A new Nexerelin and SS+ update, AND a new faction mod, all released in one day?
A new Nexerelin and SS+ update, AND a new faction mod, all released in one day?
Crazy coincidence huh? :P
Nice mod!
I've just tried Burst flak cannon. It seems a bit too good for its 10 ordnance points. In most cases they perform not worse than double flak, and in addition to that they have a strong aoe impact effect. BTW, that impact is also too heavy: I made the flameout frigate fly to the other corner of the map using these flaks.
Also, "Punisher torpedo rack" should have more than 3 OP. Atropos rack of 2 has 6 OP with 2x2000 dmg. Punisher has 3x1200. Total damage is almost the same, but it is harder to destroy 3 missiles than 2. Given that atropos has guidance, I suggest 5 OP for Punisher.
Great work anyway!
It's not so much a matter of the Punisher being underpriced, it's a matter of Atropos being overpriced.
Really what the game needs imho, more low/midtech neutral/pirate factions, too much hightech special snowflake factions out. :)
Being able to convert vanilla ships is a cool feature, albeit a bit expensive. I'm guessing you're supposed to board and capture ships for the feature, and not buy vanilla ships yourself since you'll be paying effectively twice.
The Not-Gemini looks a bit goofy with its medium missile slot once you put something on it. It sticks out a bit too much. Would be better if the slot were closer to center of the ship, like it's for the original Gemini.
Also, does the Not-Enforcer ship system actually work, or am I just plain bad? I know it says 40% better flux dissipation but I never really notice it when used in combat, except the ship starts glowing red.
It looks like they have enough frigates and destroyers. 4 of each is a respectable number for a faction.
I want to suggest another ship: a dominator conversion.
Tiandong is about heavy ships, and a dominator is the definition of heavy.
A dominator with 3 large slots? Yes please!
A Tarsus modification with both cargo arms removed to fit two forward-locked hardpoints. Optionally, a Condor conversion that has one flight deck arm and one forward hardpoint.
Not-Buffalo IIHeh, give the buffalo 3 medium missiles, witness the monstruosity you created bring ruin and destruction to the sector, run for your life from every THI fleets ever ><
Are conversions of conversions a thing? Because you see these ships everywhere and it would be cool to have some use for them (even if it ends up being gimmicky hijinks).
SS+ gave us the Bull, which turned the B II into a giant mediocre gun.
THI could give us the Not-B II, as a (barely) mobile platform for lots and lots ofbeesmissiles.
Not-Buffalo II
Are conversions of conversions a thing? Because you see these ships everywhere and it would be cool to have some use for them (even if it ends up being gimmicky hijinks).
SS+ gave us the Bull, which turned the B II into a giant mediocre gun.
THI could give us the Not-B II, as a (barely) mobile platform for lots and lots ofbeesmissiles.
/ \
/ \
/ <O> \
/_______\
As far as I know there is no large kinetic missile in any of the mods I play.Because it can be exploited and is very hard to balance correctly (I will have one in Seeker, and it has a lot of limitations like extremely short range)
Is there any mod with a medium version of SS+'s Contender Cannon (by which I mean short-ranged powerful HE damage spike)? That might be something to do.Blackrock has it's Gale and Squall cannons which are pretty much this. (One is long range and the other short but I can't remember which way round they are.)
Or upscaled versions of mediocre mediums like Arbalest and Chaingun.Off topic here, but the Assault Chaingun is considered mediocre? What else do you suggest for a brawler-range explosive-damage ballistic weapon? (ex. for an Enforcer)
Or upscaled versions of mediocre mediums like Arbalest and Chaingun.Off topic here, but the Assault Chaingun is considered mediocre? What else do you suggest for a brawler-range explosive-damage ballistic weapon? (ex. for an Enforcer)
Off topic here, but the Assault Chaingun is considered mediocre? What else do you suggest for a brawler-range explosive-damage ballistic weapon? (ex. for an Enforcer)
I generally use heavy maulers if I use an HE medium slot. More commonly I have heavy needlers and either a large HE weapon or missiles. The assault chaingun is problematic because of its spread and tiny per hit damage; it's much better to let a weapon "cool" and fire a somewhat-accurate high-damage shot to the edge of the weapon's range than to fling lots of tiny ones all over space.^ this.
Found something that might need looking at....I actually saw this bug a few days ago as well - I'm 80% sure it wasn't at a Tiandong base, though. It also reoccurred after I loaded the game and tried docking at the same base again.
Docked at Macau in Magec and got this: http://i12.photobucket.com/albums/a224/Tifi78/iamerror_zpsbtpke127.png (http://i12.photobucket.com/albums/a224/Tifi78/iamerror_zpsbtpke127.png)
The superchill port music was playing, but no menu elements appeared and there was no response at all from the game and it had to be process killed from taskman.
Not seen this before.
Thinking on it, the Haephestus is really the large version of the AC so it's probably not worth the effort duplicating it unless someone can come up with a fun gimmick for it.
Keeping the not-AC to medium and giving it a short range and higher fire rate with quite a hard hit, but with a cooldown/reload period might be useful?
No Tri-Tachyon ships included?
By the way,What's the spelling of Tiandong in Chinese.....
A mod to the vanilla chaingun could be something to play with. Maybe give it an actually useful amount of hitting power but a shorter range and flaky accuracy?
Thinking on it, the Haephestus is really the large version of the AC so it's probably not worth the effort duplicating it unless someone can come up with a fun gimmick for it.
Keeping the not-AC to medium and giving it a short range and higher fire rate with quite a hard hit, but with a cooldown/reload period might be useful?
I like that. An alternative would be a very high fire rate when you start shooting that decreases over time due to overheating. A burst weapon.
They only retrofit Mastery and Core epoch designs.
I just noticed the Tarsus (R), what's that from?Roider Union I think?
I just noticed the Tarsus (R), what's that from?Roider Union I think?
THI mercenary fleets now escort other NPC fleets if it contains civilian ships and the faction is of neutral or better standing with themThat is so cool, both for immersion and gameplay!
QuoteTHI mercenary fleets now escort other NPC fleets if it contains civilian ships and the faction is of neutral or better standing with themThat is so cool, both for immersion and gameplay!
I think this is one of the best mods for Starsector, the faction is very lore friendly and the ships fit with the original art perfectly. Even the faction specialty of big turret mounts makes these very interesting to play as.
Yo! i have been having a whole lot of fun using this mod, i really like the design of the ships. wanted to say that the station Chaozhou in Arcadia is producing an absolutely ridiculous amount of supplies. so much, that for more than two cycles it was selling them for as low as 3 and as high as 11 credits each. which is insane, because other places were willing to buy them for as much as 600 each. Huh? why do i have so many credits? uhh... bounty hunting. i assure you. ;)
StarSchulz, could you please contribute to this thread?
http://fractalsoftworks.com/forum/index.php?topic=10282.0
It would help refine the economy of all the mods.
'cuz that's how the vanilla game works now.*sigh* :(
Do note that this update will break your save, so I recommend saving your save with Save Transfer (http://bit.ly/1Labyas).
P.S. Forgive me for the oversize images. This forum could not support Chinese characters...
Would like to see a Tian Dong Gryphon Missile Cruiser ::)
Would like to see a Tian Dong Gryphon Missile Cruiser ::)
Would like to see a Tian Dong Gryphon Missile Cruiser ::)
Heh, hehe, heh (http://i.imgur.com/neyQbZx.gif)
if it doesn't have a super-apsis as a fixed spinal weapon I will be disappointed.I approve of this message.
I also wanted to try Tiandong out in 0.7.2 and was bored last night, so I edited the code to account for the one method signature that was changed and made a JAR. Here's a link in case anyone wants it; no guarantees that there isn't some less obvious bug, I don't understand the mod like the author does. I hope you don't mind, Anexgohan.
Thank you, sorry it is taking a while but my free time for such things has been a bit limited as of late.
Random news from the future teaser. Do you like machine guns? Do you ever wish you had a bigger one?
https://gfycat.com/GiddyRemoteAlleycat
Hehe
Speaking of ill-advised modifications and large mounts... Does anyone else wonder what a Tiandong retrofitted Onslaught would be like?
update for 7.2 please?
Very Soonâ„¢That should answer your question. Just two posts above. :P
My F5 key is well trained from Skyrim. Dingjun looks so much more manly with the darker color and the engines being less curvy~Too bad for you, it's the other way around this time><
Too bad for you, it's the other way around this time><
You think you can candle curves? il show you curves... :-XSpoiler(http://o.aolcdn.com/dims-global/dims3/GLOB/legacy_thumbnail/750x422/quality/95/http://www.blogcdn.com/slideshows/images/slides/381/777/5/S3817775/slug/l/01-apollo-arrow-geneva-1.jpg)
Look at dem cuuuuuurvezzz <3
move along now... ::)[close]
hey guys im having an error! can anyone tell me what i can do to fix this?Same.
