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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 188038 times)

Lukas04

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Re: [0.97a] The Knights of Ludd
« Reply #255 on: December 12, 2024, 03:09:57 AM »

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

Yes. Its specificly there to prevent an issue where it could happen for your first gate-use during the Galatia Storyline, which was rather awkward.
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vAntagonizer

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Re: [0.97a] The Knights of Ludd
« Reply #256 on: December 13, 2024, 03:06:21 AM »

I've encountered a bug were Fleets in Elysia and Dusk systems wont spawn. This happened with the latest update installed and happened shortly after I created a Special Task Group full of just Elysian ships. Not sure if the latter is correlated though.
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NocturneOfSolace

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Re: [0.97a] The Knights of Ludd
« Reply #257 on: December 25, 2024, 02:19:07 AM »

do you have to be commissioned to take part of any of the quests?
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Omnissiah

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Re: [0.97a] The Knights of Ludd
« Reply #258 on: December 26, 2024, 08:29:50 PM »

I have a question in regards to recovering a specific ship

Spoiler
In the Luna Sea system with the Dawntide faction, is it possible to recover the AO class capital droneship?
[close]
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Kaldusar

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Re: [0.97a] The Knights of Ludd
« Reply #259 on: January 20, 2025, 11:17:16 AM »

Is there a way to get Battlestar Libra?
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Dorohedoro

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Re: [0.97a] The Knights of Ludd
« Reply #260 on: January 30, 2025, 08:56:28 AM »

I'm not sure if I'm doing something wrong but I'm flying a Alysse class ship and it just gets chewed up against any moderate threat. The armor pieces remain almost undamaged and doesn't seem to protect the hull at all.

Maybe it's other modded factions that are unbalanced but it seems really underpowered.
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Phenir

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Re: [0.97a] The Knights of Ludd
« Reply #261 on: January 30, 2025, 10:55:04 AM »

I'm not sure if I'm doing something wrong but I'm flying a Alysse class ship and it just gets chewed up against any moderate threat. The armor pieces remain almost undamaged and doesn't seem to protect the hull at all.

Maybe it's other modded factions that are unbalanced but it seems really underpowered.
You're probably pointing your ship directly at the enemy which exposes the gap in the armor. The armor plates block shots from forward left and forward right so you need to turn a little bit either way. I think aoe weaponry (Ex reapers) will also damage the hull even if they hit the armor plates.
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starficz

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Re: [0.97a] The Knights of Ludd
« Reply #262 on: January 30, 2025, 02:19:42 PM »

You're probably pointing your ship directly at the enemy which exposes the gap in the armor. The armor plates block shots from forward left and forward right so you need to turn a little bit either way. I think aoe weaponry (Ex reapers) will also damage the hull even if they hit the armor plates.

All modular armor from KoL has been specially coded to do Line of Sight checks from the explosion point to the rest of the ship. Explosions will do proportional damage to the armor modules/main ship depending on where it hits .
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Dorohedoro

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Re: [0.97a] The Knights of Ludd
« Reply #263 on: January 30, 2025, 03:58:45 PM »

You're probably pointing your ship directly at the enemy which exposes the gap in the armor. The armor plates block shots from forward left and forward right so you need to turn a little bit either way. I think aoe weaponry (Ex reapers) will also damage the hull even if they hit the armor plates.

All modular armor from KoL has been specially coded to do Line of Sight checks from the explosion point to the rest of the ship. Explosions will do proportional damage to the armor modules/main ship depending on where it hits .

I see. That is a bit problematic with the Ludd Hammer build it came with out of the box, kinda have to point that massive launcher straight at them. I'll have to find a different missile system then.
Thank you!
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Pentarctagon

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Re: [0.97a] The Knights of Ludd
« Reply #264 on: February 07, 2025, 12:52:03 PM »

Noticed a type in Knights of Ludd Assessment #2 - "vulernable" should be "vulnerable"
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Pep

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Re: [0.97a] The Knights of Ludd
« Reply #265 on: February 07, 2025, 06:26:36 PM »

Is there going to be any additional expansion to this mod?
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MLDS

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Re: [0.97a] The Knights of Ludd
« Reply #266 on: February 08, 2025, 04:55:17 PM »

This is just a idea but... the conquest would not be the perfect ship for have a Knights refit version? It would probably need to lose some of the flux capabilities, but it makes some sense: the conquest don't fight face forwards (like most ships), so it would benefit greatly from the Modular Armor on the sides. Also, if you build symmetrically, when the plates are destroyed on one side, you can simply flip and fight with the other side.

