private static void initPatria()
{
try
{
Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.ExerelinGen");
//Exerelin active, so just load Exerelin
}
catch (ClassNotFoundException ex)
{
// Exerelin not found so continue and run normal generation code
new PatriaGen().generate(Global.getSector());
}
}
try
{
Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.ExerelinGen");
// Exerelin installed/activated, do nothing
}
catch (ClassNotFoundException ex)
{
// Run normal mod generation code
new otherModGen().generate(Global.getSector());
}
v0.644
- Updated support for batavia (v10)
- Updated support for Valkyrian (v1.4)
v0.643
- Added support for Lotus Conglomerate (v2.0)
- Updated citadel support (0.7.2)
- Updated support for Exigency v0.6
- Changed base level influence with faction (if player is a member of faction) to 60, down from 70
- Fixed some potential thread safe violations
- Fixed un-selectable ships in retrieve ships station option
- Fixed not being able to leave current faction from another factions station
v0.642
- Added faction nice names for initial faction selection
- Changed the effect of using High Value Prisoner and Agent
- Prisoner exchange now has a more substantial effect if relationship between factions is terrible
- Agent now has a greater effect if relationship between two factions is great
- Can easily break alliances
- Access to large weapons is now restricted to 70+ influence with faction (thanks LazyWizard)
- Increased resource cost of extra large AI-controlled fleets
- Should result in less extra large AI fleets when resources are abundant
- Updated compatibility for SHI latest DEV
- Updated compatibility for ICE
- Updated compatibility for P9
- Fixed joining a faction now sets all stations to balanced stance
v0.641
- Fixed menu issue for OmniFactory and Personal Storage station
v0.64
- Added faction influence mechanic
- Access to technology and faction support is gated behind different influence levels
- Added personal storage and personal hanger space in each station
- Thank you Uomoz for USS example for hanger space, I was stumped for ages on the CR problem :)
- Added support for Intersetellar Imperium
- Added support for Exigency
- Added support for Eleutheria Federation (Eternal Nox After)
- Added start option to start with partially/fully populated sector
- Added start option to start unaligned with any factions
- Player can now join/leave factions
- Added initial check on new game or load game for supported mod compatibility
- Player (when unaligned) can now bribe for peace with a faction
- Updated support for a huge number of mods
- New games now start with factions owning 1 or more stations
- Changed fleet compositions of AI fleets
- Balanced, Carrier, Frigate, Large Ships and Medium Ships are possible fleet types
- Crew now drop from battles
- High value prisoners now drop from battles
- Agents/Sabotuers now appear in factions stations (if player is a member of that faction)
- Removed pirates as a playable faction
- Removed faction skill tree
- Removed alliance betrayal chance for factions in an alliance
- Removed option for factions to respawn (temporary)
- Fixed a bunch of stuffs :)
v0.632
- Added support for P.A.C.K
- Updated support for Valkyrian
- Updated support for Blackrock
- Updated support for P9
- Updated support for Mayorate
- Refactored mod support (for mod detection and starting variants)
v0.631
- StarSector 0.6.2 RC3 compatibility fixes
- Updated support for Hiigaran Descendants
- Updated support for P9
- Updated support for Tore Up Plenty
v0.63
- Added Station Fleet Command
- Added Strategic Fleet Command
- Independent Traders now have a small chance to deliver Tore Up Plenty ships (if installed)
- Added Station Status view
- Renamed Fleet Crew Training skill to Fleet Management
- Added Capital Ship Availability perk to Fleet Deployment skill (increases capital ship sale chance)
- Removed CapitalShipSaleReduction from exerelin_config.json (see above skill)
- Added complimentary faction-specific elite ship to Elite Ship Chance perk in Fleet Deployment skill (spawns in Storage Facility)
- Added effect to Elite Ship Chance perk to add a small chance that an elite ship will be for sale in stations
- Changed starting cargo for first stations
- Changed AI starting fleets to be same as player fleet
- Added Project Batavia support
- Added P9 Colony support
- Added support for Patrian Navy
- Added support for Mayorate
- Added support for DSTech Corp
- Updated support for Intersteller Federation
- Updated support for Valkyrian
- Updated support for ShadowYards
- Updated support for ORI
- Updated support for Zorg
- Updated support for Citadel Defenders
- Updated support for Hiigaran Decsendents
- Updated support for Blackrock Driveyards
- Updated support for Neutrino
- Updated support for Tore Up Plenty
- Fixed issue with calculating station efficiency after skills applied
- Fixed issue with running saboteur allocation code on each subsequent skill up
- Fixed issue with too many asteroid belts per system
- Fixed issue with station target priority within systems
- Moved more stuff into config.json file
- Removed reliance on static ExerelinData class (is now only used on game setup (ExerelinSetupData))
- Refactored a lot into a single JAR for ease
v0.623
- Added support for Foxer360's Citadel Defenders
- Added support for Runoved's ORI faction
- Slightly reduced number of trapezoid fighter wings for Zorg
- Moved Vatican II/III to normal fleet for Valkyrian faction
v0.622
- Updated support for Zorg
- Fixed NPE crash on load game
v0.621
- Updated support for Valkyrians
- Updated support for Zorg Hive
- Updated support for Nomads
- Slightly increased AI fleet deployment cost for bushi and hiigaran descendents
- Fixed diplomacy items not spawning more than once
- Fixed diplomacy item spawn chance calculation
- Fixed background image size on bluewhite background to remove black edges
- Fixed crash issue on load after selecting Active Diplomacy perk 1
- Fixed potential crash issue with gas mining fleets
- Due to script queue issue on load
- Fixed crash issue with boarding fleets
- Due to script queue issue on load
v0.62
- Added message history, displayable in any station
- Added additional star types and background pictures
- Player fleet will now 'stick' to planets/stations
- Requires a second mouse click when close to the object
- Changed rebel fleet spawns to hopefully provide a more appropriate challenge
- Changed fleet commander personalities depending on fleet type
- Stations will now stock a stack of green, veteran and elite crew that builds up slowly
- Improved responsiveness of stations fleet spawning at start of game
- Added fleet destruction flash when boarding ships are destroyed in failed boarding attempt
- Leadership skill Advanced Tactics level 5 perk now improves marine station boarding effectiveness
- Saboteur now only requires 3 points in active diplomacy
- Gaining Saboteur perk now grants two saboteurs immeditaly
- Patrol fleets now prioritize own system first
- Stations now deploy extra mining fleets if efficiency > 1.8 (only when a faction respawns)
- Slightly increased spawn chance of diplomacy agents
- Updated support for Nomads
- Updated support for Zorg
- Updated support for Gedune
- Fixed spawn issue with Hiigaran and Bushi cargo ships
- Fixed incorrect marine supply usage from vanilla 0.6.1a
- Fixed crash issue with boarding fleets
- Fixed allowing use of mothballed ships for mining or station boarding
- Fixed occurence of catastrophic accidents on a faction's last station
- Fixed issue with asteroid belt radius being far too large
- Fixed some issues with resupply targets for fleets
- Fixed issue with attack fleets redirecting to abandonded stations on station target switch
- Fixed betray message to show faction real names
- Fixed incorrect hegemony faction color
- Fixed some missing variants/hulls for various factions
- Fixed issue with ally report
- Fixed weapon cargo reduction code
- Added exerelin_config settings for player wages and station transfer
- Station transfer setting doesn't work until fixed in StarSector core
- Added config setting for capital ship sale reduction
- Added faction specific configuration settings (see data/config/exerelinFactionConfig)
- Added exerelin config setting for loading custom faction configs
- Added configurable option for new stars/backgrounds
0.61
- Added 2 and 6 system options
- Added faction alliance and faction enemy reports to stations
- Added experience gain to mining
- Changed respawn ship to now be exactly which start ship was picked at start of game
- Changed some Rebel fleets to more closely align to the players fleet size
- Changed Rebels to spawn right from start of game
- Player can no longer attack independent and neutral fleets
- Fleets will now be correctly ordered from capital to fighters
- Doubled the amount of resources transferred in Logistics Convoys
- Sector generation will now only build wormholes if more than 1 system
- Changed if one system is selected, planet/asteroid/station amounts selected at startup are actual rather than maximums
- Reduced patrol fleets per station to 1
- Set supply costs to 1/4 of vanilla starsector (see data/campaign/resources.csv to change)
- Save compression is now on by default
- Updated support for Zorg
- Added support for Kadur Theocracy (regime and insurgency)
- Updated support for Gedune
- Updated support for Syndicate ASP
- Updated support for Hiigaran Descendants
- Updated support for Bushi
- Updated OmniFac to 1.8 (added OmniFac settings file)
- Updated support for Balckrock Driveyards
- Added config settings (data/config/exerelin_config.json) for minimum planet/asteroid/station amounts
- Added config setting to have OmniFactory spawn in a random system, on a random planet, off by default
- Added config settings for station trading lockouts
- Added config settings for supplies loot reduction
- Added config settings for Asteroid mining
- Fixed crash with 'only respawn starting factions' option and vanilla only factions
- Fixed Rebels from attacking omnifactory/storage
- Fixed issue with command fleets not despawning when there are no station to takeover
- Fixed issue with Command Fleets resupply location
- Fixed Omnifactory free transfer
- Fixed absurdly rare crash bug in AI fleet station capturing
- Fixed issue with saboteur not correctly removing cargo/marines/crew/ships at station
- Fixed issue with factions not using an allies station as resupply location in a system they are attacking
- Fixed further issues with resupply locations for fleets
- Fixed diplomacy messages to use correct faction name rather than id
v0.6
- Added multi system support
- Select from 1 -> 24 systems
- Added faction skill tree (position below empty industry skill tree)
- Added saboteur agent unlocked in skill tree
- Changed Independent faction to Sindrian Diktat
- Changed TradeGuild faction to Independent
- Changed Rebel faction to always be hostile
- Rebels now spawn periodically in systems
- Faction fleets in systems that are 100% owned by a faction have a chance to defect
- Changed station dialog so that hostile/neutral stations cannot be used for trade, refit or repair
- Changed so that player factions allies stations will have ally factions ships/weapons available for sale
- Removed out system supply convoys
- Removed out system reinforcements event
- Removed supply fleet defection event
- Updated support for 0.6 compatible versions of Junk Pirate, Bushi, Hiigaran Descendants, Shadowyards HI, Zorg, Gedune, Neutrino faction mods
- WARNING: Bushi, Hiigaran, Junk Pirates, Shadowyards HI faction mods need their modPlugin definition in mod_info.json commented out(#)
- Fixed issue with alliance ending not correctly applying new relationship status
v0.58
- Added small possibility of industrial ships (and mining wings) appearing in stations
- Added support for running the Bushi and Hiigaran Descendants mods in conjunction with Exerelin
- Changed Exerelin to no longer be a total conversion to support above change
- Fixed possible duplicate station names
- Fixed issue with StarSector FactionAPI's not getting updated properly on Exerelin alliance changes
- Changed SyndicateASP mining fleet to 2 drone wings, two transports
v0.57
- Added 'prisoner of war' item that can be traded to other factions to increase relationship
- Added 'agent' item that can be traded to other factions to cause a rift between 2 factions (10% chance to backfire)
- Added player mining for fuel (gas planets) and supplies (asteroids)
- Changed neutral colour to tradeguild colour
- Fixed IFed station attack fleets not passing isValidStationAttackFleet check
- Fixed bug with distance based relationship calculation
- Fixed message missing from Alliance Betrayal if only 2 in alliance
- Fixed bug when player attacked one of their allies, not correctly handling alliance
- Alliance Betrayal is now less likely
v0.56
- Added asteroid mining fleets for stations
- Mining fleets go to the nearest asteroid and slowly mine to create supplies
- Added gas mining fleets for stations
- Mining fleets go to the nearest gas giant and slowly mine to create fuel
- Added escort ships to supply and station attack fleets
- Extra escorts in wartime
- Added new alliance mechanics
- If two factions are allied, they must now also each be at war with each others enemies (think coalitions)
- Once in an alliance, a factions diplomacy is handled by the alliance until they leave the alliance
- Added starting option to set system size at 15000(small), 30000(medium) and 40000(large)
- An additional asteroid belt is added around star per system size increase
- Added starting option to start with nine other factions
- Added starting option to respawn factions only up to the starting number (will cycle through factions)
- Added starting option to have no asteroid belts (apart from one around the star)
- Changed system to always spawn with an asteroid belt around the star
- Changed system to spawn with at least one gas giant
- Changed Patrol Fleets to take on extra assignments (raid, attack) when at war
- Changed attack, defense and patrol fleets to not have civilian ships
- Changed In System Supply Convoys (spawned form stations) to also deliver ships/weapons if delivering to player stations
- Changed Allied In System Supply Convoys to deliver allied faction ships/weapons if delivering to player stations
- Changed Rebels to always be hostile to Trade Guild
- Fixed a null reference exception with in system supply convoys
- Fixed issue with catastrophic station accidents not occurring
- Fixed (another) issue with ships/weapons not clearing properly on station takeover
- Fixed issue where factions could respawn even though respawn was off
- Fixed issue calculating last faction in certain circumstances
- Fixed issue where trade guild conversions could happen multiple times to same supply fleet
- Fixed issue with stations not updating at the correct rate
- Fixed fleet cost calculation issue
- Fixed issue with trade guild converted fleets not correctly despawning in some situations
- Fixed issue on loading save games not loading the correct settings before doing anything else
- Factions are less likely to declare war on factions that are far away
- Various resource level and transfer amount changes to account for new mining fleets
- Added some missing ships to IFed
- Removed Sparrow as a start ship for Council, and reduced the likelihood of it spawning
- Added cooldown time between system events, and the same system event cannot occur twice in a row
v0.55
- Changed number of defense fleets per station to 2
- Changed number of attack fleets per station to 2
- Fixed null pointer error in reinforcement event
- Fixed spam of station boarding message
- Fixed random extra characters in station boarding warning message
- Fixed spawn issue with in system supply convoys
- Fixed situation where faction could declare war on itself(!)
- Increased maximum fleet sizes for all fleets
- Slightly reduced maximum station takeover time for out system fleets
v0.54
- Changed reinforcement fleets to pick a more appropriate attack location
- They also have a chance to defend an under attack station of their faction
- Fixed issue with starting with one less faction than specified in the system setup
- Fixed issue with supply convoys stopping delivering resources
- Fixed issue with the rebel insurrection event (far too few or far too many fleets were switching to rebels)
- Fixed issue with weapons not being removed correctly when over 30
- Fixed issue with ships not being removed correctly when over 25
- Fixed issue with ships not clearing from a station when taken over
- Slightly increased the resource cost of factions deploying capitals and fighters
- Slightly reduced the resource cost of factions deploying cruisers
0.53
- Added possibility of out system reinforcement fleets for non-leading factions
- Attack a random enemy station
- Added possibility of a station explosion destroying resources/weapons/ships and causing a loss in efficiency for a time period
- Remote possibility of a catastrophic accident causing station to be abandoned
- Added possibility of a station seceding from a faction to another faction
- Currently only implemented for factions not present in Exerelin but will be expanded
- Added Trade Guild Traders
- Go from station to station and trade resources
- Will trade to player stations ships/weapons from previous stations faction
- Changed station names to be unique
- Changed player to actually be their chosen faction (rather than appear as Player independent Attack Fleet it will now appear as Independent Attack Fleet)
- Players faction fleets/stations now have appropriate faction colour
- On respawn after a total defeat, player now starts from one of their stations
- On respawn after a total defeat, player starts with a frigate from their faction
- On start or respawn player fleet will now start with appropriate crew/supplies/fuel levels
- Changed station attack fleets to hover over station they are attacking rather than fly around
- Changed boarding timer to be different each time
- Changed rebel fleet insurrection numbers to base off system ownership level
- Changed neutral colour from grey to invisible (for Omnifactory and Storage)
- If ships/weapons are being added to a station over 25/30 it will now remove some weapons
- Should result in a cycle of ships/weapons through stations
- Patrol fleets now help defend own factions stations under attack
- Also will help defend allied stations under attack
- In System Supply Fleets prioritise own stations under attack
- Also will help allied stations under attack
- Further reduced likelihood of small fleets with a capital ship in them
- Fixed "Varient Id of [Varient ID] not found" error (my silly error)
- Fixed missing wraith and storm lancer for Valkyrian
0.52
- Added Thules Legacy faction
- Added a Atlas with appropriate engine color for Gedune, Blackrock, Valkyrian, Thule, Shadowyards, Antedilivian factions
- Changed IFed Atlas to Mazerk
- Changed names for attack/defense/patrol fleets depending on size
- Changed periodical station resource injection to include ship/weapons for player
- Fixed incorrect resource delivery amount on out system attack fleet
- Fixed missing base cost value for nihil Anti fighter wing
- Fixed rare null pointer crash on station takeover
- Updated IFed to 1.25
- Reduced chance of small fleets with a capital ship
- Reduced chance of capital ships being delivered to player stations
- Faction relationships now affected by allies of allies, enemies of allies, allies of enemies and enemies of enemies
- Lowered relationship impacts on other factions when war/peace/alliance declared between two factions
- The above two changes should increase the chance of alliance of factions vs alliance of other factions wars
- It should also prolong an alliance war (even if the factions come and go from the alliance)
- There is now a low possibility that an alliance can end and result in a war between the two previously allied factions
- Player initiated wars now have the following consequences
- Lowers player relationship a bit with factions neutral to faction player attacked
- Lowers player relationship a lot with factions allied to faction player attacked
- Raises player relationship with factions at war to faction player attacked
0.51
- Added Nihilic Empire faction
- Added Storage Facility for player, will be delivered and built at closest planet after getting first station
- Added Atlas with blue engine flame for appropriate factions
- Added option to only respawn starting factions
- Removed option to get free transfer at player owned stations
- Changed OmniFac to be delivered and built at closest planet after player gets first station
- Changed initial station distribution to be more regular
- Changed initial planet distribution to be more regular
- Changed Rebel mechanic to cause some of the leading factions fleets to rebel against that faction
- Change TradeGuild mechanic to cause factions (other than the faction coming last) supply fleets to support the faction coming last
- Fixed issue with finding a random station for a faction
- Fixed Relic Faithoper, Extinctioner and Queen requiring no crew
- Fixed Relic Faithoper (player available hull) not having built in weapon
- Fixed issue with out-system cargo fleet not delivering correct resource amount
- Fixed issue with spawning fleets sometimes being extremely accident prone
- Fixed issue with incorrect target station for out system attack fleets
- Fixed issue calculating fleet cost from resources (was over charging)
- Fixed missing Council faction ships in fleets
- Station takeover now has an impact on faction relationships
- War weariness now only affects ongoing wars, not all relationships
- War, peace and alliance declaration now affect inter-relationships of all factions in system to some degree
- Increased Attack, Defense, Patrol, Out System Attack max fleet sizes
- Reduced number of attack and defense fleets (to 3 per station)
- Allies can now send to supplies to each other if they have a surplus
0.5
- Added Interstellar Federation
- Added Relics (Purifiers + Elder)
- Added OmniFactory option
- Added missing weapons from Hegemony, TriTachyon, Pirate, Independent, Neutrino convoys
- Added missing ships from Neutrino faction
- Changed faction selection list to split over two screens
- Fixed issue where In-System supply fleets could spawn with less than minimum crew
0.41
- Changed rebel fleet to not hang around quite as long
- Fixed an issue with diplomacy relationship calculations
- Slightly reduced the penalty applied to a players dropped off resources
0.4
- Added neutrino faction
- Added new diplomacy system
- Added war weariness for faction fighting constantly in a war
- Added dislike for leading faction and like for losing faction
- Added check for player betrayal and peace treaty break
- Added extra system size start config options
- Added start config to set starting number of attack fleets
- Added vanilla only settings for starting factions
- Added start config for respawn wait time (if respawn is selected)
- Added extra starting ships for each faction
- Added patrol fleets that spawn from station
- Added ship systems to Nomad and LotusConglomerate factions
- Changed the balance of some factions slightly
- Changed valkyrian and council fleet composition slightly
- Changed off map attack fleets to spawn more fleets if target station is rich (up to 3)
- Changed Attack/Defense fleets to respond faster to relationship changes
- Changed number of rebel fleets to take into account number of stations
- Changed rebel fleets to spawn less frequently
- Fixed out system attack fleets dropping too many resources sometimes
- Fixed (hopefully) 0 crew/fuel/supplies/marines bug
0.32
- Fixed some Exerelin setup data not correctly passing across quit/crash of StarSector
0.31
- Fixed Shadowyards variants used in fleets
0.3
- Added custom factions
- shadowyards, syndicateasp, junkpirate, nomad, council, blackrock, antediluvian, valkyrian, lotusconglomerate, gedune
- Added Exerelin system setup options when starting a new game
- Number of planets, asteroid belts, stations, faction respawn
- Added small wage paid weekly when playing with the option 'paying for things'
- Changed out system faction fleets to not appear until 6 months have passed
- Slightly reduced amount of fuel and crew generated in stations
- Slightly reduced amount of all resources generated and delivered for players faction
0.2
- Added faction rebel blockades
- Will target 1 or 2 of a leading factions stations and attempt to blockade it, wasting valuable resources for that faction
- Added trade guild supply runs
- Will attempt to deliver resources to a lagging faction to give them a bit of help
- Changed out system fleets to conquer stations immediately at start of game
- Changed out system fleets only come when faction is not in system
- Changed station attack ships to spawn less
- Changed as many references to player to say players chosen faction
- Increased likelihood of pd weapons for independent
- Renamed inter-system fleets to in-system fleets
0.11
- Added faction weapon sets
- Added delay on station capture
- Increased faction respawn chance if wiped out
- Player faction will respawn immediatly if wiped out
- Added a check to ensure planet name only applied once
- A few other bits and pieces
0.1
- Initial Release
Ah, this is pretty nice. Is the number of factions randomised? I've got a system with just 'player' (Independent, I assume, as that's who I selected during chargen) and the pirates. Will TriTach/Hegemony show up later, or did I just end up with a 2-person system by chance?I got a 2-faction system as well :/
balance, I'd think...
getting things for free gets boring since you can easily get a huge fleet (take all the reserve in your faction) and steamroll everyone
well i chose "pay" option at the first time & it was OKgetting things for free gets boring since you can easily get a huge fleet (take all the reserve in your faction) and steamroll everyone
well thats not how its been going for me up to now. if anything, my current save would have been absolutely unplayable if it wasent for me choosing free stuff at the start
Oh damn. Mind if integrate this into a few mods of mine? Saves me (and wizzy, in the long run :P) a ton of work. :D
Ah, this is pretty nice. Is the number of factions randomised? I've got a system with just 'player' (Independent, I assume, as that's who I selected during chargen) and the pirates. Will TriTach/Hegemony show up later, or did I just end up with a 2-person system by chance?
no worry Gunny, old dogs remember your mod ;)
@Zaphide it would be lovley if defited factions spawn a bigger asault-captured fleet so they can comeback to the game after time (3 months or more ) cuz well... i'm.... well I LOST :D somehow tri-bastards rule all the stations & nothing mine or other faction is spawning :)
Edited: New game , 4 starting fleets (includes player) TriTech 2x no hegemony (i'm a independents)Spoiler(http://i.imgur.com/uMBtIKR.png)[close]
I'm on my 2nd month right now and there's 0 missile weapons in the whole system... does this change the further in i go?
Also when stations get captured (from other factions, not abandoned) they don't change color, might want to look into that
getting things for free gets boring since you can easily get a huge fleet (take all the reserve in your faction) and steamroll everyone
well thats not how its been going for me up to now. if anything, my current save would have been absolutely unplayable if it wasent for me choosing free stuff at the start
well i chose "pay" option at the first time & it was OKgetting things for free gets boring since you can easily get a huge fleet (take all the reserve in your faction) and steamroll everyone
well thats not how its been going for me up to now. if anything, my current save would have been absolutely unplayable if it wasent for me choosing free stuff at the start
but then i'll start a NEW game (dunno why) & i choosen FREE option & if your not plaing as Tritech's your done
i think theres way TOO many atlas/capture ships spawning ,or is it just me ?
nice mod, again. Just getting a bearing on how these things work right now.
a few suggestions/things I'd like to point out:
a) faction specific weapon delivery (no tachyon lance for hegemony, for example)
b) faction specific ships (tri-tach don't use tarsus, they use buffalo)
c) maybe lengthier take over process (something more than just an atlas landing)
what I did for Exar was I had the take over fleet (which, given, is a huge armada instead of a lone ship) hovering on the station for about 2 weeks before finishing the capture, this more or less eliminates "ninja capping" whereby the defenders are distracted while an atlas sneaks in and clears the station's supplies
having faction specific weapons being delivered is the biggest problem i hope gets solved soon.its just like RPG Diablo like games , play as barbarian get rouge/sorcerer epic loot :D
i played tri-tach for super long the other night and i was having the hardest time ever to deck the few ship i had. i kept getting ballistic weapons. large one more often than smaller one too !
even if i had played hegemony i would be in doodoo
Whats that? I probably dont have it. So from you asking it, i'm assuming that i should get it right?http://fractalsoftworks.com/forum/index.php?topic=5444.0
EDIT: Derp. I never read the full post. didnt see it says that it was a requirement.
