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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Author Topic: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer  (Read 457025 times)

xucthclu

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Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« Reply #300 on: December 13, 2019, 05:20:49 PM »

I think Legio is already as tough as Nova Capitalis. It took me an obscene amount of fuel to bomb both the Imperium homeworld and the LI one.
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« Reply #301 on: December 13, 2019, 08:42:22 PM »

Talking less about making the planets tougher and more about increasing the number of evil deathfleets in the system
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
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Nym

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Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« Reply #302 on: December 16, 2019, 08:27:04 PM »

Ristreza and Izanami both have obtainable blueprints, but they are exceedingly rare.

Legio will likely see some further updates to boost their system and planetary defenses (to eventually make them an equally tough nut to crack as Nova Capitalis)since they are intended as a late-game challenge eventually.

Legio starts will be added in the next update. I forgot to move the Legio ship starts from pirates to Legio in this update.


Ah! Thanks for the reply!
I've been trying to find some without needing to attack any faction for a while now, and still haven't gotten them.
But good to know the blueprint is out there somewhere, at least the dream is alive!

Will continue hunting them.
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tseikk1

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Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« Reply #303 on: December 18, 2019, 02:33:53 PM »

Are normal Castigators supposed to be this rare? I've never seen a non-LI variant in game, not in any factions fleets or shops. Low-tech blueprint package doesn't unlock it for production either.
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Hrothgar

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Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« Reply #304 on: December 19, 2019, 01:01:36 AM »

I saw them in Hegemony fleets (and some bounties with special ones included) so i assume if you dont wage war on them you can have problem with seeing one.
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cathar

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Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« Reply #305 on: December 19, 2019, 02:47:07 AM »

I have a LI Castella in my fleet (piloted by a steady officer) that spends most fights flying towards the biggest enemy ship, then proceeds to repeatedly ram them with its burn drive until they or it are destroyed.

While this is hilarious and great fun to watch, I did want to check if this is intended behavior or some issue the AI has with the ship ability. I have it fitted for ranged support, only its PD weapons have less than 1000 range.
« Last Edit: December 19, 2019, 08:18:16 AM by cathar »
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tseikk1

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Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« Reply #306 on: December 19, 2019, 02:59:13 AM »

I saw them in Hegemony fleets (and some bounties with special ones included) so i assume if you dont wage war on them you can have problem with seeing one.
Hegemony was/is my main faction. Never seen one in their fleets or shops across tens of hours of gametime. Every other ship shows up just fine.
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xucthclu

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Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« Reply #307 on: December 19, 2019, 10:48:26 AM »

This has been pointed out before. Basically, it seems that in general giving the AI ships with Burn Drive is not a great idea, as the AI seems to use it quite recklessly.

I have a LI Castella in my fleet (piloted by a steady officer) that spends most fights flying towards the biggest enemy ship, then proceeds to repeatedly ram them with its burn drive until they or it are destroyed.

While this is hilarious and great fun to watch, I did want to check if this is intended behavior or some issue the AI has with the ship ability. I have it fitted for ranged support, only its PD weapons have less than 1000 range.
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Backpack

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Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« Reply #308 on: December 19, 2019, 11:21:10 AM »

Hi, could you help me diagnose this CTD issue I'm having?

I'm 3 cycles into a save with no issues until now.

The save works fine until I save again.  After making the new save, the game will CTD upon entering the intel screen.  Upon reloading the game, the new save file is corrupt and won't load.  It doesn't matter if I play the working save for 1 second or 1 hour, the intel screen will work fine until I save the game.

This is the CTD log.
Spoiler
291568 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.econ.tahlan_LegioTyranny.apply(tahlan_LegioTyranny.java:14)
   at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
   at com.fs.starfarer.campaign.econ.PlanetConditionMarket.convertToRegular(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.getMarket(Unknown Source)
   at com.fs.starfarer.campaign.ui.intel.B.for.if(Unknown Source)
   at com.fs.starfarer.campaign.ui.intel.B.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.campaign.comms.return.this.void(Unknown Source)
   at com.fs.starfarer.campaign.comms.return.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.setSize(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO$7.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.newnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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)
[close]

All the mods
Spoiler
{"enabledMods": [
  "$$$_lightshow",
  "$$$_trailermoments",
  "anotherportraitpack",
  "anvil_industries",
  "ApproLight",
  "automatic-orders",
  "lw_autosave",
  "blackrock_driveyards",
  "Boggled Terraforming",
  "CombatAnalytics",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_radar",
  "COPS",
  "istl_dam",
  "diableavionics",
  "DisassembleReassemble",
  "edshipyard",
  "foundation",
  "sun_fuel_siphoning",
  "gates_awakened",
  "ZGrand Sector",
  "HMI",
  "hullmod_expansion",
  "sun_hyperdrive",
  "junk_pirates_release",
  "kadur_remnant",
  "kingdomofterra",
  "kiprad",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "luddenhance",
  "MagicLib",
  "Mayasuran Navy",
  "Neutrino",
  "sun_new_beginnings",
  "new_galactic_order",
  "nexerelin",
  "ORA",
  "portrait",
  "TAR",
  "SCY",
  "shadow_ships",
  "swp",
  "bonomel_skilledup",
  "speedUp",
  "sun_starship_legends",
  "StopGapMeasures",
  "sd_sundiving_1.1",
  "Sylphon_RnD",
  "tahlan",
  "mayorate",
  "THI",
  "underworld",
  "US",
  "URW",
  "vayrasector",
  "vayrashippack",
  "WEAPONARCS",
  "toggleWeapons",
  "shaderLib",
  "Safety Override mod"
]}
[close]
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« Reply #309 on: December 19, 2019, 02:21:27 PM »

oh, right, that's a bug that I fixed a while ago.

use this .jar for now. Should fix it till I put out the next update:

Download
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
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Backpack

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Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« Reply #310 on: December 19, 2019, 08:40:07 PM »

That did the trick, thank you.
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tseikk1

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Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« Reply #311 on: December 20, 2019, 05:57:40 PM »

Castigators still fail to show up. None of the patrols or shops have it, neither do any bounty targets or the prism freeport. after 30 hours of hegemony commission playthrough and regularly checking all hegemony shops, my only castigator is the one I started with.

Tomorrow I will betray my hegemony friends and raid their worlds for a blueprint, but I'm quite convinced something is bugged for me.
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Ryu

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Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« Reply #312 on: December 20, 2019, 06:42:09 PM »

Hey, love the mod and all the GH stuff, were any more GH ships or retrofits planned? If not, would you mind if others tried adding more with an addon? I wanted to get into modding and this would proabably be the first thing I attempt, I was just curious of the ship system Chrono Rupture came with the Kassadari Engineering hullmod, or if ships could have other systems with the hullmod.
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« Reply #313 on: December 20, 2019, 06:48:10 PM »

There's a bunch of GH ships that have the hullmod and different ship systems. Not sure what you're asking.

@tseikk1:
The spawnrate for Castigators is somewhat low. I'll up it a bit in the next update.
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It's all in the presentation

Outro

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Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« Reply #314 on: December 21, 2019, 02:05:08 AM »

The Legio Infernalis Thetra Smartgun seems to be buggy.
When fired without a target selected, they fire normal non-homing projectiles.
When fired with a target selected, they fire ultrafast projectiles with unlimited range. Projectile also don't head towards the reticle, instead heading ~10 degrees to the left.
« Last Edit: December 21, 2019, 02:28:14 AM by Outro »
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