Ah cool thank you, just wanted to make sure I wasn't doing something wrong on my end.
I don't mind starting up a new playthrough, speedrunning back to where I was now that I have a better understanding and feel for the balance is fun.
I don't think I've said it yet, but thanks for making this mod - I really enjoy a lot of the combat balance changes (particularly making missiles useful in longer engagements).
You're welcome I'm glad you enjoy it!
I tried add Extra System Reloaded mod, and got two random crashes during gameplay, i'm not sure what it incompatibility between two mods or simply bug of one of them, and both AO and ESR was older versions (because they both isn't save compatible with never versions), AO 1.4.0.2 and ESR 0.7.1.
Spoiler
5226396 [Thread-3]
ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArrayIndexOutOfBoundsException: 4
java.lang.ArrayIndexOutOfBoundsException: 4
at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.applyDamage(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyDamage(Unknown Source)
at com.fs.starfarer.api.util.Misc.applyDamage(Misc.java:5028)
at com.fs.starfarer.api.impl.campaign.terrain.AsteroidImpact.<init>(AsteroidImpact.java:67)
at com.fs.starfarer.api.impl.campaign.terrain.AsteroidBeltTerrainPlugin.applyEffec t(AsteroidBeltTerrainPlugin.java:185)
at com.fs.starfarer.api.impl.campaign.terrain.BaseTerrain.advance(BaseTerrain.java:85)
at com.fs.starfarer.api.impl.campaign.terrain.AsteroidBeltTerrainPlugin.advance(AsteroidBeltTerrainPlugin.java:100)
at com.fs.starfarer.api.impl.campaign.terrain.AsteroidFieldTerrainPlugin.advance(AsteroidFieldTerrainPlugin.java:110)
at com.fs.starfarer.campaign.CampaignTerrain.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
And older one:
2156034 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArrayIndexOutOfBoundsException: 4
java.lang.ArrayIndexOutOfBoundsException: 4
at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.applyDamage(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyDamage(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyDamage(Unknown Source)
at com.fs.starfarer.api.impl.campaign.terrain.HyperspaceTerrainPlugin.applyStormSt rikes(HyperspaceTerrainPlugin.java:1256)
at com.fs.starfarer.api.impl.campaign.terrain.HyperspaceTerrainPlugin.applyEffect(HyperspaceTerrainPlugin.java:1162)
at com.fs.starfarer.api.impl.campaign.terrain.BaseTerrain.advance(BaseTerrain.java:85)
at com.fs.starfarer.api.impl.campaign.terrain.BaseTiledTerrain.advance(BaseTiledTerrain.java:454)
at com.fs.starfarer.api.impl.campaign.terrain.HyperspaceTerrainPlugin.advance(HyperspaceTerrainPlugin.java:582)
at com.fs.starfarer.campaign.CampaignTerrain.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.Hyperspace.advance(Unknown Source)
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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Hmm. Well, I haven't personally run into these crashes though I haven't been running the game with that mod. Looking at the error, its pretty hard to say except that something appears to be checking for an array index that doesn't exist in the size parameters of the array. (So looking for index 8 when the array's max size is 7 or something.)
Looking at the API, there is this available:
/**
* Applies damage in a [b]random location[/b] on the hull. In the case of a fighter wing, first picks a random wing member.
* @param hitStrength
*/
void applyDamage(float hitStrength);
That is where the error is coming from - each time a FleetMemberStatusAPI has applyDamage(float) called. In these cases, it is occurring when a player fleet takes damage from a Hyperspace Storm or an Asteroid field. It would *probably* also occur due to accidents from low/zero CR.
So, in essence, what I'm getting from this is that something is modifying the ship so that the search for a place to perform the damage is causing the error. I have no idea as to what that might be though. It does seem unlikely that it is a vanilla bug because I can't imagine this would be the first time it has come up. It is coming from vanilla code, but something must be happening outside of what is normal in vanilla that the code doesn't account for.
The best thing to do would be to only add the Extra System Reloaded mod and nothing else, and then try and reproduce the crash. The mod author might want to ask Alex what could cause an OutOfBounds exception in the applyDamage() method for some clarity. Since I can't look at the code directly, I have little else to go on in this case.
any chance we could get a version with just the weapons ?
Which ones and just as-is? Or vanilla balanced?
I tried Doom mine subsystem in new update, I know what in vanilla this is strongest subsystem, but not in AO apparently, its seems nerfed pretty hard, mines die to PD almost immediately, plus now subsystem have cooldown between deployment of mines, which makes them die almost immediately after they spawn and I got literally zero impact from them on battlefield, I got only 1 or 2 mines which lived enough just to explode, not even damage someone. Doom is basically a ship without subsystem now, but it was also kinda subsystem-less ship with Maneuvering Jets which is definitely worse than Adamantine Consortium variant with Temporal Shell.
Also now I kinda not sure even if vanilla mine subsystem will be useful, in AO ships have much more PD and fighter cover, so mines now will be swiped pretty quickly.
I'm aware of this and I'm inclined to agree. I tuned it to the low end to start and I will probably creep it back up at some point. I didn't get too much time to test it manually controlling the ship and I was hoping the player could get more niche use out of the system. The AI wasn't great with it, but those ships are strong enough that I thought it might be cool if it was more of a player-specific thing and was waiting for feedback.
The reason I think mines are a bit tricky to balance is that they hit like a truck when they actually go off. If more could spawn at once, I wonder if it would serve as a way to zone out other ships.
Remind me later on about this. I don't want to make the change just yet because I want the dev version and current version mostly identical for balance feedback (like this) while I work on some lore stuff. (Musashi is halfway done already I'd say.)