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Author Topic: [0.97][WIP] United Aurora Federation 0.75c ( Hotfix 3 )  (Read 569231 times)

heh

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Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
« Reply #135 on: March 27, 2022, 10:02:40 AM »

I have a bit of a problem, all auroran markets stopped selling ships, i do not have any idea on what caused it, but i do have a guess, they stopped selling ships after i used the "home" command from console commands, i set my home on auroria and went out to do a mission, then used the command to teleport back, only to find the ship market completely empty.

If anyone has encountered the same problem but managed to fix it, please do tell me how, because i dont want to start a new run just because of this.

edit: just found out if affected all the modded factions.
« Last Edit: March 27, 2022, 10:52:32 AM by heh »
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BHH

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Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
« Reply #136 on: March 28, 2022, 09:36:37 AM »

Are there any other quests other than the one that send you to a pirate base?
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SomeKindOfLifeform

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Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
« Reply #137 on: March 28, 2022, 05:18:28 PM »

I have a bit of a problem, all auroran markets stopped selling ships, i do not have any idea on what caused it, but i do have a guess, they stopped selling ships after i used the "home" command from console commands, i set my home on auroria and went out to do a mission, then used the command to teleport back, only to find the ship market completely empty.

If anyone has encountered the same problem but managed to fix it, please do tell me how, because i dont want to start a new run just because of this.

edit: just found out if affected all the modded factions.
You would probably be better off posting this in the forum of the mod that adds the home command rather than this one.
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Sheodoq

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Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
« Reply #138 on: March 30, 2022, 04:31:24 PM »

While playing UAF I had a lot of fun and found them very interesting with varied ships and interesting faction design.

After playing for awhile just wanted to give some feedback, suggestions, and some things I noticed while playing.

