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Starsector 0.96a is out! (05/05/23)

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Messages - MrMagolor

Pages: [1] 2 3
1
i like to past on your battleship its evil gaze in the files only has 200op? can't even fit it with full weapon load out because comes with so many hullmods when starting a campaign with it.. is that ment too be?

There are some issues with the variants, yeah. That one's default variant uses more ordnance points than it actually has available lol. This is already known by the mod author though.

2
Modding / Re: [0.95.1a] Appro-Light 1.1.2 (Authorized Translation)
« on: May 11, 2023, 10:23:08 AM »
Is the balance exactly the same as the Chinese version or has there been any changes for the forum release? I'd rather have it as untouched as possible.

Thanks for your hard work.

I did not change any statistics whatsoever in the mod (or any of my translated mods for that matter). As far as the actual numbers go, it is identical to the Chinese version.

3
Modding / [0.95.1] Appro-Light Plus 0.6.2 (Authorized Translation)
« on: May 10, 2023, 11:22:06 AM »
Appro-Light Plus
Mod by: Originem (Original Fossic Post)
English Version Download Link: Google Drive


Requires 0.95.1 versions ofLazyLib, MagicLib, GraphicsLib (and Appro-Light, of course)


An expansion for the Appro-Light mod. Contains a number of new ships and weapons for the Appro-Light faction, as well as the following pieces of content:






Ancient Secrets
A line of quite literally mythical "low tech" ships that are occasionally used by the Appro-Light faction, and can still utilize Appro-Light's hullmods: as well as the addition of two new Built-In Coordination Devices of their design. It's said that a particular person on an Appro-Light planet could be contacted about them...


Knights Arbiter
A "boss faction" which will spawn in a random system on the edges of the Sector after some time has passed. They utilize Remnant ships in their fleets: their actual ships cannot be recovered when spawned in Arbiters fleets, but instead can drop the blueprints for both their ships and weapons (the weapons can be normally acquired as drops from their fleets).



And more...?



Translation Credits:
DeepL: Machine translation software
Unofficial Starsector Chat (Discord): For letting me bounce my ideas off of them and/or giving useful suggestions
Special mentions to: Ansari and Avanitia for spotting my mistakes

And of course:

Originem for making the mod
Proof of authorization:
Spoiler

[close]

Changelog:
Spoiler
TBA
[close]

4
Modding / Re: [0.95.1a] Appro-Light 1.1.2 (Authorized Translation)
« on: May 09, 2023, 12:02:09 PM »
Can't wait for the 1.2 ver. ;D
You can blame a certain tournament which started before 1.2.0 released for that (should be just another week or so by now)

5
Nope, no hexshields in my modlist.
My theory is that spec is null because the decks are checked in order, even if I have just one wing equipped in the last slot. The for loop then starts at the first slot, which is empty, thus crashing.

Just tested and confirmed the bug, passed it on to the mod author: thank you for the report!

6
Modding / Re: [0.95.1a] Appro-Light 1.1.2 (Authorized Translation)
« on: May 03, 2023, 06:18:31 AM »
Where does this faction sit on the power scale anyway?  ???
I'm guessing... high?

They're actually quite balanced now, about as much as vanilla high tech. Of course, the special/unique content is powerful but that's something of a given.

7
Appro-Light 1.1.2 has been posted (I'll get around to making ApproLightPlus' post sometime... eventually...)

8
Modding / [0.95.1a] Appro-Light 1.1.2 (Authorized Translation)
« on: May 01, 2023, 02:24:10 PM »
The Appro-Light Council
Mod by: Originem (Original Fossic Post)
English Version Download Link: Google Drive



Requires 0.95.1 versions ofLazyLib, MagicLib, GraphicsLib

Adds the high-tech Appro-Light Council faction to the core worlds, located in the Agustin system located approximately near Duzahk. Their ships have an incredible variety of unique systems, hullmods, and weapons - to the extent that trying to describe it here would be a veritable wall of text (Ludd knows I already have a wall of text in the "Main Content" section...)
Faction lore:
Spoiler
After the Collapse, at the end of the First AI War, a small group of Tri-Tachyon employees accidentally discovered a technological black box during an expedition towards the Orion-Perseus Abyss, the main content of which was the specifications for a "Deuterium-Antideuterium Reactor"; in addition to some conceptual technical data with mysterious alien technology that was seemingly incompatible with this universe's laws of physics. The employees agreed that none of them would report the discovery to their superiors, and formed the "Illuminati" to begin parsing it in cooperation with some of the artificial intelligences that had secretly and illegally left the corporation's network. Their progress was extraordinarily slow at first, but after decades, the "original man", Truth Originem, joined and gave a major boost to their research - behind the scenes, of course.

