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Starsector 0.97a is out! (02/02/24)

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Author Topic: [0.9.6] Caymon's Ship Pack v1.2.1  (Read 202443 times)

Screech9791

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Re: [0.9.6] Caymon's Ship Pack v1.2.1
« Reply #105 on: May 07, 2023, 08:58:43 AM »

whatever's going on with the Cetan's system and its graphics, it causes a crash
unfortunately I couldn't screenshot the crash popup, or avoid accidentally closing it in time to actually read the specifics, but you should probably check to see if it still functions like it should

EDIT: just tried doing it again, got to screenshot the crash popup

can't upload the starsector.log file to pastebin due to filesize concerns
here's a download for the .log file
« Last Edit: May 07, 2023, 11:48:51 AM by Screech9791 »
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Caymon Joestar

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Re: [0.9.6] Caymon's Ship Pack v1.2.1
« Reply #106 on: May 07, 2023, 11:34:24 PM »

whatever's going on with the Cetan's system and its graphics, it causes a crash
unfortunately I couldn't screenshot the crash popup, or avoid accidentally closing it in time to actually read the specifics, but you should probably check to see if it still functions like it should

EDIT: just tried doing it again, got to screenshot the crash popup

can't upload the starsector.log file to pastebin due to filesize concerns
here's a download for the .log file

Redownload the mod, I missed that when looking for magiclib classes to update due to mlib update
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Maelstrom

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Re: [0.9.6] Caymon's Ship Pack v1.2.1
« Reply #107 on: May 19, 2023, 12:55:34 PM »

2923768 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: System with id [drone_pd] not found
java.lang.RuntimeException: System with id [drone_pd] not found
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.title.Object.M.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.E.I.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.K.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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(Thread.java:748)

for some reason I got this crash, still running version 1.2.0 though so it might have been fixed in your newest version
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Caymon Joestar

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Re: [0.9.6] Caymon's Ship Pack v1.2.1
« Reply #108 on: May 19, 2023, 07:33:25 PM »

2923768 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: System with id [drone_pd] not found
java.lang.RuntimeException: System with id [drone_pd] not found
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.title.Object.M.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.E.I.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.K.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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(Thread.java:748)

for some reason I got this crash, still running version 1.2.0 though so it might have been fixed in your newest version

I would check your copy, the system is there and works fine on my end. So you must have deleted it by mistake or something. The solarized flare is the only ship with the system and it uses the LMG drone vanilla one
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twetyy

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Re: [0.9.6] Caymon's Ship Pack v1.2.1
« Reply #109 on: May 22, 2023, 12:28:02 PM »

Motörhead Heavy Pirate Mech Are WAY OVERTUNED!!!
i mean one of those in pirate bounty soloed my onslaught...
They take no damage, and they got skill shield that makes them take no damage from onslaughts two internal cannons with 20 ammo, and 3 large turrets full blasting into it...
And i generally noticed those ships looking like punchy guys are way overtuned tanking few wolfs and just pushing trough everything and not dying while also doing damage.

Claw drones are also way unbalanced, for same OP cost they get 1 extra gun on vanila counterparts doing 1200 dmg to shields for 10-12 ordinance points.
British thingy or whatever it's called turning off engines just K/O ships instantly...

There is some nice things here, but some things are WAY out of balance, could use tuning, like cutting power in half kind of tuning.
« Last Edit: May 22, 2023, 12:32:18 PM by twetyy »
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Caymon Joestar

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Re: [0.9.6] Caymon's Ship Pack v1.2.1
« Reply #110 on: May 22, 2023, 06:58:57 PM »

Motörhead Heavy Pirate Mech Are WAY OVERTUNED!!!
i mean one of those in pirate bounty soloed my onslaught...
They take no damage, and they got skill shield that makes them take no damage from onslaughts two internal cannons with 20 ammo, and 3 large turrets full blasting into it...
And i generally noticed those ships looking like punchy guys are way overtuned tanking few wolfs and just pushing trough everything and not dying while also doing damage.

Claw drones are also way unbalanced, for same OP cost they get 1 extra gun on vanila counterparts doing 1200 dmg to shields for 10-12 ordinance points.
British thingy or whatever it's called turning off engines just K/O ships instantly...

There is some nice things here, but some things are WAY out of balance, could use tuning, like cutting power in half kind of tuning.

How did a Motörhead solo your onslaught? Even with SO, they’re a shieldless ship so they would eventually die by running out of armor or a large swarm of fighters,and they only have a normal vanguard’s turret layout so they can’t do much dmg without bigger ships backing and cracking the onslaught’s armor and they have a period between using dampers

As for the Dag/Knifeclaws, which version are you on? I tuned them some time ago so I’m not sure if you are still on a older verison or the latest

I’ll prob remove the quantum disruptor from the lord British, it was a funny idea.
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123nick

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Re: [0.9.6] Caymon's Ship Pack v1.2.1
« Reply #111 on: May 31, 2023, 04:50:45 AM »

idk if this is a bug or just standard starsector AI nonsensery, but when i had a pirate motorhead in my fleet, and go into combat, the pirate motorhead would always spam its improved damper field. even when theres no enemy in sight and its not shooting anything. is that intentional, or a bug?
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aerosolninja

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Re: [0.9.6] Caymon's Ship Pack v1.2.1
« Reply #112 on: June 01, 2023, 02:29:45 AM »

Hey!  Love the ships and am currently playing with the Sindarian Cetan LG mech special ship from the nex start.  I can't get the Lions Claw to autofire.  Its enabled in weapons groups and I even tried the ForceAF from advanced gunnery control. I know its a flux hog so this may have been intended?

