Fractal Softworks Forum

Starsector => Mods => Topic started by: Tartiflette on May 23, 2014, 03:14:07 AM

Title: [0.9.1a] Scy V1.56 (2019/08/10)
Post by: Tartiflette on May 23, 2014, 03:14:07 AM
(https://i.imgur.com/gNzbvcT.jpg)


(https://i.imgur.com/EN6SiSL.png)
Spoiler
(https://i.imgur.com/VGvFvhO.png)
[close]



     
(http://i.imgur.com/zRpyjdM.png)
Download (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_1.56RC2.7z)
Alternate skin pack (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_ALTERNATE_LOOK.7z)
(extract inside the mod folder and overwrite).
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Requires MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
NexusMods mirror (https://www.nexusmods.com/starsector/mods/17)


Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0) and Corvus mode.
Compatible with Dark.Revenant's GraphicLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)

THIS UPDATES BREAKS SAVES

   This mod is quite packed with content. When used with other large mods you may need to allocate additional memory. Expect longer load times.
   Still having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931.0)!
 
      
https://www.youtube.com/watch?v=0-ooC-pgCFI


Scy Nation's origin and history

(http://i.imgur.com/bfvKdlm.png)
(http://i.imgur.com/5WgjhJP.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/THE_LOREV02.pdf)(http://i.imgur.com/dB1S7FM.png) (http://imgur.com/a/r5W0m)

The origin of the Scy Nation.
     
(http://i.imgur.com/9VKYNdK.png)
(http://i.imgur.com/5WgjhJP.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/THE_HUNTV02.pdf)(http://i.imgur.com/dB1S7FM.png) (http://imgur.com/a/Kvfrd#6cFG7kT)

The Hegemonic side of the story.
 
     
Scyan Navy showcase:

Spoiler
(https://i.imgur.com/cpPH2aQh.jpg)    (https://i.imgur.com/d8SRBYG.jpg)(https://i.imgur.com/M5rNCJth.jpg) (https://i.imgur.com/zY39I6F.jpg)
[close]









Recent Changelogs
Spoiler
1.56

CONTENT:
 - Alternate skin pack available.

BALANCING:
 - Frigates and some destroyers buffed (longer PPT, slightly more armored...)
 - Minimal Preparation Hullmod no longer use a Logistic Slot.
 - Scy now uses an improved vanilla station for Elysee's defense.
 - Miniguns chargeup time increased by 50%.
 - Manticore system switched to Engine Jumpstart from CIWS drones.

BUGFIXES/IMPROVEMENTS:
 - Massive VRAM optimization.
 - Removed Prism military market.
 - Vastly improved High-End Seller weak weapons selection,expanded the ship selection too. (only for non Nexerelin games)
 - Hopefully fixed retreat bug using ships with modules (please report to me if it still happen regardless of the ship's mod).
 - Clarified some (in)compatibilities between hullmods.
 - Improved Laser Torpedo detonation logic, slightly modified flight behavior.
 - Added a third blueprint package dedicated to weapons.
 - Slightly raised the Antimatter station orbit to avoid fleets bumping into the corona and unable to reach it.

1.55

BALANCING:
 - Ship prices raised to 0.9.1 levels, some fleet points and deployment costs reductions.
 - Deployment and Maintenance costs normalized to each-other.
 - Scyan ships now have their monthly maintenance halved when flying under burn 3 instead.
 - Industries shuffled around according to 0.9.1 rules.
 - Custom industries prices and maintenances adjusted for 0.9.1.
 - Prism's Ship Market heavily nerfed as an industry all around.
 - Interception Gun:
   . Now can reliably hit ships and fighters too.
   . Added 50 EMP damage (25 sustained dps).
 - Scyan blueprint packages prices lowered to vanilla levels.

BUGFIXES/IMPROVEMENTS:
 - Acheron system moved a bit away from the core.
 - Astrapios:
   . Trail now renders below the explosion.
   . Projectile now passes through missiles.
 - Anaplekte CIWS drones now use Interception Guns instead of Miniguns.
 - Akhlys escort fighter Micro Flak replaced with Active Flare system.
 - Nemean Lion large mounts now turrets instead of hardpoints.
 - Keto modules now equipped with Interception Guns instead of Vulcans.

1.54

 - Added Vesperon Combine compatibility.
 - Added Grenade Launcher small missile weapon.
 - Added small Arc Missile Rack
 - Added Interception Gun small pd weapon

BALANCING:
 - Keto main gun significantly reworked:
   . Now warmed-up beforehand (takes up to 10s).
   . Chargeup reduced to 1s from 5.
   . Cooldown increased to 20s from 10 when counting the warmup phase.
   . Cooldown reset to 10s after venting or overloading.
   . Splash damage significantly raised both in EMP damage and radius.

BUGFIXES/IMPROVEMENTS:
 - Fixed most cases of the module retreat bug.
 - Added trails to a few relevant projectiles.
 - Added UI feedback for the Kalkotauroi beam and the Stymphalian Bird system.
 - Siren teleporting system now consume its ammo each time it is fired instead of each time it teleports.
 - Laser Torpedoes should be a LOT more reliable.

1.53

 - Updated compatibility with Nexerelin.

REMOVED CONTENT to reduce clutter:
 - Rocket pods mk 1 - 2 - 3
 - Cluster torpedo Rack (pod stays)
 - Coasting missile Rack (pod stays)
 - Light flak gun
 - Oscillating beam
 - Defense Autonailer
 - Beehive Nailer
 - Geryon (H) (was unused)
Variants adjusted using vanilla weapons.

BALANCING:
 - Eris interceptor OP cost raised to 2 from 0.
 - Akhlys wing role is now SUPPORT from INTERCEPTOR.
 - All fighters got the "no_weapon_flux" hullmod like vanilla, flux stats adjusted accordingly.
 - Minimal Preparation hullmod now incompatible with Militarized Subsystems and Efficiency Overhaul.
 - Large weapons costs reduced (still on the expensive side).

BUGFIXES/IMPROVEMENTS:
 - Shuffled some blueprints, neither package contains any capital ship like the vanilla packages.
 - Deactivated the "material maps" for GraphicLib, that had only a minor visual impact but significantly increased VRam usage.

1.52

BUGFIXES/IMPROVEMENTS:
 - Fixed lack of production for Scy's custom industries.
 - Intelligence Command will now notify the player when a pirate base is discovered.
 - Fixed possible crash with the Laser Torpedo and Cluster Torpedo.

1.51

NEW CONTENT:
 - Intelligence Command Center:
   . Generates Intelligence Chips at a very slow rate.
   . Reveal a Pirate and Pather base every few months.
   . Extremely high upkeep cost and resource requirements.
   . Unlocked when reaching a Welcoming relation with Scy.

BUGFIXES/IMPROVEMENTS:
 - Re-implemented Prism's High-end Seller.
 - Intel chips now drop in sane amounts given their value.
 - Fixed missing market flavor texts, added new ones.
 - Added recruitment flavor dialog.

1.50

rc2: removed High End Seller from Prism Freeport due to corrupted saves
rc3:
   . fixed custom engine crash,
   . fixed name collision with proc-gen systems,
   . fixed potential crash with custom muzzle flashes,
   . added proper blueprints,

Barebone 0.9.0 compatibility update

BALANCING:

 - Nemean Lion-class battle-fortress:
   . Ship-system now also reduce damage to the armor modules depending on how many are left.

BUGFIXES/IMPROVEMENTS:

 - Massive code refactoring using MagicLib, improved performances, tweaked effects.

 - Miniguns sound improvements, especially during spin up and down.
[close]



   You like the mod? Help making it better: Donations will be used to commission content I cannot create myself, such as illustrations or music

(https://www.paypal.com/en_US/i/btn/btn_donate_LG.gif) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WYWX8DR5WPV8G)



  Big thanks to all the modders that helped to create this mod:
Cycerin, Debido, Mesotronik, Dark Revenant, Silentstormpt,
Histidine, SniZupGun, Deathfly, 19_30 and many others.

Music composed by Fastland, aka Cycerin (https://soundcloud.com/fastland)

Made with Trylobot and Deathfly's Ship Editor (http://fractalsoftworks.com/forum/index.php?topic=375.0)

(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Scy Nation Mod by Tartiflette (http://fractalsoftworks.com/forum/index.php?topic=8010.0) is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/).
Any derivative work must also comply with Starsector's EULA

Title: Re: Scy [23/05]
Post by: Tecrys on May 23, 2014, 04:00:26 AM
Welcome to the forums mate!

Cool stuff you've done so far, love your designs and animations.
I am not really good with coding and tbh I don't have time to help anybody out because I am busy with my own mod but I simply wanted to give a warm welcome to a new modder!

If you like give me a PM and I'll invite you to the modder's skype chat, it's very useful if you need help or want to share your ideas and thoughts.

I am very impressed by your animations, I've been animating stuff as well for my bioships to make them look alive, if you've got any spare time I might actually need some help with an animation I wanted to do for weeks now but it's so hard.

Keep up the good work, I am looking forward to see those ships of yours ingame!
Title: Re: Scy [23/05]
Post by: Tartiflette on May 23, 2014, 04:22:15 AM
Hi, well I have to say I thought to ask you directly before, given your liking for animated stuff. But you wrote somewhere that your are not comfortable with code so I didn't wanted to distract your from your script heavy mod. If you have some straight tentacle ready, I can give it a try, since I'd like to take a break from my stuff and I don't have any work today.
Title: Re: Scy [23/05]
Post by: Uomoz on May 23, 2014, 04:23:38 AM
Wow! Pm me for coding :).
Title: Re: Scy [23/05]
Post by: Gotcha! on May 23, 2014, 04:23:49 AM
You are an amazing artist. I hope someone will help you out, because I'd like to see your fine ships out there. :)
Unfortunately I can't help you either, but for the reason that I wouldn't be able to java my way out of a paper bag.
Title: Re: Scy [23/05]
Post by: Ryxsen1421 on May 23, 2014, 04:42:05 AM
Welcome! Like Gotcha! said, you're one helluva awesome artist! That animation is just superbly SEXY and gosh! I can hardly describe how do I feel right now with words!  ???
The story's well written and explained, very original and stuff!!
Title: Re: Scy [23/05]
Post by: Cycerin on May 23, 2014, 04:44:15 AM
Whoa, whoa, whoa, where did this come from? Absolutely amazing. I'm going to have some more valuable feedback later on, I except, but so far I'm really impressed. As far as I know, nobody's taken quite this effort to immerse the audience from the get-go before.
Title: Re: Scy [23/05]
Post by: Tartiflette on May 23, 2014, 05:15:34 AM
 :D Thanks everyone for the positive replies. I know I went for the overkill lore-wise, but that's the part I prefer by far. And for once It will be something that other people could enjoy too, instead of taking virtual dust in my hard drive.
First, I'll try to get a precise idea of what need to be done in the coding side, and what I can take care of, before starting PMing for help.

Bonus track: some other animations, but with older sprites.
Spoiler
(http://i.imgur.com/aJlDIUC.gif)
(http://i.imgur.com/4b6fD6v.gif)
[close]
Title: Re: Scy [23/05]
Post by: Erick Doe on May 23, 2014, 05:15:57 AM
Amazing work! I really like the animations and the well-defined and detailed ship sprites.
Title: Re: Scy [23/05]
Post by: mendonca on May 23, 2014, 05:20:30 AM
Looks incredible! :)

I am too really happy to see someone go overboard on the lore aspect (and especially the presentation of the lore) - and then to do so without even having a playable mod!

... and the animation teaser so far looks fantastic - could really take your sprites from great (which they are) to something else indeed.

Good luck and godspeed! Can't wait to play with them!
Title: Re: Scy [23/05]
Post by: theSONY on May 23, 2014, 05:51:42 AM
Suddenly a wild Tartiflette appears, Hi & welcome
About the logo, thats the Owl or Happy librarian lady ?
Title: Re: Scy [23/05]
Post by: Tartiflette on May 23, 2014, 06:03:53 AM
Well since I went for the whole Ancient Greece/Sparta resurrection, I thought an Owl would be a good emblem: Athens symbol, a bird of prey that also symbolize knowledge and wisdom... A stealthy hunter that strike in the dark! Quite fitting both the Scy social and military philosophy.
Title: Re: Scy [23/05]
Post by: Cycerin on May 23, 2014, 06:45:07 AM
The animations are amazing. Do you have them broken up into layers so you can easily turn them into decorative weapons for implementation? Animating the entire ship sprite will probably be fairly effective for some things, but when you have glowy elements like electric arcs, they should probably be implemented on a separate deco weapon with additive blending set.
Title: Re: Scy [23/05]
Post by: Foxer360 on May 23, 2014, 07:02:31 AM
Dat lore tho.

But seriously, you have an *amazing* mod here, and I think I can say that it far outclasses the lore of any mod on the forum right now. It also has some beastly animations, all of which are incredibly cool! Man, I am humbled by your presence!

Title: Re: Scy [23/05]
Post by: Ryxsen1421 on May 23, 2014, 07:03:15 AM
Seeing that laser and eletrical charge effects...

Spoiler
(http://i.imgur.com/nQyD9Xy.jpg)
[close]
Title: Re: Scy [23/05]
Post by: Tartiflette on May 23, 2014, 07:05:34 AM
Quote
The animations are amazing. Do you have them broken up into layers so you can easily turn them into decorative weapons for implementation?
Of course! Actually most of the effects are done via simple layers that I scale, move and fade, I don't know if you can do that in-game. If it is the case, I can really optimize the animation down to three or four static images and a tiny animated weapon.
In general, I work in a much more layered way than say David. As a mater of fact, if DarkRevenant implement spec maps in his shaderlib, I will be able to make them in no time. Or I can strip the armor to make a custom wreck with the interior visible...
Title: Re: Scy [23/05]
Post by: HELMUT on May 23, 2014, 09:45:14 AM
This is really impressive. The style remind me of some kind of hybrid between Neutrinos and Hiigarans. Also, your animations are gorgeous, are you doing those on Photoshop?

Prepare your PM box by the way, i foresee a great flood of animation requests coming for you! ;D
Title: Re: Scy [23/05]
Post by: Tartiflette on May 23, 2014, 10:18:41 AM
@Helmut
Yep, everything has been done in photoshop, although it sometimes has been a chore.
As for inspiration, indeed I'm really influenced by Homeworld (my favorites spaceship designs, especially the unused ones) and I closely inspected FlashFrozen's ships in search of inspiration and spriting tricks.
I'm ready to give a hand at animating, I can also share some tips and tricks to animate faster... But like in every artistic craft, the motto could be "precise observation, careful preparation, strong patience, and the most important: self criticisms!"
Title: Re: Scy [23/05]
Post by: Farlarzia on May 23, 2014, 10:36:43 AM
I noticed that one of the ships is called the Medusa, which might get a bit confusing with the vanilla Medusa, I'm not sure you're aware, just thought I'd point it out.

Also that is probably the best animation I've ever seen on this entire forum, it looks amazing! Looking forward to seeing more, this seems to be shaping up VERY well
Title: Re: Scy [23/05]
Post by: Tartiflette on May 23, 2014, 10:55:13 AM
Yeah, I know. I only use mythological beasts names for my ships and only in relation with their intended role, and "medusa" is fitting too well to throw it away (you know, turning fleet that face her in useless lump of metal)... Since the Scy were isolated, I could argue that they didn't known the name was already used, but that would be bad game design.
If I recall right, Sthenos is also used by Blackrock, and I thought there was a third, maybe Lamia or Hydra, I'm not sure. But I'm pretty sure that I already saw some ships sharing a vanilla name in other mods so I guess it's not a big problem.
Title: Re: Scy [23/05]
Post by: theSONY on May 23, 2014, 11:22:42 AM
yeah i noticed that name collision to,
since you use Medusa & her 2 other sister's name then why not change it to "gorgon" ?
Title: Re: Scy [23/05]
Post by: Cycerin on May 23, 2014, 11:28:14 AM
Yeah, I know. I only use mythological beasts names for my ships and only in relation with their intended role, and "medusa" is fitting too well to throw it away (you know, turning fleet that face her in useless lump of metal)... Since the Scy were isolated, I could argue that they didn't known the name was already used, but that would be bad game design.
If I recall right, Sthenos is also used by Blackrock, and I thought there was a third, maybe Lamia or Hydra, I'm not sure. But I'm pretty sure that I already saw some ships sharing a vanilla name in other mods so I guess it's not a big problem.

Well, way back when I made the ship I considered Shteno, but I changed it to "Stenos" (which is also like part of the latin name of a dolphin species, Steno Bredanensis, and latin animal names prop up everwhere in BRDY) so I wouldn't worry about that one.
Title: Re: Scy [23/05]
Post by: SpaceRiceBowl on May 23, 2014, 12:50:16 PM
Jeebus, did this really just come out of the blue? Man the effort it must have took, and those animations!
Title: Re: Scy [23/05]
Post by: Nanao-kun on May 23, 2014, 02:03:47 PM
Those ships are great.
Title: Re: Scy [23/05]
Post by: Sundog on May 23, 2014, 03:05:37 PM
This is good stuff  :)

since you use Medusa & her 2 other sister's name then why not change it to "gorgon" ?
I second the motion.

I believe that the best way to recruit a coder is to prove that you're not an "idea" person but can deliver your part.
Wisdom.

I can't commit to anything, but feel free to pm me about scripting.

About the scripts you'll need:
Spoiler
Note to all: (If I'm wrong about anything below, please let me know)

Precision Gear - I don't think it's currently possible to give bonuses to specific weapons, so there's no way to only apply the effects to turrets.
EMP Nova - Shouldn't be too hard. You might want to make sure the AI never uses this while the (allied) player ship is in range.
Retro Boosters - Cool idea. Writing proper AI for it might be tough as there's no way to ask vanilla AI when it wants to disengage. I think it's doable though.
Overload - Hey! I'm planning to make something similar  :)
Drone Launcher - Sounds like you want custom behavior for these drones. Could take some work depending on what you want and how picky you are.
Active Electronic Warfare - You might have trouble convincing the enemy AI not to ignore the drones with their main weapons.
Drone Bays - I don't think ships can launch more than one type of drone. Might be able to bypass this with hackery.
Phase Teleporter Cannon - Awesome  :D
Emergency Thrusters - Might be difficult to make the ship move correctly while the engines are offline. I can't think of any good, clean ways to do this.
Missile Factory - Shouldn't be too much trouble.
[close]
Title: Re: Scy [23/05]
Post by: Tartiflette on May 23, 2014, 03:18:27 PM
yeah i noticed that name collision to,
since you use Medusa & her 2 other sister's name then why not change it to "gorgon" ?
Because indeed I used her two sister's names? I agree I should change the name of my Medusa to gorgon, but then I would have to fin another name for the Stheno and Euryale... Sure it is a detail, but you may have noticed already, I don't like mismatched details.

(okay, I'll change the names, at least I will not have some clashes with Blackrock Driveyard ships)

Well, way back when I made the ship I considered Shteno, but I changed it to "Stenos" (which is also like part of the latin name of a dolphin species, Steno Bredanensis, and latin animal names prop up everwhere in BRDY) so I wouldn't worry about that one.
The one I didn't dare to use was Karkinos, since it is your main capital ship!
Title: Re: Scy [23/05]
Post by: Tartiflette on May 23, 2014, 03:41:53 PM
Precision Gear - I don't think it's currently possible to give bonuses to specific weapons, so there's no way to only apply the effects to turrets.
EMP Nova - Shouldn't be too hard. You might want to make sure the AI never uses this while the (allied) player ship is in range.
Retro Boosters - Cool idea. Writing proper AI for it might be tough as there's no way to ask vanilla AI when it wants to disengage. I think it's doable though.
Overload - Hey! I'm planning to make something similar  :)
Drone Launcher - Sounds like you want custom behavior for these drones. Could take some work depending on what you want and how picky you are.
Active Electronic Warfare - You might have trouble convincing the enemy AI not to ignore the drones with their main weapons.
Drone Bays - I don't think ships can launch more than one type of drone. Might be able to bypass this with hackery.
Phase Teleporter Cannon - Awesome  :D
Emergency Thrusters - Might be difficult to make the ship move correctly while the engines are offline. I can't think of any good, clean ways to do this.
Missile Factory - Shouldn't be too much trouble.

I believe most of my ideas have already been implemented in various mods, or I saw something approaching.

Precision gear: I don't need to apply this only to turrets since the ship only has turrets! (Am I clever...) And FlashFrozen already did exactly that with his Maul.

Drone Launcher: I'm pretty sure I saw that someone made a missile weapon that launches drones, so I don't worry much for this one.

Overlord: It's the one I'm worry the most about, I hope it won't hit some hard coded stuff.Scratch that, I've been informed that the function already exist in Dev mode...

Active electronic warfare: A drone with the sprite of the ship should do the trick for the players. As for AI, if I flag the drone as a capital ship (or push up whatever the AI uses to judge the power of a ship) shouldn't it target it? I mean, can I launch a Capital ship from an other ship?

Drone bays: It's a bit early to promise anything but in fact I originally intended to make three declinations of each ships, scouting, warfare, and defense. Each one would have had his specific drone type.

Phase teleporter: Yeah, I almost build the whole faction just for this one!  ;D

Emergency thrusters: I doubt there is an easy way to do this. Maybe it will fire up automatically when your engines are shots? Giving you few seconds to generate an escape vector...
Title: Re: Scy [23/05]
Post by: Sundog on May 23, 2014, 11:13:37 PM
Precision gear: I don't need to apply this only to turrets since the ship only has turrets!
Haha, yeah, that'll do the trick.

Overlord: It's the one I'm worry the most about, I hope it won't hit some hard coded stuff.Scratch that, I've been informed that the function already exist in Dev mode...
Well, you can switch flagships instantly using dev mode, but not with a script. The player has to do it manually. It looks like the API does provide a way to change the flagship though, so you should be golden.

Active electronic warfare: A drone with the sprite of the ship should do the trick for the players. As for AI, if I flag the drone as a capital ship (or push up whatever the AI uses to judge the power of a ship) shouldn't it target it? I mean, can I launch a Capital ship from an other ship?
That's what I'd try first, but I'm not confident that it'd work. 'Drone' isn't a designation the way 'Fighter' and 'Destroyer' are, so the AI might not even notice the ship class, only that it's a drone. Could work though. Ya never know.
Title: Re: Scy [23/05]
Post by: Debido on May 24, 2014, 02:16:14 AM
The setFlagShip() in the API is not what you think it is. In fact it does some really really weird things, the AI will take over admiral orders for you from the newly designated flagship which you are not in control of.

I am not aware of a method that will allow you scripting wise to jump between ships like a teleportation thing.
Title: Re: Scy [23/05]
Post by: Tartiflette on May 24, 2014, 02:42:11 AM
Well, the brutal solution would be to have a lightning fast shuttle on this ship. And there would be also issues if the Euryale retreat while you are in command of an other ship.
Well I'll tackle this problem in time, for now, back to weapon spriting!
Title: Re: Scy [23/05]
Post by: Sundog on May 24, 2014, 11:51:48 AM
The setFlagShip() in the API is not what you think it is. In fact it does some really really weird things, the AI will take over admiral orders for you from the newly designated flagship which you are not in control of.

I am not aware of a method that will allow you scripting wise to jump between ships like a teleportation thing.
That's a shame  :-[
Might be useful for other things though. Meh.
Title: Re: Scy [23/05]
Post by: Ember on May 24, 2014, 10:30:53 PM
damn your animations are awesome, would love to help but all I can do making ships out of 3D models made from simple objects and modify already made scripts and stuff, even then I would need help with those

I love your massive built in ship weapon animations, would love some help with one of mine if you are willing
Title: Re: Scy [23/05]
Post by: Tartiflette on May 25, 2014, 03:06:36 AM
I love your massive built in ship weapon animations, would love some help with one of mine if you are willing
Sure I can help, animating sprites is mostly about careful preparation, moving parts is done pretty quickly then.
Title: Re: Scy [23/05]
Post by: haloguy1 on May 28, 2014, 10:24:05 AM
I have to say WHEN WILL THIS MOD BE AVAILABLE because i would love to see those ships in action .
Title: Re: Scy [23/05]
Post by: Tartiflette on May 28, 2014, 11:52:05 AM
Well I finished the bulk of a basic set of weapons
(http://i.imgur.com/Bzt2yPv.jpg)
(http://i.imgur.com/NSQLma1.gif)(http://i.imgur.com/xbEmzfh.gif)(http://i.imgur.com/xMC7pQN.gif)(http://i.imgur.com/QBozIro.gif)
So I have to start creating all the ships and weapons files before having a test run version of the mod with a couple of missions, probably within a week (without the good stuff sadly).
After that, scripting of the ship systems, hull mods and built-in weapons (and that could take some time).
Then balancing a bit to a first campaign release.
And then, special weapons, followed by special ships.

And there we are at V1.0 in something like a month I hope (depend if the work is interfering)
Title: Re: Scy [23/05]
Post by: HELMUT on May 28, 2014, 12:03:10 PM
Your weapons look gorgeous, kudos for the lightning.

Also, kinetic, fragmentation, explosive and energy in that order?
Title: Re: Scy [23/05]
Post by: Tartiflette on May 28, 2014, 12:10:04 PM
Also, kinetic, fragmentation, explosive and energy in that order?

Yep, although the muzzle flashes of the kinetic rail gun will probably change to something more... rail gun-ish. And some colors will be shifted.
Title: Re: Scy [23/05]
Post by: Thule on May 28, 2014, 01:56:48 PM
Looks awesome.
May i ask what tool of the trade you use? Mind elaborating on your workflow also?
Title: Re: Scy [23/05]
Post by: Tartiflette on May 28, 2014, 02:25:30 PM
I use Photoshop. While he is a bit cumbersome for animating (basically, you can't change your mind midway) it allows me to add all those lighting effects on the fly.
I will make a tutorial to show my work flow this weekend if I got the courage, showing a trick or two to quickly make those effects. But the short version is: preparation! Excepting the most basic stuff, I animate every pieces one by one, each alone in a group with one layer per frame. And only when the animation works I add the lights.
Title: Re: Scy [23/05]
Post by: ahrenjb on May 28, 2014, 05:57:32 PM
I like everything about this art with the exception of the drive assemblies. Very... nontraditional. Beyond that, I like the lore and the art. The animations are fantastic, and I can't wait to see this come together into a functional mod.

Most important advice I can give, having played ~20 or so mod factions, is make sure each of your ships has some individual character, and some distinct disadvantages. Too many mods go for the "perfectly well rounded" ship approach, and it's flavorless and uninteresting. If your concept and balance talent is anything like your artistic talent, this will soon become one of the heavy hitters.
Title: Re: Scy [23/05]
Post by: Tartiflette on May 30, 2014, 01:24:19 PM
*Achievement unlocked: It's ON (get your first ship in the game)*
Spoiler
(http://i.imgur.com/b5Xsas0.jpg)
Okay, it's only the base sprite with no blinkers and vanilla weapons plus engines, but LOOK! It's my ship! In the game!!!! *victory dance*
[close]
Well I'm slowly familiarizing myself with java, so don't expect stuff to be released anytime soon, but it's going forward.
Title: Re: Scy [23/05]
Post by: Cycerin on May 30, 2014, 02:20:57 PM
Nice work. I think your animated engines coupled with a really faint engine flare set in the engine_styles.json could be really cool. :0
Title: Re: Scy [23/05]
Post by: MShadowy on May 30, 2014, 02:34:01 PM
Awesome; this'll be pretty neat to see in game.

Looking forward to it.
Title: Re: Scy [23/05]
Post by: Okim on May 30, 2014, 10:43:04 PM
Just for your information.

Any ship system that increases rate of fire of your guns (accelerated feeder, for example) might desync with your firing animations, especially with flashes.
Title: Re: Scy [23/05]
Post by: Foxer360 on May 31, 2014, 10:24:43 AM
I suggest a new system that charges the shells before firing, which would add additional damage. It would be like high energy focus for ballistics. Maybe even EMP damage could be added?
Title: Re: Scy [02/06] small progress update
Post by: nickelknight on June 07, 2014, 01:16:02 PM
so is it just me or does this mod not work for 6.2a....?
Title: Re: Scy [02/06] small progress update
Post by: Nanao-kun on June 07, 2014, 01:22:32 PM
so is it just me or does this mod not work for 6.2a....?
I don't see how you could be trying to play with this, considering it's not available yet. ???
Title: Re: Scy [09/06] another small progress update
Post by: Tartiflette on June 09, 2014, 01:32:06 AM
Just updaded the OP with this week progress, not much stuff because of the animation tutorial I wrote (http://fractalsoftworks.com/forum/index.php?topic=8039.0), but still some highlights:

WEAPONS
(http://i.imgur.com/dBGFY35.jpg)

and MOAR WEAPONS
(http://i.imgur.com/kc35Tpn.jpg)

And now, I must plunge in the mist of Java coding...
Title: Re: Scy [09/06] another small progress update
Post by: HELMUT on June 09, 2014, 09:46:39 AM
I was wondering, what kind of playstyle we'll have to play them? Fast and aggressive like Pirates? Or more tactical, Tri-tachyons style?
Title: Re: Scy [09/06] another small progress update
Post by: Tartiflette on June 09, 2014, 02:31:01 PM
For now I'm thinking a mix of both: very fast hit-and-run tactics at knife-fighter range, with low staying power.

Their weapons will be more damaging than vanilla, but have half the range, and the ships have fewer mounts so vanilla weapons will be less effective. They will have average frontal shields, high flux reserve but weak armor and no flux dissipation (with fast venting to compensate). Their turrets will have wide arcs and a strong focus point, but there will always be a spot less covered by big guns.

In addition I'm thinking to give them almost no CR deployment cost, but a constant degradation from the start witch imo is much more logical than a flat rate: when you obliterate 3 freighters in 20sec, you won't loose half of the CR of your flagship and hundreds of supplies. On the other hand, prolonged fights could make your ship you malfunction.... If only I can get rid of the alarm every few seconds!

This is only a idea right now, the untrustworthy AI could wreck it, or it could create too much micromanagement, or even could be not that fun to fly those ships... Anyway, we'll probably know soon enough.
Title: Re: Scy [16/06] slightly bigger update, with an "Early Access" realease
Post by: Tartiflette on June 15, 2014, 04:15:41 PM
Bump, because of updated OP, with a link for a very early version of Scy!
Enjoy some shiny, blinking ships and their animated weapons in two trial missions!
Title: Re: Scy V0.1 [23/06] CAMPAIGN realease + EXERELIN compatibility files
Post by: Tartiflette on June 23, 2014, 01:23:51 AM
UPDATE time:
CAMPAIGN realease, plus EXERELIN file available for the fine price of FREE!
Grab it right now and enjoy facing this new stealthy backstabbing sneaky faction!

