Can you point out which bits are horribly unbalanced? :)yeah well i was terrify by the maneuverability of hii rathan (destroyer?) so far m don't know how i feel about weapons , i got lasers so far & maybe (MAYBE!) point def (beam) are bit too strong
I wouldn't mind my faction being in Exelerin, so if he wants to, go ahead. I'd wait until I finish some last polishing up though.
Those Yellowjackets are fun ships. I wish their laser would be stronger though. Right now you can ignore the little damage they do and swat them like flies.In my own version of Exerelin, I tripled their damage... Can't ignore them all that much anymore. :P
To all:
Challenge! Defeat the Sajuuk-Khar in the Campaign's simulation with whatever ship you want. It IS possible, I'm sure. Just wondering if people can manage it. (I'd use something fast and long range, but I am a poor player.)
The problem is, with such a large amount of vanilla weapons I'd just be creating duplicates (since I am not that creative. >_> )
i prefer continuous beams for fighters and and frigates, havnt seen any that would be usefull against something larger
also im about half way from buying the flag ship
also, massive battle:
http://www.youtube.com/watch?v=Syaw5JAQlOA&feature=youtu.be
somehow your making me want to make my own faction, only i have no idea what to do outside of making the ships themselves
poniiiiiiiiii........... ???poniiiiiiiiiiiiiii~ :D
Sajuuk-Khar underwhelming? True, I didn't go overboard and made it invulnerable or anything, but it can hold its own for a long time, against even the biggest of ships. It chews up anything smaller than a cruiser in seconds.
The giant laser should only be used against capital ships, and it's important to make sure you don't run out of flux. Gotta have that shield up! :)
Why the high cost? Well, the Hiigarans only have one. They would not just give it away to just anyone. (Why would they sell it in the first place? I hope to have some sort of campaign missions in later versions, to explain that.)
yes poniponiiiiiiiiii........... ???poniiiiiiiiiiiiiii~ :D
I tried the dreadnought and found it surprisingly underwhelming for its cost. Once the shield go down it get wrecked pretty easily as it has quite low armor and hull (for its size). And given the amount of flux generated by his weapons, he overload very quickly.
Honestly, i prefer to take a Skaal cruiser. For less than a half of the FP of the dreadnought, you can get the same giant laser.
Still, my favorite is the Kuun lan. 6 heavy missile hardpoints with fast missile rack, add in augmented ammo and you can go macross missile massacre and butcher everything on the screen (well, until you ran out of ammo).
yea half damage, not really willing yet to go fullSilly poni, get your man pants on and turn on that full damage. ;D
(http://www.ixstudiosdata.nl/starsector/sf-shipdesign_template.png)
And people say the Council is OP (http://scr.hu/0zoz/j581k).
@Silver Silence #2: Upgraded ship I take it? Half damage on? Well, good thing it'll get nerfed in the next update. Muhaha.Full damage, notable upgrades being +50% RoF perk, +25% range perk and about +30% OP due to skills. Allowed me to chuck 50/30 caps/vents, the layman's ITU, Resistant Flux, Accel Shields, Extended Shields and Adv. Gyros. Since that post, I've managed to skill up for another 20% OP giving me +50% OP in total. I've also moved up to the Qwaar and have created this (http://scr.hu/0zoz/sm0a0) not-so-little beauty (http://scr.hu/0zoz/2btjy). And this isn't even my final form (http://scr.hu/0zoz/yp6ag)!
btw the council ships, almost all of them are below the balance line
And people say the Council is OP.:P
@Vinya: Did you load an old savegame saved with an older mod version? For everything to spawn properly you'll need to start a new game. :( There's no timer.
@Others: I wonder: Is it just as easy to use a fully outfitted council/gedune/insertmodhere ship and molest a Hiigaran fleet?
I am going to try this myself when I have the time. This one-man/ship-army thing is ridiculous. x)
Roughly the same? The DPS is different? At the moment, the tweaks I've did make the chainguns put out the same volume of fire, only individually instead of both barrels at the same time for a more gatling-gun style effect.
- Changed chainguns to alternating fire, increased fire rate. (Damage stays roughly the same.)
You lacked that upgrade which makes your armour thicker? Or that unstable engine (I never use it) blew up?
Edit: Oh, scrap that. I understand what you mean now. And, yeah, it DOES have 1000 hp. I was looking at the Vraan earlier, by accident.
I'll need some reviewing.
Well, it's very easy to throw a mini planet inside a belt, but it's not something I'll be doing. :)
@silentstormpt: Me is confused. ???
@Silver Silence: Lore would not allow it. 'My' Hiigarans predate the first game, Homeworld.
Explanation in short: Hiigarans needed to move to another planet after losing a war. This happens thousands of years before Homeworld 1 starts. (This story is told when playing through Homeworld.)
Some ships were lost during this long journey (The Exile). I just made some extra ships abandon the convoy by going through a wormhole. (Cheap, I know. x) )
So the New Hiigarans have never witnessed the events in all three Homeworld games.
Also, I am pretty sure someone has created such a thing, but I forgot who. A system to regenerate the hull.
Your sprites are very good. Dunno how you do that texturing, but it's awesome. :)
Also, I am pretty sure someone has created such a thing, but I forgot who. A system to regenerate the hull.
Valkyrians have it. ValkyriaL's latest doomsday ship to take over from the Vatican IV (an upgraded Yoshura) can regenerate it's hull at something like 3%/s, along with providing several other benefits for the Yoshura's final stand. It only activates when the Yoshura is almost destroyed, it doesn't activate on a whim.
v1.6.1
Compatible with 1.6 saves.
- Added Raachok Interceptor wing, wasp-like stats. (Needs new game to appear OR add them through console - 'hii_raachok_wing', OR steal them from Hiigaran fleets)
- Slightly modified fleetspawns. Also added Raachok to fleets.
- Hardpoints sprites updated on many ships. Fit better now.
I have created two immobile turrets, ballistic and energy. Would love to have some ideas what to do with them. Can ships fart out other ships?
Edit: Apart from the drone system thing. I'd love to have a ship have a system where it can launch 3-4 of these turrets and then run out of them.
(http://avatar.home.xs4all.nl/crap/hii_turret.png)
Can ships fart out other ships?
Also, I just reallized the full imlications of Flare's post... holy crap man... :o
Wow awesome sprites, can't believe i didn't notice this before now (especially since i love homeworld).
@echosierraalpha: Story posted!
@Everyone else: Please look for it in the main post. :)
I found the Fiirkan's Pulsar Beam (Heavy) for sale at the Hegemony station in Corvus, so you probably want to look into that :D
P.S. The Fiirkan maybe could gain 10 speed so if you slap unstable injector it actually goes faster than a Hound.
Thaaaanks! Forgot to label the Fiirkan's weapon as a system weapon. Fixed.NOOOOO!!!! I LOVED using that beam!
FactionAPI player = sector.getFaction("player");
if(player.getRelationship("whatever newhiigara faction id is") < 1)
{
StarSystemAPI system = sector.getStarSystem("New Hiigara");
SectorEntityToken station = system.getEntityByName("Whatever The Station Is Called");
CargoAPI cargo = station.getCargo();
if(cargo.getQuantity(CargoAPI.CargoItemType.RESOURCES, "hiigaran_badge_of_friendship") < 1)
{
cargo.addItems(CargoAPI.CargoItemType.RESOURCES, "hiigaran_badge_of_friendship", 1);
}
}
Problem is that I don't want them to keep appearing.Likely not, the chance of it is pretty much 100% as the amount of stock in the station increases with save age.
Each badge should be bought only once. Wouldn't make sense if new badges would be appearing after buying one.
I'm hoping this disappearance was just a one time instance. :-X
Hi there,The 0 crew stack is a bug and will be fixed with the next release.
First off, very nice work on this mod, i LOVE the sprite and the design i tested as far. I'm a fan of homeworld series and particulary Homeworld 2 modded with complex, so much hours spent on multi against great oppenements. Keep up the good work it's definilty one of my favorite mod with ironclad ;D
The thing is i keep an eye on the topic and when i saw that kbcblade had some issue i had to see if i had the same, well it occur that yes the badge had disappear from angel moon station and quite all higaraan weapon as well. One thing really odd too, i had stack of 0 crew all over the place.
Hope that will help you, i can give you a screenshot or/and a save backup if needed.
Excuse my english that's not my main langage, fell free to correct me, i'll learn better that way ;)
@eizen0: I think you missed the red words below the download link.
*stares angrily at molotof*
hey! No cutting! get back in line mister!
hmm... I'm starting to think it might be wise to make it bigger and include a link to lazyLib.
I fully agree, that's why I made a link right after I posted "Aaagh, them lazy peoples. >:(".not really, with no player skills (except in logistics) you get your ass handed to you. I went against a hed fleet with equal amounts of the same types of ship and I got my ass handed to me (alright not really, it was a narrow victory for them).
My time is precious!
(Not really.)
I'm going to create a bunch of missions for both Bushi and HD. Are there people willing to do some testing on these when they're done?
I'll probably make them way too easy, which would not be my intent.
I also think some capital ships are about to lose some weapon mounts. Mainly the Sajuuk, Taiid and Koshiir. Possibly others. Not sure yet. What do others think? Are these ships too powerful compared to vanilla capital ships?
@ssthehunter:I feel that the Koshiir, Qwarr, Tiiad are fine.
To make it clearer for me, do you think the capital ships are fine as they are now?
Did you use a particular capital ship?
Or do you share that opinion for all capital ships?
Thanks for the feedback!
The Koshiir, I can't comment on that as I never fitted it "properly". I had the main guns in the large slots and every medium and small slot just had the Hiigaran burst PD.
The disappearing ships problem though, did you buy all badges? Bigger ships won't appear until you buy these badges.
Changelog so far:
- Two of Vraan's turret mounts (rear left and rear right) are now universal. Also Vraan missile variant added.
- Added Fragmentation version of Tviir.
The Koshiir class Battlecruisers sensor drones are stationary on the left side of the ship like the bombers and interceptors, only there are only 2 sensor drones at any one time..I believe that all sensor drone shipsystems have 2 drones. Because their mane role is to extend weapons range, they lack in numbers and roaming capability. You can check with the vanilla cruiser Apogee, it has sensor drones too.
I also saw a thread somewhere, where was explained how you can add text options to stations. I haven't really dug into that, but perhaps it'd be possible to give the player a badge (or in Bushi's case, an implant) through dialog?
I agree. I'll go see and ask around what's possible soon. Am not much of a coder myself.http://fractalsoftworks.com/forum/index.php?topic=6926.0 (http://fractalsoftworks.com/forum/index.php?topic=6926.0)
Apparently adding new systems greatly increases savegame size, so I stopped believing it's a bug.
It's annoying though. With enough mods installed, saving and loading starts to take considerable time.
If you're still wanting to help, coding wise: I looked at this (http://fractalsoftworks.com/forum/index.php?topic=6926.0) again (thanks, Taverius) and fooled around with it, so that planets provide this interaction, not asteroids. But I got lost soon after.
- I fail to see how one could single out 1 single planet to provide this behaviour.
- I fail to see how one could replace Supplies with other items.
If you think you'd be able to adapt this so that players that dock at 1 certain planet could buy 1 single item, then I'd really appreciate it. But I can imagine that'd be tough. :-\
Apparently adding new systems greatly increases savegame size, so I stopped believing it's a bug.
It's annoying though. With enough mods installed, saving and loading starts to take considerable time.
Good question actually. I never really thought about it as I added it. And it's too large and slow to effectively use it.Yeah, that system seemed worthless on the Pride so I modded it out and put in a high energy focus! ;D
Whenever I fly that thing I focus on hitting stuff with the big laser, never thinking about using its special system.
I'll go think about an other system to add instead, or perhaps just remove it.