6493637 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.setJitter(Ljava/awt/Color;FIF)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.setJitter(Ljava/awt/Color;FIF)V
at data.shipsystems.scripts.tiandong_fluxOverrideStats.apply(tiandong_fluxOverrideStats.java:58)
at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
hey guys im having an error! can anyone tell me what i can do to fix this?on page 8 reply 118 you have small fix if you get sitll crashes after using this fix than your nxerelin,starsector+ shared lib, lazy lib and twig lib not updated.
6493637 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.setJitter(Ljava/awt/Color;FIF)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.setJitter(Ljava/awt/Color;FIF)V
at data.shipsystems.scripts.tiandong_fluxOverrideStats.apply(tiandong_fluxOverrideStats.java:58)
at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Must be a setting somewhere as it doesn't work for me.Only applies to weapon groups that aren't selected and don't have autofire turned on.
Mini mods are just as fine, no need to super size them.
1.1 update soooooooooonSpoiler(http://i.imgur.com/2zwqI0s.png)[close]
THI 1.0.6 works fine in 0.7.2a, if you use the user created hotfix Jar on page 8.
1.1 update soooooooooonSpoiler(http://i.imgur.com/2zwqI0s.png)[close]
AAAAAAAAAA!
Nice mod! btw i would like to see a space japan faction. maybe even a space yamatoInterstellar Imperium has a ship based on the Yamato, complete with WMC; though it's a mod-hull so you'll also need the SBB mod and capture or debug it in. Other than that, the only faction that comes to mind is the Bushi, but that hasn't been updated AFAIK.
I opened Pandora's Box with that modI was wondering where all those screams of agony were coming from!
java.lang.OutOfMemoryError: Java heap space
at com.fs.util.container.repo.ObjectRepository.<init>(Unknown Source)
at com.fs.starfarer.ui.P.<init>(Unknown Source)
at com.fs.starfarer.ui.ifnew.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.A.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.new.øo0000(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.String.public.if$super(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.String.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.o0oO.setSize(Unknown Source)
at com.fs.starfarer.coreui.k.o00000(Unknown Source)
at com.fs.starfarer.coreui.k.Object(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.MarketInfoPanel.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.o0oO.setSize(Unknown Source)
at com.fs.starfarer.campaign.ui.OoOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.o0oO.setSize(Unknown Source)
at com.fs.starfarer.ui.P.setSize(Unknown Source)
at com.fs.starfarer.coreui.oo0o.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.o0oO.setSize(Unknown Source)
at com.fs.starfarer.ui.P.setSize(Unknown Source)
at com.fs.starfarer.ui.newui.J$5.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.OoOo.showCoreInternal(Unknown Source)
at com.fs.starfarer.ui.newui.OoOo.showCore(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:39)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:97)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:176)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(RuleBasedInteractionDialogPluginImpl.java:208)
at com.fs.starfarer.ui.newui.OoOo$1.o00000(Unknown Source)
java.lang.OutOfMemoryError: Java heap spaceYou need to install 64 bit java
java.lang.OutOfMemoryError: Java heap spaceYou need to install 64 bit java
What are outposts?
- One star system and an outpost added to three Vanilla star systems
It looks to me that this mod added a new menu item and a new mechanic without a readme or discription in this thread about what/how to use it?
- Retrofitting service at Shanghai converts compatible Vanilla/SWP/UW/II/RU hulls (including (D) variants) into Tiandong versions
I assume you are referring to this line in the OP?- One star system and an outpost added to three Vanilla star systems
It looks to me that this mod added a new menu item and a new mechanic without a readme or description in this thread about what/how to use it?
I assume you are referring to this line in the OP?
I assume you are referring to this line in the OP?- One star system and an outpost added to three Vanilla star systems
YesIt looks to me that this mod added a new menu item and a new mechanic without a readme or description in this thread about what/how to use it?
I assume you are referring to this line in the OP?
No
(http://i44.photobucket.com/albums/f49/borgrel/outposts.png)
I'm not 100% sure but I think this menu item only appeared after I activated Tiandong mod
Also none of the other mods I have activated mention outposts when I search this forum.
This is permanently greyed out, its starting to aggravate me, so I went searching for an explanation and this seemed like the only possible connection
java.lang.OutOfMemoryError: GC overhead limit exceeded
at com.fs.starfarer.ui.s.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.oOOO.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.new.interface.super(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.D.interface.if$super(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.D.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.float.setSize(Unknown Source)
at com.fs.starfarer.coreui.k.o00000(Unknown Source)
at com.fs.starfarer.coreui.k.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.MarketInfoPanel.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.float.setSize(Unknown Source)
at com.fs.starfarer.campaign.ui.newsuper.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.float.setSize(Unknown Source)
at com.fs.starfarer.ui.P.setSize(Unknown Source)
at com.fs.starfarer.coreui.publicsuper.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.float.setSize(Unknown Source)
at com.fs.starfarer.ui.P.setSize(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO$5.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.OoOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showCoreInternal(Unknown Source)
at com.fs.starfarer.ui.newui.OoOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showCore(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:39)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.ooOO.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:97)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:176)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(RuleBasedInteractionDialogPluginImpl.java:208)
at com.fs.starfarer.ui.newui.OoOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.super.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o00o.o00000(Unknown Source)
java -Xms2048m -Xmx4096m -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=./native/linux -classpath janino.jar:commons-compiler.jar:commons-compiler-jdk.jar:starfarer.api.jar:starfarer_obf.jar:jogg-0.0.7.jar:jorbis-0.0.15.jar:json.jar:lwjgl.jar:jinput.jar:log4j-1.2.9.jar:lwjgl_util.jar:fs.sound_obf.jar:fs.common_obf.jar:xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=./saves -Dcom.fs.starfarer.settings.paths.screenshots=./screenshots -Dcom.fs.starfarer.settings.paths.mods=./mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
GraphicsLib
LazyLib
Console Commands
Save Transfer
Starsector Plus
Blackrock Drive Yards
Diable Avionics
The Mayorate
Shadowyards Reconstruction Authority
Tiandong Heavy Industries
Your vmparams settings are extremely atypical...http://fractalsoftworks.com/forum/index.php?topic=5310.msg111235#msg111235
And this issue appears unique to you.
When attempting to trade at a Tiandong station, the game locks up for a minute, consumes 100% of all my CPU's, and then finally crashes with this error:Well good news about this borked save: You can save transfer and it doesn't seem to crash on that station (which oddly enough was only that station as far as I tested...) If this happens on the new transfered save, let us know here againCodejava.lang.OutOfMemoryError: GC overhead limit exceeded
at com.fs.starfarer.ui.s.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.oOOO.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.new.interface.super(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.D.interface.if$super(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.D.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.float.setSize(Unknown Source)
at com.fs.starfarer.coreui.k.o00000(Unknown Source)
at com.fs.starfarer.coreui.k.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.MarketInfoPanel.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.float.setSize(Unknown Source)
at com.fs.starfarer.campaign.ui.newsuper.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.float.setSize(Unknown Source)
at com.fs.starfarer.ui.P.setSize(Unknown Source)
at com.fs.starfarer.coreui.publicsuper.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.float.setSize(Unknown Source)
at com.fs.starfarer.ui.P.setSize(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO$5.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.OoOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showCoreInternal(Unknown Source)
at com.fs.starfarer.ui.newui.OoOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showCore(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:39)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.ooOO.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:97)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:176)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(RuleBasedInteractionDialogPluginImpl.java:208)
at com.fs.starfarer.ui.newui.OoOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.super.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o00o.o00000(Unknown Source)
I wonder if you can reproduce it? Here's the save before arriving at the outpost: https://dl.dropboxusercontent.com/u/6581181/starsectorBugs/save_manyfish_6977475432648069720.7z
here is the collection of mods used in this save: https://dl.dropboxusercontent.com/u/6581181/starsectorBugs/modsUsedOnCrash.7z
oh, and here's my launch settings.Quotejava -Xms2048m -Xmx4096m -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=./native/linux -classpath janino.jar:commons-compiler.jar:commons-compiler-jdk.jar:starfarer.api.jar:starfarer_obf.jar:jogg-0.0.7.jar:jorbis-0.0.15.jar:json.jar:lwjgl.jar:jinput.jar:log4j-1.2.9.jar:lwjgl_util.jar:fs.sound_obf.jar:fs.common_obf.jar:xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=./saves -Dcom.fs.starfarer.settings.paths.screenshots=./screenshots -Dcom.fs.starfarer.settings.paths.mods=./mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
# how far off the average prices have to be to be highlighted red or green
"profitMarginFlat":200,
"profitMarginMult":1.732,
Really cool new fighter, Meso.Nawww, for him that would be capital class ships, like his never released [REDACTED]
I think they might be the hardest ships to get to look right due to limited size, and I think you've nailed that one.