Download==> http://goo.gl/fNcKxL (http://goo.gl/fNcKxL)
Title: Re: Scy V0.1 [23/06] CAMPAIGN realease + EXERELIN compatibility files
Post by: Toxcity on June 23, 2014, 02:25:30 PM
I'm enjoying them so far. The only thing i'm confused about is the Assault variants.
Title: Re: Scy V0.1 [23/06] CAMPAIGN realease + EXERELIN compatibility files
Post by: Tartiflette on June 23, 2014, 03:07:42 PM
Oups, I should have warned about this, they are for AI use only: Since players are always better at piloting than the AI, I gave the computer over powered variants with almost all the hullmods... Unfortunately the player can still load theses hullmods, but cannot make the most of them since the refitted ship will always have 0 additional flux vent and capacitors.

So yes, you can use them but it's cheating!
Title: Re: Scy V0.1 [23/06] CAMPAIGN realease + EXERELIN compatibility files
Post by: Nanao-kun on June 23, 2014, 04:54:52 PM
Oups, I should have warned about this, they are for AI use only: Since players are always better at piloting than the AI, I gave the computer over powered variants with almost all the hullmods... Unfortunately the player can still load theses hullmods, but cannot make the most of them since the refitted ship will always have 0 additional flux vent and capacitors.

So yes, you can use them but it's cheating!
Huh, that's an interesting idea. I don't recall any other mod factions doing that.

I wonder how regular AI controlled ships will do against these OP variants.
Title: Re: Scy V0.1 [23/06] CAMPAIGN realease + EXERELIN compatibility files
Post by: Tartiflette on June 23, 2014, 11:37:20 PM
They get blown up to bits! You can try to face them in the second mission: same fleets, but different loadouts. I had to nerf them because in the firsts tries, I could only get one or two frigates destroyed before all my ships get obliterated. Witch show how extremely powerful some hull mods are (and by extension, the technology skill tree).

<edit> I just found out that I forgot to modify the variants after my rough balancing of the ships data, gotta fix that...
Title: Re: Scy V0.1 [23/06] CAMPAIGN realease + EXERELIN compatibility files
Post by: Sabaton on June 24, 2014, 12:39:23 AM
And so we come back to a well known phrase in the industry: the AI is dumb, and the only way to balance it against players is to give it an unfair advantage.
Personally, I don't mind.
Title: Re: Scy V0.1 [23/06] CAMPAIGN realease + EXERELIN compatibility files
Post by: kazi on June 24, 2014, 01:38:05 AM
The whole overpowered AI thing seems a bit silly. Why not just stack the odds against the player numerically in missions, and make the campaign balanced with everything else?

A few reasons why:
-Players are going to expect a certain number and configuration of ships to offer a certain level of challenge. It's going to be a very unpleasant surprise for players to come up against your ships for their first few games and get absolutely mauled by a pair of frigates.

-If your ships are dramatically more powerful than anything else, players will stay away from them unless they have a gigantic fleet (almost never). So a lot of players simply won't try to fight your bigger fleets. Your system will also become extra scary because the Scy people will steamroll everyone who's not them rather easily.
Title: Re: Scy V0.1 [23/06] CAMPAIGN realease + EXERELIN compatibility files
Post by: Tartiflette on June 24, 2014, 02:41:58 AM
The whole overpowered AI thing seems a bit silly. Why not just stack the odds against the player numerically in missions, and make the campaign balanced with everything else?

Rest assured, Scy will never steamroll anyone, actually I want them to be rather weak compared to vanilla (they will take out some ships in their first strike, but if you can soak that, you will obliterate them).
The Assault variants are more powerfull than the standards ones, but the standards are weaker than vanilla ships in fleet battles.
Also the Scy Elites Fleets are extremely rare in the campaign, exept for the Rear guard that never leave Tartarus.
Title: Re: Scy V0.1 [23/06] CAMPAIGN realease + EXERELIN compatibility files
Post by: HELMUT on June 25, 2014, 10:48:52 AM
Haven't time to play that much the campaign with them but so far the hyper-aggressive fighting style is very apparent, good job on that.

The balance seems good, they are glass cannons, they hit outrageously hard but explode with just a mean stare. Their frigates, probably the scariest of the bunch, have very restrictive deployment timer, especially the Medusa with its monstrous EMP that can instagib entire fighter wings. Also they take forever to vent, if they can't crack open a ship in a single assault, they're in a very bad position.

I'm a bit surprised by their variants, lot of nailer boats, which i'm not really sure of their purpose. Work in progress maybe?
Title: Re: Scy V0.1 [23/06] CAMPAIGN realease + EXERELIN compatibility files
Post by: Tartiflette on June 28, 2014, 11:28:01 AM
Haven't time to play that much the campaign with them but so far the hyper-aggressive fighting style is very apparent, good job on that.

While it was certainly the objective, I think I went a bit too far in this direction: on one hand they can one-shot any ship caught alone, on the other hand, they get obliterated as soon as they vent or overload. That make the slightest advantage or disadvantage determinant in the outcome of the battle, and there is no room for mistakes. I think it's a bad recipe for a very frustrating gameplay (especially when repairs are so expensive)... I think I'll lower a bit their weapons output, decrease a tad their health but increase the armors across the board.

I'm a bit surprised by their variants, lot of nailer boats, which i'm not really sure of their purpose. Work in progress maybe?
Yeah that's a bit of a bad habit I have: I hate fighters, but I didn't made an anti fighter weapon yet so I must spam Nailers to compensate. I made a few other variants for the next release.

I also changed a bit the "assault" variants meant for the AI: now they are only slightly more powerful than what you can get at very high level. That should reassure those who where worrying about giving the AI an unfair advantage.
Title: Re: Scy V0.2 [01/07] Custom engines, new drones and weapons, polish...
Post by: Tartiflette on July 01, 2014, 02:17:04 PM
(http://i.imgur.com/PYgh8AV.png)
http://goo.gl/fNcKxL (http://goo.gl/fNcKxL)

Changelog:
Spoiler
V0.2
01/07/2014
changed Lamia ship system to Precision Gears
finalized implementation of the custom engines (big thanks to Debido for that)
removed Manticore ship system (too buggy, I'm working on it)

30/06/2014
Changed the behavior of the Siren main gun: does massive EMP damage on hull hit, and Kinetic damage on shield hit
added Siren ship system: attack drones
added Manticore ship system: shielded torpedo (wip)

29/06/2014

implemented basic custom engines
added Orion Artillery (slightly buggy until next update)

28/06/2014

added Tisiphone ship system: anti-missiles missile launcher
randomized the way offensives fleets pick their targets in vanilla campaign
modified the AI "assault" variants to match a high level player loadout
increased the venting rate of all ships

25/06/2014

added more variants for most ships
corrected a few crash inducing mistakes in Exerelin
added sthenos/khalkotauroi/Orthrus ship system: secondary thrusters (increase speed and acceleration, decrease maneuverability)
[close]

It's a good one: at least visually we're getting closer and closer of what I envisioned for Scy, thanks to the new custom engines. Still, I have a lot of work to do on the ship-systems front, and I have some ideas for fun weapons too.
Title: Re: Scy V0.2 [01/07] Custom engines, new drones and weapons, polish...
Post by: Tartiflette on July 07, 2014, 11:07:06 AM
(http://i.imgur.com/UNBc3zG.png)
http://goo.gl/fNcKxL (http://goo.gl/fNcKxL)

Some new stuff, if you didn't checked the daily updates, here a short list:

(http://i.imgur.com/kNW1pPN.jpg)

Don't get fooled by the stats, it's actually quite powerful and, well , a bit buggy at the moment but fun nevertheless. Will be corrected once 0.65a is out. In the meantime I can upload a less buggy but simplified version if it bother too many people.

(http://i.imgur.com/Ixs4qll.jpg)

Extremely effective at disabling fighters engines and frigates weapons even through their shields! It's less effective against bigger target unless they have no shields and you maintain the ray on them a few seconds.

The Manticore cruiser now comes in 3 flavours:

(http://i.imgur.com/2U6vQtN.jpg)

(http://i.imgur.com/Pgmaq3Q.jpg)

(http://i.imgur.com/KHU3E60.jpg)

The new Manticores in action:
Spoiler
(http://giant.gfycat.com/ShrillSeveralBlackandtancoonhound.gif)
(http://giant.gfycat.com/UnkemptBlankIriomotecat.gif)
[close]

Also, fancier engines!
Spoiler
(http://giant.gfycat.com/DishonestAromaticDuckbillcat.gif)
[close]

And tons of small adjustments, see the changelog:
Spoiler
V0.3

07/07/2014

changed variants, missions and fleet files to include new weapons and  ships
corrected typos and missing descriptions
changed Phase Missiles damage type to ENERGY (was high-explosive)
bit of balance:
   most weapons have lost a bit of DPS and Flux per shot, reducing their tendency to instakill shieldless ships. (didn't changed the Energy Blaster)
   all ships have less efficient shields to compensate for the less demanding weapons (mostly true for cruisers)
   cruisers are a tad slower
   Stheno is now more fragile

06/07/2014
new weapon: Manticore Phased Missile launcher
Improved Khalkotauroi main weapon: the output on the gun is now dependent of the state of the 6 accelerator pods (thanks Debido... again!)
changed the Hacking weapon to be an energy slot instead of balistic

05/07/2014
new weapon: hacking CommLink
bug fixes related to weapons animations
did a bit of cleanup in the descriptions
even fancier fancy engines!!! I needed to point it out: Debido is pulling some even more awesome scripts for the engines...

04/07/2014
fancier engines: now the length of the flame change if the ship has 0 flux boost, or is using his cruise drive (and it's totally awesome, watch the gif in the screenshots!)

03/07/2014
added a second Manticore version:  MIRV torpedoes main weapon
[close]
Title: Re: Scy V0.3 [07/07] weapons shipsystems and polish...
Post by: Nanao-kun on July 07, 2014, 12:15:38 PM
That Hacking CommLink sounds fun.
Title: Re: Scy V0.3 [07/07] weapons shipsystems and polish...
Post by: Chaos Farseer on July 07, 2014, 08:40:16 PM
Those Manticore missile launchers animate really nicely and look fun to use. Dayum.
Title: Re: Scy V0.3 [07/07] weapons shipsystems and polish...
Post by: Farlarzia on July 08, 2014, 07:51:26 AM
In the manticore phased missile text, it says being out of arms way, where I think it should be harms.
Apart from that, those weapons look awesome, and sound awesome to actually use.
Title: Re: Scy V0.3 [07/07] weapons shipsystems and polish...
Post by: medikohl on July 16, 2014, 03:07:00 AM
If you still need a station I'll do it. Will probably repurpose a tarsus freighter as well as give it a bit more of a living space look (gears are turning in my brain, give me a couple of days and I'll be able to do it.
Title: Re: Scy V0.3 [07/07] weapons shipsystems and polish...
Post by: Tartiflette on July 16, 2014, 03:32:30 AM
Yes I could use a new station! I'll probably release V0.4 with the curent one later today, but I would appreciate a better bigger badder station next time. Thanks for your help!
Title: Re: Scy V0.4 [16/07] Mission time!
Post by: Tartiflette on July 16, 2014, 11:26:30 AM
(http://i.imgur.com/pJIkYcp.png)
http://goo.gl/fNcKxL (http://goo.gl/fNcKxL)

Essentialy plish, and a 12 missions story:
Spoiler
(http://i.imgur.com/7zQDrqR.jpg)
(http://i.imgur.com/lOqoFJF.jpg)
(http://i.imgur.com/B2l1x1q.jpg)
(http://i.imgur.com/NSFjtW1.jpg)
(http://i.imgur.com/i8cHTii.jpg)
(http://i.imgur.com/UCnTdrR.jpg)
[close]

plus a new ship:

(http://i.imgur.com/m25JalW.jpg)

Changelog
Spoiler
V0.4
14/07/2014
Reduced some Deployment Costs (frigates and Khalkotauroi)
seriously nerfed the Medusa EMP (what was I thinking?)
   -The EMP Nova is now a weapon: It overload all ships within range: friends, foes and the Medusa herself alike.
   -The duration depend of the distance from the Medusa.
   -The Medusa get the Assault Shield ship system to help her getting in range.
corrected the messed up variants that showed the decoratives weapons
12 story driven missions:
   -fight with and against Scy
   -random versus mission
   -station defense mission
   -new station for the defense mission
   -fancy backgrounds, to make cool screenshots when you win! (see said screenshots)
corrected a typo in the descriptions (thanks Farlarzia)
[close]
Title: Re: Scy V0.4 [16/07] Mission time!
Post by: HELMUT on July 16, 2014, 11:44:59 AM
I really don't have time to play mods recently but i might make an exception for this mission story. Plus with the backgrounds it look very pretty.
Title: Re: Scy V0.4 [16/07] Mission time!
Post by: HELMUT on July 17, 2014, 01:25:26 PM
Okay, played the missions. Didn't had all those battle backgrounds though, is it normal?

Some of those missions felt absolutely unfair, maybe (probably) because i suck but on some battle you just get mercilessly slaughtered. I only won Red Vine because i played dirty by only deploying the Conquest and the two monitors, so that the SCI fleet don't use its full force, i was also forced to refit the Conquest with full kinetic guns and maxing the venting.

No idea how to win Golden apple and Whack a mole though. In the Tri-tach mission they have 6 frickin' cruisers and you can't focus on a target with your Hyperion as you constantly have a stream of missiles following you. For the other one, the two Apogee are atrocious to fight, hit and run is hard due to their high venting capacity and the constant HIL fire, going into a close range slugfest won't work either due to the ion drones.

I was probably lucky for ripping season and soldier of honor, as the enemy completely ignored the Atlas/Station.

I really liked mouse trap though, very fun to chase that one ship in an asteroid field.
Title: Re: Scy V0.4 [16/07] Mission time!
Post by: Tartiflette on July 17, 2014, 11:58:26 PM
Thanks for the feedback, though I don't know why you didn't had the backgrouds (works fine here)

As for the difficulty, I managed to beat all missions exept 2 but even then I was pretty close to win (Golden apple and Whack a Mole)... I'll check again, because it might have been sheer luck of derpy AI.
The trick is often to bog down the enemy in nebula, and only then deploy the hard hitting Orthruses and lealapes.

I guess I was too eager to show of with my new stuff and didn't tested is thorouly...

P.S.
I tried again most of the mission, Golden Apple and Whack were indeed way too hard, I took away some of the enemy ships (you can download it again). There is also the problem that the AI almost never uses the Siren and the Khalkotauroi main weapons. Still no clue about why you didn't had the backgrounds. What was the problem exactly? (One of the backgrounds changed since I took the screenshot but I doubt it's only that)
Title: Re: Scy V0.4 [16/07] Mission time!
Post by: Tartiflette on July 18, 2014, 08:47:58 AM
Okay, the Mod Feedback Survey (http://fractalsoftworks.com/forum/index.php?topic=8122.0 (http://fractalsoftworks.com/forum/index.php?topic=8122.0)) has spoken: What Scy lack most is balancing, content and polish... A bit of everything then  ;D
For the polishing, of course most stuff will be corrected with time, but sadly there is some bugs that can't be dealt with until the next Starsector update (the Orion artillery being the main culprit here)

As for balance, while it's certainly far from done right now, I want to point out one thing: Scy will be weaker than vanilla! For two reasons, first by design (it's not a beginer fleet, but one for people that like a challenge) . Secondly for the simple reason that they are fast and they can pick their fights! If I balance them as strong as every other, they will be unstoppable. Then again, they might be too weak right now, and I'll keep an eye to improve everything.

As for content, do not fret, there are 6 more ships planned (including two battleships) and more weapons! But I will try to have those already included working perfectly before adding anymore (I'm always for polish over content)

There is one exeption to that. I finally come around the idea to include fighters in the faction (I hoped to avoid it, but between Exerelin requirements and balance isues, I must comply).
 Fighters will come in two flavors, cheap and high-end. Those are the cheap ones:

(http://i.imgur.com/A9Tke2U.png)

They are recycled containers with engines and weapons strapped onto them. Cheap slow and large, but surprisingly sturdy and powerfull. Do not underesimate them. Now gotta work on te high-end ones, and the carrier!

Title: Re: Scy V0.4 [16/07] Mission time!
Post by: biotic on July 18, 2014, 04:04:10 PM
Well, for some reason the 0.4 mod crashes upon loading error reading: ship_system.csv is missing systems.
Dunno if anyone else had this problem.
Thought i should mention it.
Title: Re: Scy V0.4 [16/07] Mission time!
Post by: Tartiflette on July 21, 2014, 02:13:01 AM
That's strange, I don't have any problem here, do you use it with exerelin? Also be sure to delete the mod folder before extracting a newer version. It's still an early developpement and a lot of tings are changing between each release.

I reuploaded it to be sure. This version also have a lot of typos and weird descriptions rewriten, thanks to Mesotronik help!
Title: Re: Scy V0.4 [16/07] Mission time!
Post by: HELMUT on July 21, 2014, 03:20:01 AM
By the way i know what caused the mission backgrounds to not appear, it doesn't work with DevMode. No idea why.
Title: Re: Scy V0.4 [16/07] Mission time!
Post by: Tartiflette on July 21, 2014, 03:22:24 AM
Now that's curious... Glad you found out why it didn't work though. I might report that in the bug section.
Title: Re: Scy V0.4 [16/07] Mission time!
Post by: biotic on July 21, 2014, 03:29:31 AM
Good catch, i did not delete the folder, after a quick deleting and extracting the mod works.
Thx for the help with the issue.
Title: Re: Scy V0.4 [16/07] Mission time!
Post by: Tartiflette on July 21, 2014, 02:28:58 PM
Glad I could help!

Update on the fighters:
(http://i.imgur.com/RE9ljtf.png)

High-end combat Atfi, and low-end point-defense Sufi (both fighters type come in PD, Interceptor and Combat wings)

In game you get this:
Spoiler
(http://i.imgur.com/sC1eLZt.jpg)
(http://i.imgur.com/iEe34O0.jpg)
[close]
Title: Re: Scy V0.4 [16/07] Mission time!
Post by: Tartiflette on July 26, 2014, 12:19:11 PM
Spoiler
(http://i.imgur.com/DzEOp0s.gif)
[close]
Thanks to Debido's help, the Area scorcher is now functioning properly. This is a potent weapon againt fighters and bombers, but use a large slot.

(http://i.imgur.com/W2Laenc.jpg)

Also the DPS don't take into account the secondary munitions (you can multiply that by 15, but of course most don't hit anything)
If you didn't checked the OP, the next update will also feature:
Spoiler
(http://i.imgur.com/SEoNFXr.jpg)

(http://i.imgur.com/gJKc13o.jpg)

The Penetrator Railgun in action:
Spoiler
(http://i.imgur.com/HsHsukF.jpg)
[close]


(http://i.imgur.com/c5mC8be.jpg)

(http://i.imgur.com/aEIk3Wk.jpg)

(http://i.imgur.com/F6ZHf0Y.jpg)

Fighters in action:
(http://i.imgur.com/YA6uNk4.jpg)

(http://i.imgur.com/7o1S8Jt.jpg)

[close]
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Tartiflette on July 28, 2014, 11:43:09 AM
Here we go again
(http://i.imgur.com/ND0vA1H.png) (http://goo.gl/fNcKxL)

CHANGELOG
Spoiler
V0.5
27/07/2014
Updated fleets files and Exerelin files to include the new content
Updated variants with the new content

new weapons
Area Scorcher : a large flak with area of effect. Thanks Debido for the script
Small flak: well, it's a small flak... Nothing  much original, but it was missing.
Medium Penetrator Railgun: this weapon is able to punch trough soft targets such as missiles, small asteroids of fighter wreck and hit what's behind. No longer the Onslaugh rocket barrage will prevent you from hitting back!

Manticore Carrier: a Manticore cruiser that lost it large weapon mount but sport three flight-decks and is a bit cheaper.
Fighters: The Sufi and Atfi fighters come in three flavours: PD, Interceptor and combat.
   Sufi are slow by Scy standard, witch make them best suited for escort duties, but sturdy and have plenty on replacements chassis.
   Atfi are pretty fast, more powerfull and shielded, but don't have much armor, and have few replacements.

Small improvement of the anti-missile AI
[close]
Don't forget this survey (http://fractalsoftworks.com/forum/index.php?topic=8122.0) and help me and other modders to make the best mods ever!
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Tartiflette on July 30, 2014, 11:10:44 AM
Spoiler
(http://i.imgur.com/wlimjZJ.jpg) (http://i.imgur.com/BUvMPrm.jpg)
*Russel Crowe voice* "Are you not Hyped?"
[close]
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Chronosfear on July 30, 2014, 12:05:59 PM
Very cool picture !
To bad it's not identified yet  ;D
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Tartiflette on August 09, 2014, 02:04:55 PM
to: Commander Michael Howell
from: Lieutenant Victor Pallier
subject: Inspection suspicious wreakage near Valis B

206.342 Inspection team arrival on-site
 - three (3) main wreakages  dispersed in the system
 - debris indicate probable presence of a fourth (4) vessel during the incident
 - all wrekages are extremely damaged, but preliminary assessment indicate probable pirate origin for three (3) of them

206.344 recovery of the main wreakages complete
 - three (3) ships confirmed propriety of pirate cartel
 - fourth (4) possible independant
 - balistic analysis inconclusive
 - fifteen (15) bodies recovered
 - missing crew estimate: seventy five (75)

206.347 orbit analysis complete
 - incident occured six (6) weeks ago
 - no sign of the opposing force
 - no sign of missing crew
begining additional searches along possible drift vectors

206.350 distress signal detected

206.351 one (1) space suit recovered
 - deceased crew member
 - male aprox. thirty five (35) cycles old
 - death caused by asphyxia after space suit run out of air
 - one (1) boarding sidearm
 - one (1) suit repair kit (outdated)
 - two (2) food rations (empty)
 - one (1) video recorder (damaged)
TOP PRIORITY commencing video recorder data recovery

206.352 superficial recovery complete
 - data extremely damaged due to prolonged radiation exposure
 - partial video recovery successful
sending video recorder to HQ for further analysis

personal note:
  This is it commander, we finally have some data about them! We have several clip of a few seconds but the quality is extremely low. We are comming back at max burn with everything we found, but in the meantime, here's an apetizer...
ETA 7 days.


[Attatchment]
Spoiler
(http://i.imgur.com/EMHDr90.jpg)
[close]
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Erick Doe on August 09, 2014, 02:13:54 PM
I like the little details and the background info you're creating around Scy. I am also impressed with the smoothness of your animations. It makes me want to redo everything I've done for some of my mods. The consistant art style of your ships, while not completely in line with vanilla Starsector's artwork, somehow fits and looks neat and appealing. I must also applaud you for the way you are balancing the mod. You do not seem to be caught up in the faction mods' "arms race". The weapons and ships are fun to fly with, not complete pushovers in the hands of the AI, and far far from overpowered. In fact, I think they are perfectly balanced. Keep up the good work, Tartiflette!
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Tartiflette on August 12, 2014, 03:06:53 PM
date: 207.061
Vidcom emiter: Head of "Probes And Remote Detection System Center", Mark Daniel
Vidcom reciever: Lieutenant Victor Pallier

TRANSCRIPTION BEGIN:
"Sir , one the probes sent back a positive result.
As ordered we started a large recon operations in the systems near the coordonates you sent us. For several weeks there was nothing to report but some unmapped ressource rich asteroids fields. However 4 days ago we recieved an image of an unknown contact in the system 06-wz46 [see attachment]. We programmed the probe for a second passage once but by that time the contact had vanished. All data collected has been sent to your office.
I'm at your disposal for further instruction."

TRANSCRIPTION END

[Attatchement]
Spoiler
(http://i.imgur.com/vmMPWDh.jpg?1)
[close]
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: The Soldier on August 12, 2014, 03:28:32 PM
I like the little details and the background info you're creating around Scy. I am also impressed with the smoothness of your animations. It makes me want to redo everything I've done for some of my mods. The consistant art style of your ships, while not completely in line with vanilla Starsector's artwork, somehow fits and looks neat and appealing. I must also applaud you for the way you are balancing the mod. You do not seem to be caught up in the faction mods' "arms race". The weapons and ships are fun to fly with, not complete pushovers in the hands of the AI, and far far from overpowered. In fact, I think they are perfectly balanced. Keep up the good work, Tartiflette!

100% agreed. :) The lore and backstory especially, Tartiflette, is pretty grabbing.
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Nanao-kun on August 12, 2014, 05:05:07 PM
Oh man, I love how you're showing it being built! A bunch of tugs bringing in other parts and everything!
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Tartiflette on August 13, 2014, 12:31:05 AM
Thanks for the compliments everyone, I really appreciate that you are enjoying my little teases. I hope this update will be releasable in a week or so, depending on the non Scy stuff I have to do...

Oh man, I love how you're showing it being built! A bunch of tugs bringing in other parts and everything!
And I can reveal another interesting information about this ship: I didn't sprited all the interior just for this picture. It was a necessity, in relation with it's ship system...
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Erick Doe on August 13, 2014, 04:50:54 AM
Tartiflette, some feedback:
Hullbreaker Drones seem to have very very tiny hullbound profiles. Too tiny, I think. I've had highly accurate non-beam PD weapons miss 97% of the time because of this (even when it looked like they were hitting the drone).

You might want to look into their polygons, unless this is intended. But as of now it looks like even highly accurate PD weapons miss, unless they hit that 1 pixel in the centre of the Drone's sprite.
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Tartiflette on August 13, 2014, 05:17:49 AM
Weird, it works perfectly fine on my end. Actually they tend to not last long at all. I just double checked and the bounds are fine.
However, I don't like those drones much, they will probably change someday.
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Erick Doe on August 13, 2014, 06:48:43 AM
Weird, it works perfectly fine on my end. Actually they tend to not last long at all. I just double checked and the bounds are fine.
However, I don't like those drones much, they will probably change someday.

I'll take a screenshot so you can see what I'm talking about. You are right though, they are very frail and don't last long once hit. And even with what I've experienced, they aren't overpowered. But it does feel like they distract PD weapons longer than they should. Anyway, the screenshot is on its way.

And let me stress, Scy's balance is superb and the mod is very enjoyable!


[edit]
Not the best example, but it should give you an idea of what I am talking about. Lots of weapon projectiles moving through the Hullbreakers without hitting the drones. Again, I know it looks like the PD weapons are grazing the side of the drone in this screenshot, but I've experienced the same effect with the weapons practically hitting the centre of the drone. In fact, if you look closely you can see a number of these rapid fire PD bullets have grazed the centre of the drone.
I feel that the Hullbreaker drones need slightly larger bounds. The red lines are placed a little too far to the right. If you line them up with the projectiles, they actually hit the drone's sprite 100%.

Spoiler
(http://i.imgur.com/tT23kfY.png)
[close]
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Tartiflette on August 13, 2014, 08:29:43 AM
Pretty much what I imagined... Problem is, I don't have this issue on my end with vanilla PD.
Spoiler
(http://i.imgur.com/zwPDqpl.jpg)
[close]

Couldn't your PD bullets have a colision radius too small and don't get detected properly? Or maybe their flight speed is too high: Does it occur with a projectile set as
"spawnType":"BALLISTIC_AS_BEAM",
"collisionClass":"RAY",
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: HELMUT on August 22, 2014, 03:57:29 AM
Had a bug with last version.

Code
3125717 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Fleet id [SCY_rearGuard] not found for faction [SCY]
java.lang.RuntimeException: Fleet id [SCY_rearGuard] not found for faction [SCY]
at com.fs.starfarer.loading.oOoO.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.SCY_defenceSpawnPoint.spawnFleet(SCY_defenceSpawnPoint.java:28)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Was just flying around, and it suddenly crashed.
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Tartiflette on August 22, 2014, 05:41:21 AM
Finaly found it! Corrected (I hope) for the next release.
In the meantime you can replace the "SCY.faction" file in the "data/world/factions" folder by this one:
https://www.dropbox.com/s/t17rf5a7pi5nia1/SCY.faction (https://www.dropbox.com/s/t17rf5a7pi5nia1/SCY.faction)
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Tartiflette on August 22, 2014, 02:18:36 PM
While the big bad boy I hinted about is stuck in his dry dock, the Scy Engineering College continue to expand the Nation's arsenal:

(http://i.imgur.com/vOUPjMe.jpg)

Do I need to precise that since it's a "slashing" weapon, it work far better on a turret mount than on a fixed hardpoint?
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Tartiflette on August 25, 2014, 10:48:28 AM
Another newcomer in the Scy arsenal:
(http://i.imgur.com/rv6SbF5.jpg)

In action:
Spoiler
(http://i.imgur.com/z1w2sVp.jpg)
[close]

I'm nearing the weapons roaster completion (at least those planed): Only a serie of missiles and a small mount weapon left to do.
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: The Soldier on August 25, 2014, 11:27:30 AM
Oh, interesting. :D I might come to love that Ricochet Gun.
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Tartiflette on August 28, 2014, 12:57:45 PM
A smaller version of the slash beam: the Vibrating beam.
(http://i.imgur.com/BLNxH5C.jpg)

In action:
Spoiler
(http://giant.gfycat.com/GregariousGentleDoe.gif)
[close]

Also, the other last weapons in action:
The Slasher beam
Spoiler
(http://giant.gfycat.com/InsignificantOptimisticDragonfly.gif)
[close]

The ricochet gun
Spoiler
(http://giant.gfycat.com/SilkyContentLcont.gif)
[close]

And another newcomer: The Stymphalian elite frigate. Nasty expensive toy designed to fight against large targets.
(http://i.imgur.com/4Il023P.jpg)
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Cycerin on August 28, 2014, 05:20:55 PM
Those slashing beams reaaaally remind me of BSF, in a good way. Great stuff.
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Nanao-kun on August 28, 2014, 08:20:46 PM
Loving those slashing beams. Now I just need one with an even bigger arc! :P
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Tartiflette on August 29, 2014, 04:08:21 AM
I wasn't satisfied the way they were working either. The slashing was too narrow to accommodate any arcs it might be used on: from 5 degrees hardpoint to 360 degrees turrets.
Noticed the past tense?  ;D

I present you the new upgraded slasher beam:
Spoiler
(http://i.imgur.com/4iBOZbs.gif)
[close]

If it's mounted on a narrow hardpoint, it goes back and forth (2 speeds depending on the width available), and if it's mounted on a turret it slash like before, or twice as much if the angle is wide enough. (the gif show the two extreme cases)
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Okim on August 29, 2014, 04:28:15 AM
Care to share the code for your vibrating/slasher beams? ;)
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Tartiflette on August 29, 2014, 04:53:32 AM
Posted in the Radioactive Code Dump thread!  ;)
http://fractalsoftworks.com/forum/index.php?topic=6452.msg139531#msg139531 (http://fractalsoftworks.com/forum/index.php?topic=6452.msg139531#msg139531)

Though it's not very complicated, I took a few minutes to comment it and clean the indentation.
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: mendonca on August 29, 2014, 05:28:55 AM
Really like the effect of the vibrating beam, good work!  :)
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Tartiflette on August 30, 2014, 09:30:17 AM
and an other one incoming:
Spoiler
(http://giant.gfycat.com/WellwornPointlessAfricanbushviper.gif)
[close]
Before you ask, the effect is proportional the the mass of the target, in this case it's pretty extreme. Had it hit a frigate and only the closest fighters would have been pulled.
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Sundog on August 30, 2014, 10:03:15 AM
Love it  :D
I'm guessing that will be pretty effective at taking out those pesky PD drones that are always shooting down my missiles? Does the effect apply if it hits shields?
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Tartiflette on August 30, 2014, 10:17:55 AM
Nope, that's the trick, it need to connect with the hull to generate the effect. I'll write some technobable about how this device multiply the mass of a ship several times for an instant.
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Sundog on August 30, 2014, 10:23:25 AM
Probably for the best. That makes sense for both balance and lore. So much for my dreams of easily marginalizing Astrals though.
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: The Soldier on August 30, 2014, 10:41:59 AM
Good lord, I think those PD drones will become the bane of the mothership - they're like asteroids pummeling a planet. o.O
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: mendonca on August 30, 2014, 10:57:31 AM
Cool!  :D
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Tartiflette on August 30, 2014, 11:17:47 AM
(http://i.imgur.com/6IMLos7.jpg)

Everything get attracted, ships, fighters, drones, missiles and asteroids... And no it isn't specifically designed to fight against Exigency or Interstellar Imperium missile spam... Nope... Not at all. It's totally not that.
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Nanao-kun on August 30, 2014, 12:34:53 PM
Oh man, that's awesome.
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Tartiflette on September 02, 2014, 10:38:53 AM
And chalk another one:

(http://i.imgur.com/VzWN2wn.jpg)

Spoiler
(http://giant.gfycat.com/SecretSkinnyArmyant.gif)
[close]

Only some minor corrections left (yes I know that the missile vanish just before launch) and probably some heavy optimization in the script are in order.Scratch that, thanks to Silentstormpt's and Dark Revenant's directions, I was able to speed it up 10 times or more, and get an even better look. But overall I'm happy with this one. It's not a weapon that will win the war, but it can give a serious edge if rightly used.
The last missile weapon left to do was supposed to be a modular version of the Tisiphone anti missiles, but I'm not sure anymore. I'd like to make something that could give Lealapses some fighting power beyond sucker punch attacks on enemies already disabled.
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Nanao-kun on September 02, 2014, 11:57:40 AM
Holy. That's incredible. I didn't think something like that was possible.
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Foxer360 on September 02, 2014, 07:14:28 PM
Yeah, these new weapons are really cool. Too bad they cost so much to mount and are short lived in ammo.
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Tartiflette on September 02, 2014, 11:41:11 PM
Yeah, they are costly to mount, but Scy ships have a lot of OP for few weapon mounts: A 16 ordinance points weapon is for them almost the same thing as a 12 points weapon for a vanilla ship. They also often have a longer range than the basic Scy weapons. As for ammunition: if you put 4 of these emp missiles on a single Orthrus with missile rack (can get done with the default points, no skill involved) you get 40 missiles, or 20 salvos. Enough to cripple a tight group of ships during like 20 seconds. I'd say this is really powerful enough. I might even nerf them a bit.