During this long period of time, some of the members of the Illuminati rose in their careers, became rising stars among Tri-Tachyon's employees, and even took to the political arena. By coincidence, Truth Originem, who was caught in the political upheaval, ending up becoming the CEO of the Danae Project, which was the ostensible leader of the Libra Accord Committee, transferring all of the Illuminati's resources to the Agustin system. But Truth Originem's ambition went beyond Tri-Tachyon's imagination: with the assistance of some Tri-Tachyon insurrectionists, he colluded with Ouroboros, the former governor of a Hegemony colony. Taking advantage of the Second AI war, he severed the superior-subordinate relationship with Tri-Tachyon. The terrible regime known as the Appro-Light Council was quietly created overnight, and with the support of their allies, the Foundation of Borken, became a truly powerful dictatorship with highly sophisticated technology.
[close]

Ship Preview(large image warning):
Spoiler
[close]

Main Content(wall of text Warning):
Spoiler

Unos Station
-Must be commissioned/allied with Appro-Light and have at least Friendly relations to access.
-If you have less than 50 supplies, once a month you can request a small amount (100) of supplies.
-On the 7th of every month, you can meet with the Speaker and improve your relations with him by bribe- err, donating credits to him.
--At 30 relations, you can get missions to hunt the Immortal-Light Front, with rewards including, but not limited to, Prime Blueprints, Prime Parts, AI Cores, in addition to Gil.
--At 100 relations, you are rewarded with a special clone officer with an additional skill for free.


Clone Officers
-All Appro-Light officers have a ~33% chance of being replaced by a clone. They come in various "models", affecting their special (free) skill, Thread Synchronization, which improves their ship's flux performance.


Gilbert's Requisitions
-Can be contacted via the comms directory at any Appro-Light colony.
-After applying for a card, purchase Prime parts, AI cores, high-grade weapons, etc. with Gil, exchanged for credits or earned by doing missions for Truth Originem.
-The relationship with Truth Originem also determines the level of the card, which in turn gives you a discount: at the maximum relation level, you are given a level 5 card, with a 20% discount.
-The (ordinary) exchange rate of credits to Gil is 1000:1


Chaos Rift
-Located in the upper-left corner of the Agustin system, guarded by Immortal-Light's fleets.
-Visiting the rift allows you to construct Prime ships from Prime blueprints and the requisite Prime parts.
-Immortal-Light's fleets will scale with the player's strength and over time infinitely.

Blade of Conviction
-The forces of Keel Higgs, will continually refresh Advance Sin-Cleanser fleets to attack Immortal-Light at the Chaos Rift, provided the Higgs fleet still exists. Their doctrine is (almost) identical to Immortal-Light's.
-Immortal-Light fleets will drop Contaminated Wreckage, which can be sold to Keel for credits and to gain relations.
-At Cooperative relations with Keel, they can "purify" the Immortal-Light Isomery of a ship in your fleet once per month.


Dynasty Seeker
-After acquiring any Prime part by any means, obtain the mission "Invitation from the Dynasty".
-After completing that mission, on every odd month a Secret Prime Meeting will occur on a random non-hidden market, where you can contact the Seeker to trade your Prime parts for AI cores, blueprints, or other Prime parts.


Mysterious Lockbox
-Purchased for an exorbitant sum at an Appro-Light bar, finding the password and unlocking this strange thing rewards you with the blueprint for the Doctorate-class battleship.


Mist Broadcast Bombs
-Once you are neutral or higher to Appro-Light, you can spend a few story points at the abandoned Breaking Mist Generator to acquire a factory which lets you produce bombs which take effect on the campaign level.


Laplace Conversion
-Requires Diable Avionics.
-At a Diable bar, you can convert a Pandemonium-class dreadnought (and 800,000 credits) into an Appro-Light version.


Spectre Pioneers
-Every 15 days, if the Spectre Pioneers do not exist (or have been destroyed), they are spawned to patrol the Agustin system.
-This fleet has some special variants it can use, and provided its flagship has not been salvaged, it will always be captained by the same person, with a special flagship: Tenshi, and the unique Scholar of Iniquity.


