon and a miniflak
    • 0 OP to fit
    • 6 fighters per wing; bulk up on these (They still lose to Talons)
  • Adjusted Hue and details of SRA craft to bring them in line with new visual standards
  • Added Vectored Thrusters to the Charybdis, Enlil, Mimir, Potnia/Potnia-Bis and Southpaw
  • Returned Cyan/Teal utility hulls to SRA sprite pool
  • Added weapon covers
  • Buffed Blackcap Missiles
    • Missile damage increased to 300 and turn rate to 75 (from 150 and 60, respectively)
    • Added a relatively simple target leading AI that should make the missile more effective against fighters
  • Barrago Changes
    • Adjusted base stage damage of the Barrago accurately reflect the damage of the final stage
    • Made a number of fixes to the Barrago AI that should improve it's accuracy
  • Fixed an issue with Splinter Rockets sometimes failing to accelerate on launch
  • Greatly increased the amount of Cloned Organs produced by the Medcenter condition
  • Fixed a compatibility problem with the Knights Templar mod which would lead to a crash
  • Changed Skinwalker and Bit Drone Particle Guns to Projectiles from Beams
    • Bit Drone Guns DPS remains 50, F/S remains 25
    • Skinwalker Particle Gun to 117 DPS, 75 F/S (from 111, 67)
  • Gigas moved to -3700, 100
  • Anar moved to -4500, 1500
  • Implemented improvements to the Random mission generator to more closely match campaign fleet generation, and fixed a bug that was including the deprecated Knights of Ludd faction in the factions lists.
  • Resolved shot trajectory issue plaguing the Nidhoggr lance by converting the shot to BALLISTIC (was formerly BALLISTIC_AS_BEAM)
  • Improved behavior of the TAG System AI (thanks Tongo!)
[close]

Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
Post by: MShadowy on April 26, 2017, 04:56:01 PM
Anyone who's downloaded this already may want to give it another go, a dumb oversight snuck in that'll lead to a crash but got it fixed real quick.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
Post by: peperoni_playboy on April 26, 2017, 05:03:51 PM
I was just about to post about that, thanks for fixing it up quickly.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
Post by: SainnQ on April 26, 2017, 05:22:06 PM
I believe I downloaded the "Fixed" build, but I'm still getting a Fatal:0 Index:0, Size 0 error.
Log error below.

Spoiler
31261 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]


Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
Post by: MShadowy on April 26, 2017, 05:51:49 PM
Hmm, are you running Java 7 and, if so, is GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0) installed?
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
Post by: SainnQ on April 26, 2017, 06:05:30 PM
Hmm, are you running Java 7 and, if so, is GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0) installed?

Disregard everything.

I hadn't realized there was a RC19 of the 0.8a Build, Everything works now.

Sorry for the false alert.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
Post by: Absolutecero on April 26, 2017, 07:31:11 PM
Yo the flux cost for the space shotgun is unreasonable 4400 flux per shot causes any ship with it to overload  or almost overload after 3 to 4 shots max. The murti beam causes much more damage for way less the cost.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
Post by: Toxcity on April 26, 2017, 07:35:39 PM
Nice to see this updated! There are some fighter variants in the simulation. They don't break anything, just thought you should know.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
Post by: Nanao-kun on April 26, 2017, 08:43:57 PM
I've also got an error, but this might be because I'm using the build Alex posted in the 0.8a patch notes thread to fix a couple of minor flickers I'd also experienced every so often.

Code
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
Post by: SainnQ on April 26, 2017, 09:23:10 PM
I've also got an error, but this might be because I'm using the build Alex posted in the 0.8a patch notes thread to fix a couple of minor flickers I'd also experienced every so often.

Code
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Go back to the Release Page and download and install the game again. Your on an old Release Candidate like I was I'd wager.
We're up to RC19
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
Post by: Nanao-kun on April 26, 2017, 09:41:29 PM
Go back to the Release Page and download and install the game again. Your on an old Release Candidate like I was I'd wager.
We're up to RC19

Or rather mine is too new, being RC19-mod1 aka flicker fix.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
Post by: SainnQ on April 26, 2017, 10:24:09 PM
Go back to the Release Page and download and install the game again. Your on an old Release Candidate like I was I'd wager.
We're up to RC19

Or rather mine is too new, being RC19-mod1 aka flicker fix.

Make sure you've got GraphicsLib installed along with LazyLib also

I was on an old Release candidate in addition to needing one the mentioned Libs before that error in particular took a hike.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
Post by: hunters1 on April 26, 2017, 10:29:22 PM
escort carrier with wraith drones with fighter control relay have infinite range absurd speed and flux capacity

edit: it might just be the crawler beam itself more then anything but it feels a bit odd
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
Post by: MShadowy on April 26, 2017, 10:34:00 PM
Yeah, just noticed that; I'll post a fix tomorrow.  Right now I need to sleep.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
Post by: hunters1 on April 26, 2017, 10:42:08 PM
dont worry take ur time im going to enjoy this as much as i can :D
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
Post by: Ryers on April 27, 2017, 12:36:06 AM
dude! change the description to say shaderlib REQUIRED!!!! ... plz ;3
 
*ignore this bit*

hey guys, does anyone know why shadowyards may not launch?

lazy lib 2.2
shadowyards 0.6.0.7
starsector 0.8a

the error is index 0, sise: 0

java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


*i think this is the bit*

thanks!
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
Post by: DanJSC on April 27, 2017, 03:37:55 AM
The Infinite range and what looks like additional 1.1x speed is pretty hilarious, like vulcan fire from talons going forever. Though, it's fun to test fighters in sniping roles with the bugged range, the Skinwalker seems to be the the most accurate sniper so far, that and the new Xyphos wing's never ending beam.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
Post by: MShadowy on April 27, 2017, 06:16:32 AM
dude! change the description to say shaderlib REQUIRED!!!! ... plz ;3


The problem is, is that its supposed to be optional, but your bug indicates that its not catching properly and is just crashing instead.  I'll change it to required in the main op. =/
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
Post by: Calippo on April 27, 2017, 08:03:18 AM
So I downloaded this mod (as long with the other optional and recommended mods for it to work), and both Anar and Gigas are not on the map. I can use the command console to to add the hulls to my fleet, but that seems too cheaty and I was hoping to actually see the new faction. Are more mods needed to actually add in new locations?
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
Post by: Techhead on April 27, 2017, 09:33:30 AM
Increased Potnia's MarcCom hullmod effectiveness to give a 33% strength increase to Marines in boarding actions (from 20%)

Interesting changelog entry, I think.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: MShadowy on April 27, 2017, 10:49:11 AM
Alright, blindingly stupid error with the Sargasso fixed; I also took the time to add a new system, Yajna.

=Download= (https://github.com/MShadowy/shadowyards/releases/download/0.6.0.7.1/Shadowyards_0.6.0.7.1.zip)

0.6.0.7.1 Changelog

Spoiler
  • Fixed a stupid coding decision with the Sargasso's SWACs system that made it stupidly and unintentionally overpowered
  • Decided I didn't like Anar and Gigas' positions in hyperspace and have decompressed them some
    • Anar is now at -9000, 3400
    • Gigas is now at -6500, -1550
  • A new star system, Yajna, has been added
    • Yajna is shared (somewhat uneasily) between the SRA and the Persean league, both quietly contesting over a valuable, nominally independent world
    • Located at -3600, -200
[close]

Sorry bout the trouble.

Interesting changelog entry, I think.

It's kind of a holdover at this point; I'll consider changing it later I guess.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Immahnoob on April 27, 2017, 11:26:54 AM
Hey, how much do you think would take you to make a version with darker colors?
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Kanil on April 27, 2017, 11:55:59 AM
Thank you for the update. Moving the systems around was a good choice.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: MShadowy on April 27, 2017, 12:13:00 PM
Hey, how much do you think would take you to make a version with darker colors?

Well, darker how?

I do have some darker themed skins that I was considering using for rare spawns and lucky finds with a weird camo scheme; I'd need to update the files to the most recent standards, but they might be in line with what you're thinking.

Spoiler
(http://i.imgur.com/ccQgozH.png)
[close]
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: SainnQ on April 27, 2017, 12:29:34 PM
Hey, how much do you think would take you to make a version with darker colors?

Well, darker how?

I do have some darker themed skins that I was considering using for rare spawns and lucky finds with a weird camo scheme; I'd need to update the files to the most recent standards, but they might be in line with what you're thinking.

Spoiler
(http://i.imgur.com/ccQgozH.png)
[close]


Thats *** sexy.
Please do.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Wyvern on April 27, 2017, 12:32:41 PM
Ooh, SRA black-ops variants?  Shiny!*  Hm, what sort of stat modifiers would I use for a black-ops hull variant?  ...Probably simplest to go with something basic like built-in insulated engines, unstable injector, and ITU.  Probably also with some reduction in available ordnance points, though likely not by the full cost of that set of mods.

* Edit: Or, well, technically the literal opposite of shiny.  Um.  You know what I meant.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Immahnoob on April 27, 2017, 12:59:45 PM
Hey, how much do you think would take you to make a version with darker colors?

Well, darker how?

I do have some darker themed skins that I was considering using for rare spawns and lucky finds with a weird camo scheme; I'd need to update the files to the most recent standards, but they might be in line with what you're thinking.

Spoiler
(http://i.imgur.com/ccQgozH.png)
[close]
Those look fine. I like the style of your ships, but the color kind of doesn't blend with the setting and the vanilla, that's why I was asking if you could work on something darker or if you are working on anything of the sort.

If I may suggest something though. Vanilla tends to make their ships more grimy/dirty, if you'd add that in, it would be great.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: cjuicy on April 27, 2017, 01:38:53 PM
Hey, how much do you think would take you to make a version with darker colors?

Well, darker how?

I do have some darker themed skins that I was considering using for rare spawns and lucky finds with a weird camo scheme; I'd need to update the files to the most recent standards, but they might be in line with what you're thinking.

Spoiler
(http://i.imgur.com/ccQgozH.png)
[close]
Those look fine. I like the style of your ships, but the color kind of doesn't blend with the setting and the vanilla, that's why I was asking if you could work on something darker or if you are working on anything of the sort.

If I may suggest something though. Vanilla tends to make their ships more grimy/dirty, if you'd add that in, it would be great.
Keep in mind that many ships in vanilla are quite old. Most ships cruiser and up are almost impossible to build without the domain's massive tech level.
Some may be hack job, others salvaged on tech raids, most are just maintained and overhauled when needed.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: DanJSC on April 27, 2017, 02:04:49 PM
Putting the shadow, in Shadowyards.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Immahnoob on April 27, 2017, 02:12:55 PM
Hey, how much do you think would take you to make a version with darker colors?

Well, darker how?

I do have some darker themed skins that I was considering using for rare spawns and lucky finds with a weird camo scheme; I'd need to update the files to the most recent standards, but they might be in line with what you're thinking.

Spoiler
(http://i.imgur.com/ccQgozH.png)
[close]
Those look fine. I like the style of your ships, but the color kind of doesn't blend with the setting and the vanilla, that's why I was asking if you could work on something darker or if you are working on anything of the sort.

If I may suggest something though. Vanilla tends to make their ships more grimy/dirty, if you'd add that in, it would be great.
Keep in mind that many ships in vanilla are quite old. Most ships cruiser and up are almost impossible to build without the domain's massive tech level.
Some may be hack job, others salvaged on tech raids, most are just maintained and overhauled when needed.
That's exactly my point mostly. It's kind of odd that any faction, old and even new, would be able to look fine after something like the Collapse happened and them no longer having access to certain technologies. Which is why most of the times, modded factions tend to be kind of immersion breaking.

I never thought I'd say that though, there's a first for everything.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Mysterhay on April 27, 2017, 03:03:28 PM
Hey, how much do you think would take you to make a version with darker colors?

Well, darker how?

I do have some darker themed skins that I was considering using for rare spawns and lucky finds with a weird camo scheme; I'd need to update the files to the most recent standards, but they might be in line with what you're thinking.

Spoiler
(http://i.imgur.com/ccQgozH.png)
[close]

Of course the mod is your creation so the ships should look the way you like them, but I also have to add that I LOVE the darker shadow yards. Dark side of the shadow, if you will  8)  

Fits better with the overall look/feel of the game, in my opinion.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Sy on April 27, 2017, 05:06:31 PM
If I may suggest something though. Vanilla tends to make their ships more grimy/dirty, if you'd add that in, it would be great.
Shadowyards certainly has a rather unique look, and the color scheme is part of that. but i think Shadowy actually makes them fit into vanilla very well, despite the obvious differences. that "so different yet still so fitting" style is part of what makes this mod great, imo. :]
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: cjuicy on April 27, 2017, 05:26:18 PM
Shadowyards can still manufacture ships at full capacity, as they were against the domain and as such was independent of their shipyards and mines.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Bastion.Systems on April 27, 2017, 10:32:57 PM
Well for one I really, really like the bold color scheme of the SRA ships, tho cool spec ops variations would be hella sweet.

Also, maybe make the pirate ships color scheme stand out more from the SRA military ship one.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: DinoZavarski on April 28, 2017, 03:40:03 AM
I honestly prefer current distinctive appearance. Ruining their tree-like image just to make them look closer to domain technology will be great mistake. I don't think it is immersive to make Tri-Tachyon the only faction that has own shipbuilding school with distinctive style. It is normal and expectable for factions, that existed regardless of Domain to avoid using domain tech and copping Domain style.

Also looking around at the real world you may see that even on a single planet that has become to small for someone to hide effectively most efforts to limit and control technology eventually fail. It is quite clear that at the imaginary Domain scale attempts to limit access to nanotechnology and control it's usability and development by enforcing copyrights, patents, DRM and so on will fail even more miserably. Actually if there is something that is really not immersive in SS it is the assumption that such powerful state system formation existed without enforcing ban on R&D of high-end nano, bio and field manipulation technology, destroying systematically anyone who attempts to violate it. Actually they would have preferred to simply bury such dangerous things. The fact that they still used nanotech is most likely evidence that control was lost even before the Domain was able to react to it's development and when they become aware of it the tech was already available to a number of presumable enemies.

This makes safe to assume that in Domain controlled territories nanoforges and their control chips have become available to the general public only after collapse (mostly due to uncontrollable scavenging), but remaining/new states still do their best to prevent any uncontrolled "creativity" in their use (including taming the population to perceive tempering with blueprints or chipless nanoforges as abomination on pair with unbound AI). Territories that where out of Domain reach however eventually gained their own nanotech infrastructure, developed own blueprints and enforced their own nano tech control policy long before the collapse.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Immahnoob on April 28, 2017, 05:14:56 AM
It's just aesthetically displeasing and immersion breaking, they're too bright and don't get me started on the "tree-like appearance" because of the colors.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Sy on April 28, 2017, 05:47:47 AM
It's just aesthetically displeasing and immersion breaking
i disagree on both of these. :P
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Kanil on April 28, 2017, 07:24:08 AM
I'm pretty sure the ships have been this color for quite a long time, so I'd guess recoloring them probably isn't a high priority... (... and personally, I quite like them as-is.)

In non-color related news, all the drone fighters have crew requirements. Also fighters in general seem quite expensive, at least compared to the cheaper 0.8 fighters. The Morningstar (C) doesn't have a fighter bay -- is that part of the civilian downgrade? Most trivially, the Tartarus' description still mentions universal mounts.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: MShadowy on April 28, 2017, 08:35:52 AM
I had thought the drone tag would stop crew losses but guess not; going through ship data it does look like all bay launched drones do very specifically have 0 crew, so that's a mistake on my part.  I'll look at wing costs as well and probably reduce them some--also I may have screwed up on the OP for the Raksasha's looking at it compared to the Trident; I think I must have misread the fleet points column as the OP cost column.  Oops.

Regarding the (C)ivilian Variants; they're very likely to become Persean (L)eague variants within the next couple of releases with a resultant change up in effects, most likely retaining more flux stats while still having them decrease, losing the cargo upgrade, boosts to armor + hull health, and switching over to Ballistic weapons for offence while keeping energy for PD in line with "midtech" ships; as a result I decided not to revisit them right now. As an aside I'd also like to add these particular variants to Independent lists, so you can still get Yardie ships without having to get a commission.

Also yeah, I need to go over descriptions and bring them up to par; the matter is in finding the time.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: 603bill on April 28, 2017, 01:57:17 PM
The Scatter CEPC also needs to be looked at.  Right now its flux use is 4400, and its total ammo and reload size seem to have one too many 0s
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Camael on April 28, 2017, 03:57:07 PM
Non-productive comment:

Still an amazing mod, and somehow I remember it was always the first after a big upgrade that I threw into my game. Thanks for the great work and keeping this current and dust-free.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: MShadowy on April 28, 2017, 04:02:29 PM
Okay, that slipped by me; I hadn't realized (and likely missed) that shotgun style weapons had had their underlying mechanics addressed.  Something more to check I guess.

E: The flux use seems fine, using 1100 per shot as it's supposed to be, but since the ammo counter no longer goes down by 20 each time you fire the ammo count and ammo regen are currently way too high; reduced to 6 shots and a regen of 0.2 shots/second.  Thanks for the heads up.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Surge on April 28, 2017, 05:23:18 PM
Has anybody noticed yet that the Neriad has a base price of 12k? It's literally cheaper to buy a Warthog for 3x the OP.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: MShadowy on April 28, 2017, 05:32:49 PM
Yeah, the fighter prices have been brought up; they'll be reduced in the next release.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Bastion.Systems on April 29, 2017, 11:24:26 AM
Cloned organs are sold on open market on Euripides but you can't buy them because "illegal to trade on open market here".
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Aklyon on April 29, 2017, 12:54:55 PM
Version Checker is mentioning malformed JSON in the remote version file for SRA.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Bastion.Systems on April 30, 2017, 12:02:47 PM
Is it intended that every Morningstar comes with a converted hangar modification?
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Euripides on April 30, 2017, 12:42:23 PM
There's two versions of the Seski class but they are both the exact same.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: MShadowy on April 30, 2017, 02:37:07 PM
Cloned organs are sold on open market on Euripides but you can't buy them because "illegal to trade on open market here".

Yeah, I dunno what's up with that; I'll take a look at the commodities.

Is it intended that every Morningstar comes with a converted hangar modification?

Yeah, the hullmod is built-in.

Version Checker is mentioning malformed JSON in the remote version file for SRA.

Hmmm, something to take a look at.

There's two versions of the Seski class but they are both the exact same.

Right now that's as intended; the Seksi is so fragile that making it worse with the Civilian mods hullmod seemed needlessly cruel.  I'm intending to change the cream colored skins to Persean League modded hulls, which will boost armor and health in exchange for reduced flux stats and switch out offensive energy slots with Ballistic slots while retaining energy for pd purposes.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Wriath on April 30, 2017, 06:48:56 PM
Having some kind of crash on initial start, tried only running SRA, graphicslib, lazylib. not sure specifically what part of starfarer.log will troubleshoot that though.

edit; disabled most of the graphicslib options per the 'mod troubleshooting guide' and it worked, 64 bit os, 16 gigs ram, and a radeon 7800... doesn't seem like I should have any trouble running this 0_o
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Aklyon on May 01, 2017, 07:41:02 AM
Having some kind of crash on initial start, tried only running SRA, graphicslib, lazylib. not sure specifically what part of starfarer.log will troubleshoot that though.

edit; disabled most of the graphicslib options per the 'mod troubleshooting guide' and it worked, 64 bit os, 16 gigs ram, and a radeon 7800... doesn't seem like I should have any trouble running this 0_o
Do you have vmparams and 64-bit java setup correctly?
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Toxcity on May 01, 2017, 10:13:40 PM
Small thing, it seems that none of the ships have any Autofit variants to go off of.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: grinningsphinx on May 02, 2017, 10:46:50 AM
Is the kobold support fighter supposed 18,000 base ??? Its more expensive then Tridents.....
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: MShadowy on May 02, 2017, 11:01:39 AM
Already been brought to my attention.  Currently all SRA fighters are a little too pricey, but they've already been brought down to be more line with vanilla in the dev version; I'm currently working on some new content for the next release, so the fix will have to wait til then.

Small thing, it seems that none of the ships have any Autofit variants to go off of.

Right, something to look at.  I'll give it a look.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Bastion.Systems on May 03, 2017, 01:58:33 AM
I'm currently working on some new content for the next release, so the fix will have to wait til then.

Hype get
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: AxleMC131 on May 03, 2017, 03:38:45 AM
Is it intended that every Morningstar comes with a converted hangar modification?

Yeah, the hullmod is built-in.

Ummm... Forgive me if I'm being thicker than set concrete, but why could you not just give it a fighter bay in the "shipdata.csv"?
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Midnight Kitsune on May 03, 2017, 04:20:15 AM
Is it intended that every Morningstar comes with a converted hangar modification?

Yeah, the hullmod is built-in.

Ummm... Forgive me if I'm being thicker than set concrete, but why could you not just give it a fighter bay in the "shipdata.csv"?
Because converted hangers are not as powerful as real ones
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Bastion.Systems on May 03, 2017, 04:33:10 AM
Is it intended that every Morningstar comes with a converted hangar modification?

Yeah, the hullmod is built-in.

Ummm... Forgive me if I'm being thicker than set concrete, but why could you not just give it a fighter bay in the "shipdata.csv"?

You can't install hangar upgrading hull mods on converted hangars and I believe they got slower fighter replace rate.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: Sy on May 03, 2017, 07:47:56 AM
You can't install hangar upgrading hull mods on converted hangars and I believe they got slower fighter replace rate.
yep, 75% slower on destroyers. and perhaps the most important drawback is that they don't allow quick refitting of returning fighters at all, which is a big deal for any kind of bomber.

basically, built-in Converted Hangar is a way to give a ship a bit of carrier capability when a normal flight deck would be way too powerful.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: AxleMC131 on May 03, 2017, 01:34:47 PM
You can't install hangar upgrading hull mods on converted hangars and I believe they got slower fighter replace rate.

Because converted hangers are not as powerful as real ones

yep, 75% slower on destroyers. and perhaps the most important drawback is that they don't allow quick refitting of returning fighters at all, which is a big deal for any kind of bomber.

basically, built-in Converted Hangar is a way to give a ship a bit of carrier capability when a normal flight deck would be way too powerful.

Ah, okay, so it's deliberately a sub-standard flight deck to assert that the ship isn't a carrier, but still wants some fighter capabilities. I can understand that.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: D00D on May 04, 2017, 07:25:32 AM
Hi, may I ask how you managed to do those directional engines? They are some sort of directional turrets I guess?
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: MShadowy on May 04, 2017, 08:13:05 AM
The thrusters themselves are a bunch of decorative weapons yeah, consisting of engine flame sprite and a cap unit stacked on top of each other; there's an attached everyFrame script that looks for weapon slots with particular strings in the weapon slot ID that actually directs the behavior.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: D00D on May 04, 2017, 08:23:35 AM
Ah, I see. I found the script in MS_thrustPlugin along with your tutorial. Does that means you don't mind other people adapting your script for their own mods? I might have an idea for some solar sails that angles towards the sun on ships.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
Post by: MShadowy on May 04, 2017, 10:46:52 AM
Go ahead, I look forward to seeing what you come up with, though the script itself still needs work.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1
Post by: MShadowy on May 06, 2017, 07:36:08 AM
Version 0.6.1 is ready!  This release features a bunch of new content and a style overhaul, as well as getting SRA ships spawning in Pirate, Independent and League fleets.

=download= (https://github.com/MShadowy/shadowyards/releases/download/0.6.1/Shadowyards_0.6.1.zip)

As an aside, due to the style change, the original style is available here if you want to keep the old look.

=the classic pack= (https://github.com/MShadowy/shadowyards-classic-pack/releases/download/1.0/classicPack_1.0.zip)

0.6.1 Changelog

Spoiler
  • Adjusted down most fighter base prices
    • Skinwalkers to 11,000 (from 18,000)
    • Neriads to 4,000 (from 10,000)
    • Kobold to 8,000 (from 15,000)
  • Removed (or rather changed purpose of) the small Blackcap Launcher
    • Fighter only weapon, fitted to Neriad and Skinwalker
    • Starts with 2 ammo; regenerates 1 shot every 15 seconds
  • Skinwalkers shrike launcher changed to fighter specific built-in; regenerates 1 shot every 45 seconds.
  • Fixed an oversight related to misreading the the tables that left the Raksasha and Kobold with lower OP than their vanilla equivalents
    • Raksahsa OP to to 28 (from 8)
    • Kobold OP to 12 (from 5)
  • Added the Skadi-class fleet carrier
    • Vaguely between the Astral and Legion while being more fragile than either
  • Added the Minos-class Cruiser
    • Exploration focused civilian ship
  • Shamash changes:
    • Ordnance Points increased to 40 (from 35)
    • Additional small energy mount added
    • ENERGY hardpoints on the arms changed to SYNERGY
    • Ship system changed from the Flak flares system to the Remote Engine Inhibitor System
  • Changed the Morningstars ship system, removing the drone and tweaking the stats
  • Morningstar L (formerly Civ) system changed to Plasma Jets
  • Civilian Modifications removed and replaced with League Refit
    • Reduced flux loss compared to CM
    • Cargo expansion removed
    • Armor and hull health improved
  • Added the Storm Blaster, a short range assault weapon for ENERGY mounts
    • It shoots a hail of small flak rounds at a very high rof, doing loads of frag damage
  • Created dummy files for the Pirates, Persean League, Independents and Scavengers so that they spawn with SRA ships or cobbled together pirate uglies
  • Expanded and revised faction description slightly
  • Changed civilian skins to be Persean League skins; League variants have more health and armor but worse flux stats, with much of their offensive equipment becoming BALLISTIC
  • Added Pirate Skins
    • Ships with these skins--Clade, Elysium, Shamash and Solidarity
    • Layouts are very different with most energy mounts stripped and replaced with BALLISTIC or COMPOSITE mounts
  • Added the Baseplate class Utralight Carrier
    • Converted Ashnan, basically little more than a flight deck in space
  • General graphical overhaul for sprites in the mod; overall style changed
    • Original style available as a seperate graphics pcack for those who want it
  • Added autofit variants
[close]

Hopefully you all enjoy the new release! E: Also just as a heads up, this will break saves.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1
Post by: Bastion.Systems on May 06, 2017, 09:34:09 AM
What a huge update, can't wait to see the new look in action!
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1
Post by: adimetro00 on May 06, 2017, 10:09:12 AM
I'm curious. What does the ships looks like after the update? That pics in the OP only shows the ships in old style. And they don't have the new ones.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1
Post by: Bastion.Systems on May 06, 2017, 10:15:55 AM
Holy ***, the pirate variations look epic.

Spoiler
(http://i.imgur.com/TRQ0iD8.png)
[close]
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1
Post by: Euripides on May 06, 2017, 11:54:43 AM
You can restore damaged Solidarity pirate ships (P versions) to remove d-mods at no cost (https://i.imgur.com/EGcfZDe.png)
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
Post by: MShadowy on May 06, 2017, 12:03:23 PM
... okayyy, that's weird.  I'll have to look into that.

Also, for immediate attention, here's a quick bugfix with 0.6.1a; this fixes a NPE that got past me with the Minos' ship system, so you should probably download it.

=download= (https://github.com/MShadowy/shadowyards/releases/download/0.6.1a/Shadowyards_0.6.1a.zip)
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
Post by: BlazeCalamity on May 06, 2017, 12:44:37 PM
why choose one skin when you can have BOTH!

[attachment deleted by admin]
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
Post by: XviZoR on May 06, 2017, 04:31:11 PM
Getting a crash about it not find the ms_morningstarCIV any solution to that? already tried removing it or throwing it around wildly :P
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
Post by: MShadowy on May 06, 2017, 05:32:30 PM
You'll probably want to try cleanly reinstalling the mod; a lot of the internal files in the mod got rearranged and renamed with the skin additions, so leftover bits of the old version will complain if they're still around.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
Post by: arwan on May 07, 2017, 12:41:18 AM
i have the same problem with the crash.

have tried deleting the mod and doing a new install. this allowed the game to start. but if i try to load a save using the mod it wont load instead telling me it relies on data from a mod not in use.

ultimately had to go back to the old version of the mod to continue my game.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
Post by: Bastion.Systems on May 07, 2017, 01:24:30 AM
I think now that Alex nerfed Atropos and Sabot the Shrike is starting to feel like a way too good of a deal. Huge range, huge speed, tracking, EMP,kinetic damage and you get 3 shots for only 5 OP.

I guess the actual damage and missile HP are not high so I might not be right on this.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
Post by: Dark.Revenant on May 07, 2017, 01:24:58 AM
Also just as a heads up, this will break saves.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
Post by: Jonlissla on May 07, 2017, 02:13:05 AM
The pirate themed ships are great, and a good addition to normal pirate fleets. Makes me want to see more pirate versions of modded ships.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
Post by: Bastion.Systems on May 07, 2017, 02:51:07 AM
Skadi is possibly the prettiest ship in all of existence.
(http://i.imgur.com/4H0n0JR.png)
 
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
Post by: AxleMC131 on May 07, 2017, 03:36:53 AM
Skadi is possibly the prettiest ship in all of existence.

*Drooling slightly*

I want that Skadi blown-up with a sweet background as a wallpaper. Now.  ;D
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
Post by: SCC on May 07, 2017, 04:37:12 AM
"What is good about SRA?"
"Well, Skadi is a big plus"
Jokes aside, it looks a bit like asari ships, but, like... Better. I also like that new paintjob blends a bit better with vanilla Starsector, and that it's scheme makes phase cruiser (I can't remember names of any ships from mods...) look like it's flying backwards. Space Archer, anyone?
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
Post by: XviZoR on May 07, 2017, 05:47:42 AM
Fixed it for myself, simply opened the ShipCSV in the same folder as the morningstarCiv (Data/Hulls ) and added the morningstar with the same stats as the two above ones, started just fine after that.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
Post by: Sy on May 07, 2017, 06:21:01 AM
Skadi is possibly the prettiest ship in all of existence.
jade-colored flight decks~ <3
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
Post by: Hussar on May 07, 2017, 06:27:11 AM
Personally Shadowyards became a lot more attractive as a mod now. I like the new colors better, plus a persean leauge refit instead of civil one is a really nice change. Now the "non shadowyards military" versions are actually valid and interesting choices.

It's especially true on Seski (I always loved Seski and Robberfly from BR)!

In short I like the changes - good job!
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
Post by: MShadowy on May 07, 2017, 07:09:00 AM
i have the same problem with the crash.

have tried deleting the mod and doing a new install. this allowed the game to start. but if i try to load a save using the mod it wont load instead telling me it relies on data from a mod not in use.

ultimately had to go back to the old version of the mod to continue my game.

Aheh, yeah this break saves, sorry; Starsectors save system remembers hull ids and the like; some significant changes to the internal file structure of the mod occurred, and so your save will fail to find parts of the save and give you a crash.

E:  And glad people seem to really like the updated look.  Woo!  Thanks all!
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
Post by: Sy on May 07, 2017, 08:01:40 AM
am i missing some special effect of the Polarizer weapon series? because they seem waaay underpowered compared to the vanilla Ion Weapons.

the small Polarizer does only twice as much EMP damage per shot as the Ion Cannon -- but Polarizer fires only 7.2 times per minute, while IC fires 120 times per minute, giving the latter over 15 times the EMP dps. and as if that wasn't enough for a weapon meant primarily to do EMP damage, Polarizer also requires twice the flux per sec, and doesn't have a real energy damage advantage either (6 times as much energy damage per shot, but only a third of the overall energy dps).

the only advantage of the Polarizer i can see is that is has 600 range compared to IC's 500, but that hardly seems worth such a massive discrepancy in effectiveness.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
Post by: MShadowy on May 07, 2017, 08:36:07 AM
The polarizers have an on hit effect which spawns secondary EMP strikes, 2 for the smaller and 6 for the larger, delivering 15% of the base EMP damage each strike (and an additional 20% of the base damage).  That being said, I'll take a look at their stats; they haven't been updated in a while, and it should probably be doing considerably more than twice as much emp damage per shot.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
Post by: Sy on May 07, 2017, 09:02:11 AM
okay. :]

another piece of balance feedback: i think Raksashas are too strong with their 2 Tusks, compared to Tridents with 2 of the much less damaging Atropos. 1 Tusk per fighter would probably be enough, or giving them a fighter-specific version that doesn't spawn as many warheads per torpedo.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
Post by: MShadowy on May 07, 2017, 10:24:25 AM
Hmmm, I'll give it a looksee.  It is probably a little too close to the Trident right now anyway.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
Post by: Phearlock on May 07, 2017, 11:23:32 AM
I think that's more the tridents and daggers being a bit underwhelming, 28OP seems alright for the Rakshasas considering they have to be fairly close to their target to deploy their torpedoes, giving them a fairly long round-trip time to rearm and re-attack compared to their atropos weilding vanilla friends and 10OP anni swarm Kopeshes.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
Post by: MShadowy on May 07, 2017, 12:00:18 PM
That's not actually intended to be the case, since it actually reduces their effectiveness a lot; I'm not entirely sure why it's so either, so I'm going to have todo some experimenting with it to see what's up.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
Post by: MShadowy on May 07, 2017, 01:39:33 PM
Alright, it looks like it was related to the STRIKE tag in the weapons hints.  The Torpedoes are now being fired at the correct range, with some variance with the bombers getting more aggressively close.

At this point I'll start considering the Raksasha's general loadout, and decide whether or not to change it.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1a
Post by: Burlap on May 07, 2017, 02:44:48 PM
Awesome, I'm excited to plug this in and start a second save game!
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.1
Post by: MShadowy on May 08, 2017, 09:02:26 PM
Shadowyards 0.6.1.1 Released; this is primarily just a balance pass and some bugfixing.

=download= (https://github.com/MShadowy/shadowyards/releases/download/0.6.1.1/Shadowyards_0.6.1.1.zip)

0.6.1.1 Changelog


The next release will probably be mainly focused on refining ship system AI's where necessary and updating the SRA's lore entries to bring up quality standards, remove obsolete references and generally clean things up and make them punchier.  Also (urgh) revisiting the generally archaic missions and fixing them up.

Afterwards there will lilely be a push to release another batch of weapons and some utility craft.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.1
Post by: Galwail on May 10, 2017, 03:14:14 PM
This mod is great! Thanks for all the hard work you've put into it.

I have to say I have underestimated Mimir's power in the past, but I have tried it this play-through and it is great. My new favorite capital. No more pesky frigates and destroyers kiting out of the way! That ship is a fast and deadly killer  ;D
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.1
Post by: Zenobious on May 10, 2017, 07:38:12 PM
I'm not entirely sure I like the new paint scheme. Conceptually, I think it's more interesting than the previous scheme, and I actually prefer the darker shades of green... but the striping seems to obscure the fine details of the hull beneath because it has a kind of dazzle-camouflage effect on it. The sections of the ships covered by the stripes feel like they are more of an undifferentiated mass of stuff, as opposed to previously where they stood out in contrast. It's by no means a deal breaker -- the ships are still gorgeous -- but it does make them stand out a bit less, especially in-game when zoomed all the way out.

The alternate piratical color scheme is wicked sick though. I would sell my soul to the Shadowyards for a pirate Mimir....  :D
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.1
Post by: MShadowy on May 11, 2017, 09:47:22 PM
Well, I guess I could fiddle with simplifying it maybe?  I dunno.  I'll take a look.  Regardless, I'm glad you guys seem to be having fun.

While I was unable to get any work in today, work is proceeding on (probably) the last 0.6.1.x version; while this was initially intended to just fix remaining oversights, balance problems and spiffing up descriptions, the Shamash is seeing further adjustment to make the standard version more fun.  More specifically it's main gun is being completely revised.

Well, more like has been revised and is waiting on me getting around to implementing its visual and audio effects.
https://www.youtube.com/watch?v=N__8i99aXzM (https://www.youtube.com/watch?v=N__8i99aXzM)

The Phase Energy Projector (which will like be getting a bit of a renaming as well) now is a bursty AoE thing; magazine size of 3 shots and rapid rate of fire but slow ammo regen.  It's AoE is quite large and the damage falloff is minimal... but explosions know no allies.

