Just updated this mod today. But I get this error now:
<snip>
at data.scripts.world.vayraDefenseSpawnPoint.spawnFleet(vayraDefenseSpawnPoint.java:37)
Seems to indicate this mod as the culprite.
Looked at the regime.faction file, but I can't find the error (though I pretty much have no idea what I'm looking for )
EDIT: started a new game again and I haven't come across the crash again, Odd.
This one is indeed very strange... The only thing I can come up with is that it tried to create a "null" fleet but I'm not sure how that could ever happen.
Glad it went away, though.
Ok, quick pilot skill transplant into a new game and back up and running.
Still no empty stations in the Kadur systems, I see
On the other hand, working tug! nice new frigate! enemies! new system!
From some quick playtesting I would drop the speed on the Camel to 170-180. A Lasher is 130, right now its fast like a Hound at 200.
Edit: Hmm, I just noticed the Scirocco has the same base speed as the tarsus but no burn drive ... I don't think that's a nice tradeoff for 50 cargo space, on top of not having an omni shield.
Edit2: 8 fuel/LY for the Dolphin? What's the rationale here, why would I ever pick it over the Ox? Fuel usage is the main downside of Tugs, and you made it 60% worse?
TBH I might keep it with no empty stations in the Kadur system -- anything there would have been claimed by the Theocracy immediately, or broken down for scrap and tech. It's a very small system, and their home, etc. Without an economy, the only real reason to go there is to wage war on the Kadur, and I like the idea of needing to return to a different system to resupply/sell loot/perform drydock repairs in that case.
I think you're right about the Camel, I'll probably drop it to 180. I want it to be fast enough to still catch a Hound if you put an injector on it, etc., but 180 would still be fine for that.
Currently, the Kadur cargo/tanker ships are really just sub-par versions of the vanilla ones except with the added ability to mount a pile of VLRMSs. I feel like that's a pretty fair trade-off, but I have plans to implement civilian ships in the future that more closely follow the Kadur design philosophy and those will definitely be faster/better armored/etc.
As for the Dolphin, I'm afraid that's working as intended. Kadur engines at work.
As for why you would ever pick it over an Ox... Well, can the Ox ram cruisers and expect to survive?
It also has a much greater chance of surviving if you're forced into a retreat.
Also, remember, you only burn fuel in hyperspace while the tugs still speed travel
everywhere.
Mirage is lovely!
Found this texture seam on Kadur's sun though: http://puu.sh/4wG1J.jpg
Have you considered making the corvettes have a logistics profile more like frigates and less like fighters? Right now, a single wing of corvettes has about 12 hulls - which is huge for something almost the size of a frigate - but it takes a day to replace each of those, for a pretty cheap supplies cost.
If you set the CR per ship deployed to about 12%, but upped the repairs-per-day to also about 12%, then the supplies per deployment would stay at 2 per launched corvette, but the number of hulls max would be reduced to about 6-8 (8 only if you have elite crew).
I think that would suit them better, they'd fit more into the tiny frigate role rather than superheavy fighter role.
Thank you!
And ooh, that's sort of a nasty image bug. I'm not much of an image editor, do you think it would work if I just blurred the left and right extremes of the texture file?
As for the corvettes, that's a really good idea! Thank you, I'll implement that right away.