Exile Outpost
-A silent fleet orbiting Imhotep.
-Inspired by a certain Appro-Light fanfic (Fossic link)


Cyberpunk Bartender Action
-Located in the bar at Spectre Nest, Jill somehow arrived in the Sector. You can talk to her to learn more about Appro-Light.
-The crossover was authorized.
[close]

Changelog:
Spoiler
TBA
[close]

Proof of Authorization:
Spoiler
[close]

Credits:
DeepL: machine translation software
The Unofficial Starsector Discord for letting me bounce their ideas off of them and offering suggestions

And of course:

Originem for making the mod (and also offering helpful advice too, for that matter)

9
I'm getting a crash after I put their capital carrier into a combat simulation
Log:
Spoiler
1331263 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.goat_ParallelAssemblyLine$ShieldState.<init>(goat_ParallelAssemblyLine.java:97)
   at data.hullmods.goat_ParallelAssemblyLine.advanceInCombat(goat_ParallelAssemblyLine.java:40)
   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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Might be worth noting that not all the decks were full, as it was just recovered from an enemy fleet.

idk what the cause could be, will pass onto Mimeio: though, are you using HexShields? Judging by the crash that might be the source

10
I just had a null reference exception crash.
ssp_shortRange.java line 97
if(ship.getSystem() != null) {

I don't know how that line could give a null exception unless ship was null but it's passed in as a parameter. I was in dock scrolling through the hull mods.

That hullmod looks for the ship's system to optimize, and if the ship either has no system or it is not one of Loulan's it would likely crash: it's possible the bug may have been fixed by now, though.

11
Modding / Re: Chinese Mods Translation Repository and Request Thread
« on: March 28, 2023, 04:47:52 PM »
Loulan has been posted!

12
Modding / [0.95.1-RC6] Loulan Industries - EN Translation [v. 1.8.0]
« on: March 28, 2023, 04:47:06 PM »
Loulan Industries

Original mod by Komeiji Satori/IMustRegroupMyForces (Original Fossic post)

Download link for translated ver: Google Drive


"Loulan Industries: pummeling enemies into space dust with high-precision weaponry since cycle 127."



Requires 0.95.1 versions of LazyLib, MagicLib, GraphicsLib

Faction blurb:
127 years after the collapse, Mirage SouthWind, CEO of SouthWind Metals Corporation, which controls Adenium Obesum, found that staying in the Persean League would only allow corrupt warlords and dictators to drain them of value till there was nothing left, and only leaving the Persean League could allow them a chance to survive in the chaotic post-Collapse Sector. So he united a great deal of arms dealers, factory owners, smugglers, and even pirates to establish LouLan Industries and announced their secession from the Persean League. Although the official law within the Persean League states that no Persean League members may force any other member to stay in the League, LouLan has been sanctioned by more than a few of their former partners as well as the League's ally, the Tri-Tachyon Corporation.

Although Loulan ships all look similar, they cover a variety of different design philosophies: however, almost all of their ships can utilize beams to great effect thanks to the Beam Mode Conversion hullmod, which the special built-in hullmods on their ships boosts considerably. You can use their hullmods to either engage in a risk-reward playstyle, or perform some simple yet effective buffs. They also possess a number of highly specialized weapons (though also some generalists).
Ship catalogue preview(large image warning):
Spoiler
[close]
Changelog:
Spoiler
1.8.0
Optimized code, changed names of some hullmods
Fixed the bounty variant problem (again), this time there will probably be no strange s-mods... probably...
New ship! Gonggong-class missile cruiser
New weapon! Heavy Cluster Bomber, large-slot cluster bomber that fires 2 at once
New weapon! Smart-Flare Pod, PD weapon that launches guided flares
Mirage Astropolis now has an industry similar to the Lion's Guard HQ
[Hullmods]
Beam mode reworked!!! Now requires a specific "Beam Mode Conversion" hullmod (cost is the same as HSA) to enable.
Cliff System's Beam Mode has been changed: increases range of beams by up to 100 depending on flux level, increases damage to shields by up to 10% based on flux level, as well as up to 80% of that damage being hard flux
LLI Guerilla Protocol (formerly known as LLI Berserker Protocol) is no longer compatible with HSA: its effect is no longer limited to non-beam non-missile weapons
Removed Evolver Subsystems (not actually removed, just hidden)
Overload Failsafe Damper: cooldown removed but effect halved
Energy Stabilizer: changed to increase base range (will be removed and swapped to Energy Bolt Coherer once 0.96 releases)
Maglev Turret Mounts:range effect changed, now just increases range of all energy/ballistic weapons by 10%
[Systems]
Phase Splinter: can now be altered/optimized, base # of charges 9->3, increased chargeup and chargedown
Focused Ammo Feeder: Cooldown 8->15s, base duration 10->14s, and can no longer be interrupted by active venting
                  Weapons always provide 5 seconds of acceleration time, regardless of size
                  Can increase fire rate of multiple kinds of weapons (note that only *ballistic* weapons get flux cost reduction)
                  Alteration: System duration 14->21s, each ballistic weapon provides 1->2s additional acceleration time
                  Optimization: system duration 14->10s
1.7.15
Another hotfix version (hopefully the last one)
Fixed the bug that the Nether Cannon would cause the game to crash
Arc field New can dynamically display the description of the arc range (in string.json)
Weapons
Revolver GPD Shortened burst interval and adjusted visual effects while keeping other properties unchanged