0.11 - Added faction weapon sets
- Added delay on station capture
- Increased faction respawn chance if wiped out
- Player faction will respawn immediatly if wiped out
- Added check to ensure planet name only applied once
- A few other bits and pieces
trying out the mod and loving it! I have to ask, is it possible to mix this and UC? I would love to see that happen but I have none of the skills needed to make it happen on my own. Anybody know how to do that/already done it? thanks!
edit: also, suggestion. I think it would be nice if we could set some constants at the beginning of the game rather than have it all be random. number of factions, number of planets, that kind of stuff.
played as independents and on two separate saves are getting no supply convoys so i am stuck with captured buffalos and the starter ship any ideas
I haven't tried the mod yet, but I wanted to ask a question. Does it include a feature where the faction you just conquered, after a few days, would try to retaliate with many gigantic fleets and you'd have to defend your newly claimed territory. Kinda like an event. EVENT : Hegemony Reclaimer fleet Inbound....
just askin :D ???
trying out the mod and loving it! I have to ask, is it possible to mix this and UC? I would love to see that happen but I have none of the skills needed to make it happen on my own. Anybody know how to do that/already done it? thanks!
edit: also, suggestion. I think it would be nice if we could set some constants at the beginning of the game rather than have it all be random. number of factions, number of planets, that kind of stuff.
hum...so i started a new game as tri-tach and got all factions to spawn.
i guess ship flying stupidly around a station for 90seconds (i timed it) is how you stop "ninja capping" (its horribly annoying to watch, especially when its with you first fleet after game start and enemy ship capture the base while turning around it for half the time (i also timed it).
and err...so im 20minutes in. everyone captured like 3 stations on average. i decide to attack hegemony atlas ship to delay them. after some raids i go back to HQ
and theres this huge out-of-system hegemony fleet camping my base (a planet with 3 stations around it).
erhm...i dont recall that faction having any trouble surviving up to now in my game. where the **** did that fleet come from ?
not to be vulgar, its just a nice mod that i cant enjoy because i keep encountering dumb/frustrating moment like those
Having played for a while, this is definitely great.
Another few questions, though:
1. Are we supposed to be unable to buy weapons/ships from neutral/friendly factions? Their stations, even ones that've been established for quite a long time, only ever seem to have crew and cargo.
2. What sort of metric is used to determine how many fleets a station spawns, and is there a cap? So
2a. If we take weapons/fuel/cargo from defeated fleets and drop them in our own stations, will that improve them?
2b. If we have 1 station with say 2000 cargo, are we better off manually transporting 1000 cargo to a station with none?
more language nitpicking I'm afraid :P
the prefix "inter-" means between, not within. So international means between nations and intercontinental means between continents
therefore, by calling fleets "inter-system" you're saying they operate between different systems, not that they operate within the system. For that, "in-system" would be more appropriate, and the current "out-system" could be named "inter-system" instead
damn that makes me feel like a nitpicking ****, again, great mod and all, I'm not saying it's bad by any means, hope you don't take it as such :)
1. No, other factions weapons and ships are only available via combat. The idea is to keep a factionish feel and make the starting faction choice meaningful.Ah, okay. Thanks for elaborating.
2. Max 5 attack fleets and 5 defense fleets per station. They will differ in size depending on available resources.
2a. Crew, Fuel, Marines and Supplies are used to build fleets (the amount depends on the number of ships in the fleet). If you give supplies/fuel/crew/marines to your stations the should spawn faster/larger fleets but you need to have enough of each resource.
2b. I suspect so, but there are inter-system convoys that do this for you (to a degree). They trigger off at 2000 of a resource and transfer in lots of 500. So if you have 2000 fuel and supplies at a station a inter-system convoy will transport 500 fuel and 500 supplies, reducing the station to 1500 of each. Also, whatever planet type (gas, normal, moon) determines extra resources a station gets periodically. gas = fuel, normal planet = crew/marines and moon = supplies.
therefore, by calling fleets "inter-system" you're saying they operate between different systems, not that they operate within the system. For that, "in-system" would be more appropriate, and the current "out-system" could be named "inter-system" insteadAs a counter-nitpick, the opposite of inter- would be intra- (but the two words are pretty awkwardly similar).
Why not: inner system and outer system?
Haha your right, weird I never noticed that! I will change inter to just in but I think I will leave out system as out, a bit easier to identify when just looking at the names :)
trying out the mod and loving it! I have to ask, is it possible to mix this and UC? I would love to see that happen but I have none of the skills needed to make it happen on my own. Anybody know how to do that/already done it? thanks!
edit: also, suggestion. I think it would be nice if we could set some constants at the beginning of the game rather than have it all be random. number of factions, number of planets, that kind of stuff.
I like this concept, if you need any help integrating something from the community I have a lot of interesting stuff (like weapon_ids and ship_ids lists for all modded factions, divided by tiers and classes to have very specific drop lists).
Why not: inner system and outer system?Those terms would both refer to 'intra-system' fleets. Really, in-system and out-system works best.
Why not: inner system and outer system?Those terms would both refer to 'intra-system' fleets. Really, in-system and out-system works best.
I've found an interesting little bug:
1. 0-count crew stack in a station (http://i.imgur.com/P9PGA3o.png)
2. That apparently is infinitely large when picked up (http://i.imgur.com/rTV1QEb.png)
Also, could the number of PD weapons per shipment get upped? It's actually quite hard to load out Eagles with enough PD playing as Independent.
Yeah can't quite seem to chase that issue down. I *think* it happens when crew gets reduced below 0 when two fleets spawn at once, very irritating when it happens tho
I'll look into the pd issue, I might just raise the chance of pd weapons a bit. I kind of like the idea of not having exactly what you need
0.3
- Added custom factions
- shadowyards, syndicateasp, junkpirate, nomad, council, blackrock, antediluvian, valkyrian, lotusconglomerate, gedune
- Added Exerelin system setup options when starting a new game
- Number of planets, asteroid belts, stations, faction respawn
- Added small wage paid weekly when playing with the option 'paying for things'
- Changed out system faction fleets to not appear until 6 months have passed
- Slightly reduced amount of fuel and crew generated in stations
- Slightly reduced amount of all resources generated and delivered for players faction
0.2
- Added faction rebel blockades
- Will target 1 or 2 of a leading factions stations and attempt to blockade it, wasting valuable resources for that faction
- Added trade guild supply runs
- Will attempt to deliver resources to a lagging faction to give them a bit of help
- Changed out system fleets to conquer stations immediately at start of game
- Changed out system fleets only come when faction is not in system
- Changed station attack ships to spawn less
- Changed as many references to player to say players chosen faction
- Increased likelihood of pd weapons for independent
- Renamed inter-system fleets to in-system fleets
hope there will be next version (if needed ;p) till weekend :) so i can play some
I think i may have gotten a little carried away trying out this mod... I'm not even sure when i started.
Does buying up all the AI personnel and supplies actually adversely affect their spawns? I couldn't tell for sure. Once i put it in my bases it'd spawn one or two large fleets the next day.
Is there a benefit to choosing pirates? Or is it self imposed challenge mode?
If i choose hegemony and a brown hegemony fleet shows up is it my ally? I haven't had a chance to interact with that fleet yet.
Fantastic mod ;D I'm excited about .3
I think you forgot the variants folder for Shadowyards HI ... not a single one of theirs ships have weapons mounted.
I think you forgot the variants folder for Shadowyards HI ... not a single one of theirs ships have weapons mounted.
Damn, I had specified them as just the hull in the fleet, so yeah ships with no guns... Sigh... :P
I have fixed and there is a new version 0.31.
Sorry for the bother! :)
getLocation().spawnFleet(getAnchor(), 0, 0, fleet);
ExerelinVariantSelector.randomizeFleet(fleet);
fleet.setPreferredResupplyLocation(getAnchor());
If i choose hegemony and a brown hegemony fleet shows up is it my ally? I haven't had a chance to interact with that fleet yet.Hmmm the last scenario you mention shouldn't be possible, and it hasn't in any of my testing... Can you please make sure both you and them are Hegemony? If you both are then that's a bug... :( However, Rebel fleets will impersonate a faction and will be named something like "Rebel Hegemony Blockade Fleet", and they will be at war with you (if you are Hegemony) so that maybe what you are seeing?
I have found a weird bug. Playing as valkyrians the first fleet invasion fleet is valkyrians, then the team maxi ally becomes independents in every way from the fleets the have to what's in their stations. As I said: very weird.
Okay half of my council fleets are named 'Independent' as well but they have council ships.
@MShadowy
@sarducardun
@sirboomalot
The front-page link is give'n me a 404 error...
so far so good, but some old bugs still present like:
friendly faction attacks
2,3,4 ect. stations at one planet
& some issue : when NEW faction apears in the system they dont have a chance to start any action on totally occupied system, maybe add more fleets that will attack same station (do not spread them in all system) so maybe 3-4 attacking bigg fleets
& one last thing that just disturbed me , but words are not enoughSpoiler(http://i.imgur.com/3SmZHa7.png?1?9987)[close]::)
so far so good, but some old bugs still present like:
friendly faction attacks
2,3,4 ect. stations at one planet
& some issue : when NEW faction apears in the system they dont have a chance to start any action on totally occupied system, maybe add more fleets that will attack same station (do not spread them in all system) so maybe 3-4 attacking bigg fleets
& one last thing that just disturbed me , but words are not enoughSpoiler(http://i.imgur.com/3SmZHa7.png?1?9987)[close]::)
Yeah still a few annoying things... :P
For the next version I've changed the faction-comeback a bit so they'll spawn up to three (approx 40% larger than they are now) fleets to take a station. Once/If it is conquered they will hang round for a while to help defend, and they will all put resources in so it should get off to a good start. I don't want to go too far and have a faction come in from Out-System and blitz the field though... :)
Unfortunately Friendly-faction attacks may not be that solvable by me. I'm working on a re-work of the faction relationship/diplomacy stuff that will hopefully let me do a few other interesting things, but a player attacking an ally, and not triggering 'hostile'... I'm not sure I'll be able to solve that one just yet... :(
private void Betrayal_n_Resign() {
CargoAPI player_cargo = Global.getSector().getPlayerFleet().getCargo();
if (player_factionapi.getRelationship("independent") < player_factionapi.getRelationship("independent_extra")) {player_factionapi.setRelationship("independent_extra", player_factionapi.getRelationship("independent"));}
if (player_factionapi.getRelationship("independent_extra") < player_factionapi.getRelationship("independent")) {player_factionapi.setRelationship("independent", player_factionapi.getRelationship("independent_extra"));}
if (player_factionapi.getRelationship("pirates") < player_factionapi.getRelationship("pirates_extra")) {player_factionapi.setRelationship("pirates_extra", player_factionapi.getRelationship("pirates"));}
if (player_factionapi.getRelationship("pirates_extra") < player_factionapi.getRelationship("pirates")) {player_factionapi.setRelationship("pirates", player_factionapi.getRelationship("pirates_extra"));}
if ("Sovereign".equals(uscData.player_bloc_name)) {player_bloc_sum = player_factionapi.getRelationship(hegemony.getId()) + player_factionapi.getRelationship(interstellarFederation.getId());}
else if ("Supremacy".equals(uscData.player_bloc_name)) {player_bloc_sum = player_factionapi.getRelationship(tritachyon.getId()) + player_factionapi.getRelationship(shadow_industry.getId());}
else if ("Pirate".equals(uscData.player_bloc_name)) {player_bloc_sum = player_factionapi.getRelationship(pirates.getId()) + player_factionapi.getRelationship(junk_pirates.getId()) + player_factionapi.getRelationship(gedune.getId());}
else if ("Corporate".equals(uscData.player_bloc_name)) {player_bloc_sum = player_factionapi.getRelationship(neutrinocorp.getId()) + player_factionapi.getRelationship(blackrock_driveyards.getId());}
else if ("Invaders".equals(uscData.player_bloc_name)) {player_bloc_sum = player_factionapi.getRelationship(thulelegacy.getId()) + player_factionapi.getRelationship(valkyrian.getId());}
if (player_bloc_sum < old_player_bloc_sum) {
Global.getSector().addMessage("You betrayed the " + uscData.player_bloc_name + " Bloc! The factions turned hostile to you. Every communication is now blocked.", Color.RED);
uscData.player_bloc_name = "HARDCORE";
uscData.player_faction_name = "NOFAC";
uscData.player_faction_id = "player";
Bloc_Factions(uscData.player_bloc_name);
player_factionapi.setRelationship(faction_1.getId(), -1);
player_factionapi.setRelationship(faction_2.getId(), -1);
player_factionapi.setRelationship(faction_3.getId(), -1);
}
so i downloaded the mod and got to ask what file do extract to the mod folder cause their apears to be 4 of them...
Got another one, this was while picking the ship, it said a hull ID was missing, but i forgot where the log is, can someone tell me?\STARSECTOR\starsector-core
@Uomoz
I would like it so that, if you get powerful, just like in sins of a solar empire, your allies rally up to thwart you :)
Is it possible to have the mod without all the other factions?
<snip>
I second the vanilla version <snip>
If Zaphide doesn't want to upload a vanilla-factions version for 0.32, could at least get some pointers to doing it myself?
I only know a little python, and I'm not sure if that will translate well to modding for Starsector in Java.
private String[] possibleFactions = new String[] {"player", "hegemony", "tritachyon" };
--- bug with 0 crew in station still present (solution: buy them & vent them in the space, you will end up with no crew so buy nen ones)
Question;is Valkyrians are original or Uomoz's balanced ? cuz they are far from "balanced"im bored & i think you can cut the spawn rate cuz it's a bit annoying to chase the little onesSpoiler(http://i.imgur.com/qJobA83.png?1?8456)[close]
BUT i like the changes so far & i hope the updates will be as much as fast as it is for now :]
Got another one, this was while picking the ship, it said a hull ID was missing, but i forgot where the log is, can someone tell me?
The Lotus Conglomerate ships & nomads have no ship systems
i dunno did Uomoz's add it in his mod or you have some old lotus version
maybe LORD Uomoz should send you his faction modification cuz i think it would be just lovley :]
but i doubt it because that will decrease his mod followers size ;p
Here you go!
80282 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
80282 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 187.49 MB of texture data so far
81094 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
154219 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull variant [variant id] not found!
java.lang.RuntimeException: Ship hull variant [variant id] not found!
at com.fs.starfarer.loading.L.super(Unknown Source)
at com.fs.starfarer.title.A.new(Unknown Source)
at com.fs.starfarer.title.A.Ô00000(Unknown Source)
at com.fs.starfarer.title.A.Ô00000(Unknown Source)
at com.fs.starfarer.title.A.o00000(Unknown Source)
at com.fs.starfarer.combat.super.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(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)
The balance issue would be sorted out if you used the military variants instead of advanced ones as intended, and not use the royal armada as a base for all the fleets. :P
The Lotus Conglomerate ships & nomads have no ship systems
i dunno did Uomoz's add it in his mod or you have some old lotus version
maybe LORD Uomoz should send you his faction modification cuz i think it would be just lovley :]
but i doubt it because that will decrease his mod followers size ;p
Here you go!
80282 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
80282 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 187.49 MB of texture data so far
81094 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
154219 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull variant [variant id] not found!
java.lang.RuntimeException: Ship hull variant [variant id] not found!
at com.fs.starfarer.loading.L.super(Unknown Source)
at com.fs.starfarer.title.A.new(Unknown Source)
at com.fs.starfarer.title.A.Ô00000(Unknown Source)
at com.fs.starfarer.title.A.Ô00000(Unknown Source)
at com.fs.starfarer.title.A.o00000(Unknown Source)
at com.fs.starfarer.combat.super.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(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)
Is that an out-of-memory crash? That looks similar to the crash that happened in Ascendancy with the background imagery being way too big for lightweight computers to handle.
Other than that, it looks like the game tried to look for thin air, and got just that. Thin air.
maybe cancel all the "small" fleets that have "attack" staton order cuz they are extremely annoying & makes the game bid boring to endlessly chase them down maybe just let them wander with no purpose in the system aka- patrol
I don't know, those attack fleets are kinda important to people who haven't yet built up a good fleet, and they usually don't hurt much. I do however think that having a few fleets wander the system would be a good idea. They can be patrolling in times of peace, hoping to intercept supplies in times of war, and overall will add to he mod to where not every ship is either camping a station or moving to a new station.
its me again (http://www.youtube.com/watch?feature=player_detailpage&v=mFN6NlgHW6c#t=53s)
can you chante the time that NEW faction will spawn (6 months it's bit too long)
also maybe on New game set at every 2-4 station per faction at the new game cuz i think 4 (includes player) faction spawning at the begining is low , so maybe when yo choose 10 stations per system it will spawn 5 factions (including player) if set 20 stations per system it will set 10 factions OR just spawn everyone & watch the mayhem ;P
& last thing if player looses last station there must be spawn more fleets cuz that 1 can do manure ;p + even if capture anything its impossible to grown back cuz player is overwelmed by other's
A configurable options portion located at the top of the script would be a great addition, for skirmish type modes
hey,
excellent mod so far.
but i would love to be asked a couple of more questions at the beginning if possible
"Should faction x appear in this sector? "
answer : A simple YES or NO
and for all faction already built in.
maybe someone would like to stick to vanilla or doesn't like a specific faction for some reason.
chronosfear
An interesting thing happens with CTRL+clicking and 0 crew bug. You can pick up infinite stacks of them. It then spread to all my different crew levels and it wiped out 3k regulars. I'm glad it wasn't a hardcore save.
This was on version .32 for future reference.
I am greatly looking forward to the next release, any idea for when we can get it? Will you be adding any more factions to the mod such as the neutrinos?
A "random variables" option would then be good so that we don't lose that randomness to your modits me again (http://www.youtube.com/watch?feature=player_detailpage&v=mFN6NlgHW6c#t=53s)
can you chante the time that NEW faction will spawn (6 months it's bit too long)
also maybe on New game set at every 2-4 station per faction at the new game cuz i think 4 (includes player) faction spawning at the begining is low , so maybe when yo choose 10 stations per system it will spawn 5 factions (including player) if set 20 stations per system it will set 10 factions OR just spawn everyone & watch the mayhem ;P
& last thing if player looses last station there must be spawn more fleets cuz that 1 can do manure ;p + even if capture anything its impossible to grown back cuz player is overwelmed by other'sA configurable options portion located at the top of the script would be a great addition, for skirmish type modes
Ah I'm ahead of you already! :P
I have added the following starting question:
When you arrive at Exerelin, how many other factions are there with you initially?
With the following options:
1 other Faction
3 other Factions
6 other Factions
All factions you know of!
1 familiar face [Vanilla Only]
A few old friends [Vanilla Only]
1 other faction + no respawn pretty much equals a dual. All factions + largest amount of planets/stations is fun!
I don't have a lot of helpful info. It was year 207 & at one of my oldest stations. I rarely needed to go there because after the first couple of months i had destroyed 2 of the other 3 factions already. (rushing FTW) I'm not sure if it was my first station or one i had captured. It was also free trade, and i was about to be attacked by rebels. (they had spawned and were approaching)
What is the targeting priority for attack fleets? I thought it was whichever station is nearest, but they sometimes went for other, much further, stations.
What is the criteria for spawning atlases? My stations seem to rarely spawn them, but the other factions spawned tons of 'em. It was nice at first because i'd be able to get lots of supplies for big defence fleets, but then became a hassle because they couldn't chase down the single atlases very well. So i'd have to chase them or suffer the base under attack spam. After a while i was able to cut them off at the source, but then i noticed i had no atlases taking their stations.
A "random variables" option would then be good so that we don't lose that randomness to your mod
Can the player capture stations? i know i can cut off their supply and such and prevent them from caping by killing supply convoys, but i haven't figured out if i can cap myself.
So if I specify that I want 30 factions?
Lotus and Nomads are extremely outdated as observed, Nomads will be updated by Trylobot once 0.6 is out and lotus is abandoned, they will never get updated.
0.4
- Added neutrino faction
- Added new diplomacy system
- Added war weariness for faction fighting constantly in a war
- Added dislike for leading faction and like for losing faction
- Added check for player betrayal and peace treaty break
- Added extra system size start config options
- Added start config to set starting number of attack fleets
- Added vanilla only settings for starting factions
- Added start config for respawn wait time (if respawn is selected)
- Added extra starting ships for each faction
- Added patrol fleets that spawn from station
- Added ship systems to Nomad and LotusConglomerate factions
- Changed the balance of some factions slightly
- Changed valkyrian and council fleet composition slightly
- Changed off map attack fleets to spawn more fleets if target station is rich (up to 3)
- Changed Attack/Defense fleets to respond faster to relationship changes
- Changed number of rebel fleets to take into account number of stations
- Changed rebel fleets to spawn less frequently
- Fixed out system attack fleets dropping too many resources sometimes
- Fixed (hopefully) 0 crew/fuel/supplies/marines bug
0.41
- Changed rebel fleet to not hang around quite as long
- Fixed an issue with diplomacy relationship calculations
- Slightly reduced the penalty applied to a players dropped off resources
- Added war weariness for faction fighting constantly in a war
- Added dislike for leading faction and like for losing faction
Just one technical thing, could you put version number in zip file name like, Exerelin_v0.41.zip or something cos i have like Exerelin(1), Exerelin(2), Exerelin(3), Exerelin(4), Exerelin(5) etc. It's just easier to track down mod version this way. Or you could ignore me... ;D
Sounds like fun. I will have to download it and start a new game now, so much for sleep. :D
If you are taking faction requests, the faction that has my favorite ship from Uomoz's mod is the Interstellar Federation (http://fractalsoftworks.com/forum/index.php?topic=2012.0). The Titan is just so much fun, especially with some select weapons from the Valkyrians.
I personally am not a fan of the Neutrino, but since you included such easy directions for disabling factions I don't like this is a non issue. Thank you for that.
I am not sure how the new diplomacy system works, but it will be interesting to find out. Is it fairly transparent via messages? If not could you please explain what you mean byQuote- Added war weariness for faction fighting constantly in a war
- Added dislike for leading faction and like for losing faction
On two separate games I had two factions spawn and head toward the same station. One of which had my player faction fight to the death with another factions spawn fleet before either had a station. I didn't catch for certain that they were heading to the same station or just two so close that they fought each other, but they certainly looked to be on a collision course before they moved to fight. If there isn't anything checking to make certain there isn't a duplicate station when issuing starting fleet orders, it might be worth doing. If there is, it might be worth changing it from station specific to each faction gets a different planet's station until you run out of planets (assuming more starting fleets in newer versions than the 4 in .32).
I had one alliance which kinda threw me, but I am not sure it was a bad thing at all. I was bombing the ever loving *expletive deleted* out of Tri Tach, I had manually declared war on them while we were about 5 stations to 5 stations and just kept driving them back and smashing their fleets. My faction had taken all but one of their stations with an atlas on the way to finish the Tri Tachs for good, when all of a sudden High Command had a thought (uh oh). Next thing I know, while scaring off the Tri Tachs last decent fleet from the atlas knocking on their station door, High Command declares a truce followed by an alliance. I paused at this point and had a little laugh. I don't know there is any real downside to this particular behavior but I needed to share it. If I had to pick a particular thing that I would change, it would probably be disallow alliances for a certain amount of time after a war, but in all the time I have been playing the mod this is the only time it has noticeably been a thing, so it is probably fine.
It would be great if you could order atlas' to attack a specific station. It could probably be pretty easily doable by having a token item that you can buy and sell at the station you want to take over. If you looked at the Modular Fleet (http://fractalsoftworks.com/forum/index.php?topic=5873.0)'s source for the fleet supply order tokens it would probably provide a nice template for how to accomplish this. I would probably set it out as this:
1. Buy Atlas Transponder for 10k-20k
2. Sell Atlas Transponder at target station, taking the difference in price as the loss for calling in the strike or supply drop.
