Okay, so here's a new version of it to try out. I actually had to start a game from scratch because it would crash no matter what I did from my previous game.
Here are the new files:
http://www.filedropper.com/customflagships_2
http://www.filedropper.com/flagb_1
This time, I managed to face off against the first version the Flagship - I was absurdly lucky with Breach Missile misses and got out without a single point of damage, beat it off real good. Everything apparently worked fine.
Now here's the kicker.
When the Flagship DEPARTED (did it's moving-away jump after its defeat), THEN the game crashed! What on earth?!? I can't even begin to imagine where this is coming from. Does it do the same for you? Arrrrr.....
Rebel Flagship Design
Re: Rebel Flagship Design
It crashes on start of the fight on my save, too. I might go through a fast game later, would I need to use CE with it or any particular difficulty?
Aside from that, though, flagships from the flagship randomizer work just fine after loading a save, and it stil seems to be the same txt file causing issues, moving it to randomFlagship causes it to crash, moving another txt to your mod makes it work (with a wrong layout). I don't know what it could be.
Aside from that, though, flagships from the flagship randomizer work just fine after loading a save, and it stil seems to be the same txt file causing issues, moving it to randomFlagship causes it to crash, moving another txt to your mod makes it work (with a wrong layout). I don't know what it could be.
Re: Rebel Flagship Design
FlagB no longer has Boss1.txt in it, though - I made sure of that. Or does CustomFlagships have that in it and is causing the problem?
And yeah you'll probably need CE for an optimal test at the moment (Drones in round 2) - but a more global fix for that will come later so it can work with any mod.
And yeah you'll probably need CE for an optimal test at the moment (Drones in round 2) - but a more global fix for that will come later so it can work with any mod.
Re: Rebel Flagship Design
The txt is in there, and it should be, it's where the layout lives. It's just that something must be off about it compared to the randomflagship flagships or something.. Did you have any success with any other flagship layouts?
Re: Rebel Flagship Design
Ok, so I played around with it a bit more, and adding just one room to every flagship phase let me play through the whole thing from my save without problems. Removing rooms from randomflagship files also made the game crash, so I think this is the culprit. Not sure the exact number needed for each phase, but like I said, just one room that couldn't even be accessed did it.
That also brings it to 19, which I believe is the number of rooms on non-hard flagship for vanilla.
I can't say for sure if this was only a problem for me because I didn't start a new save, or a bigger limitation, but you should check if that solves any other issues you have.
Also, while I said the first phase was weak-ish, the third phase? What the..? Cloak and a regenerating zoltan shield are a crazy combination, weapons aren't that scary admittedly, but still quickly regenerating flak and that annoying beam made my test ship have a work out and finish with all of 1 hull left.
You might want to ask if the randomflagship creators had any issues with this, or whatever. Also, I'm still playing without CE, so not sure about your issue with crash on jump away, didn't happen to me.
That also brings it to 19, which I believe is the number of rooms on non-hard flagship for vanilla.
I can't say for sure if this was only a problem for me because I didn't start a new save, or a bigger limitation, but you should check if that solves any other issues you have.
Also, while I said the first phase was weak-ish, the third phase? What the..? Cloak and a regenerating zoltan shield are a crazy combination, weapons aren't that scary admittedly, but still quickly regenerating flak and that annoying beam made my test ship have a work out and finish with all of 1 hull left.
You might want to ask if the randomflagship creators had any issues with this, or whatever. Also, I'm still playing without CE, so not sure about your issue with crash on jump away, didn't happen to me.
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Re: Rebel Flagship Design
I think I generally increased and lowere the room count without problems. I generally did not touch the rooms that the flagship used for systems though, I resized and moved them for certain layouts but other than that I left them intact, so i didn't had to change room numbers for system rooms in the blueprint. But if adding a room fixes things then there might be some problem with room linken and that stuff. Does superluminal recalculates links when adding new rooms? Gidoza have you tried the automated room linking function in Superluminal? Does that fix things?
Re: Rebel Flagship Design
I have tried redoing the [door, right?] links, did not help. Even tried creating the same layout from scratch (yeah, these things irk me), still issues. At a point, I also just took the rooms of one of the random flagship flagships and threw them around the place a bit so the links must have been terrible and still no crashes.
Curious what you mean by you resizing and moving the rooms, I thought random flagship had some sort of a generator? That's why I was curious, figured there must be some rules you figured out and fed into it, but from what you say I guess it just randomizes the weapons and has some amount of set layouts?
Btw, were the forum and the site down for a ~day for everyone?
Curious what you mean by you resizing and moving the rooms, I thought random flagship had some sort of a generator? That's why I was curious, figured there must be some rules you figured out and fed into it, but from what you say I guess it just randomizes the weapons and has some amount of set layouts?
Btw, were the forum and the site down for a ~day for everyone?
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Re: Rebel Flagship Design
The generator part of the Randomzier really just randomly mixes a large range of hand-made assets. It individually randomizes the following: each weapon (with certain limitations), the drone list, each augment slot, extra systems for each phase and the overall layout.
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Re: Rebel Flagship Design
meklozz wrote:Btw, were the forum and the site down for a ~day for everyone?
Yeah I couldn't access it yesterday until like early morning today. No idea why it happened though


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Re: Rebel Flagship Design
meklozz wrote:I have tried redoing the [door, right?] links, did not help. Even tried creating the same layout from scratch (yeah, these things irk me), still issues. At a point, I also just took the rooms of one of the random flagship flagships and threw them around the place a bit so the links must have been terrible and still no crashes.
Curious what you mean by you resizing and moving the rooms, I thought random flagship had some sort of a generator? That's why I was curious, figured there must be some rules you figured out and fed into it, but from what you say I guess it just randomizes the weapons and has some amount of set layouts?
Btw, were the forum and the site down for a ~day for everyone?
After reading everything that you've all said since my last post...I have absolutely no idea what you're saying!!! Are you saying that adding one room suddenly makes it work? If you re-created the layout from scratch and it still had problems, yet there were no bad room connections - huh?
I'm just confused.
Also - regarding the Cloaking on the last ship: I see the overall design of the three Flagship stages as a whole single ship - so for example I changed my mind about Cloaking on the first ship even though it's weak because there's a certain strength to Cloaking in the last stage. I don't feel like every stage of the Flagship needs to be even: some of my designs for the first Flagship, for example, aren't even designed to cause hull damage, but maybe to kill 1 or 2 crewmen and that's it; others are just intended to cause some damage in the first two stages, enough for the third stage to finish you off. FlagB's first two stages are limited in strength but will guarantee a bit of damage, and the third stage's strength is damage evasion in combination with weakish weapons - I think this is perfectly OK and intended. There's always the question of tweaking for balance and overpoweredness - I won't deny that. Nevertheless, each variant is supposed to be it's own unique challenge and quite different - I don't think FlagB has failed in this thus far.
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