Campaign
  • Starting as a UAF commission is pretty straight forward as they're not hostile to Pirates or Luddic Path (despite using nanoforges and heavy industry) so you can just roam around relatively unchallenged.
  • Starting without a UAF commission has some challenges with getting started. Doing it the normal way of slowly building up rep works. But you can also immediately throw cakes at Nia and wait for a Special Pirate Bounty. This allows you to farm pirates getting Nia rep to 50+ but faction rep around 20 or so with 1 mission but causing an issue with triggers. It seems reaching the Nia rep requirement for the Mining World admins before the faction rep causes it to not properly trigger which locks you out from contacting them.
  • The UAF keycards are pretty interesting. Their text indicates they have UAF secrets but I never found a way to unlock them if this was possible. Also I feel they may be a bit too valuable or at least the rare keycards need to be rarer. Particularly the Green keycard which seems to appear constantly in runs and even appears more often than Violet or Orange keycards which are lower value.
  • The commodities are very interesting as they seem to rise and lower in price based on luxury goods while never having the issue of being perpetually profitable. Most other modded commodities like Byzantium wine (Imperium), Red Water (HMI), and Candy Opium (RYAZ) all have the problem where buying them is always profitable and are essentially infinite cash. While the Pineapples suffer the problem of being perpetually in demand, it's clear they're placeholder but I would hope it gets addressed as Trade contracts (like Nia) will constantly request pineapples making it hard to use Trade contacts.
  • The UAF queen also having Underworld as part of her contact makes for funny situations where she offers you missions to rob UAF drydocks for ships.
  • Speaking of ships, sometimes bar missions will have UAF admirals offering ships but they'll be stuff like November grade Reisens or Rillarus for like 150k credits which doesn't seem intended considering how difficult it is to unlock November and Automata markets. On the more extreme end, AER-1A and the queen can even offer Novernia as a ship to buy. I'm not sure if that's the intended method of obtaining them but it feels off for them to just be offering UAF dreadnoughts randomly.
Ships
  • Stock variants seem to be performing about their DP cost and hold their ground well for their cost. Most of them feel like midline ships but more fragile for higher speed but I haven't extensively used many of them beyond the Akatsuzuma and the Lovela. The Lovela in particular was very good with its Accelerated Ammo Feeder. To note, the main reason why I haven't used them much is because they have less hull and armor than even Automata variants, not to mention the OP and flux stats. So I saw no reason to buy them over waiting for UAF markets to offer November or Automata variants except the Lovela which has Accelerated making it arguably a better dps ship than either variant.
  • November ships seem to be in a weird place as they have a focus on capacity but Automata ships have higher capacity making the bonus deceiving as November are only better in armor and shield arc not capacity. I'd suggest taking the ships that have a November and Automata variant and either increase November capacity and/or lower Automata capacity. 
  • Automata ships feel and act great. They have good shields, very good capacity, decent shield efficiency, and very high speed. Their ability to use energy weapons and have the flux to sustain them makes them much more flexible. However, I did notice they're suppose to get a -20% sensor profile but in actuality they get almost no sensor profile change.
  • As for specific ships, I'm sure you've heard about the Purcellya being a solo fleet killer with just UAF stuff alone. So moving from there, my next biggest issue was with the Reisen(M) as it's an Onslaught's armor with pretty low hull. But it has superior flux stats to even the Paragon especially with its dissipation at 1700 compared to the Paragon's 1250. It definitely overperforms for a 45 DP ship and should be around 50 or more with its current stats and skill. It can load some of the heaviest flux weapons in the game and still be fine all while having higher capacity than 60 DP ships with armor able to shrug off anything short of HE missiles/torps.
  • The Lillaru(SP) is an odd ship. It's an Automata variant so I assumed it was fast and designed to kite or brawl ships with firepower. But it's actually slower than its stock variant and has decent defensives making it suited more for an escort like the Senijara. Took me a while to notice it but it definitely performed better once I did.
  • The Minoria seems off as it has so much PPT with the lowest being 360 sec. The Minoria (SP) in particular is extremely good as it's only a 14 DP carrier with 555 sec PPT, 2 medium missiles, and 2 bays with Recall on a frigate. I'd suggest cutting down the PPT for the ships and give the Minoria(SP) less OP and 1 less medium missile as it's comparably a destroyer with capital PPT but classified as a frigate. 
