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Messages - Caymon Joestar

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16
Mods / Re: [0.9.6] Caymon's Ship Pack v1.2.1
« on: October 02, 2023, 03:05:30 AM »
Bad news barer.  After 100s of mods installed fresh install and going through all of them five at a time it seems your mod is the culprit.

Added broken log that includes your mod on the break.  :)


10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_midline_head_deco] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_lowtech_RGun] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_ThunderBoltdeco] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_lowtech_LGun] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [drg_fissure_spike_dummy] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_Pilum_Alter] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_Shouldermissile] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [drg_fissure_breach_dummy] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_lowtech_head] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [radgun] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_shoulderdecoR] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_shoulderdecoL] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_tridentalterdeco] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_scattershotdeco] not found in weapon_data.csv

you're not on the latest version of the mod, update it to the latest version. Its referencing decos for fighters and weapons for fighters and a ship that are no longer exist in the latest version.

17
Mods / Re: [0.9.6] Caymon's Ship Pack v1.2.1
« on: June 01, 2023, 08:29:01 AM »
Hi! Really enjoying a lot of your ships. Wanted to note one thing that seems like it might be a bug: The Ruination "Stealth Bomber Frigate" has two built-in "Mini-Torpedo Launcher". This weapon has about the same firing rate as replenishment rate. They fire 2 rockets every 6.5 seconds and restock 6 rockets every 20 seconds, so their DPS is 203 (198). Haven't used it enough to guess whether it's intended to fire faster or reload slower, though.

EDIT: Having tested it out a bit, my guess would be both? Each launcher is comparable to a Heavy Mortar, with the benefit of no flux, better range and moderate tracking but at the cost of being susceptible to PD and slightly lower DPS (203/198 vs 220). A brawler equipped with two mortars is gonna have well enough OP left to get neutral flux, and it's only 5 DP deploy, but doesn't have extra slots for PD. Overall I'd *probably* take the Ruination over such a brawler just for durability. But, that's a bad way to build a brawler, so that's damning with faint praise. Maybe the issue with the Mini-Torpedo Launchers is just a simple typo and you know exactly how it should be and if so, go for that, but otherwise I guess my suggestion would be something like Refire Delay 6.5s>4s, reload size 6>4; that'd make it a solid damage-dealer upfront that still would lose a fair bit of DPS as the battle goes on.

The intent was that it's a support frigate with the built in's being good for larger ships rather than smaller ones (this is why it doesnt use it against frigates) not really meant to be the same role as a brawler.
But yeah someone already brought attention to that issue with the launchers and it'll be fixed in the next update.

18
Mods / Re: [0.9.6] Caymon's Ship Pack v1.2.1
« on: June 01, 2023, 06:37:53 AM »
idk if this is a bug or just standard starsector AI nonsensery, but when i had a pirate motorhead in my fleet, and go into combat, the pirate motorhead would always spam its improved damper field. even when theres no enemy in sight and its not shooting anything. is that intentional, or a bug?

byproduct of back in 0.9.5 when getting a shieldless ship to damper was a pain, I know the fix

Hey!  Love the ships and am currently playing with the Sindarian Cetan LG mech special ship from the nex start.  I can't get the Lions Claw to autofire.  Its enabled in weapons groups and I even tried the ForceAF from advanced gunnery control. I know its a flux hog so this may have been intended?

Thanks :)

It should autofire, and It has autofired for me before, are you on the latest version? I dont know why it isnt autofiring for you. that's weird


19
Mods / Re: [0.9.6] Caymon's Ship Pack v1.2.1
« on: May 22, 2023, 06:58:57 PM »
Motörhead Heavy Pirate Mech Are WAY OVERTUNED!!!
i mean one of those in pirate bounty soloed my onslaught...
They take no damage, and they got skill shield that makes them take no damage from onslaughts two internal cannons with 20 ammo, and 3 large turrets full blasting into it...
And i generally noticed those ships looking like punchy guys are way overtuned tanking few wolfs and just pushing trough everything and not dying while also doing damage.

Claw drones are also way unbalanced, for same OP cost they get 1 extra gun on vanila counterparts doing 1200 dmg to shields for 10-12 ordinance points.
British thingy or whatever it's called turning off engines just K/O ships instantly...