1.7.14
This is a hot fix version
Tried again to fix a situation that caused an error
Theoretically not compatible with the old saves but there is a probability of compatibility (my own is fine)
Fixed the bounty assembly problem
[Weapons]
Ion projector MRM shot interval 12s>15s (25% slower rate of fire)
Cluster bomb launcher spare 20>15
[Ships]
Karni hull 18000>16000, armor 1750>1500, capacity 16000>14000, dissipation 800>700
Magma Tactical system changed to "unstable energy focus", remove built-in missiles and expanded missile racks, deployment 16>15, mobility slightly improved, the ship's description has also been modified
[Ship systems]
Ammo Feeder Jets 60% increase in dissipation effect, polarization effect on dissipation effect changed from removal to 75% reduction, fixed incorrect text statement ("maneuverability increased, speed +25" instead of "maneuverability and speed +25%")



1.7.13
Added 2 new high-intensity MagicBounty bounties, which can be picked up in the Loulan and Perseus alliances at levels greater than 5
New ship, Zhurong-class Advanced Gunship
New weapon, charge lance, modular version of multiplex shredderbeam
Modified the description of the built-in type of charging spear to make it easier to understand
[Hullmods]
Cliff system Beam mode shield damage increase 15%->10%, range increase reduced 100/200/300/400>50/100/200/300
[Ships]
Magma The arc of the middle slot is increased, deployment 25>24
Dew Maximum speed 130>155
[Weapons]
Nether Cannon: Added new visual effects; slightly increased rate of fire, more focused and more frequent explosion locations, smaller range per explosion, projectile velocity reduction 450>350
Tactical System
Calamity lock range 700>800, release distance adjusted back to 3000>2500, optimize the effect to release distance increased by 500
[close]
Credits:
DeepL: Machine translation software

The Unofficial Starsector Discord in general for letting me bounce my thoughts off of them
Special mention to Lortus for working on the translation before passing it on to me
   

And of course:
Komeiji Satori/IMustRegroupMyForces for making the mod

Proof of authorization:
Spoiler
[close]

If you have any feedback, I'll do my best to share it with the mod author provided it's constructive and/or detailed enough. And provided they haven't changed the relevant thing already.


13
Modding / Re: [0.95.1a] Gudalanmu | EN Edition (v. 0.24)
« on: February 23, 2023, 11:51:49 AM »
running 267 mods atm so it took like 2 days to find the cause of this crash. Happens when flying around in campaing randomly, could crash immidietely on a fresh save or 1 hour in... thats the main reason it took so long to find out which mod caused it -__-

Huuuh, this is the first time I'm hearing of that bug

14
Modding / Re: The Names of the Mods (and All the Other Things Too)
« on: February 21, 2023, 03:54:03 PM »
It says the spreadsheet is open to everyone but I'm only able to comment? I'd like to put some of the names from my translated mods on here. Which is to say, I am also requesting access.

15
Modding / Re: Chinese Mods Translation Repository and Request Thread
« on: February 08, 2023, 04:10:18 PM »
Just posted Goathead's translation on the forums here

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