Don't get too close. (You can actually see me hit myself in this at about 1:10)

I also would like to do something to make the REIS a little more useable on the Elysium by tying it's aim to the Pandora, making it kinda like a coaxial gun.  Or something.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.1
Post by: Adraius on May 12, 2017, 08:46:34 AM
I also would like to do something to make the REIS a little more useable on the Elysium by tying it's aim to the Pandora, making it kinda like a coaxial gun.  Or something.

That'd be handy.  My brain always instinctively tried to use it that way, and I had to remind myself it didn't work like that.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.1
Post by: Bastion.Systems on May 12, 2017, 11:10:52 AM
Afterwards there will lilely be a push to release another batch of weapons and some utility craft.

Can't wait to see what you come up with.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.1
Post by: Sy on May 13, 2017, 07:45:37 AM
new PEP looks interesting!

the somewhat orange/brown AOE blast feels like it's HE though, imo. i think making it green in line with CEPCs or the green-ish white of Wavepulse Cannons would be more fitting for an SRA energy weapon.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.1
Post by: MShadowy on May 13, 2017, 09:21:52 AM
The effects in that video are just stand ins; I haven't even had a chance to get started on the actual effects yet, which are actually intended to be some kind of dimensional tear as the p-space bubble/mass returns home.

(https://i.imgur.com/3WD37y4.png)

This is a pretty early go over of the idea, with complementary Shantae.  It's changed somewhat since I drew this up (decided to ditch the shimmering effect, for one); I have a pretty good idea of how to handle the "explosion" effect but the pulsing/shrinking bullet thing is very likely going to need to be hand animated, which is gonna be a pain.

Also it'll need sound effects that kinda give that feeling; you know that feeling, when the terrifyingly thin walls of our reality are shattered, even if only for an instant, and the maddening vistas of what lays beyond are revealed.  And for just a moment, the Monsters from the IdP-Space can come through.

Wait, where was I going with this?

Anyway, should be pretty badass if I can get it all put together right.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.1
Post by: Sy on May 13, 2017, 10:06:22 AM
oh yeah, somehow i managed to miss the "waiting on me getting around to implementing its visual and audio effects" part.. my bad.

you know that feeling, when the terrifyingly thin walls of our reality are shattered, even if only for an instant, and the maddening vistas of what lays beyond are revealed.
beautiful. ^_^
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.1
Post by: Drone_Fragger on May 16, 2017, 09:06:48 AM
I feel like some of the fighters in SRA need a balance pass now that they're a ship "weapon" rather than their own separate ship. The Neriad fighter, in particular, seems absurdly good given it costs 4 OP and is capable of doing both kinetic and HE damage (I think) which makes it an excellent general purpose fighter.

Other than that, still an excellent mod, well done.

edit: Yeah, two wings of neriads can basically murder any number of smaller craft and pose a serious threats to cruisers given their damage types, adn they cost less than any other fighter in the game, OP wise. I'd maybe make their OP at least 10 if nothing else.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.1
Post by: MShadowy on May 16, 2017, 11:54:43 AM
I'll take a look at it--though as an aside, now that the Neriad no longer carries the Shrike it only does HE damage.

E: Three potential solutions occur; raise the Neriads OP cost as you suggested, reduce the DPS of the Neriads gun so it's less devastating or change the Damage type on the gun to Frag so it retains it's effectiveness in interception work but becomes significantly less viable for anti-ship work.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: MShadowy on May 21, 2017, 06:55:50 AM
Shadowyards 0.6.1.2 is now available!

(http://i.imgur.com/7hZO2HL.gif)

=download= (https://github.com/MShadowy/shadowyards/releases/download/0.6.1.2/Shadowyards_0.6.1.2.zip)

0.6.1.2 Changelog

Spoiler
   
  • Forgot to add built-in hullmods to the Minos; this has also been fixed
    • Added Survey Equipment, Salvage Gantry and a "Science Ship" hullmod which is a combination of High Res Sensors scan boost and Civilian Grade Hulls detection problem
  • Reduced flak explosion variance on Storm Blaster to 0.33 (from 0.75)
  • Revised Shamash's built weapon
    • Damage increased to 400 (from 350), Windup removed, cooldown reduced to 0.2 (from 0.8 ); Ammo capacity of 3, reload size of 3, reloads in 8 seconds, range reduced to 500 (from 600)
    • Now functions kinda like an Energy Bomb, possessing a sizeable AOE damage effect; applies damage indiscriminately to targets within radius
    • Yes, you too
  • Adjusted the REIS script so that, for the Elysium, it matches aim to the Pandora Array; additionally further improvements have been made to the REIS AI to make it less dumb
  • Increased the Seski's armor to 150 (from 100), increased shield width to 90 (from 60)
  • Increased Southpaws shield width to 120 (from 90), and Potnias-bis' and Threshers shield width to 160 (from 120)
  • Increased Potnia-bis flux capacity to 6000 (from 4500), reduced maintenance to 8/mo (from 9/mo)
  • Changes to the Skadi
    • Top speed increased to 55 (from 45) and overall maneuverability improved just to give her an area she has an edge in
    • Ships central medium weapon mounts have been changed to MISSILE (from ENERGY)
    • Variants gone over and updated
  • The Neriads main gun has had it's damage type changed to FRAGMENTATION
    • Additionally it's been switched to a 10 round burst from full auto, and had it's damage increased to 40 (from 25) to partly offset the damage type change
  • Finally got around to updating sim opponents
  • Revised descriptions for the most dated SRA ships and equipment to remove outdated references and generally make things make better sense
  • Pandora Type sensors now apply a flat 50% sensor strength boost across all ship classes.
  • Partially went over missions
  • Finally figured out what was wrong with the version file and fixed it
[close]

Hope you all enjoy the mod.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: erikem on May 21, 2017, 10:25:36 PM
Hi. With latest mod update I get "Ship hull variant [ms_elysiumCiv_Hull] not found!" when I try to load a save, which used previous mod version.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: AxleMC131 on May 21, 2017, 10:55:06 PM
Hi. With latest mod update I get "Ship hull variant [ms_elysiumCiv_Hull] not found!" when I try to load a save, which used previous mod version.

It probably means there's a variant for a ship that was removed for this latest version. Not sure what the easy fix is, beyond deleting the save. Depends on where the variant is being called from.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: Takion Kasukedo on May 22, 2017, 01:07:37 AM
Should usually be the data folder, search for the variant in the "sim_opponents.csv" if it's simulator related
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: MShadowy on May 22, 2017, 06:01:53 AM
Hi. With latest mod update I get "Ship hull variant [ms_elysiumCiv_Hull] not found!" when I try to load a save, which used previous mod version.

That's curious if you were updating from the latest prior release. What version were you upgrading from, if I may ask?
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: Ceebees on May 22, 2017, 11:11:31 AM
Have repeatedly killed my own Shamash with the phasegun already, 10/10 would accidentally selfdestruct again.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: Kwbr on May 22, 2017, 12:11:11 PM
I'm getting an error similar to the one Takion's getting except with the civ Seski
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: MShadowy on May 22, 2017, 01:15:55 PM
Again, what version have you upgraded from? Starting with 0.6.1 the "Civ" variants all got renamed and basically no longer exist, which broke save compatibility.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: Kwbr on May 22, 2017, 01:20:30 PM
Oh my bad, I must've missed the 6.1 update.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: MShadowy on May 22, 2017, 01:38:47 PM
No worries, and sorry bout the trouble.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: erikem on May 23, 2017, 08:42:11 AM
That's curious if you were updating from the latest prior release. What version were you upgrading from, if I may ask?
Changelog mentions 0.6.0.7.1 as the topmost version.

Any option for me to continue my save with latest mod updates?
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: MShadowy on May 23, 2017, 11:31:46 AM
Unfortunately save transfer hasn't been updated yet; you may have to wait until it's ready if you want to keep your current save going.  Alternatively you may opt to keep going with 0.6.7.1 (https://github.com/MShadowy/shadowyards/releases/download/0.6.0.7.1/Shadowyards_0.6.0.7.1.zip) until save transfer is ready or you've finished the playthrough.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: Bastion.Systems on May 27, 2017, 05:18:15 AM
There is a partially working version of save transfer posted in the mods thread, it transfers ships and skills but is funky with everything else.

I am not really a fan of the new SRA map colors, the bright blue is just confusing (looks a lot like Scy colors), as it does not appear in the SRA ship/station palette. Also I don't think it works well with the purple in the fleet border circle (+ the ratios are weird, 2 slices of blue in the back?).
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: Krelian on June 05, 2017, 02:20:54 PM
Any estimated eta for 1.8.1? Sorry, but this mod is mandatory for me to begin a new campaign  ::)
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: MShadowy on June 05, 2017, 02:29:17 PM
While I was intending to take my time and add a bit of new content and fix up a lot of the really old stuff (particularly the weapons sprites, most of which need to be completely redone), I'll probably put some time on to get a minor update in place and make sure it runs nicely with Nexerelin now that that's out; I'll have time to work on it on Wednesday, so it should probably come out then.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: Krelian on June 07, 2017, 07:25:55 AM
just wanted to give a random feedback: the CAS beam sound effect is the best sound in all of starsector and mods, really sounds powerful.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: cjuicy on June 07, 2017, 07:55:32 AM
just wanted to give a random feedback: the CAS beam sound effect is the best sound in all of Starsector and mods, really sounds powerful.
I agree. Its only rival is the Telum Autocannons from II. I try to have several ships have at least one just for that beautiful sound.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: Reh on June 15, 2017, 10:29:57 AM
How is the update process going? I can't play StarSector without my favourite faction. :)
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: Hazard on June 15, 2017, 10:43:38 AM
As far as I know, the current mod-version works just fine with SS 0.8.1.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: peperoni_playboy on June 15, 2017, 11:03:36 AM
it is, I've been playing with it on 0.8.1 with no problems. any 0.8 mods should work fine with 0.8.1
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: Reh on June 15, 2017, 11:10:59 AM
Thank you for letting me know guys. I'm off to get me some of those Mimirs then. :D
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: Lopunny Zen on June 16, 2017, 10:16:01 PM
wow the heavy fighters are terrible. They do nothing to other fighters at all. Also why are their small carriers so flimsy? They have the same flux gens but the slots are kinda bad and everything
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: Bastion.Systems on June 18, 2017, 02:10:37 AM
I think it would be cool if Solidarity(P) had shielded cargo holds just like the Mule(P).
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: ANGRYABOUTELVES on June 19, 2017, 05:10:54 PM
The reason some people keep complaining that the pirate SRA ships keep showing up so often is because, in an otherwise unmodded game, they are. The msp_potniaBis_FS and the ms_clade_P_FS have 10 weight each in the pirates.faction escortMedium role, and in a vanilla game there are NO ships in pirates.faction flagged to fill that role. So whenever the fleet generation code making a pirate fleet looks for a ship to fill the escortMedium role, in a vanilla game it falls back to a combatMedium ship. In a game with SRA only it'll always use a SRA ship. It doesn't matter how low you set the weights, those two ships will just keep showing up all the time unless they're removed from the escortMedium role.

Mods that add ships to the pirate escortMedium role will dilute the concentration of SRA ships in this role, so I think this is why different people have different perceptions of how common SRA pirate ships are; they actually are experiencing drastically different amounts of SRA pirate ships, depending on whether or not their mod setup includes mods which add ships to the pirates escortMedium role. For example, Underworld adds 8 Shark variants to the pirates.faction escortMedium role, with 1 weight each, and BRDY adds 2 silverfish and 2 zabrus variants, with 1 weight each. Dropping the two SRA ships in that role down to 1-3 weight each would bring the proportions in line with those two mods, but still won't help in the situation that someone is running a game with SRA as the only mod.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: Krelian on June 20, 2017, 03:04:37 PM
still no news? I really miss my CAS beams :(
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: ANGRYABOUTELVES on June 20, 2017, 03:05:54 PM
still no news? I really miss my CAS beams :(
The 0.8a update works fine in 0.8.1a. You could be using it right now.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: StarSchulz on June 20, 2017, 09:48:02 PM
The heavy fighters are the skinwalkers, right? they seem more anti-ship than anti-fighter, like the warthog. i think if you want to do anti-fighter stuff you might want to look at the trans-atmospheric or the 0 cost interceptor wing.




Otherwise, i'm finally getting around to learning how the Shadowyards ships and weapons work. loving them and their new engines!
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: StarSchulz on June 21, 2017, 08:05:06 PM
Spoiler
133184 [Thread-4] INFO  org.histidine.chatter.ChatterDataManager  - Assigning character freespace_human1 to officer Daw Pillai
133185 [Thread-4] INFO  org.histidine.chatter.ChatterDataManager  - Assigning character freespace_human2 to officer Kora Gurbal
134542 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalStateException: Zero length vector
java.lang.IllegalStateException: Zero length vector
   at org.lwjgl.util.vector.Vector.normalise(Vector.java:91)
   at data.shipsystems.scripts.MS_mimirSlideDrive.apply(MS_mimirSlideDrive.java:127)
   at com.fs.starfarer.combat.systems.OOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Tried to join a shadowyards fleet in battle, and got this. game crashed as soon as i hit continue, after join battle. now, for some odd reason when i loaded save and did the *exact* same thing, i didnt get an error, and the game let me in the fight without crashing. i tried another 10 times but couldn't get it to happen again. thought i'd leave it here in case you have any idea what it means.
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: dk1332 on June 21, 2017, 08:48:02 PM
Spoiler
133184 [Thread-4] INFO  org.histidine.chatter.ChatterDataManager  - Assigning character freespace_human1 to officer Daw Pillai
133185 [Thread-4] INFO  org.histidine.chatter.ChatterDataManager  - Assigning character freespace_human2 to officer Kora Gurbal
134542 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalStateException: Zero length vector
java.lang.IllegalStateException: Zero length vector
   at org.lwjgl.util.vector.Vector.normalise(Vector.java:91)
   at data.shipsystems.scripts.MS_mimirSlideDrive.apply(MS_mimirSlideDrive.java:127)
   at com.fs.starfarer.combat.systems.OOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Tried to join a shadowyards fleet in battle, and got this. game crashed as soon as i hit continue, after join battle. now, for some odd reason when i loaded save and did the *exact* same thing, i didnt get an error, and the game let me in the fight without crashing. i tried another 10 times but couldn't get it to happen again. thought i'd leave it here in case you have any idea what it means.

Judging from what I see in that log, the error is connected with the combat chatter mod. Maybe some sort of bug from that mod instead of this mod? (Then again its probably vice versa)
Title: Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: 00lewnor on June 26, 2017, 02:38:12 PM
I think I've found a bug: Kobold wings don't register as out of ordinance the way bombers, but do only when the carrier gives an engage order.

When ordered to regroup they behave fine, launching rockets until they run out then their icon goes dark, like a bomber, and then land on the carrier to re-arm however; when the carrier orders fighters to engage they continue to escort the carrier and launch rockets (not moving towards the target, intentional?) but when they run out, their icon remains illuminated and they continue to escort the carrier until the order is switched to regroup whereupon their icon blacks out and they land to re-arm.
Title: Re: (0.8.1a) Shadowyards Reconstruction Authority 0.6.2
Post by: MShadowy on June 28, 2017, 10:04:24 PM
Blerf, alright tired but 0.6.2 is ready.

=download= (https://github.com/MShadowy/shadowyards/releases/download/0.6.2/Shadowyards_0.6.2.zip)

0.6.2 Changelog


Enjoy, mehopes.
Title: Re: (0.8.1a) Shadowyards Reconstruction Authority 0.6.2
Post by: Zenobious on June 28, 2017, 11:08:16 PM
  • Added Vardr-class battleship
I immediately started a new game to give this thing a spin and.... it's showing up as a cruiser in-game, with cruiser costs for hullmods and whatnot. Looks like the hullsize entry in its .ship file is wrong?

Looks beautiful though. Nice to see a shadowyards ship that's more capable of brawling. Beam sweep effects are appreciated too!
Title: Re: (0.8.1a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: 00lewnor on June 29, 2017, 06:47:48 AM
The Murti? beam (the medium one) doesn't sweep, instead it flickers between the two maximum points. I asume its supposed to mimic the Deva beam?
Title: Re: (0.8.1a) Shadowyards Reconstruction Authority 0.6.1.2
Post by: MShadowy on June 29, 2017, 07:17:14 AM
Yeah, there was a typo that eluded me in my tired haze last night; oops. I'll have a fix up shortly.
Title: Re: (0.8.1a) Shadowyards Reconstruction Authority 0.6.1.2a
Post by: MShadowy on June 29, 2017, 09:49:54 AM
Alright, hotfix up!

=download= (https://github.com/MShadowy/shadowyards/releases/download/0.6.2a/Shadowyards_0.6.2a.zip)

For those of you who already have it and don't want to have to redownload the entire thing again:

=just the jar file= (https://github.com/MShadowy/shadowyards/releases/download/0.6.2a/sra_jar_0.6.2a.zip)

0.6.2a Changelog
   

Derp.
Title: Re: (0.8.1a) Shadowyards Reconstruction Authority 0.6.1.2a
Post by: Hazard on June 29, 2017, 12:09:17 PM
Looks like CEPC still has a green hit effect, despite the new projectile color.
Title: Re: (0.8.1a) Shadowyards Reconstruction Authority 0.6.1.2a
Post by: Kwbr on June 29, 2017, 05:52:03 PM
Vardr's system description has a typo, says 'boots' instead of boosts

also, ignore this if its intentional but the standard elysium seems a bit oddly colored.
(http://puu.sh/wxJ8R/93ca25b9f2.jpg)
Title: Re: (0.8.1a) Shadowyards Reconstruction Authority 0.6.1.2a
Post by: Bastion.Systems on June 30, 2017, 01:37:11 AM
I kind of liked the last patch colors more, might mod them in myself. But the new ship/weapons look real nice.

Still, rip old Hammerhead.  :'( Could you maybe add it back in as a flightdeckless variant?
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2b
Post by: MShadowy on July 05, 2017, 07:40:20 AM
Alright, Shadowyards 0.6.2b is now ready for release; this is just a balance pass to try and deal with the minor problem of Shadowyards being perhaps a bit too well balanced (or something.) Some of these changes are somewhat experimental and may be reverted; they will be marked with TEST in the changelog.

=download= (https://github.com/MShadowy/shadowyards/releases/download/0.6.2b/Shadowyards_0.6.2b.zip)

0.6.2b Changelog


Let me know how well this works out.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2b
Post by: Bastion.Systems on July 06, 2017, 07:36:17 AM
The fighter changes look interesting, I admit I usually switched SRA fighters for higher-end base game stuff.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: MShadowy on July 12, 2017, 02:46:44 PM
Alright, haven't received any feedback about the balance changes, so I guess it's fine? Anyway, here's some more stuff.

=download= (https://github.com/MShadowy/shadowyards/releases/download/0.6.2c/Shadowyards_0.6.2c.zip)

(http://i.imgur.com/SH8Xuj1.gif)

0.6.2c Changelog

    
Hopefully I can get some more content set up for the next release, though we'll see if any other serious issues come up with the tournament.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: Gul Dukat on July 13, 2017, 06:14:57 AM
This is my first forum post, please don't hurt me.
I've been a long time fan of Shadowyards and I'm loving most of the recent changes made, the only real issue I have is the Deva and Murti and this is usually the case of my other vessels flying directly into my line of fire and being mowed down by the beam. The only way I can think of to counteract this is to make it so if you release the mouse the beam dissipates, perhaps not all at once but enough to reduce the risk of friendly fire.

Oh and keep up with making some of the best designed ships in the sector.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: peperoni_playboy on July 14, 2017, 08:56:20 AM
overall, I think balance is in a good place but there's just one thing I think could stand to be changed: the deva and murti HE beams. since you've changed them from a simple straight beam to a slashing motion, their usability has been impacted in my opinion. they're much harder to use against anything smaller than a cruiser, and even then their damage is dispersed against the entire profile of an enemy ship (potentially wasted damage) instead of focusing it on a single location for maximized damage.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: Bastion.Systems on July 15, 2017, 01:22:11 AM
The beam now can't usually damage the hull under armor. The sweep gives the enemy far more time to raise the shields, now usually I can only get the fraction of the potential damage in before the shields are raised.
Making the weapon overall very situational and closer to the Scatter CEPC in use.

BTW the "fireworks cannon" is AWESOME ;D
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: MShadowy on July 15, 2017, 10:56:18 AM
Hmmm... while I'd rather not drop the sweep effect, it sounds like some adjustments are in order at the very least. I'll try cutting the total sweep arc by about half, which should both give ships less time to raise their shields/result in less friendly fire and concentrate the damage a bit more.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: Schwartz on July 15, 2017, 01:28:53 PM
Two things about the Shamash:

It will seldom engage. Do an autopilot run in the sim and see what it does. It seems it properly phases around to aim at the enemy's tail, but then most of the time simply stays phased while it gains too much distance to use its weapons - then vents.

Also, when it happens to do an aggressive decloak, it often destroys itself with its own Phasegun AOE.

These two might be symptoms of the same problem. The ship AI doesn't seem to be comfortable with its built-in weapon.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: Midnight Kitsune on July 15, 2017, 09:25:41 PM
Hmmm... while I'd rather not drop the sweep effect, it sounds like some adjustments are in order at the very least. I'll try cutting the total sweep arc by about half, which should both give ships less time to raise their shields/result in less friendly fire and concentrate the damage a bit more.
Having the weapon pips show where the beams start would be great.
Another idea would be to do the reverse: Start out as a single beam that spreads out. Easier to aim and you can still do decent damage but it still spreads out the damage
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: King Alfonzo on July 15, 2017, 10:08:22 PM
Also, when it happens to do an aggressive decloak, it often destroys itself with its own Phasegun AOE.

This has more to do with the crippled sensors d-mod. Any shamash that has that ends up blowing themselves up, as they're anyways too close to the enemy.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: Schwartz on July 16, 2017, 03:51:06 AM
I was given one as a starting frigate when I started a new game, so no d-mods there. It uses the Overload layout (the one with two Polarizers and a CEPC) but I've noticed the same thing happen with different guns.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: Sy on July 16, 2017, 10:15:43 AM
Having the weapon pips show where the beams start would be great.
Another idea would be to do the reverse: Start out as a single beam that spreads out. Easier to aim and you can still do decent damage but it still spreads out the damage
i think having the beams cross each other looks a lot cooler, but i agree it would be nice to have some kind of indicator of where they start.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: Sy on July 20, 2017, 10:27:29 AM
two short pieces of feedback:

1) Neriads seem to be barely firing their gun at other fighters at all (tested vs Broadswords), making them pretty useless as interceptors. i think that has two reasons: their extremely narrow firing arc means they can't really lead targets without turning the whole fighter with pinpoint accuracy, and their unwillingness to drop shields to dissipate hard flux means they'll just become unable to use the gun once they're close to max flux.

i gave them a good firing arc (60° for testing, but 30 or so would probably be enough) and the flux-free weapons hullmod that all shielded vanilla fighters have, and they work quite well now, about as well as i would expect from a 4 OP interceptor.

2) i LOVE the new Shamash! i'm scared about letting the AI handle it due to the potential to kill itself through its own AOE, but it's super fun to pilot myself. very effective when used correctly and when the right opportunities present themselves, but still reliant on allies to distract larger targets, and quickly shut down when i'm getting too careless.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: atreg on July 21, 2017, 12:52:43 AM
This is my first time posting, so sorry if any of this is already known, but:
1. The 2 OP, reloading version of the Blackcap Rotary Launcher is available for purchase, despite being a fighter only weapon. The game won't let you equip or purchase it from the Refit screen though.
2. Berins Stash is still appearing in Anar. It won't show up in the system preview or the planets list, and you can't do anything besides leave once you land there.

Also, I'm having a hard time getting the Vardr to use Wavepulse Cannons properly. Since the AI refuses to put them on autofire, the only way I can get it to fire those and its built-in CEPCs at the same time is to put them in the same weapon group. This usually ends up with it firing its built-ins at empty space though.

(http://i.imgur.com/lEvrBid.png)
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: Bastion.Systems on July 22, 2017, 03:35:42 AM
Just a quick remark: Scatter CEPC needs to be far, far more flux efficient to justify itself as it has:

More feedback:





Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: Ithoqua on September 02, 2017, 03:14:32 PM
First, let me say I like the style of the ships and the fact that they're shield centric defensively. I've found a couple of things, one was definitely a bug and the other might be an oversight or might be intentional, I'm not sure.

First thing I noticed is that the Skadi is the only military ship variant that has a shield that does NOT have the Harmonic Shield Conduits built in hull mod.

The second thing is a bug in the AI for the RETRO drive. I noticed this in the Clade. If you install shield bypass and let AI pilot it crashes with a pretty obvious error. I fixed the script in my version which I'll share. You were trying to check if the shield was on or off without checking if the ship had a shield in the first place. This is how I fixed it in my copy;

boolean shield_on = false;
if (ship.getShield() != null) shield_on = ship.getShield().isOn();
if (!nearbyThreats.isEmpty() && shield_on && fluxer.getCurrFlux() >= fluxer.getMaxFlux() * 0.8f && incoming >= fluxer.getMaxFlux() * 0.2f || !nearbyThreats.isEmpty() && !shield_on && incoming >= (ship.getHitpoints() * 0.25f ) || ship.getAIFlags().hasFlag(ShipwideAIFlags.AIFlags.RUN_QUICKLY) &&  !AIUtils.getNearbyEnemies(ship, RANGE_TO_CHECK).isEmpty() && clear == true)
{
    shouldUseSystem = true;
}

I'm sure you could solve this issue in other ways. This is just one suggestion.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: TheSpruceMoose on September 24, 2017, 01:16:33 AM
As a new convert to Star Sector, thank you, MShadowy, for an awesome mod. It's one of my definite favs, along with Dassault-Mikoyan. Faction plays very differently, has unique feeling ships and weapons, and is fairly balanced compared to vanilla factions.

Can we get a big round of applause for the Mimir? I just stuff it with vents and a flux dissipator, drop in a tachyon lance and two Uhlan siege lasers, and an integrated targeting unit and go shieldless while my flux blows up to maximum. It's fun trying to manage the insane flux buildup, but you can destroy enemies at range, find a break to vent, then either Nidhoggr lance some fool, overloading him for your fleet, or lock drive forward to catch a frigate or destroyer unawares. I think it's one of my favorite capital ships to fly.

Narwhal Torpedo Launchers are also pretty damn nice. Not quite the knockout punch of a Reaper, but versatile for taking out both small ships and putting the hurt on larger ones.

In my current playthrough I'm Dassault-Mikoyan allied with Shadowyards. I play the Mimir against heavy capital fleets, then switch to Kormoran or Snow Goose for chasing. The Mimir's actually pretty good at catching runners though.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: Snrasha on September 28, 2017, 11:28:27 PM
I think this is a good idea to put the Lambent the civilian hullmod. Some mod have hullmod who reduce per two the maintenance supply  but have the same bad effect than safety override, the hullmod cannot be install on civilian ship.  This is the Skeleton Crew of ship/weapon pack.

Thank you.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: Harmful Mechanic on September 30, 2017, 03:40:13 PM
I was just poking around in the files a bit, and noticed the Storm Blaster had the PD_ALSO tag without PD, which means it won't operate as PD at all (you need both tags).
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: MShadowy on October 02, 2017, 04:15:37 PM
Aight, I'll have to fix that oversight with the Storm Blaster and the Clade retro drive AI bug. Oops.

As for the Lambent getting the civilian hull mod, I'd probably drop it's fuel capacity instead if it came down to it. The Lambent is a replenishment craft (https://en.wikipedia.org/wiki/Replenishment_oiler), so it's a naval auxiliary craft meant to operate in support of combat units.

Also, thanks Spruce =)
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: Delta7 on December 05, 2017, 08:07:43 PM
For some reason that I cannot fathom, making any edits to the weapon data file in your mod causes my game to crash. This bugs (heh) me since I am quite fond of switching around damage types, ammunition count, ect. for ship systems, weapons, ect. in both the vanilla game and various mods i have downloaded.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: AxleMC131 on December 05, 2017, 08:34:27 PM
For some reason that I cannot fathom, making any edits to the weapon data file in your mod causes my game to crash. This bugs (heh) me since I am quite fond of switching around damage types, ammunition count, ect. for ship systems, weapons, ect. in both the vanilla game and various mods i have downloaded.

Might be something to do with what program you're using to edit files and how you're doing it. Certain programs automatically adjust CSV files and such when you save through them, thereby causing them to become unreadable by the game.

What have you been using to edit CSV files?
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: Delta7 on December 06, 2017, 02:10:56 PM
notepad :P
not even notepad++, just notepad. and it works fine with all of the other mods.

edit: actually, that might be the case... i tried making an edit, undoing that edit so it's identical to the original and saving it anyways... game crash. what program should i try?
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: MajorTheRed on December 06, 2017, 02:24:48 PM
So far I use WordPad for modding and get no problem.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: Delta7 on December 06, 2017, 03:47:01 PM
Actually I downloaded notepad++ (haven't had it since my last computer) and it works just fine. Anyways, thanks for the help, much appreciated.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
Post by: AxleMC131 on December 06, 2017, 08:51:03 PM
@Delta7 I'd strongly recommend you use a proper spreadsheet program, like Excel or LibreOffice. Seriously, once you look at a CSV file in one of those you'll be wondering how you ever managed to not bleed from your ears trying to fiddle with them in a plain text editor.  8)
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.3
Post by: MShadowy on December 09, 2017, 04:10:49 PM
Okie dokie, Shadowyards 0.6.3 is ready for release; this time we've added the Minarette-class missile destroyer.

(https://i.imgur.com/hUSgrJi.png)
So many missiles!

=download 0.6.3= (https://github.com/MShadowy/shadowyards/releases/download/0.6.3/Shadowyards_0.6.3.zip)

We also have a pretty decent number of fixes and (thanks to MesoTroniks help) have substantially filled out the SRA's roster of sound effects. The full changelog is below.

0.6.3 Changelog


Thank you all for your patience, and I hope you like the release.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.3
Post by: Bastion.Systems on December 11, 2017, 08:49:55 AM
Honestly, the tournament is like Christmas for SS modding.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.3a
Post by: MShadowy on December 11, 2017, 07:40:22 PM
Indeed. And on that note!

A quick bugfix update with some bonus graphics fixins is ready! Shadowyards 0.6.3a is now available.

=Download 0.6.3a= (https://github.com/MShadowy/shadowyards/releases/download/0.6.3a/Shadowyards_0.6.3a.zip)

0.6.3a Changelog


Enjoy!
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.3a
Post by: A Random Jolteon on December 12, 2017, 07:27:55 AM
       
  • How the hell did I manage this?
[/li][/list]
Brute force and stubbornness? ;) Thx for the update. Downloading it now.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.3a
Post by: MShadowy on December 12, 2017, 10:29:50 AM
Brute force and stubbornness? ;) Thx for the update. Downloading it now.

It was more a question of how did I make them so bad initially, haha.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.3a
Post by: A Random Jolteon on December 13, 2017, 09:55:08 AM
Brute force and stubbornness? ;) Thx for the update. Downloading it now.

It was more a question of how did I make them so bad initially, haha.
Uh...lack of sleep + laziness? (CEPC BULLET SPAM IS AWESOME)
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.3a
Post by: 00lewnor on December 30, 2017, 01:02:18 AM
Not sure if this is intentional or not but the Shadowyards phase ships have different built in hull mods to vanilla ships; they all share the delicate machinery hull mod that speeds up CR degradation after peak time but vanilla ships have the phase field hull mod that negates sensor profile which Shadowyard ships don't have and Shadowyard ships have the high maintenance mod (increased monthly supply cost) that vanilla ships don't.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.3a
Post by: Delta7 on December 31, 2017, 03:14:27 PM
Curious, how can I make a specific weapon fighter exclusive, or undo the fighter exclusivity, as well as causing that weapon to spawn for sale at markets?
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.3a
Post by: AxleMC131 on December 31, 2017, 03:42:05 PM
Curious, how can I make a specific weapon fighter exclusive, or undo the fighter exclusivity, as well as causing that weapon to spawn for sale at markets?

Add the "SYSTEM" tag in the csv file. That'll stop it being accessed by the player in refit screen, and also stop it spawning in markets, but if you've got it equipped on a fighter they can still use it.

Same thing with built-in weapons for ships, though in that case you tend to also want the "SHOW_IN_CODEX" tag, as by default SYSTEM weapons won't appear in the codex.

As for "how to undo fighter exclusivity", just remove the SYSTEM tag again.



In general, mods with a weapon available both on ships in one form and fighters in another form will have two instances of the weapon (say "weapon" and "weapon_fighter"), one of which will be the usual weapon and the other will possibly have adjusted stats and the SYSTEM tag.

For reference, check the Swarmer SRM Launcher and fighter-variant in the stock game files.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4
Post by: MShadowy on January 07, 2018, 04:23:33 PM
Shadowyards 0.6.4 is now ready for release! This one adds quite a bit, maybe it could have jumped up more versions, haha.

(https://i.imgur.com/V1J0emR.gif)
=download Shadowyards 0.6.4= (https://github.com/MShadowy/shadowyards/releases/download/0.6.4/Shadowyards_0.6.4.zip)

(https://i.imgur.com/vxcuxQv.gif)
The new style Polarizers and the Shikome in action

0.6.4 Changelog
   

Have fun, all!
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4
Post by: Bastion.Systems on January 09, 2018, 09:33:38 AM
Aww Yiss, a new phase ship!
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4a
Post by: MShadowy on January 13, 2018, 07:21:10 AM
Just a quick bugfix release, Shadowyards 0.6.4a is ready for download!

=download= (https://github.com/MShadowy/shadowyards/releases/download/0.6.4a/Shadowyards_0.6.4a.zip)

0.6.4a Changelog


Edit: A showstopper CTD slipped past me; the release has been reuploaded with this fixed. If you've downloaded the mod before this edit you should probably download it again.

Edit Again: I guess there may be some weird edge case null error that can happen against the Templar IBB; I don't have time to fix it now so if it comes up you'll have to disable the plugins in /data/config/settings.json; the plugins to disable would be "SmallEMPFlak" and "HeavyEMPFlak"
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4a
Post by: ANGRYABOUTELVES on January 15, 2018, 01:22:37 PM
I love the new Polarizer so much that I use it for PD on every single ship with small energy slots. I put it on Shadowyards ships, DME ships, vanilla ships, Diable ships, basically everything that can mount it. I love it mainly because it's an AoE PD weapon in a small energy slot, but also because it role-compresses EMP assault and PD capabilities. And that is also why I think it's still very overpowered post-nerf. No other weapon in the game does either of these, and the Polarizer does both.

One of low-tech's major strengths is their powerful AoE PD weapons. The medium ballistic Flak and Dual Flak are some of the most powerful PD weapons in the vanilla game, second only to the Devastator, and remain among the best PD weaponry even in a heavily modded game. They tear through missiles and lightly protected fighters alike, offering low-tech ships a way to combat missile and fighter spam. High-tech PD is, in contrast, more easily overwhelmed by numbers but better able to remove relatively hard targets. Burst PD's titular burst punches through armor surprisingly well, being able to quickly defeat fighter-grade and even frigate-grade(!) armor, as well as being able to easily remove high-HP missiles such as Reapers.

As a thought experiment, imagine switching the characteristics of high-tech(energy) and low-tech(ballistic) PD. Low-tech would become very vulnerable to being worn down by missile and fighter spam, as they cannot depend on their low-efficiency low-angle shields and armor does not regenerate. An Onslaught that isn't wrapped in Dual Flak is just bait for Claws, Daggers, Harpoons and Reapers. High-tech, on the other hand, would have a dual-layered defense; not only are their wide-angle high-efficiency shields able to absorb lots of HE missiles from many angles, they would boast the ability to shoot down waves of missiles before they ever touch the shields. High-tech flux stats can also more easily accommodate the increased constant flux generation of Flak-style PD, and would not suffer from the soft-flux locking that can occur when heavily pressuring low-tech PD. Fighters that used to be able to pressure high-tech ships through numbers and PD-distractions, like the Broadsword or Talon, are easily shot down by Flak-style PD and thus no longer threaten high-tech ships.

The latter half of this thought experiment is what I have found the Polarizer to do. It takes one of low-tech's important strengths, and allows high-tech to use it to cover one of high-tech's important weaknesses. The concept itself is not unsalvageably unbalanced, but the Polarizer's numbers would have to be poor in order to cover for that very powerful conceptual strength. The Polarizer's numbers are not poor; in fact, they're exceedingly high for a small energy PD weapon. On top of that, the Polarizer also functions very well as an EMP assault weapon.

