Fractal Softworks Forum

Starsector => Mods => Topic started by: Histidine on June 06, 2015, 02:11:37 AM

Title: [0.7.2a] AI War v0.3.1b (fix 2016-06-15)
Post by: Histidine on June 06, 2015, 02:11:37 AM
(http://i.imgur.com/tBZABU4.png)
Contains art assets from the game AI War by Arcen Games (http://arcengames.com/ai-war/). Used with permission (http://www.arcengames.com/forums/index.php/topic,13666.0.html).
Music by Pablo Vega (http://arcenmusic.bandcamp.com/)


AI War 0.3.1b
Download (https://bitbucket.org/Histidine/ai-war-ss/downloads/AIWar_0.3.1b.zip)
Patch (0.3.1 -> 0.3.1b) (https://bitbucket.org/Histidine/ai-war-ss/downloads/AIWar_0.3.1b_patch.zip)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0), GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0) compatible

Changelog (https://bitbucket.org/Histidine/ai-war-ss/wiki/Changelog)
Code
v0.3.1b
* Fix Heat Ray, Tachyon Burst crash with Templar lattice shields

v0.3.1
* Add Yng Vulture wing (4 support fighters armed with Doom Accelerators)
* Add Doom Accelerator (medium energy weapon, fragmentation damage)
* Add star sytem: Optica
    * Includes a Spire market (size 4, military), an independent market (size 5) and a pirate market (size 4, military)
* Add mission: Midnight
* Armor nerfs:
    * Quartz (destroyer): 1200 -> 1150
    * Spinel (cruiser): 1600 -> 1500
    * Corundum (battleship): 2400 -> 2200
    * Amethyst (champion cruiser): 1375 -> 1275
    * Obsidian (phase transport): 720 -> 640
    * Migration (enclave ship): 900 -> 800
* HBCs fire faster, turn faster
    * Heavy Beam Cannon reload 5 -> 4.3, turn 8 -> 10
    * Superheavy Beam Cannon reload 6 -> 5.3, turn 6 -> 8
* Migration speed 75 -> 70
* Spinel front medium turrets, Amethyst tail turret are hybrid instead of universal
* Adjust various properties of Gemstone system
* Interaction dialog fixes/updates
* Prettier Tachyon Burst jitter
* Fix likely bug with Quartz (destroyer) not following orders
* Round off Commando deploy cost
* Mission tweaks for Contact, Black Diamond, Neinzul Test

This mod is a port of the factions from the 4X/TD/variousothergenres game AI War. Current features include:

Lore
These aliens appeared in our ailing Sector two hundred cycles after the collapse, setting up shop in whatever systems they could find - or take. Their motives are as much a mystery as their biology or their origins. Some even whisper that they are the vanguard of an invasion force from another galaxy; others speculate that they have been lurking in the shadows here all along. Their technology is quite unlike any we have ever seen before; if we could but acquire some of it for ourselves...

Factions

The Spire
Spoiler
https://www.youtube.com/watch?v=JIPDQbPBRTM

White crystalline beings with large, powerful ships from a distant empire. Detached and noble, they don't like to show their faces to outsiders. Their military doctrine emphasizes head-on collisions, using their superior firepower and defenses to roll over anyone who doesn't get out of the way.

Features:
  • Unique "forcefield" defense system
  • Each ship is generally equivalent in combat capability and logistics footprint to a vanilla ship one size up
  • Most ships have a powerful fixed forward-facing beam weapon
  • Limited weaponry facing sides or rear
  • Strong armor and hull, so-so flux stats

Ships
Spoiler
(http://i.imgur.com/nRUc99h.png) (http://i.imgur.com/nRUc99h.png) (http://i.imgur.com/nRUc99h.png)
Sulfur assault fighter

(http://i.imgur.com/gb732MP.png) (http://i.imgur.com/ipIH47j.png)
Feldspar-class corvette, Flint-class heavy frigate

(http://i.imgur.com/Imz8Pm0.png) (http://i.imgur.com/fouGP2x.png) (http://i.imgur.com/QV1vqpS.png)
Halite-class combat carrier, Quartz-class destroyer, Obsidian-class infiltrator

(http://i.imgur.com/r8ogcIo.png) (http://i.imgur.com/PBwuhOk.png) (http://i.imgur.com/goSuI4t.png)
Spinel-class cruiser, Zeolite-class heavy auxiliary, Amethyst-class champion cruiser

(http://i.imgur.com/ikakWUy.png)
Corundum-class battleship
[close]

Weapons
Spoiler
(http://i.imgur.com/mh9ue7n.png)
Laser Pulser
(http://i.imgur.com/nCnEi9D.png)
Diamonddust MRM
(http://i.imgur.com/PzAY1fX.png)
Heavy Beam Cannon
(http://i.imgur.com/VIZEwGj.png)
Railcannon
(http://i.imgur.com/btUy7QR.png)
Plasma Siege Gun
(http://i.imgur.com/dyMYb6q.png)
Acid Jet
(http://i.imgur.com/oVmtNpB.png)
Photon Lance
(http://i.imgur.com/MNHiNye.png)
Heat Ray
(http://i.imgur.com/CR8fgJ6.png)
Plasma Siege Cannon
(http://i.imgur.com/ViPvJB1.png)
Superheavy Beam Cannon

And still more to discover!
[close]
[close]

The Neinzul
Spoiler
(http://i.imgur.com/QNrSdZw.jpg)
Live today, die tomorrow
For thousands of years the Neinzul enclaves wandered the stars, mobile colonies of short-lived younglings connected to the mind-hives of their great ships. But now they have been thrown into a deadly, violent new world, full of turmoil and strife. To survive, many have lent their strength as auxiliaries of the Spire. From the hangars of their enclave ships come swarms of fragile but disposable - and extremely numerous - light fighters.

Features:
  • Dedicated carriers capable of supporting large numbers of fighters
  • Organic hull systems resist EMP and beam weapons, and regenerate hull in combat
  • Younglings are extremely flimsy but also cheap and fast

Ships
(http://i.imgur.com/H7EBiat.png) (http://i.imgur.com/H7EBiat.png)  (http://i.imgur.com/H7EBiat.png)  (http://i.imgur.com/H7EBiat.png)  (http://i.imgur.com/H7EBiat.png)
Yng Commando (interceptor)
(http://i.imgur.com/0UMS9Rz.png) (http://i.imgur.com/0UMS9Rz.png) (http://i.imgur.com/0UMS9Rz.png) (http://i.imgur.com/0UMS9Rz.png)
Yng Tiger (bomber)
(http://i.imgur.com/CtOOm7k.png) (http://i.imgur.com/CtOOm7k.png) (http://i.imgur.com/CtOOm7k.png) (http://i.imgur.com/CtOOm7k.png)
Yng Vulture (support fighter)
(http://i.imgur.com/NXHLZX5.png)
Migration-class enclave ship
[close]

The Zenith
Coming soon™

Special features

The Dark Spire
Spoiler
(http://i.imgur.com/QuiKSHm.png)

An evil splinter group of the Spire, whose sole purpose seems to be the destruction of all who are unlike them. They will hunt and kill anyone who crosses their path, relentlessly and without mercy... they cannot be reasoned with, bought or persuaded. Beware!
[close]

Vengeance Generators
Spoiler
(http://i.imgur.com/KsEFHBA.png)
These strange structures can be found floating in space in various systems. It seems that death and destruction in combat stimulate these... devices, and when they are sufficiently charged the entire generator network unleashes fearsome fleets upon the Sector.