It will be a big ass multirole fighter with capabilities directly proportional to its apparent size and weapon-spiked appearance.close enough.
IMO heh, the Dadao is the manliest bomber in the Modiverse.that's one way to put it. ^^
Nawww, for him that would be capital class ships, like his never released [REDACTED]WTB Tiandong Onslaught conversion. you know, for more armor.
Guys I'm currently playing on 0 7 1a i don't know why i can't run 0 7 2 on my mac so I'm seeking for mods on 0 7 1a and i saw lots of nemo videos about this mod wanted to ask if you still have 1 0 6 version for SS 0 7 1a version or someone has?There shouldn't be any reason you can't. Unless it's ... something else entirely.
Guys I'm currently playing on 0 7 1a i don't know why i can't run 0 7 2 on my mac so I'm seeking for mods on 0 7 1a and i saw lots of nemo videos about this mod wanted to ask if you still have 1 0 6 version for SS 0 7 1a version or someone has?What happens when you try to run 72?
how many of the vanilla weapon designs can you amp up?i remember when i first started using mods, there were lots of weapons like "this is just the dual-rack version of Reapers, this is just the medium version of Ion Cannon, this is just the medium version of Antimatter Blaster", and several mod weapons that had three different versions of them for each of the 3 main damage types, without any other distinguishing characteristics. :D
Anyone have any good loadouts for the Qianzi?i think something along the lines of my tournament loadout should work well in player hands too:
Anyone have any good loadouts for the Qianzi? Been trying to make it work but having issues working around the triphammers flux cost. I can't fire it together with other weapons for very long, it can't do that much damage by itself, and I can't effectively strike and retreat due to the combination of short range and the Qianzi being very sluggish.
Usually supplementing with missile fire would be a great solution for bursty flux-heavy weapons but with the missile hardpoints removed that isn't an option. (What poor engineer approved that change? ;D )
when using SO, i think despite Needlers' burst and flux-efficiency, i'd go with Railguns or even LDACs, since the range penalties mostly negate one of the primary advantages of Needlers. Railguns have higher sustained DPS, better accuracy vs small targets, and a bit lower OP cost, and LDACs just have very low OP cost. 3 Railguns use 96 more flux per second, but putting the 6 OP saved into vents would increase dissipation by 120 (with SO). 3 LDACs use 75 more flux but allow for 200 higher dissipation + 400 capacity.
Blackrock's Volley Guns are also a good choice for SO loadouts, especially if you want something bursty, although their combination of high flux cost (despite being rather efficient) and high OP cost (same as Needlers) might strain flux levels too much.
Thanks to both =)
Will give these builds a shot next time I find myself with one.
For players it's ultimately down to preference and flying style, but for the AI it can make a noticeable difference.ah, yes, i was only talking about a player-piloted one. makes sense that Needlers' advantages make them much better suited for AI. :]
Found something weird.Are you using java 8 by any chance?
I'm not sure if this is specific to this mod, or something else entirely. But since I've only ever encountered this at one Tiandong port I thought here would be a good place to start.
The port in question is Macau in Magec.
When trying to access the trade/commodities area, the market interaction music stutters briefly before stopping entirely and SS itself becomes entirely unresponsive to further input.
There is no fault written to the log.
Last few entries:Spoiler7967256 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates
7968739 [Thread-10] INFO sound.O - Creating streaming player for music with id [TiandongMarketInteractionFriendly.ogg]
7968739 [Thread-10] INFO sound.H - Playing music with id [TiandongMarketInteractionFriendly.ogg][close]
I tried another new game and it worked fine with no problem.
But the new save has the following entries:Which appears to be where it got stuck.Spoiler253918 [Thread-10] INFO sound.O - Creating streaming player for music with id [TiandongMarketInteractionNeutral.ogg]
253918 [Thread-10] INFO sound.H - Playing music with id [TiandongMarketInteractionNeutral.ogg]
253931 [Thread-8] INFO sound.F - Creating music buffer #2
259791 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates[close]
Note: Lack of buffering in the problem save.
No idea where this has come from, never seen it before.
Not a clue what to do other than avoid Macau.
I'm not even sure this is something that is specifically fixable, treat it as an "FYI - this thing happened".
Are you using java 8 by any chance?JAVA_VERSION="1.8.0_101"
Have you changed the VMPRAMS file or the included java that came with SS? If so then yeah, it might also be Java 8, which you are using, that is causing these freezes as that happened to me several times when playing around .7 when vanilla used Java 8.Are you using java 8 by any chance?JAVA_VERSION="1.8.0_101"
Histi, thanks for pointing out that thread. At least it shouldn't be an issue for 0.8.
Use JRE 7, this has been a thing for a long while.Yes. It was x64 in any case.
http://fractalsoftworks.com/forum/index.php?topic=8726
Have you changed the VMPRAMS file or the included java that came with SS?Yes.
Would you rather me hold off the update for "some amount" of additional time to add new ships etc? Or push it out a bit sooner, with nothing new but 1 or maybe 2 things and save other new content for later?
Aye, I'm planning on installing THI when it updates to 0.8(.1)a, but I'm content to wait until the version is perfected.same for me. and i'll likely wait for the Shadowyards and Blackrock content updates as well before diving into 0.8.1a anyway.
You'll be waiting a while then; the release date probably won't be in June.
I currently have been doing a fair bit of sprite work for THI, updating old ship sprites, and making some new ones for additional content. So here comes a question for you guys. Would you rather me hold off the update for "some amount" of additional time to add new ships etc? Or push it out a bit sooner, with nothing new but 1 or maybe 2 things and save other new content for later?
Either way, I am doing sprite updates to some old ships. Just been in the mood and the groove for painting as of late and it is also something I want to get done before adding any new ships.
Confucious say: Patient man receive all the 'dong he want.
Every time someone asks when Dong will be done, Meso pushes the release back a week. /sConfucious say: Patient man receive all the 'dong he want.
I am a patient man waiting for the 'dong. Just posting to maybe get a very rough estimate when I can enjoy the new big Tiandong. Like "soonâ„¢"?
I'm still on SS 0.7.2a because this mod along with Junk Pirates, Mayorate and PBC are so awesome that it's not even worth to switch to new game version. Will wait whatever it takes.
While asking doesn't help I doubt that a friendly post every few months is harmful. People wanting to play with it only reflects the quality of the mod and I would take it as appreciation for the author.
Can this work with 0.8.(1)a ? This mod looks hella tight.no, it needs to be updated before it's useable with 0.8+. it's still being worked on though, so there will be an update eventually. you're not the only one eagerly awaiting that. ^^
@Andreasaa2000 Tiandong Heavy Industries is probably the most eagerly-awaited mod by the entire community. :P "Hella tight" is an enormous understatement.There will probably be a flood of comments when it DOES get updated.
So no, it's not compatible with 0.8 at the moment. But it's being worked on constantly, and you can bet that when it finally gets updated, it will be well worth the wait.
Zinger!Ehh, at least you mod hasn't gone Star Citizen. The day that actually becomes a thing is the day California freezes over.
Heh, I wager Hell will freeze over in that context rather soon.
I just wanted the mod author to know that after I finally got around to re-imaging my system today and began updating everything, I realized that THI wasn't yet updated for the latest SS and almost cried. Almost.As a frequenter of the SS Discord and also a good friend of Meso, I can assure you that the mod is slowly being worked on. It is just that Meso is a perfectionist and it really drags out the mod dev time
Other mods are great, really. Lots of fun ships & guns out there in the community.
THI is an extra special thing. It just feels like it belongs with vanilla.
Whatever happens with this mod's development, I just want the author to know that they created one of the best fleshed-out mods I've ever had the pleasure of playing with in any game. And I've got quite a few modded titles on my HDD.