3. When the Atlas Transponder is found in any station besides the player's starting station it calls an atlas to that station to either resupply that station if player owned, try to take over that station if owned by someone at war, or send a message that it is against the Rules of War to ambush a station without declaring war first for any neutral or allied stations.
If you are able to do token based interactions based on buying and selling, it could be fun to have tokens for other functions too, like :
1. Bribes: that give you different levels of chance to make an enemy into a neutral and neutrals into allies. Like 2k for a 5% chance 10k for a 20% chance etc. Make the logic for breaking an alliance have a second check with a 50% chance or so of not breaking the alliance if it was player chosen, just to make it last a little longer if it is a faction you really want to be allied with then spending the money might be worth it.
2. Supply Drops: Sell a Atlas Transponder to an allied station causes them to pick a random player faction station to send a normal supply fleet to and drop off the same sort of stuff as though it were a player faction of that faction resupplying itself.
3. Attack Fleet Orders: I sometimes find myself in an untenable position(that is good) where I am destroying enemy fleets but my faction can't keep up and is getting ground down. It would be nice if I could spend my money to order fleets to join the fight, maybe at 80% the total cost of the fleet and after buying the Attack Fleet it would spawn a fleet from the nearest player faction station. I am not sure how well this idea would balance so I would probably ignore it till the mod is a little more rounded than it currently is, assuming it goes in the direction that would make this feature a viable part of the flavor and mechanics set you are building.
Is there any chance to add the option in the starting menu to pick a "nemesis" or "rival" faction? I would personally like them to work something like this:
1. Forces them to be part of or in addition to the normal starting factions at world spawn.
2. They cannot be allied with the Player Faction.
3. They have a higher likelihood of declaring war with the Player faction, and the Player faction has a higher chance to declare war with them.
Maybe have a bounty setup with a credit reward for killing certain fleet types, nothing huge but a couple thousand credits just to make it feel like you are being supported for killing their defense fleets. More of a flavor thing than a practical income source is what I am looking for I guess. Probably not doable easily enough to be justified for the bounties.
You should ask for some sort of chat filter to stop people from wall of texting with 3 point lists ;DThanks :)
This is a great mod, I look forward to seeing where you take this. It would be interesting to see if you and Uomoz end up mega modding them together. Custom event fleets, dynamic wars, fifty bazillion factions. The chaos, the beautiful beautiful chaos.
So much text, I've never seen so much on this forumYah, you shouldn't look at half my other 12 posts then :P
Thules Legacy
So much text, I've never seen so much on this forum*edit*
Could you increase the box size for the changelog? It is a little irritating to have to copy/paste it to read it, and seems a little gratuitous to have it so small inside a spoiler block.
about v0.41
SyndicateASP - in system supply conv have no crew (no combat ready ships)
& a little shrange thing http://imgur.com/a/5u3zr
it happens on 2 different games (but same mod ver.)
& is it just ME or there are some weapons that ain't delivered at the station (lances)
PS:::)
Would it be possible to have faction selection on more than one screen? I can see 15 right now, and maybe a 16th one, but more than that and i have no idea what is at the bottom of the list.
I noticed the ships don't get reset when stations change hands. Normally this doesn't matter, but when the player sells ships to a stations and then captures it all the sold ships are still there. I typically play on freebies mode so if i was more motivated i could have repeatedly sold the same ships over and over.
What is the criteria for spawning the balancing ships? (the pair of transports) I'd estimate that half of the time a faction thats not doing so well spawns one it has no personnel so when i catch them they surrender (or sabotage).
I'm having some good fun with this one, I have to admit. It's nice to see a bit of that Mount and Blade feel with the crazy diplomacy going down.
To me, the only thing that's missing is the Omnifactory. Still love that mod. I'll have to find a way to integrate it so I can have even more fun.
1#- not only vanilla weapons are missing, i cant get (buy) tyhion lances too (got the name right ? :D)
Whoops yeah missing some weapons for the vanilla factions, possibly others, I'll have a look through.
The no crew for in system convoys is a bug, fixed for next version.
Not sure about the no ships issue, possibly you tried to fight them when they were despawning?
I'm having some good fun with this one, I have to admit. It's nice to see a bit of that Mount and Blade feel with the crazy diplomacy going down.
To me, the only thing that's missing is the Omnifactory. Still love that mod. I'll have to find a way to integrate it so I can have even more fun.
Not 100% sure but I think the omnifactory is a utility so it should work alongside Exerelin (if you download the omnifactory mod itself).
1#- not only vanilla weapons are missing, i cant get (buy) tyhion lances too (got the name right ? :D)
2#- cool
3#-can't rly tell, but i'll keep that in mind, but (can't rly tell for 100%) i think the Empty fleets are on the SyndicateASP side, BUT on the MAP screen you can see the fleet as you target them with the cursor but when you confront them then its *PUF* ghost fleet
1#- not only vanilla weapons are missing, i cant get (buy) tyhion lances too (got the name right ? :D)
2#- cool
3#-can't rly tell, but i'll keep that in mind, but (can't rly tell for 100%) i think the Empty fleets are on the SyndicateASP side, BUT on the MAP screen you can see the fleet as you target them with the cursor but when you confront them then its *PUF* ghost fleet
Do you mean the Tachyon Lance (long range energy, it's a vanilla weapon) or a different one?
I've added it to possible weapons for tri tach and independent for the next release. Or was it missing for a different faction?
Jesus, that was frustrating. Just having it in my load order didn't do it, despite it being a utility mod. It wouldn't run it's creation script. I ended up including the files into Exerelin directly, adding the omnifactory's creation script into the generation csv, and I had to change a faction name from neutral to another one, since neutral is not included. I'm going to try "player" to see if I can at least have it in my hands at all times or somesuch, but we'll see.
Oddly enough, it spawned around one of the planets. I guess it doesn't see the other stations as stations.
EDIT: As it turns out, nothing seems to be able to dock at this. I'm not surprised, tbh. The real issue is that everything seems to be trying. Had to edit the utils to basically make the Omnifac ignored, since I don't really want to look for why they aren't docking, although the omnifactory changing hands would be interesting.
1#- not only vanilla weapons are missing, i cant get (buy) tyhion lances too (got the name right ? :D)
2#- cool
3#-can't rly tell, but i'll keep that in mind, but (can't rly tell for 100%) i think the Empty fleets are on the SyndicateASP side, BUT on the MAP screen you can see the fleet as you target them with the cursor but when you confront them then its *PUF* ghost fleet
Do you mean the Tachyon Lance (long range energy, it's a vanilla weapon) or a different one?
I've added it to possible weapons for tri tach and independent for the next release. Or was it missing for a different faction?
Tachion lance , yes i know its a Vanilla, sorry about that it was 5AM at my time
what i meant t it was Neutron Lance (but both Lances are missing, well i just never saw it delivered at my station & i own the biggest possibly system so i didn;t play 3 months in the game) BUT its lootabe so they ARE in the game
ALSO i didnt saw - Adventure Civilian Battleship - in the game or in the stations
Jesus, that was frustrating. Just having it in my load order didn't do it, despite it being a utility mod. It wouldn't run it's creation script. I ended up including the files into Exerelin directly, adding the omnifactory's creation script into the generation csv, and I had to change a faction name from neutral to another one, since neutral is not included. I'm going to try "player" to see if I can at least have it in my hands at all times or somesuch, but we'll see.
Oddly enough, it spawned around one of the planets. I guess it doesn't see the other stations as stations.
EDIT: As it turns out, nothing seems to be able to dock at this. I'm not surprised, tbh. The real issue is that everything seems to be trying. Had to edit the utils to basically make the Omnifac ignored, since I don't really want to look for why they aren't docking, although the omnifactory changing hands would be interesting.
Hmmm try leaving it as "Neutral" and copying the neutral.faction file from base StarSector into the Exerelin/data/world/factions folder and adding neutral.faction to factions.csv in the same folder. This should give you access to the Neutral faction, and all other factions should be at peace with neutral, which will stop them all from trying to take over the OmniFactory :P
Next version I will include the neutral faction files in so that hopefully the OmniFactory 'just works' out of the box for those that want it. I don't really want to include the OmniFactory as a base rule as I prefer the idea of only using your own factions ships/weapons, and having those choices not being ideal, but on the other hand I imagine there are a few people that want to use it :)
Adventure Civilian Battleship is from Neutrino Corp
also never saw the Blowtorch Construction Ship also from Neutrino
Yay omnifactory! I really like being able to make optimal ships or flooding a certain type of ship. Its fun to see what happens. Imagine all the possibilities added with a new solar system with every character.
Are the AI factions supposed to always leave the player with one base? I started as pirates for giggles, and was nearly immediately crushed by the independants. Shortly after the warning message popped up telling me they were boarding my (only) station they ended the war. That's been the only time i've had my last base under attack and couldn't fight them immediately(the dram is a terrible combat ship).
Can a player keep going after all stations are lost? What affect will the player's fleet have on no respawns games?
Hey folks.
First i want to gratz Exerelin for this great mod!
It really raised the interest for the game but i miss my favorite ships from Ironclad (UIN mostly) so much.
So i made a quick attempt to add it in the faction roster and since my experience in starfarersector modding is very short to say the least, i messed up somewhere.
90% of the work was just copy/pasting some files from Ironclad in the (hopefully) right directories. So far i only edited some .csv files, scripts ones (charractercreation) and created faction files as well.
So here's the log:Spoiler5942 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.scripts.plugins.LevelupPluginImpl] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6021 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.scripts.plugins.TestCombatPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6129 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Compiling script [data.scripts.world.BaseSpawnPoint]
6395 [Thread-6] ERROR com.fs.starfarer.combat.D - org.json.JSONException: JSONObject["cost_frigate"] is not a number.
org.json.JSONException: JSONObject["cost_frigate"] is not a number.
at org.json.JSONObject.getDouble(JSONObject.java:451)
at org.json.JSONObject.getInt(JSONObject.java:468)
at com.fs.starfarer.loading.SpecStore.if(Unknown Source)
at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
at com.fs.starfarer.loading.H.super(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)
6747 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.scripts.world.SectorGen] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6792 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Compiling script [data.scripts.world.BaseSpawnPoint]
6792 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.scripts.world.SectorGen] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7005 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.turningthetables.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7091 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.forthegreaterlud.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7153 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.thewolfpack.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7212 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.ambush.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7315 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.hornetsnest.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7381 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.thelasthurrah.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7451 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.direstraits.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.[close]
Can't figure whats going on so if someone have an idea...
Hey folks.
First i want to gratz Exerelin for this great mod!
It really raised the interest for the game but i miss my favorite ships from Ironclad (UIN mostly) so much.
So i made a quick attempt to add it in the faction roster and since my experience in starfarersector modding is very short to say the least, i messed up somewhere.
90% of the work was just copy/pasting some files from Ironclad in the (hopefully) right directories. So far i only edited some .csv files, scripts ones (charractercreation) and created faction files as well.
So here's the log:Spoiler5942 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.scripts.plugins.LevelupPluginImpl] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6021 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.scripts.plugins.TestCombatPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6129 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Compiling script [data.scripts.world.BaseSpawnPoint]
6395 [Thread-6] ERROR com.fs.starfarer.combat.D - org.json.JSONException: JSONObject["cost_frigate"] is not a number.
org.json.JSONException: JSONObject["cost_frigate"] is not a number.
at org.json.JSONObject.getDouble(JSONObject.java:451)
at org.json.JSONObject.getInt(JSONObject.java:468)
at com.fs.starfarer.loading.SpecStore.if(Unknown Source)
at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
at com.fs.starfarer.loading.H.super(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)
6747 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.scripts.world.SectorGen] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6792 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Compiling script [data.scripts.world.BaseSpawnPoint]
6792 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.scripts.world.SectorGen] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7005 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.turningthetables.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7091 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.forthegreaterlud.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7153 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.thewolfpack.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7212 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.ambush.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7315 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.hornetsnest.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7381 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.thelasthurrah.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7451 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.direstraits.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.[close]
Can't figure whats going on so if someone have an idea...
Finally got around to try your mod and its really nice change of pace. Feels very dynamic which is cool, but whats up with all the easy pickings transport ships? Anyway im mostly writing because I got a crash / error when picking the inanna class ship (shadowyards).
cheers :)
Yeah I like the Ironclads mod, great stuff in there!
To add other factions your on the right track:
- Copy file structure from the graphics and data folders into the Exerelin folder structure
- Append the existing .csv files in various folders with the entries from the other mod
- Add the .faction file and add it to the factions.csv file
- Setup the exerelin[fleetName] fleets (see the other faction files for examples)
- Add the faction id to possibleFactions in ExerelinData.java (see first post in this thread)
- You can safely remove any from this list as well (just leave "player" and two others)
- Add the starter ships to the appropriate place in CharacterCreationPluginImpl.java (near the bottom)
- Add specific faction weapons in OutSystemSupplyConvoySpawnPoint.java in the getFactionWeapons method (near the bottom)
As for your specific error, check the hullmods.csv file. The 4th value is cost_frigate, and just make sure it is a number. Different mods have slightly different format .csv files so I normally have to do a bit of checking and fixing before everything works properly.
Good luck :)
Thanks I'll check it out :)
Thanks for the help.
I did most of your step by step minus the faction weapons stuff but sadly the error with [cost_frigate] remains, despite lookin further in hullmods.csv.
Dunno if iam too tired or focused but i cant find any difference between Ironclads file and yours.
I fixed some errors in the ship.csv but nothing else so... unless i want to do like my avatar i will look on that tomorrow ;)
Spoiler174859 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
174875 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 206,96 MB of texture data so far
175437 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
202328 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading ..\\saves/save_PINDOL_1596742542651845288...
214406 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
214469 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loading
278734 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull variant [variant id] not found!
java.lang.RuntimeException: Ship hull variant [variant id] not found!
at com.fs.starfarer.loading.L.super(Unknown Source)
Title screen Bug
at com.fs.starfarer.title.A.new(Unknown Source)
at com.fs.starfarer.title.A.Ô00000(Unknown Source)
at com.fs.starfarer.title.A.Ô00000(Unknown Source)
at com.fs.starfarer.title.A.o00000(Unknown Source)
at com.fs.starfarer.combat.super.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.A.ÖÖ?000(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)[close]
no worry, i dont belive its from you, rather 1 of the mods issue , but this is the 1 of the things that you can live on i think ;pSpoiler174859 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
174875 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 206,96 MB of texture data so far
175437 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
202328 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading ..\\saves/save_PINDOL_1596742542651845288...
214406 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
214469 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loading
278734 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull variant [variant id] not found!
java.lang.RuntimeException: Ship hull variant [variant id] not found!
at com.fs.starfarer.loading.L.super(Unknown Source)
Title screen Bug
at com.fs.starfarer.title.A.new(Unknown Source)
at com.fs.starfarer.title.A.Ô00000(Unknown Source)
at com.fs.starfarer.title.A.Ô00000(Unknown Source)
at com.fs.starfarer.title.A.o00000(Unknown Source)
at com.fs.starfarer.combat.super.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.A.ÖÖ?000(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)[close]
Yep I have no idea what causes that. :( It seems to happen very randomly, but not very often.
no worry, i dont belive its from you, rather 1 of the mods issue , but this is the 1 of the things that you can live on i think ;pSpoiler174859 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
174875 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 206,96 MB of texture data so far
175437 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
202328 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading ..\\saves/save_PINDOL_1596742542651845288...
214406 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
214469 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loading
278734 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull variant [variant id] not found!
java.lang.RuntimeException: Ship hull variant [variant id] not found!
at com.fs.starfarer.loading.L.super(Unknown Source)
Title screen Bug
at com.fs.starfarer.title.A.new(Unknown Source)
at com.fs.starfarer.title.A.Ô00000(Unknown Source)
at com.fs.starfarer.title.A.Ô00000(Unknown Source)
at com.fs.starfarer.title.A.o00000(Unknown Source)
at com.fs.starfarer.combat.super.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.A.ÖÖ?000(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)[close]
Yep I have no idea what causes that. :( It seems to happen very randomly, but not very often.
PS: any new ver. comming up this weekend ?
41376 [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.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO[email protected]1818f80"
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
Meet a error~Code41376 [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.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO[email protected]1818f80"
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
0.5
- Added Interstellar Federation
- Added Relics (Purifiers + Elder)
- Added OmniFactory option
- Added missing weapons from Hegemony, TriTachyon, Pirate, Independent, Neutrino convoys
- Added missing ships from Neutrino faction
- Changed faction selection list to split over two screens
- Fixed issue where In-System supply fleets could spawn with less than minimum crew
New version as promised:Code0.5
- Added Interstellar Federation
- Added Relics (Purifiers + Elder)
- Added OmniFactory option
- Added missing weapons from Hegemony, TriTachyon, Pirate, Independent, Neutrino convoys
- Added missing ships from Neutrino faction
- Changed faction selection list to split over two screens
- Fixed issue where In-System supply fleets could spawn with less than minimum crew
New version as promised:Code0.5
- Added Interstellar Federation
- Added Relics (Purifiers + Elder)
- Added OmniFactory option
- Added missing weapons from Hegemony, TriTachyon, Pirate, Independent, Neutrino convoys
- Added missing ships from Neutrino faction
- Changed faction selection list to split over two screens
- Fixed issue where In-System supply fleets could spawn with less than minimum crew
Y'know, the reason I was sad when I switched to this from Uomoz's was because I didn't have my favorite faction. Obviously, that has changed. And it seems you've formally integrated OmniFac? Neat! I'll have to re-download and figure out what I want to mess with next.
Y'know, the reason I was sad when I switched to this from Uomoz's was because I didn't have my favorite faction. Obviously, that has changed. And it seems you've formally integrated OmniFac? Neat! I'll have to re-download and figure out what I want to mess with next.
Yeah just supporting the OmniFactory was going to be 99% of the work (it was more complicated than I thought) so I figured I might as well just include it and makes things easier :)
This version *should* be save compatible.
Well, I'm the type who can't leave well enough alone, of course. XD I have some ideas I'd love to see in the mod. I may end up adding it myself. If I do that, do you want me to pm anything to you? Wouldn't want to get annoying or anything. You'd be welcome to use anything I added without worrying about anything. It's just if I make it, why not share it? Would be silly to just keep it to myself.
Is there any way to grab a station ourselves to use as a base? I like not getting ships for free from my allied stations, but I dislike having to pay money to store the ships/weapons/crew im not currently using.
I miss having an empty station I could just dump gear into without having to buy it back...
Dude..you should put the hawkin fleet in...the ships look very nice and sleek and they seem very fun
Dude..you should put the hawkin fleet in...the ships look very nice and sleek and they seem very fun :)...btw it crashes the moment it loads..i dont know why either :(
WAIT...important faction to add...Thule Legacy...they are vanilla balanced and there fun and interesting :)
Nice mod. The dynamic system is cool.
It's a bit frustrating to be in peace with the whole galaxy. But if I break peace with one faction, several factions attack me (alliance system) and it's hard if to not be surrounded and not to loose my base(s).
In my party, Blackrock dominate the system, I don't understand why. Sometimes rebel Blackrock come but they don't help very much. I try to help my faction to defend / attack nearby Blackrock but my faction doesn't have enough (supply?) ships to take over their bases.
I have a good fleet and i can beat every encounter whith automatic battle. A little more challenge (biggest fleet for cpu) and a counter against large faction would be nice :)
So what are some good 'optimal' settings? I've started a few games in Exerelin, but finding a good setup isn't easy. You create too many planets and they overlap like mad, which (as well as a problem with number of stations) can cause defense fleets to just perpetually smash into each other. Too many factions and you can easily lose track of the politics.
9-12 planets seems good to keep everything looking well, but I have yet to figure out a good balance with number of stations and number of factions. Anyone able to comment on what good ratios seem to be, or at what point things tend to get a little too excessive/underwheming?
A couple of notes after havinglost timeplayed the mod for thetime I should have been sleepingevening.
One, There should be some limit on the percentage of the universe that can be allied. The rest can be neutral, but it leads to some wonky politics when to many are allied at once.
Two, Could you make it so only factions that actually still have a station are the target of war declarations?
Three, When an AI fleet is near an allied station (AI or Player) that is being taken over it would be useful if they actually stopped it. Considering the basic fleet behavior this one is probably the most irritating to do.
Four, I assume you can't do anything about this but if you can force a garbage cleanup or something every minute or so to make the stations change colors that would be great.
What led to this post was primarily the first two. Just now I was cruising the galaxy looking for some trouble (too many allied factions), when my faction and all the other allied factions declare war on the Shadowyards Heavy Industries. YES! So I tab and start browsing around the map to try to find a SHI fleet. No luck. So I spend the next 5 minutes checking each of the 30 stations manually for a SHI station to be ready for when a fleet spawns. Not a single station. I double checked. Well, that was disappointing. Anyways, Love the mod. Thanks for adding in the Interstellar Federation.
relics faithoper main gun (Ultima) build in weapon is missingSpoiler(http://i.imgur.com/79dIXPl.png?1?8117)[close]
+ elders got too much personell transport & they 2 capital ships are 0 crew needed :P
i dunno how about fighting with faithoper is he got the Ultima or not
I haven't dug through your diplomacy code, but if you are using how long you have been at war to determine when you should ally then it is probably the case where people who keep forcing a war against someone end up with a fully allied universe. It might be better to have two different sets of logic for war and alliance. Maybe something like:Unfortunately I don't know java, and don't have the time to dedicate to learning it right now or I would want to join in on this mod. I am more of a C and Perl kinda guy anyways. Anyways, Sorry for the mess and any gaping logic holes I left in the above, My lunch time is about run out and I need to get back to work.SpoilerReliability = How many alliances you have broken. Maybe "forget one"(-1 to value) every (other?) week.
Neutrals = Factions that are not part of an "Alliance"
Alliance = A set of factions that are all allied with each other. Probably should make them more cohesive so that allies ally with ally's ally. No I can't think of a better way to put that.
Alliance Size = If you are able to easily track it, I would say judge Alliance Size by the number of allied STATIONS not Factions.
Small Alliance = An Alliance with 10-15% alliance size or less. Could be compared to total number of stations or compared to the largest Alliance depending on your preference and or balance.
Civil War! = Up to half the Player Alliance may break off from the Alliance and start their own Alliance or all become Neutral. Chance to be hostile to player alliance based on Reliability
and possibly number of factions at war with Player Alliance compared to Player Alliance remaining size.
Alliance :
What is the Player Alliance Size?
0-40% - How long since the Player was last allied?
Just declared war on ally this week - Nothing Happens.
It hasn't been long since last Ally - Nothing Happens.
Been a little while - Are there any neutrals?
No - Is there a Alliance with +10% or more of your size?
No - Is there an Alliance with -10% to +10% your Alliance Size?
No - Nothing Happens.
Yes - Are you at war with them?
No - Nothing Happens.
Yes - Chance to declare peace with someone at war, depending on Reliability and largest non-Player Alliance compared to Player Alliance. Higher Reliability,
Higher Non Player Alliance Size and longer duration of the war with the Alliance increase chance of Declaring peace with target Alliance.
Yes-Are you at war with them?
No- Nothing Happens.
Yes - Are there any Small Alliances that you are at peace with?
No - Are there any Small Alliances that you are at war with?
No - Haha you are being overwhelmed. SMALL chance of a Faction not more than 10% of the Alliance breaking away from them and joining you.
Yes - Chance to declare peace with the Small Alliance depending on Reliability and duration of war with the Alliance.
Yes - Would your Alliance size be more than the largest Non Player Alliance Size +10% if you Allied with them?
No - Chance to ally with them depending on Reliability
Yes - Are they at war with the Largest Non Player Alliance?
No - They declare war on the Largest Non Player Alliance and post a message implying they may join you later.
Yes - Chance they will join your Alliance.
Yes - Declare an ally with a neutral.
40%-90% - What is the largest non-Player Alliance?
None to -41% of Player Alliance Size -Is there a Non Player Alliance?
No - Are there two or more neutrals?
No - Chance of Civil War!
Yes - Ally Neutrals together up to max of Player Alliance size + 10%
Yes - Ally neutral(s) to a Non Player Alliance with an increased chance of more neutrals the smaller the largest Non Player Alliance compared to the Player Alliance.
-40% to -11% of Player Alliance size - Are there any neutrals?
No - chance of Civil war!