Per design choice, most of Scy ships will be equipped with the "standard" weapons (auto nailers, KACC, HEMOR, rockets launchers, and probably Energy blaster) Those have a fair price, a fair amount of rounds, and cost fewer OP to mount. Then some of them will sport the much more fancy recent weapons. Those will be elite ships, meant to give an edge and keep players on their toes. I can tell you that in my playtests, those weapons gives a huge advantage if only for a short time: slashing beams can hit all engines at once, in a couple of shoots you are almost assured to flameout your target. The area scorcher is of no use against armored target, but it eat hull for breakfast, and kill fighters as they leave their hangar. The ricochet gun can get you rid of those annoying shielded frigates... So yes they come at a price and probably won't win the war for you with so few ammo, but they are certainly not to underestimate. Besides, they look great and are terribly fun to use!

That being said, there is always room for balance improvement and I'll keep an eye on it, but in this case I suspect I'd have to nerf them before increasing their ammo.
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: Tartiflette on September 06, 2014, 09:31:19 AM
An unplanned weapon, but Arcibalde convinced me SS was cruely lacking a Gundam/Macross missile massacre weapon. Also, someone was complaining that the new weapons have too few ammo...  ::)
So here it is:
(http://i.imgur.com/1zrNhHe.jpg)

Spoiler
(http://giant.gfycat.com/HastyTimelyFieldmouse.gif)
[close]
Title: Re: Scy V0.6 [06/09] Guns. More guns... MORE GUNS!
Post by: Tartiflette on September 06, 2014, 11:35:04 AM
(http://i.imgur.com/iQit9Id.png) (http://goo.gl/fNcKxL)

6 new weapons, some bits of polish on the previous stuff, new sounds courtesy of SniZupGun, and a vastly improved AI for the Anti-missiles:
Spoiler
(http://giant.gfycat.com/ConsiderateParchedImperialeagle.gif)
[close]

ChangeLog
Spoiler
V0.6
06/09/2014

New weapons:
 - Heavy Modular Swarmer: 48 missiles burst launcher that target random nearby ships.
 - Singularity torpedo: on hull hit, every objects nearby get pulled to the epicenter. The heavier the hull, the stronger the effect
 - EMP Sweeper missiles: 2 missiles that can link their emp emitters and fry everything that stand between them
 - Vibrating Beam: small energy beam with an area of effect.
 - Ricochet gun: a large weapon with a dual stage ordinance, able to redirect itself toward the nearest target
 - Medium Slasher Beam: a beam weapon. That slash...

Vastly improved Anti-missile missile AI (one that actually works)
Improved engine script: the engines are no longer active while in refit screen.
Improved Area Scorcher script: the secondary explosions now occur in a wave.

Changed Area Scorcher stats a fair bit (more flux buildup, less damage)

New sound for the Energy blaster and Singularity effect, courtesy of SniZupGun
Improved Area Scorcher sound
[close]

[Edit]
If you downloaded it right after I posted this message and get an error on game launch, try grabbing it again. I made a typo, but uploded a corrected version.
Title: Re: Scy V0.6 [06/09] Guns. More guns... MORE GUNS!
Post by: Nanao-kun on September 06, 2014, 01:34:18 PM
Your work is great as usual. Missile spam!
Title: Re: Scy V0.5 [28/07] Weapons and Fighters!
Post by: arcibalde on September 07, 2014, 07:28:55 AM
Spoiler
(http://giant.gfycat.com/HastyTimelyFieldmouse.gif)
[close]
It looks marvelously  ;D
Title: Re: Scy V0.6 [06/09] Guns. More guns... MORE GUNS!
Post by: Tartiflette on September 09, 2014, 01:45:28 PM
(http://i.imgur.com/2O3vvh4.jpg)

A true Long Range Missile: as long a the target isn't moving too much, it can coast across the map. Also, it is no cheat, the missiles have a small fuel reserve that goes down while the engines are active. So it's no use trying to outrun them, better try to outmaneuver them until they end up dry. They come in 2, 4 and pods for all requirements and all purses.

Spoiler
(http://i.imgur.com/l9gXK7Z.gif)
[close]

I guess this is it, the weapon roaster is pretty much complete.
(http://i.imgur.com/JpCxjnv.png)
That doesn't mean I'll never add more, but most of the needs are covered (besides there are a few built-in weapon that I still need to do)
Title: Re: Scy V0.6 [06/09] Guns. More guns... MORE GUNS!
Post by: Hyph_K31 on September 09, 2014, 01:50:44 PM
May I say, Dang, that's a lot of guns...

(http://i.imgur.com/9jCdHFl.gif)

Kirk, approves?
Title: Re: Scy V0.6 [06/09] Guns. More guns... MORE GUNS!
Post by: Tartiflette on September 15, 2014, 01:22:30 AM
Checking back my files, I realized I completely forgot to restore the Siren main gun to it's normal behavior (I have been using it to playtest the Singularity effect, making it way too OP). Well, I guess that was a good occasion to finally script the TRUE Siren main gun effect:
Spoiler
(http://giant.gfycat.com/FarLoneLamb.gif)
[close]

Tired of those pesky frigates kiting just out of range? no problem, Bring in a Siren and teleport them closer!
You are in the thick of it and taking losses while your capital ship is away chasing figters? No problem, shoot it and teleport it in the frey!

I'll probably upload a 0.7b version of the mod later today with this.
Title: Re: Scy V0.6 [06/09] Guns. More guns... MORE GUNS!
Post by: Tartiflette on September 22, 2014, 07:33:12 AM
New ship:
Xanthus sub-capital freighter

(http://i.imgur.com/iNta5Js.jpg)

For all your hauling need in hostile space. While having only a bit more than half the cargo space of an Atlas, the Xanthus is twice as fast in cruise mode and 3 times in combat. It is however much more expensive, more fragile and less armed, so don't get caught.

Spoiler
(http://i.imgur.com/yhmOge3.jpg)
[close]
Title: Re: Scy V0.6 [06/09] Guns. More guns... MORE GUNS!
Post by: Tartiflette on September 23, 2014, 09:55:35 AM
Did I said Scy had enought weapons? Oh well... Just one more:
(http://i.imgur.com/yAWLhUq.jpg)

Spoiler
(http://i.imgur.com/btnYXaA.gif)
[close]

This one is the most satisfying weapon to fire... Or will be with a proper sound  :-\ For now it's rather underwhelming.
Anyway, 10 shots clip of pure destruction! Then? Not so much. (If you were wondering, it's me that aim all over the place to show the effect, the weapon is perfectly precise)
Title: Re: Scy V0.6 [06/09] Guns. More guns... MORE GUNS!
Post by: Tartiflette on September 23, 2014, 05:04:33 PM
Just... one more... weapon...
(http://i.imgur.com/4XZk7m3.jpg)
Spoiler
(http://i.imgur.com/K9tPPaU.gif)
[close]
Okay, this is totally a failed scatter beam weapon, but I already did the sprite so all I could come up with was that...
Title: Re: Scy V0.6 [06/09] Guns. More guns... MORE GUNS!
Post by: Toxcity on September 23, 2014, 05:43:20 PM
Just... one more... weapon...

I think we need to stage an intervention.  :P
(The new weapons look nice btw).
Title: Re: Scy V0.6 [06/09] Guns. More guns... MORE GUNS!
Post by: Nanao-kun on September 23, 2014, 05:56:38 PM
"The beam produced was too weak to be of any use except point defense."

PD weapon soon.
Title: Re: Scy V0.6 [06/09] Guns. More guns... MORE GUNS!
Post by: Erick Doe on September 24, 2014, 03:04:38 AM
Just... one more... weapon...

I think we need to stage an intervention.  :P
(The new weapons look nice btw).

That made me laugh.  :)

And I agree, they look great!
Title: Re: Scy V0.6 [06/09] Guns. More guns... MORE GUNS!
Post by: Tartiflette on September 25, 2014, 04:24:40 AM
Soooo, I've been told that the game doesn't allow you to make weapons with extremely fast bullets before running into issue like missing collision check or so. Well, I don't like limitations, so to prove it's possible I made this:
Spoiler
(http://giant.gfycat.com/BlaringUntidyAfricanharrierhawk.gif)
[close]

There is balance issues to take care of, but that's because it work too well ^^

[edit]
Spoiler
(http://i.imgur.com/uCdVpE9.gif)
[close]
Better sprite for the weapon, and more interesting impact effect with bouncing bullets and stuff.
Title: Re: Scy V0.6 [06/09] Guns. More guns... MORE GUNS!
Post by: valefore on September 25, 2014, 08:31:40 PM
Wow... very cool and unique weapons and ships.
Title: Re: Scy V0.6 [06/09] Guns. More guns... MORE GUNS!
Post by: Sabaton on September 27, 2014, 03:59:53 AM
 Uber fast bullets? So much potential!
Title: Re: Scy V0.6 [06/09] Guns. More guns... MORE GUNS!
Post by: Tartiflette on September 30, 2014, 05:23:44 AM
(http://i.imgur.com/gqqAMAE.jpg)
It took a bit of doing to get it right, not too powerful, not too weak... It doesn't deal much damage itself, but when it hit, it create splinters that are much more dangerous. They go in all directions so there is roughly 50% chances that they hit back the ship. They don't have much range though so hitting other ships should not be much an issue.

On other news, NEW SHIP!
The Erymanthian Boar class Missile cruiser. Or as the crews generally refer to them, "Piggy"
Spoiler
(http://i.imgur.com/L2r7okE.jpg)
[close]

She comes with a built-in spinal rocket launcher that can hit at 360 degrees
Spoiler
(http://giant.gfycat.com/MiserableSharpBobcat.gif)
[close]

I'm making a ship system that reveal a large area of the map for a second... Just enough to target a few ships from afar.
Title: Re: Scy V0.6 [06/09] Guns. More guns... MORE GUNS!
Post by: Nanao-kun on September 30, 2014, 10:38:22 AM
Those animations are incredible as always. Also, the weapon reminds me of Mass Effect.
Title: Re: Scy V0.6 [06/09] Guns. More guns... MORE GUNS!
Post by: xenoargh on September 30, 2014, 11:46:04 AM
On the super-fast guns issues:
Spoiler
1.  Yes, I can see shots missing entirely as they pass through the characters.

2.  Yes, that's solvable with better shot scripting, although getting the visuals right will be a bit tricky.  I'll set up something in the next Vacuum build demonstrating a couple of ways to avoid that problem- ray-test weapons and look-ahead collision detectors.  Should be a fun little side-project.
[close]
Title: Re: Scy V0.6 [06/09] Guns. More guns... MORE GUNS!
Post by: Dark.Revenant on September 30, 2014, 11:49:59 AM
Using beams or BALLISTIC_AS_BEAM solves that issue.  Lightning guns from SS+ are an example of this.
Title: Re: Scy V0.65 [30/09] With more ships... And more Guns! Always more guns.
Post by: Tartiflette on September 30, 2014, 02:39:25 PM
On the super-fast guns issues:
Spoiler
1.  Yes, I can see shots missing entirely as they pass through the characters.

2.  Yes, that's solvable with better shot scripting, although getting the visuals right will be a bit tricky.  I'll set up something in the next Vacuum build demonstrating a couple of ways to avoid that problem- ray-test weapons and look-ahead collision detectors.  Should be a fun little side-project.
[close]
Too late, already corrected, and that wasn't the problem at all  ;D... Well, mostly: in fact the weapon has no script except for graphical fluff!
I'll let you find out what's the trick because:

(http://i.imgur.com/bd5nD5c.png) (http://goo.gl/fNcKxL)

changelog:
Spoiler
V0.65
30/09/2014

New weapons:
 - Coasting missiles: lightweight medium range missiles, able to shut their engines to increase their effective range. Available in all sizes
 - Light mini-gun: small ballistic weapon with low damage, moderate range, extremely fast bullets and pin point accuracy. Excel at dealing with fighters and damaged targets, can also be a decent PD with the right hullmod
 - Focus Beam: medium mount beam that fire in short bursts. Deal increased damage if the target is near the tip of the 3 beams. Flux efficient, but ammo restricted.
 - Super-Charged Pulse Beam (SCPB for short): large beam weapon with fast burst attack, act like a beam Autopulse.

New ships:
 - Xanthus class sub-capital freighter: lightweight super-freighter with advanced engines but reduced cargo space and light defenses.
 - Erymanthian Boar missile cruiser: oversized Orthrus frigate, wield two large missiles hardpoints and a built-in full coverage rocket launcher. Designed to work in tandem with Sthenos class cruiser as a support. Equipped with advanced sensors able to reveal a large portion of the map.
 - Euryale class command destroyer (was partially implemented but never used): increase the combat efficiency of nearby ships.

Fixes:
Siren cruiser gun now act properly as described in the codex: if the gun hit a hull, it teleport the ship back.
Lots of changes in the type of the weapons mounts:
 - both mediums and large slots of the Sthenos are now universals.
 - large slot of all Manticore types now ballistic.
 - 2/3 of all cruisers small mounts are now ballistics, 1/3 stay universal.
Halved the damage of the Heavy Modular Swarmer's missiles.
Changed armament of the Atfies fighters:
 - Attack wings uses single rocket rack instead of double,
 - PD and Interceptor wings uses Dual Coasting Missiles instead of Double Rockets Rack
Various small improvements and fixes in the scripts

New sounds, most of them courtesy of SniZupGun.
[close]

Check the OP for screenshots and more details!
(also, sorry if your heart missed a beat seeing the number of the update  ;) )
Title: Re: Scy V0.65 [30/09] With more ships... And more Guns! Always more guns.
Post by: Toxcity on September 30, 2014, 04:17:21 PM
I'm guessing that:
Spoiler
It's a beam with a script that spawns projectiles?
[close]

Also SCY is basically the borderlands of the Starsector universe now (so many guns!).
Title: Re: Scy V0.65 [30/09] With more ships... And more Guns! Always more guns.
Post by: ORMtnMan on September 30, 2014, 04:32:15 PM
I'm guessing that:
Spoiler
It's a beam with a script that spawns projectiles?
[close]

Also SCY is basically the borderlands of the Starsector universe now (so many guns!).

Does that mean the next gun he is going to make will launch itself at the enemy and explode when it runs out of ammo?
Title: Re: Scy V0.65 [30/09] With more ships... And more Guns! Always more guns.
Post by: Nanao-kun on September 30, 2014, 06:03:35 PM
By the way, is it just me, or are there two Tartarus systems?
Title: Re: Scy V0.65 [30/09] With more ships... And more Guns! Always more guns.
Post by: Tartiflette on September 30, 2014, 11:04:07 PM
I'm guessing that:
Spoiler
It's a beam with a script that spawns projectiles?
[close]
Almost!
Spoiler
Actually it's just a beam. The bullets are just the texture! I do spawn "splinter" projectiles at the impact point though .
[close]

Does that mean the next gun he is going to make will launch itself at the enemy and explode when it runs out of ammo?
Mmmh, funnily I think it's doable without too much work, but I won't, it would be weird... I think... Maybe? Argh this gave me an idea! No, make it two!

By the way, is it just me, or are there two Tartarus systems?
Not that I'm aware of. In fact there shouldn't be any "Tartarus System" at all now. It still here but hidden. Did you delete the old mod before installing the new version?
Title: Re: Scy V0.65 [30/09] With more ships... And more Guns! Always more guns.
Post by: ORMtnMan on October 01, 2014, 05:56:14 AM
Mmmh, funnily I think it's doable without too much work, but I won't, it would be weird... I think... Maybe? Argh this gave me an idea! No, make it two!

BWAHAHAHAHHAHA
Title: Re: Scy V0.65 [30/09] With more ships... And more Guns! Always more guns.
Post by: Nanao-kun on October 01, 2014, 06:45:25 AM
Not that I'm aware of. In fact there shouldn't be any "Tartarus System" at all now. It still here but hidden. Did you delete the old mod before installing the new version?
Of course. Rather, it just says Star System. What I mean is that there are two of these systems stacked on top of each other. It's been like that in previous versions as well. I've been using this in Starsector Plus though.
Title: Re: Scy V0.65 [30/09] With more ships... And more Guns! Always more guns.
Post by: Tartiflette on October 01, 2014, 07:03:40 AM
What the? There is indeed two systems!!!! How could I miss that? Well good catch, thanks and I'll correct that right away. And will also add some variants I forgot to make. Oops...

Come to think of it that explain why I thought there was way too much Scy fleets spawning.
Title: Re: Scy V0.66 [02/10] Bug fixes.
Post by: Tartiflette on October 02, 2014, 01:24:58 PM
(http://i.imgur.com/GcT1gYP.png) (http://goo.gl/fNcKxL)

Tiny minor update to correct the double system bug... With a twist! But I'll leave you all discover it. ;)
(also, updated variants for some missile ships that where lacking)

Fun fact, the double system but was present since the first release after the prototype. Figures: a sneaky bug for a sneaky faction.
Title: Re: Scy V0.66 [02/10] No more double system.
Post by: Tartiflette on October 03, 2014, 01:16:01 PM
Scy was lacking a good hauling frigate for early game and extremely fast frigate fleets. The Centaur frigate correct that, those border patrols will never be able to catch you smuggling!
(http://i.imgur.com/OejiUcA.jpg)
Spoiler
(http://i.imgur.com/ubLwptJ.jpg)
[close]
Title: Re: Scy V0.66b [02/10] Removed broken content, starter frigate
Post by: Tartiflette on October 04, 2014, 04:14:11 AM
Okay, uploaded a small hotfix to remove some incomplete hidden content people kept asking why it wasn't working. (hint, it's hidden for a reason)
Good news is, you get the frigate hauler earlier. Same link as above or on the OP.
Title: Re: Scy V0.66b [04/10] Removed broken content, added starter frigate
Post by: muther22 on October 05, 2014, 09:24:10 AM
This might be a stupid question, but how do you find this faction in the campaign?  I see their ships, but no stations.
Title: Re: Scy V0.66b [04/10] Removed broken content, added starter frigate
Post by: Tartiflette on October 05, 2014, 09:31:24 AM
Hehe, they have a hidden system. The easiest way to find it is to do the same thing as you'd do irl...
(http://www.1st-art-gallery.com/thumbnail/324887/1/Alice-And-The-White-Rabbit.jpg)

Also please everyone, do not spoil the trick by posting it on the forum (I can send a PM if necessary).
Title: Re: Scy V0.66b [04/10] Removed broken content, added starter frigate
Post by: valefore on October 05, 2014, 02:18:30 PM
I totally had problem finding the station too. I even enabled Scy only to see where that station is. Very clever thing you did there... Mind blown.

Something funny happens when you play it alongside with Gotcha!'s Bushi though.
Title: Re: Scy V0.66b [04/10] Removed broken content, added starter frigate
Post by: Tartiflette on October 17, 2014, 05:08:17 PM
New ship incoming!

(http://i.imgur.com/AXsJKNT.jpg)

The Telchine class mining destroyer

Spoiler
(http://i.imgur.com/f1jttaJ.jpg)

Equipped with a spinal Deconstruction Beam

(http://i.imgur.com/GyOm6t4.jpg)

If you didn't guessed, it's a beam that ignore armor and directly damage the hull, though at a slow rate.
[close]
Title: Re: Scy V0.66b [04/10] Removed broken content, added starter frigate
Post by: Nanao-kun on October 18, 2014, 01:53:49 PM
Armor piercing beams!
Title: Re: Scy V0.66b [04/10] Removed broken content, added starter frigate
Post by: Nanao-kun on October 19, 2014, 10:21:07 AM
Yep, I was right, the hidden system conflicts with Bushi since they share the same system name of Hades.
Title: Re: Scy V0.66b [04/10] Removed broken content, added starter frigate
Post by: Tartiflette on October 22, 2014, 03:21:31 PM
Quad trails, I love youuuu...
Check this Itano Circus tribute to know why! (https://www.dropbox.com/s/7m9s5gsyay9sllh/Itano%20Circus.mp4?dl=0)

To keep you all posted, know that I'll release a compatibility update soon-ish (before the weekend if all goes right). It will be a barebone compatibility, just the faction using vanilla behavior. The "true" update will come much later and will, I hope, feature 2 new ships, a much more complex behavior with other factions (including the player faction), mining fleets, custom goods...
Title: Re: Scy V0.66b [04/10] Removed broken content, added starter frigate
Post by: Nanao-kun on October 22, 2014, 03:47:25 PM
That missile swarm trail is woah.
Title: Re: Scy V0.66b [04/10] Removed broken content, added starter frigate
Post by: Sabaton on October 22, 2014, 11:38:04 PM
 That wasn't very impressive... Ah who am I kidding, you did better than I would have.
Title: Re: Scy V0.66b [04/10] Removed broken content, added starter frigate
Post by: Azmond on October 23, 2014, 12:04:02 AM
This is a great faction... makes me want to get back to work on my own.

Speaking of work though, your work is GREAT! And the animation toutorial will come in great handy when i get started THAT far into the makin' of my sprites... but, that'll be later.
Title: Scy V0.69 [23/10] 0.6.5a compatible, read the installation instructions!
Post by: Tartiflette on October 23, 2014, 08:30:00 AM
(http://i.imgur.com/LlvSPpR.png) (http://goo.gl/fNcKxL)
require LazyWizzard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).

ATTENTION,
due to some bug with the current Starsector release, playing a faction mod require a small manipulation:

Quote
To make the faction appear, you need to add it to the economy and starmap files.
 - backup Starsector\starsector-core\data\campaign\starmap.json
        and Starsector\starsector-core\data\campaign\econ\economy.json
 - then add
Code
"Acheron":[-4500,1000],
"tartarus":[-4500,1000],
to starmap.json, and
Code
"tartarus.json",
to economy.json

if you only play with Scy, the files should looks like
starmap.json
Spoiler
Code
{
"starSystemLocations":{
"askonia":[1000,4000],
"corvus":[8000,-1000],
"valhalla":[7000,6000],
"arcadia":[3000,-7000],
"magec":[-3000,-4000],
"eos":[-10000,-2000],                
"Acheron":[-4500,1000],
"tartarus":[-4500,1000],
}
}
[close]
economy.json
Spoiler
Code
{
"version":2.0,

"initialStepsToRun":500,
"maxExoticUtilityAtRange":14000,
"defaultConnectionMult":1,
"defaultConnectionFlat":1,
"defaultTariff":0.3,

"starSystems":[
"askonia.json",
"corvus.json",
"valhalla.json",
"arcadia.json",
"magec.json",
"eos.json",
                "tartarus.json",
],

"map":"../starmap.json",

}
[close]

This is really just a compatibility update, I didn't dug into balancing and many new descriptions are missing. It should be playable though. Please report any trouble! I think the problem with engines too fragile will get very apparent on Scy hulls given their single engine designs and frontal shields. Also the prices might out of place. This is more of a beta release, consider yourself warned  ;)


Changelog
Spoiler
V0.69
23/10/2014

0.65a compatibility: For now it's a bare-bone compatibility, with descriptions missing and no custom stations sprites.

The Hades System is now the Acheron System to avoid names clashes with Gotcha's Bushi faction.

New ship:
 - Telchine class mining ship: designed to harvest rare ores from asteroids, this destroyer is equipped with a Deconstruction beam able to damage ship hull ignoring armor, and can deploy mining drones to repel incoming missiles and fighters with their grav hammer.

Weapon overhaul:
 - Massively improved G.R.R.R. graphics, the weapon now look very satisfying to fire
 - Improved Penetrator Rail Gun graphics, the bullets are now more visible.
 - Slightly changed ENB bullet graphics.
 - Vastly improved EMP Nova. It's once again a ship system and is properly used by AI controlled ships. Greatly improved graphics. You can now fear the Medusa...
 - Slightly improved KACC graphics, they no longer have a charge-up.
 - Both the main and secondary ordinance of the Ricochet Gun now deal HIGH-EXPLOSIVE damage (was ENERGY).
 - Manticore Phase Torpedoes Launcher has now a 3sec loading cycle (was 5sec).
 - Improved Teleporter gun visual effect.
 - Improved graphics of the EMP Sweeper missiles
 - Improved ORION Artillery behavior. The gun now launch a 10 stages ordinance that accelerate every few moments, deal more and more Kinetic damage for less and less High explosive (total DPS constant)
 - Huge performance improvement of all weapons scripts

Corrected some minor errors in mount types on the Khalkotauroi cruiser.

New sounds for most weapons, courtesy of SniZupGun for some of them
[close]
Title: Re: Scy V0.66b [04/10] Removed broken content, added starter frigate
Post by: arcibalde on October 23, 2014, 09:09:14 AM
Quad trails, I love youuuu...
Check this Itano Circus tribute to know why! (https://www.dropbox.com/s/7m9s5gsyay9sllh/Itano%20Circus.mp4?dl=0)
Now is perfect  ;D
Title: Re: [0.65a] Scy V0.69 (23/10) compatibility update, please read the instructions!
Post by: aethallyn on October 25, 2014, 04:54:00 AM
Hey, your mod looks cool.

You have a few inconsistencies with capitalization, which causes the game to refuse to load on Linux until a few file names are changed. I had to make the following changes to get it to load:

in SCY/sounds/SCY/sfx_weapons:
SCY_autoNailer_fire_01.ogg -> SCY_autonailer_fire_01.ogg
SCY_autoNailer_fire_02.ogg -> SCY_autonailer_fire_02.ogg
SCY_autoNailer_fire_03.ogg -> SCY_autonailer_fire_03.ogg
SCY_Kbeam_intro.ogg -> SCY_kBeam_intro.ogg
SCY_Kbeam_arcs.ogg -> SCY_kBeam_arcs.ogg
SCY_Kbeam_loop.ogg -> SCY_kBeam_loop.ogg

in SCY/graphics/SCY/weapons:
SCY_pierce_mkII -> SCY_pierce_mkii

In addition, your systems do not show up. I have made the changes you outlined, and I wonder if it comes to other capitalization issues. The mod is loaded (I can see your ships in the codex).
Title: Re: [0.65a] Scy V0.69 (23/10) compatibility update, please read the instructions!
Post by: sigi87 on October 25, 2014, 06:37:54 AM
finally found the system your SCI is in, sadly there are no pirates. And the game crashes every time I click intel ...
Title: Re: [0.65a] Scy V0.69 (23/10) compatibility update, please read the instructions!
Post by: Tartiflette on October 25, 2014, 07:07:29 AM
You have a few inconsistencies with capitalization, which causes the game to refuse to load on Linux until a few file names are changed. I had to make the following changes to get it to load:
   Already taken care of, but thanks, I shall pay more attention from now on!

In addition, your systems do not show up. I have made the changes you outlined, and I wonder if it comes to other capitalization issues. The mod is loaded (I can see your ships in the codex).
   If you see only the Acheron system, it's working as intended: the Scy system is hidden, and you'll have to investigate to find it! (I gave a hint a few messages earlier)

finally found the system your SCI is in, sadly there are no pirates. And the game crashes every time I click intel ...
   The intel bug is a vanilla bug because the game try to show the player position on the hyperspace map, witch it can't because the system is hidden. Alex already corrected it in the coming hotfix. In the meantime, don't open intel while in Tartarus.
   As for pirates, I don't intend to put some, it wouldn't make any sense with their lore. I'm still thinking about how to deal with the reputation problem, and their double faced nature (half pirates, half smugglers)... I may create a subfaction, it would use vanilla ships and be the only ally of Scy. If you manage to get friendly with them, they would negotiate the open passage to Tartarus and access to their gear. Anyway, no promises as we modders are still familiarizing ourselves with the API to find what's possible and what isn't.
Title: Re: [0.65a] Scy V0.69 (23/10) compatibility update, please read the instructions!
Post by: Nanao-kun on October 26, 2014, 07:06:12 PM
Considering Scy ships come with Augmented Engines natively, any chance of the cargo type ships having additional space to express them as such? I'd figure that having it built in from the start would mean they'd offset the typical problem at least somewhat.

