These are some pretty nice bashes. Not just "an Onslaught without the wings" bashes or Eagles within Eagles within Eagles within a Conquest.
I like the gold paintjobs a lot! Reminds me of the Amarr.
They look good, a little bit symilar to Valkyrians maybe?
In my opinion behemoth doesn't seems to fit to the rest of the ships design
I like the gold paintjobs a lot! Reminds me of the Amarr.
Fun playing with this mod so far, but I have a few minor bugs to report:
First, the Jackal class frigate seems to have really expensive logistic stats - light destroyer level, instead of teeny scout frigate:
Supplies per day = 3 - It has 1 gun and it's almost as weak as a Shadowyards Seski - 1 per day or even 0.75 per day would probably be better?
Supplies to fully repair = 150 - You can fully repair a Falchion for less :)
Repair rate = 10% - seems reasonable given how much of it is just a big engine.
Deployment cost = 40% - Way too high. consider 15%, like the Hyena?
CR Deterioration = 0.5% - same
Everything else looks okay, though I'd consider upping the fuel per LY - this thing goes to 11, it's not going to be at full thrust much of the time :)
The second bug, rather a bit more serious:
Every time I load my save, this mod seems to regenerate its system, which results in a LOT of overlapping systems, and a LOT of Kadur fleets. Looks cool, but very broken.
Observe:Spoiler(http://puu.sh/4rlrm.jpg)[close]
Entirely unrelated, I have concerns that the Vulture may be a bit too useful - I realize that 0.5 flight decks is not an easy possibility, but have you considered adding some code that reduces the number of reinforcements it can launch? It's a tiny little thing and yet it can support as many fighters just as quickly as most cruisers, while travelling at burn 8. Sadly I have no good suggestions for how to remedy this without something complex. (That said, the Rukh goes 7 - but at least it costs a bucketload of fuel and supplies while doing so.)
Idea: Maybe turn the peak deployment time for the Vulture way down, to say.... 60 seconds? I'm unsure if carriers can still service fighters when their CR hits 0% - let's find out. Either way this would provide a limiting factor as to why two or three of these shouldn't be used instead of any other carrier ever.
...
Hey, did you perhaps mistakenly swap the logistics statline of the Vulture and the Jackal? That would explain a lot :)
Great mod, I'm not entirely sure about the short phase jump system on the larger ships though- in cruiser battles they trigger it, ending up facing the wrong way and waste a bunch of time rotating back to face the front line.Thanks! Functional AI for that system is on my to-do list, for now I'm thinking of just disabling it for the AI.
any idea how to fix a save that has too many planets from that bug? my save is no longer loadable :-(
Really do enjoy this mod. Seeing the way the faction has its ships, There could be a possibility for a capital ship sized ship of the Behemoth, you know with a really big gun... cause yea that *** is sexy. Just a suggestion ofcourse. It's awesome already :P
when i try to play this mod i always get Fatal: Error compiling [data.scripts.world.vayraAttackSpawnPoint] cause: Compiling unit "data/scripts/world/vayraAttackSpawnPoint.java" check starfarer.log for more infobetter paste the last few lines of ..\\starsector-core\starfarer.log for analysis
I like that it isn't all symmetrical.
when i try to play this mod i always get Fatal: Error compiling [data.scripts.world.vayraAttackSpawnPoint] cause: Compiling unit "data/scripts/world/vayraAttackSpawnPoint.java" check starfarer.log for more infobetter paste the last few lines of ..\\starsector-core\starfarer.log for analysis
when i try to play this mod i always get Fatal: Error compiling [data.scripts.world.vayraAttackSpawnPoint] cause: Compiling unit "data/scripts/world/vayraAttackSpawnPoint.java" check starfarer.log for more infobetter paste the last few lines of ..\\starsector-core\starfarer.log for analysis
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1539)
at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:972)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2083)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:851)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:832)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:528)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:421)
at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:376)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:765)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:383)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:352)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:210)
... 5 more
this is what my log says
yea ive tried redowloading and installing it like 3 times and that log just repeats everytime
21587 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [./saves/save_asdffsdafa_5079167068170304058/descriptor.xml]
47416 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.vayraSHIInterface.initConvoys(vayraSHIInterface.java:18)
at data.scripts.VayraModPlugin.initVayra(VayraModPlugin.java:28)
at data.scripts.VayraModPlugin.onNewGame(VayraModPlugin.java:52)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.K.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.OooO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.T.super(Unknown Source)
at com.fs.starfarer.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.float.if$super(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
at data.scripts.world.vayraSHIInterface.initConvoys(vayraSHIInterface.java:18)
at data.scripts.VayraModPlugin.initVayra(VayraModPlugin.java:28)
at data.scripts.VayraModPlugin.onNewGame(VayraModPlugin.java:52)
Hmmmm... seems like it's having a problem with shadowyards compatibility. I've tried it with Gedune and it works fine, but at least with the current dev version of SHI it doesn't seem to play nicely. Perhaps because I moved over to the ModPlugin framework from generators.csv?
Just started with this, but some things I've noticed after a few hours:
The bad.
- The Kadur systems aren't very 'livable'. There's no empty stations to store your stuff in!
- The total supply upkeep of the ships is very high. They have the same base cost as low/mid tech ships, but with proportionally much higher crew counts, and every crew takes up supplies. On top of that the inefficient shields and high armor rating means lots of repairs, low-tech style. The Falchion especially, at 120 crew ... that's twice an Enforcer! A Falcon Cruiser has 100! The one saving grace from a campaign supply standpoint is the low CR hit on deploy, letting you fight again and again.
- There's no 'general purpose' frigate. Everything is either a scout, civilian/fleet support, or can only carry one damage type. This is fine as a concept, but painful for players who aren't grandmaster pilots like the rest of us. Need something analogous to a Lasher/Wolf that a played wanting an easier (as in piloting skill) faction game start can use.
The good.
- Extremely interesting faction combat premise. I wasn't too sure about it but in practice the road you've chosen with the fast long range, low acceleration, bad shields high armor, very little PD ... its lots of fun to play.
- The hulls look very good, although the ones that are kitbashes of low-tech rather than mid-tech stand out a little, even with the recolour.
Other notes.
- The description of the PD missile weapons is misleading. They move slowly, are unguided, and frankly I haven't seen them take down a single missile, let alone hit anything faster than a bomber. I also kind of wish it would ONLY shoot them at missiles and fighters, instead of wasting the limited ammo on frigates and destroyers, but I guess that's more down to AI.
I'm really impressed so far, will keep playing. :)
I'll consider adding an abandoned station, I personally never use them so it totally slipped my mind. Wonder if there's a way I could make it unique or more interesting somehow...You can at the very least rename it, like MShadowy did for the one in the SHI system. Its an abandoned solar collection plant. Anything more requires scripting, I guess.
I'll also consider lowering the crew requirements somewhat, but they are intended to be quite high overall -- Kadur ships are constructed from ship components built from existing partial/corrupted blueprints (hence the kitbashed sprites) and lack important automation that even low-tech ships possess.Higher is fine, but the armour defence strategy already yields higher total upkeep costs than the pure CR regain of shield-heavy ships, so you have to consider the monetary cost of keeping the ship running too - supplies aren't exactly cheap, and its easy for less-skilled players to get into a downward cost spiral where they can't get enough money to supply a ship to get money with using the vanilla ships, and will likely stay that way until we get industry and an economy.
The lack of a general purpose frigate is something that I've definitely noted. I kind of like it, to be completely honest, because it means frigates are relegated to more of a support role and performs a specific job in a fleet. I will probably add one whenever inspiration strikes and I can get the sprite right, though. Especially when I get around to adding a way to start the game as a Kadur pilot, as forcing a new player into a Hyena would just be rude. :PI think its very interesting from a fleet composition POV, but something objectively weaker that can be used solo by the starter player is necessary, yeah :)
edit: I've buffed the Sling ABM pod in my dev version significantly (and Partisans just a little) and they don't seem horribly unbalanced, so you should see improvement there immediately when I upload it. I'm thinking I might play around with the systems/fleets/spawners a little tomorrow and try to make an all-purpose heavy combat frigate and an empty station like you suggested, so the new version including the changes will be up once I'm done that either tomorrow or the day after. :)Looking forward to it :)
JCan't say I agree with that. A Hyena with a Heavy Railgun or Coilgun + Javelin in the back is really incredibly good at everything that ISN'T supply storage.
- There's no 'general purpose' frigate. Everything is either a scout, civilian/fleet support, or can only carry one damage type. This is fine as a concept, but painful for players who aren't grandmaster pilots like the rest of us. Need something analogous to a Lasher/Wolf that a played wanting an easier (as in piloting skill) faction game start can use.
J
There's no 'general purpose' frigate. Everything is either a scout, civilian/fleet support, or can only carry one damage type. This is fine as a concept, but painful for players who aren't grandmaster pilots like the rest of us. Need something analogous to a Lasher/Wolf that a played wanting an easier (as in piloting skill) faction game start can use.
Can't say I agree with that. A Hyena with a Heavy Railgun or Coilgun + Javelin in the back is really incredibly good at everything that ISN'T supply storage.
Frankly it's arguably easier to use than a Wolf or Lasher because all you have to do is DODGE, autofire will do the rest.. I will say that their total dps is a tad low when compared to the Lasher or Wolf but it doesn't really stop them being effective.... it wouldn't be any worse than a Hound.
With regards to the PD missiles.. You may want to look at the ammo capacity of the Hoplite given that it has HALF the total damage capacity of the Partisan...
I understand that the increased damage per missile has a fairly significant effect vs armor but in reality it ends up just being a terrible choice for a large slot.
Also the Medium versions of the Railgun/Coilgun are... less preferable in most cases for the same reason.
A Heavy Coilgun has 120,000 damage capacity ( Which is HUGE by the way ) but a Twinned Heavy Railgun only has 55,000.
Not only that but they're less flux->damage efficient, take up more OP and have the identical range.
Few if any ships are so desperate for DPS per slot that they wouldn't rather have say.. more hull mods or vents.
An Enforcer for example with 5 Heavy Railguns on it generates 750 flux/second for 750 kinetic dps at a cost of 45 OP
An Enforcer with 5 TWINNED Heavy Railguns generates 1365 flux/second for 1250 kinetic dps at a cost of 60 OP
Ontop of the aforementioned total damage penalty!
That's 15 more vents or one big hull mod like Unstable Injector and quite frankly the extra DPS per slot just isn't justified, especially for such long range weapons which encourage longer, safer, drawn out fights ( Where total damage is really important!)
Keep in mind this is all for the Enforcer which may be the most slot starved ship in the entire game.
Not entirely sure how I feel about the Capital ship supply consumption... Hard to say given the current state of capital ships, they're definitely the hardest of any capital ship I've ever seen (mods included) to use as a player just because of the logistics involved.
edit: looking at my SHIInterface file it should only give you that bug if you changed the name of Anar or Impresario Shipyards... Mind, my approach to javascript is pretty much rolling my face across the keyboard and offering a virgin sacrifice to stackoverflow.com, so I might not be thinking of everything. If you did that then just let me know what you changed it/them to and I'll throw in a few more lines of code to make the next version of the Kadur compatible with the new SHI as well as the old -- if you didn't change either of the names, then I have no idea. :v
By the way, the engine for the Jackal is the wrong colour :)
Its a little weird that I can see the weapons on the Phalanx, but not on any other fighter. Hide them, so it doesn't look so strange?
Also: Whoa, a Dervish wing costs 60 supplies per battle to recover, and it takes 10 days. The only thing that takes more supplies capital ships ... Wasps, which have a bugged value that Alex forgot to divide by 6, are absurdly expensive and cost 54 per battle.
Also Also: Why is the Rukh classed as a Cruiser? Its a destroyer in essentially all its stats except that Hull Mods cost way more points than you'd think ... is it because of the 2 flight decks?
I've been flying through your worlds and it's looking very good. The only nitpick I could find is Kadur's sun. Its surface shows a very low quality image; the sun is chopped up in small squares, if you know what I mean.
Very nice job. :)
About the Jackal, you made the shield bubble so small any weapon mounted that protrudes from the hull protrudes from the shield also.
Which looks weird when when you get shot on the shield and the weapon doesn't get damaged because its inside, even though visually its 90% outside (eg, light railgun array)
Sure. By the way, is the shield on the Rukh intended to be blue?
Also, I see that so far the broken Ram-Tug has a deploy cost of 5. Keep in mind that is counted by the AI when deciding whether to run or fight, which means as it the 2 tugs needed to get a destroyer cargo or fuel ship to speed with the rest of the fleet would count as much as a Falchion in the AI's eyes.
My hauberks keep getting nuked. Instead of keeping range they move basically into melee range and then get pasted. They also never turn off the field so they can shield.
Haven't lost one yet, but I have suffered two near-total crew losses.
Is there anything that can be done so the AI isn't so terrible at them? With the Targe, that's 2/3 destroyers the AI can't use well D:
P.S. I'm noticing some dissonance in the names list here ... I'm looking at ships for sale here ... 'Face Of The Divine' ... 'Sermon' ok, Theocracy, and then 'Thug Lyfe' and 'Straight Outta Compton' wut wut :D
P.P.S. Front shields on the cargo haulers is just plain mean. All they'll ever use them for is for bravely running away while blocking missiles, teabagging the player much? :P
P.P.P.S. Just noticed the Golem takes 100 crew and the Falchion 120. Did you maybe switch them by error?
Version 1.1.2, including a new system, new faction (same ships though), Junk Pirates integration, balance tweaks, descriptions for stuff, and a new heavy combat frigate! (https://dl.dropboxusercontent.com/u/35692174/Vayra1.1.2.rar)
Loving the continued attention you're giving this. I can't count how many little things I've needed to fix because you caught them, and that's great. ;DI'm a modder for other games, I just can't do 2D so I won't be modding Starsector.
For the Hauberk, I'm not sure -- I'm really not very good with java, so the AI for the field right now is verbatim "if it's not on, turn it on" and nothing else, heh. I'll take a look at making it a little more intelligent, but I can't really promise anything.Ask LazyWizard :D
As for front shields on cargo ships, I don't think I'll be changing those. What you get for abandoning shield technology in favor of putting giant engines on the backs of ships, etc etc. Of course, if its bothering you on your ships, I think there's a hull mod for that... ;)I was thinking more along the lines of ditching the shield altogether, myself, so they don't try to turn to take hits on the shield when chased.
Well, you'll have to trust me. It's a good ship.Ok :D
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: data.scripts.world.anar.SHIConvoySpawnPoint$1 : data.scripts.world.anar.SHIConvoySpawnPoint$1
---- Debugging information ----
message : data.scripts.world.anar.SHIConvoySpawnPoint$1
cause-exception : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message : data.scripts.world.anar.SHIConvoySpawnPoint$1
class : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
required-type : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path : /CampaignEngine/respawnLocation/objects/lists/entry/list/JumpPoint/destinations/com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination/destination/orbit/starPoint/containingLocation/objects/lists/entry/list/CampaignFleet/ai/assignments/FleetAssignmentData[2]/target/orbit/focus/orbit/focus/orbit/focus/containingLocation/objects/lists/entry[2]/list/CampaignFleet[16]/ai/assignments/FleetAssignmentData/onCompletion
line number : 62243
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : com.fs.starfarer.campaign.ai.CampaignFleetAI
class[3] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[4] : java.util.HashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[5] : com.fs.util.container.repo.ObjectRepository
class[6] : com.fs.starfarer.campaign.StarSystem
class[7] : com.fs.starfarer.campaign.CampaignPlanet
class[8] : com.fs.starfarer.campaign.CircularOrbit
class[9] : com.fs.starfarer.campaign.CampaignOrbitalStation
class[10] : com.fs.starfarer.campaign.Hyperspace
class[11] : com.fs.starfarer.campaign.JumpPoint
class[12] : com.fs.starfarer.campaign.StarSystem$UpdateFromSystemLocationOrbit
class[13] : com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination
class[14] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.void
version : null
-------------------------------
3123 [Thread-6] ERROR com.fs.starfarer.loading.SpecStore - Ship system [martyrdrones] not found in ship_systems.csvBy the looks of things you added a prefix to all your ship system names but didn't update some of the ship entries maybe?
P.S. It won't load with the latest SHI 0.4.2
P.P.S. Or the 0.4.1b that worked before.
com.thoughtworks.xstream.converters.ConversionException: data.scripts.world.anar.SHIConvoySpawnPoint$1 : data.scripts.world.anar.SHIConvoySpawnPoint$1
---- Debugging information ----
message : data.scripts.world.anar.SHIConvoySpawnPoint$1
<etc.>
version : null
-------------------------------
I'm gettingQuote3123 [Thread-6] ERROR com.fs.starfarer.loading.SpecStore - Ship system [martyrdrones] not found in ship_systems.csvBy the looks of things you added a prefix to all your ship system names but didn't update some of the ship entries maybe?
P.S. It won't load with the latest SHI 0.4.2
P.P.S. Or the 0.4.1b that worked before.
com.thoughtworks.xstream.converters.ConversionException: data.scripts.world.anar.SHIConvoySpawnPoint$1 : data.scripts.world.anar.SHIConvoySpawnPoint$1
---- Debugging information ----
message : data.scripts.world.anar.SHIConvoySpawnPoint$1
<etc.>
version : null
-------------------------------
I've never seen that log type before, is that from the starsector.log or something else that I don't know about?
Also, did you try deleting the folder entirely and re-downloading?
Delete the closing brace on line 124 of SHIConvoySpawnPoint.java. It completely throws off the rest of the file.Nope. Those brackets ain't extra. I checked and sure enough, if you take them off it fails to compile them.
I should also note that said mistake is also present in the source file from MShadowy's own mod, on line 130.
...yep, time for me to sleep now, as I apparently forget to verify, then post.Delete the closing brace on line 124 of SHIConvoySpawnPoint.java. It completely throws off the rest of the file.Nope. Those brackets ain't extra. I checked and sure enough, if you take them off it fails to compile them.
I should also note that said mistake is also present in the source file from MShadowy's own mod, on line 130.
Edit: It looks like SHI 0.4.2 broke save compatibility, so its not you! Good news/Bad news.
These crashes have me totally confused, guys. This is happening before you even see the main menu, right? Everything is working on my end, which is why I'm so lost.No, this is on loading a saved game. Some further testing - I started before 'Coffee just kicked in yo' time - suggests SHI 0.4.2 broke save compat.
also, Taverius, off topic but that plane looks kickin' rad, wow!Thanks. The texturer for that engine and main mod author is now an employee of the developers of the game :)
Ah, that worked. Sorry!I'm gettingQuote3123 [Thread-6] ERROR com.fs.starfarer.loading.SpecStore - Ship system [martyrdrones] not found in ship_systems.csvBy the looks of things you added a prefix to all your ship system names but didn't update some of the ship entries maybe?
This is also really weird, as I thought I fixed that before I released it the first time. I would recommend you also try deleting the mod and re-downloading it... :-\
[Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Fleet id [null] not found for faction [regime]
java.lang.RuntimeException: Fleet id [null] not found for faction [regime]
at com.fs.starfarer.loading.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.vayraDefenseSpawnPoint.spawnFleet(vayraDefenseSpawnPoint.java:37)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.new.øÒÒ000(Unknown Source)
at com.fs.oOOO.super.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
at data.scripts.world.vayraDefenseSpawnPoint.spawnFleet(vayraDefenseSpawnPoint.java:37)
Just updated this mod today. But I get this error now:
<snip>Codeat data.scripts.world.vayraDefenseSpawnPoint.spawnFleet(vayraDefenseSpawnPoint.java:37)
Seems to indicate this mod as the culprite.
Looked at the regime.faction file, but I can't find the error (though I pretty much have no idea what I'm looking for :P)
EDIT: started a new game again and I haven't come across the crash again, Odd.
Ok, quick pilot skill transplant into a new game and back up and running.
Still no empty stations in the Kadur systems, I see :(
On the other hand, working tug! nice new frigate! enemies! new system!
From some quick playtesting I would drop the speed on the Camel to 170-180. A Lasher is 130, right now its fast like a Hound at 200.
Edit: Hmm, I just noticed the Scirocco has the same base speed as the tarsus but no burn drive ... I don't think that's a nice tradeoff for 50 cargo space, on top of not having an omni shield.
Edit2: 8 fuel/LY for the Dolphin? What's the rationale here, why would I ever pick it over the Ox? Fuel usage is the main downside of Tugs, and you made it 60% worse? :D
Mirage is lovely!Thank you!
Found this texture seam on Kadur's sun though: http://puu.sh/4wG1J.jpg
Have you considered making the corvettes have a logistics profile more like frigates and less like fighters? Right now, a single wing of corvettes has about 12 hulls - which is huge for something almost the size of a frigate - but it takes a day to replace each of those, for a pretty cheap supplies cost.
If you set the CR per ship deployed to about 12%, but upped the repairs-per-day to also about 12%, then the supplies per deployment would stay at 2 per launched corvette, but the number of hulls max would be reduced to about 6-8 (8 only if you have elite crew).
I think that would suit them better, they'd fit more into the tiny frigate role rather than superheavy fighter role.
And ooh, that's sort of a nasty image bug. I'm not much of an image editor, do you think it would work if I just blurred the left and right extremes of the texture file? :-\GIMP can handle it if you run the filter Map->Make Seamless.
It also has a much greater chance of surviving if you're forced into a retreat.That's kind of negated by the extra fuel tanker I have to lug around.
TBH I might keep it with no empty stations in the Kadur system -- anything there would have been claimed by the Theocracy immediately, or broken down for scrap and tech. It's a very small system, and their home, etc. Without an economy, the only real reason to go there is to wage war on the Kadur, and I like the idea of needing to return to a different system to resupply/sell loot/perform drydock repairs in that case.The other reason is to play the Kadur and defend the home system from the Insurgency, which unless you're weird and never need storage for crew/supply/fuel/ship stockpiles is Very Hard mode in Kadur.
First impression of Mirage is " Augh freaking bright blue/white spot in the center of my screen, go the hell away!"
quickly followed by 5 minutes of trying to look at other things while my peripheral vision informs me " Wauuuuuoooooghhaaa! Warning! Bright thing!! You should look at it! "
I'm not normally someone who gives a crap about that sort of stuff but I couldn't believe how strongly it affected me, it actually gives me horrible eye strain after only a few minutes because I can't seem to stop compulsively and frequently looking at it.
Liking this mod, adds a nice level of new stuff while keeping vanilla-ey.
