"neutrino_unsung_standard":[0, 1],
Version 1.82
-Severe changes to hull armor and healths in trade for a secondary armor layer.
-Added Silver Lance
-Weapon slots have been rearranged on some ships
-Cargo Version of Piledriver added
-Actual integrated campaign
-and assorted bunch of stuff
Version 1.81
-Updated for 0.65.2a
-Added Deathfly's Siege fix
-Removed some hullmod changes
Version 1.8
-Updated for 0.65.1a
-I may of balanced some things but it's been too long to remember.
-More flux levels lowered.
Version 1.75doubleD
-Added Shader support
-reworked the sprite of the Portable Phased Array Cannon
-reworked Drohne sprite
-increased OP cost of PAC to 75 OP
-Decreased Burn Speed of Some neutrinos ships down 1-2 units.
-Removed Photon Cannon
-Removed Heavy Photon Repeater
Version 1.75d
-Added Gepard Drei and Gepard Sechs
-Removed Integrated Targeting Units on some variants and replaced with a different hull mod
-Changed up some variants and stuffs
-Added Goliath SRM
-Adv. Photon Torp made even more susceptible to pd weapons
-Changed how Photon Torpedoes and Light Photon Torpedoes tracked
-Reworked Dual Pulse Beam Cannons into Dual Giga Pulse Lasers
Version 1.75c
-Added Criticality, a moderately high performance/drone-hound frigate
-Added Bane and Misery lasers
-Fixed sound effects for the Javelin Torpedo
-Minor increase in Adv. Photon Torp damage but made more susceptible to pd weapons.
-Changed how the Particle Cannon Array fired + stats
-Changed Sprite for Particle Cannon Arrays
Version 1.75
-Changed most shield flux upkeeps from 0.2 to 0.3-0.4 across various ships
-Added CR timers to the Maul, Causality, and theEND
-Reduced Neutron Pulse Cannon damage 375 => 325
-Changed sound effect for the Phased Array Cannon
-Changed sound effect for Neutron Lances
-Fixed sound effects for the Graviton Inverter, Neutron Pulse cannons, and the Siege Fusor
-Changed Sprite for Darkmatter beam cannons
-Changed Sprite for Pulsed Beam Cannons
-Changed Sprite for Photon Torpedo launchers
-Changed Sprite for Light Photon Torpedo launchers
-Lowered shield efficiency of almost all ships from 0.2 => 0.4
-(Slightly under)Doubled Flux Capacity of most ships
-Increased day to day usage a tid bit, most ships increased repair cost.
-Added Corona Australis and Exelion
-Readjusted station stock.
Version 1.725
-Lowered hull, armor and speed of Maul Heavy Cruiser
-Fixed missions causing crashes
Version 1.7
-Added Falken OP frigate
-Added Banshee Norn Capital
-Added Jackhammer 2 Capital
-Added Nausicaä 2 Capital
-Added Maul Heavy Cruiser
-Added Polarity Drone
-Added Sapper SRM
-Added Quasar
-Improved Lathe, Nirvash, Grinder, Jackhammer maneuverability
-Changed Dual Pulsar to Pulsar Beam Repeater
-Changed Anti-Proton laser sprite
-Added values for Deployments points, Repair costs, total repair costs.
Version 1.6
-Added Sledgehammer Missile Destroyer
-Changed Neutron Pulse Cannon characteristics abit
-Added Neutron Pulse Cannon Battery
-Added Heavy Neutron Pulse Cannon
-Added Single Advanced torpedo launcher
-Removed Photon cannon and Heavy repeater from station
-Changed Vice Ship system from Fast Missile Racks to Scout Drohne
Version 1.55
-Added TheEND Phase carrier
-Added Neutron Pulse Cannons
-Lowered Drache repair cost from 15 to 12
-Lowered Schwarm repair cost from 20 to 15
-Changed Lathe to a Cruiser
-Lowered Lathe op from 220 to 200 (because capital hullmods costed more)
-Removed arcs from Lathe frontal Large slots
-Changed Piledriver to a Destroyer
-Lowered Pile Driver FP from 14 to 12
-Lowered Pile Driver HP from 4250 to 3000
-Lowered Pile Driver Armor from 1250 to 950
-Increased Speed of Pile Driver from 70 to 80
-Increased Nirvash broadside arc from 5 to 15
-Changed Damage type of derp launcher to high explosive ( prob op. )
-Increased Javelin torpedo per missile damage form 1250 to 1450
-Changed light photon to shoot 3 missile bursts of 3x150 vs 1x250
-Added Jackhammer to station
-Increased range of all Pulsars by 100
-Fixed blowtorch bare variant bug
-Updated Advanced torpedo launcher sprites.
Version 1.5
-Added Unsung Capital
-Added Schwarm drone fighters
-Increased Schwarzgeist bomber wing size to 3
-Lowered Schwarzgeist hp and flux dissip
-Increased Drohne scout wing size to 2
-Lowered Drohne hp
-Lowered some op costs for weapons, reworked Advanced Photons, changed Antiproton laser,
-Lowered FP cost of Nirvash to 16
-Slightly lowered armor of Nirvash from 1450 => 1400
-Added one more derp launcher to the Jackhammer
-Added some more variants
Version 1.4
-Added Causality frigate
-Readjusted some op costs for weapons,
-Lowered fleet FP values
-Added some more variants to Vice and Banshee,
-Added NC ships to simulator
Version 1.375
-Added Heavy Pulsar Beam
-Added Dual Pulsar Beam
-Added Pulsar Beam
-Added Relativity Frigate
-Gave fleets FP reductions,
-Added more variants for Banshee, Vice, Singularity
-Increased flux use for most weapons, slight damage reductions on neutron lance, particle cannon array.
-Decreased flux capacity for Banshee
-25 less op for Jackhammer, made PAC a built in weapon
Version 1.35
-Slightly increased initial amount of things being sold
-General weapons sprite update
-Phased Array Cannon now made built-in
-Added in Derp Charge CIWS
-Swapped Jackhammer's Maneuvering jets to Derp charges
-Swapped Hildolfr's Fortress Shield to Derp charges
-Updated Adventure class with two more small energy slots and larger sprite.
-Gave Adventure Fast missile racks to make it feel more rounded.
-Changed back Floh's Ai type to Support from Fighter
-Changed Floh's burndrive to Swarm-flare because of strange fighter + burndrive ai.
-Updated Singularity frigate variants
-Nausicaa 35000 hull => 32000 flux disp 450 => 400
-Colossus 24000 hull => 17500 flux cap 4000 => 3250
-Guardian shield/drone 5000 hull => 4250 flux disp 2500 => 2000
-Aegis drone 725 hull => 650 armor 250 => 225
-Slight reduction in Neutron Lance damage. 3573 Burst dmg => 3357
-Reduced Particle cannon array damage. 110x24 and 503 dps and 1800 ammo => 65x32 and 467 dps and 1200 ammo
-Reduced Pulsed beam cannon range 925 => 875
Version 1.3
-Added more stopping power to tractor beam
-Slight buff to darkmatter beam cannon
-Added Colossus capital support ship
-Increased acceleration of Banshee,slightly increased top speed, added 5 deg arc to broadsides, slight durability nerf, flux nerf, added Aegis drones system.
-Jackhammer gets Manoeuvring jets.
-Nausicca gets Fortress shield
-Hildolfr gets Fortress shield
-Lathe gets Phase Skimmer ( borderline op, but I can see to giving it nerfs, but I think the skimmer fits it very well. )
-Grinder gets high energy focus
-Nirvash gets Manoeuvring jets.
-Pile driver landing deck removed, Drohne-drone system added.
-Hacksaw gains swarm flare launcher
-Blowtorch gains burn drive
-Vice gets fast missile racks
-Singularity gets High energy focus
-Floh gets burn drive
Version 1.2
-Rebalance to Unstable photon cannon
-Changed how Pulsed beam cannons fire, no change in dps
-Added Banshee Assault Battleship
-Added XL Advanced Photon Torpedo launcher
-Added Advanced Photon Torpedo launcher
Version 1.15
-Fix'd Singularity to be more aggressive
-Added Particle Cannon Array
-Added Darkmatter Beam cannon
-Added Heavy photon Repeater
Version 1.1
-Version naming change for less headaches!
-Added Floh bomber/fighter
-Added Hildolfr Capital carrier/repair thing
-Added Vice destroyer
Version 1.06
-Added Grinder cruiser
-Added renamed fightercrafts, Added schwarzgeist, drache bombers
-Added Graviton Inverter
-Additional tweaks
Version 1.05
-Added a special mission
-Additional tweaks
Version 1.04
-Added Nirvash cruiser
-Added Pulsed beam cannon
-Additional tweaks to shield arcs, hull integrities.
Version 1.03
-Some balance fixes, general nerfings in terms of durability and you guys should really try out the tractor beam on missiles and fighters :D
Version 1.02
-Added Jackhammer battleship and Singularity frigate
-Added phased array cannon and javelin torpedo and TRACTOR BEAM ( well, it makes ships stop moving at least )
Version 1.01
-Added blowtorch construction ship
-Added Fusion lance
Version 1.00
-Slight Rebalances to photon cannon
-Added hacksaw destroyer
-Added Antiproton PD laser
Version 0.99c Rev3
-Minor fixes and stuffs to the station
Version 0.99c Rev2
-Added in a freighter, and a mission
-Campaign integration
Version 0.99b
Added in 2 more ships, haven't yet worked out how to efficiently make this a faction :D
But any ideas are welcome ^_^
-Added Pile-Driver Light cruiser
-Added Sentinel Scout drone
Version 0.99a
-Added Lathe
no complaints of OP ness yet? :D I'm surprised hehe, and ty all, your business fuels our progress.
225 OP would be perfect :)
225 OP would be perfect :)
I definitely would not call that perfect; rather, a step in the right direction. I've tweaked that same value and from my own experiences, the 235-240 range seems a better solution to me. YMMV.
would love it if someone could help me with adding a station around the sun and/or somehow making the convoy spawn properly :D
SectorEntityToken convoyDestination = system.getEntityByName("star_yellow");
so where is convoyDestination defined? or does the game just put it so that the convoy destination is whatever stations belongs to the convoy?
The new construction ship looks really good, I really do like the design and look of your ships (very unique) and the mod in general. Can't wait for more ships!
The new construction ship looks really good, I really do like the design and look of your ships (very unique) and the mod in general. Can't wait for more ships!
I believe you're the best kitbasher with vanilla stuff around (imho)
It may be big but it's all about how you use it .. *snicker*
o.= wait what,
that avatar...
could you possibly be battlecruiser from WoT? =.o
*conspiracy keanu*
ChangesFinally, a fighter!
- Some more rebalancing tweaks
- Adjusted pulse beam cannon, lower burst, higher rof, same dps.
- Added Floh, Vice, Hildolfr
- Floh Corvette Drone -
(http://i.imgur.com/kpes9.png)
I'm contemplating the carrier with the ships inside but i'm not sure of the loadout, (because i can mix and match ;D )Hold, da freakin' fone,
could be 6 singularities or the curret preview pic, or heck, you guys can ask for certain loadout and I'll make it happen ( I can't guarantee balance when you ask me to shove 2-6 ships inside of a bigger one) xD
In short, yes. :DThen make a missile/torpedo boat/ something with tracking capability so you aren't using a broadside behemoth that can barely move.
Does the Neutrino tractor beam actually tractor? :oNo, it just holds stuff in place, missiles go weird
PHYSICS ABUSE TIME~!
As far as I'm aware, this mod is standalone, but it did get offered to be included in Uomoz's Corvus compilation, but it may not be ready for that yet.Hold the phone
Does this happen when you enable the minimash mod alone and only in battles? or only when combined. My best guess is too many ships in a battle or you might be out of ram / video ram.
Try posting in the support forum if it seems really persistent.
guess my laptop is just derping pretty hard then :-( eh I've been looking for a gaming desktop anyways. any suggestions?Build one yourself, a budget of about £1.5K will get you a fairly high end setup, maybe even using one of the new GTX 600 series from Nvidia along with an i7 (Remember, all Ivy bridge has is better integrated graphics) and a fair bit of RAM (probably 16GB) to go onto a great mobo
Yeah, I've been looking into getting a tower. Don't need something that plays all games at max graphics. But better than a laptop will do fine. Was looking at geforce 400 cards and a few gigs ram. But the naming grades for CPU still eludes me.i3 is weakest, i5 is midline, cheaper than i7 but with a good enough graphics card, runs games fine. i7 (or i9 and i7xx) are the highest grade, with the best speeds.
2600k is a great i7, quad core, good to OC
Get yourself a GTX 560ti (or a pair in SLI) and you'd be fine.
Could you merge the autopulse laser's coding and the assault chaingun's graphic and animation into a repeating laser cannon/gatling laser?
Or the Mark IX autocannon. If yo look closely you'll see it is multi barrelled, but they fire so quickly and with such tightness leaving the muzzle it looks like it's fired from in between the barrels.Could you merge the autopulse laser's coding and the assault chaingun's graphic and animation into a repeating laser cannon/gatling laser?
That's also something Okim has accomplished in his Ironclads mod. :D
The Gatling Laser. I think what Flash wants to create is something like the Hephaestus Gun. Multi-barreled carnage, but one barrel at a time, not all of them at once and not like the Assault Chaingun. There's an idea, why not just frankenstein the HAG?
That's what it was called. ;DIt would need work, but if he cut up some of his ships armour plating, shrunk it down and messed around, he could get a weapon with parity to the rest of his ships.
Couldn't remember if it was the Mark IV or the Mark IX, so I left it out. But yeah, that monster is a good example too.
I officially allow such :DYAAAAAAAAAAAAAAAAAAY!!!!!
I officially allow such :D
After playing more with Neutrino, now that it's officially a part of Uomoz's Corvus, Singularities still seem to have issues with attacking their targets. Engaged an ASP fleet, the Singularity did move in to attempt to attack the Gigantophis (http://www.zen102301.zen.co.uk/starfarer/aspsyndicate/syndicate_asp_gigantophis.png) but it never fired. After that ship was destroyed, it broke off to engage a Wolf (which oddly seemed to be missing most of it's weapons). I think it fired twice, both missing before my other ships swooped in and cleaned up. It followed and played tag with the Wolf for the entire fight after disengaging the Gigantophis. Maybe my Singularities are defective or something, being drones and all. Brb, getting partial refund.I'm not sure if it's the fault of the ship or the fault of the AI. The AI can be pretty wonky if fighting alone, noticed it particularly with frigates.
Neutrino Corp is a part of Uomoz Corvus now? Great! I don't care if the system gets crowded, more interesting ships are most welcome!
Neutrino Corp is a part of Uomoz Corvus now? Great! I don't care if the system gets crowded, more interesting ships are most welcome!
I'll try my best to keep the number of fleets around under control ;).
I like their position, personally.They aren't lumped in with any other factions.
I can imagine a ship with negative flux/damage efficiency being pretty damned OP. One could simply rambo up to an enemy ship with extended shields and sit in front of it happily while other ships get around it and pewpew away at it's back. Such tactics please me greatly. It's like playing any MMORPG all over again, a tank to soak damage, DDs to put out the hurt, then healers to fix them all up afterwards. A supercarrier could play the role of healer if the DDs in this case happened to be fighter wings.But it's horribly boring and leads to no variety in combat.
Smokin' Jesus titty cinnamon this is gonna be SWEEET!
The upper half? it's actually the colours of the ship, but it looks a bit different because of the parts that actually don't match the colour of the ship, ahh not sure how to say, but It's sort of one of those same shade illusions.I swear it looks greener.
WHEN CAN I HAZ?!
and hehe, no one can ever spell that ship's name right. :D
hey is there by chance going to..be a small carrier for neutrino's anytime soon?
I might wait until 0.53 with their drone system since it seems to be able to spawn ships and stuff, which seems to be... quite... inteeeresting... hehehe*uses Flohs for pretty light shows everywhere*
But I can consider making a fairly Light carrier of either destroyer/cruiser class but up to you guys, since neutrino isn't exactly a fighter heavy group, still need a decent interceptor but that may be pushing the effectiveness of the faction xD
a little bug that ive found:
the Singularity frigates dont use their pulsed beam cannons (i believe thats what theyre called) even though they are part of one of the variants of that ship... thoughts?
You can recall the drone ( guardian shield) and it'll have the flux cap immediately set back to 0Ahahaha oh wow.
Version 1.35
-Slightly increased initial amount of things being sold
-General weapons sprite update
-Phased Array Cannon now made built-in
-Added in Derp Charge CIWS
-Swapped Jackhammer's Maneuvering jets to Derp charges
-Swapped Hildolfr's Fortress Shield to Derp charges
-Updated Adventure class with two more small energy slots and larger sprite.
-Gave Adventure Fast missile racks to make it feel more rounded.
-Changed back Floh's Ai type to Support from Fighter
-Changed Floh's burndrive to Swarm-flare because of strange fighter + burndrive ai.
-Updated Singularity frigate variants
-Nausicaa 35000 hull => 32000 flux disp 450 => 400
-Colossus 24000 hull => 17500 flux cap 4000 => 3250
-Guardian shield/drone 5000 hull => 4250 flux disp 2500 => 2000
-Aegis drone 725 hull => 650 armor 250 => 225
-Slight reduction in Neutron Lance damage. 3573 Burst dmg => 3357
-Reduced Particle cannon array damage. 110x24 and 503 dps and 1800 ammo => 65x32 and 467 dps and 1200 ammo
-Reduced Pulsed beam cannon range 925 => 875
As a general, the game's ai sadly doesn't include projectile speed into the calculations for aiming weaponry,:o ???
I do agree with rechargeable weapons that it feels kind of like a waste just having that clip at max;D
But being caught at point blank range with a slowly recharging but empty clip because they you got trigger happy just isn't fun>:(
As a general, the game's ai sadly doesn't include projectile speed into the calculations for aiming weaponry, if it's a missile, ballistic or whatever, it'll still point the gun straight at the current position of the enemy, probably for good reason, if the AI could make perfect shots all the time, why would you want to have player aim-able weaponry at all? :P
I've just finally gotten to beat it once, and I admit the constant need to keep yourself alert at all times is the biggest trouble since they have 3 times the range making them able to shoot you from practically offscreen.Well done. That mission isn't easy.
missile tracking. What about missile launch? Does the AI launch directly at the target or does it lead? Because leading is the correct behavior in this case. Actually, there isn't an easy answer. The torps subtly track, Which throws off pretty much most attempts to aim them.
Ack. Even I thought the behavior was different in that particular case. Especially because it's advantageous with poorly guided missiles to shoot behind the target to get the missile to chase. Rather than trying to intercept the target perpendicularly.
Really? something that can best this? bring it on! ;DSpoiler(http://i.imgur.com/0ynQo.png)[close]
"you probably can" =D
The hammer also considers itself a civilian ship for whatever reason.
Version 1.5
-Added Unsung Capital
-Added Schwarm drone fighters
-Increased Schwarzgeist bomber wing size to 3
-Lowered Schwarzgeist hp and flux dissip
-Increased Drohne scout wing size to 2
-Lowered Drohne hp
-Lowered some op costs for weapons, reworked Advanced Photons, changed Antiproton laser,
-Reduced FP cost of Banshee to 26
-Lowered FP cost of Nirvash to 16
-Slightly lowered armor of Nirvash from 1450 => 1400
-Added one more derp launcher to the Jackhammer
-Added some more variants
The hammer also considers itself a civilian ship for whatever reason.
That is actually "fixable" by setting their hullSize": into something smaller, i had all my ships on the Star Control to FRIGATE size
Generic update to 1.4
Added Causality phase frigate,
(http://i.imgur.com/LUv9c.png)
Dropped FP of fleets across most fleets, made a fleet with one capital ship and very light escort to tempt those into attacking :P
Minor tweaks to weapons,
Added ships to the simulator, can remove if wants since I can't seem to make them at the end of the simulator list.
The Causality
(http://i.imgur.com/LUv9c.png)
The Causality
(http://i.imgur.com/LUv9c.png)
Hmmm... seems familiar somehow... ;)
Nicely done. I'm definitely fond of this particular frigates design.
kudos for the design
Hi,
playing your mod with UC, and started to like them, somewhat because of the "Schwarm Drone" and well , the Unsung :o
but i think it´s repair costs are to high , up to about 60 supplies for each wing surviving the battle ( depending on % of the wing left )
There is an error
Ship hull [neutrino_blowtorch] variant [neutrino_blowtorch_bare]: slot id [WS 7] not found for weapon [neutrino_fusionlance]
If your willing to replace the neutron lance on the front, you'll find you get much more op to play around with ( not including player skills ) , try replacing the pulse beams on the mediums with pulse lasers, mining blasters/ heavy blasters, even 5 mining blasters will punch a pretty big dent in most ships. ;)
Just as a question, does any body actually use photon cannons? Cause I'm thinking about replacing the non missile version in their almost entirety, lol
Just as a question, does any body actually use photon cannons? Cause I'm thinking about replacing the non missile version in their almost entirety, lolI do. Unstable photon cannon that is.
Just as a question, does any body actually use photon cannons? Cause I'm thinking about replacing the non missile version in their almost entirety, lol
Just as a question, does any body actually use photon cannons? Cause I'm thinking about replacing the non missile version in their almost entirety, lol
Etc etc just as a last question any opinions on the pulsars? Too low range? Not enough damage? stuff? :PRange, to low range. I use them at beginning but...
Which ships don't level crew? :O doesn't happen to my standalone, I could see to bringing up pulsar range a bit in the medium and larges, and for two charge pbc's you'll just have to stuck with the large dual pbc ;)
Well I did buff the banshees energy by a couple degrees for sure , I can check with the nirvash but I think it does have like a couple degrees for you to use, lol as for capitals immediately for sale, since then unsung got taken out, I can add in one capital :p
cargo.addMothballedShip(FleetMemberType.SHIP, "neutrino_nirvash_bare", null);
cargo.addMothballedShip(FleetMemberType.SHIP, "neutrino_grinder_Hull", null);
cargo.addMothballedShip(FleetMemberType.SHIP, "neutrino_colossus_Hull", null);
cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "neutrino_schwarm_wing", null);
cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "neutrino_drohne_wing", null);
cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "neutrino_drohne_wing", null);
cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "neutrino_schwarzgeist_wing", null);
}
private void GDCargo(SectorAPI sector, SectorEntityToken station) {
cargo.addMothballedShip(FleetMemberType.SHIP, "neutrino_nirvash_bare", null);
cargo.addMothballedShip(FleetMemberType.SHIP, "neutrino_grinder_Hull", null);
cargo.addMothballedShip(FleetMemberType.SHIP, "neutrino_colossus_Hull", null);
cargo.addMothballedShip(FleetMemberType.SHIP, "neutrino_unsung_elite", null); // <-- This one :D
cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "neutrino_schwarm_wing", null);
cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "neutrino_drohne_wing", null);
cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "neutrino_drohne_wing", null);
cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "neutrino_schwarzgeist_wing", null);
}
private void GDCargo(SectorAPI sector, SectorEntityToken station) {
So I added that line of generator code for the Unsung, and started a new game. It did diddly.
I think Uomoz might've gone out of his way to insure only his pet fleet spawned with it.
So I added that line of generator code for the Unsung, and started a new game. It did diddly.
I think Uomoz might've gone out of his way to insure only his pet fleet spawned with it.
It worked fine for me, did you copy paste it in from the code flash provided? While I was at it I even added Phased Array Cannons to the store, and those worked too. No reason for Uomoz to have all the fun.
Copy and paste usually is more reliable, but also do take note, this line is position specific, so you can't just put it anywhere you want.
Copy and paste usually is more reliable, but also do take note, this line is position specific, so you can't just put it anywhere you want.
Copy and paste usually is more reliable, but also do take note, this line is position specific, so you can't just put it anywhere you want.
Hi, been lurking around here the last few weeks or so and I'm now obsessed with this stuff. Just wanted to say thanks for the stellar work on NC and also ask you a hopefully small question.
I used the code you posted to edit the game and add the Unsung back in. Mainly because I never had a chance to play with it in version 17 before switching to the 17.1 compilation. Will the Unsung eventually show up in a previously saved game or will it require me to start a new game? Also, if I start a new game will the ship be there immediately or does it take a little while for the station to receive 'fresh stock'?
Also, I imagine it would be possible to edit my save file and add the Unsung to my saved game that way? I can probably figure that out, because it would just use the same 'ship name' as the stuff I posted into UC .java file correct?
Anyways, thanks for the great mod and your help!
I've tested it and yes you can replace your current ship, it bugs out what ship you have on the campaign map, but otherwise you get the ship, all you really need to do is replace 1 line, atm 17.1 doesn't seem to detect it.. lol
So I added that line of generator code for the Unsung, and started a new game. It did diddly.
I think Uomoz might've gone out of his way to insure only his pet fleet spawned with it.
It worked fine for me, did you copy paste it in from the code flash provided? While I was at it I even added Phased Array Cannons to the store, and those worked too. No reason for Uomoz to have all the fun.
Hehe, I guess it could be a mistake on my part, but I only intended it for be ship you were to discover/earn when multi systems get implemented, but since I finished the ship before said feature, I just put it in the station.
ATM for all purposes you don't get to fight it outside of the Uomoz event fleet, but you are allowed to purchase if you join the bloc.
I'm openminded about taking it out of that station so as to make it the only way to acquire( for now) through the event fleet.
But just as a note, hull mods and character skills almost nullify the weaknesses it has, but try flying one in a new character and you'll notice the weaknesses much more heavily, ( perhaps nerf a bit? )
Phased Cannon Arrays? Don't you mean Particle Cannon Arrays?
Thanks for the kind words! :)
Unfortunately, using that line of code, it will only add the ship to the station once, and only when it's a newgame, as for waiting it will also not be delivered via convoys, so your probably out of luck,
The only save game editing I've tried before was for character stats, replacing your current ship might take a bit more effort if its possible at all. I can try it myself if helps :P
Well gentlemen, theEND is near.
This one to be exact,Spoiler(http://i.imgur.com/XzpqBm3.png)[close]More playtesting will help finalize the stats, it can beat a dominator, but not a aurora.Spoiler(http://i.imgur.com/oABh8Vm.png)
Just saying, that ring was a PITA.[close]
As well as intro-ing the replacement of the photon series, there will also be an additional ship coming Soon™ to flesh out the lower tiers in v1.6.
Additional comments, I'm thinking about adjusting the size classifications of the pile driver and making it a destroyer, while also lowering a lathe to a cruiser, just for consistency's sake.
Photon cannons may eventually get removed altogether, prob after v1.6 in which respriting of older ships will take place most notably the Nausicaä, and the Jackhammer.
That is all.
Fatal: null error upon entering 'edit variants'. With devmode, obviously.SpoilerFatal: Ship hull [neutrino_blowtorch]variant [neutrino_blowtorch_bare]: slot id [WS 7] not found for weapon [neutrino_fusionlance][close]
There is an error
Ship hull [neutrino_blowtorch] variant [neutrino_blowtorch_bare]: slot id [WS 7] not found for weapon [neutrino_fusionlance]
I've fixed the variant file in my personal version, but didn't update the download because it doesn't get called out generally, but definitely won't be an issue in v.1.6
Unless of course did this happen in campaign?
Version 1.55
-Added TheEND Phase carrier
-Added Neutron Pulse Cannons
-Lowered Drache repair cost from 15 to 12
-Lowered Schwarm repair cost from 20 to 15
-Changed Lathe to a Cruiser
-Lowered Lathe op from 220 to 200 (because capital hullmods costed more)
-Removed arcs from Lathe frontal Large slots
-Changed Piledriver to a Destroyer
-Lowered Pile Driver FP from 14 to 12
-Lowered Pile Driver HP from 4250 to 3000
-Lowered Pile Driver Armor from 1250 to 950
-Increased Speed of Pile Driver from 70 to 80
-Increased Nirvash broadside arc from 5 to 15
-Changed Damage type of derp launcher to high explosive ( prob op. )
-Increased Javelin torpedo per missile damage form 1250 to 1450
-Changed light photon to shoot 3 missile bursts of 3x150 vs 1x250
-Added Jackhammer to station
-Increased range of all Pulsars by 100
-Fixed blowtorch bare variant bug
-Updated Advanced torpedo launcher sprites.
-Lowered Pile Driver HP from 42500 to 3000
(http://i.imgur.com/lGW79DF.png)
So I turned everything up to 11 to playtest the new Neutron cannons
They're awesome, but even with Increased Stress Tolerances, everything from a "fast" cruiser and down can evade the bolts at a pretty decent rate.
Dunno if intended. but I'd say they just cruise along at a bit too slow a pace.
Also I was wondering if it was planned to implement a LARGE turret equivalent of them, I recall a particular weapon I think in the Neutrino arsenal that had these disabling emp arcs upon weapon impact. Maybe implement those into it for added flare, and indicator of damage.
I wouldn't make like a dual Neutron pulse cannon, that would just *** damn face even if the individual cannons were kept at Medium Hardpoint levels of performance.
Throw in Entopic Range Finger, and Integrated Targeting Unit and they would be a near perfect all around general purpose weapon.
QuoteSpoiler(http://i.imgur.com/lGW79DF.png)[close]
man, that ship is freakin awesome looking. the aft section especially just look SOOOOO good.
and the bow too actually.
ok the damn whole thing just look freakin fantastic
Aw dude you just reminded me of how wonky X3:AP has been behaving for me with my couple of mods.
Well as it stands, I think they're actually really well balanced. I like to think of Neutrino as a Technology Conglomerate who's somehow got the up & up on cutting edge replacements to the more common place armory available to the Era-Restricted factions.
So I see it as being fine right now, especially with how slow that damn projectile speed is.
A quad barreled large variant would be awesome, maybe one that spins up before belting out a staccato burst of 4 rounds?
I wish I could remember what weapon it was that had that EMP arc effect on contact, it was like a miniature version of the EMP Emission, Giving it a Shard Autocannon like Explosive hull effect would be obscene tho, it already wrecks so much ass as far as armor is concerned. Lol.
lol flash you should make a powerful gun with an absurdly intricate but cool looking firing animation. kinda like cycerin's solenoid quench cannon (but cooler and more absurd).
maybe some sort of laser of death that take 5 second to fire and during that time, it opens up all crazy anime style XD
lol flash you should make a powerful gun with an absurdly intricate but cool looking firing animation. kinda like cycerin's solenoid quench cannon (but cooler and more absurd).
maybe some sort of laser of death that take 5 second to fire and during that time, it opens up all crazy anime style XD
Version 1.6
-Added Sledgehammer Missile Destroyer
-Changed Neutron Pulse Cannon characteristics abit
-Added Neutron Pulse Cannon Battery
-Added Heavy Neutron Pulse Cannon
-Added Single Advanced torpedo launcher ( renamed other launchers to dual and quad)
-Removed Photon cannon and Heavy repeater from station
-Changed Vice Ship system from Fast Missile Racks to Scout Drohne
Not sure if you mean the Causality phase frigate, if so it was intended to be a ship system (albeit with a broken ai),
If I did implement it as a weapon, you'd have to switch to it to use it vs. hitting f and the ai would probably use it at every opportunity.
Edit: I could try it as a built in as a test, since i do see where you're coming from,
A secret weapon with a reload time of 7days. ::)
A prefer the style of the old one, but I prefer the actual execution of the new one. Good sprite!i prefer old pne too, & dont forget Flash that "LONG" big ships have easier life cuz the AI got problem with the shooting & with your faction it would me a horror for the AI :D
Alrighty, fine, all mercifully bring it back from a backup and allow it a meager existence :P
It will still replace it terms of all previous usage, but if one digs hard enough, they'll find the still working version.
Edit: Just remembered why I redesigned the cargo containers, these cute lil puppies.
- Nausicaä - - Polarity Cargo Drone -
(http://i.imgur.com/ZjZt4vX.png)(http://i.imgur.com/d1f9uuP.png)
Too bad I can't make it hirable so it'll be available on demand/rent like *cough ev nova*
Just like the other, i like the old "dual-wing" Nausicaä, even though the new one look pretty cool too. Perhaps you could convert one of them into a tanker rather than a freighter? As Neutrino don't have one yet.