(http://i.imgur.com/mCgA4Zz.png)

The rules are:
Spoiler
  • Each FP of ship killed in the same system as a generator gives it 0.04 points of charge, and half that much at all other generators in the Sector.
  • When a generator's charge reaches or exceeds 32, it spawns a fleet with an amount of "size points" equal to its charge (multiplied by a random number from 0.75 to 1.25), and sends that fleet to go attack a random hostile market in its own system (if there isn't one, or the generator is in hyperspace, it goes for a random hostile market anywhere in the Sector). The generator's charge is reset to zero.
  • When this happens, two generators other than the triggered one also gets a spawn at half the strength of the primary spawn with the same rules. Secondary spawns do not discharge their generators.
  • Dark Spire are hostile to everyone, and cannot be befriended. Their only use for anyone who is not them is as decorative debris.

By default, vengeance generators can be found in the following systems:
  • Magec
  • Valhalla
  • Askonia
  • Samarra
  • Eos Exodus
  • Penelope's Star
  • Corsica (Interstellar Imperium)
  • Rama (Blackrock Drive Yards)
  • Gigas (Shadowyards Reconstruction Authority)
  • Rasht (Mayorate)
  • Breh'Inni (Junk Pirates)
  • Rock (Metelson)
  • hyperspace


In Nexerelin (or if the random config option is used), each system has a 40% chance to have a generator, and there will always be one in hyperspace as well.
[close]

Vengeance generators can be configured in the settings file (data/config/AIWar/vengeanceGenConfig.json).
[close]

Feedback, etc. etc. welcome!
(and if you want to help me color the sprites like MesoTroniK keeps telling me to, that'd be great)
Title: Re: [0.65.2a] AI War v0.1
Post by: HELMUT on June 06, 2015, 09:23:33 AM
Those weird shields are very pretty. I feel like this is the kind of faction that could be very strong in large fleets due to their overlapping shields protecting each others, like Exigency.

For the sprites. The weapons mounts feels very out of place with the ships, same thing for the weapons. Spriting weapons adapted to their style shouldn't be too hard... I think? Spriting with pure white stuffs can be tricky sometimes.

Also, personal idea, i think those ships would look good with a passive glow effect on them. Like phase ships, but white, maybe?

About fixing the sprites, the mounts in particular. Perhaps you should ask to Tartiflette, it shouldn't be too hard for him to make them "not strapped on". Plus he's been asking for help for his Seeker mod so you could exchange some services.
Title: Re: [0.65.2a] AI War v0.1
Post by: 603bill on June 06, 2015, 11:07:15 PM
Just gave the mod a try and I have to say, excellent work so far.  Looking forward to more.

Also, the blossom field has a bug, where if you vent while it is active, the shield gets the benefit anyway when its turned back on.
Title: Re: [0.65.2a] AI War v0.1
Post by: Ahne on June 17, 2015, 01:51:18 PM
cool ships i like it, another faction with good use as alien invaders ^^
Title: Re: [0.65.2a] AI War v0.2
Post by: Histidine on June 20, 2015, 08:15:55 PM
AI War 0.2
Download (https://bitbucket.org/Histidine/ai-war-ss/downloads/AIWar_0.2.zip)

Changelog (https://bitbucket.org/Histidine/ai-war-ss/wiki/Changelog)
Code
v0.2
* Add Dark Spire
* Add new ship: Obsidian-class infiltrator (phase combat troop transport)
* Add new weapon: Heat Ray (large energy)
* Add "new" weapon: Acid Jet (medium ballistic)
* Rename Cullinan to Corundum (free up the name for a possible future ship)
* AI should use Matrix Hardening more aggressively
* AI should be less likely to leave forcefield up to the point of overload
* Forcefields work correctly with hard flux damage weapons (SS+/Templars)
* Battleship forcefield contracts more when taking damage
* Edit Spire ship sprites so mounts stand out less
* Add more ship names
* New sprite for Minaret Station
* Fix not being able to pay tolls of other factions (!!)
* Fix Blossom Field not being properly deactivated by venting/overload; possible AI issue
* Fix Zeolite's Hammer variant using too many OPs
* Maybe fix ships being able to use their forcefields when mothballed and escaping
* Fix Flint's Matrix Hardening outline offset
* Add Version Checker support

New ship:
Spoiler
(http://i.imgur.com/HShmN88.png)
Obsidian-class infiltrator
A Spire "medium" combatant refitted with troop bays and Domain phase coils. Representing a dramatic break from typical Spire doctrine, the Obsidian is capable of stealthily inserting a company of marines deep into hostile territory, and putting the hurt on anyone who mistakes it for a typically vulnerable transport.

[close]

Old/new mount sprite comparison:
Spoiler
(http://i.imgur.com/jjVpDwE.png) (http://i.imgur.com/wW83dUf.png)
old/new

[close]

And a new gameplay feature:

The Dark Spire
Spoiler
(http://i.imgur.com/rBYujMi.png)

An evil splinter group of the Spire, whose sole purpose seems to be the destruction of all who are unlike them. They will hunt and kill anyone who crosses their path, relentlessly and without mercy... they cannot be reasoned with, bought or persuaded. Beware!
[close]

Vengeance Generators
Spoiler
(http://i.imgur.com/KsEFHBA.png)
These strange structures can be found floating in space in various systems. It seems that death and destruction in combat stimulate these... devices, and when they are sufficiently charged the entire generator network unleashes fearsome fleets upon the Sector.

(http://i.imgur.com/mCgA4Zz.png)

The rules are:
Spoiler
  • Each FP of ship killed in the same system as a generator gives it 0.25 points of charge, and half that much at all other generators in the Sector.
  • When a generator's charge reaches or exceeds 250, it spawns a fleet with an amount of FP equal to its charge (multiplied by a random number from 0.75 to 1.25), and sends that fleet to go attack a random hostile market in its own system (if there isn't one, or the generator is in hyperspace, it goes for a random hostile market anywhere in the Sector). The generator's charge is reset to zero.
  • When this happens, each generator other than the triggered one also gets a spawn at half the strength of the primary spawn with the same rules. Secondary spawns do not discharge their generators.
  • Dark Spire are hostile to everyone, and cannot be befriended. Their only use for anyone who is not them is as decorative debris.