Yes - Ally a neutral to a Non Player Alliance.
-10% to +10% of Player Alliance Size - Are you at war with the Largest non Player Alliance?
No - Might want to start. Chance of War being declared.
Yes - Excellent.
+11% to +50% of Player Alliance Size- Are you at war with the Largest non Player Alliance?
No - War is declared. Possibly declaring a Final or Galactic war which has all remaining Alliances and neutrals join the Player Alliance or the largest Non Player Alliance.
Yes - Fun times. Chance of defection by a smaller Faction within the Largest Non Player Alliance. Increased chance with greater difference in Player Alliance and Non Player Alliance size.
+51% - +100% of Player Alliance Size - Are you doing your math correctly?
No - Recheck your math. If Player Alliance Size is minimum of 40% of the total station count, and you have more than 50% larger than that opposing it, you have more than 100% of stations.
IE: Lets say 100 stations, Player owns minimum of 40, largest Non Player Faction has 50% more ( 40 + (50% of 40 = 20) 20 = 60) then 40 + 60 = 100 or all stations.
Yes - Very good, Carry on.
90%-100% - Do you have any Non Player Factions in your Alliance?
No - Really? You win....Wait no. REBELS! SPAWN MORE FACTIONS! KILL THE INFIDELS!
Yes - They don't like your Monopoly and declare Civil WAR! Are you the largest Faction in the Player Alliance?
No - Split the Alliance with the largest Non Player Faction vs the Player faction going down the list and adding factions to whichever side is smallest at the time.
Yes - Are you more than half the Faction size?
No - Split the Alliance with the largest Non Player Faction vs the Player faction going down the list and adding factions to whichever side is smallest at the time.
Yes - EVERYONE IS AGAINST YOU! Crush the Dogs!. No real change in the mechanic, this would be passively done by the same algorithm that would do the last two items.
War :
No time right now.
This type of system would produce more of a Us VS Them kinda feel with emphasis on ending with two alliances, while still allowing third party alliance. This would ideally result in you having an ever growing alliance against you as you gain allies and or stations for your faction, while forcing you to eventually put down every other faction to rule the system as you are forced to constantly fight your old allies to continue your march toward a Totalitarianist Regime.Or whatever your faction believes in. And then it would all go to Hell in a Handbasket and you get to try to maintain order. If you implemented the logic and kept atleast one war going at all times, you wouldn't have to do much in the way of random wars or alliances because just the fact that a war is going on with atleast one faction or alliance that has atleast one station would keep the game changing and so the logic would just re-apply and continue progress. Also Players have been known to be %^[email protected] and mess things up occasionally when bored ::). You could do a simpler version of the logic with less care toward "balance" for non player factions to encourage multiple Alliances until they get absorbed into one side or the other.
If this sounds interesting to you let me know and I can flesh it out some more and include some war logic that isn't apocalyptic.[close]
TLDR:
I have thoughts about diplomacy, most of them boring.
While having each Faction getting quirks, either randomly or intelligently designed, would definitely be fun I would hold off for now. With only one system and no ability to have menus or other ways of checking relations it would just feel to cluttered and hard to keep track of. You might want to add that to the list of "when I can add menus" items.
If you were trying to find pretexts for war, resources would be a good one. It's currently quite hard to figure out which resources your empire is lacking in, but it'd make sense for people to go to war with the factions that have a surfeit of whatever you're lacking.
Also, unfortunately the Council don't seem to get a bunch of ships delivered (list below)- which list would I edit to add them?Spoiler~CAP SHIPS~
CENTAUR
OVERLORD
VENATOR
VENATOR MK II
~CRUISERS~
KIWI
MUSTANG
MUSTANG MK II
RAVEN MK II
VULTURE CLASS
~DESTROYER~
ALLIANCE
PHANTOM
PREFECT
~FRIGATE~
AMBASSADOR
DEFENDER
SPARROW[close]
Hey.
Played this mod when it was first released and I enjoyed it quite a bit. Before it was switched over to being a total-conversion, it was actually spawning my weapons that I had made for a mod of mine, which I thought was pretty awesome. Now, though, that's not possible. I was wondering if you could enlighten me as to how to add certain weapons to a faction's weapon list, as I cannot for the life of me find which file or files control which weapons spawn for which factions?
return new String[]{};
As for missing ships, if you add the variants to the exerelinGenericFleet in the council.faction file they will be delivered to the player and appear in attack/defense/rebel fleets. Also add them to exerelinOutSystemAttackFleet. I'll also add them for the next release (I probably forgot to add them initially).Great, thanks :).
It feels like my places dont produce as much ships as everyone else..and to top it off the neutrinos are way too busted because thanks to the auto-resolve not being fleshed out...things happen like the purifiers smashing into meteors and to make this mod turn bad is that the neutrinos always wind the auto resolve against my guys so even if i smash them myself they still swarm everywhere and takes my posts because the auto-resolve makes it that no matter what there guys are better then ours so the one ship...it can be a fighter squad..takes out three frigates on its own and usually the neutrinos win....has nobody seen this flaw yet...neutrinos ruin the experience because in the end they wind 90% of the battles...so theres no way to beat them...its just me...and even worse it hard protecting a capturing ship when they wonder off and fight people(even the neutrinos) and i cant slim their numbers v.vYou might want to check out the lower part of the first post, Specifically:
Restricting Certain FactionsI tend to agree that the Neutrinos aren't very fun. I am a little biased against them because they are DESIGNED to punish my play style of pimping out a single ship and personally wrecking fleets. But this thread isn't really the place to debate the merits of Neutrino balance. Zaphide has been nice enough to make an easy way to get rid of factions you don't like, it is pretty easy to do. To clarify, in case anyone needs it, the ExerelinData.java file isn't some mystic special format, it is able to be opened by pretty much any text editor. I personally use Notepad++, but I have verified that notepad works just fine if a bit messy because it doesn't use standard newline and tab formatted display. Wordpad displays it correctly.
It is very easy to restrict the possible factions:
- Go to mods/Exerelin/data/scripts/world/exerelin/ExerelinData.java
- Change the possibleFactions array (right at the top) to only list the factions you want to be available
- Leave "player" and at least two other at a minimum
- eg.Code- That's it! :)private String[] possibleFactions = new String[] {"player", "hegemony", "tritachyon" };
It feels like my places dont produce as much ships as everyone else..and to top it off the neutrinos are way too busted because thanks to the auto-resolve not being fleshed out...things happen like the purifiers smashing into meteors and to make this mod turn bad is that the neutrinos always wind the auto resolve against my guys so even if i smash them myself they still swarm everywhere and takes my posts because the auto-resolve makes it that no matter what there guys are better then ours so the one ship...it can be a fighter squad..takes out three frigates on its own and usually the neutrinos win....has nobody seen this flaw yet...neutrinos ruin the experience because in the end they wind 90% of the battles...so theres no way to beat them...its just me...and even worse it hard protecting a capturing ship when they wonder off and fight people(even the neutrinos) and i cant slim their numbers v.v
dont you get it..even if they gang up on them they still fight one on one and they take little to no damage ever...theres no way you can gang up on them...its not like they can jump into the battles and help
0.51
- Added Nihilic Empire faction
- Added Storage Facility for player, will be delivered and built at closest planet after getting first station
- Added Atlas with blue engine flame for appropriate factions
- Added option to only respawn starting factions
- Removed option to get free transfer at player owned stations
- Changed OmniFac to be delivered and built at closest planet after player gets first station
- Changed initial station distribution to be more regular
- Changed initial planet distribution to be more regular
- Changed Rebel mechanic to cause some of the leading factions fleets to rebel against that faction
- Change TradeGuild mechanic to cause factions (other than the faction coming last) supply fleets to support the faction coming last
- Fixed issue with finding a random station for a faction
- Fixed Relic Faithoper, Extinctioner and Queen requiring no crew
- Fixed Relic Faithoper (player available hull) not having built in weapon
- Fixed issue with out-system cargo fleet not delivering correct resource amount
- Fixed issue with spawning fleets sometimes being extremely accident prone
- Fixed issue with incorrect target station for out system attack fleets
- Fixed issue calculating fleet cost from resources (was over charging)
- Fixed missing Council faction ships in fleets
- Station takeover now has an impact on faction relationships
- War weariness now only affects ongoing wars, not all relationships
- War, peace and alliance declaration now affect inter-relationships of all factions in system to some degree
- Increased Attack, Defense, Patrol, Out System Attack max fleet sizes
- Reduced number of attack and defense fleets (to 3 per station)
- Allies can now send to supplies to each other if they have a surplus
i was afraid this will happen :P Nihilic Empire got some serious balance issue , not only weapons or ships , also the size
AI can't properly hit the bigger ships (vanilla thing) so i recomended that you remove Nihilic Empire
You mean the largest ship they have? I didn't notice anything too bad, but then I didn't test a lot against it...
I changed some of the stats on some of their ships slightly, so hopefully they won't be too bad :Pwell i hope you change combat speed of the fighter wing, cuz 300 as far i remember is way TOO fast :P
well this is not about Nihilic Empire size , its a vanilla problem that if ship is BIG & long (or wide) the AI will start shooting at it but the bullets/beam wont hit the ship thats why vanilla ships are long & wide
well i hope you change combat speed of the fighter wing, cuz 300 as far i remember is way TOO fast :P
but if you changed few things maybe i will further check things out ...
+ nice idea about player storage/omnifactory ;) but what will happen if player intercept those ships ? :D
OK back to checking
PS:thx for the weekend update
While this is largely off-topic, I just wanted to mention that 1) autoresolve will be simpler and more predictable in the next release, withAlex, in case you forgot, I just want to say that I love you.fleetdeployment point values playing a larger role and 2) the algorithm will be fully moddable, with the baseline implementation provided in starfarer.api.zip.
well...maybe you can make the battle fast forward instantly in a fraction of a second but the player cant see it so the battles and fairly judged...is it possible to do that?
it's been a year now &as you can see Neutrino go bearserk :PSpoiler(http://i.imgur.com/pQEjrnk.png)[close]
Blackrock Drive Yards can be visible too
Intersteller Federation can hand themself much
others dont have that much luck ;P
whats still enoys me it there are small Capital fleets (1-2 ship) maybe capital should be only in big & biggest fleets ?
& maybe attack fleet should spawn slower then defence ones
i dunno, maybe i didn't have much luck so far, Nihilic Empire was doing somme issue in the system at the begining (they ruled at the center of the map with 3-5 stations) but then POW! Neutrino
will start new campaign now will check things out again :]
guess we have wait till others do their feedback :-X
While this is largely off-topic, I just wanted to mention that 1) autoresolve will be simpler and more predictable in the next release, withfleetdeployment point values playing a larger role and 2) the algorithm will be fully moddable, with the baseline implementation provided in starfarer.api.zip.
--- snip ---
Whether the neutrinos are or are not a bit unbalanced in this mod, though, I think I have a bit of a solution to help keep the system balanced: balance of power. In history, whenever a single country started becoming too powerful, other countries would ally together to counter the threat against that specific power, and bring them back down to size. I suggest that the same be done in this mod, to where when a situation as seen in sony's picture occurs, all the other factions are going to start banding together and trying to stop the larger faction before it is too late. I don't know much on modding, but I'm guessing something can be made so that if one faction becomes powerful, other factions are more likely to go to war with it in groups? It ought to solve the balance problem if it can be done; the more unbalanced the faction the more enemies that faction will get.
--- snip ---
so i belive station layout is verry important in this mod & can bring major (un)balance to the game
--- snip ---
ow & i saw strange thing, when faction out of the system attack fleet (or something) spawns their number is random, 1-4 is it suppose be like these ?
--- snip ---
cant rly tell how i feel about their fighter "anti wing' or something, speed 300 price 120 cant rly tell , i'll bet they are nightmare to the solid weapon point def weapons
yes but ive figured out the problem...the fleets the bases spawn are random...theres no size or economy thing as far as i see and they dont gradually get bigger ones via supply...some just pop out giant fleets like a production line...it happened to my fleet and its kinda unfair...at least make so it doesnt just jump up to giant fleets...some get them the moment they set a base up and its stupid....this game seems very good...but im stressing out trying to enjoy it :(
Actually, unless the code isn't working the way it seems to be supposed to, fleet composition is entirely based on the supplies and crew that are inside of a station. Each station basically looks at how much supplies and crew it has, and then builds the biggest fleet it can with how much supplies and crew it has, subtracting those supplies and crew. When a station has just gotten a supply shipment from freighters, it is usually able to make a larger fleet, while a station that hasn't obtained a supply fleet in a while is left making rather small fleets. A faction that has gone a while without any warfare is usually able to build several large fleets before it runs low on supplies because of the supplies that it has been able to save up. I believe that the fleets don't get gradually bigger with supplies, but gradually smaller as the supplies run out, until the station receives another shipment at which time it is able to make larger fleets again.
Also, another suggestion to maybe help you with the early game before you can get a fleet, you are able to buy supplies and crew (and on very rare occasions, a weapon or two) from stations that do not belong to you and sell them to your own station to help fuel its fleet production. This will result in a net loss of money for you, but it will allow your station to build more fleets that it wouldn't otherwise be able to make, which can sometimes be especially useful.
Oh, and another suggestion for the mod, how about factions which have a station near an asteroid belt be able to send out lightly defended mining fleets for an extra supply boost.
Ok who invited nihil into this mod...there so unblanced..there fighters are too fast and too armed...and dont get me started on their giant ass ship which just gives armies the finger...whos idea was this >:(? god...everything was fine until they came and destroyed all my fleets with one giant ship...who even considers that to be a good idea anyways...that not even creative v.vIf you don't like them, it's trivial to remove them. Just calm down.
your would have to use the worlds remaining budget to fix that mod...its just another mod with overpowered things to fill an ego...i couldnt imagine making a team more powerful than other teams...this entire mod makes no sense...im just going to go back to uomoz...at least i dont get jumped to death in that or cheap teams..
Scheisse, this wasn't the simplest, integrating this code. Oh well, i'll do it.... Somehow else ;)
--- snip ---
Now to something productive.
To address the "too many large fleets" issue.
--- snip ---
To be honest, we need the larger fleets. Once you get to a large fleet size, you won't find the supplies to keep going without crushing a few fleets. As far as I've found, the trade convoys are relatively useless/don't drop off enough supplies.
And the number of ships they drop off is abysmal, especially considering the fact that the station defense/attack fleets use the same pool as you do and that the ships come directly from the supply convoy fleet. When it comes to, especially smaller ships, I don't see why the resources/prefabricated sections wouldn't be on board a freighter and then compiled when on station. Fighters and frigates would be perfect for these extra ships, and would give you something to work with while waiting for larger ships.
What might also be considered instead is to make it so ally convoys do drop ships off to their stations. This way, you could buy ships from your allies as well, to keep up with the heavy demand involved in the constant warfare. The problem with this is clearing the cargo whenever you're at peace/war, as if, instead of just not letting you buy the cargo, they dump it all into space. I have to look through the API a little bit to see if I can override what shows up in the station menus when at war, like if I can make nothing show up in the buy list or something. The convoluted option would be to keep a separate cargo variable for each station that is written into every time a station goes from ally to peace/war and clears the station cargo, then reinstates the cargo whenever they return to ally status. It'd work, but it's just so ass backwards, where I would like to just hide the buy/sell menu from the player entirely when approaching an enemy station.
I guess I have research to do.
hey, i've had many encounters with an atlus which it didnt have enough crew to keep it combat ready, so i got an easy win and capture, is that intended to be there or not?
so...can we please replace nihil with thule...how does noone else see why nihil is cheap..there ships have strong lasting shield with likewise armor...there weapons never miss...the team is way to perfect...come on..thule is the way to go and they released their update awhile agoAre you serious? I curbstomped Nihil when I fought them.
so...can we please replace nihil with thule...how does noone else see why nihil is cheap..there ships have strong lasting shield with likewise armor...there weapons never miss...the team is way to perfect...come on..thule is the way to go and they released their update awhile ago
Nice mod :)
Is there any way to make stores sell more weapons/ships and/or buy from neutral/allied factions?
Edit: Is the faction status of the player faction entirely controlled by the player? No one has declared war on me so far. Started out with a war against Nihil and Valkyrie but a peace was suddenly declared.
addFactionSpecificWeapons(targetCargo, 4, ExerelinData.getInstance().getPlayerFaction());
addRandomFactionShips(targetCargo, 2);
btw..i just tested the council(starwars) people...and i have to say..there very busted...i just used the sparrow frigate and it had infinite no cool down teleport...lots of weapons and fast speeds and had the ordanance of a destroy or even a cruiser...they need to tone it down a bit...there a bit scary in terms of balance o.o
Would it be possible to get a whole list of "non-vanilla" balanced factions that are part of this mod?
Maybe even add the list to the OP, so that new players can remove them if they want to.
I changed some of the stats on some of their ships slightly, so hopefully they won't be too bad :P
Hi. I'm trying to run the mod but this error happen:do you have LazyWizards LazyLib instal properly ?Spoiler(http://i43.tinypic.com/34yvfcm.jpg)[close]
Yes I'm installed it correctlyHi. I'm trying to run the mod but this error happen:do you have LazyWizards LazyLib instal properly ?Spoiler(http://i43.tinypic.com/34yvfcm.jpg)[close]
Hi. I'm trying to run the mod but this error happen:Spoiler(http://i43.tinypic.com/34yvfcm.jpg)[close]
I think the conquest is an independent ship, the pirates have no capital ship.but pirate have conquest in their fleets & in their stations in vanilla so i think it can be used
So..Nihil thinks he's the undisputed king of super capital ships??? NOT WHEN IM AROUND!! NOBODY challenges ValkyriaL in ship size! 8)SpoilerDIE COUNCIL!!!!!!!!(http://i.imgur.com/1pPXQfk.jpg)[close]
I've been seeing an issue in this mod alot with the starting ships. I found that most custom faction starting ships has either too much crew or too little crew. Is this fixable, because i know that some ships has soo little crew capacity that you start off being like 200% over the limit and i by the time i get to a space station to sell them off, i blow up. Some ships, such as the valkyrie imperial class frigate has too little crew, thus having my ship start off as not enough crew, so i have to get more.
OT: I feel like the whole "Let's send in 4 fleets at once" thing doesn't really work. At the start you wouldn't even kill a single one (maybe take out a frig or a fighter wing, but not the entire fleet), and later you can just: kill one, repair (if needed) and repeat. There's not really much in between. Maybe try "light out-sector attack fleets" and so on, up to "superheavy out-sector attack fleets" (Imagine battleships. Lots of them.).
November 14, cycle 207 Capt'n Log: Neutrino just declared another war with our beloved nilic empireDang :-\Spoiler(http://i.imgur.com/2qjbo11.png)[close]
question: what's the frequency of faction fleet rebelling ?
saw only once, and it wasn't enough ;p
I've been seeing an issue in this mod alot with the starting ships. I found that most custom faction starting ships has either too much crew or too little crew. Is this fixable, because i know that some ships has soo little crew capacity that you start off being like 200% over the limit and i by the time i get to a space station to sell them off, i blow up. Some ships, such as the valkyrie imperial class frigate has too little crew, thus having my ship start off as not enough crew, so i have to get more.
0.52
- Added Thules Legacy faction
- Added a Atlas with appropriate engine color for Gedune, Blackrock, Valkyrian, Thule, Shadowyards, Antedilivian factions
- Changed IFed Atlas to Mazerk
- Changed names for attack/defense/patrol fleets depending on size
- Changed periodical station resource injection to include ship/weapons for player
- Fixed incorrect resource delivery amount on out system attack fleet
- Fixed missing base cost value for nihil Anti fighter wing
- Fixed rare null pointer crash on station takeover
- Updated IFed to 1.25
- Reduced chance of small fleets with a capital ship
- Reduced chance of capital ships being delivered to player stations
- Faction relationships now affected by allies of allies, enemies of allies, allies of enemies and enemies of enemies
- Lowered relationship impacts on other factions when war/peace/alliance declared between two factions
- The above two changes should increase the chance of alliance of factions vs alliance of other factions wars
- It should also prolong an alliance war (even if the factions come and go from the alliance)
- There is now a low possibility that an alliance can end and result in a war between the two previously allied factions
- Player initiated wars now have the following consequences
- Lowers player relationship with factions neutral to faction player attacked
- Lowers player relationship lot with factions allied to faction player attacked
- Raises player relationship with factions at war to faction player attacked
download ain't working 0.52
You're too quick :Pthat's second time I read that :-[
i hope that at least with "read" is better than "heard" :DYou're too quick :Pthat's second time I read that :-[
Perhaps a way to track a key press in campaign view would show text in the bottom left corner? surely that's possible?It appears that there is a way (http://fractalsoftworks.com/forum/index.php?topic=4106.0) but it has some restrictions :
The input popup never appears/the console stops working after a while:And sometimes after using it you click somewhere and it 'passes through' to click on something in the background--------SNIP--------
- See if alt-tabbing will get you to an input popup. Sometimes the dialog doesn't get window focus (I haven't been able to track down when or why this occurs), and the console input thread is halted while a popup is present.
Using this mod in fullscreen
The latest version of Starsector (.54.1a) added a new setting allowing undecorated windows. With this, the mod finally has what amounts to fullscreen support. You will have to modify your settings.json, but you will only have to do this once.
To use this mod in fullscreen, open starsector-core/data/config/settings.json and change "undecoratedWindow" to true. Next, untag fullscreen in the game launcher and make sure the game's resolution is set to your native desktop resolution. This should give you a fullscreen borderless window and allow the console popups to function correctly.
Note that you might have vsync issues if you are on Windows and don't have the Aero theme enabled.
Perhaps a way to track a key press in campaign view would show text in the bottom left corner? surely that's possible?It appears that there is a way (http://fractalsoftworks.com/forum/index.php?topic=4106.0) but it has some restrictions :SpoilerThe input popup never appears/the console stops working after a while:And sometimes after using it you click somewhere and it 'passes through' to click on something in the background--------SNIP--------
- See if alt-tabbing will get you to an input popup. Sometimes the dialog doesn't get window focus (I haven't been able to track down when or why this occurs), and the console input thread is halted while a popup is present.
Using this mod in fullscreen
The latest version of Starsector (.54.1a) added a new setting allowing undecorated windows. With this, the mod finally has what amounts to fullscreen support. You will have to modify your settings.json, but you will only have to do this once.
To use this mod in fullscreen, open starsector-core/data/config/settings.json and change "undecoratedWindow" to true. Next, untag fullscreen in the game launcher and make sure the game's resolution is set to your native desktop resolution. This should give you a fullscreen borderless window and allow the console popups to function correctly.
Note that you might have vsync issues if you are on Windows and don't have the Aero theme enabled.[close]
Again, I haven't dug through any code, but if Zaphide wants to take it apart or ask to use some portion of the code directly he can probably do some interesting stuff. On the other hand, it would probably be more reasonable for him to wait until the next version, if it ever comes, and see what changes have been made before working on some huge UI work around that may be pointless if the next version supports it natively.
import com.fs.starfarer.api.campaign.LocationAPI;
import com.fs.starfarer.api.campaign.SectorAPI;
import com.fs.starfarer.api.campaign.SpawnPointPlugin;
import org.lwjgl.input.Keyboard;
public class CampaignKeyboardInputExamplePlugin implements SpawnPointPlugin
{
private static final int KEY_POSITION = Keyboard.KEY_J;
private static final int KEY_ASSAULT = Keyboard.KEY_K;
private static final int KEY_BOMBARD = Keyboard.KEY_L;
private static boolean keyDown = false;
private void checkKeys()
{
if (!keyDown)
{
if (Keyboard.isKeyDown(KEY_POSITION))
{
keyDown = true;
//tryPosition();
}
else if (Keyboard.isKeyDown(KEY_ASSAULT))
{
keyDown = true;
//tryAssault();
}
else if (Keyboard.isKeyDown(KEY_BOMBARD))
{
keyDown = true;
//tryBombard();
}
}
else
{
if (!Keyboard.isKeyDown(KEY_POSITION)
&& !Keyboard.isKeyDown(KEY_ASSAULT)
&& !Keyboard.isKeyDown(KEY_BOMBARD))
{
keyDown = false;
}
}
}
@Override
public void advance(SectorAPI sector, LocationAPI location)
{
checkKeys();
}
}
This mod is fantastic! I am wondering, is it possible to include the trading aspect and fueling from the Fairy Empire mod? If so, then this will be the ultimate mod for Starsector!!
