i get a fatal null error whenever i use this mod with other mods
if it helps im using these mods:
interstellar federation 1.22
junk pirates 1.30
shadow order faction .3
asp syndicate o.30
the gedune 1.2
btw i like it that you continue this mod i like the additions to the normal factions
I've got a bunch of ships I just need to get coded and have been putting it off if you want them?well let me have a look at them
I'm trying to keep a certain style in the game
I vote for a destroyer/cruiser class fast carrier that's not complete crap in combat.. and also IS Symmetrical.. :Pdammit, I just finished coding the banshee
Maybe something along the lines of what the gunrunner mod has, its a kitbashed condor that is a carrier with PD and pilums.
Talkin' to the wrong thread chief, no fish around here.what about the salmon?
Pirates usually wanted something fast but overloaded with crew for the boarding action. Having a couple capital ships is great, but the pirates specialty would be more in line with frigates and destroyers with some stripped down cruisers.well you may want to watch out for the Corsair Command fleet then.
All that said, its not likely I will complain about any new ship, for anyone.
@medikohl: regarding the ostrich, I think you should adjust the colors somewhat to reduce the palette to maybe 2 or 3 colors only; also the horsefly looks wickedI decided to give the horsefly mortars. still tweaking the balance.
I am so very happy to see this mod revived.*then fights an alligator to the death.*
*Sheds solitary, manly tear*
Anyone have a name for this?
Or is this just a bad idea?
i like the big one in the armarda picture betterwhat one are we talking about?
Yes, please; that would be fun to have.So tell me, are there any specific roles that haven't been filled by the vanilla game?
...well it's a cruiser sized ship, gave it a load out of:
That's alot of missiles.
:o
Add a small Philum slot?
Wait...4 Philum missiles? The medium slot shot 3, sound a bit OP?
Anyways, give me the base sprite and I'll happily do it. :)
Wait...4 Philum missiles? The medium slot shot 3, sound a bit OP?
Anyways, give me the base sprite and I'll happily do it. :)
the medium mount has more missiles than the other medium mounts do
Ah, that sounds better. :) Give me the base sprite and I'll make it.
So, these are already in-game? Oh, it'll make packing the weapons so much easier. ;DExactly.
So, these are already in-game? Oh, it'll make packing the weapons so much easier. ;DExactly.
So, these are already in-game? Oh, it'll make packing the weapons so much easier. ;Dyou could probably just post the whole thing here, and I'll add it in
some suggestionsI can do it, but I'll need monkeys and typewriters for the monkeys, also bananas.
write some lore i have a dislike of ships without lore it just takes away from i just blew up a heavy terran advanced thingy in a freighter
add utility frigate not a freighter not a bruiser something in between
Loving the Norwest.I actually had to redesign it so that it wasn't under powered.
thinking of taking the scarab from sf enhanced and making it's large mount a built in
balance reasonsthinking of taking the scarab from sf enhanced and making it's large mount a built in
why?
I need ideas for ships
just make it blue trust melmao. yes that could work.
Ship ideas:there are already mods working along those lines, I'm not looking for graphical style input, more along the lines of purpose input. what kind of ship do we need for this that and the other thing.
Alex said this game was partially inspired by the old WWI and WWII naval combat. That said, how about some throwback ships? Literally take the top view of a battle ship wack on some engines so it looks like it might be able to fly in space, give it big turrets, etc. Same with subs for phase ships etc.
Along the same lines take some of the more distinct fighters, like the thunderbolt, and "starfarerify" them.
Hi there, first time poster. I noticed you were looking for ships with different purposes. I think I might have a few ideas; just let me know if these are not doable/loads of people have already thought of them.
Logistics Ship: Increases fleet capacity and/or how much of something you can have before you risk an accident. For an example of that second thing, say you have a fleet that has a cargo capacity of 75, and starts having an accident risk at 111, around 150% capacity. This ship would push that accident limit to, say, 160 or 170% capacity before having an accident risk. I think this ship would have to have fairly low speed/firepower and high man power to make it a bit more balanced.
Objective Defense Ship: Possibly a ship that has a system that increases stats when it is stationary/near some kind of objective. It would probably need pretty high shield efficiency and/or armor and long-ish range guns to be effective.
Disable ship: System that increases EMP damage done by weapons. Possibly a phase cloak ship to enable it to get as close to enemy as possible.
Scrambler: System that drops a Scrambler Buoy. Enemy ships that come within range of the buoy's area of effect have their vision reduced. This ship would have to have fairly high speed to get to a good location to drop the buoy and get out safely I think.
Support ship(s): Multiple system ideas. Decreases time for another target ship's systems to come back online after being disabled. Reload another ship's missile racks/ammo. Repair a small amount of hull and/or armor damage. Weapons would be mainly PD.