  • I was most surprised by how unusually aggressive Automata ships are. Often times, I have Automata ships like the Akatsuzuma(SP) trying to brawl with multiple cruisers at once or a Nakiha(SP) trying to flank. I'm not sure why they're like that but it's pretty funny seeing a Neuxoria trying to brawl with a Solar. November and Stock variants usually hang back and try to pick ships off.
Weapons and Fighters
  • The Large ballistics are pretty good. I haven't had any issues with using them and they do their job well and projectiles are fast. No real issues in terms of how they feel. Their OP cost feels right too.   
  • The Large missiles are bit all over the place. The Semibreve does exactly as described and we'll see how it goes with the OP nerf. While the Typhoon AST(L) feels about right with maybe a slight increase in torp hp at most. The Minirest seems to take too long getting into position so its 2nd-stage fails to fire or it fails to fire entirely. I'm not too sure what causes it as it can misfire even on stationary ships. Lastly, the Chorus is pretty good at what it does. I don't use PD large missiles much but it did well vs the Remnant drone spam and Blade Breaker fighter spam in DME so I can attest it does clear the skies and is pretty cheap.
  • The Medium ballistics do too well in my opinion. The 10 OP general purpose guns have much higher range than you'd expect while having high damage per shot. Especially the kinetic medium where the high damage per shot makes it effective vs armor while being long range and lower OP cost than comparable guns. The 8 OP general purpose guns have the problem where they have immense dps for their cost but lower damage per shot. However. they easily beat out vanilla and even modded comparable guns. They seem to have high recoil to compensate but it's not enough and I'd suggest a +2 OP cost. The railgun is pretty good though and acts as a great frigate and destroyer deterrent. Been having good results using it to keep frigates away from flanks and carriers. The flak gun I haven't really used as it doesn't really suit my fleets. Lastly, the Suppression medium is a kinetic gun now despite being described as anti-armor. It's overshadowed by the 8 OP kinetic gun but it does its job well. 
  • The Medium missiles feel to be in a pretty good spot. The Amazoch Light ASRM and Clemente MRM did great in my fleets and the regen was fast enough to be relevant. But the Selemene only has 4 ammo and regens every 33 seconds as a Suppression missile for 10 OP. It's worse at its role than the Pilum and Salamander while being more expensive. Higher ammo or faster regen would be great here. Rythem HE LRMs were better suppression in my experience. They regened slower than Salamanders but did good damage and often hit for only 7 OP. I didn't use Vocals much and Chorus AAM (M) is basically its large version but small.
  • Sadly didn't use Small ballistics much. The HE small didn't do enough damage per hit for me and the kinetic one is beat out by railgun/needler. But the Weiss 1 50 PD(FK) was really good for its cost and was the bulk of my PD. Reina 20 PD(MG) was great as well. The kinetic damage instead of frag was interesting for me and it did well vs fighters and overly friendly LP frigates. 
  • Small missiles did great for me. The Exoscars (shielded) on Nakihas do well and only stuff like flak really stopped them. Exoscars without shields were pretty vulnerable but it's only a 2 OP difference so it feels reasonable. The Selemene has the same issue as before while the small Vocal and Chorus felt the damage hit against the tougher fighters
  • As for the fighters, the Arias are pretty good and do well for their cost. The higher end Arias doing kinetic and HE missiles keeps them relevant even vs endgame fleets and make the bulk of my fighters. Also the Hyper Aria (35 OP) can be sold in Prism Freeport. I think it has a blacklist you can use for that.
  • Besides the Hyper Aria, all the 20+ OP wings are insanely overtuned. The Menascar having 400 speed, 1000 hull, 1000 shield, and 400 armor makes it extremely durable. I highly recommend nerfing its speed as 400 means it can outspeed projectiles. The 400 armor is pretty iffy as well as most PD is frag so 400 armor means only main guns and missiles can truly hurt it. The Nekonyan and Forlorn are also insanely durable as they have higher defensive stats (1000+ hull, 1000+ shield, 100+ armor, 3 fighters, 20 OP) than single super-fighter LPCs like VIC's Asmoday (25 OP, 1 fighter, 625 hull, 125 armor, 1000 shields). Same thing with the Noversky only that one is honestly just funny because it has 2500 shields. 
  • Hyacinth is probably ok with its insanely durable stats because it has 100 speed. I'd say to remove the USB Class 1 bombs for missiles like HVARs as they move based on the ship's momentum so they basically never hit anything.
  • Exoscars, Sakurais, and Hibiscus are pretty standard bombers. They do good damage and are reliable in hitting their mark. Though the Hibiscus being 6 OP is likely too cheap for its performance and durability.
  • I haven't used Interceptors because Arias exist so sadly can't comment too much on them.

