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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] The Knights of Ludd  (Read 188026 times)

LocustJester

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Re: [0.97a] The Knights of Ludd
« Reply #240 on: October 31, 2024, 04:04:37 AM »

for some reason, the patrolling fleets inside
Spoiler
the luna sea system and the black pulsar systems
[close]
aren't spawning at all, and
Spoiler
the battlestar libra
[close]
also no longer spawns any patrol fleets, this started happening after a recent update but I'm not sure about which one it was
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ANormalFifthist

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Re: [0.97a] The Knights of Ludd
« Reply #241 on: November 05, 2024, 08:29:06 PM »

Does anyone know what the special abilities like the
Spoiler
corrupting heart or the amaterasu subsystem
[close]
actually do? Like in terms of numbers and actual description
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Alkaris

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Re: [0.97a] The Knights of Ludd
« Reply #242 on: November 07, 2024, 03:18:18 AM »

Hello and thank you for the awesome mod!

I recently got ahold of Lunaria class capital that has Automated Construction hull mod and wanted to kit out the true tank.

I have two discoveries:

1) The thing is that tooltip for Knight Refit reports insane armour increase in case of heavy armor hull mod.
It adds 5000 armour to the parts instead of 500. Is that intentional?

2) Exotica Upgrades of hull and armour don't work on additional parts according to the tooltip.
Do you plan integrating those?
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Phenir

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Re: [0.97a] The Knights of Ludd
« Reply #243 on: November 07, 2024, 05:55:19 AM »

Does anyone know what the special abilities like the
Spoiler
corrupting heart or the amaterasu subsystem
[close]
actually do? Like in terms of numbers and actual description
Amaterasu
Spoiler
gets speed, turn, and  acceleration buffs as well as timeflow bonus
[close]
Corrupting heart
Spoiler
gives all fighters in a 2k area a turn and speed buff
[close]
1) The thing is that tooltip for Knight Refit reports insane armour increase in case of heavy armor hull mod.
It adds 5000 armour to the parts instead of 500. Is that intentional?
Armor parts have ablative armor (like invictus) while the actual ship does not so I think it's probably intentional.
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Elettric1

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Re: [0.97a] The Knights of Ludd
« Reply #244 on: November 08, 2024, 04:04:09 PM »

Absolutely love this mod, but devastated 1.30+ onwards isn't compatible with 1.20 saves... guess I won't be able to enjoy the new goodies whenever there's an update  :'(
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Yber

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Re: [0.97a] The Knights of Ludd
« Reply #245 on: November 18, 2024, 07:04:00 AM »

Really fun mod, thank you for making it :D

Massive spoilers ahead in the form of a question about boss content and exploration:
Spoiler
Are there more than 6 bosses? 1 in Alpha Site, 1 in Delta Site, 2 in the Elysium, 1 in Luna Sea, 1 in Nullspace (that one I only found thanks to someone else's post :D My experience was a little strange, because I found the research station randomly in a REDACTED system, which led me to a luddic path system with a couple of lore sites and Ludd forbid, the phase luddic path fleet (in the named black hole system). After that I went to Alpha site, then Delta, Nullspace, Luna sea and finally Elysium, I do think I was supposed to go pretty much in reverse? And I don't know if there's anything else to find, if anyone can confirm :D I'm also a bit confused as for the lore. TT fused AI with people, said people were controlled by the AIs and helped them rebel/escape? The hegemony was also in on it? At least with Elysium. But how did they get so many ships and where did the strange singularities in the systems come from?
[close]

Small feedback regarding one specific ship:

Spoiler
I find the omen-type dusk enemy to be hard and annoying to deal with, specially when present in fleets of other areas. It constantly disabled my SO cruiser fleet   ;D I do think it might be a little overtuned? Being able to emp weapons and engines off of ships through shields in basically any given hit through resistant flux conduits. I understand the counterplay is range, but I do think it's a little much.
[close]
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Not_a_cat

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Re: [0.97a] The Knights of Ludd
« Reply #246 on: November 24, 2024, 09:10:16 AM »

Code
599858 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/combat/systems/G
java.lang.NoClassDefFoundError: com/fs/starfarer/combat/systems/G
at org.selkie.kol.weapons.AlysseAIFixer.addWeaponToGroups(AlysseAIFixer.java:41)
at org.selkie.kol.weapons.AlysseAIFixer.advance(AlysseAIFixer.java:73)
at com.fs.starfarer.combat.entities.ship.oOOO.J.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.combat.systems.G
at java.net.URLClassLoader$1.run(URLClassLoader.java:366)
at java.net.URLClassLoader$1.run(URLClassLoader.java:355)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:354)
at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
at java.lang.ClassLoader.loadClass(ClassLoader.java:358)

The game has crashed during the fresh start (right before sector loading)
I has made another attempt to start new game which was successful
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S_Eusebio

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Re: [0.97a] The Knights of Ludd
« Reply #247 on: November 30, 2024, 06:05:20 AM »

Thank you so much for the wonderful updates!
This mod is simply GREAT! Love all the spritework so much! All the content is fun and the exploration stuff is very interesting and something I'd like to see the vanilla game expand upon. Congratulations to the KoL team, that worked very hard to produce this work of art!
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tenderized_kidneys

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Re: [0.97a] The Knights of Ludd
« Reply #248 on: November 30, 2024, 11:31:15 AM »

I'm getting a crash with the
Spoiler
Ninaya boss in the Alpha Site
[close]
on the latest version. It happens moments after starting the battle.