High energy focus would be a bit overpowered in my opinion. x)Isn't being overpowered is what being a dreadnaught is all about? ;D
I've replaced it with fast missile racks. Any other system would be either useless or too powerful on this ship.
I haven't had to deal with it before, but do you happen to have the error message from your starfarer.log file?
It should clear things up for me.
140542 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Fleet id [carrierGroup] not found for faction [hiigaran_descendants]
java.lang.RuntimeException: Fleet id [carrierGroup] not found for faction [hiigaran_descendants]
at com.fs.starfarer.loading.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.HiigaraSpawnPoint.spawnFleet(HiigaraSpawnPoint.java:39)
at data.scripts.world.HiigaraGen.generate(HiigaraGen.java:120)
at data.scripts.world.HiigaraModPlugin.initHiigaranDescendants(HiigaraModPlugin.java:11)
at data.scripts.world.HiigaraModPlugin.onNewGame(HiigaraModPlugin.java:17)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.K.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.OooO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00o.super(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.o00000(Unknown Source)
at com.fs.starfarer.new.øÒÒ000(Unknown Source)
at com.fs.oOOO.super.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
I bring that up because before I tried running this mod along with Exerelin just to see what would happen and it game me the choice for faction and a list of ships to start out with.
Therefore when you updated your mod I tried it again and there was no choice of faction; so I just thought that at frist it may have been something you left in when fiddling with it and forgot to remove- I feel like I'm getting off topic and away from the point somehow.
* - Requires editing that mods mod_info.json and commenting (# at start of line) the modPlugin definition out
e.g.
Code:Codeto"modPlugin":"data.scripts.ModPlugin",
Code:CodeRemember to change back when not playing Exerelin!#"modPlugin":"data.scripts.ModPlugin",
// Test for Bushi
if(isFactionInstalled("bushi", "data.scripts.world.BushiGen"))
possibleFactionList.add("bushi");
// Test for Hiigaran Descendents
if(isFactionInstalled("hiigaran_descendants", "data.scripts.world.HiigaraGen"))
possibleFactionList.add("hiigaran_descendants");
Since you updated Hiigaran, did you Comment out the mod_Json again?
If you did not it will not work.
"radius":120,
"coreRadius":80, # full damage within core radius
Second in command echosierraalpha has been promoted to balance the thing. Mwahaha!
@echosierraalpha: I saw that the fragmentation guns have some sort of proximity thing that you mentioned.
I added this to them missiles too.
Also, after long and hard work, the Hiigarans finished their orbital docking ring dash shipyard.Spoiler(http://avatar.home.xs4all.nl/crap/dockingring.png)[close]
Zorg Zeta is now covered in a transparent forcefield:Spoiler(http://i.imgur.com/6O4OWcgh.jpg)[close]
Wow! How does that work???
I don't think so. It's just a static image. :( Would be nice though.
Very nice!
>.>
<.<
if you can get away with it, maybe you can insert a strangely banana shaped ship?
So i have been playing this mod in combination with Exerelin.
And I noticed that Hiigaran fleets almost never spawn with anything larger then a Cruiser. Which means the get used as a floor mob in every game. Same goes when I took the hiigarans as my playing faction. The battlecruisers and stuff almost never spawn, and some never do.
After some digging I realized that this problem is probably caused because most of the stronger vessels are actually classified as elite ships in exerelin. Which drops their spawn chance to..very very low. Which means that the chance of AI fleets with capitals spawning is like 1%, and means they never spawn in station.
Im not sure if this balance issue is something you need to fix, or that the author of Exerelin needs to fix. Either way it makes for frustrating games, and i stopped playing with the hiigarans.
Hiigaran AI fleets seem to be "underpowered" in that they apparently lose most encounters with other AI fleets - I have no idea what basis that win/lose calculation goes on though :/
You actually made me wondering if HM3 will ever be made...
You actually made me wondering if HM3 will ever be made...
Slightly off-topic, but Gearbox has announced a HD remake of both games as well as making Shipbreakers a official Homeworld title.
What is Shipbreakers?You actually made me wondering if HM3 will ever be made...
Slightly off-topic, but Gearbox has announced a HD remake of both games as well as making Shipbreakers a official Homeworld title.
I can't promise anything right now. Maybe in the future. But I won't name them Vaygr though. :P
Yes, echosierraalpha can explain Homeworld's timeline even better than me.*takes the pie for ESA*
Also... *throws pie in echosierraalpha's face*
Also, is there really a thing here called 'spriter judgment thread'? I don't mind displaying the ships, though I am not sure if they qualify without being properly shrunk and 'cartoonized' first.
Sajuuk-Khar along with other super capitals such as Vat-IV and Yosh-II, only appear once you get the fleet deployment to lvl 10 in your faction tree, they are elite capital ships.
While I'm at it, are there any bundled variants mounting a Mk2 sustained ion beam? I've not had the weapon showing up at my stations (Exerelin, again) and I think that might be the cause.
Hey, what's the worst that could ha... *gets sucked out of the nearest airlock*
Note to self: Nerf Koshiir. ;D
(Just kidding.)
Alright, I'll give in then. What improvements to the Sajuuk-Khar would be wanted, keeping balance in mind. I don't want it to take down the largest Hegemony fleets without breaking a sweat.
Alright, I am fitting 8 small mounts on the Khar, 6 near the front (3 left, 3 right) and two on the rear.YAY! I LOVE the Khar and can NOT WAIT to test her out! Also, are you going to be buffing other stuff like the OP and flux stuff to balance the additions?
Going to add three more missile mounts, 2 will use my recently made missile system and will be near the center and the 3rd will be on the front of the ship.
Will also reduce the energy use of the big beam o' power outage.
And gawd, I am soooo rusty. Taking too long of a break is not good.
Besides the burst in gamma and x-rays, thermal radiation and having pieces of your hull accelerated at great speeds through the rest of your ship, you also have to deal with the physical shock wave.
Anyway, even though I can destroy an entire Hegemony command fleet in Exerelin with just one Sajuuk-Khar, I'll leave it this way, for you guys.Belay that order Zaphide! *Imagines the Khar in the AI's paws along with them having high level skills*
Hopefully this ship will remain a player owned ship only, because fighting against it would be a nightmare.
If you happen to read this, Zaphide, don't give the Sajuuk-Khar to the AI please. ;D
Belay that belay that order, Zaphide! *gags Midnight Kitsune*<_<
My work here is done!Belay that belay that order, Zaphide! *gags Midnight Kitsune*<_<
>_>
Every Hiigaran fleet suddenly is full of Sajuuk-Khar's...
Haha ;D
For Exerlin specifically:Makes me wish I could play this mod, but alas with my craptop and the "unoptimized" state that SS is in, combined with the SHEAR NUMBER of stuff going on in Exerelin and my comp just STOPS...
The AI in Exerelin will very very occasionally deploy a Sajuuk-Khar (like 1% of the time).
If playing as Hiigaran, the player can get access to the Sajuuk-Khar by spending 10 Aptitude points in the Faction skill tree, and then spending 10 points in Fleet Deployment. This will trigger the 'Elite Ship Chance' perk, that will increase the likelihood of the Sajuuk-Khar appearing in your factions AI fleets (if you are playing as Hiigaran) and you will be gifted a single Sajuuk-Khar in your storage facility :o
Once your faction starts winning, you have a higher chance of your fleets rebelling, which could mean you end fighting rebel Hiigaran Sajuuk-Khar's... :P
@Midnight Kitsune: What about playing Exerelin with less planets/systems/factions? ???Mainly because I have a craptop. An example: with nothing but SS active, I have the following FPS and idle percentages with only your mod, Kadur Theocracy, Omnifactory, Lazylib, and bounty hunters active:
I can imagine the AI taking no account with the massive flux that builds up after it fires once.In the base AI if you build up your flux to near maximum they wont use weapon that will risk overloading you, maybe you could tweak that? But it doesnt seem to take charge up weapon into account tho so im not sure how you would do that. Then again, just a small pointer i saw while playing that might be worth investigating, if the combat logic is externalised of course.
Sadly, I wouldn't know how to solve this, although it can fire at least 3 shots (I think) when you're at a high level and have the right upgrades.
If only you could tell the AI to only use a particular weapon if it has flux to spare. ???
(No worries, I won't shoot anyone. Now whiplashing is another thing entirely. ;D)
@ValkyriaL: I've not updated this mod in a loooong while, so you probably played the last version.Holy CRAP! You're ALIVE!
I didn't feel like keeping track of a changelog. I posted the changes in a new post whenever a new version was out. Yeah, not really professional, I agree. x)
@Lopunny Zen: Noted. I won't be touching the big laser cannons though. If more people think the Skaal and Pride are too strong, I'll let those ships suffer through other means. :)
Err, yeah. You seem surprised? Did you hire someone to kill me? :oNo, just hired someone to find you and poke you to make sure you were alive. I guess it worked.
Well, I've been out of it, but I promise I'll try my best to keep them up to date whenever Alex releases a new update. :)Sooooo SoonTM+1 then?
Hey Gotcha loving your faction mod just a question? Have the Hiigarans built any ship larger than the Qwaar fitted with Ballistic weapons? or have they decided to militarily focus on a new generation fleet built around utilising energy weapons?The only ship "bigger" than the Qwaar is the Sajuuk Khar
Hiya,
I've got a lot on my plate right now, so I won't be updating my mods anytime soon.
Also, I've been out of it for so long, I feel I'd have to relearn how to mod this game and can't collect the motivation for that right now.
My apologies. :(
Anyone who's desperate and crazy enough is free to update my mods if they'd desire to.
I'll be back. :)
Hiya,
I've got a lot on my plate right now, so I won't be updating my mods anytime soon.
Also, I've been out of it for so long, I feel I'd have to relearn how to mod this game and can't collect the motivation for that right now.
My apologies. :(
Anyone who's desperate and crazy enough is free to update my mods if they'd desire to.
I'll be back. :)
Just took a second look and changed my mind.I can't blame you. ;)
Almost all of the code will have to be rewritten from scratch or heavily modified.I was afraid of that. Not looking forward to start from page one again, especially with my seriously limited skills.
*cries in a corner*Just took a second look and changed my mind.I can't blame you. ;)Almost all of the code will have to be rewritten from scratch or heavily modified.I was afraid of that. Not looking forward to start from page one again, especially with my seriously limited skills.
Someday I'll put my thinking cap on again, after Alex has closed in on the big 1.0. :)
ETA to the update? i REALLY LOVE YOUR MOD
(P.S. those who play steam check this *** out!!!! http://store.steampowered.com/app/244160/ )
(P.S. those who play steam check this *** out!!!! http://store.steampowered.com/app/244160/ )
You do realize this mod is nearly dead right? Gotcha's basically been gone for almost half a year
You do realize this mod is nearly dead right? Gotcha's basically been gone for almost half a year
Mind if I try converting the mod to 0.65.2a ? I wanted to try my hand at modding, but I can't really draw ships, have some programming experience though not in java ( but kinda wanna learn some java too).im not sure, but owner of this mod said that if someone is able to update it, he has nothing against that at least put him in credits.
Spoiler(http://i.imgur.com/l4W7Ikk.png)[close]
Playable version is here:Which Version is this for?
https://www.dropbox.com/s/l1uc2bkysp6iuns/Hiigaran%20Descendants%5B0.65.2a%5D.zip?dl=0
Will require you to start a new game.
Tested and it can be played with all of the current mods without any apparent problems(at least while I was playing).
Still have to add some stuff, and adjust the market(it's a tad out of whack atm but it works).
Open to any suggestions, especially about market/system balance.
Hope you enjoy it ;D (Wish i could update the thread title).
Wait a minute am i reading this right is this updated for the newest starsecter????Correct, DefiasOne can't rename the thread because he's not the one who made it, but he did update it, could we get a Mod in here to rename the thread?