The Polarizer fires 80 times a minute, and deals 50 Energy and 400 EMP. This is a total of 533.33 EMP DPS and 66.66 Energy DPS. IIRC the amount of EMP damage you need to neuter a missile is the same as it's HP, so a Polarizer is slightly better than a Vulcan for single-target missile removal. Let me repeat that: the Polarizer, a small energy weapon, is slightly better than the Vulcan, the gold standard for small ballistic PD, for single target missile removal. The Polarizer also has significantly more range than the Vulcan, as well as dealing AoE damage.

The Dual Flak deals 450 Frag DPS at 150 damage a shot, dealing full damage within a 15 radius AoE and reduced damage out to a 30 range AoE. The Polarizer deals 533 EMP DPS at 400 damage a shot and has a 25 AoE radius, dealing full damage with 18 radius. That's almost the same. The Polarizer also has 100 more range than the Dual Flak. The Polarizer is about as powerful a PD weapon as the Dual Flak, perhaps more powerful; the Dual Flak is a medium ballistic weapon that costs 12 OP and uses 152 flux/second, the Polarizer is a small energy weapon that costs 6 OP and uses 90 flux/second.

The single downside is that the Polarizer is prone to overkill. It will keep firing at a missile that is EMP'd out until the missile is destroyed by the energy damage. The weapon's AoE and large per-shot damage makes this less of a downside than you'd think; unless missiles are incoming from multiple angles at the same time, a single Polarizer will generally be able to get them all thanks to the AoE.

For comparison, the vanilla standard for small energy PD is around 75 single-target DPS with varying levels of flux efficiency; PD lasers deal 75 DPS, LRPD deals 50 DPS but has much better range, Burst PD deals 214 burst DPS but 64 sustained DPS in chunks of 128 per-shot damage. This very low DPS compared to ballistic PD is because high-tech shields are so much more efficient than low-tech shields; high-tech doesn't need to stop nearly as many missiles with PD because the shields can easily take the hit.

Dealing with fighters, however, is where the Polarizer really begins to shine. Being a mostly EMP weapon, it does not quickly destroy fighters. It does flame out their engines and send them spinning, rendered completely harmless. A flamed out fighter is effectively dead; either it'll be destroyed by shots it can no longer dodge, or it'll just be completely useless until its engines get fixed. Most importantly, EMP damage does not care about armor or hull, only shields. All unshielded fighters, be they as bulky as a Warthog or as fragile as a Talon, are equally vulnerable to the Polarizer. Extremely bulky fighters can be EMP'd out for very long periods of time while the Polarizer works away at their hull; they're dead as soon as the first shot hits, but the refit time is effectively extended by as long as it takes the Polarizer's pitiful 50 DPS to actually destroy them.

On top of being an extremely good PD weapon, the Polarizer has enough range and EMP DPS to function as an EMP assault weapon. 533 DPS isn't the Ion Cannon's 800, but it's still quite good, and given that you can replace all your PD with it you're likely to have more Polarizers than you would Ion Cannons. The choice between 1 Ion Cannon + 1 Burst PD or 2 Polarizers isn't really that much of a choice.

What all this means in practice is that Polarizers go in every small energy turret on every ship. The stock pulse laser Wolf has 2 PD lasers and 1 Ion Cannon in the smalls, all those get replaced with Polarizers. Medusas and Auroras get wrapped in 5 Polarizers, one in every small turret. You can replace every single PD weapon and Ion Cannon on every single variant with a Polarizer and it'll immediately preform better. Why wouldn't you put them on everything? Try wrapping a Vardr in Polarizers. Between the shield and the dozen Dual Flak's worth of PD, missiles and fighters might as well not exist.

If the Polarizer is to remain as a PD weapon, it needs to lose most of its damage, range, or AoE. If it keeps the damage and the range, it can't have appreciable AoE because then it's a Dual Flak in a small slot. If it keeps the range and the AoE, it has to have anti-missile DPS closer to vanilla energy PD; so maybe 25 energy and 75 EMP per shot. If it keeps the AoE and the damage, it has to go down to about 250 range so it can't be used as an assault weapon outside of SO ships. Or, it could lose the PD aspect by default and require IPDAI to shoot at missiles; it'd still very much be worth using.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4a
Post by: Dark.Revenant on January 15, 2018, 02:28:08 PM
I think it can be balanced out by having a short charge-up and long cooldown.  Like 20 RPM.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4a
Post by: Delta7 on January 15, 2018, 08:44:02 PM
A general DPM nerf, both to fire rate and damage output would help to balance this weapon while still retaining it's new intended role as a hybrid EMP assault and point defense weapon.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4a
Post by: DrakonST on January 20, 2018, 10:52:43 AM
Spoiler
40351575 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lwjgl.util.vector.Vector2f.sub(Vector2f.java:210)
   at com.fs.starfarer.combat.systems.EmpArcEntity.<init>(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnEmpArc(Unknown Source)
   at data.scripts.plugins.MS_EMPFlakSmall.flakEMPExplode(MS_EMPFlakSmall.java:217)
   at data.scripts.plugins.MS_EMPFlakSmall.advance(MS_EMPFlakSmall.java:372)
   at com.fs.starfarer.title.ooOO.K$Oo.super(Unknown Source)
   at com.fs.starfarer.combat.A.new.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I think "MS_EMPFlakSmall" it is the gun "Polarizer" from yours mod. In fight against "Knight Templars" after her shots a game has crash.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4a
Post by: AxleMC131 on January 20, 2018, 11:52:39 AM
@DrakonST it's a known bug with the new Polarizer scripting, when used against (or with?) the Knights Templar.

... But I thought Shadow fixed that in the latest patch?  ??? Make sure you're using the latest version of the mod (0.6.4a)
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4a
Post by: DrakonST on January 20, 2018, 11:58:49 AM
@DrakonST it's a known bug with the new Polarizer scripting, when used against (or with?) the Knights Templar.

... But I thought Shadow fixed that in the latest patch?  ??? Make sure you're using the latest version of the mod (0.6.4a)
I don't trust. The bug is alive. He is alive! Somebody please, kill him! I have lost because of it more than 5 hours of a game!  :P
Spoiler
(https://i.imgur.com/3fDVYUi.png)
[close]

Ah... I didn't see updating about plugins...
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4a
Post by: MShadowy on January 20, 2018, 11:07:04 PM
Well, the original bug was resolved, only for a new and more sinister bug to replace it. This has probably been resolved by now in the source; there appears to have been some kind of weird interaction between the EMP flak bursting and the Priwen Burst Shield going off that caused the emp lightning part of the script to aim at null Vector2fs. I put in a null check that should prevent it from occurring in the future.

Unfortunately I'm completely exhausted so it'll have to be posted in the morning.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4b
Post by: MShadowy on January 21, 2018, 08:46:03 AM
Alright, the bugs are finally squashed so Shadowyards 0.6.4b is ready to download.

=download= (https://github.com/MShadowy/shadowyards/releases/download/0.6.4b/Shadowyards_0.6.4b.zip)

0.6.4b Changelog


Cheers!

Edit: Okay, had to do a version update to fix a messed up variant (I accidentally used the wrong Thunder wing for the Morningstar L Overload); you may want to redownload it if you got it before this edit and don't have Arsenal Expansion active.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4b
Post by: ValkyriaL on January 22, 2018, 05:25:59 PM
Looking good! :)
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4b
Post by: Blothorn on February 12, 2018, 09:37:55 PM
Another balance nitpick: the Sargasso is essentially a better, cheaper Condor--both have a maintenance cost of 8, but the Sargasso has a deployment cost of 8 rather than 10, and 1.45 fuel use rather than 2. Meanwhile, I think the Sargasso is far more dangerous: 80 OP vs. 45 is huge for fitting expensive drones and hull mods, and 70 vs. 45 top speed gives the Sargasso much greater tactical flexibility. The Sargasso is substantially more fragile, but I find that rarely matters for a carrier--neither is really suited for close engagement, and I think the Sargasso's superior speed and shield more than compensate.

I do not think the ship itself is OP (although 80 OP is a lot for a fast carrier)--I think it is no better than the Drover, and worse in several respects. However, its cost of 8 should put it in the bottom-tier of destroyers, and I think its capabilities put it near the top. I would argue for either bumping its costs up to ~11, severely reducing its capabilities (if leaving both fighter bays untouched, something like dropping it down to 40-50 OP and downgrading the medium mount), or some compromise between the two.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4b
Post by: Harmful Mechanic on February 13, 2018, 07:56:26 AM
I actually agree with the new guy here: Sargassos are amazing, and should be balanced closer to the Drover than the Condor. Given how much fun the current version is, bumping costs up to something more like the Drover is probably the easiest fix.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4b
Post by: Kwbr on February 17, 2018, 05:07:21 PM
is the Enlil(L) you can start with using randomized starting ships in nexerelin meant to have a railgun on one of its synergy mounts? dunno if that's actually something controlled by this mod but it seemed a little odd when i first saw it :P
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
Post by: MShadowy on May 02, 2018, 02:47:51 PM
After a pretty sizeable delay, Shadowyards version 0.7 is now ready for download.

(https://i.imgur.com/wPkFEWl.png)
=download= (https://github.com/MShadowy/shadowyards/releases/download/0.7/Shadowyards_0.7.zip)

Added this release are the Delphi-class cruiser and Semele tanker, as well as a number of balance tweaks. It's about time I hit 0.7, eh?

0.7 Changelog


Enjoy!
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
Post by: JDCollie on May 02, 2018, 08:31:08 PM
After a pretty sizeable delay, Shadowyards version 0.7 is now ready for download.

My favorite faction gets an update? Joyous day!
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
Post by: Bastion.Systems on May 03, 2018, 06:25:02 AM
Sweet Space Jesus be praised
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
Post by: Regularity on May 22, 2018, 09:29:35 AM
So, I'm playing with SRA (with the AI improvement mod, note sure if it matters) but once thing I've noticed is a bug where Wraith Drone Fighters will simply circle a target without firing. Looking at the code, I suspect the issue is the very tiny 0/5 degree firing arc on its forward cannon, meaning it can't actually aim its guns at objects it's circling. Or even objects slightly off-center.

Could you maybe consider expanding their firing arcs a bit more so they won't get stuck like that?
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
Post by: Midnight Kitsune on May 22, 2018, 11:17:02 AM
So, I'm playing with SRA (with the AI improvement mod, note sure if it matters) but once thing I've noticed is a bug where Wraith Drone Fighters will simply circle a target without firing. Looking at the code, I suspect the issue is the very tiny 0/5 degree firing arc on its forward cannon, meaning it can't actually aim its guns at objects it's circling. Or even objects slightly off-center.

Could you maybe consider expanding their firing arcs a bit more so they won't get stuck like that?
What AI mod and by whom if I may ask?
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
Post by: Snrasha on May 22, 2018, 11:26:12 AM
You can join the unofficial discord server where we can help you quickly
http://fractalsoftworks.com/forum/index.php?topic=11488.0
And to help you: AI Overhaul by Xenoargh is incompatible with many mods. If you want to use it, use it on vanilla game.

Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
Post by: MShadowy on May 22, 2018, 11:36:19 AM
So, I'm playing with SRA (with the AI improvement mod, note sure if it matters) but once thing I've noticed is a bug where Wraith Drone Fighters will simply circle a target without firing. Looking at the code, I suspect the issue is the very tiny 0/5 degree firing arc on its forward cannon, meaning it can't actually aim its guns at objects it's circling. Or even objects slightly off-center.

Could you maybe consider expanding their firing arcs a bit more so they won't get stuck like that?

It's very, very likely a side effect of the AI mod, which I'm guessing is Xeno's unless someone's started a different version that I haven't heard of; the Wraiths work perfectly well with the vanilla AI, shooting beams and flak everywhere as they ought. For a number of reasons I'm not going to bother trying to design my mod around Xenoargh's work, not least of which is it kinda tends to break other mods.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
Post by: Regularity on June 01, 2018, 10:17:52 AM
It's very, very likely a side effect of the AI mod, which I'm guessing is Xeno's unless someone's started a different version that I haven't heard of; the Wraiths work perfectly well with the vanilla AI, shooting beams and flak everywhere as they ought. For a number of reasons I'm not going to bother trying to design my mod around Xenoargh's work, not least of which is it kinda tends to break other mods.

Sorry, I wasn't trying to suggest you completely support his mod or anything. I was just suggesting it (the increasing of very narrow firing arcs on drones) because I thought it was a way to make your mod more compatible with others, that would take both minimal effort (modifying a single number per drone) and not disrupt gameplay balance. Anyway, if the suggestion was too much work for you to implement in Shadowyards itself, hopefully this post will at least instruct others on how they can attempt to mod Shadowyards to fix the issue in their own games.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
Post by: Snrasha on June 01, 2018, 10:26:13 AM
It's very, very likely a side effect of the AI mod, which I'm guessing is Xeno's unless someone's started a different version that I haven't heard of; the Wraiths work perfectly well with the vanilla AI, shooting beams and flak everywhere as they ought. For a number of reasons I'm not going to bother trying to design my mod around Xenoargh's work, not least of which is it kinda tends to break other mods.

Sorry, I wasn't trying to suggest you completely support his mod or anything. I was just suggesting it (the increasing of very narrow firing arcs on drones) because I thought it was a way to make your mod more compatible with others, that would take both minimal effort (modifying a single number per drone) and not disrupt gameplay balance. Anyway, if the suggestion was too much work for you to implement in Shadowyards itself, hopefully this post will at least instruct others on how they can attempt to mod Shadowyards to fix the issue in their own games.
Well, no, for me, MShadowy have reason, this is the job of the creator of AI Overhaul to fix a bug than he have created (who do not exist on vanilla) ^^
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
Post by: MShadowy on June 02, 2018, 12:54:30 PM
Sorry, I wasn't trying to suggest you completely support his mod or anything. I was just suggesting it (the increasing of very narrow firing arcs on drones) because I thought it was a way to make your mod more compatible with others, that would take both minimal effort (modifying a single number per drone) and not disrupt gameplay balance. Anyway, if the suggestion was too much work for you to implement in Shadowyards itself, hopefully this post will at least instruct others on how they can attempt to mod Shadowyards to fix the issue in their own games.

While you're right that this would be a trivial change to make, I'm not going to do it. First off it sets a precedent that I've no interest in setting--that being the expectation that I'll adjust my mod to accommodate Xenoarghs mods. Secondly, and more importantly, Xenoargh does not respect the work of other modders; he regularly breaks mod compatibility and functionality, does rebalance passes of mods without respect to the creators, and in general is kind of annoying. Also it's his mod that's breaking it; he should fix it.

So this is pretty much a mix of being a kind of a principle kind of thing and also, admittedly, not liking the guy and in no way wanting to support his work. Sorry.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
Post by: Shuka on June 06, 2018, 07:55:10 AM
Thats like the mechanic breaking the car and asking you to fix it.

Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
Post by: xenoargh on June 21, 2018, 02:10:08 AM
The issues with very narrow fire-arcs has been addressed in the next build of the AI mod, which will be available pretty soon.  Thank Snrasha for bringing this to my attention :)
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
Post by: grinningsphinx on August 07, 2018, 02:28:47 PM
Chaingang CPC   list flux at 20 per second...surely this is a bug or oversite?:)
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
Post by: ClassicAngus on August 29, 2018, 09:47:42 AM
Not sure if this is a known issue but i noticed the Inanna frigate doesnt work well with the AI. It doesnt seem to want to engage anything, even when given the eliminate order it just kind of doesnt know what to do.
Vanilla AI
I think it might have something to do with the broadside mounts?
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
Post by: MShadowy on September 14, 2018, 05:24:57 PM
Chaingang CPC   list flux at 20 per second...surely this is a bug or oversite?:)

The Chaingang is, without exaggeration, four Light CEPC's strapped together, and as such has identical flux usage per shot; granted four of them strapped together does seem generally more effective than even four separate LCEPC's and is definitely more useful offensively, so a flux cost increase may be warranted.

Not sure if this is a known issue but i noticed the Inanna frigate doesnt work well with the AI. It doesnt seem to want to engage anything, even when given the eliminate order it just kind of doesnt know what to do.
Vanilla AI
I think it might have something to do with the broadside mounts?

The Broadside AI is pretty finicky, but the Inanna has generally been working well to my experience. I'll give it a closer look when I'm able.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
Post by: Blaine on November 05, 2018, 07:07:28 AM
I just want to say that I love these ships. Their visual design is right up my alley.

I have no idea what's going on atop their hulls when I look at them, since they're camo-organic (camorganic, there's a portmanteau for you), but that isn't important.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
Post by: MShadowy on November 17, 2018, 03:48:32 PM
Well, I'm on the verge of releasing a compatibility update for the mod, but there are a couple problems; one minor that I could sort of ignore and one that makes releasing pointless.

The one that could be ignored is the random mission setup I've been using is busted, so it doesn't generate fleets to fight. This is annoying. I could never quite wrap my head around the FleetFactory so I dunno what to do about it.

The second and far more serious problem is that the factions ship blueprints are not showing up. Like, at all. None of the SRA fleets have SRA ships, though they do have their fighters and some of their weapons. The Pirate variants do show up, so it's adding the pirate_bp tag successfully, but not the one set up for the Yardies. It is not clear why this is so, though it seems that other modders are suffering from this problem as well. In any case, this is just a heads up. Once this problem is solved a compatibility update will be released.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
Post by: Maelstrom on November 17, 2018, 08:26:10 PM
Would be cool to have a barebones download anyways even with the issues in the mean time :3 Honestly wouldnt be a problem since I assume we can still buy the ships anyway
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
Post by: MShadowy on November 17, 2018, 08:36:07 PM
Yyyyeeeaaaahhh, that's... kind of an issue. The faction can't use the bp packages for whatever reason. So no SRA ships show up. Like, at all. Anywhere.
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
Post by: Aklyon on November 18, 2018, 08:46:27 AM
Yyyyeeeaaaahhh, that's... kind of an issue. The faction can't use the bp packages for whatever reason. So no SRA ships show up. Like, at all. Anywhere.
That is quite the issue there!
Title: Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
Post by: Maelstrom on November 18, 2018, 01:04:37 PM
wait they dont even show up at ship yards?!?
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7
Post by: MShadowy on November 18, 2018, 03:41:07 PM
Okay, all the problems've been resolved and a new release is ready to hit the floor!

=download= (https://github.com/MShadowy/shadowyards/releases/download/0.7.0.1/Shadowyards_0.7.0.1rc2.zip)

Shadowyards now requires MagicLib (https://bitbucket.org/CodingTartiflette/magiclib/downloads/MagicLib_0.21.7z) to function, please remember to download it if you haven't already.

Spoiler
0.7.0.1 Changelog

  • Updated compatibility for 0.9a
  • Scatter CEPC flux cost per shot reduced to 800 (from 1100)
  • Delphi fuel use/ly reduce to 2.75 and supply per month/recovery reduct to 18 (from 3, 20)
  • Fixed the Vectored Thruster Script so that it should no longer freeze up
  • Added MagicLib trail effects to the Nidhoggr Lance and Mini Lance
  • Finally fixed the Barrago AI, which should make it cosiderably more annoying
    • First stage now quickly acquires it target and separates appropriately
          
    • Due to a typo the second stage AI wasn't active; this has been resolved
  • Tightened up the shot accuracy for Scatter CEPC
  • Fixed the Particle effects on the SWACs system to be less demanding

0.7.0.1rc2 Changelog

  • Reduced weighted picker chance for all SRA Pirate Ships
  • Industrial options should now function more as intended:
    • All SRA Industry types now have a build time; additionally industrial bps which were non-functional previously now function correctly
    • Modular Fabricators can now be upgraded to Massively Parallel Fabricators, and can be equipped with Nanoforges
      • Modular Fabricators are less expensive to build and maintain, quicker to get set up, and have a higher base production quality
                   
      • They also have slightly lower overall production, and get 50% of the bonus from having a Nanoforge equipped
    • Medical centers now add a small boost to population growth
    • Radiation Absorbers can now no longer be built, as is suitable for an inexplicable monolith of arcane Domain tech wizardry
  • Updated the SRA's Marine Command Relay system to work with the updated ground combat systems
  • Some adjustment to SRA blueprint packages; the Shamash, Charybdis, Tartarus, Mimir and Skadi are now rare blueprints
  • Added blueprint package graphics
[close]

Let me know if everythings in order, and I hope you all have fun!
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7
Post by: Nanao-kun on November 18, 2018, 05:52:09 PM
So after adding Shadowyards to my game, I noticed a few things.
Spoiler
The colony industries have zero build time and don't seem to actually produce anything.
[close]
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7
Post by: Ryu116 on November 18, 2018, 06:56:21 PM
Good evening from Japan!

I am reporting the conflicts with some mods.  I am helping you find the bugs, in order, to allow this awesome mod to work with any other mods.  When I run Shadowyards mod (This mod is one of my favorite), I got CTD'd to the desk with the following messages:

Fatal: index: 0, Size: 0

Here are the following mods I enabled in Starsector 0.9a:

Another Portrait Pack
Arsenal Expansion 1.5
Audio Plus
Combat Chatter
CombatAnalytics
Common Radar
Console Commands
DIABLEAVIONICS
Kadur Remnant
LazyLib
Leading Pip
Lightshow
MagicLib
ORA
Portrait pack
PracticeTargets
Shadowyards
UnknownSkies
UpgradedRotaryWeapons
Version Checker

Here are information from log:
22324 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/shadow_ships/ships/ms_potniaBis.png (using cast)
22326 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/da/ships/diableavionics_fractus.png (using cast)
22349 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/stations/module_medium_pd1.png (using cast)
22382 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/mercury/mercury_substandard.png (using cast)
22393 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/shadow_ships/ships/seski/ms_seski_L.png (using cast)
22393 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/wasp_ftr.png (using cast)
22797 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.?0000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.super(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Hopes this helps.  If it is my fault for installing certain mods that conflict with shadowyards, then I apologize for that.  At least I am re-learning about detecting the conflicts between mods.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7
Post by: DaFranker on November 19, 2018, 03:59:42 AM
Spotted a typo in the weapons_data.csv file for Deva Heavy CAS Beam while I was hunting down an apparently unrelated crash. It has the tag sra__high_bp instead of sre_high_bp (double underscore there).

@Ryu116:

Quote
Shadowyards Requires LazyLib, MagicLib and GraphicsLib to function.

You're missing GraphicsLib (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib%201.3.0.7z).
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7
Post by: Ryu116 on November 19, 2018, 06:49:20 AM
Spotted a typo in the weapons_data.csv file for Deva Heavy CAS Beam while I was hunting down an apparently unrelated crash. It has the tag sra__high_bp instead of sre_high_bp (double underscore there).

@Ryu116:

Quote
Shadowyards Requires LazyLib, MagicLib and GraphicsLib to function.

You're missing GraphicsLib (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib%201.3.0.7z).

Ah I see! I totally forgot about the GraphicsLib.  My bad and thank you!
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
Post by: MShadowy on November 19, 2018, 05:32:24 PM
Alright Shadowyards 0.7.0.1rc2 is ready for download; this is primarily focused on fixing up the industry things so they all work correctly.

=download= (https://github.com/MShadowy/shadowyards/releases/download/0.7.0.1/Shadowyards_0.7.0.1rc2.zip)

Spoiler
0.7.0.1rc2 Changelog

  • Reduced weighted picker chance for all SRA Pirate Ships
  • Industrial options should now function more as intended:
    • All SRA Industry types now have a build time; additionally industrial bps which were non-functional previously now function correctly
    • Modular Fabricators can now be upgraded to Massively Parallel Fabricators, and can be equipped with Nanoforges
      • Modular Fabricators are less expensive to build and maintain, quicker to get set up, and have a higher base production quality
                   
      • They also have slightly lower overall production, and get 50% of the bonus from having a Nanoforge equipped
    • Medical centers now add a small boost to population growth
    • Radiation Absorbers can now no longer be built, as is suitable for an inexplicable monolith of arcane Domain tech wizardry
  • Updated the SRA's Marine Command Relay system to work with the updated ground combat systems
  • Some adjustment to SRA blueprint packages; the Shamash, Charybdis, Tartarus, Mimir and Skadi are now rare blueprints
  • Added blueprint package graphics
[close]
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
Post by: Bastion.Systems on November 19, 2018, 05:46:05 PM
Really fast updating! Gonna check this out.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
Post by: Kanil on November 19, 2018, 06:18:39 PM
I was planning on making a Baseplate faction as soon as SRA updated. It'll probably be a disaster, but at least it'll be an amusing disaster.

Thank you for the update.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
Post by: Hobostabbins on November 19, 2018, 10:52:05 PM
Getting a crash that looks like it's from the Barrago.

java.lang.NullPointerException
   at data.scripts.ai.MS_Barrago_S2_AI.advance(MS_Barrago_S2_AI.java:165)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
Post by: cjuicy on November 19, 2018, 11:53:02 PM
I was planning on making a Baseplate faction as soon as SRA updated. It'll probably be a disaster, but at least it'll be an amusing disaster.

Thank you for the update.
Hehe... mine dies every other engagement but I keep bringing it back for the meme. Might post a screenshot tomorrow when I have time.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
Post by: Gaudium on November 20, 2018, 12:05:10 AM
Hello, i am not sure if this is related to this mod since everyone are updating their mods daily and since i patched some of the other mods including your i am getting this as soon as i try to enter a market on a planet:

104833 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addFighters(BaseSubmarketPlugin.java:323)
   at com.fs.starfarer.api.impl.campaign.submarkets.OpenMarketPlugin.updateCargoPrePl ayerInteraction(OpenMarketPlugin.java:33)
   at com.fs.starfarer.campaign.ui.o0OO.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.J$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.k.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.oOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.U.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
104862 [Thread-10] INFO  sound.public  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
104863 [Thread-10] INFO  sound.H  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]

And when i hover over a fleet:
82333 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:258)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.o00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
Post by: Gaudium on November 20, 2018, 02:35:47 AM
Disregard my crash log, i reinstalled everything and going to try a new fresh start see if any problems arise.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
Post by: MShadowy on November 20, 2018, 07:48:31 AM
Getting a crash that looks like it's from the Barrago.

java.lang.NullPointerException
   at data.scripts.ai.MS_Barrago_S2_AI.advance(MS_Barrago_S2_AI.java:165)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

This points to some of the targetting code, basically the stuff which handles determining where the ideal point to separate from is, which means it's either not finding the missile (which... seems unlikely) or it is somehow trying to run through the script without a target. Which... shouldn't be happening, there's a null check bracketing the section to prevent this kind of thing.

Hmmm...

What were you doing when this crash happened?
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
Post by: RetroJL on November 20, 2018, 10:20:14 AM
Just crashed as well.  Didn't even think it was related until I saw this.  Here's my log for reference.

Code
java.lang.NullPointerException
at data.scripts.ai.MS_Barrago_S2_AI.advance(MS_Barrago_S2_AI.java:165)
at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[\code]
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
Post by: Vayra on November 20, 2018, 12:33:21 PM
These are the same crash I posted in the discord, btw. Got it randomly quite some time into a battle while a ship on my side was equipped with a pair of Barragos, then it happened again a while later so I just stopped using them. Definitely intermittent -- not always the first time they fire.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
Post by: Nanao-kun on November 20, 2018, 04:07:15 PM
The industries now cost money and take time to build, but they don't seem to produce anything.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
Post by: MShadowy on November 20, 2018, 04:27:02 PM
They actually do produce stuff, but because of how demand class works they don't get exported for some reason; this actually seems to be a thing with Volturnian Lobster as well in vanilla. I'm currently in the midst of figuring that out (in particular seeing if I can't come up with custom demand classes) but we'll see.

E: I should probably note the missile crash has been fixed, as well as an issue that was preventing nanoforges from being installed in Modular Fabricators. Also fixed me fixing up the wrong thruster script so that should work now (though it still needs some tweaking).
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
Post by: NightfallGemini on November 21, 2018, 10:25:48 AM
Well, damn. If they don't export, does this mean I should replace with Heavy Industry for now?
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
Post by: Dragon239 on November 21, 2018, 10:33:40 AM
I don't think the Medical Center is actually increasing Pop Growth.

(https://i.imgtc.com/EY72qII.png)

Mine says it should be giving me +50 Pop Growth, but I ain't seeing it. Is it related to how it doesn't export, or show up at the right side under "Commodities"?
By the way, did this mod add High-Cap Storage? What's it do?

Also, kinda unrelated but: Is there a way to see Global Market Info of a commodity without being at a colony screen of a colony that requires it in some way? I have no idea what the market value of Cloned Organs even is, given it doesn't show up at the moment.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
Post by: MShadowy on November 21, 2018, 11:17:01 AM
Well, damn. If they don't export, does this mean I should replace with Heavy Industry for now?

Modular Fabricators output standard commodities-Supplies, Heavy Machinery and Ship Hulls-which get exported just fine; it's the Medical Center and Solar Collectors whose commodities don't export. I'm still trying to figure out why this is.

I don't think the Medical Center is actually increasing Pop Growth.


In the current release this is indeed the case, but the current in development version has the population growth applying correctly (it's also toned down quite a bit, since I realized basing the pop growth from it on the level you get from the Cryorevival facility was kinda dumb)
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
Post by: grinningsphinx on November 21, 2018, 11:27:25 AM
I don't think the Medical Center is actually increasing Pop Growth.

(https://i.imgtc.com/EY72qII.png)

Mine says it should be giving me +50 Pop Growth, but I ain't seeing it. Is it related to how it doesn't export, or show up at the right side under "Commodities"?
By the way, did this mod add High-Cap Storage? What's it do?

Also, kinda unrelated but: Is there a way to see Global Market Info of a commodity without being at a colony screen of a colony that requires it in some way? I have no idea what the market value of Cloned Organs even is, given it doesn't show up at the moment.

Cloned? Ive only ever seen harvested, and they should up in Command screen.. Currently my faction controls a 63% share as colonies are Free  Ports(need this otherwise you dont get organs)
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
Post by: Piemanlives on November 21, 2018, 11:32:57 AM
Modular Fabricators output standard commodities-Supplies, Heavy Machinery and Ship Hulls-which get exported just fine; it's the Medical Center and Solar Collectors whose commodities don't export. I'm still trying to figure out why this is.
I'm no modder but...

Volturn lobster, the only commodity that doesn't get exported in Vanilla is also the only commodity that doesn't have an associated colonial demand. Meaning that colonies don't want it even if it's the subject of numerous procurement contracts. All other commodities in the game are required by the various industries or structures that a colony holds but not the lobsters. Perhaps if you tried setting a random industry to demand cloned organs it would begin importing but I'm unsure.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
Post by: Dragon239 on November 21, 2018, 11:49:48 AM
Cloned? Ive only ever seen harvested, and they should up in Command screen.. Currently my faction controls a 63% share as colonies are Free  Ports(need this otherwise you dont get organs)
This mod added them, as far as I know. They're blue-colored and legal, but worth less - 100c base price.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc3
Post by: MShadowy on November 21, 2018, 03:40:45 PM
Alright, probably the last release candidate finished.

=download= (https://github.com/MShadowy/shadowyards/releases/download/0.7.0.1/Shadowyards_0.7.0.1rc3.zip)

0.7.0.1rc3 Changelog

Spoiler
  • Fixed a showstopper bug with the Barrago Missile AI that would occur when targeting ships without shields
  • Modular Fabricators can now have Nanoforges installed correctly
  • The Medical Center now correctly applies its population growth bonus
  • Implemented the correct vectored thruster plugin
  • The Tartarus' ship system now adjusts its speed malus depending on whether is has Safety Overrides installed
  • Went over the descriptions to fix a number of typos, weird sentence structures and also the Enlil's incorrect reference to having Universal hardpoints
[close]

Unfortunately I was unable to resolve the non-exporting goods problem in time for this release. Sorry, all.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
Post by: grinningsphinx on November 21, 2018, 04:53:53 PM
Modular Fabricators output standard commodities-Supplies, Heavy Machinery and Ship Hulls-which get exported just fine; it's the Medical Center and Solar Collectors whose commodities don't export. I'm still trying to figure out why this is.
I'm no modder but...

Volturn lobster, the only commodity that doesn't get exported in Vanilla is also the only commodity that doesn't have an associated colonial demand. Meaning that colonies don't want it even if it's the subject of numerous procurement contracts. All other commodities in the game are required by the various industries or structures that a colony holds but not the lobsters. Perhaps if you tried setting a random industry to demand cloned organs it would begin importing but I'm unsure.

High command, tech mining.....those guys have lots of spare cash for luxuries:)
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc3
Post by: Dragon239 on November 21, 2018, 05:07:51 PM
Thanks for the fixes.

Now for another question:
Is the Pandora Array supposed to cost 10,000 flux to fire?
It essentially ruins the ship in the hands of the AI, as they'll fire it and then whoops, there goes their Flux.
I changed it to be 220/shot (rather than the 1000) and it seems a bit more reasonable now. A bit flux inefficient for its damage (1.1:1), but it has decent range and doesn't really need any leading.

Edit: Another thing. My Medical Center is giving +4 Growth Points (it's actually 3.5 points, according to the Growth Rate tooltip) on a Size-7 Colony. Is that correct? Given that I have 230 growth points and it translates to +14% growth, a few points feels like nothin'
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc3
Post by: Kanil on November 21, 2018, 08:14:17 PM
(https://i.imgur.com/Y6Ggc1C.png)
A few observations here.

1. Baseplates are great.
2. Baseplates are hilarious. The battle started with two of them flying straight into a Vardr and exploding.
3. Baseplates are hilarious. The battle ended with one of them having a critical malfunction and exploding for no apparent reason. I treated it as a sort of celebratory fireworks.
4. Baseplates probably require too much fuel. 3 is as much as most Cruisers and makes taking them anywhere kinda difficult.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc3
Post by: MShadowy on November 21, 2018, 09:15:23 PM
Thanks for the fixes.

Now for another question:
Is the Pandora Array supposed to cost 10,000 flux to fire?
It essentially ruins the ship in the hands of the AI, as they'll fire it and then whoops, there goes their Flux.
I changed it to be 220/shot (rather than the 1000) and it seems a bit more reasonable now. A bit flux inefficient for its damage (1.1:1), but it has decent range and doesn't really need any leading.

Edit: Another thing. My Medical Center is giving +4 Growth Points (it's actually 3.5 points, according to the Growth Rate tooltip) on a Size-7 Colony. Is that correct? Given that I have 230 growth points and it translates to +14% growth, a few points feels like nothin'

Whoops, I forgot to adjust the flux use on that Pandora; thanks for the reminder (derp). The growth rate bonus is a bit up in the air at the moment; I'll fiddle with the values some, though for various reason it'll never quite be on the level of a cryorevival facility.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc3
Post by: Dragon239 on November 21, 2018, 10:36:29 PM
Cool. What is the flux usage intended to be?
I dunno for the pop growth either; I also dunno what a cryorevival facility does in the game or if it's actually even mechanically real  :-X. And really, given how easy it currently is to grow a colony it's kind of all eh.

More thing: The vanilla Phase Ships have the "Phase Field" hullmod, reducing their Sensor Profile to 0 - is there a particular reason why your Phase Ships lack this, or is it just an oversight?
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc3
Post by: MShadowy on November 22, 2018, 06:24:34 AM
The flux/shot should be 1000 iirc, though in retrospect that seems perhaps a bit low; maybe 1500-2000 per shot would work better.

Also SRA phase ships aren't "sneaky" like domain phase ships; their p-space dives produce visible anomalies in real space.

Bright anomalies. Really bright anomalies.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc3
Post by: Dragon239 on November 22, 2018, 10:23:43 AM
I don't think the Marine Command Relay functions. I have 5 Potnias in my fleet with 675 marines, yet...

(https://i.imgtc.com/n87b2g3.png)
The tooltip for the MCR is a bit grammatically clunky, as well as having a typo. Namely, that's the two "and"s in the first sentence, and "upt to" in the second.
"Advanced C3I Systems, specialized equipment, and combat-drone systems. Increases the effective strength of planetary raids by 133, up to the total number of marines in the fleet." feels better to me.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc3
Post by: MShadowy on November 22, 2018, 10:53:46 AM
Hmm, I'm not sure why that shouldn't be working, the code is the same as the vanilla Ground Support system. Well, another thing to check on.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc3
Post by: MShadowy on November 22, 2018, 11:05:28 AM
Did you remember to install GraphicsLib?