We curse the perfectionist in Meso now, but we will praise it when this mod gets updated. I can see it happening. ;)I just wanted the mod author to know that after I finally got around to re-imaging my system today and began updating everything, I realized that THI wasn't yet updated for the latest SS and almost cried. Almost.As a frequenter of the SS Discord and also a good friend of Meso, I can assure you that the mod is slowly being worked on. It is just that Meso is a perfectionist and it really drags out the mod dev time
Other mods are great, really. Lots of fun ships & guns out there in the community.
THI is an extra special thing. It just feels like it belongs with vanilla.
Whatever happens with this mod's development, I just want the author to know that they created one of the best fleshed-out mods I've ever had the pleasure of playing with in any game. And I've got quite a few modded titles on my HDD.
I really have that go back to faction you used to play long ago feeling for tiandong,but i feel like that 0.8.1 update is never going to pop up...i mean cmon..It will. Knowing Meso, everything must be pixel perfect in order for him to release it. Finding a bug in his released mods is a feat in and of itself!
Problem arise when, by the time one finishes updating, the game has already moved to another version, requiring the code to be updated, again.Actually he is doing a MASSIVE art overhaul to better match vanilla's art style.
...I truly believe you are trying to kill us with anticipation. ;_;With sprites looking like that I might just come back from the dead. Take your time Meso. ;)
Any chance for update for mod can run with starsector ver 8 + ? :(It is coming slowly but surely. WHEN it will be released though? Only Meso knows
Any chance for update for mod can run with starsector ver 8 + ? :(
Besides dramatically improved sprites, the update will contain one new weapon and one new fighter, balance / polish, and some neat things in the campaign that are both a surprise and incredibly obvious if one thinks about what could be added. The update isn't ready yet, but it grows closer every day. Please wait and see while trusting in me.
108460 [Thread-4] INFO com.fs.starfarer.loading.FighterWingSpreadsheetLoader - Loading wing [tiandong_shen_wing] from wing_data.csv
108508 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - org.json.JSONException: JSONObject["role desc"] not found.
org.json.JSONException: JSONObject["role desc"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getString(JSONObject.java:577)
at com.fs.starfarer.loading.FighterWingSpreadsheetLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
As far as I can tell your mod should be compatible and the error reads like its something missing in a csv file?You know this mod hasn't been updated for the current version of Starsector, yes?
As far as I can tell your mod should be compatible and the error reads like its something missing in a csv file?You know this mod hasn't been updated for the current version of Starsector, yes?
Dong when? I have a mighty need to blast ships with the triple mauler
At this point I doubt we will see an update for 0.8, looking foreword to the 0.9 version though :P
This faction still needs a Capital carrier to complete the loadout. Also maybe have some missiles exclusive to some ships that reloud ammo slowly like some other factions
OOF
5 days later and 9.0 is released...
It was still worth it honestly. The work put into it, carries over and it still made a lot of folks happy.
I wait patiently for upgrade for 0.9aIt is being worked on.
any updates on the mod status?
any updates on the mod status?
Holding off on starting up this game for the first time just for this mod, I really like the work you've done here, and am eagerly awaiting the .9.1a update.I very much recommend playing a game if vanilla each release.
Holding off on starting up this game for the first time just for this mod, I really like the work you've done here, and am eagerly awaiting the .9.1a update.I very much recommend playing a game if vanilla each release.
Tiandong is Christmas, though.
Holding off on starting up this game for the first time just for this mod, I really like the work you've done here, and am eagerly awaiting the .9.1a update.
Well I can wait a few days if this mod's update comes in within that time. They said it was being worked on and it would be done soon a little over 2 weeks ago. This definitely looks like one of the better mods available for this game.Hey and thank you. The update *will* be soon but I would advise *not* waiting for it before doing a game run. Take that hint to the predicted time-frame as you will :)
I noticed retro-fitting needs a pristine, no d-mods hull, maybe this could be mentioned in the text that shows up when you hover over the Refitting market?Oh hell... That is a bug it should be able to retrofit D modded ships, and it used to work at some point too. Going to look into that and do a hotfix it seems like. Might wait a day or two though in case any other issues pop up and there is a small handful of other things I want to do as well. And since that issue is not critical? I think I can wait a tiny bit rather than rushing a hotfix out. Sorry though!
But, on the other hand, Wolf is the Onslaught of frigates, so is its variation really such a special sight?I'd say so yes, if you know maybe it can mount a mix of ballistic and energy weapons ;)
Looking forward to cruiser carriers. They got a lot more important as of late...
Is a Tiandong Mora too much to hope for? It's Low-Tech(nically).A Mora retrofit is something I have considered, but I already got more than one planned cruiser carrier. If it is ever done, it would be after those and something less obvious than just a THI'ified Mora. But conversion either fully or partially into a different role.
The download link's reporting an error, any backup links or the like? :(Just checked, it's fine; quite slow but working.
Not a very useful post but... Thanx a lot for the mod !Thank you!
It blends PERFECTLY into the universe. It's insane.
I really like the "continious barrage" weapon design.
Regards.
Your download link is still non-functioning.
I've noticed recently that many bit.ly links have stopped working not just yours - regardless of ad blocking, pop-up settings etc. Could you add a link that doesn't use bit.ly, please, pretty please with pulse lasers on?
Your download link is still non-functioning.
I've noticed recently that many bit.ly links have stopped working not just yours - regardless of ad blocking, pop-up settings etc. Could you add a link that doesn't use bit.ly, please, pretty please with pulse lasers on?
That's really weird - I just checked the link and it downloads and works just fine on my end.
I don't like using many factions in my play through and when i see a faction that feels too out of place with the world of starsector i am quickly to uninstall.Thank you! And I do intend to add a some more weapons to the faction, don't worry about that it will happen when time and I think what is planned folks will enjoy :)
That being said, this has quickly forced it's way into becoming my favorite modded faction. Specially like the ship designs, the faction theme and the music, but what i like the most is the weapons, i am totally on board with this gun philosophy of "if one gun doesn't work, just add a couple more." and, judging by the poll, i am of the minority that would like to see more Tiandong brand guns.
1.- The Xu-class i really like it and to be honest, it is a respectable ship on the hands of the player, but if you give it to the AI, it'll squander it's one massive advantage which is it's ability, since the AI doesn't realize it should activate Flux Override when it's under pressure instead of all the time and ends up depleting it's charges quickly, this unfortunately makes it not very good as an officer ship because it's so easy for the ai to waste what makes it good, because without the ability, it just doesn't have the flux to justify all those guns.The thing is the AI already is hesitant to use the ship system when only lightly pressured. Least in my tests watching the AI, it is far more likely to use it when facing a peer-level combatant or when it is being swarmed. While it is much less likely to use it in a low-intensity fight. Can you show me any examples of when you think it is being wasted?
2.- The Wuzhang i haven't found a good situation where it can actually excel, sure it deals A LOT of damage with that massive gun of his, but it is too easy for it to get destroyed in my experience, no matter what amount of escort or waypoint i put into it. This is most likely me not knowing how to use it properly so i would appreciate some tips for it.I mean I can't suggest too much. Just make sure it has escorts, or fighter screen, or is part of a line battle where in general it has lots of stuff covering for it so that it can lay into things with the Macro Cannon from relative safety. Not sure what else to say to be honest, personally I have never seen them have too many issues least when it isn't deployed in overly unfavorable situations.
3.- This is more personal taste than anything, but i think it would be better if the Heavy Mauler fired in a constant fashion instead of firing in a burst all at once.This was once considered and even tested but the problem with that idea is two-fold. Well, I think it is more fun when burst firing but more importantly? It would allow controlling its rate of fire too easily negating the primary disadvantage the weapon has which keeps it balanced. Its horrid accuracy! Heh, it is what it is.
3.- This is more personal taste than anything, but i think it would be better if the Heavy Mauler fired in a constant fashion instead of firing in a burst all at once.
The thing is the AI already is hesitant to use the ship system when only lightly pressured. Least in my tests watching the AI, it is far more likely to use it when facing a peer-level combatant or when it is being swarmed. While it is much less likely to use it in a low-intensity fight. Can you show me any examples of when you think it is being wasted?
I mean I can't suggest too much. Just make sure it has escorts, or fighter screen, or is part of a line battle where in general it has lots of stuff covering for it so that it can lay into things with the Macro Cannon from relative safety. Not sure what else to say to be honest, personally I have never seen them have too many issues least when it isn't deployed in overly unfavorable situations.
This was once considered and even tested but the problem with that idea is two-fold. Well, I think it is more fun when burst firing but more importantly? It would allow controlling its rate of fire too easily negating the primary disadvantage the weapon has which keeps it balanced. Its horrid accuracy! Heh, it is what it is.