The lil' cargo drone is cute too.
Alrighty, fine, all mercifully bring it back from a backup and allow it a meager existence :P
It will still replace it terms of all previous usage, but if one digs hard enough, they'll find the still working version.
Edit: Just remembered why I redesigned the cargo containers, these cute lil puppies.
- Nausicaä - - Polarity Cargo Drone -
Too bad I can't make it hirable so it'll be available on demand/rent like *cough ev nova*
cool ship, i like it more than the other one.
for some reason, looking at it i feel like all the mounts should be fitted with a sort of laser flak weapon since this is meant to be a big cargo ship
No Neutrino ship comes pre equipped with extended shields, that'll be only a player modification they can make at their leisure.
The known issues are the 0.2 affect autoresolve immensely as auto resolve doesn't take into account shield arc, so if you have a 0.0 eff shield with 1 arc, it'll probably beat a 1 eff 360 deg arc ship regardless, even if in a real battle that's not the case.
No Neutrino ship comes pre equipped with extended shields, that'll be only a player modification they can make at their leisure.
The known issues are the 0.2 affect autoresolve immensely as auto resolve doesn't take into account shield arc, so if you have a 0.0 eff shield with 1 arc, it'll probably beat a 1 eff 360 deg arc ship regardless, even if in a real battle that's not the case.
This put a big difference in the effectiveness between the AI version and the Player version of the same ship, as shields are pretty much the big feature of NC.
May I give a small design suggestion about this? Halve the base shield radius on all NC ships, add extended shields to all variants (plus its cost in OP to all ships, so it's "free").
The current issue is that putting Extended Shields on a Neutrino ship is a complete no-brainer, as it gives A LOT more in efficiency than any other possible hull mod on any possinble ship, considering the insane shield absorption rate.
My 2 cents! ;)
Fairly intuitive, but stock ship arcs are 30-35, extended gives a flat 60, so i'll have to delve into negative arcs... lol I'll try it out now to see if it works,You could only sell weapons-free variants with it fitted rather than raw hulls. Alternatively, perhaps it's possible to make a 0-skill hullmod that only shows up on Neutrino ships, like how Dedicated Targeting doesn't show up on anything smaller than a cruiser?
Edit: It sorta works, but there's a catch, if you take extended shields off, you won't have a shield, so basically means if you strip a ship / buy a new one you won't have any shields if you didn't level your character into tech.
Hullmod idea is quite possible, actually. Very easy to implement. Get hull type, check if it's on a certain list.
Might be better, though, to add such a check to the extended shields mod, and make it so it cannot be installed on Neutrino ships. Since, well, you'd need to edit the extended shields mod anyway just to make sure it's not compatible with your custom shield-extending mod.
@Override
public boolean isApplicableToShip(ShipAPI ship)
{
// Block any ship with a neutrino hull id
return !ship.getHullSpec().getHullId().startsWith("neutrino_");
}
Valks code for a hull-specific hullmod:Spoilerpackage data.hullmods;
import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;
import java.util.*;
public class DissipateHardFluxWhileShielded extends BaseHullMod
{
private static final List allowedIds = new ArrayList();
static
{
allowedIds.add("excalibur_corv_wing");
allowedIds.add("insert another ship id that can have this hullmod here");
// etc
}
@Override
public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id)
{
stats.getHardFluxDissipationFraction().modifyFlat(id, 1f);
}
@Override
public boolean isApplicableToShip(ShipAPI ship)
{
if (allowedIds.contains(ship.getHullSpec().getHullId()))
{
return true;
}
return false;
}
}[close]
All your ship IDs have the neutrino tag, right? You could just use:Code@Override
public boolean isApplicableToShip(ShipAPI ship)
{
// Block any ship with a neutrino hull id
return !ship.getHullSpec().getHullId().startsWith("neutrino_");
}
package data.hullmods;
import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;
public class NeutrinoSigmaUpgrade extends BaseHullMod {
//private static final List allowedIds = new ArrayList();
public static final float SHIELD_ARC_BONUS = 30f;
public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
stats.getShieldArcBonus().modifyFlat(id, SHIELD_ARC_BONUS);
}
public String getDescriptionParam(int index, HullSize hullSize) {
if (index == 0) return "" + (int) SHIELD_ARC_BONUS;
return null;
}
@Override
public boolean isApplicableToShip(ShipAPI ship)
{
// Allows any ship with a neutrino hull id
return ( ship.getHullSpec().getHullId().startsWith("neutrino_") &&
!ship.getVariant().getHullMods().contains("extendedshieldemitter"));
}
}
public void apply(MutableShipStatsAPI stats, HullSize hullSize, String id, float level) {
stats.getAutofireAimAccuracy().modifyFlat(id, SkillData.GUNNERY_IMPLANTS_AIM_BONUS * level);
Perhaps a hullmod standard amongst the Neutrino ships that gives them their signature super shield and confers a few extra bonuses on the side like more durable weaponry so that a flanked ship isn't immediately stripped of their weaponry?
PS:
Achievement unlocked: First post!
Welc to the forums, Silver.
First post in the modding forums too. Classy.
:D
Now for something actually related..
Playing with a fleet based around TheEND class cruisers, I've noticed some lulzy tactics with fighters. If you have fighters on-board and then phase, they can't escape until you de-phase. (Might be me glitching though, haven't seen anyone else post this)
>Load a bunch of Schwarzgeist wings
>Fly behind Onslaught
>Unphase, fighters fly off
>Onslaught is pwnt.
>???
>PROFIT! (A lot)
I migght have got the hullmod weapon auto aim working
Just as question, would it seem interesting if the hullmod decreases shield arc ( to the current 30 degress and 0.2 ) if you equip the neutrino hullmod
But stock would be a larger arced but say, 0.4 - 0.5 or so shield ( or not since you may as well use extended shields + hardened shield again )
Wow, that must've been, what, my 2nd or 3rd post? ::)
Anyways...
(http://blog.mobileframe.com/wp-content/uploads/defibrillator-paddles.gif)
Out of curiousity, what does CNC stand for? You know, like TTS / TriTachyon Ship or ISS / Independant Star Ship
Just put an S on the end~
Corporate Naval Command Ship, CNCS. Or CNCV for Corporate Naval Command Vessel.
I personally can't comment because ARGH ASYMMETRY :P
As for the Unsung, put 6 Mjolnirs on it, it's flux is completely capable of handling the flux/s for long enough that anything dies under it. DERP launchers on the mediums grant pretty decent PD coverage and disruptors in the external small slots throw off missiles for quite a while.
ARGH ASYMMETRY :PThough I have played with the Banshee because it looks like a flying sword and it spews forth so many missiles that it was too much to resist putting adv. launchers in every slot I could.
I propose you rename TheEND to "Machinist."
Also, I noticed the upper of the two large gun mounts on the banshee is slightly offset to the left from it's counterpart.
...It's staring at me...
If you're fixing stuff, there's this ship with this huuuge shield radius. Or was that meant to be?
(If so, whyyyy :'( )
Put into a spoiler because big images.SpoilerBeware, neato update inbound.
Added another capital ship, (apology to uomoz for making his splash image even bigger than ever :D )
gave every ship a system, some unique, some not so much.
Well, let me introduce you to this (somewhat) gentle giant.
(http://i.imgur.com/JiLMw.jpg)
This ship is a giant shield on some engines. The ship itself has no shields, but the central part has a monsterous 175k flux capacity with huge shield.
Don't fret, for it sacrifices armaments to carry this shield. The shield also has no ability to dissipate soft flux, and takes 1 to 1 damage.
Strategies are few, but it's this makes for a challenge of pounding the shield down, and the either destroying the ship or the central shield ( can be destroyed separately with slightly less effort, but you'll need to be at the side of the ship to get a clear shot. )
- Colossus - Without the Guardian shield module.
(http://i.imgur.com/d9V78.png)
- Aegis -
(http://i.imgur.com/an0GW.png)
Also a new ship dedicated to defense, this drone will protect the Banshee during daring broadsides or from sneaky Hyperions.
This shield drone can absorb fair amount of damage, making fighting its carrier ship a much more dangerous affair.[close]
The Hacksaw can stow 4 racks of annihilators. I feel the armament is a bit light, but I feel that of most of the smaller Neutrino ships just because they're so heavy and weighty. They FEEL like they should throw a lot of weight around, just because they act like they have so much of it anyway. 2 medium energy slots and 2 small energy slots if I remember the loadout correctly. And 4 small missiles, which you could mount the 3-shot light photon torpedoes in. In comparison, the Enforcer has 5 medium ballistics + missiles, while the Medusa has two medium energy, 5 small energy and 2 small universal.
The design of the Hacksaw is pretty nice, I like it. If you're gonna tweak it, I think it only needs a couple tweaks to it's armament. Maybe an extra medium, or a couple more small energy slots to mount something like pulsars in.
If you're fixing stuff, there's this ship with this huuuge shield radius. Or was that meant to be?
(If so, whyyyy :'( )
The hacksaw could of had two built in mediums in the side prongs, but I'm not sure how well that'll balance out or how much flux it'll push on the ship, but it's a little costly for what it does :P
Ehm, you already have the console mod installed. It's just as easy to spawn a new ship. >_>
Just put _Hull after the ship's id.
Falken? ???
Never heard of that Falken thingy, what is it?
By the way, will you keep the old Jackhammer? I always loved the sprite. Even though i hope the MKII will be an "improved" version of it. Neutrinos always lacked a proper brawler capital ship (aside from the Unsung) and the old "Jacky" was more of a support ship. I expect the new one to be more able to stand against Paragons and Onslaughts.
It's unfortunately not out for general public release yet but is ready in the 1.7 build, so the some of the images on the front page is just to tease people :Pahhh ok well sir you are a awfully good teaser. :P anyway can't wait to see it in action, also love your mod. I only use neutrino ships when I play. Lol
That and I still need to see if it's actually balanced, but it'll come, Soon™ don't worry :)
Working on it now, renaming all the sound effects, and tweaking some things before release.
Version 1.7
-Added Falken OP frigate
-Added Banshee Norn Capital
-Added Jackhammer 2 Capital
-Added Nausicaä 2 Capital
-Added Maul Heavy Cruiser
-Added Polarity Drone
-Added Sapper SRM
-Added Quasar
-Improved Lathe, Nirvash, Grinder, Jackhammer maneuverability
-Changed Dual Pulsar to Pulsar Beam Repeater
-Changed Anti-Proton laser sprite
-Added values for Deployments points, Repair costs, total repair costs.
"When you download, you’re getting Neutrino Corp (formerly “Sony”) in its current state – that’s why we’re offering it right now. As an added bonus, downloading entitles you to all bugs and promises, including the final version. "
Just a note as a bug in 0.6a, most drone ships has had their AI infected with scareware, until an appropriate patch arrives, Manually operated vessels are recommended.
I keep on crashing when ever i click on the Buy Ships tab.
I only get this when Neutrino Corp is running
:/
Mmm I'm trying to replicate, but I can't. Any other mods going on at the same time? what kind of error does it give? a starfarer error or a Java SE kind of error?I can reproduce: buy a super bomber wing, depart the station, return, click on buy/sell ship.
Are the fighters not-combat ready / 0 CR? :/every fighter wings are not-combat ready, you can easly check that in simulation mode
Question: Are the super bombers supposed to deliver one shot then retreat from the battlefield via the landing on the carrier? The standard bombers and fighters will resupply then re-enter the fray, but it seems like the super bombers will just take a single shot and call it a day. Is this the correct behaviour?
Now that I think about it, I might just alter the damage of it, into something even a fortress shield paragon won't protect against.
One step ahead :)
2 mill is only if it's a shield hit, otherwise it'll be a 12.5k (?) kinetic hit on a hull which should rend through most armor, but only leaving 5-8k actual hull damage.
Any opinions on the extended shield Nerf for neutrino? Any comments on the built in hull mod for neutrino ships? ( mostly is the autofire with these ships too good/not good enough?) I might give 2nd balance pass in 1.75 with the addition of the home system.
this is one of my representations of one of your ships. this is my first time doing anything like this
hope you enjoy :)
Any opinions on the extended shield Nerf for neutrino? Any comments on the built in hull mod for neutrino ships? ( mostly is the autofire with these ships too good/not good enough?) I might give 2nd balance pass in 1.75 with the addition of the home system.
I'm not keen on the nerf. How would I mod this out?
I played a bit with them on 0.6. I expected them to have much more punishing CR reduction. Frigates got a 5% CR reduction per deployment, 3 times less than a hound! And without CR deterioration per second on top of that. Destroyers and Cruisers are more reasonable but capitals ships are still extremely easy to deploy which seems weird to me. The Unsung cost 15% CR, such a gigantic high tech monstrosity should require a lot more efforts to ready for battle i think. Same apply for other big ships.
The supply daily cost is reasonable though, high techs ships need to be supply hungry! However i was still surprised about the 3 daily supply for the Polarity freighter, that's a lot for such tiny ship who can't even defend itself in combat even though it's pretty handy (and dirt cheap) for additional cargo space.
Otherwise i like that Neutrino can't install the extended shield hull mod. Their tiny shields are their best strength as well as their worst weakness. However i agree that it is difficult to use such a tiny shield for the player, especially when you are getting showered with Annihilators. The AI don't seems to have that problem, and with a wider shield arc, that would be overpowered. So yeah, i like the Neutrino sigma upgrade replacement for extended shield.
Other than this... I found something weird with the Causality frigate. It got the built in phase missiles as well as the phase missile ship system. That's a bit too much i think, could replace the ship system with something else (flares maybe? the Causality is already very powerful, so avoid adding a system too strong.) Oh and also, you should put the phase missile on auto-fire on the variant. Without it, it won't launch its missiles against frigates.
The Unsung, as other have said before, is still op as hell. An Elite variant piloted by the AI managed to take down alone the whole Hegemony SDF. The problem of the Unsung is, i think, it have too many weapons mounts. The six large universals are fine, after all it is supposed to be a powerhouse. But i think it got too much rear guns. The only way to take on a Neutrino ship is to avoid the shield, which is usually facing the front, but in the case of the Unsung, even the rear is capable of taking down capital ships. The HERP emitter is pretty crazy as well, you can one hit kill everything in the game (save the Paragon with its shield).
And as someone said it before, the Drache bomber seems bugged. It can deliver its bomb but can't resupply for a second run.
Aside from this, i think everything seems pretty balanced. Ah i forgot, the Falken is pure lolz in the campaign.
BTW all neutrino phase ships still behave like regular phaseships, so they kinda have an awkward tendency to drop phase even though they can keep it up indefinitely, a little handicap on players I suppose =p
The Unsung cost 15% CR, such a gigantic high tech monstrosity should require a lot more efforts to ready for battle i think. Same apply for other big ships.
The Unsung cost 15% CR, such a gigantic high tech monstrosity should require a lot more efforts to ready for battle i think. Same apply for other big ships.
High tech is better than low tech.
Uomoz, the only time you like a faction is when it's ships are balanced almost to the point of incompetence against any half decent foe.
How can something be balanced to the point of "incompetence"? Starting with the best cards isn't always interesting. Balance is about meaningful decisions, and letting the player make the difference. Without designed weaknesses to go with designed strengths, everything is meaningless.
High power and low maintenance are obviously two strengths, not one strength and a counterbalancing weakness. A way to balance with a faction that has both these traits, would be to add another weakness, like.. hmm, let me brainstorm a bit. Low out-of-combat burn rate across the field, and reliance on auxiliary tugs and so forth, maybe? The core gameplay certainly isn't skint on ways to justify a faction's strengths with weaknesses in other areas.
Uomoz, the only time you like a faction is when it's ships are balanced almost to the point of incompetence against any half decent foe.
I find that a rather strongly formulated opinion. And not one that belongs in this thread.
Uomoz is giving his opinion on how balanced he thinks this mod is. As he works with mod compilations and actually gets them to work together "HIMSELF", I'd say he is more of an authority on vanilla balance than anyone else out there.
I for one share his 'fear' of having mod ships becoming too powerful compared to vanilla vessels. The only reason I see for this happening is that mod builders are starting to compare their ships to those in other mods. Hence, this creates an 'arms race' where there shouldn't be one!
Of course, FlashFrozen is the only one who can comment and confirm that Neutrino ships are balanced with taking other mods in consideration.
1) absolute horrors of CR
2) I'm fine with ships being better than the best ship that vanilla has to offer.
3) After about an hour of play, just about any capital ship that's not an Atlas can be tuned to the point that you just hold W with all guns on autofire and cruise through an enemy fleet. I would very much like it if there were factions that are not simply reduced to "raise shields, drink tea, win, take all the women and children, rinse repeat". Neutrino ships are great for withstanding that "autofire to win", if only for a few moments longer than everyone else.
4) Let us not have mod factions that offer a different experience from what vanilla has to offer. Let's just make everything a differently styled Paragon, Aurora, Medusa and Tempest and call it a day.
Of course, everyone could simply take the EVE route of "cost is not a balance factor", in which case every ship can blandly have 35% CR cost to deploy and take a week to restore afterwards.
Of course, everyone could simply take the EVE route of "cost is not a balance factor", in which case every ship can blandly have 35% CR cost to deploy and take a week to restore afterwards.
Cost really isn't a balance factor, though. I've got like... maybe 4-6 hours on my 0.6a game and I've got two Unsungs, a Jackhammer, and like 800k credits to spare. CR costs are meaningless because every large fleet engagement I get into results in far more supplies than the cost of fully deploying my entire welpfleet. And it doesn't take a week to restore everything to max CR, because it takes less than a week at Burn 7 to return to a friendly station to spend supplies to re-up CR.
-- Griffinhart
Uomoz, the only time you like a faction is when it's ships are balanced almost to the point of incompetence against any half decent foe.I don't completely agree with Silver Silence, but I do share some of his sentiments on this quote, Uomoz. I'll state right now that I think you are correct in most (only 'most' because someone can't be always right) of the things you say in this forum and that I am very grateful for the modding you do. Balance is a very important aspect of game play, and an incorrectly balanced game can be exploited in game play, feel too easy, hard, unfair and simply not fun. I also understand your preference for orthodox game design, sticking to the lore, game mechanics and styles of the original game. Anything that deviates too much from the original game can hurt the ambience of the game, leading to degraded experience or just a completely different game.
Oh boy, you are SO wrong.
But I guess that most of the player base don't really care about the lore of the game. ::)
Can't say I really like where this mod is going
it's a bit too much for my tastes.
I laugh at your total misinterpretation of what I meant.
Anyway, without sounding too harsh,
Oh boy, you are SO wrong. Alex stated multiple times, high tech and low tech are 2 different ways of approaching the game, there's not a better way. For instance, vanilla high tech costs WAY more to deploy then low tech, and its probably related to the fact that vanilla repair and resupply parts are HARDER to find in a post apocalyptic situation. But I guess that most of the player base don't really care about the lore of the game. ::)
Don't worry about it valefore, I don't think there's any true hostility in Uomoz'sThat's what I think too...corvcomments and there's no reason (for me at least) to feel attacked by them. We're discussing a topic that we consider controversial so it's natural if one comment seems a bit harshly worded.
If you're all quite done waving your respective genitalia around about unrelated nonsense...I'd say this is a Great comment if you omitted the first sentence. And you had to say 'Genitalia' and join in.
There's plenty of room for supply costs to be tweaked and given that the majority of the ships have identical supply costs/repair times/deployment costs it's fairly safe to say that they're either placeholders or simply a starting point.
Frankly, I enjoy the short downtime nature of the current Neutrino ships. It would be nice to have their supply costs brought in line with other ships of similar classes while still maintaining the low downtime but I'm not sure it's viable given the way Logistics is counted against the supplies/day rather than the total cost of deployment.
As it stands Neutrino ships are typically the hardest to actually incorporate into your - Note, YOUR fleet - due to their large base supplies/day + logistics hit and this also has the side effect of their non-combat maintenance being much more costly though possibly not costly enough.
It's unfortunate that logistics is based on the supplies/day stat , it makes low downtime but high cost to deploy ships practically impossible.
If you want to have something take half the time to recover lost CR then you need to have it cost double the supplies/day but... that literally doubles the logistics cost of the ship :(
It's not just a 50% difference or so but like a 300% difference, including weapon costs. Same goes with CR and supply usage.
I wasn't talking about how vanilla balances it, I meant that as a general rule in the world high tech is better than low tech.
Ah, clever girl. Blocked the ability to add extended shields...thought I'd outsmarted you haha
Edit: On a serious note the Heavy Pulsar Beam weapon does not function properly; it just does the firing animation and achieves a cooldown, but doesn not fire or generate flux. Not sure if you knew yet.
The Causality is a piece of work. It chews up pirates and doesn't afraid of anything.
http://www.youtube.com/watch?v=KBv-EE5kdgY
I'mma go hunt down a venture next and see how it fares.
The Causality is a piece of work. It chews up pirates and doesn't afraid of anything.
http://www.youtube.com/watch?v=KBv-EE5kdgY
I'mma go hunt down a venture next and see how it fares.
AAAAAAAnd that's why Alex added th CR degradation ::)
The Causality is a piece of work. It chews up pirates and doesn't afraid of anything.
http://www.youtube.com/watch?v=KBv-EE5kdgY
I'mma go hunt down a venture next and see how it fares.
AAAAAAAnd that's why Alex added th CR degradation ::)
If the iterated degradation (only decreases with general flux usage, weapons and shields) is fully moddable, it could be made so that the Causality degrades during cloak use (seeing as the cloak has only a enter-phast cost and not a phasing upkeep cost). Combine that with... I dunno... a minute, minute'n'half of CR time after which the ship starts to fall apart with continued phase usage.
The Causality is a piece of work. It chews up pirates and doesn't afraid of anything.
http://www.youtube.com/watch?v=KBv-EE5kdgY
Just as a counterpoint, I think the biggest drawback with the causality is that you'll overload yourself pretty often using the phasecloak from it's high upfront flux cost, even Durendal (good job though :D) did it to himself like 2-3 times. It's especially troubling when you really needed that cloak.
Though the bug of it having two phase missiles has been squashed.
In a test against Buffalo and two lashers Causality simply died. At the same time wolf with assault weapon won. Both using autopilot.
Because the only thing this youtube video shows is that Humans play better than AI. Nothing else. Killing defenseless Buffalos 1 by 1 isn't something great, especially when human controls ship. Causality in the first place is good only because of how humans control ships and how AI controls ships. Not because Causality has something outstanding. And in any serious battle against opponents who have weapons and are attacking in numbers Causality will feel herself very uncomfortable, very, even under humans control. The sole fact that this ship has only 1 assault weapon with phase instead of shield already tells that except 1vs1 situations against ships with lack of defense and weapons Causality will feel herself uncomfortable.
The only reason Causality performs good - because it is human who controls the ship and because this ship is designed solely for striking purpose, sacrificing all other aspects.
P.s. Though I strongly against nerfing ships just because they are good at something, or someone managed to kill buffalo with it... Theoretically speaking this assault blaster should be changed to either less stronger weapon or to a weapon or two weapons of another type, not with assault stats. But this will completely ruin whole purpose of having phase system on this ship.
In a test against Buffalo and two lashers Causality simply died. At the same time wolf with assault weapon won. Both using autopilot.
P.s. Though I strongly against nerfing ships just because they are good at something, or someone managed to kill buffalo with it... Theoretically speaking this assault blaster should be changed to either less stronger weapon or to a weapon or two weapons of another type, not with assault stats. But this will completely ruin whole purpose of having phase system on this ship.
Credit cost isn't really ever a drawback
and you can buy 2 crappy Neutrino frigates.
Credit cost isn't really ever a drawback
Uomoz, you need to be more specific in these comments before somebody asks... And some constructive feedback in addition to negative ones would help.
3) Probably the more "veteran" forumers around here know my way to write things, and get my message despite my poor way to manifest it.Being concise implies being comprehensive. People only get annoyed with you because you emphatically declare things without justifying or contextualizing them. Even if you're correct people are going to perceive it as arrogance rather than intelligence, and anyone who can't work it out is going to feel left out and subsequently annoyed.
3) Probably the more "veteran" forumers around here know my way to write things, and get my message despite my poor way to manifest it.Being concise implies being comprehensive. People only get annoyed with you because you emphatically declare things without justifying or contextualizing them. Even if you're correct people are going to perceive it as arrogance rather than intelligence, and anyone who can't work it out is going to feel left out and subsequently annoyed.
Well, that's why I also brought up the balancing point... But cost should have at least SOME importance as it wouldn't make sense to make all ships 1k and call it a day, which I've never seen any modder do.and you can buy 2 crappy Neutrino frigates.But money as balance factor? Nope, far too easy to grind, even for getting the hundreds of thousands needed for the big ships.
The Causality disagree with your statement. In the hand of the player, i found it to be the most powerful frigate of the game, save for the Hyperion.Actually, I always thought that the Causality without the double phase missiles was pretty lame, especially because it was a phase frigate with no strike or high offensive capabilities. Maybe the infinite phase is the problem... But in terms of usability or firepower, I'd just go with the Tempest. And the AI sucks at using it too.
If a nerf could be used for the Neutrinos. It would be i think, increasing the CR cost and implementing CR degradation during battles. Unlike you, i found Neutrinos to be very good at attrition warfare as a lot of their ships got long range weaponry and carrier capability (TheEND would be probably the most effective ship in the whole game for prolonged battles). Well, of course fights can be shorts when you bring the brawlers like the Unsung, Jackhammer MKII or even the Lathe.Well, I forgot about CR costs but I thought FlashFrozen was going to do something about that. As for the TheEND, that's probably also because the infinite phase... which I think should be fixed... On the other hand, in terms of long range weaponry, I'd say other factions have much better ones. In my opinion, the shields and high armor are what make Neutrino good at attrition, but you have a point.
Helmut when it comes to Hacksaws and Vices, throwing Heavy Blasters or Pulse Lasers on a Hacksaw leads to very different results, same goes for a Neutrino Lance on a Vice. Best of all the AI handles them fairly well so from an ownership standpoint I'd say they're pretty back-boney.Oooh... i forgot about those. Yeah, I think the destroyers can be pretty strong too because of high flux vent rates and decent weapon mounts.
1) Wait a second, it is constructive feedback, I just express it in a very concise way. For example, the Hyperion: it cost an absurd amount of credits but its negative balance factor is the CR cost, not the price itself.Well.. Constructive feedback should mean suggesting ways of improving, regardless of intent. On the other hand, negative feedback should mean identifying problems so other people can realize them, regardless of intent. And I think positive is praising, but anyway, these are the terms I meant. Btw, I completely believe that you have good intent.
2) It may look like negative feedback but it's not. I love the factions I give feedback to and I simply want the best for em. I made the campaign integration for this very mod when it was just released, as I saw a lot of potential in it.
Yeah.. the reason I continuously bring this up is because some people in fact do look offended by your comments, Uomoz. I actually believe that you are a nice person, judging from your work here and your previous comment.3) Probably the more "veteran" forumers around here know my way to write things, and get my message despite my poor way to manifest it.Being concise implies being comprehensive. People only get annoyed with you because you emphatically declare things without justifying or contextualizing them. Even if you're correct people are going to perceive it as arrogance rather than intelligence, and anyone who can't work it out is going to feel left out and subsequently annoyed.
Fair point. Not that many of the things I write need a lot of justification, like: "Credit cost isn't really ever a drawback", but whatever xD.For example, your statement "Credit cost isn't really ever a drawback" really doesn't convey any meaningful information. A reader can know that's your opinion, but why? It is very possible the reader believes otherwise and have his own reasons to believe so. In fact that's most likely the case, or else you wouldn't be making that comment in the first place. However, there is absolutely no reason for the reader to change that thought by looking at the simple statement you made, because the logic or reasoning behind it is not apparent at all. You might as well say that 'If you don't believe in my god, you will go to hell' and it will hold the same accountability and usefulness as the comment you made. What readers may assume is that you are authoritative because you 'declare' your ideas, and that you think the idea is so obvious that it's not worth explaining (because you didn't), which leaves the reader to be a fool which further annoys him.
I can occasionally see slight antagonisms arise with you and even people who look somewhat 'veteran'
I never gave any negative feedback, I was just stating an opinion. I didn't try to change any other mind over this matter, so your example is pretty faulted there. I do believe that people can have different opinions and trying to change the other's is not always a good way to deal with it. It was not negative to begin with, not even criticism! I was in a hurry and wrote something quick, you guys read way too much into it.I think you misunderstood me on the use of that term... I didn't imply anything negative per se by using the term 'negative feedback'. It should be a neutral term.
I don't think this is the place to discuss "how people interpret Uomoz's opinion".I agree. But Silver Silence and FlashFrozen's replies didn't look so fond to me, although this could be obtrusive on my part. But there are at least some people who agree with me, and there's not really a different forum to discuss such matters, so I decided to take it out here where it was hot. I apologize for going off topic though, especially sorry to FlashFrozen.
I will say this though: his comment on credit cost was aimed at FlashFrozen, and I'm sure that he knows what Uomoz was refering to.
Valefore regarding the cruisers and capitals:Okay... I think my problem was that I was thinking in mainly old version terms. I thought of the Nirvash for cruiser and Jackhammer for capital, and a lot of others were modded or added later. It definitely seems that Neutrino is somewhat overpowered and I can now see that it is more than I thought.
Firstly the Lathe is a monster, iirc it used to be classed as a capital ship and it still feels like one. It's a lot like flying around a Tenzen with a better shield, typical weakness vs multiple small targets but it's so well armored and so maneuverable with the phase skimmer that it's rarely a problem.
The Maul is pretty unique and I'd say completely overpowered, neutrino ships already deal with large ships easily and the Maul does that with the added advantage of absolutely crushing smaller ships, I'm not even sure how to kill it if I'm honest. Pretty much any high dps weapon on this thing is devastating
The Nirvash is really freaking hard to use, effective but.. not in my hands and I'm not willing to take the time to learn to use it well.
TheEnd is pretty much the final say in combat carriers,at least for the non-capitals. The AI doesn't handle it very well but in a human players hands it's a monster.
Not a lot to say about the capitals, they're all exceptionally strong and quite a few of them excel vs multiple targets while retaining their dueling effectiveness. I'm not a huge fan of the asymmetrical Jackhammer though, it's a bit ungainly to use.
Oh I almost forgot about the Colossus - Even if you don't recall/call the drone to refresh its flux reserves, this thing can duel it out with an Onslaught and crush it. Also you can throw on both Unstable injectors and Augmented engines ( at least until 0.61) and cruise around at a balmy 137 speed, (22 base + 50 0-flux + 40 from hull mods + 25 from combat skill) it's pretty hilarious.
You wanted to make it hot, I just wrote down an opinion and I believe that Flash have no issue with me whatsoever, as I don't have any with him. I love his mod, and he knows it. You are generating forum drama without any reason. I don't even know what posts are you referring to, reading back this thread. Just stop it here. :) Peace!That is very strange because just a few pages before (specifically, 9/23), you had an obvious conflict with Silver Silence, with other people joining in. I don't know if you consider that daily and normal but that amounts to small clashes for people around me.
At least what you just said is more serious than this one.Uomoz, the only time you like a faction is when it's ships are balanced almost to the point of incompetence against any half decent foe.I find that a rather strongly formulated opinion. And not one that belongs in this thread.
Flash, did you buff the Unstable Photon cannon? I got absolutely destroyed in a hammerhead, and I couldn't even touch him. Or maybe I was just playing a midline ship, all of which suck nevertheless.
The thing is it went from perfectly normal (.9 supplies per day) to 20 supplies per day and 0% CR overall. I have enough crew and a high enough logistics rating to support my measly 5 ships.
First link is a slightly different method of handling flux, Give it a spin and see what it's like, I can probably say it's not balanced but I can work down easier than working up.