By default, vengeance generators can be found in the following systems:
  • Magec
  • Valhalla
  • Askonia
  • Corsica (Interstellar Imperium)
  • Rama (Blackrock Drive Yards)
  • Gigas (Shadowyards Reconstruction Authority)
  • Rasht (Mayorate]
  • Breh'Inni (Junk Pirates)
  • hyperspace


In Nexerelin (or if the random config option is used), each system has a 50% chance to have a generator, and there will always be one in hyperspace as well.
[close]

Vengeance generators can be configured in the settings file (data/config/AIWar/vengeanceGenConfig.json).
[close]
Title: Re: [0.65.2a] AI War v0.2
Post by: Flying_Whale on July 11, 2015, 04:28:31 AM
Where can I find those white ships?
I've already faced those dark ones, died after nearly a minute))
Title: Re: [0.65.2a] AI War v0.2
Post by: Histidine on July 11, 2015, 06:58:23 AM
Where can I find those white ships?
Spire markets sell them. In vanilla (and Nexerelin's Corvus mode) the Spire inhabit the Gemstone system in the northeast area of the map.

There aren't any enemies in Gemstone to fight usually, but bounties sometimes end up there and the Spire also put bounties on their enemies. You can also trade with them, though this won't get you past 50 reputation.
Title: Re: [0.65.2a] AI War v0.2
Post by: Flying_Whale on July 12, 2015, 06:25:50 AM
Thank you very much.
Title: Re: [0.65.2a] AI War v0.2
Post by: Thule on August 03, 2015, 05:38:33 PM
Code
24387 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
at data.scripts.plugins.AIW_GravityDrainPlugin.init(AIW_GravityDrainPlugin.java:180)
at com.fs.starfarer.title.ooOO.float$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.B.null(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
at com.fs.starfarer.title.OoOO.Oöo000(Unknown Source)
at com.fs.starfarer.B.null.class$super(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.65.2a] AI War v0.2
Post by: MesoTroniK on August 03, 2015, 05:56:37 PM
You are not using the latest version of Starsector.
Title: Re: [0.65.2a] AI War v0.2
Post by: Thule on August 03, 2015, 06:35:02 PM
SAY WHAT!?!?!  thanks  ::)
Title: Re: [0.65.2a] AI War v0.2.1
Post by: Histidine on August 07, 2015, 09:53:32 AM
Just a small update with various small items I did but never got around to publishing.

(http://i.imgur.com/QG5ZjSQ.png)
Amethyst (DR) champion cruiser

AI War 0.2.1
Download (https://bitbucket.org/Histidine/ai-war-ss/downloads/AIWar_0.2.1.zip)

Changelog (https://bitbucket.org/Histidine/ai-war-ss/wiki/Changelog)
Code
v0.2.1
* Officially add Amethyst-class champion cruiser, with a new Tachyon Burst ship system
* Add a special bonus to the Gemstone system (hint: look in Alumina)
* Add vengeance generator to Rock (Metelson)
* Reduce Zeolite spam in fleets/markets
* AI should use Gravity Drain more aggressively
* Tweak some description texts
* Fix battles being counted twice for vengeance generation (efficiency doubled to compensate)
Title: Re: [0.65.2a] AI War v0.2.1
Post by: Aklyon on August 07, 2015, 12:13:11 PM
Spire in Starsector? Awesome.
Title: Re: [0.65.2a] AI War v0.2.2
Post by: Histidine on August 25, 2015, 06:43:25 AM
The main feature in this one is the revamp of forcefields to use a modified vanilla shield instead of a manually coded projectile remover. This lets it stops beams, wrecks and asteroids, while also fixing various behavioral issues with the previous implementation. Thanks to MesoTroniK for the suggestion!

Also now features a couple of interaction music tracks, by Arcen composer Pablo Vega (http://arcenmusic.bandcamp.com/).

AI War 0.2.2
Download (https://bitbucket.org/Histidine/ai-war-ss/downloads/AIWar_0.2.2.zip)
Patch (0.2.1 -> 0.2.2) (https://bitbucket.org/Histidine/ai-war-ss/downloads/AIWar_0.2.2_patch.zip)

Changelog (https://bitbucket.org/Histidine/ai-war-ss/wiki/Changelog)
Code
v0.2.2
* Redo forcefields
    * Now use a (mostly) hidden vanilla shield, modified by plugin to have the desired behavior
    * This lets it stop beams and asteroids (and other ships)
        * Beams will not cause shield to contract, but will keep it from regrowing
    * Remove Crystalline Hull hullmod now that beams no longer penetrate forcefields
        * To compensate, Sulfur has all its weapon arcs doubled (5° -> 10°)
        * To compensate, Zeolite is cheaper to buy/run and a lower DP cost
    * Matrix Hardening now reduces EMP damage as well
    * Replace Blossom Field shipsystem with Gemfire (boosts all weapons)
* Add interaction music, by Pablo Vega
* Ship lights have higher minimum alpha; display even when venting or overloaded
* Photon lance shader lights less bright
* Fix Matrix Hardening using wrong stats
* Fix double flagships in Spire test mission

Despite the ship sprites still being plain as ever, I think it's ready to be moved to the main mods subforum. Could a moderator do this, please?
Title: Re: [0.65.2a] AI War v0.2.2 (update 2015-08-25)
Post by: DinoZavarski on October 02, 2015, 01:38:23 PM

There is a typo in data/config/sounds.json that prevents the game from starting on Linux - o line 60 "VotM_TitleTheme.ogg" must be changed to "VoTM_TitleTheme.ogg".

Nice mod btw, do you plan to port other ships? Roaming Nexus enclaves for example can be implemented in SS.
Title: Re: [0.65.2a] AI War v0.2.2 (update 2015-08-25)
Post by: Histidine on October 02, 2015, 06:48:20 PM
Nice mod btw, do you plan to port other ships? Roaming Nexus enclaves for example can be implemented in SS.
I've already got Neinzul enclaves and a bunch of fighter wings ingame, but I'll hold off on release till after SS 0.7 (due to certain AI issues with missiles and unshielded ships). Zenith will come eventually.

They'll probably only appear ingame as Spire auxiliaries until I have enough ships to fill out something resembling a proper faction, though.
Title: Re: [0.65.2a] AI War v0.2.2 (update 2015-08-25)
Post by: Agalyon on October 03, 2015, 04:35:53 PM
Hey, long time fan of AI War here, keep up the good work!  ;D Love what you have here, it looks really good
Title: Re: [0.65.2a] AI War v0.2.2 (update 2015-08-25)
Post by: CrashToDesktop on October 03, 2015, 04:58:20 PM
Is there a way I can disable the faction and just have the Vengeance spawners, or vice-versa and disable the Vengeance spawners?  Just curious.
Title: Re: [0.65.2a] AI War v0.2.2 (update 2015-08-25)
Post by: Histidine on October 03, 2015, 08:34:09 PM
Is there a way I can disable the faction and just have the Vengeance spawners, or vice-versa and disable the Vengeance spawners?  Just curious.
Generators but no faction: Not at the moment, no; I considered it at one point but got lazy. (Well, in Nexerelin you can just scrub it from the supported mod factions list in the mod config)