The non-vanilla weapon sprites don't blend too well with the vanilla ships, and IMO this would've been even more awesome if the ships kept vanilla Midline colors, rather than the yellow-ish they are now.
epic work! enjoy the concept and the style of ships, witness the progress and always stick to the newest version. but have to say the most serious one problem is the brightness of background pic in Mirage system.First impression of Mirage is " Augh freaking bright blue/white spot in the center of my screen, go the hell away!"
quickly followed by 5 minutes of trying to look at other things while my peripheral vision informs me " Wauuuuuoooooghhaaa! Warning! Bright thing!! You should look at it! "
I'm not normally someone who gives a crap about that sort of stuff but I couldn't believe how strongly it affected me, it actually gives me horrible eye strain after only a few minutes because I can't seem to stop compulsively and frequently looking at it.
this is not that exaggerate as it seems to be. i make it to 15 minutes in 1.1.3 and tend to be in some other system for the sake of my eyes... please take it seriously.
They are freaking though to take down, which is surprising given they are low tech ships. i tried to fight their cathedral fleet with my own carrier based fleet (who crushed everything else in the sector) to end up being steamrolled. Maybe that's because fighters aren't very efficient against a fleet that can swarm the screen with so many missiles but still, surprising. I'll try with a capital ship based fleet.
I also tried some of their ships, and they are pretty fun. Unlike Tavernus, i don't have trouble with keeping my Hauberk alive but i also avoid to put it on the frontline, i usually tell it to wander around on the other side of the map and give his buff to the rest of the fleet.
I love the Buzzard, lovely little sniper ship. It fly like a brick though, and there is nothing scarier for a Buzzard than a buffalo unleashing all of its missile payload on it.
Have to try more in depth this faction, but from what i have seen so far, it's very fun to play with.
Ah, yeah. I just wanted to have pretty systems. :'(
The offending background will be darkened a bit for the next release. Speaking of which, I'll be putting out a new update soon as Exerelin just released and I want everyone to be able to claim systems in the name of the Theocracy should they so choose. Sadly I'm busy all day today, but tomorrow I am free to pore over .faction and .java files until my eyes fall out so you can expect an Exerelin compatibility patch around then. I had it compatible with the old version for Starsector 0.54.1a, so it shouldn't be too much work... I hope. :v
Ah, yeah. I just wanted to have pretty systems. :'(
The offending background will be darkened a bit for the next release. Speaking of which, I'll be putting out a new update soon as Exerelin just released and I want everyone to be able to claim systems in the name of the Theocracy should they so choose. Sadly I'm busy all day today, but tomorrow I am free to pore over .faction and .java files until my eyes fall out so you can expect an Exerelin compatibility patch around then. I had it compatible with the old version for Starsector 0.54.1a, so it shouldn't be too much work... I hope. :v
If you had the fleets setup for the old version of Exerelin you may not have to do anything :)
Two of the Exerelin fleets are no longer needed, and the weapon list is now determined by the fleet definitions so no worries there.
I assume your happy for me to include support for the Theocracy? :)
Ah, yeah. I just wanted to have pretty systems. :'(
The offending background will be darkened a bit for the next release. Speaking of which, I'll be putting out a new update soon as Exerelin just released and I want everyone to be able to claim systems in the name of the Theocracy should they so choose. Sadly I'm busy all day today, but tomorrow I am free to pore over .faction and .java files until my eyes fall out so you can expect an Exerelin compatibility patch around then. I had it compatible with the old version for Starsector 0.54.1a, so it shouldn't be too much work... I hope. :v
Ah, yeah. I just wanted to have pretty systems. :'(
They haven't been updated for a few revisions, so I'll probably take a look at the other currently implemented factions and balance them a little/add the ships that have been added since I wrote those lists. Which ones are no longer needed, in-system attack and supply fleets, or..?
And yes, of course! In 0.54.1a if I wasn't playing Uomoz's Corvus with a pile of extra mods, I was playing Exerelin.
edit: By the way, I'll totally mess with my scripts to not generate if Exerelin is active. :D
try
{
Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.ExerelinGen);
return; // Exerelin found so skip generation
}
catch (ClassNotFoundException ex)
{
// Exerelin not found so continue and run normal generation code
}
// TODO run your normal mod gen code
// Test for Kadur Theocracy
if(isFactionInstalled("regime", "data.scripts.world.vayraKadurGen"))
possibleFactionList.add("regime");
// Test for Qamar Insurgency
if(isFactionInstalled("insurgency", "data.scripts.world.vayraKadurGen"))
possibleFactionList.add("insurgency");
else if (factionId.equalsIgnoreCase("regime"))
{
data.addStartingShipChoice("khs_camel_Combat");
data.addStartingShipChoice("khs_hyena_Picket");
}
else if (factionId.equalsIgnoreCase("insurgency"))
{
data.addStartingShipChoice("khs_hyena_acehigh");
data.addStartingShipChoice("khs_buzzard_pd");
}
You'll need to do some light editing of Exerelin at the moment to fully integrate it. Specifically, put the following code into Exerelin/data/scripts/world/exerelin/ExerelinData.java where the other faction detection lines are:Just to confirm; do end-users still have to comment out (using the '#' sign as a prefix) the 'modPlugin' line in this mod's mod_info.json to have it play nice with Exerelin, or did your changes to VayraModPlugin.java take care of that by itself?
*snip code*
And if you want to start with a Kadur ship, the following code into Exerelin/data/scripts/plugins/CharacterCreationPluginImpl.java where the other starting ship options are:
*snip code*
Just to confirm; do end-users still have to comment out (using the '#' sign as a prefix) the 'modPlugin' line in this mod's mod_info.json to have it play nice with Exerelin, or did your changes to VayraModPlugin.java take care of that by itself?
So, in the absence of keptin's IFed and Uomoz's Sector, I've made my own little compilation of mods and this is one of them. I was exploring each mod's ships in the game and I took a gander at these ships in a base, and almost instantly I saw things I liked. More and more exploration led me to the conclusion that this is, so far, my second favorite faction. Fast yet ridiculously unmaneuverable ships with a relatively low tech curve, not to mention corvettes! I think my most favorite thing has got to be missile-based anti-missile point-defense. That's just awesome in every way; the Sling is one of my favorite things out of the mod. Combining them with Swarmers has got to be the neatest way to defend a ship.
That being said, I'm afraid some things are a little out of balance. Largely the ballistic weapons; they're just far too good. The medium railguns can easily punch through armor thanks to their high damage at a high range, and don't have an especially high flux impact. The coilgun is similarily good against shields. The light railgun array is a little more reasonable, but all these weapons have far too high a projectile speed. The small ballistic weapons benefit unduly from all the above as well.
I'm not sure how BalanceSuite works, but it doesn't seem to quite be perfect. Then again, game balance is far more than just numbers.
As for how to nerf them (assuming you agree), that's up to you, depending on the flavor you want to give them. You could keep their ridiculous effectiveness and simply nerf their flux cost, making them inefficient. The smaller weapons are more reasonable at 9 op each, but they're still far too efficient for their range, and track too well. The medium ones could use an increase in OP at the very least. I'm not even sure about the large weapons, but I suspect they should be handled similarily as however you choose to handle them in general.
I also have mixed feelings on an LRM weapon being available for small missile slots. I feel they deserve far less ammo, or Javelins in general should get a damage nerf. But I don't perceive them nearly as problematic as the ballistic weapons.
Criticisms aside, keep up the fantastic work! My only other feedback would be the recommendation of some more unique ships, especially utility ships like the Hauberk (and I'm still not quite sure what the EWAR field does, aside from increase friendly ranges; I expected it to jam missiles and mess with enemies somehow).
Oh, and P.S.: I love the Targe. It actually makes an amazing brawler when you slap some heavy autocannons and annihilator rockets on it. Though I feel being able to put extended shields on it is a little abuseable. On the other hand, its lowish OP capacity means that's not terribly viable, considering I don't even have large missile weapons in its slots.
Hey Vayra, just played a session with the Kadur in Exerelin and it was wunderbar! I have so much fun piloting your ships, I find that if I play carefully nothing can stop me. That's a good thing; of course more balancing can always be done, but many times a mistake with trajectory will present your bum to the enemy for a good long while before you can turn around (now you're screwed!). I like it a lot, so keep up the good work.
You might like to note that Heavy Maulers deal equal DPS to Twinned Assault Coilguns at equal range for less flux/second. ;) For the Twinned Heavy Railguns I understand the criticism a little more, given that the closest equivalent is probably the Hypervelocity Driver (equivalent DPS but some of it as EMP, much less flux, 1 more OP, better accuracy, less range). I feel like it's still within the bounds of vanilla balance, but it's the one weapon I feel like might need a more significant nerf. I think I might have to make the medium ballistics turn slower -- this would do more to cement them in place as long-range support weapons, help to emphasize the lack of maneuverability on Kadur ships, and provide a balancing factor that I could apply to both medium ballistic weapons so as to not ruin the current homogeneity they have while also not making the Twinned Assault Coilgun useless as I feel like it's in a pretty good balance spot right now. The small mounts might catch some of the same, too. I don't think I'll be changing the large weapons much -- comparing the Gauss Cannon and the Tachyon Lance to the Demolisher seems perfectly fair, and the Redemptor deals considerably less DPS than other large ballistic high-explosive weapons but has the benefit of range.
As for the VLRMSs, the medium-sized one deals less DPS than the Pilum for the same OP with the benefit of firing four missiles (each much less effective than a Pilum LRM, hence the reduced DPS) instead of three. The small mounts are half as effective, and at 6 OP cost more than a rack of Harpoons or as much as a rack of Atropos Torpedos. That said, I actually intended to make all VLRMSs only have ammo for 10 volleys like the Pilums do -- the current ammo counts are actually a mistake left over from when I had them firing 3/6/12 missiles in older versions of the mod. Oops! That'll be fixed in the next release.
p.s. The EWAR field jams enemy everything -- in the sense that it reduces their weapon and sensor ranges by as much as it boosts yours. :) At this point there aren't any new ships that I'm actively working on, but I do keep an eye out for interesting systems or empty design space, so if something catches my fancy a new hull or two might come out.
I might just be missing an update or in topic post but I'm not able to load any saves... I'm running (having made the changes needed per download post):
Exerelin 0.6
Lazylib 1.5
Bushi 1
Hiigarian 1
Junk Pirates 1.61b
Kadur Theocracy 1.1.4
Neutrino 1.7
Shadowyards 0.4.2
Gedune 1
I've been trying to play 4 systems, small max, 12 planets, 4 asteroids, 15 stations, omnifactory, all factions, respawn all every 2 months, starting as Neutrino Singularity (at least this faction has major fleet control issues right off the bat due to the big ships logistic cost unless you use all 3&3 points to up it). Upon any load, after having taken first station, I'm no longer able to load the save.
I'm not sure what I'm looking for in the log, but I notice:
419726 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
---- Debugging information ----
message : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
cause-exception : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
class : com.fs.starfarer.campaign.accidents.AccidentManager
required-type : com.fs.starfarer.campaign.accidents.AccidentManager
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path : /CampaignEngine/modAndPluginData/persistentData/entry/map/entry[5]/FleetMember/fleetData/fleet/accidentManager
line number : 123853
class[1] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[2] : com.fs.starfarer.campaign.fleet.FleetData
class[3] : com.fs.starfarer.campaign.fleet.FleetMember
class[4] : java.util.HashMap
converter-type[1] : com.thoughtworks.xstream.converters.collections.MapConverter
class[5] : com.fs.starfarer.campaign.ModAndPluginData
class[6] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.void
version : null
I'm not really too concerned about the coilguns; I suppose that's not a big issue. But, compared to the heavy mauler, the Coilguns have a much faster projectile speed. This is a problem with the Railguns vs. Hypervelocity Driver. This does affect balance, and I feel it makes them too good as enemies can't dodge the shots like they can with their vanilla counterparts. It's also worth noting that I generally perceive the heavy mauler as a little too powerful (it's almost always better than the Assault Chaingun, but it might also be that way by design, by virtue of being higher tech).
A turn rate nerf would be fine, but I also feeling slowing projectile speeds by 20% or more would also bring them in line with vanilla weapons.
That said, I hope you're going to have a harsh talk with the Small Ballistics, because I feel those are the most ridiculously overpowered weapons. At that projectile speed, range, damage, and efficiency, they're just far too good, even for 9 OP (only 1 more than a light needler, which isn't nearly as effective).
The biggest thing I can tell you is that, as a player who wants to do well, I can use railguns (any size) to chop through armor, even against heavier vessels. One small railgun (not an array) can demolish the armor of a Lasher, much less several. For a kinetic weapon, this just isn't right. This may actually have to do with how armor absorbs damage; it seems like simply having more damage lets you get through armor better than if you had equal DPS with several smaller projectiles. This also relates back to the heavy mauler seeming better than the assault chaingun even up close, though this could very well be me being off my rocker.
Point is, the 9OP railgun is just too good. I think projectile speed might not be accounted for in balancesuite, or not accounted heavily enough, because it's a big deal. It's why (I believe) beam weapons deal soft flux to shields; instant transmission. Given a choice between a Heavy Autocannon (vanilla) or the 9OP railgun, I'd choose the latter, every time. And it can be put on a small mount. That's a huge deal.
Fair enough. A slight nerf is all I wanted; ammo ought to be fine. Though I still think the small LRMs should get even fewer missiles (note that at 1 OP more, the Javelins have far more ammo than a harpoon; with only a slightly lower projectile speed and damage these are a far better option even for close-range HE damage).
The thing about Kadur LRMs is not their power. It's that they are very easy to boat. Civilians ships can be fitted with a bucketload of those and you can field a bucketload of civilians ships... I played with a fleet integrally made of Siroccos and Djinns class. The Mistral is just far too squishy to be effective, i always lost one or two of them because they are bumping with my own ships during the deployment phase, and Djinn is better as a tanker and missile boat in every aspect.
With my "Itano circus" style fleet, i was able to stomp everything in the game, save for the Kadur judgement fleet. I also always have a Hauberk class staying behind to provide the radar bonus, i'm not sure however if the range bonus apply to missiles. Also i wonder, i know their bonus don't stack, but are they nullified when your Hauberk is against another Hauberk?
So yeah, nerfing the small LRM would be good to avoid boating your entire fleet with them.
I haven't played much (yet) a ballistic oriented fleet. But as NikolaiLev said they seems very strong now, nerfing a bit the turning speed of the guns as well as the projectile speed would be good.
Not bad! But as much as I hate tearing your mod up, I feel this could take some looking at as well. It's powerful, and that's cool (the Hauberk is a destroyer with mediocre hardpoints, railguns notwithstanding) but it should have a larger drawback than merely disabling its shields; the fact it increases your range and decreases theirs is a huge swing in power. The enemy AI isn't smart enough to focus it down, so I feel it should also have a relatively high flux generation, and/or make it disable weapons as well. Problem with that being allowing the Hauberk AI know when to use it and when not to. But I'm sure you can think of something.
P.S. If it makes you feel any better, the only other mod I've "abused" to this extent was keptin's IFed, and that's because I loved it. It's just a form of affection, you know? :D
P.P.S. The mod's interceptors seem to be really poor at being interceptors. This is a fair tradeoff given they have kinetic weapons (which makes them amazing support craft) but I think this could use some looking at. A weapon that had decent range, high burst damage but low DPS would suit the faction quite well. Problem is, it'd be balanced for fighters but it'd be stupidly good as PD. So, maybe give it short range ala the Vulcan Cannon, with its damage frontloaded in a long, potent burst which an equally long cooldown between bursts.
P.P.P.S. (Darn, keep forgetting!) Martyr drones just seem far too ineffective. It's a dangerous thing to ask, but buffing martyr cannons just a liiiiittle bit would be nice. They are basically energy mortars, which are ineffective in every other way (but the concept is cool!)
OH MY GOD I KEEP THINKING OF THINGS (This actually happened with IFed too, now that I think about it!) The Jackal deserves a buff to its peak performance time! While it fits with what it is, it just renders it far too ineffective and deserves to be able to stick around and contribute what little it can. It's a cute little guy and I'd like to use it more, but I just can't justify it; my other frigates (especially Hyenas and Vultures) are about as fast and are just as good for capping points.
Also I should've gushed about how much I love you for adding carrier frigates because I love carrier frigates and they need to be more common! Alright, hopefully this will be the last edit to this post.
Oh, and One Last Thing: I might make my own faction at some point. I don't know if there's general policy for this, but I'm wondering if you'd mind if I copied the Sling ABM for it! I've already expressed my love for it, and I might still end up making my own missile-based anti-missile weapon, but in general I like the idea of mods having non-vanilla weapons in common and I wish it was more common. You'd get credit, of course! ;D
Thanks for interesting mod. Separately pleased integration of original fraction not only with original, but also with other mods in the form of four brisk systems . As pleased division of fraction into two conflicting parties that allows at the same time and to be on friendly terms with the main fraction, and to try the new ships as opponents. From the ships separately I pleased Dolfin. Against appearance of mods with trading I want to suggest to add fast transport of the average size, like clipper. It would seem to me not bad fitted into line of ships this fraction.
i have to say this is probably my favorite mod at this moment, its the only one i have where there are "good" balistic weapons, almost all other mods are exclusively made for their energy weaponry...
exerelin/kadur theocracy bugs
having trouble with kadar too...why not do what the ZORG mod did...that download works....try that for this mod
Sorry for my English in advance, it's not my native language.
I've tried to find a problem with Exerelin and Kadur...
First. Strings from starsector.log file:Spoiler---- Debugging information ----
message : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
cause-exception : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
class : com.fs.starfarer.campaign.accidents.AccidentManager
required-type : com.fs.starfarer.campaign.accidents.AccidentManager
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path : /CampaignEngine/modAndPluginData/persistentData/entry/map/entry[4]/FleetMember/fleetData/fleet/accidentManager
line number : 259068
class[1] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[2] : com.fs.starfarer.campaign.fleet.FleetData
class[3] : com.fs.starfarer.campaign.fleet.FleetMember
class[4] : java.util.HashMap
converter-type[1] : com.thoughtworks.xstream.converters.collections.MapConverter
class[5] : com.fs.starfarer.campaign.ModAndPluginData
class[6] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.void
version : null
-------------------------------[close]
Second. Let's take a look at path: /CampaignEngine/modAndPluginData/persistentData/entry/map/entry[4]/FleetMember/fleetData/fleet/accidentManager in my "save" file.Spoiler<FleetMember>
<owner>0</owner>
<specId>khs_dolphin_acehigh</specId>
<shipName>QMS Traumaturge</shipName>
<type>SHIP</type>
<isFlagship>false</isFlagship>
...skipped...
<accidentManager>
<randomSeed>6151854791310812160</randomSeed>
<tracker>
<minInterval>0.5</minInterval>
<maxInterval>1.5</maxInterval>
<currInterval>0.70108277</currInterval>
<elapsed>0.0</elapsed>
<intervalElapsed>false</intervalElapsed>
</tracker>
<fleet reference="../.."></fleet>
<currentChance>0.0</currentChance>
<context>
<daysWithoutSupplies>0.0</daysWithoutSupplies>
<daysAtZeroLR>0.0</daysAtZeroLR>
</context>
</accidentManager>[close]
I don't know where is problem here, but i think its caused by "khs_dolphin_acehigh" variant in this case. May be im wrong...
UPD: "khs_dolphin_Ramming" have problem too. Path from "log" file lead to "TowCable_PersistentBuffs" section in "save" file.
I don't think I want to lower projectile speeds -- for one thing, the Kadur's 'official' military doctrine calls for long-range engagement and reducing projectile speed would render the weapons nearly ineffective against anything more agile than a Prometheus at long range. For another thing, it's just unrealistic -- I mean we're talking about a game where spaceships shoot plasma cannons into the engines of other spaceships which disables them for ten seconds, sure, but I still think electromagnetic projectile accelerators should rightly propel projectiles far faster than explosive propellants do. What I am doing, though, is lowering kinetic damage across the board, lowering kinetic range slightly, and lowering all the non-PD ballistic turn rates to ensure that the weapons are far less useful against agile frigates and fighters that get in your face, while still very powerful if you can orient your ship's batteries towards the enemy at long ranges.
I've actually found them quite effective at intercepting enemy fighters! Could you go a little more in-depth as to what they're failing at?
I'm not going to buff the Jackal's peak performance time. :P Remember, it's faster than literally anything else in the sector (unless you're playing with the Nihil, in which case it's faster than anything else in the sector except their ridiculous "anti" fighter wings) and maneuverable to boot, so if you could fly it around with an ITU and a heavy railgun on the front for long enough to kite and kill anything that would be pretty uncool. That's the very thing peak performance times were meant to curtail. It's useful enough for capturing distant points in the start-of-battle scramble or for chasing down fleeing fast frigates/fighters and disabling their engines for long enough that something a little more heavily armed can catch up, and that's all it was built for. What I might do though is reduce its supply usage again, so that it's more viable to bring one or two along with a fleet for those purposes.
That said, if you want to play with a Jackal flagship or something of the like, go ahead and edit the peak performance time in the ship_data.csv for your own copy of the mod! If you manage to do something ridiculous with it like killing an Onslaught, post a screenshot. ;) And I'm glad you like the carrier frigate!
Of course! It's actually stated in the description that it's an ancient weapon system, so it would make sense for other factions to have gotten a hold of the blueprints for them too and/or designed their own weapons based on them.
EDIT: Hauberk field AI appears functional! Toying with the idea of a bigger range buff/debuff in exchange for lowering the Hauberk itself's armor and hull strength. Thoughts? It would make Hauberks considerably more important on the battlefield -- you'd need to intelligently assign them behind friendly lines, close enough to boost your ranges but not close enough to get blown up. It would also make them into much more of an "objective" where they appear in enemy AI fleets -- you'd want to blow them up (and if you could get a fast frigate behind enemy lines, it would be easy to do so) right away or risk being outranged dramatically, especially given that they'd be backed up by Kadur ships with Kadur weaponry. I think I'm going to do it, but for now the weapon range boost/debuff is only increased by 5% (to 20%), while the hull HP/armor nerf is considerably more severe. Thoughts?
(http://i.imgur.com/8PKX8Ce.png)
Image of the new Vulture. Looks much more Kadur now, I think. I might do this to all the civilian ships too, but for now it's quarter past five in the morning and I need to finish this drink and go to bed. :)
I didn't end up testing enough to be comfortable with a release tonight, and if you check the changelog for the coming update that I put in the bottom of the OP, you'll see why -- lots of big hits to Kadur weapon power in various ways, though they should remain very effective for long-range alpha-strike bombardment and support.
Fair enough. It's not irreparably problematic to have high projectile speed, but it needs to be considered as a proper advantage so the weapon is nerfed in other ways. That's my biggest point.
Nope, I'm afraid not. I'll have to test some more, especially if you insist they work well in practice. But from what I've seen so far their guns have a hard time staying on target due to their seemingly low turn speed/acceleration. Whenever I assign an interceptor to an enemy wing, it doesn't seem to get the job done, but it could be a fluke.