Quick question, how to get the falken ? don't know where to start looking for it
Although I haven't tried the rebalanced version, I've been a longtime fan of how Neutrino plays. The banshee is my fav capital, despite the supply costs. Of course, I was boosting speed with unstable & augmented engines all that time... Haven't tried much with the new restrictions. Still, not only do the ships generally more limited firing arcs and flux plan give a great strategic feel, but they fit to my playstyle well.
Only thing that made them OP for me was the ability to mount other mod weapons... highly efficient weapons of unbalanced joy. NIHIL!!! or Zorg...
Version 1.75
-Lowered shield efficiency of almost all ships from 0.2 => 0.4
-(Slightly under)Doubled Flux Capacity of most ships
-Increased day to day usage a tid bit, most ships increased repair cost.
-Added Corona Australis and Exelion
-Readjusted station stock.
Added a system, may continue tweaking in v1.8 but for now, test and see if it's any decent, lol.I was wondering why the Exelion star system wasn't showing up at all on the hyperspace map, and well...
http://www.mediafire.com/download/k3aymptcko47rpr/Neutrino+corp+1.75.zip
Added a system, may continue tweaking in v1.8 but for now, test and see if it's any decent, lol.I was wondering why the Exelion star system wasn't showing up at all on the hyperspace map, and well...
http://www.mediafire.com/download/k3aymptcko47rpr/Neutrino+corp+1.75.zip
Not sure if deliberate or not, but line 21 of 'data\scripts\world\systems\Exelion.java' is currently:
StarSystemAPI system = sector.createStarSystem("");
whereas it should be written as:
StarSystemAPI system = sector.createStarSystem("Exelion");
Addendum: Then again, considering what is there... maybe it's best left out for now.
Yikes...
Will this break saves or not?
hey i dont know if this has been talked about already but since their is another faction that is already white(the default starsector faction cant remember what its name is) does that mean you need to change colours or somthing?
How about a grayish blue?Spoiler(http://2.bp.blogspot.com/-LMJ1i6ZM5NE/TYEl-baNAkI/AAAAAAAAAWA/o7IMJblFjP0/s1600/12-paint-wolf-gray-col0507-xlg.jpg)[close]
Not fully grey, like independents. Not fully light blue, like TT.
How about a grayish blue?Spoiler(http://2.bp.blogspot.com/-LMJ1i6ZM5NE/TYEl-baNAkI/AAAAAAAAAWA/o7IMJblFjP0/s1600/12-paint-wolf-gray-col0507-xlg.jpg)[close]
Not fully grey, like independents. Not fully light blue, like TT.
I like this, grayish blue FTW!
How about a grayish blue?Spoiler(http://2.bp.blogspot.com/-LMJ1i6ZM5NE/TYEl-baNAkI/AAAAAAAAAWA/o7IMJblFjP0/s1600/12-paint-wolf-gray-col0507-xlg.jpg)[close]
Not fully grey, like independents. Not fully light blue, like TT.
I like this, grayish blue FTW!
It's certainly not bad, but it's a little to dark that it sometimes blends in with independents, so I've used a lighter version [130,152,165,255],
I'll see if that's okay but I'll still miss the blinding white :P
Very few of the neon colours, and none that I know of use the light-powder colour hues.
Thanks for the feedback!I need a Superweapon ship, Like a super missile, Cycerins Hammerclaw looked cool, maybe add a side cooporation using before the Tritaychon Smash, old neutrino ships reffitted by pirates
Deployment costs are meant to be used in a buffer fashion, most ships at 60% readiness/standard crew will get 4-7 battles total, the downside is that you ships recover cr at best 1-2% a day, I'd make it it zero if it wasn't for a bug. And even then the last 10-20% of cr you can't use since your ships basically fall apart so you effectively can fight 3-5 battles before you MUST dock up and restore cr.
Low day to day use is offset by much higher repair costs and slow repair rate, everything is set ATM so your fleet doesn't do well in the longterm if you fight frequently.
From what I remember fight cr is fine, they don't follow the buggy (Cr deployment)*(number of fighters) anymore as of 0.6.1a and the most cr intensive wing is only 50% deployment. Though I can double check that later.
Well for the nausicaa, You paid 220k for a freighter, th e atlas was .. 20-40k but I guess I could use a bit more a day, but I don't see how that will change much, you can carry more than you use.
Will the Neutrino Corp. ever get a unique troop transport or will it always use the vanilla troop transport?
Thanks for the feedback!I need a Superweapon ship, Like a super missile, Cycerins Hammerclaw looked cool, maybe add a side cooporation using before the Tritaychon Smash, old neutrino ships reffitted by pirates
Deployment costs are meant to be used in a buffer fashion, most ships at 60% readiness/standard crew will get 4-7 battles total, the downside is that you ships recover cr at best 1-2% a day, I'd make it it zero if it wasn't for a bug. And even then the last 10-20% of cr you can't use since your ships basically fall apart so you effectively can fight 3-5 battles before you MUST dock up and restore cr.
Low day to day use is offset by much higher repair costs and slow repair rate, everything is set ATM so your fleet doesn't do well in the longterm if you fight frequently.
From what I remember fight cr is fine, they don't follow the buggy (Cr deployment)*(number of fighters) anymore as of 0.6.1a and the most cr intensive wing is only 50% deployment. Though I can double check that later.
Well for the nausicaa, You paid 220k for a freighter, th e atlas was .. 20-40k but I guess I could use a bit more a day, but I don't see how that will change much, you can carry more than you use.
That would be AWESOME
but the name implies
Neutrino
Will be
Neutrino
:DWill the Neutrino Corp. ever get a unique troop transport or will it always use the vanilla troop transport?
They probably won't need something dedicated to such a brutish job, but there will always be ideas to be had.Thanks for the feedback!I need a Superweapon ship, Like a super missile, Cycerins Hammerclaw looked cool, maybe add a side cooporation using before the Tritaychon Smash, old neutrino ships reffitted by pirates
Deployment costs are meant to be used in a buffer fashion, most ships at 60% readiness/standard crew will get 4-7 battles total, the downside is that you ships recover cr at best 1-2% a day, I'd make it it zero if it wasn't for a bug. And even then the last 10-20% of cr you can't use since your ships basically fall apart so you effectively can fight 3-5 battles before you MUST dock up and restore cr.
Low day to day use is offset by much higher repair costs and slow repair rate, everything is set ATM so your fleet doesn't do well in the longterm if you fight frequently.
From what I remember fight cr is fine, they don't follow the buggy (Cr deployment)*(number of fighters) anymore as of 0.6.1a and the most cr intensive wing is only 50% deployment. Though I can double check that later.
Well for the nausicaa, You paid 220k for a freighter, th e atlas was .. 20-40k but I guess I could use a bit more a day, but I don't see how that will change much, you can carry more than you use.
That would be AWESOME
but the name implies
Neutrino
Will be
Neutrino
Lol, why not just combine these two ideas, the ship is basically 1-2 giant booster rockets, it'll function as a troop transport/ boarding ship. The huge booster can be launched to assault a ship/ left on to blaze the transport around. ::)
Thanks for the feedback!
Deployment costs are meant to be used in a buffer fashion, most ships at 60% readiness/standard crew will get 4-7 battles total, the downside is that you ships recover cr at best 1-2% a day, I'd make it it zero if it wasn't for a bug. And even then the last 10-20% of cr you can't use since your ships basically fall apart so you effectively can fight 3-5 battles before you MUST dock up and restore cr.
Low day to day use is offset by much higher repair costs and slow repair rate, everything is set ATM so your fleet doesn't do well in the longterm if you fight frequently.
From what I remember fight cr is fine, they don't follow the buggy (Cr deployment)*(number of fighters) anymore as of 0.6.1a and the most cr intensive wing is only 50% deployment. Though I can double check that later.
Well for the nausicaa, You paid 220k for a freighter, th e atlas was .. 20-40k but I guess I could use a bit more a day, but I don't see how that will change much, you can carry more than you use.
SpoilerThanks for the feedback!
Deployment costs are meant to be used in a buffer fashion, most ships at 60% readiness/standard crew will get 4-7 battles total, the downside is that you ships recover cr at best 1-2% a day, I'd make it it zero if it wasn't for a bug. And even then the last 10-20% of cr you can't use since your ships basically fall apart so you effectively can fight 3-5 battles before you MUST dock up and restore cr.
Low day to day use is offset by much higher repair costs and slow repair rate, everything is set ATM so your fleet doesn't do well in the longterm if you fight frequently.
From what I remember fight cr is fine, they don't follow the buggy (Cr deployment)*(number of fighters) anymore as of 0.6.1a and the most cr intensive wing is only 50% deployment. Though I can double check that later.
Well for the nausicaa, You paid 220k for a freighter, th e atlas was .. 20-40k but I guess I could use a bit more a day, but I don't see how that will change much, you can carry more than you use.[close]
I actually meant many of the non-fighters cr cost was too low, and also the fighters cr costs being too high... many fighter groups in the mod get 1-2deployments from full not 4-7... and even your ships which do get 7 are comparable to other factions ships that seem to only get 3or4 making 7 seem a bit OP... I don't think time matters in CR recovery... if it takes eons to regain the factions CR it just means you go to the home station frequently, it recovers CR instantly, the only drawback is the cost, and you're right I noticed the supply cost to recover CR for this faction was very high... the end result though ends up making the buggy high CR cost of fighters too expensive to use, despite how awesome this factions fighters are. a handful of frigates can deploy 5-10times as often for a lower cost than the fighters.
I guess the point I'm trying to make is that CR recovery time in .6.1a is nearly irrelevant because you have to fly back to the station to offload your victory spoils anyways, and when you're there you instantly refill CR.
Oh, See, I already knew this,
google images
nexus, the jupiter incident
COLOSUSS
Mega Fortress shield
2 sections
normally in an escort
It appears Mr Frozen
You Like Nexus!
Oh, See, I already knew this,
google images
nexus, the jupiter incident
COLOSUSS
Mega Fortress shield
2 sections
normally in an escort
It appears Mr Frozen
You Like Nexus!
Yes the colossus is inspired by, the Colossus, too bad I couldn't emulate it in entirety,
somewhat balanced yuno
Deployment costs are meant to be used in a buffer fashion, most ships at 60% readiness/standard crew will get 4-7 battles total, the downside is that you ships recover cr at best 1-2% a day, I'd make it it zero if it wasn't for a bug. And even then the last 10-20% of cr you can't use since your ships basically fall apart so you effectively can fight 3-5 battles before you MUST dock up and restore cr.
The only hints I'll give is: "what ever happened to that second star system I added?"
If that is not enough, look on page:Spoiler37[close]
;)
Sorry for no portraits to show, but I have generalistic idea of how they'll look, but no time or talent to implement them, as well, currently 2-3 ships on drawing board just cause I love making them :p
Though it seems they kinda put people off with how tough the faction is lol.
"fleetCompositions":{
"exerelinGenericFleet":{
"displayName":"Generic Fleet",
"maxFleetPoints":140,
"daysWorthOfSupplies":[30, 50],
"lyWorthOfFuel":[40, 60],
"extraCrewPercent":[80, 80],
"marinesPercent":[20, 20],
"ships":{
"neutrino_colossus_standard":[0, 1],
"neutrino_hildolfr_standard":[0, 1],
"neutrino_banshee_standard":[0, 1],
"neutrino_bansheenorn_standard":[0, 1],
"neutrino_jackhammer_standard":[0, 1],
"neutrino_jackhammer2_standard":[0, 1],
"neutrino_grinder_standard":[0, 1],
"neutrino_lathe_standard":[0, 1],
"neutrino_maul_standard":[0, 1],
"neutrino_nirvash_standard":[0, 1],
"neutrino_theend_standard":[0, 1],
"neutrino_sledgehammer_assault":[0, 2],
"neutrino_vice_assault":[0, 1],
"neutrino_vice_standard":[0, 1],
"neutrino_hacksaw_standard":[0, 1],
"neutrino_hacksaw_assault":[0, 1],
"neutrino_piledriver_standard":[0, 2],
"neutrino_singularity_balanced":[0, 2],
"neutrino_relativity_standard":[0, 2],
"neutrino_causality_standard":[0, 2],
"neutrino_polarity_standard":[0, 2],
"neutrino_drohne_wing":[0, 4],
"neutrino_schwarzgeist_wing":[0, 4],
"neutrino_floh_wing":[0, 4],
"neutrino_drache_wing":[0, 4],
},
},
"neutrino_unsung_standard":[0, 1],
"fleetCompositions":{
"exerelinGenericFleet":{
"displayName":"Generic Fleet",
"maxFleetPoints":140,
"daysWorthOfSupplies":[30, 50],
"lyWorthOfFuel":[40, 60],
"extraCrewPercent":[80, 80],
"marinesPercent":[20, 20],
"ships":{
"neutrino_colossus_standard":[0, 1],
"neutrino_hildolfr_standard":[0, 1],
"neutrino_banshee_standard":[0, 1],
"neutrino_bansheenorn_standard":[0, 1],
"neutrino_jackhammer_standard":[0, 1],
"neutrino_jackhammer2_standard":[0, 1],
"neutrino_grinder_standard":[0, 1],
"neutrino_lathe_standard":[0, 1],
"neutrino_maul_standard":[0, 1],
"neutrino_nirvash_standard":[0, 1],
"neutrino_theend_standard":[0, 1],
"neutrino_sledgehammer_assault":[0, 2],
"neutrino_vice_assault":[0, 1],
"neutrino_vice_standard":[0, 1],
"neutrino_hacksaw_standard":[0, 1],
"neutrino_hacksaw_assault":[0, 1],
"neutrino_piledriver_standard":[0, 2],
"neutrino_singularity_balanced":[0, 2],
"neutrino_relativity_standard":[0, 2],
"neutrino_causality_standard":[0, 2],
"neutrino_polarity_standard":[0, 2],
"neutrino_drohne_wing":[0, 4],
"neutrino_schwarzgeist_wing":[0, 4],
"neutrino_floh_wing":[0, 4],
"neutrino_drache_wing":[0, 4],
"neutrino_unsung_standard":[0, 1],
},
},
Idk if anyone has figured this out yet, but the banshee norn is completely overpowered, (And I love it!) I equip mine with fluxless neutron pulse canons on the broadsides and four mounts at the back, I have several mods on my game at the moment and it can solo entire fleets. Several times I've actually cleared the simulator of ships with no problems. Totally happy with this mod, the weapons are wonderfully balanced and the ships have an original feel to them that makes me keep coming back for more. My entire fleet is currently comprised of Netrino ships and some of my favorites include the aforementioned banshee norn, lathe class, the END class and Floh class corvettes. Great work, keep it up.
Ps. How do I get my hands on a hammer? ^.^ or maybe one of those nifty looking unsung class ships.....
Idk if anyone has figured this out yet, but the banshee norn is completely overpowered, (And I love it!) I equip mine with fluxless neutron pulse canons on the broadsides and four mounts at the back, I have several mods on my game at the moment and it can solo entire fleets. Several times I've actually cleared the simulator of ships with no problems. Totally happy with this mod, the weapons are wonderfully balanced and the ships have an original feel to them that makes me keep coming back for more. My entire fleet is currently comprised of Netrino ships and some of my favorites include the aforementioned banshee norn, lathe class, the END class and Floh class corvettes. Great work, keep it up.
Ps. How do I get my hands on a hammer? ^.^ or maybe one of those nifty looking unsung class ships.....
Version 1.75
-Changed most shield flux upkeeps from 0.2 to 0.3-0.4 across various ships
-Added CR timers to the Maul, Causality, and theEND
-Reduced Neutron Pulse Cannon damage 375 => 325
-Changed sound effect for the Phased Array Cannon
-Changed sound effect for Neutron Lances
-Fixed sound effects for the Graviton Inverter, Neutron Pulse cannons, and the Siege Fusor
-Changed Sprite for Darkmatter beam cannons
-Changed Sprite for Pulsed Beam Cannons
-Changed Sprite for Photon Torpedo launchers
-Changed Sprite for Light Photon Torpedo launchers
-Lowered shield efficiency of almost all ships from 0.2 => 0.4
-(Slightly under)Doubled Flux Capacity of most ships
-Increased day to day usage a tid bit, most ships increased repair cost.
-Added Corona Australis and Exelion
-Readjusted station stock.
FlashFrozen, I actually have a script laying about that would make the tractor beam behave more like its name sake implies. Poke me on Skype if you want :)
ive stumpled upon something very annoying...the tractor beam doesnt do what it implies...it just makes me spin like crazy...even worse it does it with my shields up which makes no sense...could you by chance make it pull instead of disco part...seems more like the scramble beam more then a pull oneAnd if you get hit by a tractor beam, It's kinda supposed to be annoying, well the shields are attached to your ship, so why would it not affect you :P
the neutrino are broken...they need to have their armor lowered...because not only do they have the broken flux pool and heavy stabilized shields they have normal armor...im not really seeing a weakness in them...and no their shield coverage doesnt count since it usually and always blocks anything that might give you the slight chance of victory...even with numbers which should be their weakness their armor denies even a slight weakness
dude ballistics dont do jack...like i said they have normal armor and the shields sponge the damage too much...even the ai has an idea where to point it and the allied ai has no idea how to fight it..they just plow ahead at the shields in vain. Why not have normal range and powered shields..this team is very unique as it is...ive never lost with this team and its easy to take on anything you want...it took me short time to take over the galaxy with this team...point is the shiled range may seem like the downside but they have as many ships as you(perhaps more) they have way more power and survivability...even the auto battle makes them win alot. Other then that the team is very cool looking and the unique weapons brings out their charm
I have yet to see a vanilla balanced faction that can stand against Neutrino in a straight slugfest, perhaps the Nomad Gila Monster but even then it wouldn't be cost efficient.
These ships aren't just powerful. They're clearly overpowered. Nearly every ship has it's own superweapons, combined with almost unbeatable shields and ridiculous flux dissipation.
I currently am running a game as the BlackRock faction, and I have some seriously powerful ships, that can whoop ass on most things. Yet when I toss even the FRIGATE sized ships of the Neutrino faction against my CAPITAL ships, they still put up a serious fight. The capital ships are in a whole different league. Even with a ship with 12 torpedoes, 2 Cains, and 2 Twin-barreled Railguns, as well as other KINETIC weaponry, it still takes everything I have to force their shields down at all, and I almost NEVER cause them to overload.
Those MIRV launchers that launch the Red glowing missiles that magically turn into 30 projectiles are way overpowered as well...allowing even tiny ships equipped with them to overwhelm even Dual Thunderstorm defences.
TLDR: Balance this please. We all understand how COOL it makes you feel to make a faction that can kick everything else's ass, but it really doesn't make for fun gameplay.
Use a mirv launcher and you'll do a serious number on probably 80% of neutrino ships as the arc can't block all of the missiles.
Yea, that's exactly what I'm saying. BlackRock frigates may be the best/fastest/most cost effective. But the capital ships have more firepower...and that firepower isn't even enough to get through. That's my point.Nope. You missed it completely. Because the capital ships have "more firepower" means nothing. Blackrock ships are meant for strike tactics; to hit hard where it hurts. Flanking tactics work here. Last time I checked, using a Desdinova to flank was a hell of a lot easier than to use a Karkinos.
So I heard swarm tactics are a good way to deal with Neutrino Corp... (https://www.youtube.com/watch?v=JbMGfNZXtBM)
dude ballistics dont do jack...like i said they have normal armor and the shields sponge the damage too much...even the ai has an idea where to point it and the allied ai has no idea how to fight it..they just plow ahead at the shields in vain. Why not have normal range and powered shields..this team is very unique as it is...ive never lost with this team and its easy to take on anything you want...it took me short time to take over the galaxy with this team...point is the shiled range may seem like the downside but they have as many ships as you(perhaps more) they have way more power and survivability...even the auto battle makes them win alot. Other then that the team is very cool looking and the unique weapons brings out their charm
Yes. Neutrino ships are very powerful if allowed to take repeated one-on-one fights. Valkyrians are the same as they bristle with firepower. Valkyrians take quite some time to dump flux and their shields are not terribly efficient, meaning the NPCs end up "running hot" quite a bit. Neutrino NPCs can be beaten with numbers as many of their ships focus their firepower in particular directions, usually to the front and their slim shields mean they cannot protect themselves against everything. I haven't played since the release of 0.6.1 as my craptop doesn't have the memory to support Ironclads anymore, but I assume juking Neutrino shields with missiles is still a thing. Maintaining pressure on Neutrino ships is paramount to defeating them because if they are allowed to pick their engagements, they almost always come out on top. OP, they are not. I've died quite a few times in L40 Unsungs of Doom from being too brazen and picking fights with several big ships at once. The Heg Def Fleet when they get all their Onslaughts on the field early, which they sometimes do, quickly makes a mess of most Neutrino ships because they are perfect for maintaining pressure by burning into range.
you are playing them wrong then..ive played them and never once was i in any danger....even worse if you carrier fleet them...they are unstoppable once you master them...I mean the antedilluvians can get them but they are in progress...plus they still win most of the auto matches.....the one thing that is even bad about neutrinos is the super bomber...its ai doent launch the bomb at all in 96% of battles...it just lumbers about trying to dodge small thingsDon't tell me I'm playing anything wrong in a singleplayer sandbox game. Just don't.
Edited to fix the quote tags -- SeaBee
I have yet to see a vanilla balanced faction that can stand against Neutrino in a straight slugfest, perhaps the Nomad Gila Monster but even then it wouldn't be cost efficient.
Just wait until he whose name shall not be spoken finishes his mod.
( black and red boss ships )
you are playing them wrong then..ive played them and never once was i in any danger....even worse if you carrier fleet them...they are unstoppable once you master them...I mean the antedilluvians can get them but they are in progress...plus they still win most of the auto matches.....the one thing that is even bad about neutrinos is the super bomber...its ai doent launch the bomb at all in 96% of battles...it just lumbers about trying to dodge small thingsDon't tell me I'm playing anything wrong in a singleplayer sandbox game. Just don't.
Edited to fix the quote tags -- SeaBee
dude ballistics dont do jack...like i said they have normal armor and the shields sponge the damage too much...even the ai has an idea where to point it and the allied ai has no idea how to fight it..they just plow ahead at the shields in vain. Why not have normal range and powered shields..this team is very unique as it is...ive never lost with this team and its easy to take on anything you want...it took me short time to take over the galaxy with this team...point is the shiled range may seem like the downside but they have as many ships as you(perhaps more) they have way more power and survivability...even the auto battle makes them win alot. Other then that the team is very cool looking and the unique weapons brings out their charm
Not everyone has the know-how or the time to go through the code and "tweak" OP mods down to fun play-levels. Most of us probably just want to grab the file and go...
So MY proposal is that those people with the know-how, or someone who has ALREADY tweaked it closer to vanilla, post their faction file here on the forums, so the rest of us don't ALL separately need to waste our time...
Not everyone has the know-how or the time to go through the code and "tweak" OP mods down to fun play-levels. Most of us probably just want to grab the file and go...There's no code to skim through. Starting from the starsector folder, wherever you may have installed that, you go mods > neutrino mod > data > hulls and in the hulls folder, somewhere at the bottom will be a shipdata file. This can be opened in Excel, though I, myself, use OpenOffice to do this. A prompt appears (http://puu.sh/6M4PQ.png) in OpenOffice. All you need to do is make sure that the only separator acknowledged is the comma (,). Then something like this (http://puu.sh/6M4Td.png) will appear. It all looks like random words and numbers with lots of mentions of Neutrino, but all we need to do is scroll to the right until we find the stats (http://puu.sh/6M4Zo.png) for the shields. Here, you can just go through all the shield efficiency numbers and change them to somewhere around 0.6-7. This will severely weaken Neutrino shields and make them much less tanky without adjusting any other aspects of the ships. For reference, "0.2" means that for every 10 points of damage, only 2 points will go toward raising flux. At "1.0" efficiency, 10 damage will translate into 10 flux build-up. "5.0" efficiency would mean 10 damage translates into 50 flux build-up. The lower this number is, the less damage the shields take, though I believe an efficiency of 0.0 breaks the game and I don't know how many zeroes you can put in before that breaks the game (as in setting efficiency to 0.001 which would mean a thousand damage translates into 1 point of flux build-up, or going even further than that). It takes maybe two minutes to do this, in which time you could probably start up the game and start a fight though not finish it. It's really not that long.
So MY proposal is that those people with the know-how, or someone who has ALREADY tweaked it closer to vanilla, post their faction file here on the forums, so the rest of us don't ALL separately need to waste our time...
I can attest to the fact that Neutrino vessels are weak against swarms.
I got pulverized in a Banshee when fighting against an astral and a bunch of strike craft. Their side was 90 fleet points and it was overkill.
Neutrino ships are essentially built around requiring that you try and outmaneuver them and pick them apart one at a time.
I really like your fat frigate, its booster system remind me of BRDY usual hit and run tactics.
Apparently the Floh wings pretty much ignore the Eagis shields (Ship system of the Banshees) , maybe you should take a look at it.
The hammer ship needs an AI that can use it, lol.
I presume there's a System active when you're swinging it?
Eh, why not :D
Guess I'll base it on Helmut's double cannon thingy
(http://i.imgur.com/ORUCzPJ.png)
(http://i.imgur.com/zj5ov7G.png)
quad pewpew? dual pewpew? *shrug* though it might be a bit large for medium,
(http://i.imgur.com/fEQxL8D.png)
ah well.
Version 1.75c
-Added Criticality, a moderately high performance/drone-hound frigate
-Added Bane and Misery lasers
-Fixed sound effects for the Javelin Torpedo
-Minor increase in Adv. Photon Torp damage but made more susceptible to pd weapons.
-Changed how the Particle Cannon Array fired + stats
-Changed Sprite for Particle Cannon Arrays
(they must literally throw boxes of supplies away after eventually finding the one good part to replace damaged parts).
Version 1.75doubleD
-Added Shader support
-reworked the sprite of the Portable Phased Array Cannon
-reworked Drohne sprite
-increased OP cost of PAC to 75 OP
-Decreased Burn Speed of Some neutrinos ships down 1-2 units.
-Removed Photon Cannon
-Removed Heavy Photon Repeater
Version 1.75d
-Added Gepard Drei and Gepard Sechs
-Removed Integrated Targeting Units on some variants and replaced with a different hull mod
-Changed up some variants and stuffs
-Added Goliath SRM
-Adv. Photon Torp made even more susceptible to pd weapons
-Changed how Photon Torpedoes and Light Photon Torpedoes tracked
-Reworked Dual Pulse Beam Cannons into Dual Giga Pulse Lasers
The Drei are the typical wing you'll see the Sechs are like the hyperion's of the fighter world, by having 6 launch you use up like 60% of your fighters CR and probably won't be as good the next fight. You get two wings of firepower but in a wing.
I thought I made it harder to get those though lol, unless bah omnifactory.
You could just be unlucky and SHI can't deal with super-heavy bombers. I would think that having your main capital guns capable of tracking and hitting a large bomber would, maybe, fix it for you but that's probably going to decrease efficiency against other capital targets.I might give an example so its a bit more clear if im making some kind of tactical mistake here.
"fleetCompositions":{
"exerelinGenericFleet":{
"displayName":"Generic Fleet",
"maxFleetPoints":140,
"daysWorthOfSupplies":[30, 50],
"lyWorthOfFuel":[40, 60],
"extraCrewPercent":[80, 80],
"marinesPercent":[20, 20],
"ships":{
"neutrino_colossus_standard":[0, 1],
"neutrino_hildolfr_standard":[0, 1],
"neutrino_banshee_standard":[0, 1],
"neutrino_bansheenorn_standard":[0, 1],
"neutrino_jackhammer_standard":[0, 1],
"neutrino_jackhammer2_standard":[0, 1],
"neutrino_grinder_standard":[0, 1],
"neutrino_lathe_standard":[0, 1],
"neutrino_maul_standard":[0, 1],
"neutrino_nirvash_standard":[0, 1],
"neutrino_theend_standard":[0, 1],
"neutrino_sledgehammer_assault":[0, 2],
"neutrino_vice_assault":[0, 1],
"neutrino_vice_standard":[0, 1],
"neutrino_hacksaw_standard":[0, 1],
"neutrino_hacksaw_assault":[0, 1],
"neutrino_piledriver_standard":[0, 2],
"neutrino_singularity_balanced":[0, 2],
"neutrino_relativity_standard":[0, 2],
"neutrino_causality_standard":[0, 2],
"neutrino_polarity_standard":[0, 2],
"neutrino_drohne_wing":[0, 4],
"neutrino_schwarzgeist_wing":[0, 4],
"neutrino_floh_wing":[0, 4],
"neutrino_drache_wing":[0, 4],
},
},
"neutrino_unsung_standard":[0, 1],
"fleetCompositions":{
"exerelinGenericFleet":{
"displayName":"Generic Fleet",
"maxFleetPoints":140,
"daysWorthOfSupplies":[30, 50],
"lyWorthOfFuel":[40, 60],
"extraCrewPercent":[80, 80],
"marinesPercent":[20, 20],
"ships":{
"neutrino_colossus_standard":[0, 1],
"neutrino_hildolfr_standard":[0, 1],
"neutrino_banshee_standard":[0, 1],
"neutrino_bansheenorn_standard":[0, 1],
"neutrino_jackhammer_standard":[0, 1],
"neutrino_jackhammer2_standard":[0, 1],
"neutrino_grinder_standard":[0, 1],
"neutrino_lathe_standard":[0, 1],
"neutrino_maul_standard":[0, 1],
"neutrino_nirvash_standard":[0, 1],
"neutrino_theend_standard":[0, 1],
"neutrino_sledgehammer_assault":[0, 2],
"neutrino_vice_assault":[0, 1],
"neutrino_vice_standard":[0, 1],
"neutrino_hacksaw_standard":[0, 1],
"neutrino_hacksaw_assault":[0, 1],
"neutrino_piledriver_standard":[0, 2],
"neutrino_singularity_balanced":[0, 2],
"neutrino_relativity_standard":[0, 2],
"neutrino_causality_standard":[0, 2],
"neutrino_polarity_standard":[0, 2],
"neutrino_drohne_wing":[0, 4],
"neutrino_schwarzgeist_wing":[0, 4],
"neutrino_floh_wing":[0, 4],
"neutrino_drache_wing":[0, 4],
"neutrino_unsung_standard":[0, 1],
},
},
... consume extreme amounts of supplies in doing so (they must literally throw boxes of supplies away after eventually finding the one good part to replace damaged parts).
There are references all over, eureka seven included :pThought so. xD
Believe it or not I have yet to actually figure out how to make it work with 0.65.1a yet :D
I'm still only pecking at it, so I'll see if I can devote some actual time to making it work, Sorry no eta.
If I get this mod or my other one working I'll probably pump it out the fix fairly quick.
And to the rm -r hehe, and I already consider the op part as the teleporting. :p
A faction needs to contain everything that 0.65 faction have. This includes faction flag, specific faction names with/without prefixes and a whole bunch of ship roles. Aside from that you don`t need anything else.
keep getting an error saying "Fatal: Ship hull spec (neutrino_sinanju) not found!"
yeah, i figured out that i forgot to delete the old folder, but now i cant play neutrino with other mods without it crashing... need to find that post about expanding the mem again...Open your starsector folder and look for the file named "vmparams". Open this in notepad and set the setting "-Xmx1024m" to something like "-Xmx1536m"
Tried, keeps saying "access is denied"yeah, i figured out that i forgot to delete the old folder, but now i cant play neutrino with other mods without it crashing... need to find that post about expanding the mem again...Open your starsector folder and look for the file named "vmparams". Open this in notepad and set the setting "-Xmx1024m" to something like "-Xmx1536m"
Also you might want to use 64 bit java if you have a 64 bit system
64 bit java post: http://fractalsoftworks.com/forum/index.php?topic=8726.0
Hello everyone. I do not understand, how can I get the reputation to at least favorable level ???. I want their ships and hardware, but they're neutral, military market is closed.Trade and blasting their enemies in systems that they have a base are the best ways
But who are their enemies????? There are no even pirate fleets near them.Hello everyone. I do not understand, how can I get the reputation to at least favorable level ???. I want their ships and hardware, but they're neutral, military market is closed.Trade and blasting their enemies in systems that they have a base are the best ways
There's a Neutrino station in Corvus.But who are their enemies????? There are no even pirate fleets near them.Hello everyone. I do not understand, how can I get the reputation to at least favorable level ???. I want their ships and hardware, but they're neutral, military market is closed.Trade and blasting their enemies in systems that they have a base are the best ways
Thank you)There's a Neutrino station in Corvus.But who are their enemies????? There are no even pirate fleets near them.Hello everyone. I do not understand, how can I get the reputation to at least favorable level ???. I want their ships and hardware, but they're neutral, military market is closed.Trade and blasting their enemies in systems that they have a base are the best ways
Bug: jump into system via stars is broken - as in, I have the skill that's supposed to grant that (Applied Physics at 7+; in my case I took it to level 10 for hardened shields), and all I get is a dialog saying "You are unable to use this jump point".