Faction but no generators: data\config\AIWar\vengeanceGenConfig.json - set useRandomGenerators to -1
Title: Re: [0.65.2a] AI War v0.2.2 (update 2015-08-25)
Post by: CrashToDesktop on October 04, 2015, 06:57:00 AM
Alright, thanks.
Title: Re: [0.65.2a] AI War v0.2.2 (update 2015-08-25)
Post by: NightfallGemini on October 09, 2015, 08:53:46 PM
Dark Spire is a truly apocalyptic force. Are there any plans to make the Vengeance Generators able to be interacted with by the player outside of just charging them up?
Title: Re: [0.65.2a] AI War v0.2.2 (update 2015-08-25)
Post by: CrashToDesktop on October 09, 2015, 09:36:26 PM
Dark Spire is a truly apocalyptic force. Are there any plans to make the Vengeance Generators able to be interacted with by the player outside of just charging them up?
Yea, they bloody convulse the entire system in destruction in Nexerelin.  It kind of chain-reacts with so many damn fleets going around.  I had to change the baseSpawnThreshold to 2000 to make it so they didn't just absorb the entire sector in battle (and to limit their exponential growth).
Title: Re: [0.65.2a] AI War v0.2.2 (update 2015-08-25)
Post by: Histidine on October 09, 2015, 10:53:25 PM
n.b. battles with Dark Spire don't feed the generators (unless it's bugged, but that seems quite unlikely), precisely to keep them from self-replicating

Are there any plans to make the Vengeance Generators able to be interacted with by the player outside of just charging them up?
Not at present. Might think of something someday.
Title: Re: [0.65.2a] AI War v0.2.2 (update 2015-08-25)
Post by: Agalyon on October 19, 2015, 10:40:38 AM
Hey Histidine, what and all from AI war are you planning to implement? If you could find a creative way to get the
Spoiler
botnet golem
[close]
in, I might just marry you.
Title: Re: [0.65.2a] AI War v0.2.2 (update 2015-08-25)
Post by: Histidine on October 20, 2015, 04:41:46 AM
Probably no golems.

Spoiler
Or will there?

Though implementing them in a non-silly way will probably be... interesting. I'll see what mods like SEEKER (http://fractalsoftworks.com/forum/index.php?topic=9428.0) come up with when future SS versions roll around :)
[close]

In other news, HELMUT has kindly remastered the ship sprites as seen here (http://imgur.com/a/iCQYk):

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

(http://i.imgur.com/R520v3W.png)

Weapons too! (http://imgur.com/a/wOpdu)
Title: Re: [0.65.2a] AI War v0.2.2 (update 2015-08-25)
Post by: Agalyon on October 20, 2015, 11:58:23 AM
I like the sprites, especially the weapons.
Spoiler
I also think something like SEEKER would probably be the best way to do it. Though you're right, we have no idea what else will be rolling around by then. Good idea though. More unwanted tips, it definitely wouldn't be the coolest, but I bet the hive golem might be the easiest to implement and balance without being outright ridiculous.
[close]
Title: Re: [0.65.2a] AI War v0.2.2 (update 2015-08-25)
Post by: Nanao-kun on October 30, 2015, 11:20:07 PM
Note to self, don't use the no-shield hullmod on a Spire ship. (Causes crash)
Code
5418742 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.AIW_ForcefieldPlugin.advance(AIW_ForcefieldPlugin.java:165)
at com.fs.starfarer.title.ooOO.K$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.??o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

:P

Also, definitely enjoying this mod.
Title: Re: [0.65.2a] AI War v0.2.2 (update 2015-08-25)
Post by: Clockwork Owl on October 31, 2015, 06:20:01 AM
Dat forum thread discussion is hillarious...
(the one you asked permission to Arcen Games. Yep it's 2 years before but still.)
Title: Re: [0.65.2a] AI War v0.2.2 (update 2015-08-25)
Post by: sirboomalot on October 31, 2015, 10:05:25 PM
You could totally inform the folks over there of your progress on this; if you haven't. Could be especially great if you got them a nice youtube video of the mod in action. I don't actually know much of the forums over there, though, so it may or may not actually be a good idea. I'd like to see their reactions.  ;D
Title: Re: [0.65.2a] AI War v0.2.2 (update 2015-08-25)
Post by: Histidine on November 01, 2015, 12:06:56 AM
You could totally inform the folks over there of your progress on this; if you haven't. Could be especially great if you got them a nice youtube video of the mod in action. I don't actually know much of the forums over there, though, so it may or may not actually be a good idea. I'd like to see their reactions.  ;D
Heh, I actually earlier dropped an old teaser pic here (https://www.arcengames.com/forums/index.php/topic,12121.msg185945.html#msg185945). Maybe I'll post again after the mod's post-0.7 update/polish release.
Title: Re: [0.65.2a] AI War v0.2.2 (update 2015-08-25)
Post by: Aklyon on November 03, 2015, 11:02:08 AM
You could totally inform the folks over there of your progress on this; if you haven't. Could be especially great if you got them a nice youtube video of the mod in action. I don't actually know much of the forums over there, though, so it may or may not actually be a good idea. I'd like to see their reactions.  ;D
Heh, I actually earlier dropped an old teaser pic here (https://www.arcengames.com/forums/index.php/topic,12121.msg185945.html#msg185945). Maybe I'll post again after the mod's post-0.7 update/polish release.
I'd been wondering if the two were related when I saw this here, hehe.
Title: Re: [0.7a] AI War v0.3
Post by: Histidine on November 27, 2015, 11:17:37 PM
Finally, here's the v0.3 release. Guaranteed 65% prettier and better sounding or your money back!

Also introduces the Neinzul:
Spoiler
(http://i.imgur.com/QNrSdZw.jpg)
[close]

AI War 0.3
Download (https://bitbucket.org/Histidine/ai-war-ss/downloads/AIWar_0.3.zip)

Changelog (https://bitbucket.org/Histidine/ai-war-ss/wiki/Changelog)
Code
v0.3
* Starsector v0.7 compatibility
* Add Neinzul ships (enclave ship and two fighter wings)
* Remastered Spire ship and weapon sprites by HELMUT
* New weapon sounds by SniZupGun
* New Dark Spire mission "Shadow Hunters"
* New random missions (and improve Spire Test one)
* New portraits for Spire officers
* Add vengeance generators to Samarra, Eos Exodus, Penelope's Star
* Revamp vengeance generator/fleet handling
    * Reduce base spawn size, charge efficiency and secondary spawn sizes
    * Maximum of two secondary spawns per wave (configurable)
    * Generators closer to player in hyperspace terms are preferred for secondary spawns
    * Improve vengeance fleet composition
* Gemstone improvements
    * Relocated to east-southeast of Askonia
    * Remove some volatiles/organics complexes now that output is higher
    * System bigger in general
    * New, less bright background
    * Use new features from SS 0.7
    * Emerald glows at night
    * Secret Amethyst has a fixed name
* Balance changes:
    * Zeolite medium turret changed from energy to hybrid
    * Plasma Siege Gun damage now a single-barreled weapon; higher per-shot damage and better flux efficiency
    * Plasma Siege Cannon flux/shot 5000 -> 4800; now a STRIKE weapon
    * Heavy Beam Cannon series spread doubled
* Inorganic Populace market consumes fewer commodities
* Spire fleets drop unique Spire commodities
* Matrix Hardening AI improvements; takes shields (if present) into account
* Dark Spire aren't hostile to SS+'s famous bounties
* Give Mod-Z cruiser an ITU (fixes it not using all its OP)
* Change Sulfur pulser fire mode to ALTERNATING
* Externalize Dark Spire fleet assignment texts
* Custom Spire conversations for transponder, investigator, officer interactions
* More ship names
* Various text tweaks
* Bugfixes:
    * Fix irregular behaviour caused by shield radius exceeding collision radius
    * Fix Shield Bypass crash
    * Fix weapon glow when boosted by a shipsystem
    * Fix VotM title theme filename case (fixes Linux crash)
    * Fix Zeolite spam in stores for real this time
Title: Re: [0.7a] AI War v0.3
Post by: JohnDoe on November 29, 2015, 03:57:10 AM
I could never get into AI War properly due to having trouble memorizing all the hull-types and what unit is good against which.
I mean, Light, Medium and Heavy I can get behind with, but it's all downhill from there. Refractive? Polycrystal? Neutron? What do they even mean?
Title: Re: [0.7a] AI War v0.3 (update 2015-11-28)
Post by: Aklyon on November 29, 2015, 07:09:33 AM
Mostly they mean 'don't worry about it until you need to kill something with that hull type', unless you intend to minimize losses. Then its also 'avoid sending ships that will get rekt from bonuses vs their hull type'.
Title: Re: [0.7a] AI War v0.3
Post by: Histidine on November 30, 2015, 03:46:19 AM
Oh dear, crash bug found (http://fractalsoftworks.com/forum/index.php?topic=9900.msg171772#msg171772). Best not to play with this mod in the campaign until it's fixed on either Alex's side or mine.