It was never my intention to play with a Jackal flagship, but you have a decent point. I exclusively use them as they're supposedly intended, but they just don't seem to last long enough to get the job done. Even an extra minute could be enough for them to get to the point and keep the enemy frigate busy with some IR pulse laser fire and martyr drone suppression. Otherwise, they just lose CR and explode instantly. The low peak performance also makes them a hassle to micromanage (though I should make a suggestion about allowing an option to auto-retreat frigates when their CR goes out.
Making the Hauberk a more extreme case is risky. Do multiple Hauberks in the same fleet stack? If so, they can become an issue real quick-like. Also worth considering is the impact of putting a Hauberk in a non-Kadur fleet. If you make the Hauberk into a more extreme case (by buffing the field and nerfing the Hauberk itself) then it's more and more likely it'll become a huge issue. I say leave it as is; it's potent enough to make a difference (admittedly, not a terribly obvious one due to the nature of these things) while still being a competent destroyer in itself. I like that. I'd like the Hauberk to remain a ship I'd be okay with flagshipping, rather than a boring, fragile thing I need to watch out for in order to make sure my fleet gets that super critical 30% weapon range boost/debuff. 15% seems like a pretty solid number.
Boy, oh boy, keptin better watch out, 'cause you sure are aiming to be my new favorite mod! ;D
That Vulture looks like it has more mounts. Is it going to have more firepower? I would definitely not mind if it did, so long as it took a hit to its speed and maneuverability. To be honest, I don't think it should get much of either, as right now it functions both as a carrier and a point capturer. I'd rather it be a carrier frigate with some decent weaponry but poor speed and maneuverability. But maybe that's just me.
I'd release now, but I think I need to add blinking lights to something so I can be taken seriously as a modder. ;)
Fair enough. It's not irreparably problematic to have high projectile speed, but it needs to be considered as a proper advantage so the weapon is nerfed in other ways. That's my biggest point.As it is, I've dropped them to be more in line with the fastest vanilla weapons and nerfed pretty much everything else about them too, heh. The large mounts still fire at higher velocities than anything in the unmodded game, but not by as wide a margin as before. :)
NERFING BALLISTIC WEAPONS?
Well you done rightly turned me off this new update :(
There are too few ballistic focused mods out right now, and I enjoyed seeing some low-tech ships dominating those posh energy weapon spewing nancies.
Edit: no blinking lights yet. However, I promise you one blinking light for each and every feedback comment on weapon balance I get.Blinkenlights is the SS equivalent of motion blur? :D
Edit: no blinking lights yet. However, I promise you one blinking light for each and every feedback comment on weapon balance I get.Blinkenlights is the SS equivalent of motion blur? :D
In all seriousness, it does add a lot ot othe ship if done in moderation *cough cough hack*.
No feedback because busy installing new machine, but if the main weapons are now vanilla-balanced, how about PD weapons that ... well ... don't suck?
Pretty please, with explosions on top? :D
NERFING BALLISTIC WEAPONS?
Well you done rightly turned me off this new update :(
There are too few ballistic focused mods out right now, and I enjoyed seeing some low-tech ships dominating those posh energy weapon spewing nancies.
Ok...phase shunting is great...however I propose:These two basically describe the new system on the Behemoth and were the direct inspiration behind it, so I've added you to the special thanks section in the OP. :)
The Quickening (AKA: Emergency Weapons Overide): Basically it ups the rate of fire and speed of projectiles/missiles, infinite flux....however when the cooldown is over, forced flux venting and engine burnout from the overload on ship systems.
Judgement of the Kadur: Fires the Spear of Longinous 5 times in a row. Decent buildup, but heck of a cooldown
Is this the future of Starsector?That goes without saying.
Ok...phase shunting is great...however I propose:
The Quickening (AKA: Emergency Weapons Overide): Basically it ups the rate of fire and speed of projectiles/missiles, infinite flux....however when the cooldown is over, forced flux venting and engine burnout from the overload on ship systems.
Judgement of the Kadur: Fires the Spear of Longinous 5 times in a row. Decent buildup, but heck of a cooldown
Is this the future of Starsector?That goes without saying.
Edit: Here's an image of the new Hyena:
(http://i.imgur.com/XRQfLUO.png)
Looks less like a glorified tugboat with a medium mount copy/pasted onto it now, IMO. Also, the big bridge looked a little weird on the old sprite for such a small ship, I think.
All the cool kids were doing it!
Spoiler(http://i.imgur.com/rzMGOLw.png)
All the cool kids were doing it! Got some other updates coming out probably tomorrow, including making the Dolphin actually playable (although still very silly) and maybe some graphics cleanup if I can find the time and lack of distraction. I'm also working on a short little guide to playing Kadur ships. :)
Any feedback, by the way? Especially looking for comments on the new weapon balance. And the corvettes, because I really haven't put much testing into them.[close]
I honestly jumped when one of the capitals, who was previously facing away from me, suddenly switched around and blew my face off.
Got some strange looks.
If we're anthropomorphizing our mods as children, mine is the one young kid who hangs out with the older ones trying so hard to be cool like they are only to just end up looking ridiculous. :)
For now, though, I'm going to bed. Post some sprite critiques and I'll try to work on them before I have to leave for work tomorrow!
I wildly apologize, but loss by frigate dolphin opportunity to be tug are reflected or this is a bug? In the last versions it has no tow cable hull mod. Hardly, but I found a way to fix it at myself.
And, please, it shouldn't reduce hull integrity of dolphin, it will lose the most part of the usefulness, and so he often suffers from friendly fire ramming the opponent.
Hi Vayra I really like you mod and want to say few words, those words may be a little weird, because my English is not good enough. Kadur ships looks naturally in vanilla not like they from mod. And I can't say that some of them are ugly, so I can't help to find them :)
Balance is good now, but not perfect and there is some bugs:
First, there is a “feature” with Phase Shunt, when the ship have selected enemy, Phase Shunt turns ship in different direction. It's main weakness of Kadur ships for now.
Another little bug: Demolisher Rail Cannon haven't shown in fixed ballistic and universal mounts.
Balance of mediums guns is good, I even think that Heavy Mauler is better than Twinned Coilgun, it generates less flux. Big flux generation is also the reason why I sometimes change Twinned Reilguns for different weapon (I like Hypervelocity Driver).
Balance of small guns is questioned, they just don’t have good equivalent, need more testing... But if you thinking about how to nerf them – flux/10 OP is the best way.
I need to say that corvettes are useless, although they have good firepower, but get destroyed too easily. They just too big, can be tracked by anti-ship missiles and have lower survivability than frigates. They almost can't use shield, because of fast flux build up, better give them more armor. And 5 crew members is just too much, even if corvettes be powerful, I can't justify so big losses. But their main weakness is that they use fighter logic and attack too straightness, they must maneuver like frigates. They must be more like Tempest, but smaller. I think they haven’t enough maneuverability to do so. I even not sure is it a good idea, heavy fighters is enough.
May be corvette with turret will be more interesting, mostly like support.
Have you think about drones? I mean, if Kadur worry about peoples life so much, they can use some kind of heavy drones, or even robot fighters.
Vayra, quick question about background stuff. Okay, the Kadur Theocracy is a religious organization. Is their religion legitimate? The deity (or deities) they pray to, does it have an objective presence in the universe of Starsector? How about some details on what they believe, beyond "they're a theocracy and they call the player a heretic"?
Vayra, quick question about background stuff. Okay, the Kadur Theocracy is a religious organization. Is their religion legitimate? The deity (or deities) they pray to, does it have an objective presence in the universe of Starsector? How about some details on what they believe, beyond "they're a theocracy and they call the player a heretic"?
I left it more ambiguous to avoid offending anyone (I think I'm straying dangerously close to that line already if I haven't tipped all the way over it yet) but I'm willing to say that their deity is essentially the Abrahamic God and is exactly as legitimate or real as that one is. :)
I'll expand on this more in a big lore post at some point though, and I'll try for a slightly more verbose response in a few hours when I'm home from work.
The one thing I can't say I really like about the mod is how it saturates stations that really shouldn't have Kadur ships and tech, with tons of it. Askonia, Corvus, etc, tend to drown in cruiser and even capital ship hulls and weapons. The (Sword Of Damocles) also appears on stations, and it doesn't even have a sprite.
Honestly, the Kadur Theocracy struck me as "space Muslims" and I found that to be quite cool. Their insurgency doesn't have obvious ties with real-world conflicts (they seem more like punks than anything with their naming conventions).
The Theocracy is the main power and they seem to be benevolentish, if isolated. So it's a decently positive portrayal of what appears to be an Arabic-themed faction. I like that, and I want to see more of it.
By the way, I should state this now (and I'll put it in the OP whenever I get around to a big lore post): If anything I've posted or will post is seriously offensive to someone I hope that they'll message me so I can remove it. :)
working to contain something that might concievably end up destroying humanity as a whole justifies a whole lot of exploitation that destroys human lives en masse on a daily basis.
I don't see the difference here...
On one side you have possible death by space mo
Sure you stay alive, but at what cost?
In a situation where life is pretty much all you have, that's not exactly a hard choice.
Hi Varya,
Really enjoyed playing my recent Exerelin tests as the Qamar :) (so much so that I probably spent more time actually playing instead of testing and held off introducing any save-breaking changes until it was over!)
The Falchion was generally my flagship of choice, with the Golem a close second. Really enjoyed the strength/weaknesses of the faction as I think it makes them feel unique to play as. I think their strength/weakness are more noticeable vs. certain factions, but I think this is a good thing and I generally switched my ship load-outs depending on who I was fighting so perhaps that also had something to do with it.
I did find the Buzzard disappointing for it's intended role (as frigate-based PD for bigger ship?) when the AI was controlling it as it's ship system overloads it at the most in-opportune moments (unless perhaps I was using it wrong as it could also be used as fire support for a larger ship). As it is unlikely to be used (much) by a player I would probably suggest changing the ship system to something that the AI uses correctly. I love the idea of the ship so I was hoping for it to be more effective :)
A little late answer, but better late than never. ;)
About Phase Shunt: solution can be to force AI to deselect their target before using Phase Shunt, and after using it, lock on same or any ship. AI already often doing so, that’s why sometimes it use Phase Shunt correctly and sometimes just put ship’s stern in the way of missiles. I think it can be crucial for balance. Kadur ship is strong in 1 to 1 combat, even sometimes too strong for such fast ships, but in real fight they often get hits at stern because of poor maneuverability. And Phase Shunt potentially can solve it, and make some Kadur ships overpowered, may be.
About corvettes: Yes, I was talking mostly about Myrmidon and Immortal. I found out that they actually have turrets :o even some vanilla fighters have one, I never looked so closely, LoL. I have tested corvettes as escort/support for other ships, mostly frigates and destroyers and there are some results:
Phalanx, as I think, supposed to be antimissile/fighter escort corvette. It’s not very effective at that role. Its two fixed Light Railgun Arrays can present a thread only for lightest fighters like Talon or Wasp, it just too weak. Sling ABM also not very good. It can be very effective as antimissile weapon, but only if missiles are flying directly to ship with those systems, they even can protect ship from swarm of unguided missiles. But, if missiles are flying around ship, Sling ABM have hard time shooting them down. Battlescape life of Phalanx corvettes are longer than of other two, mostly because they keep distance to enemy ships and be able to effectively use shields (their weaponry don’t generate much flux). May be, they even don’t need to increase survivability, but firepower must be increased. I think it need 2 Light Railgun Arrays in turrets and antifighter missiles (vanilla, you need 2-3 of them), or 2 Strike Cannons (perhaps not a good choice, Phalanx with them most likely will try to attack bigger ships and will be destroyed).
Main compline with Myrmidons and Immortals are tracking speed of main gun, it’s too slow, can’t compensate maneuvers of corvette and thus, can’t effectively shoot even at destroyers. I think, concept of Myrmidons and Immortals is long rage support craft. In that situation is better to have main gun in fixed mount and turret with antimissile/fighter weapon (they are vulnerable to heavy fighters now), it can be Light Railgun Array or Strike Cannon, or even some vanilla weapon.
Also, did you think about adding flare/active flare launchers to all corvettes?
About drones: I mean using drones like tiny fighters without crew, deploy and support like fighters, if it possible of course.
More about Buzzard, it have same problem as Myrmidons and Immortals, to slow main gun. May be better to give Buzzard special ability “Augmented Turret System”?
I don't really think fading away is gruesome. Vayra hasn't been around and we've had a few patches to the main game since he was here.It doesn't no, but it's not really balanced with vanilla very well, and it had a memory leak/save inflate bug which I'm not sure was ever fixed.
Edit: It doesn't seem to cause horrible crashes when I run it with the current version of starsector though.
I have at least the 1.03 version of it. The fact that the mod folder is called "Vayra" not "Kadur" threw me off for a few minutes.
(edit) Okay, you know what? I do have the 1.1.7b version, now that I search for Vayra.
Nexerelin compatible?Thread title: Updated 10/3/2013
Awesome, could you drop a download link?
*sorry for the necro posting.
Hey, I am having a Hell of a time getting Dropbox to install over my slow internet connection. Can you just email me, then I can respond to you and attach the file? My email address in my profile will be visible until I hear from you. Alternately if you don't want to do that can you recommend a decent (free) file upload service?
Nexerelin compatible?
Nexerelin compatible?
Aaaaaand here we go with a "bare minimum" compatibility update for 0.9a. Grab it from the OP. (http://fractalsoftworks.com/forum/index.php?topic=6649.msg109140#msg109140)
Note that this is very possibly unstable. Don't install if you're afraid of starting over ;0
75235 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.fitWeapons(CoreAutofitPlugin.java:775)
at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(CoreAutofitPlugin.java:354)
at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:395)
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.Object.super(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)
Glad you're enjoying it. :)
On another note though: I've confirmed that something in here is causing a crash (and also that my blueprints don't seem to be working as intended... alas). Specifically, getting a somewhat infrequent crash to desktop with null pointer exception on mousing over (or interacting with, if they're hostile and chasing you and that happens before you mouse over them) some fleets in the campaign map. No idea what exactly is causing it -- could be a ship, variant, or weapon, i think, based on the log message. It is reproducible with those specific fleets (fairly uncommon), i.e. save next to one and crash reliably whenever you mouse over them after loading the save. If anyone has any idea what might be causing this, help would be greatly appreciated! In the meantime, if anyone has downloaded/installed the mod -- quicksave often. Heh.
Could you put a link to the 8.1 version back up in addition, maybe? I'd like to play with a stable version, and i missed grabbing it in the few hours before 9 happened...
I've noticed that the Sphinx is very easy to knock aside. Even a tiny little asteroid will send it spinning if it's coming fast enough.
2.1.2
Sphinx shipsystem bug fixed
Hammer Carrier drone turn rate, speed, armor, and hull reduced, OP cost increased to 4 (may go up from there)
LR Mining Pod and Mining Platform hull and armor increased to match base Mining Pod
Greyhound, Rock Hound, and Hyena OP increased to match auxiliary/base Hound
Badger-class heavy drone tender rarity increased
Plasma Cutter damage decreased, range increased slightly
Particle Streamer damage decreased
Collapsed Cargo Holds now reduces peak performance time by 25% and is incompatible with Expanded Cargo Holds
Tariffs added to markets (oops)
Variants adjusted to remove spare/overspent OP
Hyena sprite desaturated slightly to match others
+200% hazard rating added to the Virus Bombed condition on Kadur
Blueprints further tweaked
Could you put a link to the 8.1 version back up in addition, maybe? I'd like to play with a stable version, and i missed grabbing it in the few hours before 9 happened...
I also added a link to the last release for 0.8.1a to the OP. :)
So i've just found this, given your quickness to update to .9a, and i have to say that if it weren't for how fuel-inefficient the kadur ships are i'd use them.
Love the badger tender though. also hate it because i've had my ships blown up by the hammer drones far too often
Download this mod and I have to say that charging into an enemy ship while screaming looks pretty lucrative for a battle strategy :p (is it a system for one of your ships?)
Any plans for a capital ship?
How about weapons?
Thanks! The fuel inefficiency was originally intended to balance their super-high speed (in the first incarnation of the mod, back in 2013...) but now that I've reduced their speed to merely "fast" I suppose it could use a second look...for the fuel efficiency bits, i'd suggest maybe 25% more than a standard ship would use of that size; vanilla frigates all use like 1 fuel, have yours do 1.25. destroyers 2.5 and so on.
Just wanted to say - with or without the Kadur ships, I love this pack for the extra vanilla bits. It's filling in nicely for the ones I would usually have gone for that add a bit of bredth and variety at the low end, and I really like everything you've added there.
So far I haven't actually found any Kadur ships, so I can't comment on them, but if they're as good as the stuff I -have- found, I'll be happy!
with "grab the new version for your next run" you mean it will break my saves right?
Just loaded this mod and the first thing I see when I start the game is immersion breaking, unrelated personal "tips". Please take that nonsense out.
So? They're loading screen tips. Loading screens kinda ensure you know you're playing a video game by definition. Crying "my immersion" over some quips you'll see for all of a couple seconds while your game is currently reinforcing that it is, in fact, a game is pretty special, guys.Having something be "immersion breaking" for reasons such as, say, reminding you to drink water or having a joke not fitting for the Starsector lore isn't the problem here, in my opinion. That's of course subjective as well, but that's not something I'm going to comment on further.
How can I make the most out of the Ram-jets? I love everything about this mod and really like the Kadur start, but the faction feels kind of weak overall. Fuel cost keeps me from taking more than 1-2 Kadur ships out at a time, and I struggle to actually hit any ships with the jets due to its short range. Ship impacts seem to do a ton of kinetic damage, though. Should I stack HE weapons and close the distance before ramming their shields to overload them?
"[Kadur] The police exist to protect private property, not to protect people."
"[Kadur] Never confuse the law with justice. Legality has no bearing on whether something is right or wrong."
"[Kadur] Google Murray Bookchin"
"[Kadur] Read more Ursula K. Le Guin."
"[Kadur] Read more Iain Banks."
Nothing political, I'm sure.
Please don't treat users like fools. Keep your childish opinions to yourself if you don't want to get called out.
Classic sci-fi authors who also happen to be anarchists. What a shocking coincidence.
No need to waste Alex's time with this drivel, to be honest.
On a more topical note, I've been thoroughly enjoying the mod.
The Kadur Remnant have a really solid presence in the game with emergent game play chances through their various crusades or debris i find in their recent wake. Honestly it started to make me wonder how other factions could be encouraged to have more active presence in the sector (game play wise)
Really looking forward to further developments.SpoilerAlso i found a mud skipper from the FOURTENFH BATLTEGRUeP, I was excited to chase it when a pirate showed up with it just to keep as a collectors item. Then the description was amazing xD[close]
6406938 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [khs_dervish_wing_i] not found!
java.lang.RuntimeException: Ship hull spec [khs_dervish_wing_i] not found!
at com.fs.starfarer.loading.do.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.ooOO.renderShipWithCorners(Unknown Source)
at com.fs.starfarer.api.campaign.impl.items.FighterBlueprintItemPlugin.render(FighterBlueprintItemPlugin.java:95)
at com.fs.starfarer.campaign.ui.trade.ooOO.render(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderAtCenter(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.whilesuper$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.whilesuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.G.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.o0OO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.D.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.while.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.J.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.while.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.K.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.U.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Not sure if you fixed this in the newest version you mentioned, but I got a crash while progressing to the salvage screen after raiding a Kadur colony. Seems it couldn't find a blueprint or something. Here is the relevant snippet from my log file:Code6406938 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [khs_dervish_wing_i] not found!
java.lang.RuntimeException: Ship hull spec [khs_dervish_wing_i] not found!
at com.fs.starfarer.loading.do.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.ooOO.renderShipWithCorners(Unknown Source)
at com.fs.starfarer.api.campaign.impl.items.FighterBlueprintItemPlugin.render(FighterBlueprintItemPlugin.java:95)
at com.fs.starfarer.campaign.ui.trade.ooOO.render(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderAtCenter(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.whilesuper$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.whilesuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.G.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.o0OO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.D.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.while.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.J.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.while.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.K.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.U.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
90409 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.fleets.KadurRetributionFleetManager.advance(KadurRetributionFleetManager.java:180)
at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(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)
Is there an old version I can download so it can work again? Would really like to not have to restart the game again :/
2.1.5
fixed the damn thing where immortals had missiles stuck on their noses
D-mods removed from "XIV Battlegroup" and pirate ships and skins (they'll still usually spawn with D-mods due to ship quality, but none are 'mandatory' now)
Tech type colors assigned
Pirate start added
Independent start added
script added to clear some room in starting area so you don't immediately get jumped by 8 Hegemony Dominators in the Kadur start
Camel (P) added
Falchion (P) added
Start options shuffled around, now in a submenu
Rock Hound salvage gantry now built-in, Rock Hound OP reduced by 5 to compensate
Hyena maneuverability (accel/decel) improved
Weapon rarity values adjusted (still not sure if this does anything)
Impact of Jazayer and both varieties of Particle Streamer increased
Jazayer Strike Cannon range lowered to 750
Ion Scatterer range increased to 350
IR Micropulser range increased to 350
Hammer Pod ammo increased to 10 (5 volleys)
Jezail Mass Driver removed
Light Flechette Driver renamed to Jezail Flechette Driver, accuracy decreased significantly
Jezail Driver Battery stats adjusted; per-shot damage reduced, rate of fire increased, now fires alternating single shots rather than two-shot burst, accuracy reduced significantly
New weapon: Jazeraint-class Gyrojet Driver
New weapon: Crystalline Splintergun
New weapon: Light Particle Streamer
Update to 2.1.5 is out!
Update to 2.1.5 is out!
Could be a coincidence but i got a "NullPointerException: null" when trying to salvage the debris field left behind by a pirate commissioned bounty after the battle.
I'll test some more.
AlsoPiratePrivateer start = the best!
I'm really loving the pirate start too, it feels like the 'real' way to play Starsector - most importantly, I can attack pretty much every faction now because relations don't matter! So freeing to be an outlaw for once.
strange post to make, but your mod gets my 10/10 rating, quite rare, its above average on the "awesome stuff it adds" and importantly pays 0 cost in the "amount of vanilla breaking or OP stuff it adds to the game" unlike the VAST majority of mods that have A LOT of awesome additions to the game, but at a mild cost to OP stuff added, like the ship packs, dissasseble reassemble or an overall awesome mod like blackrock
A curious question Varya, about the mod in the "ship pack" mode only (for a vanilla friendly feel as you have a few worthy additions~). Namely what are the rates of spawn for the ships on the independent and other markets? Since to me it seems like in SP mode a few ships like Badger and most of the "midline'nish" (except for pirate versions) don't really show up that often if at all? This isn't however a huge deal, but I haven't seen many of those ships around in the fleets either. With few exceptions like the Hail or the "XIV bettlejgryp" ships for example.
