Fractal Softworks Forum

Starsector => Mods => Topic started by: SafariJohn on August 26, 2015, 08:16:10 PM

Title: [0.95a] Roider Union 1.2.2
Post by: SafariJohn on August 26, 2015, 08:16:10 PM
Roider Union
(https://i.imgur.com/FPvM8iS.png)
Download v1.2.2 (https://github.com/SafariJohn/Roider-Union/raw/main/Roider%20Union%201.2.2.zip)
Requires LazyLib v2.6 (https://fractalsoftworks.com/forum/index.php?topic=5444.0)
Requires MagicLib v33rc1 (https://fractalsoftworks.com/forum/index.php?topic=13718.0)

Supports GraphicsLib (https://fractalsoftworks.com/forum/index.php?topic=10982.0) | Supports Nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0)
Supports Commissioned Crews (https://fractalsoftworks.com/forum/index.php?topic=16677.0)
Supports Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)

Both a culture and a profession, most roiders (roaming asteroid miners) live as nomads, travelling the Sector in their ships to find mining sites. When many of them allied with their more sedentary kin to fight a massive surge of piracy, no one expected it to last. Since then, the Roider Union has become the face of all roiders in the public eye and a minor power in its own right.


Features:
- Join the Roider Union, an alliance of asteroid miners
- Retrofits! Convert your junk civilian ships into warships
- Find refuge in the far reaches at independent roider stations



(https://i.imgur.com/KLSNreN.png)


Gameplay Tips:
- Roiders rely heavily on their fighters. Use the Fighter Clamps hullmod to even bring them on your frigates!
- Ship conversions are done at markets with a Union HQ industry. Go to the bar to meet the Roider CEO in charge.
- Some Roider ships have tough armor modules on their front or sides. Low hit-strength weapons will struggle to do damage to them.


Credits:
Created by SafariJohn
Art by Gwyvern
Music by Electric Trojan (https://soundcloud.com/matthias-borgias)
Weapon Sounds by MesoTroniK
Testing by Avanitia
Code snippets given by Tartiflette and Gwyvern
Alex, David, and co. for making Starsector
And the Starsector community for years of support!



Changelog:
Version 1.2.2
 New Features
 - Added Colossus Mk.3 to Colossus Mk.2 (R) conversion

 Changes
 - Updated stats of armor module version of Heavy Armor to match 0.95a Heavy Armor

 Bug Fixes
 - Patched incorrectly configured vanilla star system causing multiple mods to crash
 - Fixed no random bar events appearing at markets with Union HQs


Version 1.2.1b
 Bug Fixes
 - Fixed crash when declining to pay retrofit fee


Version 1.2.1
 Bug Fixes
 - Fixed crash caused by referencing a removed skill
 - Fixed crashes caused by Nexerelin renaming classes
 - Retrofit bar event should always appear again
 - Pirate roider fleets now go around transponder-off


Version 1.2.0
 New Features
 - Updated to 0.95a!
 - Spike Driver and Pile Driver no longer spawn exhaust on certain partially covered mod-ship weapon slots
 - Added new projectile sprites for Spike Driver and Pile Driver
 - Fighter Clamps hullmod straight-up blocks bombers now

 Bug Fixes
 - Pirates can now learn retrofit templates added mid-save
 - Roider Union stuff should no longer spawn when faction is disabled in Nexerelin random mode
 - Faction relations are now set properly when Nexerelin is disabled
 - Added autofit variants for Gambit-class light cruiser
 - Blocked Fighter Clamps on Ship & Weapon Pack Arcade ships - was causing a crash for some reason
 - Added support for Unknown Skies' Psychosomatic Fungus condition
 - Independent roider base bar rumors should no longer chain-spawn


Version 1.1.0
 New Features
 - Added automatic hullmod transfer from parent hull to armor modules
 - Added support for Unknown Skies' parasitic spores condition
 - Added Atlas Mk.2 to Telamon conversion
 - Added MIDAS to fighters
 
 Changes
 - Roider Dives and Union HQs can harvest from same-faction planets
 - Union HQs spawn more/less patrols depending on colony size
 - Raised Roider Neutral/Friendly Encounter music's volume slightly
 - Nerfed Spike Driver
   - Increased flux per shot from 220 to 240
   - Increased minimum spread from 0 to 5
 - Buffed Pile Driver
   - Projectiles now pierce missiles
   - Reduced flux per shot from 650 to 600
   - Nerfed minimum spread; increased from 0 to 5 to match Spike Driver thematically
 - Buffed Sharpshooter's rate of fire by 20%
 - Increased Bolt-class interceptor's wing size from 3 to 4
 - Tweaked Hopskip Mk.2 bomber and Hazard MRM's visuals
 - Buffed Dragline-class support fighter
   - Mini Sharpshooter turrets can rotate 360 degrees
   - Annihilator Pod can fire continuously
 - Nerfed Rocksaw-class heavy assault fighter
   - Reduced roam range from 4000 to 3000
   - Reduced chaingun's burst size from 40 to 20
   - Nerfed chaingun's DPS by 10%
 - Buffed Breaker drone's speed from 180 to 200
 - Buffed Duster's sustained kinetic DPS by 40%
 - Reduced Roach-class heavy frigate's DP from 8 to 6 to make it more useful late-game
   - Gave it High Maintenance to compensate early-game
 - Buffed Aurochs-class destroyer
   - Increased flux capacity from 4000 to 4500
   - Improved shield efficiency from 1.0 to 0.7
 - Buffed Cowboy-class light carrier
   - Changed rear turrets from BALLISTIC to COMPOSITE
   - Increased flux dissipation from 100 to 150
   - Increased maneuverability
 - Buffed Onager-class destroyer
   - Increased main hull's armor from 600 to 650
   - Increased armor module's armor from 800 to 950
 - Buffed Firestorm-class destroyer
   - Reduced forward turret coverage to improve AI performance
   - Increased main hull armor from 500 to 600
   - Increased armor module armor from 750 to 800
   - Increased flux capacity from 5000 to 6000
   - Increased flux dissipation from 200 to 250
   - Increased OP from 40 to 60
   - Increased speed from 50 to 65
 - Buffed Gambit's maneuverability
 - Buffed Ranch-class carrier
   - Increased armor module's size to cover entire front
   - Increased armor module's hull from 700 to 1000
   - Added 2 new small ballistic turrets at the front
   - Increased OP from 90 to 100
   - Increased flux capacity from 4500 to 5000
   - Increased maneuverability
   - Nerfed supply/DP cost; increased from 20 to 22
 - Rebalanced Telamon as fast battleship
   - Buffed speed from 25 to 35
   - Nerfed armor from 1300 to 1250
   - Buffed front module's hull from 2000 to 2500
   - New hullmod transfer system removed armor modules' unintended super-durability
 
 Bug Fixes
 - Buffalo Mk.2 to Aurochs conversion now requires commission
 - Made giving yourself Union HQ BP through Console Commands safe
   - Was possible to malform the command and get a save-corrupting BP
   - Save-fix here: https://fractalsoftworks.com/forum/index.php?topic=9547.msg303345#msg303345
 - Fixed bug causing bar rumors for fringe bases to disappear if not viewed immediately
 
 
Version 1.0.9
 Bug Fixes
 - Undid a silly save-breaking change.


Version 1.0.8
 Changes
 - Reduced price of Union HQ industry blueprint. Existing blueprints will still be high value.
 - Reduced cost of converting Buffalo (A) and (R) to Aurochs.

 Bug Fixes
 - Fixed transponder check repeating when comms are reopened.
 - Retrofit tariff price adjustment is more accurate.
 - Fixed crash when upgrading to Union HQ.
 - Recoded Roider Dives and Union HQ. Should be less buggy.


Version 1.0.7
 New Features
 - Retrofits adjust costs based on Nexerelin's 18% tariffs

 Changes:
 - MIDAS now reduces EMP damage instead of kinetic damage
 - Tried to make MIDAS Armor correctly transfer hull and armor improvements
 - Matching upcoming vanilla changes:
   - Dragline's roaming range is now 0
   - Rocksaw's chaingun nerfed from 90 damage to 75 damage

 Bug Fixes:
 - Extra transponder warning from certain Roider patrols now works
 - Fixed crash bug when sometimes starting a Nexerelin random mode game
 - Fixed typos in a couple dialogs
 - Hopefully fixed some zombie fringe fleet spawning
 - Fixed incorrectly blocked retrofit access payment


Version 1.0.6
 New Features:
 - Added extra transponder warning to certain Roider Union patrols
 
 Changes:
 - Duster is now a heavy fighter with a Light Machine Gun
 
 Bug Fixes:
 - MIDAS Armor's description now mentions it reduces kinetic damage
 - Fixed Union HQ submarket refreshing too often
 - Added Nexerelin alliance support to Union HQ submarket and retrofitting
 - Retrofitting now mentions that it restores hulls to pristine condition
 - Fixed bugs with spawning Rockpiper Perch station in Nexerelin random mode:
   - Station shows market stuff instead of an empty dialog
   - Midline star fortress gets replaced instead of spawning separately
 - Fixed a crash when starting a new Nexerelin random mode game


Version 1.0.5
 Bug Fixes:
 - MIDAS no longer instantly removes itself


Version 1.0.4
 Bug Fixes:
 - Actually for real fixed the Mudskipper variant this time
 

Version 1.0.3
 Bug Fixes:
 - Added kinetic damage reduction to MIDAS Armor hullmod
 - Added Telamon variants to autofit
 - Added UI tags for MIDAS hullmod
 - Added speed and maneuverability descriptions to Zap SRM and Hazard MRM
 - Blocked MIDAS on ships with MIDAS-X built in
 - Blocked Extreme Modifications + Fighter Clamps exploit
 

Version 1.0.2
 New Features:
 - Whitelisted ships and Roider Union faction for Industrial.Evolution mechanics
 
 Changes:
 - Reduced crew requirements for Fighter Clamps:
   - destroyers from 20 to 10 crew
   - cruisers from 40 to 30 crew
   - capital ships from 100 to 70 crew
 
 Bug Fixes:
 - Fixed crash from broken Mudskipper variant
 - Fixed nulls in Fighter Clamps description


Version 1.0.1
 Bug Fixes:
 - Fixed crash when loading invalid retrofits from retrofits.csv


Version 1.0
 New Features:
 - The Roider Union is now a full-fledged faction
 - All new art by Gwyvern
 - Added Commissioned Crews compatibility
 - Added full Nexerelin compatibility, including random mode
 
 - Added four star systems:
   - Atka (main Roider Union system by Tyle star system)
   - Attu
   - Kiska Nebula
   - Ounalashka
 
 - Added new fighters:
   - Breaker drone
   - Duster heavy interceptor
   - Dragline support fighter
   - Hopskip Mk.II bomber
   - Rocksaw heavy assault fighter
 
 - Added new ships:
   - Dram (R) class tanker
   - Nolasher-class frigate
   - Pepperbox-class frigate
   - Roach-class heavy frigate
   - Aurochs-class destroyer
   - Buffalo (R) class freighter
   - Cowboy-class light carrier
   - Firestorm-class destroyer
   - Onager-class destroyer
   - Phaeton (R) class tanker
   - Colossus Mk.II (R) class modified freighter
   - Gambit-class light cruiser
   - Ranch-class carrier
   - Telamon-class battleship
 
 - Added new weapons:
   - Blasting Laser
   - Hazard MRM
   - Sharpshooter
   - Spike Driver
   - Pile Driver
   
 - Added special blueprint item for Roider conversions
   - Can be bought at Union HQs
 - Added Massive Impact Deflection/Avoidance System (MIDAS) hullmod
   - A number after MIDAS indicates # of armor modules
 - Added Fighter Clamps hullmod - gives ship one or more wings of non-replaceable fighters
 - Added Roider Union encounter and market music
 - Added Midway mission
 - Added bar event to help find independent roider fringe markets
 - Other minor additions
 
 Changes:
 - Commission is now with Roider Union instead of independents
 - New sprites for existing ships, fighters, and weapons
   - Zap SRM
   - Bolt interceptor
   - Cyclops-class frigate
   - Bombard-class destroyer
 - Improved retrofitting
   - Now accessed from the bar
   - UI improved
   - Retrofits are now instant
 - Buffed Zap SRM's EMP damage from 50 to 200
 - Buffed Bolt's speed from 400 to 500
 - Nerfed Bolt's engagement range from 4000 to 3000
 - Nerfed how much stuff independent fringe markets have
 - Made Roider Dives and Union HQ buildable
   - Union HQ requires buying the blueprint from an existing Union HQ
 - Improved Easy Prey and Eye of the Storm missions
 - Changed fleet names to clarify the faction of roider miner and patrol fleets
 - Reduced how many mining fleets spawn from Roider Dives.
 - Probably other stuff I've forgotten
 
 Bugs:
 - Fixed

 
Version 0.8.1
 Changes:
 - Made retrofit intel and UI more consistent.
 
 Bug Fixes:
 - Fixed crash when starting a new game with Nexerelin active.
 - Fixed a crash when a market has no faction.


Version 0.8.0
 The Roider Union returns!
 
[close]
Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: SafariJohn on August 27, 2015, 06:39:38 PM
Tiny update to make "The Hammer" a bit easier. You are no longer limited to three command points. Or any number of command points. ;)
Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: Gothars on August 28, 2015, 01:27:02 PM
Ho boy, "The Hammer" is one tough nut. Did you beat it yourself at normal fleet size (200)? Any tips?
Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: SafariJohn on August 28, 2015, 02:19:11 PM
I've only tried it twice, almost beat it the first time (I think the pirates had everything deployed or destroyed), but the second time I got my butt handed to me. I was doing it with battle size 400. I haven't really done any sort of balancing on it, to be honest.

My strategy was to deploy cruisers, Enforcers, mining pods, and some Tarsi first, then deploy all the Buffalo (make sure you have enough DP to do so). I put down two defend points, one close to the middle of the map and one towards the rear. The Buffalo were assigned to the rear point and the rest to the front, then I just stayed near the front in the Eagle and tried to grind down the pirates.

Keep your shields down except when blocking missiles/asteroids and don't be afraid to take a quick vent, because you have to keep firing.

I was trying it with only 3 command points, so maybe ordering the Ventures to escort you with the defend points for everyone else would work better.

The Lashers have more firepower than the Tarsi, but they're more likely to overextend and die.

Warthogs are scary when you haven't got all of the pirate's (2) carriers.


Like I said, I haven't tried it much. I'll probably try again over the weekend once or twice. Any specific feedback on how unbalanced it is would be great. :)


Edit: For giggles I turned battle size up to 800 and played it. There were only 21 out of ~68 pirate ships left when I died. So bitterly-contested defeat for me. There were so many wrecks... I think a wreck hitting my engines is what killed me.
Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: Gothars on August 29, 2015, 02:28:11 AM
Any specific feedback on how unbalanced it is would be great. :)

Mh, yeah, first of all I don't think it's a good idea to use non-standard battle size for balancing. It feels too much like cheating if you expect players to do that.

Well, and it is too hard at battle size 200, I'm not sure if it can be beaten at all.

What is really fun about the mission is the asteroid storm. It is really cool if enemies die because you kept them distracted and unable to defend against it. Indirect kills.

What you might try to do is emphasize that more, e.g. by giving your side more fightercraft and the enemy more slow ships with a vulnerable behind. Maybe exchange the missile support Mk.IIs (at a "safe distance" they can only fire their Pillums anyway) for Pillum Condors.

Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: SafariJohn on August 29, 2015, 07:55:02 AM
Mh, yeah, first of all I don't think it's a good idea to use non-standard battle size for balancing. It feels too much like cheating if you expect players to do that.

Well, and it is too hard at battle size 200, I'm not sure if it can be beaten at all.

Ah, sorry about that. I play with 400+ battle size so much I'd forgotten what the default was. From now on I'll always test at 200 first.


What is really fun about the mission is the asteroid storm. It is really cool if enemies die because you kept them distracted and unable to defend against it. Indirect kills.

What you might try to do is emphasize that more, e.g. by giving your side more fightercraft and the enemy more slow ships with a vulnerable behind. Maybe exchange the missile support Mk.IIs (at a "safe distance" they can only fire their Pillums anyway) for Pillum Condors.

I was a little hesitant about emphasizing the asteroids since the AI can't see them, but the high speed asteroid impacts are really cool.

Going more strikecraft for the player's fleet is what I should have done from the beginning. Especially since I've stated that the Roider's focus is on carriers and ballistics. I'll put in the Roider strikecraft, even though that will take some lore reworking (for what that's worth at this early stage ::)).

Good ideas.


Spoiler
I don't normally release anything this unpolished, but I wanted more than one real mission. And a big mission like The Hammer is hard to balance, so the outside input is wonderful.
[close]
Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: ArkAngel on August 30, 2015, 12:30:49 PM
I downloaded this, and I can say I'm still having some trouble beating "The Hammer" Mission. It's a ton of fun, and I almost pulled it off on my sixth(Latest) attempt. I ended up destroying everything but a bunch of talons, a condor, and two enforcers. I lost, because my heavily damaged ship took an asteroid to the face when i wasn't looking. I've been playing on battle size 200, by the way.

It might just be me, but with the way the eagle is, I believe it's worth it to simply strip off the ballestic weaponry on front, and toss the OP into capacitors and vents. Your phase lances already make mince-meat of everything, litterally one-shotting (D) frigates. The extra capacity and vents let you fire more times before having to back off to vent.

As for the first mission... kind of sad, but I still haven't beaten it yet. Over-all I have to say I like the mod quite a bit. Especially the fact the asteroids flying by in "The hammer".
Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: SafariJohn on August 31, 2015, 07:38:24 AM
I downloaded this, and I can say I'm still having some trouble beating "The Hammer" Mission. It's a ton of fun, and I almost pulled it off on my sixth(Latest) attempt. I ended up destroying everything but a bunch of talons, a condor, and two enforcers. I lost, because my heavily damaged ship took an asteroid to the face when i wasn't looking. I've been playing on battle size 200, by the way.

Glad you're having fun! :)

It might just be me, but with the way the eagle is, I believe it's worth it to simply strip off the ballestic weaponry on front, and toss the OP into capacitors and vents. Your phase lances already make mince-meat of everything, litterally one-shotting (D) frigates. The extra capacity and vents let you fire more times before having to back off to vent.

I think you're right. The Eagle, being a "Custom" variant, is really intended to be as powerful as possible, whereas the other ships are intended to be trying to get by with open market weapons.

As for the first mission... kind of sad, but I still haven't beaten it yet. Over-all I have to say I like the mod quite a bit. Especially the fact the asteroids flying by in "The hammer".

The trick with the first mission is that the Tarsus can't deal damage and the fighters can't take hits. Try an escort order to reign in the fighters.
Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: Gothars on September 01, 2015, 08:05:23 AM
Beat it! The Hammer has fallen ;D

65%. Only with custom loadouts for all ships, though. Still don't think it's possible with a thematically fitting low-tech loadout.

Worked like this: First deployed a specialzed anti-armor wave that took care of the Hounds. I used three Mauler-Enforcers and Assault Cannon-Tarsuses. Then deployed my Eagle and further general purpose ships. Tarsuses got an extra rally point so they stayed in front to soak up damage and Reapers.

Eagle loadout was 3 Phase beams, 3 Mortars, Bulkheads and Conduits.

Was fun :)


Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: SafariJohn on September 01, 2015, 08:33:03 AM
Beat it! The Hammer has fallen ;D

Nice!

I probably would have done some work with the missions and released a version 0.5.2, but I've been wrestling with the Roider Frigate again. I'll give you a little teaser: the probably final name for the frigate is Cyclops.

And for reference, the way I rate my missions is:
Easy = Autopilot wins
Medium = I can beat it if I work at it (and I'm not a bad player)
Hard = I could beat it in theory if I tried a lot
Impossible = Buffalo Mk. 2 vs Onslaught
Spoiler
Spoiler
(http://img823.imageshack.us/img823/9753/yrx0.png)
(http://img850.imageshack.us/img850/6498/gp8c.png)
[close]


I'm done here.
[close]
Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: ArkAngel on September 01, 2015, 10:15:15 AM
I beat it as well finally! 73%
I adjusted the eagle by removing it's ballestics, and tossing the spare OP into vents and capacitors.
I deployed everything but the mining drones and a buffalo Mk2. I split my forces between two defense points with buffalos behind. I also moved my eagle between the points in the center.
The really hard part of the mission is keeping your eagle alive as you take out the destroyers and frigates that swarm the center.
 Usually the cruisers fall from salamanders/asteroids flaming out there engines.
Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: SafariJohn on September 23, 2015, 06:17:36 AM
I got some time to work on this mod yesterday, so the Cyclops Frigate is closer to done. It has excellent turret coverage, including a 360° medium turret, but lacks missile mounts.

(http://i.imgur.com/HjvvadE.png?1)

Needs a lot of work still, but it's getting there.
Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: Takion Kasukedo on September 23, 2015, 06:19:51 AM
o.O Cool

Can't wait to see it :)
Title: Re: [0.65.2a] Roider Union 0.6 Alpha
Post by: SafariJohn on September 28, 2015, 06:52:38 PM
New version up!

Changelog
Version 0.6
-Added Cyclops Frigate
-Added mission "Eye of the Storm"
-Added built-in hullmod "Roider AAA Software" - no function yet
-Changed Dozer Bomber loadout from 2x Harpoon MRM (Double) to 4x Harpoon MRM (Single) - slight buff
-Removed Harpoon MRM (Double)
-Removed mission "The Hammer" - still in "extras" folder
-Removed Roider Test Zones 2 and 3 (missions)

(http://i.imgur.com/SYRkiX7.png)
Title: Re: [0.65.2a] Roider Union 0.6 Alpha
Post by: Sabaton on September 29, 2015, 12:11:56 AM
Steadily growing are we? I'm curious to see what this will turn in.
Title: Re: [0.65.2a] Roider Union 0.6 Alpha
Post by: SafariJohn on October 11, 2015, 10:00:32 PM
I haven't been working on this mod as much as I'd like, but progress is being made. Before version 0.7 and the Roider's light cruiser comes out, I plan on releasing an intermediate version (0.6.5). I'm currently working on the big feature of this intermediate version: overhauls of the Dozer and Grinder!

The Dozer will get a completely new, much better sprite. It may get a defensive weapon like an LMG or Mining Laser. It may also get a name change; suggestions welcome! :) Sticking to the theme of industrial equipment is preferred, but not required.

The Grinder will have a complete weapon loadout change to fit Roider doctrine (and its name) better. Gone will be the Mining Blaster, a Thumper will take its place. Two Swarmer Launchers in the rear hull will provide punch while two Mining Lasers on the "wings" will give overlapping coverage. If that turns out to not be enough, I'll install two additional forward-facing guns in the wings. The Grinder's sprite will be reworked to reflect these changes.

Edit: Grinder armament is going through flux, but is looking like 1x Thumper, 2x HE guns, 3x ballistic PD, and maybe 1x Swarmer. It's now a "Gunship" and trashes fighters while still threatening large ships.

Edit2: At this point I can guarantee that there will be a medium ballistic weapon. Probably a Thumper, but maybe a Chaingun. :P All else is "we'll see". This is what I get for being too specific. ::)
Title: Re: [0.65.2a] Roider Union 0.6.5 Alpha
Post by: SafariJohn on October 17, 2015, 10:05:49 AM
Version 0.6.5 is now go. Download in OP.

I redid the Sledge (previously Dozer) Bomber's and Crusher (previously Grinder) Gunship's sprites as mentioned. I think they're a lot better!

Xenoargh's speed spriting guide helped a ton. My spriting time has gone from days and weeks to hours and days! Not to mention my quality has improved quite a bit. You don't want to see the layering on my old sprites ;)

(http://i.imgur.com/UTSlmww.png?1)

Changelog
Version 0.6.5
-Added new mission "Rumble in the Rocks"

-Changed Dozer Bomber to Sledge Bomber
-Changed Grinder Assault Bomber to Crusher Gunship
-Changed Sledge Bomber sprite
-Changed Crusher Gunship sprite
-Changed Sledge Bomber loadout: Added a Light Machine Gun
-Changed Crusher Gunship loadout completely
-Changed mission "Eye of the Storm"
   - Changed Cyclops variant - starts with Augmented Engines
   - Fixed where the Tempests burn in - not perfect, but all behind now
   - Added more asteroids!
Title: Re: [0.65.2a] Roider Union 0.6.5 Alpha
Post by: Gothars on October 17, 2015, 03:24:46 PM
Oh, seems I missed the last update, but I like this one. The "eye of the storm" mission is fun, my heart skipped a beat whenever I almost collided with a big one. Shame that there's no big fleet action mission now, though.

Looking forward to really getting to play with all these bombers, the quadruple harpooner looks cool :)
Title: Re: [0.65.2a] Roider Union 0.6.5 Alpha
Post by: ArkAngel on October 17, 2015, 08:02:48 PM
Oooh, new update! I'll be downloading this when I get home!
Title: Re: [0.65.2a] Roider Union 0.6.5 Alpha
Post by: SafariJohn on October 17, 2015, 10:48:53 PM
Version 0.8 when I introduce the Roider battleship will definitely have a big fleet action mission. Two or more caps per side, I think.

On the off chance that I finish the content for the next release of the mod before Starsector 0.7 releases, I'll hold off my release. Mainly because the next major version of the mod will be 0.7 and I don't want to confuse myself, let alone anyone else! :P
Title: Re: [0.65.2a] Roider Union 0.6.5 Alpha
Post by: SafariJohn on October 24, 2015, 05:15:44 PM
I got a little annoyed trying to figure out the shape of a new ship, so I started messing with other things. I think I've found a good art direction for Roider ships: rusty and cobbled together. It allows me to make the sprites interesting without having to resort to "painting" them, it fits in better with vanilla, and it fits the Roider Union's overall style.

(http://i.imgur.com/XapthzS.png?1)

They may look like hunks of junk, but they got it where it counts! What do you guys think?
Title: Re: [0.65.2a] Roider Union 0.6.5 Alpha
Post by: Blaze on October 24, 2015, 08:23:01 PM
The ships we have now are definitely too clean to be something converted from an aging civilian ship that's been modified with aging civilian parts; especially the cyclops, it's just way too shiny.

Then again, I'm not really an aesthetics person. I'm more interested in effectiveness.
Title: Re: [0.65.2a] Roider Union 0.6.5 Alpha
Post by: ArkAngel on November 02, 2015, 07:52:15 AM
I like the new art style of Rusty and cobbled togethor. Fits really well with their background.
Title: Re: [0.65.2a] Roider Union 0.6.5 Alpha
Post by: Gothars on November 02, 2015, 01:19:03 PM
Yeah, that direction sounds good to me.

One thing I noticed: The fighter cockpits seem much bigger than in vanilla, which messes with the apparent scale. It might help with that and also reinforce the sturdy impression if the cockpit had a grating.
Spoiler
(https://upload.wikimedia.org/wikipedia/commons/d/d3/B-29_in_flight.jpg)(http://baumaschinen-modelle.net/forumsbilder/hansebube/a3-spessart/liebherr_fops_c_2.jpg)
[close]
Title: Re: [0.65.2a] Roider Union 0.6.5 Alpha
Post by: SafariJohn on November 02, 2015, 04:32:46 PM
Spoiler
One of your images is broken, Gothars.
[close]

Yeah, the cockpits do need redoing. I'm not sure how I would pull off grating like that. I'll figure something out. All the fighters will be getting more work. I'm thinking of making the MG turrets visible, but that might mean a bump up in sprite size, at least for the Crusher. Although, given its firepower, a bigger sprite may not be such a bad thing; make it tougher as compensation.

I'm not sure what I'm going to do with the Augers. I've been toying with making it only a heavy fighter/interceptor and having a completely different fighter for the other role.

I've also been debating with myself about where I want Roider fighters' power level to be. The Augers are overall slightly less powerful than their vanilla counterparts, the Sledge is pretty good, and the Crusher is a hailstorm of projectiles that devours fighters. I think I'm going to have to have a brainstorming session.


The ships we have now are definitely too clean to be something converted from an aging civilian ship that's been modified with aging civilian parts; especially the cyclops, it's just way too shiny.

You wouldn't believe what a coat of paint can do.
Title: Re: [0.7.2a] Roider Union 0.7 Alpha
Post by: SafariJohn on March 15, 2016, 09:44:15 AM
Sorry for the long wait. I finally gave up on trying to draw sprites and cranked out the ships I needed in the last few days by kitbashing. I'm a bit disappointed, but, without further ado, here is a new version of the Roider Union!

(http://i.imgur.com/TCpcrhK.png?1)


Changelog
Version 0.7

-Added Gambit Light Cruiser
-Added Onager Heavy Carrier
-Added Mule (R) Combat Freighter
-Added Hermes (R) Shuttle
-Added mission "Crushing Responsibility"
-Changed mission "Rumble in the Rocks" to have semi-random fleet compositions
-Redid fighters completely - a lot more balanced now
-Updated Tarsus (R)

-Other changes...
Title: Re: [0.7.2a] Roider Union 0.7 Alpha
Post by: Bastion.Systems on March 15, 2016, 01:14:16 PM
That's a lot of new ships to play around with!  ;D
Title: Re: [0.7.2a] Roider Union 0.7 Alpha
Post by: SafariJohn on March 15, 2016, 05:09:52 PM
Whoops, forgot to reduce the Onager down to one deck when I changed its concept months ago. I'll upload a new version Thursday with the fix.
Title: Re: [0.7.2a] Roider Union 0.7.1 Alpha
Post by: SafariJohn on March 17, 2016, 08:44:42 AM
Alright, fixed up the Onager and a few minor details.

Version 0.7.1
-Fixed # of flight decks on Onager
-A few other tiny changes


edit:

Stealth Patch 0.7.2
-Fixed missing "roideraaa" hullmod bug

If you experience a crash when trying to select the Roider Test Zone mission, try deleting the folder "roidertest" in Starsector/saves/missions.
Title: Re: [0.7.2a] Roider Union 0.7.1 Alpha
Post by: Dudley Dickerson on March 18, 2016, 01:24:50 AM
I like where this mod is heading. Keep it up.
Title: Re: [0.7.2a] Roider Union 0.7.2 Alpha
Post by: lechibang on September 07, 2017, 07:54:53 PM
will this mod be updated to 0.8.1a?
Title: Re: [0.7.2a] Roider Union 0.7.2 Alpha
Post by: SafariJohn on September 07, 2017, 08:10:05 PM
Eventually, yes. :(

I am integrating the Roiders into the campaign and significantly improving their sprites for my next release. Unfortunately the latter is hard for me. However, I am very happy with how the new sprites are shaping up!