I could never get into AI War properly due to having trouble memorizing all the hull-types and what unit is good against which.
I mean, Light, Medium and Heavy I can get behind with, but it's all downhill from there. Refractive? Polycrystal? Neutron? What do they even mean?
Yeah, the seemingly endless list of hull types is one of the game's needlessly complex legacy aspects. I've clocked hundreds of hours in it and the only ones I remember are polycrystal = bomber and neutron being used on some "fancy" ship types. At least you can quickly check the hull types at any time with the tooltips.

Fortunately, there's none of that stuff here :D
Title: Re: [0.7a] AI War v0.3 (update 2015-11-28)
Post by: Aklyon on November 30, 2015, 06:34:24 AM
I didn't have any problems with it yesterday in Devxerelin, is it related to the fancy engine in the enclave's description? Haven't seen one yet
Title: Re: [0.7a] AI War v0.3 (update 2015-11-28)
Post by: Histidine on November 30, 2015, 06:55:00 AM
Yeah, enclave has no engines (instead it poops the pixie dust seen in the screenshot).
Probably should be fine as long as you don't run into one and make it use an ability (comment out the nzl_enclave entries in the faction file if you want to be sure of not meeting any).
Title: Re: [0.7a] AI War v0.3 (update 2015-11-28)
Post by: 00lewnor on November 30, 2015, 02:28:36 PM
Oh hey, so that new carrier would be the cause of my crash?

Spoiler
2901687 [Thread-5] INFO  sound.OOoO  - Cleaned buffer for sound music (using cast)
2901702 [Thread-9] INFO  sound.OOoO  - Cleaned buffer for sound music (using cast)
2902004 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
2902004 [Thread-11] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
2902184 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.util.ColorShifter.getCurrForBase(Unknown Source)
   at com.fs.starfarer.util.ColorShifter.updateCurr(Unknown Source)
   at com.fs.starfarer.util.ColorShifter.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]


I saw one in a dark spire fleet and the fleet may have tried to use emergancy burn; how would I go about removing it from spawning?
Probably should be fine as long as you don't run into one and make it use an ability (comment out the nzl_enclave entries in the faction file if you want to be sure of not meeting any).
In my "starsector/mods/AIWar" I see a .png, a .variant and a .ship file all caled nzl_enclave, what should I remove?
Title: Re: [0.7a] AI War v0.3 (update 2015-11-28)
Post by: Histidine on November 30, 2015, 03:46:13 PM
Probably should be fine as long as you don't run into one and make it use an ability (comment out the nzl_enclave entries in the faction file if you want to be sure of not meeting any).
In my "starsector/mods/AIWar" I see a .png, a .variant and a .ship file all caled nzl_enclave, what should I remove?
None of them, you want data/world/factions/spire.faction and darkspire.faction
(specifically this part) (https://bitbucket.org/Histidine/ai-war-ss/src/d1f3572a7c8b22e90ebccf83f82df37428a186a4/data/world/factions/spire.faction?at=master&fileviewer=file-view-default#spire.faction-179)

Note that this will only keep it from spawning new ships, not remove existing ones (you'll have to edit the save file for that, or wait for any existing ships to despawn).
Title: Re: [0.7a] AI War v0.3 (update 2015-11-28)
Post by: Ranakastrasz on December 03, 2015, 08:52:59 PM
I suppose you could temporarily add an engine to it, and give it a custom hull mod of -100% damage taken to engine, or +9999999999999999% engine health or w.e.
Title: Re: [0.7a] AI War v0.3 (update 2015-11-28)
Post by: Ranakastrasz on December 05, 2015, 08:27:18 PM
I notice that crystal structure and shard reactor both exist, but don't get produced. While in older versions, this wouldn't matter, missions to haul this stuff around are created and are impossible.
Title: [0.7.1a] AI War v0.3b (update 2015-12-06)
Post by: Histidine on December 05, 2015, 09:19:17 PM
AI War 0.3b
Download (https://bitbucket.org/Histidine/ai-war-ss/downloads/AIWar_0.3b.zip)

Changelog (https://bitbucket.org/Histidine/ai-war-ss/wiki/Changelog)
Code
v0.3b
* Update faction configs for Starsector v0.7.1a
* Vengeance generator charge efficiency 0.16 -> 0.10
* Tweak fighters in fleet composition
* Spire commodities: pluralize names; don't appear in procurement missions
* Spire/Neinzul commodity drops work properly
* Fix Migration's reactionless drive still having GFX when ship is dead
Title: Re: [0.7.1a] AI War v0.3b (update 2015-12-06)
Post by: Ranakastrasz on December 06, 2015, 09:39:13 AM
I suspect that commisions require a new image file for it's graphic.