The mod contains some pirate ships, it possible to add them to the current roster of pirate ships that are currently in the game?
Are you Talking about THOSE Pirate Ships?The mod contains some pirate ships, it possible to add them to the current roster of pirate ships that are currently in the game?
- If you want to add ships to a faction, copy the vanilla faction file from the vanilla faction folder, over to the mods faction folder.
- After that, open the faction file you copied over, and delete everything except the ship roles.
- Delete the ship roles your not going to edit, and the variants and fallback in the roles you want to edit.
- After that, add the variants you want into the ship roles you want them to be in.
Hiya,
I've got a lot on my plate right now, so I won't be updating my mods anytime soon.
Also, I've been out of it for so long, I feel I'd have to relearn how to mod this game and can't collect the motivation for that right now.
My apologies. :(
Anyone who's desperate and crazy enough is free to update my mods if they'd desire to.
I'll be back. :)
Really glad to see someones updating this amazing mod, just hope Gotcha's okay with this
The mod contains some pirate ships, it possible to add them to the current roster of pirate ships that are currently in the game?
- If you want to add ships to a faction, copy the vanilla faction file from the vanilla faction folder, over to the mods faction folder.
- After that, open the faction file you copied over, and delete everything except the ship roles.
- Delete the ship roles your not going to edit, and the variants and fallback in the roles you want to edit.
- After that, add the variants you want into the ship roles you want them to be in.
{
"shipRoles":{
"combatMedium":{
"hii_goliath_Standard":30,
},
"combatLarge":{
"hii_black_swan_Standard":30,
"fallback":{"combatMedium":2},
},
"combatCapital":{
"hii_black_swan_Standard":30,
"fallback":{"combatLarge":2},
},
# carriers
"carrierMedium":{
"hii_goliath_Standard":30,
"fallback":{"carrierSmall":2},
},
"carrierLarge":{
"hii_black_swan_Standard":30,
"fallback":{"carrierMedium":2},
},
},
}
Yes, though you don't need the fallbacks. You might want to turn down the numbers though, considering ship roles have relative weight (and those ships are kinda powerful iirc).Yeah Black Swan is a bit OP, just wanted to make sure they spawn in fleets. Tuning it down now.
Yeah, waaaayyyy too bright on those lights
28 hours!!!Huh, what ? ???
28 hours till Homeworld:Remastered is released I think is what he means.
Hi,Awesome, then I'll centralize Bushi and Hiigara in a new thread when I get around to it.
Just dropping in here to tell everyone that I'm absolutely okay with it. :)
I'm sorry that I can't find the motivation and interest right now to do it myself, but it's nice to know people care, so much even that someone took matters into his own hands.
DefiasOne, perhaps you can create a new thread for this mod, and Bushi if you decide to work on that one as well? @Mods, here's my green light.
Just be sure to at least copy over the credits and links. I hate not giving proper credit where it's due.
You could also poke me on Skype every time you want this thread updated. Whatever works best for you. :)
(Also, yah, Homeworld Remastered! ;D)
You're updating Bushi as well? Neato.
is it updated!?? i think so YES THX MAN, so its possible to enable it with SS+?Yes, it is for 0.65.2a and it will work with SS+
Anyways thx man!
I see multiples of the pirate carrier for sale in the black market of almost every decently-sized system, which is probably not good. I've yet to see it in an actual fleet, though.
You may also want to do a stat balance pass on the ships eventually. There's a lot of problems all over the place here; one of the most obvious examples is the drone carrier, which is only 4 logistics (the minimum baseline for a one-deck carrier, essentially) but has a PD drone system better than the Astral's, competent flux stats, and 90 speed. The other really obvious ones are the base freighter, which at 500 cargo cap/logistics is more efficient than an Atlas (~300), and the tug, which only uses 0.6 (!!!) fuel/ly.
~SNIPI must Disagree on that one. Just because they are better than X ship doesn't mean they are unbalanced.
You may also want to do a stat balance pass on the ships eventually. There's a lot of problems all over the place here; one of the most obvious examples is the drone carrier, which is only 4 logistics (the minimum baseline for a one-deck carrier, essentially) but has a PD drone system better than the Astral's, competent flux stats, and 90 speed. The other really obvious ones are the base freighter, which at 500 cargo cap/logistics is more efficient than an Atlas (~300), and the tug, which only uses 0.6 (!!!) fuel/ly.
You can't, you have to create the thread on the modding sub-forum at first. When you'll get out a working version, Gothars/Erick/Lazy will move the thread to the Mods forum.
I'm not sure if it's Nexerelin or the 0.65.2a version of Hiigaran, but the pirates have enormous spawn rates. Wondering about it because I think it was mentioned that the pirate faction was modified somewhere in this.
Might just be my imagination though.
Great Mod ;D ;D ;D ;D.
Everything works great. I just have a question about nexrelin compatibility and that is....
Is there any way to get the sajuuk kar to spawn in the stores. I got maxxed rep to 100 but I couldnt find it
......I seem to find at least 2 to 3 Goliath Carriers in every single station/planet. Open market, black market, special market, everywhere. It's so common it's insane.
it must be a bug.
The current version does need ShaderLib, you can get it here (http://fractalsoftworks.com/forum/index.php?topic=7958.0).
starsector.log can be found in Starsector/starsector-core on Windows or just Starsector/ (IIRC, can't check right now) on Linux.
Great Mod ;D ;D ;D ;D.
Everything works great. I just have a question about nexrelin compatibility and that is....
Is there any way to get the sajuuk kar to spawn in the stores. I got maxxed rep to 100 but I couldnt find it
Still not sure whats going on with the goliath carriers. Unfortunately I haven't had the time to do some serious debugging and additional balance passes.
How are the market conditions with and without Nexerelin?
BTW: Three of the five missions fail to load (obsolete reference to hound_Assault variant).
Are you sure you have the newest ShaderLib (beta 1.06) and have it enabled in the mods list?
wouldnt be better to focus spare time on hiigarans, and after finishing them take care of bushi?
wouldnt be better to focus spare time on hiigarans, and after finishing them take care of bushi?
I'd like to get them out both at the same time.
Are you sure you have the newest ShaderLib (beta 1.06) and have it enabled in the mods list?
guys.... don't worry, we will soon have homeworld shipbreakers XD
WHO THE *** CARES?It's a new *** Homeworld, everyone (except you) cares.
Hello guys,
I'm sorry to say that due to personal reasons I've had to focus on other things.
I've tried getting Hiigarans and Bushi running on 0.71a but so far no luck. I've been out of the loop for so long that don't know where to start. I've managed to clear the errors on start-up but the screen just turns black or flickers when it finishes loading with the mods added, the music plays and I can hear the buttons click if I move the cursor around, not sure whats going on at the moment.
I'm looking into a solution, and I'll post an update if i find it.
Cheers.
Hello guys,
I'm sorry to say that due to personal reasons I've had to focus on other things.
I've tried getting Hiigarans and Bushi running on 0.71a but so far no luck. I've been out of the loop for so long that don't know where to start. I've managed to clear the errors on start-up but the screen just turns black or flickers when it finishes loading with the mods added, the music plays and I can hear the buttons click if I move the cursor around, not sure whats going on at the moment.
I'm looking into a solution, and I'll post an update if i find it.
Cheers.
Hello guys,
I'm sorry to say that due to personal reasons I've had to focus on other things.
~SNIP~
I'll post an update if i find it.
Cheers.
Getting a crash whenever I try to load up the newly updated version.SpoilerERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error compiling [data.scripts.world.HiiModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.world.HiiModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compilation unit 'data.scripts.world.addMarketplace' does not declare a class with the same name
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Compilation unit 'data.scripts.world.addMarketplace' does not declare a class with the same name
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:160)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:254)
at org.codehaus.janino.UnitCompiler.findTypeByName(UnitCompiler.java:6893)
at org.codehaus.janino.UnitCompiler.findTypeByFullyQualifiedName(UnitCompiler.java:9883)
at org.codehaus.janino.UnitCompiler.importSingleType(UnitCompiler.java:8593)
at org.codehaus.janino.UnitCompiler.reclassifyName(UnitCompiler.java:7151)
at org.codehaus.janino.UnitCompiler.reclassifyName(UnitCompiler.java:6801)
at org.codehaus.janino.UnitCompiler.reclassify(UnitCompiler.java:6788)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5419)
at org.codehaus.janino.UnitCompiler.access$15400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$16.visitAmbiguousName(UnitCompiler.java:5149)
at org.codehaus.janino.Java$AmbiguousName.accept(Java.java:3135)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:7333)
at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3873)
at org.codehaus.janino.UnitCompiler.access$6900(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$10.visitMethodInvocation(UnitCompiler.java:3263)
at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:3290)
at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4368)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:2662)
at org.codehaus.janino.UnitCompiler.access$4400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$7.visitMethodInvocation(UnitCompiler.java:2627)
at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2654)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1643)
at org.codehaus.janino.UnitCompiler.access$1100(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$4.visitExpressionStatement(UnitCompiler.java:936)
at org.codehaus.janino.Java$ExpressionStatement.accept(Java.java:2097)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:822)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:794)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:507)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
... 5 more[close]
Do you think you could add Nexeralin support to this?
Can a moderator please change the title to reflect that mod the now works with 0.7.1a please ?what? really? might start a new tread or update the download address on the first topic. or nobody would know what is happenning.
Later edit:
Thank you !
Can a moderator please change the title to reflect that mod the now works with 0.7.1a please ?what? really? might start a new tread or update the download address on the first topic. or nobody would know what is happenning.
Later edit:
Thank you !
Ah, that explains it. I'm using JRE 7 for my java
Edit: Nvm, I'm pretty sure there's a conflict with the Fleaden mod on station spawns. I removed the Fleaden mod and the mod loads up fine now.
@Sparten
Both mods implement the same class in same file (although different case).
[...]
Workaround is to rename one of the class files (i.e. hii_addMarketplace.java), and then the class inside it to match (i.e. public class hii_addMarketplace), and then the references to it in calling code (I think just HiiPolarisGen.java).
If you are having trouble loading Fleaden and Hiigaran mods alongside each other, please consider making the following changes to the Fleaden ..\data\scripts\world\AddMarketplace.java file.
Rename File:
AddMarketplace.java
TO
F_AddMarketplace.java
Change:
Line 9 - public class AddMarketplace{
TO
public class F_AddMarketplace{
Line 11 - public static MarketAPI F_AddMarketplace
TO
public static MarketAPI F_AddMarketplace
Explained by Zaphide: (http://fractalsoftworks.com/forum/index.php?topic=6347.msg179347#msg179347)
"Both mods implement the same class in same file (although different case).
Fleaden mod contains:
\data\scripts\world\AddMarketplace.java
Hiigaran mod contains:
\data\scripts\world\addMarketplace.java
The Fleaden mod gets loaded first (as mods get loaded in alphabetical order), and so Java loads and compiles 'data.scripts.world.AddMarketplace' from the file '\data\scripts\world\AddMarketplace.java' which (on Windows) can't coexist with 'data.scripts.world.addMarketplace' in the file '\data\scripts\world\addMarketplace.java'. However, I think this would probably work OK on Linux with a case-sensitive filesystem...
Then, once it gets round to compiling HiiModPlugin later, it's looking for '\data\scripts\world\addMarketplace.java' which on Windows is actually the same as '\data\scripts\world\AddMarketplace.java' and so Java says 'I know this one already! Here you go!' but unfortunately it doesn't contain the expected class.
Workaround is to rename one of the class files (i.e. hii_addMarketplace.java), and then the class inside it to match (i.e. public class hii_addMarketplace), and then the references to it in calling code (I think just HiiPolarisGen.java)."