As a teaser, here is the new Cyclops sprite:

(https://i.imgur.com/Y2bNq2l.png)
Title: Re: [0.9.1a] Roider Union 0.8.0
Post by: SafariJohn on October 10, 2019, 01:20:59 PM
The Roider Union returns! And with campaign integration, too. You'll find the download in the OP.

Version 0.8.0 Features:
- Commission with the Roider Union, a sub-faction of the independents
- Retrofits! Convert your freighters and other civilian ships into warships
- Fly Roider ships into battle
- Resupply at remote Roider bases

If any modders want to add retrofitting to their mods, they are free to use my code. See the four classes in \src\scripts\campaign\retrofit for the actual retrofitting and Roider_RetrofitAccess.java in \src\scripts\campaign (plus the Retrofitting folder in rules.csv) for how I gave players access.
EDIT: The retrofits themeselves are defined in data\retrofit\retrofits.csv
Title: Re: [0.9.1a] Roider Union 0.8.0
Post by: Dwarden on October 11, 2019, 06:51:43 PM
crash for new Nexerelin game with random spawn systrems/starts

Code
510690 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at scripts.world.Roider_Gen.addCoreDives(Roider_Gen.java:40)
at scripts.Roider_ModPlugin.onNewGameAfterEconomyLoad(Roider_ModPlugin.java:44)
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.?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)
Title: Re: [0.9.1a] Roider Union 0.8.0
Post by: SafariJohn on October 11, 2019, 07:07:01 PM
Thank you for the report. I forgot to do some null-checks when adding things to vanilla systems.

For now, if you want to play Nex random mode you will need to disable the Roider Union. Sorry for the inconvenience.
Title: Re: [0.9.1a] Roider Union 0.8.0
Post by: BigBeans on October 12, 2019, 07:54:37 AM
Hi, really wanting to try your mod but when I add it into my mod list and start a new game I get this error:

Code
818833 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: java.lang.NullPointerException
java.lang.RuntimeException: java.lang.NullPointerException
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)
Caused by: java.lang.NullPointerException
at scripts.campaign.econ.Roider_Dives.getHarvestTargetsInRange(Roider_Dives.java:307)
at scripts.campaign.econ.Roider_Dives.supplyMiningResources(Roider_Dives.java:190)
at scripts.campaign.econ.Roider_Dives.apply(Roider_Dives.java:142)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.A.o00000(Unknown Source)
at com.fs.starfarer.campaign.econ.A.o00000(Unknown Source)
... 14 more

Hope this helps.
Title: Re: [0.9.1a] Roider Union 0.8.0
Post by: SafariJohn on October 12, 2019, 10:46:43 AM
It did help, thank you. Looks like a market with no faction. I didn't think the game would allow that. I'll put in a null-check and it'll be no problem.
Title: Re: [0.9.1a] Roider Union 0.8.0
Post by: Streamingfox on October 13, 2019, 06:28:07 AM
Here a new one. ;D

Code
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at scripts.world.Roider_Gen.addCoreDives(Roider_Gen.java:40)
at scripts.Roider_ModPlugin.onNewGameAfterEconomyLoad(Roider_ModPlugin.java:44)
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.xD20000(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)
Title: Re: [0.9.1a] Roider Union 0.8.0
Post by: SafariJohn on October 13, 2019, 01:08:03 PM
Better look at the first report again ;)

Thank you for posting, though.
Title: Re: [0.9.1a] Roider Union 0.8.0
Post by: Dwarden on October 15, 2019, 01:15:10 PM
another (slight differences again)

this one will happen with Nexerelin, fixed starts but when enabled factions respawning

Code
216352 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at scripts.campaign.econ.Roider_Dives.getHarvestTargetsInRange(Roider_Dives.java:307)
at scripts.campaign.econ.Roider_Dives.supplyMiningResources(Roider_Dives.java:190)
at scripts.campaign.econ.Roider_Dives.apply(Roider_Dives.java:142)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at scripts.campaign.Roider_RoiderBaseIntel.<init>(Roider_RoiderBaseIntel.java:162)
at scripts.campaign.Roider_RoiderBaseManager.createEvent(Roider_RoiderBaseManager.java:75)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
at scripts.campaign.Roider_RoiderBaseManager.advance(Roider_RoiderBaseManager.java:56)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
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.?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)
Title: Re: [0.9.1a] Roider Union 0.8.0
Post by: SafariJohn on October 15, 2019, 01:22:17 PM
Looks like it might be the same one BigBeans reported. Fixed in the dev build.

Nexerelin, fixed starts but when enabled factions respawning

You tempt me to go digging in Nex to see if the respawning script is setting the null pointer, but I don't have time for that, heh
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: SafariJohn on October 16, 2019, 09:53:29 AM
Roider Union 0.8.1 released! Download in the OP.

Should no longer crash when Nex is enabled. Note that the Roiders will not appear in Nex's random mode.

Changelog:
 Changes:
 - Made retrofit intel and UI more consistent.
 
 Bug Fixes:
 - Fixed crash when starting a new game with Nexerelin active.
 - Fixed a crash when a market has no faction.
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: Dwarden on October 16, 2019, 02:42:31 PM
thanks for the fixes
q, any plans to bring them to random mode sometime in future ?
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: SafariJohn on October 16, 2019, 03:25:34 PM
I intend to flesh the Roiders out into a full faction eventually. In the meantime, I don't know if I can/will make the Roider's special sub-faction mechanics compatible with Nex's random mode - I haven't looked into it yet.
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: McMuster on February 22, 2020, 11:31:54 AM
Yo, just wanted to thank you for making this mod, it's one of the few, if only faction mods that feels like a natural extension of the vanilla factions, small scale industrial exploitation of the sectors fringes fits really well in the setting. Personally, I like the fact that the roiders are an Independant subfaction rather than their own distinct entity. Makes more sense as it's a profession rather than a distinct identity.
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: mkire on March 03, 2020, 02:48:45 PM
maybe i'm just not finding it, but where do i need to go if i want to visit roider markets?
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: SafariJohn on March 03, 2020, 03:02:07 PM
Check out the Roider Union submarkets on:
- Druzhinin's Anchorage in the Atka system
- Orthrus in the Samarra system

They don't have any full markets in the current version.
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: BigBeans on March 04, 2020, 06:44:51 AM
Still hoping for an update for my fav Independent Sub-faction! Some more civilian warship refits would be awesome :)
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: Neophobic on April 08, 2020, 07:39:16 AM
is it possible to add Nex support for them, since you can take a commission?
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: SafariJohn on April 08, 2020, 08:40:28 AM
The bad news is that there will not be an update for the Roider Union for at least a couple more months.

The good news is that the Roiders will be a proper faction mod with Nex support and a full ship lineup! I've teamed up with Gwyvern, who can art good, and we've completed several never-before-seen ships in a new, distinctive style. Some old ships, along with the current ships, will also be returning in the new style.

There's lots more to do, though, so a preview will come when we are closer to the finish line.
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: BigBeans on April 08, 2020, 08:44:15 AM
Awesome too hear though I hope you keep the Bombard and Cyclops. I like those haha.
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: Delta7 on April 15, 2020, 08:03:16 PM
I'm really looking forward to seeing this become a full mod, but I do think the interceptors are a bit too fast. They're faster than Thunders, and Thunders are honestly quite unbalanced in no small part due to their speed. It's somewhat less egregious since their weapons aren't a major threat to ships, but they can still screw with point defense effectively. Maybe tone their speed down to ~350, and give them a little more bulk to compensate, ~50 more hitpoints?
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: SafariJohn on April 15, 2020, 08:21:42 PM
Bolt: 400 speed
Thunder: 450 speed
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: Delta7 on April 15, 2020, 08:24:47 PM
Huh... sorry, I mis-read it as 500 somehow. Still ungodly fast, but less so than Thunders. Anyways, keep up the good work!
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: SafariJohn on July 01, 2020, 12:01:57 PM
I am happy to announce the new Roider ship lineup is done! Here's a teaser of some common Roider ships and fighters skirmishing with pirates:

(https://i.imgur.com/qKx5mpQ.png)

Update will be a while yet. Lots of tedious things to work through.
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: BigBeans on July 02, 2020, 06:27:55 AM
Looking forward too it!
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: sharkley123 on August 14, 2020, 08:47:50 PM
How do you actually retrofit ships? It seems like an awesome concept but i don't really know how.
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: BigBeans on August 15, 2020, 04:00:09 AM
I'm looking forward too the next update  :)
Title: Re: [0.9.1a] Roider Union 0.8.1
Post by: SafariJohn on August 15, 2020, 07:29:30 PM
How do you actually retrofit ships? It seems like an awesome concept but i don't really know how.

In the current release you can go to Druzhinin's Anchorage in the Atka system (southwest part of core worlds) and talk to the Roider base commander in the comm directory, like if you wanted to take a commission.


In the upcoming version retrofitting will be at the bar instead for quick and easy access. Retrofitting itself will also be more convenient.

Spoiler
(https://i.imgur.com/lEMqZlH.png)
(https://i.imgur.com/0xXjiL6.png)
[close]
Title: Re: [0.9.1a] Roider Union 1.0
Post by: SafariJohn on October 04, 2020, 12:07:06 PM
Over 5 years after starting on the Roider Union, I am proud to announce the release of version 1.0!

This is the Roider Union as I envisioned it: a faction of rough and tumble asteroid miners that are not to be underestimated. They have big guns, powerful fighters, and turn humble civilian ships into war machines!

I want to thank Gwyvern and MesoTroniK, both of whom have been instrumental in completing this mod. Without Gwyvern's art skills this update would not have happened, and MesoTroniK's endless support has helped me keep at it through the years.

Without further ado:

Roider Union v1.0
(https://i.imgur.com/FPvM8iS.png)
Download in the OP


Both a culture and a profession, most roiders (roaming asteroid miners) live as nomads, travelling the Sector in their ships to find mining sites. When many of them allied with their more sedentary kin to fight a massive surge of piracy, no one expected it to last. Since then, the Roider Union has become the face of all roiders in the public eye and a minor power in its own right.


Features:
- Join the Roider Union, an alliance of asteroid miners
- Retrofits! Convert your junk civilian ships into warships
- Find refuge in the far reaches at independent roider stations



(https://i.imgur.com/TkEVKjn.png)

Changelog:
New Features:
 - The Roider Union is now a full-fledged faction
 - All new art by Gwyvern
 - Added Commissioned Crews compatibility
 - Added full Nexerelin compatibility, including random mode
 
 - Added four star systems:
   - Atka (main Roider Union system by Tyle star system)
   - Attu
   - Kiska Nebula
   - Ounalashka
 
 - Added new fighters:
   - Breaker drone
   - Duster heavy interceptor
   - Dragline support fighter
   - Hopskip Mk.II bomber
   - Rocksaw heavy assault fighter
 
 - Added new ships:
   - Dram (R) class tanker
   - Nolasher-class frigate
   - Pepperbox-class frigate
   - Roach-class heavy frigate
   - Aurochs-class destroyer
   - Buffalo (R) class freighter
   - Cowboy-class light carrier
   - Firestorm-class destroyer
   - Onager-class destroyer
   - Phaeton (R) class tanker
   - Colossus Mk.II (R) class modified freighter
   - Gambit-class light cruiser
   - Ranch-class carrier
   - Telamon-class battleship
 
 - Added new weapons:
   - Blasting Laser
   - Hazard MRM
   - Sharpshooter
   - Spike Driver
   - Pile Driver
   
 - Added special blueprint item for Roider conversions
   - Can be bought at Union HQs
 - Added Massive Impact Deflection/Avoidance System (MIDAS) hullmod
   - A number after MIDAS indicates # of armor modules
 - Added Fighter Clamps hullmod - gives ship one or more wings of non-replaceable fighters
 - Added Roider Union encounter and market music
 - Added Midway mission
 - Added bar event to help find independent roider fringe markets
 - Other minor additions
 
 Changes:
 - Commission is now with Roider Union instead of independents
 - New sprites for existing ships, fighters, and weapons
   - Zap SRM
   - Bolt interceptor
   - Cyclops-class frigate
   - Bombard-class destroyer
 - Improved retrofitting
   - Now accessed from the bar
   - UI improved
   - Retrofits are now instant
 - Buffed Zap SRM's EMP damage from 50 to 200
 - Buffed Bolt's speed from 400 to 500
 - Nerfed Bolt's engagement range from 4000 to 3000
 - Nerfed how much stuff independent fringe markets have
 - Made Roider Dives and Union HQ buildable
   - Union HQ requires buying the blueprint from an existing Union HQ
 - Improved Easy Prey and Eye of the Storm missions
 - Changed fleet names to clarify the faction of roider miner and patrol fleets
 - Reduced how many mining fleets spawn from Roider Dives.
 - Probably other stuff I've forgotten
 
 Bugs:
 - Fixed
[close]

EDIT: v1.0.1 fixes a crash when Tiandong Heavy Industries is enabled.
Title: Re: [0.9.1a] Roider Union 1.0
Post by: kamykrak on October 04, 2020, 12:13:37 PM
congrats and thank you for the 1.0 relese  :)
Title: Re: [0.9.1a] Roider Union 1.0
Post by: Jaghaimo on October 04, 2020, 12:40:10 PM
Yes!

/me abandons current playthrough, installs Roider Union, and starts a new game...

Thanks!
Title: Re: [0.9.1a] Roider Union 1.0
Post by: Yubbin on October 04, 2020, 12:47:20 PM
so I'm guessing no save compatibility? also good job on the 1.0 release!
Title: Re: [0.9.1a] Roider Union 1.0
Post by: Stealth16 on October 04, 2020, 01:55:58 PM
Hello! I've been using Roiders for every one of my playthroughs in the last year or so. Very happy to see it's now where you want it to be!

I'll edit this post with any questions I have after I try it out later tonight/later this week. I will say I'm already excited for the possibility of building Roider dives to my colonies instead of having to console them in or steal them from the Hegemony.

Are the Roider Dives affected in any way, positively or negatively, by your standing with the Roider Union?
Title: Re: [0.9.1a] Roider Union 1.0
Post by: SafariJohn on October 04, 2020, 02:22:12 PM
so I'm guessing no save compatibility?

Yeah, not save compatible.

Are the Roider Dives affected in any way, positively or negatively, by your standing with the Roider Union?

Nope! Not all roiders belong to the Union, so any faction can have Roider Dives, even pirates.

EDIT: And welcome to the forums!
Title: Re: [0.9.1a] Roider Union 1.0
Post by: BigBeans on October 04, 2020, 02:40:05 PM
This update turned Roider Union from a neat addition to a great and must have addition in my opinion. Stellar work!
Title: Re: [0.9.1a] Roider Union 1.0
Post by: Dragar on October 04, 2020, 02:58:46 PM
Found the first bug. If you go to the CEO in the bar and try to pay the fee for retrofitting you get this error: Fatal: Ship hull spec [roider_tarsus] not found! and the game CTDs
Title: Re: [0.9.1a] Roider Union 1.0
Post by: connortron7 on October 04, 2020, 03:01:09 PM
Oh very nicely done! Ill be sure to update for next playthrough!
Title: Re: [0.9.1a] Roider Union 1.0.1
Post by: SafariJohn on October 04, 2020, 03:39:44 PM
Found the first bug. If you go to the CEO in the bar and try to pay the fee for retrofitting you get this error: Fatal: Ship hull spec [roider_tarsus] not found! and the game CTDs

The general problem is on my end. I will release a patch later today with a fix.

