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

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Author Topic: [0.98a] The Knights of Ludd  (Read 255720 times)

Strato

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Re: [0.97a] The Knights of Ludd
« Reply #270 on: February 12, 2025, 02:50:26 PM »

Found a potential compatibility/AI issue during my first playthrough of the Abyss from Random Assortment of Things.

Spoiler
I have an officer with the "Dusk" trait piloting the Ninmah-class Prototype. In abyssal battles, there are combat objectives called "Deactivated Droneships" (or some similar name) which have some AI ships which will join the side of whichever fleet first captures that objective. I assigned the Ninmah-class to capture one, but once it did, it refused to follow any follow up orders to escort other ships. Instead, it aggressively followed the (friendly - had a yellow border) droneship it just activated, attempting to use its ship system on said droneship without firing any weapons. This continued until the droneship was destroyed by the opposing fleet, though the Ninmah still did not appear to follow any new orders.
[close]

Appears to be the result of the custom ship AI not knowing how to deal with friendly non-player ships, though I've not yet tested it in a normal battle supporting a friendly AI faction.
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freshly chuckled nuts

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Re: [0.97a] The Knights of Ludd
« Reply #271 on: February 12, 2025, 02:52:50 PM »

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.

Thank you, I'm not exactly in tune with these things and I haven't encountered an issue before so I've not really thought about it to much other then knowing I could hit a brick wall and have to redo it all but yeah no real surprise. Thanks again for the help and I'll get to fixin and see what happens.
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Pentarctagon

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Re: [0.97a] The Knights of Ludd
« Reply #272 on: February 14, 2025, 06:18:26 PM »

A bunch of questions about what content currently is available:
Spoiler
I have the Nian-class, Amaterasu-class, and Ninevah-class: a previous post mentioned 6 bosses, so where can I find the other 3?
Dark Deeds: I have (I assume?) the first 3 - the most recent one says "The Ego is orbiting a jump-point in The Luna Sea". Is that the end for now?
I have Knights of Ludd assessments 1 and 2: are there more?
I have Dawntide assessments 1 and 2 as well as Dawntide data fragment 1: are there any more of these?
I have Duskborne Assessment #1: I assume there are probably more of these?
I have Elysian assessments 1 and 2 as well as Elysian data fragment 1: are there any more of these?
I have Project Dusk datacores 1-3: are there more of these?
[close]
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Phenir

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Re: [0.97a] The Knights of Ludd
« Reply #273 on: February 14, 2025, 08:13:37 PM »

A bunch of questions about what content currently is available:
Spoiler
I have the Nian-class, Amaterasu-class, and Ninevah-class: a previous post mentioned 6 bosses, so where can I find the other 3?
Dark Deeds: I have (I assume?) the first 3 - the most recent one says "The Ego is orbiting a jump-point in The Luna Sea". Is that the end for now?
I have Knights of Ludd assessments 1 and 2: are there more?
I have Dawntide assessments 1 and 2 as well as Dawntide data fragment 1: are there any more of these?
I have Duskborne Assessment #1: I assume there are probably more of these?
I have Elysian assessments 1 and 2 as well as Elysian data fragment 1: are there any more of these?
I have Project Dusk datacores 1-3: are there more of these?
[close]
Spoiler
There's two bosses in the elysium system, you're missing the corrupting heart. It tends to hang around the pulsar I think. There's a boss in the spooky system you sometimes end up in when taking gates. It hangs out in the middle. Pretty sure there's only 5 total bosses for now, if you only count the last phase ship at the end of the line from the alpha site cache (nineveh) and not the preceding two (ninmah and ninaya). However, there's also the modified ships the path has at chalcedon and epiphany
[close]
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Pentarctagon

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Re: [0.97a] The Knights of Ludd
« Reply #274 on: February 15, 2025, 10:42:38 PM »