2265 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/HD/planets/hii_halcyon1.png (using cast)
12278 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/planets/clouds_desert01.png (using cast)
12331 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/planets/cryovolcanic01.jpg (using cast)
12374 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/HD/planets/hii_halcyon2.png (using cast)
12383 [Thread-10] ERROR com.fs.graphics.K - Error loading [graphics/planets/umbra.jpg] resource, not found in [E:\games\Starcector\Starsector\starsector-core\..\mods\Hiigaran Descendants,E:\games\Starcector\Starsector\starsector-core\..\mods\LazyLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/planets/umbra.jpg] resource, not found in [E:\games\Starcector\Starsector\starsector-core\..\mods\Hiigaran Descendants,E:\games\Starcector\Starsector\starsector-core\..\mods\LazyLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Ó00000(Unknown Source)
at com.fs.util.C.Ô00000(Unknown Source)
at com.fs.graphics.K.String(Unknown Source)
at com.fs.graphics.K.Ò00000(Unknown Source)
at com.fs.graphics.K$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
12410 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/HD/planets/hii_frozen.png (using cast)
12705 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [graphics/planets/umbra.jpg] resource, not found in [E:\games\Starcector\Starsector\starsector-core\..\mods\Hiigaran Descendants,E:\games\Starcector\Starsector\starsector-core\..\mods\LazyLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/planets/umbra.jpg] resource, not found in [E:\games\Starcector\Starsector\starsector-core\..\mods\Hiigaran Descendants,E:\games\Starcector\Starsector\starsector-core\..\mods\LazyLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Ó00000(Unknown Source)
at com.fs.util.C.Ô00000(Unknown Source)
at com.fs.graphics.TextureLoader.Ò00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
13700 [Thread-10] ERROR com.fs.graphics.K - closed
java.io.IOException: closed
at javax.imageio.stream.ImageInputStreamImpl.checkClosed(Unknown Source)
at javax.imageio.stream.ImageInputStreamImpl.close(Unknown Source)
at javax.imageio.stream.FileCacheImageInputStream.close(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at com.fs.graphics.K.String(Unknown Source)
at com.fs.graphics.K.Ò00000(Unknown Source)
at com.fs.graphics.K$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I have an error(while launching the game) at new copy of the game. No modes are used except lazyLibCode2265 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/HD/planets/hii_halcyon1.png (using cast)
12278 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/planets/clouds_desert01.png (using cast)
12331 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/planets/cryovolcanic01.jpg (using cast)
12374 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/HD/planets/hii_halcyon2.png (using cast)
12383 [Thread-10] ERROR com.fs.graphics.K - Error loading [graphics/planets/umbra.jpg] resource, not found in [E:\games\Starcector\Starsector\starsector-core\..\mods\Hiigaran Descendants,E:\games\Starcector\Starsector\starsector-core\..\mods\LazyLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/planets/umbra.jpg] resource, not found in [E:\games\Starcector\Starsector\starsector-core\..\mods\Hiigaran Descendants,E:\games\Starcector\Starsector\starsector-core\..\mods\LazyLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Ó00000(Unknown Source)
at com.fs.util.C.Ô00000(Unknown Source)
at com.fs.graphics.K.String(Unknown Source)
at com.fs.graphics.K.Ò00000(Unknown Source)
at com.fs.graphics.K$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
12410 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/HD/planets/hii_frozen.png (using cast)
12705 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [graphics/planets/umbra.jpg] resource, not found in [E:\games\Starcector\Starsector\starsector-core\..\mods\Hiigaran Descendants,E:\games\Starcector\Starsector\starsector-core\..\mods\LazyLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/planets/umbra.jpg] resource, not found in [E:\games\Starcector\Starsector\starsector-core\..\mods\Hiigaran Descendants,E:\games\Starcector\Starsector\starsector-core\..\mods\LazyLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Ó00000(Unknown Source)
at com.fs.util.C.Ô00000(Unknown Source)
at com.fs.graphics.TextureLoader.Ò00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
13700 [Thread-10] ERROR com.fs.graphics.K - closed
java.io.IOException: closed
at javax.imageio.stream.ImageInputStreamImpl.checkClosed(Unknown Source)
at javax.imageio.stream.ImageInputStreamImpl.close(Unknown Source)
at javax.imageio.stream.FileCacheImageInputStream.close(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at com.fs.graphics.K.String(Unknown Source)
at com.fs.graphics.K.Ò00000(Unknown Source)
at com.fs.graphics.K$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Can someone atleast edit a warning in ?Done!
Good luck! ;)
I wish I could do it myself, but there are too many reasons why I can't and won't right now. But it makes me very happy when people think it's worth a resurrection.
Someone else posted somewhere that (s)he's having a jab at it as well, and someone else PM'd me a while ago, asking me permission (which wasn't needed to ask, due to my statement in the main post). I'm hoping there won't be multiple people trying to do the same thing, but then again, I get the feeling most people will give up halfway through anyway. It is a lot of work.
If you can see it through to the end though, then I'm sure you'll be making some people very happy. So again, I wish you good luck. ;)
Also, when does it give you any error messages specifically? It'd help in being able to track down any problems. Thanks!During startup. When the loading bar's full, it drops back to the desktop with this:
18153 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error compiling [data.scripts.world.HiiModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.world.HiiModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/world/HiiModPlugin.java', Line 43, Column 35: Imported class "exerelin.campaign.SectorManager" could not be loaded
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
^^lol yes gimmie that ablity to produce fleets of my own :P
the real question
The new file is here (https://www.dropbox.com/s/dp62wtz8a2pbhnh/HiigaranDescendants2.0.1.rar?dl=0). Please notify me of any errors or serious balancing issues and I'll try to fix them. Gotcha, assuming no one finds any serious errors in this one I feel this one could go on the front page, unless you'd like me to start a new thread for it.Thanks! I'll put it in the main post of this thread. I used to think that creating a new thread would have been easier, but with DefiasOne's abandoned thread floating about, I doubt that's the case anymore.
I first want to say how much I really appreciate you taking up the task of getting this mod up to standard.
I've been play testing it, and I hope this information is useful to you. I've played nearly every mod extensively and have been at it for two years or so. Note that I have no idea how to do these things, nor how much work it would take, but I felt compelled to provide it regardless.
To do to get up to 9.1a standard
- Ship deployment costs need to be increased across the board
- Ship costs need to be increased across the board, especially the capital ships
- Core turn-in values need to be lowered (you already mentioned this)
My recommendations to get closer to vanilla balance
- The weapons are too powerful. Look at the efficiency values of flux/damage. Generally, a weapon loses efficiency to gain range. Armor penetration, accuracy, and rate of fire are other factors.
- The heavy laser does way too much damage. It should be toned down and its flux costs adjusted.
- Hiigaran ships seem to fit within the high-tech profile. Their prices, shield efficiency, armor, operating costs, and crew requirements should reflect that.
- Hiigaran missiles are too powerful
- A balance pass on some ships may be warranted. For example, the heavy missile cruiser has six heavy missile slots, 2 heavy kinetic mounts, and 6 medium kinetic mounts. This is quite excessive even without the missile mounts. If possible, the mounts should be shrunk to mediums. Even then, this ship would outgun literally every other vessel except for the dreadnought.
- The Dreadnought is far more powerful than any other ship I've seen. It flattens pandemoniums, paragons, karkinos, and orbital stations all by itself. This is fine... but it should cost a hell of a lot to field.
got another bug for you
wait. What is wrong with 2.000.000 cr from 1 gamma core? i have 47M now
To celebrate this I painted my flagship hiigaran ^^That looks so incredibly good, I wish this mod had ships like that.Spoiler(https://i.imgur.com/W4aeW5o.png)[close]
To celebrate this I painted my flagship hiigaran ^^Spoiler(https://i.imgur.com/W4aeW5o.png)[close]
That or make it like the 14th Legion-class ships that you can find by searching the sector. Just like in the homeworld series where they find Sajuuk out in the middle of nowhere.
You could even make it a quest to find if you are up to it. Although I don't know the effort required to code that personally.
Hey, just wanted to say I'm not done working on this, I just haven't got around to looking at it this weekend. I'll try to get some of the rebalance out this week as I'm off school for fall break.
As for the sajuuk-kaar changes, they're still liable to be changed. I just didn't want the weapon to be grossly overpowered like it was. I'll look into tweaking it for the next version
I am on 2.0.2 while you work out the quirks haha,ehm. I feel like the sajuuk kaar laser weapon needs that extra umpf, but it should be a one hit wonder . so maybe you can make it so that firing it leaves your ship overcharged? but still if you hit the whole shot its enough to at least overcharge the enemy. and I think you could implement other sprites from hw2 to keep the capital ships more awesome too , but that other idea the other person said about making the sajuuk kaar a unique ship sounds enticing. ( though I like my fleet of those), maybe you could make a standard battlecruiser from the hiigaran but they lack the sajuuk khar, while leaving the unique one with sajuuk khar and extra stuff.Do you think an ammo limit would work?
keep the good work.
I dont know, its a big laser and in homeworld it was the mainstay of the battlecruiser class, though my memories from that game were from the complex mod which added a lot of lore friendly ships.The upside of scarce ammo would be that it can still be very powerful, like a torpedo weapon, with a decent fire rate(for a finisher type weapon). Compare that with some of the large missile weapons, they never really seem to run out during battle.
I believe that the laser needs to do good damage (not enough to destroy anything one shot unless they are frigates) but there needs to be a hueg drawback after using it , either forced to vent after using it as it basically uses all the flux and there is a hefty cooldown so the next shoot is far apart. I am not too kin on limited ammo for weapons as I like extended engagements. But having to wait long times between shot, or shooting it forces you to vent your flux or disables all other weapons for a short period would do the trick .
I'd like to keep working on it at some point but with how depressed I've been lately I don't know exactly when that's going to be. For now I'm going to try to push myself to get something out per week...
To make weapon BP pack work I've changed numbers at the end of each line in Weapon_data.csv (now they increase from 77777 to 77811Thank you so much for solving that. I *knew* it had something to do with those numbers. I'm currently away from my computer for the week but I'll try to get an updatell out next week
Hope this helps.
Hey guys, I've spent a few days completely rebalancing and fixing all the bugs in this mod, giving them a cohesive combat style, fixing all the ships' weapon mounts so they're not firing over eachother, and generally reworking a lot of stuff to work in the current version of the game. I think it may be a bit different than the intended vision of the mod originally but I think it works with the Hiigaran lore and ships. I'm wondering if I can post an upload link here, if you guys are interested and okay with it.
Hey guys, I've spent a few days completely rebalancing and fixing all the bugs in this mod, giving them a cohesive combat style, fixing all the ships' weapon mounts so they're not firing over eachother, and generally reworking a lot of stuff to work in the current version of the game. I think it may be a bit different than the intended vision of the mod originally but I think it works with the Hiigaran lore and ships. I'm wondering if I can post an upload link here, if you guys are interested and okay with it.Anyone's free to update my mods, so I don't mind.
Anyone's free to update my mods, so I don't mind.
I'll put links to both versions in the main post, so people can try out bombasticmori's and yours and they can see for themselves which one they prefer.
Okidoke, thanks! Links placed.Anyone's free to update my mods, so I don't mind.
I'll put links to both versions in the main post, so people can try out bombasticmori's and yours and they can see for themselves which one they prefer.
Awesome. Here's the link to my version of the mod: http://www.mediafire.com/file/h9ew6q0niv0lqoh/Hiigaran_Descendants_v3.zip/file
There's a readme with a description in it in the download
just plugged in nofoods version and was instantly happy hes implemented a ton of the stuff i would have likes to see have to play with this one for awhile
also enjoy that you made the sajuuk-khar expensive but even more (argueably)powerful then before(minus the turret arc work and the large missiles but got rid of the fluxing out issues and hard mounted pd)
I like a lot the work you've done with this mod, NoFood. I especially like how you've changed the weapon mounts on the ships themselves.