Speaking of the HAIL tho. I have wanted to ask about it's wide-arc mount that this ships suffers from making it practically useless. Namely the turn rate on this mount is abhorrent and seems to be even further bugged since adding the enhanced turning gear does not affect the turning rate of the turret in that slot at all. Which makes anything that's put there literally useless, even the Burst PD for 7 points with excellent turn rate struggles to be useful (which is notably the only functioning PD on this ship thanks to it's burst damage). Furthermore, I don't find the "high maintenance" on this ship reasonable - even more so considering it's broken mount...
I hope you won't mind some (hopefully) constructive feedback here. I'm sure going to test the mod in it's entirety in the future once I'll start a fresh campaign with additional factions.
It's the only turret/gimble/"wide-arc"/non-hardpoint mount on the ship so yes! It seems like whatever you put in it, it have the same abysmal turn rate which absolutely cripples even the fastest turning weapons into the ground (or space so to speak). It's a first time I had come across an issue like this where one particular ship/mount - no other - have such a problem as far as I'm aware. As for high maintenance, the ship in my mind is too weak to suit the role you describe? To me it's clearly a fast capping recon frigate, maybe escort one at times. Lovely early addition to boost up your sensor range while keeping up with the wolves if you wanna go with a blue themed fleet.
Ah, I see! Well it explains it, but they do still show up in game. Just as wrecks (seen A LOT of badgers floating in space) that are unrecoverable. So perhaps the badger is still quite prominent?
So a clarification. The Hail's and pirate versions (including fake XIV) spawn in the SP mode, while rest is Kadur exclusive? What about the weapons, since they show up. The 'degraded' versions are easy to find on the markets across the sector - while from ruins & stations I had quite often got the heavy plasma cutters and the like.
Right, well I'll take a look at the Hail's balance again and see if I can't fix that turret issue while I'm at it. :)
And Ship Pack Mode, specifically: Removes the two star systems (Mirage and Gehenna), all non-pirate ships with the Kadur "design type", most if not all weapons with the Kadur "design type", and sets the Kadur Remnant faction to 'hidden' which -- since without those two star systems it doesn't have any markets -- effectively removes it from the game.
Well, if anything please focus on fixing the broken gimble on that turret before doing any balancing. Since my impression upon the ship had been skewed by the fact it cannot mount anything there which would make it useful, you know~
Oof, found the culprit. It was set as a hardpoint rather than a turret, hahaha. Will be fixed in the next release.
So you've got 2.2.1 in the patch notes, but no link?
So, since i've begun new playthrough I got a chance to test Hail up again.
And well, finally it's not crippled combat-wise thanks to that turret being fixed. But... 8 supplies a month with high maintenance is totally out of whack in my opinion. I understand the justification for that system being there (and the flavor it brings as it's a rarer ship with an experimental technology - however some fancier phase ships don't have it despite being described as "state of the art" type of crafts) - but 8 supplies per month seems to be too excessive. It places it higher than Omen's SpM and on par with quite a few phase frigates SpM - while having a less effective system (Hail indeed is fast but you can dance around only the considerably slower ships) and lesser peak time than any of them in it's class. In my mind, I'd would either drop the high maintenance hullmod out of it and raise the base SpM from 4->5. Or I would keep it but lowered base SpM from 4->3. That's without touching the peak operating time performance that's subpar to any ship at it's tier (with exception to the luddities of course). Unless PoT would be extended up to 180s, I'd would see 5 SpM to be perfect. While with 180s, I believe that 6 SpM would be acceptable.
Either way, that is my personal opinion which I hope you'll find also as constructive critique.
I've tried (and adopted) your mod. Here is some thoughts on it, even if I've not played that much so far:Not sure if you're on the Discord, but there is a lot of love and talk there. Its a good way to keep tabs on a lot of mod progress.
-Love the lore. I was happily surprised to find a new faction on the brink of extinction, and not a new uber-powered high-tech faction with incredible might.
-In the same way, I found the systems with a story to told. A really nice touch. Now I saw it I think I will add something like that for some of my home-made systems.
-I like the quality of sprites. They blend very well in the vanilla game.
-Most of ships are interesting and relevant. Not sure about the Dire Wolf, looks too much like an over-sized Wolf but that just my personal taste.
-The backdrop in the new systems are really nice
As a negative note (there should be one), I think you should advertise more your mod. You've put a lot of work in the new weapons which are a great surprise.
2.2.1
Badger Mk.II added
- and drones to support it
Colossus Mk.XIV upgraded
Handful of Nexerelin starting fleets added to Pirate start menu
Dervish speed increased by 50, flare launcher downgraded to single
Fixed some weird behavior on the fancy faction bounty manager
- Default bounty behavior now back to "SOMETIMES"
I've tried (and adopted) your mod. Here is some thoughts on it, even if I've not played that much so far:
-Love the lore. I was happily surprised to find a new faction on the brink of extinction, and not a new uber-powered high-tech faction with incredible might.
-In the same way, I found the systems with a story to told. A really nice touch. Now I saw it I think I will add something like that for some of my home-made systems.
-I like the quality of sprites. They blend very well in the vanilla game.
-Most of ships are interesting and relevant. Not sure about the Dire Wolf, looks too much like an over-sized Wolf but that just my personal taste.
-The backdrop in the new systems are really nice
As a negative note (there should be one), I think you should advertise more your mod. You've put a lot of work in the new weapons which are a great surprise.
Great mod, I'm not entirely sure about the short phase jump system on the larger ships though- in cruiser battles they trigger it, ending up facing the wrong way and waste a bunch of time rotating back to face the front line.
khs_tomb_world,ruins,,2,0.5,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
khs_tomb_world,,,2,0.5,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
I've been looking into a problem with some planets having multiple ruin conditions (http://fractalsoftworks.com/forum/index.php?topic=15000.0 (http://fractalsoftworks.com/forum/index.php?topic=15000.0)) and I think I have some bad news. It looks like a change you made in your latest update was the culprit. Based on Machine's experience with the same issue, the cause appears to be this line in condition_gen_data.csv:Codekhs_tomb_world,ruins,,2,0.5,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Apparently, creating custom conditions with the "ruins" group can confuse the sector gen logic and give some planets multiple instances of ruins. Of course, it doesn't happen to every planet which makes it a bit more difficult to track (unless you physically search the save file itself). The good news is that it should be easy to fix - you just need to remove the "ruins" condition from that particular entry:Codekhs_tomb_world,,,2,0.5,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
I tried this locally, and although I didn't test dozens of generated sectors like Machine, it did resolve the problem in the couple of new games that I tried. Just remember to add the "ruins_vast" condition or something similar to the planet Kadur to ensure it still supports Tech Mining, and everything should be good. (I couldn't test that myself because that particular step is in the compiled code...)
(A small detail: I think that their is a rule of thumb to not give range superior to 1000 since V0.8, and some weapons have really big range like 1500, just to mention)Eh, that's more of a guideline than an actual rule. There's several specialized guns that I can think of in several mods with extreme range for their size: Sledge Guns + Sledge Cannons from II are virtually iconic in that mod (1000 small ballistic for the former, 1500 medium ballistic for the latter). IIRC the ORA has the Invocater Launcher with a 1250 base range.
I had a blast trying the Kadur-aligned start. Basically anyone else hates you, Kadur don't spawn mission except some bounties, don't want to trade IA cores, well, it's a hard start. I grinded what reputation I could with PL and TT, just enough to have colony trade partners, get a place to dump all the stuff I was not able to put in the abandoned station in Corvus (since Hegemony are pretty *** about yourself). So it was really hard to thread the line to get paid enough to cover expense, improve your repm until you can finally get a colony with some acces to trade market. That was really a fun game!
(A small detail: I think that their is a rule of thumb to not give range superior to 1000 since V0.8, and some weapons have really big range like 1500, just to mention)
god rest the theocrats, c+00 (est.) - c+196.10.17
Born from the unlikely alliance of two traditionally opposed colonies who banded together during the Collapse to seize their independence from the Domain of Man; the cult-colonies of the Kadur Theocracy were once a great power in the Persean Sector with their own native shipbuilding industry and a powerful spaceborne navy. But now the theocrats are no more -- murdered along with millions of the Kadur people in a brutal conflict which saw the garden world Oasis, the jewel of the Mirage system, seized by the Hegemony and Kadur itself devastated by a Planet Killer-class virus bomb. Now the Kadur Remnant skulk the fringes of the sector in a captured Domain-era orbital fortress and the derelict wreckage of their once-great fleet, fighting a desperate battle for the continued survival of their people.
The faith shared by all Kadur people is still deeply ingrained in every part of their culture, but where the Theocracy was inflexible and hierarchical, the Remnant is decentralized and fluid. Their shared beliefs have grown less dogmatic; focused more now on the connection between individuals forged through mutual hardship, and less on the divine right to power claimed in years past by their religious leaders. The Kadur people remain staunchly independent isolationists, regarding other factions with at best a wary suspicion born from centuries of mutual distrust, but have begun to make some diplomatic connections with other political players in the sector who are hostile to the Hegemony.
More backstory here. (http://fractalsoftworks.com/forum/index.php?topic=6590.0)
(https://i.imgur.com/eSYKNU1.png)(https://i.imgur.com/yCHymNk.png)(https://i.imgur.com/ZVQ17jP.png)(https://i.imgur.com/Si38CGh.png)(https://i.imgur.com/t9R7gWP.png)(https://i.imgur.com/cz1gPet.png)(https://i.imgur.com/8NLZl5C.png)
Download now! v2.2.2 (for Starsector v0.9a) (https://drive.google.com/uc?authuser=0&id=1cBtUSfKUNf3NM7sL-5JrDasWWaj1OfDo&export=download)
backup link: https://drive.google.com/open?id=1cBtUSfKUNf3NM7sL-5JrDasWWaj1OfDo
(http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png) (http://fractalsoftworks.com/forum/index.php?topic=375.0)
Note: Edit "KADUR_SETTINGS.ini" in the mod directory to toggle options.
Requires LazyLib as of version 2.1.5 -- get it here. (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Requires MagicLib as of version 2.3.0 -- get it here. (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
WARNING: This mod contains foul language, cuss words, anarcho-communist propaganda, dubious game design choices, amateur-at-best art, incoherent java scripts, and updating it WILL break your saves!
If you still play 0.8.1a, get the last version of the mod for that release here. (https://drive.google.com/uc?authuser=0&id=18Lp9Je94L8WtkGSdl6KxZ305EbbA6AZ8&export=download)
So what's in the mod?Note: These options will be 'ON' by default -- you can turn them off or adjust them in KADUR_SETTINGS.ini
- New ships and weapons for vanilla factions
- New starting options when used without Nexerelin, including Independent/Persean League-allied and Pirate starts
- Optionally: A new and improved bounty manager with faction-aligned bounty targets and funny titles
- Optionally: Competing upstart colonial factions out for their slice of the galaxy
- Optionally: The Kadur Remnant faction with new ships, weapons, and star systems as well as compatibility with Nexerelin
- Optionally: A fix to prevent Pirate, Luddic Path, and Kadur raider bases from spawning once their parent faction is entirely destroyed
- Optionally: A fix to apply NPC admins to markets across the sector
Why the change in the way the mod is presented?
Honestly, further developing the Kadur themselves has at this point taken a back seat to the rest of my insane ideas. I wanted to be very clear that while this remains a mod containing a faction, it really is now more than just a faction mod and contains plenty of only tangentially related content. It also makes changes to things such as bounties, pirate bases, and market admins, which you might not normally expect of a faction mod and I wanted to highlight that so as not to catch anyone by surprise -- although, I should also stress that it is not a total conversion and remains 100% compatible with other mods such as Nexerelin, Ship/Weapon Pack, et cetera.
Kadur faction information:
The Kadur Theocracy's fleet doctrine was heavily focused on long-range gunline bombardment, faring best when the enemy is kept at arm's length where the Kadur ships can safely catch shots with their otherwise inefficient shields and return fire with their long-range batteries, backing off to vent flux between volleys. However, since the fall of Kadur itself some warriors of the Kadur Remnant have adopted more aggressive tactics, quickly closing the distance to their enemies and overpowering them with close-range firepower before their weak shields and lack of maneuverability can be exploited.
Despite sturdy construction and armor, Kadur vessels don't have the durability to stand in the line of fire, and while their focused drive units provide excellent straight-line speed they certainly don't have the mobility to get themselves out of trouble. They do excel at chasing down fleeing enemies or dashing in to open a gap in enemy lines -- as long as they're careful not to misjudge their opponent's strength and overextend.
To summarize:
Faction strengths:
- High straight-line speed
- High alpha strike damage
- Long-ranged weapons
- High hull strength and armor
- High mass
- Good forward-facing firepower
Faction weaknesses:
- Inefficient and generally front-fixed shields
- Terrible maneuverability
- Little access to "Strike" or "Finisher" missiles
- No energy weapons
- Mediocre or expensive point defense
- Exposed engines and few rear-facing mounts
Special thanks to:
Cums for music
Soren for spritework, artwork, scriptwork, and also generally being a pal
Sylva for spriting and paintjobs
NetworkPesci for rescuing the old files long after I had lost them all
Cjuicy for initial playtesting, ideas and encouragement
Avanitia for extensive balance feedback
MesoTroniK for comments, criticism, advice, and examples
AxleMC131 for sprites, spriting advice, and other help
Tartiflette for advice and resources (especially the kitbash database, texture pack, and MagicLib)
LazyWizard and Nicke for excellent scripting help, advice, and examples
Everyone else in the Discord; you've been a big help, honestly
Also thanks regarding the original mod; to ValkyriaL for letting me edit his code, LazyWizard for writing helpful tutorials and utilities, Zaphide for java advice, Taverius and NikolaiLev for continued great criticism and feedback, MShadowy, Hyph_K31, Mendonca, Gotcha! and Cycerin for allowing me to add code to integrate their factions, etherealblade for good ship system suggestions, and Fractal Softworks as a whole for making such an amazing game and letting me monkey around with the internals of it.
Comments and constructive criticism encouraged.
Changelog:Code2.3.0
!!! COLONIAL COMPETITORS NOW ACTIVE BY DEFAULT !!!
!!! TURN OFF IN KADUR_SETTINGS.INI IF REQUIRED !!!
variants cleaned up
forum thread OP reworked to emphasize new focus
(hopefully) fixed double ruins bug
NEW SHIPS/WEAPONS
- Tarsus Mk.II class destroyer added to Pirates
- Sandpiper-class frigate added to Kadur Remnant
- Targe-class destroyer added to Kadur Remnant
- Crystalline Splinter Torpedo weapon added to Kadur Remnant
GLORIOUS PEOPLE'S ANTHEM RECORDED BY CUMS added to communist clouds faction
- lasher skin also added
BALANCE TWEAKS (pending tournament feedback)
- Light Plasma Cutter turn rate increased
- Sling reworked entirely to be anti-fighter capable, 4-round burst, tracking-enabled PD missile (again)
- Jericho VLRMSs flight time lowered slightly, reload speed now increases slightly with weapon size (bigger = better)
- Medium Combat Laser set to PD_ALSO
- Frag Scatterer projectile speed, spread, and proximity fuse radius increased slightly. Changed manufacturer to Kadur Remnant and added to blueprints
- Ion Scatterer spread and EMP arc effect chance increased
- Sphinx supply/deploy cost increased to 28 (was: 26)
- Jordan-class LCPKV damage type changed to energy
- Rukh shipsystem changed to Martyr Channel
- Mass-Transference Field name changed to Mass-Anomaly Field
- Splintergun boom noise and cosmetic lightning arc effects added
- Splintergun now shows loaded crystal shards on weapon sprite
- Splintergun stated/tooltip damage adjusted to more accurately convey its power and purpose, hopefully with benefits to AI use of it (no change to actual damage)
- MagicLib lightweight missile AI added to missiles
2.2.2
pre-tournament stat fix
- ship, wing, and weapon credit, supply, and fleet point costs tweaked
custom ship system AI added for ram jets, ram drive, mass transference field and flux overdrive ship systems
mass transference field now has a maximum range and a visual effect sprite
Caliban heavy fighter removed
Dervish interceptor variant and wing removed
Phalanx heavy fighter added
Myrmidon fast bomber added
Badger Mk.II slot types changed
Planetary conditions on Kadur cleaned up. It has ore again!
Vesperon whitelist added for most ships/weapons
mission icons added
OPTION FOR competing upstart faction colonies added to campaign mode
- these are off by default as they are not 100% complete, turn them ON in KADUR_SETTINGS.ini if you want to try them out
- these will begin appearing in cycle 208 or after the player starts their first colony
- they can also be prevented from spawning via the simple expedient of decivilizing (or invading, with Nexerelin) all of their colonies plus all the settlements of their parent faction
custom bounty manager now tells you the target's faction, which is much more interesting, rather than the offering faction
- it still says the offering faction in the header
2.2.1
Badger Mk.II added
- and drones to support it
Colossus Mk.XIV upgraded
Handful of Nexerelin starting fleets added to Pirate start menu
Dervish speed increased by 50, flare launcher downgraded to single
Fixed some weird behavior on the fancy faction bounty manager
- Default bounty behavior now back to "SOMETIMES"
2.2.0
!!! Script added that kills raider base manager scripts if the parent faction is entirely decivilized or otherwise destroyed !!!
!!! this is set ON by default, but can be toggled off in the KADUR_SETTINGS.ini (vanilla) if you prefer the default behavior !!!
!!! foulmouthed fancy faction bounties are now ON by default, but can be toggled off in the KADUR_SETTINGS.ini if you prefer the default (vanilla) and non-cussing behavior !!!
!!! Nexerelin compatibility update !!!
- Nexerelin start options and faction config tweaked
- moved scripts from Gehenna systemgen to be compatible with random sector mode
added a whole bunch more bounty words for the random bounty generator
Sling removed from both Dervish loadouts
- and also their description (nice)
Fixed Hail turret mistakenly set as hardpoint (garbage turn rate, on its only PD turret) (nice)
- Flares upgraded to full flare load (rather than single) to compensate
Mother Medusa blueprint removed (it should never have had one, duhhhhh)
populations of Star Fortress Requiem and the Revenant Gestalt each increased by 1
the Revenant Gestalt is no longer a free port, get your got damnb drugs elsewhere
Jezail driver sounds and sprites upgraded
IR Micropulser and Degraded Tac Laser soft-removed
Degraded Pulse Laser renamed to LR Pulse Laser, description altered, range increased by 100, no longer in base_bp
weapon stats tweaked slightly;
- chargeup time for most weapons unified at 0.3 seconds
- chargedown time for most weapons increased/decreased to maintain same DPS
- except for the Jezail, which now does 50 DPS (was: 43)
- light plasma cutter, IR micropulser, and ion scatterer range increased by 50 again (to 400)
- jazeraint rocket acceleration increased
fleet points/supply usage/fuel usage and capacity tweaked
- Kadur ships are slightly more logistically viable now, and should fare better in campaign-layer autoresolve (maybe?)
Kadur hullmod added
- Kadur ship stats modified to net very few changes to final stats
- Some ships are slightly (10 su/s or less) faster or slightly (100 armor or less) better armored
- Kadur ships gain strength when they need it most
Eagle (K) and Falcon (K) added, replacing the Eagle and Falcon in Kadur fleets (these are probably temporary)
Rukh shipsystem changed to Mass-Transference Field (oooo) (only sort of works, oops) (it's still a 3-deck carrier it's still good shut up)
2.1.5
fixed the damn thing where immortals had missiles stuck on their noses
D-mods removed from "XIV Battlegroup" and pirate ships and skins (they'll still usually spawn with D-mods due to ship quality, but none are 'mandatory' now)
Tech type colors assigned
Pirate start added
Independent start added
script added to clear some room in starting area so you don't immediately get jumped by 8 Hegemony Dominators in the Kadur start
Camel (P) added
Falchion (P) added
Start options shuffled around, now in a submenu
Rock Hound salvage gantry now built-in, Rock Hound OP reduced by 5 to compensate
Hyena maneuverability (accel/decel) improved
Weapon rarity values adjusted (still not sure if this does anything)
Impact of Jazayer and both varieties of Particle Streamer increased
Jazayer Strike Cannon range lowered to 750
Ion Scatterer range increased to 350
IR Micropulser range increased to 350
Hammer Pod ammo increased to 10 (5 volleys)
Jezail Mass Driver removed
Light Flechette Driver renamed to Jezail Flechette Driver, accuracy decreased significantly
Jezail Driver Battery stats adjusted; per-shot damage reduced, rate of fire increased, now fires alternating single shots rather than two-shot burst, accuracy reduced significantly
New weapon: Jazeraint-class Gyrojet Driver
New weapon: Crystalline Splintergun
New weapon: Light Particle Streamer
2.1.4
fixed crash when selecting Kadur start with Ship Pack Mode enabled
fixed issue where Kadur start would leave Galatia in permanent limbo and the player unable to escape should they venture into that cursed realm
tips cleaned up a little
2.1.3
really embarrassing thing fixed where the Kadur didn't actually know their own weapon blueprints (maybe? unless i actually commented that out to test something in between the last release and now and just forgot about it. anyway~)
Collapsed Cargo Holds now incompatible with Converted Cargo Bay (the builtin on the Colossus Mk. III) because that made no sense
role weights (and thus spawn weights) adjusted for some ships -- Henchmen should be much less common now, and a few others were slightly reduced in frequency as well
Ion Scatterer damage halved (to: 5, was: 10), flux/shot raised by 2 (to: 12, was: 10), EMP damage doubled (to: 200, was: 100)
Mass-Aug Ram Jets speed boosted by 50 su/sec (to: 150, was: 100), cooldown reduced by 1 sec (to: 8, was: 9)
Particle Streamer and Degraded Particle Streamer damage decreased by 100/sec each (to: 1500 and 900, was: 1600 and 1000); description edited to reflect that it's LosTech
Frag Scatterer damage, radius, and flux cost (very) slightly increased; description edited to reflect that it's LosTech
Light Flechette Driver flux/shot halved (to: 50, was: 100)
Jamadhar Volley Driver damage and flux/shot increased (to: 25, 10, was: 24, 8)
VLRMS reload time increased by 5sec (to: 25, was: 20)
VLRMS-8 OP increased to 18 (was: 16)
Hammer Pod base sprite changed to base from Harpoon, should be less easily confused with Salamander Pod now (hopefully)
Annihilator Rocket Rack added
Harvester Torpedo Rack added
Jezail Sabot Driver renamed to Jezail Mass Driver (as it's now a chemically assisted coilgun rather than a proper railgun, it wouldn't necessarily use a sabot...)