I hope this helps c: Also Solvernia pls I need more cute warships.
« Last Edit: March 30, 2022, 04:46:55 PM by Sheodoq »
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Mosthra

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Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
« Reply #139 on: March 30, 2022, 08:26:51 PM »

tks for great mod. The ships are so beautiful
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Phantasia

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Re: [0.9.51a-RC6] United Aurora Federation 0.7.2d1
« Reply #140 on: April 01, 2022, 07:36:55 AM »

FYI there's a Linux-specific bug: the mod won't get past the loading screen due to the case-sensitivity with file paths.
Specifically Starsector looks for:
- pd_claris_cn_hardpoint_recoil.png (not found) vs. pd_claris_cn_hardpoint_recoil.PNG (exists).
- sm_tona_rg_hardpoint_recoil.png (not found) vs. pd_claris_cn_hardpoint_recoil.PNG (exists).
- sm_tona_rg_turret_recoil.png (not found) vs. sm_tona_rg_turret_recoil.PNG (exists)
- aria.png (not found) vs. Aria.png (exists).
Once either the file paths or file names (but not both) are modified correctly Starsector can get past the loading screen when UAF is enabled.
Given the existing files the easiest would be to simply use lowercase file extensions.

EDIT: v0.7.2d1 still has these issues.
« Last Edit: April 09, 2022, 09:56:43 PM by Phantasia »
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Ryxsen1421

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Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
« Reply #141 on: April 02, 2022, 12:28:16 AM »

    An essay worth of useful feedback.

    Thank you sincerely for your constructive feedback, I've already shared this to my friends and other players and they seems to agree with your points. I also appreciate that you took your time into writing this, I will try to reply as best as I could into several categories as you have written before;

    Campaign:
    Spoiler
    • It is intentional that I planned the reputation grind to be this slow. You as the player will never be a full fledged Auroran, you are definitely a local starfarer who took interest in the newly arrived faction and probably wanna learn or interact more with them. However, as you already know by now. The interdimensional bakery serves as both custom commodity and a nice method to level up your reputation with the faction. It's currently a work-in-progress atm and will continue to work on that until its refined enough for me to move onto the next stage of UAF development. I've also made sure that the entire Persean sector are basically at open war with the unknown (UAF), however I also received words that the relation thingy is not working for some reason? I'll look into that when I have time for it. 
    • UAF Keycard initially started as a simple reference to the colorful labs keycard from a game name Escape from Tarkov that basically rewards you with massive amount of money depending on the color of the card. I have recently came up with a plan to further utilize these cards by creating some sort of a parody of a premium gift shop in-game. However, you don't need to pay real money for it. You just need to trade-in vanilla survey data in exchange for the keycards. Once you have a card, you can trade it for any items or packages that was offered in a special cafe somewhere in Favonius. Some item will be in limited numbers per game while others refill per month. I din't know that some cards will spawn more often than the rest, I would appreciate if anyone reading this can provide info on how often does one card spawn, regardless of the types.
    • I am well aware that some factions do offer get-rich schemes with their commodities but I don't really want my bakery to be like that, instead we kinda did it in the same way as how Volturn lobsters are valued with a lil' bit of sweet bonuses around them, especially the giggles if you noticed! You have also gave me an idea of a special type of rare bakery products that can be gifted to the Auroran officials for higher boost of reputation but it'll be a random loot drop and does not produce from any industries. Which means, the pineapple cake will be used and given proper sprite sooner or later. There will be more coming as well!
    • Currently, Yimie's Tilted Dagger quest is the only custom story line we have in-game. It's a prototype for us to work on before we move onto the real one which is the Queen's Campaign, the primary reason to why UAF is a thing in the first place. I have yet to write anything about it and I would rather focus on completing the faction's arsenal and mechanics first before the main story itself. With that being said, you can easily tell that we simply took all the vanilla quests and put them into our faction as placeholders. It may sound ridiculous that the queens themselves are offering their services to steal their own ships, but gameplay-wise - you should think of it as a means for the player to easily purchase our arsenal of ships and weapons more easily. I will be focusing on custom quests after the next major patch.
    [close]

