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Mods / Re: [0.9.1a] Kingdom of Terra (v0.7) - Beheading the Serpent
« on: January 10, 2020, 06:10:46 PM »
I haven't played with it yet, but the changes look awesome. Great work.
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
So the neck would have for example +100% more survivability and the tail 50% less, with a gradient in between. That way it still rewards sniping higher-up segments, without making them big glowing weak points, and more often it will lose segments one-by-one instead of a big chunk of 7.
- The power of Neoterra's industry, which is a size 9 planet. If the Hedgies are getting overwhelmed with numbers I might have to tone it down a bit, but I don't think it's as big a deal, since industry and numbers were the intent.
- If, however, they are simply winning all evenly-sized fights, it means the fleet point values for the ships are off base.
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I want to reiterate how great it is to hear this stuff! Thanks again
84948 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD.matchStationAndCommanderToCurrentIndustry(OrbitalStationGD.java:426)
at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD.notifyDisrupted(OrbitalStationGD.java:602)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.setDisrupted(BaseIndustry.java:1587)
at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:150)
at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
About that: to my knowledge, no_drop only makes it so blueprints don't spawn in the wild corresponding with that ship - when no_drop is there, the only way to get the BPs is by raiding the market of a faction that knows it from the start. This is intentional for the rarest ships in the mod. It doesn't affect the spawn rate of ships in markets, but I've confirmed they do show up eventually. If you want the BPs to show up on research stations and the like, remove no_drop.
edit: Market spawning, however, is governed partly by default_ship_roles.json which also determines how often ships show up in fleets.
Out of curiosity, what tag did you edit to get the 0-Series to show up?mod/data/hulls/ship_data.csv, and delete "no_drop" from the AS column from what you want to show up.