I'll admit that a main reason is that I want the cargo space numbers to be nice and round. :P
Title: Re: [0.65a] Scy V0.69 (23/10) compatibility update, please read the instructions!
Post by: Tartiflette on October 27, 2014, 12:15:52 AM
CHANGELOG
Spoiler
V0.7 WIP

26/10/2014
Third and last Scy station sprite
New portraits
Improved autoresolve behavior for all non beam weapons. The DPS values now gives a good idea of the weapon power as scripted damage can now be "faked" in the calculation.

25/10/2014
Rebalancing of all ships costs cargo and CR requirement.
 - Friendly warning: the pure combat frigates like the Tisiphone, the Megeara or the Medusa no longer have any cargo space to reflect their optimization for battle.
 - The Lealapses and Orthruses now have very long recovery times to limit missile spam exploits. (for justification, just imagine it takes time to reload all those missiles mounts)
 - All wings come in same amount of fighters.
Added descriptions to the stations, planets and to the Faction Intel screen.

24/10/2014
New planets textures for Elysee and the Mining Colony including night cities glow
Stations sprites
[close]

That should clear up what I'm currently doing. I didn't changed much the cargo space other than expanding the freighter ones and reducing it on the pure combat ships (you will always need a support fleet now, except with a couple of ships). I didn't changed them to round numbers, but I might do that as well. The unintended consequence of the cargo changes is that I need yet another frigate! A good all around ship for both combat and cargo. Probably an intermediary between the Centaur, the Tisiphone and the Alecto to match the Lasher role...
Also I still need to make a decision about Scy behavior in campaign. I may simply make their system accessible again as a temporary fix, but it really isn't fitting their lore.
Title: Re: [0.65a] Scy V0.69 (23/10) compatibility update, please read the instructions!
Post by: Nanao-kun on October 27, 2014, 12:43:35 AM
I think Alex mentioned that he fixed the "crash when opening intel in hidden system" bug for the next hotfix release.
Title: Re: [0.65a] Scy V0.69 (23/10) compatibility update, please read the instructions!
Post by: Tartiflette on October 27, 2014, 01:12:43 AM
Yes he did, and a number of other things mod related, like the problem of file merging that require to modify the core economy.json and starmap.json files.
Title: Re: [0.65a] Scy V0.69 (23/10) compatibility update, please read the instructions!
Post by: ahrenjb on October 27, 2014, 10:01:06 AM
I'm getting this crash when engaging in combat with SCY fleets, or if I leave the main menu open for a while.

Code
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.StrafeTargetManeuverV2.Object(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.null.Ó00000(Unknown Source)
at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.oOoO.Oôo000(Unknown Source)
at com.fs.super.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.65a] Scy V0.69 (23/10) compatibility update, please read the instructions!
Post by: Tartiflette on October 27, 2014, 10:23:23 AM
I'm getting this crash when engaging in combat with SCY fleets, or if I leave the main menu open for a while.
[snip]
Vanilla bug, I can't do anything about it. It has been reported and Alex already fixed it.
Title: Re: [0.65a] Scy V0.69 (23/10) compatibility update, please read the instructions!
Post by: xeranes on October 27, 2014, 01:13:37 PM
I have been horsing around with the campaign Scy sector, and I cannot get the stations to sell larger than destroyer-size ships, in any market, regardless of standing. I have waited over 1 year in-game time at max rep (console commands), and no capital ships for sale. Am I missing something?
Title: Re: [0.65a] Scy V0.69 (23/10) compatibility update, please read the instructions!
Post by: Tartiflette on October 27, 2014, 03:27:09 PM
Mmmh, I'm not sure but I would bet it's due to the fact that the market is pretty small. (come to think of it, even when I attacked them a lot they didn't spawned many cruisers) I'll look into it, I'm currently balancing the economy of Scy and I'll make sure they spawn heavy stuff
Title: Re: [0.65a] Scy V0.69 (23/10) compatibility update, please read the instructions!
Post by: Tartiflette on October 29, 2014, 05:38:44 PM
(http://i.imgur.com/7NuLlzw.png) (http://goo.gl/fNcKxL)
Now fully compatible with 0.65a:
Stations, portraits, intel tab now working properly, viable economy, a whole lot of life in Tartarus, rebalanced ships and missiles, cruisers for sale...
Thanks to Debido's awesome advises, Scy NO LONGER need you to edit the core files and is compatible with any other faction mods straight out of the .rar!

Changelog
Spoiler
V0.7
30/10/2014

Full 0.65a support, with stable economy, custom facilities and working intel

4 portraits
Improved autoresolve behavior for all non beam weapons. The DPS values now gives a good idea of the weapon power as scripted damage can now be "faked" in the calculation.

reworked Tartarus system, it can now be accessed through the star from hyperspace (with navigation level 7), or using the same hidden access than before.
4 new stations
new planet maps for Elysee and the mining colony including night lights

Rebalancing of all ships costs cargo and CR requirement.
 - Friendly warning: the pure combat frigates like the Tisiphone, the Megeara or the Medusa no longer have any cargo space to reflect their optimization for battle.
 - The Lealapses and Orthruses now have very long recovery times to limit missile spam exploits. (for justification, just imagine it takes time to reload all those missiles mounts)
 - All wings have now the same amount of fighters.

slight buff for all missiles health,
slight increase of the pods ammo
Small increase of the autonailers range
the Hacking Comlink is now making missiles self destruct after at a steady interval (good against single missile, terrible against swarms)
[close]
Title: Re: [0.65a] Scy V0.69 (23/10) compatibility update, please read the instructions!
Post by: kazi on October 29, 2014, 07:30:37 PM
Thanks to Debido's awesome advises, Scy no longer need you to edit the core files and is compatible with any other faction mods straight out of the .rar!

Out of curiosity, what are you doing to get around the economy and starmap.json merging issues now ? I have a player who's having some difficulties with those files overwriting each other and would rather release a patch than have everyone start deleting/editing json files to get things to work.
Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: Tartiflette on October 30, 2014, 12:34:12 AM
The economy and position are now defined in the systems java file. Open the Tartarus.java in jars/src/data/scripts/world/SCY_systems/ and take a look, the important bits are:
Code
system.getLocation().set(11500f, 2500f);
for getting rid of the starmap, and
Code
//        private void addMarketplace(
//                    String factionID,
//                    SectorEntityToken primaryEntity,
//                    ArrayList<SectorEntityToken> connectedEntities,
//                    String name,
//                    int size,
//                    ArrayList<String> marketConditions,
//                    ArrayList<String> submarkets,
//                    float tarrif)
       
        addMarketplace (
                "SCY",
                SCY_station,
                new ArrayList<> (Arrays.asList((SectorEntityToken) tar4)),
                "Elysee",
                6,
                new ArrayList<> (Arrays.asList( Conditions.ARID, SCY_Conditions.MINIFACTORY, SCY_Conditions.GREENHOUSES, Conditions.HEADQUARTERS, Conditions.ORBITAL_STATION, Conditions.POPULATION_5)),
                new ArrayList<> (Arrays.asList(Submarkets.SUBMARKET_STORAGE, Submarkets.SUBMARKET_OPEN, Submarkets.GENERIC_MILITARY)),
                0.3f);
for setting up a market. This last part call a bunch of code in the end of the file:

Spoiler
Code
private void addMarketplace(String factionID, SectorEntityToken primaryEntity, ArrayList<SectorEntityToken> connectedEntities, String name, int size, ArrayList<String> marketConditions, ArrayList<String> submarkets, float tarrif) {
        EconomyAPI globalEconomy = Global.getSector().getEconomy();

        String planetID = primaryEntity.getId();

        //generate the market ID
        String marketID = planetID + "_market";

        //generate the market
        MarketAPI newMarket = Global.getFactory().createMarket(marketID, name, size);

        //set the faction associated with the market
        newMarket.setFactionId(factionID);

        //set the primary entity related to the market
        newMarket.setPrimaryEntity(primaryEntity);

        //set the base smuggling value (starting value)
        newMarket.setBaseSmugglingStabilityValue(0);

        //set the starting tarrif, could also make this value an input
        newMarket.getTariff().modifyFlat("generator", tarrif);

        //add each sub-market types to the mark
        if (null != submarkets) {
            for (String market : submarkets) {
                newMarket.addSubmarket(market);
            }
        }

        //add each market conditions
        for (String condition : marketConditions) {
            newMarket.addCondition(condition);
        }

        //add all connected entities to this marketplace, moons/stations etc.
        if (null != connectedEntities) {
            for (SectorEntityToken entity : connectedEntities) {
                newMarket.getConnectedEntities().add(entity);
            }
        }

        //add the market to the global market place
        globalEconomy.addMarket(newMarket);

        //get the primary entity and associate it back to the market that we've created
        primaryEntity.setMarket(newMarket);

        //get all associated entities and associate it back to the market we've created
        if (null != connectedEntities) {
            for (SectorEntityToken entity : connectedEntities) {
                entity.setMarket(newMarket);
            }
        }
    }
[close]

If you have doubts, there is a lengthier conversation about this in the last pages of the Misc Modding Question thread.
Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: kazi on October 30, 2014, 01:12:17 AM
Thanks, I'll give that a try.
Title: Re: [0.65a] Scy V0.69 (23/10) compatibility update, please read the instructions!
Post by: Tartiflette on October 30, 2014, 03:36:41 PM
(http://i.imgur.com/7NuLlzw.png) (http://goo.gl/fNcKxL)
Re-uploaded a small hotfix because I made a tiny weeny small mistake that made the Area Scorcher not working at all! (fortunately, this is totally compatible with your save)
Sorry about that...
[edit]
Thanks to Debido's awesome advises, Scy NO LONGER need you to edit the core files and is compatible with any other faction mods straight out of the .rar!

Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: TartarusMkII on November 01, 2014, 05:46:26 PM
Hiya, I am just putting this link here for the author of the mod to look at. I hope it can help, and I'd really appreciate it!

http://fractalsoftworks.com/forum/index.php?topic=8552.0

It is in regards to the current issue of having to edit files to get factions to work, from the perspective of an end-user.
Title: Re: [0.65a] Scy V0.69 (23/10) compatibility update, please read the instructions!
Post by: Tartiflette on November 02, 2014, 01:03:27 AM
I should have precised it more visibly:
Scy no longer require you to modify the core files starmap.json and economy.json
Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: Tartiflette on November 03, 2014, 07:12:44 AM
So, I realized Scy had many specialized frigates (assault, pursuit, escort, hauling, REDACTED, Electronic Warfare) but was cruelly lacking a good all-around frigate... The kind you can trust the AI to use it decently, and that can be refitted to any role. This is no longer a concern whit the new Talos class Frigate:
(http://i.imgur.com/1Pn6cPH.jpg)
Spoiler
(http://i.imgur.com/Ae3eSDv.jpg)
[close]
Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: Nanao-kun on November 03, 2014, 10:04:16 AM
Awesome. Can't wait to fly it.
Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: jupjupy on November 03, 2014, 10:39:47 AM
Hey!

Having a lot of fun with your mod, but I'd just like to say that those miniguns are seriously godlike. Infinite ammo, low(ish) flux usage, high damage, perfect accuracy... Sure, they deal frag damage, but stick some Integrated PD Networks on them and they become crazy strong. Not to mention that they totally rip apart anything that isnt well armored. And for the same price as a Burst Laser? Sick stuff.
Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: Nanao-kun on November 03, 2014, 10:44:25 AM
Hey!

Having a lot of fun with your mod, but I'd just like to say that those miniguns are seriously godlike. Infinite ammo, low(ish) flux usage, high damage, perfect accuracy... Sure, they deal frag damage, but stick some Integrated PD Networks on them and they become crazy strong. Not to mention that they totally rip apart anything that isnt well armored. And for the same price as a Burst Laser? Sick stuff.
Using them as PD tends to hurt me though, since I need the Integrated PD AI and that costs OP.
Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: Tartiflette on November 03, 2014, 10:57:28 AM
Indeed they are powerful, and I planed to tone them down a bit (just a bit)... The goal was to make a weapon that get powerful when used in numbers but cost a lot then, since you have to pay 4/8/12/20 points for the integrated PD network or you won't have enough mounts for dedicated PD. Sure they eat frigates and high tech stuff for breakfast, but Dominators and Onslaughts don't even notice them. I think I'll just reduce the amount of high explosives splinters that spawn when you hit something, and raise a tad their flux requirement, maybe reduce their range too? But I need to be careful: they look way too good to be relegated to sub-par equipment.
Though they are very powerful on Scy ships, if you tried them on vanilla hulls you might have noticed a sudden drop in their efficiency.

Anyway, glad you're enjoying the mod, do come back sometimes because the next Scy update will be crazy good!!!! (hint, it's related to a tease from back in august)
Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: Tartiflette on November 05, 2014, 11:06:09 AM
   In 206, during the 5th Great Expedition, the Scy Nation went through its worst crisis yet. The 47th day, an imposing pirate fleet emerged from hyperspace in the Acheron system. They were the remaining forces from successful warlords that just had been "destitute" for menacing the Sindrian Diktat border. Finding a resource rich unoccupied system was for him a relief, as the fleet was in dire need of fuel and time to recuperate. Letting them be wasn't an option for the Scy admiralty, as they were bound to detect their presence on Elysee or the mining colony sooner rather than later. While the bulk of the Scy armada was away plundering trade routes, Rear Guard Admiral Nanako decided to engage them anyway.

   It was a massacre for both sides: Scy ships were fresh and ready for the combat, but they are designed for Hit-and-run tactics, not front-line combat. The pirates were suffering very low reliability from their equipments, but their ships were extremely sturdy, and their crew experienced. In a few hours, both sides had seen most of their ships destroyed and broke the engagement to take a breath. The Scy fleet started some emergency repairs, while the pirates dug in the closest wreckages searching for fuel to escape this trap. Since they now knew about the Scy Nation location, letting them go wasn't an option anymore.

   After gathering all the ships they could muster, from the unfinished cruiser in dry-dock to the feeble freighters that could be equipped with a single missile launcher, the Scy fleet went again to meet the enemy. This time, the pirate fleet didn't tried to face them, but dispersed in an attempt to save at least some of their ships. That tactic was their undoing: Scy ships excel in this kind of warfare. They ganged-up on isolated ships and used their superior engines to catch up with the next one. But even then the last cruiser, only escorted by the last pair of frigates, managed to get to the wormhole. It was sheer luck that one of the Expedition forces got back very early and was gathering on the hyperspace side of the wormhole to prepare its jump. The commander of the force didn't need to ask any question when she saw those damaged ships emerge, and her force methodically dispatched them.

   While successful, this operation couldn't be qualified as a victory. Most of the Scy fleet reserve was destroyed, and the following weeks were incredibly stressful as the planet waited the main forces to return while almost undefended. This revealed a crucial flaw in the Scy Navy doctrine: their ships are designed to operate deep in enemy territory, using their speed and stealth to spring traps, they are cruelly unsuited to defend the home system. It wasn't long before the design document for a special class of warships dedicated exclusively to the defense of Elysee was approved.



Guess who's finally coming? (hint here (http://fractalsoftworks.com/forum/index.php?topic=8010.msg138266#msg138266) and in the following posts)
Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: arcibalde on November 05, 2014, 02:17:53 PM
Zi Big Lady  ;D
Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: jupjupy on November 06, 2014, 03:04:44 AM
Hmm anyone have any good way to get reputation for Scy above 75?

They never set any bounties, so I cant seem to push it above that number.
Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: Tartiflette on November 06, 2014, 03:32:52 AM
Known problem, I will create custom events in the next release.

For now they sometimes set general bounties but there are too few pirates around to farm reputation with them. If you want their ships though, you still can attack them and capture some. They don't have much crew in general, capturing is possible without loosing too often...

Also when I get around making them act like their lore suggest, I'll create a different way to befriend them. But that is for Scy 0.9, so not very soon.
Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: TartarusMkII on November 07, 2014, 07:44:35 PM
Hello again, I wanted to leave some feedback as I've been playing more of 0.65.1a since SCY has been updated. However, I'm having some issues.

Firstly, I want to explain that I am not that great at this game. It's very hard for me to get very far without collapsing. SO that being said, I've never BEEN to Tartarus because I have never gotten Nav 7, and I have not ever been able to figure out how to get there otherwise after a bunch of attempts.

I wanted to bring up two bits of things that I did notice though, acknowledging my limited view.

Firstly, I think that as long as getting to Tartarus is a riddle, the only encounter I have with this mod is the chance of finding trading fleets around the rest of the Sector. And while the size does not matter to me, SCY is a comparatively large mod, and yet you see it the least out of any of the up to date mod-factions.

I believe that the method to getting to Tartarus should not be a secret- but still a challenge. I have a feeling that it has to do with following a SCY fleet through a gate of some sort- if that is true, then leave it that way! But making it a secret hides -so- much content.

I also noticed that some of the small SCY weapons that I collected from fighting were worth strange amounts of credits. Some small weapons were worth the usual ~200 credits and such. But then others (again, still small weapons) could be worth from 2000 to 3000 credits.

Thats all I wanted to share, thanks for reading.

I also want to reassure you that I think the ships and effects are so cool that I wanted to make sure to leave this suggestion in the hopes I'd be able to see more of it in the future, as right now it's simply locked to me.
Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: The Soldier on November 07, 2014, 07:58:06 PM
It's actually not hard to get to the Tartarus System once you figure it out - give or take, the same way you get in as any other system (via a jump gate, as per usual - hopefully Tartfilette doesn't mind that).  And the Tartarus System is packed full of content, I can agree.  Although it seems to lack a Black Market.

@Tarfilette
It was actually a whole lot easier to find the system before the .65 update hit - there were a lot fewer systems.  Maybe you should make it a tad easier?  Maybe surround the system gate with a bunch of debris from the gigantic battle that you described a few posts back?  It is a lot more difficult with 7+ systems now.
Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: TartarusMkII on November 07, 2014, 08:06:14 PM
None of my friends who play SS can figure it out either. We recognize that Tartarus exists in the other system, but we can't figure out what significance it has. In fact, most of my friends just resort to dumping fuel to coast into Tartarus to get around that fact until they eventually get Nav 7.

Also, I thought of an interesting way to deal with the standing problem. If they have no natural enemies (except maybe the church? Though they are far away from Acheron), then simple trade with them would be good enough to keep their standings well enough. And perhaps then, if you cannot get enough standings to buy from their military supply, make it more open- just very very expensive.

Meh, I don't know. I am quite torn on this mod.
Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: Tartiflette on November 08, 2014, 12:58:29 AM
Thanks for the feedback, it mostly matches my own feeling (except for the "too hard to find", but I'm certainly not objective on that point), and fortunately these troubes are related to what I consider placeholders and will be taken care of in the future.

Firstly, I think that as long as getting to Tartarus is a riddle, the only encounter I have with this mod is the chance of finding trading fleets around the rest of the Sector. And while the size does not matter to me, SCY is a comparatively large mod, and yet you see it the least out of any of the up to date mod-factions.
This is quite true, and while it is a consequence of their lore, it is a bit sad to hide them that much. However there is one time they are supposed to get out of their lair and swarm the sector, and it is during the Great Expeditions when they plunder every trade-routes. I have yet to implement this behavior, but it will makes them very visible every once in a while. So please bear with me, this will is planned for Scy 0.9, the update after the next.

I believe that the method to getting to Tartarus should not be a secret- but still a challenge. I have a feeling that it has to do with following a SCY fleet through a gate of some sort- if that is true, then leave it that way! But making it a secret hides -so- much content.
This is precisely the way to find them! Half of their fleets uses the star as a wormhole, but the other half uses... another way. Also they all comes out from this second passage, it shouldn't be too had to find it. In 0.9, the system will be probably harder to find, or at least much more dangerous if you are uninvited, BUT there will be a guide that can help you get there too. It will require some investment but you won't get shot while emerging from hyperspace.

I also noticed that some of the small SCY weapons that I collected from fighting were worth strange amounts of credits. Some small weapons were worth the usual ~200 credits and such. But then others (again, still small weapons) could be worth from 2000 to 3000 credits.
Mmh, that's probably because the weapons prices vary much more than with vanilla: when you can put you hands on a small weapon that can deal as much damage as a medium mount, it's costly: both in credits, ordinance points and flux usage. The large high quality weapons are sometimes worth more than a medium ship. They do are powerful though. Still, I will keep an eye out to see if there is some crazy price tag on some items.

Although it seems to lack a Black Market.
For now there is only one: the ex-slaves miners in the orbital ore refinery kept some bad habits and set up a tidy shop out of sight. I might add one in the other small stations though.

None of my friends who play SS can figure it out either. We recognize that Tartarus exists in the other system, but we can't figure out what significance it has. In fact, most of my friends just resort to dumping fuel to coast into Tartarus to get around that fact until they eventually get Nav 7.
I would advise against that in the coming Scy 0.8  ;)

Also, I thought of an interesting way to deal with the standing problem. If they have no natural enemies (except maybe the church? Though they are far away from Acheron), then simple trade with them would be good enough to keep their standings well enough. And perhaps then, if you cannot get enough standings to buy from their military supply, make it more open- just very very expensive.
Actually they are hostile to many factions, but it's not open war. As I said above, 0.9 will change that a lot, but in the meantime I should probably spread their standings a bit more. Also to remedy the reputation problem I intend to add custom bounties. Maybe not only against pirates  ;D

Here's the current changelog, there is quite a few new things coming:
Code
V0.8 WIP

new ships:
 - Talos class heavy frigate: an over-sized frigate with decent speed, armor, cargo and armament, but reduced maneuverability, higher crew requirement and recovery cost. Feature a Burst shield system that deploy an impenetrable bubble for a second (use flux and 5 sec cool-down)

 - Nemean Lion: REDACTED (surprise, surprise)

 - Armored Sthenos / Armored Erymantian Boar class cruisers: armored version of the main battle cruisers, much slower but more powerful and much, much more sturdy.

Improvements:
 - Huge cleanup in the way decoratives are handled, both in script and in sprites. (won't make a noticeable difference in memory since I added a lot of new content too >__<).
 - Decoratives now show damage when hit.
 - Randomized the position of the Acheron system on each new game.
 - You can no longer cheat your way in Tartarus by dumping your fuel (was useless anyway, once you know where the secret passage is)
 - Added cosmetic self-destruction of the fading missiles.
 - Drones now launch from their bays instead of the center of the ship.
 - More portraits.
 - Custom engine sounds.
 - "Secondary thrusters" ship system now activate visible secondary thrusters, slightly modified sprites accordingly.

Weapons re-balancing:
 - significantly nerfed the Light Minigun damage and range, especially against ships armor. It is still potent against missiles with the right hullmod, but no longer a silver bullet.
 - buffed the Penetrator Railgun damage and flux usage to make it a costly improvement over the medium KACC.
 - reduced the Slasher beam movement width when mounted on turrets to make it hit more reliably.
 - reworked the Focused Pulse Beam behavior, it now fire in 1 second bursts, and increased it's OP cost.
 - significantly nerfed the Orion Artillery, the dps is only slightly lower but the damage per projectile is halved: it get twice the rate of fire and ammo. It won't punch through armored targets from standoff range anymore, you will have to close in to finish the job.
 - buffed the SCPB damage and reduced it's rate of fire. It should be more evenly useful against armored and non armored targets.
 - all Rocket launchers have reduced OP costs, range health and damage but got better engines and should hit their target more consistently.
 - all Coasting Missiles have reduced OP costs and damage but got higher health for the same result.
 - Erymantian Boar spinal launcher rate of fire halved.
 - significantly buffed the EMP Sweeper health, corrected some bug in the sweeping arcs script but it will be reworked further.
 - the anti-missile has now a proximity fuse, making it much more reliable, but can't destroy torpedoes in one shot.
 - improved the targeting algorithm of the Heavy Modular Swarmer: it target in priority any enemy around the ship's main target instead of any enemy in sight.

Ships re-balancing:
 - removed all buit-in Augmented Engines and Maneuvering Thrusters. Though you still can't mount them or the Unstable Engines.
 - reworked the speed and agility of all Scy ships. They have more or less the same speed as before, but will feel more sluggish. However their stats will scale much better with you character skills.
Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: WKOB on November 09, 2014, 05:13:43 AM
Well, first I want to say that I've been playing with this since I decided it was time to mod .65 and, while I can't say much about the ships, your weapons are wonderfully inventive and fun to use.

Second, you bastard, you're homing in on my Greek naming and background-aesthetic! :P
Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: Tartiflette on November 09, 2014, 05:53:42 AM
Well, first I want to say that I've been playing with this since I decided it was time to mod .65 and, while I can't say much about the ships, your weapons are wonderfully inventive and fun to use.
Glad to hear you are enjoying Scy! I think I can reasonably predict you will change your mind about the ships with the next update. At least for the four new ones, and maybe the two others planned for the update after.  ;)

Second, you bastard, you're homing in on my Greek naming and background-aesthetic! :P
Technicaly MShadowy and Cycerin used Greek names first! I tried to avoid names collisions but there are some. Next mod I make I'll be sure to take names from the folklore of some obscure tribe long since disappeared...
Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: WKOB on November 09, 2014, 02:40:08 PM
I mainly don't have much to say about the ships because I haven't decided to declare war on the faction and I can't buy the suckers. :P I'm sure they're interesting if they're half as neat as your weapons though!

I can't remember who came first between myself, MShadowy and Cycerin, but it's not like I actually care or anything, I was just having a tease at you. Actually, we don't even have any overlap, as your names are generally mythologically inspired, whereas mine are based on armaments or other nouns. :)

Besides, with the owl on your flag and the spear and olive branch on mine, we've got the whole gamut of Athena worship!
Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: TartarusMkII on November 09, 2014, 02:51:48 PM
I mainly don't have much to say about the ships because I haven't decided to declare war on the faction and I can't buy the suckers. :P I'm sure they're interesting if they're half as neat as your weapons though!

Kind of assists my point of the SCY content being hidden and scarce ;p
Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: Tartiflette on November 09, 2014, 02:58:31 PM
You may notice that other factions often create named bounties in the Acheron system, and killing those also increase your standing with Scy (even if they didn't post them). You can reliably gain 2 or 3 points of reputation per bounties. And they create bounties themselves in the next update.
Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: jupjupy on November 09, 2014, 08:52:47 PM
You may notice that other factions often create named bounties in the Acheron system, and killing those also increase your standing with Scy (even if they didn't post them). You can reliably gain 2 or 3 points of reputation per bounties. And they create bounties themselves in the next update.

They dont, though? I've never gotten reputation from Acheron bounties, only those in Tartarus itself.
Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: Tartiflette on November 10, 2014, 12:30:49 AM
Huh? Really? I just got their reputation to 94 that way????? Mhhh, I'll check again, maybe it's something I did in the update (but then who knows what). Or maybe it's only during general bounties like "kill pirates around"? I'm not sure anymore. Still, they post named bounties in the next update so it shouldn't be so hard to get good standing.
Title: Re: [0.65a] Scy V0.7 (30/10) Full 0.65a compatibility
Post by: Tartiflette on November 12, 2014, 02:26:09 PM
(http://i.imgur.com/XiTNeCm.jpg)


(http://i.imgur.com/13b4Q92.png) (http://goo.gl/fNcKxL)
require LazyWizzard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
Now require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0)

Scy 0.8 is here with a heap of new content.
If you like surprises, or already know Scy well, I strongly suggest that you don't read further, don't watch the trailer, just download the mod and try the two new missions right away.
Trust me, it will be worth it!

http://vimeo.com/111677099

If you want to know more, check this highly spoilered content:
Spoiler
If you want spoilers, here we go:

0.8 feature one new frigate: the Talos.
(http://i.imgur.com/1Pn6cPH.jpg)

The kind of ship that will make your life easier in the sector, reasonably sturdy, and fast, decent cargo, somewhat not very maneuverable but can hold it's own against pirates. That's also a ship you can trust the AI to use well, especially with it's Stasis shield ship system.
Spoiler
(http://i.imgur.com/Ae3eSDv.jpg)
[close]

Also in 0.8, two new cruisers, or more precisely, new models of existing cruiser: The Armored Sthenos and Erymanthian Boar
(http://i.imgur.com/symiiX2.jpg)

Those two ships, now powered by TwigLib, feature a modular external armor that need to be shot off to damage the main hull (except if you shoot at the engine). On the down side, they are even more costly, far less maneuverable and much slower.
Spoiler
(http://i.imgur.com/OhCT7st.png)
(http://i.imgur.com/kySkz6Z.png)
[close]

And finally, the long awaited Nemean Lion Battle Fortress:
(http://i.imgur.com/VcuXgsx.jpg)

The capital ship is protected by a mobile armor, that shroud a powerful frontal armament. This ship is extremely sturdy, and can take on event a Paragon with the right load-out. Due to the concentration of most of its weapons on the front, the Lion is very susceptible to attacks from multiple enemies. As it is meant for the defense of the planet Elysee, it is extremely slow. As a matter of fact it has the lowest burn rate of the sector.
Spoiler
(http://i.imgur.com/wtTbs6a.png)
[close]

I want the give a HUGE thanks to Debido, without whom these armored ships would never have seen the light of the day (the Nemean Lion is in the works since mid August!). So please, a round of applause for him.

The rest of the changelog, while consequent is quite uninteresting compared to this. I'll keep it short: Tartarus got a second, less hidden, access. Now if you can't find it, you don't search it right. Scy post named bounties, though rarely. You can increase your standing by hunting the other factions' bounty that often appear in Acheron. Minor improvements all over the place like missing descriptions and flavor texts. Consequent rebalancing of the weapons and ships due to the newcomers... Complete changelog at the bottom

If you want to learn more about the lore of the Nemean Lion, and about the events leading to the two missions, check the OP transcription and here (http://fractalsoftworks.com/forum/index.php?topic=8010.msg138266#msg138266),  here (http://fractalsoftworks.com/forum/index.php?topic=8010.msg138591#msg138591),  here (http://fractalsoftworks.com/forum/index.php?topic=8010.msg138699#msg138699), and here (http://fractalsoftworks.com/forum/index.php?topic=8010.msg145654#msg145654).
[close]

CHANGELOG
Spoiler
Code
V0.8
12/11/2014

SCY now require TwigLib in addition of LazyLib

new content:
 - Talos class heavy frigate: an over-sized frigate with decent speed, armor, cargo and armament, but reduced maneuverability, higher crew requirement and recovery cost.
    Feature a Stasis Shield system that deploy an impenetrable bubble for a second (use flux and 5 sec cool-down)

 - Nemean Lion: Battleship with immense frontal firepower and a modular armor. Extremely slow and vulnerable to multiple attackers.
    HUGE thanks to Debido without whom this ship would be much MUCH less awesome

 - Armored Sthenos / Armored Erymantian Boar class cruisers: armored version of the main battle cruisers, much slower but more powerful and much, much more sturdy.
    The Armored Sthenos traded the secondary thrusters of it's light declination for an Assault Shield ship system.