Code
java.lang.RuntimeException: Error loading [graphics/AIWar/factions/crest_spire.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\AI War,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Armor Repair,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Autosave,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Beam Hard Flux,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Histidine-exerelin-ea9332d5f2df,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shield Hard Flux,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Ó00000(Unknown Source)
at com.fs.util.C.Ô00000(Unknown Source)
at com.fs.graphics.K.String(Unknown Source)
at com.fs.graphics.K.Ò00000(Unknown Source)
at com.fs.graphics.K$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
19395 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/AIWar/factions/spire2alt.png (using cast)
19433 [Thread-9] ERROR com.fs.graphics.K  - Error loading [graphics/AIWar/factions/crest_spire.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\AI War,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Armor Repair,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Autosave,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Beam Hard Flux,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Histidine-exerelin-ea9332d5f2df,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shield Hard Flux,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/AIWar/factions/crest_spire.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\AI War,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Armor Repair,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Autosave,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Beam Hard Flux,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Histidine-exerelin-ea9332d5f2df,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shield Hard Flux,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Ó00000(Unknown Source)
at com.fs.util.C.Ô00000(Unknown Source)
at com.fs.graphics.K.String(Unknown Source)
at com.fs.graphics.K.Ò00000(Unknown Source)
at com.fs.graphics.K$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
19499 [Thread-5] INFO  com.fs.profiler.Profiler  - ID                     Calls   Duration    Percent
19499 [Thread-5] INFO  com.fs.profiler.Profiler  - --------------------------------------------------
19499 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/AIWar/factions/crest_spire.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\AI War,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Armor Repair,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Autosave,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Beam Hard Flux,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Histidine-exerelin-ea9332d5f2df,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shield Hard Flux,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/AIWar/factions/crest_spire.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\AI War,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Armor Repair,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Autosave,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Beam Hard Flux,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Histidine-exerelin-ea9332d5f2df,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shield Hard Flux,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Ó00000(Unknown Source)
at com.fs.util.C.Ô00000(Unknown Source)
at com.fs.graphics.TextureLoader.Ò00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.7.1a] AI War v0.3b (update 2015-12-06)
Post by: mvlbrotherg24 on December 06, 2015, 10:49:56 AM
I keep getting this error each time I try to load up all of my mods. Like the post above me I believe it's missing some texture files.

Spoiler

27803 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/factions/luddic_church.png (using cast)
27809 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/portraits/portrait_luddic00.png (using cast)
27813 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/factions/crest_luddic_church.png (using cast)
27823 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/factions/luddic_path.png (using cast)
27826 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/factions/crest_luddic_path.png (using cast)
27837 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/AIWar/factions/spire2alt.png (using cast)
27993 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/AIWar/factions/crest_spire.png] resource, not found in [C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\AI War,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\Autosave,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\Citadel,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\Common Radar,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\Console Commands,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\DIABLEAVIONICS,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\LazyLib,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\Leading Pip,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\Nexerelin,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\TARGETS,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\Save Transfer,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\shadow_ships,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\Simulator Overhaul,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\Templars,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\Version Checker,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/AIWar/factions/crest_spire.png] resource, not found in [C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\AI War,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\Autosave,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\Citadel,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\Common Radar,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\Console Commands,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\DIABLEAVIONICS,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\LazyLib,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\Leading Pip,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\Nexerelin,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\TARGETS,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\Save Transfer,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\shadow_ships,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\Simulator Overhaul,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\Templars,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\Version Checker,C:\Users\Michael_Lim\Desktop\Game Folder\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Ó00000(Unknown Source)
   at com.fs.util.C.Ô00000(Unknown Source)
   at com.fs.graphics.TextureLoader.Ò00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


[close]
Title: Re: [0.7.1a] AI War v0.3b (update 2015-12-06)
Post by: Histidine on December 07, 2015, 03:41:05 AM
Oops, forgot to commit the crest file to git...

Uploading fixed download now. Or put this in graphics/AIWar/factions:

[attachment deleted by admin]
Title: Re: [0.7.1a] AI War v0.3b (update 2015-12-06)
Post by: Ranakastrasz on December 09, 2015, 11:34:05 AM
The collision... Shapes... for a lot of the ships seem to be overly simplified. While that "Starsector PSA #1: Your Ship's Bounds Polygon Is Too Detailed" post does suggest you use the minimum number of points possible, you cut too many, causing projectiles to visible phase through the ships in many cases.

Specifically, the Corvette and the Neinzul Enclave. You can easily get something much more accurate without adding any more lines.
I ran through the rest as well, generally removing a few points that barely added anything.

[attachment deleted by admin]
Title: Re: [0.7.1a] AI War v0.3b (update 2015-12-06)
Post by: Histidine on December 09, 2015, 08:27:33 PM
The collision volumes don't include the corvette's wings and the enclave's arms because I figured they look like non-essential structures and it'd be silly to kill the ship by shooting them (also they might be too easy to hit). But if people find this setup more confusing, I'll change it.

Thanks for the feedback and the files, I'll look at them later :)
Title: Re: [0.7.1a] AI War v0.3b (update 2015-12-06)
Post by: Nanao-kun on December 09, 2015, 08:42:47 PM
I don't have any problems with the current bounds.
Title: Re: [0.7.1a] AI War v0.3b (update 2015-12-06)
Post by: SpaceRiceBowl on December 12, 2015, 01:39:35 PM
Playing a campaign with this mod atm, I feel like their fleets spawn way too frequently. Literally every 5 seconds I see another dark spire doom fleet in hyper drive.
Title: Re: [0.7.1a] AI War v0.3b (update 2015-12-06)
Post by: Histidine on December 12, 2015, 06:35:43 PM
Playing a campaign with this mod atm, I feel like their fleets spawn way too frequently. Literally every 5 seconds I see another dark spire doom fleet in hyper drive.
Yeah, HELMUT brought that up too (though not "literally" every 5 s). Change made for next version:
Code
"chargeEfficiency":0.04,

(current value is 0.1)
(AI War/data/config/AIWar/vengeanceGenConfig.json)
Title: Re: [0.7.1a] AI War v0.3c (small update 2015-12-13)
Post by: Histidine on December 13, 2015, 04:03:54 AM
Small quality-of-life update.

AI War 0.3c
Download (https://bitbucket.org/Histidine/ai-war-ss/downloads/AIWar_0.3c.zip)
Patch (0.3 -> 0.3c) (https://bitbucket.org/Histidine/ai-war-ss/downloads/AIWar_0.3c_patch.zip)

Changelog (https://bitbucket.org/Histidine/ai-war-ss/wiki/Changelog)
Code
v0.3c
* Laser Pulser OP cost 6 -> 5
* Reduce vengeance charge efficiency further (0.1 -> 0.04)
* Plasma Siege Cannon requires cooperative status to purchase
* Cleaned-up collision bounds by Ranakastrasz
* Raise fighter supply costs a bit
* Frigates (and missile corvettes) more common
* Matrix Hardening AI should react to threats properly
* Badly damaged Dark Spire fleets should go home properly instead of hanging around indefinitely
* Adjust some starting relationships
Title: Re: [0.7.1a] AI War v0.3c (small update 2015-12-13)
Post by: Weltall on December 19, 2015, 04:33:52 PM
That moment that I look up AI War and I find the game really nice and massively destructive..
Title: Re: [0.7.1a] AI War v0.3c (small update 2015-12-13)
Post by: Midnight Kitsune on December 19, 2015, 04:57:03 PM
That moment that I look up AI War and I find the game really nice and massively destructive..
And also very hard as well. Like the level 7 or 8 AIs (there are two) is meant to take on EIGHT players
Title: Re: [0.7.1a] AI War v0.3c (small update 2015-12-13)
Post by: Weltall on December 19, 2015, 05:11:33 PM
That moment that I look up AI War and I find the game really nice and massively destructive..
And also very hard as well. Like the level 7 or 8 AIs (there are two) is meant to take on EIGHT players

I can tell from a video I am watching now.. I loved how the youtuber mentioned, that the creator of the game said if anyone won the game on 10 difficulty, it was a bug..