    Ships/Weapons/Fighters:
    Spoiler
    • I see no problem with that honestly, the stock ships are basic versions and doesn't really offer anything much other than the fact that it will be able to enjoy full advantage of Ballistic Rangefinder or whatever other mods offer that'll boost ballistic weaponry. FYI, some already think I'm bloating up the faction by having numerous amount of fighters and ships but I simply don't care about what they think. I want my faction to feel like a big federation of united nations and also to offer as many variants as possible to fight against. Should they choose to have UAF as the enemy. Not to mention I never want UAF as a competitive modiverse faction, I intentionally design my faction this way as it is my personal passion project and its my own way of world building based on a concept from my comic project. Think of it as a playable light novel, a faction literally dedicated and created around a single character, the Permaisuri Aeria Charlotte Yuki.
    • Honestly, I may have given extra attention to the Automata ships because they're the most flashiest and unique sub-faction available to the UAF. I'm quite sure a number of people have already nicknamed them as 'Space Police' thanks to their blinking police lights. They're suppose to be the UAF's elite special force that's more suited to fight against battle hardened enemies and tend to experiment a lot with Persean Sector technologies regardless of their tech level. Not to mention I also gave them hybrid, composite, universal and energy mounts as a futureproof for when the player wishes to utilize their own arsenal on UAF ships. The UAF research divisions are currently developing their own energy weapons and they will be deployed when they're ready.
    • November ships in the mean time are the Queen's personal elite fleet. They're the backbone of the UAF Navy and prefers to stick to the good ol' tactics of overwhelming firepower and airpower. They also have extra armor installed on their ships as they're expected to fight at the front line and bring the fight to the enemy. Hence why they have frontal shield only with probably higher capacity while Automata gets to enjoy having omni shield with better damage-to-flux performance.
    • With these in mind, I'd like to note that stock ships are basic versions that are accepted into navy service. The two sub factions will customize these ships to further meet their needs depending on their doctrines; November (M) ships are meant to be armored ships with classic naval doctrine in mind while Automata (SP) is a highly experimental and more radical approach to combat and utilities. Prototype ships are literally as advertised, they're experiments that wasn't accepted into service but available for limited production.

      (M) - Armored and upgunned, but slower and limited in loadout versatility.
      (SP) - Experimental and versatile but more expensive and high maintenance.

    Best example would be Zepporia(M) and Neuxoria(SP), they're both Supercarriers with more or less the same tonnage and size but each have their own attributes and features. For example;
    Zeppy have higher survivability and can defend herself thanks to her superheavy armor plating and large amount of weapons placed in defensive angles while Neuxoria gets to enjoy having more fighters and even greater maneuverability, which means she can disengage and flank more easily than the other if needed. All according to their sub faction's doctrine.


    • You might notice that a couple of the Automata ships have external upgrades such as Lillaru(SP), Akatsuzuma series and Shinoria(SP). Their states are reflected accordingly to the added weight by having slower top speed and maneuverability. Thus somewhat changing their playstyle as they have something more than the stock variant. They're not necessarily better than the others but who knows they're exactly what you need in your fleet?
    • Ah yes, the controversial missile battlecruiser. I kinda saw it coming really and I'm not surprised at all, countless people already warned me about the potential dangers of having such a ship in my faction. ( then suddenly Alex made a bunch of new ships with more or less the same characteristic as mine, coincidence? ) But this is exactly what the UAF need to fight against numerous enemies that uses all kinds of terrifying technologies such as black hole spewing missiles or even phase ships! UAF is a relatively fresh faction and the best tech we got are simply guns, fighters and nukes. Reisen(M) in the mean time was recently buffed because a number of people said during the closed testing phase that we deserved some buffs. Our ships actually performed worse and OP starved before the release version, not to mention our guns are also kinda hit and miss as well in terms of performance. I will do another run of balancing at some point but not now, it's kinda mentally demanding honestly especially when I gotta deal with 200 variants and so much more.
    • Minoria is pretty difficult to balance as it's a frigate carrier. Yeah, I know it's a frigate and I'm not changing that. I kinda like the way it is and my core audience don't want me to change it. However, I will admit that PPT is all over the place - I will address this issue as well across all ships of the UAF and adjust accordingly to how Alex do his vanilla ships.
    [close]

    Spoiler
    • The current UAF arsenal are just the basic weapons that the faction need to function properly as we do not use anything vanilla at all. I mean, we're suppose to come from alternate dimension right? Better stick to theme! I kinda like the large weapons as they are atm, they feel like actual naval guns and they hit pretty good too, especially the Tona series and Solvernia's main guns.

