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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 275049 times)

Selfcontrol

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Re: [0.98a] The Knights of Ludd
« Reply #315 on: April 19, 2025, 05:45:44 AM »

Do you have Stellar Network installed ? If yes, it's this mod that is causing the bug.
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Yber

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Re: [0.98a] The Knights of Ludd
« Reply #316 on: April 19, 2025, 05:54:01 AM »

Do you have Stellar Network installed ? If yes, it's this mod that is causing the bug.

I do not know what that mod is no, I do not have it. The only mods I added to my current run that I didn't run the last, where things worked correctly, are Knights of Ludd and Diktat Enhancement, so they're the only things that could cause the problem.
« Last Edit: April 19, 2025, 05:58:42 AM by Yber »
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Yber

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Re: [0.98a] The Knights of Ludd
« Reply #317 on: April 19, 2025, 06:47:10 AM »

I started a new run and let the game run until the quest pops up, this time with all the other stuff except knights of ludd. No issues. The problem is 100% caused by knights of ludd.
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starficz

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Re: [0.98a] The Knights of Ludd
« Reply #318 on: April 19, 2025, 09:37:02 PM »

Hello, it appears there's a bug with the current version of the mod. When going to the Galatia Academy, after receiving the quest to talk to Cornelius Elek, this happens:

Rendering the quest impossible to continue. My guess is the questline is trying to spawn something in the custom systems of the mod.

this bug should be fixed in Starsector 0.98-RC8. This is a vanilla bug that presents itself very rarely when some conditions are met. (KoL happens to fufill those special conditions.)
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sigvard

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Re: [0.98a] The Knights of Ludd
« Reply #319 on: April 20, 2025, 12:03:14 PM »

Just a small comment that the larkspur is really satisfying to use. Great Cruiser. A little bit of that high tech maneuverability done in a low tech style.
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TheDapperDoge

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Re: [0.98a] The Knights of Ludd
« Reply #320 on: April 22, 2025, 05:21:59 AM »

Is the Mizuchi class supposed to have a medium hybrid turret on the right wing with a small turret sprite?
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SilvA

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Re: [0.98a] The Knights of Ludd
« Reply #321 on: April 22, 2025, 06:54:03 AM »

Afternoon all!

Tried to add this mod today and got the following issues:

Spoiler
[close]

I'm not particularly well versed in how to fix this, I've noticed that turning this mod off stops this happening.

These are my current mods enabled:

Spoiler

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Any help people have to resolve this would be much appreciated!

I had similar errors pop up, though I resolved it by fully deleting KoL from my mod folder and then reinstalling. From there I didn't seem to have any problems with my game that seemed to be related to Knights of Ludd.

So it could be an issue with overwriting the download with a new one rather than having a clean download? Have you already tried as such?

Hey Biggs, thank you for this suggestion it worked perfectly! Appreciate that.
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Reshy

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Re: [0.98a] The Knights of Ludd
« Reply #322 on: April 28, 2025, 12:34:06 AM »

Two things playing the .98 version.  First, shouldn't the Battlestar be Codex Unlockable, and second the Battlestar itself is lacking a description (not even having a UNKNOWN ENTRY bit).
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Euripides

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Re: [0.98a] The Knights of Ludd
« Reply #323 on: April 28, 2025, 10:14:45 AM »

Is the battlestar an actual playable ship? It looked like it was when I found one (seems constructed the same way as the Cathedral and Locomotive), but it was also a station, so I'm not sure.
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Raatle

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Re: [0.98a] The Knights of Ludd
« Reply #324 on: May 01, 2025, 10:06:21 PM »

Some feedback on the starting ships available to the player:

Very weak frigates. Your two options are either the protea which has decent offensive states but this ship dies all the time. Your other option, the sundew is just offensively lacking and unable to actually offensively support anything. The destroyers, not including the snowdrop which is a great missile destroyer, feel underwhelming and expensive in terms of dp. Larkspur is a great ship but is also offensively weak and the other cruisers also feel underwhelming. Capitals, like most of the cast are offensively lacking considering their cost.

All in all, I get the idea of the lineup. Heavy armor therefore reduced flux. The problem with this comes down to the weak frigates. This feels like a brawling faction designed for close combat but the frigates either dont survive this type of combat or simply dont contribute to the fight. Either give the sundew some missile slots or heavily increase the armor of the protea.