Hey zaphide, was wondering if you fancied taking part in the new, massive community based project I'm working on?
Okie dokie! Thanks for the permission though, I'd love to try and incorporate all of your generation scripts, the way options are done etcHey zaphide, was wondering if you fancied taking part in the new, massive community based project I'm working on?
If you want to use anything from Exerelin please feel free :) but it is unlikely that I will have any spare time sorry :(
Yeah, I kinda feel without trading and fuel etc.. this game is pretty much a combat only game but I guess all that stuff will be in the full vanilla version anyway, I'm just impatient :)
My dream game would be Starsector meets Distant Worlds meets Privateer :D
Zaph' check the neutrino out-system supply convoy if the spawning rate ain't to big
i dunno what triggers the out-system supplay to spawn (numbers of the stations?)
but i see them really ofthen
in one week i smash it like 3 or 4 fleets like that (to stop their growth ;P) but i can count at least 4 more on the map
Hey everyone, I just started a let's play of this mod because I haven't seen any vids on youtube featuring it. I am just starting my channel so go easy on me :P
I am still somewhat a noob in Starsector, I just started playing a week ago but I have logged quite a lot of hours so I am not a total distaster but if anyone has any tips etc. I'm all ears!
Here is the link to the first ep: http://www.youtube.com/watch?v=1DTWxvKH28s
The game seems to crash when minimized with the mod working, attempting to reopen it results in a small black box in the top left.
It takes the attack fleets time to conquer a station, it is not instant. Whenever a station attack fleet reaches a station, it will go to it, fly around it for a while, and THEN capture it. This is for both AI against AI and AI against the player. The "your station is being boarded" warning is telling you that a fleet has started flying around your station. You usually still have time to stop it.
It takes the attack fleets time to conquer a station, it is not instant. Whenever a station attack fleet reaches a station, it will go to it, fly around it for a while, and THEN capture it. This is for both AI against AI and AI against the player. The "your station is being boarded" warning is telling you that a fleet has started flying around your station. You usually still have time to stop it.
Thank you for reslove my questions.
;D
Awesome! Had a watch and can say I've added other faction ships/weapons to player stations. Should result in 10-20% other factions stuff in your stations. Next version (soon).
Awesome! Had a watch and can say I've added other faction ships/weapons to player stations. Should result in 10-20% other factions stuff in your stations. Next version (soon).
Nice! Cool, I like that idea. Have you thought about adding in maybe an independant sort of black market station that can sell things from other factions at inflated prices?? That would also maybe combat the extra credits you end up with too.
Awesome! Had a watch and can say I've added other faction ships/weapons to player stations. Should result in 10-20% other factions stuff in your stations. Next version (soon).
Nice! Cool, I like that idea. Have you thought about adding in maybe an independant sort of black market station that can sell things from other factions at inflated prices?? That would also maybe combat the extra credits you end up with too.
41741 [Thread-6] INFO com.fs.profiler.Profiler - Setting mission 1 0.06s 100.00%
41741 [Thread-6] INFO com.fs.profiler.Profiler - Created preview 1 0.03s 56.14%
41741 [Thread-6] INFO com.fs.profiler.Profiler - Updating ORBAT widget 1 0.02s 33.33%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Updating fleets 1 0.02s 33.33%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Adding ships to fleet widget 2 0.02s 31.58%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Adding tooltip 10 0.01s 19.30%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Adding member icon 10 0.01s 12.28%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Creating FMIcon 10 0.00s 7.02%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.00s 5.26%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Sorting members 10 0.00s 0.00%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Setting icon params 10 0.00s 0.00%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Fetching button 10 0.00s 0.00%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.00s 0.00%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.00s 1.75%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.00s 0.00%
41743 [Thread-6] INFO com.fs.profiler.Profiler - Text & typer 1 0.00s 8.77%
41743 [Thread-6] INFO com.fs.profiler.Profiler - Updating objectives widget 1 0.00s 1.75%
41743 [Thread-6] INFO com.fs.profiler.Profiler - Updating flagship 1 0.00s 0.00%
41743 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.00s 0.00%
41744 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull variant [variant id] not found!
java.lang.RuntimeException: Ship hull variant [variant id] not found!
at com.fs.starfarer.loading.L.super(Unknown Source)
at com.fs.starfarer.title.A.new(Unknown Source)
at com.fs.starfarer.title.A.Ô00000(Unknown Source)
at com.fs.starfarer.title.A.Ô00000(Unknown Source)
at com.fs.starfarer.title.A.o00000(Unknown Source)
at com.fs.starfarer.combat.super.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(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)
Why not let us buy from factions we're allied with?
Quote41741 [Thread-6] INFO com.fs.profiler.Profiler - Setting mission 1 0.06s 100.00%
41741 [Thread-6] INFO com.fs.profiler.Profiler - Created preview 1 0.03s 56.14%
41741 [Thread-6] INFO com.fs.profiler.Profiler - Updating ORBAT widget 1 0.02s 33.33%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Updating fleets 1 0.02s 33.33%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Adding ships to fleet widget 2 0.02s 31.58%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Adding tooltip 10 0.01s 19.30%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Adding member icon 10 0.01s 12.28%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Creating FMIcon 10 0.00s 7.02%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.00s 5.26%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Sorting members 10 0.00s 0.00%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Setting icon params 10 0.00s 0.00%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Fetching button 10 0.00s 0.00%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.00s 0.00%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.00s 1.75%
41742 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.00s 0.00%
41743 [Thread-6] INFO com.fs.profiler.Profiler - Text & typer 1 0.00s 8.77%
41743 [Thread-6] INFO com.fs.profiler.Profiler - Updating objectives widget 1 0.00s 1.75%
41743 [Thread-6] INFO com.fs.profiler.Profiler - Updating flagship 1 0.00s 0.00%
41743 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.00s 0.00%
41744 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull variant [variant id] not found!
java.lang.RuntimeException: Ship hull variant [variant id] not found!
at com.fs.starfarer.loading.L.super(Unknown Source)
at com.fs.starfarer.title.A.new(Unknown Source)
at com.fs.starfarer.title.A.Ô00000(Unknown Source)
at com.fs.starfarer.title.A.Ô00000(Unknown Source)
at com.fs.starfarer.title.A.o00000(Unknown Source)
at com.fs.starfarer.combat.super.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(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)
Error that occurs sometimes in-game or in the start menu.
Why not let us buy from factions we're allied with?
I've actually already talked about this myself and I've done a tiny bit of work on it. You see, the problem is that those stations are never loaded with cargo in the first place. If you do start allowing non-player stations to take cargo, they can buy from them no matter the hostility level.
The best solution I've come up with is to give each station a second cargo variable, one where, when not allied, the station dump their cargo information into it then clear their cargo. Then, when allied, they can reinstate their cargo using this second variable. It's just work I haven't been able to do much work on, sadly. My time has just been dominated by my other mods and work and ect.
I think you are missing a weapon or 2 from my mod, I cannot find any wraith class missiles nor any storm lancers, what version did i give you?
"ether_driver",
"irpdburst",
"irpdcannon",
"quadheavymg",
"lightflak",
"lrflak",
"heavyneedler",
"lightneedler",
"heavylancer",
"lightlancer",
"hephag",
"gauss",
"ibcm",
"lightdualmg",
"scorpionpod",
"scorpion",
"sabotpod",
"sabot",
"pilum",
"antiproton_laser",
"lightflak",
"lrflak",
"irpdburst",
"irpdcannon",
Could give you the dev, it pretty much finished and waiting for further changes in the coming 0.6, there is still some funnies in there however, non complete ships and weapons that aren't used in the campaign and some stuff i made for l0lz, but i'm pretty sure there should be wraiths and all lancers in 1.0.
0.53
- Added possibility of out system reinforcement fleets for non-leading factions
- Attack a random enemy station
- Added possibility of a station explosion destroying resources/weapons/ships and causing a loss in efficiency for a time period
- Remote possibility of a catastrophic accident causing station to be abandoned
- Added possibility of a station seceding from a faction to another faction
- Currently only implemented for factions not present in Exerelin but will be expanded
- Added Trade Guild Traders
- Go from station to station and trade resources
- Will trade to player stations ships/weapons from previous stations faction
- Changed station names to be unique
- Changed player to actually be their chosen faction (rather than appear as Player independent Attack Fleet it will now appear as Independent Attack Fleet)
- Players faction fleets/stations now have appropriate faction colour
- On respawn after a total defeat, player now starts from one of their stations
- On respawn after a total defeat, player starts with a frigate from their faction
- On start or respawn player fleet will now start with appropriate crew/supplies/fuel levels
- Changed station attack fleets to hover over station they are attacking rather than fly around
- Changed boarding timer to be different each time
- Changed rebel fleet insurrection numbers to base off system ownership level
- Changed neutral colour from grey to invisible (for Omnifactory and Storage)
- If ships/weapons are being added to a station over 25/30 it will now remove some weapons
- Should result in a cycle of ships/weapons through stations
- Patrol fleets now help defend own factions stations under attack
- Also will help defend allied stations under attack
- In System Supply Fleets prioritise own stations under attack
- Also will help allied stations under attack
- Further reduced likelihood of small fleets (< 40fp) with a lone capital ship in them
- Fixed "Varient Id of [Varient ID] not found" error (my silly error)
- Fixed missing wraith and storm lancer for Valkyrian
my faction's stations sell other factions weapons and ships, i presume this is not intended? :|
Why not let us buy from factions we're allied with?
Also there needs to be a way to check the current alliances so we know who to attack and who's friendly.
Oh snap! Nice thing to wake up to. Do I need to start a new game for this update? Sorry if this has been mentioned before I'm just in the middle of my let's play and don't want to start over if I don't have to(even though I am about to die anyway :P)
my faction's stations sell other factions weapons and ships, i presume this is not intended? :|
I think it is actually. I think what happens is a trade fleet goes from station to station buying from one and selling to another to give a little variety. If I'm not mistaken..
Ok well new game it is.. I know a lot more now than I did for episode one so hopefully I will do much better in the update.
About the diplomatic screen- I always wondered why there isn't a message log screen. Isn't this something that will need to be implemented in vanilla anyway? Many times an important message will come up a split second before I dock into a station and then the message is gone forever. Surely this will addressed in the vanilla game, yeah?
The attack ship moving on can happen if it's home station reassigns targets, which can happen if distances change between the home station and the station it's fleets are attacking. Perhaps I should add a margin for error so that it doesn't just change its mind when the distance changes slightly.
There have always been no borders for stations. They are only set on load and so update when you save and load a game. If you don't load and Dave every station will have no borders :)
I suspect the fleets that had no borders were the station construction fleets for the omnifactory and the storage station, as they belong to the neutrals who now have a hidden border.
Hmm the crash I think is an out of memory error? Not sure tho...
Thanks for the feedback :)
Ah yes, I figured some weren't bugs and the borderless fleets I remember were neutrals. Hrmm I always noticed stations with borders in every game I have played?? But about the white backgrounds? That was the biggest game breaking bug. I can't fight if I can't see.. :-[ No one else has experienced this? Maybe it is a vanilla issue?
Ah yes, I figured some weren't bugs and the borderless fleets I remember were neutrals. Hrmm I always noticed stations with borders in every game I have played?? But about the white backgrounds? That was the biggest game breaking bug. I can't fight if I can't see.. :-[ No one else has experienced this? Maybe it is a vanilla issue?
I've run into the white screen bug a lot; it is a memory error in the vanilla game caused from a build-up of memory over time due to something that has to do with the backgrounds the game eventually fails to load. The more mods (or modded stuff) you have the faster the memory bug seems to build up once you start the game, hence the bug not being discovered until recently when folks started using a whole bunch of modded factions at once. The time it takes for the white screen to show seems to vary by computer, and restarting starsector has proven to reset the time on the white screen'a death. It should be fixed in the next release of starsector, and until then the only real recommendation is to save often, and possibly restart starsector in between video episodes to keep the bug from cropping up during them.
I've run into the white screen bug a lot; it is a memory error in the vanilla game caused from a build-up of memory over time due to something that has to do with the backgrounds the game eventually fails to load. The more mods (or modded stuff) you have the faster the memory bug seems to build up once you start the game, hence the bug not being discovered until recently when folks started using a whole bunch of modded factions at once. The time it takes for the white screen to show seems to vary by computer, and restarting starsector has proven to reset the time on the white screen'a death. It should be fixed in the next release of starsector, and until then the only real recommendation is to save often, and possibly restart starsector in between video episodes to keep the bug from cropping up during them.
Thank you good sir! This is nice to know. On the other hand it is a little unsettling because I just started up SS, only had the new Exerelin mod and lazylib checked and I got the old WSOD at my first battle... not good not good :-[
It has been a couple of days since I restarted my pc so maybe that didn't help. I'll restart and see how far I can get.
"C:\Program Files\Java\jre7\bin\java.exe" -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.util.Arrays.useLegacyMergeSort=true -Djava.library.path=native\\windows -Xms512m -Xmx4g -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar; -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
If you're using Windows, you would edit starsector-core/starsector.bat to look something like this:
Reshy, I could be wrong but I don't think those issues sound like they could be caused by Exerelin. In fact the no error thing could mean it is an error beyond StarSector itself. It may be worth checking the windows event logs to see if there is something there.
Before trying to debug anything, I want to verify that you have rebooted since this has started happening to you, and it is still occuring after the reboot. Sometimes people leave their computer on for extended periods (is totally not guilty of this.. :Shifty eyes:) and occasionally the computer just legitimately just needs a reboot.Reshy, I could be wrong but I don't think those issues sound like they could be caused by Exerelin. In fact the no error thing could mean it is an error beyond StarSector itself. It may be worth checking the windows event logs to see if there is something there.
It only happens with the mod installed, and I only have Lazy's Lib and Exerelin installed. I don't know how to view the windows event logs so if you can tell me I'll find what's in there when it crashes.
Does anyone have any early game strategies or suggestions? I don't mean in combat or surviving/building up credits/ships I mean more with the campaign aspect, the colonization or expansion aspect of the game.
Is it best to just wait for your wages to roll in and build up a fleet until war is declared? Because it seems when I start a war with someone early on it never ends up good for me. The last time I started war with some pirates right away so I didn't have that many fleets. We took care of the pirates for the most part but ended up getting attacked back at our station and all my fleets not able to defend because they were over at the pirates station waiting for them to come out so they could beat on them. All the while my station at home was getting overrun and with no one but my pathetic little start ship to defend.
And about wages, does anyone else think they might be OP? Perhaps the pay period could be extended. I find myself to have an abundance of credits fairly early on in the game.
Does anyone have any early game strategies or suggestions? I don't mean in combat or surviving/building up credits/ships I mean more with the campaign aspect, the colonization or expansion aspect of the game.
Is it best to just wait for your wages to roll in and build up a fleet until war is declared? Because it seems when I start a war with someone early on it never ends up good for me. The last time I started war with some pirates right away so I didn't have that many fleets. We took care of the pirates for the most part but ended up getting attacked back at our station and all my fleets not able to defend because they were over at the pirates station waiting for them to come out so they could beat on them. All the while my station at home was getting overrun and with no one but my pathetic little start ship to defend.
And about wages, does anyone else think they might be OP? Perhaps the pay period could be extended. I find myself to have an abundance of credits fairly early on in the game.
Hmm, so the faction you start to beat up on gets extra trade ships for some reason? And yes you usually run into a crew cap sort of and that's what really stops you from expanding your fleet progress..
--- snip ---
As far as Wages go, I am not sure it is accomplishing what it seems to set out to do. While having access to more funds does help get that ship or weapons a bit sooner, it doesn't help anything when you can afford that shiny new capital ship to find that no stations in your faction currently have enough crew to run it. This is particularly a problem with some of the ships that need 1k+ crew, or larger fleets. This tends to encourage me to play 'solo' as I can't find enough crew for a reasonable fleet without seriously hurting my faction's fleets and spending alot of time grabbing crew as soon as traders land at stations. Basically Money is pretty easy to get, supplies not to hard until you need alot of them, weapons just take a bit of time at war to get a good mix and omni factory means you only need to get one, Crew is hard to find and replace(which might not be a such a bad thing if cruisers and up didn't take so much more than frigates in most factions), with specific other faction's ships being the hardest thing to acquire.
If I had my way, wages would be given in the form of Supplies and crew at your personal Abandoned Station with maybe a 10%-20% chance of a random any faction weapon and a 1-2% chance of a random any below cruiser ship form any faction, with a .01% of a cruiser or better.
--- snip ---
Before trying to debug anything, I want to verify that you have rebooted since this has started happening to you, and it is still occuring after the reboot. Sometimes people leave their computer on for extended periods (is totally not guilty of this.. :Shifty eyes:) and occasionally the computer just legitimately just needs a reboot.
Assuming you have rebooted and still have this problem, here is how to use the Event Viewer.
It would help if you told us which version of windows you are running, but for XP and 7 you should be able to find the event viewer in Start menu -> Control Panel -> Administrative Tools -> Event Viewer.
In Windows 7 you can also just type in 'Event Viewer' in the search box in the Start Menu.HeavenGoogle help you if you are on Windows 8, because I can't.
I would check 'Application', 'Security', and 'System' logs under the 'Windows Logs' and the 'Hardware Events' under the 'Applications and Services Logs'
I would probably check it like this,
1. Take screenshots of the logs listed above, then close the Event Viewer.
2. Start the Game, When it crashes,
3. Close out anything the game has left (if it is frozen on white screen, then end process in the Task manager [push Ctrl + Shift + Esc, or Ctrl+ Alt + Del ->Task Manager])
4. Re-Open the Event Viewer and compare the entries to the screenshots and see if any new entries exist.
Good luck.
No I don't leave the game on for long, however sometimes when fighting large fleets with a large fleet it will close itself. Loading saves also slows down to a crawl after about 5 loads.
Also I'm running windows 8 so I don't think those instructions work for me.
Love the mod so far, but where are the weapons at?
No station seems to have any....
as well as ships....
Been playing this md for a while now, gotta say,
It's really too easy to get the higher level ships early on, try increasing their price?
Other than that, the ability to build my own fleets using special resources like in fleet control would be amazing
Love the mod so far, but where are the weapons at?
No station seems to have any....
as well as ships....
Weapons and ships will be delivered to stations owned by the faction you chose at the start. They will predominantly be ships/weapons of you faction, but other factions ships/weapons can also be delivered from time to time.
Love the mod so far, but where are the weapons at?
No station seems to have any....
as well as ships....QuoteWeapons and ships will be delivered to stations owned by the faction you chose at the start. They will predominantly be ships/weapons of you faction, but other factions ships/weapons can also be delivered from time to time.
I find it kinda dumb that you cannot find any weapons in any other station other then your own.
edit: i dont know how exactly the quotes got messed up but i cleaned it up
So, I don't know if this is intentional or not, but the "A few old friends" option for the number of factions that gets added only adds two other factions. In my case, playing Tri-tach, I get Hegemony and Pirates...but that's not all of the factions. Where's the Independents? Are they not supposed to be there? If not, how can I add them to the choice?
EDIT: Just started a game as Independents, thinking that might trigger the three others to spawn, but only got Hegemony and Pirates again.
EDIT2: Digging around in the Character Creation script, I noticed the line for all vanilla factions to spawn, noticed it was set to 3 factions, so I increased it to 4. And...that did not work.
No problem. Though I did see something interesting, before a crash during loading trashed my save(and before my faction went to war with the Hegemony again and I got ate by a sentinel fleet), "tritachyon [basenamehere] has ceded to independents!" Which was weird, because there weren't any independents in my system at all.
Oh! Another thing. Tri-tach is missing the Medusa-class destroyer in their fleets and stations, IIRC.
And I think there may be a phase destroyer you're missing for them too.
It's been quite some time since I picked Starfarer, or sector, up but I'm glad I did - The core game is cool but this mod is brilliant.
At first I was quite frustrated with having one station and some small fleets, then the entire universe decides to go to war with me. That's all fixed with the current version I'm on and I'm having a blast. So far I really love playing as Valkyrain, there's a starting ship which has a hugely powerful cannon which obliterates anything with its shields down.
I'd just like to report something I think may be a bug; (this has happened every playthrough for me) after a certain amount of time supply fleets seem to stop coming to stations? I'm not sure if this is intentional, but after say a cycle in game I just stop getting supply fleets to stations. I've checked and watched the map for like half an hour on and off and never saw any for ages. Due to this I started bringing supplies back to my stations (fuel and supplies) but it doesn't help when the station has no crew to field new fleets. Eventually I managed to wipe out a whole faction and take some of their stations, immediately these stations were getting supply fleets and thanks to that I was able to continue the game. I'm not sure if these stations will soon lose their supply fleets like the first two did, I think they will though, seems to be something that just happens after time.
But other than that I can see nothing wrong, it's great!
Here's my faction on my current playthrough, certainly one of the better ones! Amazingly, I've had no rebel fleets come for me at all yet, but I hope they do soon :)I think InterstellarFederation will be next on my list.Spoiler(http://filesmelt.com/dl/screenshot0081.png)[close]
You are correct, that is a bug :( I'll fix it tonight (there is a calculation to slow down and eventually stop supply convoys if the station has a lot of resources, unfortunately I was being vastly over stringent). Thanks for passing it on!
Just out of curiosity, are you sure you're playing the most recent version (0.53)? Just that in your screen shot it appears your team is the player green colour. I changed that in the most recent version (along with a few other things). :)
QuoteYou are correct, that is a bug :( I'll fix it tonight (there is a calculation to slow down and eventually stop supply convoys if the station has a lot of resources, unfortunately I was being vastly over stringent). Thanks for passing it on!
Just out of curiosity, are you sure you're playing the most recent version (0.53)? Just that in your screen shot it appears your team is the player green colour. I changed that in the most recent version (along with a few other things). :)
Ah, I'm on 0.51, I'll update it now :P
But yeah thanks for the mod, its great fun :D
Bear in mind that save files will not be compatible between the earlier versions and 0.53. The bug fix I'll put out tonight will be compatible with 0.53.Haha thats fine, my faction got too strong anyway, I need to try another one :P
And you're welcome :)
v0.54
- Changed reinforcement fleets to pick a more appropriate attack location
- They also have a chance to defend an under attack station of their faction
- Fixed issue with starting with one less faction than specified in the system setup
- Fixed issue with supply convoys stopping delivering resources
- Fixed issue with the rebel insurrection event (far too few or far too many fleets were switching to rebels)
- Fixed issue with weapons not being removed correctly when over 30
- Fixed issue with ships not being removed correctly when over 25
- Fixed issue with ships not clearing from a station when taken over
- Slightly increased the resource cost of factions deploying capitals and fighters
- Slightly reduced the resource cost of factions deploying cruisers
Codev0.54
- Fixed issue with ships not clearing from a station when taken over
Link's broken, Zaph.
Codev0.54
- Fixed issue with ships not clearing from a station when taken over
Wait, that wasn't intentional? :'(
Link's broken, Zaph.
May I suggest adding this fleet mod to your mod http://fractalsoftworks.com/forum/index.php?topic=3043.0. (if you can get the guys permission) The ships look out of place from the pictures, but ingame they look really good and not out of place at all! in my opinion. They are pretty balanced, fun to use and unique too.
i dunno how about latest ver. (0.54) because i have some difficulties when im on the system map,
game freezes (more then usual) no sound when it happens , saves take more time (even at the beggining at the game) same for loading game save
i just check (again) how 0.53v is working for me & im 70% sure it run's smoother then 0.54
Awwww c'mon zaphide, at least make an optional download with the extra mods, not EVERYONE has memory issues, and the load time is worth the wait! I guess I'll see about trying to add in this mod myself without messing anything up. Wish me luck folks!
What I initially set out to achieve was you would have Exerelin installed and any other faction mods you wanted. Then, depending on which factions you had installed, it would use them when constructing the system. Unfortunately that info is unavailable (as far as I can tell) at the initial question phase, and I ran into a few other issues so I bundled a number of factions with Exerelin.
boolean isThuleLegacyPresent = false;
try
{
// Check if Thule Legacy's generator is loaded by the game
Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.TLGen");
// If the above throws an exception, this line won't run
isThuleLegacyPresent = true;
}
catch (ClassNotFoundException ex)
{
// Couldn't find Thule Legacy's generator
}
if (isThuleLegacyPresent)
{
// Mod is loaded, do stuff
}
What I initially set out to achieve was you would have Exerelin installed and any other faction mods you wanted. Then, depending on which factions you had installed, it would use them when constructing the system. Unfortunately that info is unavailable (as far as I can tell) at the initial question phase, and I ran into a few other issues so I bundled a number of factions with Exerelin.