Also just to double up, following up on the MarCom thing that is definitely weird. Aside from a check to keep it from getting put on other ships and the different value of the effect, the MS_marcom script is identical to the Ground Support script, so I'm not sure why it doesn't seem to be doing anything? Maybe it's a tooltip problem, I'll have to check.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc3
Post by: Dragon239 on November 22, 2018, 11:44:26 AM
I don't think it's a tooltip/info-screen problem.
With the ships "Active", my raid efficacy is 41% and I take out the Culann starport for "at least 150+ days" (According to my ground forces commander)
With them mothballed, it's the same.
Then if I activate my Valkyries (while the Potnia's are still mothballed), it's up to 53%, and 190+ days. Nothing changes if I activate everything.

The numbers my commander gives me are accurate - the Potnias have no effect, while Valkyries do.


2 Other things:
1) The game seems incapable of producing Belet-Seris. Prioritized, they do not show up in my fleets. Custom production, they will sit in the queue for months.
2) Maybe mark the Phase-Drive ships as "Phase Ships" rather than "Warships"?
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: MShadowy on November 24, 2018, 06:47:46 PM
Okay, one last release candidate for this version; then I can get on to new content.

=download= (https://github.com/MShadowy/shadowyards/releases/download/0.7.0.1/Shadowyards_0.7.0.1rc4.zip)

0.7.0.1rc4 Changelog

Spoiler
  • Solar Collector Arrays now correctly export High Capacitance Storage
  • Solar Collector Arrays now also have bonus production depending on Star class
  • Modular Fabricators may now demand batteries in order to keep up with production demand.
  • Med Centers have had the population growth boosted to Pop Size * 2 (from 50% Pop Size), as well as a reduction in Cloned Organs produced (from size - 2 to size -4)
  • Fixed an oversight in the SRA faction file that was keeping Yardie civilian ships from appearing on the open market
  • The SRA has had it's rules text expanded, so more interactions now have custom flavor text
  • Fixed a bug with the Potnia's MARCOM hullmod that was preventing it from correctly applying it ground attack bonus
[close]
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: Bastion.Systems on November 25, 2018, 05:28:18 AM
I can't imagine how high the bonus might be around a neutron star ;D
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: MShadowy on November 25, 2018, 07:01:47 AM
I actually didn't put a bonus on neutron stars, largely because I couldn't figure out what to make it. And also how it would work with the radiation jet.

Oh, derp, and I forgot to set a limiter to prevent them from being built around black holes.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: Bastion.Systems on November 25, 2018, 10:48:52 AM
Realistically neutron star radiation would be enough to melt any colony that is not very deep underground. A solar collector would be scorched and pushed off out of the system.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: MShadowy on November 25, 2018, 11:06:21 AM
True enough, aye

Anyway, after some prodding someone got me to change the SRA station design (maybe) to a more midline like design style:

Spoiler
(https://i.imgur.com/uk6Vmgc.png)
[close]

I kinda like this so eventually it ended up expanding into and axe head.

Spoiler
(https://i.imgur.com/h96sSNW.png)
[close]

As you might suppose from it's appearance here the Yardie station will be rather fighter focused; we'll see how it works out I guess.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: Dragon239 on November 25, 2018, 12:13:35 PM
I really like that second picture. Fits really well into the existing style.
Fighter-based is cool.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: Bastion.Systems on November 25, 2018, 12:29:34 PM
Looks very pseudo-organic and true to the faction's style.

What way are you going to sector it? Also making it asymmetric, while thematic, seems like a hell a lot of work to actually paint.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: MShadowy on November 25, 2018, 01:41:32 PM
It should be symmetrical where it counts, and I expect it'll probably end up easier to paint than my attempt at a trilaterally symmetrical station went. Quite possibly significantly easier, at that. As for how it'd be segmented, that somewhat up in the air, but it'll probably have 5 modules; 2 smaller gun modules on top, and a big hangar module on bottom will make up the basic Orbital Station:

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

The Battlestation will look the complete version above, getting a big gun platform and a smallar hangar platform.

The Star fortress will get some kind of additional modules or special abilities or something that hasn't quite been worked out yet.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: Sy on November 25, 2018, 02:37:40 PM
looks really good! i like the mostly symmetric tier 1 with asymmetric tier 2 upgrade.

for Star Fortress.. i think most should have some kind of minefield, as that is the main thing of all the vanilla ones. could create slightly different mines though. for example, smaller and less damaging, but a more dense field (aka higher spawnrate). or EMP mines, that explode into oversized versions of the Heavy Polarizer projectiles -- so not really dangerous on their own, but good at screwing with the enemy while they're hit by fighter swarms or long range station guns.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: Mindkontrol on November 25, 2018, 10:07:15 PM
Color scheme is sick! These ships look great, well done.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: munchkinomatic on November 27, 2018, 11:21:43 AM
I don't know if this has been brought up, but high capacitance storage has only two planets that actually consume it. Is that intended?
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: MShadowy on November 27, 2018, 12:04:13 PM
It's mostly an oversight that arose from not quite having a handle on how the current economic model in the game works. Demand for the batteries will be increased in the next version, both from increasing the base demand of the facilities needing them, and by java trickery (adding some Fabricators and Solar Arrays to a few vanilla markets)
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: Bastion.Systems on November 28, 2018, 06:18:16 AM
Maybe it's just bad luck on my part but it seems that large Yardie logistics ships almost never (maybe even never?) appear on any market.
When taking the SRA commission there is a typo where the commission giver says "\n\n" in the beginning of a sentence, so I guess the line break does not trigger for some reason?

Also, is it intended for the new vectored thrusters to be that stuttery? They seem to turn off every second frame, at least on my Enil (maybe larger ships are not affected).

Edit: Just saw a Cetus in Theramin military market.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: MShadowy on November 28, 2018, 08:07:46 AM
Yeah, the SRA's larger utility ships are pretty rare; I've seen a couple Delphi's and a Cetus on the open market; I don't think I've ever even seen a Minos anywhere though, and I'm not sure I've seen a Solidarity either. E: I would definitely like to fix this problem but it's not really clear why they're not showing up as often as they should.

Also, no that's not intended but I'm not sure why it's coming up with blank frames occasionally either.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: MShadowy on November 28, 2018, 03:35:32 PM
In brighter news, the SRA station is coming along nicely:

(https://i.imgur.com/cQkCtlv.png)
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: Dri on November 28, 2018, 04:57:17 PM
What style are ya going with for your station? Good 360 coverage or wall-o-death on one side? Something else?
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: Gourdman on November 28, 2018, 07:28:16 PM
I assume you'll need some sort of special blueprint to build an SRA Battlestation?

Exploration spoiler:
Spoiler
Similar to how the Red Planet's shields are unlocked?
[close]
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: MShadowy on November 28, 2018, 07:51:44 PM
I assume you'll need some sort of special blueprint to build an SRA Battlestation?

Quite possibly. Well, sort of; ideally the source for SRA blueprints and some other rare stuff will be as mission rewards and the like from the Yardies. It wouldn't quite make sense for a lot of their blueprint data to just be laying around the sector, after all.

Of course, I've got to get those missions set up first.

What style are ya going with for your station? Good 360 coverage or wall-o-death on one side? Something else?

I haven't quite decided the coverage, but given that one of the sides will be basically a massive fighter bay it probably will have a "wall of death" aspect similar to the midline station; it'll take some experimenting since the idea, and the feeling the player should get, is less "wall of death" and more "oh god, bees!"
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: adimetro00 on November 30, 2018, 07:46:00 PM
Played with this mod on and while i'm checking out the custom production menu, i've noticed that Shadowyard weapons get lumped in with vanilla ones (Common). Is this intentional or did you forgot to set unique tech category?
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: dandylions on December 03, 2018, 07:03:55 PM
Different potential Barrago issue: they do a metric ***ton of damage. Assuming the combat analytics mod output is right, they're by far the most powerful things in my arsenal. I've been trying to pay attention in fights but don't have anything for you yet.

Edit: Eh, in play, they're not anything crazy. Is it possible that they're just registering damage even if they miss?
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: MShadowy on December 03, 2018, 09:56:38 PM
Played with this mod on and while i'm checking out the custom production menu, i've noticed that Shadowyard weapons get lumped in with vanilla ones (Common). Is this intentional or did you forgot to set unique tech category?

I'll have to check but it's definitely not intended.

Edit: Eh, in play, they're not anything crazy. Is it possible that they're just registering damage even if they miss?

Maybe? They should be too spectacular damage wise, they just should apply pressure.

In station news...

(https://i.imgur.com/srRMaI4.png)

(https://i.imgur.com/re7KWPk.png)

I've got the level 1 station set up now!
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: Sy on December 04, 2018, 10:06:55 AM
looks amazing! O:

really only minor criticism i've got is that the spurs don't fit very well with the smooth curves and bright colors of other SRA stuff, imo.. but that's also kind of a vanilla problem, the thin vanilla spurs kinda stand out from the rest, and not in a good way.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: Wyvern on December 04, 2018, 10:20:49 AM
I dunno - thin spiky bits seems pretty on-theme for Shadowyards.  Admittedly, on most ships they're curved bits around the engine area rather than straight spikes.  But see also, say, the fronts of their larger carriers.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: Kitfox88 on December 04, 2018, 12:13:50 PM
So is the station going to be similar in design to the midline station, just with SRA stuff like the flux system and weapons?
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: MShadowy on December 04, 2018, 01:18:17 PM
looks amazing! O:

really only minor criticism i've got is that the spurs don't fit very well with the smooth curves and bright colors of other SRA stuff, imo.. but that's also kind of a vanilla problem, the thin vanilla spurs kinda stand out from the rest, and not in a good way.

Thank you! and yeah, i get what you mean but I feel that they fit in probably about as well as possible given how funky they are.

So is the station going to be similar in design to the midline station, just with SRA stuff like the flux system and weapons?

Kinda? Honestly its lighter armament and greater fighter focus seems to make it fairly different; it needs to rotate slower than the midline but faster than hi or lowtech in order to work well and it doesn't really have an actual equivalent of the gunwall the midline station gets. It's a lot more defensive and cagey, in large part because it has more modules and so is harder to disable.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: Bastion.Systems on December 04, 2018, 02:48:32 PM
Just a quick question, is it intended that SRA phase ships don't have the "phase field" built-in hull mod that reduces sensor strength to zero?
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc3
Post by: Wyvern on December 04, 2018, 02:53:40 PM
Just a quick question, is it intended that SRA phase ships don't have the "phase field" built-in hull mod that reduces sensor strength to zero?
Also SRA phase ships aren't "sneaky" like domain phase ships; their p-space dives produce visible anomalies in real space.

Bright anomalies. Really bright anomalies.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: Bastion.Systems on December 04, 2018, 03:46:29 PM
Got it.

Just got a Scylla blueprint, it put me in a world of dept, but oh it is so worth it.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: Kitfox88 on December 04, 2018, 11:49:43 PM
Kinda? Honestly its lighter armament and greater fighter focus seems to make it fairly different; it needs to rotate slower than the midline but faster than hi or lowtech in order to work well and it doesn't really have an actual equivalent of the gunwall the midline station gets. It's a lot more defensive and cagey, in large part because it has more modules and so is harder to disable.

Cool, I've been hoping for a really fighter-focused station.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: Cyan Leader on December 06, 2018, 01:37:26 AM
Items don't seem to be properly tagged. They are all displaying "Common" instead of something like "Shadowyards". Would really help to identify and not confuse with vanilla equipment.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: Kitfox88 on December 10, 2018, 05:28:09 PM
Not sure if it's another mod I have interfering or a bug, but the Sargasso's campaign map burn trails are off-angled from the hull.

(https://i.imgur.com/RtH24fK.png)
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: Bastion.Systems on December 11, 2018, 04:59:37 AM
I think all SRA ships are supposed to have two small engine trails at an angle, so it is not off-angled, just that the second trail is missing.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: MShadowy on December 11, 2018, 02:33:28 PM
Yeah, basically the second ribbon trail isn't spawning for some reason. I'll probably have to add in a spoof engine or something so the the trail goes out straight behind since the paired trails are gone now.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: Wyvern on December 11, 2018, 02:44:31 PM
Might be worth posting over in the modded bugs section, or perhaps in the misc modding questions thread?  This seems like the sort of thing Alex might fix.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
Post by: Spess Mahren on December 14, 2018, 08:18:55 AM
I was wondering why I wasn't seeing the pirate Skolopendra and it seems in ship_data.csv it has the shadowyards tag instead of the pirates tag, which I surmise means pirates won't spawn them but the SRA will. Also the pirate SRA blueprint designs have inbuilt D mods on the ship doctrine/custom production screens while all other vanilla pirate designs have had the D mods purely be a result of poor manufacturing ability, minus the (p) phase ships who have less mounts(I think this is because of the problems the destroyed mount D mod always had?) and the path ships who all get in built ill-advised modifications regardless. I like how the SRA pirate variants change up the ships in question so it gets in the way of using them when I have to restore each one I make.
Just noticed the lockdown hmg isn't in the sra exports bp package because ms_export_bp was mispelled in weapon_data.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8(12/18/18)
Post by: MShadowy on December 18, 2018, 04:01:06 PM
Shadowyards 0.8 is now available! Featuring stations! Wheee!

(https://i.imgur.com/srRMaI4.png)
=download= (https://github.com/MShadowy/shadowyards/releases/download/0.8/Shadowyards_0.8rc2.zip)

0.8 Changelog

Spoiler
  • Reduced price of the Cetus to 32500 (from 45000)
  • High Maintenance has been removed from the Scylla and Shamash
    • Both ships now have a "Phase Anchor Interface" hullmod, with reduces their sensor signature by 20%
  • The SRA now has their own custom station type
  • The Raksahsa's skimmer is now technically a teleporter
  • Added the Lobatus class Heavy Destroyer
    • Designed for heavy escort duty and defense, the Lobatus is equipped with the siege mode system
  • Adjusted fighter attack ranges so the should hopefully be a bit less passive
  • The Kobold has had some tweaks so it should hopefully return to rearm a bit more readily
    • It also now has decoy flares rather than missile defense flares
  • Wraith wing OP cost increased to 2 (from 0)
  • Variants gone over and cleaned up (again)
[close]
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8(12/18/18)
Post by: Wyvern on December 18, 2018, 04:04:39 PM
Awesome!  Looks like it's time for me to start a new game.

Question on the station: is there a way for players to build these in place of the regular low/mid/high-tech stations?
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8(12/18/18)
Post by: MShadowy on December 18, 2018, 04:05:57 PM
Awesome!  Looks like it's time for me to start a new game.

Question on the station: is there a way for players to build these in place of the regular low/mid/high-tech stations?

Yes; they use the vanilla station scripting so they're buildable normally.

Oh right, forgot to mention this will almost certainly break the hell out of your saves so... just a heads up.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8(12/18/18)
Post by: Bastion.Systems on December 19, 2018, 03:45:20 AM

    High Maintenance has been removed from the Scylla and Shamash
    Both ships now have a "Phase Anchor Interface" hullmod, with reduces their sensor signature by 20%

Time to make a phase fleet.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8rc2(12/19/18)
Post by: MShadowy on December 19, 2018, 04:40:19 PM
Just a quick update! This fixes an oversight that would cause issues when upgrading or downgrading your station. There are a slo a couple other things centered around industries.

=download= (https://github.com/MShadowy/shadowyards/releases/download/0.8/Shadowyards_0.8rc2.zip)

0.8rc2 Changelog

Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8(12/18/18)
Post by: Najóvanmosmá on December 20, 2018, 07:24:47 AM
Awesome!  Looks like it's time for me to start a new game.

Question on the station: is there a way for players to build these in place of the regular low/mid/high-tech stations?

Yes; they use the vanilla station scripting so they're buildable normally.

Oh right, forgot to mention this will almost certainly break the hell out of your saves so... just a heads up.

If I didn't build any stations, not even a colony, then will the update break saves too? (using latest 0.7 build) Don't want to restart the game yet. Thx!
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8rc2(12/19/18)
Post by: MShadowy on December 20, 2018, 08:14:16 AM
i mean, you can give it a try if you want? You might wanna back up your save first. But I'm not really sure how this wouldn't break saves since it changes a lot of stuff on the campaign layer.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8rc2(12/19/18)
Post by: Recklessimpulse on December 20, 2018, 07:43:25 PM
Are the missions still in? Do they have requirements before they become available?
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8rc2(12/19/18)
Post by: Wyvern on December 22, 2018, 03:23:57 PM
So, I'm running into a really weird (if, okay, actually somewhat useful) bug:  When I order a Belet-Seri frigate from custom production, it never builds, instead spending my full production capacity per month on generating supplies, crew, and fuel.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8rc2(12/19/18)
Post by: MShadowy on December 22, 2018, 07:52:14 PM
Hmmm... I did have some issues myself with Belet-seri when trying to set up a custom start; the ship did not identify correctly, and I ended up having to drop the hyphen out of the variant id to get it to work. I wonder if that might be screwing up the production.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8rc2(12/19/18)
Post by: sinani210 on December 22, 2018, 11:09:17 PM
I just wanted to make a quick note about some things related to the Delphi's GAT system.

First: I think there is a bit of a typo in the description. It currently reads: "Boosts damage and fire rate of energy weapons and boots missile max speed" (emphasis mine).

Second: When actually using the system in combat, the display on the left sides says there is a 0% boost to energy weapon rate of fire. I'm not sure if it's the tooltip that is wrong and a rate of fire boost is actually being applied, or if the tooltip is correct and there is no rate of fire modifier being applied.

I just wanted to let you know about these really very minor issues so you can put them to bed in the next update, whenever that may be (no rush).

Thanks for the great mod!
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8rc2(12/19/18)
Post by: Spess Mahren on December 29, 2018, 06:37:13 AM
I'm playing a campaign where I have just set up a colony and have several shadowyard blueprint packages but I cannot build a shadowyards station.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8rc2(12/19/18)
Post by: Wyvern on December 29, 2018, 10:24:18 AM
Can verify that the shadowyards station blueprint exists & works - it's not part of any of their packages, but is a separate blueprint; I was able to (without commission) purchase it from their military market once I had enough reputation.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8rc2(12/19/18)
Post by: dis astranagant on January 02, 2019, 09:12:23 PM
Are the small Splinter Rocket Launchers supposed to be much more accurate than normal when installed in turrets?  I haven't really found anything good to abuse this with but it's an odd quirk.

To clarify: they fire 2 of the 4 shots with no spread at all and the other 2 halfway in between the 2 spreads you get when firing from a hardpoint.

https://www.youtube.com/watch?v=1f79FleTozE

Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8rc2(12/19/18)
Post by: TMPhoenix on January 06, 2019, 12:29:25 PM
Got a crash:
I took over a pirate station only settlement with a pre-built solar power plant (Pillager Point in Yajna) and got the following crash when moving the mouse over the object:
java.lang.NullPointerException
   at data.campaign.econ.industries.MS_supersolar.addPostDemandSection(MS_supersolar.java:87)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:969)
   at com.fs.starfarer.campaign.ui.marketinfo.nullnew$1.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
...

which seems to relate to this piece of code:
            PlanetAPI planet = market.getPlanetEntity(); // << this is null
            PlanetAPI star = planet.getStarSystem().getStar(); // << so this will crash

I think, since the station is a "station only" market, planet will be null here, causing a crash on mouse over.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8rc2(12/19/18)
Post by: Agalyon on January 06, 2019, 08:03:25 PM
Im having some issues the Clade's retro drive system. Its moving the ship at very different speeds each time, and I can't figure out why. Sometimes it launches it so far I can back through my entire fleet, and sometimes it moves so little and so slowly It might actually be slower than just backing up. I'm really not sure whats causing this but I know its worked right some of the time, but im not sure how to expressly reproduce it.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8rc2(12/19/18)
Post by: grinningsphinx on January 07, 2019, 02:48:17 PM
Im sure Mshadowy is hard at work:)  Maybe an updated release this evening?
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8rc2(12/19/18)
Post by: MShadowy on January 07, 2019, 08:10:53 PM
It's highly unlikely, there is too much additional stuff I actually want to get completed for the next release, as a well as a number of other weird side issues to handle that I'm not sure what to do about; in particular fixing whatever is causing the SRA tier 3 stations spawning without the Nidhoggr Lance turret which seems to be a thing for some reason. I'll try for a release tomorrow, but we'll see.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: MShadowy on January 09, 2019, 09:06:40 AM
Okay, next release pushed; this should deal with the issues people have been reporting, as well as provide slightly better customized Nexerelin support.

=download= (https://github.com/MShadowy/shadowyards/releases/download/0.8.1/Shadowyards_0.8.1.zip)

0.8.1 Changelog

Spoiler
  • Added 4 custom starts
    • Play as the leader of a small salvage coop, a bold partisan fighter, a dashing pirate rogue or a down on your luck mercenary
  • Corrected the position of the Yajna Sensor Array
  • Updated the Charybdis' sprite to ease out some of the roughness and incorporate some new design ideas
  • Some adjustments to the economies of planets added by the mod
  • Fixed an oversight which was causing the T3 SRA Station to spawn without a Nidhoggr Lance
  • Fixed a crash issue with Solar Arrays
  • Solar Arrays now have a sanity check to prevent from being built in unsuitable systems
  • Added a flux monitor that displays the additional flux dissipation Harmonic Shield Conduits provides and rewrote the hullmod description to make it's function clearer
  • Fixed the math for the Phase Anchor Interface hullmod so it will now display the correct signature reduction
  • The Skolopendra has had the phasefield hullmod added
  • Nexerelin compatibility handled
[close]
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: grinningsphinx on January 10, 2019, 03:02:09 AM
what are the plus/minus from using heavy industry vs modular fabricators ?

Also, might want to update the light defence laser...the medium combat laser is superior and its base tech.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: MShadowy on January 10, 2019, 06:18:30 AM
Effectively the differences are that it demands an additional commodity--the High Capacity Storage the Solar Arrays provides--is about 25% cheaper to operate and has a slightly higher ship hull quality modifier, but produces 1 unit less in terms of commodities and gains half the benefit on an installed nanoforge. I'm considering changing up how they currently work, however, so the above is definitely subject to change.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: grinningsphinx on January 10, 2019, 12:06:07 PM
Effectively the differences are that it demands an additional commodity--the High Capacity Storage the Solar Arrays provides--is about 25% cheaper to operate and has a slightly higher ship hull quality modifier, but produces 1 unit less in terms of commodities and gains half the benefit on an installed nanoforge. I'm considering changing up how they currently work, however, so the above is definitely subject to change.

it would be interesting if modular fabs could produce items that the colony was short on, with the downside that while the colony was short it would pull the production from the wares that it normally produces.  Or perhaps...since they are modular, you could somehow set the production focus of them via the current UI.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: Thyrork on January 14, 2019, 01:53:09 PM
Strange, I can't seem to select the Shadowyard's to start with in Nexerelin's new game options. Did I do something wrong? I am running a number of mods, but I tried turning off most of the factions to be sure it wasn't too many and still nothing.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: MShadowy on January 16, 2019, 07:03:58 AM
That's pretty peculiar. I have it working on my end, so I'm not sure what's up with that.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: Thyrork on January 16, 2019, 03:40:37 PM
Oh my gods, I had the earlier version.

 :-[

My apologies.

E: All fixed with the update. Sorry again!
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: Shad on February 11, 2019, 02:10:06 PM
Surpised noone linked this amazing feat of acrobatics from the tournament yet:

To go this  (https://youtu.be/zC8SlXy1ZIE?t=8306)time stamp to see it HD.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: Mr. Nobody on February 12, 2019, 02:51:36 AM
Nani?
(https://i.makeagif.com/media/2-11-2019/QWOKJJ.gif)
Kansei dorifto
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: Johnny Cocas on February 12, 2019, 02:56:33 AM
Surpised noone linked this amazing feat of acrobatics from the tournament yet:

(https://i.makeagif.com/media/2-11-2019/QWOKJJ.gif)

To go this  (https://youtu.be/zC8SlXy1ZIE?t=8306)time stamp to see it HD.

O_O
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8rc2(12/19/18)
Post by: Wyvern on February 20, 2019, 11:47:29 AM
I'm playing a campaign where I have just set up a colony and have several shadowyard blueprint packages but I cannot build a shadowyards station.
Can verify that the shadowyards station blueprint exists & works - it's not part of any of their packages, but is a separate blueprint; I was able to (without commission) purchase it from their military market once I had enough reputation.
So, I've recently been playing around with Nexerelin random sector generation - and in that context, I'm not seeing the shadowyards station blueprint show up at any of their military markets.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: MShadowy on February 20, 2019, 05:08:53 PM
Hmmm... I suppose I'll have to do a random sector check for Nex and spawn the blueprint in a random military market if one's availabe
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: Surge on February 25, 2019, 01:34:10 PM
Quote
java.lang.NullPointerException
   at data.campaign.econ.industries.MS_supersolar.isAvailableToBuild(MS_supersolar.java:160)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
Still getting a hard crash when I open the industries build menu on a planet colonized in a system without a star.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: pairedeciseaux on March 01, 2019, 02:27:06 PM
In my current campaign I got a "SRA Exports Package".

I've got a very minor issue with this item: it's strange because it looks empty, I mean the blueprint package graphic is just black inside the generic icon. I'll share screenshots if you want. Since I was curious to learn how it works under the hood I looked into the mod folder and found the following.

Spoiler
This is version 0.8.1 of the mod.


In data/campaign/special_items.csv there are 4 entries (name,id,base_price):
  • "SRA Blueprint Package", sra_tech_package, 25000
  • "SRA Highgrade Blueprint Package", sra_hg_package, 30000
  • "SRA Auxiliary Blueprint Package", sra_aux_package, 15000
  • "SRA Exports Package", sra_exp_package, 3000


In data/config/settings.json there is:

"blueprint_packages":{
"sra_tech_package":"graphics/shi/icons/cargo/ms_tech_package_icon.png",
"sra_hg_package":"graphics/shi/icons/cargo/ms_hg_package_icon.png",
"sra_aux_package":"graphics/shi/icons/cargo/ms_aux_package_icon.png",
}



In graphics/shi/icons/cargo/ there is:
  • ms_aux_package_icon.png
  • ms_clonedOrgans.png
  • ms_hdbatteries.png
  • ms_hg_package_icon.png
  • ms_tech_package_icon.png


So we have an entry in special_items.csv, but no entry in the blueprint_packages section of settings.json, and no graphic.


Maybe the "SRA Exports Package" was enabled for testing purpose and not disabled before releasing the mod. And/or it simply was not finished - price difference seems high, and obviously no graphic.

Also, I suggest changing the name to "SRA Exports Blueprint Package" for consistency.  :)
[close]
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: MShadowy on March 03, 2019, 03:07:05 PM
The package itself should be relatively final--at the very least I'm pretty sure the ships in the package should be part of it--but a number of the side details kinda got forgotten back in the release rush and I haven't managed to get around to fixing this issue yet. I'll double check to be sure, though.

E: Also, while we've already gone over it on the discord, I'm working on that crash, Surge.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: Wyvern on March 03, 2019, 04:21:58 PM
Minor typo in the weapon_data.csv: the lockdown HMG is tagged as "sra_export_bp", but the actual blueprint package is named "ms_export_bp", resulting in there being no blueprint available for this weapon.

Also, a balance observation: the Storm Blaster is competitive with ballistic flak weapons, making it far and away the best energy-slot PD solution.  You may want to nerf it a bit.  (...I don't really want it nerfed, as its current incarnation is gloriously effective, but it is a bit out of gamut for vanilla balance.)
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: MShadowy on March 04, 2019, 10:14:54 AM
Thanks for catching that; I'll be sure to get that fixed up.

As for the storm blaster... I'm right with you ther. Hmmm, definitely something I'm gonna have to think about.

In the mean time:
(https://i.imgur.com/VQUfxf7.png)
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: Mr. Nobody on March 04, 2019, 11:36:18 PM
Thanks for catching that; I'll be sure to get that fixed up.

As for the storm blaster... I'm right with you ther. Hmmm, definitely something I'm gonna have to think about.

In the mean time:
(https://i.imgur.com/VQUfxf7.png)
As soon as i saw the word "Carmine" my mind immediately went to GoW. And from the description i'm not the only one
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: Trawn91 on April 01, 2019, 07:39:32 AM
First, let me thank you for your dedication to bring us the best mod ever  ;) I´ve been playing yardies few years back and they still rocks. Those upgraded sprites and new ships looks amazing (Mimir is still the best, but I am falling in love with Skadi).

Now a wild question appears  :) Is there a way to obtain ShadowYard´s blueprints in a peacefull way? I ´ve started a game as a yardie and want my colony navy to have those amazing ships while not breaking immersion ( I consider them "my nation") and start nuking their colonies for some blueprints.

Thank you very much!
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: Wyvern on April 02, 2019, 09:40:39 AM
Almost all of the shadowyards blueprints are obtainable in the usual ways - rare drops from research stations, ruins, tech mining, and the like.  The exception is the shadowyards station blueprint - it must be purchased from their military market; it doesn't require a commission, but does require a decent amount of reputation.

...Unless you're playing with Nexerelin in random sector mode; then you can't get the shadowyards station blueprint without using console commands.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: Trawn91 on April 02, 2019, 11:16:15 AM
Thank you Wyvern,

Only recently I got back to playing Starsector so I wasn´t aware of all the options. But since I havent had any luck with those yet, I had to ask :)

On another note, I was able to build Shadowyards shipyards without blueprint. Is that intentional behavior since I used premade Shadowyards campaign start? (no nexerelin here).
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: Wyvern on April 02, 2019, 11:23:27 AM
On another note, I was able to build Shadowyards shipyards without blueprint. Is that intentional behavior since I used premade Shadowyards campaign start? (no nexerelin here).
I'd assume so.  I hadn't been aware of that myself, but it does seem like it'd make sense.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: MShadowy on April 03, 2019, 09:14:45 AM
It is intended, aye; the blueprint got put in as an optional method, actually. You can get access to the station type if your relationship with the SRA is good enough as well, and this was initially intended to be the only way to do so.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: Trawn91 on April 04, 2019, 04:27:29 AM
Make sence :) thank you for clarifying. 
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
Post by: Hussar on April 11, 2019, 05:59:13 AM
Holy hell, I haven't given Shadowyards a go in a long time (like since 0.8.1) - but I've did so today. And hell, the work you did with stations is honestly amazing. I'd wish more people given it a go for their mods, but then I also realize how time consuming it had to be - but still! Shadowyards is feature complete thanks to it! Huge props!

I also enjoy the new industries that are more of an alternative to (and perhaps downgrade from at times) vanilla stuff rather than improvement. Handy at the beginning, but I imagine switching to vanilla orbital works and refining as soon as I get a chance heh. Still, it's an really nice flavor!
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.6(04/21/19)
Post by: MShadowy on April 21, 2019, 06:56:01 PM
Jeez this took a while, didn't it? In any case the version 0.8.6 is ready for release!

(https://i.imgur.com/D4VwJ8p.png)
Download 0.8.6 (https://github.com/MShadowy/shadowyards/releases/download/0.8.6/Shadowyards_0.8.6.zip)

0.8.6 Changelog
Spoiler
  • New Ships:
    • The Eir-class Passenger Liner, a massive ship capable of moving large numbers of people in style and comfort
    • The Carmine-class Light Carrier, a fast ship designed for raiding that has somehow gotten into pirate hands
  • New Fighters:
    • The Heckler-class Heavy Interceptor, which has a very long attack range and blistering if incredibly short ranged firepower
    • The Vulgar-class Bomber, slow and immaneuverable, little more than a shuttle for Hammer Torpedoes
  • Detrimental built-in hullmodds removed from SRA pirate ships
  • Changes to the Enlil:
    • Ship system changed to the Booster Jets system
    • Top speed increased to 160 (from 150)
  • Changes to the Inanna:
    • Top speed reduced to 140 (from 150)
    • Now has a built in Integrated Targeting Unit
    • The Inanna was somehow lacking core variants, and many of it's variants had minor issues, which have been fixed
  • Changes to the Shikome:
    • Reduced odds of appearing in fleets
    • CAS Assault Beam chargedown increased to 0.6 (from 0.4); total firing cycle time increased to 1.4 (from 1.2)
    • Beam damage and energy weapon RoF while system is active reduced by 66%
  • The GAT system now applies a more sizeable buff for the Delphi (and cruiser sized ships in general), and has had its status text improved
  • The Scylla's HEF has been replaced with the GAT system
  • The Clade's retro drive AI has been adjusted to account for the speed boost from Safety Overrides and should crash into ships behind it less often
  • Shadowyards ships now have custom d-mod decals
  • The REIS system has been changed to an On Hit effect, with a chance of piercing shields based on flux of the target ship, that applies heavy EMP strikes to the targets engines
  • Fixed an NPE crash with Massive Solar Arrays that would occur in Nebulas for some reason
  • A number of ships have had their prices adjusted
    • Enlil - to 10,000 credits (from 14,000)
    • Seski - to 8,000 credits (from 10,000)
    • Shamash - to 36,000 credits (from 24,000)
    • Inanna - to 12,000 credits (from 16,000)
    • Southpaw - to 9,000 credits (from 16,000)
    • Clade - to 26,000 credits (from 30,000)
    • Minarette - to 24,000 credits (from 28,000)
    • Lobatus - to 25,000 credits (from 28,000)
    • Tartarus - to 60,000 credits (from 65,000)
    • Delphi - to 42,000 credits (from 55,000)
    • Minos - to 44,500 credits (from 52,500)
    • Skadi - to 235,000 credits (from 250,000)
  • SRA related IBB Bounties no longer use the autofit system
  • An oversight which was causing the Belet-seri and Seski to fail to construct properly has been fixed
[close]

Let me know what you all think!
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.6(04/21/19)
Post by: Spess Mahren on April 21, 2019, 08:26:26 PM
I noticed the lockdown hmg still has sra_export_bp listed in the tag category when it needs ms_export_bp to actually appear on the exports bp package.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.6(04/21/19)
Post by: MShadowy on April 21, 2019, 08:33:55 PM
... oops. Okay, marking that to fix.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.6(04/21/19)
Post by: Bastion.Systems on May 02, 2019, 12:01:46 PM
Just spotted a Eir, woah.
That's not a liner, that's a small craftworld!
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.6(04/21/19)
Post by: eidolad on May 08, 2019, 08:27:35 PM
Started a Nexerelin game with Shadowyards 0.8.6 and have battled many pirate squadrons (a few led by 8-12 cruisers) without seeing one of these beautiful new Carmine carriers...

...are they indeed released/available to general pirate usage?


I have 13 mods (with five big faction mods including Shadowyards) active...

Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.6(04/21/19)
Post by: Avanitia on May 09, 2019, 10:42:49 PM
Started a Nexerelin game with Shadowyards 0.8.6 and have battled many pirate squadrons (a few led by 8-12 cruisers) without seeing one of these beautiful new Carmine carriers...

...are they indeed released/available to general pirate usage?


I have 13 mods (with five big faction mods including Shadowyards) active...