Just my two cents.. Love the ships. Both how they look and the theme of the lineup. It just feels a bit weak. Considerably weaker than vanilla. Suppression is such a strong strat still and this cast can not do it.
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Wywern

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Re: [0.98a] The Knights of Ludd
« Reply #325 on: May 02, 2025, 12:35:30 PM »

Awesome mod that adds WAY more content than I assumed at first. I just have one question:
Spoiler
What's the deal with the shielded research station in nullspace? I think I've killed every boss fleet in the mod, the 3 tri-tach prototypes at alpha site, the research station and delta site, Amaterasu, Corrupting Heart, Nian and Yukionna, but I still get told that the station in nullspace is missing a critical component, and that I should leave the station undisturbed. Is this just the end for now?
Also I don't know if it's just me but I've actually never even talked to the knights, I just always end up running into these enemies on my own.
[close]
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starficz

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Re: [0.98a] The Knights of Ludd
« Reply #326 on: May 03, 2025, 07:12:44 PM »

Awesome mod that adds WAY more content than I assumed at first. I just have one question:
Spoiler
What's the deal with the shielded research station in nullspace? I think I've killed every boss fleet in the mod, the 3 tri-tach prototypes at alpha site, the research station and delta site, Amaterasu, Corrupting Heart, Nian and Yukionna, but I still get told that the station in nullspace is missing a critical component, and that I should leave the station undisturbed. Is this just the end for now?
Also I don't know if it's just me but I've actually never even talked to the knights, I just always end up running into these enemies on my own.
[close]
Spoiler
Yuki should have dropped a dusk AI core with a special skill of "Dusk", this skill can be transfered to any officer with the station, but i never did get around to coding detection for if you dont have the core on you after beating Yuki or if you have the core currently equiped (and thus not as an item)
[close]
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Brandfarlig

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Re: [0.98a] The Knights of Ludd
« Reply #327 on: May 06, 2025, 12:41:25 AM »

I'm very impressed with this mod. The "surprise" when travelling was effective.

Thanks for the fantastic work!
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Seraphic Radiance

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Re: [0.98a] The Knights of Ludd
« Reply #328 on: May 09, 2025, 06:38:10 PM »

Some feedback on the starting ships available to the player:

Very weak frigates. Your two options are either the protea which has decent offensive states but this ship dies all the time. Your other option, the sundew is just offensively lacking and unable to actually offensively support anything. The destroyers, not including the snowdrop which is a great missile destroyer, feel underwhelming and expensive in terms of dp. Larkspur is a great ship but is also offensively weak and the other cruisers also feel underwhelming. Capitals, like most of the cast are offensively lacking considering their cost.

All in all, I get the idea of the lineup. Heavy armor therefore reduced flux. The problem with this comes down to the weak frigates. This feels like a brawling faction designed for close combat but the frigates either dont survive this type of combat or simply dont contribute to the fight. Either give the sundew some missile slots or heavily increase the armor of the protea.

Just my two cents.. Love the ships. Both how they look and the theme of the lineup. It just feels a bit weak. Considerably weaker than vanilla. Suppression is such a strong strat still and this cast can not do it.

I never had an issue with the frigates, but I do think the Protea needs the Tempest's terminator drone replacement time buff; two bays of two suicide drones with a replacement time of 20 seconds is not great.

The cruisers are too slow, and realistically you are not going to lose enough armor plates to get the speed boost to compensate for that. Larkspur can compensate using its ship system but I still feel like the general speed is not there. And the other cruiser is a real tough sell when compared to the Eradicator...slow, poorly armed, and very AI unfriendly. 

I actually think the Lunaria is good and fun to pilot except for the crippling ammo limitation on the thermal lances. They're strong weapons, but even with e-mags, sooner or later you're going to get into a fight where you will run out of charges  and that feels real, real bad, as you have now turned into a longer ranged Invictus missing two guns, or a more expensive Onslaught, depending on how you want to look at it. The Llyr and Caelia are fantastic weapons when used on the Invictus, in fact, and two Llyrs to bust shields for the thermal lances works perfectly fine, but 15 charges on a capital level weapon is a massive flaw for 50 DP. And don't even think of giving it to an AI.

I don't even know how you'd fix the Alyyse.

I feel as if the capitals are flawed alternatives for the Invictus (which turns into an Onslaught that costs 10 DP more after a while) and the Paragon, but for 10 DP less.
« Last Edit: May 09, 2025, 06:39:43 PM by Seraphic Radiance »
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Warnoise

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Re: [0.98a] The Knights of Ludd
« Reply #329 on: May 09, 2025, 09:28:23 PM »

The ai is so bad with the alysse. It either suicides or just stand there eating shots. Under player control the ship is powerful but under ai control it's really bad
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