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Starsector 0.98a is out! (03/27/25)

Author Topic: [0.96a] Gudalanmu | EN Edition (v. 0.25.3)  (Read 13786 times)

MrMagolor

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[0.96a] Gudalanmu | EN Edition (v. 0.25.3)
« on: December 28, 2022, 10:13:20 AM »

Gudalanmu

Original mod by Linskentry/fire_turtle(Original Fossic post)



Download link for translated ver: Google Drive
Save compatible

Requires  LazyLib, MagicLib, GraphicsLib

Faction blurb:
Aliens from a distant galaxy, the Gudalanmu's homeworlds had been completely destroyed by an unknown enemy. They formed three wandering fleets, which each fled to a different direction; the second of those fleets was destined for the safety of the Persean Sector. The second fleet finally arrived in the Sector after a voyage of dozens of centuries. In order to get a firm foothold in the Sector, the Gudalanmu began to have dealings with humans, but it became clear that humanity is not unified; so the conflicts with the Gudalanmu are still ongoing.

Gudalanmu are best described as a high-tech faction, making extensive use of energy weapons and some missiles, with few ballistic-capable mounts and fewer in-faction ballistic weapons. You can find them in the Mosta system, north-east of the Core Worlds.

Previews:
Static Image Previews(Large Image Warnings):
Spoiler

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GIF previews:
Spoiler
With the GIFs taken directly from the mod's Fossic post, the text in these will still be in Chinese.



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Credits:
DeepL: Being the machine translation software I used
Discord Folks: Proofreading from an outside perspective (special mention to Nightly#2967)
And of course:
Linskentry/fire_turtle for making this mod

Changelog:
Spoiler

0.25.3
Added new small missile wep, Light Smartcannon
Modified the guidance of the twin smartcannon, damage 200>250
Removed the trails from the Smartcannons
Added emp to all smartcannon

0.25.2
Mass projector: damage 30>35, flux/shot 30>28
Metal crusher: flux/shot 100>90
OP cost of jetstream mrm, lr smartcannon, and twin smartcannon 12>10
DPS of PD Tri-laser 135>225
Flux/shot Micro Pulse Beam 175>135
Focused Pulse beam: burst/beam dps 350/500>490/700
fixed wrong version number in mod_info
fixed incorrect mount locations on Harbor
increased the Memoriam's top speed 60>85
increased Bruteforce armor 600>700
Increased Alignment dp 13>15
increased Shrill OP cost 10>12
Reduced tri-light OP cost 12>10

0.25.1
Modified engine graphics on the arrowhead

0.25
Spine: pair of small energy changed to small hybrid
new kinetic MRM: Jetstream
New medium energy PD: PD Tri-laser
Revival: now only has 1 charge for pulse accel
Tripwire OP cost 12>10
Gudalanmu Autopulse Cannon RPM 15>25
Twin Smartcannon OP cost 13>12
Clusterstorm Blasters have 50 points of emp added to each projectile
Tungsten Bar Torpedo Launcher range 1400>1600
Modified color for Solar Lance

0.24:
Built-in weapons have been strengthened:
   Spinal Supernova Cannon DPH 500->800
   Starbreaker Mining Pulser DPH 170->255, range 700->800
   Starbreaker Mining Pulser (C) range 700->800
Pickaxe-class cruiser:
   Deployment points 23->20
   Slot changes:
      2 medium energies to small missiles
      other mediums changed to hybrid
Spine deployment points 22 -> 20
Bruteforce deployment points 25->22
Gudalanmu Autopulse Cannon:
   Refire delay 0.3->0.25s
   Projectile speed 1100->1500
   Flux/shot 125->120
Translation:
        Mindfulness renamed Memoriam
        Ironhead renamed Steelhead
        Blunt renamed Bruteforce
0.23:
Added a new NPC-only portrait
LR Smart Fusion Cannon:
   Ammo regen rate reduced
   Projectile durability 300->250
Pulse acceleration duration 3->5s
Spinal Supernova Cannon pierces missiles
Solar Lance color altered
More simulator variants

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Proof of authorization:
Spoiler
[close]

P.S. If there are any notable translation issues, please notify me. As far as bugs and other issues: I already fixed the default_ship_roles.json file (and notified the original mod author), but anything else is either unknown to me or beyond my ability to fix.
« Last Edit: December 04, 2023, 03:18:05 PM by MrMagolor »
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Zordiark Darkeater

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Re: [0.95.1a] Gudalanmu | EN Edition (v. 0.22-T1)
« Reply #1 on: January 29, 2023, 02:00:32 PM »

Niiiiiice some more translated mods from the chinese community love it.
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IonDragonX

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Re: [0.95.1a] Gudalanmu | EN Edition (v. 0.22-T1)
« Reply #2 on: January 29, 2023, 04:37:59 PM »

Hey! I talked with fire_turtle on Discord. Good to see his work is somewhat complete. He has more art, I know. Good stuff!
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Maelstrom

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Re: [0.95.1a] Gudalanmu | EN Edition (v. 0.24)
« Reply #3 on: February 16, 2023, 04:45:17 PM »