Okay, fix is released and save compatible. Redownload from the OP or the 1.0 post.
Title: Re: [0.9.1a] Roider Union 1.0.1
Post by: Yubbin on October 04, 2020, 06:03:34 PM
so I'm guessing no save compatibility?
Yeah, not save compatible.

I added 1.0 to my current save, and nothing blew up yet, but I guess I shouldn't be surprised if I get a crash.
Title: Re: [0.9.1a] Roider Union 1.0.1
Post by: Unnamed_Shadow on October 04, 2020, 06:04:40 PM
i love the fact they are a faction now.

I wonder now, considering they are a faction. Will they build Roider Bases, similar to how Pirates and Luddic Path build Bases.

I would love to see the Roider Bases in Unexplored Space.

Also would love to see them cooperating with Independents similar to how other factions offer Mercenary Fleets.
Title: Re: [0.9.1a] Roider Union 1.0.2
Post by: SafariJohn on October 04, 2020, 06:56:19 PM
Roider Union v1.0.2
(https://i.imgur.com/FPvM8iS.png)
Download in the OP

Save compatible update. Fixed the Mudskipper variants crash bug.

Version 1.0.2
 New Features:
 - Whitelisted ships and Roider Union faction for Industrial.Evolution mechanics
 
 Changes:
 - Reduced crew requirements for Fighter Clamps:
   - destroyers from 20 to 10 crew
   - cruisers from 40 to 30 crew
   - capital ships from 100 to 70 crew
 
 Bug Fixes:
 - Fixed crash from broken Mudskipper variant
 - Fixed nulls in Fighter Clamps description


Version 1.0.1
 Bug Fixes:
 - Fixed crash when loading invalid retrofits from retrofits.csv
Title: Re: [0.9.1a] Roider Union 1.0.2
Post by: Kartoffel on October 04, 2020, 07:58:39 PM
It's nice to see this mod greatly expand from its original premise leading to the expansion of a whole subgroup from originally being independent miner/mercenaries.

Keep up the good work!
Title: Re: [0.9.1a] Roider Union 1.0.2
Post by: Spess Mahren on October 05, 2020, 02:26:35 AM
I was looking through the roider ships and got a CTD because the roider_mudskipper_Carrier variant file had the lightmg on W001 when the mud skipper hull has that weapon slot labeled W003.
Title: Re: [0.9.1a] Roider Union 1.0.2
Post by: SafariJohn on October 05, 2020, 03:49:11 AM
It's nice to see this mod greatly expand from its original premise leading to the expansion of a whole subgroup from originally being independent miner/mercenaries.

Interestingly, the Roider Union predates Starsector's first release by over a year. The premise has always been a full faction; v0.8 was an anomaly.

I was looking through the roider ships and got a CTD because the roider_mudskipper_Carrier variant file had the lightmg on W001 when the mud skipper hull has that weapon slot labeled W003.

Already fixed in v1.0.2, please update.
Title: Re: [0.9.1a] Roider Union 1.0.4
Post by: SafariJohn on October 07, 2020, 08:23:21 PM
Roider Union v1.0.4
(https://i.imgur.com/FPvM8iS.png)
Download in the OP

Save compatible update. Minor fixes. Blocked the Extreme Modifications + Fighter Clamps exploit.

Version 1.0.4
 Bug Fixes:
 - Actually for real fixed the Mudskipper variant this time
 

Version 1.0.3
 Bug Fixes:
 - Added kinetic damage reduction to MIDAS Armor hullmod
 - Added Telamon variants to autofit
 - Added UI tags for MIDAS hullmod
 - Added speed and maneuverability descriptions to Zap SRM and Hazard MRM
 - Blocked MIDAS on ships with MIDAS-X built in
 - Blocked Extreme Modifications + Fighter Clamps exploit
Title: Re: [0.9.1a] Roider Union 1.0.4
Post by: Dragar on October 10, 2020, 02:49:01 PM
If the Telamon is the roider capship made from an atlas then the autofit varients aren't showing up.
Title: Re: [0.9.1a] Roider Union 1.0.4
Post by: Aldazar on October 10, 2020, 02:55:15 PM
Can Midas be used on other ships?
Title: Re: [0.9.1a] Roider Union 1.0.4
Post by: SafariJohn on October 10, 2020, 06:58:17 PM
If the Telamon is the roider capship made from an atlas then the autofit varients aren't showing up.

Make sure you have v1.0.4. The variants won't appear unless you start a new game because the default autofits are only loaded during sector gen.


Can Midas be used on other ships?

Yup, if you find and learn the modspec.
Title: Re: [0.9.1a] Roider Union 1.0.4
Post by: Farya on October 10, 2020, 10:33:37 PM
Seems like MIDAS does not really work with all the ships. I tried attaching it on one of DME ships and it didn't worked even though I had enough spare OP left and mod was shown as avalible.
Title: Re: [0.9.1a] Roider Union 1.0.4
Post by: Aldazar on October 11, 2020, 05:12:51 AM
Yeah it seems it doesn't work with alot of mod ships. BRD and mayorate comes into mind on my current fleet including great house ships.
Title: Re: [0.9.1a] Roider Union 1.0.6
Post by: SafariJohn on October 16, 2020, 06:57:20 PM
Roider Union v1.0.6
(https://i.imgur.com/FPvM8iS.png)
Download in the OP

Save compatible update. Nexerelin alliances now properly supported. Duster reworked into a heavy fighter.

Version 1.0.6
 New Features:
 - Added extra transponder warning to certain Roider Union patrols
 
 Changes:
 - Duster is now a heavy fighter with a Light Machine Gun
 
 Bug Fixes:
 - MIDAS Armor's description now mentions it reduces kinetic damage
 - Fixed Union HQ submarket refreshing too often
 - Added Nexerelin alliance support to Union HQ submarket and retrofitting
 - Retrofitting now mentions that it restores hulls to pristine condition
 - Fixed bugs with spawning Rockpiper Perch station in Nexerelin random mode:
   - Station shows market stuff instead of an empty dialog
   - Midline star fortress gets replaced instead of spawning separately
 - Fixed a crash when starting a new Nexerelin random mode game
 
 
Version 1.0.5
 Bug Fixes:
 - MIDAS no longer instantly removes itself
Title: Re: [0.9.1a] Roider Union 1.0.6
Post by: Spess Mahren on October 18, 2020, 09:49:51 AM
I just came across a system with a ghost roider station that seemed to be spawning fleets, they would mine and unload at a empty patch of space. Lack of intel suggests the base has been gone long enough that the fleets should have despawned by the time I showed up.
Title: Re: [0.9.1a] Roider Union 1.0.6
Post by: mora on October 18, 2020, 10:16:33 AM
Currently retrofitting ships into roider versions requires reputation, commission and credits as well as the base ship. However just buying a ship has mostly the same requirements and doesn't need a base ship which makes retrofitting quite pointless(unless you want like an entire fleet of gambits or something). How about removing/lowering rep and/or commission requirements when retrofitting?
Title: Re: [0.9.1a] Roider Union 1.0.6
Post by: SafariJohn on October 18, 2020, 10:46:47 AM
I just came across a system with a ghost roider station that seemed to be spawning fleets, they would mine and unload at a empty patch of space. Lack of intel suggests the base has been gone long enough that the fleets should have despawned by the time I showed up.

Thanks for the report. I'm not sure what exactly is causing that, but added some checks that will hopefully get rid of it in the next release.


Currently retrofitting ships into roider versions requires reputation, commission and credits as well as the base ship. However just buying a ship has mostly the same requirements and doesn't need a base ship which makes retrofitting quite pointless(unless you want like an entire fleet of gambits or something). How about removing/lowering rep and/or commission requirements when retrofitting?

Retrofitting is cheaper than buying the same ship with tariffs, so long as you didn't pay for the base ship. It's also generally more lenient on how much reputation you need and whether you need to be commissioned.

Sometimes it is better to retrofit, sometimes it is better to buy.
Title: Re: [0.9.1a] Roider Union 1.0.6
Post by: mora on October 18, 2020, 12:56:40 PM
Retrofitting is cheaper than buying the same ship with tariffs, so long as you didn't pay for the base ship. It's also generally more lenient on how much reputation you need and whether you need to be commissioned.
Ah sorry, I forgot that nexerelin lowers tariffs. As you said when tariffs are at default values, you get about a 10% discount when retrofitting, however with nexerelin installed, there is only like a 1% difference in credits with the Atlas conversion. So maybe further lower costs when nexerelin is installed? Or better yet change retrofit costs based on tariffs?

Also... can we get a roider variant colossus Mk3? please?
Title: Re: [0.9.1a] Roider Union 1.0.7
Post by: SafariJohn on October 22, 2020, 04:02:37 PM
Roider Union v1.0.7
(https://i.imgur.com/FPvM8iS.png)
Download in the OP

Save compatible update. Matched certain upcoming vanilla changes in preparation for Discord tournament 11.

Version 1.0.7
 New Features
 - Retrofits adjust costs based on Nexerelin's 18% tariffs
 
 Changes:
 - MIDAS now reduces EMP damage instead of kinetic damage
 - Tried to make MIDAS Armor correctly transfer hull and armor improvements
 - Matching upcoming vanilla changes:
   - Dragline's roaming range is now 0
   - Rocksaw's chaingun nerfed from 90 damage to 75 damage
 
 Bug Fixes:
 - Extra transponder warning from certain Roider patrols now works
 - Fixed crash bug when sometimes starting a Nexerelin random mode game
 - Fixed typos in a couple dialogs
 - Hopefully fixed some zombie fringe fleet spawning
 - Fixed incorrectly blocked retrofit access payment
Title: Re: [0.9.1a] Roider Union 1.0.7
Post by: Arcagnello on October 22, 2020, 04:50:00 PM
I was just going to say how disgustingly effective the Rocksaw was when I read the mod changes you just posted. Good one!

That said, bringing in a full Rocksaw carrier more or less equals to bolstering your fleet with infinitely respawning Overridden Rock Hounds with an Assault Chaingun and the result shows.

I've actually had one of my Slugworth junker carriers (20FP, 3 LPCs, boosts fighter damage, from HMI ) sporting three of those actually deal over 1000% damage on the battle results screen. Meaning it dealt 10 times it's own massive amounts of hull points in damage to the enemy across the battle.

I get it's slow, has no shield and is worth 16OP but it probably has both the best burst and damage potential across all, non carpet bombing LPCs, maybe even including the Immortal Assault Corvette that requires a whopping 26OP to install.

Having two fighters in the wing is fine, so is their HP and armor since they're heavy fighters, but I think reducing their engagement range and maybe even having them retreat to the mother ship (once their limited assault Chaingun ammo is expended) once in a while would rein them back into sanity.

You could probably buff their speed and nerf their handling to both incentivize aggressive carrier usage (less time to go back and reload the Chaingun if the carrier is close to the enemy) and make it less of a delete-everything-it-looks-at-wrong and more of a heavy fighter/bomber hybrid that's the good against enemy ships but that needs help vs enemy fighters.


Edit:made more sense of what I wrote. I also forgot to say I am loving your mod and I'm having a blast fighting against the Roider Union for the control of the sector as HMI :)
Title: Re: [0.9.1a] Roider Union 1.0.7
Post by: SafariJohn on October 22, 2020, 06:26:45 PM
I have thought about making them bomber-like, but I suspect they would either be mediocre or even stronger than now. Reducing their roam range is a good idea, but any changes will have to wait until after the tournament.
Title: Re: [0.9.1a] Roider Union 1.0.7
Post by: Arcagnello on October 22, 2020, 08:06:27 PM
I have thought about making them bomber-like, but I suspect they would either be mediocre or even stronger than now. Reducing their roam range is a good idea, but any changes will have to wait until after the tournament.

Word. It's about time I also watched some tournaments to see what people think is the most OP thing in the known sane modiverse and try to win with it.

I'd say the Rocksaw is ok unless you start seeing Condors spamming them with their damage boost :P

Edit: how do you think having them do bomber runs instead of never having them go back to the mother ship would make them stronger? Assuming you buff their speed from the 120ish  to something like 135 but also only give them two Chaingun clips (one for the way in and one for their way out) they would become some of the best ways to deliver heavy damage to a moving target (also become better at chasing small ships) but would lose the staying power and maybe also some handling to not just maul thru swarms of enemy fighters.

The problem as far as I am concerned is not a Rocksaw carrier nuking relatively slow frigades to kingdom come, the problem is a 20ish FP carrier using Rocksaws soloing the lower range of both vanilla and mod  35-35FP ships by itself.
Title: Re: [0.9.1a] Roider Union 1.0.7
Post by: SafariJohn on October 22, 2020, 09:14:17 PM
My point with the bomber runs is there is probably no middle ground between too strong and not strong enough. Either they'd work really well or they would not be worth using over more conventional bombers.

I don't think its damage is quite as good as you think it is. A wing deals 3k at 75 damage/shot over 3 seconds, whereas a Dagger wing deals 3k at 1k damage/shot instantly. Now it also reloads faster and has a Vulcan, but it has to sit there getting shot at to make use of that DPM.
Title: Re: [0.9.1a] Roider Union 1.0.7
Post by: Arcagnello on October 23, 2020, 03:23:25 AM
My point with the bomber runs is there is probably no middle ground between too strong and not strong enough. Either they'd work really well or they would not be worth using over more conventional bombers.

I don't think its damage is quite as good as you think it is. A wing deals 3k at 75 damage/shot over 3 seconds, whereas a Dagger wing deals 3k at 1k damage/shot instantly. Now it also reloads faster and has a Vulcan, but it has to sit there getting shot at to make use of that DPM.

I'm going to be a little bit of a devil's advocate here and make a bold statement:
Comparing the Rocksaw to one of the best missile bombers is really unfair, for the Dagger.

I sincerely am under the opinion that the best damage type in the whole Starsector is not HE, Energy, Kinetic, EMP or Frag but the unavoidable one. You can be ready for a Dagger Carrier that uses ammunition wich can be shot down but there is literally no way you can magically stop a Rocksaw going "Haha, Rotaries go brr!"  Unless you heavily and I mean heavily invest in hyper long range PD defence like PDAI lasers or in the case of ballistic mounts (staying vanilla) Railguns and Devastator cannon.

The Dagger might even be at a disadvantage compared to the Rocksaw even under heavy fire, it might have a shield but it's not really the best one among fighters and it won't be able to either retreat or shoot it's missile once it inevitably get overloaded, while the Rocksaw has very impressive health AND armor to only ever be really dealt quickly by flaks, Devastators or lasers.

Not only that. The Dagger purely exists to damage enemy ships and is unable of doing anything else. It does not even carry a machinegun to defend itself, while the Rocksaw can and will delete any fighter it can get it's bearing on. I've noticed that very fast/high burst damage interceptors (like the thunder to stay vanilla) can be able to paralyze it long enough for other assets to shoot them down, but it takes less than half a second for the Rocksaw to light anything under that category of fighter craft on fire, and it's the inverse situation  for heavier fighter types where things like the Broadsword might have better combined HP but they just can't put a dent into the armor, while the Rocksaw tears them a new one with HE and shreds them with frag damage.