Jazayer Strike Cannon range and first-shot accuracy increased substantially, flux cost and reload cooldown increased to match
Hammer Carrier drone wing increased to 6 OP (was: 4)
Dervish wings increased to 8 OP, 3 fighters/wing, Interceptor fixed to actually use Dervish volley drivers (half damage, have PD tag) as intended
- Rukh variants adjusted to compensate
Maneuverability increased very slightly across the board for Kadur ships (buffs to acceleration, little or no change to other stats)
Fuel efficiency increased slightly for some Kadur ships (Hyena, Falchion, Rukh and Sphinx)
Armor increased significantly for Ram Jet ships (should be slightly more survivable in AI hands now, god willing)
Flux Overdrive bonus increased to 60 (was: 50), duration increased to 5 seconds (was: 3), cooldown increased to 10 seconds (was: i forget. less)
Dire Wolf wing hardpoints changed to small missiles (were: medium)
- Dire Wolf variants adjusted to compensate
Sirocco now tagged as "CIVILIAN", should flee combat rather than blow itself up
Kadur-allied starting option added, starts you in Mirage with a wolfpack of frigates from the mod including non-Kadur vessels, hostile to the Hegemony and Church and suspicious at best with everyone else, with no Academy stipend (but no debt either)
Also added a Lasher second starting ship option because why not
Removed vanilla ruins condition from Kadur and replaced with a non-explorable dummy ruins condition -- no more free lunch (though Mirage is still a lucrative salvaging destination)
Kadur guerrilla fighters will now build camps to harass enemy settlements in their "grand crusade"
Blueprints tweaked, separated, and tagged no-drop -- you'll have to purchase Kadur BPs from Kadur military markets (placeholder until i can get them set up as quest rewards) or pry them from the cold, dead hands of Kadur guard-paladins in a raid
- this also means that "ship/weapon pack only" mode now properly excludes Kadur ships and weapons (except for the Light Flechette Driver, an export) from the campaign.
!!!Version Checker support added!!!
some other stuff i forgot, probably
2.1.2
Sphinx shipsystem bug fixed
Hammer Carrier drone turn rate, speed, armor, and hull reduced, OP cost increased to 4 (may go up from there)
LR Mining Pod and Mining Platform hull and armor increased to match base Mining Pod
Greyhound, Rock Hound, and Hyena OP increased to match auxiliary/base Hound
Badger-class heavy drone tender rarity increased
Plasma Cutter damage decreased, range increased slightly
Particle Streamer damage decreased
Collapsed Cargo Holds now reduces peak performance time by 25% and is incompatible with Expanded Cargo Holds
Tariffs added to markets (oops)
Variants adjusted to remove spare/overspent OP
Hyena sprite desaturated slightly to match others
+200% hazard rating added to the Virus Bombed condition on Kadur
Blueprints further tweaked
2.1.1
Hammer Carrier drone wing refit time increased to 20sec
blueprints tweaked slightly, hopefully dodging a crash
2.1.0
bare minimum compatibility update for 0.9a
market conditions changed to industries where applicable
orbital stations/star fortressii added where appropriate
things assigned to blueprints, which maybe worked
very little testing done
2.0.0
initial release MARK II. everything has changed.
also 0.9 is about to come out so everything is gonna change again. oops
~5 year hiatus during which i lost the files and they were rescued by NetworkPesci~
1.1.8 (unreleased)
reduced sizes of moons
changed Oasis III rings
separated Mirage and Mirage Beta slightly
hopefully fixed horrible save bloat problems
1.1.7b
buffed corvettes slightly
fixed some bugs
raised Dolphin hull integrity again
1.1.7
changed ram drive to be even faster, for a shorter amount of time. it will also flameout and overload the tug upon completion but will no longer flameout on impact.
ram drive also lowers armor damage taken by 80%, but only while active
lowered Dolphin combat speed
lowered Dolphin hull integrity dramatically
narrowed forward-facing prow turret arcs slightly (usually from 280 degrees to 220) on most ships
edited Mirage and Mirage Beta very slightly (they're 200 units further from eachother, and Mirage Beta is properly the smaller of the two now)
lowered peak CR times for everything except the Jackal (which was already low enough :))
removed peak CR time from Hauberk
lowered most frigate speeds a little to stay in line with vanilla (they're still all the same speeds relative to vanilla, but vanilla frigates got slower)
tweaked fighter supply costs to stay in line with vanilla
fixed BRDY station weapon restocking
fixed test mission for 0.6.1a
v1.1.6b
now properly integrates mods that are included in Uomoz's Sector if you're playing Uomoz's with the Kadur installed
v1.1.6
added integration for Blackrock Driveyards (they have a small solar research station in Oasis)
increased small/medium railgun and coilgun ranges slightly again
added blinking lights to everything b/c i'm a trendhopper
redid Hyena sprite
replaced Oasis background and cleaned up the system a little
fixed SHI trade convoy integration -- SHI ships should show up in Kadur stations a lot less now (they might still show up sometimes, that is intended)
uhhh i think that was it
new ship system for the Hyena: augmented turret system, increases turret rotation speed to 400% for a few seconds
new ship system for the Buzzard and Behemoth: weapons drive redirect, like an ammo feed accelerator but for everything and four times faster... and it cuts your engines and overloads your ship. Kadur engineering, people.
v1.1.5
lowered railgun ranges by 100
raised ABM damage slightly
lowered ABM, HP especially for larger ABM systems
lowered all ballistic projectile speeds significantly
lowered coilgun damage slightly
lowered heavy railgun damage more than slightly
lowered large weapon damage significantly
lowered turn rate on small/medium heavy railguns/coilguns dramatically and large railguns/coilguns slightly
lowered heavy railgun and coilgun ammo significantly and large railgun and coilgun ammo slightly
fixed VLRMS ammo (was higher than i intended, oops)
lowered Javelin VLRMS-2 ammo to 5 salvos
lowered VLRM HP slightly
lowered VLRM damage slightly
increased martyr cannon damage and decreased range
allowed martyr cannon to be used as PD, though I wouldn't recommend mounting it on ships for use as such
increased strike cannon damage very slightly
increased Light Railgun array flux generation
increased most weapon credit values slightly
AI Hints added for various weapons (PD missiles got ANTI_FTR, large ballistics got STRIKE, USE_VS_FRIGATES, etc.)
Hauberk EWAR Field now generates 1% flux/second and prevents flux from dissipating while active
Hauberk EWAR Field now has functional AI script
Hauberk EWAR Field now increases friendly (and decreases enemy) weapon ranges by 20%, up from 15%
Hauberk-class destroyers now have considerably less hull and armor strength
removed flare launchers from civilian ships, gave martyr drones (varying amounts based on hull size) to all civilian ships
Dervish phase fighters now have a longer-range phase teleport, though still not as impressive as Tri-Tachyon ships
Vulture heavily revamped, changes include a new sprite, different weapon mounts (now has 1 small universal and 1 small ballistic), more armor, worse maneuverability, and different variants
wrote slightly longer descriptions for things (drunk, at times ranging from 3:00 am to 5:30... i'm sorry in advance.)
implemented ASP Syndicate integration
made hardpoint sprites for weapons (still not pretty, but look less terrible on hardpoints than they did)
v1.1.4
updated Exerelin fleets for the Kadur Theocracy
implemented Exerelin fleets for the Qamar Insurgency
slightly dimmed cores of bright blue "near stars" in Mirage background image
maybe something else (i forget)
v1.1.3
added "allegiance items" to the Qamar Insurgency base on the fringe of Mirage and the Kadur Theocracy orbital fortress in Kadur
added giant "boss" fleets for both the Qamar Insurgency and Kadur Theocracy, each of which have a 50% chance of spawning roughly every 10 minutes
spread out planets in the Mirage system a little
slowed the Ca
I update the changelog "live", so the topmost entry is WIP/unreleased. The link in the OP will always point to (and the OP/thread title will always state) the most recent release version. :)
I've been looking into a problem with some planets having multiple ruin conditions (http://fractalsoftworks.com/forum/index.php?topic=15000.0 (http://fractalsoftworks.com/forum/index.php?topic=15000.0)) and I think I have some bad news. It looks like a change you made in your latest update was the culprit. Based on Machine's experience with the same issue, the cause appears to be this line in condition_gen_data.csv:Codekhs_tomb_world,ruins,,2,0.5,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Apparently, creating custom conditions with the "ruins" group can confuse the sector gen logic and give some planets multiple instances of ruins. Of course, it doesn't happen to every planet which makes it a bit more difficult to track (unless you physically search the save file itself). The good news is that it should be easy to fix - you just need to remove the "ruins" condition from that particular entry:Codekhs_tomb_world,,,2,0.5,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
I tried this locally, and although I didn't test dozens of generated sectors like Machine, it did resolve the problem in the couple of new games that I tried. Just remember to add the "ruins_vast" condition or something similar to the planet Kadur to ensure it still supports Tech Mining, and everything should be good. (I couldn't test that myself because that particular step is in the compiled code...)
I've been playing around a bit with the colonial competitors and I think they're a pretty cool addition. They basically do for the outer systems what Nexerelin does for the core in terms of making the sector feel more dynamic and alive. Given that this feature is still in its relative infancy, I wanted to offer up a few questions/observations/suggestions:
How frequently are these events supposed to occur? I've literally had factions launch a second colonial expedition before their first one arrived at its destination. And I'm only a few months into cycle 210 and they've launched almost a dozen total (with an 8 of 11 success rate). It seems like this is a bit too often and should be limited to 2-3 per cycle (like how vanilla's expeditions are getting limited in 0.9.1a). At the very least, each specific faction should probably be limited to a single active expedition.
Should the fledgling factions be limited to surveyed planets for their targets? I wouldn't send a colony group to some random desert planet 50ly away without knowing what's there, and they probably shouldn't either. At the very least, they could be limited to planets with preliminary surveys (so that sneaky players don't go around leaving every <125% hazard planet they find only partially surveyed). I think this would make their expansion feel a bit more organic as they expand outward from the core into recently surveyed systems rather than randomly targeting systems at the far edge of the sector. Plus, this should reduce their chances of settling special worlds that they really shouldn't be able to colonize - like ones completely surrounded by REDACTED forces. For that matter, could they currently grab the red planet and break that quest?
Shouldn't there be more reasons for the expedition to fail aside from the player simply destroying their fleet? For example, in one instance I captured the staging market for the expedition before it spawned but it still gathered two weeks later anyway. For that matter, would saturation bombing the staging market stop them? I admit I haven't tried this, so I don't know if it would or not. As for other things I have actually tried, the planet already being colonized (and possessing a couple of completed buildings) by the time they arrive at their destination should definitely stop them. Instead, they just magically "colonized" right over the top of my existing colony resulting in a buggy state where the planet still appeared in my colony list but I couldn't edit the colony and the spaceport/patrol HQ I'd previously built were gone. Needless to say, I reloaded a previous save and "properly" prevented them from taking my planet.
Anyway, this is just some food for thought and I look forward to seeing how this feature evolves over time.
Unfortunately, I am pretty sure you can't track which planets' survey data has been sold--the survey data cargo are generic (the API doesn't support attaching any information to stacking items).
It could be interesting to have the other factions send survey fleets ahead of their colonization fleets, though.
For the record, the frequency may not be quite as bad as I originally thought - I just went through most of cycle 210 without any new expeditions until the Warhawks finally launched one in December. Previously, I must have just had multiple successful rolls on the lower end of that 30-60 day range so the factions managed to get several expeditions going simultaneously. (At least one of the expeditions was 100+ days long, so the RNG could have theoretically made three other success rolls while it was active.)
And, as if to highlight the flaws with my partial survey suggestion, the Warhawks targeted a REDACTED system where I didn't manage to fully survey all the planets because I, umm, "strategically retreated." Regardless, adding a "red planet" check and some distance weighting should address most of my concerns anyway. The only other problem I could foresee would be colonization of special planets/systems from other mods. The survey idea was also my attempt at creating a generic check that would prevent (or at least limit) expeditions to systems like those overrun/claimed by mod factions (like the Blade Breakers, the Sanguinary Anarchistic Defectors, or the IXth Battlegroups for example). Oh well, back to the drawing board on that one.
The sanity checks you've proposed sound great - that should take care of any other oddities I experienced with the expeditions. I can't explain the "population" check failing though - I colonized the planet several weeks before the expedition arrived in the hopes of completing the patrol HQ to get help defending the planet. Of course, it never produced any patrols in the brief time between its completion and their arrival, but it seemed like a good idea at the time...
Just pitching in, Varya, I like the way you implement third-party colonization even it pretty minimal, it makes the sector feel more alive. And the fact that they all in the fringe just make my exploration mission easier due to access to fuel and supplies. And one last evil part, if they happen to set up in a nice place, it will become my place :D
Fun bug: Infinite Luddic Path cells in intel menu (probably pirate raider and Kadur crusader activity, too) when the faction in question controls no non-hidden markets. No actual in-game effect beyond a little spam and the cells/raider activity not going away like it's meant to.
The raider base reaper was killing the base manager script, which was meant to prevent further bases from spawning while still letting cells "run their course". Of course, the manager script looks like it's also the script that removes stuff when it's finished...
Anyway, it's not a Nexerelin issue (figured this would be worth bolding since people seemed to assume that) and will be either fixed or the feature removed in the next Kadur release. In the meantime, it can be avoided on new saves by turning the "stopSpawningRaiderBasesWhenFactionDelet" option off in KADUR_SETTINGS.ini.
Yeah, it'll only happen when you eliminate all their (regular, non-hidden) markets -- it will prevent it from spawning any more bases until and unless they get another market (as designed), but unfortunately it also prevents the script from cleaning them up. :-\Hmm... You think giving them a market and then immediately eliminating them again (hopefully before the game spawns them some bases) would work?
As for a fix for existing saves, hmm. Giving them a market (either with Nexerelin or Console Commands) should(?) allow the intel to get cleaned up but it'll also allow them to spawn more bases. I think that might be the best I got. Fortunately it's just spammy, not necessarily gamebreaking...
This Badger is almost scratching an itch but it can't quite reach- mostly because of 2 things: First, the speed/agility of a capital ship might keep it out of trouble in a line, but if it's being used as an anchor in a small fleet (it's so close to being ideal for this) any frigates assigned to escort duty are unable to capitalize on strike opportunities- even incapped enemies tend to float faster than this guy moves (or aims). Something like a Mule (P) doesn't have this problem & can form a little wolfpack with its escorts. Second, it lacks the flux capacity to make use of those two beautiful medium mining mounts. I'd be fine with a hullmod that handicapped max-flux-dissipation & a narrower shield arc if it meant the Badger could actually let off a double-shot or two from some of these super-flux-heavy mining modules that're always laying around. If the shield gets "too" tanky you could just double the damage coefficient & it'll be back to normal. Hmm, though other weapons would still benefit just the same and could be imba..not sure how to ensure they wouldn't be.
Also holy cow militarized subsystems pushes crew req to 160. I mean scav/survey fleets are going to be stacking crew anyway & the wages aren't a real concern but it feels excessive, especially for a drone-boat.
What's the (P) version like? And what kind of fleet lets the default shine?
I really like the concept & the aesthetics btw, three wings of mining drones + medium mounts + the low top speed can let it live up to the name (especially with a couple of shepherds throwing their borers into the mix lol)
-edit
I'm literally pushing my test copy out of a bad station-assault so that it can keep up with the fuel tankers & collossi ;DSpoiler(https://i.imgur.com/VwajqB3.png)[close]
[snip]Oh that's where that was coming from lol
EDIT: By the way, I just uploaded a hotfix version if you or anyone else is getting the double ruins bug. Redownload from the OP -- shouldn't break saves.
Not to my knowledge, just misleading and cluttered up the planet survey page[snip]Oh that's where that was coming from lol
EDIT: By the way, I just uploaded a hotfix version if you or anyone else is getting the double ruins bug. Redownload from the OP -- shouldn't break saves.
Doesn't seem like a major issue- was it breaking the colony for tech mining/usurping traits or something?
Cool as these ships look, this entire mod feels only worth it for the bonus stuff it applies, because the actual faction is an obnoxiously weak, nicheless mess that is effectively free money whenever I feel like raiding. After playing with them for a while, I genuinely feel like these ships were designed from the ground up to force losses during combat, because they are utterly impossible to sustain in any degree. I can reliably take on fleets of them two or three times my own size, knowing full well they have zero ability to survive anything more frightening than a stiff breeze. The only noteworthy "advantage" I've seen yet is that some of their heavier ships takes years to kill. Which is no real solace, since they spend the entire time flared out, guns disabled, just watching the hull bar drain steadily.
It's hilariously stupid how hard countered they are by just mixing in a few salamanders and watching their entire fleet spend the fight spinning.
Why use them over mid-line ships?Because they are fun :P.
After following your behaviour for a while ,Pollie, whilst I do appreciate that you haven't had a great reception for whatever reason, could be your fault could be someone elses, this situation is gravely starting to sound like a YOU problem.
The game is difficult as *** for a traditional approach, but it's proven itself time and time again that it is far from impossible and even through some directions game-breakingly easy. Kadur has some balance outliers, a few on purpose, yet plays perfectly fine. I'd expect to see this thread on fire if it was beyond difficult or outright boring to play.
Not that I wish to attack you, but I do recommend asking for advice on how you are playing the game and doubling that should you have not applied it correctly. I feel your criticisms and statements fall short but only due to the fact that you aren't exploiting what you can (and should) to improve your experience, it's a gritty game that won't serve itself to you.
I did some test on my side to found interesting variant. In brief, I separated Kadur ships in two categories :
-the small "in your face" ships, Camel and Falchion. Their system allow to go close and personnal, yet conserve some manoeuvrability. They work well if you can put PD weapons with high PDS or kinetic damage like vulcan or machine guns.
-the second category are cruisers. They often have interesting speed but turn like a brick. They have to stay out of range and this is where Jezails weapons shines. It tried a Falcon (K) with two Maulers and two HVP and they work very well. Burn drive allow to redeploy quickly but in the end this ships are not made to close-in with the ennemy.
I think the tricky part of Kadur ships is that they are not intended to be played like their vanilla counterpart.
The game is difficult as *** for a traditional approach, but it's proven itself time and time again that it is far from impossible and even through some directions game-breakingly easy. Kadur has some balance outliers, a few on purpose, yet plays perfectly fine. I'd expect to see this thread on fire if it was beyond difficult or outright boring to play.
Not that I wish to attack you, but I do recommend asking for advice on how you are playing the game and doubling that should you have not applied it correctly. I feel your criticisms and statements fall short but only due to the fact that you aren't exploiting what you can (and should) to improve your experience, it's a gritty game that won't serve itself to you.
After following your behaviour for a while ,Pollie, whilst I do appreciate that you haven't had a great reception for whatever reason, could be your fault could be someone elses, this situation is gravely starting to sound like a YOU problem.
Hey Vayra,
I tried another run starting with Kadur Remnant. I do love the difficulty associated with it, as always. This time I decided to play a true fanatic and "convince" Luddic worlds they were wrong, so I needed a strong fleet based on what I can buy from Requiem station and what I could scavenge amd see how far I could go. In short, probably one of my best runs, I managed to use some pretty nice combo for weapons and ship from Kadur Remnants:
-The most important thing, their ships have incredible synergy with there Vanilla counter-parts: an Falcon (K) + Eagle, Falchion + Hammerhead, Rukh + its vanilla buddy. It work incredibly well, the (K) ship is the hammer, the vanilla the Anvil thanks to better shield and flux handling.
-The Sphinx is a monster thanks to its ship system. Others ships put shield pressure, the Sphinx go close and deliver the killing blow (frontal Torpedoes launcher, but could probably work with assault chainguns). I like it so much I no longer use capitals when assaulting orbital station.
-Sirocco is great for raiding thans to its storage.
-Javelins missile are great with wings. So many targets on the field that PDs are unable to stop the incoming waves of bombers
I cannot say much about the weapons, I was unable to get enough of them.
A couple of comment/suggestions:
-The burn drive is interesting on the Eagle and Falcon (K), but the AI don't know how to use them and often ends ramming it in orbital station... Maybe they could benefit from little changes in AI hints, or from the same system than the Camel?
-The Kadur Remnant could probably benefit from a third world or system. So far they are not easy to deal with and feel isolated. I know it's probably what you intended but gameplay-wise it's easy to just forget them and deal with other factions which is a shame as their backstory is great IMO
-On the other hand, others factions are a little bit overcrowding both systems: too much factions in Mirage, and definitively too much pirates in general: 3 new markets, with military, and 2 Heavy Industries! Maybe it's tipping the balance a little bit too much for them? Especially considering the presence of the star fortress.
Anyway, these are just little details, 'cause overall the greatest thing the mod is giving new way to play the game with the start options. They add needed variety to the base game.
Thank you
....sometimes me wonder if I am starting to stuff too many mods into a single game instance...
People play on 1000 mods on Skyrim and noeone cry that Skyrim cant handle them.
Unless they are mostly the other type, yesPeople play on 1000 mods on Skyrim and noeone cry that Skyrim cant handle them.
Except Skyrim can't handle them as it have 255 plugin limit? :P
Unless they are mostly the other type, yesPeople play on 1000 mods on Skyrim and noeone cry that Skyrim cant handle them.
Except Skyrim can't handle them as it have 255 plugin limit? :P
if (assignment != null && assignment.getType() == CombatAssignmentType.RETREAT) {
if (ship.getOwner() == 0 || (ship.getOwner() == 1 && engine.getFleetManager(FleetSide.PLAYER).getGoal() == FleetGoal.ESCAPE)) {
targetLocation = new Vector2f(ship.getLocation().x, ship.getLocation().y + 500f);
} else {
targetLocation = new Vector2f(ship.getLocation().x, ship.getLocation().y - 500f);
}
if (rightDirection(ship, targetLocation)) {
ship.useSystem();
return; // This line can be safely removed after adding the new line below
}
return; // ADD THIS LINE - prevents the AI from activating the ship's system while retreating and facing the wrong direction
}
After a few battles of cursing at my Sphinx allies for repeatedly ignoring my retreat orders, I decided to watch one of them more closely in the next fight. What I discovered is that they constantly fire their drive system while attempting to retreat. While this is a perfectly valid tactic when doing a direct retreat facing away from the enemy, it is a fatal strategy when trying to do a tactical retreat with the ship's frontal shields facing towards the enemy. (Basically, the ship just keeps charging back towards the enemy ships faster than it can back away...)