Yep, found them now.
Spoiler
corrupting heart wasn't hard (actually getting to the fight through the pulsar was probably the harder part), then promptly get wrecked by yukionna. I'll probably respec my fleet a couple times to see if I can eke out a victory, otherwise I'll probably just leave it since at least for me "fleet of phase ships escorting a supercapital with massive area of effect ship disables" is more annoying than fun.

edit-
It took several tries, but I did manage a win. Definitely required custom tailoring my fleet for the fight and even then it was a lucky attempt - yukionna being the last ship to get deployed is *much* easier than when it shows up early.
[close]
« Last Edit: February 16, 2025, 08:09:59 PM by Pentarctagon »
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Kossilar

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Re: [0.97a] The Knights of Ludd
« Reply #275 on: February 16, 2025, 01:26:55 PM »

Great mod but doesn't respect Nexerelin Disable Faction mechanics. KoL always spawns even when disabled by the Nexerelin mod.

This is an issue (for me personally) because I'd like the faction to spawn later in the game using the Nexerelin respawn mechanic. Any advice on how to fix this would be appreciated.  :)

EDIT: Tested with only Nexerelin, Knights of Ludd, and required library mods enabled. Started a new game with just Hegemony, and Persian League enabled. Faction respawn is off. KoL always spawns at game start.
« Last Edit: February 16, 2025, 01:31:48 PM by Kossilar »
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starficz

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Re: [0.97a] The Knights of Ludd
« Reply #276 on: February 18, 2025, 11:40:01 AM »

Found a potential compatibility/AI issue during my first playthrough of the Abyss from Random Assortment of Things.

Spoiler
I have an officer with the "Dusk" trait piloting the Ninmah-class Prototype. In abyssal battles, there are combat objectives called "Deactivated Droneships" (or some similar name) which have some AI ships which will join the side of whichever fleet first captures that objective. I assigned the Ninmah-class to capture one, but once it did, it refused to follow any follow up orders to escort other ships. Instead, it aggressively followed the (friendly - had a yellow border) droneship it just activated, attempting to use its ship system on said droneship without firing any weapons. This continued until the droneship was destroyed by the opposing fleet, though the Ninmah still did not appear to follow any new orders.
[close]

Appears to be the result of the custom ship AI not knowing how to deal with friendly non-player ships, though I've not yet tested it in a normal battle supporting a friendly AI faction.

Ah yeah, ill look into this, thanks for the report!

Great mod but doesn't respect Nexerelin Disable Faction mechanics. KoL always spawns even when disabled by the Nexerelin mod.

This is an issue (for me personally) because I'd like the faction to spawn later in the game using the Nexerelin respawn mechanic. Any advice on how to fix this would be appreciated.  :)

EDIT: Tested with only Nexerelin, Knights of Ludd, and required library mods enabled. Started a new game with just Hegemony, and Persian League enabled. Faction respawn is off. KoL always spawns at game start.

Hm, Kol manages its own spawning when added to existing saves. Im not sure what Nex does stop factions from spawning with its options, ill double check this though.
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BrokenMirror

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Re: [0.97a] The Knights of Ludd
« Reply #277 on: February 18, 2025, 02:06:36 PM »

If this is added to an ongoing save how do the factions and systems spawn?
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Making the Sector better through excessive amounts of farms.

momom2

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Re: [0.97a] The Knights of Ludd
« Reply #278 on: February 24, 2025, 04:40:46 AM »

I'm on 0.96, so maybe this has been patched since then, but, using Nexerelin, the KoL got wiped out from the core worlds and they were no longer in my factions intel (the third one) (they were not in my dipl. profiles either) even though they controlled 1 market (according to their alliance, which I assume must have been Battlestation Libra).
Edit: I gave them a market and it said that the faction had respawned, so I guess Battlestation Libra confused the game. (Also, I was surprised to find nothing special in there, it was just a regular market with a special station, but maybe when the faction is not wiped out there is a special NPC to talk to or some triggers...)