If it fired as long as trigger is held, I feel it would be a bit too similar to Ultra Autocannon. I know that UAC has kinetic damage and Mauler Battery is HE, but still, they would be very similar to each other, while now they have their own uses.
UAC can pressure enemies from large range, use Mauler Battery for more precise hits on armor.
Anyways, I do appreciate the feedback DarkOmega and will be mulling over all of it some more but yea if you can give me anymore info regarding the stuff and my replies? Much appreciated.
Never seen that behavior myself, you didn't put the front large hardpoints in the same weapon group as the broadsides did you?
Also... *sighs*. So many folks disagree on the power-level of the Xu. Some say it is strong enough and fine, some think it is a bit on the weak side, and some think it is pathetic and a clear downgrade from the Conquest. While the ship perhaps could get some more balance tweaks here and there, I believe the truth is entirely less clear-cut and sits within shades of gray.
It has no relation to the Conquest at all, it forks even more from the base hull than pretty much every other THI retrofit ship. It is not a speedy battlecruiser, darting in and out of battlelines firing missile fusillades and constantly changing its facing to the enemy with tricky broadsides. And nor is it a brutish battleship meant to face other capitals head on.
It is a artillery ship, it is your Best Friend offering fire support from-afar. With its prodigious ballistic arsenal that is strong in every direction but directly aft. When given cover from fellow fleet assets so that it doesn't get faced down in close-combat with a peer level capital ship? It sits back and delivers ballistic fire support beyond that which any vanilla capital ship offers. It is Guns, The Ship. Don't directly compare it to the Conquest, or an Onslaught, or whatever mod capital or high tech ship you like. Look at it from the angle of its own strengths and weaknesses.
Anyways, if anyone has suggested balance tweaks for it? I am all ears, but I believe if it needs any (and I am considering some), they would be fairly subtle in nature since I truly believe anyone who thinks it is weak simply does not understand and or appreciate what the ship is about.
Its location is semi-random each run, but does follow a set of rules and has a certain consistency about it. It shouldn't be as hard to find as you have experienced...
Have you been lighting up active sensor bursts every once in a while as you scout out the nebula on the outskirts of the system? There are some *things* that will help lead you to the objective.
1936857 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 5.0 for market [Asmoday Station]
1937060 [Thread-4] INFO data.scripts.campaign.tahlan_LegioStealingHomework - Interval elapsed, the space fascists gonna learn today
1937268 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 3.0 for market [Old Milix]
1937420 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: independent
1937573 [Thread-4] INFO sound.oo0O - Cleaning up music with id [Sovereignty.ogg]
1937589 [Thread-8] INFO sound.oo0O - Cleaning up music with id [nebula.ogg]
1937756 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [tiandong_hefei_wing] not found!
java.lang.RuntimeException: Ship hull spec [tiandong_hefei_wing] not found!
at com.fs.starfarer.loading.M.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
at com.fs.starfarer.api.campaign.impl.items.ShipBlueprintItemPlugin.init(ShipBlueprintItemPlugin.java:35)
at com.fs.starfarer.loading.returnsuper.getNewPluginInstance(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addSpecial(Unknown Source)
at data.scripts.utils.AL.CampaignUtils.tweakSpecialItem(CampaignUtils.java:51)
at data.scripts.campaign.dynastyseeker.AL_DynastySeekerTradeData$TradeEntry.init(AL_DynastySeekerTradeData.java:151)
at data.scripts.campaign.dynastyseeker.AL_DynastySeekerTradeData$TradeEntry.<init>(AL_DynastySeekerTradeData.java:96)
at data.scripts.campaign.dynastyseeker.AL_DynastySeekerTradeData.refreshEntryList(AL_DynastySeekerTradeData.java:45)
at data.scripts.campaign.dynastyseeker.AL_DynastySeekerIntel.addSeeker(AL_DynastySeekerIntel.java:132)
at data.scripts.campaign.dynastyseeker.AL_DynastySeekerIntel.advanceImpl(AL_DynastySeekerIntel.java:103)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:75)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
1937852 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [Ambush.ogg]
1937857 [Thread-10] INFO sound.null - Playing music with id [Ambush.ogg]
Greetings MesoTroniK, will you be adding more retrofits to Tiandong?Absolutley! You can even find previews for some planned future content if you backtrack this thread some :)
also, why does the Tiandong sometimes escort random ships? Once I played a game where they'd patrol Corvus and had high relations with the Hegemony, I wasn't using Random Faction Relationships from NEXI am uh... Honestly taken aback by your confusion regarding THI mercenary fleets escorting other fleets sometimes. Think about it, Tiandong is a merc organization (well mostly, it isn't quite that simple). Wouldn't that be a logical service to provide? It is just real cool too, creating emergent gameplay scenarios. This is just one of the several custom campaign layer mechanics the mod adds that are not described in great detail if at all in the original post. This is intentional, to add a bit of wonder and discovery heh.
I refitted a Venture hull to its Tiandong variant, and it end up costing like 200k, I shouldn't be doing any retrofits early game?
@Override
public float getTariff()
{
RepLevel level = submarket.getFaction().getRelationshipLevel(Global.getSector().getFaction(Factions.PLAYER));
switch (level)
{
case NEUTRAL:
return 0.5f;
case FAVORABLE:
return 0.4f;
case WELCOMING:
return 0.3f;
case FRIENDLY:
return 0.15f;
case COOPERATIVE:
return 0.0f;
default:
return 0.5f;
}
}
Anyways I hope this clears stuff up for you.
I'll.. go read some of the past comments, I've been really curious if you would be considering adding some of the ships added by other mods as well, but I guess this must'v been asked at some point.. or ships like the KITE and a few othersI actually don't recall anyone ever asking me if I would do retrofits of other mod ships. But I will answer that, yes. Just not yet, but it is something I want to do within reason. If it makes sense lore wise, and if that other mod author wants to collaborate. As far as a Kite retrofit hehe... Also yes, but it won't be in a way anyone would predict.
I have yet to find out, but does the Tiandong also provide their mercenary services to the Players? like... scout services for their ships and systems?No, well at least not yet. It *is* something I want to do but it is 10x more complex doing stuff like that for the player than it is for NPCs (and it wasn't easy for them either). Doing it right requires a lot of careful consideration and rules to prevent it from being exploitable and or making the game too easy.
I've only recently found the Quest giver, though I haven't been getting more quests after the first investigation, maybe if I increase relationship?Right now there is only the one quest. More stages will be added later, and when that happens I will change the wording in the original post to "Quest chain" from "One quest".
Don'tchu know? Pyramids tend to cause eye cancer and other mood benign diseases, so I'll cut it here.just joking btw
I'm very interested to see how Tiandong would retrofit D and R's Lysander, and a few other low a mid tech hulls, Dong hulls look really well done, pristine, but not sterilized dull, it has a heavy industrial look to it, which considering the faction has "heavy" in it, makes sense, doesn't it? still waiting on that Shepard retrofit tooThe Lysander I don't feel really fits THI's doctrine, so wishful thinking there (that is assuming Axle would even be om with it to begin with). And the Shepherd I don't think will ever get a retrofit model because as it is? It already does exactly what they need it to and they use it quite a bit especially in some of their custom fleets.
I don't think it would be that exploitive to have Tiandong Mercs follow PC faction trade fleets and patrol sectors, but I wonder if they will protect their current contract, like, they have high relation with Diktat and Hegemony, but the Diktat raids a system where Tiandong is protecting, will Tiandong allow the Diktat raid to proceed?Colonies are OP enough already, I think any sort of boost to their defenses past the initial setup would unbalance the game more than it already is. And even allowing such things early on still would although to a lesser extent. And as far as specific rules and stuff like you said, that is just one of *many* complex problems to solve if and when (and I would like to!) player hire mercs are done.
I wonder if we'll see some Exigency inspired hull mods and ships here and there if the Dong ever treds High Tek industry.... What?
I wonder if we'll see some Exigency inspired hull mods and ships here and there if the Dong ever treds High Tek industry.I'm pretty sure it doesn't make any sort of sense, especially when you consider how different both factions are.
Oh look, I'm was a textwall, nice to meet you!
You could retrofit the Shepard to fill a miner role, especially if used in NEX, I mean, if you say they already use that hull, why not fuse it to fit better in their doctrine with their own custom brand of Shepards, I'm SURE the Tiandong would find creative ways around such simple hull. Asking these because these early hulls are so plentiful.The Shepard already is a powerful mining frigate, more than enough so for its size classification. And due to its size and reasonable power limits for a frigate there is a limited design space to tweak it and it already does very strongly the role that THI uses it for. So no, a Shepard retrofit doesn't make sense.