The objective defense ship could be created with by making a system that decreases speed and maneuverability while increasing either flux capacity or flux/damage on shields and increasing weapon range some.true, but it wouldn't be location based like his suggestion said
i think a lot of people play it but don't have anything to say, i mean the mod is pretty balancedI'll give it a shot, about how much firepower?
edit: and can you make an fast escort frigate, nothing special just no flares
just some energy PD's and smal balistic turrets, maybe make it so it can house 2 burst lasersi think a lot of people play it but don't have anything to say, i mean the mod is pretty balancedI'll give it a shot, about how much firepower?
edit: and can you make an fast escort frigate, nothing special just no flares
If it's compatible with uomoz i'll start using it, love some of these ships that are missing now.it is compitable with uomoz corvus and the hegemony,pirates and tri achiton will use them
Also, any chance you got some spare time to make strike craft with lots of missiles? This is the kind of ship i really love flying.
The point defense destroyer from uomoz feels nice with 8 torpedoes, but it's not "strikey" enough, it's a destroyer afterall.
and here is a missile frigate.
ooh ooh ooh i have a balance thing by the way ;DI thought I yanked that one from appearing in the game.
the hyperion MK 2 seems a bit underpriced for its firepower
1.09 new ships and a few ship systems, if someone can get a working repair rate booster with five uses, I'll make you a baron.
That is what I feared. (tried the same thing)1.09 new ships and a few ship systems, if someone can get a working repair rate booster with five uses, I'll make you a baron.
A quick test that boosted the repair rate by 100 times didn't seem to do anything. I think changing that stat only works if the effect is applied before battle starts (such as a hullmod).
I think I should finally get this Cap Ship made. What do you folks think?Yes!
anyone, anyone at all? no one? then nope... ;)I think I should finally get this Cap Ship made. What do you folks think?Yes!
Frigates FTWI think I've made too many of those. And destroyers. need to make more cruisers and cap ships
Off topic:
PS: I hope you can help craftomega with the Minimash. Would be a dream team for the extra content added, I sure do miss that mod immensely. As I can't play vanilla anymore (weak on stuff to blow up).
Spoilerarchitect cruiser- heartseek torpedo launcher[close]
i cant wait to see it in action :o
Maybe I am missing something, but the version # you have up is the same as what I currently have. (1.09). Does that one have the missile in it?yes, it's built into the heartseek
If that is the case, then I have yet to see a heartseek ship.Sorry, typo (2am typing bleh), it's built into the Architect Cruiser
where is the ice cream?! O.oIt melted. :(
inspiring mod :)I think I can honestly say I've created the most ships out of any mod right now.
Also in tests under auto pilot, it can usually barely beat or lose to a dominator in single combat
I think if it is designed as a support cruiser then it works just fine. I really like the ship, it is fun to use.
i have a sugestion (if you still take them) what i think the game misses is a cruiser that can be on its own (maybe just fighters or something). like with lots of pd's good cargo sive and a hangar bay. ooh and ofcourse good speed and manuveability. this could be too OP for a cruiser thoughyou mean like the apogee
yeah XD but i think the game could use more of themi have a sugestion (if you still take them) what i think the game misses is a cruiser that can be on its own (maybe just fighters or something). like with lots of pd's good cargo sive and a hangar bay. ooh and ofcourse good speed and manuveability. this could be too OP for a cruiser thoughyou mean like the apogee
Hi, I joined up on the forums just so I could post a bug report :)
a couple things:
1) is it just me or does the mod report itself at 1.08 (despite a clean 1.10 install) in the mods list?
2) I've encountered this crash a few times and was wondering if this is known? Only encountered either just before or during a battle with 'Tri-tachyon' fleetsSpoiler5329171 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.RuntimeException: Ship hull [plus_mynar] variant [plus_mynar_assault]: slot id [WS0004] not found for weapon [irpulse]
java.lang.RuntimeException: Ship hull [plus_mynar] variant [plus_mynar_assault]: slot id [WS0004] not found for weapon [irpulse]
at com.fs.starfarer.loading.specs.while.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.OoOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.ÒÖ0000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.OOoO.öOÓ000(Unknown Source)
at com.fs.oOOO.A.new(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:619)[close]
Finally got a little bored with Vanilla Starfarer for the time being (can't wait for the real MEAT of the game to get put in!) and installed this. It's been a blast. Thanks for everyones hard work!
Well the easy solution would be to remove the mynar. and you're right about the text file, my bad. 1.11 will be ready soon enoughHi, I joined up on the forums just so I could post a bug report :)
a couple things:
1) is it just me or does the mod report itself at 1.08 (despite a clean 1.10 install) in the mods list?
2) I've encountered this crash a few times and was wondering if this is known? Only encountered either just before or during a battle with 'Tri-tachyon' fleetsSpoiler5329171 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.RuntimeException: Ship hull [plus_mynar] variant [plus_mynar_assault]: slot id [WS0004] not found for weapon [irpulse]
java.lang.RuntimeException: Ship hull [plus_mynar] variant [plus_mynar_assault]: slot id [WS0004] not found for weapon [irpulse]
at com.fs.starfarer.loading.specs.while.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.OoOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.ÒÖ0000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.OOoO.öOÓ000(Unknown Source)
at com.fs.oOOO.A.new(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:619)[close]
Finally got a little bored with Vanilla Starfarer for the time being (can't wait for the real MEAT of the game to get put in!) and installed this. It's been a blast. Thanks for everyones hard work!