Yeah, I saw them for sale and used, but they are very rare. I don't know if it's just luck or sheer amount of mods decreasing chance of it spawning (a lot of mods add ships to pirates). I did find a blueprint for it though, it's a pretty good carrier.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.6(04/21/19)
Post by: MShadowy on May 11, 2019, 07:21:32 AM
Carmines have a relatively low weight to be spawned, which is probably getting complicated by additional pirate ships being added. The current build has 3 variants with a total of 7 selection weight (3, 2, 2); if its not showing up enough in it's role I may have to increase it to 4 or 5.
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.7(04/21/19)
Post by: MShadowy on May 15, 2019, 11:21:09 AM
Shadowyards  0.8.7 is now available for download:

=download= (https://github.com/MShadowy/shadowyards/releases/download/0.8.7/Shadowyards_0.8.7.zip)

0.8.7 Changelog

Spoiler
  • Fixed a typo that was causing the lockdown not to appear in exports blueprints package
  • Increased the Baseplates supply cost/month to 4 (from 2) supply cost/deployment to 4 (from 3)
  • Spawn weight for Carmine variants increased to 4 for a total of 12 weight
  • Some adjustments to SRA frigate supply costs
    • Seski cost/deployment reduced to 3 supplies (from 4)
    • Inanna cost/deployment reduced to 5 (from 6) and cost/month increased to 5 (from 4)
    • Belet-seri cost/deployment reduced to 4 (from 5)
  • Shikome changes:
    • Damage for Mini Lance reduced to 1000 (from 1500)
    • Damage/Second for CAS Assault Beamer reduced to 350 (from 500), impact reduced to 250 (from 1450)
    • Lowered spawn probability to 1 in 40 (from 1 in 20)
  • Heckler changes:
    • OP cost/wing increased to 9 (from 6)
    • Range decreased to 6000 (from 7000)
    • Max Flux decreased to 300 (from 450)
  • Vulgar changes:
    • Hammer mounts changed from 2 single Hammer racks to one double mount
    • Shield removed
  • Added a number of additional skins for the Revolutionary Council subfaction added by Vayra's Kadur Remnant mod
  • SRA Phase ships with custom phase systems should now be categorized properly when custom building ships
  • SRA ship costs adjusted to properly match the new vanilla prices
  • Finally remembered to replace the overly bright cockpit pods for the Skinwalker and Raksasha
  • Improved visual effects for Nidhoggr Lance and Wavepulse Cannon
[close]
Title: Re: [0.9a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
Post by: Midnight Kitsune on May 15, 2019, 11:23:02 AM
.91 compatible? If so then you might want to update the thread title
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
Post by: koprus on May 16, 2019, 03:21:42 AM
Hi, while enjoying your mod i noticed that elysiun and elysium(p) show 0 "weapon flux/sec" at the refit screen regardless of loadout, is it a bug or am i missing something?
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
Post by: MShadowy on May 16, 2019, 07:34:47 AM
It is a bug. I've known about it for quite some time, but I don't know what's causing it so I haven't been able to figure out a solution.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
Post by: nb8 on May 16, 2019, 09:04:05 PM
very weak and lasy capship  :(
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
Post by: MesoTroniK on May 16, 2019, 10:04:07 PM
Very weak and lazy post.

If you want to be constructive, maybe talk about it in detail and offer actual feedback?
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
Post by: AxleMC131 on May 16, 2019, 10:46:14 PM
very weak and lasy capship  :(

Don't Shadowyards have three capital ships now? We don't even know which one you're talking about.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
Post by: MShadowy on May 17, 2019, 06:54:09 AM
Pretty much, yeah. I guess the Eir technically counts but it's not a combat ship. There's nothing to be done with stuff this vague, so unless more detail is forthcoming I'll ignore it.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
Post by: lechibang on May 17, 2019, 09:25:01 AM
I think it's 4 now including the Eir - a souped up starliner with huge-a** crew capacity. But dunno which one you're referring to, nb8.   ???
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
Post by: nb8 on May 17, 2019, 02:02:13 PM
This is a pear ship. I played an early version of the mod and there it was good. He had a teleport system like a wolf frigate. And although his main gun was as useless as it is now - it only forced overheating, due to the teleport he could fight even with the Paragon. Now he is 2 times worse than Paragon.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
Post by: AxleMC131 on May 17, 2019, 02:39:39 PM
Ah derp, I forgot about the Skadi. XD I was thinking Mimir, Vardyr, Eir. Gotta remember those capital carriers.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
Post by: MShadowy on May 17, 2019, 03:43:54 PM
This is a pear ship. I played an early version of the mod and there it was good. He had a teleport system like a wolf frigate. And although his main gun was as useless as it is now - it only forced overheating, due to the teleport he could fight even with the Paragon. Now he is 2 times worse than Paragon.

Ah, okay, that's gotta be the Mimir.

Which is... not meant to be an equivalent to a Paragon. While I find it unfortunate you miss the phase skimmer the ship used to have I find the Mimir a lot more interesting and fun now that it's been replaced with the lock drive. And that was changed a long time ago now; I'm sorry, but this is very unlikely to be addressed, I am quite happy with where the ship is at.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
Post by: lethargie on May 17, 2019, 06:38:14 PM
Is it the ship system that is like a really fast multidirectional burn drive? Cause these ship are amazing, it was quite a highlight of the mod for me in 0.8.1. I mean I would obviously kill myself way too often with it, but it was really fun. Definitely more on the level of the current odyssey than the paragon though, which is perfectly fine considering the mobility it has.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
Post by: Kanil on May 17, 2019, 07:15:50 PM
The SRA industries (and the vanilla Heavy Industry/Orbital Works) are currently not tagged as industries and don't count towards the industry limit.

On the typo front, I currently have a "yardie Commission", and the description for the Anu has "Enil" rather than "Enlil".

Thank you for the update.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7(05/15/19)
Post by: MShadowy on May 18, 2019, 06:31:58 PM
Oh geeze, that's kind of a major oversight; okay time to look into that and see what needs fixin'.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: MShadowy on May 19, 2019, 02:20:22 PM
Okay quick fix and some balance changes.

=download= (https://github.com/MShadowy/shadowyards/releases/download/0.8.7rc2/Shadowyards_0.8.7rc2.zip)

0.8.7rc2 Changelog

Spoiler
  • Fixed the tags for SRA industries so they now work properly with the updated colony mechanics
  • Further changes to the Vulgar
    • Weapon changed to a single shot mining blaster
    • Ships increased to 3 per wing
    • Some minor adjustments to attack run range
    • Formation changed to Claw
  • The Upelluri now has a short description, and has had the Targetting Supercomputer hullmod added
[close]
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Shuka on May 19, 2019, 05:39:49 PM
Thanks for update sir
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: default on June 06, 2019, 11:28:56 AM
I have a bit of a minor issue with the way this mod is with one of the IBB missions from the ship/weapon pack. Specifically the Odin class. I went on a whole rant of sorts about it in that thread, but I was told to post it here instead. Basically though, the Odin class is deceitful with how good it is when you fight it as compared to when you actually get it. One of the bigger issues I had with it is that the Odin had a Hurricane MIRV launcher on it when I was fighting it, and the autofit loadout was showing a Hurricane MIRV launcher, but it only has 2 medium missile spots. And the OP the ship has when you get it is 319 with the skill for +10% OP. However, to fit everything it had on it when you fight it, you would need 435 OP.
That aside, I do like the mod. It's nice to have another faction running around with different ships. Except I personally find some of the tunes associated with them a bit odd. Not out of place though.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Hrothgar on June 17, 2019, 02:04:32 AM
BTW what is a Red Guard? I saw some ships of this hullmod type, but they are few and i cant find information about them in mods description. i saw someone said that they're from Shadowyards.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Kwbr on June 17, 2019, 03:01:59 AM
Red Guard are from Vayra's Sector (http://fractalsoftworks.com/forum/index.php?topic=6649.0) I believe.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Hrothgar on June 17, 2019, 06:13:27 AM
Well it is possible that Vayra Sector add them to Shadowyards, so it confused me.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Morathar on June 17, 2019, 08:24:19 AM
The Red Guard are variants of ships used by the "Persean Democratic People's Revolutionary Council" (a.k.a "communist_clouds") faction in the Kadur Remnant/Vayra's Sector mod. Basically, they are repainted versions of vanilla ships like the Hammerhead, Lasher, etc used only by that faction. Those ship variants are included in the Vayra's Sector mod.

However, in a collaborative effort, several of the Shadowyard ships were also given new skins for use with that "Revolutionary Council" faction in the Vayra's Sector mod. Those special repainted versions of the Clade, Enlil, etc. can be identified with the (RC) appended to their hull name (Clade (RC), Enlil (RC), etc.) - similar to how you can find pirate versions of some of those ships like the Clade (P). All of these special Shadowyard ship skins are included in the Shadowyards mod.

In other words, both mods contain Red Guard/Revolutionary Council ships...
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: crowman on August 15, 2019, 09:10:22 AM
Newfrog here. I've got Nexerelin, Varya's Sector, Starship legends and Dassault Engineering installed so I'm wondering if updating this mod will *** my save up.

Edit: Also, my "markets" can't export Cloned Organs from the Medical Bay for some reason. Hell, I don't even know if that's related to this mod, so sorry if it isn't,
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Hrothgar on August 19, 2019, 03:04:25 AM
Every mod which is not a cosmetic will crash earlier saves. Ships, faction, some major scripts etc, will break saves.

There is save transfer which mayby will make your save compatible , but it's i think 50/50. If i do major update of for example, 10 mods, i always make new game , as there is chance something will be broken anyway.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: TimeDiver on August 19, 2019, 11:13:53 AM
Every mod which is not a cosmetic will crash earlier saves. Ships, faction, some major scripts etc, will break saves.

There is save transfer which mayby will make your save compatible , but it's i think 50/50. If i do major update of for example, 10 mods, i always make new game , as there is chance something will be broken anyway.
The Save Transfer mod is deader than disco (obligatory meme reply).

Serious reply: Its author has no intention of further updating it, as colonies haved changed too much to transfer to newer saves.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Shuhei on August 21, 2019, 03:29:28 PM
Mission: Stricken has a typo in description. "the Hegmony commander orders..."
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: ArnaudB on August 31, 2019, 05:11:34 AM
The game instantly crash the moment I try to save with this mod activated. I have Nexerelin and a number of others mods, but I can't find the problem. The log isn't helpful, it just state saving start then nothing.

Does somebody has any idea?

Edit: there is the log

Code
148651 [Thread-4] INFO  ruthless_sector.CampaignScript  - Reload Penalty: 0.0
148819 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Diplomacy brain for sindrian_diktat considering options
148819 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking war for faction Sindrian Diktat
148819 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Relationship required for war: SUSPICIOUS
148820 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. tritachyon: 0.42995167, false
148820 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. hegemony: -0.57971025, false
148820 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. Coalition: -2.3719807, false
148820 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. neutrinocorp: -4.811594, false
148820 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. blackrock_driveyards: -6.792754, false
148820 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. HMI: -14.368492, true
148820 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. luddic_church: -15.415459, false
148820 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. persean: -16.657005, false
148820 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. luddic_path: -17.992754, true
148820 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. pirates: -22.811594, true
148820 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Checking vs. shadow_industry: -27.34541, false
148855 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Dargor to Airin
149335 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Persean League
153330 [Thread-4] INFO  exerelin.plugins.ExerelinModPlugin  - Before game save
153330 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_BurtChicomoztoc_3515241002715551910...
153331 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 1
153332 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 2
153332 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 3
153601 [Thread-12] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0

It just tampers off with nothing afterward.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: King Alfonzo on August 31, 2019, 09:19:27 PM
Unfortunately this problem occurs when you don't have enough RAM or GPU to actually save the file. I had this problem a lot, and it was resolved by adding more RAM and getting a fresh graphics card. TO get around this issue you can either upgrade your computer, cut out any extra programs you're running in the background, or simply change the number of mods you're using, removing others to access this one.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: ArnaudB on September 01, 2019, 01:21:29 AM
That's really odd because I can turn on more factions mods but Sylphon RD crash on startup and Shadowyards crash on saving. I don't have problem with an otherwise large list of mods, and I have 4gb of ram attributed to starsector.

Is there a way to know how much ram Shadowyards use?

Edit: hunted down the topic on ram and found the information there. I went aggressive with mod removal of factions and managed to get Shadowyards working without crashing the save. I notably removed Weapons and ship pack that apparently eat a lot.
I disabled graphic lib in the config first too, then I turned it back on and it still works for now. I might investigate this further.

Thank for your help though, that was really helpful.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Taverius on September 04, 2019, 12:59:35 AM
So uh. The Lambent. Yeah it eats less fuel/ly, but how is that worth double the supply use for 3/4 of the fuel capacity? Rn its never a worthy tradeoff over a phaeton.

Le Edit: The front-right dynamic thrusters on the Clade and Lobatus never seem to make a flame, seems bugged.

Also, is it me or is the Lobatus not very good? It doesn't have the flux to run 2 CEPCs and win a flux war - which it has to since it can't move - and with anything shorter ranged it just gets poked to death. For 11 OP I'd rather bring another Clade or Morningstar.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: IAmLegion on September 05, 2019, 09:22:33 AM
Personally, I find the Clade to be not very impressive.  Please upgrade its retreat drive to purposefully target friendly ships.  I need more launches in my life.  Thank you.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Wyvern on September 05, 2019, 10:48:05 AM
So uh. The Lambent. Yeah it eats less fuel/ly, but how is that worth double the supply use for 3/4 of the fuel capacity? Rn its never a worthy tradeoff over a phaeton.
To present a different perspective, the Lambent is my go-to choice for a tanker.  It's more fuel efficient, and doesn't require militarized subsystems, so I can install expanded fuel tanks and surveying equipment.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: MShadowy on September 06, 2019, 09:18:02 AM
As Wyvern noted the Lambent is mainly intended to be a sort of sidegrade to the Phaeton, essentially a military logistics ship instead of civilian fuel transport. That being said it probably shouldn't be twice as expensive in terms of supply cost; I'll do a quick comparison, but that's probably just a result of me missing balance changes to the Phaeton.

As for the Lobatus, I'll agree that it has a number of issues; I'll fiddle with the ships balance and see how it works. And maybe see if I can finally figure out why it siege mode system doesn't quite power down correctly.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Wyvern on September 06, 2019, 11:19:14 AM
Oh, I can take a look at that if you'd like - it was my code originally, I might as well dig in and fix it.

That said, it may also be worth taking another look at what, exactly, siege mode -does-.  When I first implemented it, my idea was that it was designed to primarily give a boost to energy weapons, to encourage using them over ballistics.  As the ships that use it no longer have the option of mounting ballistic weapons, that entire notion is a bit obsolete.

In fact, I might even suggest turning it around entirely; the AI doesn't really know what to do with a ship system that slows it down, but if you made the hulls normally slow, then a "pursuit mode" system that diverted power from other systems to engines might be easier to get the AI to make proper use of?
...On the other hand, ships with mobility systems are pretty common; doing something different is definitely worth consideration.  And you could get a lot of the same sort of result with, say, a low base speed and a built-in hull mod that just amplifies the zero flux speed bonus.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: MShadowy on September 06, 2019, 04:51:29 PM
It'd be appreciated, thanks.

As for changes in the system itself, it's not clear what changes shouyld be pursued to uh... I guess modernize it? It is sort of a legacy system at this point, some reconsideration of how it works and what it's meant to do should probably happen.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Wyvern on September 06, 2019, 06:27:11 PM
Found it - the base shield unfold rate of the Lobatus is higher than that of the Tartarus, presumably a side-effect of it being a destroyer rather than a cruiser.  To fix, in MSTartarusShieldFinagler.java, add:
Code
                        if ("ms_lobatus".equals(ship.getHullSpec().getHullId())) {
                            mult = mult * 2.0f;
                        }
Just after the similar bit about accelerated shields.  Value of 2.0 not tested; feel free to adjust to whatever feels right.  (And double-check that whatever value you use still works properly when you install accelerated shields.  It should, but it's worth testing.)

You also might want to add to the ms_boss_charybdis to the list of ships the ShieldFinagler applies to?  I.E.:
Code
                if ("ms_tartarus".equals(ship.getHullSpec().getHullId()) || "ms_lobatus".equals(ship.getHullSpec().getHullId()) || "ms_boss_charybdis".equals(ship.getHullSpec().getHullId())) {
In place of the current line that only references the Tartarus and Lobatus.
Honestly, that part should -probably- get replaced with something that just asks "Does this ship have ms_siegemode as its system?", but I don't feel like digging through the API to find the right calls for that right this second.

That doesn't really help any with the aforementioned reconsideration of siege mode's purpose, but it should at least get it working for the ships that use it.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Taverius on September 06, 2019, 11:33:50 PM
I can't speak for the energy/ballistics thing, but certainly the defense mode itself is useful on ships with the op and flux to make good use of it like the lime tart  ;)

And haven't i seen other similar systems used decently by the ai? Neutrino's Maul comes to mind but there are others I'm sure, one of the II ships? Also some sylphon. None have the combination of everything seej does but its close enough.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Innominandum on September 08, 2019, 05:05:55 AM
That's really odd because I can turn on more factions mods but Sylphon RD crash on startup and Shadowyards crash on saving. I don't have problem with an otherwise large list of mods, and I have 4gb of ram attributed to starsector.
Is there a way to know how much ram Shadowyards use?
Thank for your help though, that was really helpful.
What are your actual specs ? If your running the game on an integrated Gfx (intel) then chances are that out of those 4 G that you reserve for starsector, 1.75 G get actually taken/ allocated to the Gfx, as shared memory. If your on 8G ram then you could go up to 6G (possibly more) by MuRdErInG a few tasks, services and the usage of memreduct. Use Memreduct to force some sys reserved memory into the virtual, take into account that the probability of *suprise* blue screening rises exponentially with game time, but i find it to be generally, pretty safe. 
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Starareo on September 10, 2019, 08:01:11 AM
So most of the industries are pretty new, but does the modular factory offer any benefit versus heavy industry? Also, how good is the AI at handling the ships with keeping distance in such because I've been doing some testing in the simulation with my very assault focused capital and its melting the Mimir at least. Also no one's buying my solar capacitors but that just may be because I installed the mod onto a save and the faction doesn't even really exist yet lol.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Wyvern on September 10, 2019, 10:23:35 AM
So most of the industries are pretty new, but does the modular factory offer any benefit versus heavy industry? Also, how good is the AI at handling the ships with keeping distance in such because I've been doing some testing in the simulation with my very assault focused capital and its melting the Mimir at least. Also no one's buying my solar capacitors but that just may be because I installed the mod onto a save and the faction doesn't even really exist yet lol.
Modular Factory is cheaper, superior if you don't have a nanoforge, and inferior if you have a pristine nanoforge.  I don't recall offhand how it stacks up when you have a corrupted nanoforge, though, as I tend to just go for building the regular heavy industry.

Not sure on the Mimir question; it is a very good battlecruiser, but I generally don't like letting the AI pilot my battlecruisers, so I don't have much relevant experience there.

And yes, the capacitors are only used by the modular factory, so if you don't have shadowyards around (and aren't building those yourself), you should probably avoid the solar collector industry.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Starareo on September 10, 2019, 11:46:10 AM
Thanks, that clarifies a ton for me. Is the medical facility worth it for the growth in your opinion? I modded the base game a little bit to get more industries faster so I'd probably have to revert that.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: CrixM on September 11, 2019, 10:35:16 PM
Is the rakshasa bomber a little overcosted? I understand it pays extra for survivability but its offensive payload really isnt anything special.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Czyrek on September 12, 2019, 08:36:53 AM
Is the rakshasa bomber a little overcosted? I understand it pays extra for survivability but it's offensive payload really isnt anything special.

I've too noticed that its not super impressive damage wise, but the fact that by the end of most battles that I still have most of them alive, does in at least some ways make up for it a bit.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Czyrek on September 12, 2019, 09:14:56 AM
Hey! I just wanted to come and say that I love your mod. The green ship colors are great looking. I'm a little sad that most of the other mods I've tried have not been as balanced to vanilla as yours seems to be, but at least I can use yours and feel its fair.

So far my strategy has been to use a Vardr battleship to soak up and deal pain on the front, with a mix of carriers (capital/cruiser/destroyer) behind and couple of clade or elesium (depending on deployment points) to shore up the flanks and chase runners. I've wanted to like the Delphi and Tartarus, but they always seem a bit slow to get into the fight, and get shot up and bow out before they ever get to do much, I found replacing their deployment points with Shikome's to be more effective or deploying them midbattle after the enemies main spear has been blunted. Does anyone have any particular strategies or ships they like to use with SRA they'd like to share c: ?
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Sinigr on September 12, 2019, 10:09:28 AM
I'm a little sad that most of the other mods I've tried have not been as balanced to vanilla as yours seems to be
Balanced to vanilla, are you serious man? Okey, for example, look, some vanilla cruiser size carriers for 20 deployment: (https://i.imgur.com/vPKqSlU.png) (https://i.imgur.com/feTwjXv.png)and Yardie cruiser carrier for 25 deployment:(https://i.imgur.com/9ySIZNV.png)
Some forum's bugs, text in image:(https://i.imgur.com/aNKLWW1.jpg) (https://i.imgur.com/mjlgI40.png)
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Lathrael on September 13, 2019, 10:50:54 AM
First of all, i really appreciate the effort you put in creating this mod. The ships are stunning beautiful and unique, but....

The portraits auto-included in this mod, is out of aesthetics of the game, stands out in a bad way, which breaks the immersion. While I know it's a short work on the player's part to "fix" it however they like, i would advice you to publish a "lite" version that doesn't include those portraits. Because not all would bother with the effort or some might not know how to.

Just my opinion :/
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Shad on September 13, 2019, 11:32:10 AM
I'm a little sad that most of the other mods I've tried have not been as balanced to vanilla as yours seems to be
Balanced to vanilla, are you serious man? Okey, for example, look, some vanilla cruiser size carriers for 20 deployment: and Yardie cruiser carrier for 25 deployment:
Well yes of course.
20 DP and 25 DP is not the same. It means you can get 5 Herons/Moras for the price of 4 Charybdis. So a much better ratio of fighter wings/DP

And Charybdis stats aren't really better. Sure, Mora has poor flux stats, but's it's a has medium missile slots, and small ballistic slots. And it can tank a capital ship  with its armor and system. It needs no flux to operate. Charybdis appears to have goods stats with 540 dissipation, before you realise it has front locked shield and it needs a whooping 378 flux to raise. So you need to either accept having a shields that is only situational despite good paper stats or invest into Stabilised Shields, Extended Shields and max vents just to be able to use it.

Also Charybdis has the worst system: a brief speed boost. Where Mora gets brief invincibility and Heron gets damage buffs for its wings. Charybdis needs to stick into the fight for it to make up for that. And the exclusive energy wepon loadout eats a lot of flux. Not to mention hybrid ships do less well due to more officer skill requirements.

So Charybdis is fine. It's not too strong, but it's a fun ship to use.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Hrothgar on September 13, 2019, 12:04:22 PM
It's simple:

-Mora is brick which only by accident can put some fighters on battlefield.
-Heron is proper carrier.
-Charybdis is hybrid-carrier/cruiser. So it is not perfect in both situation, but more flexible than both of 2 others.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Czyrek on September 13, 2019, 12:22:20 PM
I'm a little sad that most of the other mods I've tried have not been as balanced to vanilla as yours seems to be
Balanced to vanilla, are you serious man? Okey, for example, look, some vanilla cruiser size carriers for 20 deployment: and Yardie cruiser carrier for 25 deployment:
Well yes of course.
20 DP and 25 DP is not the same. It means you can get 5 Herons/Moras for the price of 4 Charybdis. So a much better ratio of fighter wings/DP

And Charybdis stats aren't really better. Sure, Mora has poor flux stats, but's it's a has medium missile slots, and small ballistic slots. And it can tank a capital ship  with its armor and system. It needs no flux to operate. Charybdis appears to have goods stats with 540 dissipation, before you realise it has front locked shield and it needs a whooping 378 flux to raise. So you need to either accept having a shields that is only situational despite good paper stats or invest into Stabilised Shields, Extended Shields and max vents just to be able to use it.

Also Charybdis has the worst system: a brief speed boost. Where Mora gets brief invincibility and Heron gets damage buffs for its wings. Charybdis needs to stick into the fight for it to make up for that. And the exclusive energy wepon loadout eats a lot of flux. Not to mention hybrid ships do less well due to more officer skill requirements.

So Charybdis is fine. It's not too strong, but it's a fun ship to use.

Quote
-Charybdis is a hybrid-carrier/cruiser.

You guy basically listed out all the points I was thinking of. Charybdis also does seem to be a bit of an outlier compared to some of the others which seem to stick a bit closer to vanilla. (in stats and in maintenance value)
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Sinigr on September 14, 2019, 05:07:01 AM
OMG, Charybdis can tank with shields much more than More, and it is faster than Herom with it's system, also Charybdis can do much more damage with it's large gun, and much bonuces of aditional ordnance. Charybdis is extremle overpowered for it's 25 deployment. You all are really far from balancing.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Shad on September 14, 2019, 08:39:14 AM
OMG, Charybdis can tank with shields much more than More,
Well, duh. Mora is an armor-focused brick with literal invincibility, not a shield-based one.
Quote
and it is faster than Herom with it's system
In other words, it's slower without the system. And Heron's system is much better for a carrier, since it buffs its wings damage.

Quote
also Charybdis can do much more damage with it's large gun, and much bonuces of aditional ordnance.
It's hybrid carrier, so it has guns yes. All pure carriers have less OP than hybrids due to their potential. Case in point: the 45 OP Astral has 230 OP, the 40 OP Legion has 260 OP.

Compare Charybdis stats to an Apogee and you will see the stats are suddenly much less impressive. Even though Apogee is only 18 DP and not even considered that strong among crusers, the apogee has better armor, shield, and flux stats, and it has more guns. Charybdis is has some firepower to support the fleet, but head on, it's well below the firepower of a true cruiser.
 
Quote
Charybdis is extremle overpowered for it's 25 deployment.
It's not. Your theorycrafting is full of mistakes.

Quote
You all are really far from balancing.
Considering the very amusing ideas about the Cathedral in the other thread, I don't think the problem is on this end.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: cjuicy on September 14, 2019, 12:02:16 PM
OMG, Charybdis can tank with shields much more than More, and it is faster than Herom with it's system, also Charybdis can do much more damage with it's large gun, and much bonuces of aditional ordnance. Charybdis is extremle overpowered for it's 25 deployment. You all are really far from balancing.
Charybdis is not nearly as broken as you make it. In practice the Mora can leverage nearly all of its flux for its shields and subsystem and is a literal brick of hull and armor, while the Charybdis burns a lot of flux on its energy-heavy loadout and its shields are meh. Charybdis is also much more likely to throw itself into situations that will melt it, and its ship system helps little compared to Damper Field. Heron exists to kite all day long, so it needs neither flux nor hull.

I believe you need to play the game more before you make any sweeping accusations of balance.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Sinigr on September 14, 2019, 02:55:30 PM
I believe you need to play the game more before you make any sweeping accusations of balance.
I am piloting Paragon and hunting remnants, full ai in each ship with max lvl 29(i know how you are fighting pirates with usual officers, which are more weaker, and OH MY GOD in spite of this you can not win it, and i see tears about it here, in that forum), so you should play more, to understand what is op and what not. If you do not understand how to use Charybdises to make it op, it is your problam, i can make it op, it can fight, go for venting while other Charybdis changes it, and it has enough time to understand that it is in dangerous situation (cool capacitors for shield), what say about Mora - it can tank 2 times with it's system than it will explode, Heron? It is fast, yes, but if something strong one will get, it seems to be exploded in some seconds, while Charybdis can tank, can evoid dangerous situation by it's system (while, how i said, other Charybdis chanege's for tank), vent, and engage in battle again, just try to use 5 moras or and 4 Charybdis, hunt remnants or tachion/hegemony bounty for 300k+ kredits. and you will see how 4 Charybdis are working, and how Moras and Herones will explode. +- 15000 capacitors with shield +- 0.45, it can tank 25k+ damage with it's shield, you all are very far from understanding vanilla balancing.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Sinigr on September 14, 2019, 03:00:49 PM
Quote
also Charybdis can do much more damage with it's large gun, and much bonuces of aditional ordnance.
It's hybrid carrier, so it has guns yes. All pure carriers have less OP than hybrids due to their potential. Case in point: the 45 OP Astral has 230 OP, the 40 OP Legion has 260 OP.
Just one more "bad player" that do not understand differences low or high tech.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Golde on September 14, 2019, 10:22:16 PM
Quote
also Charybdis can do much more damage with it's large gun, and much bonuces of aditional ordnance.
It's hybrid carrier, so it has guns yes. All pure carriers have less OP than hybrids due to their potential. Case in point: the 45 OP Astral has 230 OP, the 40 OP Legion has 260 OP.
Just one more "bad player" that do not understand differences low or high tech.

This mod is excellent and I mean it. While my opinions are insignificant, it has the popularity and reputations to be one of the best. Swing by Discord and you'll see for yourself; It's featured in just about every modded playthrough series to date, both on Twitch and Youtube. So clearly, whatever Mshadowy's doing; he's doing it right.

You don't like the mod, we get it. With the amount of time you spent here complaining at others, you could have easily learned basic modding and adjusted the difficulty down for your own convenience.

Kids are not supposed to enjoy fine wine anyways.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: MShadowy on September 15, 2019, 09:55:06 AM
Okay, first things first: please stop poking at this guy, thanks. It's not gonna go anywhere and is kinda just fouling up the thread.

Thanks, that clarifies a ton for me. Is the medical facility worth it for the growth in your opinion? I modded the base game a little bit to get more industries faster so I'd probably have to revert that.

As it stands right now the medical facilities are a bit incomplete as I've not yet figured out how to spoof them exporting things. Generally speaking the added industries are still somewhat poorly integrated with the base campaign, and the Med Center is the one where this is most noticeable.

The portraits auto-included in this mod, is out of aesthetics of the game, stands out in a bad way, which breaks the immersion. While I know it's a short work on the player's part to "fix" it however they like, i would advice you to publish a "lite" version that doesn't include those portraits. Because not all would bother with the effort or some might not know how to.

I'm sorry to hear that the portraits aren't to your liking; I've known for a while that they don't mesh with David's style, but I also can't quite manage to match it. Our styles are a bit too different for me to pull it off, even when trying. However, it is unlikely that I'll maintain an alternate release sans portraits since, if nothing else, I will be less likely to keep it properly maintained. Sorry.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Sinigr on September 16, 2019, 05:19:58 PM
I like that mod, just saying that some ships are not very good in balancing.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Sinigr on September 16, 2019, 05:24:19 PM
First of all, i really appreciate the effort you put in creating this mod. The ships are stunning beautiful and unique, but....

The portraits auto-included in this mod, is out of aesthetics of the game, stands out in a bad way, which breaks the immersion. While I know it's a short work on the player's part to "fix" it however they like, i would advice you to publish a "lite" version that doesn't include those portraits. Because not all would bother with the effort or some might not know how to.

Just my opinion :/
You can easely change portraits if you want, look, Fractal Softworks\Starsector\mods\Shadowyards\graphics\portraits here you have Yardie portraits, so you can take original portraits from Fractal Softworks\Starsector\starsector-core\graphics\portraits, make their copy, than, rename as you see in Yardie folder and change them. Yardie will load portraits which where chosen and installed with same names.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: SparraNova on September 29, 2019, 06:30:17 PM
Hey, first post here, so forgive me if this is breaking some sort of protocol I missed or asking about something that's already been answered, but I've been having a bit of a weird... interaction with this mod, specifically to do with the Modular Fabricators colony building.

Namely, I figured that the best way to handle my ongoing shortage of ships would be to build both Modular Fabricators and vanilla Heavy Industry on the same colony... which I'm not entirely sure is meant to be possible, but the game certainly didn't stop me. However, once both were up and running, for some reason the game only seemed to register the production of the Heavy Industry. Currently I've got both upgraded and using pristine nanoforges, but the only thing actually cranking out ships is the vanilla Orbital Works. I did check, and in isolation the Modular Fabricators seem to be working fine, but when they're both put together it seems like the Heavy Industry overwrites them somehow, in every respect except the demand for metals, which the Fabricators are still sucking up... or at least appearing too. Looking at the demand it's displaying both as demanding 5 metals, but the total demand is also only showing up as 5, so really I have no idea what the hell is going on.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: SapphireSage on September 29, 2019, 08:47:36 PM
Imports and Exports work on a logarithmic scale. In practice this means that the only number taken into account will be the larger one and also that a colony that outputs 7 metals will be able to simultaneously support all colonies that import 7 or less metals but will leave a shortage of 1 for a colony that needs 8.

In practice, this means that since both the H. Industry and Modular fabricator need 5 metals that the most metals you need is 5, so only 5 metals are imported. Also, since your H. Industry has a pristine nanoforge while the fabricator does not, that the output of the colony will be based entirely on the H. Industry since it'll produce more ships than the fabricator will.

It has to do with how the vanilla economy works and you'll only need one or the other to produce ship exports as only the one producing the most will be used.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Starareo on October 01, 2019, 03:45:49 PM
So I've finally started a SRA playthrough, and have some questions. Is SRA designed as more of a missile/carrier focus? Lot of missile weapons and comparatively few medium energy weapon, the ones that do exist are great though. Which weapons do you guys prefer and which fighters are the best? I'm probably just gonna make a fleet of Tartarus' and Charybdis', throw in the capitals also.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: captinjoehenry on October 01, 2019, 07:36:18 PM
How does the Shadowyards station stack up to the high tech station?  As I can't test it out but I sort of fealt a tier 3 shadow yard station might be better than a tier 3 high tech station?  I mostly just wish I could test out fighting stations somehow
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: SapphireSage on October 01, 2019, 08:00:38 PM
This topic (http://fractalsoftworks.com/forum/index.php?topic=15758) will likely be useful.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Czyrek on October 02, 2019, 03:50:28 PM
So I've finally started a SRA playthrough, and have some questions. Is SRA designed as more of a missile/carrier focus? Lot of missile weapons and comparatively few medium energy weapon, the ones that do exist are great though. Which weapons do you guys prefer and which fighters are the best? I'm probably just gonna make a fleet of Tartarus' and Charybdis', throw in the capitals also.

They tend to focus mainly on energy weapons, and carriers yes. (the missiles are okay, but usually they have too few/too small slots for them to be anything but a small dps boost)

Chardybdis are great, they're a hybrid carrier/cruiser, and have the speed to engage/flee rather easily. Tartarus feel too slow to really get into the thick of things and I feel like they spend most of the match chasing faster ships.

Out of the capitals, the battle cruiser is fast and very deadly out to a very far range, but can't take too much concentrated fire, and I don't know how many times the AI has used their speed boost to ram themselves to death instead of fleeing. (it can be frustrating). The capital carrier is kind of an upscaled Chardybdis thats a bit tougher but slower, but gets damage boost on its fighters which is great for alpha strikes. The Battleship is slooooooooooooooooow, but it has massive range and nasty nasty guns. My biggest issue with it is that it takes forever to engage, usually requiring your faster ships to escort it up to the front lines. But once it is there, i find it is often the "anvil" that can soak up huge amounts of damage while my faster "hammer" battle cruisers tear apart their fleet. (The battlecruiser lance especially is well suited to causing overloads as it deals a massive amount of damage in a single strike)

My original comp was 1 battleship and 4 Chardybdis. Then I shifted to a 1 battleship 1-3 battle cruisers and assorted carriers. The Clade is fairly useful as a fast attack craft that is fairly survivable, but towards the end (vs 7 battleship fleets) I found that it could get too easily overwhelmed and opted to fill in deployment point gaps with escort carriers instead since they can sit back and still be effective. (or I would wait for enough enemies to die to bring in a Chardybdis).

One last thing I'd recomend is that you make sure to leave room for flux vents, I sometimes eschew some of the less used hard points on my ships for more flux potential, it will keep your ships shielded better and firing longer. (and shadow yards ships are exceptionally vulnerable without their shields)
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Starareo on October 03, 2019, 07:04:19 PM
Thanks for the advice, in my current playthrough, I've only been able to afford cruisers so far. Charybdis is fantastic, will probably feature in all my future fleets combining various mod ships. I always tend to prioritize vents before capacitors and some irrelevant mounts anyways. How do you like the phase cruiser? I can absolutely destroy an Onslaught with it, but no telling how the AI handles it.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Hrothgar on October 04, 2019, 02:00:31 AM
Ai use phase ships sometimes brutally effective, sometimes not. I think Nessie is worst AI phase ship in this moment, partially as it is inheritely ship with weaknesses.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Starareo on October 04, 2019, 05:31:26 AM
Nessie is from Tahlan and yeah I agree, worst phase ship by far. Makes sense with its design and origin though. So far, the AI's been pretty good at using the Scylla, although its pretty slow imo for a phase cruiser.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Hrothgar on October 04, 2019, 06:02:30 AM
I was speaking about phase ships in general.

Excelsior and Shamash, not counting of course a unique phase ships, are one of best semi -mass or mass used ships in AI hands. Shamash is very often found in pirate fleets  and in their original one. Excelsior is much rarer, but it pop here and there from time to time.