The ships are substantially more powerful than vanilla, however. Like flatten entire flotillas with a few ships powerful.
Which is fine if that's what you were going for, but if you wanted to get closer to vanilla balance, i'd increase the deployment costs across the board for basically everything.
Hmm, I'd like to try out your version, but I don't want to restart my current save. Do you know if your version will break saves if I directly replace the original one with it?
Hmm, I'd like to try out your version, but I don't want to restart my current save. Do you know if your version will break saves if I directly replace the original one with it?
If you replace the version you're using with mine you should be able to continue your save just fine. I'm pretty sure I didn't remove/rename anything so it shouldn't get any errors. You'll probably have some weapons in weird slots on ships though.
I like a lot the work you've done with this mod, NoFood. I especially like how you've changed the weapon mounts on the ships themselves.
The ships are substantially more powerful than vanilla, however. Like flatten entire flotillas with a few ships powerful.
Which is fine if that's what you were going for, but if you wanted to get closer to vanilla balance, i'd increase the deployment costs across the board for basically everything.
My experience is you can do that with just about any good ships, the game is pretty easy when you know how to outfit/use ships. I was going for the typical mod fashion: slightly better than vanilla ships, but not outright overpowered. They're supposed to be tough, but with very poor flux stats and have difficulty doing high sustained DPS; this is innately strong against AI that often don't know when to push the advantage or deal with highly specialized fleets, however, so it's gonna be tough to get right if its even possible. Their stats closely match low-tech ships of the same tier but with worse flux stats, more varied but similar number of mounts, and better engines. Anything specific you think makes them overpowered?
Thanks for the feedback :DAfter more testing, cruisers flux stats seem ok . I guess it was just false impression after destroyer testing. On that note, Destroyers in general have so little max flux, even with their high shield efficiency it's easy to overload them. And then they're toast.
When you say you strongly disagree with the destroyer/cruiser stats, are they too poor or too strong? Which stats?
VALID POINTS
Got a new update. It adds a bunch of MagicLib stuff and does require it, idk if that's alright I can take it out if it's not.I guess I'm not against it if it makes for an improvement. And I prefer you guys have all the freedom.
http://www.mediafire.com/file/dsm8s1mofpt9cts/Hiigaran_Descendants_v4.zip/file
Fixed the AI not spawning with weapons and a whole bunch of balance changes
I guess I'm not against it if it makes for an improvement. And I prefer you guys have all the freedom.
I'm curious what changes you made that require that mod?
179669 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull variant [hii_tarii_wing] not found!
java.lang.RuntimeException: Ship hull variant [hii_tarii_wing] not found!
at com.fs.starfarer.loading.B.super(Unknown Source)
at com.fs.starfarer.loading.B.super(Unknown Source)
at com.fs.starfarer.combat.systems.N.Ò00000(Unknown Source)
at com.fs.starfarer.combat.systems.N.advanceImpl(Unknown Source)
at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
13421287 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:384)
at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
at com.fs.starfarer.campaign.C.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Hello there, I'm new to the forums but I've been playing with the mod ever since the new compatibility patches came out. Been loving it so far, but I've come across a few bugs.
Note: I am using NoFood's v4 of the mod.
- I'm probably not supposed to have them considering their descriptions, but whenever I place a custom order for the Goliath and Black Swan (pirate) Hiigaran capital ships, at the end of the month instead of receiving the ships it maxes out my production costs and turns them into fuel, supplies and crew. Not the worst thing and somewhat exploitable but still probably not as intended all around.
- There's a particular cruiser that causes a hard game crash when clicked on in the fleet doctrine screen. The Jneer I believe.
- Not sure if its this mod in particular since I've pretty much stuffed nearly every compatible mod and faction mod into my game, but I've been getting semi-random fatal:null errors ever since I picked up the Hiigaran ship and weapons blueprint packs in-game. Maybe someone here can point me in the right direction?
240172 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.scripts.world.addMarketplace.addMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
java.lang.NoSuchMethodError: data.scripts.world.addMarketplace.addMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
at data.scripts.world.HiiPolarisGen.generate(HiiPolarisGen.java:132)
at data.scripts.world.HiigaraGen.generate(HiigaraGen.java:20)
at data.scripts.world.HiiModPlugin.initHiigaranDescendants(HiiModPlugin.java:47)
at data.scripts.world.HiiModPlugin.onNewGame(HiiModPlugin.java:54)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
at
com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.c.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.save.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Another quick update since I wanted to see exactly what was causing the crash. It seems now like there wasn't anything on this end, it was a conflict with a new mod on the forums called Kipling Radiative Faction Pack (http://fractalsoftworks.com/forum/index.php?topic=17137.0) so I apologize for the misleading initial crash report.As you can see clearly the error message occured because of the Hiigaran script, but I've been trying to troubleshoot it and I can't tell what the issue is.
For the purposes of the test I had on:
Console Commands
Hiigaran Descendants
Kipling Radiative
Lazy Lib
Magic Lib
Audio Plus
Graphics Lib
Crashed after I clicked Start Game with this report:Spoiler490739 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.scripts.world.addMarketplace.addMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
java.lang.NoSuchMethodError: data.scripts.world.addMarketplace.addMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
at data.scripts.world.HiiPolarisGen.generate(HiiPolarisGen.java:132)
at data.scripts.world.HiigaraGen.generate(HiigaraGen.java:20)
at data.scripts.world.HiiModPlugin.initHiigaranDescendants(HiiModPlugin.java:47)
at data.scripts.world.HiiModPlugin.onNewGame(HiiModPlugin.java:54)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
I turned off Kipling and it starts up just fine, even with all of my other mods thrown in afterwards.
Thank you Central for the amazing mod and NoFoodAfterMidnight for the update allowing us to enjoy it. Time to cruise the space lanes in these blasts from the past.
I've been trying to troubleshoot it and I can't tell what the issue is.
hi, i have a little question,
it look's like the BP for HII weapon is empty, 1st look it was empty with no weapon name inside and when i did check the production list there was no Hiigaran weapon/wing.
Maybe i need to change a file or something?
Regards,
Hey, I've been having a weird issue suddenly with this when starting a new game, it's started out of nowhere... Any ideas?Same problem, it would be great if you guys could solve this problem.SpoilerCode240172 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.scripts.world.addMarketplace.addMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
java.lang.NoSuchMethodError: data.scripts.world.addMarketplace.addMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
at data.scripts.world.HiiPolarisGen.generate(HiiPolarisGen.java:132)
at data.scripts.world.HiigaraGen.generate(HiigaraGen.java:20)
at data.scripts.world.HiiModPlugin.initHiigaranDescendants(HiiModPlugin.java:47)
at data.scripts.world.HiiModPlugin.onNewGame(HiiModPlugin.java:54)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
at
com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.c.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.save.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
As shown above, the developer of Hiigaran Descendants has not personalised the addMarketplace function to their mod, so whenever another mod has the same function name it causes an error on sector generation. This issue isn't fixable by a user, the developer needs to fix it themselves.Hey, I've been having a weird issue suddenly with this when starting a new game, it's started out of nowhere... Any ideas?Same problem, it would be great if you guys could solve this problem.SpoilerCode240172 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.scripts.world.addMarketplace.addMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
java.lang.NoSuchMethodError: data.scripts.world.addMarketplace.addMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
at data.scripts.world.HiiPolarisGen.generate(HiiPolarisGen.java:132)
at data.scripts.world.HiigaraGen.generate(HiigaraGen.java:20)
at data.scripts.world.HiiModPlugin.initHiigaranDescendants(HiiModPlugin.java:47)
at data.scripts.world.HiiModPlugin.onNewGame(HiiModPlugin.java:54)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
at
com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.c.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.save.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Using NoFood's version, I acquired blueprints for the 2 pirate ships (black swan and... the carrier one, I forget the name). When I try to build them from my colonies it consumes all available production but fails to create the ship, just gives the supplies/fuel/crew that you'd get normally.
I've seen this bug before, is this common and is it something I can tweak in a config file to fix in my game without waiting for an update?
hi, i have a little question,
it look's like the BP for HII weapon is empty, 1st look it was empty with no weapon name inside and when i did check the production list there was no Hiigaran weapon/wing.
Maybe i need to change a file or something?
Regards,
Download the newest version of this mod, I was having the same issue but that was my fix
Using NoFood's version, I acquired blueprints for the 2 pirate ships (black swan and... the carrier one, I forget the name). When I try to build them from my colonies it consumes all available production but fails to create the ship, just gives the supplies/fuel/crew that you'd get normally.
I've seen this bug before, is this common and is it something I can tweak in a config file to fix in my game without waiting for an update?
no entry for this vessel in default_ship_roles.json perhaps
Could you post the differences between the two different versions of this mod if there are any?
Using NoFood's version, I acquired blueprints for the 2 pirate ships (black swan and... the carrier one, I forget the name). When I try to build them from my colonies it consumes all available production but fails to create the ship, just gives the supplies/fuel/crew that you'd get normally.
I've seen this bug before, is this common and is it something I can tweak in a config file to fix in my game without waiting for an update?
no entry for this vessel in default_ship_roles.json perhaps
That fixed it, thanks! Had to add Black Swan and Goliath to default_ship_roles.json.
so i found atleast 3 large energy weapons that have n/a as ordinance cost making it impossible to equip them on shipsThere are a few weapons that are permanently attached to certain ships (or are supposed to anyway), and they have no ordinance cost. The ships themselves have had their ordinance adjusted.
https://i.imgur.com/jkTkjeA.png
and the one in the picture is a starting weapon so i dont think its a hidden weapon
anyone else know of this problem? is there a fix?
Hello Gotcha!, I'm new to the forum and I just love playing with your mod, however, I have run into an issue with the weapon blueprint not giving me the weapons, I looked and can't figure out the issue, so on that note. I'd figure I'd message you; that way you can fix the problem.
attached are some images showing the problem.
I'm afraid I can't help with that. At this point it's doubtful I'll return to modding anytime soon. I've been out of it for too many years, and have too many other things on my plate.
I'm afraid any updates for this mod will have to rely on other people.
Where or how to get Sajuuk Khar ship? There is no BP and no Bounty, so where do I get it?
Where or how to get Sajuuk Khar ship? There is no BP and no Bounty, so where do I get it?
you may find one in sufficiently big hiigaran military market but it's like, 10 times rarer than the Paragon
it also has a very low chance to appear in the biggest hiigaran fleet, an easy way to spawn one is to request a huge fleet (> 2000 fleet power) from a hiigaran market by the nexerelin special command dialog
Where or how to get Sajuuk Khar ship? There is no BP and no Bounty, so where do I get it?
you may find one in sufficiently big hiigaran military market but it's like, 10 times rarer than the Paragon
it also has a very low chance to appear in the biggest hiigaran fleet, an easy way to spawn one is to request a huge fleet (> 2000 fleet power) from a hiigaran market by the nexerelin special command dialog
Ty a lot!
this mod is inactive so it's unfortunately unlikely to be updated unless someone like nofood picks it up again. also don't really think the sajuuk would translate well to starsector's top-down style, it'd just kinda look like a boring featureless wedge. maybe if it was on its side or something but then it'd be asymmetrical and not in the good way.Spoilerpic related
(https://i.pinimg.com/originals/64/dd/49/64dd49a0ac0dd00be17f623e5efeadf2.jpg)[close]
Ok, I've been playing around with this and trying to do a balance pass in what little free time I have. My only issue so far is an occasional ctd with the error "failed to find hii_tarii_wing" which is afaik always a missing entry in the ships csv file, and maybe I'm dumb but I can not for the life of me find anything anywhere with the name tarii, not in the wings, not in the hulls, not in the variants. Anyone else have this issue or know where I should look?