Code
51240 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at org.selkie.kol.combat.StarficzAIUtils.getLowestDangerTargetInRange(StarficzAIUtils.java:725)
at org.selkie.zea.shipsystems.AI.PhaseTeleporterAI.advance(PhaseTeleporterAI.java:68)
at com.fs.starfarer.loading.specs.M$1.super(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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TofuBear

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Re: [0.97a] The Knights of Ludd
« Reply #249 on: December 09, 2024, 03:05:48 PM »

I downloaded a new version getting these issues. any advice?

Code
29411 [Thread-3] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [kol_bottlerocket] not found in ship_systems.csv
29411 [Thread-3] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [kol_hallowedtemp] not found in ship_systems.csv
29411 [Thread-3] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [kol_lungeHEF] not found in ship_systems.csv
29411 [Thread-3] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [kol_slip_drive] not found in ship_systems.csv
29411 [Thread-3] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [kol_sparkler] not found in ship_systems.csv
29411 [Thread-3] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [zea_edf_microburn] not found in ship_systems.csv
29635 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
at com.fs.starfarer.loading.SpecStore.new.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Dal

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Re: [0.97a] The Knights of Ludd
« Reply #250 on: December 09, 2024, 04:04:37 PM »

I downloaded a new version getting these issues. any advice?

Code
...
29635 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems

Hi, that section of the mod hasn't been touched in a few months! I'd double check your installation, delete the files and extract a fresh copy, etc. You might also want to try a different archive tool as some struggle with the mod's longer filepaths (though that shouldn't impact that error). Also please be aware that saves from before 1.3 are not compatible with versions after 1.3.
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FranzDenKaiser

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Re: [0.97a] The Knights of Ludd
« Reply #251 on: December 09, 2024, 11:28:56 PM »

How do you get to Elysia? I know how to find Nullspace, Elysia, and of course the Lunar Sea, but when I check on the stars section of the intel page, there's no Elysian Star system to allow me to find and challenge the Sun Goddess.
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TofuBear

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Re: [0.97a] The Knights of Ludd
« Reply #252 on: December 09, 2024, 11:32:46 PM »

I downloaded a new version getting these issues. any advice?

Code
...
29635 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems

Hi, that section of the mod hasn't been touched in a few months! I'd double check your installation, delete the files and extract a fresh copy, etc. You might also want to try a different archive tool as some struggle with the mod's longer filepaths (though that shouldn't impact that error). Also please be aware that saves from before 1.3 are not compatible with versions after 1.3.

I wiped my folder and reinsstalled a fresh version and it works now. Thanks for the help.  ;)
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Isaew

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Re: [0.97a] The Knights of Ludd
« Reply #253 on: December 11, 2024, 04:57:21 AM »

this mod is so awesome! Maybe, it is so because some of the best and most talented modders are part of the development team =))

- Spriter: Selkie
- Code: Dal, Starficz, President Matt Damon

- Weapons: SkylordZero, SnazzyPantsMcGee
- VFX: Selkie, Amazigh, President Matt Damon, Starfics, Dal, Himemi, Wisp, NiaTahl
- Portraits (Human): Stable Diffusion using GhostMix checkpoint and Severian-Void's Starsector checkpoint.
- Portraits (AI): Selkie (ironic, right?)
- Other Art contributions: SnazzyPantsMcGee, Nes, Quacken, Pyrophage, Sleepyfish, Alfonzo, NiaTahl, Dal, CitizenJoe
- Other Code contributions: Lukas04, NiaTahl, CeruleanPancake

- Writing: Wisp, Dal, Alfonzo, Candlebury, WMGreywind
- Sound: Mesotronik
- Music: Haplogynae

- Special Thanks : Amazigh, Timid, Pogre, Sirhartley, SnazzyPantsMcGee,
- Tartiflette : Stellar backgrounds, Seeker & Torchship art, shield and boss code reference
- Dark.Revenant : Terrain code reference

Thank you all for your excellent work!   
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qwe

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Re: [0.97a] The Knights of Ludd
« Reply #254 on: December 11, 2024, 05:19:43 PM »

"only after the main story has been completed" does this include the Nexerelin skip?
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