There is some nice things here, but some things are WAY out of balance, could use tuning, like cutting power in half kind of tuning.

How did a Motörhead solo your onslaught? Even with SO, they’re a shieldless ship so they would eventually die by running out of armor or a large swarm of fighters,and they only have a normal vanguard’s turret layout so they can’t do much dmg without bigger ships backing and cracking the onslaught’s armor and they have a period between using dampers

As for the Dag/Knifeclaws, which version are you on? I tuned them some time ago so I’m not sure if you are still on a older verison or the latest

I’ll prob remove the quantum disruptor from the lord British, it was a funny idea.

20
Mods / Re: [0.9.6] Caymon's Ship Pack v1.2.1
« on: May 19, 2023, 07:33:25 PM »
2923768 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: System with id [drone_pd] not found
java.lang.RuntimeException: System with id [drone_pd] not found
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.title.Object.M.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.E.I.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.K.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

for some reason I got this crash, still running version 1.2.0 though so it might have been fixed in your newest version

I would check your copy, the system is there and works fine on my end. So you must have deleted it by mistake or something. The solarized flare is the only ship with the system and it uses the LMG drone vanilla one

21
Mods / Re: [0.9.6] Caymon's Ship Pack v1.2.1
« on: May 07, 2023, 11:34:24 PM »
whatever's going on with the Cetan's system and its graphics, it causes a crash
unfortunately I couldn't screenshot the crash popup, or avoid accidentally closing it in time to actually read the specifics, but you should probably check to see if it still functions like it should

EDIT: just tried doing it again, got to screenshot the crash popup

can't upload the starsector.log file to pastebin due to filesize concerns
here's a download for the .log file

Redownload the mod, I missed that when looking for magiclib classes to update due to mlib update

22
Mods / Re: [0.9.6] Caymon's Ship Pack v1.2.1
« on: May 06, 2023, 11:44:57 AM »
Ty for the quick update. Just a FYI, your RAR is double nested. You may want to re-upload with the extraction being the folder itself. I am a bear of little brain and it took me a couple extracts to figure out what was up. :)

I figured it out, thank you. Should be fixed now

23
Mods / Re: [0.9.6] Caymon's Ship Pack v1.2.1
« on: May 06, 2023, 11:23:48 AM »
Compat update is out, mainly just changing the version number and a few minor stuff.

24
Mods / Re: [0.95a] Girls Frontline Portrait Pack v1.4
« on: May 06, 2023, 10:38:00 AM »
Hey it's me again

I stopped being lazy long enough to update both the portrait packs to 0.96 and add 60 new portraits to Part 2

You can grab the new versions at the download links in one of my previous posts.

25
Mods / Re: [0.95a] Caymon's Ship Pack v1.2.1
« on: March 06, 2023, 05:33:08 AM »
Every time when I check owlLG I get a flashback, after removing owlLG there is no problem. It's really annoying.

48020 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.D.?00000(Unknown Source)
at com.fs.starfarer.loading.specs.D.o00000(Unknown Source)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.title.Object.M.super(Unknown Source)
at com.fs.starfarer.title.Object.M.render(Unknown Source)
at com.fs.starfarer.coreui.Oo0o.o00000(Unknown Source)
at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.F.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.E.I.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


redownload the mod, I figured out the issue, a oversight on my end

26
Mods / Re: [0.95.1a] Forge Production v1.1.0
« on: March 04, 2023, 05:08:10 PM »
I’m not sure if this is a config already but is it possible to have a config that gives the campaign abilities at the start of a save?

I play with UNGP and I like having access to all my hullmods/bps so I would love to be able to use the forge production stuff early on where it’s most useful as I feel by the time you get it, it’s not really super worth as you prob already have a fleet built up beyond maybe making supplies. (Might just be me tho)

Also, is it possible to add design types to the list of ships buildable with the hullmods?