Second one i think are Gryptyde and Moriarty, they add many phase ships which are semi-popular, i dont found many Sunder phase prototypes (cuz prototype , duh), but smaller ones are quite popular.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Czyrek on October 04, 2019, 07:14:19 AM
I found the Shamash to be very effective to send to distant points to capture them (usually the AI only sends a frigate or two, which the Shamash can usually handle easily under AI control, and it will almost always get their first)

As for the phase cruiser, I haven't really used it, but I feel its deployment cost is only going to be made up for by a human pilot, where an AI pilot wont be as aggressive or intelligent with it.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Captain Trek on October 20, 2019, 11:42:52 AM
Since Histidine says that faction mods will require tweaking to take full advantage of the diplomacy changes in Nex 9.5, I figured now was as good a time as any to bring my own concerns to your attention: Namely, Shadowyards seems too competitive on the galactic market of the vanilla (Corvus) map, noticeably outstripping the vanilla factions' market share in heavy industry and refined metals, and also being overly competitive in light industry and food.

Now whilst this is no way a game-breaking concern, it really just feels wrong for the canonically dominant powers to lag behind in commodities, even with Shadowyards being a larger and more expansive nation than other modded factions such as DME and Scy. This, to a large degree, can (I think) be traced back to the faction's over-proliferation of industries (just for once, it isn't their access, due to the lack of Waystations and freeports. That's very much to your credit, by the way). There are two Shadowyards markets that have more industries than industry slots (something no vanilla faction is permitted to do), and compared to the vanilla factions Shadowyards has a much smaller proportion of planets that are not utilizing all of their slots. This has had the effect of giving Shadowyards as many refineries as the larger factions and actually more heavy industries than even the Hegemony (in vanilla the only faction to feature two markets with heavy industry).

If you'd like to improve the campaign feel of Shadowyards, I'd suggest, first and foremost, removing the heavy industry from Theramin, the light industry from Stillness, and the refinery from Jnana. This would nicely curtail most of their overly-dominant market shares while also eliminating both of the over-capped industries and the second nanoforge (the vanilla factions are lucky to have even a single nanoforge, after all). I would also propose reducing Euiprides' size to 7, as this would help to blunt their food share and their other presently overly-dominant shares. Granted this would result in smaller defending fleets, but it just seems rather curious that Shadowyards' population is on the same order of magnitude as the Hegemony's, let the League's is not. Note that, in the case of the latter, you might have to tweak the production of solar collectors and/or the demand of parallel fabrications if you still want Euripides to be short on high-capacitance storage such that the player can buy these cheaply from Pillager Point and then sell them dear at Euripides (a detail that does seem to be very much on purpose and, if not, should be).


A few other unrelated suggestions:

- You may want to modify Hotri a bit, since the only planet so exceedingly similar to Earth (i.e. 50% hazard) in the core worlds is supposed to be Gilead. That's why it's so sacred.

- Pillager Point's lore doesn't really explain why it has solar collectors, which seem to be a rare technology given even Shadowyards only has one of them. I'd also say that, since size 5 pirate markets are otherwise kinda rare in the core, that either Pillager Point or Auris Grip should probably be downgraded to size 4.

- Matra arguably makes the Persean League a bit too strong in mining. You could look at dropping the colony's size to 5, or even deleting one of the planet's resources.

- More a bug report than a suggestion, really: Cloned organs don't seem to work properly, because despite the fact that everyone is supposedly in a deficit of them, there's nowhere where they sell any higher than how much you can buy from Euripides for.


I hope these proposals find you well. Shadowyards is certainly an interesting mod, with its relatively high level of integration with the lore and the existing map. I feel strongly, then, that that if there are measures that could be taken to improve campaign feel, it's at least worth putting on the table.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Blue phoenix on October 24, 2019, 06:08:47 AM
I don't know if it's a bug or RNGsus but the skolopendra-class cruiser is on sale on nearly every market in the core worlds, even the non-shadowyard ones.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Hrothgar on October 24, 2019, 07:11:58 AM
If black market, then it can be true.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Blue phoenix on October 24, 2019, 08:48:20 AM
Probably RNGsus then.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: TrashMan on October 31, 2019, 12:18:29 PM
Where the hell are you hosting this downlaod? It's beyond slow. 30 minutes? WTF??
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Hrothgar on October 31, 2019, 02:07:51 PM
You were detected as unworthy for faster download. Mine was like 3.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: MShadowy on October 31, 2019, 07:51:31 PM
Where the hell are you hosting this downlaod? It's beyond slow. 30 minutes? WTF??

github
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: TrashMan on November 01, 2019, 04:01:28 AM
Well, I dunno WTF is going on, my internet works well, I play online, download things normally...but this... nope.jpg.
Download keeps breaking.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
Post by: Hrothgar on November 01, 2019, 04:11:58 AM
I can send you this on discord i think, it's 100mb limit there.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: MShadowy on November 20, 2019, 08:44:46 AM
Shadowyards 0.9rc1 is now available; sorry for the delay on this all. This release didn't add as much as I'd initially planned, but things got a little hectic and, in addition to being just sorta overwhelmed some aspects of this became difficult for me to finish up, so they've been delayed til later.

=download= (https://github.com/MShadowy/shadowyards/releases/download/0.9rc1/Shadowyards_0.9rc1.zip)

0.9 Changelog

Spoiler
  • Rebalanced ship deployment/maintenance costs
    • Elysium deployment costs increased to 20 supplies per (from 16)
    • Charybdis deployment costs increased to 30 supplies per (from 25)
    • Scylla deployment costs reduced to 30 supplies (from 35)
    • Tartarus increased to 16 fleet points (from 15)
    • Skadi fleet points increased to 25 (from 22), deployment costs increased to 45 supplies per (from 40)
    • Lambent supply costs reduced to 3 mo/per deployment (from 6)
  • Wavepulse Cannon range reduced to 800 (from 900)
  • Scatter CEPC changed to make it more "Heavy Blaster" like
    • Now fires a single large, high damage shot with a number of ancilliary emp blasts
    • Overall damage remains the same
  • The Shrike ASM has been renamed to the Stilleto ASM
  • Added the Gugnir Lance Blaster for the Odin IBB
  • A number of weapons have had their shot colors tweaked to make them more distinct
  • Changes to the Lobatus:
    • Fixed issues with the shield failing to correctly adjust when Siege Mode was turned off (thanks Wyvern!)
    • OP increased to 110 (from 90)
  • The Carmine has been made a little tougher:
    • Flux Capacity increased to 6500 (from 6000)
    • Hull strength incresed to 3000 (from 2500)
  • Changes to the Charybdis:
    • Shield efficiency reduced to 0.8 (from 0.7)
  • The Scyllas hitpoints have been increased to 7000 (from 6000), armor increased to 1500 (from 1100)
  • Added the Kabaloi class Fleet Carrier
    • Mid sized fleet carrier equipped with an SWACS system
    • A straightforward and logistically undemanding carrier, but it lacks the Charybdis' direct combat capabilities
  • Added the Apiary Hive Missile, a multiple warhead missile specialized in breaking up enemy strike craft formations
  • Changed some of the Blackcap behavior scripting, they should be better at plotting intercepts and should clump up less
  • Fixed the issues with the Revolutionary Council skins that were preventing them from correctly acquiring the RC faction hullmod, and corrected their tech base description
  • Further Shikome balancing and fiddling
    • Flux cap reduced to 1000 (from 1500), hull to 600 (from 750), armor to 100 (from 200)
  • The Hangar module on the SRA Orbital Station and Battlestation has been reduced to 4 wings (from 6) to make them slightly less overwhelming compared to vanilla equivalents
  • Removed the Refinery industry from Jnana and the Modular Fabricator from Theramin, bringing them down to the correct number of industries for their size
  • Fixed a minor oversight that would sometimes allow fighter specific weapons to appear as loot
[close]

E: I forgot to note, this update mightwill break saves, so be wary.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: PrismaticFlux on November 20, 2019, 03:17:53 PM
Yep, 'Fatal: Ship hull spec [ms_enlilRC] not found!'  :(
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: Fire turtle on November 20, 2019, 11:10:29 PM
Oh, my favorite mod is updated, but will the Apiary Hive Missile launch frequency be too fast? ;)
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: HyperNova on November 21, 2019, 12:25:43 AM
It breaks my save!  :'(

Fatal: Ship hull spec [ms_potniaTris] not Found!

Luckily I found the last verison 0.8.7rc2 on github to rollback:
https://github.com/MShadowy/shadowyards/releases/tag/0.8.7rc2
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: MShadowy on November 21, 2019, 07:02:21 AM
Yeah, the Revolutionary Council skins had to have their ids changed so that they would work with the script made to add in the faction hullmod, so it's gonna foul things up. Sorry.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: Yubbin on November 21, 2019, 01:57:45 PM
I have the same issue as the person above, but for some reason the game doesn't finish launching if I roll back the save (Starsector breaks when loading, then says a ship file is missing). I am new to this kind of troubleshooting, so tell me any common sense things to help please.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: MShadowy on November 21, 2019, 08:55:30 PM
That's curious; if you've rolled back the mod version it should match the uncorrected hull ids, so I'm not sure what's up with that.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: Damienov on November 22, 2019, 03:29:42 AM
I suspect that he rolled back but not by removing previous files but by overwriting it. I fell to that trap several times.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: Yubbin on November 22, 2019, 04:32:27 AM
I suspect that he rolled back but not by removing previous files but by overwriting it. I fell to that trap several times.
You're right, I did exactly that :(
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: Captain Trek on November 22, 2019, 12:21:18 PM
The DP increases for the Chary and Elysium seem like they might be a touch over-zealous, and I also think you could still stand to delete the light industry from Stillness, but very nice work on this update overall.

A few other random thoughts:

- It kind of amuses me that phase ships are both SRA and prv's "one".

- When I played the Thresher mission, it just felt awful to fly, and like it couldn't begin to measure up to something like a Falcon.

- The Enil seems kinda undergunned compared to the Wolf.

- It seems odd that the Inanna is 5 DP when the Brawler and Southpaw are 4.

- Shouldn't the Gugnir be hidden in the codex?
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: Florian on November 23, 2019, 06:47:18 PM
There is a lot of work in the ships design, balance and everything. However, some features don't blend well and break immersion IMHO, those are Musics and Portraits.

Title: Re: (0.65a) Shadowyards Reconstruction Authority 0.5.2.1
Post by: JohnDoe on November 25, 2019, 06:03:18 PM
Heh, looks like Negative Nancy got down with Debby Downer and had a child.
 Thou this game doesn't have the fastest development in the world it's still a 2D sprite based game that I doubt would take 5 more years to complete.
Wow, where's my apology?
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: MShadowy on November 26, 2019, 09:56:59 AM
... what the hell? I... friend, this is from fourfive years ago. Why are you bringing up something no one remembers in my thread?
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: Thaago on November 26, 2019, 12:52:37 PM
An odd example of a necro in a still active thread. This is technically not against the letter of the rules, but is against the spirit of no necroing/derailing, so lets avoid doing things like this in the future please.

I'll see about adding "In active threads, do not quote very old posts unless the post is very relevant to the current discussion.", or something similar, to the forum rules (http://fractalsoftworks.com/forum/index.php?topic=2668.0).
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: FAX on November 29, 2019, 05:19:13 PM
I get a brand new Delphi and ready to pilot it by myself, but I found the system - GAT seems not show it's all functions in the bottom left as it's description, is it normal  ???

[attachment deleted by admin]
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: greycommotion on December 08, 2019, 05:16:43 PM
Hi all; fan of the game and my first post here on the forum.

What exactly is the weakness of the SRA?

[FYI I'm not having a go - it's a great mod; plenty of time and commitment has gone into it :) I'm just genuinely interested in getting an answer on this - everything below is just my opinion, not gospel ;D]

In the very first posts concerning this mod (years back now), people seemed to think that the SRA were weak-ish or situational.

Fast-forward to 2019, and they seem extremely over-powered (again, my opinion).

They are a high tech faction with high speeds, high active venting speeds (with a special in-built hull mod that makes it even faster), high flux capacity, 0.6 to 0.8 shields, nasty energy weapons, often with omni shields or large front shields, usually high ordnance points, low deployment costs and often superior logistical stats compared to other high-tech classes.

They often seem to have more weapon slots compared to other faction ships (with the generators to both feed and cool them).

The SCY sacrifices flux dissipation speeds for strong generators and fast venting. The SRA has fast flux dissipation speeds, strong generators and fast venting.

The ships don't cost substantially more to build either? (I admit to only possessing partial blueprint fragments, however, not the complete set of ships to compare against.)

They're like "ultra-high tech". A boss faction.

Is that the point?

There is some mention of them having low-ish hull and armour strength...but it's usually only a fifty to hundred less (on the frigates anyway). I was expecting maybe, half the hull strength of the same class, high tech ships (maybe even a third) - making it a real sacrifice to pick them (one overload and you're doomed kinda thing); but that does not seem to be the case? They can take hits - assuming you can bring said shields down.

Flanking them is difficult; they are just too fast.

Overpowering their shields is tricky; they have the power banks to take hit after hit, before shooting away to vent.

Group tactics work fine against them (as with most ships - modded or not) - but what happens when you take on an SRA fleet with equal numbers?

They are like a stronger version of Blackrock (one of the "fast, but fragile" modded factions), being on average faster but with better shields. However, unlike Blackrock they start with more systems.

Case in point, I took a Flourish-class frigate (a good, high-tech frigate from one of the Content Expansion Mods; fast, flux capable, double shields, used by Tri-Tachyon) and faced it against a Enlil-class frigate.

The Enlil danced around it. Attacking, moving away, venting and then attacking again, with the poor Flourish getting every more battered each round. Maybe I'm bad at the game, who knows.

These guys took on the Askonia system (a veritable fortress system with fleets everywhere) and claimed it all over the course of a few years.
Millions of poor lobsters made homeless ;(

What am I missing on the weakness side? Are my tactics wrong? Or is this a case of power creep?

Thanks again :)


 
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: MShadowy on December 08, 2019, 08:40:54 PM
hmmm, I'm not entirely certainly how to respond? I haven't noticed anything that indicates the mod is particularly overpowered, and this is the only thing in recent memory reporting such.

Unless there's been some significant shifting of campaign costs for vanilla ships while I wasn't looking SRA ships are broadly in line with Vanilla ships in terms of Deployment and Maintenance costs and have been for quite a few versions now, with most of the remaining outliers dealt with in the latest release of the mod.

In terms of tactical combat, I'm not sure what to say. Again you're reporting stuff that isn't really consistent with my own experiences with the game, or with what's been reported to me previously. I'm not averse to applying nerfs where warranted, hell I applied a fair number of them for the recent release, but this isn't really specific enough to offer me much to go on.

Finally, it's not like it's totally without value to compare ships from other mods, but generally most modders aren't going to balance around what other modders are making, since that tends to create a weird sort of incremental modding arms race.

That being said, though I'm unfamiliar with the Flourish I've checked out its stat block and it's overall pretty similar with an Enlil, with a very similar ship system. The biggest difference here is weapons layout and the secondary shield generator this thing has, which... frankly seems like it should be a massive advantage in the Flourishes favor; seems like it oughta be able to maul an Enlil at relatively low risk. If it was unable to close effectively I guess the Enlil could loiter outside of the Flourishes range thanks to it having a medium weapon slot, though.

Also Nex is basically far out there as far as campaign shenanigans go and kinda doesn't really mean much in terms of balance. And again also the not really balancing around mods thing.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: Vayra on December 08, 2019, 08:49:35 PM
Re: weaknesses, IME Shadowyards tends to struggle against Low Tech and Midline, as it doesn't really have the range of traditional high-tech/energy weapons (beams!)/ballistics, and can't out-brawl Low Tech or the brawlier Midline ships (Hammerheads) due to their armor and kinetics advantage. Vanilla High Tech is one of its better matchups, since it's usually able to catch them and out-brawl them in close combat, as a brawling-focused high tech faction.

Which is to say, their weaknesses are a lack of range, lack of armor, and lack of kinetic damage.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: Starareo on December 09, 2019, 06:08:51 AM
I agree, in my simulation testing with SRA capitals, they struggled against onslaughts and such, as they can get right in your face and tank everything you have while melting your armor. Ofc, take this with a grain of salt, I might have not had the most optimal builds.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: greycommotion on December 09, 2019, 11:20:34 AM
Thanks for the replies!

Following everyone's advice, I've re-tuned my ship builds to focus more heavily on Kinetic damage (on the whole my ships have tended to be generalists - a little bit of every damage type for the sake of flexibility - leaning towards anti-armour, with a bit of ion thrown in); and have seen much better results against SRA ships as a result.

It's not an easy fight, but I think I've been so used to fighting Low Tech ships (Pirates and Pathers mostly; sometimes riddled with D-Mods) rather than tougher, quality, High Tech ships (Tri-Tachyon, Sylphon, and whatever scary stuff the Research Mandate have in their distant corner of the Sector), that shifting gears to primarily use anti-shield damage seemed odd ;) Up until now, it's been High Tech (me) vs Low Tech almost all the way; rather than High Vs High - necessitating anti-amour.

My mistake! :)

(With a fresh set of eyes, the SRA ship stats do seem more in line with other ships in the High Tech category - sorry!)

P.S - Can I update the various faction mods (including SRA) + Nexerelin; or does that corrupt / crash the game? Currently using Iron mode.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: MShadowy on December 09, 2019, 04:02:25 PM
Yeah, Pirates and other factions who field ships with quality issues can create a somewhat distorted impression of the games overall balance, since heavily D-Modded ships tend to blow over comparatively easily. A faction like the Hegemony or the League, who can output much more reliable craft tend to be considerably more dangerous.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: Starareo on December 20, 2019, 08:25:10 PM
I've been getting crashes to desktop when in my colonized systems with this error:

4303457 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.getStatus(Unknown Source)
   at com.fs.starfarer.ui.A.B.o00000(Unknown Source)
   at com.fs.starfarer.ui.A.B.o00000(Unknown Source)
   at com.fs.starfarer.ui.A.B.new(Unknown Source)
   at com.fs.starfarer.campaign.ui.D.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.Oo0o$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.oO00.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0o.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.oO00.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.oO00.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.S.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.oO00.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.oO00.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.campaign.C.super(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.renderInScreenCoords(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)

I asked in the general tech support part of the forum, and it appears to maybe be an issue with things w/modules and when I mouse over them. As far as I can tell, none of my faction patrols have ships with modules in them but I do build Shadowyards stations on every colony I have. Honestly I don't know if that even is the real problem, but I might as well put the possibility out there. I'll probably rebuild all my stations as high-tech and see if the issue persists.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: MShadowy on December 23, 2019, 07:09:57 AM
Hmmm... I have absolutely no idea what could be causing this. Modules for the SRA station are set up in the same way vanilla station modules are relative to the core segment. I'll look into it, but this isn't a lot to go on.

Probably shouldn't expect much.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: Starareo on December 23, 2019, 11:47:59 AM
Fair enough, I figured that the Shadowyards station is pretty much the only constant in my colonies, might have to check my fleet doctrine again or something.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: Garafetdin on February 09, 2020, 01:40:09 AM
Great mod overall, but music is exceptional. It's fire! It's kind of uncomfortable to play with since every time combat with SRA starts, I have to wait for like 2 minutes before the track starts looping.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: Spess Mahren on February 14, 2020, 05:46:26 PM
I have been playing with Boggled's stations construction mod and found that I couldn't build the Shadowyards orbital station at the player built mining station's it adds so I asked the author if it was something in regards to his mod that was the cause and he got back to me and said that the Shadowyards mod forbids its special orbital station at any station market, either vanilla or the player built ones from his mod. I have looked at the code since it seems like a simple oversight to fix and I can't find what to look for.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: fastdino on February 15, 2020, 11:34:19 AM
There is a bug that makes the nidhoggr lance deal 0 damage to targets with their armor stripped. Also, if you manage to hit the armor/hull of a ship while it has a shield on, it won't do any do any damage either.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: Vind on February 18, 2020, 12:57:09 PM
Got non-repeatable crash then my fleet joinded combined shadowyards/dassault attack fleet vs damaged (3 modules left) persean league star fortress:
Cant reproduce because station 90% of the time already destroyed on arrival.

11680550 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalStateException: Zero length vector
java.lang.IllegalStateException: Zero length vector
        at org.lwjgl.util.vector.Vector.normalise(Vector.java:91)
        at data.shipsystems.scripts.MS_mimirSlideDrive.apply(MS_mimirSlideDrive.java:127)
        at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
        at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
        at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
        at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
        at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
        at com.fs.state.AppDriver.begin(Unknown Source)
        at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:748)

Im switched to java 8 because it gives SS on my PC almost +~30% FPS compared to bundled java 7 so this is most definitely my fault on using not supported version but still maybe some kind of bug present and can be fixed.

{"enabledMods": [
  "timid_admins",
  "blackrock_driveyards",
  "Boggled Terraforming",
  "CombatAnalytics",
  "chatter",
  "istl_dam",
  "diableavionics",
  "junk_pirates_release",
  "lw_lazylib",
  "ArkLeg",
  "MagicLib",
  "Neutrino",
  "nexerelin",
  "sun_ruthless_sector",
  "sad",
  "SCY",
  "shadow_ships",
  "speedUp",
  "sun_starship_legends",
  "Boggled Station Construction",
  "Sylphon_RnD",
  "tahlan",
  "US",
  "URW",
  "vayrasector",
  "vayrashippack",
  "toggleWeapons",

PS This is java 8 related so i guess this is my own fault. With java provided by the game dont crash on joining shadowyard battles with mimir present.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: Garafetdin on March 08, 2020, 05:23:01 AM
It seems that you have abandoned the mod all together, but if by some miracle you will see this, the guy a few posts above me is 100% correct, nidhoggr lance does 0 damage to the target once the armor is stripped, please fix and make one of the more interesting ships of your mod playable again.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: MShadowy on March 10, 2020, 02:00:14 PM
It's not exactly abandoned but it is very difficult for me to find time to work on it lately. I'll try and slip some work in when I can, but right now commissions and patreon stuff are definitely taking priority.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: Harmful Mechanic on March 10, 2020, 06:09:15 PM
Yeah, people have lives, testing time is a precious resource, and hounding people doesn't make things happen any faster (although money might; if you have to compete for attention with what puts food on the table, the best way is to open your wallet.)
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: Garafetdin on March 19, 2020, 02:23:36 PM
<Removed by Moderators - A Warning under the new rules has been issued>

On a serious note, if things are working well for you (as in you are not short on commissions and your private life is full of things that are more interesting than bugfixing), you are probably not gonna fix nidhoggr (which is, again, a really cool weapon and I want it in my mouth), and i'm kinga short on donation money right now since I'm being kicked out of the university for academic failure (not without a thanks to this game and this mod in particular) and will soon be recruited in the army. Well, now that I know that you at least read this thread, I have a hope that by the time I serve my duty the bug will be fixed.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: Deageon on March 19, 2020, 09:13:09 PM
yo what's the name of the music for shadowyards / is there a full version of the friendly variant? It's so good
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: MShadowy on March 20, 2020, 01:27:03 PM
I'm afraid it's just a short loop; Cycerin kindly provided it speciifcally for the mod (though I also use it as a ringtone.)
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: joppe_k on March 23, 2020, 05:39:31 AM
Just wanted to drop in to say that Shadowyards is in one of my favorite mods for Starsector. As an example, it just recently occurred to me, watching one of Nemos streams, how good the Shadowyard starbases actually look. They are a thing of beauty for sure! As far as I remember you were also the first modder to add a faction specific starbase to the game. Additionally, I really enjoy the generous amount of skins/variants that exist for pirates and People's Republic. They look great and add much needed flavor to my piratey playthroughs.

As far as I'm concerned you can take as much of a hiatus as you want to to work on other things. In the mean time, just know that there are many of us quietly (or in this case, not-so-quietly) appreciating your work.  :)
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: Vitya_Pinguinus on April 12, 2020, 02:42:53 PM
My god, music in this mod is FTL quality
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: notabot on June 03, 2020, 06:55:39 AM
any fix for the off angle engine trail in campaign?
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
Post by: MShadowy on June 03, 2020, 05:57:22 PM
I would likely need to fiddle with engine facings/locations but it should be fixable.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc1(10/20/19)
Post by: MShadowy on June 13, 2020, 04:37:48 PM
Okay, version 0.9.1-rc1 is now ready; this is mainly a bugfix and balance pass. In fact, entirely a bugfix and balance pass. Hopefully ready soon enough for people to adjust their fleets for the tournament as well.

=download= (https://github.com/MShadowy/shadowyards/releases/download/0.9.1-rc1/Shadowyards_0.9.1rc1.zip)

0.9.1 Changelog

Spoiler
  • Fixed an oversight in pulse popper and have it pop giga cepc blasts
  • Gugnir Blaster renamed to the Hofud (Ho-fudzh, tl. Head) Assault Blaster
    • Range reduced to 750 (from 1200), damage and flux/shot reduced to 2000 (from 3000/3500), reload size changed to 1 (from 3)
  • The Charybdis has had one of it fighter bays permanently occupied by the Dullahan Heavy Drone
    • Equipped with a 2 round burst tracking weapon
    • OP reduced to 165 (from 170) to account for the missing deck
  • The GAT can now be activated while phased, immediately drawing the ship out of phase, ready to strike
  • Added the Flux Lock Armor hullmod; specific to Shadowyards hulls and some derived variants this applies damage reduction based on flux acquired when venting
  • Med Centers now have a demand for capacitors of Size -5, with a minimum demand of 1
  • Apiary changes:
    • AI Targeting routines on the Apis submunitions have been adjusted to heavily weight towards fighters as the preferred target type
    • Maximum ammo reduced to 5 (from 10) and ammo regen reduced to 0.05 (from 0.1)
  • Damage type changed to FRAGMENTATION (from HIGH EXPLOSIVE)
  • The Overdrive system now takes 6 seconds to return to a ready to use state (from 10)
  • An error which was causing a mismatch between the vectored thruster covers and the engine plume has been resolved
  • All ships with vectored thrusters should now have engine trails that follow straight behind them on the campaign map
[close]

Note: I wasn't able to correct the contrail offset for the Scylla, Shamas and Seski on the campaign map simply because they lacked the vectoring thrusters, but all the rest should be okay.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc1(10/20/19)
Post by: Spess Mahren on June 14, 2020, 08:05:22 PM
Good to see the mod get a update, just two things I wanted to mention. First is that the nidhoggr lance works correctly when hitting shields and seemingly on the first hit to a targets hull/armor but after that hits to a targets hull/armor do no damage. Also I want to ask if the nidhoggr is intended on hits to hull/armor to have a 4000 damage initial hit and then the pierce effect that does up to 4000 total damage correct? I'm asking because in the simulator I'm unsure if the initial damage on hull/armor actually occurs with the first hit. The second is that the Shadowyards defense station can't be constructed at any station markets that a player acquires via a mod like nexerelin.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc1(10/20/19)
Post by: SimonVoxy on June 16, 2020, 01:46:29 AM
Yes Hi,loved the mod for 2 years,its my favorite faction mod of all.Just a little remind and question,are you fixing engine trails on the campaign for some remaining ships that without vetored throusters for now? Or planing to do so in futher updates? Just please dont forget them alright,im a Obsessive-Compulsive disorde man. :P
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc1(10/20/19)
Post by: MShadowy on June 16, 2020, 08:20:29 AM
Unfortunately, I can't really do anything for those ships given what the problem is; I have talked to Alex about it so it'll be fixed in the next release of starsector.

As far as the Lance goes, I've gotten a number of reports about errors but I haven't been able to replicate any of them. It seems to be working perfectly on my end, which doesn't mean there's not a problem, just that I haven't been able to repeat it under controlled conditions. I have looked at how it applies damage but it seems like it shouldn't be causing errors. E: That being said my testing often tends to be fairly cursory; I'll have a closer look at it today.

As for the station thing, I'll have to look at Nex I guess. I don't usually play with it on.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc1(10/20/19)
Post by: Spess Mahren on June 16, 2020, 03:43:24 PM
I went back to test the nidhogger lance with only lazylib, magiclib, graphicslib, console, practice targets, and shadowyards enabled. The lance had the exact same issues as before so I don't believe its a mod conflict. Most of my testing was in the simulator of the stampede shadowyards mission. I now believe that the initial 4k damage hit on hull/armor is also bugged and does not occur, so all the damage is just from the pierce and periodic damage. I also found that when the lance overloads shields it sometimes continues into the hull/armor doing damage which I doubt is intended. I discovered that the bug seems somehow related to the total amount of damage the pierce effect from the lance has done in a battle. Testing in the campaign simulator with allied ships and the console showed me that if you buff up a buffalo MK2's hull, armor, and resistance to energy damage via vanilla hull mods eventually the lance will stop doing damage to it and fail to kill it, I then brought in another duplicate buffalo MK2 and the lance did no damage to it even on the first hit. Finally I noticed the EMP damage does not pierce but that may be working as intended.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc2(10/20/19)
Post by: MShadowy on June 16, 2020, 04:27:49 PM
I'd actually figured it out earlier after some more testing on my own; in short, the script was not resetting between shots as I'd previously assumed, which meant that every time the lance shot did hull damage the amount of available damage it had for the next shot was reduced for the rest of that combat. The not dealing the 4k damage upfront is intended, unless it involves hitting shields, since by design the shot is meant to deal the total damage of the shot over like 5 tics.

In any case that's been fixed, now.

=download= (https://github.com/MShadowy/shadowyards/releases/download/0.9.1-rc2/Shadowyards_0.9.1-rc2.zip)

0.9.1-rc2 Changelog

Spoiler
  • Further improved vectored thrusters, which should make them more consistent and less resource intensive
  • Fixed a bug with the Nidhoggr Lance and the Shikome's micro-lance where it wasn't resetting the script between shots, leading to situations where it would fail to do appropriate damage
  • Fixed a bug where the Charybdis and Scylla were not spawning with their built in drone wings
  • The Flux Lock Armor hullmod now has an icon
[close]

Edite: Note, this update can break saves if you have one of the vectored thruster ships in you fleet or somewhere nearby, since a lot of now redundant decorative weapon slots got removed.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc2(10/20/19)
Post by: MShadowy on June 19, 2020, 09:30:47 AM
Okay, one last release candidate for this version is likely, which will add Commissioned Crews support, fix (hopefully)  a potential show stopper bug that the vectored thrusters have picked up (I think), as well as some miscellaneous other things. Currently working on fixing the Niddhoggr Lances tendency to bash through shields when a ship overloads; I think I know why it's happening at this point but am not sure how to resolve it yet.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc2(10/20/19)
Post by: Shuka on June 20, 2020, 04:17:09 AM
Awesome update, shadowyards is a cool faction with fun ships.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
Post by: MShadowy on June 21, 2020, 09:56:57 AM
Glad you think so =)

In any case after sitting on it for a bit, I decided to declare the Nidhoggr Lance's shield piercing quirk a feature; as such the final release candidate of 0.9.1 is ready.

=download= (https://github.com/MShadowy/shadowyards/releases/download/0.9.1-rc3/Shadowyards_0.9.1-rc3.zip)

0.9.1-rc3 Changelog

Spoiler
  • Fixed a bug with the flux lock armor where it would increase damage taken during the first frame of venting
  • Removed some sprite rendering stuff from the vectored thrusters script which may have been causing a showstopper bug due to color overflows
  • Removed CARRIER, COMBAT tag from the Charybdis
  • Added Commissioned Crews support through the Skirmish Tactics "hullmod"
  • Fixed a display glitch in the Hofud Assault Blasters name and added a description and role for it
[close]
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
Post by: Spess Mahren on June 21, 2020, 11:32:44 PM
I finally figured out enough java to edit, recompile, and run a jar and despite some hiccups I think I know why you can't build the shadowyards station at station markets.
I went into MS_orbitalStationChecker.java and found this code.

boolean canBuild = market.getPlanetEntity() != null &&
(player.getRelationshipLevel(shadow).isAtWorst(RepLevel.WELCOMING) ||
Global.getSector().getPlayerFaction().knowsIndustry(getId()));

I removed market.getPlanetEntity() != null && to change the code so it only checks for the station blueprint or the necessary reputation with shadowyards. I came to the conclusion that market.getPlanetEntity() only checks that a market is a planet but I'm not sure if it does anything else. My edit runs seemingly fine and after testing in the campaign I can now build the station at station markets if I have the blueprint or if I have the reputation. I'm thinking you can just cut that single piece of code and the problem would be solved.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
Post by: MShadowy on June 22, 2020, 10:43:58 AM
Well, worth a shot at least; I'd put that catch in place in order to be safe, just in case it might come up with a null error, something which has been problem enough that I may be a bit overzealous about preventing them. That being said, NPE's are showstopper bugs.

I'll check and see if it works right with market != null, and if that crashes out or is insufficient I'll pull it out entirely.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
Post by: yourleader on June 26, 2020, 12:41:23 AM
After i updated the mod, there is an error popped up:
101510 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [MTHRUST_MAIN_STBD_03] not found on hull [msp_potniaBis]
java.lang.RuntimeException: Slot id [MTHRUST_MAIN_STBD_03] not found on hull [msp_potniaBis]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Is the new update not comparable in existing save?
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
Post by: MShadowy on June 26, 2020, 07:19:34 AM
It is not, or at least not simply. Approximately half of the ship definitions got changed, which will confuse the game if you have one of the vectored thrusting ships in your fleet (and possibly in a fleet nearby provided it has had it's fleet token inflated for whatever reason.) Since the game will save a list of a known ships equipment and slots, this creates a conflict with the base definition and causes the bug in question.

It's possible to manually edit your save, so you can maybe work around this, but it would probably be easier to revert to an older version.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
Post by: AtlanticAccent on August 25, 2020, 08:46:43 AM
Hi, thanks for this mod, it's fantastic!

Just wanted to report a crash I just had during combat - the only SRA item I had with me during the time was the Apis launcher, which I think is responsible for the crash.

Here's the crash log:

Spoiler
13574377 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.ai.MS_ApisAI.<init>(MS_ApisAI.java:62)
   at data.scripts.ShadowyardsModPlugin.pickMissileAI(ShadowyardsModPlugin.java:97)
   at com.fs.starfarer.launcher.ModManager$6.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getPriorityPlugin(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.pickMissileAIOverride(Unknown Source)
   at com.fs.starfarer.loading.specs.ifsuper.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.ifsuper.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at data.scripts.ai.MS_SynapticAI.mirv(MS_SynapticAI.java:367)
   at data.scripts.ai.MS_SynapticAI.advance(MS_SynapticAI.java:187)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
Post by: MShadowy on August 25, 2020, 05:00:34 PM
Okay, thanks for giving me the report. Anything else you can report about what was happening when the crash occurred?
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
Post by: Yubbin on December 03, 2020, 01:29:50 PM
I have a bug with the Scylla. Sometimes when I right click to phase, the ship doesn't phase, it instantly goes to the cooldown (it shows the cooldown graphics and I can't phase at all), so I have to wait a few seconds when I wanted to escape with phase. This has only happened with the Scylla. I also have the newest version, rc3.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
Post by: MShadowy on December 04, 2020, 04:07:06 PM
That's... extremely curious. Do you have any more information?
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
Post by: Yubbin on December 04, 2020, 04:19:24 PM
I don't have that much else to say, it's possible my mouse or me is doing something, I'll keep trying the test mission and tell you what happens.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
Post by: Yubbin on December 04, 2020, 05:26:23 PM
I found what was happening, you can't phase while the Scylla's system "GAT" is active.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
Post by: MShadowy on December 05, 2020, 07:52:15 AM
Ah, yeah, that's just how the system works pretty much.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
Post by: Saint of Grey on December 22, 2020, 03:02:13 PM
I've been fiddling with this mod for a bit, and I absolutely love almost everything about it! The design, the animations, the weapons... it's all so great!