Blah blah Exi style stuff added to THI.No.
Do we have a way to configure retrofits ourselves and select which ships are viable for retrofitting? Tyrador has a repainted Venture, but I believe that's a faction retrofit, imagine the moral dilemma to retrofit... a retrofit.No, the retrofit list is hardcoded due to various reasons. They used to be able to retrofit the Tyrador Venture. But Machine told me he was going to be removing that ship so I removed it from my data tables.
Text wall was riding high, it got brought down to size
Does the THI have it's own type of NEX dedicated mining hull though? I was looking for a combat capable Shepard with two more weapon slots, that could also have a mining adaptation, but the built-in borer drones are quite powerful indeed
l, that must have been recent because I can still find that Tyrador Venture hulls in shops when using the mod and I'm not using any old versions..
that Liberty-class Mod-Cruiser, it looks great, any chance you'd create new ships with that kind of colorful aesthetic to other ships in the future?
That text wall suffered a terrible hull breach, and I must announce it has been destroyedHello AxleMC131! thanks for the reply
What I mean by kind of color and aesthetic in the future, is not exactly a copy of the liberty, red, blue ship, patriotic. But more painted, colored ships, don't see that many painted ship hulls, I find them quite impressive, and yeah... having more patriotic ships would indeed undermine the unique nature of the Bounty, sorry if that was implied, wasn't what I was thinking though.
Love your work in this mod!Thank you!
i love this mod!And thank you too!
Hope the next update brings us a Legion Retrofit. Tiandong really needs a Big Carrier.
An Onslaught Retrofit would be the icing on the cake for such a fantastic fleet.
An onslaught upgrade would be terrifyingly beautiful =]Heh. Also, I would be hesitant to call the retrofits "upgrades". I try to make all of them sidegrades, though the Dingjun if I had to call out one? Is probably the only retrofit that is a straight upgrade over the original ship. But even then it has a few downsides that the Venture does not possess and costs more to operate as well.
3. ooh several spoiler/surprise flavor experiences I wasn't expecting. More than a bonus...I wonder if you found all of them? Or even in general how many players have found THI's semi-REDACTED fleets out there in the boonies or noticed the mercs escorting NPCs :)
Whew, ever the dreamer and schemer just like me and I respect that.SpoilerThat storyteller with the targeted bounties that appear to dip into many (all?) of the mod fleets in my collection of 20 some odd mods and compose fleets of them for optional hunting. AND perhaps reveal the location of random derelicts that have mini-story lines? AND the feature integrates with the Starship Legends mod and gives the random derelict ship/crew extra experience/history if the player recovers it? Sheesh.
If I was to suggest a "path" for added lore/content to THI to make the corp fleshed out: I would say that my preference is for "procedural stories that add various random content rather than a long static single-experience story". As a player I tend to rush and gobble up the static story lines asap, as I have an insatiable hunger in SS for "lore and chunky stories to give me a reason to have this fleet...more than just having a colony that pays for my fleet". So that means that a static story would need to be staged for a full multi-colony time period *and* remain fresh for multiple play-throughs. That's a tall order.
That storyteller above is a perfect example: it is a mod-flavored bounty and derelict mission experience...basically mod-worthy on its own.
_____
hmm if I could grab time away from Angular work and Unreal blueprints hobby coding...hmm how would I add more THI procedural story goodness?
1. upgrader bounties:
a. THI needs the young captain to capture a progression of heavier (note: perhaps specific hulls of advanced faction who are current enemy?) hulls and "sell them to the upgrader" as part of a corporate research initiative into a new line of hulls.
- perhaps let the player, through a dialog choice..."choose" their factional enemy. Gotta say that choosing "Luddic Path" as factional enemy and having the end-stage derelict compute to "Cathedral-class" would be...yikes. I don't even know if that ship is ever a derelict. But a Pandemonium class from the Diable Avionics mod faction would be no picnic to recover either and surely and end-game-worthy goal.
b. storyteller (or Zheng?) let's the young captain know from time when the next ship needs to be recovered.
c. as each hull is sold to THI (not in the market, but in that upgrade ui as if the player is upgrading it), more "research progress" is made
d. I'm not sure what the end result should be:
- a custom ship from the class/role that the player chooses (could be a THI ship with new skin a two custom hull-mods?)
d.1 Or bigger bonus: the ENTIRE THI line of available ships changes for the rest of the game (not sure that is possible for a modder to do to an existing game/save). And changes in a way that the player "influences" somehow in how they solve each level of the quest: i.e. maybe the player would like THI to be faster (so the new ship line includes a 5-10% speed and maneuver bonus).[close]
1. I'm not very knowledgeable about how Nex determines how many markets each faction gets...but it seemed that THI got very few markets compared to other factions. Especially goodness, the Imperium for example. I joined THI early and based my operations from Shanghai and that system was well protected...but would love more THI markets.THI is by design, a minor faction. Both in colony count (not counting Nex Random Mode), and expansion speed when Nex is on. Lore wise, this is how things should be. They avoid destruction by being just useful enough, and non threatening enough to be worth keeping around in the eyes of most major factions.
2. I think other players have commented similary: I feel the need, the need for: THI middle and heavy-weight carrier classes. It's the middle game when I start thinking about having three middle-weight carriers around just to survive when Luddic Path or a Pirate Armada comes screaming out a hyperspace storm.And players role-playing as THI, should do as THI does. And run mixed tech fleets. They don't *need* every ship role since they also use vanilla tech. But in time yes more carrier classes will occur but *need* is a strong word, and they will always roll mixed tech fleets even as their content gets expanded.
Or heck why not: a dedicated cruiser with built-in flak and special system that could let it survive an Astral/Atropos bomber wing's combined salvo (but maybe not so much the 2nd or third if that Astra is targeting the flak ship exclusively. Perhaps the system has limited charges). Oops there goes my scope creep again...
4. Loving me those pair of large fwd gun emplacements on the Xu-class...LET'S GO FOR THREE and upgrade that fwd-middle turret mount or change the arcs of the first broadsiders to cover the fwd arc bwahahahaha. Because with speed 40...I fight the Xu as a line-ship that stands its ground and dashes fwd for kills, rather than swooping in and turning to present broadsides. So the broadside mounts tend to be empty of ship killers...The Xu is viable as front towards enemy while loading the sides with PD for days, or as a broadside ship. Entirely dependent on its perhaps to some, daunting loadout capabilities and overall weapon flexibility. No significant changes will be made to the ship, just some tweaks here and there.
5. Wuzhang-class: fun, risky, human pilots only. I cannot imagine the AI doing anything other than dying trying to pilot this thing. I have yet to go up against a decent station in one of these...looking forward to it! The knockback of the spinal mount shells is gratifying.The AI does OK with it, as long as it has enough allied assets to screen for it. It is fairly mobile after all.
6. Would like it if Shanghai had a heavy industry...want to sell them a pristine Nanoforge BADLY to up the quality of the THI ships for sale there...That has actually been considered, and still is being mulled over. But is unlikely to occur as I am rather happy with THI's campaign layer balance.
// TODO: Maybe we could downgrade to heavy industry and give it a corrupted nanoforge?
6. Would like it if Shanghai had a heavy industry...want to sell them a pristine Nanoforge BADLY to up the quality of the THI ships for sale there...Shanghai already has an Orbital Works in both random and non-random sector, sell your nanoforge there.
... They by design use a mix of their own ships and vanilla ones... If you are role-playing as THI, then you should do as they do and run mixed tech
if (statMod.desc != null && statMod.desc.contentEquals("Inside nebula"))
{
nebulaMod = statMod;
}
else if (statMod.desc != null && statMod.desc.contentEquals("Inside charged nebula"))
{
nebulaMod = statMod;
}
else if (statMod.desc != null && statMod.desc.contentEquals("Inside charged nebula (storm)"))
{
nebulaMod = statMod;
}
else if (statMod.desc != null && statMod.desc.contentEquals("Inside atmospheric haze"))
{
nebulaMod = statMod;
}
public boolean isNebula(StatMod mod)
{
//Global.getLogger(this.getClass()).info("Mod: " + mod.source + ", " + mod.desc);
// If the mod desc says we're inside a currently known to me nebula type, this is a nebula
if (mod.desc != null)
{
for (String nebDesc : NEBULA_DESCS)
{
if (nebDesc.equals(mod.desc))
{
return true;
}
}
// Do a brute force string search as well, because Overkill Never Failsâ„¢
// and the Modiverse is vast and infinite into the future
if (mod.desc.toLowerCase(Locale.ROOT).contains("nebula"))
{
return true;
}
}
// Fallback to guessing based on mod ID, for double the overkill redundancy
// This also handles translated versions of SS and SS mods!
return mod.source.startsWith("nebula_stat_mod_");
}
The level of polish in this mod always amazes me. It's one of those few mods that feel like a core part of the game rather than a simple mod, and it deserves all the visibility it can getEvening, and thank you!