You could check for the presence of that mod's generator (or any script exclusive to that mod, really), like this:Codeboolean isThuleLegacyPresent = false;
try
{
// Check if Thule Legacy's generator is loaded by the game
Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.TLGen");
// If the above throws an exception, this line won't run
isThuleLegacyPresent = true;
}
catch (ClassNotFoundException ex)
{
// Couldn't find Thule Legacy's generator
}
if (isThuleLegacyPresent)
{
// Mod is loaded, do stuff
}
What's wrong with the method you're using now, overwriting generators.csv and having the choices during character creation be used to setup the system? You're handling the sector generation, spawn points and faction relations yourself, right? What parts of their generators would you be using?
323150 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.exerelin.EventOutSystemReinforcements.callReinforcementFleets(EventOutSystemReinforcements.java:67)
at data.scripts.world.exerelin.EventManager.runEvents(EventManager.java:47)
at data.scripts.world.exerelin.SystemManager.runDaily$(SystemManager.java:68)
at data.scripts.world.exerelin.SystemManager.doIntervalChecks$(SystemManager.java:211)
at data.scripts.world.exerelin.SystemManager.advance(SystemManager.java:355)
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.A.???000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
(Side note: if you edit settings.json and set "compressSaveGameData":true, the saves will be *much* smaller and the loading times will speed up correspondingly. On the downside, you won't be able to hand-edit the save files anymore.)it cut the save time in half
My saves get slower and slower to load the more I play.yes im aware of that , but i got longer saves on the 209 cycle not on the 6-8 months in the game
I think my babies want your station..pretty badly.. you better hand it over :Ptill i lvl up some (currently lvl 3) then i'll *** valkyrians like *pow pow pow whoosh whoosh whoosblargblarghabargbang*
Code323150 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.exerelin.EventOutSystemReinforcements.callReinforcementFleets(EventOutSystemReinforcements.java:67)
at data.scripts.world.exerelin.EventManager.runEvents(EventManager.java:47)
at data.scripts.world.exerelin.SystemManager.runDaily$(SystemManager.java:68)
at data.scripts.world.exerelin.SystemManager.doIntervalChecks$(SystemManager.java:211)
at data.scripts.world.exerelin.SystemManager.advance(SystemManager.java:355)
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.A.???000(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)
Get a null error just now, after a battle.
not sure what problem
Yeah it's not meant to do that... I had that happen when I was developing and it will end up crashing the game. Any chance you just overwrote .53 with .54? Rather than doing a full replace?
Log Name: Application
Source: Application Hang
Date: 6/9/2013 11:49:43 AM
Event ID: 1002
Task Category: (101)
Level: Error
Keywords: Classic
User: N/A
Computer: -Withheld-
Description:
The program java.exe version 6.0.180.7 stopped interacting with Windows and was closed. To see if more information about the problem is available, check the problem history in the Action Center control panel.
Process ID: 1138
Start Time: 01ce653e64bb627d
Termination Time: 4294967295
Application Path: D:\Fractal Softworks\Starfarer\jre\bin\java.exe
Report Id: 582c06b4-d135-11e2-bf37-a417319eea72
Faulting package full name:
Faulting package-relative application ID:
Event Xml:
<Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event">
<System>
<Provider Name="Application Hang" />
<EventID Qualifiers="0">1002</EventID>
<Level>2</Level>
<Task>101</Task>
<Keywords>0x80000000000000</Keywords>
<TimeCreated SystemTime="2013-06-09T18:49:43.000000000Z" />
<EventRecordID>13725</EventRecordID>
<Channel>Application</Channel>
<Computer>-Withheld-</Computer>
<Security />
</System>
<EventData>
<Data>java.exe</Data>
<Data>6.0.180.7</Data>
<Data>1138</Data>
<Data>01ce653e64bb627d</Data>
<Data>4294967295</Data>
<Data>D:\Fractal Softworks\Starfarer\jre\bin\java.exe</Data>
<Data>582c06b4-d135-11e2-bf37-a417319eea72</Data>
<Data>
</Data>
<Data>
</Data>
<Binary>54006F00700020006C006500760065006C002000770069006E0064006F007700200069007300200 0690064006C00650000000000</Binary>
</EventData>
</Event>
Source
Java(TM) Platform SE binary
Summary
Stopped responding and was closed
Date
?6/?9/?2013 11:49 AM
Status
Not reported
Description
A problem caused this program to stop interacting with Windows.
Faulting Application Path: D:\Fractal Softworks\Starfarer\jre\bin\java.exe
Problem signature
Problem Event Name: AppHangB1
Application Name: java.exe
Application Version: 6.0.180.7
Application Timestamp: 4b2aa6cf
Hang Signature: f9d8
Hang Type: 137216
OS Version: 6.2.9200.2.0.0.768.101
Locale ID: 1033
Additional Hang Signature 1: f9d82b147b6ad3097a0d9c822ca02a2a
Additional Hang Signature 2: de0a
Additional Hang Signature 3: de0a40479120ea8170f842d4122846d6
Additional Hang Signature 4: f9d8
Additional Hang Signature 5: f9d82b147b6ad3097a0d9c822ca02a2a
Additional Hang Signature 6: de0a
Additional Hang Signature 7: de0a40479120ea8170f842d4122846d6
Files that help describe the problem
version.xml
java.exe.xml
WERInternalMetadata.xml
WERDataCollectionFailure.txt
Application Version: 6.0.180.7
As for the constant messaging from a station invasion, I just got it on 0.53. It would appear to be caused by a new faction's out of system attack fleet targeting a station.
Also, do factions randomly decide to be -very- peaceful? When I started my save in 0.54, the Valkyrians set up shop then proceeded to do nothing for almost 3 in-game years and just be fed constantly by the TradeGuild till the Neutrino showed them the door. No allies, no enemies, no nothing. Just hanging around.
Love the mod, although one thing I noticed is that capital ships are really Really slow..
They are massive ships sure, but 12-20 speed? the battle is all but over before they get to it.
In big battles, you either need lots of fighters to cap the points or frigates, which with the speed the big ships are going are not going to survive long enough to get any help from the capital ships..
I would think somewhere between 30-40 would be pretty good, still slower than cruisers but still twice as fast as they are now?
Maybe I'm missing the point of them being so slow?
As for the constant messaging from a station invasion, I just got it on 0.53. It would appear to be caused by a new faction's out of system attack fleet targeting a station.
Yeah I should have a fix for it in the next version.Also, do factions randomly decide to be -very- peaceful? When I started my save in 0.54, the Valkyrians set up shop then proceeded to do nothing for almost 3 in-game years and just be fed constantly by the TradeGuild till the Neutrino showed them the door. No allies, no enemies, no nothing. Just hanging around.
Haha well there are a number of factors that drive the diplomacy system. It could certainly result that way. By coming last, they were less likely to get wars. They should have been more likely to get allies (which could then drag them into a war) but it seems they didn't quite! Ideally a faction shouldn't do nothing (otherwise it's a bit boring) but due to a few things it could happen.Love the mod, although one thing I noticed is that capital ships are really Really slow..
They are massive ships sure, but 12-20 speed? the battle is all but over before they get to it.
In big battles, you either need lots of fighters to cap the points or frigates, which with the speed the big ships are going are not going to survive long enough to get any help from the capital ships..
I would think somewhere between 30-40 would be pretty good, still slower than cruisers but still twice as fast as they are now?
Maybe I'm missing the point of them being so slow?
Thanks :)
Which faction are you playing as? Capital ships tend to be between 10-60ish speed wise. Some of the more dreadnought-ish ships are in the lower range, with the more nimble capital ships generally trading away weaponry and/or shields/armor.
So far I've played blackrock and council, working on shadowyard next.
I guess I need to make the distinction between capital and dreadnaught as well.. I saw them all as capital ships..
However, from my experience in this game, dreadnaught or not, no ship can survive alone against an army.. which considering how slow these ships are they will probably end up doing..
The times I've faced them I've always seen them be deployed last when the rest of the ships are either destroyed, or retreating. I just surround the ship and pick away at it until it has to drop shields from flux..
The game in it's current state favors attacks in force, it is hard to solo 3+ ships alone unless you are in an even faster ship..
Really looking forward to what this mod turns into with 0.6 :)
Many Council ships trade their speed for firepower as you get bigger and bigger, while Blackrock ships never really slow down. The Blackrock's only capital is fairly nimble and it's more typical cruisers are still very fast with their specialized maneuvering jets. Council ships on the other hand are plodding and wreck anything that lets them get close. Their capitals are covered in small energy slots, which can make for an awesome PD grid, though they're also generally leaning towards energy weapons in general and they don't have many long ranged energy weapons. Their typical heavy energy weapon consumes a terrifying amount of flux but does very good damage in return. Neutrino ships are also pretty slow, but dayum, you don't want those things keeping up with you.
So the Valkyrians seem to hate themselves (http://i.imgur.com/OqoE52X.jpg).
I'ma call civil war a feature. :D
What happened, some rebels take a base or something? Can that even happen? I think it ought to be able to happen but with them getting a different name.
Haha hmmm civil war is not a feature yet :P so I wonder what happened? Did any events happen just before that?
They got angry at the guys in command and decided to fight themselves...
v0.55
- Changed number of defense fleets per station to 2
- Changed number of attack fleets per station to 2
- Fixed null pointer error in reinforcement event
- Fixed spam of station boarding message
- Fixed random extra characters in station boarding warning message
- Fixed spawn issue with in system supply convoys
- Fixed situation where faction could declare war on itself(!)
- Increased maximum fleet sizes for all fleets
- Slightly reduced maximum station takeover time for out system fleets
https://dl.dropboxusercontent.com/u/43834064/Exerelin_0.55.zip (https://dl.dropboxusercontent.com/u/43834064/Exerelin_0.55.zip)
https://dl.dropboxusercontent.com/u/43834064/Exerelin_0.55.zip (https://dl.dropboxusercontent.com/u/43834064/Exerelin_0.55.zip)
404 :(
There are three folder named 'diplomacy' 'events' 'stations' in scripts\world\exerelin,but they are empty.
I can change the faction Hostility/Friendly by doing something like:defeat a specific enemy/rebel fleet or help them on supply/marine/crew/fuel in later vision of Exerelin.
Are you working on this?
Can you tell me something about that?
::)
meh ;/ can't capture the station bug still present ;/
+station anyone ?Spoiler(http://i.imgur.com/LokZGZv.png)[close]
Is there anyway to disable the whole "station seceded" and "fleet insurgency" thing? Especially the former, I'm really, REALLY sick of it. I do choose "factions do not respawn" btw, but they just keep taking your stations away, instantly, without warning, and there's nothing you can do to prevent it.
if(ExerelinData.getInstance().respawnFactions && ExerelinUtils.getRandomInRange(0,55) == 0)
{
//eventStationSeccession.makeStationSecedeToOutSystemFaction(); COMMENTED OUT
return;
}
If I buy all the supplies, marines, and crew from an enemy station will it affect the spawn rate or ease or taking it over at all?
They're not very good at actually being PD and stopping missiles and they shoot rather slowly as well. :P
Anything with annihilators will swamp disruptors pretty badly too, because of that slow rate of fire.
Is there a specific pattern to diplomacy? It seems that as you advance through the game (I'm about level 45), more and more factions start turning hostile against you (or do they just smell blood?), and they seem to almost never sue for peace no matter how many of their fleets you smash. I think my Tri-Tachyon is at war with half the galaxy at this stage :-X
EDIT: Ended up just letting them drive TT from the system, thereby resetting diplomatic relations. Things are much quieter now :)
They're not very good at actually being PD and stopping missiles and they shoot rather slowly as well. :P
Anything with annihilators will swamp disruptors pretty badly too, because of that slow rate of fire.
Couple them with some actual PD and they work wonders..
Or just get enough of them :P
I said they were the most powerful because of their use against fighters and frigates that are usually faster than large turrets..
Speaking of which, Zaphide, any plans to throw a layer of polish over everything~? Give things catchier and more descript names than Out System Station Attack Fleet? Can just call those Incursions, that's what they are. Hostile takeover parties. Give everyone proper names rather than "council" or "relics" (which by the way should really be two factions, Purifiers and Elders) or "interstellarFederation"?
What is... Polish?!Polsih-Poland-Pole ect. :D
They're not very good at actually being PD and stopping missiles and they shoot rather slowly as well. :P
Anything with annihilators will swamp disruptors pretty badly too, because of that slow rate of fire.
Couple them with some actual PD and they work wonders..
Or just get enough of them :P
I said they were the most powerful because of their use against fighters and frigates that are usually faster than large turrets..
Still haven't seen an Unsung from the Neutrino. Granted, they never spend much time in system anyway because someone always roflstomps them straight back out because incursion fleets are crazy OP. Typically, Neutrino field Banshees, which were the bane of my mid-game existence because javelin missiles meant I could never lower my shields or face torpedo strength energy hits and photon missiles just sprayed needles all over me. Now that I have shield dissipation, I laugh in their general direction. "HA!".
Speaking of which, Zaphide, any plans to throw a layer of polish over everything~? Give things catchier and more descript names than Out System Station Attack Fleet? Can just call those Incursions, that's what they are. Hostile takeover parties. Give everyone proper names rather than "council" or "relics" (which by the way should really be two factions, Purifiers and Elders) or "interstellarFederation"?
Oh no, no, I have flown it in older versions of Uz's Corvus. :P
But I haven't seen it in Uz's or in Exerelin. Would love to see it make an appearance somewhere.
Though I may just take one of my salvaged ships and just turn them into the Unsung. For science.
Great mod! Really enjoy it. One question - all ships sold in stations have `ABD "ship name"` naming scheme instead of faction specific `HSS "ship name"` `TTS "ship name"` or `ISS "ship name"` and so on designations. Is it possible to fix this? Also noticed strange thing with relic enemy fleets they attack and then immediately retreat back and attack again and so on.
(http://s10.postimg.org/ge0unhiet/Exelerin_Relics_attack_retreat.jpg) (http://postimg.org/image/ge0unhiet/)(http://s23.postimg.org/p5r7l03xz/Exelerin_Relics_attack_retreat2.jpg) (http://postimg.org/image/p5r7l03xz/)
44055 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/portraits/portrait_relics_elder_02.png] as texture with id [graphics/portraits/portrait_relics_elder_02.png]
44070 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 71.59 MB of texture data so far
44071 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/portraits/Nihil.png] as texture with id [graphics/portraits/Nihil.png]
44172 [Thread-6] ERROR com.fs.starfarer.combat.O0OO - java.lang.RuntimeException: Error loading [graphics/portraits/Nihil.png] resource, not found in [/home/peter/Documents/linuxgames/starsector/./mods/Exerelin,/home/peter/Documents/linuxgames/starsector/./mods/LazyLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/portraits/Nihil.png] resource, not found in [/home/peter/Documents/linuxgames/starsector/./mods/Exerelin,/home/peter/Documents/linuxgames/starsector/./mods/LazyLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Ò00000(Unknown Source)
at com.fs.util.C.Object(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.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.F.o00000(Unknown Source)
at com.fs.starfarer.loading.H.o00000(Unknown Source)
at com.fs.A.super.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
31188 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
72141 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
72219 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.ArrayIndexOutOfBoundsException: 19
java.lang.ArrayIndexOutOfBoundsException: 19
at data.scripts.world.exerelin.ExerelinData.getAvailableFactions(ExerelinData.java:119)
at data.scripts.world.exerelin.DiplomacyManager.<init>(DiplomacyManager.java:35)
at data.scripts.world.exerelin.SystemManager.<init>(SystemManager.java:48)
at data.scripts.world.SectorGen.generate(SectorGen.java:183)
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.ÓO0000(Unknown Source)
at com.fs.starfarer.ui.impl.B.ÓO0000(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.ÖÖÒ000(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)
Hi there, I'm new to the forum, but not to the game.
I tried your mod, but after character creation, I get this ERROR:
--- snip ---
let me see if I can remember...
--- snip ---
number of factions: all
faction return: yes(second option)
--- snip ---
Hello everyone, my first post here :)
I have been playing Exelerin for about two weeks and I totally love it, it brings whole new level of fun to StarSector. So big thanks to Zaphide and all the guys who created these awesome factions!
But since I know Java I haven't limited myself only to playing, I have been also tweaking the Exelerin code as I played, adding various small tweaks and fixing some stuff that didn't work as supposed.
And here is a question for Zaphide:
Do you have Exelerin code in some online repository where I could commit my changes to be included in the code? (or not included depending what you prefer)
Of course I could just post here about parts of the code that doesn't work but commiting the code directly would be much easier and productive. Would it be possible Zaphide?
Yup, it works...
I wanted to use my Atlas_Blackbox and its weapons but I can't seem to use both mods at the same time, how can I play with both?
Glad you have enjoyed it :)
I didn't really envisage Exerelin being a team project :P However, if people want to contribute I think that's great (and will no doubt improve the mod too)!
Code collaboration without a repository would be hell so I will set one up. Are there any preferences on providers? I looked a BitBucket a while back and was thinking them.
Well I have been contributing to one project that is hosted on Google Code (which uses SVN repo) so I am used mostly to it. BitBucket is Git but it would work too, I have to learn Git eventually anyway. Well I heard SVN is better for projects that contain a lot of non-code files, such as images, sounds etc, which is what most game mods have, as does Exelerin.
But whatever You prefer is ok for me.
PS. It would be ideal if you could set the repository using Exelerin v0.55 initlally and only then commit the changes you made since then (even as one big commit). This would make it easier to merge my changes to it.
Your issue tracker is currently set to private, so we can't see what issues need to be fixed. :)
If the git dashboard is set up the same as it is for Mercurial projects, you would go to https://bitbucket.org/zaphide/exerelin/admin/issues if you wanted to change this setting.
Great mod, especially the war aspect!
Some feedback:
The Council steamrolls everything, every time. (8+ games now)
Their shields really needs a nerf.
There is something with the save function in the game that is borked atm.
After a number of saves the game slows down significantly, while saving and loading.
So much, in fact, that the game eventually crashes when i load.
A reboot of the program helps a bit, and a reboot of the computer helps a bit more, but only temporarily.
Is this something that the vanilla game has problems with when there is a lot of factions involved?
I have a 4 core 3.6 Ghz processor and 8 gigs of ram. The game is far from taxing the system to the max.
Java memory leaks?
Ps. i don't have these problems when i play the Corvus mod.
Go into the starfarer folder
Starfarer core -> data -> config -> settings.json
Open that in Notepad.
http://scr.hu/0zoz/d65a2
The line highlighted by the blue circle, change that to true. Next time you save the game, it'll compress.
Note that this means you can't start doing any savehax on it. No editing yourself a couple million credits or doing transforming ship hulls.
Go into the starfarer folder
Starfarer core -> data -> config -> settings.json
Open that in Notepad.
http://scr.hu/0zoz/d65a2
The line highlighted by the blue circle, change that to true. Next time you save the game, it'll compress.
Note that this means you can't start doing any savehax on it. No editing yourself a couple million credits or doing transforming ship hulls.
Thank you for trying to help me.
It didn't make any difference though, sadly.
Thank you for taking the time helping me Zaphide.
Increasing the memory allocation for java seems to have helped a little bit.
Now i only need to reboot the game every 20 min or so. Somewhat playable.
Still haven figured out how to compress the save file though.
I have tried to search the forums for an answer, but its hard to find the information i need.
Btw, in systemmanager.java the run weekly method contains the line:
if(diplomacyManager.playerRecord.hasWarTagetInSystem(false))
Is that a typo that should be hasWarTargetInSystem to pay the 5000 peacetime wage or is it supposed to be spelled that way as I've been too lazy too look?
Peace bro, awesome mod!
Great mod, especially the war aspect!
Some feedback:
The Council steamrolls everything, every time. (8+ games now)
Their shields really needs a nerf.
There is something with the save function in the game that is borked atm.
After a number of saves the game slows down significantly, while saving and loading.
So much, in fact, that the game eventually crashes when i load.
A reboot of the program helps a bit, and a reboot of the computer helps a bit more, but only temporarily.
Is this something that the vanilla game has problems with when there is a lot of factions involved?
I have a 4 core 3.6 Ghz processor and 8 gigs of ram. The game is far from taxing the system to the max.
Java memory leaks?
Ps. i don't have these problems when i play the Corvus mod.
weird, tho, my laptop can't beat yours, also 8gb of memory, a 64 bit OS. Using the suggestion for using 4gb with java x64. I usually only deal with fps drops when there are many large fleets (respawn: 2 months) or large fights, and i m finally getting some fleet together now, in 210. But i never have to reboot the game, never! Maybe a backgroundprocess? Another suggestion: video/audio drivers uptodate?
Tho, to the developper: awhile ago i met a typo, but unsure if it was only with that fleet, but the reinforcement fleet of the Tri corp was a 'reinfocement fleet'
awesome mod, not easy to play, and i try to be gentle with all corps, but it is hard to stay updated of changed 'relationships'
I am most likely going to say something stupid, but have you installed the java version that matches your OS' platform, 32-bit or 64-bit?
E.g. might you be running a 32-bit java version on a 64-bit OS?
Also, and this is even more stupid to ask, have you installed the latest java version?
The council is stupidly OP. I can kill multiple Vanilla Destroyers with a single Frigate of theirs. It's ridiculous.
Neutrino is so brokenly OP it isn't even funny and no one mentions them. Or the valkyries. From cruiser on down the valks are just slightly above average, but their cap ships are unbeatable. I mean that literally. If you have a decent level char flying a vatican mark4 valk cap ship no fleet can beat you, they simply can't field enough ships at one time to overwhelm you. Actually, forget overwhelm ,they can't even force the shields down.
Shadowyards are really cool, and have some solid weapons, but so much of their stuff just feels flimsy or weak, I really don't play them much but they never put up much of a fight when I go after them.
Yes, the sparrow is obviously made to be absurd. It can walk all over capital ships once you start shifting some of its equipment around. Most of the other council ships though only feel a level or two higher than average. The catch is that they are stronger across the board, they don't have any easy weakness to exploit which makes them an actual challenge for the player, for which I am glad.
Playing against it wouldn't be that hard. Most valk ships seem to have problems controlling their flux when firing and the Vatican is so slow to turn you can get a cruiser like the aurora and just sit right in front of it where it doesn't have any heavy guns and pound it down. The vatican only really becomes absurdly OP when a player is using it, although I imagine it is quite strong in ai vs ai battles too, since the ai wants to flank things and that is a bad idea with the vatican. You might actually want to leave the vatican in a few fleets though, multiple mods have super capital ships like it running around and without it the valks will get walked over by several factions.
The valks actually feel pretty balanced, they just have a huge amount of front loaded damage with their incendiary ammo. If you take them slow and careful they are pretty easy to pick apart in the AI's hands though. Honestly, the most annoying valk ship to play against is that horrible little jammer ship. That thing drives me crazy, but I love it being in there. It really fills a roll I don't see anywhere else. Valks are one of my favorite factions, and like I mentioned above, don't start feeling broken unless a player has certain of their ships set up in certain ways. Also, I don't know if the RNG is just trolling me, but there are a couple of cruisers/destroyers I never see that might be nice to have.
Yes, the sparrow is obviously made to be absurd. It can walk all over capital ships once you start shifting some of its equipment around. Most of the other council ships though only feel a level or two higher than average. The catch is that they are stronger across the board, they don't have any easy weakness to exploit which makes them an actual challenge for the player, for which I am glad.
The gedune would be massively strong if they actually had a cap ship, but without one they tend to get smashed by sheer size. As long as the fight sticks to cruiser size and down though they seem to win, simply because their ships are so mobile and have such a heavy punch right after moving.
I feel sorry for the antideluvians and the asp, they just get crushed. Anti's have that great armor and health, but without shields it is just too easy to cripple and destroy them. Asps, I think their weakness is obvious.
Nomads/Junk Pirates/Lotus/Interstellar Federation all have something interesting about them, but they are balanced to vanilla so they get walked on. :-\
Shadowyards are really cool, and have some solid weapons, but so much of their stuff just feels flimsy or weak, I really don't play them much but they never put up much of a fight when I go after them.
Blackrock looks super cool, and their 2 cruisers, the stormcrow and nevermore, are monsters, but all the rest of their stuff feels weak. I would rather fight several of their cap ships than a single one of their cruisers.