 - two new missions featuring the first engagement of these ships


Improvements:
 - Huge cleanup in the way decoratives are handled, both in script and in sprites. (won't make a noticeable difference in memory since I added a lot of new content too >__<).
 - Decoratives now show damage when hit.
 - Randomized the position of the Acheron system on each new game.
 - You can no longer cheat your way in Tartarus by dumping your fuel (was useless anyway, once you know where the secret passage is)
 - Added cosmetic self-destruction of the fading missiles.
 - Drones now launch from their bays instead of the center of the ship.
 - More portraits.
 - Custom engine sounds.
 - "Secondary thrusters" ship system now activate visible secondary thrusters, slightly modified sprites accordingly.
 - Added a lot of minor descriptions that where missing
 - New sounds: new minigun sound from SniZupGun, Focus Beam and Super Focus Beam (built-in the armored Sthenos)
 - updated the missions variants for more variety.
 - Yet again changed the way to access Tartarus, though this time it should be easier to find out how.

Weapons re-balancing:
 - Significantly nerfed the Light Minigun damage and range, especially against ships armor. It is still potent against missiles with the right hullmod, but no longer a silver bullet.
 - Buffed the Penetrator Railgun damage and flux usage to make it a costly improvement over the medium KACC.
 - Reduced the Slasher beam movement width when mounted on turrets to make it hit more reliably.
 - Reworked the Focused Pulse Beam behavior, it now fire in 1 second bursts, and increased it's OP cost.
 - Significantly nerfed the Orion Artillery, the dps is only slightly lower but the damage per projectile is halved: it get twice the rate of fire and ammo.
    It won't punch through armored targets from standoff range anymore, you will have to close in to finish the job.
 - Buffed the SCPB damage and reduced it's rate of fire. It should be more evenly useful against armored and non armored targets.
 - All Rocket launchers have reduced OP costs, range, health and damage but got better engines and should hit their target more consistently.
 - All Coasting Missiles have reduced OP costs and damage but got higher health for the same result.
 - Erymantian Boar spinal launcher rate of fire halved.
 - Significantly buffed the EMP Sweeper health, corrected some bug in the sweeping arcs script but it will be reworked further.
 - The anti-missile has now a proximity fuse, making it much more reliable, but can't destroy torpedoes in one shot.
 - Improved the targeting algorithm of the Heavy Modular Swarmer: it target in priority any enemy around the ship's main target instead of any enemy in sight.
 - Tweaked their flight path for increased visual awesomness.
 - slightly increased the effect of the Area Scorcher against missiles and fighters.

Ships re-balancing:
 - Removed all buit-in Augmented Engines and Maneuvering Thrusters. Though you still can't mount them or the Unstable Engines.
 - Reduced all cargo capacities to to keep the same amount without the Augmented Engines hullmod reduction.
 - Reworked the speed and agility of all Scy ships. They have more or less the same speed as before, but will feel more sluggish.
    However their stats will scale much better with you character skills.
 - The Khalkotauroi now uses TWIG lib for it's Accelerator Pods. Those can now be shot off, permanently reducing the power of the main beam for the battle.
    Modified the sprite accordingly.
 - reduced the range buff of the Precision Gear ship system.
[close]
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: ahrenjb on November 12, 2014, 03:29:22 PM
Great stuff! I was actually just reviewing my mod-list for a new playthrough and trying to decide if I wanted to run SCY or wait for the update, this answers that question easily enough! Looking forward to having new things to fight.
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: TartarusMkII on November 12, 2014, 03:45:12 PM
Yes, after figuring out how to get into the hidden passage, SCY as a mod seemed much more interesting to me, and the new update seems just as awesome as well! I can see the SCY team aims high and hits the target. Clearly I was over thinking the entrance to Tartarus, and I would not mind if it required another layer of secrecy (as Tartiflette already mentioned).

Also, I can't wait until SCY has more ways to gain rep with, even if it is difficult. I think it'd be worth the effort considering their lore, as Tartiflette also mentioned.
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: uzsibox on November 12, 2014, 05:13:09 PM
is there a way to make this work with starsector plus or you modify same files?
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: Nanao-kun on November 12, 2014, 07:51:05 PM
That looks amazing.
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: Tartiflette on November 12, 2014, 11:39:45 PM
is there a way to make this work with starsector plus or you modify same files?
Worked fine in my game, though Scy don't benefit from most of the SS+ features like high leveled fleets, random variants and such.
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: Nanao-kun on November 13, 2014, 12:03:35 AM
is there a way to make this work with starsector plus or you modify same files?
Worked fine in my game, though Scy don't benefit from most of the SS+ features like high leveled fleets, random variants and such.
:(

Would be nice to see, but meh.
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: Tartiflette on November 13, 2014, 12:52:34 AM
is there a way to make this work with starsector plus or you modify same files?
Worked fine in my game, though Scy don't benefit from most of the SS+ features like high leveled fleets, random variants and such.
:(
Would be nice to see, but meh.
I talked about integration with DarkRevenant, and he said he'd consider it once the content start to stabilize. And I totally agree, I update once in a month at worst, each time with new content and it would impose him extensive modifications to it's random generators each time. So, no integrations for now, but when Scy hit v1.0, it might happen.

Speaking of future, what next? As I have mentioned before, Scy 0.9 will be almost all about campaign integration. I plan several things like:
 - Extremely limited access to Tartarus. The military won't stand seeing non Scy ships in their space.
 - Small storyline to gain access to Tartarus.
 - Neutral sub faction to broke this access with.
 - Great Expeditions events: once in a while, the Scy military send fleets to plunder the surrounding tradelanes.
 - Custom events.
 - Possible content: An Elite frigate, civilians ships (tankers), bombers, sub-faction stations, and another ship that I won't reveal now  ;D.
In short, everything non graphical required to make Scy feels complete.

After that, you can guess v1.0 will be all about visuals:
 - Graphical overhaul of the older sprites (currently, only 5 ships are somewhat satisfying) This will certainly include redoing all weapons to get closer to vanilla lighting and sizes.
 - ShaderLib integration. This is a HUGE undertaking since I have so many animation. There is currently more than 1400 sprites in the graphic folder. Hopefully, only a third will require individual material and normal maps. This also mean creating many new effects for the weapons.

And that should do it. After that I think Scy will hold it's own next to vanilla and the other popular mods. Anyway that's the current roadmap, and those generally aren't set in stone. It's still very close to the initial roadmap I made when I started this mod though: I clearly didn't hold most deadlines and there have been some technical complications (yes I'm looking at you, Nemean Lion), but I received a lot of help and Scy looks almost exactly like I envisioned it at this point of development.
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: Nanao-kun on November 13, 2014, 01:06:30 AM
Your style for ship sprites is pretty different though. Different in a "you could totally base an entirely new game around this art style, it's just that nice" way.
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: arcibalde on November 13, 2014, 02:59:48 AM
Just watched video.  :o DUDEEEEEEEEEEEEEEEEEEE   ;D ;D  Make moars videoz, pleaze  ;D
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: Sabaton on November 13, 2014, 05:22:29 AM
 Well that was fast, this is one of the fastest evolving mods on the whole forums.
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: k2arim99 on November 13, 2014, 10:53:50 AM
i am having terrible performance with the new update it is normal?
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: Tartiflette on November 13, 2014, 11:05:32 AM
You mean you have worst performances having only Scy and it's required LazyLib and TwigLib than before? Or could it be interacting weirdly with other mods? Also is it all the time, or only during combat? Lastly is is happening with all ships or only with the new multi-ships?

Those new ships makes the mod a bit more more intense on the processor during combat, but it shouldn't make the sharp difference you are suggesting considering all the other scripts going on in the game. There is also some other scripts that run in campaign but those really shouldn't make a difference. If I could have some more details that could help find the problem.
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: k2arim99 on November 13, 2014, 11:14:42 AM
i have lazylib,twig,starsectorplus and shaderlib
but i will test as you said
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: k2arim99 on November 13, 2014, 11:28:45 AM
confirmed it was starsector+ or shaderlib that caused the problem
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: Tartiflette on November 13, 2014, 11:51:40 AM
 ;D I suspected so when I saw your installed mods!
If your computer hang during combat, you can try to disable some effect (or all shaders if need be) in SharderLib's setting.json. When the shader's are disabled, the mod impact is effectively null.
If you're having trouble during campaign, I'd suggest reducing the number of AI fleets in SS+'s setting.json (vanilla has 100 fleets max). That could help a bit I think.
Both files are located in their mod/data/config folders. You should edit them with Notepad, or better notepad++, and avoid wordpad!
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: k2arim99 on November 13, 2014, 03:12:47 PM
error testing
157136 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.SCY_moveTartarus.advance(SCY_moveTartarus.java:109)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.C.super(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: Tartiflette on November 13, 2014, 03:32:06 PM
You, you tried to dump your fuel to get to Tartarus! ;D Tss Tss
Anyway that's a bug already taken care of, I sneakily uploaded another version of Scy today, just re-download it and it should work (and I'd advise against this method to get to Tartarus...)
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: NightfallGemini on November 13, 2014, 04:33:26 PM
If you know the way there, does this make getting to Tartarus any more difficult or will the way always be where it should be (I'm being vague for obvious reasons :v) relative to Tartarus?
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: Tartiflette on November 13, 2014, 04:50:17 PM
Wow, err I'm not sure I understood, maybe you were too vague on this one! If you are asking about my previous post, let's just say that dumping fuel above Tartarus' wormhole to get to the system just drop you in Acheron (as it should). To access Tartarus, you still have the same hidden passage than before (only the name changed) and a second, more logical, passage has been added. Now there isn't any excuse not to find it when looking for it ^^.
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: The Soldier on November 13, 2014, 04:51:49 PM
Wait, there's two ways to get into Tartarus?  And I have no idea if I've found the easy one or the hard one.

Must find that next one.
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: LB on November 14, 2014, 12:32:15 AM
Ran into the same crash as k2arim99 today, except the circumstance was that I used up the last of my fuel as my fleet was starting the hyperspace jump animation into the right jump point. I downloaded my copy at 3:30pm EST, so I can't tell if it's the version where you've fixed it. Or maybe it's a different problem.

Also, the amount of lag caused by the heavy modular swarmer seems to have greatly increased since the last version. 3-4 of them firing at once causes a noticeable framerate drop.
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: Tartiflette on November 14, 2014, 01:12:30 AM
Mmh, Drop box might have derped and didn't uploaded the file correctly? Or I did that myself, who knows... In any case, I reuploaded the mod with the crash fix and another minor correction (I made a typo that prevented the faction from posting named bounties... I suppose I should have tested that more thoroughly)

As for the Swarmer, I does cause a small slowdown during launching, when the missiles seek their targets, but not so much during the flight. I didn't changed the code much so there shouldn't be any difference than before. If the lag is really unbearable, there isn't many ways to fix it but to reduce the number of missiles it launches (and that would be just sad :(): 4 Swarmers means 200 missiles in flight at once, and their AI is already far simpler than the vanilla missiles. No amount of optimization will improve the performances if your processor is a bit old. I'll try to improve it a bit further but don't expect more than a couple of FPS.

Hm, now thinking of it, the adaptive Vsync of SS only allow 60 or 30 fps, so it is possible that when launching missiles, your fps goes slightly under 60fps and the game instantly cap it to 30, causing a much more noticeable difference than it should. Try disabling Vsync in SS/starsector-core/data/config/setting.json (line 8, right at the top) and see if it run more smoothly.
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: Histidine on November 14, 2014, 06:53:09 AM
I don't suppose there's a way to make the armor plates untargetable in the UI and not fill the messages field with half a dozen "XYZ has no combat-capable craft remaining" messages?
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: Debido on November 14, 2014, 08:10:17 AM
Nope, but the request has been made to Alex for certain things to be suppressed, but he generally doesn't add features that he doesn't put into the core game himself - which is fair. By all rights the game engine was never intended to even do what has been done, but we've implemented is a natural outcome of a number of API sections becoming available.
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: k2arim99 on November 14, 2014, 12:13:03 PM
You, you tried to dump your fuel to get to Tartarus! ;D Tss Tss
Anyway that's a bug already taken care of, I sneakily uploaded another version of Scy today, just re-download it and it should work (and I'd advise against this method to get to Tartarus...)
i truly get without fuel but thanks for the fixing
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: Tartiflette on November 16, 2014, 05:07:56 AM
Also, the amount of lag caused by the heavy modular swarmer seems to have greatly increased since the last version. 3-4 of them firing at once causes a noticeable framerate drop.
[...] I didn't changed the code much so there shouldn't be any difference than before. [...] I'll try to improve it a bit further but don't expect more than a couple of FPS.

Turned out I was wrong on both counts...
The AI could be vastly optimized... But it still doesn't mater because it was already fast and didn't caused much slowdown: The problem came from the trails!
So, I found some values for the trail proprieties that look almost exactly the same but much lighter on the cpu. You can replace the swarmed projectile with the one attached. SCY\data\weapons\proj and change back it's extension to .proj (the forum only allow to attach txt files). If it still causes large fps drops, you can reduce further the duration and increase the min segment of the contrail.

I hope it helps...

[attachment deleted by admin]
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: jupjupy on November 16, 2014, 05:17:07 AM
Hmm, I dont think this is a bug per se, but I've just blasted the Scy battleship into oblivion with exactly 4 Reapers in the mission. I overloaded it with my guns, then fired a single salvo of torps into one of the armor slabs.

It was at full HP, and it just got instantly disabled. All the armor disappeared too. Might be something up with the armor plates exploding and dealing damage?
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: Tartiflette on November 16, 2014, 05:27:33 AM
yeah, if you hit it right, it doesn't stand a chance, but in one on one, it's often difficult because the armor's PD weapons don't have to vent or get overloaded (they can be disabled though). I'll look into the explosion damage though, after all, if the armor deal the same damage the ship would have received without, it's not that much a good deal...  ::)
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: LB on November 17, 2014, 12:18:21 PM
I'm guessing that it is intentional that various missiles e.g. heavy swarmer, MIRV payloads, swarm missiles, and EMP missiles use MISSILE_FF, but for what reason? It's especially noticeable with heavy swarmer's spread pattern seeking through friendly ships, since you frequently lose a large portion of the missiles against allied ships.

As an aside, since custom UI elements seem to be making their way into mods (e.g. Templars burst indicator), might it be feasible to make an at-a-glance indicator of the status of attached armor plates?

I also think that quad strip trails really fit well on missiles in the style of SCY's mini-missiles and short-range rockets, but look less good on LRMs and some torpedoes. It's a big improvement for heavy swarmer, but I think the old smoke-puff trail looked better on e.g. Reaper torpedoes.
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: Tartiflette on November 17, 2014, 01:12:07 PM
Actually it wasn't intentional, it was the result of me misinterpreting some collision flags, and also why the ORION artillery does so many friendly fires.
You can check the status of the armors by hoovering your mouse on them. Not perfect, but UI elements are actually VERY complicated to put in place. And there is already a lot of things on screen, if I were to make some armor status indicator, I'd prefer a non intrusive one like smoke and sparkles.
Here's the current change-log for the patch update (some of them have already sneaked their way in the download):
Code
V0.85

Fixed ORION Artillery dealing a lot of friendly fire.
Fixed some missiles hitting friendlies while still having their engine functioning.
Fixed a typo that prevented Scy from posting named bounties.
Fixed a crash when entering Tartarus while drifting.
Improved the Heavy Modular Swarmer AI performances.
Tweaked all missile trails to get significantly better performances.
Adjusted all armor parts statistics so that they don't deal much damage to the host ship when destroyed.
Added trails to fighters.
Added trails to Sthenos cruiser, Khalkotauroi cruiser and Orthrus destroyer when using their ship-system.
Added Interstellar Imperium relationship.
Added Modular Armor hullmod to armored ships: now their speed and maneuverability increase as their heavy armor get shot off.
Added visible muzzle flashes for the Nemean Lion armors integrated weapons.

Rebalanced the Singularity torpedo:
 - 8 ammo from 10.
 - 10 sec interval from 5.
 - Slightly increased the force of the pull on hull hit, slightly decreased the range.
 - Halved the force of the pull on hull hit for Templars ships, halved the range.
 - Divided by 3 the force and the range of the pull on shield hit, asteroid or hulk.
 - Only fighter located at less than a third of the max distance get flamed out.
 - Only missiles located at less than 2/3 of the max distance get flamed out.
As you can see some of your concern are already taken care of  ;)
But the missile trails are here to stay for a simple reason: they are more efficient on the cpu than particles (now that I have optimized them), and I already had many complains about in-combat performances (though most are resolved). I'm still undecided on fighter trails though. I'm currently trying to balance the armored ships a bit more: I'd like them able to tank a bit more, but the Nemean Lion is giving me troubles. Also there is a TwigLib patch in the works and I need to check if everything is compatible. So, no precise ETA, but I'd be ashamed if it was more than a week away.
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: Tartiflette on November 20, 2014, 02:37:55 PM
Scy, providing the weapons you never knew you couldn't live without...

(http://giant.gfycat.com/EcstaticMasculineDuck.gif)

I was in weapon making withdrawal. Besides Scy needed a torpedo for it's upcoming bomber. It will be available in all sizes, for different yields and precisions.
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: Tartiflette on November 21, 2014, 04:57:07 AM
"Now let's mount these nuclear pumped laser warhead on something lightweight enough to be fired from a bomber"

(http://i.imgur.com/85tFYrH.jpg)

These comes with a small frontal shield and a rear minigun for missile defence...
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: frogbones on November 21, 2014, 05:49:04 AM
cool  ;)
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: TartarusMkII on November 21, 2014, 11:12:21 AM
Your ships always look so beautiful!
Title: Re: [0.65.1a] Scy V0.8 (12/11) Rearmored Update
Post by: Tartiflette on November 27, 2014, 03:18:04 PM
(http://i.imgur.com/5Es1uY0.jpg)

It took a bit more time than I anticipated to get this out, but I thing it was worth it.
(http://i.imgur.com/Yd1GpLk.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.85.rar)
require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0) (updated)
require LazyWizzard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
now compatible with LazyWizzard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).


So yes, load of bug-fixes and balance: No more friendly fire with missiles or the ORION Artillery, more sturdy armored ships, buffed up large weapons, significant performances improvement in large battles...
But also new content: Tankers that may become handy with SS+, torpedo bombers, modular torpedo, and a new PD weapon to replace the useless medium and large AutoNailers.
Spoiler
(http://i.imgur.com/R9dE30Y.jpg)

(http://i.imgur.com/w6xGSlJ.jpg)

(http://i.imgur.com/BpIm0Yn.jpg)
[close]

And a new feature: The armors have been slightly buffed, but now they take time to repair, and that cost resources. Also they are now accounted in autoresolve combat.
Spoiler
(http://i.imgur.com/rq1oQcG.png)
Yep, Debido has been hard at work once again!
[close]

Sadly, this update WILL BREAK SAVES due to the persistent armors data.

I wanted to add one last thing: Lurking on various forum talking about Starsector in general and Scy in particular, I read some concern about how "Scy can't compete with other factions" in Dark Revenant's Starsector Plus mod (http://fractalsoftworks.com/forum/index.php?topic=7679.0). Let me reassure you, Scy can compete alright! They lack leveled captains and random variant, but they spawn a LOT of fleets, have many powerful standard variants, and can get some help from Shadowyard (http://fractalsoftworks.com/forum/index.php?topic=3491.0) in case of a Templar (http://fractalsoftworks.com/forum/index.php?topic=8095.0) crusade. So fear not my friends, you don't have to choose between one or all the others.

I included some experimental fighter trails but they are sometime glitchy. I'm not sure if I should keep them so please do tell me if you like them or not, or could like them if they were bug-free...

Complete (and lengthy) changelog:
Spoiler
Code
V0.85
27/11/2014

New content:
 - Laser Torpedoes: slow but guided torpedo that can attack from a distance. Difficult to bloc or dodge but less damaging than direct hit torpedoes. Also have less ammo. Available in all sizes.

 - Tobo wing: Bombers equipped with a single-shot Laser Torpedo, a light minigun for defense and a small frontal shield.

 - Tanker Centaur and Balius: the Freight versions no longer have a large fuel capacity, and those two don't have much cargo space.
   Globally reduced the fuel capacity of most ships. Now only the Telchine miner ship and the Hydra troop transport have decent mixed cargo capacity.

 - Medium Burst-Nailer: Shotgun-like PD for anti swarm-missile defense. Replace the now removed medium Autonailer.

Removed the medium and large Autonailers (were useless).

Armor are now persistent: they take time and resources to be repaired. Their status is now displayed in the refit screen.
Added Modular Armor hull-mod to armored ships: reduce the damage taken while the armors are present, and increase the ship speed and maneuverability as they get shot off.
Adjusted all armor parts statistics so that they don't deal much damage to the host ship when destroyed.
Added visible muzzle flashes for the Nemean Lion armors integrated weapons.
The Nemean Lion's armors are now visible in the refit screen.
The frontal beams of the Armored Sthenos are now player controlled.
Added trails to fighters. (somewhat glitchy, please give feedback as to keep these or not)
Added trails to Sthenos cruiser, Khalkotauroi cruiser and Orthrus destroyer when using their ship-system.
Added Interstellar Imperium relationship. Adjusted some other factions relations.
Added black markets to all three small stations in Tartarus
Elysee and the Mining Colony markets are now only accessible through the stations and no longer through the planets. (to remove the no-charge refit bug)

Fixed ORION Artillery dealing a lot of friendly fire.
Fixed ORION Artillery sometimes bypassing shields.
Fixed some missiles hitting friendlies while still having their engine functioning.
Fixed a typo that prevented Scy from posting named bounties.
Fixed a crash when entering Tartarus while drifting.
Improved the Heavy Modular Swarmer AI performances.
Tweaked all missile trails to get significantly better performances.
Toned down the Acheron background to increase combat readability.
Increased the size of the Coasting Missiles for better visibility.

Balancing:

Reduced most ships FP, the Scy fleets should be a bit bigger and their ships available at lower relationship levels.
Some weapons are now available at a lower relationship.
Slightly increased the range and rate of fire of most large weapons. Reduced their OP.
Significant buff to the Large Mortar, Large Kinetic Accelerator, Area Scorcher and Ricochet Gun.

Singularity Torpedo:
 - 8 ammo from 10.
 - 10 sec interval from 5.
 - Slightly increased the force of the pull on hull hit, slightly decreased the range.
 - Halved the force of the pull on hull hit for Templars ships, halved the range.
 - Divided by 3 the force and the range of the pull on shield hit, asteroid or hulk.
 - Only fighter located at less than a third of the max distance get flamed out.
 - Only missiles located at less than 2/3 of the max distance get flamed out.
[close]
Title: Re: [0.65.1a] Scy V0.85 (27/11) Bugfixed Update
Post by: StarSchulz on November 28, 2014, 02:16:17 PM
Yo!

wanted to say this mod is probably one of my favorites so far, i love the animations of the ships like the siren and the new way you are doing the armor.

only one thing has been bugging me so far, sometimes Tartarus/Acheron randomly spawns a bit too close to another solar system and ends up practically inside somewhere like sindria. im not sure if thats intentional or not but it can get irritating when jump points are almost on top of each other x.x

but just today, this happened:

Spoiler
(http://i.imgur.com/3WmZbuB.jpg?1)
[close]
      - Screenshot -

I had just jumped into Acheron to claim a bounty fleet... when that happened.
i'm not even sure if its something with this mod, as i have Starsector+ and other mods with it along with SCY.
didn't know where else to put this,
maybe you have some idea?  ???


Title: Re: [0.65.1a] Scy V0.85 (27/11) Bugfixed Update
Post by: Debido on November 28, 2014, 02:31:15 PM
@StarSchulz: You didn't happen to run out of fuel to try and get into Tartarus? Well that's what the Anti-Hax defenders are there for... to disincentive players trying to cheat to get there (rather than take the hidden passages). However I suppose there may be situations where you're on the way to Acheron, but run out of fuel while still in the influence of Tartarus.

I apologise if you were legitimately trying to get the Acheron but accidently ran out of fuel, otherwise though you found our little easter egg.

How did those battles end anyway ^_^ ?
Title: Re: [0.65.1a] Scy V0.85 (27/11) Bugfixed Update
Post by: StarSchulz on November 28, 2014, 03:42:51 PM
@StarSchulz: You didn't happen to run out of fuel to try and get into Tartarus? Well that's what the Anti-Hax defenders are there for... to disincentive players trying to cheat to get there (rather than take the hidden passages). However I suppose there may be situations where you're on the way to Acheron, but run out of fuel while still in the influence of Tartarus.

I apologise if you were legitimately trying to get the Acheron but accidently ran out of fuel, otherwise though you found our little easter egg.

How did those battles end anyway ^_^ ?

i was bounty hunting in a few frigates trying to make money to buy some new ships. i just had really really low fuel x.x

They couldn't catch up to me though, and i led them out of system but i completely ran out of fuel and got dropped into Acheron again. i barely managed to escape there and after i picked up more fuel from a convenient pirate fuel tanker chasing me,The super fleets stopped chasing me and i left... scared  :o

Pretty funny, although my half scared to death captain isn't thinking so.



Whats with Tartarus and Acheron spawning on top of other systems though?
Title: Re: [0.65.1a] Scy V0.85 (27/11) Bugfixed Update
Post by: Tartiflette on November 28, 2014, 05:23:24 PM
Thanks for the report, it never happened to me in my play-tests. I think me or Debido can see about correcting that. Now to think of it, these anti cheat fleets might need some work, because as they are now it's probably a good exploit to farm reputations with Scy and the lawful factions...

Anyway, glad to hear you are enjoying the mod so far!
Title: Re: [0.65.1a] Scy V0.85 (27/11) Bugfixed Update
Post by: StarSchulz on November 29, 2014, 12:33:09 PM
While I'm here i might as well show you this

Spoiler
(http://i.imgur.com/zDl544y.jpg)
[close]

Spoiler
(http://i.imgur.com/WCr2EJm.png)
[close]

don't know if that is intentional, but it can be confusing trying to read the Intel screen and find out what system is having problems with what.

Otherwise Great mod so far, I'm really liking it. Maybe you could actually create a once per cycle event where the SCY actually do go out and raid everything? i know the Templars have their own crusade event, would be awesome to see the SCY go out and turn pirate to raid trade fleets.



Title: Re: [0.65.1a] Scy V0.85 (27/11) Bugfixed Update
Post by: Tartiflette on November 29, 2014, 01:10:49 PM
Otherwise Great mod so far, I'm really liking it. Maybe you could actually create a once per cycle event where the SCY actually do go out and raid everything? i know the Templars have their own crusade event, would be awesome to see the SCY go out and turn pirate to raid trade fleets.

May I point you to this post (http://fractalsoftworks.com/forum/index.php?topic=8010.msg146862#msg146862) where I describe the future development of this mod. I very much intend to create the Great Expeditions events described in the lore. Plus sugar-coat that with a couple of quests!

I can't do much against the stacking of events icons, it would occur even with Tartarus alone because of the 5 stations that create them. I'll try to upload a patch shortly to correct a pair of exploits and the stacking on top of another system problem.
Title: Re: [0.65.1a] Scy V0.85 (27/11) Bugfixed Update
Post by: Nicke535 on November 30, 2014, 06:06:21 AM
I just noticed something in your source files...

Code
FactionAPI uglystals = sector.getFaction("crystanite");

well played... well played indeed.
Title: Re: [0.65.1a] Scy V0.85 (27/11) Bugfixed Update
Post by: TartarusMkII on November 30, 2014, 06:58:31 AM
I just noticed something in your source files...

Code
FactionAPI uglystals = sector.getFaction("crystanite");

well played... well played indeed.

What does this mean?
Title: Re: [0.65.1a] Scy V0.85 (27/11) Bugfixed Update
Post by: Nicke535 on November 30, 2014, 07:25:15 AM
I just noticed something in your source files...

Code
FactionAPI uglystals = sector.getFaction("crystanite");

well played... well played indeed.

What does this mean?

It means that his mod remembers MY mod (the Crystanite) as "the Uglystals". Something i find rather funny.
Title: Re: [0.65.1a] Scy V0.85 (27/11) Bugfixed Update
Post by: Tartiflette on November 30, 2014, 07:25:38 AM
Yeah... that was for the green and yellow ones. Not the thing I'm the proudest of, removed for the next update (still vengeful though ><)
Title: Re: [0.65.1a] Scy V0.85 (27/11) Bugfixed Update
Post by: Nicke535 on November 30, 2014, 07:31:57 AM
Yeah... that was for the green and yellow ones. Not the thing I'm the proudest of, removed for the next update (still vengeful though ><)

Now i wonder... what does the SCY have against aliens? I am not that knowing of your lore, but judging from what i know, would they really knowingly attack a weak faction with practically unsalvageble ships? Provided, of course, they do not still remember the old crystanite-domain war.
Title: Re: [0.65.1a] Scy V0.85 (27/11) Bugfixed Update
Post by: Debido on November 30, 2014, 02:37:42 PM
Because the Crystanites are baby eaters! Death to the baby eaters!

http://lesswrong.com/lw/y5/the_babyeating_aliens_18/
Title: Re: [0.65.1a] Scy V0.85 (27/11) Bugfixed Update
Post by: Shyguy on November 30, 2014, 03:54:52 PM
Just ran into this error a few times with several SCY ships, no idea whats causing it

Spoiler
95533 [Thread-5] FATAL db.twiglib.TwigNodeLibrary  - Unabled to find rootship template: SCY_erymanthianBoarArmored
95534 [Thread-5] FATAL scy.twig.campaign.SCY_PersistentRootShip  - Unable to spawn nodes
java.lang.Exception: Unabled to find rootship template: SCY_erymanthianBoarArmored
   at db.twiglib.TwigNodeLibrary.getRootTwigEntity(TwigNodeLibrary.java:71)
   at scy.twig.campaign.SCY_PersistentRootShip.initHost(SCY_PersistentRootShip.java:86)
   at scy.twig.campaign.SCY_PersistentRootShip.advance(SCY_PersistentRootShip.java:137)
   at com.fs.starfarer.combat.entities.ship.A.G.advance(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.title.B.super(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
95859 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.SCY_ArmorPlating.advanceInCombat(SCY_ArmorPlating.java:58)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.B.super(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I've already tried this out after removing then reinstalling the mod and trying several SCY ships and as far as I can say it's only the ones with the SCY armour plating that are causing issues, but just in case another mod might have problems with compatibility heres the list of what I have installed

Spoiler
Starsector+ 2.1.1
Citadel 0.7.3
Interstellar Imperium 1.5.1
JUNKPirates/ASP/PACK 2.00
LazyLib 2.0b
SCY 0.85
Shadowyards 0.5.2.2
The Knights Templar 0.9.3b
The Mayorate 0.8.1
zz shaderlib beta 1.01
[close]

If I missed anything that could help give me a PM and keep up the good work!


