I'm back again. I am having the same issue with my game crashing when I launch it with a the mod.
Wait, I just noticed you're on the wrong game version. The latest version is 0.95a while yours is 0.91a
This is your issue. The mod is likely looking for ship definitions that don't exist in your version of Starsector.
Windows 10, sorry for the late response. Also, the same crash just happened when I tried to engage a Radiant-class ship
Hmm well that's not the operating system I expected because that's what I have and it works. Well, have you tried the latest version of AO? It should be 1.4.0.3. I attempted to fix it in that version by using an alternative implementation of lazylib. Without some kind of input from the author or someone more experienced with IntelliJ's project dependency features, I am at a loss right now.
If you update to the latest version and it still doesn't work or want to keep your current save an not update the AO version, what you can do is remove this crash from happening by going to ship_data.csv and opening it in open office or another spreadsheet editor and changing the ship system for the radiant and guardian from archean_fluxconverter to something else like archean_displacer or archean_damper.
I have told this before but there's really a problem with no D-mods applied regardless of ship quality. Every faction gets access to pristine ships.
- New mine skill is a bit too fragile and spawns very far from the target.
That's really strange I wonder what would cause that? Maybe the no_auto_fit tag or something?? But I was seeing D-mods on faction fleets. Its especially weird because the ship quality seems to indicate otherwise.
I will do some tests on the mine system and that I can probably make some adjustments to. I just don't want to start editing stat sheets just yet.
Thanks for the additional responses on fighter balance. I am reading all of these and will be using them as references while I go through the campaign story. I'll also do a few big sim battles.