Perhaps relatedly, Battlestation Cygnus was decivilized, and I couldn't colonize it back (I like to support the Church by giving them back their worlds since they get bullied so hard). It works like an abandoned space dock now, but the description still shows it as active as it was before getting decivilized.
« Last Edit: February 24, 2025, 01:00:36 PM by momom2 »
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momom2

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Re: [0.97a] The Knights of Ludd
« Reply #279 on: February 24, 2025, 06:39:10 AM »

Also, fighting dawntides in the Luna Sea (I think it's from this mod), I recovered two Nians from a battle where I destroyed only one. (Both were wrecks drifting after the battle, first one required a story point so maybe it spawned naturally from the battle instead of being scripted.) I'm not sure the Nian is supposed to be recoverable at all since the Infernobore's description says I shouldn't be able to see it.
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ThirdBrother

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Re: [0.97a] The Knights of Ludd
« Reply #280 on: February 24, 2025, 07:12:28 AM »

About a month or two ago, I started another modded playthrough, determined this time to finish Knights of Ludd.  I wanted a more challenging endgame threat to match the modded playthrough (Scalartech, Emergent Threats, IX Battlegroup, and HMI were the biggest mods I had, plus A New Level (25) to give me a bit of an edge for my first time diving heavy into modded threats).  Great timing it turned out, since .98 would be a ways away as I would later discover.  I apologize if the recounting of my journey gets wordy, I had a great time and found little detailed feedback on this mod outside the forums (almost nothing on YouTube), and wanted to contribute my own experience.

Spoiler Free Segment:
It's tough, I would consider one who could beat it with only vanilla ships and equipment to be a god among men and the true inheritor of the Persean Sector.  Vanshilar, unsure on your view on modded fights, but you were the first individual coming to mind as I wrote that.  As someone who thoroughly enjoys ship and fleet construction, it was a ton of fun, and for a mod that seeks to spice up the endgame with a bit of mystery and eldritch horror, it's amazing, achieves its goals entirely, and is perfect for anyone who wants to a new threat to face once you've trounced Tri-Tach's loose hellhounds and the Doritos.  To everyone involved in the creation of this mod, I applaud you.  You've brought nightmares to life. 

Spoiler
Darkest Deeds: A fun little jaunt across the sector, as long as you can hold your own against phase ships, especially when dealing with multiple ships with Quantum Disruption, it shouldn't be too bad.  But this is just the warmup.

The Devourer/Nian: At this point, my fleet was almost maxed, both in terms of officers and s-mods (I prepped for this as much I could with every resource I could muster): Paragon (AI) from the Emergent Threats bounty fitted with the spiciest IX Battlegroup weapons, a Paragon (HG) from IX Battlegroup, a Radiant (HG)(AI), another unique bounty ship that was a terror to behold, and 5 Skirt frigates from Scalartech (BigBrainEnergy, I am not yet caught up on your current playthrough yet, but if you haven't experienced the power of officered Skirts yet, it's a powertrip you can't recover from).  The Dawn Sea ships were definitely a challenge for my slower capitals, but the frigates put in work and I was fortunate to fight the fleet alone, so it was not too bad.

Amaterasu: After the Dawn Sea loot and the loot from the Elysian Accretion Disk, my fleet was a menace.  The Paragon (HG) was rocking double Rift Torpedo, quad Antimatter SRMS; this was a missile boat that would make the Pegasus weep.  Still was a fight that I attempted two or three times, as losing my frigates early led to a rapid loss as my anchors were surrounded.  But after the Dawn Sea fight, it was a fresh experience fighting a much more nimble faction.  I also absolutely adore the Elysian ship design, my gosh these things have deadly looks that match their combat prowess.  The capitals especially gave me a run for my money, with what felt like nigh unbreakable shields. 