Nihilic have incredible weapons, and their ships are strong stat-wise but due to their layout they are actually pretty easy to exploit. Nihilic do better on non-Nihilic ships. They just don't seem to have the kind of damage output they need to make them dangerous on their own.
Thule feel like a series of gimicks. Very cool gimicks that can catch you off guard if you don't know about them, but most thule ships seem to just fall apart in a standup slugfest, which is pretty easy to force. Their ships and weapons are creative and interesting but simply can't go toe to toe with most other ships it feels like.
Relics have some very unusual guns and strong shields, but with almost no armor and low hull they tend to get peeled apart fairly easily. The strange guns allow them to pull off some silly wins though. That Zapp :P
And finally the neutrino. The guys with those horrible little tiny shields. And those wacky infinite range photon things . And those splinter missiles. And those blasters, the really fast ones that make a huge amount of flux but hit like torpedoes. They are one of the few factions that I avoid fighting no matter what I am flying. They just have such massive damage output and they have those shields.... I think everyone knows what I am talking about with them.
If I was ranking factions by overall strength, with default load outs, and no shenanigans, in this mod, it would go something like this. Although keep in mind, some factions do better against one faction than another.
Neutrino, Council, Nihilic, Valkyrians, Gedune, Thule, Blackrock, Relic, Tri-Tachyon, Nomads, Intersteller Federation, Junk Pirates, Lotus, Independents, Shadowyards, Hegemony, Antediluvians, Pirates, ASP
Wow, that turned into quite a little essay.
Edit: I forgot the pirates!
Edit2: Was that council ship the sparrow or the dragonfly, I suddenly am not sure on the name.
Edit3: Upon further consideration, I am not sure how the thule actually win anything. Their cruisers/capital ships and half their destroyers are unable to actually do any real combat. An yet somehow, the ai losses to them. Go figure.
The council is stupidly OP. I can kill multiple Vanilla Destroyers with a single Frigate of theirs. It's ridiculous.
It sounds like you played the Sparrow-class frigate.
I just played it too and I can say that is MASSIVELY overpowered. I just killed whole Independent Out-System Station Attack fleet in three battles using just one Sparrow frigate with default loadout. All this while playing with "Damage taken by your ship: Full" option (so not easy mode).
Some facts about the Sparrow:
- it has armament comparable to heavy destroyer or light cruiser (3 medium slots, 7 small slots) Well this is actually coparable to other Council frigates and not really a big issue by itself
- it has insane pool of 110 Ordnance Points. You can give it all weapons, maximum flux capacity and dissipation, and like 10 different hull mods before you run out of Ordnance Points.
- it has powerful shield with ONLY 0.4 FLUX/DAMAGE and good amount of flux capacity. It can face to face cruisers and make them run out of flux without being any close to get overloaded...
- it is very fast at 170 combat speed and has excelent maneuverability
- it has PHASE TELEPORTER! This is probably what makes it most overpowered in actual combat. It can teleport whole 7 times in a row before running out of flux. This means you can teleport into the middle of enemy fleet to an unshielded side of enemy ship, fire at it and then run away using teleports and repeat this ad infinitum. Your speed and teleport means you can never get caught and energy weapons mean you never run out of ammo. Killing whole fleets is easier than ever!
- It costs only 16560 credits and only 10 fleetpoints... Seriously WTF!
I don't get the complaints about the council. They are strong but not that strong. Neutrino is so brokenly OP it isn't even funny and no one mentions them. Or the valkyries. From cruiser on down the valks are just slightly above average, but their cap ships are unbeatable. I mean that literally. If you have a decent level char flying a vatican mark4 valk cap ship no fleet can beat you, they simply can't field enough ships at one time to overwhelm you. Actually, forget overwhelm ,they can't even force the shields down.ur
There are quite a few OP, and some absurdly OP, things floating around in here. If you want to start lists of OP stuff, the better place to do it would be to start with what actually is balanced. Its a much shorter list.
Seriously though, this mod is awesome. I just wish it felt like I was having an actual effect on the wars. It just feels like the only thing that matters is who is getting the outsystem attack forces at that moment to back them. I wish there was some way I could dump supplies or cash into my faction to help them. Even with my vatican I can only lock down one planet. :P
I love how everyone writes to Zaphide to do something about xx factions balance, but no-one posts about it in the mod in question parent topic :D
Anyways, regarding my Old Council Loyalists - namely the Sparrow and Defender, both were nerfed in the next update.
Ah well, maybe I should start forwarding it on ;)
Indeed. Even though Zaphide has provided instructions to easily remove a faction's presence in Exerelin, people still feel the need to yabber on about the imbalance of the factions here. Even though Zaphide's OP states that his intention with Exerelin was to bring together several mods he liked, people still demand balancing.
I would like to see...
- The supply fleets of each faction using their freighters, if they have them. IFed using those hypertug barges, Neutrino using the Nausicaa, Hegemony using Tarsuseseseses (I don't know the plural), TriTach using Buffalos, so on, so forth.
---snip---
I would like to see...
- The supply fleets of each faction using their freighters, if they have them. IFed using those hypertug barges, Neutrino using the Nausicaa, Hegemony using Tarsuseseseses (I don't know the plural), TriTach using Buffalos, so on, so forth.
- Fleets having more understandable names instead of things like the Out-System Station baserape fleet.
- Fleets making sense. I said this a couple posts ago, but I've noticed mid-sized IFed fighting fleets with barges taking up large amounts of their FP, often two or three barges in a fleet. Now the Hypertug by itself is pretty awesome, but the barges that it attaches to, not so much and having multiples of them really gimps the combat abilities of the fleets.
- Perhaps also "Elite" warfleets comprised of all elite-crewed ships along with "optimal" loadouts for the ships in the fleet. Ships designed to kill and kill efficiently. These warfleets could also contain ships like the Vatican IV or the Neutrino Unsung or the TriTachyon Omega (from the Council Loyalists mod). Perhaps individual modmakers could chip in, creating what they think would be the best loadouts for the flagships of their factions with the weapons they use. Nothing silly like Unsungs with 6 Hadrons, though. That'd be both terrifying and rather lulzy to watch, though. :P These fleets can spawn if a particular station is building up quite the excess of supplies, crew and marines.
---snip---Not yet, but StarSector 0.6 will allow custom UI elements. It will be the first thing built :)
Also, is there a way you could make some sort of diplomacy menu? In big, multi-faction wars, I tend to forget who's fighting who.
Hello all. just want to start by saying thanks for an excellent mod. i have a quick question for you. im playing as shawdowyard and finally captured an atlas class ship. can i use it to capture facilities? i have had no luck with it so far. thanks in advance for the help.
Thanks, will check it out. Freighters and civilian ships should only appear in the supply fleets.
Thanks, will check it out. Freighters and civilian ships should only appear in the supply fleets.
I thought small freighters are put intentionally in Attack and Defense fleets so they have supplies and fuel reserves for longer missions?
If this is not the case then the code to remove civilian ships from a fleet is already there, I just enabled it only for Patrol fleets which have to be fast to raid other fleets properly.
We just exchanged each others experiences and opinions about factions balance. Noone demanded anything from Zaphide.
The best place to discuss factions balance in Exelerin is here, not in factions threads, as Exelerin has its own rules for creating fleets and selecting which ships from the certain faction are spawned so the faction may behave quite differently from what the original author created. A good example is the Vatican Mk. IV which spawns far too often in Exelerin, but I already have the code ready for Zaphide which will allow to change spawn chances of certain ships types.
As for balancing actual stats of certain ships I just wanted to see if others agree with what I observed about Sparrow. If we get a consensus that some ship is seriously OP then the faction creator will welcome some feedback about it. In this case MrDavidoff was then ahead of us and already made some balance changes.
@MrDavidoff:
Thank you for your fixes. Also I will post balance feedback directly in your thread next time. :)
- Perhaps also "Elite" warfleets comprised of all elite-crewed ships along with "optimal" loadouts for the ships in the fleet. Ships designed to kill and kill efficiently. These warfleets could also contain ships like the Vatican IV or the Neutrino Unsung or the TriTachyon Omega (from the Council Loyalists mod). Perhaps individual modmakers could chip in, creating what they think would be the best loadouts for the flagships of their factions with the weapons they use. Nothing silly like Unsungs with 6 Hadrons, though. That'd be both terrifying and rather lulzy to watch, though. :P These fleets can spawn if a particular station is building up quite the excess of supplies, crew and marines.
- Perhaps also "Elite" warfleets comprised of all elite-crewed ships along with "optimal" loadouts for the ships in the fleet. Ships designed to kill and kill efficiently. These warfleets could also contain ships like the Vatican IV or the Neutrino Unsung or the TriTachyon Omega (from the Council Loyalists mod). Perhaps individual modmakers could chip in, creating what they think would be the best loadouts for the flagships of their factions with the weapons they use. Nothing silly like Unsungs with 6 Hadrons, though. That'd be both terrifying and rather lulzy to watch, though. :P These fleets can spawn if a particular station is building up quite the excess of supplies, crew and marines.
Im reworking the sprite, so I wouldnt like to see that old kitbash in game, wouldnt put my name under it. :D But.. even when it looks good enough, i dont think It should be present in the mod, as it is rlly OP, that thing was neevr made for balance, just.. fun endgame for the player. Here, i fear it would mess up things, as noone would have anyhting to counter with.
Any chance of getting the Tore Up Plenty ships put in as options to start with?I would second this request, the TUP ships are a lot of fun to mess around with
I'd love to use some of those instead of starting with a default Vanilla ship when I use a vanilla faction.
Aaah you can keep the omega, soon, i'll have a new monster available in my arsenal that can take it on. ::)
Maybe the Ether Driver was tweaked since I last played around with them, but when I messed with it, it was just a weaker Gauss Cannon. Lower DPS, an odd mechanic where it shot slower than it regenerated ammo resulting in a higher listed DPS than it was actually capable of (the sustained DPS was about 20% than normal DPS). It sounded pretty cool and the shots were practically instantaneous hits, but an IFed Cain could perform a similar job with higher overall DPS, flux costs and blinding white/blue flashes of light upon striking a target. Every. Couple. Seconds. God, if you value your eyesight, don't use multiple Cains with the lights turned off. Your screen just whites out and stays like that till the Cains stop shooting.
Awesome, an arms race between mods to see who can make the OPest ship while still pretending to be legit would be great. And by great I mean hilarious.
Cains are nice..I've always figured anything more than just the one Hadron is overkill, what with that 10k alpha damage. I had one for when I used an Auria in Uz's Corvus, but most of the time it wasn't even mounted unless I was planning on busting capitals all day long. I used 3 on the ballistic variant of the Council Venator, that was pretty silly. 6 on the Unsung, it's just nasty.
Have you tried multiple hadron accelerators? (the other big cannon from the IF)
It doesn't blind you, but can 2-3 shot an onslaught, where 1 shot overloads it for about 30 seconds..
it fires real slow, and the chargeup is a pain, but dear god it's a beast of a sniper..
Cains are nice..I've always figured anything more than just the one Hadron is overkill, what with that 10k alpha damage. I had one for when I used an Auria in Uz's Corvus, but most of the time it wasn't even mounted unless I was planning on busting capitals all day long. I used 3 on the ballistic variant of the Council Venator, that was pretty silly. 6 on the Unsung, it's just nasty.
Have you tried multiple hadron accelerators? (the other big cannon from the IF)
It doesn't blind you, but can 2-3 shot an onslaught, where 1 shot overloads it for about 30 seconds..
it fires real slow, and the chargeup is a pain, but dear god it's a beast of a sniper..
So after playing the mod for a couple days off and on, it started inexplicably slowing the crap out of my computer until I restarted my system.
Is this a common thing? Cuz I haven't had that with any other mods that I know of yet.
So after playing the mod for a couple days off and on, it started inexplicably slowing the crap out of my computer until I restarted my system.
Is this a common thing? Cuz I haven't had that with any other mods that I know of yet.
As in, slowed the computer down even after you exit starsector? That seems a bit strange.
I have left starsector+Exerelin running for multiple days without any issues, and it would be strange to affect your whole system, not just the starsector executable. I also normally play on a 2011 MacBook air so it's by no means a powerhouse computer :P
Has it happened just one or multiple times? If you haven't already, I would ensure you are running the latest java version.
Hi Zaphide,
Apparently you can make supplies/pilots/fuel disappear from stations (to avoid them from stocking up to ridiculous amounts).
Could you teach me how?
Also, I am peeking through some of your java files and StationRecord.java has a typo at line 60, the word being 'abandonded'.
The horror!
... Or StarSector 0.6 will handle it for you :)
Man, having multiple systems will up the complexity of this mod just a bit...
... Or StarSector 0.6 will handle it for you :)
Man, having multiple systems will up the complexity of this mod just a bit...
wait, 0.6 has multiple systems?!
... Or StarSector 0.6 will handle it for you :)
Man, having multiple systems will up the complexity of this mod just a bit...
wait, 0.6 has multiple systems?!
Yeah, check out the new patch notes, dude. ;)
I can imagine seeing entire systems controlled by single factions.
Also, Sparrow OP (http://scr.hu/0zoz/8qnyk). Zaphide as modpack creator, you shoulld totally fix this. :P
To be fair, that was my first time (huehue) fighting Sparrows. Having HE-dmg dealing weapons doesn't help shake teleporting frigates off your ass.
Also, Sparrow OP (http://scr.hu/0zoz/8qnyk). Zaphide as modpack creator, you shoulld totally fix this. :P
To be fair, that was my first time (huehue) fighting Sparrows. Having HE-dmg dealing weapons doesn't help shake teleporting frigates off your ass.
I tried using this mod on a fresh install. I enable it, click Play Starsector, and as soon as the loading bar finishes I get this error:Spoiler(http://i.imgur.com/KKfr3c3.png)[close]
v0.56
- Added asteroid mining fleets for stations
- Mining fleets go to the nearest asteroid and slowly mine to create supplies
- Added gas mining fleets for stations
- Mining fleets go to the nearest gas giant and slowly mine to create fuel
- Added escort ships to supply and station attack fleets
- Extra escorts in wartime
- Added new alliance mechanics
- If two factions are allied, they must now also each be at war with each others enemies (think coalitions)
- Once in an alliance, a factions diplomacy is handled by the alliance until they leave the alliance
- Added starting option to set system size at 15000(small), 30000(medium) and 40000(large)
- An additional asteroid belt is added around star per system size increase
- Added starting option to start with nine other factions
- Added starting option to respawn factions only up to the starting number (will cycle through factions)
- Added starting option to have no asteroid belts (apart from one around the star)
- Changed system to always spawn with an asteroid belt around the star
- Changed system to spawn with at least one gas giant
- Changed Patrol Fleets to take on extra assignments (raid, attack) when at war
- Changed attack, defense and patrol fleets to not have civilian ships
- Changed In System Supply Convoys (spawned form stations) to also deliver ships/weapons if delivering to player stations
- Changed Allied In System Supply Convoys to deliver allied faction ships/weapons if delivering to player stations
- Changed Rebels to always be hostile to Trade Guild
- Fixed a null reference exception with in system supply convoys
- Fixed issue with catastrophic station accidents not occurring
- Fixed (another) issue with ships/weapons not clearing properly on station takeover
- Fixed issue where factions could respawn even though respawn was off
- Fixed issue calculating last faction in certain circumstances
- Fixed issue where trade guild conversions could happen multiple times to same supply fleet
- Fixed issue with stations not updating at the correct rate
- Fixed fleet cost calculation issue
- Fixed issue with trade guild converted fleets not correctly despawning in some situations
- Fixed issue on loading save games not loading the correct settings before doing anything else
- Factions are less likely to declare war on factions that are far away
- Various resource level and transfer amount changes to account for new mining fleets
- Added some missing ships to IFed
- Removed Sparrow as a start ship for Council, and reduced the likelihood of it spawning
- Added cooldown time between system events, and the same system event cannot occur twice in a row
Mining fleets sound cool but almost unnecessary as I've never seen stations with supply issues. (Well aside from when I play council who always seem to be on the back foot. >.>)
Mining fleets sound like they should add some life to the system regardless.
Omnifactory. Just take one of everything your faction produces and haul it the Omnifactory.
You have to select to have it during the initial game options. If it is in the game, then it will be orbiting the same planet as the storage station and is actually called "omnifactory".
Omnifactory. Just take one of everything your faction produces and haul it the Omnifactory.
where is the Omnifactory exactly? is it just the abandoned storage facility? or is it a station literally called "omnifactory"?
After playing the mod for a bit, I have one pretty large criticism:
Getting the needed weapons seems almost completely random and involves a ton of flying in circles or waiting at a planet and hoping a supply shipment gives them to you.
Depending on your faction and starting ship, with their default weapons and the possibility of not getting any weaponry you need to re-outfit your ship, you could be left nearly-useless.
Is there any way to make your faction get more of it's weapons faster or something?
public static void addWeaponsToCargo(CargoAPI cargo, int count, String factionId, SectorAPI sector)
...
if(factionWeapons.length > 0)
{
for(int i = 0; i < count; i = i + 1)
...
first of all thank you very much for bringing the community this outstanding mod!
is it possible to remove codex information and main menu background ships for the factions i prevent from spawning?
also are you aware that you included a 50MB Git folder in 0.56? you should probably re-upload.
---snip---
Note that the Omnifactory is invisible on your map unless Zaphide changed that in 0.56.
---snip---
Something I've noticed which I thought was cool at the time, the abandoned station and Omnifactory will only set up on planets. If your faction has taken a base orbiting a moon, then the two stations will still set up shop in orbit of the planet that the moon is linked to. Probably to stop 3 huge stations sitting on top of each other in orbit of the moon.
I know how to use the Omnifactory and all that. It's getting that first weapon (Or ship!) that tends to be the problem.
The "Only large ballistics in the shop, but Frigate needs Small Energy weapons" comes up a TON. As does the problem of having only Kinetic or only HE weapons.
And the problem of needing Frigates/Destroyers, but only having Fighters, Cruisers, and Capital Ships.
It's actually stopped several of my games before they even begin, as my faction will get swarmed and wiped out while I'm stuck in the starter ship with no ability to really rearm it or buy additional Frigates for support.
I like the mod and love the large-scale battles, but this is a pretty constant source of frustration.
---snip---
also are you aware that you included a 50MB Git folder in 0.56? you should probably re-upload.
Could someone tell me what i gotta do to buy weapons and ships from other factions , at least that are neutral to me .
when i select a medium system planets get pushed off the map grid and into the black area surrounding it. selecting large results in planets being pushed even further than the black area and some i suspect are not even on the map anymore. is this a known issue? or is this just an unavoidable side effect of modding the system size?
For the record, yes, I was playing as the interstellar feds. the main problem is not capturing stations per se. the problem is that the feds never deploy station capturing atlases at all for me. :P
Also, even when peace has been announced between two factions, station attack fleets still proceed to the ex enemy stations where they attempt to take it over. I once lost the main station to the shadowyards through this trick.
sometimes it takes 10 days to capture a station
sometimes it takes 2 days.
v0.57
- Added 'prisoner of war' item that can be traded to other factions to increase relationship
- Added 'agent' item that can be traded to other factions to cause a rift between 2 factions (10% chance to backfire)
- Added player mining for fuel (gas planets) and supplies (asteroids)
- Changed neutral colour to tradeguild colour
- Fixed IFed station attack fleets not passing isValidStationAttackFleet check
- Fixed bug with distance based relationship calculation
- Fixed message missing from Alliance Betrayal if only 2 in alliance
- Fixed bug when player attacked one of their allies, not correctly handling alliance
- Alliance Betrayal is now less likely
Just one question how will we get more PoW and agents ? will they spawn x amount of times or are they random drops ?
awesome work! the mining and diplomacy additions are great.
i found a very minor "bug" if you can even call it that. in the game launcher where you select your mods 0.57 is displayed as 0.56 and 0.56 is displayed as 0.55.
A rare raider from out of the system that's hostile to all? I like it.
As for the first idea, I kinda think that it should be kept with the atlas fleet. Shift can be held to speed up time when there is a bit of distance for the fleet to travel.
Oops, found a bug. A faction previously neutral to me joined an alliance with an enemy faction, and sent attackers and boarders to my station without actually changing to hostile.I notice this too.If faction A has on war with faction B,then faction C(neutral to A&B) found an alliance with A/B.Then C will send fleet to attack B/A's station.But C will not hostile to any one.
If I may make a suggestions, would it be possible to put some kind of way to show another fleet's alliance before it comes into view? For example, a small toggle-eable window that shows the current diplomacy states with the fleets in-system (Hostile/Neutral/Alliance/Friendly), or a tooltip when hovering over a faction's fleet?
Additionally: a manual trigger for station attack fleets to attack a point would be great. It's kind of annoying seeing station fleets depart for utter failure when you have another faction's station locked down with fleets.
Some suggestions.
Suggestion A:Faction conquer a station by a lot of 'Attack Fleet'(include player fleet or not).If a station is attacked by 4-8 more Attack Fleet and its Defend Fleet is less than 2.If this situation last 5-10 days,then this station will be lost.
Reason of A-1:This can make player's fleet more (a bit) useful on station attack/defend instand of just killing fleets.
Reason of A-2:I can't be patient by waiting for a stupid/slow/weak fleet to attack a station!
Suggestion B:Will you add a special faction just like TradeGuild which is used as 'Pirate'?Not the faction appears in original statrsector,but a faction hostle to all other factions.It will appears sometime by time/by some math fuction/by otherthings you like.It will attack mining fleet,supply fleet or even station!If a station is conquer by them,then this station will be abaddon.
Reason of B-1:Add something that 'unexpected/surprising/WTF!'.
Reason of B-2:There must be some crazy guy.Carzy than rebel.They just want supply/ship/win/yourlife.
Reason of B-3:My Fleet is powerful!No one can Defeat Me!I am the Dominator!!!!!Wait?Who is that???
Oops, found a bug. A faction previously neutral to me joined an alliance with an enemy faction, and sent attackers and boarders to my station without actually changing to hostile.
If you attack a member of your own alliance, the alliance decalres war on itself, and the attacked member leaves and becomes hostile to the alliance. If the alliance has 3 or more members, the non-attack members and your faction stay in, but the other non-you members become hostile. Its, very strange.
I always download whatever the latest version is, so I think that was on the latest version, but I can't be sure. It happened a little while ago. But the alliance was actually naming itself, so I assume that is latest.
v0.58
- Added small possibility of industrial ships (and mining wings) appearing in stations
- Added support for running the Bushi and Hiigaran Descendants mods in conjunction with Exerelin
- Changed Exerelin to no longer be a total conversion to support above change
- Fixed possible duplicate station names
- Fixed issue with StarSector FactionAPI's not getting updated properly on Exerelin alliance changes
- Changed SyndicateASP mining fleet to 2 drone wings, two transports
I want to start by saying that this is a very good mod, and I can tell a lot of work has gone into it. It's just awesome in general, and feels very full featured.
I've been having a problem, though. My games don't want to load. If I try to load a save game it gets most of the way down the bar, then stops moving entirely. It's not a problem between different versions; all my games are from .58. I've been thinking it could be a problem with running the mod on a mac, but I don't really know.
Any help is much appreciated ;D
Maintaining two versions of the mod sounds like it could become quite a chore, but at the same time, I kinda like this idea of Exerelin with no additional factions.
The way I see it (with my limited (read: no) experience of Java), one could set up a sort of framework for the factions to fill. So then, if the faction is present, Exerelin has all the fleets for that faction all laid out with no need to mess around on the part of the user. This would make it easier than the current system of having to manually integrate the faction and set up it's fleets appropriately as it's already been done by you, Zaphide. The problem my limited experience sees, is that when the faction's not present, all this extra code is referring to non-existent stuff, which will make Starsector go "OHGODWHY" and spit out errors and crashes. See any sort of typo in variant and faction files for such errors. Again, my limited experience figures that a check could be made that hopefully doesn't throw an error. If a faction is present, load it's framework, if no such faction is present, then this is not the code you are looking for.
I think I will still continue to play just using the full download of Exerelin, but it'll be good for the people who cry OP in the direction of the Neutrino or the Council. I also really need to play Exerelin with the Hiigarans and the Bushi involved. I've yet to try the Bushi and now might be a good a time as any.
I've had a second to take a look at this.
It's neat; the extended way you've generated and manage the System, alliances and all that is great. It's a lot cleaner than my early attempts and certainly a lot more complete.
What files would I have to change to make my factions, weapons and other things fit into the mod's framework? I'm rather interested in seeing what it's like to have a three-way war with the Glaug and seeing the bases change hands and so forth.