Lastly, there's also the matter of how you support/synergize both Rocksaw and Dagger.

The Dagger works best with carriers either preventing it to get shot down or making it cycle thru bombing runs faster (Astral) and works best when combined with things traveling along with it dealing heavy shield damage (Xyphos). The Rocksaw, as it is now, does not really require other fighter types of there's enough of them flying to the same target. It provides such a constant threat to enemy ships unable to handle its damage potential I adopted the smallest carrier you can fit a Squall (or otherwise kinetic weapons) into like the Slugworth from HMI with its 3 hangars, composite large mount and ballistic large mount.

I actually said (in my previous post) the Rocksaw could have it's maximum number of Chaingun bursts (before returning to the carrier) reduced to two but that would obviously be too little. Maybe four or five max just to make sure it does not immediately run out of ammo by shooting enemy fighters as it nears its intended target?

I will admit I have not yet tried combining the Rocksaw with things possibly synergizing with it well (thinking about the Broadsword with it's machineguns, high HP and flares) but I will try testing the craft in the simulation nonetheless, although my current guy already has the fleet wide carrier skills I will leave the extra OP from the other skill unused to make it as fair as I currently can.
 
Title: Re: [0.9.1a] Roider Union 1.0.7
Post by: SafariJohn on October 23, 2020, 04:10:28 AM
Yes, Rocksaw is too strong atm. I acknowledged that it needs nerfs.


You can't do multiple clips, unfortunately. It is either one clip or infinitely reloading clips.

Flak and beam PD are not good anti-fighter weapons. I use things like LAG, Heavy Mortar, IR Pulse Lasers, and Phase Lances. Or Tachyon Lances, Plasma Cannons and Devastators if I really want to delete them.
Title: Re: [0.9.1a] Roider Union 1.0.7
Post by: Arcagnello on October 23, 2020, 05:30:25 AM
Yes, Rocksaw is too strong atm. I acknowledged that it needs nerfs.
Also bear in mind that the experience I have with it is mostly with carriers boosting their already absurd damage, chararcher skills and a carrier officer, so I'm obviously partisan when it comes to its effetiveness, not to mention I still have the barely outdated Roider Union version with its damage still at 100.

You can't do multiple clips, unfortunately. It is either one clip or infinitely reloading clips.
Ah, that's a bummer. I guess the one good left option is to give it one moderately sizeable clip and having it go back to reload it  :-\

Flak and beam PD are not good anti-fighter weapons. I use things like LAG, Heavy Mortar, IR Pulse Lasers, and Phase Lances. Or Tachyon Lances, Plasma Cannons and Devastators if I really want to delete them.
Flak+machineguns is decent against missiles and unshielded fighters as far as my exrperience curbstomping the Stormhawk republic is concerned.
PD lasers are that trusty but underwhelming options for ships with energy mounts and needing the energy elsewhere, really.

 If it wasn't for a few units able to spam LR PD lasers (wich are basically a more flux effieicnt tac laser with built in PD capabilities) I would even warrant both normal and LR variant deserve some love from devs.No, the real laser point defence is tac lasers/medium lasers with PDAI and advanced turret gyros, provided the ship has the flux to handle it and fights the enemy at a long enough range to use them for their pros.


Anyway, I've done three very crude tests of the Rocksaw with my Slugworth carrier, one variant maxed out with officer, 100% CR and full OP spent, another "Standard" with no officer, 85% CR (got the skills for that too sadly) and without the extra OP from skills. This is with the chaingun still doing 100 damage. I'm using both my slughworths since one has 100% CR and the other one is at 85%. There's a large Missile Mount from the COPs wich is essentially a downgraded, infinite ammo squall and 4 (3 smalls, 1 medium) Sseth drone launchers wich are essentially 2500 range suicide drones wich explode creating a cone of pellets (kinetic damage on small mounts, HE damage for the medium mount)
Maxed Out Version
Spoiler
(https://i.imgur.com/6bztEKv.png)
[close]
Standard version
(http://[spoiler]https://i.imgur.com/aixbLKU.png[/spoiler])

Maxed Out VS Hellbore/Sabot Dominator
Spoiler
(https://i.imgur.com/jYQyYLY.png)
[close]
Deleted it almost before it even finishes Burn Driving into the carrier.

Maxed Out VS Talon/Annihilator Legion
Spoiler
(https://i.imgur.com/F4T3vxK.png)
[close]
Deleted shortly after it gets into the range to fire the rockets at the carrier

Maxed Out VS Sabot/Atropos Aurora
Spoiler
(https://i.imgur.com/u6HBxgE.png)
[close]
Deleted before even firing the second missile

Maxed Out VS Gauss/LRPD&Flak Conquest
Spoiler
(https://i.imgur.com/dPIfUie.png)
[close]
gets a few shots on the carrier before..well..exploding

Maxed Out VS Gauss/Annihilator Onslaught
Spoiler
(https://i.imgur.com/NsRsYxx.png)
[close]
Gets into range with all weapons but is eaten alive from the backside shortly after

Maxed Out Vs Doom
Spoiler
(https://i.imgur.com/kCOucu5.png)
[close]
Can't even phase back out before being bursted down

Standard VS Hellbore/Sabot Dominator
Spoiler
(https://i.imgur.com/HzNJSIe.png)
[close]
Dominator lasts longer but can't even get into range just like before

Standard VS Talon/Annihilator Legion
Spoiler
(https://i.imgur.com/8TbjPK5.png)
[close]
The Legion actually manages to get in range but it's already completely stripped of back armor at the point and explodes shortly after

Standard VS Gauss/Annihilator Onslaught
Spoiler
(https://i.imgur.com/nAHlGKE.png)
[close]
For some reason this one did not even get as far as the Legion and exploded by the time it burn drived forward the second time


Is the problem exacerbated by the fact none of these ships don't even use dual flaks, have most of their small mounts stripped/undergraded and have no PDAI? Of course, altough I don't think any, even modded LPCs come even close to this level of pinpoint, unavoidable and devastating damage aside from some incredibly expensive options (Immortal & BattleAxe Assault Corvettes, 26 and 22 FP respectively)


I've got to do some IRL stuff now and will test the standard version against Conquest/Aurora when I get back too. Probably will also test everything again after I update roider union, but that's going to happen later in the day.


Title: Re: [0.9.1a] Roider Union 1.0.7
Post by: SafariJohn on October 23, 2020, 06:07:03 PM
You are pitting a strong mod carrier using strong mod weapons and strong (pre-nerf!) mod fighters against the unoptimized, no-officer vanilla sim variants. Of course it obliterates them. You can't do proper testing of a mod's content while mixing mods and pitting officer vs. no officer.

The Rocksaw will be nerfed. Later. Please please stop filling the thread with rants about it. :(
Title: Re: [0.9.1a] Roider Union 1.0.7
Post by: Arcagnello on October 24, 2020, 03:35:45 PM
You are pitting a strong mod carrier using strong mod weapons and strong (pre-nerf!) mod fighters against the unoptimized, no-officer vanilla sim variants. Of course it obliterates them. You can't do proper testing of a mod's content while mixing mods and pitting officer vs. no officer.

The Rocksaw will be nerfed. Later. Please please stop filling the thread with rants about it. :(

Aye!

Bug: Breaker and Bolt LPCs do not self destruct when the carrier retreats, leading to me having to personally clean them up to end the battle.

I don't know if it's also a carrier related problem but they were on the Ranch!


Edit: Remembered the name of that small interpector spamming the even smaller missiles. It's quite cute I must say UwU

Title: Re: [0.9.1a] Roider Union 1.0.7
Post by: mora on October 24, 2020, 04:19:54 PM
The roider patrols out in the wild generated by hidden roider markets will keep scanning you for contraband if you choose the "open comm link" option instead of some random greeting text.
This was after I was asked to turn on the transponder.
Title: Re: [0.9.1a] Roider Union 1.0.7
Post by: SafariJohn on October 24, 2020, 06:54:02 PM
Bug: Breaker and Bolt LPCs do not self destruct when the carrier retreats, leading to me having to personally clean them up to end the battle.

I don't know if it's also a carrier related problem but they were on the Ranch!

It seems to be a bug with vanilla's Reserve Deployment. I think I replicated it on a Drover by using the system when I had lost fighters, then retreating before the bonus fighters returned - the wing remained on the field attacking things.


The roider patrols out in the wild generated by hidden roider markets will keep scanning you for contraband if you choose the "open comm link" option instead of some random greeting text.
This was after I was asked to turn on the transponder.

Confused me for a bit, but I found the problem - needed to unset a variable. Also found some lurking newlines and got rid of them.
Title: Re: [0.9.1a] Roider Union 1.0.7
Post by: Unnamed_Shadow on October 24, 2020, 10:57:07 PM
This is a question regarding those same patrol scans.

Considering how the Roider Union works, and since even some Pirate Markets start with Roider Dives.

Shouldn't the Roiders basically be a Free Port Faction?

Technically they are Space Miners, and the main good needed by the Miners in Starsector are Drugs.

I feel it would make things easier as well as make more sense if they have no illegal goods other than AI Cores and maybe Organs (since that goes probably a bit more extreme than Drugs)
Title: Re: [0.9.1a] Roider Union 1.0.7
Post by: Arcagnello on October 25, 2020, 05:04:25 AM
Bug: Breaker and Bolt LPCs do not self destruct when the carrier retreats, leading to me having to personally clean them up to end the battle.

I don't know if it's also a carrier related problem but they were on the Ranch!

It seems to be a bug with vanilla's Reserve Deployment. I think I replicated it on a Drover by using the system when I had lost fighters, then retreating before the bonus fighters returned - the wing remained on the field attacking things.

I've just had it happen against other factions now. The leftover fighter wings just sit around in the spot where the carrier with Reserve Deployment retreated at. I actually never had it happen before, but I guess it's because It's been a while since I fought carrier centric enemies. I'll ask if it gets fixed in the 0.9.5 thread!
Title: Re: [0.65.2a] Roider Union 0.5.1 Alpha
Post by: Szasz on October 25, 2020, 05:46:41 AM
Impossible = Buffalo Mk. 2 vs Onslaught

You know what? I think that's doable.
Title: Re: [0.9.1a] Roider Union 1.0.7
Post by: SafariJohn on October 25, 2020, 08:15:41 AM
This is a question regarding those same patrol scans.

Considering how the Roider Union works, and since even some Pirate Markets start with Roider Dives.

Shouldn't the Roiders basically be a Free Port Faction?

Technically they are Space Miners, and the main good needed by the Miners in Starsector are Drugs.

I feel it would make things easier as well as make more sense if they have no illegal goods other than AI Cores and maybe Organs (since that goes probably a bit more extreme than Drugs)

The Roider Union is a little more lawful than the generic independents faction, so no drugs and no free ports. Not every roider belongs to the Roider Union, that's what Dives represent and why they appear all over the place.


I'll ask if it gets fixed in the 0.9.5 thread!

Thanks!


Impossible = Buffalo Mk. 2 vs Onslaught

You know what? I think that's doable.

The quote in the spoiler was of Gothars doing just that. Sadly the image links are dead.
Title: Re: [0.9.1a] Roider Union 1.0.7
Post by: Mr_8000 on October 25, 2020, 12:15:29 PM
I've built roider dives on one of my colonies, they seem to stock way more goods than they should. The colony is size 3.
Spoiler
(https://i.imgur.com/wehprKo.png)
[close]
On one hand, this is a great upgrade to the waystation, on the other, I don't think it's intended.
Title: Re: [0.9.1a] Roider Union 1.0.7
Post by: SafariJohn on October 25, 2020, 03:30:06 PM
I've built roider dives on one of my colonies, they seem to stock way more goods than they should. The colony is size 3.
Spoiler
(https://i.imgur.com/wehprKo.png)
[close]
On one hand, this is a great upgrade to the waystation, on the other, I don't think it's intended.

The problem is that the Roider Union submarket is available at all. Once you upgrade to a Union HQ the resource availability will become normal. Covering all the different add/remove submarket cases is a pain :'(
Title: Re: [0.9.1a] Roider Union 1.0.7
Post by: Szasz on October 25, 2020, 06:08:22 PM
Impossible = Buffalo Mk. 2 vs Onslaught

You know what? I think that's doable.

The quote in the spoiler was of Gothars doing just that. Sadly the image links are dead.

Aww. Wish I could've seen that.
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: SafariJohn on November 01, 2020, 12:13:22 PM
Roider Union v1.0.9
(https://i.imgur.com/FPvM8iS.png)
Download in the OP

NOT SAVE COMPATIBLE with v1.0.8! Should be compatible with saves from v1.0.7.

Version 1.0.9
 Bug Fixes
 - Undid a silly save-breaking change.


Version 1.0.8
 Changes
 - Reduced price of Union HQ industry blueprint. Existing blueprints will still be high value.
 - Reduced cost of converting Buffalo (A) and (R) to Aurochs.

 Bug Fixes
 - Fixed transponder check repeating when comms are reopened.
 - Retrofit tariff price adjustment is more accurate.
 - Fixed crash when upgrading to Union HQ.
 - Recoded Roider Dives and Union HQ. Should be less buggy.
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: Unnamed_Shadow on November 04, 2020, 03:50:30 PM
One change i feel you could add could be similar to the GMDA Patrol Building that was added.

I know that if you don't have a Military Base, the Roider HQ will generate fleets.

But it would be cool that even with a Military Base the Roider HQ generated Roider Fleets. Would truly showcase that the building you have is more of a 3rd party faction working with you rather.
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: SafariJohn on November 04, 2020, 04:18:39 PM
Unfortunately it can't be done without spawning more patrols than a Military Base normally would. I will look into getting roider patrols to spawn when the Mil Base is disrupted, though.

Note that the Roider Union is, lore-wise, not necessarily involved with the Union HQ patrols. They are organized by local roiders, who may or may not be Union members.
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: Arcagnello on November 06, 2020, 07:40:25 PM
Dropping by to express my newfround love for both the Spike and Like Drivers. I have long searched for a kinetic ounterlart of both Heavy Mortar and Hellbore cannon and these two chonky bois of yours nearly fill that range/damage per shot gap between assault range and long range kinetic firepower with great damage per shot.

I've been especially employing the Spike driver as its amazing flux to damage ratio makes for a great weapon not only on medium range combatants but on overridden ships too!

Now, I would love for a low cost kinetic sibling of the Light mortar if you think that'd be a good idea to introduce. Just give it the same pros and cons of it's two bigger brothers and with 500 range and something like 3 OP and great flux to damage ratios. Overridden ships with lots of small kinetics and combat shuttles would love using it!
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: Szasz on November 07, 2020, 06:10:34 AM
Now, I would love for a low cost kinetic sibling of the Light mortar if you think that'd be a good idea to introduce. Just give it the same pros and cons of it's two bigger brothers and with 500 range and something like 3 OP and great flux to damage ratios. Overridden ships with lots of small kinetics and combat shuttles would love using it!

Contender cannon from Ship And Weapon Pack. It's exactly what you described. If you can't settle with it's low rate of fire, you can always tweak it in the weapon.csv file to your liking.
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: Cimbri on November 16, 2020, 09:27:19 AM
So how exactly are mining prospects calculated? What does it take for a Roider Dive to activate?
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: SafariJohn on November 16, 2020, 05:20:36 PM
Dives need ore, rare ore, organics, or volatiles deposits on an unclaimed planet in the same system. A Union HQ can reach systems up to 6 light years away (Dives can technically reach 1 light year away, but systems don't spawn that close together). If a resource is available, it is supplied at a base level + the best available modifier. Ore and organics are base 1, while rare ore and volatiles are base -1.