Out of curiosity, I glanced at the AI logic in Kadur_RamJetsAI.java and I think I've discovered the cause - while the retreating AI correctly checks the direction the ship is facing before activating the drive system, it doesn't exit to prevent any other checks from potentially activating the system when facing the wrong direction. My proposed solution is to simply add a return statement after the AI has determined the ship is facing the wrong way:Code: java
if (assignment != null && assignment.getType() == CombatAssignmentType.RETREAT) {
if (ship.getOwner() == 0 || (ship.getOwner() == 1 && engine.getFleetManager(FleetSide.PLAYER).getGoal() == FleetGoal.ESCAPE)) {
targetLocation = new Vector2f(ship.getLocation().x, ship.getLocation().y + 500f);
} else {
targetLocation = new Vector2f(ship.getLocation().x, ship.getLocation().y - 500f);
}
if (rightDirection(ship, targetLocation)) {
ship.useSystem();
return; // This line can be safely removed after adding the new line below
}
return; // ADD THIS LINE - prevents the AI from activating the ship's system while retreating and facing the wrong direction
}
This should drastically increase the Sphinx's chance of surviving a tactical retreat...
Hi Vayra! Long time lurker, first time poster.
I ran into this problem that caused a crash every time I mouse over a communist cloud fleet.Spoiler579973 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Hullmod communist_clouds not found!
java.lang.RuntimeException: Hullmod communist_clouds not found!
at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
at com.fs.starfarer.prototype.Utils.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.computeNumFighterBays(Unknown Source)
at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.fitFighters(CoreAutofitPlugin.java:918)
at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(CoreAutofitPlugin.java:363)
at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:406)
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)[close]
Hi Vayra! Long time lurker, first time poster.
I ran into this problem that caused a crash every time I mouse over a communist cloud fleet.Spoiler579973 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Hullmod communist_clouds not found!
java.lang.RuntimeException: Hullmod communist_clouds not found!
at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
at com.fs.starfarer.prototype.Utils.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.computeNumFighterBays(Unknown Source)
at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.fitFighters(CoreAutofitPlugin.java:918)
at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(CoreAutofitPlugin.java:363)
at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:406)
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)[close]
yeah both the java and the entry in the hull_mods.csv is missing for that one, i guess it was simply missed :)
I'm sure Vayra will have it fixed in no time, but until then just add an entry to the hull_mods.csv for that to point to, (you can just copy/paste another mod and change the ID)
I have 2 Revolutionary SB in deep space 3 LY away from each other, is that expected? I fear that they will spawn more and more as the game progress.
How can I destroy or capture them?
The Revenant Gelstat in my game is a black hole of shortages. I don't know if this is specific to my game, but if I want to make money, they will happily buy for hundreds of thousands of all possible trade goods in Star sector...
having the same issue with the communist clouds hullmods thing. updated to newest version. deleted previous varyas mod folder before installing. checked the version number in the folder, it is v2.3.ob. im guessing this isnt savegame compatible? would i need to delete both this and nexrelin and the reapply them?
I have now 3 'La Revolutionnaire' Starbases around one of my system. I believe one is added each time I load a saved game.
How can I destroy them, they can't be captured?
Docked at L'Interstellaire, had to take a break cause I started laughing too hard
having the same issue with the communist clouds hullmods thing. updated to newest version. deleted previous varyas mod folder before installing. checked the version number in the folder, it is v2.3.ob. im guessing this isnt savegame compatible? would i need to delete both this and nexrelin and the reapply them?
You would need to start a new game I think, sorry. :(I have now 3 'La Revolutionnaire' Starbases around one of my system. I believe one is added each time I load a saved game.
How can I destroy them, they can't be captured?
Can you take a screenshot? I'm not 100% sure I understand what's going on here.Docked at L'Interstellaire, had to take a break cause I started laughing too hard
;D ;D ;D <3
I can confirm the multiple instances of L'Interstellaire stations floating around in hyperspace. When I was playing the other day I was surprised to discover a second L'Interstellaire station on my way to eliminating a random pirate base. Out of curiosity, I used the console commands to enter DevMode and hit CTRL-Z to reveal the entire hyperspace map. It revealed several more instances of the station (I think there were like five or six total), all with the same name. Oddly, the faction directory ('Z' from Nexerelin) only listed the Persean Democratic People's Revolutionary Council as having "1 hidden market" despite all of the stations. I should mention that this was with v2.3.0a (and my fake "communist_clouds" hullmod fix I mentioned previously) and I no longer have that save file to get any screenshots. And I've got the Popular Front disabled in my latest campaign, so I can't say whether it's still an issue with v2.3.0b. (I'd seen mention of a save file bloat issue, and disabled that particular feature thinking whatever was spawning more and more stations might be part of the problem...)
On a side note, I nearly did a spit-take on my monitor the first time I heard the communist_clouds theme...
It's a garbage collection bug; open up your save and ctrl f for asteroid. Things aren't getting despawned properly and are being saved as entities when they should be being generated on the fly.
having the same issue with the communist clouds hullmods thing. updated to newest version. deleted previous varyas mod folder before installing. checked the version number in the folder, it is v2.3.ob. im guessing this isnt savegame compatible? would i need to delete both this and nexrelin and the reapply them?
You would need to start a new game I think, sorry. :(I have now 3 'La Revolutionnaire' Starbases around one of my system. I believe one is added each time I load a saved game.
How can I destroy them, they can't be captured?
Can you take a screenshot? I'm not 100% sure I understand what's going on here.Docked at L'Interstellaire, had to take a break cause I started laughing too hard
;D ;D ;D <3
There are stations, such as Arigato in the Underworld mod, that have a flag that Nexerelin respects as uninvadable. Your only option to get rid of it is to decivilize it in some way. Repeated raids into -20 stability or a couple saturation bombardments.
Is it possible to somehow get the Caliph Dreadnought in the Campaign (outside of cheats)? Like with the Nexerelin Prism Freeport rare ship store or finding it on a blueprint?
I just had the FIX_ADMINS_ENABLED crash when changing to 2.4.1:
87270 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchFieldError: FIX_ADMINS_ENABLED
java.lang.NoSuchFieldError: FIX_ADMINS_ENABLED
at data.scripts.campaign.VayraAdminAssigner.advance(VayraAdminAssigner.java:37)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(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)
87397 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
87397 [Thread-10] INFO sound.null - Playing music with id [miscallenous_main_menu.ogg]
besides that, from the version before that I'm liking the parts of the mod I'm getting to see, but I think I'm doing something wrong due to how rarely some of the stuff shows up:
- is it intended that I cannot raid or destroy the kadur and l'Interstellaire stations? is there a way currently to obtain blueprints?
- what's the best way to obtain faction ships and weapons currently? I have only gotten them so far from salvaging
Oh, I see -- you're trying to port a previous save over. I have a warning in the OP that updating the mod will generally break saves, and I can't condone this course of action, but I'm glad you figured out a way to make it work for you! :D
It's too bad this mod is such a technical mess.The weapons and hulls added are very nice but this thing either breaks the game's ability to save after a while or it just breaks the save games completely when you update.
I lost a 20 hour playthrough because the game hangs when I try to save even by using save copy and if I try to update the mod I just get the same "fix admins enabled" crash that another person posted...
It looks like I've discovered another station duplication bug in the latest version - this time with the procgen entities. Unlike the earlier communist_cloud station issue (which seemed to continuously create new stations during my campaign) this one just potentially creates extra copies at the start of a new campaign. The number of extra copies is based on how many times you've started a new campaign during the current gaming session.
For example, when I started my latest campaign, I actually started a new game twice because I didn't like the first sector that was generated. (I'm using Nexerelin's random sector, which can sometimes spread the starting colonies way beyond the core if the random core constellation it generates doesn't contain enough viable systems...) The end result of my starting a new game twice is that I have two "Blessed Reach" stations in my game. And had I tried a few more new games before getting a sector I liked, then I would have had that many more "Blessed Reach" stations.
I believe the problem is related to the static ENTITY_DATA List in VayraProcgenEntityFramework.java. Because it's static, it only gets cleared/reinitialized when the Starsector application itself is restarted. And because it's a simple List of complex objects (rather than a Map or some other collection with a key), it only appends new copies of the entity entries to the list (rather than updating existing entries) every time a new game is started. Anyway, if my theory is correct, then fixing the problem should just be a matter of either removing the static keyword on ENTITY_DATA or using a Map/HashMap (with the entity id string as a key) instead of a List.
It's too bad this mod is such a technical mess.The weapons and hulls added are very nice but this thing either breaks the game's ability to save after a while or it just breaks the save games completely when you update.
I lost a 20 hour playthrough because the game hangs when I try to save even by using save copy and if I try to update the mod I just get the same "fix admins enabled" crash that another person posted...
This review is a little harsh, the specific problem listed was limited to a few versions and has since been fixed.
In my previous post I outlined a solution to porting the bloated save files of 2.3.# to 2.4.# for people who want to continue rather than start anew.
If you have trouble following the guidelines pop your save game on mega nz or something and i'll port it for you.
It's too bad this mod is such a technical mess.The weapons and hulls added are very nice but this thing either breaks the game's ability to save after a while or it just breaks the save games completely when you update.
I lost a 20 hour playthrough because the game hangs when I try to save even by using save copy and if I try to update the mod I just get the same "fix admins enabled" crash that another person posted...
This review is a little harsh, the specific problem listed was limited to a few versions and has since been fixed.
In my previous post I outlined a solution to porting the bloated save files of 2.3.# to 2.4.# for people who want to continue rather than start anew.
If you have trouble following the guidelines pop your save game on mega nz or something and i'll port it for you.
You're right. It is a little harsh. I was rather frustrated due to losing all that work. I did follow the guidelines exactly and I'm not exactly a novice when it comes to editing files that way but in my case it did not work.
Appreciate the offer, but I've already deleted everything and started a fresh game without this mod.
Like I said, most of it is great but I'll wait until it's more stable.
Yeah -- I've added a big (Dev Build) to the download link, so hopefully that warns a few more people off heh.
I'll post an "official release" when the last of these bugs are quashed -- anyone wanting a persistent save should probably wait until then. :D
How well does this mod work with nex random sector? Right now the colonial factions all get equal share of planets with the others, maybe custom spawn weights would make it better?
Seems like nex now also lets factions establish colonies, will the scripts clash?
Quick question about the Caliph (again *shrug*), what are the conditions to make the bounty happen? Does it happen at a certain cycle, does the Remnant need to be eliminated or is it simply just very, very rare? I managed to go through four campaigns, one up to cycle 221 and still haven't seen it.
So I got the Caliph, kitted it out, stuck it in my fleet as a big dumb shooty object for funsies. I think there's something messed up with regards to its ramming damage. The Caliph taps a ship and the hapless fellow detonates regardless of whether it's using the ram drive or not. If it was more of a menace to the enemy than my own I'd be less unhappy, but I've repeatedly lost cruisers and carriers that end up near it. I've mothballed the thing and stuck it in storage - having the big dumb shooty thing is just too expensive in terms of lost ships.
EDIT: Oh, and after I did the save editing I had to turn the Vayra bounty intel system off too. I've had no more crashes and have kept going with my save.
So I got the Caliph, kitted it out, stuck it in my fleet as a big dumb shooty object for funsies. I think there's something messed up with regards to its ramming damage. The Caliph taps a ship and the hapless fellow detonates regardless of whether it's using the ram drive or not. If it was more of a menace to the enemy than my own I'd be less unhappy, but I've repeatedly lost cruisers and carriers that end up near it. I've mothballed the thing and stuck it in storage - having the big dumb shooty thing is just too expensive in terms of lost ships.
EDIT: Oh, and after I did the save editing I had to turn the Vayra bounty intel system off too. I've had no more crashes and have kept going with my save.
I wish I had your luck, I still haven't been able to get the bounty for the Caliph to spawn after several real life days and messing around with the bounty file itself.
I wish I had your luck, I still haven't been able to get the bounty for the Caliph to spawn after several real life days and messing around with the bounty file itself.
Hmm, that's really weird. It bears asking: did you have this save before the update that added the Caliph campaign integration and unique bounty system?
Greetings! A couple of quick things.
Thing the first: I've had to disable the mod due to issues with certain factions -always- being aggressive. This is especially upsetting when starting as, say, a member of the Ashen Keepers, who immediately annul my commission due to starting at minus 50+ standing with me and slaughter me immediately upon starting the game.
My other question also stands: Does anyone know how to get a previous, stable download of this mod? Because it looks -fantastic- and I'd really like to try it out without getting *** by my own faction each new game.
My other question also stands: Does anyone know how to get a previous, stable download of this mod? Because it looks -fantastic- and I'd really like to try it out without getting *** by my own faction each new game.
If there is an archive of ye olde versions, You'd be best just asking Vayra directly on the discord for something like that.
My other question also stands: Does anyone know how to get a previous, stable download of this mod? Because it looks -fantastic- and I'd really like to try it out without getting *** by my own faction each new game.
If there is an archive of ye olde versions, You'd be best just asking Vayra directly on the discord for something like that.
And what's the Discord server's info? I cannot seem to find it anywhere, including a variety of searches on Discord itself.
My other question also stands: Does anyone know how to get a previous, stable download of this mod? Because it looks -fantastic- and I'd really like to try it out without getting *** by my own faction each new game.
Apologies for the language, and thanks to Mendonica for correcting it. It was late and I was tired, but that's hardly an excuse.
Since I'm using an old save I want to check, was there a bug that got fixed that when after you got rid of a faction and the end-raider bases script was turned on that the game would continually spawn normal space stations for that faction in various star systems? Example screenshot below, this is what a bunch of systems look like.
(https://i.imgur.com/ecU54c0.png)
bounties expire two times faster, one day takes away two days of bounty timer.Seeing the same issue on my end. Modlist:
Blackrock Drive Yards, Dassault-Mikoyan, Diable Avionics, the three mandatory libraries <3, Interstellar Imperium, Junk Pirates+ASP+PACK, Lightshow, Trailer Moments, SpeedUp, Starship Legends, Underworld, Vesperon, Tahlan, Sylphon, Ship and Weapon Pack, Shadowyards, SCY, ORA, Nexerelin, and, obviously, Vayra's Sectoredit: Aaaaaaaaand I disabled all the other mods and went ahead to check if Vayra alone would do the same thing, where you can start a new game, advance time by 5 days, and see 90-day timered bounties with 80ish remaining. Hopefully this helps!
Version Checker is telling me that version 3 is out but downloading the Dev build is still the old one. Has it yet to be linked here?
Version Checker is telling me that version 3 is out but downloading the Dev build is still the old one. Has it yet to be linked here?
That would be Arsenal Expansion, my mod. I'll investigate.SpoilerI installed quite a few mods, but was this the one that added the quest that begins with you sharing war stories with other pilots, then they tell you about a run down ship in a random system and it's called "a promise" or something?
Because if so, do you have an explanation for why it spawned in the center of a sun?[close]
Hallo! I recently installed your mod. And it's extremely beautiful! I've managed to get most of the accessible ships for research through blueprints, and I love em! Although I am quite confused as how to start it in general? I should say I'm extremely sorry if this is an elementary question compared to what you get. But I do want to try out all there is enjoy! With that in mind. How would I go about doing so? Would a mission tooltip pop up at some point in the game? Should I get a commission from some particular faction? Perhaps someone over comms or sitting around a bar? Or would it show up normally via the blunt system? Again. I am quite sorry for the bother with such a silly question. But I do wish to enjoy what the mod has to offer! And I suppose I can be a bit dull!
86029 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addSpecial(Unknown Source)
at exerelin.utilities.ExerelinFactionConfig$SpecialItemSet.pickItemsAndAddToCargo(ExerelinFactionConfig.java:1127)
at exerelin.campaign.StartSetupPostTimePass.execute(StartSetupPostTimePass.java:179)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterTimePass(ExerelinModPlugin.java:394)
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)
{"enabledMods": [
"lw_autosave",
"CombatAnalytics",
"lw_radar",
"lw_console",
"kadur_remnant",
"lw_lazylib",
"MagicLib",
"sun_new_beginnings",
"nexerelin",
"bonomel_skilledup",
"speedUp",
"sun_starship_legends",
"vayrasector",
"vayrashippack",
"lw_version_checker"
]}
Just using the 3 Vayras mods, Nexerelin with its custom starts and the required Lib mods (not using graphics Lib) the random star system start as Kadur Remnant crashes to desktop on the start once it is done loading. It says it is a null error and to check the logs. I do not understand the log and it is a 30mb file. If you need it I can find a place to upload it and link it to you but I think you could just load them up yourself and check if the Nexerelin custom start as the Kadur Remnant crashes the game for you too.
Same crash-issue as Zalpha. Default New Game settings were used, no random core system, and started in Kadur Remnant faction.
Would not updating break anything?
I like all three mods being in a massive mod pack like it was before instead of this tbh, so if updating it splits the mods in 3 id rather not.
Oopsie, removed a blueprint and forgot to cut it from their exerelinFactionConfig file :-[
Fixed now with 3.0.2 update, redownload from the OP! Should be save-compatible, though since it fixes a crash with new games I guess that doesn't really matter.
Can I just say that I am in love with this mod? The combination of such long-range standoff fleet options with the hey-this-is-actually-a-compelling-faction-i-am-rooting-for vibe is just incredibly pleasant! It's givin' me a little bit of like, Homeworld vibes almost, only it's the Hegemony who are the Taiidan and lowdown motherfuckers! (the Hegemony were always lowdown motherfuckers)
I got two of each of the schematics blueprints, so I learned all of them then sold the extra second copies for a nice starting bonus, lol.
I am not too sure if this was a bug or just the actual (troll) name of the ship as the others of the same make didn't show any errors but it could possibly be an error with the actual naming choices causing an error there.
HAH, GOTTEM :D
Re: the blueprints, I'm asking the Nexerelin author about it since I have no idea what I'm doing wrong.
Hello! Sorry I didn't word is correctly! What I ment to say, how would I receive these bounties? Would it appear as a normal bounty? Or would I get some kind of mission or transmission? Edit: Would this question fit better ok the vayra sector page? Not too sure after the split!
Bug: When the Kadur Remnants infiltrate a colony (like the Luddic Path does), Visiting the bar on said colony will give you a NullpointerException: null error, leaving my game soft locked since it doesn't give me any options to get out of the bar. I was wondering if you set a new "quest" dialogue to appear in order to find the Kadur Remnant base.
Do the new split mods break saves, and what was added besides splitting them.
I can't invade some colony I believe they created (using it with your Sector mod) so I started saturation bombing it. I've saturation bombed it three times, and despite it always being of a size to be instantly destroyed, it refuses to die.
Any advice on the matter? Intentional behavior?
What are the player targeted bounties like? I am wondering if I Need to start a new game.
I restarted and just used console commands to get back to where I used to be. I have not got a bounty on my head yet(though the hegemony is vengeful.) but I have a question about when do factions start colonizing in nexerelin.
Is it normal for colony factions to spawn with planets at the start of a nex game?
Is it normal for colony factions to spawn with planets at the start of a nex game?
If you're playing on Random Sector, yeah. It doesn't look like there's any real way for me to prevent it right now.
Sorry, was a hot minute ago. I'm 90% sure it was a raider base I stumbled upon however.I can't invade some colony I believe they created (using it with your Sector mod) so I started saturation bombing it. I've saturation bombed it three times, and despite it always being of a size to be instantly destroyed, it refuses to die.
Any advice on the matter? Intentional behavior?
Can you get me a screenshot of the colony? If it's a Kadur raider base, then hmm - I'll get that in the next update. If it's something else, I either have no idea why it's doing that or have possibly already fixed it - heh.
I was recently poking through all of my downloaded mods while trying to track down a sector generation issue and noticed that several of the mods (including this one) have a condition_gen_data.csv file that still uses the old 0.9a format. In the Starsector 0.9.1a release, the condition_gen_data.csv file was updated with several renamed column headers and a new cat_hab5 column. I don't think the outdated version of the file is currently causing any problems (or at least it wasn't related to bug I was tracking), but I figured I should let you know just in case...
Vayra said he will get all unique ships droppable all time , not from time to time as now it is.
If you met him , it have drop rate as any normal ship.
IBB ships , and soon all unique ones will have chance to drop like normal ship+ forced one with every dmod in existence.
If you met him , it have drop rate as any normal ship.
IBB ships , and soon all unique ones will have chance to drop like normal ship+ forced one with every dmod in existence.
IBB ships are from Ship and Weapon Pack thought :/
If you met him , it have drop rate as any normal ship.
IBB ships , and soon all unique ones will have chance to drop like normal ship+ forced one with every dmod in existence.
IBB ships are from Ship and Weapon Pack thought :/
What Hrothgar is trying to say is:
Currently, Vayra's Sector unique bounties have an increased drop chance but are not 100% recoverable.
In the future, Vayra's Sector unique bounties will work more like SWP IBBs, with forced recovery - unless set otherwise by the modmaker creating the bounty.
Any further discussion should go to the VS thread though :P since it's kind of beyond the scope of just the Caliph
I think that this sweeper beams can be replaced with tachyons or even Eradicator Pirate lasers, anything but not them. They're not really that usefull.
If anyone else out there is having trouble with the caliph because they run a potato so they need to keep the fleet size small like me,Spoilerif you run ship/weapon pack the SO onslaught(from nedd ludd IBB) with all kinetics(mostly heavy machineguns) and typhoon reaper launchers will get you there[close]
I have a question.It appears as a high value bounty, part of Varya's sector.
Do you need varaya's sector to get hand of god mission? Or is it IBB bounty from SWP?
Awesome, I didn't actually know it could be killed with a capital or small capital fleet! It's designed to play like a bullet hell boss, so what I would actually recommend is bringing a handful of Harbingers and Afflictors (and the IBB Harbinger if you have it) and chain-deploying them while using a capital or two as cannon fodder to draw its fire.
During the Caliph battle I get a "fatal crash: -1"
This is the console error:
464466 [Thread-11] INFO sound.H - Playing music with id [steel_rain.ogg]
466015 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArrayIndexOutOfBoundsException: -1
java.lang.ArrayIndexOutOfBoundsException: -1
at com.fs.starfarer.combat.entities.ship.A.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
at com.fs.starfarer.combat.entities.BaseEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.renderExcluding(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.render(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Any ideas as to why this is happening? Alex said that this is likely an incorrect weapon definition error, possibly regarding a weapon animation.
Kadur appears to have Vast Ruins, but it doesn't let me build tech-mining on it.
Hi there Vayra,
New to the forum, came to say I love your mod but also have a simple problem I've wondered if you've noticed... so first things first, I like the theme. The Kadur faction is incredibly difficult to play, which is actually quite fun. I like the themes and I also like the weapons, I also like how the blueprints are actually available. Thematically, it feels a lot like Israel, past or present I can't tell, but the struggle is real. I also like that the faction is Cruiser focused. The graphics for the weapons are fantastic, and I can't help but trying to put them on all my HiTech ships projectile slots.