I have noticed the Inanna-class frigate seems blissfully unaware of the fact it's a broadside ship, when left in the hands of the AI.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
Post by: cerberus00 on December 29, 2020, 07:00:43 PM
I'm getting a bug when hovering over the tooltip for "Massive Solar Collectors" on an abandoned station that I colonized with the DIY Terraforming mod. All the other tooltips pop up fine, only that one is causing it to instantly crash to desktop. Here's the log output:
Code
173442 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.econ.industries.MS_supersolar.addPostDemandSection(MS_supersolar.java:87)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1157)
at com.fs.starfarer.campaign.ui.marketinfo.q$1.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
Post by: n3xuiz on January 09, 2021, 12:16:57 AM
i enjoy this mod and i use the Eir class ship in my lategame fleets to transport thousands of marines to raid the sector. i recently started a new modpack and forgot to add this mod. sadly i'm already a ways into the game and don't want to restart. is it somehow possible to add this faction midgame? it wouldn't matter if i had to do lots of console commands or something if i could just get the ships in..
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
Post by: Asmeroth on February 17, 2021, 07:29:10 AM
I am really enjoying your Ships but isnt the 25% CR per Deployment of the Mimir a bit Harsh ?

Anyway awesome mod!

Edit: Mixed up Mods :P
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
Post by: Yubbin on February 17, 2021, 08:06:26 AM
The blade breakers are from DME
Spoiler
https://fractalsoftworks.com/forum/index.php?topic=11322.0
[close]
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc1(10/20/19)
Post by: notabot on March 29, 2021, 04:28:57 AM
Note: I wasn't able to correct the contrail offset for the Scylla, Shamas and Seski on the campaign map simply because they lacked the vectoring thrusters, but all the rest should be okay.

Is there any hope for this fix?
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
Post by: MShadowy on March 29, 2021, 01:01:04 PM
It'll have been fixed with the release of 0.95a, but the update for the SRA is not currently finished.
Title: Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9.1rc3(10/20/19)
Post by: Dabclipers on April 11, 2021, 01:53:34 PM
Looking forward to this mod updating, it's one of the high quality mods that I can't even imagine playing without these days especially after having it in all of my games for closing in on 9ish years lmao.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
Post by: MShadowy on April 12, 2021, 08:37:16 PM
Shadowyards 0.9.5 is finally ready for release after numerous delays and getting buried in other things. Special thanks for this release go to SirHartley, SafariJohn and (as is so often the case) Mesotronik; thank you all for your invaluable assistance.

Added in this version are the SRA's elite Redwings Naval unit, a new super frigate exclusive to the sub-faction and a bunch of campaign changes and a couple new beam weapons; feel free to give it a try!

(https://i.imgur.com/Ss8sZmA.png)
=Download 0.9.5-rc1= (https://github.com/MShadowy/shadowyards/releases/download/0.9.5-rc1/Shadowyards_0.9.5-rc1.zip)

0.9.5-rc1 Changelog
   
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
Post by: Knight Chase on April 13, 2021, 12:16:21 AM
I highly recommend Shadowyards! They're my favorite faction and this new frigate MShadowy made is bloody amazing.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
Post by: smithtrlane on April 13, 2021, 02:06:17 AM
Yay! SRA update!
Thanks MShadowy  ;D

(BTW, is the Skadi supposed to be gray instead of cyan? ???)

Edit: just noticed that the Elysium is gray too, so maybe Skadi is supposed to be? Sorry if this is a stupid question...
Edit the Second: Shikome still glowing like the sun, running SRA 0.9.5-rc1, GraphicsLib_1.5.1 ("enableShaders" set to false), LazyLib.2.6, and MagicLib_0.33_rc1, if that helps.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
Post by: MagicKarpson on April 13, 2021, 04:11:11 AM
I noticed that the medical center says it produces cloned-organs but it doesn't appear in the commodities section in a colony, nor does it give any money for its export.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
Post by: MShadowy on April 13, 2021, 07:14:19 AM
They're basically an exotic commodity at the moment, treated as a luxury good; initially this was due to concerns about limitations in the ui, but also I want them to be able to "sub in" for harvested organs since they have basically the same use case, and I haven't resolved how to make that happen yet. Also their supply is something like planet size - 4 so very small colonies won't produce any extra.

E: Also, no the Skadi isn't supposed to be gray, but there where some changes in Krita's curves filter that caused some hiccups and I didn't quite navigate them succesfully on some of the ships.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
Post by: Bastion.Systems on April 13, 2021, 12:41:13 PM
aww yess
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
Post by: Kanil on April 13, 2021, 03:51:44 PM
Thank you for the update.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
Post by: cavebird on April 13, 2021, 03:54:24 PM
Hey there! What an awesome mod! Two questions:

1) I saw on an older comment that there was some kind of bug with the troop transport not working correctly. Can anyone confirm it works now?

2) I ran into an Eir-class liner in the marketplace! What kind of function in a playthrough would such a ship have?
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
Post by: MShadowy on April 13, 2021, 10:07:22 PM
The Potnia's troop bonus should be working correctly, yes. As for the Eir, under normal circumstances I suspect it's best use case is setting up a lot of colonies all at once, though I imagine it would be a fantastic troop transport just thought the sheer number of bodies you could squeeze into it.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
Post by: DoubleWelp on April 14, 2021, 05:34:23 AM
Hey, thanks for the update.

I'm getting a crash to desktop after purchasing a Shadowyards colony (I think it's from Nexerelin?). Almost every time I check the market of the colony I purchased, this will happen. Not sure of the pattern yet, sometimes it opens fine.

Code
670648 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.MS_redwingsMarketHandlerPlugin$RedwingsMarketListener.reportPlayerOpenedMarketAndCargoUpdated(MS_redwingsMarketHandlerPlugin.java:116)
at com.fs.starfarer.campaign.CampaignEngine.reportPlayerOpenedMarketAndCargoUpdated(Unknown Source)
at com.fs.starfarer.campaign.ui.E.<init>(Unknown Source)
at com.fs.starfarer.coreui.k.<init>(Unknown Source)
at com.fs.starfarer.coreui.k.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.o0oO$5.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newui.o0oO.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.o0oO.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.V.showCoreInternal(Unknown Source)
at com.fs.starfarer.ui.newui.V.showCore(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.k.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.V.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
Post by: MShadowy on April 14, 2021, 06:26:35 AM
Huh, that's weird; it means it's not finding the black market. Well, I'll put in a catch for it I guess.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc2(4/14/21)
Post by: MShadowy on April 14, 2021, 05:20:48 PM
And a minor update to the Yardies, mainly to deal with the previously reported crash bug.

(https://i.imgur.com/Ss8sZmA.png)
=download 0.9.5-rc2= (https://github.com/MShadowy/shadowyards/releases/download/0.9.5-rc3/Shadowyards_0.9.5-rc3.zip)

=GAT crash patch= (https://github.com/MShadowy/shadowyards/releases/download/0.9.5-rc3/drop-contents-into-jars.zip)

If you've already downloaded this release of Shadowyards you're going to want to dowload this as well, since it fixes a crash when piloting the redwings clade and using its ship system.

0.9.5-rc2 Changelog


0.9.5-rc3 Changelog

Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
Post by: Farlarzia on April 14, 2021, 08:53:35 PM
Hello!

I've been enjoying the new updates to the mod, it'd actually been years since I last played with it, and the improvements and additions across the board are fantastic - seeing the custom station for the first time was truly a sight to behold

However, I noticed a few things pertaining to some of the ship systems though, which I'm not sure are intended

Firstly, fighter control relays description seems misleading; as best I can tell, it only affects fighters from the hosts ship, and this boost to its fighters actually has infinite range.

Secondly, the targeting jammers systems range, is not affected by systems expertise (this probably affects other ship systems as well).

Third, that the Minos' ship system seems to do absolutely nothing regarding ECM, as best I could tell.

Fourth and finally, that the Lock Drive on the Mimr has a tendancy to be used suicidally (at least with aggressive AI), ramming point blank into enemy capitals, which normally cripples or outright destroys the Mimr itself, and sends the enemy capital away at several hundred SU/s


Some unrelated notes:

I thought it was strange that the nidhoggr lance didn't have missile passthrough considering its slow ROF and huge damage.

The Wavepulse repeater on the Redwings Vardr currently has no weapon description.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
Post by: MShadowy on April 14, 2021, 09:12:28 PM
https://github.com/MShadowy/shadowyards/releases/download/0.9.5-rc3/Shadowyards_0.9.5-rc3.zip (https://github.com/MShadowy/shadowyards/releases/download/0.9.5-rc3/Shadowyards_0.9.5-rc3.zip)

Okay, first things first those of you who've already downloaded the mod will likely want to redownload the mod from the link above, since I absent mindedly added a NPE error to the Fighter Control Relay system.

As for the comment, the FCR is intended to only effect fighters from the ship itself, so I'll look at the description when I have the chance. I'll also check the jammers and the ecm system and see what they're about, it's possible changes to how these thing work have hit them in ways I didn't notice.

Also that's a bit curious, the Mimir should be a bit better about what it rams into, as I ended up going over the system and made it much less ram-happy (which was a result of bad calculation for determining collision damage); it should also not be effected by captain aggressiveness at all.

In any case, thanks for the detailed comments, they should prove helpful.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
Post by: Karion on April 15, 2021, 02:09:44 AM
Hi, first i want to say that your mod is amazig, love the art and the style of the ships

Don' know if  it is a common crash but i just got one when trying to use the GAT from a redwing destroyer during a simulation

Spoiler
4620435 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.shipsystems.scripts.MS_GAT.apply(MS_GAT.java:96)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Hope this help and thank you for the mod!
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
Post by: jyjakafe on April 15, 2021, 06:42:19 AM
i did the shamash start in a non-nex game and the level 1 officer generated had no skills.

also the starting innana does not turn to use its broadside mounts under AI control to engage enemy ships. it faces forward and uses polarizer instead of using storm blasters
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
Post by: MShadowy on April 15, 2021, 07:07:40 AM
Hi, first i want to say that your mod is amazig, love the art and the style of the ships

Don' know if  it is a common crash but i just got one when trying to use the GAT from a redwing destroyer during a simulation

Spoiler
4620435 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.shipsystems.scripts.MS_GAT.apply(MS_GAT.java:96)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Hope this help and thank you for the mod!

... okay, went back and looked over the script and that'd explain it; I wonder how long the entry that supposed to have been for Destroyers was "Default" and I just didn't notice it because no destroyers used the system. I'm pretty sure I tested this on the Clade before but it must not have had any beam weapons on it.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc3(4/12/21)
Post by: MShadowy on April 15, 2021, 07:36:59 AM
Okay, I'm just gonna do a patch for this and edit the posted version with the crash fix; if you've already downloaded the bugged version, download this file and replace the contents of your /mods/Shadowyars/jars folder with it: https://github.com/MShadowy/shadowyards/releases/download/0.9.5-rc3/drop-contents-into-jars.zip (https://github.com/MShadowy/shadowyards/releases/download/0.9.5-rc3/drop-contents-into-jars.zip)

The core rc3 has been updated so people who haven't already download the mod version won't have to worry.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
Post by: smithtrlane on April 15, 2021, 12:12:57 PM
I think Euripides is a bit much right now... baring shortages or pirates, its stability bonus is a staggering +19, when Chicomoztoc and Sindria have +16 (Sin is supposed to have +18, but it's stuck in a permanent fuel shortage...), Kazeron and Gilead have +15 (usually less for Kaz because fuel shortage...), and Volturn, Eventide, Mazalot and Tartessus all have +13. Not only that, but now, with Euripides' military market (re-) added, Theramin feels redundant.
I think Euripides' military market should go, and maybe remove its Patrol HQ, or move the Redwing HQ to Theramin (possibly swap-out Theramin's High Command for the Redwing HQ?).
Speaking of Theramin, the "Partially Irradiated" seems to be missing from its market conditions, not sure if intentional or not.

But hey, up to you to decide... just thought I'd offer some observations.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
Post by: MShadowy on April 15, 2021, 12:37:55 PM
Hmm... well, I'll think on it a bit; ideally it wouldn't have a military market, but adding Redwings Command to the market somehow marked it as being a military market without actually, y'know, being one. As for the stability, I suppose it would be easy enough to change the stability bonus the Command structure provides so it doesn't add stability past a certain point or something.

I'm not sure what quite is up with the conditions, I'll give it a peek.

E: okay, figured out what was up with Redwings Command, so that should be fixed in the next release, whensoever that happens. Euripides will be back to being a center of civilian administration and not a military one.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc1(4/12/21)
Post by: Farlarzia on April 15, 2021, 03:55:52 PM
I'll also check the jammers

I'd just like to clarify that the jammer ship system works fine, reducing range (and I presume turn speed though I didn't actually bother to check that), but that the "If the ships system has range: +50%" part doesn't apply to it, due to the way the ship system is implemented.

It might be a bit OP, but you would have to sacrifice an officer on an otherwise uncombat oriented ship, so maybe not that OP?
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: MShadowy on April 18, 2021, 10:57:03 AM
Okay, this should be the final release candidate for this version of Shadowyards; thank you very much for all your patience.

(https://i.imgur.com/Ss8sZmA.png)
=Download= (https://github.com/MShadowy/shadowyards/releases/download/0.9.5-rc4/Shadowyards_0.9.5-rc4.zip)

Changelog 0.9.5-rc4

Spoiler
  • The Carmine (Redwings) should show up in SRA military and black markets and in Redwings fleets, as in retrospect there wasn't much reason to keep it from showing up while the mission string that would put it in game isn't even implemented yet
  • Finally seem to have resolved the ongoing Mimir vector crash bug, with thanks to President Matt Damon on the discord
  • Redwings Command no longer makes Euripides a military market, and as such its uh... military market has been removed
    • Please note that this will not effect existing saves
  • Some adjustments to Modular Fabricators and their sub industries in order to prevent possible issues with industry ids getting confused
  • Went over the Elysium (P)'s description to make it less clunky
  • Replaced the Potnia-bis' flare launcher with a damper system
  • Fixed an issue with the Tartarus' colission radius being smaller than its shield
  • Shikomes should no longer kill themselves with their mini-lances, and re-added the trails for the shot
  • Gave Theramin a custom planet class, Irradiated Terran, and a matching planet graphic
  • Theramin once again has its Radiation Absorbers, to help deal with it's newly gained Irradiated condition
[close]
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: 2_Wycked on April 18, 2021, 11:34:49 AM
Hi, absolutely love the mod! I probably need to start a new game in order for it to work properly, right?
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: MShadowy on April 18, 2021, 12:41:03 PM
Some of the additions won't get into the game without starting a new campaign, but it'll be fine to continue your current one if you don't mind missing what essentially amounts to some flavor stuff.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: 2_Wycked on April 18, 2021, 02:11:40 PM
Gotcha, thanks. I can't seem to find the SRA stations - is there a list somewhere of where to find them?
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: MShadowy on April 18, 2021, 02:58:10 PM
The stations blueprintss should become available occasionally in Yardie military markets; also if the SRA likes you enough you just gain the ability to build them without having to get the blueprint.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: 2_Wycked on April 18, 2021, 03:08:46 PM
Sorry, I meant the actual SRA stations/planets, if they have any in the core worlds anymore. I sort of remember one being in Askonia but I wasn't sure if they had moved, thanks!
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: MShadowy on April 18, 2021, 03:57:01 PM
Oh.

Uh, well the Yardies have stations in Yma and Askonia, and the mod adds three systems where they have at least some presence, Anar, Gigas, and Yajna.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Miggis on April 20, 2021, 11:11:18 AM
Hi,
I found a build for the Ninurta frigate that might be described as obscenely overpowered. In 1v1 scenarios it melts through non-captained stock destroyers like butter and bullies cruisers with ease. Aurora barely managed to survive until degraded performance.
Can you try it out in simulator with autopilot on?

2x light ceps in wings. 2x light cepc + 2x linked kamal in forward mounts.  Light cepc is there for busting shields with minimal flux cost, pd capability is just an afterthought.
10 vents, 6 caps.
Hardened Shields, Hardened Subsystems, Stabilized Shields, Charge Cycler, Flux Distributor

Agressive captain with Systems Expertise, Energy Weapon Mastery, Shield Modulation, Target Analysis and Helmsmanship. Key skills imo being SE and EWM. SE for having very little ship system downtime and EWM for a very nice dps boost. A steady captain won't work, lacks the courage to get in lcepc range.


P.S
Is Kamal Particle Dart supposed to ignore fighters in autofire mode?
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: MShadowy on April 20, 2021, 12:36:22 PM
It's not really intended to be anti-fighter weapon, but I guess I can fiddle with it.

As for the build, I can give it a try, but the Ninurta is kind of intended to be a monster. I'm not sure if I can deal with super-stronk builds for it without kinda ruining it.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Chikanuk on April 20, 2021, 01:38:03 PM
Many frigates with properly build captains will rekt hevier ships. Captains is a big deal in general.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Miggis on April 20, 2021, 02:13:50 PM
Many frigates with properly build captains will rekt hevier ships. Captains is a big deal in general.

Yeah, I think it's fine if a super frigate with a lvl5 captain wins against stock destroyers, no surprise there. With the example-build I posted it just wins so fast and effortlessly that I thought it might be good to consider some kind of balancing for it.

I think it's the interaction between the ship system and the 'Systems Expertise' skill which gives it a very high uptime, that might especially need a look.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Chikanuk on April 20, 2021, 02:52:35 PM
Maybe you right, i didnt play too muchin 0.95 after all, still waiting for some mod to update (like ship\weapons pack).

But things like this exist even in vanilla in 0.91. In my very first vanilla only game i let my reckless pilot command Medusa, and he wreck havoc on the flanks of my fleet, dueling sometimes 2-3 cruisers and once (mostly by hidding behind one of them, but still), and in test games he able to 1v1 any stock ship except paragon.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Hellya on April 20, 2021, 10:07:31 PM
Hi,
I found a build for the Ninurta frigate that might be described as obscenely overpowered. In 1v1 scenarios it melts through non-captained stock destroyers like butter and bullies cruisers with ease. Aurora barely managed to survive until degraded performance.
Can you try it out in simulator with autopilot on?

2x light ceps in wings. 2x light cepc + 2x linked kamal in forward mounts.  Light cepc is there for busting shields with minimal flux cost, pd capability is just an afterthought.
10 vents, 6 caps.
Hardened Shields, Hardened Subsystems, Stabilized Shields, Charge Cycler, Flux Distributor

Agressive captain with Systems Expertise, Energy Weapon Mastery, Shield Modulation, Target Analysis and Helmsmanship. Key skills imo being SE and EWM. SE for having very little ship system downtime and EWM for a very nice dps boost. A steady captain won't work, lacks the courage to get in lcepc range.


P.S
Is Kamal Particle Dart supposed to ignore fighters in autofire mode?

Tested it out for you. It is okay. Compared to other frigates like the tempest and Omen it is decent. It is no match for the mighty Hyperion or Scarab though.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Flunky on April 21, 2021, 09:40:05 PM
Noticed an odd behavior recently, whereby SRY Redwings ships (and only Redwings ones, it seems) will show up in the Yardie military shop at 0% CR... until you mouse over the '?', at which point they'll pop up to 50%. The price will also go up accordingly.

This does affect the purchase price you pay, but the ship you get is at 50% CR regardless of what it said at the shop, so it functions as a way to shave a little off the asking price as long as you don't mouse over the '?'.

(Quite possible this is not an SRY-specific bug, of course.)
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: MShadowy on April 22, 2021, 02:10:16 PM
It's a peculiarity from adding the ship onto the market in a sort of side script to the main market update script; I'm not entirely sure how to fix it just yet, but it's a fairly minor issue as well.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Oceanus on May 02, 2021, 11:36:16 AM
I'm getting null crashes when I fit the Vardr Battleships and either try and fix the weapon grouping or attempt to load into a battle/simulation. I've experimented a few times, and I believe It's due to the number of mounts on the ship. When I fully fit it, the crashes occur, but when only half or under the amount that fills the weapons grouping page, the crash does not occur. I also was getting crashes with one of the redwing ships (one of the cruisers), but the file corrupted, so I haven't been able to replicate it.


Edit: I believe this is the crash log, this one occurred as soon as I full fitted the Vardr with random weapons, and hit auto-assign in the weapon groups pop-up

351222 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.coreui.refit.wgd2.Object.updateCheckboxes(Unknown Source)
   at com.fs.starfarer.coreui.refit.wgd2.WeaponGroupDialogV2.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.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.Stringsuper.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: MesoTroniK on May 02, 2021, 12:33:22 PM
Update Starsector.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: minusthedrifter on May 09, 2021, 08:29:45 AM
Is there a freighter larger than the Ashnan for this faction? I love the look of these ships and would like a whole fleet of Shadowyards ships. Haven't been able to find a larger freighter though and without being able to filter "freighters" specifically the list is huge.

Found them! The Cetus and Minos! Though they seem to be exceptionally rare in the markets.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Histidine on May 19, 2021, 01:52:27 AM
Minor bug:

The broken gate in Gigas can be scanned, although this causes a non-fatal NullPointerException (since it doesn't have a plugin defined in custom_entities.json). Afterwards, it can be used like a normal gate, but is missing the gate graphics.

Could be fixed by just removing the gate tag from the entity so it can't be interacted with, or making a custom rules.csv row for the gate interaction that doesn't allow scanning or jumping.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Killsode on May 19, 2021, 02:28:25 AM
hi, small question, where can you find the integrated shipyards upgrade? i dont think i've ever seen it.
Edit: sidenote, are shadowyards stations supposed to be a 60 day construction instead of the normal 90 of space stations?
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Spess Mahren on May 20, 2021, 01:49:06 PM
I wanted to ask if it was intended that black caps have neither guided_poor or do_not_aim, if anti-fighter is their job then they would want one of those tags, I find they can hit anything in their range regardless of firing angle so not having one of those tags by default makes auto aim sub optimal. Also it seems the shadowyards defense station blueprint will never spawn in the current version.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Killsode on May 21, 2021, 03:39:16 AM
I wanted to ask if it was intended that black caps have neither guided_poor or do_not_aim, if anti-fighter is their job then they would want one of those tags, I find they can hit anything in their range regardless of firing angle so not having one of those tags by default makes auto aim sub optimal. Also it seems the shadowyards defense station blueprint will never spawn in the current version.

i've had the blueprint spawn, it was in the theramin military market for like 400k. but i for some reason can already build it without the blueprint, but i think that may just be a weird interaction with something else
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Kanil on May 21, 2021, 04:41:48 AM
If your relation with SRA is cooperative, you can build the station without the blueprint.

Also, sorry if this has been mentioned before, but I've been thinking that the pirate Elysium could use a few more OP or heavy ballistic integration to offset it not getting the Pandora Array for free. Unless it's intended to just be weaker/more OP starved than the other versions?
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Spess Mahren on May 22, 2021, 08:20:00 PM
I wanted to ask if it was intended that black caps have neither guided_poor or do_not_aim, if anti-fighter is their job then they would want one of those tags, I find they can hit anything in their range regardless of firing angle so not having one of those tags by default makes auto aim sub optimal. Also it seems the shadowyards defense station blueprint will never spawn in the current version.

i've had the blueprint spawn, it was in the theramin military market for like 400k. but i for some reason can already build it without the blueprint, but i think that may just be a weird interaction with something else

I did some more checking, stelnet was no use do to the station using a custom spawning script from what I can gather, and it seems the station does have a chance to spawn. It just appears when the market is opened and its much more random where it will pop up then in 0.91.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Vherkin on May 24, 2021, 06:42:01 AM
Sorry to be a bother, i really love the mod by the way.

I just found a tiny bug, Modular Fabricators doesn't let you install nanoforge in them unlike what the tooltip say.

Thanks for everything, have a nice day !
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: KDR_11k on May 25, 2021, 12:12:32 AM
Is this the mod that adds Void Extraction? That industry feels a bit OP when combined with the Administrator skill and an AI core since it produces so many different things that +1/+2 to all of them gives way too much of a boost, rivalling or beating vanilla industries that are equipped with their rare booster item. The lack of size scaling is not an issue, even a size 6 colony has a hard time making more money with anything else.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: robepriority on May 25, 2021, 06:18:49 AM
Gwyvern is asking for some balance feedback on discord, so I think that's Arkgenesis.

Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: robepriority on May 25, 2021, 09:19:42 AM
Has anyone had redwings command spawn in their Nex random sectors?

I can't seem to find one, and I assume redwings ships can't spawn without it.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: grinningsphinx on June 15, 2021, 02:33:21 PM
aye, experiencing the same thing. No pristine forge on the Modular Fabs:(
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: mora on June 29, 2021, 06:48:36 PM
sra_asplode_02.ogg is stereo instead of mono unlike all the other ship explosion sounds for some reason. It sounds out of place when using headphones.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Vex2 on July 20, 2021, 04:07:55 PM
Came across a minor (not important nor game-breaking) bug. Shikome's seem to have a habit of turning into minor suns in about 1/5 battles.
Not sure if its a specific interaction/behavior that causes it, but if I notice I'll update the post. If this is already a known thing I apologize for bringing it up.
Spoiler
https://i.imgur.com/XF8wVqZ.png
[close]

Secondly I was looking through the codex after my last batch of mod updating and came across the Eir, and I had a thought.
Have you ever considered giving it some sort of hullmod akin to the converted farm Paragon (Demeter?) from the Unknown Contact mod that would provide passive income?
Seems like something that would be fitting considering the ship's lore description.

Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: KDR_11k on August 07, 2021, 11:10:34 AM
Man, the Mimir's AI just loves to use its lock drive to charge into suicidal situations, sometimes even ramming a station which is instant death.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: not a luddic path member on August 07, 2021, 03:29:08 PM
I'm pretty sure radiation absorbers are from your mod right? How come I can't build it on an irradiated planet?


Spoiler
(https://media.discordapp.net/attachments/821141103642017795/873694035909431296/unknown.png?width=1356&height=763)
[close]
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: KDR_11k on August 08, 2021, 02:57:04 AM
I'm pretty sure radiation absorbers are from your mod right? How come I can't build it on an irradiated planet?


Spoiler
(https://media.discordapp.net/attachments/821141103642017795/873694035909431296/unknown.png?width=1356&height=763)
[close]
The good news is that you get the benefits without building them, check the hazard rating tooltip.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Uhlang on September 25, 2021, 06:21:22 AM
Dunno if it's a problem only I have, but with seemingly every colony constantly having a deficit of Cloned Organs, trade contacts are always giving procurement orders for them.
Considering that you can't seem to find Cloned Organs while exploring and Medical Centers barely produce them anymore, it's pretty hard to amass them to fulfill these orders, and the payout is hardly worth it even if you do, so it's rather annoying that they constantly take the place of what could be a more reasonable task.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Killsode on September 25, 2021, 01:49:12 PM
Dunno if it's a problem only I have, but with seemingly every colony constantly having a deficit of Cloned Organs, trade contacts are always giving procurement orders for them.
Considering that you can't seem to find Cloned Organs while exploring and Medical Centers barely produce them anymore, it's pretty hard to amass them to fulfill these orders, and the payout is hardly worth it even if you do, so it's rather annoying that they constantly take the place of what could be a more reasonable task.

the problem is more so that all too often you can just buy the cloned organs from the market you just got the contract from and still make a profit :D
and yeah, they pretty much replace harvested organs outright in the quest pool
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: MShadowy on September 29, 2021, 09:32:44 AM
The Organs thing is still pretty incomplete, despite having been in the mod for quite some time; I haven't quite been able to get the things working as intended.

A lot of the other issues people have been posting about in my absence have been dealt with in dev, I'm just stalled on finishing up new content and largely too busy to actually get back to the mod. I'm not sure when I'll have a moment to finish the next version.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Space Cowboy on September 30, 2021, 03:34:47 PM
Can't believe it took me so long to try this mod, it's awesome. Both the aesthetic and function of the new ships are so cool.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Space Cowboy on October 03, 2021, 06:03:03 PM
The Mimir is really cool but the Lock Drive system cripples it. It doesn't have high enough hull/armor to be dropping its shields for a charge. It gets one shot every time, especially if the ai is piloting. I could see it being an amazing tank if it had any other system that didn't get rid of its shields. Apologies if others have already given similar comments, I didn't want to read through all 100 pages of the thread x_x.

edit: another way to go would be to keep lock drive but buff the hull/armor

edit: It's actually doing pretty well with 2 polarizers, a paladin PD, a reckless officer, and every tanking hull mod in the game lol. I'm not sure if this is how it's intended to be used though, it has no OP left for all those other weapons mounts. I tried doing a super long range build with tach lances using lock drive to kite but even cautious ai will sometimes charge forward which leads to instant death. I realize that's an ai issue not a problem with the mod and the player can make good use of the ship so I'm not sure if it's worth changing, 45 deployment cost seems very steep though. My Odyssey is heavily outperforming the Mimir for the same cost. Plasma Drive is just a better version of Lock Drive as far as I can tell. My SO hardened shields Nelsons are also doing a better job soaking dmg (because they are faster and get in front more) and at the same time are doing a lot more damage back as well.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Killsode on October 04, 2021, 02:07:54 AM
The ram selfdamage could definitely be made better, i've accidentally lock drive'd myself into a piece of wreckage and annihilated my mimir once or twice
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: MShadowy on October 04, 2021, 09:02:02 PM
The Mimir is definitely tricky in some respects. That being said, the Lock Drive is not really intended to be analogous to the Plasma Jets -- if anything its closest cousin in the vanilla mobility systems would be the Burn Drive. It also has some real strengths that neither of those drive systems possess; in particular it is extremely fast, much faster than most comparable systems, which gives you opportunities to jump in if you see a good opportunity to pounce, or to rapidly retreat.

I probably won't give the ship the ability to keep it's shields up (for a couple reasons, for one it might make it a little too good as a tool for retreat, but also it would make it much easier to crash into things and could easily leave you overloaded in an especially vulnerable position.) That being said, I may look into increasing the damage mitigation the system provides while it's up, particularly when colliding.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: czezary on November 19, 2021, 06:58:26 AM
Hello.

Would there by any way to simply delete the cloned organs by myself from the mod while keeping the rest of the mod?

Reason I'm asking is: the cloned organs do not export and almost every colony in the game has a deficit of cloned organs, and that leads to almost every procurement wanting cloned organs (often in big numbers that are impossible to get with no cheating).

I like the ships and all, but i would like to avoid market issues.

Any way to do this?
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: IAmLegion on January 08, 2022, 01:09:29 AM
The needs of sector colonies is partially randomized so you might just have a particularly large need for organs in your save.  I would start a test run and see if this continues.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: mosshadow on January 14, 2022, 01:47:56 PM
Point Defense wise are Shadowyards PD intentionally supposed to be bad but impressive looking? 2 Light CEPCs and one 1 Chain CEPC are unable to stop a single salamander from taking out my engines 3 times in a row. Do they benefit significantly from point defense related hullmods such as turret speed increases?
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: MShadowy on January 16, 2022, 08:16:21 AM
The PD CEPC's are intended to be cheap and aren't especially good, but the faction does have a few decent PD options; the Polarizer's are basically electromagnetic flak and are fairly okay at dealing with missiles and the Urumi is a burst laser equivalent, but the factions premier PD option is probably the Storm Blaster.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Fuegoredux on February 09, 2022, 05:51:49 PM
Hello.

Would there by any way to simply delete the cloned organs by myself from the mod while keeping the rest of the mod?

Reason I'm asking is: the cloned organs do not export and almost every colony in the game has a deficit of cloned organs, and that leads to almost every procurement wanting cloned organs (often in big numbers that are impossible to get with no cheating).

I like the ships and all, but i would like to avoid market issues.

Any way to do this?

I have this same problem in multiple runs and would love an answer as I enjoy the mod. It's visually appealing and the weapons are fun but am on the path of uninstalling due to the market issues.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: JamesBai03 on February 09, 2022, 08:36:52 PM
very well balanced mod. Looking forward to its update for the latest build
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Valikdu on March 09, 2022, 04:05:12 AM
How do I build the upgraded versions of the fabricator? I thought they'd be available on high reputation with SRA, but I still can't upgrade the fabricator. Or do some items need to be looted from ruins etc?

(also, can't install a nanoforge)
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: WMGreywind on March 09, 2022, 01:27:38 PM
How do I build the upgraded versions of the fabricator? I thought they'd be available on high reputation with SRA, but I still can't upgrade the fabricator. Or do some items need to be looted from ruins etc?

(also, can't install a nanoforge)

You gotta get the upgrade item from Shadowyard markets. They rarely sell the items you need to upgrade the Modular Fabricator into its different upgraded variants. And if I recall correctly, it actually doesn't accept a nanoforge.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Kitfox88 on March 30, 2022, 08:57:05 PM
I wish you could find the various forge packages as loot as well, instead of just in markets.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Killsode on May 21, 2022, 01:25:56 AM
are there currently any issues with running shadowyards in 95.1a?
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Mysticunicycle on May 21, 2022, 02:36:22 AM
I'd like to see at least a small summary of the industries added by this mod to the original post. I had to track down what mod added Modular Fabricators since when I added Shadowyards to my playthrough I thought it was just another faction. With basically no knowledge of the industry (and it apparently has upgraded versions?) I dunno if it's worth building, how it interacts with Heavy Industry, etc. It's not exactly spoilery material IMO, seeing as how it just shows up on the industry build screen and it's gated behind exploration, but even a small description / mini guide on the industries your mod adds being on the original post would be pretty great. If this exists somewhere and I happened to just miss it, point me to it :]
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Hatios on May 21, 2022, 11:44:55 AM
are there currently any issues with running shadowyards in 95.1a?
I have been using it for a while with no problems in 95.1a
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: SpaceDrake on May 21, 2022, 04:37:40 PM
are there currently any issues with running shadowyards in 95.1a?

Nope, it runs just fine in .95.1. The only thing with the mod is that it could probably use a bit of work on the content itself (addressing the issue with constant shortages of cloned organs, for example) but it seems MShadowy has had to take time off the mod, like many other modders, in our current unending disease-ridden hellscape timeline.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Regularity on June 02, 2022, 11:51:37 AM
Possible Bug: The Vardr/Redwing engages in self-destructive behavior when encountering mines.

When a mine appears being them, they attempt to do a 180 so they can bring their forward shield to protect against the blast. But unfortunately the two long arms sticking out to its front means they end up always hitting the mine when performing this rotation maneuver. Basically, their very attempts to protect against mines ends up making them worse by turning a nearby mine explosion into a direct mine hit on the ship.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: bugreporter on June 19, 2022, 06:37:58 AM
Hey, has anyone reported a bug with the "Charge Cycler" Hull Mod? The description says it reduces charge time by 10%, but it seems to be bugged with certain weapons like the Autopulse Laser. If you have a ship with the hull mod, Autopulse Lasers can fire infinitely without ever running out of charges.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Proxima-b on August 02, 2022, 01:33:29 AM
Hey, has anyone reported a bug with the "Charge Cycler" Hull Mod? The description says it reduces charge time by 10%, but it seems to be bugged with certain weapons like the Autopulse Laser. If you have a ship with the hull mod, Autopulse Lasers can fire infinitely without ever running out of charges.

I've noticed it too
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Starareo on August 23, 2022, 09:26:56 AM
Is there a way to add the station blueprint with Console Commands or something? I have 100 rep and the blueprint isn't showing up in Theramin military market even after a bunch of market refreshes.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: BlasingIce on September 12, 2022, 06:34:35 AM
(https://i.ibb.co/m0ZhLKN/screenshot001.png)
Mining Blaster shows it's DPS incorrectly due to corrupted refire delay
If picture doesn't load, here's the link: https://i.ibb.co/m0ZhLKN/screenshot001.png
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Killsode on September 12, 2022, 08:23:06 AM
Mining Blaster shows it's DPS incorrectly due to corrupted refire delay
not sure if its supposed to show its DPS at all, as it only has 1 shot. still funny though
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Stormy Fairweather on September 20, 2022, 03:00:28 AM
Silly question, but how do i hide the unbuildable radiation absorbers at the top of every colonys build list? deleting it from industries.csv just crashed the game, and i couldnt find any tag or other change on that line that would hide it, or even move it from the top of the list. rather annoying imo
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Jade Tendency on September 20, 2022, 03:16:58 AM
Only option is to ignore it afik.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Titann on September 30, 2022, 11:11:30 AM
This mod probably got one of most overpowered ships i ever seen. Skadi Carrier can hold 5 cruiser at the same time. Charybdis is like its faster than Destroyers/Frigates with Cruiser Firepower / Attack Carrier firepower its basically super overpowered compared to any other Carriers. Not even talking about these Carriers  super fast speed + speedy boi systems + super tanky shields + high flux capacity, super fast venting, shadowyard weapons literally give them big advantage.