    FYI, more gun barrel means higher rate of fire but wider spread and less damage per shot. Vise versa for the lesser barrel version of every standard weaponry.

    • I will take a look at the Minirest, all missiles and medium weapons again, I might bump them to 10 OP and do something with the small weapons. I don't need them to perform better or worse than the vanilla counterpart, its just there to provide variety of choices for the faction to use on their ships. There are some exceptions of course and we'll see if we can improve on them or not.
    • It's pretty tricky to balance out the UAF's Tier 4 fighter wings such as Forlorn and others. There are no vanilla equivalent to super fighters other than maybe broadswords as far as I know. Please note that it's been years since I played vanilla and I don't have time to freely play anything but my own faction for obvious reasons. So feel free to correct me if I'm wrong and suggest whatever you have in mind that might help me in this particular matter. Their performance must reflect on the fact that they're very costly to install on carriers and if they perform any worse than that. What's the bloody point of having them then? I honestly think its better to just outright give them high HP and armor for survivability rather than installing some hidden hullmod that allows them to soak up damage. Point taken though, I need to experiment more with this just to be certain.
    • Menascar is a high speed torpedo bomber and the way it performed in-game is really just awesome, I will not change that no matter what. but I can at least make it more fragile as you noted that its speed alone is already helping as not all point defenses can effectively intercept her in time.
    • Currently, the UAF fighters are categorized in 4 tiers via noticable OP cost. T1/<10, T2/10>, T3/20>, T4/25>. Their goal is to provide maximum carrier loadout versatility and to provide as many roles as possible ot the player and faction itself. Allow me to write some examples below;

      Carpet bombers (Flower name series) - Saturate the whole area with bombs as area denial tactics, they dont necessarily have to hit but it feels great when they do.
      Torpedo bombers (SCAR series and Taufan(NX)), Strike hard and fast with style! Watch as they do a drive-by and drift out of combat after dropping their payload.
      Fighters (Aria series, Forlorn ) - Front liners equipped with universal loadout, good vs everything but not specialized vs anything.
      Interceptors ( Mitsurei, Surreal line ) - Good vs Fighters but will use their heavy missiles vs ships when necessary.
      Attackers ( SKY series ) - Dedicated anti-ship fighters, good vs ships.

    [li]You can clearly tell that UAF have a serious focus on airpower, there will be more wings coming in the next following patches and won't be part of the main roster but still available for purchase in the up-coming gift shop. That's where you can also redeem prototype ships and weapons too.[/li][/list]

    There'll be more girls and boys like Solvernia and others too with their own UAF skills. There'll be special skins of the unique commanders as well so look forward to them!
    [close]

    With that out of the way, I'd like to thank everyone for trying out my mod. Some even decided to support me directly through my fanbox which is greatly appreciated, CNSector also seems to welcome my mod pretty nicely as well. I'll admit that the first few weeks are brutal as people (ENSector) preferred to meme on the negatives instead of playing the mod itself for what it is but I digress. I'm just happy that UAF is finally out and that huge burden was finally out of my heart, that's all that matters.

    Until then, I'll be lurking around and take note of feedbacks.
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    Watchin_Life_Go_By

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    Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
    « Reply #142 on: April 02, 2022, 01:55:45 AM »

    I love this mod its been fun playing with the faction in my current play through. I look forward to see your vision come true. Rip to when you take out the Queen's Underworld bounties, it was funny stealing ships from her own faction.
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    beaverslayer

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    Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
    « Reply #143 on: April 02, 2022, 10:00:12 AM »

    UAF is my favorite faction I've played so far. The ships, fighters, and characters look awesome and the variety keeps things interesting. Keep up the great work!
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    LinWasTaken

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    Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
    « Reply #144 on: April 03, 2022, 07:36:04 AM »

    so when do you plan on adding this mod to the index?
    after adding more weapons? ships? or after you finish the queen's story?
    (looking forward to all of those)

    Sincronic

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    Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
    « Reply #145 on: April 03, 2022, 05:31:27 PM »

    The only thing that was a bit confusing to me were special variants of - i think - every ship, that has a wasp drone fighter bay, and nothing else compared to its standard variant.