Active mods:
SS+ 2.4+
II 1.6.1
LazyLib 2.0b
Neutrino 1.80
Omnifactory 1.10b
Shadowyards 0.5.2.2
Templar 0.9.3g
Shaderlib beta v1.02
Console 2.3
Save Transfer 1.3
There is a bug, but it's in the Neutrino mod. Neutrino overrides the SS+ campaign plugin with the vanilla one (for no reason), so as long as you're using that mod you will not have the new SS+ boarding/repair mechanics and you can't use star wormholes.
It's a plugin overwrite, not a file overwrite. You have to delete "sector.registerPlugin(new CoreCampaignPluginImpl());" from neutrinoGen.java and recompile the Neutrino .jar file.
Neutrino is my favorite mod, and it's great to see it back.
Will you be doing a balance pass on the missiles for parity with vanilla? I also noticed that slight imbalance when I was playing with Diable Avionics.
Is the Solar Powerplant the only Neutrion station in Corvus?
The reason for me asking is that i can only access the Open and Black market, there is no Military Market tab to even use, and im at "Friendly" reputation.
If it helps im using
SS+ 2.4+
LazyLib 2.0b
Neutrino 1.80
Shaderlib beta v1.03
Diable Avionics 1.0
Just redl 1.8 I've already updated and it should... be okay? maybe.Verified as fixed... but the fix won't work until you make a new save. Fortunately, we've got the save transfer mod for that. Of course, apparently there's an Unsung in storage somewhere, which you suddenly acquire when you use the save transfer mod...
Some stations just aren't big enough to house all the bells and whistles like a faction devoted shipyard. You'll probably have to look in other systems to find their more developed areas.
If you're at friendly, Go and have a look inside Corona Australis, see if anything tickles your fancy over there. It's kind of awkward over there atm because there's no pirate presence.
Necessary to alter CR recovery rate (per day) - it Very Low !
Onslaught has the Lowest CR recovery rate 3%, Paragon has the CR recovery rate 4%
Neutrino ships has Lowest CR recovery rate 0.5% (these ships are always not ready to fight, but always consume resources).
I hope that will fix this problem.
And in Vice Destroyer ship system is written : Scout Drohne (may be change this to Scout Drone)
I haven't played with the Neutrino ships too much yet, but I am totally in love with the Causality. It doesn't have the speed and acceleration to get to weak spots phased and it's pretty fragile, so attacking up-front with shorter-range/high-alpha weapons (heavy blaster etc) are a quick way to an equally quick fireball. However, it has just enough maneuverability/acceleration profile to keep at range for most ships and hammer on them with a lightning gun and the phase missile ability. It's a good challenging fight alone but when you're coupled with some other ships it's just pure murder - if someone has to vent, it's very hard for them to avoid strikes from the Causality's lightning bolts and missiles.
The only things that are a little confusing are the missiles. They tend to appear in semi-random formations (which can be handy, especially if one appears behind someone's shields!) but have a very short burn time, which means that they have trouble actually even getting properly moving toward the target (pursuing anything is totally out.) More puzzlingly, on a fairly regular basis I'll fire the ability and no missiles at all arrive (or occasionally just a singleton.) I know they go after the current target so I suspect sometimes I'm just materializing missiles off-screen pointed at something else, but there are definitely cases where I'm right in range - targeted on the enemy - and trigger the ability; flux builds up and the usage count goes down, but no boom.
Is there perhaps some way I'm missing of knowing something about the missiles before I fire, like where exactly they are or how many are in position so that I can better plan/time firing the ability?
Anyway, it's a great ship for lurking around fights beating on stragglers and for pretty tense battles with single enemy ships, but gets eaten alive by missiles and fighters (high cloak cost and low flux pool) and fighting multiple enemies at a time is seriously dangerous. I totally dig it and it's fun as all get out to play. Nice work, and thank you!
Phased Array Cannons: The Finest In Destroying Those Blasted Templars
Give me a bit, the economies got out of whack somehow, need some time to figure why they are producing so much.
Give me a bit, the economies got out of whack somehow, need some time to figure why they are producing so much.
Well...this problem should caused by neutrinoGen.java line 53 to line 74, I guess.
Maybe these lines let the spawned fleets carry those weapon and dump then into stations.
Don't know mach about java. My field is functional genomics, and I alway done coding in that way.
btw
The PDs don't work well after .65 missiles buffed.
Anti-Proton Laser can't keep track on target onec it fired up.
Disruptor's beam goes too slow, so thay can hardly hit missiles.
And Neutrino's missiles need a buff too.
Advanced Photon Torpedo only have a 250 per missile dmg and 40 per hit dmg? What's its role anyway?
Javelin Torpedo work just fine. But if compare it to Trebuchet LRM form SS+...
I have some idea about Disruptor and had made a scripts to make it spin and push only missiles.
Interested?
Thanks for all the hard work, FlashFrozen. This and Diable Avionics are one of the few ship packages I can't go without no matter what.
Edit: It's a shame TheUnsung isn't available for being too OP. It looks awesome. Wish there was a lite-version comparable to the Banshee. Oh well, At least I'll have the Norn.
Hello FlashFrozen! Not sure if this is a bug or works as intended, but a cannon placed in the medium size slot at the fore of "Vice" destroyer isn't displayed. Admittedly, I only tried it with various medium laser PD cannons, but all of these demonstrated the same behavior: they flickered for a moment when put in place, and immediately became invisible in both fitting and tactical combat screens.
If you really want it, you can still find it in the campaign with a little exploring Cheesy
There's a hidden star system that isn't visible on the map. ;)QuoteIf you really want it, you can still find it in the campaign with a little exploring Cheesy
BAH! I searched everywhere! Every single abandoned station, can't find it! IT'S A LIE! ;D
If you really want it, you can still find it in the campaign with a little exploring :D
Universal mounts can't mount any sizes other than the specified, part of the game actually, to keep the mounts from being too op :p
Universal mounts can't mount any sizes other than the specified, part of the game actually, to keep the mounts from being too op :p
Not that I insist, but I was wondering if you could respond to the feedback I left? I want to use Neutrino, and I'm not exactly sure how. lol
If you're at friendly, Go and have a look inside Corona Australis, see if anything tickles your fancy over there. It's kind of awkward over there atm because there's no pirate presence.
Its not hard to grind relationship with neutrino by derping pirates in Corvus, but a small pirate presence in CA, or a second Neutrino system with pirates and a hostile faction to fight would be sweet.If you're at friendly, Go and have a look inside Corona Australis, see if anything tickles your fancy over there. It's kind of awkward over there atm because there's no pirate presence.
If I understand correctly.
Its not hard to grind relationship with neutrino by derping pirates in Corvus, but a small pirate presence in CA, or a second Neutrino system with pirates and a hostile faction to fight would be sweet.If you're at friendly, Go and have a look inside Corona Australis, see if anything tickles your fancy over there. It's kind of awkward over there atm because there's no pirate presence.
If I understand correctly.
Anyways, after a long long time since my last time playing as Neutrino, I'm doing another play-through flying them. I has feedback! I'm not flying caps yet so its limited to cruiser and below.
Firstly, its as enjoyable as I remembered it to be. One of the most unique factions out there, and it doesn't hurt that the art is wonderful :D
I did however find a few ... issues.
- Siege mode on the Maul is broken - when you activate it your turrets track uncontrollably to the side.
- These days the fuel usage feels too high. At around twice the vanilla ships its punishing before you get into the added fuel cost from the tugs you need on anything slower than a light destroyer, its basically unpossibru to chase after bounties in anything other than a frigate + 1 destroyer fleet.
I don't even have fuel tankers, or a cargo ship I can use the SS+ expanded fuel tanks HullMod on. Maybe 1.5x stock?- The missile boost has hurt NE PD hard.
- The Disruptor just doesn't cut it any longer.
- The Relativity is coffin bait, and Lashers/Buffalos are the bane of your life.
- Using Burst PDs or BDRY Argus PDs is pretty much necessary to survive as a frigate or destroyer - or a cruiser with mainly small PD like TheEND.
- Its only going to get worse when most launchers get unlimited/regenerating ammo next patch. Either the disruptor needs buffing, or (better) maybe add a light antiproton pd and make the disruptor have less dps and higher rof. Its just so much fun to see those harpoons turn back, I mix a few in with proper PD on ships where I can afford to.
- Finally, the Antiproton laser is incredibly flux-inefficient compared to what the rest of the sector has - most frag weapons have a ~4:1 dps/flux ratio, while here its 1.25:1.
- Flipside of that, most NE missiles are a waste of OP now.
The Sledgehammer can just about kill a frigate, but I haven't managed to kill anything except a Buffalo in the simulator without using non-NE missiles.- The charge mechanics on the Pulsed Beam Cannon annoys me. It only has the one charge, so its not like it actually does anything except make the weapon info card present the wrong numbers. Reckon either put it @ 2-3 charges, or remove the charge mechanic? The large mount has 5 charges, so 3 feels about right here.
- ... I get that the Gepard Sechs is supposed to be a really expensive, almost joke wing, but 81 supplies per deployment, compared to 13 for a Drei? 3.125x the cost per deployment to save on 10% deployment cost ...
- 30 supplies to deploy a Schwarm wing D:
The L actually already has the worst accuracy of all them, but like you said you get the most punch in each shot.I think maybe something got messed up along the way (understandable since you're making the new sexy with DA, which is my next playthrough) but the L has a ~5 degree spread, while the M is like 15-20.
For the M it's kinda like a heavy blaster mixed with a pulse laser, I'll test a bit to see for alternatives.
It might be that the L they regain their spread too fast, as compared to the M , nerfing thatCould be - the RoF is low for them to regain pretty much all of it.
the polarity problem I have no idea why it happens. There was a problem when it was 0, there was something strange about it after.Think I remember that, back when the NE fighter wings and frigates had 0/0 crew.
Jackhammer(1) is deprecated so not likely to be used, if you talking about the Sigma mod, it's optional since it isn't free.Fair enough. Sigma mod should use the new thingy for hiding hull mods since its built into non-deprecated NE hulls, same for the DA hullmod.
It wasn't mentioned anywhere at all but the thread title, but is this now 0.65.2a compatible?Nothing major changed code-wise in .2a, it'll just be off somewhat balance-wise - missiles without ammo regeneration, energy weapons without the 25% dmg boost to offset the removal of flux boost or the beam range boost, frigs/destroyers/cruisers without timers.
I tried putting a ppc on a wolf class yesterday, with enhanced optics and the +5 perk from rangefinding it was pretty crazy. I was able to quite comfortably slaughter a dominator by phase skimming behind it's shields, firing reapers to flame it's engines out, then the ppc could kill t before it had a chance to move againPPC? Was there a weapon with those initials?
perhaps a slightly higher op cost to stop frigates abusing it?
The weapons are mostly fine, the ships however could use at least one of their high stats hammered down. They have high HP, high armor, high dissipation, lightning fast venting... If they'd just vent much slower they would be mostly balanced!How do the almost-not-there shields fit into that?
So I consider their shields balanced. Problem is, everything else is stronger.
Hey, what does the misery actually do? Or am I gullible. (It says it does something special, and I couldn't tell what exactly.)
Glares pierce into you as looks of contempt make sure you know you are merely tolerated, not welcomed.Why are Neutrino (and Diable) so mean to their customers now?
Lol I swear I fixed that a while ago, the dialogue was mixed from DA into neutrino.
Update your versions! or something :p
Oh, I just remember someone said that the Siege Mode on Maul don't wrok well. I checked it and found when I activate the Siege Mode some slow turn weapons will turn away form my cursor instead turn into it.
Anyway, I had fixed it by doing some recoding in NeutrinoSiegeModeStats.java. Can I post it to you?
Oh, I just remember someone said that the Siege Mode on Maul don't wrok well. I checked it and found when I activate the Siege Mode some slow turn weapons will turn away form my cursor instead turn into it.
Anyway, I had fixed it by doing some recoding in NeutrinoSiegeModeStats.java. Can I post it to you?
Not sure if you had the more latest versions but that should be fixed, but thanks for taking the time anyway :)
As for the sizes I tried that as a measure to curb the over supply issue neutrino seems to have, but eh didn't change much lol..
What's the unused Gravity Plating ship system do?
I must be blind, I've searched all over the sector trying to find the hidden station where the unsung etc spawn, but I can't find it
;.;
So trying to fit the unsung with the "Elite" variant I noticed I didn't have the "Neutrino Omega Upgrade" only the "Neutrino Sigma Upgrade". I don't even see the omega in the hullmods and it isn't unlocked by and skills. Is it supposed to be neutrino faction only or is there some way to unlock it?
RC2(for Neutrino corp v 1.81)
----------------------
Fix the crash when using JRE 7.
RC1(for Neutrino corp v 1.81)
----------------------
Phase Missile System
-Rework the phased stage. Improve track ability.
-Add a missile call in and phase out effect.
-Add a new system AI for AI(what did I just mean?).
Adv. P. Torpedo
-A new AI make the missile aim better.(Even better then your PDAI...)
-Rework the payload release mechanism. Now it will need 0.5 sec to charge up.
-Payloads now can not be shot down. Total dmg = 300 + 2x100 + 10x20 = 700 EN.
-ECCM hull mod will active missile's omni thrust system.(still in test)
-Medium and large sized launcher now reload at a rate about half of their ROF.
-Small launcher reload 1.2 ammo per min and have 20 sec cool down(was 13).
-Small launcher base ammo down to 2 form 12.
-New render hints (for hide mounts).
Photon Torpedo Launchers
-A new AI make they track better(or maybe?)
-Will acquire target when firing ONLY. Can not acquire new target once it was launched.
-Light Photon Torpedo fulx per shot down to 100 form 175.
-Light Photon Torpedo Launcher reload 6 ammo per min.
-Photon Torpedo Launcher reload 10 ammo per min.
Javelin Torpedo Launcher
-Reload 4 ammo per min.
Sapper SRM
-New render hints (for hide mounts).
Hi,
Do I understand correctly, that special neutrino ships(for example unsung) do not spawn at their bases? Is there an easy way to include those ships to neutrino fleets and markets? I am using nexerelin mod, so there is no hidden base.
I'd like to know the answer to that, too. A universe without any chance (however modest) of realistically acquiring an Unsung is not a universe I want to play in. ;)The problem is quite the opposite: it's tricky to make it NOT too common! You don't want to face that ship on a regular basis... Or two of them at once!
I'd like to know the answer to that, too. A universe without any chance (however modest) of realistically acquiring an Unsung is not a universe I want to play in. ;)The problem is quite the opposite: it's tricky to make it NOT too common! You don't want to face that ship on a regular basis... Or two of them at once!
RC3.1(for Neutrino corp v 1.81)
----------------------
Fix a bug which cause Adv. P. Torpedo and Javelin Torpedo act weird without Omni thrust system.
RC3(for Neutrino corp v 1.81)
----------------------
Adv. P. Torpedo
-Turn rate down to 180 form 300.Turn acc down to 90 form 600.
-Missiles will try not to crash into it's target.
-Large/Medium sized launcher now will shot out 4/2 missiles simultaneously.(or the vent AI form SS+ will always interrupt the burst at long range.)
-It's empty case now pure visually.
-Omni thrust system now will be unlocked by Neutrino Sigma Upgrade.
-Omni thrust system now smarter.(still not sure about this one)
Photon Torpedo Launchers
-Light Photon Torpedo and Photon Torpedo turn acc down to 30 form 200.
(They just doing too well with the new AI.)
Javelin Torpedo Launcher
-Reload 2 ammo pre min now.
-Javelin torpedo will use a new AI if launching ship has ECCM package.
-Omni thrust system now will unlock when both Neutrino Sigma Upgrade and ECCM package installed.(YOU CAN'T DODGE THIS ONE!)
Sapper SRM & Goliath SRM Launcher
-Use a script to control their speed, so player skill and hull mod won't shorter their range now.
Some scripts reorganization & clean up.
(I have done enough attempt to manage the missile heading by math, so just ues the hacky way.)
RC2(for Neutrino corp v 1.81)
----------------------
Fix the crash when using JRE 7.
RC1(for Neutrino corp v 1.81)
----------------------
Phase Missile System
-Rework the phased stage. Improve track ability.
-Add a missile call in and phase out effect.
-Add a new system AI for AI(what did I just mean?).
Adv. P. Torpedo
-A new AI make the missile aim better.(Even better then your PDAI...)
-Rework the payload release mechanism. Now it will need 0.5 sec to charge up.
-Payloads now can not be shot down. Total dmg = 300 + 2x100 + 10x20 = 700 EN.
-ECCM hull mod will active missile's omni thrust system.(still in test)
-Medium and large sized launcher now reload at a rate about half of their ROF.
-Small launcher reload 1.2 ammo per min and have 20 sec cool down(was 13).
-Small launcher base ammo down to 2 form 12.
-New render hints (for hide mounts).
Photon Torpedo Launchers
-A new AI make they track better(or maybe?)
-Will acquire target when firing ONLY. Can not acquire new target once it was launched.
-Light Photon Torpedo fulx per shot down to 100 form 175.
-Light Photon Torpedo Launcher reload 6 ammo per min.
-Photon Torpedo Launcher reload 10 ammo per min.
Javelin Torpedo Launcher
-Reload 4 ammo per min.
Sapper SRM
-New render hints (for hide mounts).
RC4.1(for Neutrino corp v 1.81)
----------------------
Adv. P. Torpedo Launchers
-re-balance aim accuracy influence by hullmod. Now Adv. P. Torped always aim to target lead.
And missile hullmod will let them aim more accuracy.
Sapper SRM & Goliath SRM Launcher
-Found some way teach AI how to use them correctly. So they will aim to the right direction on
AI controlled ships or in auto fire mode(hopefully).
RC4(for Neutrino corp v 1.81)
----------------------
Adv. P. Torpedo Launchers
-Missiles now aim less accurate.
-Missiles will not strafe aside when trying to back off.
-dmg adjust to 300x1 + 80x3 + 20x8.
-release range down to 550(was 700) and change up time up to 1s(was 0.5s).
-large and medium launcher base ammo down to 6/20.
-large launcher now double it's fire rate but only 2 missiles per burst.(DPS no change)
-large/medium launcher will reload with 2/4 ammo clips.
Photon Torpedo Launchers
-Add a "lock on closest enemy in front" behaviour when firing if you do not have a target
locked.
-Light Photon Torpedo base ammo reduce to 9, and reload 9 ammo in 30 sec.
-Photon Torpedo base ammo reduce to 15, and reload 15 ammo in 45 sec.
-Light Photon Torpedo fulx per shot up to 125 form 100.
-Photon Torpedo fulx per shot up to 250 form 150.Dmg up to 400 form 375.
-Light Photon Torpedo and Photon Torpedo turn acc up to 35 form 30.
Javelin Torpedo Launcher
-Change the accelerate behaviour when used on non-neutrino ships with ECCM package.Once they
start accelerate, they will keep accelerate unless current target lost.
-Omni thrust system now have 15% thrust power only on Javelin Torpedo.(right, no more anti
phase ship mine.)
Phase Missile System
-Reduce max range a bit.(Form 5000+ down to 2000-3000 maybe. Missile act wired in phase, so I
don't know how long can it shot either.)
RC3.1(for Neutrino corp v 1.81)
----------------------
Fix a bug which cause Adv. P. Torpedo and Javelin Torpedo act weird without Omni thrust system.
RC3(for Neutrino corp v 1.81)
----------------------
Adv. P. Torpedo
-Turn rate down to 180 form 300.Turn acc down to 90 form 600.
-Missiles will try not to crash into it's target.
-Large/Medium sized launcher now will shot out 4/2 missiles simultaneously.(or the vent AI form
SS+ will always interrupt the burst at long range.)
-It's empty case now pure visually.
-Omni thrust system now will be unlocked by Neutrino Sigma Upgrade.
-Omni thrust system now smarter.(still not sure about this one)
Photon Torpedo Launchers
-Light Photon Torpedo and Photon Torpedo turn acc down to 30 form 200.
(They just doing too well with the new AI.)
Javelin Torpedo Launcher
-Reload 2 ammo pre min now.
-Javelin torpedo will use a new AI if launching ship has ECCM package.
-Omni thrust system now will unlock when both Neutrino Sigma Upgrade and ECCM package
installed.(YOU CAN'T DODGE THIS ONE!)
Sapper SRM & Goliath SRM Launcher
-Use a script to control their speed, so player skill and hull mod won't shorter their range
now.
Some scripts reorganization & clean up.
(I have done enough attempt to manage the missile heading by math, so just ues the hacky way.)
RC2(for Neutrino corp v 1.81)
----------------------
Fix the crash when using JRE 7.
RC1(for Neutrino corp v 1.81)
----------------------
Phase Missile System
-Rework the phased stage. Improve track ability.
-Add a missile call in and phase out effect.
-Add a new system AI for AI(what did I just mean?).
Adv. P. Torpedo
-A new AI make the missile aim better.(Even better then your PDAI...)
-Rework the payload release mechanism. Now it will need 0.5 sec to charge up.
-Payloads now can not be shot down. Total dmg = 300 + 2x100 + 10x20 = 700 EN.
-ECCM hull mod will active missile's omni thrust system.(still in test)
-Medium and large sized launcher now reload at a rate about half of their ROF.
-Small launcher reload 1.2 ammo per min and have 20 sec cool down(was 13).
-Small launcher base ammo down to 2 form 12.
-New render hints (for hide mounts).
Photon Torpedo Launchers
-A new AI make they track better(or maybe?)
-Will acquire target when firing ONLY. Can not acquire new target once it was launched.
-Light Photon Torpedo fulx per shot down to 100 form 175.
-Light Photon Torpedo Launcher reload 6 ammo per min.
-Photon Torpedo Launcher reload 10 ammo per min.
Javelin Torpedo Launcher
-Reload 4 ammo per min.
Sapper SRM
-New render hints (for hide mounts).
:o Nice visual effects there!
RC5.1(for Neutrino corp v 1.81)
----------------------
Phase Missile System
-Some adjustment in AI.
Adv. P. Torpedo
-Lower the release range to 400.
-Simplified some script.
Javelin Torpedo Launcher
-Simplified some script.
Unstable Photon Cannon
-Balance its track ability some how.
-Simplified some script.
Disruptor
-Add a fuse malfunction effect.
-Malfunction damage lower to 1/4 missile's max HP.
RC5(for Neutrino corp v 1.81)
----------------------
(The change log goes too long too read so I set up a summary for all changes I have done)
Phase Missile System
-Rework the phased stage. Improve track ability.
-Add a missile call in and phase out effect.
-Add a new system AI for AI(what did I just mean?).
-Rebalance max range a bit.(To about 2000-3000 maybe. Missile act wired in phase, so I don't know how long can it shot either.)
Adv. P. Torpedo
-A new AI make the missile aim better.(will aim to target lead.)
-Rework the payload release mechanism. Now it will need 1 sec to charge up and will stard charge up at range of 450.The range will extend slightly when you have missile speed bonus(so faster speed missile won't lead to a shorter final releass range). And missile will obtain +30/+60 release range bonus if you have Neutrino Sigma Upgrade/ECCM package(and may gain more range bonus if there are any other ways to improve missile guidance).
-Payloads now can not be shot down. Total dmg = 300 + 3x80 + 8x20 = 700 EN.
-Neutrino Sigma Upgrade will active missile's omni thrust system.
-Medium and large sized launcher' ammo now regenerate at a rate about half of their ROF.
-large/medium launcher will regenerate with 2/4 ammo pre clips.
-large and medium launcher base ammo down to 10/20.
-large launcher now double it's fire rate but only 2 missiles per burst.(DPS no change)
-Small launcher reload 1.2 ammo per min and have 20 sec cool down(was 13).
-Small launcher base ammo down to 2 form 12.Regenerate 1 ammo per 50 sec
-New render hints (for hide mounts).
Light Photon Torpedo & Photon Torpedo Launcher
-A new AI make they track better.(Neutrino Sigma Upgrade/ECCM package will make them track even more better.)
-Will acquire target when firing ONLY. Can not acquire new target once it was launched.
-Add a "lock on closest enemy in front" behaviour when firing if you do not have a target locked.
-Light Photon Torpedo base ammo reduce to 9, and regenerate 9 ammo in 30 sec.
-Photon Torpedo base ammo reduce to 15, and regenerate 15 ammo in 45 sec.
-Light Photon Torpedo fulx per shot set to 125.
-Photon Torpedo fulx per shot set to 250.Dmg up to 400 form 375.
-Light Photon Torpedo and Photon Torpedo turn acc donw to 35 form 200.
Javelin Torpedo Launcher
-Regenerate 2 ammo pre min.
-Javelin torpedo will use a new AI if launching ship has ECCM package.
-Omni thrust system now will unlock when both Neutrino Sigma Upgrade and ECCM package installed. This will make them harder to dodge.
Sapper SRM & Goliath SRM Launcher
-New render hints (for hide mounts).
-Use a script to control their speed, so player skill and hull mod won't shorter their range now.
-Found some way teach AI how to use them correctly(hopefully).
Graviton Inversion Device
-An enhanced VFX.
Unstable Photon Cannon(So this one is a missile weapon?)
-Use a new AI so the Unstable Photon will goes...em, more unstable?
-Unstable Photon will act as Photon Torpedo. And the shot will split in about 3 sec.
-Base ammo reduce to 20. Regain 5 ammo in 125 sec.
Disruptor(Well...this one is not a missile weapon.)
-Use a script to apply missile disrupt effect.
-Disrupt on missile will have some chane to lead a missile engine malfunction effect, which will make the disrupted missile flameout and lost half of it's HP.
Silly question, and I probably know the answer, but I'll ask anyway; is it possible to acquire the Falken or Unsung in Nexerelin, console commands aside?
To get Unsung to appear in fleets/markets: open Neutrino corp/data/world/factions/neutrinocorp.faction and add one or more Unsung variants to the combatCapital table
(well that should work anyway, didn't try myself)
RC5.6(for Neutrino corp v 1.81)
----------------------
-Supports Nexerelin's Corvus mode.
RC5.5(for Neutrino corp v 1.81)
----------------------
Unstable Photon Cannon
-Split reworked. Now a Unstable Photon shot will split into 4x3x2 = 24 final projectiles (75 energy damage each) plus 1 large unstable projectile and 4 small unstable projectiles.
-Large unstable projectile has 300 energy damage. Will does addition 300 energy damage on shield plus a shield-piercing chain EMP arc can cause 6x50 fragment damage and EMP. When it hit hull, the addition damage and EMP arc will turn into HE damage.
-Small unstable projectile has 150 energy damage. Will does addition 150 energy damage on shield plus a shield-piercing chain EMP arc can cause 3x50 fragment damage and EMP. When it hit hull, the addition damage and EMP arc will turn into HE damage.
-Flux pre shot rise to 4500.
-Base ammo down to 8, Regenerate 3 ammo per min.
-(To sum up, an Unstable Photon shot full hits on shield will cause 3600 energy damage on shield and 18x50 shield-piercing fragment damage and EMP. And an Unstable Photon shot full hits hull will cause 2700 energy damage, 1800 HE damage and 900 EMP.)
-(Sounds terrifying, isn't it?)
Adv. P. Torpedo
-Some modification for the payloads releasing VFX(hope it won't be too bright).
And now this is not only a missile boost anymore...
Ships
-A new Hullmod named "Neutrino Autonomous Drone" for Drohne, Schwarzgeist and Schwarm.
-Neutrino Autonomous Drone "Although it still need someone to maintain, this advanced AI drone is fully autonomous in battle so will not cause any casualties when it is destroyed."
-Fix the bug when some fighter piercing projectiles hit Guardian or Aegis's shield will pierce and instantly overload them.(I had tried to fix the fighter piercing beam pierce issue, but it was too buggy so I gave up(for now)).
-Guardian's flux can not be reset to 0 by recall it now.
Other weapons
-New particles trace VFX for Pulsar Beam(all size).
-New particles path VFX for Pulsed Beam Cannon(still in test).
RC5.1(for Neutrino corp v 1.81)
----------------------
Phase Missile System
-Some adjustment in AI.
Adv. P. Torpedo
-Lower the release range to 400.
-Simplified some script.
Javelin Torpedo Launcher
-Simplified some script.
Unstable Photon Cannon
-Balance its track ability some how.
-Simplified some script.
Disruptor
-Add a fuse malfunction effect.
-Malfunction damage lower to 1/4 missile's max HP.
RC5(for Neutrino corp v 1.81)
----------------------
(The change log goes too long too read so I set up a summary for all changes I have done)
Phase Missile System
-Rework the phased stage. Improve track ability.
-Add a missile call in and phase out effect.
-Add a new system AI for AI(what did I just mean?).
-Rebalance max range a bit.(To about 2000-3000 maybe. Missile act wired in phase, so I don't know how long can it shot either.)
Adv. P. Torpedo
-A new AI make the missile aim better.(will aim to target lead.)
-Rework the payload release mechanism. Now it will need 1 sec to charge up and will stard charge up at range of 450.The range will extend slightly when you have missile speed bonus(so faster speed missile won't lead to a shorter final releass range). And missile will obtain +30/+60 release range bonus if you have Neutrino Sigma Upgrade/ECCM package(and may gain more range bonus if there are any other ways to improve missile guidance).
-Payloads now can not be shot down. Total dmg = 300 + 3x80 + 8x20 = 700 EN.
-Neutrino Sigma Upgrade will active missile's omni thrust system.
-Medium and large sized launcher' ammo now regenerate at a rate about half of their ROF.
-large/medium launcher will regenerate with 2/4 ammo pre clips.
-large and medium launcher base ammo down to 10/20.
-large launcher now double it's fire rate but only 2 missiles per burst.(DPS no change)
-Small launcher reload 1.2 ammo per min and have 20 sec cool down(was 13).
-Small launcher base ammo down to 2 form 12.Regenerate 1 ammo per 50 sec
-New render hints (for hide mounts).
Light Photon Torpedo & Photon Torpedo Launcher
-A new AI make they track better.(Neutrino Sigma Upgrade/ECCM package will make them track even more better.)
-Will acquire target when firing ONLY. Can not acquire new target once it was launched.
-Add a "lock on closest enemy in front" behaviour when firing if you do not have a target locked.
-Light Photon Torpedo base ammo reduce to 9, and regenerate 9 ammo in 30 sec.
-Photon Torpedo base ammo reduce to 15, and regenerate 15 ammo in 45 sec.
-Light Photon Torpedo fulx per shot set to 125.
-Photon Torpedo fulx per shot set to 250.Dmg up to 400 form 375.
-Light Photon Torpedo and Photon Torpedo turn acc donw to 35 form 200.
Javelin Torpedo Launcher
-Regenerate 2 ammo pre min.
-Javelin torpedo will use a new AI if launching ship has ECCM package.
-Omni thrust system now will unlock when both Neutrino Sigma Upgrade and ECCM package installed. This will make them harder to dodge.
Sapper SRM & Goliath SRM Launcher
-New render hints (for hide mounts).