2969227 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: bound must be positive
java.lang.IllegalArgumentException: bound must be positive
   at java.util.Random.nextInt(Random.java:388)
   at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.pickShipName(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3.addToFleet(FleetFactoryV3.java:1306)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3.addToFleet(FleetFactoryV3.java:1299)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3.addShips(FleetFactoryV3.java:1369)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3.addShips(FleetFactoryV3.java:1831)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3.addCombatFleetPoints(FleetFactoryV3.java:1732)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3.createFleet(FleetFactoryV3.java:361)
   at com.fs.starfarer.api.impl.campaign.econ.impl.MilitaryBase.createPatrol(MilitaryBase.java:585)
   at com.fs.starfarer.api.impl.campaign.econ.impl.MilitaryBase.spawnFleet(MilitaryBase.java:522)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:619)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:577)
   at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:140)
   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(Thread.java:748)

running 267 mods atm so it took like 2 days to find the cause of this crash. Happens when flying around in campaing randomly, could crash immidietely on a fresh save or 1 hour in... thats the main reason it took so long to find out which mod caused it -__-
« Last Edit: February 16, 2023, 04:48:10 PM by Maelstrom »
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MrMagolor

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Re: [0.95.1a] Gudalanmu | EN Edition (v. 0.24)
« Reply #4 on: February 23, 2023, 11:51:49 AM »

running 267 mods atm so it took like 2 days to find the cause of this crash. Happens when flying around in campaing randomly, could crash immidietely on a fresh save or 1 hour in... thats the main reason it took so long to find out which mod caused it -__-

Huuuh, this is the first time I'm hearing of that bug
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Maelstrom

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Re: [0.95.1a] Gudalanmu | EN Edition (v. 0.24)
« Reply #5 on: March 03, 2023, 05:32:54 PM »

took 3 days to find the cause... was a nightmare
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Soviet Tom Bombadil

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Re: [0.95.1a] Gudalanmu | EN Edition (v. 0.24)
« Reply #6 on: May 17, 2023, 07:03:10 PM »

I hope our friends at Fossic are doing OK and enjoying the new update. I wish it was easier for us to communicate directly with them.
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MrMagolor

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Re: [0.95.1a] Gudalanmu | EN Edition (v. 0.24)
« Reply #7 on: December 04, 2023, 03:10:31 PM »

I hope our friends at Fossic are doing OK and enjoying the new update. I wish it was easier for us to communicate directly with them.

Believe it or not, they still don't have 0.96 translation done, though I heard there is a "preview version" with only the story content untranslated.
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nukularpower

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Re: [0.96a] Gudalanmu | EN Edition (v. 0.25.3)
« Reply #8 on: December 09, 2023, 01:10:32 AM »

Thanks for this.   I sure miss Approlight and Borken, hope to see the big eye again soon
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N3N

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Re: [0.96a] Gudalanmu | EN Edition (v. 0.25.3)
« Reply #9 on: September 22, 2024, 07:40:38 AM »

Does this still work in "0.97a-RC11"?
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Isaew

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Re: [0.96a] Gudalanmu | EN Edition (v. 0.25.3)
« Reply #10 on: December 06, 2024, 02:32:08 AM »

Does this still work in "0.97a-RC11"?
the question is - would it work if I change the version in the descr file to 0.97? =))
Great mod, btw.
 
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Terraphice

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Re: [0.96a] Gudalanmu | EN Edition (v. 0.25.3)
« Reply #11 on: April 12, 2025, 02:46:54 AM »

Hey! I alerted you on the USC server, but I wanted to also post it here just in case:

I know some people were having CTD issues when loading the game. I found out the culprit was the mission class being defined incorrectly as well the folder it was in misnamed. (Casing issues. GLStest instead of the correct GLSTest.) I went ahead and fixed the issue by changing the .java code, recompiling with OpenJDK 17, and re-zipping/jarring to confirm it works.

I've verified it working now, and would like to either give you the updated version to publish or have you make these changes to fix the mod for everyone, please. I can DM you the updated .zip through USC if you'd add me there. @Terraphice

(Or I can upload a link here. I didn't want to step on your toes though.)
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vendoom

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Re: [0.96a] Gudalanmu | EN Edition (v. 0.25.3)
« Reply #12 on: April 12, 2025, 08:39:13 PM »

Hey! I alerted you on the USC server, but I wanted to also post it here just in case:

I know some people were having CTD issues when loading the game. I found out the culprit was the mission class being defined incorrectly as well the folder it was in misnamed. (Casing issues. GLStest instead of the correct GLSTest.) I went ahead and fixed the issue by changing the .java code, recompiling with OpenJDK 17, and re-zipping/jarring to confirm it works.

I've verified it working now, and would like to either give you the updated version to publish or have you make these changes to fix the mod for everyone, please. I can DM you the updated .zip through USC if you'd add me there. @Terraphice

(Or I can upload a link here. I didn't want to step on your toes though.)

Hello! Did he reply to you? Is the download link updated?
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