    For someone with lame gpu like me, i think this spends a lot of memory, and the the blueprint list when you open ship production page looks almost bugged with how every ship is doubled:

    shipA (SP)
    shipA (SP)
    shipB (SP)
    shipB (SP)
    (...)

    Personally i'd remove all those as they are pretty much same thing as their normal variant (probably also makes battle laggier if you for example take 20 small ships with wasp x6 each); and normal ships are already good as is.

    On the topic of keycards, i tried one decently long playthrough to the point i've become god in game, and i've found about 4+-1 keycard in total. IMO, considering how few of them i got, i didn't even notice there is rarity system behind them until i took a look into graphics folder. Maybe it's just my luck though

    I'm not sure what others think of it, but i found the weapon names a little bit complex, it takes a while to find what youre looking for considering how there are double, triple, quad barreled weapons, AP/HE, torpedo with/without shield. Compared to vanilla weapon names at least, such as Arbalest cannon for example.
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    IGdood

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    Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
    « Reply #146 on: April 03, 2022, 08:58:18 PM »

    When I fight and destroy the Solvernia in the defense fleet I get this error

    3778300 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
    java.lang.NullPointerException
       at com.fs.starfarer.combat.ai.FighterAI.pickManeuver(Unknown Source)
       at com.fs.starfarer.combat.ai.FighterAI.cancelCurrentManeuver(Unknown Source)
       at com.fs.starfarer.combat.tasks.CombatTaskManager.o00000(Unknown Source)
       at com.fs.starfarer.combat.tasks.CombatTaskManager.cancelDirectOrdersForMember(Unknown Source)
       at com.fs.starfarer.combat.tasks.CombatTaskManager.giveDirectOrder(Unknown Source)
       at com.fs.starfarer.combat.tasks.CombatTaskManager.giveDirectOrder(Unknown Source)
       at com.fs.starfarer.combat.tasks.CombatTaskManager.orderFullRetreat(Unknown Source)
       at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.?O0000(Unknown Source)
       at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.Object(Unknown Source)
       at com.fs.starfarer.combat.ai.admiral.B.?00000(Unknown Source)
       at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
       at com.fs.starfarer.combat.CombatFleetManager.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(Thread.java:748)
    Logged

    nekozkun

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    Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
    « Reply #147 on: April 03, 2022, 09:50:34 PM »

    i took over Auroria and when i click the 'add industry or structure' it crashes my game and i got this in my log: 145647 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.api.impl.campaign.procgen.PlanetGenDataSpec] with id [aurorian] not found
    java.lang.RuntimeException: Spec of class [com.fs.starfarer.api.impl.campaign.procgen.PlanetGenDataSpec] with id [aurorian] not found
       at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
       at com.fs.starfarer.settings.StarfarerSettings$1.getSpec(Unknown Source)
       at kentington.diyplanets.WaterReceiver.isAvailableToBuild(WaterReceiver.java:46)
       at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
       at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
       at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
       at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
       at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
       at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
       at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
       at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
       at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
       at java.lang.Thread.run(Unknown Source)

    i also got this problem with the resort world
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    Ryxsen1421

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    Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
    « Reply #148 on: April 03, 2022, 10:38:33 PM »

    Feedback

    Your feedback has been noted and a lot of changes were made. There's a lot more nerfs than buffs honestly but no problem.
    Logged

    Lukiose

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    Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
    « Reply #149 on: April 05, 2022, 07:39:49 PM »

    The stuff in this mod looks crazy good, gonna give it a shot, keep up the good work ;D
    Logged
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