Darri-Dynamite wrote:i cant add any "big" mods to my game it says patch failed and java.lang.IllegalArgumentException: MALFORMED.
I recommend your read through the troubleshooting section at the beginning of this thread.
There was quite a bit of stuff that needed fixing lets have 1.24 out, even though not every single planed feature is included yet.
CE Resource Pack 1.24
- Estels great title screen added
- Revamped version of Lord Trilobites Mantis and Rock crew portrait integrated
- Ship and station images for the Auto Constructor faction added
- Other assets related to auto sectors added
- Lemmonades awsome Letze Reise Cruiser integrated
- Some backgrounds for the mixed hazards occurring in hazard sectors added
CE Update 1.24
- Does not contain a Testrel
- Two unique hostile sectors added (Auto controlled sectors and Pirate Homeworlds)
- Many new events and quests added
- Auto Constructor faction added
- Auto Constructor cruisers can occasionally appear outside auto controlled sectors in classic auto cruiser events (beacon builder and such)
- One Hazard added
- One Augment added
- Added a large amount of flavor events and texts that have a small chance to be called in a very broad range of fights
- Combat aug power costs will be applied correctly during the boss fight now
- Drone Uplink Jammer can be used upon boss AI takeover now
- All combat augs should work correctly now after Zoltan negotiations with the boss fail
- Pre-fight options now follow a global order (1. Continue... 2. Offer surrender 3. Special Aug options 4. Combat aug options)
- Subspace scanner pre-fight options texts clarified
- "Full Maintenance" option of the Hull Repair Kit now repairs more hull and needs more time again
- Some new blue options and event outcomes added
- Hyperspace events use the correct textlist now
- Games start text no longer refers to a non-existing hyperspace jump
- Scythe Beam gained a small fire chance
- Enemy version of the Adaptive effector can no longer be acquired by the player
- Sha'k Internal Teleporter on enemy Teleporter Barges is slightly more intimidating now
- Auto Repair Ship no longer appears among normal auto ships
- Invader classes now appropriately use the 'invasion' boarding AI
- Slug artillery triggers neural stunner blue options correctly now
- Energy AI ship now uses the original Zoltan style AI Bomber hull
- Zoltan military ships now use more type b hull designs
- Auto-Cruisers are generally equipped with Titanium System Casing now
- AI ship AE-override list fixed, AI ships with AE systems will appear correctly now
- One bad ship ID from the Engi ship list purged
- Some bad weapon IDs from the STANDARD weapon list purged
- One bad ship ID from the PIRATE list purged
- Swallow medbay system tag fixed
- Onboard Science Lab now works when being out of fuel
- You can now change your mind and socialize after considering your onboard production options
- A few new science outcomes added (including ways to start the crystal quest)
- Stealth drones no longer count as mining drones
- Pirate traders now always have cargo teleporters, but only allow pirate ships to actually use them
- Quarantine sectors now have a chance to grant a single safe crew member for free, just like they might randomly infect one of your crew
- The "Federation Medical Officers join your crew" outcome now telegraphs more clearly what is actually happening
- Engi Scrapyard event no longer gives preset weapons
- Civilians ships in the ESCORT event now actually show serious malfunctions when being engaged
- Fixed a problem that prevent the Union pirate hunt quest from spawning quest beacons upon destroying the first or second pirate ship
- Slug stations personnel wised up and no longer tries to run away with a stationary space station after hacking your piloting
- Auto Turret frying its processors gives MED reward now, for consistency
- Raiding Slug Blackmarkets no longer counts as an act of piracy
- Another take on actually preventing those ice-field enemies from cloaking
- Auto Drone-Harbors and Auto Drone-Carriers start to appear later now (as they should have, but only did in infinite so far)
- Auto Troopships start to appear slightly earlier now
- Reworked the way the avoidable Rebel cruiser holds back and powers up
- Some typos fixed
CE Infinite 1.24
- Changes of CE 1.24 imported
- High level system upgrades for most systems enabled
- A few quarantine sector NOTHING texts from the deep space list removed
EL Texture Pack 1.24
- Missing invisible textures for invisible effector impacts added
CE Endless Loot 1.24 for CE and CE Endless Loot 1.24 for CE Infinite
- Changes of CE 1.24 imported
The auto sector actually turned out a lot like condonzack imagined it. It gives away how the Rebels get all their warships and such, but it also leaves a lot of stuff rather vague. There aren't many actual persons around in these sectors and the Rebel machines usually don't explain themselves.
The pirate homworlds remain a little unspectacular right now. They are pretty much just pirate sectors with slightly different text lists. There are also cruiser encounters and a quest that allows a lot of backstabbing on multiple levels.
Apart from all the fixes and visual improvements, version 1.24 also includes some global combat aug option streamlining. And there is a large amount of flavor events that can just randomly happen in a very large range of fights. These fluff events will remain very rare, so if they happen they'll usually come as a surprise.
The Combat Simulator aug has become one of these things that has a lot of code behind it even though the actual applications are pretty limited. I still love how it turned out. There'll probably soon be another one of these "playground augs" that have a lot of different event outcomes associated with them. It'll deal with bounty hunting.