-Use a script to control their speed, so player skill and hull mod won't shorter their range now.
-Found some way teach AI how to use them correctly(hopefully).
Graviton Inversion Device
-An enhanced VFX.
Unstable Photon Cannon(So this one is a missile weapon?)
-Use a new AI so the Unstable Photon will goes...em, more unstabler?
-Unstable Photon will act as Photon Torpedo. And the shot will split in about 3 sec.
-Base ammo reduce to 20. Regain 5 ammo in 125 sec.
Disruptor(Well...this one is not a missile weapon.)
-Use a script to apply missile disrupt effect.
-Disrupt on missile will have some chane to lead an missile engine malfunction effect, which will make the disrupted missile flameout and lost half of it's HP.
Well, what to say this time? Hmm...I finally infected other part of this mod? OK, that's true.wonderful,and someone else had downloaded this,why not post your work in Tieba :P
http://www.mediafire.com/download/cj9w4ezj54zjuuy/Neutrino_corp_(not_only)Missile_Boost_RC5.6.zip
Change logSpoilerCodeRC5.6(for Neutrino corp v 1.81)
----------------------
-Supports Nexerelin's Corvus mode.
RC5.5(for Neutrino corp v 1.81)
----------------------
Unstable Photon Cannon
-Split reworked. Now a Unstable Photon shot will split into 4x3x2 = 24 final projectiles (75 energy damage each) plus 1 large unstable projectile and 4 small unstable projectiles.
-Large unstable projectile has 300 energy damage. Will does addition 300 energy damage on shield plus a shield-piercing chain EMP arc can cause 6x50 fragment damage and EMP. When it hit hull, the addition damage and EMP arc will turn into HE damage.
-Small unstable projectile has 150 energy damage. Will does addition 150 energy damage on shield plus a shield-piercing chain EMP arc can cause 3x50 fragment damage and EMP. When it hit hull, the addition damage and EMP arc will turn into HE damage.
-Flux pre shot rise to 4500.
-Base ammo down to 8, Regenerate 3 ammo per min.
-(To sum up, an Unstable Photon shot full hits on shield will cause 3600 energy damage on shield and 18x50 shield-piercing fragment damage and EMP. And an Unstable Photon shot full hits hull will cause 2700 energy damage, 1800 HE damage and 900 EMP.)
-(Sounds terrifying, isn't it?)
Adv. P. Torpedo
-Some modification for the payloads releasing VFX(hope it won't be too bright).
And now this is not only a missile boost anymore...
Ships
-A new Hullmod named "Neutrino Autonomous Drone" for Drohne, Schwarzgeist and Schwarm.
-Neutrino Autonomous Drone "Although it still need someone to maintain, this advanced AI drone is fully autonomous in battle so will not cause any casualties when it is destroyed."
-Fix the bug when some fighter piercing projectiles hit Guardian or Aegis's shield will pierce and instantly overload them.(I had tried to fix the fighter piercing beam pierce issue, but it was too buggy so I gave up(for now)).
-Guardian's flux can not be reset to 0 by recall it now.
Other weapons
-New particles trace VFX for Pulsar Beam(all size).
-New particles path VFX for Pulsed Beam Cannon(still in test).
RC5.1(for Neutrino corp v 1.81)
----------------------
Phase Missile System
-Some adjustment in AI.
Adv. P. Torpedo
-Lower the release range to 400.
-Simplified some script.
Javelin Torpedo Launcher
-Simplified some script.
Unstable Photon Cannon
-Balance its track ability some how.
-Simplified some script.
Disruptor
-Add a fuse malfunction effect.
-Malfunction damage lower to 1/4 missile's max HP.
RC5(for Neutrino corp v 1.81)
----------------------
(The change log goes too long too read so I set up a summary for all changes I have done)
Phase Missile System
-Rework the phased stage. Improve track ability.
-Add a missile call in and phase out effect.
-Add a new system AI for AI(what did I just mean?).
-Rebalance max range a bit.(To about 2000-3000 maybe. Missile act wired in phase, so I don't know how long can it shot either.)
Adv. P. Torpedo
-A new AI make the missile aim better.(will aim to target lead.)
-Rework the payload release mechanism. Now it will need 1 sec to charge up and will stard charge up at range of 450.The range will extend slightly when you have missile speed bonus(so faster speed missile won't lead to a shorter final releass range). And missile will obtain +30/+60 release range bonus if you have Neutrino Sigma Upgrade/ECCM package(and may gain more range bonus if there are any other ways to improve missile guidance).
-Payloads now can not be shot down. Total dmg = 300 + 3x80 + 8x20 = 700 EN.
-Neutrino Sigma Upgrade will active missile's omni thrust system.
-Medium and large sized launcher' ammo now regenerate at a rate about half of their ROF.
-large/medium launcher will regenerate with 2/4 ammo pre clips.
-large and medium launcher base ammo down to 10/20.
-large launcher now double it's fire rate but only 2 missiles per burst.(DPS no change)
-Small launcher reload 1.2 ammo per min and have 20 sec cool down(was 13).
-Small launcher base ammo down to 2 form 12.Regenerate 1 ammo per 50 sec
-New render hints (for hide mounts).
Light Photon Torpedo & Photon Torpedo Launcher
-A new AI make they track better.(Neutrino Sigma Upgrade/ECCM package will make them track even more better.)
-Will acquire target when firing ONLY. Can not acquire new target once it was launched.
-Add a "lock on closest enemy in front" behaviour when firing if you do not have a target locked.
-Light Photon Torpedo base ammo reduce to 9, and regenerate 9 ammo in 30 sec.
-Photon Torpedo base ammo reduce to 15, and regenerate 15 ammo in 45 sec.
-Light Photon Torpedo fulx per shot set to 125.
-Photon Torpedo fulx per shot set to 250.Dmg up to 400 form 375.
-Light Photon Torpedo and Photon Torpedo turn acc donw to 35 form 200.
Javelin Torpedo Launcher
-Regenerate 2 ammo pre min.
-Javelin torpedo will use a new AI if launching ship has ECCM package.
-Omni thrust system now will unlock when both Neutrino Sigma Upgrade and ECCM package installed. This will make them harder to dodge.
Sapper SRM & Goliath SRM Launcher
-New render hints (for hide mounts).
-Use a script to control their speed, so player skill and hull mod won't shorter their range now.
-Found some way teach AI how to use them correctly(hopefully).
Graviton Inversion Device
-An enhanced VFX.
Unstable Photon Cannon(So this one is a missile weapon?)
-Use a new AI so the Unstable Photon will goes...em, more unstabler?
-Unstable Photon will act as Photon Torpedo. And the shot will split in about 3 sec.
-Base ammo reduce to 20. Regain 5 ammo in 125 sec.
Disruptor(Well...this one is not a missile weapon.)
-Use a script to apply missile disrupt effect.
-Disrupt on missile will have some chane to lead an missile engine malfunction effect, which will make the disrupted missile flameout and lost half of it's HP.[close]
So this is a patch made by deathfly, but supported by flashfrozen the mod author? Sorry just didn't realize there was more to download after getting 1.81 from the beginning of this post. If this is so is this patch all inclusive or do I need to get an earlier version from an old post on this topic?Should be all inclusive.
So this is a patch made by deathfly, but supported by flashfrozen the mod author? Sorry just didn't realize there was more to download after getting 1.81 from the beginning of this post. If this is so is this patch all inclusive or do I need to get an earlier version from an old post on this topic?
wonderful,and someone else had downloaded this,why not post your work in Tieba :P
The Phased Array Cannon is showing up in places it probably shouldn't (Prism Freeport, and for that matter the secret stash). If it's not supposed to exist except as a built-in on the Jackhammer, it should have the SYSTEM (and SHOW_IN_CODEX) tags.
The Phased Array Cannon is showing up in places it probably shouldn't (Prism Freeport, and for that matter the secret stash). If it's not supposed to exist except as a built-in on the Jackhammer, it should have the SYSTEM (and SHOW_IN_CODEX) tags.
The 75 OP one is supposed to be purchasable. And you can buy it, install it on a Maul, fire it up with it's ship system on, and you will get +500% range, resulting a 9720 range super beam.
(oh, that's not right. gona to nerf that one)
Build 6.0 (for Neutrino corp v 1.81)
----------------------
*Due to some files need to be deleted so this one cann't be provided as a patch. And please make a clean install.
-Fix the Corvus markets being doubled issue.
-Add a new weapon for test. Named Silver Lance, reused the old Phased Array Beam spirit.
-A high energy burst beam. It can penetrate most hulls, unshielded or shielded. And leave significant EMP effects on its path. Unfortunately, this beam can not deliver all its damage onto target in most of situation.
-(Fire in 5x burst. Have 1000 range. Cost 9900 flux to fire. Turret facing will be locked when beam charging up.)
-(If it hit unshield target, will do 500 x 5 EN damage on hit point and 50 x 5 EN and EMP damage per 10 SU in hull.)
-(If it hit on shield, will always try to rise 2500 hard flux and 2500 soft flux(both can be increased by damage bonuses) and penetrate it. do 5 x 5 EN and 95 x 5 EMP damage in hull.)
-(Hit a too hard shield may cause it run out of damage and stop.)
-Guardian Shield's flux can not be reset to 0 by recall it now.(Really this time.)
-Lock Guardian Shield to where it should be, just in case.
-Fighter piercing projectiles and beams can not longer penetrate Guardian Shield and Aegis.(Ah, finally fixed this one for sure.)
-Neafed Javelin Torpedo's ECCM AI's target leading calculation ability some how.
-Maul's Siege Mode only give 33% range bonus for beams now.(And only 50% trun penalty.)
-A slightly enhanced VFX for all Neutrino's Micro-Phase Actuators(Or I should say phase cloak?). And they will provide a minor motility boost in 0.8 secends.
-The Phase Ring on the END will stop when the ship is disabled.(And rotate a little faster when the Micro-Phase Actuators is activated but I think no one will notice that.)
-And...did I mised something?
Long time no see there. Just got myself super busy in these days.Is this standalone, or do we need to paste this over the original Neutrino 1.81?
Here we came with some more bugs fixed, some nerfs, and a shiny new toy to play with.
*Due to some files need to be deleted so this one cann't be provided as a patch. And please make a clean install.
https://www.mediafire.com/?j5ptzktao7ucucxSpoilerCodeBuild 6.0 (for Neutrino corp v 1.81)
----------------------
*Due to some files need to be deleted so this one cann't be provided as a patch. And please make a clean install.
-Fix the Corvus markets being doubled issue.
-Add a new weapon for test. Named Silver Lance, reused the old Phased Array Beam spirit.
-A high energy burst beam. It can penetrate most hulls, unshielded or shielded. And leave significant EMP effects on its path. Unfortunately, this beam can not deliver all its damage onto target in most of situation.
-(Fire in 5x burst. Have 1000 range. Cost 9900 flux to fire. Turret facing will be locked when beam charging up.)
-(If it hit unshield target, will do 500 x 5 EN damage on hit point and 50 x 5 EN and EMP damage per 10 SU in hull.)
-(If it hit on shield, will always try to rise 2500 hard flux and 2500 soft flux(both can be increased by damage bonuses) and penetrate it. do 5 x 5 EN and 95 x 5 EMP damage in hull.)
-(Hit a too hard shield may cause it run out of damage and stop.)
-Guardian Shield's flux can not be reset to 0 by recall it now.(Really this time.)
-Lock Guardian Shield to where it should be, just in case.
-Fighter piercing projectiles and beams can not longer penetrate Guardian Shield and Aegis.(Ah, finally fixed this one for sure.)
-Neafed Javelin Torpedo's ECCM AI's target leading calculation ability some how.
-Maul's Siege Mode only give 33% range bonus for beams now.(And only 50% trun penalty.)
-A slightly enhanced VFX for all Neutrino's Micro-Phase Actuators(Or I should say phase cloak?). And they will provide a minor motility boost in 0.8 secends.
-The Phase Ring on the END will stop when the ship is disabled.(And rotate a little faster when the Micro-Phase Actuators is activated but I think no one will notice that.)
-And...did I mised something?[close]
9250042 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NoSuchMethodError: data.scripts.plugins.FakeBeamPlugin.renderFakeBeam(Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;FFFFLcom/fs/starfarer/api/graphics/SpriteAPI;Ljava/awt/Color;)Ldata/scripts/plugins/FakeBeamPlugin$FakeBeam;
java.lang.NoSuchMethodError: data.scripts.plugins.FakeBeamPlugin.renderFakeBeam(Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;FFFFLcom/fs/starfarer/api/graphics/SpriteAPI;Ljava/awt/Color;)Ldata/scripts/plugins/FakeBeamPlugin$FakeBeam;
at data.scripts.weapons.NeutSilverLanceEffect.advance(NeutSilverLanceEffect.java:337)
at com.fs.starfarer.combat.entities.ship.oOOO.void.advance(Unknown Source)
at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.super(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.??o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Got an error while trying out the Silver Lance for the first time. Not firing it at an enemy, just firing it into empty space in the simulator.Quote9250042 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NoSuchMethodError: data.scripts.plugins.FakeBeamPlugin.renderFakeBeam(Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;FFFFLcom/fs/starfarer/api/graphics/SpriteAPI;Ljava/awt/Color;)Ldata/scripts/plugins/FakeBeamPlugin$FakeBeam;
java.lang.NoSuchMethodError: data.scripts.plugins.FakeBeamPlugin.renderFakeBeam(Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;FFFFLcom/fs/starfarer/api/graphics/SpriteAPI;Ljava/awt/Color;)Ldata/scripts/plugins/FakeBeamPlugin$FakeBeam;
at data.scripts.weapons.NeutSilverLanceEffect.advance(NeutSilverLanceEffect.java:337)
at com.fs.starfarer.combat.entities.ship.oOOO.void.advance(Unknown Source)
at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.super(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.??o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Build 6.1 (for Neutrino corp v 1.81)
----------------------
*Due to some files need to be deleted so this one cann't be provided as a patch. And please make a clean install.
-Fix the "no such method" wrong when firing Silver Lance caused by Fakebeam's class name duplicate issue.
-Misery's range lower to 750(from 900). Reduce its flux cost to 60 per shot(form 100). ROF up to 300 shot/min.
-Pulsed Beam Cannon' damage increase 25% (to ). Slightly improve its performance at long range. Flux cost increase to 870 per burst (from 525). Op +1.
-Dual Giga Pulse Laser' damage and flux cost increase 50%. Base ammo increase to 6 (from 5). Ammo regenerate down to 12 per minute (form 20).
-Antiproton Laser now will focusing on target, make them work a lot better on PD. OP increase 1.
-All kinds of Neutron Pulse Cannon will regen ammo at 1/10 of it's ROF.
-Derp Launcher now will reload 3 ammo per minute, and cost 200 enengy per shot.
-Particle Cannon Array will reload 17 ammo per minute.and base ammo reduce to 40
-Derp Charge CIWS now fire in 3 shots burst. And regen 1 charge per minute.
-Rearm the Blowtorch as a C-rig. Fusion Lance will build-in on it and not be sold on market anymore.
Build 6.0 (for Neutrino corp v 1.81)
----------------------
*Due to some files need to be deleted so this one cann't be provided as a patch. And please make a clean install.
-Fix the Corvus markets being doubled issue.
-Add a new weapon for test. Named Silver Lance, reused the old Phased Array Beam spirit.
-A high energy burst beam. It can penetrate most hulls, unshielded or shielded. And leave significant EMP effects on its path. Unfortunately, this beam can not deliver all its damage onto target in most of situation.
-(Fire in 5x burst. Have 1000 range. Cost 9900 flux to fire. Turret facing will be locked when beam charging up.)
-(If it hit unshield target, will do 500 x 5 EN damage on hit point and 50 x 5 EN and EMP damage per 10 SU in hull.)
-(If it hit on shield, will always try to rise 2500 hard flux and 2500 soft flux(both can be increased by damage bonuses) and penetrate it. do 5 x 5 EN and 95 x 5 EMP damage in hull.)
-(Hit a too hard shield may cause it run out of damage and stop.)
-Guardian Shield's flux can not be reset to 0 by recall it now.(Really this time.)
-Lock Guardian Shield to where it should be, just in case.
-Fighter piercing projectiles and beams can not longer penetrate Guardian Shield and Aegis.(Ah, finally fixed this one for sure.)
-Neafed Javelin Torpedo's ECCM AI's target leading calculation ability some how.
-Maul's Siege Mode only give 33% range bonus for beams now.(And only 50% trun penalty.)
-A slightly enhanced VFX for all Neutrino's Micro-Phase Actuators(Or I should say phase cloak?). And they will provide a minor motility boost in 0.8 secends.
-The Phase Ring on the END will stop when the ship is disabled.(And rotate a little faster when the Micro-Phase Actuators is activated but I think no one will notice that.)
-And...did I mised something?
I managed to get my hands on a falken the other day...in my Nexerelin playthrough...SpoilerHOLY *** YOU'RE IN FOR A TREAT.[close]
I managed to get my hands on a falken the other day...in my Nexerelin playthrough...SpoilerHOLY *** YOU'RE IN FOR A TREAT.[close]
Wait, what? I thought that didn't spawn naturally in Nexerelin.
"utility":{
"neutrino_vice_elite":10,
"neutrino_hacksaw_standard":10,
"neutrino_hacksaw_assault":10,
"neutrino_singularity_updated":10,
"neutrino_relativity_standard":10,
"neutrino_grinder_standard":10,
"neutrino_banshee_elite":10,
"neutrino_bansheenorn_standard":10,
"neutrino_nirvash_standard":10,
"neutrino_theend_standard":10,
"neutrino_sledgehammer_standard":10,
"neutrino_sledgehammer_assault":10,
"neutrino_piledriver_standard":10,
"neutrino_hildolfr_standard":10,
"neutrino_lathe_standard":10,
"neutrino_jackhammer2_standard":10,
"neutrino_colossus_standard":10,
"neutrino_maul_standard":10,
"neutrino_falken_standard":10,
"neutrino_criticality_standard":10,
"neutrino_gepard2_wing":10,
},
3019663 [Thread-5] DEBUG org.lazywizard.radar.renderers.combat.ShipRenderer - Triangulated hull 'neutrino_hacksaw' successfully
3082924 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at org.lwjgl.util.vector.Vector2f.add(Vector2f.java:191)
at data.scripts.AIs.Missiles.Neutrino_PhotonTorpedoAI.advance(Neutrino_PhotonTorpedoAI.java:94)
at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Build 6.3 (for Neutrino corp v 1.81)
----------------------
-Fix a NPE caused by Neutrino_PhotonTorpedoAI.
-Blowtorch's armor decrease to 500, OP decrease to 10.
-Nirvash's broadside battery firing arc adjusted a bit to fit the broadside AI now.(temporary)
-Adjusted Neutron Lance and Phased Array Cannon's firing pattern so not too more flux free chargedown beams now.(goodbay, fire'n vent cheating)
-Adjusted Neutron Lance and Phased Array Cannon's damage a bit. Neutron Lance's OP decrease to 32(form 35).
-Dual Giga Pulse Laser brust damage decrease to 1000. OP decrease to 18(from 20).
-Graviton Inversion Device became a build in weapon and not longer sold on market.
-Light Photon Torpedo RPM down to 30. Regenerate 9 ammo per 45 seconds.
-Photon Torpedo Launcher fire more quickly in brust(form 1.5 down to 0.6 second).
-Sapper SRM fire more quickly in brust(form 2.8 to 1.05 second).
-Sapper SRM and Goliath SRM Launcher will no longer cause friendly fire after missile flameout.
-Adv. P. Torpedo fly speed increase to 200 (from 160). Damage adjusted to 260x1 + 80x3 + 20x10. Flux per shot decrease to 350(from 375).
-Adv. P. Torpedo now use a more accurate way to detect distance to target so they will release closer to a thin ship form broadside(but this may cause them cresh into a flicking shield sometimes)
-Adv. P. Torpedo Single base ammo increase to 3.
-Dual Adv. P. Torpedo RPM increase to 10, base ammo increase to 12.
-Quad Adv. P. Torpedo RPM increase to 24, base ammo increase to 36, OP increase to 24, fire in 4 shots burst.
-A small AI trick to make sure AI controled ship would not interrupt Adv. P. Torpedo and Phase Missile burst by venting.(Not fully tested. If anyone found AI act weird with them, please PM me.)
-Derp Launcher and Derp CIWS will reload 1 burst per 45 secend. DERP will no cause friendly fire. Derp CIWS cooldown increase to 4 seconds.
-Remove the ammo limit for Neutron Pulse Cannon and Neutron Pulse Battery.
-Heavy Neutron Pulse Cannon and Neutron Pulse Cannon v. (F) base ammo decrease to 50. Reload at 1/4 RPM.
-Pulsar Beam OP decrease to 6. DPS increase to 98.
-Hit by Graviton Inversion Device or Siege Fusor will knock you out now.
-Guardian Shield will got damaged while overloaded.
-Clean up some collision polygons to lower the CPU load.
-Adjusted some variants.
-And...did I mentioned the Falken is three times powerful then the other mass production model now?
I had a problem with the Colossus and somehow managed to lost its drone even though the ship was still alive. I'm not sure what caused this. Also, when the said drone is destroyed, this happen :Spoiler(http://i.imgur.com/l7NvXXH.png)[close]
The explosion is for some reason absolutely gigantic, not sure if it's intended.
Explosion size is collision radius + 200 SU.The collision radius of both shield drones will reduce to 50 when they were disabled. But seems like this may not work every time.
One thing about those shield drones that I would like to add is they show up as HUGE ships on the common radar and that might have something to do with the explosion size
% java -version
openjdk version "1.8.0_65"
OpenJDK Runtime Environment (build 1.8.0_65-b17)
OpenJDK 64-Bit Server VM (build 25.65-b01, mixed mode)
46610 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Error compiling [data.scripts.plugins.Neutrino_ProjectilesEffect]
java.lang.RuntimeException: Error compiling [data.scripts.plugins.Neutrino_ProjectilesEffect]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Caused by: java.lang.ClassNotFoundException: data.scripts.plugins.Neutrino_ProjectilesEffect
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 2 more
I'll delete them when done XD just increasing my post count :31. your post count is irrelevant, there aren't any particular fancy titles here. You probably could've fit all of this in to a couple posts via edits.
also, I have aspergers, so that probly why you think I act weird lol
1 Deathfly has a working version of Neutrino but is polishing it.
2 FlashFrozen left because he had better things to do (you know, real life stuff). For now he hasn't decided if he will return or not.
so... no one is trying to fix the mod except me right now?
guess it wasn'tafter all XDSpoiler(https://upload.wikimedia.org/wikipedia/commons/thumb/0/09/Spam_can.png/1024px-Spam_can.png)[close]
so... no one is trying to fix the mod except me right now?
1 Deathfly has a working version of Neutrino but is polishing it.I thought that was clear enough.
wasn't making my own version ::)
tried to fix it in a weird way XD thats it lol no worries, not trying to change anything :) I ain't the creator and would ask before changing stuff:)
Also how is fixing a mod and letting people download it just to be nice and actually making no profit out of doing so contributing to stealing or being impolite in any way??? makes absolutely no sense! You are basically saying that I am doing something bad and not constructive... which is actually the complete opposite lol
stealing: take (another person's property) without permission or legal right and without intending to return it.That's absolutely completely false. Copyright laws apply even if the author decided to release it for free. If the author wants to let his work die, it's his most fundamental right and you cannot change that. And since it's an artistic piece of work, tampering it for your own enjoyment is also technically illegal, as all of the formal EULA specifies it. It's like all those Facebook re-poster that earn money on videos they took from other people on youtube: they may have been online for free, but that's still a theft.
I am not stealing ANYTHING if the creator is giving it out for free.
in that case I'd say consequences be damned, uploaded it.And that is the exact opposite of what you should do. Even if there is no reply you cannot take or modify anyone's work. Period.
Even if you did get a working version early, the official patch would probably be released a day or two later.
Not sure if this helps but when I activate the Corp mod I get a Fatal: Index: 0 Size 0 errorSpoiler187687 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
I'm getting the same problem.
Well, since the error is pretty non descript, I'll go through the list :p
- Do you have the latest version ( RC5 ) of starsector 0.7.1a? there has been several newer versions of 0.7.1a but with the same number
- Latest version of LazyLib?
- Latest version of ShaderLib?
- Clean install? (do not copy paste neutrino into the old folder, delete everything then paste the mod back in)
- Clear your mission saves for Neutrino Missions, ships have been changed slots of have been modified, this can cause an error when a weapon is placed in a slot that no longer exists.
- Clear campaigns with neutrino? ( last resort unless you use save transfer )
Otherwise if you both had the same error, can you describe when or where it crashed?
During the game load? Main menu screen? During Combat? Refit screen, campaign? etc or ships / weapon you were using.
Anything will help make the bug search faster. :)
Well, since the error is pretty non descript, I'll go through the list :p
- Do you have the latest version ( RC5 ) of starsector 0.7.1a? there has been several newer versions of 0.7.1a but with the same number
- Latest version of LazyLib?
- Latest version of ShaderLib?
- Clean install? (do not copy paste neutrino into the old folder, delete everything then paste the mod back in)
- Clear your mission saves for Neutrino Missions, ships have been changed slots of have been modified, this can cause an error when a weapon is placed in a slot that no longer exists.
- Clear campaigns with neutrino? ( last resort unless you use save transfer )
To all those who got Index: 0 Size 0 error:
Please DON'T use 64 bit JER 7 ro repalce Starsector 's JER. Use a 64 bit JER 8 instead.
Starsector upgraded to Java 8 since 0.7a (but maybe it still compatible to JRE 7) and so do the Neutrino since 1.82 (and Neutrino is not compatible to JRE 7 any more).
Sorry for the inconvenient.
Also, some more bug fixes:
Standalone Download here - http://www.mediafire.com/download/37ciwuan4ndalnl/Neutrino+corp+1.82rc2.zip
"jars": ["jars/NeutrinoJAR.jar"]
The short version is that I think the Neutrino faction is too strong and more importantly very unfun to play against.
Also, some more bug fixes:
Standalone Download here - http://www.mediafire.com/download/37ciwuan4ndalnl/Neutrino+corp+1.82rc2.zip
Another case-sensitivity fix for Linux: mod_info.json line 12,Code"jars": ["jars/NeutrinoJAR.jar"]
should be changed to NeutrinoJar.jar now that you've changed the .jar filename.
But both are made by the same person!Both were created by FlashFrozen, but since he is more interested in creating cool ships designs than in adjusting numbers in a spreadsheet or coding, DeathFly and I took over most the maintenance/balancing part of Neutrino and Diable Avionics. And we have a very different approach to balancing: Deathfly apparently wanted to create a new gameplay gimmick for Neutrino that he could have more control over than basic game armor. On the other hand, I am more into slashing the offending values to fall back within vanilla range, making most the ships just average at best, and then work up from that point. (obviously, the second make a less flashy faction but I think it's less prone to errors)
{
"id":"Neutrino", # internal id
"name":"Neutrino Corporation", # displayed to the player
"author":"Flashfrozen and Deathfly",
"version":"1.82",
"description":"25 neutrino ships, and 2 bombers with 6 fighters and 34 unique weapons",
"gameVersion":"0.7.1a",
"modPlugin":"data.scripts.NCModPlugin",
# "m_isVanillaBalanced":"false",
# "m_isCompilation":"false",
# "m_incompatibleWith":"Collection, UomozCorvus",
"jars": ["jars/NeutrinoJAR.jar"]
}
To all those who got Index: 0 Size 0 error:
Please DON'T use 64 bit JER 7 ro repalce Starsector 's JER. Use a 64 bit JER 8 instead.
Starsector upgraded to Java 8 since 0.7a (but maybe it still compatible to JRE 7) and so do the Neutrino since 1.82 (and Neutrino is not compatible to JRE 7 any more).
Sorry for the inconvenient.
Note: there's a very good chance of Starsector going back to JRE 7 for the next release, for Linux and Windows, due to various issues with JRE8.
When I play Neutrino with Starsector+, the warheads of the advanced photon torpedoes seem to disappear (the lasers do not appear).I have the same issue. All it does is launch shrapnel at the enemy for no damage.
Re, the balance discussion. I play against/as neutrino A LOT, they're easily my favorite mod in the community and I have a lot of experience with them (admittedly less in the latest patch because I only recently got my laptop back buuuut....)
Playing as/alongside neutrino has always been a balancing act, pre the missile buffs they were utterly overpowered and a single ship could annihilate entire fleets, after the missile buffs (infinitely reloading salamanders in particular) they became significantly less powerful and more balanced. That said they have always, and still do, suffer from a general lack of anti strike craft. The release of 0.7.0 was kind of a shock to the system going up against fleets of daggers and piranhas that easily tear apart the comparatively lightly armored and thinly shielded neutrino vessels.
Playing AGAINST neutrino has always been something of a cakewalk. If I know I'm going to be fighting them in advance (such as prepping to go to war) I flood my fleets with carriers and missile cruisers and then comfortably slaughter hordes of the poor things. Bombers and wolves with reapers are a vicious counter to the infamously powerful but narrow shields. They're also comparatively cheap. The neutrino phase ships, while irritating, are little threat to swarms of smaller ships and generally have to retreat after the rest of their fleet is wiped out.
/thoughts.
Dunno if it's intentional, but the Adventure has a burn of 3, making it the slowest ship in the entire modiverse.
To all those who got Index: 0 Size 0 error:
Please DON'T use 64 bit JER 7 ro repalce Starsector 's JER. Use a 64 bit JER 8 instead.
Starsector upgraded to Java 8 since 0.7a (but maybe it still compatible to JRE 7) and so do the Neutrino since 1.82 (and Neutrino is not compatible to JRE 7 any more).
Sorry for the inconvenient.
Note: there's a very good chance of Starsector going back to JRE 7 for the next release, for Linux and Windows, due to various issues with JRE8.
I actually can't even play with JRE7. My GPU has ~512MB memory, JRE7 seems to die miserably at that mark while JRE8 uses 1-1.5 GBs of textures happily.
Well, you can still use JRE 8. The JAR compiled by JDK 7 works find in both JRE 7&8.
[Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.renderers.damage.DebrisParticleSystem.spawnDebris(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
at data.hullmods.NeutrinoNeutroniumPlating.advanceInCombat(NeutrinoNeutroniumPlating.java:318)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.?00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deployAll(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Got a bug when I tried to join a battle against a Neutrino fleet.Code[Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.renderers.damage.DebrisParticleSystem.spawnDebris(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
at data.hullmods.NeutrinoNeutroniumPlating.advanceInCombat(NeutrinoNeutroniumPlating.java:318)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.?00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deployAll(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
hmm, thanks for the report but I cann't get track on this one (yet). Could you please send me more details about it? (like you crash in middle of combat or not?)I crashed when I tried to join a two sides battle, with Neutrino as the enemy. The crash happened before the battle started, preventing the switch from campaign map to combat.
Also, I found 3 Banshees in the Open Market of a Neutrino station in Nexerelin, which was pretty surprising.Known bug, fixed.(Well, thought it was a special offer :) )
I don't know what enemy the Silver Lance is meant to fight but I think I'd rather try soloing a Templar Crusade than find out D:
I got that error too.hmm, thanks for the report but I cann't get track on this one (yet). Could you please send me more details about it? (like you crash in middle of combat or not?)I crashed when I tried to join a two sides battle, with Neutrino as the enemy. The crash happened before the battle started, preventing the switch from campaign map to combat.
RC4
------------------------------------------------
Fix a NPE cause by Silver Lance interact with Templar ships.
Adv.P.trop's payloads speed are no longer influenced by missile case's flight speed.
Neutrno open markets will no longer put some battleships on shelf. Instead, Criticality and Relativity are available on open market.
Some adjust for Neutronium Plating. Prevent a NPE(hopefully), make it supper hard while ship in full burn, and (hopefully) make them restrom to full strength when the bettal end.
Add Status display for Neutronium Plating (and debuff form Neutrino phase cloak).
Some minor adjust on pulsar weapon line, +10% ROF to small and middle one and make them shots look better.