I think you should rebalance those Carriers, they are more dangerous than anything shadowyards put it to space

Edit:
what is mughal particle lance and why it does tons of damage to both shield and armor?
Edit 2:
Shadowyards Frigates also problematic you need super frigates to encounter them and that is not that enough aswell
Also why frigates got cruiser level peak time?
Is this intended? Feels like Templar level faction here
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Gabloc on September 30, 2022, 03:31:41 PM
This mod probably got one of most overpowered ships i ever seen. Skadi Carrier can hold 5 cruiser at the same time. Charybdis is like its faster than Destroyers/Frigates with Cruiser Firepower / Attack Carrier firepower its basically super overpowered compared to any other Carriers. Not even talking about these Carriers  super fast speed + speedy boi systems + super tanky shields + high flux capacity, super fast venting, shadowyard weapons literally give them big advantage.

I think you should rebalance those Carriers, they are more dangerous than anything shadowyards put it to space

Edit:
what is mughal particle lance and why it does tons of damage to both shield and armor?
Edit 2:
Shadowyards Frigates also problematic you need super frigates to encounter them and that is not that enough aswell
Also why frigates got cruiser level peak time?
Is this intended? Feels like Templar level faction here

It's a very old mod (project started in 2012). I agree with you that the Shadowyards carriers/fighters are op, but you can fix the issue yourself by slowing their speed and increasing their DP as the author is not actively updating it. At the end of the day, we should feel fortunate that the mod still has an official patch for 0.95 unlike some other great mods at that time.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: MShadowy on October 01, 2022, 11:19:44 AM
Alrighty then. So, Gabloc, I am still working on the mod, I just don't have a lot of time to put into it these days; it is not abandoned. I'm largely held up on the content side of things as I am just too busy with other projects to sit down and come up with assets.

As for Titann's post well... it seems pretty obvious you're frustrated by the general mobility of the faction. So, in order: it is true that the Skadi is pretty fast for a capital ship, but it is also fairly OP starved in comparison to the Astral and the Legion, at least in the current public release, and the standard versions ship system at least doesn't really stand out. The Charybdis is only really fast because of it's ship system; without that it'd be stuck with an otherwise moderately above average baseline speed. Generally, though I'd need more information to be sure, it sounds like you might be poorly set up to actually fight them, since it seems like you're not able to pin them down.

As far as your comment on the frigates goes, I will say that I find your contention that you'd need super-frigates to deal with them to be a pretty significant overstatement. Most of them are not particularly exceptional, with the rather obvious exceptions of the Shamash and Ninurta. Also, as an aside, none of the frigates have cruiser amounts of loiter time. Three of them (the Enlil, the Inanna, and the pirate Southpaw) reach destroyer levels of CR, but these ships also are either awkward messes (the Inanna, which is basically a sideways Brawler) or arguably don't really benefit much from having 300 seconds of combat readiness to begin with (the Enlil and Southpaw are both fragile enough to make that somewhat risky.) It's also noteworthy that this flight time is not particularly unusual even for vanilla frigates, as the Brawler and Vanguard both have 300 second deployment times, and the Monitor 360 seconds, though I'd say only the Monitor really benefits from being able to stick on field for so long just because of how good a speed bump it is. All the rest of the SRA's frigates have pretty typical peak CR times of between 120 to 240 seconds.

Finally, comparing the SRA to the Templar seems highly questionable to me. They are, flatly, just not on that level. They might situationally be very hard to fight if you lack a similar level of mobility or enough numbers to bog them down, but they simply don't have that level of punch or durability, and their mobility isn't enough to make up for the difference.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Gabloc on October 02, 2022, 11:18:17 PM
I'm really sorry. It's one of my favorite mods. I'll always look forward to the new contents.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Kwbr on October 03, 2022, 01:28:27 AM
it seems more like a case of not understanding your enemy to me. its hard to really take any of that criticism seriously without knowing what you're using to fight them with.

frankly shadowyards requiring actual change in strategy to fight rather than the usual 'do everything' fleet composition / ship loadouts is a very good thing if you ask me
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Titann on October 03, 2022, 03:13:50 AM
Alrighty then. So, Gabloc, I am still working on the mod, I just don't have a lot of time to put into it these days; it is not abandoned. I'm largely held up on the content side of things as I am just too busy with other projects to sit down and come up with assets.

As for Titann's post well... it seems pretty obvious you're frustrated by the general mobility of the faction. So, in order: it is true that the Skadi is pretty fast for a capital ship, but it is also fairly OP starved in comparison to the Astral and the Legion, at least in the current public release, and the standard versions ship system at least doesn't really stand out. The Charybdis is only really fast because of it's ship system; without that it'd be stuck with an otherwise moderately above average baseline speed. Generally, though I'd need more information to be sure, it sounds like you might be poorly set up to actually fight them, since it seems like you're not able to pin them down.

As far as your comment on the frigates goes, I will say that I find your contention that you'd need super-frigates to deal with them to be a pretty significant overstatement. Most of them are not particularly exceptional, with the rather obvious exceptions of the Shamash and Ninurta. Also, as an aside, none of the frigates have cruiser amounts of loiter time. Three of them (the Enlil, the Inanna, and the pirate Southpaw) reach destroyer levels of CR, but these ships also are either awkward messes (the Inanna, which is basically a sideways Brawler) or arguably don't really benefit much from having 300 seconds of combat readiness to begin with (the Enlil and Southpaw are both fragile enough to make that somewhat risky.) It's also noteworthy that this flight time is not particularly unusual even for vanilla frigates, as the Brawler and Vanguard both have 300 second deployment times, and the Monitor 360 seconds, though I'd say only the Monitor really benefits from being able to stick on field for so long just because of how good a speed bump it is. All the rest of the SRA's frigates have pretty typical peak CR times of between 120 to 240 seconds.

Finally, comparing the SRA to the Templar seems highly questionable to me. They are, flatly, just not on that level. They might situationally be very hard to fight if you lack a similar level of mobility or enough numbers to bog them down, but they simply don't have that level of punch or durability, and their mobility isn't enough to make up for the difference.
it seems more like a case of not understanding your enemy to me. its hard to really take any of that criticism seriously without knowing what you're using to fight them with.

frankly shadowyards requiring actual change in strategy to fight rather than the usual 'do everything' fleet composition / ship loadouts is a very good thing if you ask me

Tbh There is not that much of problem fighting them. Like i said i only had problem with Skadi and Charybdis because they dont act like Carrier. Of course Skadi is more like Battlecarrier with its offensive weaponary but atleast its not fast. Just compare Charybdis with Frontline Cruisers, you will see Charybdis will go for killing spree because of its Too high flux capacity, Can easly go faster than most Destroyers, Too much tanking capabilities on its Shield, Mediocre Hull/Armor and has access to Large Energy and Medium Energy weaponary as well as 2 Carrier Bay it can equip Bombers to deal extra damage. I mean why you use other shadowyard cruisers when Charybdis does better than any of them? So i basically call that ship Super Cruiser-Carrier instead of "Strike Carrier" because it doesnt act like "Strike Carriers" so it basically got wrong classification.

Edit: I think Charybdis should be way more expensive ship and much more rare to have it "balanced"
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: MrNage on October 03, 2022, 11:19:19 AM
Say, how goes getting the Modular Fabricators to accept Autoforges, or even Nanoforges? I see that code for the Auto's sitting around since the latest release, and the graphics are already present, so I was wondering if there's any trouble trying to get them installed with what's currently present.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Harmful Mechanic on October 03, 2022, 11:46:58 AM
I think Charybdis should be way more expensive ship and much more rare to have it "balanced"
Weirdly, one of the worst ways to balance things in Starsector is to make them rare or expensive. If it's good enough, neither factor is going to matter very much, especially with how easy it is to make money. DP cost is a better balancing lever.

As far as flux cap goes - the 12000 the Charybdis has isn't that far over the 10800 it 'should' have for 540 base dissipation, especially not if we factor in Harmonic Shield Conduits.

Personally, if you asked me to rein in the Charybdis, here are some of the changes I'd suggest:
- Remove between 5 and 15 OP.
- Remove the small Missile slots (or convert them to small Synergy hardpoints), and turn the medium Energy turrets into Missiles (maybe Synergies on the Redwings version) with narrower arcs.
- Trim the shield arc down to 270 or so.

This would leave a ship that's still very scary, but depends much more on ammo-limited missiles and fighters to actually kill things.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Falcon07 on October 13, 2022, 10:15:47 PM
Can I ask a stupid question?
I built this Modular Fabricator. Can't install the (Nano Forges) of any kind. so has that been removed?
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: MShadowy on October 15, 2022, 12:17:35 PM
It has been removed, but I neglected to update the text. Sorry.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Killsode on October 16, 2022, 02:49:01 AM
I hope these interesting times have been going well for you shadowy, i'm looking forward to seeing how shadowyards develops and eagerly await it being a mainstay in my modlist again. Love your mod, and your art.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Cas on October 21, 2022, 11:12:30 AM
Hey MShadowy, first off I love your mod, definitely one of my favorite faction packs.

I made an account to ask about Tartarus' Siege Mode AI. I know from using search that it's been a bit of a problem child, so apologies for harping on it. From looking at the AI script, the only factor in activating it seems to be whether the shield extension would be beneficial at the time. This seems odd to me, as it's focusing on the least useful aspect of the system. It's a fairly slow line ship, an oft-referenced anvil, and as such should rarely be alone or in a position to be easily flanked; even then, it already has a large shield arc and good pd-coverage aft. The benefits of the mode seem to me to primarily be in the flux efficiencies and range boosts, and with that in mind it seems to me that the system should be active basically whenever non-pd weapons are active or it's taking more than chip-damage (taking more than 5% flux capacity in damage per second or something). Worrying about the speed loss shouldn't really factor into it much, it's not a ship that's designed to chase down or finish off enemies anyway, and would get toggled off when the weapons are no longer firing and it's safe to do so, anyway.

Unfortunately I don't know how to change this myself, because I'd love to figure out something that worked better.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Wyvern on October 21, 2022, 05:42:58 PM
Hey MShadowy, first off I love your mod, definitely one of my favorite faction packs.

I made an account to ask about Tartarus' Siege Mode AI. I know from using search that it's been a bit of a problem child, so apologies for harping on it. From looking at the AI script, the only factor in activating it seems to be whether the shield extension would be beneficial at the time. This seems odd to me, as it's focusing on the least useful aspect of the system. It's a fairly slow line ship, an oft-referenced anvil, and as such should rarely be alone or in a position to be easily flanked; even then, it already has a large shield arc and good pd-coverage aft. The benefits of the mode seem to me to primarily be in the flux efficiencies and range boosts, and with that in mind it seems to me that the system should be active basically whenever non-pd weapons are active or it's taking more than chip-damage (taking more than 5% flux capacity in damage per second or something). Worrying about the speed loss shouldn't really factor into it much, it's not a ship that's designed to chase down or finish off enemies anyway, and would get toggled off when the weapons are no longer firing and it's safe to do so, anyway.

Unfortunately I don't know how to change this myself, because I'd love to figure out something that worked better.
So, as the person who wrote the siege mode AI (and the ship system): You're almost entirely right.

I suspect that you're underestimating the value of mobility... but it shouldn't be that hard to throw together a system AI that takes the opposite approach and just tries to turn on whenever it's fighting things and see how stupid that is in practice.

Since it's not otherwise clear from context, this is as-in "The AI will always do stupid things, but does it do stupid things that get it killed, or just stupid things that result in it not killing things?" Explicitly, this is not as in "this idea is stupid", because it isn't, and would absolutely be worth testing if the Siege Mode system is going to be sticking around.

...Which it might not: a number of Siege Mode's modifiers were intended to function in the context of the Tartarus having a number of universal slots, and needing to make energy weapons competitive with ballistic options. The current Tartarus instead has synergy slots, so there's no actual need for it to have a comprehensive set of energy-weapon-specific boosts from its ship system.

What would be a good system to give the ship instead, is still an open question (and one that - alongside the question of if Siege Mode should be replaced at all - is entirely up to MShadowy, of course.)
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Cas on October 23, 2022, 11:38:04 AM
I certainly value mobility, at least from a tactical standpoint, I just put more weight on the Charybdis and Clades having a stable line to dance around; a line that Tartarus cruisers need to provide and that their Siege Mode system seems designed to do. I perhaps don't value mobility as much as I should from the idiot AI doing "stupid things that get it killed" standpoint that you referenced. Since you made the current iteration of it, I imagine you have more experience in how the AI actually handles changes to the decision loop and the unintended consequences that can arise. If the current iteration is the best that can reasonably be done without it becoming a bloated mess, that's fine. Obviously there's not much point devoting a lot of time to it if the system may change, anyway.

That being said, using aggressive captains on Tartarus ships, along with omni shield conversion (lowers arc to trigger Siege Mode much more reliably), Hardened Shields, Shield Modulation, and as much flux capacity as you can stuff in does the job. They'll stay on the front line due to aggressive, and the shield stacking gives them the staying power to hold it while the faster ships move in and out as needed.

I imagine you knew all that, I'm just posting it as a tip for the next person that comes in and searches for Siege Mode.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Wyvern on October 23, 2022, 01:36:55 PM
That's interesting, and I actually haven't played much with this stuff in quite some time - when I put together the system AI, I did attempt to make it a bit cleverer, but it didn't work out well... but I also don't recall the details of what all I tried. So the current implementation is heavily weighted on the side of 'don't use the system unless it's clearly the right call'.

If I were to iterate on Siege Mode for a 'modern' Tartarus, I'd probably make it work more like High Energy Focus: no downsides to activation, but limited charges/duration. At which point you could substitute in a much more aggressive system AI, since the penalty of making the 'wrong' call would just be not having that charge available later.

Maybe toss in a reduced base ship speed, and a hullmod that increases the zero flux speed boost (when actually at zero flux, does not apply to elite helmsmanship), to get a similar feel of something that's a bit slow in battle, but relatively quick to move between battles? That would probably be better, overall.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: MShadowy on October 25, 2022, 05:59:06 PM
At the very least I'd say it's worth thinking over; aside from some updates to the ships graphics (which have not made it yet into the general release build) the Tartarus is one of the only ships of it's age that has seen few significant changes. Even with the changes to it's mount types it's functionally pretty much the same ship that it was when it was originally created, and a lot of that comes down to the ship system, which is admittedly a pretty defining feature of the ship. The only vessel that I think has seen fewer changes is the Seski, and that's largely because I haven't figured out how to make the ship system I wanted for it.

While I probably will not be reconsidering the Tartarus' overall function for the next release, I'll likely look at it after that, though at this point I'm absolutely unsure what I should do about it, if anything.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Shogouki on November 04, 2022, 03:46:28 PM
Are there any issues with activating this mod on a game that was already started without it?
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: bishbashbosh on November 05, 2022, 09:11:09 PM
Are there any issues with activating this mod on a game that was already started without it?

You can activate almost all faction mods mid game, but the faction won't spawn unless you manually "revive" the faction by giving them a market. The ships and weapons will be added to the game but there's won't be any market you can reliably buy them. (unless you play with nex, there is one market that'll have ships from all factions.)
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Supereor on November 09, 2022, 10:25:01 AM
Hey!  Just wanted to let you know that the Upelluri, or the station defense drones employed by the Shadowyards star fortresses, can be ordered from black market manufacturers and deployed like regular ships.  Considering they have infinite deployment time, no deployment or maintenance costs, an average movement speed of 200+ units, absurd weapon range, and are extremely cheap to order and restore, I'm going to assume this wasn't intended ;D
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: MShadowy on November 12, 2022, 09:26:45 AM
You're correct, it's not; giving it a look, it's probably a result of some missing tags (particularly "no_dealer"), which I have just fixed.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Buggie on December 30, 2022, 02:28:29 PM
You should know that the sra export ships/weapons for the persean league aren't spawning in their fleets, the persean league's faction file is using a wrong id for the export bps called ms_export_bp(i assume an old name?) when the actual name is sra_export_bp. There should also be a "knownWeapons" for the export bp so that the lockdowns start spawning.

Apologies if you were already aware of this.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: iambob on February 19, 2023, 05:58:35 PM
Hello, I was wondering if you would know a solution to the crash I am having with Shadowyards?
It crashes upon making a new save with the mod enabled.


165058 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: /Applications/Starsector.app/Contents/Resources/Java/../../../mods/Nexerelin]
java.lang.RuntimeException: [ms_ninurta_Standard] is not a valid ship variant id
   at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.DerelictShipEntityPlugin.readResolve(DerelictShipEntityPlugin.java:348)
   at com.fs.starfarer.api.impl.campaign.DerelictShipEntityPlugin.init(DerelictShipEntityPlugin.java:245)
   at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.addSalvage Entity(BaseThemeGenerator.java:1487)
   at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.addSalvage Entity(BaseThemeGenerator.java:1481)
   at data.scripts.util.MS_Utils.addDerelict(MS_Utils.java:229)
   at data.scripts.world.gigas.Gigas.generate(Gigas.java:152)
   at data.scripts.world.SHIGen.generate(SHIGen.java:22)
   at data.scripts.ShadowyardsModPlugin.initShadowyards(ShadowyardsModPlugin.java:157)
   at data.scripts.ShadowyardsModPlugin.onNewGame(ShadowyardsModPlugin.java:103)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.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.k.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.interfacesuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.o0OO.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.save.if.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(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(Thread.java:745)


I have tried updating to the lastest version of sw, and tried renaming the variant file from 'ms_ninurta_standard' to 'ms_ninurta_Standard', but neither fixed the crash.
Forgive me if those are stupid ways to fix it, since I don't know much at all about Starsector modding, and was not able to figure out where the mod files referenced ms_ninurta_standard.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: jalthegar on March 01, 2023, 08:03:04 AM
Its (argh) a great mod, its (aaaargh!) just a shame there's so much confusion between its and it's. So I went through the "descriptions" file and fixed it (and ONLY that, nothing else was changed). If that particular mistake is also a pet peeve of yours, feel free to place the corrected file in   wherever-you-installed-starsector\mods\Shadowyards\data\strings
Ah, and it seems I can't just attach a .csv file, so I've had to put it in an archive.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Warnoise on March 10, 2023, 05:19:24 AM
i dont know why but either th ai doesnt know how to use these ships properly or their ship loadout is bad. because every time i see them fight they always end up gettnig demolished by anything above a trash pirate fleet.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: MShadowy on March 11, 2023, 02:20:57 PM
Hello, I was wondering if you would know a solution to the crash I am having with Shadowyards?
It crashes upon making a new save with the mod enabled.

I have tried updating to the lastest version of sw, and tried renaming the variant file from 'ms_ninurta_standard' to 'ms_ninurta_Standard', but neither fixed the crash.
Forgive me if those are stupid ways to fix it, since I don't know much at all about Starsector modding, and was not able to figure out where the mod files referenced ms_ninurta_standard.

It's a problem with one of the system gen files (specifically, Gigas;) it's been fixed in dev, but I've been held up on release because of new content I haven't had time to complete.

Its (argh) a great mod, its (aaaargh!) just a shame there's so much confusion between its and it's. So I went through the "descriptions" file and fixed it (and ONLY that, nothing else was changed). If that particular mistake is also a pet peeve of yours, feel free to place the corrected file in   wherever-you-installed-starsector\mods\Shadowyards\data\strings
Ah, and it seems I can't just attach a .csv file, so I've had to put it in an archive.

Thanks; I'll have to see how I can merge this into the existing csv (again, due to added content.) I'm normally pretty good at catching the difference between its and it's, but spreadsheets actually make it a little harder for me to catch most of the time.

i dont know why but either th ai doesnt know how to use these ships properly or their ship loadout is bad. because every time i see them fight they always end up gettnig demolished by anything above a trash pirate fleet.

I mean, I can give the ship fits a look, I guess? They usually seem to do alright, but they are pretty squishy under their shields, so it's easy for things going wrong to go really wrong for them.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Argonaut on May 11, 2023, 04:44:49 AM
Obligatory "looking forward to the 0.96 release" post. But really, i am!
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: A_Random_Dude on May 11, 2023, 04:51:03 AM
That mod wasn't even updated for 95.1. Chances are you'll have to wait a bit more.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Argonaut on May 11, 2023, 05:25:29 AM
That mod wasn't even updated for 95.1. Chances are you'll have to wait a bit more.
Yeah, and i didn't play 95 at all either, but here i am. I think modding starsector requires a lot of focus and effort, especially for something like a faction. It's easy to get lost in the details or refining its complexities for subtle and meaningful results. It even affects the main game's development! Ultimately though, as a player, I simply enjoy the look and atmosphere of Shadowyards, using the ships and generally having the faction in game. As i said, i'm just looking forward to it. Building a fleet and hitting some bounties. And i miss my pirate Potnias assaulting the front while i flank!
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Shogouki on July 20, 2023, 06:54:16 PM
Is MShadowy still working on this mod?  I haven't seen any posts for awhile.  I hope so, I really like it a lot.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Kaphraxus on July 25, 2023, 12:36:18 PM
Has anyone had success using this mod in 0.96a now that magic lib has been updated? Just wanted to check before I give it a try.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Shogouki on August 02, 2023, 05:43:06 PM
How good is the Shadowyards battle station compared to the vanilla High-Tech Star Fortress?
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: axisjfs on August 06, 2023, 06:59:39 PM
Hi! A quick question if you will. I am rather new to that whole modding thing and frankly speaking I just wanted to have some new ships in the game rather than a whole new faction. Is it possible to take just the ship models, blueprints and drop chance for said blueprints out of that mod and use that? I presume its not the easiest thing in the world, but maybe, just maybe someone had the same idea and will be able to help me. (I am sorry if that topic was already mentioned, but I can't be asked to read through 105 pages of discussion, so direct me to it if that is the case please).

The weapons would be cool too, but its mostly the spacecrafts that I care about.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Shogouki on August 22, 2023, 06:17:13 PM
MShadowy, are you still alive...?   :(
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Soviet Tom Bombadil on August 22, 2023, 10:58:34 PM
MShadowy, are you still alive...?   :(

there's a few of our modders I wish would check in even if they've moved on from the game.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Shogouki on August 24, 2023, 07:26:17 PM
MShadowy, are you still alive...?   :(

there's a few of our modders I wish would check in even if they've moved on from the game.

I always worry that they're not checking in because something bad has happened to them.   :'(
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Killsode on August 24, 2023, 08:00:27 PM
MShadowy, are you still alive...?   :(

there's a few of our modders I wish would check in even if they've moved on from the game.

I always worry that they're not checking in because something bad has happened to them.   :'(

The last post to their DA is july 25th so they're fine. just not looking at the forum much.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Shogouki on September 01, 2023, 12:36:43 PM
MShadowy, are you still alive...?   :(

there's a few of our modders I wish would check in even if they've moved on from the game.

I always worry that they're not checking in because something bad has happened to them.   :'(

The last post to their DA is july 25th so they're fine. just not looking at the forum much.

Oh very glad to hear that!  Hopefully their doing well and just maybe burned out on Starsector or too busy IRL.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Shogouki on October 15, 2023, 06:33:19 PM
Does anyone know if this will work fine on 0.96 if the mod's version is changed?
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Meelock on October 15, 2023, 07:22:39 PM
Does anyone know if this will work fine on 0.96 if the mod's version is changed?
Wisp unofficially updated it on the usc, so consider checking that out before anything.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Shogouki on October 15, 2023, 10:05:11 PM
Does anyone know if this will work fine on 0.96 if the mod's version is changed?
Wisp unofficially updated it on the usc, so consider checking that out before anything.

Thanks!
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Ten Vigilant on November 13, 2023, 11:57:31 AM
Does anyone know if this will work fine on 0.96 if the mod's version is changed?
Wisp unofficially updated it on the usc, so consider checking that out before anything.
What's the usc?
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Shogouki on November 13, 2023, 01:11:25 PM
Does anyone know if this will work fine on 0.96 if the mod's version is changed?
Wisp unofficially updated it on the usc, so consider checking that out before anything.
What's the usc?

I believe "USC" stands for "Unofficial Starsector Chat" which is a Discord channel.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Wispborne on December 16, 2023, 11:45:53 AM
0.96a update with MShadowy's permission: https://github.com/wispborne/Shadowyards/releases/latest/download/Shadowyards_Wisp.zip


This is a compatibility update based on MShadowy's latest unreleased, in-development changes (22 Sept, 2022, located at https://github.com/MShadowy/shadowyards/). I am not taking over the mod :)


Changelog
These are all changes done by MShadowy that were in-dev but not yet released.
So, these are all changes since the current 0.95a version.
Spoiler
0.9.6-rc1 Dev Changleog
https://github.com/MShadowy/shadowyards/blob/master/changelog.txt

    Updated the SRA's relationships on generation to include more factions, which should resolve some weirdness in Nexerelin
    An error with the Nidhoggr Lance that was preventing it from properly applying the piercing effect has been resolved
    TODO Adjust firing script to allow for the Lance to to be held at partial charge, which should make the AI a little less weird with it
    Increased the Ninurta's monthly and per deployment supply costs to 12 (from 8)
    Increased the Cetus' monthly and per deployment supply costs to 9 (from 7)
    Increased the Skadi's OP to 260 (from 220)
    Realized I had not, in fact, given the Mimir (R) it's short hop version of the Lock Drive and fixed this oversight
    Updated and improved the Tartarus sprite
    Updated descriptions for the Modular Fabricators to remove now erroneous text referring to nanoforge compatability
    Entirely replaced the sprite for the Poseidon High Value Bounty, (TODO) and gave it a custom Flux Draining system and interlinked main weapon
       The System temporarily reduces the flux pool of the target vessel
          The Poseidon does not directly get this flux itself, instead powering it's main weapon with it
          The effect lasts about 15 seconds, but can be "reinvigorated" if the Poseidon can vampirize another ship
          Stacks up to 5 times, with weapon effect increases happening at 1, 3, and 5 pips
          System becomes much less accurate as number of pips increase
       The basic weapon effect is a faily basic plasma bolt, decent damage, not great flux efficiency, middling RoF
          Uses on hit effects to attach scripts
          Every weapon effect increase adds additional subprojectiles when the weapon is fired, each with it's own effect
             1 pip : Additional damage
             3 pips: Huge indiscriminate EMP bursts
             5 pips: Big shovey impulse blast / slight effect refresher on each hit
    PARTIAL Added the Asphodel Test Bed Cruiser to High Value Bounties
       Still remaining to do is to adjust it's firing script so to make it friendlier for AI use
    Updated the Maleficent sprite and gave it a unique hullmod, Wolfpack Systems
       WpS linearly improves weapon performance aboard the host ship for each additional ship with the same hullmod within a range of 800:
          RoF of Ballistic and Energy weapons increased by 20%
          Damage of Beams and Missile weapons increased by 25%
          If WpS cannot network with anything else, it gives no bonus
    Increased beam speed for the Kamal and Mughal to 10,000 (from 2,000)
    Made the Yajna system significantly less compressed, which should hopefully help resolve some issues with patrols
    Fixed an issue with unbuildable structures causing ridiculously inflated planet bounty prices in Nexerelin
    Shikomes now no longer glow like the freakin' sun when under the effects of the Fighter Control Relay
    Changed 12 (of 15) EveryFrameScripts that were always being loaded in combat so that they should only show up when being used
    Updated the script for the SRA's faction doctrine to be more in line with the current system
    Adjusted Charge Cyclers recharge increase down to 15% (from 25%)
    Updated the Phase Anchor script to include the speed disruption effect in standard Phase Cloaks
       The speed disruption reaches its full effect more rapidly (at 33% flux/disruption) but is not as severe (50% speed reduction)
    Fixed a bug in the GAT system where the system effect was not correctly unapplying
    Also generally went through and cleared out a number of old and unused scripts
    Adjusted the flux dissipation on some of the Yardie derived ships:
       The Southpaws flux dissipation has beeing increased to 220 (from 150)
       The Potnia-bis' flux dissipation has been increased to 360 (from 300)
       The Potnia-tris' flux dissipation has been increased to 240 (from 200)
    Trimmed the number of missions down to five
    Removed the Cloned Organs commodity from circulation, due a number of issues with its basic implementation
    Fixed a typo in the world gen scripts that was preventing a particular derelict from spawning
    Added a new music track to the campaign layer, courtesy of Mesotronik
   
    CONSIDER Shuffling ships to specific factions/subfactions as a way of keeping up ship variety while reducing total number of ships
    TODO Add one more Large Missile Launcher
        2nd, another AoE weapon, missilized version of the Shamash's phase gun:
          inital AoE damage and range is small, but ignores shields, follow up damage is from a persisting AoE DoT (explained as a "phase storm" caused by the p-mass bubble escaping
          back into p-space)
          duration undetermined; tentatively 4-8 seconds, randomized within a range
          At ~1/2 to 2/3rds of the way through the effect it begins diminishing in size at a logarithmic/exponential pace (depending on what feels better)
          sucks into the middle
          greater intensity as it ends?
          main elements:
             main script tracking ships inside AoE and applying damage through EMP strikes at semi-random intervals
          supporting elements:
             scripted spawning of "wandering" non-colliding projectiles, serving as both visual elements and the purpose of AI Trickery (i.e. getting to keep their shields up)
          visual elements:
             scripted spawning of "wandering" invisible non-colliding projectiles to be chased by custom trail effects
             scripted "phase storm cloud" effect consisting of two custom particle types
                should approximately fill the effected area
                mostly translucent "cloud" effect particle that is present for most of the time the effect is active; some rotation/movement?
                "cloud to cloud" lightning particle; appears behind "cloud" particles at random intervals in semi-random clusters for short durations
             non damaging emp arcs between random points within area of effect
             SCRIPTS NEEDED:
                MAIN SCRIPT - handles initial detonation, AoE damage and spawning of sub projectiles
                SUBPROJ HANDLERS - directs sub projectiles and sets them to non-colliding, spawns custom trails that follow them
                CLOUD HANDLER - handles the visual effects for the storm system, spawning the custom particles and timing the cloud-to-cloud lightning
    TODO Trim and redo missions - PARTIAL; missions trimmed
        KEEPERS - Triune, They Might be Giants, Drums in the Deep, Cease and Desist plus the Random missions and Stampede
        CHANGES
                TRIUNE - Expand mission events considerably with FS2 style mission expansion; at least a plot twist and some in mission dialogue
                TMBG - Get ships predamaged as intended, set CR to the desired levels, change it to a pursuit mission
                DRUMS - Expand mission events with FS2 style mission extension, have virus bomb attack shown in post mission success cutscene
                CAD - Mission needs to be reconsidered and seriously rebalanced
                RANDOM - Fix Random mission script so it actually spawns fleets successfully, solves bugs where it would sometimes fail to generate fleets (Done)
                STAMPEDE - More Buffalo, more variations on Buffalo, fewer friendly ships, and fix it to make it work consistently
[close]
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Shogouki on December 16, 2023, 03:21:58 PM
0.96a update with MShadowy's permission: https://github.com/wispborne/Shadowyards/releases/download/001/Shadowyards_Wisp.zip

Note: I am not taking over the mod :) This is just a compatibility update based on MShadowy's latest unreleased changes (22 Sept, 2022).

Thanks so much for this!  This is one of my favorite mods and it's so nice to be able to still use it!  A question though, when you say that you're not taking over the mod does that imply that MShadowy still might come back to continue modding this?
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Wispborne on December 16, 2023, 03:29:06 PM
Thanks so much for this!  This is one of my favorite mods and it's so nice to be able to still use it!  A question though, when you say that you're not taking over the mod does that imply that MShadowy still might come back to continue modding this?

It does not mean that :P
buuuuut

These are some messages from MShadowy on the Discord server
Quote
26 Nov, 2023: unfortunately I just haven't had the wherewithal to even finish up the current unreleased build, to say nothing of going over the sprites and getting everything roughly on par/fixing weird spots/etc.
Quote
17 June, 2023: I'd like to get [the 0.96a update] out but I'm kinda swamped and haven't been able to get into a good headspace for programming

plus some more messages earlier this year along the same lines, so I think/hope MShadowy is still going to work on it!
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Shogouki on December 16, 2023, 06:12:48 PM
Thanks so much for this!  This is one of my favorite mods and it's so nice to be able to still use it!  A question though, when you say that you're not taking over the mod does that imply that MShadowy still might come back to continue modding this?

It does not mean that :P
buuuuut

These are some messages from MShadowy on the Discord server
Quote
26 Nov, 2023: unfortunately I just haven't had the wherewithal to even finish up the current unreleased build, to say nothing of going over the sprites and getting everything roughly on par/fixing weird spots/etc.
Quote
17 June, 2023: I'd like to get [the 0.96a update] out but I'm kinda swamped and haven't been able to get into a good headspace for programming

plus some more messages earlier this year along the same lines, so I think/hope MShadowy is still going to work on it!

I sure hope they find the time and motivation to as I'd love to see more Shadowyards additions or even just a balancing pass!
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Wispborne on January 16, 2024, 09:16:37 PM
Unofficial update 002
Save compatible

- Fixed a memory leak in the Redwings Market Manager script that leaked the campaign engine.

https://github.com/wispborne/Shadowyards/releases/latest/download/Shadowyards_Wisp.zip



(code change here: https://github.com/wispborne/Shadowyards/commit/f0ac17502c06db5cb2899c4ff763a7e03c917f90#diff-7e29f63ca416588280c7c4a73c42f810ff7e39631a57166bdec901a47e8c0410)
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Jonass on January 17, 2024, 08:06:43 AM
Hi there,

Last update 002. My Shadow yards markets are overflowing with ships. Like hundreds ships of all sizes. Feels not right
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Wispborne on January 17, 2024, 08:09:27 AM
Um, that's an issue. I'll take a look.

Here's the link to the previous version: https://github.com/wispborne/Shadowyards/releases/download/001/Shadowyards_Wisp.zip
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Wispborne on January 17, 2024, 06:39:53 PM
Hi there,

Last update 002. My Shadow yards markets are overflowing with ships. Like hundreds ships of all sizes. Feels not right

Thank you again. Here's a fix: https://github.com/wispborne/Shadowyards/releases/latest/download/Shadowyards_Wisp.zip

When I fixed the memory leak, I made a mistake when adding the script that adds Redwings ships to SRA markets and instead of being added once, the script was added once...every frame.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Shogouki on January 17, 2024, 06:47:14 PM
Hi there,

Last update 002. My Shadow yards markets are overflowing with ships. Like hundreds ships of all sizes. Feels not right

Thank you again. Here's a fix: https://github.com/wispborne/Shadowyards/releases/download/003/Shadowyards_Wisp.zip

When I fixed the memory leak, I made a mistake when adding the script that adds Redwings ships to SRA markets and instead of being added once, the script was added once...every frame.

Oh wow...  o_O

Thanks for the updates and fixes!
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Jonass on January 18, 2024, 01:35:24 AM

Thank you again. Here's a fix: https://github.com/wispborne/Shadowyards/releases/download/003/Shadowyards_Wisp.zip

When I fixed the memory leak, I made a mistake when adding the script that adds Redwings ships to SRA markets and instead of being added once, the script was added once...every frame.

No, thank you. I love this mod and you are the reason i can use it. Very much appreciated. 
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Shogouki on March 01, 2024, 02:18:20 PM
Hi there,

Last update 002. My Shadow yards markets are overflowing with ships. Like hundreds ships of all sizes. Feels not right

Thank you again. Here's a fix: https://github.com/wispborne/Shadowyards/releases/download/003/Shadowyards_Wisp.zip

When I fixed the memory leak, I made a mistake when adding the script that adds Redwings ships to SRA markets and instead of being added once, the script was added once...every frame.

Heya Wisp, you wouldn't happen to know if this is likely to work with 0.97 would you?
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Wispborne on March 03, 2024, 11:26:17 AM
0.97a recompile: https://github.com/wispborne/Shadowyards/releases/download/004/Shadowyards_Wisp.zip

No changes from the previous version.
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Shogouki on March 03, 2024, 11:35:10 AM
0.97a recompile: https://github.com/wispborne/Shadowyards/releases/download/004/Shadowyards_Wisp.zip

No changes from the previous version.

Thanks very much!
Title: Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
Post by: Dadada on March 20, 2024, 07:39:37 AM
0.97a recompile: https://github.com/wispborne/Shadowyards/releases/download/004/Shadowyards_Wisp.zip

No changes from the previous version.
Thank you!
I love you. I love MShadowy, I love ya all. :3