Edit: Problem solved then.
Title: Re: [0.65.1a] Scy V0.85 (27/11) Bugfixed Update
Post by: Nanao-kun on November 30, 2014, 03:57:08 PM
Just ran into this error a few times with several SCY ships, no idea whats causing it

Spoiler
95533 [Thread-5] FATAL db.twiglib.TwigNodeLibrary  - Unabled to find rootship template: SCY_erymanthianBoarArmored
95534 [Thread-5] FATAL scy.twig.campaign.SCY_PersistentRootShip  - Unable to spawn nodes
java.lang.Exception: Unabled to find rootship template: SCY_erymanthianBoarArmored
   at db.twiglib.TwigNodeLibrary.getRootTwigEntity(TwigNodeLibrary.java:71)
   at scy.twig.campaign.SCY_PersistentRootShip.initHost(SCY_PersistentRootShip.java:86)
   at scy.twig.campaign.SCY_PersistentRootShip.advance(SCY_PersistentRootShip.java:137)
   at com.fs.starfarer.combat.entities.ship.A.G.advance(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.title.B.super(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
95859 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.SCY_ArmorPlating.advanceInCombat(SCY_ArmorPlating.java:58)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.B.super(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I've already tried this out after removing then reinstalling the mod and trying several SCY ships and as far as I can say it's only the ones with the SCY armour plating that are causing issues, but just in case another mod might have problems with compatibility heres the list of what I have installed

Spoiler
Starsector+ 2.1.1
Citadel 0.7.3
Interstellar Imperium 1.5.1
JUNKPirates/ASP/PACK 2.00
LazyLib 2.0b
SCY 0.85
Shadowyards 0.5.2.2
The Knights Templar 0.9.3b
The Mayorate 0.8.1
zz shaderlib beta 1.01
[close]

If I missed anything that could help give me a PM and keep up the good work!
You're missing TwigLib.

http://fractalsoftworks.com/forum/index.php?topic=8266.0
Title: Re: [0.65.1a] Scy V0.85 (27/11) Bugfixed Update
Post by: Debido on November 30, 2014, 06:00:36 PM
The same kind of crash again. This time the log looks different.

[cut]
java.lang.NullPointerException
   at scy.twig.campaign.SCY_TwigCampaignTracker.advance(SCY_TwigCampaignTracker.java:97)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.C.super(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at .....

[cut]

Edit:

It's a crash caused by either SCY or TwigLib mod. It occurs every time just after (instantly when the battle is over, before even the report screen) a battle against a named bounty pirate fleet consisting of SCY ships, including a Nemean Lion.

Sorry for posting it in wrong forums. Had I known what was causing it earlier I'd put it where it belongs.

If anyone else is experiencing this, the hotfix is being tested and will be available publicly in the next 12-24 hours. I'd suggest not engaging SCY fleets with these ship variants:
SCY_nemeanLion_*
SCY_sthenosArmored_*
SCY_erymanthianBoarArmored_*
SCY_khalkotauroi_*

You are unlikely to meet these ships as they are usually only spawned in either
A) bounties
B) High level SCY fleets when the player has repeatedly attack the SCY with a large fleet.

Problem:
There is a redundant player only check in the SCY twig campaign fleet repair tracking which is causing  a null to be return for a get FleetMemberAPI method for Enemy vessels.

Resolution:
Remove redundant player only check.

Problem: Enemy Fleet SCY twig ship persistence is no longer being properly processed. The feature of enemy fleet persistence is not functioning.

Resolution: Add FleetMemberAPI and CampaignFleetMemberAPI objects to the Twig root ship Memory API during first time instantiation, then include these inside the campaign fleet twig repair tracking code.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on December 01, 2014, 02:18:27 AM
Uploaded a fix for the crash occurring when AI fleets with armored ships survive a combat against the player.
Also fixed an exploit of the Nemean Lion system to cancel weapons cooldowns, the occasional overlapping of Acheron and other systems, and removed the fighters trails that proved too buggy when fighters are used in large numbers.  :(

(http://i.imgur.com/nl4rdSk.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.86.rar)
Require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0).
Require LazyWizzard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
Compatible with LazyWizzard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).

It won't break saves from 0.85 (it will even repair your armored ships if you have any ^^) Though a new game is required to get the new black market.

Changelog
Spoiler
Code
V0.86
01/12/2014

Corrected randomizer for the location of the Acheron system sometimes placing it too close to another system.

Corrected an exploit of the Neman Lion ship-system allowing to cancel the cooldown of some weapons.

Corrected the Nemean Lion ship-system not always playing it's sound (while venting for example).

Correcting an error making AI ship not using persistent armor correctly (leading to crashes)

Removed fighter trails that were causing PD weapons to go crazy when more than a couple of wings are present.

Changed the orbit of the Tartarus system to avoid system names overlap.

Added a black market to all the non-military stations in Tartarus.

Corrected the TwigLib and LazyLib checker.
[close]
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: KvaNTy on December 01, 2014, 05:53:13 AM
Tartiflette, any chance we'll see fighter's trails again?

And here is something I think I didn't understand about Khalkotauroi's hull parts. What is this?
(http://s19.postimg.org/m3ayfm7lr/parts.jpg) (http://s19.postimg.org/ijp0pt4w1/parts.png)
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: WKOB on December 01, 2014, 06:21:31 AM
Please use Imgur, that image link immediately attempted to download malware. :-\
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: KvaNTy on December 01, 2014, 07:03:20 AM
Please use Imgur, that image link immediately attempted to download malware. :-\
??? What kind of malware can possibly be in direct link to png image?
That's better? i.imgur.com/tkwo37N.jpg (http://i.imgur.com/tkwo37N.jpg)
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: jupjupy on December 01, 2014, 07:17:14 AM
Come to think of it, what do the Accelerator Pods do?

I keep getting them smashed to pieces when I deploy the Khal-really-long-name, but I dont see any obvious drop in the power of the laser.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: KvaNTy on December 01, 2014, 07:25:56 AM
I dont see any obvious drop in the power of the laser.
Yeah, that's the thing.
Something tells me its still WIP. Curious what is it supposed to be after it's finished.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on December 01, 2014, 07:58:10 AM
Tartiflette, any chance we'll see fighter's trails again?
Not without some help from Alex, whether he makes them vanilla or allow us to spawn object that are ignored by the AI: the trail were invisible fake missiles placed on top of the engines when the fighter were accelerating and removed otherwise. Problem is, the Point Defense weapons went crazy when those missiles kept appearing and vanishing at close range. They switched targets all the time to face the "new threat" and never actually fired.

And here is something I think I didn't understand about Khalkotauroi's hull parts. What is this?
That's because each pod is it's own wing. I wanted them to have their own sprite with the number and the blue stripe that span the whole ship. It they were part of the same wing they would have the same sprite.

Come to think of it, what do the Accelerator Pods do?
I keep getting them smashed to pieces when I deploy the Khal-really-long-name, but I dont see any obvious drop in the power of the laser.
Really???

(http://i.imgur.com/zb6SQUt.jpg)
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: jupjupy on December 01, 2014, 11:54:58 AM
Really???

Hmm, this is certainly interesting. Might be because I was playing back when the pods were still weapons on the ship (ie without TwigLib). Dont know if it worked then, but since they used to be able to be repaired in-battle that might have been the reason.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: TartarusMkII on December 07, 2014, 01:23:45 AM
I was *** around, and found that even on a fresh new game, trying to spawn a Nemean Lion-class Elite Battle Fortress in the simulator causes an instant crash as soon as I tab-out to begin fighting. The errors I get in the .log are "unable to spawn nodes", NullPointerExceptions, involving NemeanRootShip. Also SCY_ArmorPlating.advanceInCombat. If you need more info, I can move the .log file to the right PC to add it to this post.

I am also using the Simulator Overhaul 1.0 mod with Star Sector + (they conflict, but only in functionality, not in any fatal way.)

After disabling the overhaul mod, I still crash in the same way when doing the same thing.

Is this known / intentional? Thanks.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Nanao-kun on December 07, 2014, 01:36:43 AM
I was *** around, and found that even on a fresh new game, trying to spawn a Nemean Lion-class Elite Battle Fortress in the simulator causes an instant crash as soon as I tab-out to begin fighting. The errors I get in the .log are "unable to spawn nodes", NullPointerExceptions, involving NemeanRootShip. Also SCY_ArmorPlating.advanceInCombat. If you need more info, I can move the .log file to the right PC to add it to this post.

I am also using the Simulator Overhaul 1.0 mod with Star Sector + (they conflict, but only in functionality, not in any fatal way.)

After disabling the overhaul mod, I still crash in the same way when doing the same thing.

Is this known / intentional? Thanks.
You probably don't have TwigLib.

http://fractalsoftworks.com/forum/index.php?topic=8266.0
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: TartarusMkII on December 07, 2014, 01:40:15 AM
Hi again Nanao-Kun!

By checking the mod loading section, I see that I do indeed have TwigLib 0.6.5p, the current version.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on December 07, 2014, 02:08:12 AM
Also,you probably are still using Scy 0.85: In 0.86 you now get a warning when trying to launch the mod without LazyLib or TwigLib (unfortunately, it comes at the end of the loading).
[edit] Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0) is really useful for that, if a bit more complicated to instal than your average mod.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: TartarusMkII on December 07, 2014, 02:16:52 AM
Ah, I noticed I am still using SCY v0.8. I'll update and try it again, then update this post.

I used the link on the first post of this thread which is graphically titled SCY 0.86. In the mod loader, it is listed as Scy 0.8. Either way, trying to load the Nemean causes a crash all the same.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on December 07, 2014, 02:30:44 AM
Oooookay, that's a problem! Works fine here, so I'll need you to post the error end in the end of the log plus a few lines, to inspect what's going on (for the number in the loader, that's just something I forgot to change, no worries, I'll take care of that after your problem)
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: TartarusMkII on December 07, 2014, 02:32:24 AM
Okay, I am glad to help. I actually just shut down my gaming PC for the night; I'll gladly generate the error again tomorrow when I wake up. Have a good day! =P
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on December 07, 2014, 02:54:09 AM
Nope, no luck, I tried all combinations with and without StarSector+ and Simulator overhaul and it works like a charm, as long as you have the latest TwigLib active.

...

Say...

When you updated Scy and TwigLib, did you removed them before? Because that could definitively explain your error!
As a general rule, never override a mod when updating: remove them before extracting the new version.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Wriath on December 07, 2014, 11:27:11 AM
Not without some help from Alex, whether he makes them vanilla or allow us to spawn object that are ignored by the AI: the trail were invisible fake missiles placed on top of the engines when the fighter were accelerating and removed otherwise. Problem is, the Point Defense weapons went crazy when those missiles kept appearing and vanishing at close range. They switched targets all the time to face the "new threat" and never actually fired.


Sounds like a mechanic that could be used as like... some sort of ecm target jamming... crap. Maybe use those trails as a ship system?
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: MesoTroniK on December 07, 2014, 11:47:53 AM
Sounds like a mechanic that could be used as like... some sort of ecm target jamming... crap. Maybe use those trails as a ship system?

Not a good idea to do it that way, it is far too powerful and infallible because it is literally a really nasty bug.

You could make a scripted target jammer that would have "rules" in place to keep it fair with complex mechanics.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: TartarusMkII on December 07, 2014, 12:14:52 PM
Hello again,

I always update mods by removing them completely and replacing them. To be sure, I did this again just now; I removed SCY and the Twiglib, and replaced them with new versions (They were not out dated).

I started up the save game I have going (was not new), and tried to spawn the Nemean in the simulator, and crashed the same as usual. The end of the log is below. I can't post the whole thing.

Spoiler
117997 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 37
117997 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 38
117998 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 39 - last
119654 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/SCY/backgrounds/SCY_background1.jpg into existing tex id 424
119944 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 937.77 MB of texture data so far
119945 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/SCY/backgrounds/SCY_background1.jpg (using cast)
157834 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/background4.jpg into existing tex id 424
158060 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 949.77 MB of texture data so far
158061 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/background4.jpg (using cast)
158062 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 18, FP2: 2598, maxFP1: 160, maxFP2: 240
158063 [Thread-5] INFO  org.lazywizard.newsim.SimCombatPlugin  - Using sim_opponents.csv: true
158090 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/SCY/backgrounds/SCY_background1.jpg into existing tex id 424
158338 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 961.77 MB of texture data so far
158339 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/SCY/backgrounds/SCY_background1.jpg (using cast)
169002 [Thread-5] FATAL scy.twig.nemean.SCY_NemeanRootShip  - Unable to spawn nodes
java.lang.NullPointerException
   at scy.twig.nemean.SCY_NemeanRootShip.initHost(SCY_NemeanRootShip.java:92)
   at scy.twig.nemean.SCY_NemeanRootShip.advance(SCY_NemeanRootShip.java:156)
   at com.fs.starfarer.combat.entities.ship.A.G.advance(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.void.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
169135 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.SCY_ArmorPlating.advanceInCombat(SCY_ArmorPlating.java:58)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.void.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on December 07, 2014, 12:42:44 PM
Wait, you used a Scy 0.8 save with Scy 0.86? That's the answer, 0.85 broke the saves! (only 0.86 is compatible with 0.85, everything before is broken)
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: TartarusMkII on December 07, 2014, 12:51:19 PM
No no, remember mate, you said that in the mod loader it still says .8 because you did not change it's title. I just re-downloaded it directly from the website. The game was already up to date. My save game works just fine, lol. That error is generated when I try to load the simulator with a nemean in it.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on December 07, 2014, 01:19:05 PM
Does the error occur in the missions refit screen? (the last mission have the Nemean Lion available)?
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: TartarusMkII on December 07, 2014, 02:18:22 PM
So oddly, the last mission outside of the campaign that has the Nemean does work fine. But in the campaign, when using the refit screen simulator, with both the Simulator enhancement mod turned off and on, the game will crash with that same error.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on December 07, 2014, 03:12:00 PM
That's because you are using a Scy 0.8 save. If you start a new campaign it will work fine.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: TartarusMkII on December 07, 2014, 03:13:21 PM
I started this game yesterday after updating all of my mods. Also, I accidentally fell into Tartarus without fuel, and i had to cheat myself away from Acheron because the hax defenders would have otherwise totally ended my playthrough. I know you already said you're thinking about how to fix it, but I just wanted to add, yea wow that's horrid =s.

Edit: Dude, so like, the defenders followed me into other systems. Is my game f***ing over now?? What the hell am I supposed to do???
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on December 07, 2014, 03:46:38 PM
Kill them? They only use low grade stuff so they shouldn't be that hard, I even halved their strength. Their point is to drop the few fuel units you need to get to Elysee when you kill them, since there isn't any station there to buy some.

As for your error, I don't know what to say, the Log says TwigLib isn't correctly initialized in your save (witch is something that usually come from loading an old save), it works fine in mine with the same mods, and it apparently also works for everyone else. Try to see if the problem persist in a new save...
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: TartarusMkII on December 07, 2014, 03:49:16 PM
When I 'fell' into Acheron, I was attacked by 3 capital fleets and 2 or so medium ones. I'll take a screenshot a little later. It's absolutely nothing I can kill with my two tempests.

You know I like your mod a lot, and I would not take the time to offer feedback if I didn't, but I want to ask, if you fall into Acheron when you run out of fuel and not Tartarus, why were hax defenders ever necessary? X_X
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on December 07, 2014, 04:11:19 PM
Their point is to drop the few fuel units you need to get to Elysee when you kill them, since there isn't any station there to buy some.

;D
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: TartarusMkII on December 07, 2014, 04:19:49 PM
(https://dl.dropboxusercontent.com/u/69583036/Data/Forum%20Resources/Starsector/AntiHaxDefenders1.png)

All of the red fleets in that picture are anti-hax defenders that all spawned together. They are full of core epoch ships, with cruisers as the largest ships (and plentiful too.)

My fleet are two Tempests and 3 SCY Centaurs.

And yea, I guess your explanation DOES make sense, I just forgot- I thought it was meant as a punishment for trying the attempt lol.. But either way, I mean.. I don't know what to do about these guys other than cheating myself a huge fleet to fight them..

Also, I am curious, if I place items into the Yggdrasill Wreckage, will they ever disappear? I feel like I remember hearing others saying that it was possible from other storages, even the vanilla one. But thought I'd ask.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on December 08, 2014, 04:20:43 AM
It's a Vanilla-like storage, works exactly the same. If the vanilla one's flawed, this one too, but I never had a problem with them personally.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: TartarusMkII on December 08, 2014, 01:49:31 PM
Ah okay- And I more meant a mechanic such as people also finding your stash and taking things from it, rather than a flaw or bug. Thanks!
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: StarSchulz on December 08, 2014, 06:01:44 PM
Didn't know that the SCY Millitary were into that kind of stuff...  ;)

Spoiler
(http://i.imgur.com/EHRFmzi.png)
[close]


( You can sell rec drugs to Hephaistos millitary market )

there is also a trade disruption there that says it has a demand... HMMM....

Spoiler
(http://i.imgur.com/75wJnBC.png)
[close]


Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: isaacssv552 on December 09, 2014, 01:35:18 PM
Great mod so far, I really like it. However, the mod is in serious need of some proofreading. For example, the focus beam description has a number of errors. The normal text is
Code
The lighter cousin of the SCPB can fire continuously, but lack any strong alpha strike.

By reducing the amount of energy put in each pulse, the Scy engineers managed to produce fast discharge condensers able to function without interruption. The beam produced was however too weak to be of any use except point defence. A relatively unimaginative solution was to mount three parallel beams generator next to each other, the output was better, but still not enough to punch through armor.

A more clever solution was to slightly orient the three beam toward a single point. Then, if the target is hit while near the focus point, the damage increase exponentially.
but there are many issues with this, such as "but lack any strong alpha strike." A better version might be
Code

This lighter cousin of the SCPB can fire continuously, but lacks any strong alpha strike.

By reducing the amount of energy put in each pulse, the Scy engineers managed to produce fast discharge condensers able to function without interruption. However, the beam produced was too weak to be useful as anything other than point defense. The unimaginative solution was to mount three parallel beams generator next to each other. This improved output, but it was still not enough to punch through armor.

An improved solution was to aim the three beam toward a single focus point. This causes the damage to increase exponentially if the target is hit near the focus point.

I'm not a very good writer myself but all that is really needed is some proofreading.

On a related note,  I thought the exponentially in the description might be typo because I went over the focus beam script and, as far as I can tell, the damage does not increase exponentially, but I wasn't sure if it was a typo so I left it alone.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on December 09, 2014, 02:58:26 PM
Well you're in luck, I started rewriting everything for the next update. But please, keep in mind that I'm not a native English speaker (quite the contrary actually) and some stuff might slip through.

As for the effect of the focus beam: it add increasingly more extra damage when the target is nearing the tip. A linear increase, true, but 250 additional DPS of High Explosive damage help a lot to drill through armor.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: isaacssv552 on December 09, 2014, 04:45:52 PM
Thanks for the quick reply.

Thats great! Its fine if a few things slip through, I just wanted to be sure you were aware of the errors. No one can get rid of all the errors in large, or even medium, piece of writing without someone else proofreading, native speaker or not. (Books written without an editor are painful) If you would like someone to proofread your work to look for those last few errors I would be willing to help out.

I understand how the damage is dealt, and I don't disagree that 250 damage is a good amount, I just think exponentially might be misleading.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: jupjupy on December 10, 2014, 12:23:44 AM
I personally preferred the old Focus Beam. The new one with its slow fire rate and low ammo count feels very.... slow.

Actually, I'm just gonna go through my thoughts of every weapon so far, because why not.

Small Nailer: Weak, but equivalent to like, the machine guns (not that I use them) from vanilla.
Medium Burst-Nailer: Still not worth a medium slot. However, it is far better compared to the old one at taking out shields, but still not really a PD weapon. The rounds tend to miss missiles completely sometimes.

Focus Beam: Now fires slowly, and isnt the old fighter and frigate killer it used to be. I struggle to find a niche for it in comparison to other weapons.
SCPB: Ammo runs out too fast to be of much use against anything moderately shielded. Also, 1500 flux/second is insane.

Energy Blaster: Awesome, great on the fast frigates that Scy has and fitting of their hit-and-run tactics.

Mortars: While I understand the point of these, I dont think they live up to expectations. They've got a high flux cost equivalent to most other SCY weapons, yet fail to deliver the punch that they're supposed to. The shells fly slowly, the damage isnt particularly spectacular, and theyre just kinda underwhelming all around.

Vibrating Beam: Eh... This thing is weird. While its theoretically a pretty good weapon, the way it forces itself to spread its damage in a cone means its worthless at taking out small targets or anything with real armor. Its beam nature makes it absolute *** against shields too.

Slasher Beam: Looks cool. But same with the Vibrating Beam, this thing is bad against heavily armored targets despite its high-explosive nature because it forces itself to spread the damage out. However, its better than the aforementioned because it can strip the armor of lowly-armored ships in one strike, but needs timing.

Small Kinetic Accelerator: Crap. The Vanilla Railgun is way better, and costs 1 less OP.
Medium KA: Range should be higher. Flux cost is too high for a low-ranged, low-dps kinetic weapon.
Heavy KA: Ok-ish. Range is still pretty low for a large mount weapon, and fires too slowly compared to the small and mediums, resulting in a sub-par DPS.

ORION: Cool on paper, but damage is really bad. For 28 OP and 600 flux/second, I kinda want something at least a little stronger.

Small Flak: Awesome. Use it a lot.
Light Minigun: Eh.. With the recent nerf (DOUBLE FLUX?!), suddenly not as good. Still pretty good, though. My biggest qualm is how it tends to fail utterly against some missiles by... I dunno. Not hitting them, or something.

Penetrator Railgun: Pretty okay. However, this thing only has 24 shots (120/5), resulting in a weapon that really doesnt serve any purpose in many fights. Loses out to the Hypervelocity Driver because of this. Ammo buff please XD.

Ricochet Gun: Fun to use, and powerful. Ability to skirt shields is a godsend. Well done with this one.

Area Scorcher: I dont see the point of this. Its not labelled as a PD, so the AI never uses this thing to shoot at missiles, has a pre-determined detonation range anyway, and does fragmentation damage. Utterly worthless against ships, and doesnt have the flak-effect that it needs to take out fighters and frigates.

Onto the missiles!

Singularity: Cool, I guess. Needs a special effect for the explosion though. Damage is a little sub-par, and it doesnt hold enough torpedoes (the Cyclone holds 20). Even the pull effect doesnt really cause anything major to happen, just a kinda displacement and maybe a bump here-or-there.

Heavy Swamer: Good for killing smaller ships, especially non-flak equipped ones.

Laser Torps: Fun to use, and good. Large one doesnt hold enough torpedoes, but eh.

Rocket Pods: Health of the rockets is way too low, especially considering the low ammunition count of these usually. I've never had mine really get to their destination.

Coasting Missiles: Good. Long range coupled with great tracking makes for a potent support weapon.

And thats about it! Might do one of these for Scy ships eventually, too.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on December 10, 2014, 04:11:21 AM
Ho my, detailed feedback! I thought only Helmut did those. Thanks a lot!

Now before answering on a case by case, I should have a word on the balance of Scy in general:
 - The first rule is, since Scy ships are fast, almost all their weapons have a shorter range than vanilla. It's necessary to avoid endless kiting: you have to actually get in range of the enemy weapons to deal damage to them.
 - Secondly they generally have lower DPS than vanilla, but also lower fire rate. Because of that each shot deal much damage and the weapons are generally a bit better than the stats could suggest. For example, the Medium Kinetic Accelerator that deal a bit less dps than the vanilla Needler (200 vs 211) but is much more prone to cause overloads because the enemy can't drop shields like during the Needler burst. Also that mean that the KACC is more damaging against armor while the Needler is almost worthless.
 - Thirdly they have high flux costs (often twice as much than the dps), but combined with the fast venting and large flux pool on Scy ships, this is not a problem. When they are used on a Vanilla ship however, they are inefficient. Combined with the slow fire-rate, you can often see frigates going close, discharging their weapons, taking some distance, venting and going in again as the weapons just reloaded.
 - Lastly, they have higher OP cost than vanilla to avoid weapon spamming: Scy ships have fewer mount, but roughly the same amount of OP available so it's not a problem for them. On Vanilla ships however, they don't exactly cut it until you reach high levels.

   Per design choice, Scy is weaker than vanilla, and I won't change that. It is meant to be a faction for advanced player, that seeks ships very fun to fly and crazy weapons satisfying to fire. A high risks, high reward faction. Also, I spent quite some time trying to find a way to avoid making them OP when using vanilla or other mods weapon. That's why most of the ships have few mounts but often built-in main weapon.
But, as always, things can be improved, and the balance is certainly far from perfect now.


So now about your feedback:

Small auto-nailers: same OP than the Vulcan, better range but worst precision, slightly more flux. I think they are in a right spot: better to deal with multiple missiles, but sometimes miss a single one.

Medium Burst-Nailer: Yeah, still not satisfied with this one. I think the simple solution would be to make sure at least one of the shots goes straight and hit the target. Or Maybe use a non linear dispersion, with more shots stacked near the center.

Focus beam: I like it better now! :-[ It feels more punchy, and makes the SCPB feel more unique. It's a good support weapon, and ideal against unshielded target. A Tisiphone frigate with two of those will blaze through a fleeing fleet without even slowing down. The ammo count is a bit low, like a lot of weapons I made (did I said enough I'm very much against the removal of ammo in vanilla?) but with extended magazines it's near 21K of potential damage, two thirds of most vanilla weapons... Okay, I will increase the ammo a bit since it's a beam.

SCPB: As the description says, it really can give all it's measure only when mounted on the Nemean Lion. Though a weapon useful only on one ship is a bad game design decision... :-\ It was more powerful before, and I may have nerfed it too hard. I won't  change the clip size though: with ammo magazines, it's an insta-kill weapon for many targets. Mount three of them on the Lion and you can take care of any low-tech/mid-tech destroyer in one volley and there is nothing it can do to defend itself. It would be very frustrating if it was your destroyer instead. I could simply reduce the flux usage.

Energy Blaster: Agreed, strangely one of the first weapon I made, and I never changed it since. I guess I got lucky.

Mortars: Really? The small Mortar is almost exactly a half size Mauler, with the same damage per round... That thing eats armor for breakfast! Of course the slow projectile makes it hard to aim, but when it hit it's a carnage. And the large one is almost equivalent to a twin Hellbore, with a much slower fire-rate granted but it strip even an Onslaught from it's armor in one shot. I think I could maybe increase a bit the flight speed of the projectiles for the smaller ones, to make hitting something a bit easier, but I have to tread carefully because these things pack a punch.

Vibrating beam: Yeah... It looks cool, but don't really cut it in combat. I'm not sure about what to do with it. I think it could be good if it was firing continuously, but the way it is scripted prevent tracking the target while firing. And there isn't many workaround in the API to do so. Will need to rework it, or remove it.

Slasher Beam: Yep, and it's terrific when used in pair as the first will strip the armor, and the second chew the hull. If I change anything on these, it won't be their damage but maybe their range to be near the all-1000-range vanilla weapons that are coming in SS 0.65.2

Small KACC: Now I realize it is worthless. I balanced it against the light dual autocannon, but I didn't saw the Railgun was a straight upgrade on it. Will rework it.

Medium KACC: Mmh, I'm having a hard time finding it a nice spot because of it's overlapping function with the Penetrator Railgun. I might simply gives it perfect accuracy and almost the same range as the Large KACC? It should be almost the same as the Penetrator Railgun, only cheaper, with half damage per shot and not the ability to pierce stuff (I don't know if anyone noticed but if that weapon overload it's target, it usually also deal some damage to the hull with the same shot.)

Penetrator Railgun: Agreed, will do.

Heavy KACC: It can overload small targets in one shot, so I don't think it need any buff. The short range is somewhat an advantage btw: when an enemy overload, it's deep into the firing range of other weapons and will take a pounding before managing to retreat. And as I said in the beginning, if it's "Ok-ish", it's where it should ^^

ORION Artillery: It's maybe the only long range weapon in the Scy arsenal, with it you can easily kite and win while never entering the enemy weapons range. That's why it has such low ammo count. And even then, load three of them on a Nemean Lion and it can beat a Paragon in AI control without any level skill. If you use it on a Scy Manticore as a support weapon, the flux isn't much an issue since they can stay out of trouble and vent whenever. I might nudge the flux down a but, but don't expect it to become a front-line weapon.

Small Flak: Great!

Light Minigun: That's why there is the Small Flak! They are terrific in tandem.

Ricochet Gun: Same here, I'm rather pleased how it turned out. That weapon was the bane of the Templar Frigates in my last playthrough.

Area Scorcher: Mmh, well, this weapon isn't really a point defense, if I add the PD flag, it would loose too much time tracking missiles instead of firing on the main source of danger. It's much more adapted to damage whole fighter wings on approach and dealing with their missiles and bombs as they fire them. It also is very efficient against carrier and missiles ships as you can damage fighters when they dock or take off or kill the missiles before they accelerate. With one of these, you can take on a Onslaught without receiving a continuous stream of rockets, or remove all the Astral drones in a few seconds. It's a bit situational, but having one in the fleet can really make you day easier. Also, it is VERY efficient at taking out armor-less ships! I will probably include a proximity detonation since I reduced it's precision in the last patch. Right now it detonate only if it hit something or reach it's max range.

Singularity Torpedo: The pulling effect is only significant if you hit the hull of a large target. Try to hit an Astral and suddenly the sky is cleared from drones, missiles... And Astral ><! (my favorite is to shoot the back of a Dominator has it launch 3 volley of Pilums) It also have the distinct advantage to flame-out nearby fighters and missiles, that can give you a short break. Unlike the Cyclone, they are guided so I balanced them against the Huricane instead, and that one only hold 10 ammo... I significantly nerfed it in the last patch because it was way too powerful against shield-less factions: only two of those could kill an Archbishop! I will playtest them further.

Heavy Swarmer: Also perfect to spread chaos in PD and land a Singularity torpedo hit. Why do you think I placed two large launchers on the front of the Erymanthian Boar?  ;D

Laser Torpedoes: Same here, but I'm not sure about raising their ammo: they are almost free hits already, given how hard it is to intercept them before the attack range. If the launcher holds more, I'd have to reduce the range of the splitting to make it somewhat balanced... But then they will be less fun.

Rockets: Will do.

Coasting Missiles: My only complain is how the AI shoot all of them right from the start instead of keeping some for the retreating ships.

I see you missed the Hacking Commlink. I don't blame you, the weapon don't look like much on paper, but strangely it might be one of the most powerful ones... If you use enough of them! No really, point 6 of them to a single cruiser and it won't be able to defend itself. Of course that also mean 6 sub-par PD weapon instead of Miniguns or Flaks.

Well, that was more than I expected to write! Thank you for taking the time to write all of this down, I very much appreciate. As you can guess, I preferred starting low, and progressively raise the balance to the right spot. That way you have to learn how to use the weapons efficiently, instead of having an efficient weapon that you learn to make OP ><.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: StarSchulz on December 10, 2014, 05:06:35 PM
I actually found the Area-Scorcher Artillery to be a great asset vs ships with low armor and a bad shield radius. I put it on a Stheno cruiser and with its speed and the range of the Area-Scorcher, you can kite and kill ships like the Medusa because the shots hit all around it ignoring the shield radius for the most part. Direct hits cause it to detonate and some of the shots end up hitting all over the ship
 ( it itself was enough to beat up a Templar Destroyer 1v1, as there are so many hits the lattice shields cant figure out what is going on. even when it got close the 2 energy blasters killed him quick )
 Next i think i will put multiple on a lion, to see if it can be a real threat vs heavier armored ships like the enforcer.