Now, my issue is mostly with how the AI is handling the Kadur ships. Kadur comes with some of the longest range projectile weaponry in the game, yet even with Cautious captains, the Falchion and Sphinx are very, very prone to committing suicide. I think it's because the AI does not understand that their Mass Aug Ram Jets ability kills them, similar to how Burn Drive does, rather than being a proper defensive ability, and so while I've fit my ships with long range weaponry and officers to support them, they Ram Jet right into the face of any Onslaughts they see. Needless to say, this doesn't end well. They often even use the ability to ram me when I assign them to Heavy Escort, particularly in minor situations like when the AI would normally be using shields to avoid damage on collision. Since Kadur is a Cruiser-focused faction, I can't really perform well in campaign without being able to rely on the AI - right now I'm having to avoid using the Falchion and Sphinx in the campaign and focus on Eagles and Targe's instead, or use the Sphinx as a heavy flanker, which is a bit order intensive.
I have a few mods, but aside from Nexerelin they're all ship mods that shouldn't be messing with AI. Maybe you could let me know if you've had this experience?
I get-
Fatal: Weapon spec [vayra_vlrmms_2] not found!
Check starsector.log for more info
I've tried redownloading
I've tried disabling Kadur Remnant, then reenabling.
the log says -
java.lang.RuntimeException: Weapon spec [vayra_vlrms_2] not found!
at com.fs.starfarer.loading.o00O.Ô00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
well, i'll be damned...I get-
Fatal: Weapon spec [vayra_vlrmms_2] not found!
Check starsector.log for more info
I've tried redownloading
I've tried disabling Kadur Remnant, then reenabling.
the log says -
java.lang.RuntimeException: Weapon spec [vayra_vlrms_2] not found!
at com.fs.starfarer.loading.o00O.Ô00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
i believe that you should delete kadur mod folder. and extract that new version to a same place. never overwrite. all mods
Is it intentional that capital sized weapons fire at fighters and missiles with this mode?
Hello, so ever since the update this mod seems to crash, it happens as I'm making a new character. I play with nexerlin along with some faction and utility mods.
Fatal: data/scripts/VayraModPlugin
Cause: data.scripts.VayraModPlugin
Check starsector.log for more info
Below is the log.Spoilerhttps://drive.google.com/open?id=1ISObeX6JfmMwvbOeQxlHGipKsQDXf-SR[close]
I played like 30 mins and I found derelict of about 1 mil good ships, and without a flow!!! (maybe few..) WTF?
Is there a normal mod here without "here is best ships, so u don't need to bother, this is what wanted, right?"
Quick question, one of my markets has the "raider activity" status for several cycles giving debuffs because of "Kadur Retribution".
I am neutral to Kadur and the system has no Kadur Retribution activity on the intel screen, like so many other core systems have. The game is giving me no clues in bars or on the intel screen as where i am being attacked from. How can i get rid of this status/find the base if there is any?
MAJOR UPDATE! v3.1.0 (http://fractalsoftworks.com/forum/index.php?topic=6649.0)
- added Capacitive Rod Driver medium antishield/EMP strike weapon
You just ruined my game and my life. It's unhealthy how much I wanna punch pirates and everything into the Sun with it. Haven't tried all of the other weapons yet, but wanted to let you know that I LOVE this thing ;D
After some messing around with the stuff, my favorite ship is definitely the Prophet. I just appreciate that it's basically a miniature Caliph in terms of how it feels and handles.
Also those Chem Rails man... that Ultracaliber Heavy Chemrail has won me over, i just like that it shoots very fast, constantly, it's not too bad in terms of flux economy and it makes short work of anything (so long as you have some shield/armor piercing, obviously).
The chemrails were just a little strong, heh, so I've brought them back in line - the small one turns much slower, the large does slightly less damage at slightly less range, and they're all just a touch less accurate - but should still be very effective.
quick question, while i'm here:
Can you get the blueprints for the Qamar Insurgency stuff? Namely: the medicant, the camel and the laser weapon (Which i forgot the name of, but i am missing it as a BP.)
Also i haven't seen Qamar themed ships at all in my games, i only know they exist cuz they are referenced in the changelog.
You should be able to find the ships as patrols around the Revenant Gestalt.
Does flux capacity and dissipation on the main hull even do anything for the Caliph? cool ship btw
- devoted martyrs will no longer be utterly incapable of being martyredAww, no more selling my soul to the Kadur to achieve immortality.
yeah, i kinda agree about removing the "tips". I know you include the tips about how to remove them manually but a think average joe will having hard time finding that. Let's keep the meme alive in Discord instead.
- Prophet weapon arcs nerfed very slightly
The (Q) version of the Medicant has a minor problem. The first letter isn't capitalized and has been like this since the rework(which was very good). Surely this is a mistake?
- Prophet weapon arcs nerfed very slightly
My heart cries very slightly
Edit: J/K, I wouldn't have noticed it if you hadn't mentioned it... in fact, i don't notice the change even AFTER the mention.
The (Q) version of the Medicant has a minor problem. The first letter isn't capitalized and has been like this since the rework(which was very good). Surely this is a mistake?
Whoops! I'll clean that up for the next update, thanks for pointing it out.- Prophet weapon arcs nerfed very slightly
My heart cries very slightly
Edit: J/K, I wouldn't have noticed it if you hadn't mentioned it... in fact, i don't notice the change even AFTER the mention.
I don't remember actually doing it and the discord post about it appears to either have mysteriously disappeared or never existed in the first place so even I'm not sure anymore. :-\
On a more serious note, i would like to ask everyone for advice on the fighters if they've been using them.
So far the only thing i've tried is, of course, the Myrmidon, who's MASSIVE punch literally blows a whole through any ship, i have a Seraph with full myrmidons, the fact that they are pretty hard to kill is a plus to me. (or at least hey seem to survive very unlikely scenarios) Downsides include: lack of tracking and the fact that, rarely, a missile can bounce out of control and they may end up hitting your own ships.
I haven't been able to try the other fighters because i've been sitting too comfortably with the Shen from Tiandong as my "general purpose" fighter. I do get a kick on the Neferi from what little i've seen it in action, because it is the most "kadur" of all the fighters "super fast and basically suicidal".
Neferi - Hyperspecialized elite/heavy interceptor. Best against enemy elite or low-count fighters/bombers, especially garbage against destroyer+ ships, not great against heavily shielded anything.Oh yeah, it is the most quintessential Kadur fighter imo.
Ghulam - Tough-as-nails HE/EMP assault fighter. Wants to loiter around enemy warships and has the armor to do it. Not great against shields.I've considered using this one instead of Tiandong's Shen as my "general purpose harassment fighter", but the Shen won my heart first... that's basically it. To be fair i haven't seen it much in action, so i don't have a good comparison yet.
Immortal - Superfighters are never a good idea but I made one anyway. Big, tough, expensive, mostly HE weapons but kinda good at everything.While Super Fighters might not be ok, Super Bombers certainly are, there is very little that a squad of 4 myrmidons can't take down, provided the enemy shields are down or mostly down, i'm probably overkilling it with 4 myrmidons but man... it is so satisfying to watch even if my Seraph is left with scraps of OP.
Myrmidon - Abid's big sister, sort of a Cobra analogue if you jammed two of them together in a single slot, made them even tougher, and covered them in light PD guns. Tough as hell, so slow as to be borderline useless against most warships, deadly to stations and slow capital ships.
Dirk and Arquebusier - Both fairly long-ranged and somewhat fragile support fighters, better on gunline ships than brawly battlecarriers.
I get-I had the same issue as the above user, but implementing the solution that worked for them only seems to have resulted in the following error message upon attempting to load a save
Fatal: Weapon spec [vayra_vlrmms_2] not found!
Check starsector.log for more info
I've tried redownloading
I've tried disabling Kadur Remnant, then reenabling.
the log says -
java.lang.RuntimeException: Weapon spec [vayra_vlrms_2] not found!
at com.fs.starfarer.loading.o00O.Ô00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I'm on the 212 cycle and i didn't get the Caliph bounty, i finished all the IBB and (all the high bounties?) it seems i don't get more of them...
Is this normal?
How do I obtain the caliph cruiser? I have around 13 ships in my fleet and I have fought the caliph high value bounty fleet atleast 5 times by now. Is it even able to be scavenged?
Should probably have been posted in whatever mod the Nirvana came from. Anyways, the 200% damage dealt regardless of circumstances is a known bug from what I hear, the intended behavior is that the bonus scales linearly with the flux capacity the Nirvana was at when it began venting (Venting at 0% gives you a whopping 0% bonus, at 50% flux gives you 100% bonus, and venting from 100% flux gives 200%). Once that's fixed it'll be considerably less insane.
I don't even install mods that add ridiculous ships like this
You don't have to go that far to create a ship that will roflstomp any vanilla content. Cabal Odyssey's only differences from basic version are very minor stat boosts (5%) and missile slots becoming universal. And that's already enough.
Merged the topic into the appropriate place.
@Arcagnello, please be more aware of where topics should be posted. In particular, please post content regarding a specific mod in its thread, unless it is of general modding interest (IE the point being made can apply to many mods and the specific mod mentioned is just an example) in which case it can go into the "modding" subforum.
Hey! Im a forum posting virgin so be gentle plz. I had a question. How in the world to i find Kadur bases? They always want retribution but idk how to find them. I also tried going to bars/sending agents to the infected star system but no dice... Thanks in advance!
Could you please enlighten me how to get well with the Kadur faction and how to obtain the hidden ships hinted in the mod description?
They seem to offer no commission, AI core turn ins and a single hiccup is enough to throw good reputation with them beyond reach.
Could you please enlighten me how to get well with the Kadur faction and how to obtain the hidden ships hinted in the mod description?
They seem to offer no commission, AI core turn ins and a single hiccup is enough to throw good reputation with them beyond reach.
I've played as a Kadurite in one campaign and they got nuked in another, so I never really experienced having to grind their rep coming from an outside faction. Their lore sort of implies they're a very diffident bunch tough, so I imagine that getting in a good relationship with the faction being arduous is completely intended.
Do you have Nexerelin by the way? You can send an experienced agent to one of their colonies to improve your rep, or search for one of their ambassadors to pick and slap in your embassy if you got the mod adding them.
I did start as Kadur. That's why the hiccup bothering me, caz right now literally everyone is hostile to me.
Got rid of Nexerelin though, increases save/load time way too much over time.
How does the embassy stuff work?
Sorry for the late reply!
Embassies and their accompanying Ambassadors come from the Industrial Evolution mod (https://fractalsoftworks.com/forum/index.php?topic=18011.0). It is save compatible but you likely won't be able to use all of its features if you're already into idgame, so I'd suggest considering this mod for a new campaign instead.
The way it works is simple: go to Kadur-held colonies/bases and seach in the tab you usually find colony administrators for an Ambassador. Once you find one (wich is not a quick process) build an Ambassy in one of your colonies and put the Kadur ambassador in there. He will improve your relations with the Kadurites monthly but you'll incur in bigger reputation penalties should they occur!
If you've got Nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0), you can also hire Agents (found in bars) and send them to Kadir held colonies and instruct them to raise relations. This action costs 60k credits for every mission they partake, so make sure you've got enough fat stacks of money stashed up to keep spamming relation improvements as soon as one is completed until you get into good enough relations.
The Kadur typically put a lot of bounties on the Hegemony and Pirates since both of their systems are infested by them, you can attack their fleets to improve your relations
I forgot about this option really, it's probably the fastest and most cost effective way to grind reputation with them, altough I never really committed to this since managing a single star system already requires a lot of babysitting and chasing system bounties would usually take the remaining time away, something I can't afford in most campaigns since I'm always busy exploring the sector for new toys and enough credits to field them.
I did start as Kadur. That's why the hiccup bothering me, caz right now literally everyone is hostile to me.
Got rid of Nexerelin though, increases save/load time way too much over time.
How does the embassy stuff work?
Sorry for the late reply!
Embassies and their accompanying Ambassadors come from the Industrial Evolution mod (https://fractalsoftworks.com/forum/index.php?topic=18011.0). It is save compatible but you likely won't be able to use all of its features if you're already into idgame, so I'd suggest considering this mod for a new campaign instead.
The way it works is simple: go to Kadur-held colonies/bases and seach in the tab you usually find colony administrators for an Ambassador. Once you find one (wich is not a quick process) build an Ambassy in one of your colonies and put the Kadur ambassador in there. He will improve your relations with the Kadurites monthly but you'll incur in bigger reputation penalties should they occur!
If you've got Nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0), you can also hire Agents (found in bars) and send them to Kadir held colonies and instruct them to raise relations. This action costs 60k credits for every mission they partake, so make sure you've got enough fat stacks of money stashed up to keep spamming relation improvements as soon as one is completed until you get into good enough relations.
The Kadur typically put a lot of bounties on the Hegemony and Pirates since both of their systems are infested by them, you can attack their fleets to improve your relations
I forgot about this option really, it's probably the fastest and most cost effective way to grind reputation with them, altough I never really committed to this since managing a single star system already requires a lot of babysitting and chasing system bounties would usually take the remaining time away, something I can't afford in most campaigns since I'm always busy exploring the sector for new toys and enough credits to field them.
No worries. Thanks for explaining.
Bounties worked eventually, it was just my bad luck for cycles that even with a sniffer installed practically nothing popped up from the Kadur. It also seems that standing does not do much good apart from not being harassed by crusades in hyperspace as outside their basic markets the faction has literally nothing to offer to their friends.
It is still unclear to me how to get my hands on a Caliph-class Superdreadnought, however.
Anyone else think the Riven Lightforger bounty should be nerfed or have its reward increased?
200k is not worth taking on an Astral, 3 Dooms (basically equal to capitals), 5 Harbingers and half a dozen phase frigates.
Quick question, one of my markets has the "raider activity" status for several cycles giving debuffs because of "Kadur Retribution".
I am neutral to Kadur and the system has no Kadur Retribution activity on the intel screen, like so many other core systems have. The game is giving me no clues in bars or on the intel screen as where i am being attacked from. How can i get rid of this status/find the base if there is any?
This one's interesting. I suspect it's just not spawning the bar event due to RNG, but I'll check it out.
Thanks for the feedback, all!
many, many wordsI'm not going to reply to all of your posts, but I'm very glad you're enjoying the mod - and nice builds! Kadur won't get a Shield Bypass in part because it's so good on them, hah - it breaks several of the basic combat assumptions the game is balanced around IMO.
It is still unclear to me how to get my hands on a Caliph-class Superdreadnought, however.You'll need Vayra's Sector (http://fractalsoftworks.com/forum/index.php?topic=16058.0) installed and enabled, first of all. After that, you'll need all of the following to be true:
Anyone else think the Riven Lightforger bounty should be nerfed or have its reward increased?
200k is not worth taking on an Astral, 3 Dooms (basically equal to capitals), 5 Harbingers and half a dozen phase frigates.
Lightforger's hvb is a bit weird, in one run he appeared after 10 or more hvb completed and he had a cancerous gigantic fleet with 10 dooms and astrals, in another run he appeared earlier and had a reasonably sized fleet with a couple of capitals only.HVBs scale with your fleet size at the time that they spawn, so this is why it has such high variance. I've added a feature to cap the scaling in the latest version, but ultimately the real reward of fighting an HVB is their unique flagship - which are now properly guaranteed recoverable, by the way.
No interference, this one was all me. Should be fixed in the version I just posted, though. ;DQuick question, one of my markets has the "raider activity" status for several cycles giving debuffs because of "Kadur Retribution".
I am neutral to Kadur and the system has no Kadur Retribution activity on the intel screen, like so many other core systems have. The game is giving me no clues in bars or on the intel screen as where i am being attacked from. How can i get rid of this status/find the base if there is any?
This one's interesting. I suspect it's just not spawning the bar event due to RNG, but I'll check it out.
Thanks for the feedback, all!
I've experienced this, as well. I'm wondering if there's some interference with something like Starship Legends or anything that updates the bar options.
I updated to the new version but when starting up Starsector:
Fatal: Ship hull spec [vayra_galleon] not found!
Check starsector.log for more info.
Starsector log:
42030 [Thread-4] INFO com.fs.starfarer.loading.SpecStore - Loading variant [data\variants\bounty\vayra_galleon_rimward.variant]
42036 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Kadur Remnant (data\variants\bounty\vayra_galleon_rimward.variant)]
42062 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [vayra_galleon] not found!
java.lang.RuntimeException: Ship hull spec [vayra_galleon] not found!
at com.fs.starfarer.loading.M.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Deleting the vayra_galleon_rimward.variant file from the ...\mods\Kadur Remnant\data\variants\bounty allows the game to start, so that seems to be a reasonable workaround.
Installed Mods:Spoiler"$$$_lightshow",
"Adjusted Sector",
"anotherportraitpack",
"anvil_industries",
"capturecrew",
"chatter",
"lw_radar",
"lw_console",
"istl_dam",
"DisassembleReassemble",
"edshipyard",
"galmart",
"gates_awakened",
"hypernet",
"IndEvo",
"interestingportraitspack",
"Imperium",
"junk_pirates_release",
"kadur_remnant",
"lw_lazylib",
"ArkLeg",
"luddenhance",
"MagicLib",
"dk_mis_09",
"missingships",
"more_hullmods",
"nexerelin",
"wyv_planetaryShieldAccessControl",
"sun_ruthless_sector",
"swp",
"bonomel_skilledup",
"StopGapMeasures",
"tahlan",
"Terraforming and Station Construction",
"exalted",
"star_federation",
"THI",
"TORCHSHIPS",
"underworld",
"vayrashippack",
"vesperon",
"shaderLib"[close]
Unfortunatly this mod keeps crashing my game. Exact error is:
190218 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.scripts.campaign.bases.VayraRaiderBaseBarEvent: method <init>()V not found
java.lang.NoSuchMethodError: data.scripts.campaign.bases.VayraRaiderBaseBarEvent: method <init>()V not found
at data.scripts.campaign.bases.KadurRaiderBaseBarEvent.<init>(KadurRaiderBaseBarEvent.java:23)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at data.scripts.campaign.bases.VayraRaiderBaseIntel.<init>(VayraRaiderBaseIntel.java:262)
at data.scripts.campaign.bases.VayraRaiderBaseManager.createEvent(VayraRaiderBaseManager.java:312)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
at data.scripts.campaign.bases.VayraRaiderBaseManager.advance(VayraRaiderBaseManager.java:135)
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)
190461 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
190462 [Thread-10] INFO sound.null - Playing music with id [miscallenous_corvus_campaign_music.ogg]
Unfortunately, I'm still on 0.9.1a and I can't seem to find old download links for previous versions of your mods please add your drive link for previous versions! I plead thy have mercy! :-[Its the 2nd line after the header image in the OP, "Or click here for the last 0.9.1a version.".
I'm sure varya is putting a lot of love and care preparing his mods for 0.95a. can't wait to immerse myself again in them with some brand new quality of life changes <3
I'm sure varya is putting a lot of love and care preparing his mods for 0.95a. can't wait to immerse myself again in them with some brand new quality of life changes <3
Why are yall saying "his"? Vayras a she, lol
I'm sure varya is putting a lot of love and care preparing his mods for 0.95a. can't wait to immerse myself again in them with some brand new quality of life changes <3
Why are yall saying "his"? Vayras a she, lol
You're aware of what it means to be new, right? Pedantic people are very difficult to like.
I really like the mod, great work!
However, two suggestions:
- Please provide a convenient option for disabling the colony music. In my opinion, the dance music is not fitting.
- There should be a config file option to disable the Unknown Sky style art, because many people can't stand extreme stylistic disharmony with the style of the base game, and even worse is that it causes eye strain because there is so little contrast between the backgrounds and the fleet.
- The picture for the Superdreadnought station doesn't match the game's art style. Details beyond the comfort zone of the artist can be avoided with an oversaturated scene like with a star in the background.
probably a stupid question... but this mod requires a fresh save, no?
aight, i'll see if i can plug it in. i have nex, but kinda disabled all the expansion/random factions stuff. irks me when planets i aint surveyed yet get taken over XD
Am I doing something wrong or Kadur small ships are abysmal?
Even with stabilized shield they get overfluxed way too quickly. Is there a hullmod or something that can properly cover that weakness? I can't take points in the battle because even a falchion can't beat a small frigate because of the shield stats
I accidentally re-read the description of the ships and suddenly realized that the author of the mod probably made a super-heavy ship not only as part of the lore of the Kadur faction. Is it possible to find this ship - my agents do not see it in the lists of the Kadur fleet and I have not seen any hints in the game about the existence of such a ship. I need some kind of quest for it?
Oh, got it, thanxI accidentally re-read the description of the ships and suddenly realized that the author of the mod probably made a super-heavy ship not only as part of the lore of the Kadur faction. Is it possible to find this ship - my agents do not see it in the lists of the Kadur fleet and I have not seen any hints in the game about the existence of such a ship. I need some kind of quest for it?
I think its a part of a quest that comes with Vayra's Sector.
soooo, about the Spoiler Ship Supercapital, there seems to be an issue with it, the rotating shield is now ridiculously weak, as in, half a dozen TPC shots from an Onslaught is enough to overload it. Tested it on the Mission where you can play it, using the default loadout. Anyone else care to check and see if they can reproduce it?
Anyone know how to edit this mod to fix the Caliph's shield. It's bugged, goes down in 1 hit.I suppose this bug is caused by that: the origional idea of the shield system of Caliph is let the shield generator to store the sum of flux of the 2 shield emitter (which means flux(generator)=flux(emitter1)+flux(emitter2)) to achieve the effect that the 2 emiiters always overload at the same time (triggered by the overload of the generator), but when counting the flux of the generator, it somehow counts itself's flux (which means that flux(generator)=flux(emitter1)+flux(emitter2)+flux(generator) in each frame) and cause the flux level explodes in exponent speed.
How do people get the Caliph if varya sector is left in the dust for the time being.
Ah, thank you.How do people get the Caliph if varya sector is left in the dust for the time being.
vayra's sector has asn unofficial (but allowed by vayra) update in the unoficial discord
and magiclib now supports HVBs, look at unsanctioned bounty boards
er any fix for the caliph shield anyone is aware of yet?
#"vayra_modular_shields",
can someone give me tips how to defeat caliph in an easy manner?You probably can't avoid losing some ships. I've been consistently wiping out entire fleets on my own with the Caliph in my current Kadur playthrough, and even a Star Fortress isn't impossible to solo with it.
Loving this mod so far, the lore is cool and weapons are much more interesting than vanilla ones.The Prophet is just ultra agressive and absolutely terrible at retreating, back in 0.91 I got caught by a giant bounty hunter fleet and had to retreat my fleet to recover my CR, but the prophet was backing off so slowly I've had no other option than to pilot a cruiser I had kept in reserve to escort it super slowly back to the edge of the map, by the time it reached the zone and I took control of it to force it to retreat we destroyed at least a third of the enemy fleet with just the two of us.
