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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 273972 times)

Assid

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Re: [0.98a] The Knights of Ludd
« Reply #330 on: May 11, 2025, 02:45:24 PM »

70665 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.StarSystemAPI.createToken(float, float)" because the return value of "com.fs.starfarer.api.campaign.SectorAPI.getStarSystem(String)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.StarSystemAPI.createToken(float, float)" because the return value of "com.fs.starfarer.api.campaign.SectorAPI.getStarSystem(String)" is null
   at org.selkie.zea.world.PrepareDarkDeeds.SpawnTT1Boss(PrepareDarkDeeds.java:98)
   at org.selkie.zea.world.PrepareDarkDeeds.andBegin(PrepareDarkDeeds.java:58)
   at org.selkie.kol.plugins.KOL_ModPlugin.onNewGameAfterProcGen(KOL_ModPlugin.java:102)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0OO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.new(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(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.base/java.lang.Thread.run(Unknown Source)

Found a bug. works in combination with the mod Random Assortment of Things when generating a sector
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Seraphic Radiance

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Re: [0.98a] The Knights of Ludd
« Reply #331 on: May 11, 2025, 06:05:13 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

yeah, i've mostly seen it be hyper aggressive on the enemy side, like a slower, worse nova in a fleet setting. i've been mainly piloting the invictus this playthrough, but have played with and against the kol ships, and the alysse is cripplingly suicidal compared to the same officer in something like an onslaught. it mostly seems to lock onto cruisers to try and brawl it to death, but it'll do it so aggressively, you can often get shots on its rear and bypass the armor sections with an invictus of all things.

tried it myself and it's not too bad, but in ai hands it has no self preservation, it's pretty funny.
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Gantradies

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Re: [0.98a] The Knights of Ludd
« Reply #332 on: May 13, 2025, 07:01:12 AM »

can confirm something seems to be screwed with the redemptor- isn't letting me salvage it,
which is admittedly a little annoying after how much of a PITA that fight was given i made the mistake of saving as i jumped into the system (and got instantly jumped by the death-cult lunatics/locked in to an endurance deathloop xD),
and its... just a heavily modified retribution, so i dont see a logical reason it'd intentionally be meant to be unbordable/anything that telegraphs that its intended behavior ^^

LOVE the aesthetic of the knight's ships, btw!
« Last Edit: May 13, 2025, 12:47:48 PM by Gantradies »
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renegade_sock

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Re: [0.98a] The Knights of Ludd
« Reply #333 on: May 14, 2025, 12:51:36 AM »

The latest version of this mod conflicts with the latest version of unknown skies (insofar as having both enabled at a minimum causes crash on launch ~30% of the time until one of the two mods is disabled)
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BlackBurn

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Re: [0.98a] The Knights of Ludd
« Reply #334 on: May 26, 2025, 04:22:34 AM »

Hi there,
is it possible for you to make a Trait that works with the "Commissioned Crew" Mod ? I like your mod and the Way that Church and the Knights work together in Nex. But i get only the Church Buff from that Alliance.
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Rerver008

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Re: [0.98a] The Knights of Ludd
« Reply #335 on: June 03, 2025, 09:43:05 PM »

Spoiler
Are we not meant to be able to apply the Dusk trait (from the station by Yukionna) to our characters? only our officers?
[close]
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Garafetdin

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Re: [0.98a] The Knights of Ludd
« Reply #336 on: June 07, 2025, 10:21:15 PM »

Just here to tell you that the Knights aren't able to notice that you are using the demonic tech.
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MidnightBiggestSimp

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Re: [0.98a] The Knights of Ludd
« Reply #337 on: June 08, 2025, 05:45:25 AM »

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.
Yes my point as well, this mod needs a rebalancing, the Knight ships are simply too weak or have atrocious AIs to pilot them, some of them fall really short of expectations.
Matter of fact if any faction was really going to be built for the abyss I thought the knights would be it, but no, their ships can't even counter Dusk or Elysian fleets.

Especially now that 0.98 is out OP should rebalance the official patch, the Oldslaught has vastly superior performance to the Alyssa for the same OP cost, I have had to rebalance ships myself in the mod folder, buff their armor and hulls just to match current opponents.
While you're at it someone also mentioned how Knights can't see your demonic technology so please fix that as well.

Thank you
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HQ

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Re: [0.98a] The Knights of Ludd
« Reply #338 on: June 11, 2025, 11:22:44 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.
Yes my point as well, this mod needs a rebalancing, the Knight ships are simply too weak or have atrocious AIs to pilot them, some of them fall really short of expectations.
Matter of fact if any faction was really going to be built for the abyss I thought the knights would be it, but no, their ships can't even counter Dusk or Elysian fleets.

Especially now that 0.98 is out OP should rebalance the official patch, the Oldslaught has vastly superior performance to the Alyssa for the same OP cost, I have had to rebalance ships myself in the mod folder, buff their armor and hulls just to match current opponents.
While you're at it someone also mentioned how Knights can't see your demonic technology so please fix that as well.

Thank you

I was afraid of trying this mod out because Luddites having powerful ships that out-brawl Onslaughts as seen in some videos just don't make sense to me, but this comment finally encouraged me to do it. Being weak and backward are lore-accurate imo.
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