yrxp_engineering.java is spamming the log file at line 78, the weapon checks....
Ah, thank you for this report! Sorry, I missed some logs from when I was making the function that doubles missile ammo when only using Yuri missiles (that turned out to be bugged anyway, haha).
I only have low tech ships
. It is impossible to beat them. They spam those long range missiles non stop from all sides so if you don't have full shield cover you're screwed :/
Yeah, it's quite difficult to win against YRXP without using energy weapons. You could probably bully them by spamming lots of big ships, if they don't have Shine Rays. Though perhaps you could also try a fast torpedo-armed corvette flown by the player to swoop in deep and hit the fragile carriers? It's probably suicide even if you succeed though.
Edit: There is an issue when Caparice ships retreat the leave their drones scattered all over the map, the battle can't end until all drones are destroyed. Is it possible to make the drone auto destruct when their parent ship leaves the map?
I'm aware of this issue, just that I haven't figured out a good way to fix it. The fighters often cluster at the edges of the map too, sometimes beyond it... I'll try out your suggestion though, thanks!
Found an issue where if you enter a certain, uninhabited system with the hullmod interstellar mall the game crashes. Easily managed to bypass this by removing the given hullmod, just letting you know incase you'd prefer to have it fixed.
Hmm, for some reason I recall already having fixed this, but I'll give it a look too!
on one hand its anime
on the other hand my god those fighters i managed to take out a station marked at 5 hazard to my fleet with two moon rabbits.
this has convinced me to do a yuri based fleet now
Haha, glad you liked it! Just a heads-up though, I'm planning to phase out the Yuri Mech Infantry line and their carriers from the main YRXP list. My current plan is to add the moon rabbit and dropship as special, player-only ships available at a Caparice Trade Co. start, much like the Scorched Lily supership start. There will also be no way to acquire new Mech Infantry LPCs apart from the start pick. This is because I want the mech-based gameplay to be centered around Aria.
Since i have fallen into the Hololive Hole, this mod has become one of my favorites as of late.
I wish someone made a Hololive Portraits Pack, or the portraits of Hololive are added to this mod, it would make a lot of sense.
Glad you enjoy the mod! I'm not planning on adding any more portraits to this mod, however you could always replace them with your preferred portraits! All the images are openly available for edit in the folder structure.
I'm fairly certain that's not it. Whenever I do a playthrough I tend to focus on the content form one faction mod, so I wasn't using any non-Yuri weapons at all, and I'm fairly certain it doesn't care about ship-mods, right?
I think the bug in the code was that it didn't only check the missile mounts. Meaning if the ship had built-ins, it would probably fail either way. I *hope* I fixed that now, but I have yet to properly test it.
Overall, I'm really enjoying the mod. I'm stil not entirely certain if its ridiculously OP or just differently balanced. There was a period in my playthrough where my fairly light fleet would cut through enemy fleets like a hot knife through butter, but that might just have been an artifact of the long-range and missile focus allowing for very effective focus-fire in the same way carrier-spam works, and by now I've found challenges that will do something similar to me, cutting through my fleet in fairly little time, with my fleet only knocking out a couple of light frigates.
Yeah, I molded YRXP (and all the rest) precisely so that they played completely differently from vanilla (or most mods) factions. That inevitably means that there are scenarios that the base AI simply was not built to handle. For example, I've always had the problem in YRXP where my ships simply will not launch *any* missiles against enemy frigates. It's probably a failsafe by the engine, so you don't fire reapers at hounds, but YRXP simply doesn't work that way. Sparklers are built precisely *for* hounds. But I can't change the behavior since it seems to be hardcoded in. Well, you win some, you lose some. Apart from those fringe cases, most of the mod does behave the way I intend it to.
Been really liking the mod, one thing that feels kinda off, is the sprite for the Last Smile ICBM (pretty much my favorite weapon i've got my hands on) and checking the files i can see that it's basically just the aurora missile but scaled up to twice the size.
The only other thing i'd like to see in the mod is some sort of medium and/or large kinetic missile pod, I do get that you might have not added such a weapon for balance reasons, but it could be a nice addition.
Glad you like the mod! Apologies for the spritework! Minor edits is pretty much the depth and breadth of my artistic capacity!
With regards to larger kinetic missiles, it's intentional that YRXP doesn't have anything larger than the small mount, both for balance and lore purposes. Their kinetic arsenal is focused on their guns.
Anyway, I just got back to the modding saddle but right now I'm focusing on the next big update for Aria. YRXP will get its fixes too time, but only after my planned update and first official release for RYAZ! Please look forward to those!