EDIT: Sorry, got my wires crossed with something else; the base values are 1 and -1, not 3 and 1.
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: Farya on November 17, 2020, 03:52:57 AM
Could you, please, add support for Unknown Skies new planetary conditions? Parasitic Spores in particular are supposed to completely negate demand for drugs on planet at the cost of reduced production of all industries. Roider Dives are currently not affected by them.
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: SafariJohn on November 17, 2020, 05:34:24 PM
I will look into it.
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: Farya on November 20, 2020, 02:25:13 AM
BTW will you add any new ships in the future updates? Might be interesting to see Apogee refitted by roiders to be more economical or maybe as some kind of designated salvage vessel. Some cruiser with salvage gantry might be fitting for roiders. And maybe some unique hull mod that gives fleetwide boost for crew recovered in combat from your and enemy ships alike.

UPD: Some kind of combat tug might also be a useful addition. Maybe one refit of Buffalo or Gemini/Tarsus turned into destroyer sized tug-tanker vessel?
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: mora on November 21, 2020, 06:09:55 PM
It seems that the option for asking where a roider base is disappears from the bar menu even if you don't choose it.
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: SafariJohn on November 21, 2020, 06:15:15 PM
UPD: Some kind of combat tug might also be a useful addition. Maybe one refit of Buffalo or Gemini/Tarsus turned into destroyer sized tug-tanker vessel?

A combat tug is an interesting idea.

It seems that the option for asking where a roider base is disappears from the bar menu even if you don't choose it.

It is supposed to appear at a certain number of random markets, but, dimly remembering my code, it sounds like it is randomly relocating instead.
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: Farya on November 24, 2020, 09:11:29 AM
I suspect there is something broken with Roider HQ player could build. I didn't get it in the list after learning the blueprint. And I also got stable crashes when trying to load save made shortly after learning the blueprint.
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: SafariJohn on November 24, 2020, 05:26:33 PM
Union HQ is an upgrade to Roider Dives; you can't build it directly.

Please post the last bit of your starsector.log that shows the crash and a few lines before it. Make sure you are running v1.0.9, too; there is a crash bug related to Union HQs in older versions.
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: SafariJohn on December 02, 2020, 09:32:25 AM
If you are getting the above crash, you can fix your save by going to saves/[character_name]/campaign.xml and finding some lines that look something like this:
Code
<knownIndustries z="1373">
<st>roider_union_hq</st>
<null></null>
</knownIndustries>

Just delete the "<null></null>" line and save the file.

EDIT: The crash is caused by giving yourself a corrupt version of the Union HQ blueprint through console commands. When you use "AddSpecial roider_industry_bp" you MUST specify "roider_union_hq" as the data!
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: Szasz on December 10, 2020, 07:24:11 AM
It seems that regular variants are missing from the custom built Union HQ retrofitting dialogues and a lot of vanilla hulls are missing in general. I know how to fix these but future versions of the mod would revert my changes.
Since most functions are locked behind commission or reputation, this mod hardly offers anything for those who do not plan to be friends with them even if you manage to build your own Union HQ, because retrofitting checks for standing anyway, not to mention the limited options outside Korovin are just meh.
Otherwise being able to retrofit barely combat worthy hulls from the beginning for an affordable price is a fantastic experience and provides very smooth progression. I really enjoy this mod but it makes me pass up every roider hostile faction.
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: SafariJohn on December 10, 2020, 08:06:57 AM
It seems that regular variants are missing from the custom built Union HQ retrofitting dialogues and a lot of vanilla hulls are missing in general.

Roiders only offer ship conversions that they themselves use. What ships are missing that you expected to see?
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: Szasz on December 10, 2020, 10:54:17 AM
It seems that regular variants are missing from the custom built Union HQ retrofitting dialogues and a lot of vanilla hulls are missing in general.

Roiders only offer ship conversions that they themselves use. What ships are missing that you expected to see?
Korovin is missing Church and some Luddic variants like the Phaeton. Other markets the base Colossus and Mudskipper.
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: SafariJohn on December 10, 2020, 12:14:02 PM
The Roider Union does not convert ships to other factions' variants. Why would they? That doesn't make any sense.

If you want to make retrofitters for those factions that do those conversions, you should make your own mod that adds that. You are welcome to copy the Roiders' code for it.
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: Szasz on December 11, 2020, 07:18:48 AM
The Roider Union does not convert ships to other factions' variants. Why would they? That doesn't make any sense.
If you want to make retrofitters for those factions that do those conversions, you should make your own mod that adds that. You are welcome to copy the Roiders' code for it.
I didn't say they should. What they do is converting some vanilla luddic variants to their own, but not all. What they also can't do is converting the base Colussus at roider_light but they can convert the luddic version which absolutely makes no sense.
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: SafariJohn on December 11, 2020, 06:02:52 PM
Ah! I apologize. I misunderstood you.

The only vanilla Pather ships/skins are:
Kite
Brawler
Buffalo (sprited, but not implemented)
Cerberus
Colossus 2
Lasher
Hound
Gremlin
Prometheus

Out of those, only the Colossus 2 can be converted. All the other Pather ships are added by mods which haven't added support for Roider conversions. Same with Church ships.

You can convert the Pather Colossus 2 to the Roider Colossus 2 without Heavy Industry because they are nearly identical. The base Colossus has to have its decks collapsed and a bunch of turrets and the Hammer Barrage installed - hard to do without a proper shipyard.
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: Szasz on December 12, 2020, 08:37:47 AM
Ah! I apologize. I misunderstood you.

The only vanilla Pather ships/skins are:
Kite
Brawler
Buffalo (sprited, but not implemented)
Cerberus
Colossus 2
Lasher
Hound
Gremlin
Prometheus

Out of those, only the Colossus 2 can be converted. All the other Pather ships are added by mods which haven't added support for Roider conversions. Same with Church ships.

You can convert the Pather Colossus 2 to the Roider Colossus 2 without Heavy Industry because they are nearly identical. The base Colossus has to have its decks collapsed and a bunch of turrets and the Hammer Barrage installed - hard to do without a proper shipyard.

No biggie. Well I did not assume that this behaviour is intended and I can only make assumptions based on mod files. Is there a manual somewhere for Union HQ mechanics? Having heavy industry on the same market changes things? How does commodity production work?
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: SafariJohn on December 12, 2020, 04:48:32 PM
I am working on improving the tooltips for the Roider Dives and Union HQ.

Roider Dives spawns mining fleets and supplies ore, rare ore, organics, and volatiles.

Dives need ore, rare ore, organics, or volatiles deposits on an unclaimed planet in the same system. A Union HQ can reach systems up to 6 light years away (Dives can technically reach 1 light year away, but systems don't spawn that close together). If a resource is available, it is supplied at a base level + the best available modifier. Ore and organics are base 1, while rare ore and volatiles are base -1.

Union HQ also spawns patrol fleets, adds a submarket, and adds retrofitting. A partial conversion set is offered at all Union HQs, and the full set is available where there is also a Heavy Industry/Orbital Works. The patrol fleets don't stack with Patrol HQ/Mil Base/High Command.
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: Szasz on December 12, 2020, 06:45:55 PM
I am working on improving the tooltips for the Roider Dives and Union HQ.

Roider Dives spawns mining fleets and supplies ore, rare ore, organics, and volatiles.

Dives need ore, rare ore, organics, or volatiles deposits on an unclaimed planet in the same system. A Union HQ can reach systems up to 6 light years away (Dives can technically reach 1 light year away, but systems don't spawn that close together). If a resource is available, it is supplied at a base level + the best available modifier. Ore and organics are base 1, while rare ore and volatiles are base -1.

Union HQ also spawns patrol fleets, adds a submarket, and adds retrofitting. A partial conversion set is offered at all Union HQs, and the full set is available where there is also a Heavy Industry/Orbital Works. The patrol fleets don't stack with Patrol HQ/Mil Base/High Command.
Wow, I had no idea Heavy Industry augments Union HQ and gives the player full access to retrofitting on owned markets and its not exclusive to Korovin.
Thanks, it's much clearer now.
Do (enemy/ally/own) dives/HQs reduce each others effectiveness if more are built within range?

The patrol fleets don't stack with Patrol HQ/Mil Base/High Command.
Roider patrols associated with my faction continue to spawn in a system where I spammed Patrol HQs on 10+ markets so I'm a bit confused.
They do not, however in systems with military base(s). As far as I know military bases stack so if Union HQ patrols don't scale somehow I guess the player will have to rely on military bases after some point, right?
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: SafariJohn on December 12, 2020, 07:36:45 PM
Do (enemy/ally/own) dives/HQs reduce each others effectiveness if more are built within range?

Nope. They can't harvest resources off of non-neutral planets, but that is it.

Roider patrols associated with my faction continue to spawn in a system where I spammed Patrol HQs on 10+ markets so I'm a bit confused.
They do not, however in systems with military base(s). As far as I know military bases stack so if Union HQ patrols don't scale somehow I guess the player will have to rely on military bases after some point, right?

Each Union HQ in a system gives you 6 fleets. Each Patrol HQ gives you 2 fleets. A Union HQ and a Patrol HQ on the same colony gives you 6 fleets, because they don't stack. Military Bases and High Commands can give you more than 6 fleets, so they outperform Union HQs. Roider patrols can still spawn sometimes, though.
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: Szasz on December 13, 2020, 03:14:40 AM
Do (enemy/ally/own) dives/HQs reduce each others effectiveness if more are built within range?

Nope. They can't harvest resources off of non-neutral planets, but that is it.

Roider patrols associated with my faction continue to spawn in a system where I spammed Patrol HQs on 10+ markets so I'm a bit confused.
They do not, however in systems with military base(s). As far as I know military bases stack so if Union HQ patrols don't scale somehow I guess the player will have to rely on military bases after some point, right?

Each Union HQ in a system gives you 6 fleets. Each Patrol HQ gives you 2 fleets. A Union HQ and a Patrol HQ on the same colony gives you 6 fleets, because they don't stack. Military Bases and High Commands can give you more than 6 fleets, so they outperform Union HQs. Roider patrols can still spawn sometimes, though.
What's the deal with Roider Dives? How do they interact with Patrol HQs?
And thanks for explaining :)
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: SafariJohn on December 13, 2020, 07:17:58 AM
Dives are where lowercase-R roiders gather. Not all roiders are Roiders - members of the Roider Union - which is why you see pirate roiders.

Dives don't spawn patrols, so they don't interact with Patrol HQs, etc.
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: Szasz on December 15, 2020, 10:48:52 AM
Dives are where lowercase-R roiders gather. Not all roiders are Roiders - members of the Roider Union - which is why you see pirate roiders.

Yeah, I remember the glitchy nightmare when I befriended the pirates in a Vayra's Sector playthrough.


Union HQ production feels underwhelming. A size 5 market with moderate rare ore produces 4 transplutonic ores using an administrator blessed with Industrial Planning.
Union HQ produces only 3 utilizing a +3 bonus via Ultrarich rare ores. Also what's up with the -1 modifier? (see pic)
(https://i.ibb.co/CJZTPw4/meh-Union-HQ-production.png) (https://ibb.co/f85PDXZ)
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: SafariJohn on December 15, 2020, 07:50:39 PM
Union HQ resource supply is the exact same as Roider Dives because Union HQ does a bunch of other stuff. It doesn't scale with colony size because Roider Dives doesn't take up an industry slot and is likely to have the best modifiers on four resources, none of which have to be on the planet.

As it says, the -1 is the base size. You need at least +2 from an admin and/or resources to get any supply.
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: onewhosaysgoose on December 21, 2020, 10:13:14 AM
Could you implement the conversion mechanic for all the pirate conversions flying around? It would be really cool to drag an atlas home, sell its cargo, and pay to get it rebuild into the Atlas Mk2.

It would probably be much more involved to get it working for any of the other mods' hackjob conversions, but the system you currently have is pretty fun.
Title: Re: [0.9.1a] Roider Union 1.0.9
Post by: SafariJohn on December 21, 2020, 06:34:03 PM
It would not be hard to do. However, it is outside the scope of this mod. If you want to make that mod, though, feel free to use the Roider retrofit code.
Title: Re: [0.9.1a] Roider Union 1.1.0
Post by: SafariJohn on December 23, 2020, 08:23:26 PM
Roider Union v1.1.0
(https://i.imgur.com/FPvM8iS.png)
Download in the OP

Post-tournament balance update! New hullmod transfer system for armor modules! Save compatible.

Known bug: Gunnery Implants skill interacts weirdly with Spike Driver and Pile Driver's non-zero minimum shot spread.

Version 1.1.0
 New Features
 - Added automatic hullmod transfer from parent hull to armor modules
 - Added support for Unknown Skies' parasitic spores condition
 - Added Atlas Mk.2 to Telamon conversion
 - Added MIDAS to fighters
 
 Changes
 - Roider Dives and Union HQs can harvest from same-faction planets
 - Union HQs spawn more/less patrols depending on colony size
 - Raised Roider Neutral/Friendly Encounter music's volume slightly
 - Nerfed Spike Driver
   - Increased flux per shot from 220 to 240
   - Increased minimum spread from 0 to 5
 - Buffed Pile Driver
   - Projectiles now pierce missiles
   - Reduced flux per shot from 650 to 600
   - Nerfed minimum spread; increased from 0 to 5 to match Spike Driver thematically
 - Pile Driver shots now pierce missiles
 - Buffed Sharpshooter's rate of fire by 20%
 - Increased Bolt-class interceptor's wing size from 3 to 4
 - Tweaked Hopskip Mk.2 bomber and Hazard MRM's visuals
 - Buffed Dragline-class support fighter
   - Mini Sharpshooter turrets can rotate 360 degrees
   - Annihilator Pod can fire continuously
 - Nerfed Rocksaw-class heavy assault fighter
   - Reduced roam range from 4000 to 3000
   - Reduced chaingun's burst size from 40 to 20
   - Nerfed chaingun's DPS by 10%
 - Buffed Breaker drone's speed from 180 to 200
 - Buffed Duster's sustained kinetic DPS by 40%
 - Reduced Roach-class heavy frigate's DP from 8 to 6 to make it more useful late-game
   - Gave it High Maintenance to compensate early-game
 - Buffed Aurochs-class destroyer
   - Increased flux capacity from 4000 to 4500
   - Improved shield efficiency from 1.0 to 0.7
 - Buffed Cowboy-class light carrier
   - Changed rear turrets from BALLISTIC to COMPOSITE
   - Increased flux dissipation from 100 to 150
   - Increased maneuverability
 - Buffed Onager-class destroyer
   - Increased main hull's armor from 600 to 650
   - Increased armor module's armor from 800 to 950
 - Buffed Firestorm-class destroyer
   - Reduced forward turret coverage to improve AI performance
   - Increased main hull armor from 500 to 600
   - Increased armor module armor from 750 to 800
   - Increased flux capacity from 5000 to 6000
   - Increased flux dissipation from 200 to 250
   - Increased OP from 40 to 60
   - Increased speed from 50 to 65
 - Buffed Gambit's maneuverability
 - Buffed Ranch-class carrier
   - Increased armor module's size to cover entire front
   - Increased armor module's hull from 700 to 1000
   - Added 2 new small ballistic turrets at the front
   - Increased OP from 90 to 100
   - Increased flux capacity from 4500 to 5000
   - Increased maneuverability
   - Nerfed supply/DP cost; increased from 20 to 22
 - Rebalanced Telamon as fast battleship
   - Buffed speed from 25 to 35
   - Nerfed armor from 1300 to 1250
   - Buffed front module's hull from 2000 to 2500
   - New hullmod transfer system removed armor modules' unintended super-durability
 
 Bug Fixes
 - Buffalo Mk.2 to Aurochs conversion now requires commission
 - Made giving yourself Union HQ BP through Console Commands safe
   - Was possible to malform the command and get a save-corrupting BP
   - Save-fix here: https://fractalsoftworks.com/forum/index.php?topic=9547.msg303345#msg303345
 - Fixed bug causing bar rumors for fringe bases to disappear if not viewed immediately
Title: Re: [0.9.1a] Roider Union 1.1.0
Post by: Yubbin on December 23, 2020, 08:29:16 PM
Looks great, I'll definitely play a roider run next time.
Title: Re: [0.9.1a] Roider Union 1.1.0
Post by: Farya on December 28, 2020, 09:38:50 PM
Is it intended that Collossus (R) could only be converted from pather conversion but not a stock or pirate variant?
Would also be good to have new pather ships from Luddic Enhancement included into list of ships that could be converted into roider variants.
Also what about some new modular hullmod that is a nerfed version of salvage gantry? Or they could have mining drones/shuttles that give you this hullmod - boosts amount of fuel recovered and gives additional fleetwide boost for recovered crew.
UPD: That's actually an idea for some cool logistic vessel which gives fleetwide bonus to repair/crew recovery out of combat. I think that fits nature of roiders perfectly.
Title: Re: [0.9.1a] Roider Union 1.1.0
Post by: SafariJohn on December 29, 2020, 08:22:52 PM
Is it intended that Collossus (R) could only be converted from pather conversion but not a stock or pirate variant?