Also, do you mean 1 single level 7/8 AI is meant to take 8 players?.. This game must be "How games would be if the AI would work at full potential!" XD
Title: Re: [0.7.1a] AI War v0.3c (small update 2015-12-13)
Post by: Midnight Kitsune on December 19, 2015, 08:43:48 PM
That moment that I look up AI War and I find the game really nice and massively destructive..
And also very hard as well. Like the level 7 or 8 AIs (there are two) is meant to take on EIGHT players

I can tell from a video I am watching now.. I loved how the youtuber mentioned, that the creator of the game said if anyone won the game on 10 difficulty, it was a bug..

Also, do you mean 1 single level 7/8 AI is meant to take 8 players?.. This game must be "How games would be if the AI would work at full potential!" XD
No, two 7 or 8 level AIs versus 8 players
Title: Re: [0.7.1a] AI War v0.3c (small update 2015-12-13)
Post by: Weltall on December 19, 2015, 08:59:17 PM
No, two 7 or 8 level AIs versus 8 players

Definitely a great game!!!! Although considering it looks much harder than Crusader Kings.. I think I will stick to just watching "let's plays"...
Title: Re: [0.7.1a] AI War v0.3c (small update 2015-12-13)
Post by: Histidine on December 19, 2015, 09:27:17 PM
The AI scales in strength with the number of players, so 8 players won't necessarily have it easier than one.

AI levels 7-8 are fairly challenging for even experienced players and require a good amount of game knowledge and strategy to beat; the really masochistic hardcore types push it up to >= 9. 5-6 is fairly tame if you know what you're doing.
Title: Re: [0.7.1a] AI War v0.3c (small update 2015-12-13)
Post by: Weltall on December 30, 2015, 01:23:11 AM
I want to ask something. Is it intended for the Dark Spire to be all over the galaxy spreading chaos (like they do in the actual game I guess XD). I am split between enjoying having them attacking anything them moves, including me and laughing how there were huge fleets chasing me as soon as I started. Amusingly I captured a Quartz Destroyer.. I wonder how good it will be XD
Title: Re: [0.7.1a] AI War v0.3c (small update 2015-12-13)
Post by: Histidine on December 30, 2015, 06:32:44 AM
I want to ask something. Is it intended for the Dark Spire to be all over the galaxy spreading chaos (like they do in the actual game I guess XD). I am split between enjoying having them attacking anything them moves, including me and laughing how there were huge fleets chasing me as soon as I started. Amusingly I captured a Quartz Destroyer.. I wonder how good it will be XD
Depends on how many Dark Spire fleets there are. They're nice to have around as background decoration and something to bait enemy fleets into if any of them happen to be handy for the purpose, but if it frequently becomes difficult to dock with what should in principle be a secure market there's a problem.
With the current numbers they probably shouldn't spawn that often though!

Enjoy your Quartz :)
It's rather on the ugly and boring-but-practical side, but sometimes you just want something sturdy and reliable (especially for AI use).
Title: Re: [0.7.1a] AI War v0.3c (small update 2015-12-13)
Post by: Weltall on December 30, 2015, 02:28:18 PM
I am really enjoying them because they actually feel like an evil alien faction that came to destroy everything. Other "evil" factions are usually pirate like, that even form teams and you can even side with them. Dark spire is all over and attacks everything that moves, no matter their alignment. I am really liking how they indeed seem like "pure evil". I am playing on 0.65.2a currently, since I wanted to at least play once a game with as many faction as Nexerelin could hold (I managed to get 24). Their number lowers in 0.7? I hope that is editable, because I would definitely raise it to the number it is on the current game, at least for a couple of plays. Definitely loving the inhospitable (to everyone) galaxy feel.

Actually I am finding it really cool looking, but I guess that is a personal view. My jaw dropped when I saw it classified as a destroyer. I am scared to see how strong the Cruisers and the Capital is.. Oh and as for designs, the only one that looks weird to me is the Amethyst. I would say the Feldspar too, but that one not so much. The reason I say the Amethyst look weird, is because it look more like an actual "human" designed craft, rather than feel like the rest of them. But I do not find it bad, I can make a lot of scenarios in my head why the shape is like that XD But definitely the Spire ships are my kind of ships.
Title: Re: [0.7.1a] AI War v0.3c (small update 2015-12-13)
Post by: c0nr4d1c4l on December 31, 2015, 01:23:01 PM
I am really enjoying them because they actually feel like an evil alien faction that came to destroy everything. Other "evil" factions are usually pirate like, that even form teams and you can even side with them. Dark spire is all over and attacks everything that moves, no matter their alignment. I am really liking how they indeed seem like "pure evil". I am playing on 0.65.2a currently, since I wanted to at least play once a game with as many faction as Nexerelin could hold (I managed to get 24). Their number lowers in 0.7? I hope that is editable, because I would definitely raise it to the number it is on the current game, at least for a couple of plays. Definitely loving the inhospitable (to everyone) galaxy feel.

Actually I am finding it really cool looking, but I guess that is a personal view. My jaw dropped when I saw it classified as a destroyer. I am scared to see how strong the Cruisers and the Capital is.. Oh and as for designs, the only one that looks weird to me is the Amethyst. I would say the Feldspar too, but that one not so much. The reason I say the Amethyst look weird, is because it look more like an actual "human" designed craft, rather than feel like the rest of them. But I do not find it bad, I can make a lot of scenarios in my head why the shape is like that XD But definitely the Spire ships are my kind of ships.

24?!? What mods do you have?
Title: Re: [0.7.1a] AI War v0.3c (small update 2015-12-13)
Post by: Weltall on December 31, 2015, 01:48:50 PM
Afar from the utilities, SS+ and Nexerelin;

Citadel
Exigency Incorporated
Interstelar Imperium
Scy Nation
Shadowyards Reconstruction Authority
The Knights Templar
The Mayorate
Blarckrock Drive Yards
Junk Pirates
Ai War
Neutrino Corp
New Galactic Order
Pegasus Belt Council
Firestorm Federation
Fleaden
Flu-X
P9 Colony Group
Project Valkyrie
Blue - Protonian Technologies
Red - Oculian Berserks
Hiigaran Descendants
Diable Avionics
The Patrian Principate Alpha
Idoneus Citadel Exiles
Title: Re: [0.7.1a] AI War v0.3c (small update 2015-12-13)
Post by: c0nr4d1c4l on December 31, 2015, 03:03:30 PM
How did you get Flu-X? I couldn't find it. I have everything else except for that. Also, you should get omnifactory if you don't have it.
Title: Re: [0.7.1a] AI War v0.3c (small update 2015-12-13)
Post by: Weltall on December 31, 2015, 03:13:15 PM
XD ... its a long story.. Let's jsut say that google cache saved me. You can get it too from here; http://www.mediafire.com/download/pi7i43pjdjwjjed/Flu-X.7z

Spoiler
This is the cached page http://webcache.googleusercontent.com/search?q=cache:OOrnuh_i4zgJ:fractalsoftworks.com/forum/index.php%3Faction%3Dprintpage%3Btopic%3D8902.0
[close]

Sorry to hijack AI War with this, but since you say you have it all, the only one I did not manage to get was Crystanite 1.45. Maybe you have it?

