Sorry about the late response people, I've been on a short hiatus from modding. Major patch has been in the works for a while, but it's coming when it's readyTM.
After spending some more time playing your (brilliant imo) mod, I came up with one idea and two proposed nerfs for the Kingslayer :
1) It seems a bit weird to me that many Enigma AI don't have all their skills being elite. AI officers having all their skills elite is big part of what makes Remnants terrifying to fight. With the (very notable) exception of scripted fights, I find Enigma fleets to fall off quite hard in the lategame while Remnants Ordos are still a very credible threat. I think making all Enigma AI officers' skills Elite would be pretty neat because it would cement them as "AI, but better". Perhaps only for the True Starfarer difficulty if you find it to be too much ?
2) The Kingslayer pirate ship is OP. I love the design of the ship, but it needs a nerf. Thanks to its ship system, you can put 2 Mjolnir on it and absolutely demolish anything that is standing in front of it. It also has tons of Ordnance Points to spare because of its limited number of mounts and Heavy Ballistic Integration. While it is a very fun ship to fly, it is not fun at all when you have to face 2-3 of them against lategame pirates bounties. I think the 2 following nerfs would be quite sensible :
a) Reduce its manoeuvrability by something like 25%. It is very clear you designed the ship to be exceptional at dealing frontal damages but with weak sides. However this weakness doesn't really exist because it has enough manoeuvrability (thanks to Elite Impact Mitigation) to always stay on target even against the faster cruiser and destroyers. Reducing its manoeuvrability a bit would give such cruisers and destroyers a higher chance at escaping its unending barrage of destruction ;
b) Remove Heavy Ballistic Integration. The Kingslayer already has plenty of Ordnance Points since Ballistic Rangefinder is useless on it and because it has a below average number of mounts. Currently you can put on it every single hullmods you want without having to think about your build. Having 20 less free Ordnance Points would force the player to think (a bit) about his/her build.
1. Oh right, I've somehow missed that part. It's a result of the fact that I have to manually convert the captains to be AI when Enigma fleets are generated and I just forgot to do that.
2. Kinslayer is getting nerfed for sure, I'd rather not touch the mobility though since that's the whole gimmick. Just gonna make it more squishy, but if that's not enough I can see the OP nerf being a good idea.
Found a particularly odd bug (or feature perhaps?) with the aged R&D facilities, they will sometimes be orbiting blue giants at an excessively high rate of speed. It is possible to interact and "catch" them still, but tricky due to them moving at about 30 burn. Looting them after defeating the guardians will make them "normal" again, though the debris field from the battle will continue the orbit.
Noted, that's a result from moving it away from the star so it isn't stuck in there, but of course the orbit time stays the same so it goes really fast if the star is huge.
Is this mod boosting the spawn rate of bigger ship derelicts? I've ran into more capital ships floating around near the dormant Enigma dudes than I have anywhere else. Like, 2 paragons level stuff. 4 of one of the mod faction's capital ships.
Known thing, when picking random variants for the generated derelicts, it has a heavy bias for capitals. I'll try to tune it down.
I don't seem to be able to initiate contact with 'the contact'. I've tracked down the planet she should be at, but nothing happens when I visit the bar; IE, no option to talk to them.
Thoughts?
It's an odd base game issue where new bar events will randomly take really long to appear *sometimes* - instead of being instant. I've hacked some of the quest events to force spawn, but I was hoping I don't have to do it for every single one.
Can anyone help me with this?
846306 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getLocatio ns(BaseThemeGenerator.java:794)
at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getLocatio ns(BaseThemeGenerator.java:787)
at scripts.kissa.LOST_SECTOR.util.util.getRandomLocationInSystem(util.java:509)
at scripts.kissa.LOST_SECTOR.campaign.quests.util.questUtil.getJob1Tip(questUtil.java:632)
at scripts.kissa.LOST_SECTOR.campaign.intel.nskr_kQuest1Intel.init(nskr_kQuest1Intel.java:63)
at scripts.kissa.LOST_SECTOR.campaign.intel.nskr_kQuest1Intel.addBulletPoints(nskr_kQuest1Intel.java:98)
at scripts.kissa.LOST_SECTOR.campaign.intel.nskr_kQuest1Intel.createIntelInfo(nskr_kQuest1Intel.java:124)
at com.fs.starfarer.campaign.comms.C.recreate(Unknown Source)
at com.fs.starfarer.campaign.comms.C.<init>(Unknown Source)
at com.fs.starfarer.campaign.comms.A.addMessage(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.addMessage(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at scripts.kissa.LOST_SECTOR.campaign.quests.util.questStageManager.advance(questStageManager.java:324)
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(Unknown Source)
Missing null check, appears when the sector has no r&d facilities - I think. Sadly the questline is just bricked for that save until I update, sorry about that.