The main issue here is that what I've got is not a faction mod. I basically built a TC but it's mainly concerned with completely starting over again, in terms of weapon balance and physics and a bunch of other core stuff; none of what I've got plays very nicely with others.
What would I need to hack to get that done, and if I do it, can I release it?
I got it done- not too hard, really :)
I need to hack in the ShipLists / WeaponList methods I was using to give each Faction unique ships / weapons (it's really easier to keep those files separated for easier maintenance; can't wait 'til we can make Faction tags part of JSON descriptors and read them from the files without having to build lists all the time, but it's working at a basic level. I also need to adjust the fleets and suchlike; the different factions have unique fleets now, with all 4 of the core Factions using unique ship lists.
A few questions:
1. My character joined Hegemony. Now my fleet is Hegemony brown; it's hard to see when lots of Hegemony fleets are around. Is there any way to fix that?
2. Shouldn't mining asteroids generate a unique resource?
3. How is capturing of Stations triggered? Is it the presence of the Atlas in the fleet, or just the named fleet being within X distance? I'd rather have more realistic attacking fleets so that attack / defense matchups were a little different.
4. One idea I've had for a while is that each Station should have a fleet that is forced to stay put at its position, keeping the player out of bases that are hostile to them. This would make joining a side a bit more interesting, because we couldn't just go to a hostile base and buy / sell ships and guns; the current penalty of merely not being allowed to insta-repair is far too lenient, imo.
Any ideas about how to get this done? I thought about doing an iterator and just matching up the nearest Station that's of the same Faction, then moving the fleet to the Station's location but I'm not sure where your timing loop is and this has to be done every frame.
Hmm. With Ironclads you say. So its possible to run these two mods? Interesting ))
In case anyone prefers this, I have setup a (DEV) version of the mod that does not contain any extra factions:
https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_NoFactions_0.58.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_NoFactions_0.58.zip)
1. Sorry but that is pretty systemic to the whole framework. The player fleet is actually part of that faction, rather than the player faction. It just makes everything a lot easier that way. I had it the other way round initially but there was a lot of exception code all over the place :PPerhaps a faux "fleet", neutral to everybody but with a green color like the player's, should be spawned, then forced to stay at the player fleet's location? They could have some sort of marker vessel type that gave them more FP than the player, keeping their ring a little bigger? Not quite sure how to go about it, but it's a thought about how to handle this visually. I don't think that in 0.6 we're going to be able to code UI elements that can constantly float over the rest of the game, so this might work.
Quote1. Sorry but that is pretty systemic to the whole framework. The player fleet is actually part of that faction, rather than the player faction. It just makes everything a lot easier that way. I had it the other way round initially but there was a lot of exception code all over the place :PPerhaps a faux "fleet", neutral to everybody but with a green color like the player's, should be spawned, then forced to stay at the player fleet's location? They could have some sort of marker vessel type that gave them more FP than the player, keeping their ring a little bigger? Not quite sure how to go about it, but it's a thought about how to handle this visually. I don't think that in 0.6 we're going to be able to code UI elements that can constantly float over the rest of the game, so this might work.
In case anyone prefers this, I have setup a (DEV) version of the mod that does not contain any extra factions:
https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_NoFactions_0.58.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_NoFactions_0.58.zip)
thanks for this. exactly what i wanted. the only "bug" ive noticed so far is that when starting a new game all the portraits are missing except for the default one. theres also a bunch of faction specific Atlas left in the codex, but im assuming that was left for compatibility.
Also, council ships are totally overpowered. Starting frigate starts with 80 ordanance....before adding in character bonuses. I used the frigate to win the map, I didn't even bother to upgrade even when I got heavier ships.
I just wanted to say, thank you for this mod!!! It really scratched that "mount and blade" itch, but with spaceships. I hope the vanilla game actually turns out to be something like this mod.
I also had some problems with running out of memory, but using Java 7 64-bit and upping the memory 800m (800 megabytes) seemed to solve the problem. I'm actually running starsector on a laptop with an integrated graphics card, I'm surprised it works. However, I can't go above small map size and 5 starbases, haha.
Also, council ships are totally overpowered. Starting frigate starts with 80 ordanance....before adding in character bonuses. I used the frigate to win the map, I didn't even bother to upgrade even when I got heavier ships.
Which would you prefer, Davidoff? Council? Or Loyalists? Or the full Council Loyalists name?
Which would you prefer, Davidoff? Council? Or Loyalists? Or the full Council Loyalists name?
I would settle even with OCL :D Loyalists would do, um.. dont wanna go offtopic, but essentially.Spoiler"description":"The Council loyalists are made up of volunteers from across the entire sector, with the bulk of this force made up of formal Hegemony officers, space marines, ship personal etc, who felt that they have no future inside the Hegemony, or simply lost faith in the old order of things, that has allowed the sector to survive for millenia and saved it from falling into total chaos. Others were volunteers from various law-enforcing agencies, independent traders or simple civilians, who grew tired of their every day struggle, filled with constant fear of death and fight for survival. Those who lose faith and see no light at the end of the tunnel were mesmerized, when they saw the Old Council Remnant Armada reappearing out from hyperspace and the technologies they brought along with them. To all these people the service under the Old Remnant offered a new hope and focus, to restore order. Most of them were easily persuaded to join the Council Loyalists, as the Old Council Remnant called them."[close]
The Loyalists are recruited "fodder"(to put it bluntly) from the known sectors of Starfarer, the ships, weapons they use are given to them by the OCR, Old Council Remnant.
(Remnant isnt present anywhere, till we can have new sectors modded in, the "lore" was made, to put essentially a "foreign" technology into the otherwise ruined sectors)
Ah OK, this is mostly my fault :-[ I got confused when adding them between Hegemony Core (which is used a bit in the code) and Council Loyalists. I kind of combined Hegemony Core and Council Loyalists names in my head to mean a core of the Hegemony that was the Council. I should have read closer.
Has the bug when playing with ISF been resolved so that they make actual station attack fleets now?
Has the bug when playing with ISF been resolved so that they make actual station attack fleets now?
Yes :)
@Zaphide:
---snip---
Great mod :D btw is there a way to have everything for free ? im tired of waiting to get enough cash to start actually fighting any faction -_-
Is corrupt_10y a legit ship name?
I think it was an interstellar federation ship that had that name. If it is then it doesn't mesh with their other names, but I kind of like it. If it isn't then its a non-break-stuff bug because i killed the ship and looted it and every thing just fine.
On a side note Exeralin is progressing fantastically. I hadn't play since .5 and i'm rather enjoying the ability to have shadow wars and mining.
I'd like to request a trickle of XPs for mining please. I spent most of the first year waiting for someone to declare war with me & we had all the supplies ever. Some bonus XP would have been nice. Not a lot, maybe 50.
If you can do your changes in such a way that you can easily update as Exerelin gets updated it that would be easiest for the future. There is/will be quite a few changes to support multiple systems (among other things).Yeah, that sounds wise. Let's compare notes after I release :)
Any chance we can have a look at your mod soon?As soon as I'm happy with the changes I've made to the economy, I think it's finally ready-enough :) I got "Germanium" working, but it's not limiting fleet growth right just yet- lots of it is getting dumped per cycle. I haven't quite figured out where my changes went awry yet :)
Great mod :D btw is there a way to have everything for free ? im tired of waiting to get enough cash to start actually fighting any faction -_-
So, after taking over a Bushi station, the Nomads seem to have reverse engineered Bushi replication technologies because they've been spewing out this nonsense (http://scr.hu/0zoz/avvtt) ever since. That's 16 full size fleets they've got going there.
Don't know if this happened to anyone else, when playing 0.58 as Bushi the in-system station attack fleets don't spawn, Hiigaran Descendants work just fine for me.
Bushi sits and waits and does not expand.
Only thing i changed was some faction colors in the x.faction files.
I also get the feeling that they don't spawn as much as the others, but that's maybe just a false impression, tried it in about 5 different games.
So, after taking over a Bushi station, the Nomads seem to have reverse engineered Bushi replication technologies because they've been spewing out this nonsense (http://scr.hu/0zoz/avvtt) ever since. That's 16 full size fleets they've got going there.
Hmmm I assume your playing the factions included version and are running the bushi mod alongside? Any chance you could upload or PM me your save file?
So, after taking over a Bushi station, the Nomads seem to have reverse engineered Bushi replication technologies because they've been spewing out this nonsense (http://scr.hu/0zoz/avvtt) ever since. That's 16 full size fleets they've got going there.
Hmmm I assume your playing the factions included version and are running the bushi mod alongside? Any chance you could upload or PM me your save file?
Uploading now. Note that a while has passed in game-time since I took that picture. The Nomads have since driven the Bushi out of the sector and the Bushi immediately re-established themselves by taking over a Thule station instead. I ventured down towards the old Bushi station and the Nomads seem to have tucked away their grey goo fleets. So I went over to the station that caused this mess and this is what their inventory currently looks like (http://scr.hu/0zoz/h1rqj). This is a couple in-game months down the line, though, so maybe those grey goo fleets ate themselves. 4 of them should have been the Out-of-System megafleets, the rest were just huge L4 fleets. Which is funny, considering before that, the Bushi were struggling to send out more than a couple cruisers at a time.
Of curious note, the mod seems to have either gone back a few steps, or the Bushi and Hiigarans are above such events. The station's inventory has not been cleared out of Bushi ships.
Drawpbawx (https://www.dropbox.com/sh/ticdbz9yp8qp52w/elLKOVUde8).
My issue has been resolved, I forgot that i changed the atlas in the bushi fleets into the bushi transport. Do station attack fleets only work with atlas for bushi?
public static boolean isValidBoardingFleet(CampaignFleetAPI fleet)
{
List members = fleet.getFleetData().getMembersListCopy();
Boolean hasLargeFreighter = false;
for(int i = 0; i < members.size(); i++)
{
FleetMemberAPI fmAPI = (FleetMemberAPI)members.get(i);
if(fmAPI.getSpecId().contains("atlas") || fmAPI.getSpecId().contains("mazerk") || fmAPI.getSpecId().contains("neerin"))
{
hasLargeFreighter = true;
break;
}
}
return hasLargeFreighter;
}
For some reason the Stormcrow, which was supposed to be a ship used by one fleet boss in Uomoz' Corvus, has been implemented as a regular cruiser in this mod. It was not intended, and I've talked to Zaphide about it. It's an imbalanced ship that doesn't really count as a cruiser.
This is really fun, thanks for making it! It took me a while to find settings that worked for me, but starting in a fairly big system with only two factions then having the others start to show up 2-4 months later seem to be the sweet spot for me.
If I can make an enhancement request, as a fan, I would really like to decide which other factions show up. --- snip ---
--- snip ---
Drawpbawx (https://www.dropbox.com/sh/ticdbz9yp8qp52w/elLKOVUde8), should you wish to take a gander, Zaphide.
--- snip ---
Regarding OP ships
Regarding cross-faction balance discussion appearing in this thread
QuoteRegarding cross-faction balance discussion appearing in this thread
I think Exerelin sets up a pretty good stage for faction vs. faction, and so perhaps differences are more noticeable (and irritating :P )
Got a release out... I suspect I haven't squished all the bugs out, but I think the main issues with a different economy are now working. I need to take long hard look at how the bigger fleets get spawned and make some sort of strategic AI; I want to see early-game after declarations of war, lots of small stuff that early players can kill and then scale things up when the players above level 25 or so. But features like having to pay your crew wages and other things like that are working at this point, so you might want to take a look. Feel free to use anything you like, of course- I think the economic stuff will be pretty cool when the balance is a little tighter :)
QuoteRegarding cross-faction balance discussion appearing in this thread
I think Exerelin sets up a pretty good stage for faction vs. faction, and so perhaps differences are more noticeable (and irritating :P )
I think that some factions are not supposed to win an equal fp-fp battle. Think about it, a fleet of Atlases will never be able to face any opponent. Same thing happens for not militarized factions, like ASP. Not every faction is supposed to be on par with TT or Heg for example.
So it happened again. Reverse engineered Bushi replication technology (http://scr.hu/0zoz/fprjp) that is.... Station was taken a couple days ago in game time. Some of those fleets are the Out of System roflstomping fleets. Fortunately, my shoving a ton of PoWs onto the Council Loyalists paid off, allied with them and the Relics under the Galactic Coalition. Unfortunately, the pirates couldn't care less and redeclared war like, the next day.
Drawpbawx (https://www.dropbox.com/sh/ticdbz9yp8qp52w/elLKOVUde8), should you wish to take a gander, Zaphide.
Bushi seems to have forgotten how to use this replication technology though because despite dumping ~6000 men, ~4000 supplies and ~3000 marines, the Bushi stations still couldn't produce large numbers of full size fleets. They still much preferred sending out tiny scouting parties instead. I thought maybe the 700 remaining supplies was the issue, so I dragged another few thousand supplies from other stations, to no effect. Oh well, the Pirates have made good use of that crazy excess of resources.
I'm sure it was you who said your ships' armour constituted space-grade tissuepaper armour. If not you, then someone else.
I find the Morningstar to be rather durable, considering it's near frigate size. I kept thinking it was just a heavy frigate till I looked at in the overviews and saw it was actually a destroyer. Mimir is god awfully annoying to get off your ass with it's ability to just make 3 decently ranged blinks into your face. My current bushi cruiser is armed with a standard phase skimmer and barely jumps more than the length of the ship itself. Charybdis is fairly weak, but it's a carrier, I don't expect it to take a pounding like the Mimir does.
QuoteRegarding cross-faction balance discussion appearing in this thread
I think Exerelin sets up a pretty good stage for faction vs. faction, and so perhaps differences are more noticeable (and irritating :P )
I think that some factions are not supposed to win an equal fp-fp battle. Think about it, a fleet of Atlases will never be able to face any opponent. Same thing happens for not militarized factions, like ASP. Not every faction is supposed to be on par with TT or Heg for example.
How do I find the Omnifactory? I spent like 20 minutes hunting through the map and couldn't find it, so I looked in the campaign file and changed the location of my fleet to the location of the factory (I think) but when I loaded the save I was still in the same place I was when I saved it...
QuoteRegarding cross-faction balance discussion appearing in this thread
I think Exerelin sets up a pretty good stage for faction vs. faction, and so perhaps differences are more noticeable (and irritating :P )
I think that some factions are not supposed to win an equal fp-fp battle. Think about it, a fleet of Atlases will never be able to face any opponent. Same thing happens for not militarized factions, like ASP. Not every faction is supposed to be on par with TT or Heg for example.
And this is definitely true. I suppose I shouldn't worry about it after all.
How do I find the Omnifactory? I spent like 20 minutes hunting through the map and couldn't find it, so I looked in the campaign file and changed the location of my fleet to the location of the factory (I think) but when I loaded the save I was still in the same place I was when I saved it...
e: Found it, it didn't pick a planet without any other stations for some reason: http://puu.sh/3UCyq.jpg
- Added EliteShips list for various factions that contains unbalanced or dreadnaught-style ships
- Only spawn occasionally as part of a fleet, never delivered
- Added support for Relics (elder+purifer)
- Added support for Directorate (Avan's Mod)
- Added support for Isora (Avan's Mod)
- Added support for Ceredia (Avan's Mod)
- Added support for Independant Mining Faction
- Added support for Scrappers
- Added support for Shadow Order
- Updated Valkyrian supported version
- Updated Shadowyards HI supported version
- Updated Bushi supported version
- Updated Thule Legacy supported version
- Updated Tore Up Plenty supported version
- Renamed Out System Attack Fleet -> Command Fleet
- Command fleets now always defend even at start of game
- Renamed Out System Supply Convoy -> Supply Convoy
- Renamed InSystem Station Attack Fleet -> Boarding Fleet
- Renamed InSystem Supply Convoy -> Resource Convoy
- Fixed check no rebels already in system when creating more rebels against faction
- Refactored a lot of code for multiple system support (BIG changes, included a lot of pesky fixes, probably introduced a more bugs) :)
Hey Zaphide, I made Ceredia into a working faction:Spoiler(http://img51.imageshack.us/img51/8419/escl.png) (http://imageshack.us/photo/my-images/51/escl.png/)[close]
It's ready for integration into exerelin, I already play with them. It has a freighter, tanker and a capital seized boardingship.
I also made some portraits:Spoiler(http://img29.imageshack.us/img29/543/6jy.png) (http://imageshack.us/photo/my-images/29/6jy.png/)[close]
I also didn't get an answer from Avan or Wolfy as he's called on Transcendence forum http://forums.kronosaur.com/
He's active there but no answer.
What you think?
I'm interested in doing a merge; what are the areas I should be looking at to import, so that my project doesn't get completely bit-rotten?
So how exactly do I capture another station?
--- snip ---
And is there a way to let my faction increase its spawning of fleets? I mean I kill most of the enemy fleets near the station and hoping that my faction will spawn an invasion fleet. However usually I see the enemy faction spawn a huge new defensive fleet and I need to start all over again.
Maybe related but if I give my station loads of materials and fuel will it spawn fleets faster? Or whats the trigger? Trigger seems to be when the faction is in trouble.
I'd like to see some features from fleet control in this. Such as the ability to construct a station yourself and produce the various fleets (mining, defense, station assault, etc.) at it. Might give you the option of joining the game independently as the player faction instead of with one of the various factions.
Being able to capture stations by yourself would be awesome as well or at the very least the option to initiate a station assault.
Great mod by the way. I love the challenge of not being able to instantly get any ship you want.
Man, it's been such a long time since I posted. Been crazy lately.
Was finally able to download your git version and able to start on those diplomacy/station inventory changes I talked about frickin' months ago. It will definitely be nice to be able to purchase weapons/ships from your allies. It honestly looks easier than I first anticipated, so we'll see how it goes! It's definitely good to see how well your mod is going, Zap.
Ok got it sirboomalot.Thanks for the info!
yes but thule are based on carefully placed guns en-mase of course they can d it...sadly no shields
I complain alot because if i dont noone does...shouldnt they be balanced then...this is a collab after all and one should abide by the rules...
I bet anti stands for Anti Everthing...because frigates...which should be missles and FIGHTER counter cant hit them...Already mentioned that Anti wings have the durability of tissue paper.
the creator doesnt relize there are teams like to lotus that CANT equip those burst PD thingsAnd what you don't realise is that the Lotus Conglomerate is not made to equip energy weapons. Can't equip Burst PD? Load up on Flak. Fight the Thule Legacy and make use of their Bulwark SRMs. Fill out your small slots with revolver autocannons because those are HE damage and will rip through Antis.
and the big guy is a problem...his flux is so freakin high and computers are stupid so naturally they get close and die...and i cant flux it on my own v.vThe "big guy" is even less maneuverable than the Vaticans. As I said, if you're letting that thing pummel you, it's entirely your own fault for wandering into it's path. It's incredibly easy to flank and with 1000+ range guns and with range upgrades, you can whale on it's shields from well outside of it's own ranges.
Zaphide built Exerelin with the intention of taking factions that he liked and putting them in the playground all together. This is not Uz's Corvus. It is not vanilla balanced, nor does it strive to be.
its not me getting pumbled its my allies...and because the things stats are too high all the auto resolved battle from other fleets against it always lose...because they dont hardly take things like their weakness into account with fleets like this
Suggestion:
Why not tag some of the habitable planets as having population and "mine" them for crew?
--- snip ---
As a side note, are skills really this broken in Vanilla? That would solve half of my gripes. I never played Vanilla after the skills update came out, so I don't know if it's normal for you to just have a ship that can outrun anything while putting out as much DPS as two battleships combined.
--- snip ---
All of which have the combined DPS of a light cruiser channeled into two mounted guns at their fronts. Even the Defender puts out about 1000 DPS on paper. Then add the RoF perk in there, damage skills and the skill that allows you to punch through armour faster and yeah....
--- snip ---
or Hegemony_Core ::)
Loyalists. Pls. Loyalists. Council Loyalists.
::) :D
Anyway, is the insurrection bug with Valkyrians fixed in the next update Zaphide? because i haven't captured my 4th station yet and i've already had 2 insurrections and accidents in stations. :-\
I'll start calling them Loyalists the second that the visible names imply that they're called Loyalists :P
haha coincidence? https://bitbucket.org/Zaphide/exerelin/commits/2fc007e5fec3930d821f7d8f64c8ae2b1ad2b9cc (https://bitbucket.org/Zaphide/exerelin/commits/2fc007e5fec3930d821f7d8f64c8ae2b1ad2b9cc) :) (I did this just before your post!)
Still, I think people will still call them council over loyalists :-\ we'll see
v0.59 (DEV2)
- Player can now take over stations (requires at least one superfreighter, one troop transport and minimum 3 ships total in fleet)
- Hover fleet over station for one day to initiate boarding
- Boarding fleets now use marines to fight defending marines
- If attacking fleet loses all marines damage is taken by the attacking fleet
- If defending station loses all marines station is taken over and the attacking fleet loses it's superfreighter and transport
- AI controlled Boarding fleets now defend stations they take over
- Player now starts with a boarding-capable fleet
- Player faction does not start with a command fleet
- Player must capture first station for their faction
- Stations being boarded (within last 3 days) do not spawn fleets or generate resources
- Station efficiency value increases amount of dropped off mined resources from mining fleets (if in bonus state)
- Added elite fleets to factions that didn't have them specified
- Added support for Zorg faction
- Added support for Qualljom Society faction
- Renamed Council -> Council Loyalists (Sorry MrDavidoff :) )
- Amended fleet compositions for Pirates
- Added additional ships and start ship to Isora faction
- Changed color of abandoned faction so stations are visible on map at start
- Changed faction respawn time to be time BETWEEN faction respawns rather than time till the first respawn and then every month afterwards
- Changed number of attack/defense fleets to 1 per station
- Changed patrol fleets to now attack/defend if their home station is threatened
- Otherwise, they can attack/defend/raid
- In peace they patrol
- Fixed issue where portraits were not selectable on new game
- Fixed issue starting a new game throwing a OutOfRange during system lookup on the detected sector change
- Fixed neutrino support issue
- Renamed Resource Convoys -> Logistics Convoys
- A few performance improvements
- Increased minimum wait time between system events
v0.59 (DEV1)
- Added EliteShips list for various factions that contains unbalanced or dreadnaught-style ships
- Only spawn occasionally as part of a fleet, never delivered
- Fixed support for Relics (elder+purifer)
- Added support for Directorate (Avan's Mod)
- Added support for Isora (Avan's Mod)
- Added support for Ceredia (Avan's Mod)
- Added support for Independant Mining Faction
- Added support for Scrappers
- Added support for Shadow Order
- Updated Valkyrian supported version
- Updated Shadowyards HI supported version
- Updated Bushi supported version
- Updated Thule Legacy supported version
- Updated Tore Up Plenty supported version
- Renamed Out System Attack Fleet -> Command Fleet
- Command fleets now always defend even at start of game
- Renamed Out System Supply Convoy -> Supply Convoy
- Renamed InSystem Station Attack Fleet -> Boarding Fleet
- Renamed InSystem Supply Convoy -> Resource Convoy
- Fixed check no rebels already in system when creating more rebels against faction
I love that you can now capture stations yourself!
Just downloaded the new dev version and disregarded all warnings and recommendations by launching it with all the available mods but tore up plenty, and I seem to have encountered my first bug: asp and relic fleets are pursuing each other, overlapping each other, and seemingly pretending to fight, without anything actually happening to the fleets. There are about four overlapping fleets of medium size sitting in the exact same space "pursuing" each other whilst absolutely zero explosions happen whatsoever, and every now and then a fleet will temporarily break off only to immediately dive back into the pile of fleets.
with the dev version, the option to select how many planets/stations/ belts and stuff is gone, you also cannot select what faction you want to play, i suspect this is intended?
also, it doesn't work, because it spawns 3 stations on a game start, but 4 factions are spawned (with yours included) so 1 faction will wander around forever looking for a station.
with the dev version, the option to select how many planets/stations/ belts and stuff is gone, you also cannot select what faction you want to play, i suspect this is intended?
also, it doesn't work, because it spawns 3 stations on a game start, but 4 factions are spawned (with yours included) so 1 faction will wander around forever looking for a station.
java.lang.RuntimeException: Error loading [graphics/portraits/Nihil.png] resource, not found in [/home/tchey/Jeux/starsector/./mods/Exerelin,/home/tchey/Jeux/starsector/./mods/LazyLib,../starfarer.res/res,CLASS