 Scy ships are super fun to fly, i love teleporting behind a destroyer and unloading an energy blaster before phasing away in my flagship Megaera  :D
Speaking of that little Devil, the AI doesn't quite get how to pilot it, it will teleport forward, maybe shoot and then vent instantly, often leading to its untimely death. although i don't know what you can even do to fix that, i just wanted to say that somewhere because i have lost quite a few to stupid mistakes like that

anyway, this is pretty much my favorite mod, love everything about it.
 

Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: jupjupy on December 11, 2014, 11:59:29 AM
Ah, yes, the Hacking Commlink.

Never touched it.

Scy ships have too many ballistic slots, and I prefer to use the universal slots on Scy ships for some much needed burst lasers (Or e-Flak when I use SS+, those things are crazy). They also synchronize very nicely with the extended magazines that Scy ships basically need for any lengthy battle.

....

Okay, so I just gave it a whirl.

Uh... I dont see the point of it. Its like an Ion Cannon but... worse. It has literally no effect on shields (really, 7.5 damage per second against them), and fails to dissipate enough EMP to do anything really worthwhile. I had 4 of them on a Siren blasting away at a Hound... and it took a full 5 seconds just to short out its Assault Chaingun.

Okay, I guess its easier to aim. But still...

EDIT: Now I just thought about how one could go about expanding it. It would be kinda cool to have a large variant of it - since Scy ships like the Stenos have a Large Universal - that was considerably more powerful, or perhaps a dedicated Electronic Warfare ship with a large version built in. I'm not sure if this can be coded, but both the small and large variants could, instead of causing EMP and fragmentation damage, have some kind of special, random effect when projected against an unshielded target for long enough. Say, adding a certain amount of soft flux (hacking into a reactor feed), causing weapons around the area to spray wildly instead of aiming (hacking into targeting), making the enemy ship turn in a specific direction without their input (hacking maneuvering thrusters), or disabling systems, or whatever. Of course, the large variant would trigger such effects much faster, and small variants would stack their effects. Just my two cents on how to make it more interesting, seeing as we have all these really cool things like retractable armor already.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: SainnQ on December 12, 2014, 04:58:46 AM
Awesome mod.

One question tho, are Mining ships supposed to be available on the market? And do they work currently?

It'd be nice if they did, I'm having a really REALLY hard time gaining faction standing to unlock anything respectable.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on December 12, 2014, 05:07:34 AM
*/now that's a nice copy/pasting  ;D /*

Yes they are supposed to be on the market, because they can be a correct mixed fuel/cargo transport with some defense capabilities, but no they don't mine. And they won't do so unless vanilla Starsector introduces the mechanic, otherwise Scy would have an unfair advantage. They are more for the universe flavor right now...

Scy is probably the easiest faction to improve you rep with right now: they have plenty of enemies, no concurrent market nearby, and if you hunt the bounties that often spawn in Acheron you get some rep improvement even if they didn't posted it. And with their multiple station and barely sustainable economy there is plenty of food shortages to take advantage of.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: AMDAMK on December 16, 2014, 04:16:12 PM
Playing the old one, for .62a RC3
Spoiler
4998991 [Thread-5] INFO  com.fs.profiler.Profiler  - Reassigning fleet members (in response to UI actions)                                                                                                                                                                                                                                          5      0,00s      0,00%
4998991 [Thread-5] INFO  com.fs.profiler.Profiler  - Reassigning fleet members (from Admiral AI)                                                                                                                                                                                                                                                   17      0,00s      0,00%
4998991 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Ship.setWeaponGlow(Unknown Source)
   at com.fs.starfarer.combat.systems.OOoO.advance(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.??00(Unknown Source)
   at com.fs.oOOO.A.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Found this. From the command-cruiser? Was there a fix that I miss? Or is that a new one? How i said, not for .65a, but 0.62a RC3.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on December 17, 2014, 12:40:10 AM
I think I remember this one... I believe the Euryale did nothing by that time (and was buggy as you can see), that's why it never spawned in the AI hands. I won't support an older version of the mod, especially when you just need to never use that ship. If you want to deal with that yourself to be sure, you can remove the ship-system in the ship_data.csv.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: AMDAMK on December 17, 2014, 03:26:20 AM
I think I remember this one... I believe the Euryale did nothing by that time (and was buggy as you can see), that's why it never spawned in the AI hands. I won't support an older version of the mod, especially when you just need to never use that ship. If you want to deal with that yourself to be sure, you can remove the ship-system in the ship_data.csv.

Ok, no support for older version, noted. I don't've hoped, that older versions are supported, but it's worth a try.
When I'm right understanding, i've the persmission to modify ( this older one ) in any way i like?

But, I've not the permission to release anything ( but don't worry, i won't release anything, it is just for myselve ).

Spoiler
So, can I write then a new shipsystem for it?
[close]
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on December 17, 2014, 03:53:32 AM
Technicaly this mod is:
Quote
(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Scy Nation Mod by Tartiflette (http://fractalsoftworks.com/forum/index.php?topic=8010.0) is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/).
Based on a work at http://fractalsoftworks.com (http://fractalsoftworks.com).

(because it do matter to me to have a legal context)
So yes you can modify the files, you can even release it without my consent but you can't make money from it, you have to credit me and FractalSoftworks, and you have to share everything too.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: AMDAMK on December 17, 2014, 05:46:04 AM
Technicaly this mod is:
Quote
(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Scy Nation Mod by Tartiflette (http://fractalsoftworks.com/forum/index.php?topic=8010.0) is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/).
Based on a work at http://fractalsoftworks.com (http://fractalsoftworks.com).

(because it do matter to me to have a legal context)
So yes you can modify the files, you can even release it without my consent but you can't make money from it, you have to credit me and FractalSoftworks, and you have to share everything too.


Noted. And thanks. But how I write, I didn't will not release anything.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Vixor on December 18, 2014, 05:11:50 AM
Hi! I'm doing a 0.6.2a installation, and I was wondering if you could please re-upload V0.66b of SCY? Or any other 0.6.2a compatible version, really.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on December 18, 2014, 08:41:11 AM
I don't have it anymore, I only keep a couple of the last versions. Besides, it's so old and limited I don't want people to play it, bad promotion material for the mod... (maybe AMDAMK can share his, but personally, I don't want to have anything to do with that worthless antique ;D)
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: AMDAMK on December 18, 2014, 11:37:52 AM
Quote
Hi! I'm doing a 0.6.2a installation, and I was wondering if you could please re-upload V0.66b of SCY? Or any other 0.6.2a compatible version, really.
I don't have it anymore, I only keep a couple of the last versions. Besides, it's so old and limited I don't want people to play it, bad promotion material for the mod... (maybe AMDAMK can share is, but personally, I don't want to have anything to do with that worthless antique ;D)


I don't have the 0.66B, only the .65 (https://www.dropbox.com/s/dh3lbq7t2zi49ua/SCY.rar?dl=0). Sorry for that, und sorry for to say you, don't expect, that ist unmodified. And everything else, we should do it in privat. I don't think, that Tartiflette accept, that we spam this thread full of an outdated version of this mod.








To prevent a doublepost, easy editing  8)

I have now some trouble that is my fault, because i have made some changes ( only for me 8) ), of course for the newest .65a
What i have changed:

--> The Scy faction is now a missle-faction only.
----> To prevent they're get out of missles, they have now a system, that refills some missles in a period of time..
--> writing some customfleet ( Lightfleets, normalfleet, largefleet, battlefleets, aaaand Battle-Conquest-Fleets..)
---> My problem with the custom fleets are, that they have only 10%CR
Spoiler

"SCY_Test":{
            "displayName":"Test",
            "maxFleetPoints":2500,
            "daysWorthOfSupplies":[80, 100],
            "lyWorthOfFuel":[50, 100],
            "extraCrewPercent":[50, 80],
            "marinesPercent":[10, 20],
            "ships":{
                "SCY_megaera_combat":           [5, 10],
                "SCY_lealaps_combat":             [5, 10],
                "SCY_alecto_combat":               [5, 10],
                "SCY_lamia_combat":                [5, 10],
                "SCY_orthrus_combat":             [5, 10],
                "SCY_tisiphone_elite":               [5, 10],
                "SCY_megaera_suckerPunch":    [5, 10],
                "SCY_alecto_mixte":                 [5, 10],
                "SCY_lamia_elite":                   [5, 10],
                "SCY_orthrus_elite":                 [5, 10],
                "SCY_manticore_assault":          [5, 10],
                "SCY_manticoreMirv_assault":    [5, 10],
                "SCY_manticorePhase_assault":  [5, 10],
                "SCY_manticore_support":         [5, 10],
                "SCY_manticoreMirv_support":   [5, 10],
                "SCY_manticorePhase_support": [5, 10],
                },
            },

Spoiler
And i don't now really what means the first number after the corner bracket and what means the last number before the corner bracket..
[close]
[close]
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on December 28, 2014, 05:23:32 PM
Look! I'm alive! Sorry I didn't replied earlier, I was away (you know, Holidays, family, stuff...) So:
I have now some trouble that is my fault, because i have made some changes ( only for me 8) ), of course for the newest .65a
What i have changed:

--> The Scy faction is now a missle-faction only.
----> To prevent they're get out of missles, they have now a system, that refills some missles in a period of time..
--> writing some customfleet ( Lightfleets, normalfleet, largefleet, battlefleets, aaaand Battle-Conquest-Fleets..)
---> My problem with the custom fleets are, that they have only 10%CR
Spoiler
"SCY_Test":{
            "displayName":"Test",
            "maxFleetPoints":2500,
            "daysWorthOfSupplies":[80, 100],
            "lyWorthOfFuel":[50, 100],
            "extraCrewPercent":[50, 80],
            "marinesPercent":[10, 20],
            "ships":{
                "SCY_megaera_combat":           [5, 10],
                "SCY_lealaps_combat":             [5, 10],
                "SCY_alecto_combat":               [5, 10],
                "SCY_lamia_combat":                [5, 10],
                "SCY_orthrus_combat":             [5, 10],
                "SCY_tisiphone_elite":               [5, 10],
                "SCY_megaera_suckerPunch":    [5, 10],
                "SCY_alecto_mixte":                 [5, 10],
                "SCY_lamia_elite":                   [5, 10],
                "SCY_orthrus_elite":                 [5, 10],
                "SCY_manticore_assault":          [5, 10],
                "SCY_manticoreMirv_assault":    [5, 10],
                "SCY_manticorePhase_assault":  [5, 10],
                "SCY_manticore_support":         [5, 10],
                "SCY_manticoreMirv_support":   [5, 10],
                "SCY_manticorePhase_support": [5, 10],
                },
            },
And i don't now really what means the first number after the corner bracket and what means the last number before the corner bracket..
[close]
You are trying to spawn a custom fleet "by hand" using the old vanilla fleet spawning, and in that case [5, 10] means between 5 and 10 ships of that type (I'm not sure if the fleet spawner picks the ship until the max FP is met or if it's a total proportion). Now you have a lot a extra crew, lots of supplies and lots of fuel... but no freighter, transport or tankers! I bet all the ships are badly overloaded and get massive CR penalties.

In the meantime, I've been pretty quiet because I was working on... herm... Let say another project-that-will-be-revealed-only-at-a-later-date-when-it's-ready. And believe me when I say "later", it could be 6 months before I get something in working order. Anyway, that doesn't mean Scy is put to sleep, only that it now has to share my free time with a roomate. Still, I have started to work on some stuff like this:

(http://i.imgur.com/Hv1fVBk.png)

Old Lamia class destroyer (right), Lamia redesign (center right), armored Lamia (center left), Orthrus destroyer on the far left for reference.
It has been brought to my attention that Scy frigates are scary, the armored cruisers can hold their own, but between them there is only the squishy Lamia, or the rapidly depleted Orthrus. I never liked the Lamia design much so I decided to make a new one that could also be converted in an armored version. That second one loose the single missile launcher but gain one beam from the Armored Sthenos nose, and two small anti-missiles launchers. The old Lamia might be reused as a dedicated carrier after some sprite refit, and then the Hydra will loose it's flight deck.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Nanao-kun on December 28, 2014, 06:33:16 PM
Ooooh. Nice.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on December 29, 2014, 10:04:44 AM
(http://i.imgur.com/zYcksEG.png)

And here it is, the re-christened Argus destroyer-carrier. Equipped with a drone system, a medium missile hardpoint, a small full-coverage universal turret on the rear, and a frontal facing small ballistic turret with 90deg arc.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Nanao-kun on December 29, 2014, 03:10:15 PM
(http://i.imgur.com/zYcksEG.png)

And here it is, the re-christened Argus destroyer-carrier. Equipped with a drone system, a medium missile hardpoint, a small full-coverage universal turret on the rear, and a frontal facing small ballistic turret with 90deg arc.
The hangar bay looks kinda flat.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Toxcity on December 29, 2014, 04:48:23 PM
Those ship redesigns are really cool. I especially like the Lamia redesign (yay symmetry).
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: TartarusMkII on December 29, 2014, 07:45:26 PM
(http://i.imgur.com/zYcksEG.png)

And here it is, the re-christened Argus destroyer-carrier. Equipped with a drone system, a medium missile hardpoint, a small full-coverage universal turret on the rear, and a frontal facing small ballistic turret with 90deg arc.
The hangar bay looks kinda flat.

If I had to, I'd agree. I love the artwork as always,  Ithink this mod rocks some of the best art of any of the faction mods. So I don't want Tartiflette to think I am being too critical- but in my opinion there should be more dark defining lines to show the dip in the hull that is the 'landing strips'. Love it!
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on December 30, 2014, 04:13:01 AM
*grumble, grumble, grumble* FINE! I'll do it...

(http://i.imgur.com/0RqL9Yy.png)(http://i.imgur.com/tv9j3mE.png)

Can't do better than that.

[edit] The white background seriously flatten it, I hope someday we will get a darker skin...
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: arcibalde on December 30, 2014, 02:41:59 PM
Those ships have upside-down smile faces :D
With red hair  :P
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Nanao-kun on December 30, 2014, 04:52:04 PM
Those ships have upside-down smile faces :D
With red hair  :P
I can no longer unsee this. :P
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on December 31, 2014, 06:37:52 AM
And there you go:
Spoiler
(http://i.imgur.com/hfgaxFx.jpg)
[close]

And you:
Spoiler
(http://i.imgur.com/IoqtojJ.jpg)
[close]

And you too:
Spoiler
(http://i.imgur.com/338xZCq.jpg)
[close]

And maybe even possibly you never know perhaps you...
Spoiler
(http://i.imgur.com/zjMeJYp.jpg)
[close]
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: jupjupy on December 31, 2014, 10:51:06 PM
Just wanted to point out that the Argus in the picture appears to have a medium ballistic instead of a small ballistic.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on January 02, 2015, 05:26:58 AM
This will make some people happy I believe: massive weapons buff incoming!
It's still WIP and may change further before I release it.
Code
V0.87
WIP

New content:
 - New Lamia class destroyer design and weapon layout: more compact, has slightly better armor but it's shield is now frontal.
 - Armored Lamia: a Lamia destroyer with a 3 part modular armor on the front and sides. It looses the missile mount but the frontal armor hold an Enhanced focus beam (akin to the Armored Sthenos cruiser). The side armors also have anti-missiles launchers.
 - Argus destroyer sized carrier: converted "old" lamia into a carrier with a medium missile launcher for support roles. Slightly slower than the Lamia to avoid endless kiting. It can launch and rebuild a pair of support drones equipped with light miniguns.

Weapons re-balancing:
 - Vibrating beam: raised range from 550 to 800, it's turn rate from 25 to 45 degree per second, removed the ammo limitation, reduced it's energy consumption from 400 to 350, reduced it's tier to 0 (civilian grade)
 - Medium burst nailer: reduced the total damage from 1800frag to 1000 but increased it's precision.
 - Energy blaster: buffed the emp damage per shot from 20 to 50, decreased the turn rate from 50 degrees/second to 20, increased the recoil recovery rate from 0.05 deg/sec to 1, increased the range from 450 to 500.
 - Penetrator Railgun: buffed ammo from 120 to 200, reduced the turn rate from 30 to 10, decreased it's precision and slightly reduced it's range from 850 to 700
 - Slasher Beam: increased range from 600 to 800, raised ammo count from 40 to 60, High-explosive damage from 700 to 1000, energy consumption from 950 to 1500.
 - Focused Pulse Beam: added 200 EMP dps while firing, raised the turn rate from 10 to 20deg/sec, ammo count from 32 to 48, energy damage from 1000 to 1250, energy usage from 1500 to 2000.
 - Small mortar gun: increased it's range from 450 to 600, increased it's fire rate from 30 to 40 shots per minute, increased it's precision and ammo count from 100 to 120, and it's projectile speed from 550 to 650.
 - Medium mortar gun: reduced it's turn rate from 30 to 20, increased it's range from 600 to 800, it's fire rate from 20 to 30 shots per minute, it's ammo from 50 to 90, and it's projectile speed from 550 to 600.
 - Large mortar gun: increased it's fire rate from 15 to 30 shots per minute, increased it's ammo from 50 to 180, slightly reduced it's precision.
 - Small kinetic accelerator: increased it's range from 450 to 600, increased it's ammo count from 90 to 180, it's projectile damage from 75 to 100, and it's energy requirement from 200 to 250
 - Medium kinetic accelerator: increased it's range from 600 to 800, it's projectile damage from 400 to 500, and it's energy requirement from 700 to 800, reduced the turn rate from 30 to 20, added perfect accuracy, raised ammo count from 60 to 90.
 - Large kinetic accelerator: reduced the turn rate from 20 to 10, added perfect accuracy, increased the rate of fire from 20 to 30 shots per minute, raised ammo count from 80 to 180.
 - Ricochet gun: since the secondary shot is a medium mortar projectile, it gain the same buffs as that weapon.
 - SCPB: reduced it's flux build up from 1500 to 1000, increased it's EMP damage from 67 to 330.
 - ORION Artillery: prevented the friendly fires for good this time!
 - Area Scorcher now has a proximity detonation.
 - Rockets: raised their health from 50 to 150 hit-points.
 - Laser Torpedoes: Reduced the spreading of the lasers for the medium and large versions.
 - Siren main gun: raised kinetic damage from 1000 to 2000, and ammo count from 15 to 30, allied AI ships no longer teleport the ships if they hit the hull but deal EMP damage.
 - Manticore Swarm Missiles: kinetic damage raised from 250 to 500.
 - Manticore Phased Torpedo: energy damage raised from 1000 to 1500.

Other changes:
 - Improved descriptions for most weapons.
 - increased the collisions radius of most ships for a better AI behavior.
 - removed the Hydra's flight deck.
 - corrected the engines animation not properly resetting after a flame-out.
 - the Manticore carrier now has the same drone system as the Argus carrier.
 - changed the recovery cost for most combat ships, down for the frigates and cruisers, up for the destroyers.
 - Custom AI for the Precision Gears ship system.
 - Slightly raised the venting speed of most ships.
 - new venting AI, less prone to vent just next to an enemy.

Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Arano-kai on January 03, 2015, 11:06:31 AM
Please, check resource names, those capital letters do matter in Linux.
Code
ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [sounds/SCY/sfx_weapons/SCY_kBeam_arcs.ogg] resource, not found in [/home/[user_folder]/[path_to_game]/./mods/Common Radar,/home/[user_folder]/[path_to_game]/./mods/LazyLib,/home/[user_folder]/[path_to_game]/./mods/SCY,/home/[user_folder]/[path_to_game]/./mods/shadow_ships,/home/[user_folder]/[path_to_game]/./mods/TwigLib,/home/[user_folder]/[path_to_game]/./mods/Version Checker,/home/[user_folder]/[path_to_game]/./mods/ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [sounds/SCY/sfx_weapons/SCY_kBeam_arcs.ogg] resource, not found in [/home/[user_folder]/[path_to_game]/./mods/Common Radar,/home/[user_folder]/[path_to_game]/./mods/LazyLib,/home/[user_folder]/[path_to_game]/./mods/SCY,/home/[user_folder]/[path_to_game]/./mods/shadow_ships,/home/[user_folder]/[path_to_game]/./mods/TwigLib,/home/[user_folder]/[path_to_game]/./mods/Version Checker,/home/[user_folder]/[path_to_game]/./mods/ShaderLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Ó00000(Unknown Source)
at com.fs.util.C.Ô00000(Unknown Source)
at com.fs.starfarer.loading.G.super(Unknown Source)
at com.fs.A.A.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(Thread.java:745)

Simple rename all SCY_Kbeam... to SCY_kBeam... in [pat_to_game]/mods/SCY/sounds/SCY/sfx_weapons solve error.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on January 04, 2015, 03:49:30 AM
Dang it! I try my best to avoid those, but there is always a couple that slip through... Sorry about that!
BTW if someone know a way to spell check this kind of stuff, I'm all ears.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on January 04, 2015, 11:33:10 AM
Given the nature of the changes I'm working on, I have decided to release a DEV version of the mod to collect some feedback. It's a bit rough on the edges, but you can expect more dangerous Scy fleets. To me they now are very powerful, but I never found Scy ships that weak to begin with so I can't trust my judgement on this.
If anyone want to help, please tell me what you think of the new weapons balance: are there some that I clearly buffed too much (I suspect the Large Kinetic Accelerator to be a bit too powerful now) or on the contrary some that still don't cut it (maybe the Penetrator Railgun). Also, I modified a lot of descriptions but didn't proofread them yet. If you aren't using SS+ I would also like to know if the ships now vent less in front the enemy and more when they got back a bit, but until DarkRevenant's next update, ss+ will override my script.

(http://i.imgur.com/dahOUg6.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.87DEV.rar)
Require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0).
Require LazyWizzard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).

Here's the mostly complete changelog to get an idea:
Spoiler
Code
V0.87
WIP

New content:

 - New Lamia class destroyer design and weapon layout: more compact, has slightly better armor but it's shield is now frontal.

 - Armored Lamia: a Lamia destroyer with a 3 part modular armor on the front and sides. It looses the missile mount but the frontal armor hold an Enhanced focus beam (akin to the Armored Sthenos cruiser). The side armors also have anti-missiles launchers.

 - Argus destroyer sized carrier: converted "old" lamia into a carrier with a medium missile launcher for support roles. Slightly slower than the Lamia to avoid endless kiting. It can launch and rebuild a pair of support drones equipped with light miniguns.

 - Drones: all drones have been changed to something... different. More in line with the rest of the ships, bigger but also tougher.

Weapons re-balancing:

 - Vibrating beam: raised range from 550 to 800, it's turn rate from 25 to 45 degree per second, removed the ammo limitation, reduced it's energy consumption from 400 to 350, reduced it's tier to 0 (civilian grade)
 - Medium burst nailer: reduced the total damage from 1800frag to 1000 but increased it's precision.
 - Energy blaster: buffed the emp damage per shot from 20 to 50, decreased the turn rate from 50 degrees/second to 20, increased the recoil recovery rate from 0.05 deg/sec to 1, increased the range from 450 to 500.
 - Penetrator Railgun: buffed ammo from 120 to 200, reduced the turn rate from 30 to 10, decreased it's precision and slightly reduced it's range from 850 to 700
 - Slasher Beam: increased range from 600 to 800, raised ammo count from 40 to 60, High-explosive damage from 700 to 1000, energy consumption from 950 to 1500.
 - Focused Pulse Beam: added 200 EMP dps while firing, raised the turn rate from 10 to 20deg/sec, ammo count from 32 to 48, energy damage from 1000 to 1250, energy usage from 1500 to 2000.
 - Small mortar gun: increased it's range from 450 to 600, increased it's fire rate from 30 to 40 shots per minute, increased it's precision and ammo count from 100 to 120, and it's projectile speed from 550 to 650.
 - Medium mortar gun: reduced it's turn rate from 30 to 20, increased it's range from 600 to 800, it's fire rate from 20 to 30 shots per minute, it's ammo from 50 to 90, and it's projectile speed from 550 to 600.
 - Large mortar gun: increased it's fire rate from 15 to 30 shots per minute, increased it's ammo from 50 to 180, slightly reduced it's precision.
 - Small kinetic accelerator: increased it's range from 450 to 600, increased it's ammo count from 90 to 180, it's projectile damage from 75 to 100, and it's energy requirement from 200 to 250
 - Medium kinetic accelerator: increased it's range from 600 to 800, it's projectile damage from 400 to 500, and it's energy requirement from 700 to 800, reduced the turn rate from 30 to 20, added perfect accuracy, raised ammo count from 60 to 90.
 - Large kinetic accelerator: reduced the turn rate from 20 to 10, added perfect accuracy, increased the rate of fire from 20 to 30 shots per minute, raised ammo count from 80 to 180.
 - Ricochet gun: since the secondary shot is a medium mortar projectile, it gain the same buffs as that weapon.
 - SCPB: reduced it's flux build up from 1500 to 1000, increased it's EMP damage from 67 to 330.
 - ORION Artillery: prevented the friendly fires for good this time!
 - Area Scorcher now has a proximity detonation.
 - Rockets: raised their health from 50 to 150 hit-points.
 - Laser Torpedoes: Reduced the spreading of the lasers for the medium and large versions.
 - Siren main gun: raised kinetic damage from 1000 to 2000, and ammo count from 15 to 30, allied AI ships no longer teleport the ships if they hit the hull but deal EMP damage.
 - Manticore Swarm Missiles: kinetic damage raised from 250 to 500.
 - Manticore Phased Torpedo: energy damage raised from 1000 to 1500.

Other changes:

Improved descriptions for most weapons.

Increased the collisions radius of most ships for a better AI behavior.

Removed the Hydra's flight deck that was redundant with the new Argus destroyer.

Corrected the engines animation not properly restarting after a flame-out.

The Manticore carrier now has the same drone system as the Argus carrier.

Changed the recovery cost for most combat ships, down for the frigates and cruisers, up for the destroyers.

Seriously reduced the recovery cost of all wings.

Custom AI for the Precision Gears ship system.
 
New venting AI, less prone to vent just next to an enemy.

Slightly raised the venting rate of most ships.

Somewhat made the frigates more fragile (still very dangerous with the weapon boost)

[close]
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on January 16, 2015, 03:24:46 PM
Acting Lieutenant Lynda Gomez
Exert from personal mails

207.64
"... Today I'm taking over Lieutenant Pallier's duty as Chief inspector in the Skoll pirates investigation, still under the supervision of Commander Howell. Though we didn't met often in the past 6 cycles he trusted the lieutenant and, well, Victor trusted me if I can say so myself. Officially he is still MIA, but since no ship from his reinforced squadron came back in two months, it's unlikely any of them ever will. I saw some eyes widening when the team received the official notice. I know many think I'm too young for such promotion, but even them can't deny I'm the one best suited for that position..."

207.68
"... The big problem when you have a chief inspector using a squadron freely to find some hidden pirate hideout is that you can't know where they went. Sure the lieutenant left some note about the general direction he was about to take, but that regions is littered with empty systems. What's more? At least 3 stars when nova in a relatively recent past, making the whole cluster a mess of hot gasses and dust nebulaes. Victor could ask for massive probes scans, but I cannot afford making the same move. They never returned much useful data and are way too costly, especially when it's the newest inspector asking for that..."

207.85
"... I need the take of an expert on that idea: if you were to strip a shuttle from all cargo capacity, all life support, all armor and basically reduce it to an engine with some fuel tanks and an autopilot, would it fit in a civilian freighter launch bay? Since the attacked convoys seems unable to flee from those pirates, maybe a small unmanned drone launched early enough might be able to manage an escape. Actually if it's possible, it might be a good idea to equip all fleets with them! We would never loose another ship without knowing what happened..."

207.128
"... We just received the same info, it's hard to believe! Sure the station was isolated, but nobody found out before the next resupply Atlas arrived. The kind of weapon used is a complete mystery, but the shot sure was precise: it must have hit exactly the command and detection module, and took out the whole military ring with it. The civilian habs are intact, but apparently there was nobody there anymore. Not dead, just... Vanished.  Here's a picture from our data burst, it's classified so don't post it anywhere, I trust you on this!..."

ATTACHMENT
Spoiler
(http://i.imgur.com/BR28k47.jpg) (http://i.imgur.com/oSiaQos.jpg)
[close]
*click to enlarge*

*reminder, Firefox mess-up the dark images luminosity, better watch it in chrome, or download it*
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on January 17, 2015, 11:27:43 AM
From: Commander Michael Howell, head of division 2 of the H.I.S.
To: Acting Lieutenant Lynda Gomez, head of Skoll investigation team
date: 207.187
Subject: Re: Re: Re: Re: Re: Re: Re: Re: Re: Skoll Investigation

Message:

Sending a second squadron your way, that's all I can spare right now. Good hunting.

CMD Howell



Previous Message:
date: 207.179

Commander,

   As we discussed before, we sent light divisions inspect all the stars around the Research Station Tarantula. Engineering managed to built an automatic message shuttle for all the carriers, and at least one of them was assigned to each cluster group. They were ordered to avoid engaging any unknown contact and come back to report, as they would certainly be outnumbered. Commodore A'Holia and I agree that we cannot afford to loose ships every time we send them to gather intelligence anymore. I would have preferred not to split them that much, or at least send larger ships, but then it would have taken 3 months just to correctly scan each stars in a one light year radius.

   Two weeks later, 8 hours ago, Captain Iana Itano's message shuttle came back. She had detected some suspicious activity around her division in the Alatar system. She brought her ships at extreme detection range to get at least some useful data then sent her shuttle our way. She included a note explaining she intended to shake them off, or at least join with Captain Marco Shawn's division that was nearby.
   I immediately sent all remaining light forces to support or rescue them, they should arrive on site in 36 hours. In a second time we assembled a heavy recon force from the Cruisers and Destroyers present here, plus an Hospital ship and a mobile repair gantry. This slower force will depart for Alatar if Cpt Itano is more that 8 hours late. I intend to be on board to try to get a firsthand look on the location.

   As for the shuttle's data, it shows four ships signatures, plus some fighters screen. It is impossible to pinpoint their affiliation, not that we didn't recognized any ship but that they are from pretty much every manufacturer in the sector. My interpretation, shared by Commodore A'Holia, is that they are distording their emissions to fake another ships signature.
   Given how elusive the Skolls have been, I think we should assume it's one of their force (and they are always trying to mimic other ships signatures). Though one corollary of this assumption is that they should always try to fake a smaller ship's signature, to avoid detection as much as possible and make enemy captains under-estimate their forces. The problem is that one of those four ships had the energy signature of an Onslaught, that would mean there is a large ship in that system.