27
Mods / Re: [0.95a] Caymon's Ship Pack v1.2.1
« on: March 03, 2023, 11:27:32 PM »
Caymon Joestar, I received an out of bounds crash when I hovered over a captured Heliadae in the loadout screen:

1043662 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyToShip(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.Oo0o.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)

I checked it in the ship editor before reporting and there are sprites outside of the boundary lines which may have caused this. Just a friendly FYI.

redownload the mod, it may be fixed? I never had this issue show up before

28
Mods / Re: [0.95a] Caymon's Ship Pack v1.2.1
« on: February 27, 2023, 11:52:59 AM »
219228 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [novent] not found
java.lang.RuntimeException: Hullmod with id [novent] not found
   at com.fs.starfarer.loading.specs.g.isDHull(Unknown Source)
   at org.sutopia.starsector.mod.concord.adv.ConcordAssembly.onApplicationLoad(ConcordAssembly.java:52)
   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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

csp_motorheadLleg.ship, csp_motorheadRleg.ship - 
"builtInMods": [
    "always_detaches",
    "reduced_explosion",
    "novent"

Fixed, just redownload the mod

29
Mods / Re: [0.95a] Caymon's Ship Pack v1.2.1
« on: February 26, 2023, 12:16:15 PM »
V1.2.1

New ships as always (Especially for the LG).
Ships has been given touch-ups/redesigned
Balance of more stuff, more specifically the Luster and Luminous has received nerfs and the luster should no longer say no to the nuke console command.
Ignite bomber nerfed.
Mulit layered shielding has been nerfed.
Skystriker shield eff is at 1.2 now.
New Magiclib bounty, Nothing like the XIV Remnant one thankfully.
Phase Tank should work for Capital Phase ships now.

If you have any feedback, let me know on discord or on here

(the  front page will be updated as soon as possible)

30
Suggestions / Re: Converted Hanger Rebalancing
« on: February 06, 2023, 03:15:04 PM »
I like it, but that’s going to be one heck of a tooltip to explain.

So, converted hangars are essentially 50% of standard in terms of rearm/replace. Bombers have 5 seconds tacked on to their times. +1 DP per OP spent on the wing.

Combined, that all seems pretty harsh and yet it still has some value for certain wings and hulls. The OP cost will be much less severe than current so, yeah, I can see it.

Hmm, hmm - let's try a little tooltip-driven design!


Converts the ship's standard shuttle hangar to house a fighter bay. The improvised flight deck, its crew, and the related machinery all lack the speed and precision found on a dedicated carrier.

Increases fighter refit time by 1.5x, and the fighter replacement rate both decays and recovers 1.5x more slowly. In addition, bombers returning to rearm take 5 seconds longer to relaunch. Increases the minimum crew by 20 to account for pilots and flight crews.

Increases the ship's deployment points and supply cost to recover from deployment by 1 for every 5 ordnance points spent on fighters (3 points for the currently installed fighter wing).


Something like this, perhaps? Maybe with a little different way of showing what it is for the current wing. I could be biased, but this seems like a pretty straightforward tooltip.

Not sure what the s-mod effect would be - if there was one, it'd be cruiser (slight) and capital (significant), and no effect for destroyers, based on how the OP cost differs from the baseline. Not every hullmod strictly speaking *needs* one, even if its cheaper than the 5/10/15/25 baseline, though.

Personally, I think the new CH should be 8 OP (with scaling for cruiser/capital obv) since 10 means it’s asking if you think a fighter bay is better than bulkheads or blast doors or other hullmods at that price. Which throw in the cost of the fighter and it just starts becoming a “Lol no not really” situation

I don’t think the new CH is gonna hurt dedicated carriers at all, the DP increases means it’s always gonna more efficient to just grab a condor or heron or mora instead of slapping converted hanger on some destroyers (especially when you using a good chuck of op just on the hullmod+ fighter itself) sure, the condor/drover kinda sucks but when it comes to projecting fighters, they are serviceable and doesn’t gimp the ship.

 Sure you COULD put CH on that enforcer, but you’ll find that the enforcer ends up dying more in fights since you spend like 20ish OP on 1 fighter bay instead of Heavy armor/Bulkheads/Vents/Etc.
You unironically give your normal ship the battlecarrier problem in most cases. Throw in that DP increase and at that point you would have to ask yourself:

“Is it really worth all this investment just so I can say I have infinite missiles because I put a dagger on my enforcer/fury?”

I think the answer is no in most cases

Also for smod bonus: changes the replacement rate thing to 1.25 from 1.50 would be neat

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