Color:The problem with a dark overall color like they had is it stood out in a bad way mostly when mounting vanilla weapons. Way too much contrast between them, like this dark green ship then a bright weapon put on it as a simple example.
In the sprite rework teasers, many of the new sprites replace the original dark green color with a desaturated, lighter color. I feel sad that the iconic dark THI color is being lost :(
Shading:The thing is the new art *still* has a greater contrast range (between light and dark) than most of the vanilla art. And most of the time equal to or greater apparent depth. Also the teasers *are* basically finals, with some small exceptions here and there. For example on the Hujing I went and adjusted the brightness of it a little later after posting the teaser.
In the reworked sprites, the shading has been lightened heavily for various reasons. However, this also causes the new sprites to lose much of their depth and shape, making some of the ships look like pancakes with detail stickers. The author also calls the old shading a "crutch". However, in a 2D game without dynamic shadows, this crutch is needed to some extent to have a sense of volume.
Homogenizing with the vanilla sprites is great but I think that the shading removal seen in the teasers is too much even compared to newer vanilla sprites.
Of course, this is based entirely on the teasers and for all I know the final sprites will be quite different from the WIPs shown so far.
Xiakou-class:I have thought about such things before, but the thing is it only has 750 armor and making it *look* more armored might kind of fly in the face of that. Already the hull itself looks a lot more protected than the Atlas, not sure I want to visually armor the containers as well, but it is hm inducing at the least.
Love the Xiakou-class and I have a suggestion regarding the design. It being a combat-capable freighter, I always felt that the cargo containers on it could be covered in some way instead of being fully exposed. Maybe having one large metal panel covering each container block would make it look like they have a thin sheet of blast-armor on them, also simplifying the sprite. And it would make for a great spot to have big chinese characters written on the side!
Just for the large ballistic trio (Mauler battery, ultraautocannon, superheavy machines gun) I list this mod as my favourite faction mod, and with all those glorious ships in this mod? Damn, I just wanna say I really appreciate your work. The new work in progress artworks and sprites are as always: fantastic (especially with the size nerf of mauler and ultracannon sprites lol yeah they were too big)Your design reminds me of mine when I designed the Shadow Claw, which has a three shot magazine gauss cannon that is built in. You should check it out! It is in the Underworld mod by Dark Revenant
And I got an idea about a sister ship to Wuzhang. Wuzhang as descripted is basically a ship built around its cannon which always remind me of spaceships in the game: Halo, to be more specific the Stalwart-class frigate (here's a link: https://halo.fandom.com/wiki/Stalwart-class_light_frigate (https://halo.fandom.com/wiki/Stalwart-class_light_frigate)). It is also a ship built around a cannon: a Magnetic Accelerator Cannon (MAC) like a rail gun. More interestingly, the Stalwart-class frigate is very simliar to wuzhang if viewed from top (with its cannon serve as the spine of the ship and engines on both side of the rear) So what I think is a sister ship looks just like wuzhang but its main cannon swapped to be a kinetic railgun with a ways faster projectile speed, a much longer projectile trail (like the fire effect of solenoid from Blackrock DriveYard) and maybe less damage considering it will travel really fast? And I hope this will be a small project since it can reuse a lot of the existing texture and stuff.
Anyway, love your mod and keep up the good works! ;)
Can't wait for the update. New artstyle looks really great. BTW would there be any new ship with Salvage Gauntry Hullmod? It's somewhat strange that THI lacks one for their large Survey Fleets. Maybe their version of Venture should have one, considering it's low speed and combat freighter role? Might even be something specialised, kitted out to recover unfired munitions from disabled ships after battle, resulting in more supplies and weapons recovered but less of everything else.Afternoon Farya, and thank you.
Hi MesoTroniK, i hope you're doing well there :DHey, and well it goes if anything.
And thanks for your wonderful mod! 8)
I enjoy this mod very much after the main theme music change was removed in the last patch.What do you mean by this? As far as I know, Meso hasn't removed any music from this mod.
What do you mean by this? As far as I know, Meso hasn't removed any music from this mod.The previous version replaced the main game music with some custom music, which was something with guitars IIRC.
As for waiting for THI to update to play modded, I would not...Thanks for the info. I wish him well.
Meso is going through a very tough time and is struggling to make enough time for work, much less mods. It will be quite awhile before THI is updated so I wouldn't hold my breath or hold off playing modded SS. Sorry.
You can check the link in my sig to get more info if you want it.
The previous version replaced the main game music with some custom music, which was something with guitars IIRC.I'm pretty sure that THI never changed the main menu music so it might be another mod that you were using
It could be that he just added an option that I have used or that you have another mod that overwrote the main game music again. Anyway, he implemented a change for this after I asked for it.
I'm pretty sure that THI never changed the main menu music so it might be another mod that you were usingOh, looks like I just edited the sounds.json:
Afternoon sqrt(-1), huh I have never heard of anyone disliking Running Dark (the song THI adds) so much. It is a pretty subtle, dark, and IMO fitting campaign piece but to each their own.
Open:
Tiandong Heavy Industries 1.2.1a\data\config\sounds.json
(https://i.imgur.com/WjTNeTt.png)
And do what you will.
Anyways, you might be happier with (not sure which) future version. Where I will no longer add music to the random playlist pool, and Running Dark will simply only ever play in the Shaanxi star system :)
Hope things are getting better MesoTroniK. Thinking about you and your fam and wishing you all the best. <3Thank you friend.
Thanks for all that you do.
Oh, looks like I just edited the sounds.json:You also were confusing campaign and main menu music.
Shitpoast warning...Spoiler(https://cdn.discordapp.com/attachments/537191061156659200/731423998025400340/DONG_wormhole_1.png)[close]
On a side note for those that do not know, Tiandong is a province in China :)
Shitpoast warning...Spoiler(https://cdn.discordapp.com/attachments/537191061156659200/731423998025400340/DONG_wormhole_1.png)[close]
On a side note for those that do not know, Tiandong is a province in China :)
-___-
It will be unless I die, or my life situation becomes much worse in the near-future.
Sad to say this but I would not wait for THI. Meso is still having home issues and is still caring for his elderly mother, which is suckkng up all of his free time that he use to mod. (More details in the link in my sig)-___-
It will be unless I die, or my life situation becomes much worse in the near-future.
Hope you are doing well. Was planning this as my main MOD.
I guess we will wait until this and Vayra release for my next release.
His work is immortalisedSad to say this but I would not wait for THI. Meso is still having home issues and is still caring for his elderly mother, which is suckkng up all of his free time that he use to mod. (More details in the link in my sig)-___-
It will be unless I die, or my life situation becomes much worse in the near-future.
Hope you are doing well. Was planning this as my main MOD.
I guess we will wait until this and Vayra release for my next release.
His work is immortalisedWhat do you mean by this?
There's an unofficial 0.95 version to be found elsewhere which seems to work reasonably well.
Where? I'd like to run this in the mean time given the long time delay we are likely looking at.I would advise against using that unofficial update by Anon as it unstable and also because other reasons :)
There's an unofficial 0.95 version to be found elsewhere which seems to work reasonably well.Where? I'd like to run this in the mean time given the long time delay we are likely looking at.I would advise against using that unofficial update by Anon as it unstable and also because other reasons :)
Tiandong Heavy Industries has a campaign rig that is more complex than any other faction mod by several orders of magnitude. Often times the things sacrificed best practices so they could actually be done in a reasonable time frame. Tested heavily to be sure it worked fine, thus it fit the definition of it is stupid and it works then it isn't stupid. It has the side effect though of making it difficult to update properly without either already being deeply familiar with its code base or spending a LOT of time doing a code review of everything even stuff the IDE is not puking blood on.
I saw the post a while back from the Anon who did the bootleg update, he literally said he shitted it together, and put it out there with no testing beyond making sure it started up. That, combined with the previous points stated, in addition to reports from players who told me they had problems with the bootleg is why I am saying with total honesty... That it is a Bad Idea to use it.