Some adjust on Unsung. 4 front large universal slots change to hybird and make HERP into a single weapon with a new charge up VFX.
All Neutrno ships and weapons repricing to make them line up with vanilla.
Does the Unsung, etc ever show up in random fleets? I rarely see Neutrino capital ships flying around.
Cool, an update.
So, which ships apart from the Unsung/Falken/rm -r * are not supposed to be aquired?
Pile Driver A? Gepard Sechs? PDA has no neutronium plating and Sechs costs less to maintain than Drei, so I assume they're not spawning atm?
I'm getting a crash on launch.
Fatal: Ship hull spec [neutrino_adventure] not found!
After some testing, the AI seems essentially incapable of using the Nirvash - due to the neutron lance, it always tries to face enemies head on and so never uses the broadside armaments.
Also, Advanced Photon Torps are worse if anything - they only do appreciable damage if they impact before the submunition deployement.
Hi, Causality is lovely to pilot, feeling like an ace pilot. How can one get a Falken though? The OP stated tips for spawning it in the Exerelin mod, but I'm using StarSector+ instead.That is because Neutrino, like most mods, has a prefix in front of all of the ship names that must be entered into the console in order for it to work. The proper command is: addship neutrino_falken
(I tried console command: addship falken but it didn't work.)
Amazing, thank you!Hi, Causality is lovely to pilot, feeling like an ace pilot. How can one get a Falken though? The OP stated tips for spawning it in the Exerelin mod, but I'm using StarSector+ instead.That is because Neutrino, like most mods, has a prefix in front of all of the ship names that must be entered into the console in order for it to work. The proper command is: addship neutrino_falken
(I tried console command: addship falken but it didn't work.)
No problem! Just remeber that you need that prefix for spawning just about all mod ships. You can find it by either looking at the mod's hull files or by using the command: list ships . Be warned though that list ships will list ALL the ships in the game and thus will have a HUGE listAmazing, thank you!Hi, Causality is lovely to pilot, feeling like an ace pilot. How can one get a Falken though? The OP stated tips for spawning it in the Exerelin mod, but I'm using StarSector+ instead.That is because Neutrino, like most mods, has a prefix in front of all of the ship names that must be entered into the console in order for it to work. The proper command is: addship neutrino_falken
(I tried console command: addship falken but it didn't work.)
No problem! Just remeber that you need that prefix for spawning just about all mod ships. You can find it by either looking at the mod's hull files or by using the command: list ships . Be warned though that list ships will list ALL the ships in the game and thus will have a HUGE listGot it, thanks again for the advice/info
Is there any reason why the Singularity's burn speed isn't 10? I've already changed the CSV file so I can chase small pirate fleets more effectively, but when it's the Nexerilin starting craft, it's a small hassle.any change done to the csv file would require to start a new game to take effect, that is based on what i experienced. Might be mistaken
In unrelated news, the Causality frigate remains one of my favorites. Current fleet has six of them and they just scoot around, tarballing and distracting everything until a heavy hitter can roll up and finish the job.
Is there any reason why the Singularity's burn speed isn't 10? I've already changed the CSV file so I can chase small pirate fleets more effectively, but when it's the Nexerilin starting craft, it's a small hassle.
In unrelated news, the Causality frigate remains one of my favorites. Current fleet has six of them and they just scoot around, tarballing and distracting everything until a heavy hitter can roll up and finish the job.
It seems that the built-in has higher priority on the Nirvash, so it never really tries to broadside unless it finds itself in range of them. Well, aggressive officer makes it work, but only until it explodes. Try replacing the lance with a launcher, maybe that makes it work? I think it needs a weapon with the 'dont aim' hint to make the broadside AI work properly.
Pulsar Beams are in a pretty good place now, I think, except the flux use on the Large.
Misery/Bane also need a flux use reduction, since they have no burst to speak of. They have nearly the flux efficiency of a tachyon lance atm.
Neutron Pulses are still awkward. I really want to like them, but the projectile is too slow, the flux efficiency too bad and the dps just not worth it.
Disruptor/Antiproton/Darkmatter/etc all the rest looks fine atm. Will keep playing, I don't have the skills/ships to test out the top-end large weapons yet.
Ha, seems like I push a little too more on Pulsar Beams, I had higher the flux usage for the small and mid one a little bit (about 3%) to make them balance. And for the Heavy Pulsar Beam, it keep that high flux require for reasons.Its unreasonably high on the heavy, the only reason to use it is there's no competition in that role. It has the flux efficiency of a plasma cannon with 2/3 the dps, and the higher burst is more than set off by the atrocious accuracy already.
Both Misery and Bane have significant range superiority so that's why they cost more flux to fire.They have a range advantage, but a considerable armour penetration and shield-overloading disadvantage due to the minuscule per-shot damage. Overall they should be less efficient than a pulse laser but right now the penalty is too high.
About Neutron Pulse Cannons...hmm, in fact they hit harder then you though if they hit on hull. Just use them as HE weapon. And 1000 range for a mid energy weapon is not a joke.But that's all theoretical - they're so atrociously slow you have to be kissing shields to hit a cruiser or smaller with them, and against a capital at 1k you can maybe hit 1 volley before they finish venting. They make hellbore shots seem fast, and those are already barely usable as it is.
Disruptor with 600 range is too damn good. Should lower it to 550.Maybe lower the rof instead so its easier to overwhelm it.
I'm not incredibly fan of the Bane/Misery either. It's pretty much useless against anything with armor, perhaps increasing the crit chance? Or maybe adding a chance to spawn a weak EMP arc on hit? It would make it more of a close support weapon though.
And the fuel use...er, just don't bring a too big Neutrino fleet, please. That's a balance factor and you are supposed to have that "out of fuel" problem in your situation.I maintain that the fuel usage over the higher vanilla values is too much and should be toned down, but I'll revisit that argument at a later time :)
hmm, didn't all the hidden mounts have 2.5° firing arc already? OK, sounds like I need to double check it.Fighters/Frigates/Capitals have it, but Vice/Pilderiver-A/Hacksaw/Grinder/Lathe were missing it.
And I don't get any CR issue on Polarity. Maybe some more details next time and I will got a better look for it.Its an old issue that used to happen a lot more when they had 0 crew. You can trigger it (sometimes) by not having enough crew and letting it go to 0 CR.
Btw Deathfly, is there any way to let the AI know about the extra armor damage of Neutron Pulses? I was trying a Bane/Heavy Neutron setup on a Grinder, and the AI basically never shot the HNP, even while the enemy was venting with front armour chewed through.
Also would be wonderful if you could add extra damage info to weapon descriptions like BRDY/SCY/etc weapons with scripted extra damage:
(http://i.imgur.com/YCI6cvd.png)
RC5.5
------------------------------------------------
All Pulsar Beams will fire rapid for each shot if they were fired consistent. Up to 1.5x ROF.
Heavy Pulsar Beam flux per shot down to 2450 (form 2520).
Pulsed Beam Cannon brust damage down to 652 (from 870).
Disruptor's range lower to 550, brust size down to 0.5 sec.
Antiproton Laser will pierce missiles.
All Neutron Pulse Cannon's projectile flight faster a bit in cost of range.
Neutron Pulse Cannon's extra damage on hull are halved, but the extra damage will ignore damage reduce form armor.(means do more damage on heavy aromor)
Misery and Bane will some time do extra soft flux damage on shield.
Silver Lance flux usage increased. Need 9000 flux to fire.(So cann't fit on some small ships now.)
If Silver Lance hit a unshield target, the penetrating damage will ignore damage reduce form armor.
Silver Lance change up time restore to 3 seconds.
Unstable Photon Cannon damage per shot incease to 6000 (form 4000), flux per shot reduce to 3000 (from 4000). But do mach less DPH.
Sapper and Goliath have friendly fire now.
Nirvash's front large mount charge to Neutron Pulse Battery.
Banshee's last universal slot change into hybrid.
Neutronium Plating looks less bright.
And some more small fixes that I cann't remembered.
RC6
------------------------------------------------
Optimized all custom missile AIs to make then take less CPU load.(And Javelin Torpedo's tracking ability is slightly reduced as a side effect.)
Photon Torpedos take more time to cool down between bursts. Reload sizes halved.(from 12/20 to 6/10).
Nerf Neutronium Plating a little bit.
Disruptor will no longer do friendly fire.
Rework Guardian Shield. Make it act like a TWIG and can control by the ship system.(need some more test on this new AI.)
Neutron Pulse Cannon flux per shot reduce to 525 (from 550). Range reduce to 850 (from 900).
Neutron Pulse Cannon v. (F) range reduce to 800 (from 850).
Heavy Neutron Pulse Cannon flux per shot increase to 975(from 850). Range reduce to 750 (from 800).
Neutron Pulse Battery flux per shot reduce to 425 (from 450). Range reduce to 900 (from 1000).
Add a new small beam weapon, Pulsed Beam Gun. A low OP cost small burst beam that can do a solid hit on armor but slowly turned.
The Drohne now have a high-resolution sensor and will do its scout job.
Some of the Neutrino ship/weapons now can use for mining.
And...did I forgot something?
RC6.1
------------------------------------------------
Fix a bug that the missile AI will crash when the missile's target is using some ship systems.(oops)
Some more adjust to the Neutronium Plating.
The Unstable Photon Cannon is one of the main reasons I never install Neutrino.
I'm pretty sure the PAC doesn't drop anymore, nor can it get used by AI ships.
The Unstable Photon Cannon, that does drop, and its crazy strong - its like a budget-Joyeuse with much, much better flux usage.
1.83-RC1
------------------------------------------------
Compatible with Starsector 0.7.2a
Lots of minor adjustment to fit up the new balance.
- Some scripts compatible works.
- Dual Giga Pulse Laser
> OP increase to 20
> DPS increase to 400
> Flux per second increase 480
> Beam travel faster so the damage falloff less(about 70% damage at 1000, 40% damage at 2000)
- Antiproton Laser
> Range increase to 700
> DPS increase to 300
> Flux per second reduce to 150
- Tractor Beam
> OP reduce to 18
- Enhanced VFX for Neutronium Plating.
- Sapper SRM spread less
- Neutron Lance OP reduce to 28
- Disruptor have more chance to disable missiles.
1.82-RC7(skipped)
------------------------------------------------
Adjustment most shields:
- Slightly increase efficiency.(0.5=>0.45, 0.6=>0.55)
- Slightly increase arc.
- Shield radius will dynamic change a little to fit the thin ship shape.(Looks some how like...an ellipse?)
New hullmod "Auxiliary Broadside Shield":
- Install some auxiliary shield generators on ship's broadside which can cooperate with main shield generator. Expand shield coverage to 75 degrees while shield facing broadside.
- Can only be installed on Neutrino cruisers and capital ships.
- Build-in on Nirvash and Banshee Norn.
Neutrino Omega Upgrade now correctly stack with Starsector+ base ship range bonus.
(Now it always apply a final 15/20/30/40 range bonus regardless whether you are using SSP or not.)
Schwarzgeist's Photon Torpedo Launcher (Precharged) load 4 Torpedos instead of 5(total energy damage reduce to 3200).
Banshee OP reduce to 260. Banshee Norn OP reduce to 330.
Unstable Photon Cannon adjustment:
- Fire unguided shots now.
- Spread a little wider.
- Range reduce to 1200(from 1600).
- Danage per shot reduce to 50 x100 = 5000.
- Max ammo reduce to 6. RPM reduce to 10(from 15).
Dual Adv. P. Torpedo and Photon Torpedo Launcher take 12 OP now (used to be 10).
Adv. P. Torpedo adjustment:
- Detonate range increase to 600
- Payload spread wider and fly slower.
DERP Launcher now have 9 charges, and reload 9 charges per minute. Range reduce to 550.
Lathe's sprite is reworked by FlashFlozen so it will not longer consider itself as a broadside ship.
Polyphase Amplifier rework:
- Will disable shield when it is actived.
- Will enable zero flux engine boost when it is actived.
- Generate some soft flux.
Replace the Phased Array Cannon's SFX (hopfuly less ear raping).
Disruptor's damage doubled.
And some clean up jobs. >_<
Didn't have much time, just took a quick look.
New Lathe sprite looks great - thanks, FlashFrozen! - but there's a small bug: the front large mount renders its weapon under the 2 nose small mounts.
Which Neutrino weapons can be used for mining? I know the Tractor beam is oneYou can find the help in Nex and IIRC the Pulsed Beam Gun, Pulsed Beam Cannon and Tractor Beam can use for mining.
Ah ic, that's kind of too bad but whatevs, the new sprite is still cool as heck.
Since I'm here being entitled more sprites with the hidden weapons unhidden would be lovely, as we almost never get to see your weapon art for the main guns.
i finally got a falken and its really fun to use but i dont know if its intended or is some kind of bug that i cant drive backwards
its really fast and work nice to strafe but im so used to go back and forth and i have to turn 90º and strafe to do it and its just akward
i tryed from totally still and is really really tiny backward impulse, just fowarding half a sec would need more than a entire map to stop of pressing "s" key
even if it is intended, someone could be kind and give me some guidance on how to mod it to normal?
name,id,unlocked,hidden,cost_frigate,cost_dest,cost_cruiser,cost_capital,script,desc,sprite
Neutrino Sigma Upgrade,neutrino_sigmaupgrade,,TRUE,0,0,0,0,data.hullmods.NeutrinoSigmaUpgrade,"A set of proprietary combat systems including
- A sturdy onmi shield with a narrow arc (around %s degrees).
- An A.I. Enhanced targeting system that boosts both weapon auto fire accuracy and missile tracking performance.
- A slightly more durable weapon emplacement design that increases all weapons' durability by %s percent.
In additional, the ship's flux core is fine tuned for a higher dissipation rate at the expense of max capacity and active flux vent rate (vent rate reduced to %s percent), these changes will extend to all extra flux vents and capacitors as well.
WARNING, Incompatible with Extended Shields, Front Shield Emitter, and Front Shield Generator.",graphics/neut/hullmods/neutrino_sigma.png
Neutrino Autonomous Drone,neutrino_drone,,TRUE,0,0,0,0,data.hullmods.NeutrinoDrone,"Although it will still need someone to maintain it, this advanced AI drone is fully autonomous in battle so no crew will be lost if it is destroyed.",graphics/neut/hullmods/neutrino_sigma.png
Neutrino Omega Upgrade,neutrino_omegaupgrade,TRUE,,10,15,20,30,data.hullmods.NeutrinoOmegaUpgrade,"A high-end upgrade reserved for Neutrino operatives and corporate interests. Improves weapon range by %s/%s/%s/%s percent and increases armor by %s/%s/%s/%s, but reduces hull integrity by %s and increases shield upkeep by %s.
WARNING, Incompatible with Targeting Upgrades.",graphics/neut/hullmods/neutrino_omega.png
Neutronium Plating,neutrino_neutroniumplating,TRUE,TRUE,0,0,0,0,data.hullmods.NeutrinoNeutroniumPlating,"With a patented plating technique, an ultrathin neutronium plating can be applied on all neutrino ships, which offers a %s percent increase to armor strength and reduces damage done to the armor by %s.
Special field generators maintain both the liquidity and integrity of these neutronium plating, while active it makes the whole plating serve as a single armor block equal to %s of the armor HP for this ship. Reducing damage taken by weapons and engines by %s , hull damage is reduced by %s, and EMP damage is reduced by %s too.
Plating strength will start to regenerate if no damage is dealt to the hull in %s seconds, and will restore to full strength in %s seconds.
Once the plating takes too much damage or the ship's flux systems overload, the neutronium plating will collapse and need to recharge to at least %s of max strength to reboot.
Due to the flux disturbance, plating only provide %s resistance while venting.",graphics/neut/hullmods/neutrino_powerarmor.png
High Torque Turret Motor,neutrino_hightarqueturretmotor,TRUE,,4,8,12,20,data.hullmods.NeutrinoHighTarqueTurretMotor,"Replace all turret motors in weapon slots with high torque models to optimize their performance with heavy turrets. Increases all weapon turn rate by %s. In addition, all energy and ballistic weapon recoil is reduced by %s, and range increase by %s.",graphics/neut/hullmods/neutrino_turrettorque.png
Autonomous Sensor Drone,neutrino_sensorDrone,,TRUE,0,0,0,0,data.hullmods.NeutrinoSensorDrone,These fully autonomous sensor drones are equipped with advanced miniaturized high resolution sensors that can provide %s sensor strength.,graphics/hullmods/high_res_sensors.png
Auxiliary Broadside Shield,neutrino_broadsideShield,TRUE,,0,0,12,20,data.hullmods.NeutrinoBroadsideShield,Installs several auxiliary shield generators on ship's broadside which can synchronize with the main shield generator. Expands shield coverage to %s degrees while the shield is faced to broadside. Can only be installed on Neutrino cruisers and capital ships.,graphics/neut/hullmods/neutrino_broadsideShield.png
So I'll be blunt, the spelling and grammar errors in the hullmod descriptions were starting to kinda bother me, so I opened up the hull_mods.csv in my neutrino folder and made some edits. I put them in the spoiler there if anybody else wants them, just open your own hull_mods.csv in your own neutrino folder and copy past this over it.Deathfly, who is doing most of the work on Neutrino, is Chinese so it isn't surprising to see typosThis should fix most of the spelling and grammar issues but I'm not infallible, I probably missed something or made some odd wording choicesSpoilerQuotename,id,unlocked,hidden,cost_frigate,cost_dest,cost_cruiser,cost_capital,script,desc,sprite
Neutrino Sigma Upgrade,neutrino_sigmaupgrade,,TRUE,0,0,0,0,data.hullmods.NeutrinoSigmaUpgrade,"A set of proprietary combat systems including
- A sturdy onmi shield with a narrow arc (around %s degrees).
- An A.I. Enhanced targeting system that boosts both weapon auto fire accuracy and missile tracking performance.
- A slightly more durable weapon emplacement design that increases all weapons' durability by %s percent.
In additional, the ship's flux core is fine tuned for a higher dissipation rate at the expense of max capacity and active flux vent rate (vent rate reduced to %s percent), these changes will extend to all extra flux vents and capacitors as well.
WARNING, Incompatible with Extended Shields, Front Shield Emitter, and Front Shield Generator.",graphics/neut/hullmods/neutrino_sigma.png
Neutrino Autonomous Drone,neutrino_drone,,TRUE,0,0,0,0,data.hullmods.NeutrinoDrone,"Although it will still need someone to maintain it, this advanced AI drone is fully autonomous in battle so no crew will be lost if it is destroyed.",graphics/neut/hullmods/neutrino_sigma.png
Neutrino Omega Upgrade,neutrino_omegaupgrade,TRUE,,10,15,20,30,data.hullmods.NeutrinoOmegaUpgrade,"A high-end upgrade reserved for Neutrino operatives and corporate interests. Improves weapon range by %s/%s/%s/%s percent and increases armor by %s/%s/%s/%s, but reduces hull integrity by %s and increases shield upkeep by %s.
WARNING, Incompatible with Targeting Upgrades.",graphics/neut/hullmods/neutrino_omega.png
Neutronium Plating,neutrino_neutroniumplating,TRUE,TRUE,0,0,0,0,data.hullmods.NeutrinoNeutroniumPlating,"With a patented plating technique, an ultrathin neutronium plating can be applied on all neutrino ships, which offers a %s percent increase to armor strength and reduces damage done to the armor by %s.
Special field generators maintained both liquidity and integrity of these neutronium plating, while active it make the whole plating serve as a single armor block equate %s armor HP for this ship. Reduce damage %s taken by weapons and engines, and %s damage taken by hull. EMP damage is reduce to %s too.
Plating strength will start to regenerate if no damage is dealt to the hull in %s seconds, and will restore to full strength in %s seconds.
Once the plating takes too much damage or the ship's flux systems overload, the neutronium plating will collapse and need to recharge to at least %s of max strength to reboot.
Due to the flux disturbance, plating only provide %s resistance while venting.",graphics/neut/hullmods/neutrino_powerarmor.png
High Torque Turret Motor,neutrino_hightarqueturretmotor,TRUE,,4,8,12,20,data.hullmods.NeutrinoHighTarqueTurretMotor,"Replace all turret motors in weapon slots with high torque models to optimize their performance with heavy turrets. Increases all weapon turn rate by %s. In addition, all energy and ballistic weapon recoil is reduced by %s, and range increase by %s.",graphics/neut/hullmods/neutrino_turrettorque.png
Autonomous Sensor Drone,neutrino_sensorDrone,,TRUE,0,0,0,0,data.hullmods.NeutrinoSensorDrone,These fully autonomous sensor drones are equipped with advanced miniaturized high resolution sensors that can provide %s sensor strength.,graphics/hullmods/high_res_sensors.png
Auxiliary Broadside Shield,neutrino_broadsideShield,TRUE,,0,0,12,20,data.hullmods.NeutrinoBroadsideShield,Installs several auxiliary shield generators on ship's broadside which can synchronize with the main shield generator. Expands shield coverage to %s degrees while the shield is faced to broadside. Can only be installed on Neutrino cruisers and capital ships.,graphics/neut/hullmods/neutrino_broadsideShield.png[close]
So I'll be blunt, the spelling and grammar errors in the hullmod descriptions were starting to kinda bother me, so I opened up the hull_mods.csv in my neutrino folder and made some edits. I put them in the spoiler there if anybody else wants them, just open your own hull_mods.csv in your own neutrino folder and copy past this over it.This should fix most of the spelling and grammar issues but I'm not infallible, I probably missed something or made some odd wording choicesSpoilerQuotename,id,unlocked,hidden,cost_frigate,cost_dest,cost_cruiser,cost_capital,script,desc,sprite
Neutrino Sigma Upgrade,neutrino_sigmaupgrade,,TRUE,0,0,0,0,data.hullmods.NeutrinoSigmaUpgrade,"A set of proprietary combat systems including
- A sturdy onmi shield with a narrow arc (around %s degrees).
- An A.I. Enhanced targeting system that boosts both weapon auto fire accuracy and missile tracking performance.
- A slightly more durable weapon emplacement design that increases all weapons' durability by %s percent.
In additional, the ship's flux core is fine tuned for a higher dissipation rate at the expense of max capacity and active flux vent rate (vent rate reduced to %s percent), these changes will extend to all extra flux vents and capacitors as well.
WARNING, Incompatible with Extended Shields, Front Shield Emitter, and Front Shield Generator.",graphics/neut/hullmods/neutrino_sigma.png
Neutrino Autonomous Drone,neutrino_drone,,TRUE,0,0,0,0,data.hullmods.NeutrinoDrone,"Although it will still need someone to maintain it, this advanced AI drone is fully autonomous in battle so no crew will be lost if it is destroyed.",graphics/neut/hullmods/neutrino_sigma.png
Neutrino Omega Upgrade,neutrino_omegaupgrade,TRUE,,10,15,20,30,data.hullmods.NeutrinoOmegaUpgrade,"A high-end upgrade reserved for Neutrino operatives and corporate interests. Improves weapon range by %s/%s/%s/%s percent and increases armor by %s/%s/%s/%s, but reduces hull integrity by %s and increases shield upkeep by %s.
WARNING, Incompatible with Targeting Upgrades.",graphics/neut/hullmods/neutrino_omega.png
Neutronium Plating,neutrino_neutroniumplating,TRUE,TRUE,0,0,0,0,data.hullmods.NeutrinoNeutroniumPlating,"With a patented plating technique, an ultrathin neutronium plating can be applied on all neutrino ships, which offers a %s percent increase to armor strength and reduces damage done to the armor by %s.
Special field generators maintained both liquidity and integrity of these neutronium plating, while active it make the whole plating serve as a single armor block equate %s armor HP for this ship. Reduce damage %s taken by weapons and engines, and %s damage taken by hull. EMP damage is reduce to %s too.
Plating strength will start to regenerate if no damage is dealt to the hull in %s seconds, and will restore to full strength in %s seconds.
Once the plating takes too much damage or the ship's flux systems overload, the neutronium plating will collapse and need to recharge to at least %s of max strength to reboot.
Due to the flux disturbance, plating only provide %s resistance while venting.",graphics/neut/hullmods/neutrino_powerarmor.png
High Torque Turret Motor,neutrino_hightarqueturretmotor,TRUE,,4,8,12,20,data.hullmods.NeutrinoHighTarqueTurretMotor,"Replace all turret motors in weapon slots with high torque models to optimize their performance with heavy turrets. Increases all weapon turn rate by %s. In addition, all energy and ballistic weapon recoil is reduced by %s, and range increase by %s.",graphics/neut/hullmods/neutrino_turrettorque.png
Autonomous Sensor Drone,neutrino_sensorDrone,,TRUE,0,0,0,0,data.hullmods.NeutrinoSensorDrone,These fully autonomous sensor drones are equipped with advanced miniaturized high resolution sensors that can provide %s sensor strength.,graphics/hullmods/high_res_sensors.png
Auxiliary Broadside Shield,neutrino_broadsideShield,TRUE,,0,0,12,20,data.hullmods.NeutrinoBroadsideShield,Installs several auxiliary shield generators on ship's broadside which can synchronize with the main shield generator. Expands shield coverage to %s degrees while the shield is faced to broadside. Can only be installed on Neutrino cruisers and capital ships.,graphics/neut/hullmods/neutrino_broadsideShield.png[close]
Hey deathfly, you have a major crash with neutrino:
If you try to visit the hidden system, as soon as you mouse over the jumphole, it crashes with an outofbounds error
Error:All mods are up to date BTWSpoiler614671 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.ui.impl.JumpPointTooltipFactory$1.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.campaign.Object.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
RC2
------------------------------------------------
Rework most boardside hiden slots since the new broadside AI can use hiden broadside slot correctly.
- The Nirvash, Banshee, and Banshee Norn hiden broadside slot back to +/-90 degree facing with a 45 degree firing arc.
Banshee
- Change starboard side mount into 6 small hiden synergy.
- OP increase to 270.
- Flux dissipation increase to 1050, capacity increase to 14500.
Banshee Norn
- Change the two medium missile turret into synergy.
Criticality
- Medium energy turret change to synergy.
- Enhanced Reaction Control System's VFX a little bit.
Drache wing size reduce to 1.
Colossus
- Guardian Shield Core can no longer be refited in carriers.(opps)
- Guardian Shield Core can no longer hit by piercing EMP arcs. (Or it will flameout and cause lots of trouble.)
Falken
- Add a 480 seconds peak CR timer limit.
Unstable Photon Cannon
- ROF increase to 4 seconds per shot.
- OP reduce to 30.
DERP Launcher
- ROF increase to 4 seconds / 3 shots
- Ammo regen speed increase to 10 seconds / 3 shots
Quad Adv. P. Torpedo
- Ammo reduce to 28(from 36)
Dual Adv. P. Torpedo
- Ammo reduce to 12(from 16)
Javelin Torpedo Launcher
- Ammo reduce to 16(from 20)
- Javelin Torpedo can take 3 EMP arcs before it get disarmed.
Pulsed Beam Gun
- trun speed increas to 6(from 5).
Micro-Phase Actuators(Phase cloak)
- When decloaking, will enable weapon fire while remain phased out and time diluted for 3 seconds(On broad time. If you are not got time flow altered it will seems like about 1 second).
- Take 3.5 seconds to cooldown.
- With an unique VFX.
Phase Missile System
- Missile HP reduce to 125 (from 225)
All energy based missile will no longer get disarmed or be spun by beams.
Make all hiden missile slots correctly hide loaded missiles.
Clarify some hullmod's descriptions(thanks to Surge).
Fixed and renewed the Unsung hiding method.
Special field generators maintain both the liquidity and integrity of these neutronium plating, while active it makes the whole plating serve as a single armor block equal to %s of the armor HP for this ship. Reducing damage taken by weapons and engines by %s , hull damage is reduced by %s, and EMP damage is reduced by %s too.
Special field generators maintain both the liquidity and integrity of these neutronium plates, while active this system serves as a single block across an entire ship's hull equal to %s armor HP. It reduces damage taken by weapons and engines by %s, hull damage is reduced by %s, and EMP is reduced by %s.
Due to the flux disturbance, plating only provides %s resistance while venting.",graphics/neut/hullmods/neutrino_powerarmor.png
High Torque Turret Motor,neutrino_hightarqueturretmotor,TRUE,,4,8,12,20,data.hullmods.NeutrinoHighTarqueTurretMotor,"Replace all turret motors in weapon slots with high torque models to optimize their performance with heavy turrets. Increases all weapon turn rates by %s. In addition, all energy and ballistic weapon recoil is reduced by %s, and range increased by %s.",graphics/neut/hullmods/neutrino_turrettorque.png
Autonomous Sensor Drone,neutrino_sensorDrone,,TRUE,0,0,0,0,data.hullmods.NeutrinoSensorDrone,These fully autonomous sensor drones are equipped with advanced miniaturized high resolution sensors that can increase sensor strength by %s.,graphics/hullmods/high_res_sensors.png
Auxiliary Broadside Shield,neutrino_broadsideShield,TRUE,,0,0,12,20,data.hullmods.NeutrinoBroadsideShield,Installs several auxiliary shield generators on the ship's broadside which can synchronize with the main shield generator. Expands shield coverage by %s degrees while the shield is faced to broadside. Can only be installed on Neutrino cruisers and capital ships.,graphics/neut/hullmods/neutrino_broadsideShield.png
Special field generators maintain both the liquidity and integrity of these neutronium plates, while active this system serves as a single block across an entire ship's hull equal to %s of the armor HP for this ship. It reduces damage taken by weapons and engines by %s, hull damage is reduced by %s, and EMP is reduced by %s.
After navigating the new maze, I finally found hidden system only to find this:Spoiler(http://i.imgur.com/TqabJBs.png)
Yup, a whole lot of nothing...[close]
Ah, silly me, should have started up the game and checked it in there instead of just going off the .csv, how about this?Special field generators maintain both the liquidity and integrity of these neutronium plates, while active this system serves as a single block across an entire ship's hull equal to %s of the armor HP for this ship. It reduces damage taken by weapons and engines by %s, hull damage is reduced by %s, and EMP is reduced by %s.
Hmm, there maybe a misunderstanding in this one. When I said "equate %s armor HP for this ship". the "%s"(parameter return form script) is the actual armor HP, not the percentage. (That's mach fewer then 40/35/32.5/30 percent of the total armor HP because...well you know, the balance.)After navigating the new maze, I finally found hidden system only to find this:Spoiler(http://i.imgur.com/TqabJBs.png)
Yup, a whole lot of nothing...[close]
Hmm, I guess you already have an Unsung in your fleet by using the Save Transfer to transfer you save, right?
If you do so, you are supposed to see this because you can got only one Unsung form this station.
(And you do have fun to go though this maze, rught? ^ ^)
Special field generators maintain both the liquidity and integrity of these neutronium plates, while active this system serves as a single block across an entire ship's hull equal to %s armor HP. It reduces damage taken by weapons and engines by %s, hull damage is reduced by %s, and EMP is reduced by %s.
RC3
------------------------------------------------
Support Version Checker
Antiproton Laser
-State restored to 1.82 time
-Beam no longer piercing missiles
-Each beam it shot will try to aim at missile in small arc independently.
Unsung
-OP reduce to 450.
-Flux dissipation reduce to 2000
-Flux capacity reduce to 30000
-Armor rating reduce to 1750
Phased Array Cannon
-Cost 28000 flux to fire(was 24000).
-Range decrease to 950.
Neutron Lance
-Cost 7000 flux to fire(was 6000).
-Range decrease to 1000.
Silver Lance
-Now the armor braking effect will related to target's flux level. It will do more armor braking hits while target's flux level is high.
-Will have chance to release EMP arc in path.
-Cost 13500 flux to fire.(Was 9000)
Bane and Misery
-Crit damage halved.
-Shots will spread wider after continuous firing.
Heavy Neutron Pulse Cannon
-DPS increace to 400(200).
Neutron Pulse Cannon
-DPS increace to 250 by slightly increace ROF.