Is there a way for those of us who are bad and need to use AI pilots to prevent the Prophet from using its ability? I've only got one battleship and whenever it needs to retreat it chooses instead to die with honor.
I really like the concept of this faction but a lot of the ships are just designed to fall through the cracks of AI stupidity. I can't count the number of times I've seen Falchions or Falcon(K)s or Eagle(K)s or even Sphinxes in situations where they absolutely need to back off and recover a bit or get to safety, and instead they hit their speed boost, charge into the middle of the enemy, and blow up. I've seen them ram stations doing this. Falchions in particular are a trap - I've repeatedly seen single Falchions take on single Hounds and lose.
The Archimandrite seems to be the only destroyer in this faction that the AI can handle reasonably well.
The ships are fine and even fun in player hands. The problem is that means you have exactly one ship in your fleet that is fine. The others ...
Bounty Name | Requirements | MagicLib/Vayra's Sector Difference |
Red's Raiders | Level 6, 50+ FP | MagicLib: You must visit Kadur bars. Vayra's Sector: You must be non-hostile to Kadur Remnants. |
Lightforger Project | Cycle 207, Level 8, 100+ FP | MagicLib: You must visit Kadur bars. Vayra's Sector: You must be non-hostile to Kadur Remnants. |
Rubin's Ralliers | Cycle 207, Level 6, 50+ FP | MagicLib: You must visit Hegemony bars. Vayra's Sector: You must be non-hostile to Hegemony. |
Rubin's Revenge | Cycle 209, Level 12, 100+ FP, Rubin's Ralliers completed | MagicLib: You must visit Hegemony bars. Vayra's Sector: You must be non-hostile to Hegemony. |
The Last Crusade | Cycle 212, Level 15, 100+ FP | MagicLib: You must visit Hegemony bars. Vayra's Sector: You must be non-hostile to Hegemony. |
Hey Timid
Thanks for updating the mod unfortunately I get a jsonobject.dryDock error when starting a game
ooops i forgot ill release a hotfix this nightHey Timid
Thanks for updating the mod unfortunately I get a jsonobject.dryDock error when starting a game
Same. I do not use IndEvo, if that matters (and I suspect it might).
Edit: Yeah from the log it is a crash on generation of Star Fortress Requiem when checking a Boolean that probably only exists in IndEvo - that Drydock thing that is newly added. There appears to be no check in the code to see if you have IndEvo active.
Thank you! I had already implemented a few of these in my local version (like the hegemony relations change) to try to get them to last longer in Nex. One thing to check, if you haven't already, is the mining fleet variants in kadur_remnant.json in exerelinFactionConfig no longer existthat could be useful thx
" "miningVariantsOrWings":["vayra_sirocco_a", "vayra_sirocco_cs", "vayra_sirocco_f", "vayra_sirocco_m"],"
(will check the new file in a sec)
Edit: Yeah, it's still there - none of those variants exist anymore. I wasn't sure how to fix it, or even if it matters, but a friend had an invalid variant for a mining fleet crash for a different faction once, so I thought I'd mention it.
also since you are working on the mod i get a nullpoint exception on one of the derelict ships in near Kadur.i looked at the 3 derelict ships and couldn't find any nullpoint exception, sure you're not downloading from old kadur remnant?
I installed this and played for a while as another faction. After about a year, the Hegemony invaded Fort Toxx, which makes no sense as it's 1) a pirate hideout, and only the player invades pirate hideouts, 2) a chaotic junkyard orbiting a poisoned and useless world.Hmmm I misread the code, I guess any pirate markets with a revanchist claim from an original faction can be invaded by anyone. Thought factions could only retake markets with their own revanchist claim I'll revert that.
Then Hegemony and Kadur agreed to a ceasefire.Ceasefires aren't peace treaties. The Hegemony and Kadur will never be on good terms. However, factions in Nexerelin don't handle perma-war well anymore (because unlike Hegemony, Kadurs will literally war-wear themselves to death and will never get anything to be doomed to an eventual death without player
Nope. Nope. Nope. Wrong.
Also, your changes to Tortuga are entirely unnecessary and ruin the place's atmosphereThe conditions removed are defunct do not work as their description indicates at all. Whatever still works was still kept. It does look weird and janky when you read
Increases demand for hand weapons (by both various crime bosses and local citizenry) and marines (by the local authorities).
$market is a dumping-ground for dissidents, rebels, free-thinkers, artists, and other troublemakers. Increases demand for weapons and marines to police the rabble. Increases availability of crew due to emigration.
I also disagree with the changes to Oasis. This was a system that held out against full-scale Ham-Agony assault for quite a while; they necessarily had a lot of people and a lot of industry.Although I'm sad I had to downgrade the size 8 to size 7, it would have just been a prime target nex-AI wise to be captured by any enemy of Kadur (which they had plenty) I only removed the Heavy Industry simply because the Hegemony did not need 1 more as well as it gave them a much-needed power in invading other markets. The ideal farming colony shouldn't have Heavy Industry (as this would've attracted Pathers too) polluting their atmosphere and ruining their farming output.
Kadur Majority
+ Penalty no longer applies if Kadur are no longer alive.
Heyho, if you plan to do balancing too, could take a look at the large energy beam weapon "Joachim Graviton Sweeper"? It has a long cooldown but spikes hard flux on contact with enemy shields for 10% per second, one sweep after the long cooldown (8s or something?) easily generates 30%-50%(!) hard flux over a few seconds, that's super OP, I think the value should lowered to 3% or 4% hard flux per second on shield contact, raw damage could be upped to compensate damage output against smaller targets if the percentage nerf is severe. It's probably close to the strongest or the strongest anti shield weapon in the game.I will look at weapons and wings in support4
Quote from OP: "Joachim Graviton Sweeper - Sweeps large volume of space with graviton-warping energy beam. Spikes target's hard flux and causes disabling EMP arcs when impacting shields, but has little effect against armor."
If you don't do balancing or vanilla adjacent balance was never the goal, then this post never happend. :D
Thank you and Vayra.
E: After short testing it seems like "Joachim" deals damage 1/3 as hard flux and 2/3 as soft flux? ?? o.O Also deals roughly 1/4 less damage than I proclaimed, still OP and still one of my favourite "shield-begone" weapons. Somehow it turns into hard Flux if it hits a Paragon with fortress shield...
In my game on patch 3.2.3support3, i have eliminated the kadur and the penalty goes away as intended, however after some time, it comes back seemingly for no reason, after looking for a bit, turns out that it counts their resurgence base as "being alive" even though the faction is technically dead.Normally Vayra would say Kadur never dies as long as a raider base still exist, but I'll look into it and fix it.
Did anyone manage to defeat am Ordo with a kadur ships only fleet?My success was using Solar Shielding or Shield Shunting them. ;) Kadur ships aren't really built to fight vs Ordo fleets (ordos can phase out and outmanuever most of kadur's ship system) but otherwise Kadur carriers have some success as opposed to Ordo carriers.
The shield stats hurt way too much to be honest...
My success was using Solar Shielding or Shield Shunting them. ;) Kadur ships aren't really built to fight vs Ordo fleets (ordos can phase out and outmanuever most of kadur's ship system) but otherwise Kadur carriers have some success as opposed to Ordo carriers.
If a faction doesn't have the capability to defeat an ordo doesn't that make it underpowered? Considering ordos are supposed to be late game challenge I believe they are a good evaluation for whether a fleet is balanced or not.Kadurs mainly are good vs armor bricks, Ordos are.. well shield bricks. I'll probably look substantially at the weapons more and reduce a few OP cost which should give a little wiggle room for Kadur ships to put into vents and caps.
Now to be honest kadur ships have nothing substantial to make up for their shield stats and manoeuvrability debuff (which are both one of the most important stats in fleet battles). It'd be great if kadur ships in general get more ordinance points or better flux stats.
Because adding heavy armor on top of their already abysmal manoeuvrability turns them into sitting bricks.
Anyway this is just my first impression, I will keep testing them with different builds and see what they really are capable of.
I wanted to ask, there's a bit of an issue with the Caliph, to be clear, it's been an "always" problem, even when Vayra was active but just learned to live with it and didn't see it as an issue worth posting about, now i wonder if anything can actually be done about it.
While fighting, allied ships (mostly frigates) have a tendency to fly around the Caliph and this usually means that they will bump into your shield and overload themselves or worse, blow themselves up after a couple of seemingly light touches. I usually fight from a reasonable distance, but sometimes a frigate will want to run away to vent its flux and I've seen it crash face first into one of the Caliph's shields and blow apart, it doesn't happen all the time, but it happens enough.
I was wondering if there's something at all that can be done about it, because i always assumed it was just vanilla starsector AI behavior, considering that allied non-player ships usually can bump into your ship, as if they would forget you're there, it's just that with the Caliph this is more noticeable because it's shields hurt a lot (They are made for ramming).
I wanted to ask, there's a bit of an issue with the Caliph, to be clear, it's been an "always" problem, even when Vayra was active but just learned to live with it and didn't see it as an issue worth posting about, now i wonder if anything can actually be done about it.
While fighting, allied ships (mostly frigates) have a tendency to fly around the Caliph and this usually means that they will bump into your shield and overload themselves or worse, blow themselves up after a couple of seemingly light touches. I usually fight from a reasonable distance, but sometimes a frigate will want to run away to vent its flux and I've seen it crash face first into one of the Caliph's shields and blow apart, it doesn't happen all the time, but it happens enough.
I was wondering if there's something at all that can be done about it, because i always assumed it was just vanilla starsector AI behavior, considering that allied non-player ships usually can bump into your ship, as if they would forget you're there, it's just that with the Caliph this is more noticeable because it's shields hurt a lot (They are made for ramming).
I remember the fix was dramatically increasing the collision radius when its shield is on.
The hull of this massive superdreadnought modifies the installation of Converted Hangar, allowing for 2 bays in the main hull while reducing the OP cost of Kadur wings for all parts of the ship.
Followed your suggestion and bumped the "collisionRadius" of the "vayra_caliph_shieldpart" to 500 and after several fights it looks like it makes a bit more of a difference, i still notice that frigates will still bump into the shield when they are retreating to vent, etc.WILL FIX
--------------------------------
There is an issue i found on the Caliph, this one i just noticed because it's been so long since i read the descriptions of the built-in hullmods. To quote part of the description of the Theocracy Targeting Core hullmod:QuoteThe hull of this massive superdreadnought modifies the installation of Converted Hangar, allowing for 2 bays in the main hull while reducing the OP cost of Kadur wings for all parts of the ship.
I don't know if the mentioned discount is being applied or not, but Converted Hangar still only gives one fighter bay on the central module when it should give out 2. Not sure if this is an error in the description or something else, the only thing i can think of that might be messing this up is that i also use Better Deserved S-Mods (https://fractalsoftworks.com/forum/index.php?topic=22670).
Followed your suggestion and bumped the "collisionRadius" of the "vayra_caliph_shieldpart" to 500 and after several fights it looks like it makes a bit more of a difference, i still notice that frigates will still bump into the shield when they are retreating to vent, etc.WILL FIX
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There is an issue i found on the Caliph, this one i just noticed because it's been so long since i read the descriptions of the built-in hullmods. To quote part of the description of the Theocracy Targeting Core hullmod:QuoteThe hull of this massive superdreadnought modifies the installation of Converted Hangar, allowing for 2 bays in the main hull while reducing the OP cost of Kadur wings for all parts of the ship.
I don't know if the mentioned discount is being applied or not, but Converted Hangar still only gives one fighter bay on the central module when it should give out 2. Not sure if this is an error in the description or something else, the only thing i can think of that might be messing this up is that i also use Better Deserved S-Mods (https://fractalsoftworks.com/forum/index.php?topic=22670).
So, kadur ships are best to face the mothership and criosleeper guardian, not the remnant nexus? Is that what you mean?If a faction doesn't have the capability to defeat an ordo doesn't that make it underpowered? Considering ordos are supposed to be late game challenge I believe they are a good evaluation for whether a fleet is balanced or not.Kadurs mainly are good vs armor bricks, Ordos are.. well shield bricks. I'll probably look substantially at the weapons more and reduce a few OP cost which should give a little wiggle room for Kadur ships to put into vents and caps.
Now to be honest kadur ships have nothing substantial to make up for their shield stats and manoeuvrability debuff (which are both one of the most important stats in fleet battles). It'd be great if kadur ships in general get more ordinance points or better flux stats.
Because adding heavy armor on top of their already abysmal manoeuvrability turns them into sitting bricks.
Anyway this is just my first impression, I will keep testing them with different builds and see what they really are capable of.
WILL FIX
Do remember that if you want the full Kadur Remnant experience, you ideally should have Vayra's Sector installed as well...
I'm a bit rusty right now after returning to the game from a significant break. I tried to get a Kadur play-through off the ground a few times but ran into some hiccups and wanted feedback. When I first started playing modded starsector years ago I had some awesome wars vs the Kadur Remnant and wanted to give them a go after I saw they had been supported against. So thank you to such a great modding community.
The biggest problem I'm facing is the home star system with the pirates plus the AI being stupid. I run the common mods Nex, Vayra's Sector, Underworld and some other various mods that might impact this, mostly pirate ship variety mods.
Being pinned between two pirate planets the Kadur fleets are wrecked within short order on five different game starts. This has made the starting system a toxic location for an early game player. The Kadur fleets split up heavily as there is so much pirate activity and get taken out by the few large dangerous pirate fleets or suicide the large pirate station with fairly weak forces.
I know there is always a chance of different mods having odd interactions but to have two pirate bases very close on both sides of the starting planet feels rough. Is this a case of a perfect storm where I have the common mods in line like Underworld and associates mods that makes this a very unpleasant home system.
Is the goal to force the player away from this system? I guess I need to understand this a little better or need some suggestions on how to deal with starting in the middle of a war zone where your forces are doomed.
Is the goal to force the player away from this system? I guess I need to understand this a little better or need some suggestions on how to deal with starting in the middle of a war zone where your forces are doomed.Of course, they are the Kadur Remnants. You don't have much-standing ground with them as with other factions starts.
Hello ThereDo you know which music got copyrighted on your part?
I hope the person in charge of this mod sees this post it is probably worth mentioning on the main info page that this mod contains copyrighted music for any content creators out there such as myself it can cause us quite a bit of issues when uploading content :)
HI Timid, just an FYI - for some reason when I try to start a new game with random sector and derelict empire enabled I get the following crash:Hi could you try redownloading, I made a hotfix linkSpoiler90066 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.KadurModPlugin.onGameLoad(KadurModPlugin.java:141)[close]
Only thing I have recently updated is Mayasuran Navy which came out today and I do see a reference to it in the mod's plugin at line 99. Not sure if that is causation or correlation. I do not have a crash if I start a new standard game though.
Hi could you try redownloading, I made a hotfix link
Is the goal to force the player away from this system? I guess I need to understand this a little better or need some suggestions on how to deal with starting in the middle of a war zone where your forces are doomed.Of course, they are the Kadur Remnants. You don't have much-standing ground with them as with other factions starts.Hello ThereDo you know which music got copyrighted on your part?
I hope the person in charge of this mod sees this post it is probably worth mentioning on the main info page that this mod contains copyrighted music for any content creators out there such as myself it can cause us quite a bit of issues when uploading content :)HI Timid, just an FYI - for some reason when I try to start a new game with random sector and derelict empire enabled I get the following crash:Hi could you try redownloading, I made a hotfix linkSpoiler90066 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.KadurModPlugin.onGameLoad(KadurModPlugin.java:141)[close]
Only thing I have recently updated is Mayasuran Navy which came out today and I do see a reference to it in the mod's plugin at line 99. Not sure if that is causation or correlation. I do not have a crash if I start a new standard game though.
I was flagged for music created by HanaWub (link to soundcloud https://soundcloud.com/hanawub) Under the "album" Starsector (Mod Commissions) track Kadur Remanent - Hostile.
Edit: It is worth mentioning the actual copyright track was called Remnants Of The Fallen that she also created however listening to both songs they have the same segment in that probably caused this issue if the Kadur Remanent - Hostile Is supposed to be free to use I can probably try and counter.
You may attempt to dispute the flag using that argument yes since it should be free to use as it's in the context of the game it's played in.QuoteRegardless with how YT works if it is flagging the track the mods music is unusable for content creators A warning can just let us know so we can remove the tracks ourselves to use the mod or avoid it :)I will add a warning. Thanks!
I'm getting an error every time I enter a save with the mod on support 6Trying to wrap my head around this... I can't seem to reproduce this. Must be a bad compile/upload to GitHub. I will reupload and you can redownload after this link to see if it works now. Sorry for the inconvenience and hope it works!SpoilerERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: data/scripts/VayraTags
java.lang.NoClassDefFoundError: data/scripts/VayraTags[close]
I'm getting an error every time I enter a save with the mod on support 6Trying to wrap my head around this... I can't seem to reproduce this. Must be a bad compile/upload to GitHub. I will reupload and you can redownload after this link to see if it works now. Sorry for the inconvenience and hope it works!SpoilerERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: data/scripts/VayraTags
java.lang.NoClassDefFoundError: data/scripts/VayraTags[close]
Is there no way to recolonize the Revenant Gestalt if it gets Decivilized ? After changing hands a few times in my NEX playthrough the station became abandoned.
Also please adjust the prophet ship system AI because it just spams the boost whenever it's ready which always makes it either end up dead or killing it's friends by ramming them.Ok adjusted, hopefully, it spams less if necessary.
Also am I the only one who noticed that Sunbird AI is a bit strange? Even though I only equip it with pd and Missiles, it loves facehugging the enemy and die. I wish it would just stay missile range and just throw missiles from a safe distanceI'm aware that it needs a long-range non-missile gun so it knows to keep its distance. Otherwise, it'll try to close the distance. You could also place a more cautious officer on it to help with this.
Hi I have a couple of questions:1- The Last Crusade requires you to be Cycle 212, Level 15 (or max level whatever you modded), 100+ FP (very achievable hopefully by Cycle 212? this is like 3 capital ships or 7 cruisers equivalent of fleet power). Then visiting the Hegemony bars for a bounty on them (MagicLib) or being generally non-hostile to Hegemony (Vayra's Sector).
1-What are the requirements to spawn caliph bounty?
2-Where can I find the new secret ship mentioned in the latest patch? I explored the whole universe but I couldn't find it
Is there any reliable way to enounter the Qamar InsurgencyI dunno.
or track down the missing Caliph? Am i just unlucky with where i've been wandering or is there a quest i missed?https://fractalsoftworks.com/forum/index.php?topic=6649.msg376788#msg376788
Is there any reliable way to enounter the Qamar Insurgency or track down the missing Caliph? Am i just unlucky with where i've been wandering or is there a quest i missed?The Qamar Insurgency patrols are patrols flagged as Kadur outside of the Revenant Gestalt base.
Tikiturtle, exactly how did you remove the Privateer Base on Tortuga? What line in what file did you alter to make that happen? I'm having the exact same problem you are and solved it by disabling the entire privateer base industry solved it, but simply removing that industry from one world seems like a better solution.Hey - I'm lazy so I just used devmode to zip over to Tortuga and manually remove the privateer base from the colony menu at the start. I tried removing a section in KadurGehennaSystem relating to adding Tortuga's piratehaven industry from IndEvo but that did not stop the privateer base from appearing.
Hey, Timid, some of the missions are failing to load up (i suspect to the is similar to what happened in the Content Unlocker mod of yours - so, possibly the vanilla ship variants name changes make it fail to load up).
The affected missions are:
-k1 Paladin's Vigil
-k2 Tactical Retreat
-k3 defender of the faith
-k6 Exodus
(edit: i checked the log, its an issue with OfficerManagerEvent in line 48 for K1, here is the log):Spoiler181285 [Thread-3] WARN com.fs.starfarer.title.ooOO.D - Error loading mission preview
java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.pickPortrait(Lcom/fs/starfarer/api/campaign/FactionAPI;Lcom/fs/starfarer/api/characters/FullName$Gender;)Ljava/lang/String;
at data.missions.vayra_k001.MissionDefinition.defineMission(MissionDefinition.java:48)
at com.fs.starfarer.title.ooOO.OO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
at com.fs.starfarer.title.ooOO.D.setMission(Unknown Source)
at com.fs.starfarer.title.ooOO.if.notifyHotspotClicked(Unknown Source)
at com.fs.starfarer.ui.Object.B.o00000(Unknown Source)
at com.fs.starfarer.ui.Object.A.processInputImpl(Unknown Source)
at com.fs.starfarer.title.ooOO.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.E.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
OfficerManagerEvent.pickPortrait
OfficerManagerEvent.pickPortraitPreferNonDuplicate
Hey, Timid, some of the missions are failing to load up (i suspect to the is similar to what happened in the Content Unlocker mod of yours - so, possibly the vanilla ship variants name changes make it fail to load up).
The affected missions are:
-k1 Paladin's Vigil
-k2 Tactical Retreat
-k3 defender of the faith
-k6 Exodus
(edit: i checked the log, its an issue with OfficerManagerEvent in line 48 for K1, here is the log):Spoiler181285 [Thread-3] WARN com.fs.starfarer.title.ooOO.D - Error loading mission preview
java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.pickPortrait(Lcom/fs/starfarer/api/campaign/FactionAPI;Lcom/fs/starfarer/api/characters/FullName$Gender;)Ljava/lang/String;
at data.missions.vayra_k001.MissionDefinition.defineMission(MissionDefinition.java:48)
at com.fs.starfarer.title.ooOO.OO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
at com.fs.starfarer.title.ooOO.D.setMission(Unknown Source)
at com.fs.starfarer.title.ooOO.if.notifyHotspotClicked(Unknown Source)
at com.fs.starfarer.ui.Object.B.o00000(Unknown Source)
at com.fs.starfarer.ui.Object.A.processInputImpl(Unknown Source)
at com.fs.starfarer.title.ooOO.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.E.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Within K1,K2,K3, and K6, you would just need to find
any mentions ofCodeand replace it withOfficerManagerEvent.pickPortrait
Code.OfficerManagerEvent.pickPortraitPreferNonDuplicate
Is there a working version somewhere?on the discord i believe there is
Greeting, i need help ro reduce Calip OP from 205 back to 110 like previous version.should i change on SHIP file or from excel ship_data?you'll need to change it in the CSV file
Seems like the newest IndEvo update (3.3.d) changed a few IDs and is causing the drydock crash on sector generation again.
I've recompiled the jar with a fix, alongside hopefully also fixing the crashes on mission 1,2,3 and 6