Do as you will though, is your game to *** up. Just please don't distribute it :)
As for the unofficial version, are people at least allowed to tell me where to look for the unofficial version? I am not asking for a link, just a point in the right direction.
Can someone explain where to find the bootleg versions? You don't have to link it obviously, but I would not even know where to look for mods outside of this forum. Could someone at least give me a hint or point me in the direction?Try asking out in modding community discord. That's where most modders dwell, including those who don't post their mods on forum.
Can someone explain where to find the bootleg versions? You don't have to link it obviously, but I would not even know where to look for mods outside of this forum. Could someone at least give me a hint or point me in the direction?Try asking out in modding community discord. That's where most modders dwell, including those who don't post their mods on forum.
You won't find it there, meso's one of the moderatorsYou could always ask for the link in PM. That's not against the rules and Meso does not mind either this way. He is only against public links to bootlegs of questionable quality.
it's also an awful bootleg that crashes whenever a tiandong fleet tries to spawn, meso wasn't lying about it being unstable earlier
Wish I could tell you when, but I cannot. It will simply be done when it is done and that is the best I can do considering my life is a giant flaming dumpster fire right now.I feel ya man. It gets better eventually.
To everyone encouraging Meso to continue working on THI:I'm sorry, I did not phrase correctly. I'm not forcing him to work on the mod, I just want him to know that he has a lot of fans who support him.
I'm sure he appreciates being reminded that his creations are valued, but he has much, much higher priorities right now. For the past couple of years he's been struggling to keep his mother alive, and I mean that in the most literal sense. He is her only financial provider and her round-the-clock caretaker, which limits the types of work he can do. So, to anyone who really wants Meso to work on THI, please consider helping him find financial stability first, either by donating or helping him find work that he can do from home (especially work that would utilize his considerable talents). (https://fractalsoftworks.com/forum/index.php?topic=19739.0)
@Meso: If you want me to remove or edit this, please let me know.
I joined Starsector Discord just to follow any updates on this mod. I don't want the dev to feel pressured, but should definetly know there are a lot of fans.
Just search for Discord server on Google, it's called "Unofficial Starsector Discord".I joined Starsector Discord just to follow any updates on this mod. I don't want the dev to feel pressured, but should definetly know there are a lot of fans.
Where I can join the starsector discord ?
I'm sorry, I did not phrase correctly. I'm not forcing him to work on the mod, I just want him to know that he has a lot of fans who support him.Naw, you're good. You were clear about not wanting him to feel pressured. I just wanted to let people know that the usual reasons for slow progress don't apply in this case, and that there are ways to help.
Well I'd still like to hear about them, I downloaded the faction mods just so I can read the descriptions of all those colonies.Here's my quick and dirty writeup of the Tiandong colonies:
The de-facto headquarters for Tiandong Heavy Industries, Shanghai is an enormous station built directly into an asteroid. Half of the station is dedicated towards creating retrofit starships, a fact that has made Shanghai the cornerstone of the Tiandong fleet as well as its administrative center.
Posh olive-green pillows and scented candles greet you as you enter the grand lobby, a vast entry area for the myriad travelers who journey to Shanghai. A hundred-meter-tall holographic map of the station hovers overhead, illuminating the area in warm light. Ahead, a wide hallway leads to the primary trade center.
The hallway opens to a large, open bazaar. While the structure is clearly a large warehouse being used as a flea market, in truth it resembles a small city. Market stalls of every shape and size, trading venues, infotainment booths, concession stands, and even a brothel is littered throughout, creating a haphazard series of streets and alleys. Armed Tiandong agents patrol the makeshift roads, breaking up fights and helping the occasional lost quartermaster.
Point Mogui is a small but well-entrenched military base, commonly associated with the pirates. The Mogui pirates often raid Tiandong supply lines and trade fleets, leaving them at odds with the corporation. However, a complicated political situation forces Tiandong to stay their hand, unable to completely wipe out Point Mogui.
Orbiting a ice giant, Chaozhou Outpost specializes in the mining and trade of volatiles. Due to its allegiance with Tiandong Heavy Industries, regular supply lines keep the station running and local trade keeps the operation afloat.
An odd sight, Fort Macau is a well-entrenched Tiandong military base floating in an otherwise unrelated system. Many believe that Fort Macau exists in order to spy on the Tri-Tachyon corporation, known competitors to Tiandong Heavy Industries.
Rows of marines conduct drills nearby as you stand within the trade bloc. Stark steel walls and interlocking bulkheads encircle the area, in a utilitarian show of power. Uniformed staff officers take your information and determine your identity before opening up dialogue for trade.
Fuxin Outpost launches regular mining operations on the lava world below, gathering an appreciable amount of raw ores for trade. Aside from the numerous buyers in the Valhalla system, Tiandong regularly ships ores back to Shanghai for refinement and use in starship construction.
Wish I coud like your post, cause thanksWell I'd still like to hear about them, I downloaded the faction mods just so I can read the descriptions of all those colonies.Here's my quick and dirty writeup of the Tiandong colonies:SpoilerShaanxi
Home system of Tiandong Heavy Industries, a red dwarf in the southeastern area of the core worlds. No habitable planets.
Shanghai
Tiandong's only market in their home system, this is a size 6 station with vertically integrated heavy industry from ore to manufactured equipment. Also has the unique Mercenary HQ structure.
Tooltip descriptionQuoteThe de-facto headquarters for Tiandong Heavy Industries, Shanghai is an enormous station built directly into an asteroid. Half of the station is dedicated towards creating retrofit starships, a fact that has made Shanghai the cornerstone of the Tiandong fleet as well as its administrative center.
Market panel textQuotePosh olive-green pillows and scented candles greet you as you enter the grand lobby, a vast entry area for the myriad travelers who journey to Shanghai. A hundred-meter-tall holographic map of the station hovers overhead, illuminating the area in warm light. Ahead, a wide hallway leads to the primary trade center.
The hallway opens to a large, open bazaar. While the structure is clearly a large warehouse being used as a flea market, in truth it resembles a small city. Market stalls of every shape and size, trading venues, infotainment booths, concession stands, and even a brothel is littered throughout, creating a haphazard series of streets and alleys. Armed Tiandong agents patrol the makeshift roads, breaking up fights and helping the occasional lost quartermaster.
Mogui
Pirate base with fuel production.
Tooltip descriptionQuotePoint Mogui is a small but well-entrenched military base, commonly associated with the pirates. The Mogui pirates often raid Tiandong supply lines and trade fleets, leaving them at odds with the corporation. However, a complicated political situation forces Tiandong to stay their hand, unable to completely wipe out Point Mogui.
Chaozhou
Mining post in Arcadia star system, orbiting the same gas giant as the Hegemony's Citadel Arcadia.
Tooltip descriptionQuoteOrbiting a ice giant, Chaozhou Outpost specializes in the mining and trade of volatiles. Due to its allegiance with Tiandong Heavy Industries, regular supply lines keep the station running and local trade keeps the operation afloat.
Macau
Military post orbiting the gas giant Chaxiraxi in Magec.
Tooltip descriptionQuoteAn odd sight, Fort Macau is a well-entrenched Tiandong military base floating in an otherwise unrelated system. Many believe that Fort Macau exists in order to spy on the Tri-Tachyon corporation, known competitors to Tiandong Heavy Industries.
Market panel textQuoteRows of marines conduct drills nearby as you stand within the trade bloc. Stark steel walls and interlocking bulkheads encircle the area, in a utilitarian show of power. Uniformed staff officers take your information and determine your identity before opening up dialogue for trade.
Fuxin
Another mining outpost, orbits the gas giant Yggdrasil in the Valhalla star system.
Tooltip descriptionQuoteFuxin Outpost launches regular mining operations on the lava world below, gathering an appreciable amount of raw ores for trade. Aside from the numerous buyers in the Valhalla system, Tiandong regularly ships ores back to Shanghai for refinement and use in starship construction.[close]
Could we have some new teasers? Love your work, no point in rushing perfection.Ask and ye shall recieve. Sorry for the late reply... I haven't been checking the forums much as of late :(
Working on the rework of the Xu sprite and showing part of it here, and keep in mind it is still highly WIP.
(https://i.imgur.com/GDZ7skW.png)
Old Vs New
Could we have some new teasers? Love your work, no point in rushing perfection.Ask and ye shall recieve. Sorry for the late reply... I haven't been checking the forums much as of late :(
Working on the rework of the Xu sprite and showing part of it here, and keep in mind it is still highly WIP.
(https://i.imgur.com/GDZ7skW.png)
Old Vs New
I'm working on it when I can friends, just life ain't making that easy.
Doing my best.