"Okay, but how would the knights would have access to the conquest blueprint to do a refit?"

The fleet of one influential merchant family of the League was attacked by a massive pirate fleet (or [redacted] actually). But out of nowhere, a fleet of knights arrives and manage to save the the day, but with heavy losses. As a away to say thanks, the head of the family gives in secrecy to the knights a Conquest "proto blueprint"(Not the actual Conquest). Based on that proto blueprint, the Knights Refit was made.  (IDK, this was just something that make up in like 5 minutes, thinking for a excuse for why the knights would have a Conquest)

So... i'm just dropping my spaghetti or the Conquest would actually be interesting for a knight refit?



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S_Eusebio

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Re: [0.97a] The Knights of Ludd
« Reply #267 on: February 09, 2025, 08:50:29 AM »

Is there going to be any additional expansion to this mod?
Yes, there is a lot of content that has been teased on the KoL channel on the starsector unofficial discord. A LOT OF CONTENT!
We just need to stay patient and be ready to dance when the update is going to drop.
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freshly chuckled nuts

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Re: [0.97a] The Knights of Ludd
« Reply #268 on: February 12, 2025, 12:39:17 AM »

Hello, loving the mod but I'm stuck without the Alysse as the game crashes every time I deploy it in combat. I have a decent amount of mods active and used the Ironclad guide to go to java 8 and up the ram available for the game. I've also tried re-downloading the mod and its dependencies . Sorry if this is just mod conflict or something but I'm not exactly coding literate.

Never-mind. I just found out I somehow didn't go to .97a RC11 and was still on 10. I guess its release overlaps with with the hiatus I took from playing, should've been paying attention.

Spoiler
260756 [Thread-3] 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$AlysseAIFixerWeaponSetter.addWeaponToGroups(AlysseAIFixer.java:89)
   at org.selkie.kol.weapons.AlysseAIFixer$AlysseAIFixerWeaponSetter.advance(AlysseAIFixer.java:37)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.new(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.ui.impl.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.new(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(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)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.combat.systems.G
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 16 more

[close]

And now the mods I have active (the ones that are no longer supported I just change the game version in the files to make it work)

Spoiler
All the Domain Drones+ Vanilla
Animated Items
Aptly Simple Hullmods 2.0.2
ashes of the domain, all 4 of them
Ashlib_
Astral Ascension 1.2.7
Better Colonies
ClearCommands1.0.f
Console Commands
CustomizableStarSystems-v2.0.0
Diable-Avionics
Emergent Threats
Fleet Journal
Grand.Colonies2.0.f
GraphicsLib
Industrial.Evolution3.3.e
Interstellar Imperium
Iron Shell 1.183aj
Kazeron-Navarchy-1.6.1
Knights of Ludd
Larger Zoom Out
LazyLib
LunaLib
MagicLib
Mayasuran Navy
More Combat Terrain Effects
More-ProcGen-Names
Nexerelin
PAGSM v1.14.1
PlanetaryShieldAccessControl
Random-Assortment-of-Things
scalartech-solutions-0.9.2
Slightly Better Techmining
Special Hullmod Upgrades
SpeedUp
Superweapons Arsenal
tahlan-shipworks-1.3
Terraforming and station construction
UAF

[close]
« Last Edit: February 13, 2025, 12:46:35 AM by freshly chuckled nuts »
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Shinr

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Re: [0.97a] The Knights of Ludd
« Reply #269 on: February 12, 2025, 05:37:44 AM »

Snipped

Not qualified to help you with your specific problem, but:

One, use Mikohime Java 24, for not only it is better than simply upgrading to Java 8, but at least one mod (can't recall which one) assumes Java 17, the version that the upcoming 0.98 update will upgrade to, as a default, which right now means using Java 24 as a substitute;

Two, there is some incompatibility between Astral Ascension with the Ashes mods according to he author of the former;

Two and the Half, there is always seems to be something between the Ashes and other mods until those kinks are worked out.
« Last Edit: February 12, 2025, 06:41:25 AM by Shinr »
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