The standard Colossus can be converted to the Roider Colossus at a Union HQ with Heavy Industry, such as at Korovin in the Atka system.
Title: Re: [0.9.1a] Roider Union 1.1.0
Post by: Farya on December 29, 2020, 09:16:26 PM
Quote
The standard Colossus can be converted to the Roider Colossus at a Union HQ with Heavy Industry, such as at Korovin in the Atka system.
But that was exactly where I was converting my ships IIRC, I even sold them corrupted nanoforge. Only pather variant was shown as allowed base hull for conversion.
Title: Re: [0.9.1a] Roider Union 1.1.0
Post by: Helldiver on January 06, 2021, 06:48:40 PM
Love the ship designs and how well the faction fits into the lore. Feels like a natural subfaction for the Independents.
Title: Re: [0.9.1a] Roider Union 1.1.0
Post by: Farya on January 07, 2021, 01:28:54 AM
Roider HQ works good now. Though it's sad how greately it is tied to commission to operate at full capacity. And if they are at war with you even independent roiders would avoid you - making industry completely useless. Shouldn't pirate roiders visit you instead in such case if you are at good relations with pirates? And considering that you are leasing an industry slot for RU to have their HQ wouldn't it make sense for them not to demand a commission there? Maybe their shipyard would simply sell less/less quality ships made by independent roiders when you lack one. I think it would make sense to add a check for Independent and Pirate relations for non-union roiders contribution. And reduce default resource collection as result, boosting it when at good relations with more then one of these factions.
Title: Re: [0.9.1a] Roider Union 1.1.0
Post by: SafariJohn on January 07, 2021, 06:33:02 AM
I hear you that it's not very interesting to be hostile with the Roider Union. There are a lot of reasons to be friends with them and negative incentives to be enemies. While Union HQ will stay as-is because, like credits, good relations are part of its price, I have plans that will make it worthwhile to cross the Roiders.


Love the ship designs and how well the faction fits into the lore. Feels like a natural subfaction for the Independents.

Glad to hear that!
Title: Re: [0.9.1a] Roider Union 1.1.0
Post by: Golde on January 30, 2021, 08:39:40 PM
y does the piledriver exist. literarily the worst thing to put on your ship and the worst thing to be up against. It's even the worst map in blr.
Title: Re: [0.9.1a] Roider Union 1.1.0
Post by: imperialus on February 26, 2021, 06:54:55 PM
Hey, just figured I'd toss this in here since it seems relevant. I've started recording a Lets Play where I do a Roider start.  Going for a scrappy low-tech space miner vibe.

https://youtube.com/playlist?list=PLHpPhPNbuNsFZ4huoJoghlYQ_804gDUS1
Title: Re: [0.9.1a] Roider Union 1.1.0
Post by: SafariJohn on February 26, 2021, 07:29:35 PM
Hey, just figured I'd toss this in here since it seems relevant. I've started recording a Lets Play where I do a Roider start.  Going for a scrappy low-tech space miner vibe.

https://youtube.com/playlist?list=PLHpPhPNbuNsFZ4huoJoghlYQ_804gDUS1

It's great to see people playing Roiders. Saw you pass over Fighter Clamps a couple times - don't miss out on early-game fighter spam!
Title: Re: [0.9.1a] Roider Union 1.1.0
Post by: imperialus on February 26, 2021, 09:04:32 PM
Yeah, I've been trying to figure out how to get them to work off camera.  It's tough to balance the OP on the small ships though. It's actually one of the reasons I wanted to play Roiders. I don't normally play carriers so I'm excited to try a different playstyle than I'm used to. Especially since most the Roider ships seem to be more along the lines of combat carriers, which will be a nice contrast from either drover and/or astral spam you normally see with carrier fleets.
Title: Re: [0.9.1a] Roider Union 1.1.0
Post by: Sundivingdownloader on March 05, 2021, 10:08:18 PM
I think that (at least with Nexerelin) fighter clamps prevents the attached fighters from mining.  They don't show up on the list of mining ships (or at least their values aren't calculated).  It could be said to be balanced badly if they could mine efficiently (maybe if possible put a -50% mining modifier because they mine slower??).  It would be good to have that fact show up on the tool tip though.  Just built an early game fleet of miners that now have no mining ability.

edit:  Confirmed, I did the math and checked with multiple fighters that are listed on the "what ships/fighters can mine" list.
Title: Re: [0.9.1a] Roider Union 1.1.0
Post by: SafariJohn on March 06, 2021, 07:02:04 PM
It seems to work for me - the wing's mining strength is included as part of the ship's strength. I checked with Converted Hangar and Fighter Clamps, with Mining Drones and Breaker Drones, and with fighters and without.
Title: Re: [0.9.1a] Roider Union 1.1.0
Post by: Farya on March 07, 2021, 11:18:57 PM
Could you, please, add support for that one from Unknown Skies as well? It should negate the drug demand on colony but does not currently does so for Roider Dives/HQ
(https://media.discordapp.net/attachments/187635036525166592/818382189241696286/Hypnotoad.png)
Title: Re: [0.9.1a] Roider Union 1.1.0
Post by: SafariJohn on March 08, 2021, 06:59:52 PM
Huh, not sure how I missed that.
Title: Re: [0.9.1a] Roider Union 1.1.0
Post by: Sundivingdownloader on March 10, 2021, 08:25:11 PM
It seems to work for me - the wing's mining strength is included as part of the ship's strength. I checked with Converted Hangar and Fighter Clamps, with Mining Drones and Breaker Drones, and with fighters and without.

Odd.  I'll do more testing and let you know if it's still going wrong.  That game did somehow break (it stopped saving 90% of the time) so maybe that was it. 

Thanks.
Title: Re: [0.9.1a] Roider Union 1.1.0
Post by: Farya on March 11, 2021, 08:52:49 AM
What about some built-in or modular roider hullmod that gives your marines some heavy duty tools to contribute in surveying or salvage operations? This way having some around would always be a good idea.
Title: Re: [0.9.1a] Roider Union 1.1.0
Post by: SafariJohn on March 11, 2021, 12:25:26 PM
IIRC vanilla will have special survey/salvage events in the next version that will require marines, so I won't need to do anything to encourage carrying them.
Title: Re: [0.9.1a] Roider Union 1.1.0
Post by: Sundivingdownloader on March 12, 2021, 07:11:37 PM
I think my issues with mining fighters must have either been a broken save, a weird conflict, or to do with the fact that so many of the names on the nexerelin list are now slightly changed.  Pods, wings, drones, auxiliaries....  This playthrough works, although I did disable a lot of things.

I quite enjoy having fighter clamps as a default mod, available to every race at the start - immersion-wise it's great.
Title: Re: [0.95a] Roider Union 1.2.0
Post by: SafariJohn on April 01, 2021, 11:18:03 AM
Roider Union v1.2.0
(https://i.imgur.com/FPvM8iS.png)
Download in the OP

Basic update to 0.95a plus some bug fixes!

Version 1.2.0
 New Features
 - Updated to 0.95a!
 - Spike Driver and Pile Driver no longer spawn exhaust on certain partially covered mod-ship weapon slots
 - Added new projectile sprites for Spike Driver and Pile Driver
 - Fighter Clamps hullmod straight-up blocks bombers now

 Bug Fixes
 - Pirates can now learn retrofit templates added mid-save
 - Roider Union stuff should no longer spawn when faction is disabled in Nexerelin random mode
 - Faction relations are now set properly when Nexerelin is disabled
 - Added autofit variants for Gambit-class light cruiser
 - Blocked Fighter Clamps on Ship & Weapon Pack Arcade ships - was causing a crash for some reason
 - Added support for Unknown Skies' Psychosomatic Fungus condition
 - Independent roider base bar rumors should no longer chain-spawn
Title: Re: [0.95a] Roider Union 1.2.0
Post by: Psyentific on April 01, 2021, 11:34:27 AM
HA HA! YES! TIME FOR FIGHTER CLAMPS!
Title: Re: [0.95a] Roider Union 1.2.0
Post by: Helldiver on April 01, 2021, 12:37:46 PM
One more check on the must have mods list!
Title: Re: [0.95a] Roider Union 1.2.0
Post by: Dazs on April 01, 2021, 12:59:50 PM
Woo my favorite faction is back! Now if we could only get a mini-mod version of mining while we wait for Nex.
Title: Re: [0.95a] Roider Union 1.2.0
Post by: BigBeans on April 02, 2021, 05:33:16 AM
A little suggestion but Pirate Roider Gangs should have their transponders turned off as right now they spawn and immediately get jumped by lawful ships cause they're so visible with their transponders turned on.
Title: Re: [0.95a] Roider Union 1.2.0
Post by: SafariJohn on April 02, 2021, 02:26:13 PM
heh, yeah. I saw that last night and made a note to fix it.
Title: Re: [0.95a] Roider Union 1.2.1
Post by: SafariJohn on April 05, 2021, 07:46:24 PM
Roider Union v1.2.1
(https://i.imgur.com/FPvM8iS.png)
Download in the OP

Fixed some crashes, the retrofit option appears in bars again, and pirate roiders no longer blaze around transponder-on!

Version 1.2.1
 Bug Fixes
 - Fixed crash caused by referencing a removed skill
 - Fixed crashes caused by Nexerelin renaming classes
 - Retrofit bar event should always appear again
 - Pirate roider fleets now go around transponder-off
Title: Re: [0.95a] Roider Union 1.2.1b
Post by: SafariJohn on April 06, 2021, 05:06:23 PM
Hotfix is up! Fixed the crash when you decline to pay the retrofit fee.
Title: Re: [0.95a] Roider Union 1.2.1b
Post by: furl on April 08, 2021, 03:10:07 PM
Hello! Reporting a crash when starting a new game (0.95-RC12). Had to disable the mod for now.

Code
199256 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with Tri-Tachyon for a rep change (0.0, 0.0)
199323 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: pirates
199413 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
199458 [Thread-7] INFO  sound.O  - Cleaning up music with id [miscallenous_main_menu.ogg]
199743 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getInnerRadius(BaseThemeGenerator.java:1204)
at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getLocations(BaseThemeGenerator.java:785)
at scripts.campaign.fleets.Roider_MinerManager.pickLocation(Roider_MinerManager.java:195)
at scripts.campaign.fleets.Roider_MinerManager.advance(Roider_MinerManager.java:128)
at scripts.campaign.econ.Roider_Dives.advance(Roider_Dives.java:103)
at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(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)
199861 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
199862 [Thread-9] INFO  sound.null  - Playing music with id [miscallenous_main_menu.ogg]
Title: Re: [0.95a] Roider Union 1.2.1b
Post by: SafariJohn on April 09, 2021, 03:19:36 AM
This is a vanilla crash - there are several mods that can trigger it and vanilla probably can too.

https://fractalsoftworks.com/forum/index.php?topic=20334.0
Title: Re: [0.95a] Roider Union 1.2.1b
Post by: Lolman345 on April 11, 2021, 10:09:23 AM
So it seems like with the new Nexerelin update the pirate base spawning is somehow conflicting with Nexerelin. Appears only when you try to start a new non randomized Nexerelin game, if I start a new Nexerelin save without it then add back in the mod it runs fine.

Code
140631 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Tri-Tachyon as 0.0
140634 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
140662 [Thread-7] INFO  sound.O  - Cleaning up music with id [miscallenous_main_menu.ogg]
140833 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: exerelin/utilities/ExerelinConfig
java.lang.NoClassDefFoundError: exerelin/utilities/ExerelinConfig
at scripts.campaign.retrofit.Roider_UnionHQRetrofitManager.getRetrofits(Roider_UnionHQRetrofitManager.java:128)
at scripts.campaign.retrofit.blueprints.Roider_PiratesLearnBPsScript.getSources(Roider_PiratesLearnBPsScript.java:87)
at scripts.campaign.retrofit.blueprints.Roider_PiratesLearnBPsScript.<init>(Roider_PiratesLearnBPsScript.java:25)
at scripts.Roider_ModPlugin.onNewGameAfterEconomyLoad(Roider_ModPlugin.java:72)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(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)
Caused by: java.lang.ClassNotFoundException: exerelin.utilities.ExerelinConfig
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 19 more
141159 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
141159 [Thread-10] INFO  sound.null  - Playing music with id [miscallenous_main_menu.ogg]
Title: Re: [0.95a] Roider Union 1.2.1b
Post by: hickok on April 11, 2021, 11:23:52 AM
Reporting an obscure inconsistency. The Heavy Armor hullmod was buffed in 0.95 to give more armor but the Armor modules for Roider ships still inherit an old version of the Heavy Armor hullmod.
Title: Re: [0.95a] Roider Union 1.2.1b
Post by: SafariJohn on April 11, 2021, 11:40:49 AM
So it seems like with the new Nexerelin update the pirate base spawning is somehow conflicting with Nexerelin. Appears only when you try to start a new non randomized Nexerelin game, if I start a new Nexerelin save without it then add back in the mod it runs fine.

You are using an old Roider Union version. Please update.


Reporting an obscure inconsistency. The Heavy Armor hullmod was buffed in 0.95 to give more armor but the Armor modules for Roider ships still inherit an old version of the Heavy Armor hullmod.