Thanks :)
« Last Edit: June 01, 2023, 02:33:04 AM by aerosolninja »
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Caymon Joestar

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Re: [0.9.6] Caymon's Ship Pack v1.2.1
« Reply #113 on: June 01, 2023, 06:37:53 AM »

idk if this is a bug or just standard starsector AI nonsensery, but when i had a pirate motorhead in my fleet, and go into combat, the pirate motorhead would always spam its improved damper field. even when theres no enemy in sight and its not shooting anything. is that intentional, or a bug?

byproduct of back in 0.9.5 when getting a shieldless ship to damper was a pain, I know the fix

Hey!  Love the ships and am currently playing with the Sindarian Cetan LG mech special ship from the nex start.  I can't get the Lions Claw to autofire.  Its enabled in weapons groups and I even tried the ForceAF from advanced gunnery control. I know its a flux hog so this may have been intended?

Thanks :)

It should autofire, and It has autofired for me before, are you on the latest version? I dont know why it isnt autofiring for you. that's weird

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sajberhippien

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Re: [0.9.6] Caymon's Ship Pack v1.2.1
« Reply #114 on: June 01, 2023, 06:53:00 AM »

Hi! Really enjoying a lot of your ships. Wanted to note one thing that seems like it might be a bug: The Ruination "Stealth Bomber Frigate" has two built-in "Mini-Torpedo Launcher". This weapon has about the same firing rate as replenishment rate. They fire 2 rockets every 6.5 seconds and restock 6 rockets every 20 seconds, so their DPS is 203 (198). Haven't used it enough to guess whether it's intended to fire faster or reload slower, though.

EDIT: Having tested it out a bit, my guess would be both? Each launcher is comparable to a Heavy Mortar, with the benefit of no flux, better range and moderate tracking but at the cost of being susceptible to PD and slightly lower DPS (203/198 vs 220). A brawler equipped with two mortars is gonna have well enough OP left to get neutral flux, and it's only 5 DP deploy, but doesn't have extra slots for PD. Overall I'd *probably* take the Ruination over such a brawler just for durability. But, that's a bad way to build a brawler, so that's damning with faint praise. Maybe the issue with the Mini-Torpedo Launchers is just a simple typo and you know exactly how it should be and if so, go for that, but otherwise I guess my suggestion would be something like Refire Delay 6.5s>4s, reload size 6>4; that'd make it a solid damage-dealer upfront that still would lose a fair bit of DPS as the battle goes on.
« Last Edit: June 01, 2023, 07:42:28 AM by sajberhippien »
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Caymon Joestar

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Re: [0.9.6] Caymon's Ship Pack v1.2.1
« Reply #115 on: June 01, 2023, 08:29:01 AM »

Hi! Really enjoying a lot of your ships. Wanted to note one thing that seems like it might be a bug: The Ruination "Stealth Bomber Frigate" has two built-in "Mini-Torpedo Launcher". This weapon has about the same firing rate as replenishment rate. They fire 2 rockets every 6.5 seconds and restock 6 rockets every 20 seconds, so their DPS is 203 (198). Haven't used it enough to guess whether it's intended to fire faster or reload slower, though.

EDIT: Having tested it out a bit, my guess would be both? Each launcher is comparable to a Heavy Mortar, with the benefit of no flux, better range and moderate tracking but at the cost of being susceptible to PD and slightly lower DPS (203/198 vs 220). A brawler equipped with two mortars is gonna have well enough OP left to get neutral flux, and it's only 5 DP deploy, but doesn't have extra slots for PD. Overall I'd *probably* take the Ruination over such a brawler just for durability. But, that's a bad way to build a brawler, so that's damning with faint praise. Maybe the issue with the Mini-Torpedo Launchers is just a simple typo and you know exactly how it should be and if so, go for that, but otherwise I guess my suggestion would be something like Refire Delay 6.5s>4s, reload size 6>4; that'd make it a solid damage-dealer upfront that still would lose a fair bit of DPS as the battle goes on.

The intent was that it's a support frigate with the built in's being good for larger ships rather than smaller ones (this is why it doesnt use it against frigates) not really meant to be the same role as a brawler.
But yeah someone already brought attention to that issue with the launchers and it'll be fixed in the next update.
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aerosolninja

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Re: [0.9.6] Caymon's Ship Pack v1.2.1
« Reply #116 on: June 01, 2023, 10:57:34 PM »

Just wanted to stop by and say thanks for your ship pack!
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crawlers

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Re: [0.9.6] Caymon's Ship Pack v1.2.1
« Reply #117 on: August 07, 2023, 03:17:40 PM »

I noticed that when I fought the pyramid, it was much weaker than the alternative vanilla ship for that faction.  Have you considered buffing it a bit more?  I have not looked in detail about the smaller ships.
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TheSAguy

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Re: [0.9.6] Caymon's Ship Pack v1.2.1
« Reply #118 on: September 18, 2023, 01:46:34 PM »

Great Mod!
Please consider making this mod compatible with the Version checker that built into Nexerelin.
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facc00

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Re: [0.9.6] Caymon's Ship Pack v1.2.1
« Reply #119 on: October 01, 2023, 10:40:53 PM »

Bad news barer.  After 100s of mods installed fresh install and going through all of them five at a time it seems your mod is the culprit.

Added broken log that includes your mod on the break.  :)


10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_midline_head_deco] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_lowtech_RGun] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_ThunderBoltdeco] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_lowtech_LGun] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [drg_fissure_spike_dummy] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_Pilum_Alter] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_Shouldermissile] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [drg_fissure_breach_dummy] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_lowtech_head] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [radgun] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_shoulderdecoR] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_shoulderdecoL] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_tridentalterdeco] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_scattershotdeco] not found in weapon_data.csv
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