The same thing happens to me, I balanced all the weapons and ships, now they are as what they should be at a realistic price, but always in a certain situation the game tries to spawn that wing and exploits java, I tried to find the problem but I can't find it, according to the file it must be a fighter, the problem is which one, there is a star wars mod that happened the same thing but in large ships and it was due to some wrong weapon according to its author
The same thing happens to me, I balanced all the weapons and ships, now they are as what they should be at a realistic price, but always in a certain situation the game tries to spawn that wing and exploits java, I tried to find the problem but I can't find it, according to the file it must be a fighter, the problem is which one, there is a star wars mod that happened the same thing but in large ships and it was due to some wrong weapon according to its author
Yeah, I've looked in every file, can't find anything named tarii in title screen variants, wings, hulls, variants, etc. But I added a ballistic variant of the sajuuk, so that's nice at least.
First of all, what version do you have? I understand that V5 is incomplete, I have 2.0.4 but I have the same error, the difference in your case is that everything is in its place
Ok, I've been playing around with this and trying to do a balance pass in what little free time I have. My only issue so far is an occasional ctd with the error "failed to find hii_tarii_wing" which is afaik always a missing entry in the ships csv file, and maybe I'm dumb but I can not for the life of me find anything anywhere with the name tarii, not in the wings, not in the hulls, not in the variants. Anyone else have this issue or know where I should look?
The same thing happens to me, I balanced all the weapons and ships, now they are as what they should be at a realistic price, but always in a certain situation the game tries to spawn that wing and exploits java, I tried to find the problem but I can't find it, according to the file it must be a fighter, the problem is which one, there is a star wars mod that happened the same thing but in large ships and it was due to some wrong weapon according to its author
Would it be too much to ask for this mod to get updated to 0.9.5a? :) or can someone point me on what would this mod and the unoficcial updates would need to update so I could attempt it? I love this mod so much and without i feel like my game is missing the most important part.
I did a thing while trying to avoid my school coding projects.
Tested and Updated for 0.95a (https://www.dropbox.com/s/y8cp988gyxk1rfk/Hiigaran%20Descendants2.1.zip?dl=0). Testing was brief, I know the system spawns, ships works, combat works and the weapons do work and can kill things. This was just a code recompile and very slight refactor for 0.95 based on NoFoodAfterMidnight's version, nothing outside of the java was changed, and due to school being crazy right now I probably won't be able to fix balance stuff. But it works!
If there are any seriously game-breaking issues let me know and I can attempt to look at them.
I did a thing while trying to avoid my school coding projects.
Tested and Updated for 0.95a (https://www.dropbox.com/s/y8cp988gyxk1rfk/Hiigaran%20Descendants2.1.zip?dl=0). Testing was brief, I know the system spawns, ships works, combat works and the weapons do work and can kill things. This was just a code recompile and very slight refactor for 0.95 based on NoFoodAfterMidnight's version, nothing outside of the java was changed, and due to school being crazy right now I probably won't be able to fix balance stuff. But it works!
If there are any seriously game-breaking issues let me know and I can attempt to look at them.
I did a thing while trying to avoid my school coding projects.can't add heavy interceptor because it breaks my game.
Tested and Updated for 0.95a (https://www.dropbox.com/s/y8cp988gyxk1rfk/Hiigaran%20Descendants2.1.zip?dl=0). Testing was brief, I know the system spawns, ships works, combat works and the weapons do work and can kill things. This was just a code recompile and very slight refactor for 0.95 based on NoFoodAfterMidnight's version, nothing outside of the java was changed, and due to school being crazy right now I probably won't be able to fix balance stuff. But it works!
If there are any seriously game-breaking issues let me know and I can attempt to look at them.
Thanks for updating this and making it compatible! Been playing with it and love Homeworld. Works fine with a bunch of others in .95.
Only issue I have had is that the faction seem weaker right now compared to others when I fight them (slow, low damage). I need to run some of their ships and take a good look.
Also thank you Gotcha! for updating things! I like this mod so I didn't want to risk seeing it die.
You're very welcome of course, especially since you're doing old fans and me a favour. I'm happy this old mod still holds some interest. (My other mod seems to have died though. Ah well. :P)
Unfortunately I can't commit to updating the mod itself, and doubt I will be able to in the future.
If you drop a new update, feel free to PM/email me; I'll also try to check this topic once in a while.
If you or someone else wants to take over this mod, I'm also fine with this person opening a new topic so they can maintain the mod themselves, after which I could ask a mod to close this topic.
Someone else did this at some point though, and then shortly abandoned it afterwards, leaving a duplicate topic floating about. It'd take some dedication.
As long as you're still OK with it, I may push a few polish updates here and there, but unless the moderators say we need to make a new thread or you decide to leave the forums entirely I'd rather keep things how they have been.
Anyone tried this mod in 0.95a? I get the error "fatal error loading cannonhiteffect, imported class magiclensflare could not be loaded".Are you using bombasticmori's unofficial 2.1 update? That's what I use and it's never given me problems.
My understanding is this is a problem with lazylib, but I have both lazylib and this mod installed (and checked) to the most recent versions and nobody else is reporting an error on the forum so I'm not sure where to go from here.
EDIT: I missed the part that says I need magiclib as I was reading through somehow, should be OK now
EDIT2: actually reading back it looks kind of ambiguous, I initially though magiclib was only needed for that 0.91 version since magiclib is only on that same line as that mod
EDIT3: still doesn't work now I have a fatal error loading graphics base_trail_contrail.png isn't found in the folder it's supposed to be in apparently and the path looks wrong, i feel like im back at work now so im going to take a nap and do this tomorrow lol
Yeah that's the exact one I'm using. Not sure what to do anymore. Do you have this file in any of your starsector folders? The base_trail_contrail.png file? Says it should be in the magiclib graphics folder C:\Program Files (x86)\Fractal Softworks\Starsector\mods\MagicLib\graphics\magic\fx and it isn't there.Anyone tried this mod in 0.95a? I get the error "fatal error loading cannonhiteffect, imported class magiclensflare could not be loaded".Are you using bombasticmori's unofficial 2.1 update? That's what I use and it's never given me problems.
My understanding is this is a problem with lazylib, but I have both lazylib and this mod installed (and checked) to the most recent versions and nobody else is reporting an error on the forum so I'm not sure where to go from here.
EDIT: I missed the part that says I need magiclib as I was reading through somehow, should be OK now
EDIT2: actually reading back it looks kind of ambiguous, I initially though magiclib was only needed for that 0.91 version since magiclib is only on that same line as that mod
EDIT3: still doesn't work now I have a fatal error loading graphics base_trail_contrail.png isn't found in the folder it's supposed to be in apparently and the path looks wrong, i feel like im back at work now so im going to take a nap and do this tomorrow lol
https://fractalsoftworks.com/forum/index.php?topic=6347.msg320165#msg320165
.... Yeah that's the exact one I'm using. Not sure what to do anymore. Do you have this file in any of your starsector folders? The base_trail_contrail.png file? Says it should be in the magiclib graphics folder C:\Program Files (x86)\Fractal Softworks\Starsector\mods\MagicLib\graphics\magic\fx and it isn't there.Yeah, it's there ( Starsector\mods\MagicLib\graphics\magic\fx ). A 6.46kb PNG file.
Thanks for looking. I'm not sure what happened exactly but I'm using the same version of magiclib. Somehow it was missing some of the extracted files. I extracted it again and copied the folder over the old one and finally got it working :) Also the mod requires graphicslib and that isn't in the description, but that was easy enough to correct..... Yeah that's the exact one I'm using. Not sure what to do anymore. Do you have this file in any of your starsector folders? The base_trail_contrail.png file? Says it should be in the magiclib graphics folder C:\Program Files (x86)\Fractal Softworks\Starsector\mods\MagicLib\graphics\magic\fx and it isn't there.Yeah, it's there ( Starsector\mods\MagicLib\graphics\magic\fx ). A 6.46kb PNG file.
I'm using the latest version of Magiclib (v0.34rc2). I assume you've tried re-downloading it?
Just here to tell gotcha how cool bushi was.Thanks! Do feel free to revive it if you like. I don't think I'll ever get around to doing it myself. :(
If I may ask, how does one acquire the Sajuuk-Khar? Do you just randomly find one on the Hiigaran market after a while, or do you have to do a quest like what Arkgneisis does with the Salvation Cruiser?
Real man capture one! On the other hands, cant you buy the blueprint at the Prism Station? That station does rull any high end ships either in blueprint or even high end seller space. Man that Sajhuuk-Khar ship would be expansive as heck.If I may ask, how does one acquire the Sajuuk-Khar? Do you just randomly find one on the Hiigaran market after a while, or do you have to do a quest like what Arkgneisis does with the Salvation Cruiser?
I'd also love to know this. Easily my favourite ship in all the mods, and haven't been able to find it so far. New Hiigara was conquered by the Ludds, which i plan to liberate soon, but would love to do it with the Sajuuk-Khar.
that had been the way i regularly get it but its just inconsistent.Real man capture one! On the other hands, cant you buy the blueprint at the Prism Station? That station does rull any high end ships either in blueprint or even high end seller space. Man that Sajhuuk-Khar ship would be expansive as heck.If I may ask, how does one acquire the Sajuuk-Khar? Do you just randomly find one on the Hiigaran market after a while, or do you have to do a quest like what Arkgneisis does with the Salvation Cruiser?
I'd also love to know this. Easily my favourite ship in all the mods, and haven't been able to find it so far. New Hiigara was conquered by the Ludds, which i plan to liberate soon, but would love to do it with the Sajuuk-Khar.
I can only continue to hope that someone properly adopts this mod one day...
So has anyone tested bombasticmori's 0.95a version with the new 0.95.1a Starsector yet?
.... No crashes because of that mod after 5+ cycles, except the bug with the arms weapon dealer and that you sometimes can salvage inbuild weapons(got two so far). But i just pump them out into space.
that had been the way i regularly get it but its just inconsistent.Real man capture one! On the other hands, cant you buy the blueprint at the Prism Station? That station does rull any high end ships either in blueprint or even high end seller space. Man that Sajhuuk-Khar ship would be expansive as heck.If I may ask, how does one acquire the Sajuuk-Khar? Do you just randomly find one on the Hiigaran market after a while, or do you have to do a quest like what Arkgneisis does with the Salvation Cruiser?
I'd also love to know this. Easily my favourite ship in all the mods, and haven't been able to find it so far. New Hiigara was conquered by the Ludds, which i plan to liberate soon, but would love to do it with the Sajuuk-Khar.
that had been the way i regularly get it but its just inconsistent.Real man capture one! On the other hands, cant you buy the blueprint at the Prism Station? That station does rull any high end ships either in blueprint or even high end seller space. Man that Sajhuuk-Khar ship would be expansive as heck.If I may ask, how does one acquire the Sajuuk-Khar? Do you just randomly find one on the Hiigaran market after a while, or do you have to do a quest like what Arkgneisis does with the Salvation Cruiser?
I'd also love to know this. Easily my favourite ship in all the mods, and haven't been able to find it so far. New Hiigara was conquered by the Ludds, which i plan to liberate soon, but would love to do it with the Sajuuk-Khar.
How inconsistent are we talking here? I'm almost at cycle 250 and I haven't found one at Prism (and I don't think it has a blueprint so you can't get that there either), and I've never even seen one so far. Not at Prism, not in defense fleets like @jocan2003 suggested, and not anywhere else (Hiigaran markets, outside their system, etc.). You also can't procure it with an agent, so at this point I'm losing my mind trying to get one. Is there a way to make sure it's spawn enabled in the first place before I lose the rest of my mind?