I do believe he has simply forgotten to update the text file that tells the mod list what version to display :)
Well the easy solution would be to remove the mynar. and you're right about the text file, my bad. 1.11 will be ready soon enoughHi, I joined up on the forums just so I could post a bug report :)
a couple things:
1) is it just me or does the mod report itself at 1.08 (despite a clean 1.10 install) in the mods list?
2) I've encountered this crash a few times and was wondering if this is known? Only encountered either just before or during a battle with 'Tri-tachyon' fleetsSpoiler5329171 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.RuntimeException: Ship hull [plus_mynar] variant [plus_mynar_assault]: slot id [WS0004] not found for weapon [irpulse]
java.lang.RuntimeException: Ship hull [plus_mynar] variant [plus_mynar_assault]: slot id [WS0004] not found for weapon [irpulse]
at com.fs.starfarer.loading.specs.while.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.OoOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.ÒÖ0000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.OOoO.öOÓ000(Unknown Source)
at com.fs.oOOO.A.new(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
Finally got a little bored with Vanilla Starfarer for the time being (can't wait for the real MEAT of the game to get put in!) and installed this. It's been a blast. Thanks for everyones hard work!
I do believe he has simply forgotten to update the text file that tells the mod list what version to display :)
Perhaps a ship that focuses on harboring attack drones?might take a while, but would be worthwhile I think...
32924 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Fleet id [sDefense] not found for faction [hegemony]
java.lang.RuntimeException: Fleet id [sDefense] not found for faction [hegemony]
at com.fs.starfarer.loading.G.Object(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.corvus.Corvus.spawnSDF$(Corvus.java:65)
at data.scripts.world.corvus.Corvus.generate(Corvus.java:45)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.ui.for.?0000(Unknown Source)
at com.fs.starfarer.ui.impl.B.?0000(Unknown Source)
at com.fs.starfarer.campaign.save.o0OO.super(Unknown Source)
at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.ui.OOoO.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
at com.fs.starfarer.A.??00(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Btw, found a low priority crash, and I'm not sure if it's yours or arcibalde's :PYou can't run Vanilla addon with any other mod that change vanilla fleets composition.
I found that if you run Starfarer 1.1 with vanilla addon 2.1 you get the following:Code32924 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Fleet id [sDefense] not found for faction [hegemony]
java.lang.RuntimeException: Fleet id [sDefense] not found for faction [hegemony]
at com.fs.starfarer.loading.G.Object(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.corvus.Corvus.spawnSDF$(Corvus.java:65)
at data.scripts.world.corvus.Corvus.generate(Corvus.java:45)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.ui.for.?0000(Unknown Source)
at com.fs.starfarer.ui.impl.B.?0000(Unknown Source)
at com.fs.starfarer.campaign.save.o0OO.super(Unknown Source)
at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.ui.OOoO.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
at com.fs.starfarer.A.??00(Unknown Source)
at com.fs.A.A.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)
Doesn't happen if you run them separately from what I can tell. I haven't delved into your mod enough to tell who's clobbering who.
Hmm....:)
Well, you could ask LW to do it :P
why can't I continue the age old starfarer/starsector plus tradition and push this off onto someone else?Yep
damnation... I'm going to have to update this myself aren't I?
Ok I updated it to the new version.Finally got around to the mynar fix
let me know if there are any errors
So i hear, Btw, I'm planning on making mod reviews for mods, Want one?go for it.
So I've scanned and searched over the forums but I can't find anyone else with the same issue.
When I run Plus alongside my other active mods (Lazylib 1.2, Uomoz 17.1, Parlay 0.75, and Weapon Pack 0.31), it overwrites the antediluvian station with the abandoned station. I've tried figuring out how to change the configs, but modding at this point is a little over my head. Can I fix this with some config manipulation or is this an incompatibility that is known? Or should I be asking this over in the UC thread? If so I apologize in advance.
Alright, I'm not a modder myself, but I think I have a solution for you. All you have to do is go into your mod folder, into the starsector plus folder, open up mod_info with notepad, and where it says "name":"Starfarer Plus" just add a Z to the front of the name so that it is "name":"ZStarfarer Plus" What this should do is set the starsector plus mod at the bottom of the mod list when choosing which mods to have activated, which puts the mod's priority lower than Uomoz's, letting Uomoz's mod choose where the abandoned station goes instead of starsector plus putting it where it normally would go and ousting the antediluvians.
having issues with weapons right now.
having issues with weapons right now.
What's wrong with them?
Here's a 0.61a working version of the mod. (http://www.wolfegames.com/TA_Section/Starsector_Plus_112_FIXED.zip) Nothing fancy, but it's playable :)well thanks. I approve