Yes, thank you. It slipped by me until after the last patch. I was too busy assuming it used HeavyArmor's values directly :P
Title: Re: [0.95a] Roider Union 1.2.1b
Post by: Lolman345 on April 11, 2021, 12:47:25 PM
So it seems like with the new Nexerelin update the pirate base spawning is somehow conflicting with Nexerelin. Appears only when you try to start a new non randomized Nexerelin game, if I start a new Nexerelin save without it then add back in the mod it runs fine.

You are using an old Roider Union version. Please update.


Yep, did not notice there was a quick update and that fixed the issues. Thank you.
Title: Re: [0.95a] Roider Union 1.2.1b
Post by: erikem on April 11, 2021, 01:12:51 PM
Running Roider 1.2.1b and still have issues when starting new randomized sector with Nexelerin:
Spoiler
1245149 [Thread-3] INFO  exerelin.campaign.StartSetupPostTimePass  - Running start setup post time pass
1245158 [Thread-7] INFO  sound.O  - Cleaning up music with id [022.ogg]
1245325 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getInnerRa dius(BaseThemeGenerator.java:1204)
   at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getLocatio ns(BaseThemeGenerator.java:785)
   at scripts.campaign.fleets.Roider_MinerManager.pickLocation(Roider_MinerManager.java:195)
   at scripts.campaign.fleets.Roider_MinerManager.advance(Roider_MinerManager.java:128)
   at scripts.campaign.econ.Roider_Dives.advance(Roider_Dives.java:103)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at scripts.world.Roider_Gen.replaceIndustry(Roider_Gen.java:368)
   at scripts.world.Roider_Gen.addNexRandomRockpiper(Roider_Gen.java:341)
   at scripts.Roider_ModPlugin.onNewGameAfterTimePass(Roider_ModPlugin.java:92)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(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.O0oO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.new(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(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]
Title: Re: [0.95a] Roider Union 1.2.2
Post by: SafariJohn on April 11, 2021, 01:16:49 PM
Roider Union v1.2.2
(https://i.imgur.com/FPvM8iS.png)
Download in the OP

Patched the getInnerRadius() crash on new game. This will fix it for all mods and is compatible with other mods fixing it. Next vanilla version will have the fix natively. Also did a couple other things.

Version 1.2.2
 New Features
 - Added Colossus Mk.3 to Colossus Mk.2 (R) conversion

 Changes
 - Updated stats of armor module version of Heavy Armor to match 0.95a Heavy Armor

 Bug Fixes
 - Patched incorrectly configured vanilla star system causing multiple mods to crash
 - Fixed no random bar events appearing at markets with Union HQs
Title: Re: [0.95a] Roider Union 1.2.2
Post by: Jasticus on April 13, 2021, 08:18:23 PM
So honestly I didn't have the getInnerRadius() crash until I installed this latest version earlier today. Unlucky me? Or maybe because I'm using Adjusted Sector, or a faction conflict? I'm not using Nex yet, wanting to finish my current game before I use it.


Spoiler
996009 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with Tri-Tachyon for a rep change (479886.12, 4000.0)
996012 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Minor Weapons Cache, faction: Exalted
998065 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getInnerRa dius(BaseThemeGenerator.java:1204)
   at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getLocatio ns(BaseThemeGenerator.java:785)
   at scripts.campaign.fleets.Roider_MinerManager.pickLocation(Roider_MinerManager.java:195)
   at scripts.campaign.fleets.Roider_MinerManager.advance(Roider_MinerManager.java:128)
   at scripts.campaign.econ.Roider_Dives.advance(Roider_Dives.java:103)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.95a] Roider Union 1.2.2
Post by: SafariJohn on April 14, 2021, 04:07:49 AM
Did you start a new game? The fix only works on new games.
Title: Re: [0.95a] Roider Union 1.2.2
Post by: Jasticus on April 14, 2021, 11:03:13 AM
I honestly can't say with 100% certainty, so that may be the problem. I've started a lot of new games recently as I've added/adjusted mods.

Looks like it's time to start over again to check! Thanks for the reply.
Title: Re: [0.95a] Roider Union 1.2.2
Post by: RemnantAI on April 14, 2021, 12:00:55 PM
1.2.2 current version of Roider Union is working now with Nex. YAY

edit: Tried latest version
Title: Re: [0.95a] Roider Union 1.2.2
Post by: th3boodlebot on April 27, 2021, 05:42:32 PM
can anyone tell me if roider dives is from this mod and how to best uti8lize it
Title: Re: [0.95a] Roider Union 1.2.2
Post by: IonDragonX on April 27, 2021, 05:56:14 PM
can anyone tell me if roider dives is from this mod
Yes
Quote
and how to best uti8lize it
Dunno the 'best' way. They generate a Roider Miner fleet the same way that patrol stations do. If you are allied with the Roiders, this means you have a free allied fleet hanging around the system. They also increase demand for certain stuff that happens to be easy to get, so they are almost always buying your vendortrash.
Title: Re: [0.95a] Roider Union 1.2.2
Post by: SafariJohn on April 27, 2021, 06:08:43 PM
Roider Dives supplies resources from nearby planets and spawns mining fleets of the market's faction. They hang out at mining-related places and they don't build/capture objectives, so they aren't as useful as patrols. It doesn't require you to be friends with the Roider Union, unlike the Union HQ industry.

The main use is either the free fleets as mentioned or getting a little bit of resources that aren't on your planet.
Title: Re: [0.95a] Roider Union 1.2.2
Post by: Farya on April 27, 2021, 10:36:13 PM
Roider Dives are free little income early game + cheap militia that does not require you to have good blueprints.
Roider HQ is basically militia base + pre 0.95 Commerce. You get submarket to sell excess stuff at your remote colony, you can purchase roider ships or convert pirate trash into them here and you get larger militia gangs that draw from roider blueprints instead of your own. Very useful early game for roider allied player - your patrols are useful earlier, you can procure new ships for your exploration fleet and you get resources on top of it.
It also fits in mechanically and thematically with Commerce on the same planet - for peak ancap market with privatized military and service sectors.
Title: Re: [0.95a] Roider Union 1.2.2
Post by: robepriority on April 29, 2021, 06:36:25 AM
Do roider ships/retrofits interact with auxillary support at all?
Title: Re: [0.95a] Roider Union 1.2.2
Post by: SafariJohn on April 29, 2021, 09:18:39 AM
Some Roider ships have Militarized Subsystems built-in. That's it.
Title: Re: [0.95a] Roider Union 1.2.2
Post by: Gruzuk on April 30, 2021, 08:43:33 PM
I love the idea of retrofitting, but do any of you ever find it worth it? It seems not cost effective.

Every time I consider retrofitting, it just seems like its always cheaper to just sell my old ship and buy a ship from the roider shipdocks directly.

Example. I want to retrofit my pristine phaeton tanker to a roider version. Retrofitting costs me 40k. Where as I could sell the tanker for 10k, and buy a roider version for 40k in the shop. Saving me 10k overall.

Am I missing something here? Cool ships btw.
Title: Re: [0.95a] Roider Union 1.2.2
Post by: TheDboys on April 30, 2021, 10:53:43 PM
I love the idea of retrofitting, but do any of you ever find it worth it? It seems not cost effective.

Every time I consider retrofitting, it just seems like its always cheaper to just sell my old ship and buy a ship from the roider shipdocks directly.

Example. I want to retrofit my pristine phaeton tanker to a roider version. Retrofitting costs me 40k. Where as I could sell the tanker for 10k, and buy a roider version for 40k in the shop. Saving me 10k overall.

Am I missing something here? Cool ships btw.

I guess it would be more of a RP choice unless the ships can keep s-mods during conversion (Haven't tried that yet so don't know if they do), or maybe if Starship legends mod mixed with this lets  the ship experience transfer to the Retrofit( Haven't tried that either so don't know if they do)
Title: Re: [0.95a] Roider Union 1.2.2
Post by: dk1332 on April 30, 2021, 11:26:43 PM
I guess it would be more of a RP choice unless the ships can keep s-mods during conversion (Haven't tried that yet so don't know if they do), or maybe if Starship legends mod mixed with this lets  the ship experience transfer to the Retrofit( Haven't tried that either so don't know if they do)

That doesn't sound possible, might try it out. To be fair, retrofitting seemed expensive than just get a new ship. "Seemed" since I haven't retrofitted anything other than turning a starter Tarsus into a Condor which was around 40k or something.
Title: Re: [0.95a] Roider Union 1.2.2
Post by: SafariJohn on May 01, 2021, 03:45:02 AM
Selling and buying pristine ships on the black market is more cost-effective.

If you have a d-mod ship, it is cheaper to convert it.
If only d-mod ships are available and you want pristine, it is cheaper to convert it.
If you compare open-market prices (since conversions include tariffs), it is cheaper to convert it.

Sometimes it is cheaper to convert, sometimes it is cheaper to buy and sell.
Title: Re: [0.95a] Roider Union 1.2.2
Post by: Farya on May 15, 2021, 01:00:19 AM
What about adding a roider version of Prometheus? It could be a fleshed out version of pather conversion just like with Colossus. Could be either a full makeshift carrier or a full dreadnaught full of ballistics. Or it might be a mobile base/refueling station - it would have a generous fuel and cargo capacity + Surveying Equipment or Salvage Gantry.
Title: Re: [0.95a] Roider Union 1.2.2
Post by: IonDragonX on May 15, 2021, 02:13:59 PM
What about adding a roider version of Prometheus? It could be a fleshed out version of pather conversion just like with Colossus. Could be either a full makeshift carrier or a full dreadnaught full of ballistics. Or it might be a mobile base/refueling station - it would have a generous fuel and cargo capacity + Surveying Equipment or Salvage Gantry.
Knowing Roiders, their Prometheus would have 50% of the Normal capacity (1500) but have a built-in refinery to "mine" Gas Giants directly into Fuel.
Title: Re: [0.95a] Roider Union 1.2.2
Post by: coolio on May 17, 2021, 02:25:33 PM
Are fighters in this OP?
Title: Re: [0.95a] Roider Union 1.2.2
Post by: Arcagnello on May 17, 2021, 03:39:43 PM
Are fighters in this OP?
I would not say so, no.

I've had a discussion with SafariJohn about the Rocksaw back in 0.91, which is a 2-unit assault fighter wing sporting a low rate of fire assault chaingun and two vulcans. It did seem rather overperforming back then but I've got to admit all roider union weapons and fighter/bomber LPCs feel very much okay right now, especially after some balance changes John did after a tournament, which included the rocksaw!
Quote
- Nerfed Rocksaw-class heavy assault fighter
   - Reduced roam range from 4000 to 3000
   - Reduced chaingun's burst size from 40 to 20
   - Nerfed chaingun's DPS by 10%

Roider union has some amazing fighter LPCs, that being a vital part of their doctrine, but they're not overbearing at all. I've played most of my third campaign as a pirate hostile to them and I've raided their convoys and colonies just the same, they did very much feel in line with Persean League/Hegemony but with a stronger fighter/bomber focus that can really punish isolated ships.

I personally also suggest you to install SafariJohn's other mod, which simply rebalances Pilums back into usefulness!

Addendum: Welcome to the Forum by the way! I hope we read and reply to eachother in the future :)
Title: Re: [0.95a] Roider Union 1.2.2
Post by: The Soldier on May 17, 2021, 05:08:08 PM
The Roiders definitely have a set of very useful fighters, my absolute favorite being the Dragline. For 15 OP, you get 2 infinite ammo Annihilator Rocket Pods with damn good suppressive effect for anything too slow or too occupied to escape, and 4 mini-Sharpshooters that provide a damn good PD screen as they've also got IPDAI built in. They're also very tanky in their own right, so they can take hits for you when you vent and not get shot down. Slap that on a Mora, along with a couple Rocksaws, and you've got a ridiculously good knife-fighting battle-Mora - if it can't escape the rockets, it can't escape the Mora.

Come to think of it, I'm surprised the Roiders never made their own version of the Mora - it's definitely right up their alley mechnically, functionally, and lore-wise. I can't imagine them not slapping some MIDAS armor modules on it to make it yet more tanky.
Title: Re: [0.95a] Roider Union 1.2.2
Post by: SafariJohn on May 17, 2021, 05:33:03 PM
Most of the Roider fighters are intentionally stronger than average. I think the Bolt is the only one over-performing right now - their EMP potential seems to be more than I intended, so they will be getting the nerf bat. People have been griping about Draglines lately, but IME they are not as reliable as Xyphos wings and they walk a fine line with being completely useless.

Come to think of it, I'm surprised the Roiders never made their own version of the Mora - it's definitely right up their alley mechnically, functionally, and lore-wise. I can't imagine them not slapping some MIDAS armor modules on it to make it yet more tanky.

Why reinvent the wheel? Just slap MIDAS on a Mora. Bam, Roider Mora. Same thing with Dominators and Enforcers.

The real-life reason there aren't more (R) skins is I don't want to bloat the mod with shallow designs. I do have some future conversion ideas for them, though.
Title: Re: [0.95a] Roider Union 1.2.2
Post by: IonDragonX on May 22, 2021, 08:22:50 AM
You know what would be fun? What if Roiders had a love/hate relationship with 'Asteroid Ships' from Asteroid Ship Pack by liam556 (https://fractalsoftworks.com/forum/index.php?topic=17871.0)? MIDAS systems could do ramming damage to them or something.
Title: Re: [0.95a] Roider Union 1.2.2
Post by: Arcagnello on May 22, 2021, 08:42:35 AM
You know what would be fun? What if Roiders had a love/hate relationship with 'Asteroid Ships' from Asteroid Ship Pack by liam556 (https://fractalsoftworks.com/forum/index.php?topic=17871.0)? MIDAS systems could do ramming damage to them or something.

"Let me mine that asteroid you knave!"

"Don't you dare touch it, that's my to-be battlecarrier!"

I could definetly see it :P
Title: Re: [0.95a] Roider Union 1.2.2
Post by: Satirical on May 31, 2021, 01:54:35 PM
what about super strong special rare roider mora for IBB which has damper field and a super big chunk of armor welded to the front lolol
Title: Re: [0.95a] Roider Union 1.2.2
Post by: Stormy Fairweather on June 13, 2021, 12:40:50 AM
so roider bases are permanent fixtures once they spawn?

ran into some in a nuetral system, and figured i'd clean it up for fun. mostly because they were harassing me about my transponder, and i aint gonna turn it on in deep space because of some flyboy. anyway, after having to go hostile to saturate the base (kinda a shame, wasnt looking to start an actual war), i noticed the base remained in orbit. just empty, uncolonizable even, and completely useless.

kinda seems to me that if you take out a random roider base it should be completely destroyed a la pirates/luddic path.
Title: Re: [0.95a] Roider Union 1.2.2
Post by: SafariJohn on June 13, 2021, 05:40:21 AM
Random roider bases are always independent and don't bother you about your transponder.
Title: Re: [0.95a] Roider Union 1.2.2
Post by: Stormy Fairweather on June 13, 2021, 07:35:33 AM
do they spawn extra bases that dont show on the sector map then? cause i found one that was unlisted and took it out, and it remained. and i only took it out cause the patrols were annoying me about my transponder.
Title: Re: [0.95a] Roider Union 1.2.2
Post by: SafariJohn on June 13, 2021, 09:54:52 AM
Yes. They never respawn.
Title: Re: [0.95a] Roider Union 1.2.2
Post by: Stormy Fairweather on June 13, 2021, 11:21:51 AM
huh, aight. i'd assumed colonys they started with would be marked on the sector map, at least after the system has been explored.