.... . which kinda sucks because the only capital class ship that isnt terrible that the hiigarans have is the qwaar. think ill try the console commands mod to find one.Really? ???
.... . which kinda sucks because the only capital class ship that isnt terrible that the hiigarans have is the qwaar. think ill try the console commands mod to find one.Really? ???
Cause my favourite ship in their fleet is the Sajuuk Siege battleship. You need to either have the skills or hullmod that increases turning rate, but once you do a properly equipped Sajuuk can delete any ship in front of it. It's hilarious. ;D
I go full armor on the best, i also have a hull mod that further increase armor at the price of the shield, wait i think its vanilla, anyway, they barelly ever make it through my armor and i can shoot really often. Sure once in a while if i want to sajuuk the hell out of a ship i have to hold fire a few second for the flux to quickly fall down. Max dissipation, full armor, weapons that are low flux, with the amount of mounts you dont want high OP weapon but lots of smaller one will easily compensate. main gun on main target and everything else on auto-fire and it deletes almost everything really fast.
Holding fire will make the ship come closer to you wich prevent them from skirting your max range and flee. Let them come close then open up and see the firework. I also have the hull mod that make zero flux boost active at any point as long you are not firing, ever saw a 121 speed sajuuk-khar coming in right nexdt to you gun slient then unleash hell? well i love doing that.
Gak cannot attach imiage because it goes past 192kb... can we get into 2022 already? 192 is the size of an icon these days...
how do you get this mod to run with rc-6?Download the bombasticmori 0.95a version, change the mod_info file in the mod folder to the current game version of '0.95.1a-RC6'.
Commissioned Crews is actually pretty easy to support; you can implement it yourself if you want, all the instructions are in the thread (https://fractalsoftworks.com/forum/index.php?topic=16677.0), and there's a template (https://bitbucket.org/Techpriest2590/commissioned-crews/downloads/generic_mod_name_compatibility.zip).Sadly it's just not clicking with me. I've never programmed so...
It took me about an evening; you might need longer, but it's simple enough once you grasp the basics.
For me it doesnt seem to work as they always skirt at max range and bigguer ship can tank just enough to leave when facing big wall of them. That way i can chase them and just not care about being shot. I still hate reapers tho, dang i hate them.I go full armor on the best, i also have a hull mod that further increase armor at the price of the shield, wait i think its vanilla, anyway, they barelly ever make it through my armor and i can shoot really often. Sure once in a while if i want to sajuuk the hell out of a ship i have to hold fire a few second for the flux to quickly fall down. Max dissipation, full armor, weapons that are low flux, with the amount of mounts you dont want high OP weapon but lots of smaller one will easily compensate. main gun on main target and everything else on auto-fire and it deletes almost everything really fast.
Holding fire will make the ship come closer to you wich prevent them from skirting your max range and flee. Let them come close then open up and see the firework. I also have the hull mod that make zero flux boost active at any point as long you are not firing, ever saw a 121 speed sajuuk-khar coming in right nexdt to you gun slient then unleash hell? well i love doing that.
Gak cannot attach imiage because it goes past 192kb... can we get into 2022 already? 192 is the size of an icon these days...
Or just use weapons that interfere with opfor movement:) Or just max out your ranged mods.
Well, double post not withstanding I've managed to cobble together a 'Commissioned Crews' bonus for the Hiigarans thanks to a lot of help from Timid (original author of 'Commissioned Crews').
I want to thank them again for their patience regarding my clueless self.
Hiigaran Odyssey = Reduces monthly supply and fuel use by 15%
https://drive.google.com/file/d/12vdzSzIBGbA5QaKUQSjJzs5oB7z0jecx/view?usp=sharing
Let me know if the link doesn't work, make sure to read the instructions as it needs to be merged with the main mod.
...Try this: https://drive.google.com/uc?export=download&id=12vdzSzIBGbA5QaKUQSjJzs5oB7z0jecx
the links makes you request access with a google account :) if you can upload it again or leave it so anyone can download it ? or upload it somewhere else. Awesome of you to share it btw
Troop ship not having ground support? Much sadSadly, unless the original author picks it up again or it gets adopted by someone it'll stay pretty much "as is".
Troop ship not having ground support? Much sad
"builtInMods": ["ground_support"],
...
144.5,
10
],
"builtInMods": ["ground_support"],
"builtInWings": [],
"center": [
81,
149
],
"collisionRadius": 182,
...
2.1.1:
+ added Hiigaran BPs for fighters, bombers, interceptors, rares, stations, sync to faction file too
+ re-added archaic (old visuals, lower armament), hull+variant of Vraan
+ added modernized (slightly better), hull+variant of Vraan
+ added 4 skins and variants for Carriers (Sashiir, Taiid, Woodan) with different shipsystem
+ added 4 skins and variants for Drone Carrier (Faal-corum) with different shipsystem
+ added 2 variants of old Turret platform with Flak and Ion weapons
+ added 3 new hull+skin+variant of Turret as Weapon Platform, mobile Crewed/Automated mobile, static Automated
+ added captured (reconditions) Vaygr destroyer hull (from Higaraan's Resurgence mod, thanks Draco)
+ activated usage of Pulsar Bomber at Sashiir carrier (already in data but unused)
+ fixed some crashes in wings of fighters, bombers, interceptors
+ added some ship systems drone wings with fighters, bombers, interceptors, used by skin variants
+ corrected visible text names of hulls
+ tweaked some tags, hints of ships, added descriptions
+ optimized some of the backgrounds to downsize the mod to half
+ merged Commissioned Crew fix (thanks Oni, Timid)
+ all ships, stations, solo/wing (fighters, bombers, interceptors) are shown at main screen
+ all ships, stations, wing (fighters, bombers, interceptors) are available for combat sim
+ more ships, stations, fighters, bombers, interceptors wings are available for Hiigaran faction
+ all existing and new ship variants available as custom-game Nexerelin start for Hiigaran faction
+ Archaic Vraan, Reconditioned Vaygr destroyer, Crewed Mobile WP hulls available for pirate faction
+ simplified (optimized) some fighters and ship Bound Polygons
+ other tweaks and fixes i forgot
-(in theory save compatible but more likely not, on own risk)
!!
codex :Vote_Check:
missions :Vote_Check:
simulator :Vote_Check:
benchmark :Vote_Check:
start new game (vanilla) :Vote_Check:
start new game (nexerelin) :Vote_Check:
outfitting :Vote_Check:
playing :Vote_Check:
new ships / variants appear at market :Vote_Check:
AI uses new variants / ships :Vote_Check:
Hiigaran commission works :Vote_Check:
leaving game whole night on UI screen :Vote_Check:
no suspicious startsector.log spam :Vote_Check:
no obvious memory leak detected :Vote_Check:
Gotcha! and all original credits for making the mod in the first place!
NoFoodAfterMidnight for helping improve the 0.9.1a update
Bombasticmori for updating the mod to 0.9.1a and 0.95a
Cycerin for Blackrock Drive Yards whose source code really helped me understand the coding side of the game
Starsector wiki for their modding guides, a huge help in finding things in need of update
Original Credits by Gotcha! below:
Huge thanks:
Original ship art and turrets (used with permission, this guy's awesome):
Kalthaniell
Original image used for portraits:
Guesscui (Link has died.)
Planet art:
Duael Designs LLC & Robert Stein - New Hiigara
Planet Creator, Christian Hart - Jakuul, Koya, Daiamid, Maal
Special thanks:
- Trylobot, Trylobot's STARSECTOR Ship Editor. Seriously, you, sir, are awesome and I salute you. I can't imagine having to create ships without it.
- Thule, for allowing me to adapt his 'contract' script.
- LazyWizard <3
- Wyvern and Lazywizard, for their Saved Variant Extractor.
- Fractal Softworks, for allowing people to create modifications and, ofcourse, creating this game.
- Relic, r.i.p. Thank you for blessing the world with two great games. /melodramatic
- megal00t and Relic, Homeworld 2 cruiser, carrier and corvette render.
- echosierraalpha, New Hiigara vs The Dominion story.
- EMN/DRACO for reconditioned Vaygr destroyer
- Oni, lot of help from the 'Commissioned Crews' creator, Timid, for HD Commission Mod
Thanks:
- silentstormpt, for directing me to LazyWizard's guide.
- IceXuick, for his sheet of doodads. Could lazily decorade my huge laser cannon with it. <3 Laziness
- Ember, testing, with video feedback even.
- Silver Silence, testing, feedback.
- echosierraalpha, Lore Keeper
.... waiting for approval from Gotcha mainly so i can post it here....???
In my case, the 2 ships I made, need permission, this is my version of the mod in nexus and it is the most current, technically need my permission to use these ships, which I already gave, now, directly from the original creator, I don't think so because I abandon it completely and since it does not use my mod but directly the one from the forum, it only asked me for permission for the ship, but I already told it that it can use my complete mod to improve or update parts and save time, but since the version based on this mod is on nexus created by me, you strongly need my permission because nexus is very strict for these things
.... waiting for approval from Gotcha mainly so i can post it here....???
Do you need approval?
I mean, it's still good to ask but he did write "This mod has been abandoned by its main author for now. If you want to update/remake it, feel free" into the first post.
I'm pretty sure that means you're in the clear unless he decides to change it later or it gets officially adopted. :-\
PS: Did you remember to give the Troop Ships ground support and check the bomber AI?
2.1.1:
+ added Hiigaran BPs : fighter, bomber, interceptor, rare, station, corvette, platform, drone, station
+ synced new BPs to faction files
+ re-added archaic (old visuals, lower armament), hull+variant of Vraan
+ added modernized (slightly better), hull+variant of Vraan
+ added 4 skins and variants for Carriers (Sashiir, Taiid, Woodan) with different shipsystem
+ added 4 skins and variants for Drone Carrier (Faal-corum) with different shipsystem
+ added 2 variants of old Turret platform with Flak and Ion weapons
+ added 3 new hull+skin+variant of Turret as Weapon Platform, mobile Crewed/Automated mobile, static Automated
+ added new variants of fighters (2x Fiirkan, 1x blaze) for new drone wings
+ added captured (reconditions) Vaygr destroyer hull (from Higaraan's Resurgence mod, thanks Draco(approved)
+ activated usage of Pulsar Bomber at Sashiir carrier (already in data but unused)
+ fixed some crashes in wings of fighters, bombers, interceptors
+ added some ship systems drone wings with fighters, bombers, interceptors, used by skin variants
+ corrected visible text names of hulls
+ tweaked some tags, hints of ships, added descriptions
+ optimized some of the backgrounds to downsize the mod to half
+ merged Commissioned Crew fix (thanks Oni, Timid)
+ all ships, stations, solo/wing (fighters, bombers, interceptors) are shown at main screen
+ all ships, stations, wing (fighters, bombers, interceptors) are available for combat sim
+ more ships, stations, fighters, bombers, interceptors wings are available for Hiigaran faction
+ all existing and new ship variants available as custom-game Nexerelin start for Hiigaran faction
+ Archaic Vraan, Reconditioned Vaygr destroyer, Crewed Mobile WP hulls available for pirate faction
+ simplified (optimized) some fighters and ship Bound Polygons
+ other tweaks and fixes i forgot
-(in theory save compatible but more likely not, on own risk)
!!
codex :Vote_Check:
missions :Vote_Check:
simulator :Vote_Check:
benchmark :Vote_Check:
start new game (vanilla) :Vote_Check:
start new game (nexerelin) :Vote_Check:
with Nexerelin normal and random :Vote_Check:
outfitting :Vote_Check:
playing :Vote_Check:
new ships / variants appear at market :Vote_Check:
AI uses new variants / ships :Vote_Check:
Hiigaran commission works :Vote_Check:
leaving game whole night on UI screen :Vote_Check:
no suspicious starsector.log spam :Vote_Check:
no obvious memory leak detected :Vote_Check:
Gotcha! and all original credits for making the mod in the first place!