Either way, Happy New Year to everyone :)
Title: Re: [0.7.1a] AI War v0.3c (small update 2015-12-13)
Post by: c0nr4d1c4l on December 31, 2015, 03:17:58 PM
Thanks man, I have crystanite, just pm him (the author ) for a fixed version because the first time I asked for it, it wasn't working.
Title: Re: [0.7.1a] AI War v0.3c (small update 2015-12-13)
Post by: Spoorthuzad on January 01, 2016, 06:11:59 AM
XD ... its a long story.. Let's jsut say that google cache saved me. You can get it too from here; http://www.mediafire.com/download/pi7i43pjdjwjjed/Flu-X.7z

Spoiler
This is the cached page http://webcache.googleusercontent.com/search?q=cache:OOrnuh_i4zgJ:fractalsoftworks.com/forum/index.php%3Faction%3Dprintpage%3Btopic%3D8902.0
[close]

Sorry to hijack AI War with this, but since you say you have it all, the only one I did not manage to get was Crystanite 1.45. Maybe you have it?

Either way, Happy New Year to everyone :)

Hey Thanks! "SAVED"
Anyway let's get back on topic.
Title: Re: [0.7.1a] AI War v0.3c (small update 2015-12-13)
Post by: Weltall on January 01, 2016, 06:56:31 AM
To get back on topic, I am loving AI War ships. I am glad boarding on 0.65.2a is easier by default. I have to admit I spent my new year's first day hunting for the Dark Spire ships >>
Title: Re: [0.7.1a] AI War v0.3c (small update 2015-12-13)
Post by: bananana on January 07, 2016, 05:51:01 PM
got a repeated crash when Plasma_Siege_Cannon projectile fired from SS+ Poseydon under Siege_mode hits a target directly.
Spoiler
Code
9495073 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.ship.H.String(Unknown Source)
at com.fs.starfarer.combat.entities.ship.H.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
[close]
sad. my faved wpn, love it
Title: Re: [0.7.1a] AI War v0.3c (small update 2015-12-13)
Post by: Histidine on January 08, 2016, 08:31:30 PM
got a repeated crash when Plasma_Siege_Cannon projectile fired from SS+ Poseydon under Siege_mode hits a target directly.
Spoiler
Code
9495073 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.ship.H.String(Unknown Source)
at com.fs.starfarer.combat.entities.ship.H.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
[close]
sad. my faved wpn, love it
Hmm, sorry, I can't seem to readily reproduce this using a sim Tartarus against a Venture (tried both hull and shield hits using a Plasma Siege Cannon with Siege Mode on and off). Could you provide some details?
Title: Re: [0.7.1a] AI War v0.3c (small update 2015-12-13)
Post by: DrakonST on March 13, 2016, 08:25:21 AM
When is compatibility updating for 0.7.2?
Title: Re: [0.7.1a] AI War v0.3c (small update 2015-12-13)
Post by: Histidine on March 14, 2016, 04:21:51 AM
When is compatibility updating for 0.7.2?
I haven't had time to do a campaign playthrough yet, but the 0.7.1a version should work fine. At least the missions do.
Title: Re: [0.7.1a] AI War v0.3c (small update 2015-12-13)
Post by: DrakonST on March 14, 2016, 05:00:43 AM
That. I will try.
Title: Re: [0.7.2a] AI War v0.3.1 (update 2016-05-21)
Post by: Histidine on May 20, 2016, 07:30:39 PM
I likely won't be working on this (or any other SS mod) for some time, so here's some fixes and new stuff while it's warm.

(http://i.imgur.com/SuBI42u.png)
"Midnight" mission image

(http://i.imgur.com/CtOOm7k.png)(http://i.imgur.com/CtOOm7k.png)(http://i.imgur.com/CtOOm7k.png)(http://i.imgur.com/CtOOm7k.png)
Yng Vulture support fighter wing

AI War 0.3.1
Download (https://bitbucket.org/Histidine/ai-war-ss/downloads/AIWar_0.3.1.zip)
Patch (0.3c -> 0.3.1) (https://bitbucket.org/Histidine/ai-war-ss/downloads/AIWar_0.3.1_patch.zip)

Changelog (https://bitbucket.org/Histidine/ai-war-ss/wiki/Changelog)
Code
v0.3.1
* Add Yng Vulture wing (4 support fighters armed with Doom Accelerators)
* Add Doom Accelerator (medium energy weapon, fragmentation damage)
* Add star sytem: Optica
    * Includes a Spire market (size 4, military), an independent market (size 5) and a pirate market (size 4, military)
* Add mission: Midnight
* Armor nerfs:
    * Quartz (destroyer): 1200 -> 1150
    * Spinel (cruiser): 1600 -> 1500
    * Corundum (battleship): 2400 -> 2200
    * Amethyst (champion cruiser): 1375 -> 1275
    * Obsidian (phase transport): 720 -> 640
    * Migration (enclave ship): 900 -> 800
* HBCs fire faster, turn faster
    * Heavy Beam Cannon reload 5 -> 4.3, turn 8 -> 10
    * Superheavy Beam Cannon reload 6 -> 5.3, turn 6 -> 8
* Migration speed 75 -> 70
* Spinel front medium turrets, Amethyst tail turret are hybrid instead of universal
* Adjust various properties of Gemstone system
* Interaction dialog fixes/updates
* Prettier Tachyon Burst jitter
* Fix likely bug with Quartz (destroyer) not following orders
* Round off Commando deploy cost
* Mission tweaks for Contact, Black Diamond, Neinzul Test
Title: Re: [0.7.2a] AI War v0.3.1b (fix 2016-06-15)
Post by: Histidine on June 15, 2016, 04:14:16 AM
This fixes a crash that can occur when playing with Templars.

AI War 0.3.1b
Download (https://bitbucket.org/Histidine/ai-war-ss/downloads/AIWar_0.3.1b.zip)
Patch (0.3.1 -> 0.3.1b) (https://bitbucket.org/Histidine/ai-war-ss/downloads/AIWar_0.3.1b_patch.zip)

Changelog (https://bitbucket.org/Histidine/ai-war-ss/wiki/Changelog)
Code
v0.3.1b
* Fix Heat Ray, Tachyon Burst crash with Templar lattice shields
Title: Re: [0.7.2a] AI War v0.3.1b (fix 2016-06-15)
Post by: Weltall on February 24, 2017, 06:15:18 AM
Thanks for the updates Histidine. I have to admit at times I do peek on here to see if there is anything about the Zenith XD
Title: Re: [0.7.2a] AI War v0.3.1b (fix 2016-06-15)
Post by: DrakonST on January 31, 2018, 03:38:46 PM
Histidine, this mod has chance will revive?
Title: Re: [0.7.2a] AI War v0.3.1b (fix 2016-06-15)
Post by: Histidine on January 31, 2018, 05:01:28 PM
No, I've discontinued it. I don't have the time to maintain it, much less do the work needed to match the quality of the best mods currently available.

It's free to modify, so anyone who wants to take over can.