Neutron Pulse Cannon v(F) replaced by Triple Neutron Pulse Cannon
-Fire a 9x150 burst every 6 secands.
-Max ammo reduce to 18(2 bursts). Reload 9 ammo in 30 secands.
-Projectiles travel slow and scattered.
-OP cost increase to 14.
Floh
-Flux capability increase to 2000. Shield efficiency reduce to 0.55
Derp Charge CIWS
-Max charges reduce to 3.
Maul
-Siege Mode will take 3 seconds to charge up. While charging up the weapon fire will be blocked(to give AI some time to line up their weapons).
Neutronium Plating
-Will cause one second overload while collapsed.
Polyphase Amplifier
-No longer disable shield.
-Cost hard flux to use. And block hard flux dissipation.
Some minor VFX adjustment.
And something CLASSIFIED...
Is this mod compatible with Nexerelin and SS+ active at the same time?Yes
Is this mod compatible with Nexerelin and SS+ active at the same time?
Excuse me, but u planned to return Photon Cannon and Heavy Photon Repeater in mod?) If yes, maybe it possible to create for small slot too?)))
P.S. I really liked this weapons =^___^=
I may think about adding the pho...wait, excuse me, you just said photon what?
- Energy -
-Anti-Proton Laser - - Darkmatter Beam cannon - - >>>Photon Cannon<<< - - Pulsed Beam Cannon - -
(http://i.imgur.com/GUwsW.png) (http://i.imgur.com/9DwRQ.png) >>>(http://i.imgur.com/dndiY.png)<<< (http://i.imgur.com/hS4c8.png)
- Large Energy -
- Fusion Lance - - Particle Cannon Array - - >>>Heavy Photon Repeater<<< - - Unstable Photon Cannon - - Tractor Beam - - Neutron Lance - - Phased Array Cannon -
(http://i.imgur.com/ICRXx.png) (http://i.imgur.com/ote04.png) >>>(http://i.imgur.com/9xJbN.png)<<< (http://i.imgur.com/afVld.png) (http://i.imgur.com/JTCVE.png) (http://i.imgur.com/5EQP5.png) (http://i.imgur.com/3SUrS.png)
OK, that's a energy based missile weapon in long time ago...
seems like if I can't just add it back in since that will lead to some balance issues. But I do have something in my mind so let me try and see frist.
RC3.2
------------------------------------------------
CONTENT CHANGES
- Rework the shield ovalization effect to make it looks less artificial.
- Improve the build in Phased Array Cannon's animation a litte.("All system green! Ready to fire, captain!")
BALANCE CHANGES
- Adjust all ship's supplies usage.
BUGS FIXED
- Fix a bug in Antiproton Laser's targeting script.
- Fix a bug cause weapons' damage decorate being flicking while Neutronium Plating is activated.
I need some help, please.
I'm trying to findSpoilerthe Unsung. I've found four wormholes in the hyperspace storms SW of Corona Australis, but they seem to teleport me to completely random locations. I've tried every possible jump option, for every one of them, multiple times, but I cannot for the life of me figure out what the hell it is I am supposed to do. I even explored the rest of the SW corner of the map just in case, but I didn't find anything. I've been trying for nearly two hours now, I'm giving up. Any help would be greatly appreciated. Thanks.[close]
Very nice mod, by the way.
420023 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.NeutrinoNeutroniumPlating.applyPowerAromrBuffs(NeutrinoNeutroniumPlating.java:250)
at data.hullmods.NeutrinoNeutroniumPlating.advanceInCombat(NeutrinoNeutroniumPlating.java:338)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Game crashed and I think it's something to do with neutrino's special armor. I was fighting some pirates and CTD'd on victory if that helps.
RC3.5
------------------------------------------------
CONTENT CHANGES
- Add Photon Cannon back.
- Photon weapons firing VFX adjust.
- Phased Array Cannon SFX remixed.
BALANCE CHANGES
- Antiproton Laser
-> Burst last sorter.
-> Trun rate reduce to 24 (from 30).
-> Boost to its targeting ability to make it able to take out multiple target in one brust.
- Neutrino hullmods now need skill to unlock.
-> Neutrino Auxiliary Broadside Shield needs Applied Physics level 5.
-> High Torque Turret Motor needs Mechanical Engineering level 5.
-> Neutrino Omega Upgrade needs Computer Systems level 10.
- Schwarzgeist wing size reduce to 2.
- Sapper SRM & Goliath SRM flight slower but last longer.
- Light Photon Torpedo' range reduce to 1000
- Photon Torpedo' range reduce to 1200
BUGS FIXED
- Fix a bug cause Colossus cann't use its Guardian shield by AI's hand.
Jackhammer and Nausicaa got a remodelling a good while ago if I remember correct, with the Jackhammer becoming symmetrical and the Nausicaa changing from rows upon rows of cargo containers in two wings into the tube that it is now. In both cases, I think their armaments got significantly heavier for the 2.0 ships.
RC3.6
------------------------------------------------
BALANCE CHANGES
- Floh
-> Weapon change to Dual Giga Pulse Laser.
-> Max speed reduce to 135
- Photon Cannon projectile speed increase to 600.
BUGS FIXED
- Implement hullmods skill requirement this time for sure.
Jackhammer and Nausicaa got a remodelling a good while ago if I remember correct, with the Jackhammer becoming symmetrical and the Nausicaa changing from rows upon rows of cargo containers in two wings into the tube that it is now. In both cases, I think their armaments got significantly heavier for the 2.0 ships.
Ok, now I see they're not in game anymore (but they have their pics in the hulls folder). But what about the Adventure Civilian Ship though?
Will GraphicsLib suffice or is its predecessor still necessary?
About the mysterious red unicorn:
Having a crash whenever I load up this modSpoilerERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchFieldError: Ò00000
java.lang.NoSuchFieldError: Ò00000
at data.scripts.SetUnlockBySkill$SortByLevel.compare(SetUnlockBySkill.java:83)
at data.scripts.SetUnlockBySkill$SortByLevel.compare(SetUnlockBySkill.java:75)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.legacyMergeSort(Unknown Source)
at java.util.Arrays.sort(Unknown Source)
at java.util.Collections.sort(Unknown Source)
at data.scripts.SetUnlockBySkill.setUnlockBySkill(SetUnlockBySkill.java:48)
at data.scripts.NCModPlugin.onApplicationLoad(NCModPlugin.java:68)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Is the hammer ship (the joke ship) can't be aquired in normal play and can only be used in simulator?
For some reason I'm getting a weird thing involving duplicate hullmods.
(http://i.imgur.com/vLTU3Eb.png)
It happens for the omega upgrade too. Any way to fix it?
I'm having the same crash as SpaceRiceBowl. Windows 7 here.
Running these mods:
Audio Plus
Blackrock Drive Yards
Common Radar
Console Commands
DIABLEAVIONICS
GraphicsLib
Interstellar Imperium
LazyLib
mayorate
Neutrino corp
Nexerelin
pbc
Save Transfer
SCY
Ship and Weapon Pack
Templars
Tiandong Heavy Industries
TwigLib
Underworld
10125 [Thread-5] INFO org.lazywizard.lazylib.LazyLib - Running LazyLib v2.1 for Starsector 0.7a
10125 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [lazylib_settings.json]
10131 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [GRAPHICS_OPTIONS.ini]
10194 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchFieldError: o00000
java.lang.NoSuchFieldError: o00000
at data.scripts.SetUnlockBySkill.setUnlockBySkill(SetUnlockBySkill.java:36)
at data.scripts.NCModPlugin.onApplicationLoad(NCModPlugin.java:68)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
So, having run this mod on both Linux and Windows I've determined that you've got an odd bug floating around somewhere.Have you tried redownloading the mod and the dependencies?
I have no idea how to fix it and don't plan to try and learn to either; Way too much effort for the little return.
any ways, with just your basic dependencies, the game fails to load.
Error from LinuxSpoilerCode10125 [Thread-5] INFO org.lazywizard.lazylib.LazyLib - Running LazyLib v2.1 for Starsector 0.7a
10125 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [lazylib_settings.json]
10131 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [GRAPHICS_OPTIONS.ini]
10194 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchFieldError: o00000
java.lang.NoSuchFieldError: o00000
at data.scripts.SetUnlockBySkill.setUnlockBySkill(SetUnlockBySkill.java:36)
at data.scripts.NCModPlugin.onApplicationLoad(NCModPlugin.java:68)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)[close]
This error only happens with your mod. Any other mod that I have hasn't thrown this error, sure a few naming issues. (MI, I'm glaring at you still for not fixing it still.)
Dunno which field it's trying to call, so yeah.
Have you tried redownloading the mod and the dependencies?
Bane and presumably Misery crash game when hitting Templar ships. The lattice shield's class has moved from data.hullmods.TEM_LatticeShield to data.scripts.hullmods.TEM_LatticeShield, and the import and checks in NeutBaneEffect needs to be updated.
RC4
------------------------------------------------
CONTENT CHANGES
- Adv. Photo Torpedo now release its payload in an Unstable Photo style.
- Add a new small energy weapon, Magnetar. A decent Pulsar like PD weapon that fire in bursts.
- A really tiny subtle change on the HERP firing VFX.
- Add Magnetar, a 4 OP small energy Pulsar like PD weapon.
-> Fire in 8x25 brust.
-> Accuracy is...well, let's say the inaccuracy is acceptable for a PD weapon, barely.
- Drohne and Schwarm now armed with tune down version Magnetar.
- Add a new fighter wing, Moskito class escort corvette.
-> Base on Floh.
-> Armed with Anti-photon Laser and Magnetar.
-> 2 ships per wing.
- Compatible with Knights Templar 0.9.5h (fixed the TEM_LatticeShield related issue).
- Compatible with GraphicsLib.
BALANCE CHANGES
- Neutronium Plating
-> Full restore time increase to 60/90/105/120
- Adv. Photo Torpedo
-> Max release range reduce to 500 (from 600)
-> Damage reduce to 600 per missile (from 750)
- Hildolfr
-> Flux dissipation reduce to 1000
-> Armor reduce to 800
-> No longer sold on open market.
- Jackhammer
-> 2 large missile slots change into synergy.
-> Ship system change to Siege Mode.
- Phased Array Cannon
-> Burst damage reduce to 12000
-> Flux usage reduce to 21000 per burst(same flux/damage ratio)
-> Burst time shorten to 6 sec.
-> Range reduce to 800
- Siege Mode
-> Cooldown increase to 30 sec.
-> Range bonus for projectiles/beam reduce to +100%/+50% (from +200%/+66%)
-> Now ship can slightly turn while system is activated.
- Photon Gun
- Increase projectiles tracking ability.
- Drache
-> Wing size restore to 2 due to a 1 ship wing cann't land on carrier correctly.
- Phase Missile System
-> Missile HP reduce to 100 (from 650(!!)).
- Hammership
-> Ship system change into Reaction Control System...Oh wait, this should not in the "BALANCE CHANGES" section...
BUGS FIXED
- Tried to fix the "no such method" error on Mac.(Please inform me if this cause significant performance issue.)
java.lang.NoSuchFieldError: o00000
at data.scripts.SetUnlockBySkill.setUnlockBySkill(SetUnlockBySkill.java:36)
at data.scripts.NCModPlugin.onApplicationLoad(NCModPlugin.java:71)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
@Tufted Titmouse: yeah, your feeling is right, and I got some similar reports before but I can't reproduce this on my end. Maybe I should remove that feature next time.What feature are you referring to?
java.lang.NoSuchFieldError: o00000
at data.scripts.SetUnlockBySkill.setUnlockBySkill(SetUnlockBySkill.java:36)
at data.scripts.NCModPlugin.onApplicationLoad(NCModPlugin.java:71)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
RC4.2
------------------------------------------------
CONTENT CHANGES
- Adv. Photo Torpedo payloads now will less likly to emerge inside its target.
- Remove the hullmod skill requirement due to its script cause a lot of trouble.
BALANCE CHANGES
- Magnetar
-> Range increase to 500 (from 450)
-> Spread now fixed to 6.
- Pulsar Beam weapon line
-> Minimum spread increase
-> Heavy Pulsar Beam max spread reduce to 20 (from 24)
- Light Photon Torpedo
-> Max spread reduced to level up Photon Torpedo
- Moskito wing
-> Ship system change into Swarm Flare Launcher
-> Max speed reduce to 125 (from 135)
- Floh
-> Max speed reduce to 120 (from 135)
- Herp Emitter and Phased Array Cannon
-> Will block venting while firing.
- Sapper SRM and Goliath SRM Launcher
-> Will cause Ion Cannon like on hit effect when hit on hull,
-> Goliath ammo increase to 480
- Unstable Photon Cannon
-> Dps increase to 2000
- Grinder
-> Max speed reduce to 60
- Nirvash
-> Max speed reduce to 50
- TheEND
-> Phase ring will vent hard flux into p-space when ship phased and flux level is higher then 60%.
-> Hard flux will stabile at 80% level.
-> Ship max speed will reduced while it venting hard flux.
I must ask: will the Adventure-class ever come back?No. Neutrino already have too much capital ships so no.
@ Tufted titmouse4 gig ram allocation
how do you run with this build
Getting this in the latest update at combat start:Same problem.
java.lang.NoSuchMethodError: com.fs.starfarer.combat.entities.Ship.getDecalRenderer()Lcom/fs/starfarer/renderers/damage/D;
at data.hullmods.NeutrinoNeutroniumPlating.refleshArmorDamageDecal(NeutrinoNeutroniumPlating.java:128)
at data.hullmods.NeutrinoNeutroniumPlating.advanceInCombat(NeutrinoNeutroniumPlating.java:444)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
RC4.3
------------------------------------------------
CONTENT CHANGES
- Adv. Photo Torpedo missile sprite looks thinner.
- Add some additional lores for weapons. (WIP)
BALANCE CHANGES
-Banshee
-> Max burn reduce to 7.
-Banshee Norn
-> Max burn reduce to 7.
-Nausicaa
-> Max burn reduce to 6.
-Hildolfr
-> Max burn reduce to 6.
-Heavy Neutron Pulse Cannon
->Range reduce to 650 (from 750)
->Flux per shot increase to 1075 (from 975)
BUGS FIXED
- Tried to fix the "no such method" error on Mac.(Yet another try. Please inform me if this cause significant performance issue.)
Pretty much same thing what Lolpingu reported. Log:
319561 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.combat.entities.Ship.getDecalRenderer()Lcom/fs/starfarer/renderers/damage/D;
java.lang.NoSuchMethodError: com.fs.starfarer.combat.entities.Ship.getDecalRenderer()Lcom/fs/starfarer/renderers/damage/D;
at data.hullmods.NeutrinoNeutroniumPlating.refleshArmorDamageDecal(NeutrinoNeutroniumPlating.java:128)
at data.hullmods.NeutrinoNeutroniumPlating.advanceInCombat(NeutrinoNeutroniumPlating.java:444)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.?00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.ui.impl.new.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.h.o00000(Unknown Source)
at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Pretty much the same mod list as Lolpingu has. What could be the reason?
@Seth
The chash you got is a much difference one in fact and I think it already got fixed in the newest release. Can you check the mod version for sure, please?
@Seth
The chash you got is a much difference one in fact and I think it already got fixed in the newest release. Can you check the mod version for sure, please?
Sure, copy from mod_info.json:
"version":"1.83-RC4.2"
Actually I tried using Standalone (which is RC4.3) too. It also crashed and gave me this error:
337115 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/combat/systems/H
java.lang.NoClassDefFoundError: com/fs/starfarer/combat/systems/H
at data.hullmods.NeutrinoSigmaUpgrade.advanceInCombat(NeutrinoSigmaUpgrade.java:191)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.combat.systems.H
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 9 more
By the way, what's the main difference between Standalone and another version? Which one I should use?
And one more thing I'm curious, how overpowered exactly is Neutrino Corp in relation to vanilla factions? I find ship design gorgeous and faction lore very appealing, just don't wanna sway around balance too much...
To Seth and Lolpingu, if the issues can't be resolved, I suggest a full reinstall at ion of Starsector and proper mod installation.Well, modding in this game is pretty straight forward, I'm sure no core game files were modified, my best guess is that it's some kind of incompatibility issue with other mods. When I have more time I'll try to turn on and off every mod I have with Neutrino to try detect what exactly causes these errors if it can't be solved on your end.
You can refer to this thread for some help: http://fractalsoftworks.com/forum/index.php?topic=11462.0
I'm getting the crash too when I encounter Neutrino ships in battle.
0 [main] INFO com.fs.starfarer.StarfarerLauncher - Starting Starsector 0.7.2a-RC3 launcher
0 [main] INFO com.fs.starfarer.StarfarerLauncher - Running in /home/caleb/Downloads/starsector
1 [main] INFO com.fs.starfarer.StarfarerLauncher - OS: Linux 3.16.0-4-amd64
1 [main] INFO com.fs.starfarer.StarfarerLauncher - Java version: 1.8.0_112 (64-bit)
10 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ztwiglib [/home/caleb/Downloads/starsector/./mods/TwigLib]
11 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: pbc [/home/caleb/Downloads/starsector/./mods/pbc]
11 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: THI [/home/caleb/Downloads/starsector/./mods/Tiandong Heavy Industries 1.1.1]
11 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_radar [/home/caleb/Downloads/starsector/./mods/Common Radar]
12 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Neutrino [/home/caleb/Downloads/starsector/./mods/Neutrino corp]
12 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Imperium [/home/caleb/Downloads/starsector/./mods/Interstellar Imperium]
13 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: shaderLib [/home/caleb/Downloads/starsector/./mods/GraphicsLib]
13 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: dr_ssp [/home/caleb/Downloads/starsector/./mods/Starsector Plus]
13 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: nexerelin [/home/caleb/Downloads/starsector/./mods/Nexerelin]
14 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_asirb [/home/caleb/Downloads/starsector/./mods/Simulator Overhaul]
14 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: blackrock_driveyards [/home/caleb/Downloads/starsector/./mods/Blackrock Drive Yards]
15 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: diableavionics [/home/caleb/Downloads/starsector/./mods/DIABLEAVIONICS]
15 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: portrait [/home/caleb/Downloads/starsector/./mods/Portrait pack]
15 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: junk_pirates_release [/home/caleb/Downloads/starsector/./mods/JP_RC_255]
16 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_lazylib [/home/caleb/Downloads/starsector/./mods/LazyLib]
.....
....
..
.
.
158725 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/combat/systems/H
java.lang.NoClassDefFoundError: com/fs/starfarer/combat/systems/H
at data.hullmods.NeutrinoSigmaUpgrade.advanceInCombat(NeutrinoSigmaUpgrade.java:191)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.combat.systems.H
at java.net.URLClassLoader.findClass(URLClassLoader.java:381)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 9 more
Neutrino ships are still much too durable to any form of sustained damage, with the shield stats they also have bursting is limited aswell. Most loadouts be they vanilla or modded have size-for-size fights enough firepower to overcome the shields and armor. Add to that the Neutrino armor system and you need what would amount to massive overkill on almost any other ship.Which is the reason I like to use them against the Appro-light. Its like watching two titans fight each other.
55508 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.combat.entities.Ship.getDecalRenderer()Lcom/fs/starfarer/renderers/damage/D;
java.lang.NoSuchMethodError: com.fs.starfarer.combat.entities.Ship.getDecalRenderer()Lcom/fs/starfarer/renderers/damage/D;
at data.hullmods.NeutrinoNeutroniumPlating.refleshArmorDamageDecal(NeutrinoNeutroniumPlating.java:140)
at data.hullmods.NeutrinoNeutroniumPlating.advanceInCombat(NeutrinoNeutroniumPlating.java:446)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.new(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.ui.impl.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o00o.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.ooOo.super(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
So, I was trying to *cough* enable *cough* a system, but I am not really experienced in this stuff.
And unsuprisingly I've failed - I have absolutely no clue about how to import com.fs.starfarer.combat.* and com.fs.starfarer.loading.*... I've dig through other mods' source files too, but no result.
Any advice? ???
Need this in 0.8 PlzzzzThe .8 update was HUGE and the modders are working hard to get the mods out. But some are having to wait for the .8.1 update due to a bug before they can update their mods
Is "Unsung" in game (as in can be purchased in store) or do you still need to do some wizardry to get it to appear?
- Unsung's hideout now procedural generate.
Are the ships supposed to be overpowered compared to vanilla and other mods? Been liking the design of the ships so it would be a shame if they can beat pretty much all the vanilla ships all by themselves.
Not a gameplay thing, but you didn't update the thread title to 0.8 :PBecause he isn't the thread author
I am guessing this is linked to a Neutrino missile?
Hmm... something went wrong...
I am guessing this is linked to a Neutrino missile?
Hmm, I think no. The only Neutrino missile that use vanilla MIRV AI is the phase missile. And I am quite sure that it wouldn't try to shoot out a ship.
But anyway, I will keep an eye on it.
Or maybe you can sent the save to me so I can have a try to reproduct it.
2619489 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArrayIndexOutOfBoundsException: -1
java.lang.ArrayIndexOutOfBoundsException: -1
at java.util.ArrayList.elementData(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.renderers.damage.D.o00000(Unknown Source)
at com.fs.starfarer.renderers.damage.D.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.OoOO.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.OoOO.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.OoOO.applyDamage(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.applyDamageInner(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.applyDamageInner(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
at data.scripts.plugins.Neutrino_EveryFrameCombatPlugin.advance(Neutrino_EveryFrameCombatPlugin.java:157)
at com.fs.starfarer.title.ooOO.K$Oo.super(Unknown Source)
at com.fs.starfarer.combat.super.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Arsenal Expansion
Diable Avionics
GKsec
Graphicslib
Lazylib
Neutrino
Starsector+
Usable [REDACTED]
so how the *** do i find the unsung? Is it in a hidden star system that doesn't show on the map or is it going to spawn like the probes you can find out there? like would be cool if it was more obvious to find this thing as I hate breaking immersion to find it. I mean once i have it its not that bad but it would be great to have some kind of clues on how to find it or how it spawns really. I just would like to know what i need to search for like a derelict ship or in a abandoned stations shipyard or something...
Right now i buffed sensor range and just scanning system after system, trying to understand where the fk unsung is hiding from me...
3846567 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.combat.entities.Ship
java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.combat.entities.Ship
at com.fs.starfarer.combat.ai.missile.MissileAI.<init>(Unknown Source)
at com.fs.starfarer.combat.ai.missile.MirvAI.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.dosuper.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.dosuper.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.J.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.J.fireProjectile(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.öO0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.O0OO.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.O0OO.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.Ô00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.J.advance(Unknown Source)
at com.fs.starfarer.combat.systems.OoOo.advanceImpl(Unknown Source)
at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Has anyone else found the Neutrino frigates to be a bit under powered? I've been playing with them a little bit and I haven't found a way to get them to work. When compared to fast frigates like the Tempest, I don't see much of a contest. Yes having high armor and comparatively strong shields is a great benefit, but when a frigate can literally be kited to death by some fast destroyers I think that the frigate is lacking the major advantages that keeps other frigates alive --speed and maneuverability.
On another note, thank you so much for the update to 0.8a! I can only play vanilla Star Sector for so long until I start to crave some faction mods!
Hey, Mac user here, my game crashes every time i come into contact ( simulations/combat ) with the neutrino factions ships. This could be a weapons thing with the grpahicslib and the fact that im a mac user but i've checked that i've downloaded all the libs needed. When the game crashes it comes up with this message.Try checking the version of SS you have against the latest available for download -- I had a similar error when I first tried to use the Neutrino mod, and updating SS fixed it. There was a mini-patch at one point after the 0.8 release, and I'm pretty sure Neutrino will only work with the absolute latest version.
Fatal: com/fs/starfarer/combat/systems/H
Cause: com.fs.starfarer.combat.systems.H
Check.starsector.log for more info.
I feel like something has flown right over my head but I cant seem to see it.
I really love the art style and the design of the ships and would love to keep playing with them.
Any tips with fixing the problem?
Hey I have been enjoying this mod a lot but I have recently been having trouble fighting them when ever I fight this bounty neutrino fleet I get this error.
Codejava.lang.IllegalArgumentException: Color parameter outside of expected range: Red Green Blue
at java.awt.Color.testColorValueRange(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at data.scripts.weapons.NeutTractorbeamEffect.advance(NeutTractorbeamEffect.java:35)
at com.fs.starfarer.combat.entities.ship.A.void.advance(Unknown Source)
at com.fs.starfarer.combat.systems.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.systems.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I have been fighting them with a mostly dassault ship fleet . any help.
coreColor = new Color((int) (255 * coreAlpha), (int) (255 * coreAlpha), (int) (255 * coreAlpha));
I think you need to try deleting, and re-extracting a fresh copy of the Neutrino directory. Don't just copy over.
I have been testing this awesome mod and I am experiencing CTD with one of weapon.
I have been testing this awesome mod and I am experiencing CTD with one of weapon.
Yeah I got that problem too. Its a simple case of the weapon being improperly defined... somewhere. Instead of looking for the neutrino_neutronpulseburst_shot.proj it's searching for neut_neutronpulseburst_shot.proj. This is happening for all Neurtrino neutron weaponry.
Simple fix, just copy & paste the file, then change the 'neutrino' in neutrino_neutronpulseburst_shot.proj to 'neut' (neut_neutronpulseburst_shot.proj) in your starsector directory mods/Neutrino corp/weapons/proj)
Do the same for neutrino_neutronpulse_shot.proj and neutrino_neutronpulseheavy_shot.proj, since they have the same problem.
I think the mod author was changing the naming conventions in the update and just missed these three, though it's possible that there are more (I can't be bothered to test each weapon individually)
I've been having an issue causing CTD's. turned off Neutrino and problem is gone. Here is the log error;
243228 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/combat/systems/H
java.lang.NoClassDefFoundError: com/fs/starfarer/combat/systems/H
at data.hullmods.NeutrinoSigmaUpgrade.advanceInCombat(NeutrinoSigmaUpgrade.java:197)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.combat.systems.H
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 9 more
Every CTD had that error. Love the mod, but had to disable it for the time being because of that. Hopefully, this helps.
Hey is the Schwarzgeist Bomber Drone Wing supposed to have 200150 Armor value?opps, that shoule be 150
https://gyazo.com/ed401a50002e82df5e4374615c8fdc79
It's a small thing, but seeing as they're assault weapons first with secondary point-defense function, it's a tiny bit annoying. But maybe that's just me.
A few of us collaborated to fix the descriptions.
https://pastebin.com/jkWLZ7CQ
Just overwrite everything in descriptions.csv (Neutrino corp\data\strings). For anyone really lazy, here is the already updated descriptions.csv as well: https://mega.nz/#!AmplGBxb!T-GRVMDkZ1PGMdaH13lMaftKrg0YtHbVgQ2XZtjnE5s
I had this error:When updating mod, do a clean install please.
[Thread-7] INFO com.fs.starfarer.loading.scripts.ScriptStore - Compiling script [data.shipsystems.scripts.NeutrinoBarghesSquadsStats]
It was telling me that ship systems were missing from the "ship_system.csv" file.
Sorry if this is the wrong place to put this.
About the Unsung...If there are too few black holes the Neutrino abandon facility may spawn around random star. But I think 5 black holes don't count as "too few black hole".
Anyone else notice that the Schwarzgeist (I'm pretty sure I'm spelling this wrongly) bombers seem to be literally invulnerable? I have shot at them over and over, from multiple ships at the same time, with heavy weaponry, and though I can't get through the very tiny shield, the ones that do hit the hull deal no damage. This is with like, heavy weapons like the Heavy Blaster and with missiles.
Never seemed to have this problem before.
Is the Antiproton Beam working correctly? The beam does a weird sweeping motion on its own after firing and it seems to be really weak considering how slow the fire rate is.I just noticed this as well.
I have fallen in love with the Causality and TheEND. XDOoookay...I figured out how to spawn everything but the Adventure.
Great mod, I used console commands to speed up the process of playing it (and so I can make ships ship like crazy with a certain Siege laser XD), but do you have and plans on making this mod compatible with the Console Commands mod? I tried to spawn the Adventure, TheEnd, and the Hacksaw, but it wouldn't let me. :S
That is a long time for a post tournament update...wait, did I said tournament?
(http://i.imgur.com/lCMrP.png)
Download Neutrino corp 1.84-RC3 (https://bitbucket.org/Deathfly/neutrino-corp/downloads/Neutrino%20corp%201.84-RC3.zip)SpoilerRC3
------------------------------------------------
CONTENT CHANGES
-A new ship system AI for Siege mode. That should make AI take advantage from range boost.
-Siege Fusor now fires a really shiny shot.
-Photon Torpedos now have a trail VFX.
BALANCE CHANGES
-All ships got another shield HP check. Reduced cruiser shield HP and flux capacity.
-Dual Giga Pulse Laser
-Increase burst damage to 1250(from 1000), burst flux cost reduse to 1000(from 1200)
-Disruptor
-Damage type change into KINETIC
-Rate of fire increase to one shot per second.
-Antiproton Beam
-Now has an Ion Beam like on hit effect.
-DERP Launcher
-Reload speed increase to one 3 shots clip per 9 second.
-AOE reduced to 110.
-Will no longer flight out of the range too much.
-Neutrino Sigma Upgrade
-Shield arc increase to 60 degree.
-Will leads to a small chance of weapon malfunction when combined with Safety Override.
-Neutrino Tau Upgrade
-Reform from Auxiliary Broadside Shield, and no longer builtin in that two broadside ships.
-An assault refitting set for close range assault.
Increase shield arc to 300 but lock the shield into front facing position and increase 25% damage taken by sheild.
Optimized engine management increase max speed by 15/15/10/10 and increase zero flux speed boost by 15/10/10/5.
But increased engine output will interferes sensors and reduce 10% weapon range,
-TheEND
-Regain the 4 front facing medium hiden slots but were builtin with Pulsed Beam Cannons
-Assign as a combat carrier.
-Phase ring no longer leads to an infinite phasing, but will results additional time dilute effect when flux goes high (depend on flux level, max to another 10x).
-Schwarm
-The core drone now randomly switch with its child drone ones per 1.5 second.
This will confuse PDAI a little and make Schwarms act more aggression and more like a swarm.
-Max roamer range reduced to 2000.
-Overall DPS reduce 33%.
-FOR THE SWARM!
-Gepard
-Add a Pulse Beam Gun.
-Ship system change into Decoy Flare Launcher
-Schwarzgeist
-Now have Decoy Flare Launcher
-Drache
-Ship system change into Active Swarm Flares
-Floh and Moskito
-Flux capacity reduced to 500.
-Banshee
-OP increase 10 (to 270)
-Max speed increase to 50
-Banshee Norn
-Max speed increase to 50
BUG FIX
-Correct the Antiproton Beam targeting behavior.[close]
{
"playableFaction":true,
"corvusCompatible":true,
"baseFleetCostMultiplier":1.1,
"customRebelFaction":"",
"customRebelFleetId":"",
"rebelFleetSuffix":"Dissidents",
"positiveDiplomacyExtra":0,
"negativeDiplomacyExtra":0,
"startRelationships":{ "tritachyon": -0.3 },
"alignments":{
"corporate":1,
"technocratic":1,
},
"customStations":["neutrino_station_powerplant", "neutrino_station_largeprocessing", "neutrino_station_experimental"],
"startShipsSolo":["neutrino_singularity_standard"],
"startShipsCombatSmall":["neutrino_hacksaw_standard", "neutrino_singularity_updated", "neutrino_relativity_support"],
"startShipsTradeSmall":["neutrino_piledriverC_standard", "neutrino_singularity_updated", "neutrino_polarity_standard"],
"startShipsCombatLarge":["neutrino_grinder_assault", "neutrino_hacksaw_standard", "neutrino_singularity_updated", "neutrino_relativity_support"],
"startShipsTradeLarge":["neutrino_grinder_assault", "neutrino_piledriverC_standard", "neutrino_polarity_standard"],
"startShipsCarrierSmall":["neutrino_piledriver_standard", "neutrino_relativity_support", "neutrino_criticality_standard"],
"startShipsCarrierLarge":["neutrino_theend_balanced", "neutrino_vice_elite", "neutrino_singularity_standard"],
}
Compatible updates are done. Now I am doing test runs, for debugging and rebalancing.Wonderful to hear man!