NoFoodAfterMidnight for helping improve the 0.9.1a update
Bombasticmori for updating the mod to 0.9.1a and 0.95a
Cycerin for Blackrock Drive Yards whose source code really helped me understand the coding side of the game
Starsector wiki for their modding guides, a huge help in finding things in need of update
Original Credits by Gotcha! below:
Huge thanks:
Original ship art and turrets (used with permission, this guy's awesome):
Kalthaniell
Original image used for portraits:
Guesscui (Link has died.)
Planet art:
Duael Designs LLC & Robert Stein - New Hiigara
Planet Creator, Christian Hart - Jakuul, Koya, Daiamid, Maal
Special thanks:
- Trylobot, Trylobot's STARSECTOR Ship Editor. Seriously, you, sir, are awesome and I salute you. I can't imagine having to create ships without it.
- Thule, for allowing me to adapt his 'contract' script.
- LazyWizard <3
- Wyvern and Lazywizard, for their Saved Variant Extractor.
- Fractal Softworks, for allowing people to create modifications and, ofcourse, creating this game.
- Relic, r.i.p. Thank you for blessing the world with two great games. /melodramatic
- megal00t and Relic, Homeworld 2 cruiser, carrier and corvette render.
- echosierraalpha, New Hiigara vs The Dominion story.
- EMN/DRACO for reconditioned Vaygr destroyer
- Oni, lot of help from the 'Commissioned Crews' creator, Timid, for HD Commission Mod
Thanks:
- silentstormpt, for directing me to LazyWizard's guide.
- IceXuick, for his sheet of doodads. Could lazily decorade my huge laser cannon with it. <3 Laziness
- Ember, testing, with video feedback even.
- Silver Silence, testing, feedback.
- echosierraalpha, Lore Keeper
first thanks to Gotcha for great Hiigaran Descentants mod,
i made merge from my compatibility fixes of Hiigaran Descendants v2.0.4/v5 (v3/v4/)
as i had it in collection for modded 0.91
and 2.1.0 from bombasticmori (hence msg goes to him too, thanks again for it)
which i had for 0.95a and 0.95.1a
i cleaned it up, combined what i had done , fixes, tweaks, minor changes or small additions
noticed i had in my data some bomber, Reconditioned Vaygr Destroyer, so i made sure it works too
i tracked that RVD back to Hiigaran's Resurgence (from Draco, hence msg also going to him, thanks)
i know it ain't perfect but i mainly started it to remove crashes and errors
to be able play them together in version 0.95.1a
as i tried move my play-thru mod package from era from 0.8x/0.91/0.95a
change-log and test-logQuote2.1.1:
+ added Hiigaran BPs : fighter, bomber, interceptor, rare, station, corvette, platform, drone, station
+ synced new BPs to faction files
+ re-added archaic (old visuals, lower armament), hull+variant of Vraan
+ added modernized (slightly better), hull+variant of Vraan
+ added 4 skins and variants for Carriers (Sashiir, Taiid, Woodan) with different shipsystem
+ added 4 skins and variants for Drone Carrier (Faal-corum) with different shipsystem
+ added 2 variants of old Turret platform with Flak and Ion weapons
+ added 3 new hull+skin+variant of Turret as Weapon Platform, mobile Crewed/Automated mobile, static Automated
+ added new variants of fighters (2x Fiirkan, 1x blaze) for new drone wings
+ added captured (reconditions) Vaygr destroyer hull (from Higaraan's Resurgence mod, thanks Draco(approved)
+ activated usage of Pulsar Bomber at Sashiir carrier (already in data but unused)
+ fixed some crashes in wings of fighters, bombers, interceptors
+ added some ship systems drone wings with fighters, bombers, interceptors, used by skin variants
+ corrected visible text names of hulls
+ tweaked some tags, hints of ships, added descriptions
+ optimized some of the backgrounds to downsize the mod to half
+ merged Commissioned Crew fix (thanks Oni, Timid)
+ all ships, stations, solo/wing (fighters, bombers, interceptors) are shown at main screen
+ all ships, stations, wing (fighters, bombers, interceptors) are available for combat sim
+ more ships, stations, fighters, bombers, interceptors wings are available for Hiigaran faction
+ all existing and new ship variants available as custom-game Nexerelin start for Hiigaran faction
+ Archaic Vraan, Reconditioned Vaygr destroyer, Crewed Mobile WP hulls available for pirate faction
+ simplified (optimized) some fighters and ship Bound Polygons
+ other tweaks and fixes i forgot
-(in theory save compatible but more likely not, on own risk)
!!
0.95.1a tested :SpoilerQuote
codex :Vote_Check:
missions :Vote_Check:
simulator :Vote_Check:
benchmark :Vote_Check:
start new game (vanilla) :Vote_Check:
start new game (nexerelin) :Vote_Check:
with Nexerelin normal and random :Vote_Check:
outfitting :Vote_Check:
playing :Vote_Check:
new ships / variants appear at market :Vote_Check:
AI uses new variants / ships :Vote_Check:
Hiigaran commission works :Vote_Check:
leaving game whole night on UI screen :Vote_Check:
no suspicious starsector.log spam :Vote_Check:
no obvious memory leak detected :Vote_Check:[close]
credits were updated too, like Oni's fix for Commissioned CrewsSpoilerQuoteGotcha! and all original credits for making the mod in the first place!
NoFoodAfterMidnight for helping improve the 0.9.1a update
Bombasticmori for updating the mod to 0.9.1a and 0.95a
Cycerin for Blackrock Drive Yards whose source code really helped me understand the coding side of the game
Starsector wiki for their modding guides, a huge help in finding things in need of update
Original Credits by Gotcha! below:
Huge thanks:
Original ship art and turrets (used with permission, this guy's awesome):
Kalthaniell
Original image used for portraits:
Guesscui (Link has died.)
Planet art:
Duael Designs LLC & Robert Stein - New Hiigara
Planet Creator, Christian Hart - Jakuul, Koya, Daiamid, Maal
Special thanks:
- Trylobot, Trylobot's STARSECTOR Ship Editor. Seriously, you, sir, are awesome and I salute you. I can't imagine having to create ships without it.
- Thule, for allowing me to adapt his 'contract' script.
- LazyWizard <3
- Wyvern and Lazywizard, for their Saved Variant Extractor.
- Fractal Softworks, for allowing people to create modifications and, ofcourse, creating this game.
- Relic, r.i.p. Thank you for blessing the world with two great games. /melodramatic
- megal00t and Relic, Homeworld 2 cruiser, carrier and corvette render.
- echosierraalpha, New Hiigara vs The Dominion story.
- EMN/DRACO for reconditioned Vaygr destroyer
- Oni, lot of help from the 'Commissioned Crews' creator, Timid, for HD Commission Mod
Thanks:
- silentstormpt, for directing me to LazyWizard's guide.
- IceXuick, for his sheet of doodads. Could lazily decorade my huge laser cannon with it. <3 Laziness
- Ember, testing, with video feedback even.
- Silver Silence, testing, feedback.
- echosierraalpha, Lore Keeper[close]
download
https://cdn.discordapp.com/attachments/824910699415207937/988771933019594812/Hiigaran_Descendants.update.approved.DIY.by.DWARDEN.v211.rc4.7z
i hope others can enjoy this great mod just like i do
thanks for your time to answer
(https://cdn.discordapp.com/attachments/498116393099722765/994198495554719744/unknown.png)
(https://cdn.discordapp.com/attachments/498116393099722765/994198495764422676/unknown.png)
Can someone tell me the issue of the blueprints? They have no content and I looked everywhere in the folder yet I see nothing blueprint related where do I enable and modify them, I find my immersion ruined after locating all hiigaran ships and fighters yet ultimately unable to produce their weapons myself. My immersion is ruined.
v2.1.1 RC5
changelog vs RC4
+ more bp / category fixes
https://cdn.discordapp.com/attachments/1000581311083327528/1000820345986613378/Hiigaran_Descendants.update.approved.DIY.by.DWARDEN.v211.rc5.7z
note: the BP icons are disabled in settings.json because if active, there is massive performance drop if you have lot of mods ...
but the blueprint packages shall work just fine ...
(https://cdn.discordapp.com/attachments/498116393099722765/994198495554719744/unknown.png)I fixed that issue, posted it right above this reply, quoting you so you get a notification.
(https://cdn.discordapp.com/attachments/498116393099722765/994198495764422676/unknown.png)
Can someone tell me the issue of the blueprints? They have no content and I looked everywhere in the folder yet I see nothing blueprint related where do I enable and modify them, I find my immersion ruined after locating all hiigaran ships and fighters yet ultimately unable to produce their weapons myself. My immersion is ruined.
Well, you need the super ship start to have the Sajuuk-Khar, which is more than enough to carry you throughout the early game, base stats, no mods.Wait, i can't get the Sajuuk-Khar, aside the Super Ship Start? There is no blueprint for it?
And well sajuuk-khar is not really meant to be a ship available to player, kinda wish Hiigara also took the UAF approach to superships or super capitals, like as a quest reward of sorts
Well, you need the super ship start to have the Sajuuk-Khar, which is more than enough to carry you throughout the early game, base stats, no mods.Wait, i can't get the Sajuuk-Khar, aside the Super Ship Start? There is no blueprint for it?
And well sajuuk-khar is not really meant to be a ship available to player, kinda wish Hiigara also took the UAF approach to superships or super capitals, like as a quest reward of sorts
"Damn, Negro, that's all what i wanted to hear!"Well, you need the super ship start to have the Sajuuk-Khar, which is more than enough to carry you throughout the early game, base stats, no mods.Wait, i can't get the Sajuuk-Khar, aside the Super Ship Start? There is no blueprint for it?
And well sajuuk-khar is not really meant to be a ship available to player, kinda wish Hiigara also took the UAF approach to superships or super capitals, like as a quest reward of sorts
Well, after looking through the console commands, yes the sajuuk-khar has a bp, it's going to be extremely hard to find though, keep that in mind, even then it costs a whopping 3 million credit to manufacture, so good luck building enough heavy industries to manufacture it within several months at best.
Well, you need the super ship start to have the Sajuuk-Khar, which is more than enough to carry you throughout the early game, base stats, no mods.Personally, I wish the Sajuuk-Khar was the flagship of the Hiigaran homeworld defence fleet. Making the only way to get it by conquering the fleet (guaranteed salvage drop), or by scavenging after someone else does it for you (smaller chance of it's hulk drifting away).
And well sajuuk-khar is not really meant to be a ship available to player, kinda wish Hiigara also took the UAF approach to superships or super capitals, like as a quest reward of sorts
Is it not possible to get blueprints for Hiigaran weapons? I noticed they're almost impossible to get in bulk, so the only way to get them is from the pirate production contracts.
Its actually been working just fine for me with Nexrellian. Update the Version number and go to town.
This is my current mod list:
{"enabledMods": [
"PAGSM",
"A_S-F",
"Angry Periphery",
"apex_design",
"armaa",
"ORK",
"CFT",
"Csp",
"combatactivators",
"edshipyard",
"Everybody loves KoC",
"XLU",
"fleethistory",
"hiigaran_descendants",
"HIVER",
"JYD",
"keruvim_shipyards",
"lw_lazylib",
"ArkLeg",
"lunalib",
"exshippack",
"MagicLib",
"Mayasuran Navy",
"nexerelin",
"kayse_phaseships",
"officerExtension",
"oas",
"progressiveSMods",
"roider",
"sun_ruthless_sector",
"scalartech",
"sun_starship_legends",
"stelnet",
"tahlan",
"Terraforming & Station Construction",
"star_federation",
"TTSC",
"whichmod",
"XhanEmpire",
"shaderLib"
]}