Yukionna: MY BELOVED.  Dusk is an interesting faction to fight, I thought with my entire fleet having 360 degree shields would save me.  I was very much wrong.  Dusk was definitely the faction for me that needed the most counterplay.  With Dawn and Elysian, there was constant pressure, whether it was durable ships with staying power or highly maneuverable ships that could back off and vent, I was always shooting and always being shot at.  Fighting Dusk was like fighting a true predator, staying out of danger to isolate a ship, cripple it with enough EMP to make Spindle blush, and then go in for the kill.  I had to reload the most fighting Dusk, and despite the annoyance of watching my Paragon spin in circles, it was still an enjoyable faction to fight.  Probably the one time in the game that stacking Impact Mitigation, Damage Control, ARU, and RFC is not overkill.  Yukionna herself earned a spot in my fleet replacing my Radiant (HG).  Quad (I apologize if I butcher this name) Myogi Ultradriver, twin Paladin PD, and double Rift Cascade Emitter.  This ship felt like what Ludd feared. 

Corrupting Heart: My gosh, in some ways the easiest fight I had, in others the hardest.  Initially the third boss I was going to fight, I concluded the easiest way would be to drop directly on top of Watcher to fight it.  Dropping in on the Corrupting Heart plus 8-12 full size Elysian fleets instigated a degree of fear I didn't know possible.  I was annihilated no matter my approach, the +500% xp fight simply had to many ships for me to chew through fast enough to keep the advantage.  Until I brought Yukionna.  I dropped in and pulled a lot of fleets into the nearby nebula, and managed to (somewhat) isolate the Corrupting Heart.  Still a +500% xp fight, but this time I had Yuki.  She chewed through ships faster that they could spawn, and this ended up being one of the only fights in my playthrough that I set my flagship on autopilot, just so I could watch her work.  I know not what the price is for embracing this machination of Moloch, as the Path is quick to tell me I have done, but it is a price worth paying.

Misc: New [REDACTED] weapons are great, a wonderful variety in role and type (even between the Myogi and Styrax, there are still distinct factors to influence which I want).  By the time I got to Yukionna, I was drowning in Omega weapons, both vanilla and those introduced via the mod.  The only exception for me was the Nanten Disassambler, which I only got 1 drop of.  Ballistics are amazing, some excellent new missile weapons, and very potent HE & Kinetic damage energy weapons.  The only weapon from this mod I'm not too enthralled with is the Thermal Sniper, which despite the amazing range, just didn't have the hit strength to mesh with my fleet doctrine.  Also, I adore the custom AI cores, both in inventory sprite (they're dynamic!) and portrait.

If anyone knows of any content I am missing, please let me know ASAP. 
[close]
« Last Edit: February 24, 2025, 07:48:34 AM by ThirdBrother »
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momom2

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Re: [0.97a] The Knights of Ludd
« Reply #281 on: February 26, 2025, 02:01:34 PM »

Another bug report, this time on the latest patch.
- After getting sent to a nullgate, I scanned the Void white hole, both at long range and short range, and the hyperspace topography tells me that I scanned a black hole.
- In the nullgate system, after recovering credits from a derelict floating there, an independent fleet came to ask me for them (Impoverished Mercenary), which kinda detracted from the eerie atmosphere.
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Lukas04

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Re: [0.97a] The Knights of Ludd
« Reply #282 on: February 26, 2025, 02:42:33 PM »

Another bug report, this time on the latest patch.
- After getting sent to a nullgate, I scanned the Void white hole, both at long range and short range, and the hyperspace topography tells me that I scanned a black hole.
- In the nullgate system, after recovering credits from a derelict floating there, an independent fleet came to ask me for them (Impoverished Mercenary), which kinda detracted from the eerie atmosphere.

The second is an IndEvo bug, which should be fixed whenever the next version of IndEvo releases
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Darktan

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Re: [0.97a] The Knights of Ludd
« Reply #283 on: March 05, 2025, 06:45:03 AM »

Why am I getting the ship_systems.csv missing systems error after I updated from 1.0 to 1.3?
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Alcomancer

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Re: [0.97a] The Knights of Ludd
« Reply #284 on: March 08, 2025, 07:16:00 PM »

This mod is cool and interesting, but the whiplash of going from a luddic faction to whatever the hell the endgame of that mod is feels really jarring. The cool endgame content really doesn't feel like it belongs in this faction mod and I almost wish they were seperate. I like them both but I also don't know if I like them together.
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