Compatible updates are done. Now I am doing test runs, for debugging and rebalancing.
get crash after using the phase missile system with THE END class, and may also crash after it explosion.
still thanks for your hard work about this mod, very enjoyable to play with. ;)
A quick question: is Unsung and/or Banshee Norn in the game? (can be found somewhere like previous version of the game, or sold, or something?) or are they gone for good?Banshee Norn will spawn normally and you can get Unsung in the same way as before.
get crash after using the phase missile system with THE END class, and may also crash after it explosion.
still thanks for your hard work about this mod, very enjoyable to play with. ;)
Phase missile system works fine for me, could you check your LazyLib and GraphicsLib are up-to-date or not? If they were the newest one, please pass me the log so I can look into it.
send the logs to you with Personal Messages, don't know that I am find the right place or not.That should be a vanilla bug that already fixed in 0.9a-RC10. Please make sure you game is up-to-date.
and also want to make sure that the Grinder class with the price of 400K?
A few recommendations for the Miter high-speed destroyer:I second this. I love the Miter to bits but I've lost a fair share of them to Salamanders and EMP getting them caught in a crossfire. EMP resistance would be good, and perhaps increasing the number of charges to help the AI.
1) The AI seems to spam the RCS ability in rapid succession (even when not actually dodging fire), generally wasting its speed potential. As opposed to the more optimal strategy of waiting a second and riding the inertial speed before the ship starts slowing down before firing another burst. I'd look into a higher base speed and lower RCS burst rate to give it a more consistent speed.
2) The ship seems to get stopped dead by even the cheapest ships using anti-engine EMP missiles; due to having no shields, negligible point defense, and the inability to turn fast enough to face incoming missiles at a reasonable rate. It's frustrating to have ships consistently stopped dead for 5 seconds at a time, over and over, to the point it makes me want to stop using the ship. I'd recommend you look at giving it either EMP resistance or better point defense coverage to counter engine-kill missiles.
16255071 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at org.lwjgl.util.vector.Vector2f.sub(Vector2f.java:208)
at data.scripts.plugins.Neutrino_EveryFrameCombatPlugin.advance(Neutrino_EveryFrameCombatPlugin.java:256)
at com.fs.starfarer.title.C.K$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.OoOO.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Neutrino_EveryFrameCombatPluginWe don't do that here.jpg
It has to do with scripting issues - the weapons are supposed to be able to go through shields and go through the target ship, damaging it all the way. However, the coding ended up being that damage applied to the hull as the projectile went through was applied per frame; if you had high fps, the weapons were overly powerful, while having lower fps would give much lower damage. Until a better solution is found these weapons won't be implemented in the game.
At least I THINK that's what went wrong.
Not a crash but a rather glaring bug all the same, the Aegis drones don't have any AI suddenly. In testing with a Nausicaa when launched the Aegis drones will not respond to anything be it getting too far away from the parent ship, the appearance of enemies, or imminent destruction. They just drift in whatever direction they were launched indefinitely.
where the big siege gun ship? the big massive captial one and some of the other cargo ships are missing. your mod is awesome the banshee class ship is sleek and smooth
What happened to the Silver Lance and portable Phased Array Cannon? I still see them in the code, but commented out. Too unbalanced?
Any chance of a hotfix for this issue?Not a crash but a rather glaring bug all the same, the Aegis drones don't have any AI suddenly. In testing with a Nausicaa when launched the Aegis drones will not respond to anything be it getting too far away from the parent ship, the appearance of enemies, or imminent destruction. They just drift in whatever direction they were launched indefinitely.
Oops, seems like I forgot to remove the AI disable testing thing. Fixed for next release.
Will this be updated for 0.9.1?
For personal use I've taken a stab are rebalancing the hull prices for this mod to be more in line with vanilla's price change in 0.9.1
I ignored a few jokeships because I don't think those ships occur in the game, and as such I knew nothing about them.
This is what I came up with:
http://www.filedropper.com/shipdata
I spent about 5minutes on this so if anyone has better input I'm all ears!
I used this as a basis:
https://docs.google.com/spreadsheets/d/1jPfV0NT2EwBeP1ekUfV2umQvjMe89SOVJLMFz5WsYlM/edit#gid=1385717627
To obtain the Unsung.oh thats neat. Does the factory only spawn once the previous parameters are met or can you wander into it by accident?SpoilerYou need to get a Co-Operative rating with the Neutrino Corporation, get a commission, and they will point you to a location in a system with a factory/relic.[close]
To obtain the Unsung.SpoilerYou need to get a Co-Operative rating with the Neutrino Corporation, get a commission, and they will point you to a location in a system with a factory/relic.[close]
I started a new playtrough as neutrino commissioned on nexerilin. Game start taking long to save and sometimes crashes when saving after a few saves in one sesion.https://fractalsoftworks.com/forum/index.php?topic=8726.0
For example during a 3 hour sesion i save once after 40 minutes and everything is normal, save the second time after 1H20M a bit slower ,save at 2H it gets very slow and at the 4th time saving it either crashes or throw an error.
Re starting game solves this but i had read this could be caused by a "memory leak"?
The only 2 mods i added were this one (+graphic lib) and dark revenant's ship pack
Anyone had this issue before?
For the sake of testing i cheated myself into a rm-r and a falken. Lmao these things are beyond broken, pop a shield bypass on the rm-r and it literally turns into an unstoppable hit and run GOD.Yeah those ships look pretty interesting, I would also like to know if you can get them without cheating. I already know how to get the Unsung, does anyone know if there is a similar way to get the RM-R and the Falken?
Are these ships obtainable without cheating?
Anyone else having an issue where learning hullmod blueprints does not unlock them on campaign refit even though they are available on missions?
Thank you, i am both dumb and blind apparently
So I've gone and touched up all the weapon/ship hover and codex descriptions as well as some faction dialogue and planet descriptions to remove typos, fix some broken English and add a bit more flow to the sentences by changing their structure when needed.
This is mainly for personal use but after spending hours on it I thought there's no harm in sharing it. And I encourage FlashFrozen to apply any of the changes he likes to the actual mod, my attempt has been to merely fix the writing, not change it to be something else entirely.
https://drive.google.com/open?id=14ISGJwxEma4QgRel67BOMnigBHbYrrwu
EDIT: Oh and this is v.1.0, let me know if there are any old (or new) typos or other oddities that I missed.
EDIT 2: Still a bit of a mess and found a bunch of things that need further rewriting, may or may not get around to it depending on my mood.
The ships are beautyful (IMHO), however i uninstalled this mod for some reasons:
- the background image of the neutrino system has a lot of details. The system itself is full of asteroids. I'm almost epileptic because of that (almost) :D
- some sound effects are terrible. The PD red laser for example sounds like a BIOS error. Some sounds are too loud and don't bled well.
- some weapon effects are meh. They also don't blend well with the game.
- the fleet feels very weak. They also are easy to beat when they are on the ennemy side. Don't know why...
5107321 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: neutrino_rotte]
java.lang.RuntimeException: neutrino_rotte]
at com.fs.starfarer.loading.specs.M.createSystemAI(Unknown Source)
at com.fs.starfarer.combat.ai.FighterAI.<init>(Unknown Source)
at com.fs.starfarer.launcher.ModManager.pickShipAIPlugin(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.ooOO.ÒO0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.ooOO.ÓO0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.ooOO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Problem loading class [data.scripts.AIs.ShipSystems.Neutrino_FighterDroneSystemAI]
at com.fs.starfarer.loading.scripts.ScriptStore.Ó00000(Unknown Source)
at com.fs.starfarer.loading.specs.M.getAIScript(Unknown Source)
... 14 more
Caused by: java.lang.NullPointerException
at data.scripts.AIs.ShipSystems.Neutrino_FighterDroneSystemAI.<init>(Neutrino_FighterDroneSystemAI.java:25)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
... 16 more
New bug report for v1.85-RC3 (CTD upon attempting to spawn Neutrino ships in the simulator):
After having sunk more than a hundred hours of playtime into a campaign with this mod on, I haven't encountered any ship from this mod. I have although found a few fighters.You did start a new campaign, did you not? Unlike a Fallout or Elder Scrolls (Oblivion, Skyrim) game, most of the content has to be pre-generated, or else the most you'll see are weapons from the faction in question*.
Don't know if it's RNG or a bug, just thought i'd report it.
It's possible that I added this mod shortly after starting the campaign, thanks for the answer.After having sunk more than a hundred hours of playtime into a campaign with this mod on, I haven't encountered any ship from this mod. I have although found a few fighters.You did start a new campaign, did you not? Unlike a Fallout or Elder Scrolls (Oblivion, Skyrim) game, most of the content has to be pre-generated, or else the most you'll see are weapons from the faction in question*.
Don't know if it's RNG or a bug, just thought i'd report it.
* - When the game's variant randomizer throws in those weapons, or a random market spawns them in their inventory.
I feel kind dumb about asking this, but if I add this to an already running campaign, I can't get any of the ships or anything here?
And by that I mean, can I find any blue prints or even produce the ships if I were to put this in a running campaign?
Neutrino is a big pushover against over mods as of recent updates, the invasion ships amounts are small and their planetary defensive response fleets are tiny also in comparison to most mods out there. They disappear from the sector completely after a few cycles
The DERP point defense launcher effects doesn't expire. Wouldn't that cause a problem in long fights when you shoot out a gazillion of them?
The DERP point defense launcher effects doesn't expire. Wouldn't that cause a problem in long fights when you shoot out a gazillion of them?
Hi, what is that ship? Is it modded?
Anyone have issues getting the hidden hulls? (unsung, etc) Im cooperative and commissioned by them, but no quest shows up.
You can get the Unsung from that special station around random black hole and Falken, last time I checked it could spawn with extremely low spawn chance IIRC.
Got it!Here are my tips for using the Unsung:
Edit: But it's ***!
Hey love the mod but can't find some of the specialty ships? I found the unsung in the research station but can't find the colossus, falken, banshee norn, and the "rm-r". Any help in finding them? Cheers!I think those ones are just quite rare. I know I've salvaged Banshee Norn's on occasion, and maybe one Colossus? If you use Starship Legends it adds a storyteller npc to bars who tells you about legendary flagships, including lost derelicts and where to find them, which kinda lets you filter for the particular ship you're looking for. Still might take a while for these ones to crop up somewhere though.
Sorry to be a bearer of bad news, FlashFrozen haven't active since June 10, 2020, 08:49:35 PM. Neutrino Corp probably will get similar treatment to Diable Avionics to get forked by other modder if FlashFrozen gives the permission.
Sorry to be a bearer of bad news, FlashFrozen haven't active since June 10, 2020, 08:49:35 PM. Neutrino Corp probably will get similar treatment to Diable Avionics to get forked by other modder if FlashFrozen gives the permission.
That's not good. I live and breath on the Banshee missile spamming. And the Unsung is most of the time the ship that tips the fights in my favor.
I know nothing about coding, how difficult would yall say it would be to get it up and working fully for this version of the game?
I know nothing about coding, how difficult would yall say it would be to get it up and working fully for this version of the game?
EDIT: second combat with a fleet and the game crashes with a CombatAPI error.Unfortunately they changed how all the OnHit methods work in 0.95a so those files would have to be changed before this could be used on current version. I'd be willing to look into porting this but I'd need permission from the author first, as he hasn't specified a license.
I will be taking over development with permission. This will involve making a new mod thread upon release. I will be completely overhauling the mod, which will take a long time, so no update is imminent. Please don’t distribute any hastily updated versions of the current mod for 0.95. Thanks
I will be taking over development with permission. This will involve making a new mod thread upon release. I will be completely overhauling the mod, which will take a long time, so no update is imminent. Please don’t distribute any hastily updated versions of the current mod for 0.95. Thanks
I will be taking over development with permission. This will involve making a new mod thread upon release. I will be completely overhauling the mod, which will take a long time, so no update is imminent. Please don’t distribute any hastily updated versions of the current mod for 0.95. Thanks
I will be taking over development with permission. This will involve making a new mod thread upon release. I will be completely overhauling the mod, which will take a long time, so no update is imminent. Please don’t distribute any hastily updated versions of the current mod for 0.95. ThanksThank you so much, I love Neutrino's aesthetics and mechanics, I'll be looking forward to it.
I will be taking over development with permission. This will involve making a new mod thread upon release. I will be completely overhauling the mod, which will take a long time, so no update is imminent. Please don’t distribute any hastily updated versions of the current mod for 0.95. Thanks
Just wanted to say always loved this faction mod the most used it for years can wait for the update. :)
Amazing job.
(https://imgur.com/Z2W97e2.gif)You are a legend among legends.
(https://imgur.com/Z2W97e2.gif)
Thank you so much for doing this. Very good-looking (though may be distracting on larger ships and when you have an entire fleet of them. Maybe make it more subtle?). Hope you are having fun while doing all this.
it's replacing shields entirely as a custom right-click defence system. think templar skinshields but modular and cool. the gif shows a debug threat vector rotating through 360 degrees around the ship, the skinshield direction will actually track nearby hostile projectiles.
it's replacing shields entirely as a custom right-click defence system. think templar skinshields but modular and cool. the gif shows a debug threat vector rotating through 360 degrees around the ship, the skinshield direction will actually track nearby hostile projectiles.
In this case I'd reverse my statement about it being subtle. Shields show quite clearly where your attack will be blocked. When you are looking at a hostile Lathe that is facing you and has the defence system turned on, you won't notice it due to the amount of surface area in this direction (or, well, the lack of it). Either way, need to touch it properly in order to actually understand it (temlars were already not around when I first came to Starsector).
Will this design choice change the faction's gameplay style? Part of me just does not want the "Jackhammer siege mode laser goes brr" to go away, but other than that, I really want to see what you'll come up with.
Happy new year by the way.
Just wanted to give a big THANK YOU to tomatopaste for taking care of the best faction mod in Starsector. You're a hero, buddy! :D
First sprite showcase.. featuring TheEND and the Lathe.
(https://i.imgur.com/9DHG0RY.png)
First sprite showcase.. featuring TheEND and the Lathe.
(https://i.imgur.com/9DHG0RY.png)
(https://i.imgur.com/PVqEfFx.png)Why does it have a shield ? where is the neutrino plating ?
(https://i.imgur.com/PVqEfFx.png)Why does it have a shield ? where is the neutrino plating ?
Will this mod be playeble on 0.95? I have no idea how mods and thing works really so i there is probably a good answer for why its not "updated".As said afew pages ago Tomatopaste has gotten permission to take over the mod and is currently working on a overhaul
(https://i.imgur.com/PVqEfFx.png)Is that a noncircular shield I see?! bloody awesome.
Don't forget to add the Unsung to Neutrino fleets, i don't like the Black Hole event thingy to get it.
Turn it into an Omega converted ship as a high level bountyDon't forget to add the Unsung to Neutrino fleets, i don't like the Black Hole event thingy to get it.side note, Tomato paste, if you could make a balanced version of the joker ship spawn in the sector that would be awesome
Yea i know all of this, i was talking about a change in the main mod for everyone.Don't forget to add the Unsung to Neutrino fleets, i don't like the Black Hole event thingy to get it.
Oh with simple edit in the game mod files you can make that a reality :)
Banshee is looking pretty nice ingame :)
Are the subsystems new? I dont remember those but it has been a while so I could be wrong.
my god... these new sprites look amazing! I hope you will release ressources to make custom paintjobs easier to make because I can see a lot of potential here!
am I the only one that actually prefers the older smoother style? I know that looks like it fits into the game more but the smoother ships give a good aesthetic as well.
am I the only one that actually prefers the older smoother style? I know that looks like it fits into the game more but the smoother ships give a good aesthetic as well.
feel free to make your own private skins if you can't handle the swag ;)
I wonder if anyone agrees too, probably, but will never say it.
feel free to make your own private skins if you can't handle the swag ;)this was a joke if anyone didn't pick up on that
The middle ground I'm aiming for is the style that is most satisfying for me, because I am the person spending hundreds of hours developing it.
The middle ground I'm aiming for is the style that is most satisfying for me, because I am the person spending hundreds of hours developing it.
You have to realise, though, that by taking over an existing mod, you'll have to deal with certain expectation based on that that mod has been for many years. You are, in fact, not the only person who spent many hours developing it. If this was your entirely original work, it'd be entirely up to you where to take style and aesthetics of the mod, but when you take over a faction with a longstanding history and change its aesthetics, you will have to deal with people not liking it cause they got attached to it.
You should also keep in mind the difference between style and aesthetics. You can very much retain the overall aesthetics of the original while moving it to a more vanilla-adjacent style. The new Banshee is a good example of that. It's very much an improvement on the original that retains the overall aesthetics. The same can't be said about the Lathe imho, which feels quite different from the original with the loss of her signature asymmetry. It is of course entirely your decision how to go about it, I just thought I would mention it.
Also, you're greebling your plating too much. More clean surfaces would help with selling this as Neutrino already.
The middle ground I'm aiming for is the style that is most satisfying for me, because I am the person spending hundreds of hours developing it.
You have to realise, though, that by taking over an existing mod, you'll have to deal with certain expectation based on that that mod has been for many years. You are, in fact, not the only person who spent many hours developing it. If this was your entirely original work, it'd be entirely up to you where to take style and aesthetics of the mod, but when you take over a faction with a longstanding history and change its aesthetics, you will have to deal with people not liking it cause they got attached to it.
You should also keep in mind the difference between style and aesthetics. You can very much retain the overall aesthetics of the original while moving it to a more vanilla-adjacent style. The new Banshee is a good example of that. It's very much an improvement on the original that retains the overall aesthetics. The same can't be said about the Lathe imho, which feels quite different from the original with the loss of her signature asymmetry. It is of course entirely your decision how to go about it, I just thought I would mention it.
Also, you're greebling your plating too much. More clean surfaces would help with selling this as Neutrino already.
Raw sprite
(https://i.imgur.com/fNQJBrd.png)
Raw sprite
(https://i.imgur.com/fNQJBrd.png)
Though I overall prefer the older art which is mostly due to nostalgia goggles as you put it earlier since its easier to be fond of something you have flown with in-game than that which you have not, your designs are also very clean and looks pretty cool. The utilization of the blue-gray color rather than the more strictly gray color does it closer to the more vanilla blueish elements of the high tech style. I have to ask though since I am not sure, are you planning to forgo the iconic two white strips that were on some ships like the Banshee or Jackhammer?
so what im getting from all those sprites is that there will be new sprites, but would be nice to have an option to still have the old sprites, they looked nice, sleek
so what im getting from all those sprites is that there will be new sprites, but would be nice to have an option to still have the old sprites, they looked nice, sleek
how do you suggest i make the option to have the old sprites
my opinion is: in normal market u could only find new ships, but if u want to get the old ships, go find the commander in the main planet of the corp to order one, or just make a special market that u can buy old ships/special items from it.so what im getting from all those sprites is that there will be new sprites, but would be nice to have an option to still have the old sprites, they looked nice, sleek
how do you suggest i make the option to have the old sprites
my opinion is: in normal market u could only find new ships, but if u want to get the old ships, go find the commander in the main planet of the corp to order one, or just make a special market that u can buy old ships/special items from it.so what im getting from all those sprites is that there will be new sprites, but would be nice to have an option to still have the old sprites, they looked nice, sleek
how do you suggest i make the option to have the old sprites
While it would be a fairly simple to add some stripes, I don't think they add anything to the sprite at the moment. They made the old banshee more interesting but I decided it would be too much clutter to keep them. I might change my mind.
that's just an idea, i'm offering that, but how things would be depends on the modder who is working on this mod. I'm ok with both new and old ships, as people had said previously, having this mod back is really a good thing to me, i just can't wait anymore, but i have to, XDmy opinion is: in normal market u could only find new ships, but if u want to get the old ships, go find the commander in the main planet of the corp to order one, or just make a special market that u can buy old ships/special items from it.so what im getting from all those sprites is that there will be new sprites, but would be nice to have an option to still have the old sprites, they looked nice, sleek
how do you suggest i make the option to have the old sprites
Doesnt that sound a bit too much?
have sympathy for the poor modder already having to work so hard
Your word is the final one, but these are too... round.
Made possibble
I love neu gve mme likn so i acna preprder
I believe that Unsung sprite is "not finished", need more textures in some places
Made possibble
I love neu gve mme likn so i acna preprder
Wow that sure is legible!
And for what my 2 cents are worth, i think the new sprites look great! I will miss the old ones after playing with them since this mod was released, and for the most part where pretty good, but the new style blends with vanilla better and thats what i like! legit cant wait to see what you do with the rest of em!
I am holding my next playthrough for this mod update, can't wait!
I am holding my next playthrough for this mod update, can't wait!
In the meantime you should check out the corvus discord, we setup something temporary in there so that people can play with some of the stuff for the time being.If i lose my patience and decide to start my next run before this gets updated i will take a look at discord :)
Hey so i tried to play with this mod but i can't seem to turn it on. it says its for a previous game version 0.9.1a and i have 0.9.1a-RC6. And i was wondering if this mod is just un updated or if i broke something?not updated, you can check updates on this page of responses for confirmation and minor update from modder attempting to updated it
...
(https://i.imgur.com/QdUTnYO.png)
Looks to be a station...
(https://i.imgur.com/QdUTnYO.png)
How this monster work ?! coolnest overload
...
(https://i.imgur.com/QdUTnYO.png)
Indeed... short side looks to be for fighters, while the other two are for weapon emplacements... but how fast does it spin?Looks to be a station...
(https://i.imgur.com/QdUTnYO.png)
How this monster work ?! coolnest overload
Doppler, mainline carrier with recall device and three fighter bays. The Lorentz (formerly TheEND) has been retconned as a special phase retrofit of this ship.
I'm still waiting this mod to get updated to start playing starsector again. the vanilla and other mods ships are so boring to me. I miss the Neutrino full armor without shields ships. is there any way I can turn my game back to 0.9.1 version?
Someone uploaded an updated version to the "mod_updates" section in the discord server. Saw no mention here, so thought will post this for more to see. I just hope they got the permission from the original author.Could you post the link?
Hello, Phoenix~ is the maintainer of the recent "Nostalgia" fork of Neutrino. He didn't mind if I posted the version here, and we are thankfully sanctioned by FlashFrozen. (Thank you for making a cool mod, Flash!)
....
I'm still waiting this mod to get updated to start playing starsector again. the vanilla and other mods ships are so boring to me. I miss the Neutrino full armor without shields ships. is there any way I can turn my game back to 0.9.1 version?
??? .... or they could look about six posts above yours for the 'Nostalgia Edition' that's been updated for the current game version. To use while they wait for the main remake to be complete.I'm still waiting this mod to get updated to start playing starsector again. the vanilla and other mods ships are so boring to me. I miss the Neutrino full armor without shields ships. is there any way I can turn my game back to 0.9.1 version?
Something you can do to tide you over (although it may come with some problems) is change the "gameversion" in the mod_info.JSON in the mod folder to whatever version of the game you are using (latest being 0.95.1a-RC6 i think...), this will allow you to play the mod on the latest version of the game but dont expect everything to work properly, ive not come across anything yet but just be on the lookout
Dev standard lineup as of June 2022
Demo of brand new high-performance particle shader tech I developed for neutrino
Update 27th December 2022 btw
good evening so I tried the unofficial version released not long ago but when I launch the game, it crashes for the reason "Ship hull spec [neutrino_blowtorch]" do you know how to fix the problem?
good evening so I tried the unofficial version released not long ago but when I launch the game, it crashes for the reason "Ship hull spec [neutrino_blowtorch]" do you know how to fix the problem?
sounds like either you or a faction has that hullmod which no longer exists? you can fix this though editing your save file iirc
can you be more specific please? what are the files i need to modify?
wow... the new ship designs are WAY STEP BACK compared to original designs... like many other did pointed out new designs may looks better in term of texture but are so generic like original game... i mean there is SO MANY lumpy models in general game already and in fact the reason i was searching for this mod was the original high tech edgy design, other way the site is fully of lumpy deisgns...I'd have to look at both finalized ship sets side by side, but thus far I think the new ones look rather good.
i do respect the modder for all his hard work and sharing it with us and he have my gratitude, but hopefully he too does respect users opinions... and this criticism is a fact like many other ones did mention...
well off to download other mods for this beautiful game...
wow... the new ship designs are WAY STEP BACK compared to original designs... like many other did pointed out new designs may looks better in term of texture but are so generic like original game... i mean there is SO MANY lumpy models in general game already and in fact the reason i was searching for this mod was the original high tech edgy design, other way the site is fully of lumpy deisgns...I'm sort of torn. On one hand I sort of agree with you because I very much preferred the blocky utilitarian look. On the other I very much like the new looks because they both fit with vanilla and vanilla+ mods AND seems like they won't look as derpy with non-neutrino weapons fit to them.
i do respect the modder for all his hard work and sharing it with us and he have my gratitude, but hopefully he too does respect users opinions... and this criticism is a fact like many other ones did mention...
well off to download other mods for this beautiful game...
Dev lineup for release, bar several frigates/destroyers that are still wip, but may still be subject to change. Not sure if Unsung rework will make the cut for release, either, since it's intended to be linked to some campaign content but I'm not sure if I can make it bug-free in time for my release deadline. Anybody that complains about it looking more like a conquest should pilot a conquest sometime, and tell me it's a bad thing afterwards lol ;D.Very neat, only gripe is the conquest varient's wings are a tad too dark to be fully visible on starscape, imo. Also, all ships that rely on collision damage are jank and cringe.
Neutrino weaponry is still TBD, I want to avoid the common syndrome of having token weapons that are barely sidegrades to vanilla guns, so the current plan is to refurbish the standout guns like the Neutron Lance, Photon weapons etc., while still having dependence on vanilla weapons for loadout options.
I think the Unsung and the other capital next to it - I forget the name now - are too greebled and should be smoothed out a bit.
I understand that NC being early days FF art is too smooth for vanilla, but this is too far the other way.
Also the new asymmetrical ship right of the Lorentz, something about it just doesn't look finished.
The ship to the right...
Hello, Phoenix~ is the maintainer of the recent "Nostalgia" fork of Neutrino. He didn't mind if I posted the version here, and we are thankfully sanctioned by FlashFrozen. (Thank you for making a cool mod, Flash!)
Changes include:
- Neutronium Plating overhaul
- Weapon and ship rebalance
- Removed hidden mounts
- AI improvements and crash fixes
- Neutrino Microphase mechanics update
- Tooltip improvements
- English improvements
- Nexerelin integrations
- And some WIP resprites, done by yours truly.
(https://i.imgur.com/FUFJhCp.png)
Download here (https://cdn.discordapp.com/attachments/825068217361760306/988234717348388924/Neutrino_corp.zip)
[Not save compatible with any bootlegs or previous versions of Neutrino]
Note: This project is not affiliated with Tomatopaste's work, and nor is it intended to replace it. It is simply a window into the past, albeit with minimal refurbishment for poorly-aged aspects of Neutrino.
Which version is this one compatible with?v0.95.1a RC6 (i.e. the newest release of Starsector), but I would not bet on this being compatible with its
Which version is this one compatible with?v0.95.1a RC6 (i.e. the newest release of Starsector), but I would not bet on this being compatible with itsimmediatepredecessor, v0.95a RC15.
EDIT: Considering the duration between release dates (roughly nine months from 0.95a to 0.95.1a), 'immediate' was not the proper adjective.
You apparently missed the message from the guy who's supposed to take care of said update, saying that he's not doing it anymore.
update suspended indefinitely while i re-evaluate my motivation for modding starsector
Any bootleg 0.96
Any bootleg 0.96
I wish, I really miss my banshee
Any bootleg 0.96
I wish, I really miss my banshee
11285015 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.combat.entities.Ship.getSystem()Lcom/fs/starfarer/combat/systems/F;
java.lang.NoSuchMethodError: com.fs.starfarer.combat.entities.Ship.getSystem()Lcom/fs/starfarer/combat/systems/F;
at data.scripts.AIs.ShipSystems.Neutrino_FighterDroneSystemAI.toggle(Neutrino_FighterDroneSystemAI.java:91)
at data.scripts.AIs.ShipSystems.Neutrino_FighterDroneSystemAI.setToDEPLOY(Neutrino_FighterDroneSystemAI.java:79)
at data.scripts.AIs.ShipSystems.Neutrino_FighterDroneSystemAI.advance(Neutrino_FighterDroneSystemAI.java:64)
at com.fs.starfarer.loading.specs.oO0O$1.super(Unknown Source)
at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
260573 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
at data.scripts.plugins.Neutrino_EveryFrameCombatPlugin.phaseMissileEffect(Neutrino_EveryFrameCombatPlugin.java:595)
at data.scripts.plugins.Neutrino_EveryFrameCombatPlugin.advance(Neutrino_EveryFrameCombatPlugin.java:189)
at com.fs.starfarer.title.C.OO0O$Oo.super(Unknown Source)
at com.fs.starfarer.combat.A.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Thread.java:748)
just got several errors from trying out "theend" class carrier
Any bootleg 0.96
I wish, I really miss my banshee
I been running it 0.96 no issues for quite awhile now! nothing out the ordinary. Just change the mod info json version
Any bootleg 0.96
I wish, I really miss my banshee
I been running it 0.96 no issues for quite awhile now! nothing out the ordinary. Just change the mod info json version
Strange; when I tried that, it causes crashes because some ship hull called 'Blowtorch' doesn't exist or something.
A damned shame, because I'd love to use the Photon Torpedo missile weapons again.
bootleg from the main post- I was litterally exploring, and picked up the shipjust got several errors from trying out "theend" class carrier
What did you do exactly to get the crash to happen and which version where you using (Nostalgia or a bootleg)?
This seems like a relatively simple fix so if I can replicate it it might not be to bad.
Neutrino's a dead mod, both the original and the attempts to bootleg it/revive it. Won't find much help, I'm afraid.
Can anyone help me? :'(
Everytime I'm using Neutrino ships with their drone, this error popped upSpoiler4266309 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.combat.entities.Ship.getSystem()Lcom/fs/starfarer/combat/systems/F;
java.lang.NoSuchMethodError: com.fs.starfarer.combat.entities.Ship.getSystem()Lcom/fs/starfarer/combat/systems/F;
at data.scripts.AIs.ShipSystems.Neutrino_FighterDroneSystemAI.toggle(Neutrino_FighterDroneSystemAI.java:91)
at data.scripts.AIs.ShipSystems.Neutrino_FighterDroneSystemAI.setToDEPLOY(Neutrino_FighterDroneSystemAI.java:79)
at data.scripts.AIs.ShipSystems.Neutrino_FighterDroneSystemAI.advance(Neutrino_FighterDroneSystemAI.java:64)
at com.fs.starfarer.loading.specs.M$1.super(Unknown Source)
at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
516340 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.combat.entities.Ship.getSystem()Lcom/fs/starfarer/combat/systems/F;
java.lang.NoSuchMethodError: com.fs.starfarer.combat.entities.Ship.getSystem()Lcom/fs/starfarer/combat/systems/F;
at data.scripts.AIs.ShipSystems.Neutrino_FighterDroneSystemAI.toggle(Neutrino_FighterDroneSystemAI.java:91)
at data.scripts.AIs.ShipSystems.Neutrino_FighterDroneSystemAI.setToDEPLOY(Neutrino_FighterDroneSystemAI.java:79)
at data.scripts.AIs.ShipSystems.Neutrino_FighterDroneSystemAI.advance(Neutrino_FighterDroneSystemAI.java:64)
at com.fs.starfarer.loading.specs.M$1.super(Unknown Source)
at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
516391 [Thread-10] INFO sound.O - Creating streaming player for music with id [battle_ambience_01.ogg]
516391 [Thread-10] INFO sound.OooO - Playing music with id [battle_ambience_01.ogg]