A-LT Lynda Gomez


--------------------------------------------------------------------

Video report transcript
Alatar system, 3rd planet, moon
207.184
Ground inspection team, Engineer Nikolas Leyeiv,


//transcription begin:
[N. Leyeiv] - "... Is it on? Oh right, hum Lieutenant Gomez, Engineer Leyeiv. I'm supervising the inspection on the crash site. We arrived only a few hours ago but there are some developments you may want to now about sooner than later. Firstly, the object landed very recently. The atmosphere is pretty thick but there was no dust on the object, and it was still slightly hotter than the environment to boot. I think it has been here for less than a week. We know nothing yet about it's velocity at the impact or it's orbit before, but we certainly can't rule out the possibility that it is a debris from the battle with Cpt... What's her name?

[out of screen] - "Itano."

[N.L.] - "Right, Itano. Anyway, that is certainly a possibility. Or more, because the probability of an unknown object unrelated to that battle to land here at a few days of interval is... Well, we could say that technically it's no zero. The second and maybe more important point is that it's not a ship. It's... Hard to believe given the size of the object, but it's a weapon. The barrel of a weapon to be precise. I won't speculate on the size of the complete weapon, but it's simply huge. Even the TCP aren't that large.

   As you are very well aware, it's the first time we can inspect Skoll technology up close. Assuming this is a piece of their ship that is. The atmosphere from this moon probably prevented them form getting it back, or destroying it from orbit. We already have learned a lot about their technology:

   The nature of the projectile is unknown but we can assume it isn't supposed to touch the barrel itself. There are massive super-conducting electromagnets on the length of the barrel, but they don't seems to be used for accelerating the projectile, only aim it.
   We also took some materiel samples of the hull and while the final analysis isn't complete I can already say that it's roughly as sturdy as civilian anti-meteor armor, but for a quarter of the weight and a much fainter radiations reflection. It really is a highly interesting alloy, very high-end.
   And that puzzle me to be honest, because the most sensitive parts have a different coating. That second armor is much less impressive. It's still a bit lighter that our own alloys, but far from the same performances at the same weight. Same goes for the technological sample we retrieved. Some are very advanced, like their miniature electronic circuits, they should burn instantly from the heat of the current, or they would if built from our materials. Other systems are on the other hand very inefficient.
   A few bodies remnants have been recovered. I say remnants because the impact must have been pretty violent. They have been sent to the fleet for autopsy.

   Unlike what I said before we landed, we may be able to unearth the object, and maybe even get it in orbit. I didn't anticipated such lightweight materials. We will need another atmospheric ship for that though, because it's size makes it unwieldy to transport, I... I'm repeating myself, but it's something to behold! Luke, attach the landing footage to this will you, the LT will want to see it anyway.

[out of screen] *inaudible*

[N.L.] - "Right, okay, I'll send you a formal report tonight. Our night that is, in 8 hours when it's going to be too dark to work efficiently even with flood lights. Okay, you can cut the re..."
//end of transcription

Attachment:
Spoiler
(http://i.imgur.com/rFhjgpL.jpg) (http://i.imgur.com/ln0gwH9.jpg)
[close]
*click to enlarge*
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Sabaton on January 17, 2015, 02:58:09 PM
Now thats a big ass gun. Also your writing is good. You could easly write lore for mods and vanilla.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on January 17, 2015, 03:46:22 PM
Thanks! Glad you liked it, though I don't think it can compete with a proper lore text written by a native English speaker. Also for your information, you can see those four "electromagnets" that bears numbers? Well they continue up to six. So yeah, that's a big, BIG gun.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on January 20, 2015, 03:15:48 PM
Engineer Nikolas Leyeiv,
GT-ho7d crashed object recovery, final report exert:

Local day 6; standard day 26:
The night team finished to unearth the bottom of the object.

6.00: The lift procedure was activated.

6.05: The HNI Optimum, Valkyrie class, took off with several hundreds mono-wire attaching her to the object. A second ship, the HNI Désirée, Hermes class shuttle, was to stabilize the object during the ascent.

6.15: The Optimum gave full thrust for a few seconds and lifted the object up to 15 meters. A team checked if all wires where properly strung up, and the load balanced between the two ships.

6.45: The team finished asserting the correct conditions for lift off.

6.50: The area was cleared and the Optimum, followed by the Désirée, started the ascension at roughly 50m/s.

7.15: After clearing the thick of the atmosphere the ships engaged full thrust to reach orbit.

7.17: With the sudden acceleration, some wires started to oscillate.

7.17: The wires vibration started to resonate with the object's own vibrations. The oscillations rapidly gain in amplitude.

7.18: The oscillations were now strong enough to be felt by the crew of the Désirée. The ship was pulled up and down on 0.1 meters 2 times per second.

7.19: The oscillations can now be felt by the crew of the Optimum. The Désirée is now undergoing a 0.5 meter long oscillation. This is still in the operational parameters of the wires, but very uncomfortable for the crew and could easily lead to mechanical failures.

7.19: In an attempt to reduce the stress of the cables, thus changing the oscillations frequency and nullify the resonance with the object, the Désirée's pilot got slightly closer to the Optimum. While it instantly had the desired effect on the Désirée's wires, it transferred a significant portion of the load to the Optimum, and gave the object a slight swing.

7.20: The Optimum captain inform the Désirée's pilot that his ship is getting much stronger vibrations and ask him to take back it's position. Then they were to slightly reduce the thrust and reach orbit on a slower, less stressful trajectory.

7.20: The Désirée get back into position, at the same time the object was at the peak of it's swing. As it went back it suddently pulled the Désirée with it toward the Optimum. The Désirée's cables were no longer lifting any weight and the tension was brutally transmitted to the Optimum's attach points.

7.20: Several wire snapped on the Optimum, changing it's angle of attack, and the object started to spin in addition to it's swing. The Désirée's pilot managed to recover the control of it's shuttle and tried to get back in position with the Optimum. At the same time the Optimum ordered to cut the thrust by 75% the time to stabilize the object.

7.21: Still unaware of the Optimum's captain order, the Désirée's pilot flew past the Optimum, avoiding the collision by mere meters. The two ship were pulling the object in opposite direction.

7.21: The object undergo a catastrophic mechanical failure between the bulkhead 64 and 65. This was probably due to a previous weakness caused by the crash. The rear part, approximately one third of the object, was attached to the Désirée. The front part to the Optimum. Several wires ruptured, but enough resisted that none of the parts fell.

7.22: Now lightened from a third of the load, the Optimum could resume the ascension on the planned profile. The Désirée however was badly overloaded and started to fall.

7.33: The Désirée managed to slow the object speed to 30m/s, on a now vertical trajectory.

7.37: The Optimum reached orbit, it is quickly joined by the fleet tugs to help him bring the object within the ships formation.

7.41: The Désirée pilot arm the maneuvering jets of his ship to break the object speed when close to the ground.

7.43: The Désirée fire up it's maneuvering jets, it's descent speed is not of a mere 9m/s, 57 meters from the ground.

7.43: The engine number 7 of the shuttle overheated causing it's explosion. The two adjacent engines get damaged but continue to function at 50% capacity. Due to the imbalance, the Désirée start to take some lateral speed.

7.44: The payload technician has been injured during the use of the maneuvering jets, but his assistant release the object 10 meters from the ground, before the assembly take too much horizontal speed.

7.44: The jets are cut, the shuttle engines suffer a complete failure at the same time. The Désirée start to fall only slowed down by the attitude thrusters.

7.44: The Désirée hit the ground at 17m/s, 36 meters from the object. Nobody is further injured.

12.45: After a thorough inspection, the Optimum get it's flight clearance. It descend toward the second part of the object.

14.10: The Optimum get attached to the second part of the object.

14.57: The Optimum start a second ascend with the second part of the object. This ascend proceed without incident.

15.42: The Optimum join the fleet with the second part of the object. After unloading the payload it will proceed to evacuate the excavation site.

16.21: The lift procedure is officially terminated.

Personal notes:
All debris from the rupture of the object have been recovered. It is interesting to note that the object now being smaller, it will be possible to transport it into two standard freighter cargo holds rather than having to unload half of an Atlas containers.

-----------------------------------------


PRIORITY MESSAGE
207.210.18

Lieutenant Gomez,

The Comodore A'Holia send her compliments and ask you to join her in the briefing room as soon as possible. The detection section just found something lurking around the fleet.

Spoiler
(http://i.imgur.com/QM3w3uV.jpg) (http://i.imgur.com/52nXHUW.jpg)
[close]
*click to enlarge*
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Histidine on January 20, 2015, 07:41:54 PM
> salvaged object breaks in half
> great success
 :D
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: HeartofDiscord on January 21, 2015, 02:25:49 AM
Looked at those screenshots, and I just wanted to say those are some of the neatest weapons Ive seen in a while. The teleport shot, the coasting missiles, all amazing ideas. The ships and engines look great too, but your ideas for weapons really are amazing. Does the ship with the teleport weapon really have those animations on it when it fires?
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on January 21, 2015, 04:03:01 AM
That it does! Some of the screenshots are quite outdated though, because I improved the mod since I posted them. I intend to do a OP makeover soon (and rewrite a good chunk of the lore)
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Morion on January 21, 2015, 08:58:40 AM
Hi, I did some testing and want to leave my feedback. I didn`t play SCY much before and will speak only about v0.87, and I like old Lamia more, but it is good to have heavy destroyer in SCY arsenal. My only complain is about look of new Lamia, its missile harpoint looks weird to me.
I usualy don`t control my flagship directly, but let AI pilot it. Also, sorry for my bad english :)

1. Megaera tend to unphase and vent even if there is missile on top of it. In mission 10 sometimes it get destroyed in the begining just because of that. This problem still exist and for other ships - sometimes they vent before geting some safe distance.
2. Hacking Commlink distracting to missiles and thus dont doing its job, I think it must not be a point defense weapon.
3. Laser torpedo is way too overpowered: for example if Dominator cruiser will get 2 reaper torpedo hits its flux will be at 30%, at 2 laser torpedo hits flux will be near 70%, 4 torpedo from Orthrus will instantly owerload it, and they reload fast enough to launch another salvo while it is owerloaded. Strike range of laser torpedo is so big that it almost can`t be shot down by its target. Orthrus, controled by AI, will destroy Dominator or Eagle cruiser alone. And it even have EMP damage.
May be it good idea to have heavy missile that hit ships from beyond their point defense range, but not with this amount of damage and without EMP. It may lose it potential in big battles through, where it can be shot down by other ships. Also, Orthrus may be just to good with its 4 medium missile hardpoints.
4. Vibrating beam - useless, it took some time to realize that vibrating beam is variation of tactical laser, and it useless in that role because can`t hit a thing (because can`t rotate while firing). And I`m uncertain about suitability of support laser that produse more flux than damage.
5. Manticore swarm missiles with ECCM instaled, rip frigates apart without any chances, as a destroyers. As antifrigates missiles they must do little damage but be able to hit anithing, or as support missiles do more damage (300-400) but with lover agility and/or lifetime to be used mostly against destroyers and above (like Pilum). Otherwise they will be either too effective against smal ships or too weak against big ones.
6. Manticore phased torpedo too weak, it need 2000-2500 damage. I think this thing will be dificult to balance. How about to give it kinetic damage and strong EMP? It will be good support weapon.

Its all for now, I stop playng Starsector, but will play it again in the future.
I like your mod, like colors of SCY ship, they looks so Hiigaran :) But while your mod have great thing in it not all of them work well and need a lot of testing and tweaking.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on January 21, 2015, 11:39:21 AM
Yay, feedback! I love those, even if they say I did a terrible job! :P (joking, I really do love those, they are extremely helpful)

1 Mmmh, I see what I did wrong with the venting AI about missiles. It's actually super difficult to assess the danger and tell a ship to vent or not, I'll try to add more conditions to prevent this when they are in very bad positions.

2 The Hacking comlink is kinda tricky: Scy ships don't have many small mounts, and if I make this weapon not target missiles I fear nobody will use it and favor PD weapons. Maybe I could try to make it affect several missiles at once?

3 The laser torpedo deal energy damage: it's twice as efficient as a reaper against shields, but half as good against hull. Still it can be a problem due to the attack from a distance. I could either change the damage to High Explosive, but then it's not really an energy weapon... Or I could simply halve the energy damage, keeping the emp... Yep sound better.

4 This one comes often, and yes I agree, and no I don't know what to do about it yet. Maybe turn it into a PD pulse beam?

5 Yeah the swarm missiles are powerful, but on the other hand since they are built-in a (pricey) cruiser, you can't really spam them. Especially since that cruiser can't take any form of punishment. I could reduce their range though, forcing the ship to get in the enemy's weapons range.

6 Not sure about this one, it already deal 2000 damage, and you can fire one every 5 seconds for the duration of the battle. It already has some terrific potential. I might increase the range a bit to make it a pure support weapon.

Thanks a lot for your feedback. I'll think a bit more about the possible solutions for those issue but I will change some stuff for sure
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Nanao-kun on January 21, 2015, 07:12:36 PM
I mostly use the vibrating beams on the frontal hardpoints of the Jesuit.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Morion on January 22, 2015, 08:22:02 AM
2. "Maybe I could try to make it affect several missiles at once" - is it suppose to disable missiles guidence system? Because it don`t. It be cool to give it 0 DPS, more range (800) and ability to disable guidence system on several missiles at once, but it may be too good then. For now, DPS is too low to shoot down missiles, but if it will hit several at once...

3. And increase reloading time.
"The laser torpedo deal energy damage: it's twice as efficient as a reaper against shields, but half as good against hul" - Yes, and that`s why there is only High Explosive torpedo in the game, as I think. You also could decrease stryke range to give its target chance to defend itself.
There is a glitch with animation of autofactory when this section is being damaged.

4. Maybe first try it like beam weapon? SCY is lacking one. Maybe concept "produse more flux than damage" will work.

5. Don`t think it will change much, only will look weird, but it`s your mod )

6. 1500 in description. I never saw this missile to hit ships hull, usualy it hits shield and do too little damage to help anybody to fight this ship, any other cruiser will be more useful than this one. Yes, the missile need more range, a lot more, like 6000. Don`t forget that with new update Pilum also will be able to fire for the duration of the battle.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on January 25, 2015, 06:02:32 AM
207.210.18
Briefing Room Transcript

[Lieutenant Gomez enters the briefing room]

[Comodore A'Holia] Great, you're here. We are only waiting for Lieutenant-Commander Nillan to arrive from tactical once they finishes their primary analysis. Take a seat, Commander Athos was sharing his thoughts on this unknown contact.

[Commander Athos] Yes, I believed you received the same data as us, but maybe you didn't had time to inspect it closely.
Spoiler
(http://i.imgur.com/QM3w3uV.jpg) (http://i.imgur.com/52nXHUW.jpg)
[close]
*click to enlarge*

To get the obvious out of the way, this is certainly a carrier escorted by three wings of small crafts. The thermal imagery suggest four flight decks on the right side, and we estimate it's size to be roughly the same as a Conquest class battle-cruiser. As we suspected it's distorting it's emissions: The energy signature was resembling the one of an Onslaught witch it clearly isn't. I think we can safely assume that this is the ship detected by Captain Itano and that took out her division along Captain Shawn's ships. And... That's pretty much it. I won't suggest more stretched hypothesis, not before we get the analysis from Tactical.

[CDR A'Holia] Thank you, any thoughts? You are much more familiar with these "Skolls" than us and we sure could use some enlightenment.

[LT Gomez] Not yet, but I do have a question: if this is the best image we got, I suppose we lost their sight?

[CMD Athos] Yes, we were extremely lucky to see them between the asteroids. Their emissions actually bounces a lot in this dense field: We knew they were somewhere nearby for some time. On the other hand it prevent us from pin-pointing their location. Well, at least they shouldn't be able to take us completely by surprise if they come close.

[LT Gomez] I see. Is it me of the shape of this ship is odd? I mean, it's clearly not balanced on it's center of thrust, and with the large chunk we salvaged on the moon...

[CMD Athos] (laugh) It's actually one of the stretched hypothesis I'd prefer wait for the confirmation by Tactical. LT-C Nillan shouldn't be long now.

[LT Gomez] Seems reasonable. Also, Captain Itano reported four ships, there could be three frigates or destroyers nearby too.

[CDR A'Holia] Indeed, and we can neither assume this is all their fighters, some could still be docked.

[LT Gomez] That too.

[Intercom] Comodore A'Holia, the Lieutenant-Commander Nillan is here.

[CDR A'Holia] Just in time, let him in!

[LT-C Nillian enters the briefing room]

[CDR A'Holia] Take a seat, as you can imagine we are all eager to see what you are bringing to us.

[LT-C Nillian] I sure can! Here's the preliminary Holographic Analysis, while it's a bit rough given the time we had, I doubt the final one will be that much better.
Spoiler
(http://i.imgur.com/Vy7vxOU.jpg) (http://i.imgur.com/Ko11OnQ.jpg)
[close]
*click to enlarge*

The evident conclusion is that the object recovered and this ship share too many similarities to be just a coincidence. We believe your hypothesis is right and this is one single ship that broke during the battle with Captain Itano. We also strongly suspect this is the weapon, or at least the same type, that drilled a hole in the Research Station Tarantula two months ago.

[CDR A'Holia] A four decked carrier with long range artillery? That could be a very powerful foe, if it has enough maneuverability to bring that huge gun to bear.

[LT Gomez] Engineer Leyeiv report suggest they are much lighter than what their size would suggest. This ship could have the agility of a heavy cruiser.

[CMD Athos] And the sneak peak we had showed they are very fast too. Besides, they wouldn't have build it if it wasn't practical.

[CDR A'Holia] At least without it's main weapon this ship is seriously diminished. I don't see that many weapon emplacements, I doubt it's built for front-line combat.

[LT-C Nillian] Comodore, are you thinking about attacking them?

[CDR A'Holia] Well, we have four civilian ships with a very precious cargo, eight frigates, two destroyers, and a cruiser. On the other hand they have one damaged carrier with at least three wings, and maybe three other ships, probably frigates. I think we should ask ourselves if attacking them wouldn't be worth it. Especially after they killed yet again hundreds of our comrades!

[LT-C Nillian] I don't know, we can't bring the civies in battle, but if we split our force and those three ships do show up, we could end up in a very bad situation. Or they could simply send all their fighters past us to sink the Atlas along the recovered weapon and we would lose almost everything we learned here.

[LT Gomez] I concur, this is a taking a huge risk just when we finally managed to get our hand on some of their tech.

[CDR A'Holia] You too Lieutenant? Of all people here I thought you'd be the first to agree attacking them. You've been hunting them for years, they even killed your superior officer and maybe a hundred thousand people since they started attacking everyone in the sector. Don't you want some payback for once?

[LT Gomez] Before going any further, I think I should share a new piece of information I received this morning. I asked for a second row of tests before redacting a report but you should know this before committing to a bold strategy. I asked Medical to run some tests on the bodies recovered in the object, to try and find if some of them are known criminals or came from specific families. It turned out we knew two of them: Marc Gonagal,  first class Ensign in the Hegemony Navy, "died" during 196 in one of the convoy destroyed by the Skoll pirates. Ola Idonea, civilian bio-engineer, "died" during 192 in one of the earliest suspected Skoll attacks. They aren't killing everyone Commodore, they are abducting people, there could be hundreds of prisoners on that ship!
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Sabaton on January 27, 2015, 12:45:55 PM
 The plot thickens. I wonder if they will really make it back to base...
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on January 27, 2015, 01:08:42 PM
I don't know that myself! Actually I've been thinking about some... drastic changes in the future for Scy. This story could be just the catalyst I needed to stir up the mayonnaise. Interesting times ahead, but lots of writing to do, and some timeline reorganization.
I expected to have finished this ship earlier, but nothing's really simple with modding in general, and TwigLib in particular.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: ahrenjb on January 27, 2015, 02:01:23 PM
I really do owe you a more comprehensive review of your mod, but for the time being I just want to chime in and say; great stuff Tart. I really enjoy your mod. I like the aesthetic, the balance is good, it integrates well. In particular, I love the Sthenos. It's quickly become one of my favorite ships, and it just so happens to be the PERFECT platform for a Mjolnir Cannon. A weapon I always wanted to like but couldn't find a place for. I also love the Centaur, makes a great addition to early / mid game frigate fleets.

As for weapons, the Penetrator railgun has become a staple in my fleet. Strikes the right balance for me between burst damage and rate of fire while having a reasonable DPS-to-Flux ration. The ammunition limits usefulness in long engagements, but the range makes up for it. I'm not sure how your planned upcoming changes will affect my use of it. I also like fitting the occasional minigun for fighter defense.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on January 27, 2015, 02:50:37 PM
Thanks, glad to hear you are enjoying it!
The Sthenos is indeed a good player cruiser, if a bit fragile for the AI, but then there is the armored ones.
You are in luck I didn't changed much the Penetrator railgun, I only slightly reduced the range (not much) to give room for the standard one, and reduced it's precision during continuous fire. To compensate I bumped the ammo up so it's more evenly useful. The minigun don't change, it took some doing but I think it's in a good spot now.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Sabaton on January 28, 2015, 05:56:03 AM
You said you wanted to change the lore, but why? Nomad science colony>explorers>aimless wanderers>victims of genocide>settlers of a hostile planet>covert pirates.
The current lore is very good and gives a good insight of their motives. But I am sure you have your reasons.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on January 28, 2015, 06:46:46 AM
I didn't said I'll change their past lore: I'm prolonging it with some events that will shift their motivations! In short I'm moving their lore a bit in the past and add some new elements just before the actual game start. The result will be both logical lore wise, and better from a gameplay perspective.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on January 28, 2015, 09:36:08 AM
CIC transcript

[CDR A'Holia] Commodore, military head of the squadron.
[LT Hol] Lieutenant, Head of Detection.
[LT Gomez] Lieutenant, head of the Sckoll inspection team.
[CPT Athos] Captain of the HNS Vigor, Dominator class cruiser.
[CMD Nillian] Commander, Tactical officer and second to CPT Athos.

207.211.06.50

[CDR A'Holia]: Okay everyone, I'm still not liking it but LT Gomez and CPT Athos made very good arguments in favor of a tactical retreat. So lets do this right: The Atlas is the prize, I don't want even a micro-meteorite to scratch it's hull.
   Tactical, I want two Hounds in front to clear the path and makes sure there isn't any nasty surprises ahead. The rest of the fleet in bubble formation around the civies. The Vigor take the tip, with the Dominion as support. The Argos takes the rear. The rest of the frigates cover all four sides. We don't have any fighter screen but they have some so everyone keep your PD weapons ready. These bastards are sneaky and you can bet they won't let us leave with their tech without a fight.
   Navigation, I want a nice trajectory that go way above the rings. I insist: stay clear of the asteroid field. It will leave them time to adapt to our vector, but I want to force them out of their cover if they want to engage us.
   Detection, send a pair of probes to the area were we lost the signal of the enemy force, with a bit of luck we might be able to catch their emissions when they fire up their engines again. We are not seeking a fight, but if these Skolls come get one I'll be more than happy to oblige.

Spoiler
(http://i.imgur.com/RE4I7qq.jpg) (http://i.imgur.com/PHQK2Q7.jpg)
[close]

207.211.07.25

[CMD Nillian]: Commodore, Detection report two unknown contacts on our nine per eleven. They are coming extremely fast. Their orbit is very elliptical and there is no way they can slow down enough to maintain contact. I think they intend to fly though our formation and deal as much damage as they can. with their speed we won't be able to maneuver quickly enough to maintain our shields between our ships and them. I suggest to tighten the formation and try to form a single protection wall with all ships' shields.

[LT Gomez]: Ma'am, we can't rule out the possibility of a suicide attack. In that case such tight formation could lead to catastrophic chain reaction if they collide with one of our ships.

[CDR A'Holia]: Mmh, indeed, we can't take that risk. Then the obvious parade would be to disperse a bit the formation, and maintain at least one ship between them and the civilian ships on their approach and escape vectors. How much time do we have?

[LT Hol]: 13 minutes.

[CDR A'Holia]: Good, transmit the new formation to all ships then. And assign the Vigor to protect the Atlas.

[CMD Nillian]: Yes ma'am.

Spoiler
(http://i.imgur.com/mP6SlFd.jpg) (http://i.imgur.com/j7bNdz2.jpg)
[close]

207.211.07.29

[CMD Nillian]: New bogey, four per ten and leaving the asteroid field. Given the low acceleration it's probably the carrier!
 
[CDR A'Holia]: On the other side? Damn they are stealthy! Could the first contacts be a decoy?

[CMD Nillian]: I doubt it: we are getting a better signal from those, their energy signatures are close to those of a Vigilance class and a Hound class frigates but we know they aren't. It might be another ship, but it's highly improbable that they are anything else than two frigates.

[CDR A'Holia]: Then they moved to late: it's way too far to provide support fire for the frigates when they reach us.

[CPT Athos]: I don't know, we didn't saw their fighters yet.

[LT Gomez]: Also, assuming they have roughly twice the acceleration of a Lasher, where will they be once cancelling their relative velocity to us?

[LT Hol]: One second... Less than ten thousands Standard Units from the carrier if they decelerate at once point seven time the acceleration of a Lasher after their fly-by.

[CMD Nillian]: That's some nice maneuver!

[CDR A'Holia]: Indeed, though that's assuming they survive this fly-by... I don't like it! Their commander must be good, and as you said Athos we didn't saw their fighters yet. Maintain the formation for now, but I want to be informed immediately if Detection report even the shadiest probable contact.

207.211.7.33

[CDR A'Holia]: Okay, I want all guns on full continuous fire on these two frigates as soon as they are in range. Launch one volley from our Pillums pods but keep the other ships torpedoes, they probably won't help much against such fast targets. The targets will enter and leave effective range in less than seven seconds so I want all firing solutions locked only ten seconds before they reach it. They will also penetrate our formation so beware of any friendly fire! All ships acknowledge reception of these orders.

Spoiler
(http://i.imgur.com/n9MvZJ3.jpg) (http://i.imgur.com/bKEY8bN.jpg)
[close]

207.211.7.37

[CDR A'Holia]: Here they come, let's do this right, I don't want them to survive this fly-by under...

[LT Hol]: Incoming missile! Multiple missiles hits on the Argos and the Smooth-bore, they are coming from our four!

[CDR A'Holia]: Don't break the formation! On our four? Are we in range of the Carrier?

[CMD Nillian]: I don't know but if they are, their missiles have an incredible endurance. We didn't saw them coming, it's like they fired up their engines only when... The frigates are entering range!

[CPT Athos]: Launching missiles, guns armed.

[CMD Nillian]: They aren't firing at our shields, they may try to hit our rear!

[CPT Athos]: Two hits on target alpha, it's engine's malfunctioning.

[CMD Nillian]: What the Hell? The other one just flew through the whole missiles volley and don't seems fazed at all! It's shield just expanded for a second and soaked up the damaged like it was nothing...

[LT Hol]: Incoming fire from the targets, four hits on our shield, three miss.

[CMD Nillian]: New missile hits on the Argos, the Smooth-bore is sinking.

[CDR A'Holia]: Move the Pollen to support the Argos and turn us around. I want to hit those bastard hard as they try to escape!

[CPT Athos]: Concentrate fire on target Beta, we must prevent it from getting back to support the carrier.

[CMD Nillian]: One more hit on target alpha, this one won't get home without help. Beta is getting away but lost some feathers...

[LT Hol]: FIGHTERS! FIGHTERS! There were fighters following the frigates! OUR ENGINES ARE EXPOSED!

[LT Gomez]: They must have hidden themselves in their shadows.

[CDR A'Holia]: It wasn't a suicide attack, bring all ships closer to each other, our PD are too spread out against a fighter attack!

[CPT Athos]: We are taking hits! Engines malfunctions, we are out of control!

[LT Hol]: New volley of missiles from the carrier! Wait, there are also missiles in ballistic mode between the fighters!

[CMD Nillian]: The Jason is hit, the Cassandra is sinking.

[CPT Athos]: There is another group of fighters approaching behind.

[LT Hol]: New contact, nine per eight! Looks like a destroyer and... OH SH**T Torpedoes incoming, I repeat four incoming torpedoes, they are targeting the Atlas!

Spoiler
(http://i.imgur.com/AXCUNHj.jpg) (http://i.imgur.com/absuCSP.jpg)
[close]

[CDR A'Holia]: All ships, all PD, destroy those torpedoes!

[CPT Athos]: Acknowledged. Comm, tell the Dominion to move there and support the Atlas!

[CMD Nillian]: What the? Laser heads! These are laser head torpedoes, the Atlas is hit

[LT Hol]: The destroyer is firing again. Four more torpedoes incoming!

[CMD Nillian]: Already? What kind of ship is that?

[CPT Athos]: Our engines are still non operational, we can't help them.

[CMD Nillian]: Multiple hits on the Atlas, it's sinking...

[LT Hol]: Launch detected. Four torpedoes again... Still targeting the Atlas? They are trying to vaporize it.

[CDR A'Holia]: DAMMIT!

[CPT Athos]: The remaining fighters are leaving our engagement range. They suffered heavy losses.

[CMD Nillian]: The Dominion is getting in a forward defense position... Firing PD... Three hits, only one torpedo got in attack position.

[LT Hol]: The carrier is interrupting the chase. And... Yes, the destroyer is disengaging too, it's going to rejoin with the carrier.

207.211.8.02

[CDR A'Holia]: Civies Status!

[CMD Nillian]: The Valkyrie hasn't been targeted, the tarsus took one missed shot on it's armor but is alright. The Atlas however is a complete loss. The recovered object is destroyed and we probably won't even be able to get it out of the cargo-hold after such pounding.

[LT Gomez]: The Valkyrie being intact don't surprise me, it's obviously an hospital ship, I don't think they would attack that.

[CDR A'Holia]: LT, I know your opinion of these Skoll has changed recently, but until proven otherwise they are bloodthirsty pirates in my book! If the Valkyrie has been ignored it's certainly for the same reason than the Tarsus: it's not a menace and can be intercepted at will if they defeat us. Now what about the rest of the fleet?

[CMD Nillian]: Our Vigor took some hit in the engines section, our acceleration is roughly limited by 40% and we will have trouble turning to the right. Other than that she is at full combat capacity. Between the Enforcers, the Argos is very damaged. It first took several hits from those long range missiles and then one of the fighters crashed at high speed in it's rear left, we don't have enough equipment to bring it back to combat ready. The Dominion however didn't even got hit once. For the frigates, we lost the Smooth-bore Lasher and the Cassandra Hound frigates. The Jason is beyond our repair capacity, and the Dallas took a nasty volley of fighter rockets to the side but can still fight. Other that these, the rest of the fleet only took armor scratches and very minor damages. Medical report 32 dead, 27 seriously wounded, 132 lightly wounded and still able to work. 22 are still missing.

[CDR A'Holia]: And the enemy?

[CMD Nillian]: Target Alpha is certainly out of combat. We lost it's sight shortly after it's engines shut, but that's probably a bad sign for them. The last images we got showed a cloud of debris and no atmosphere escaping the holes. Beta however escaped after taking only one major hit. It clearly suffered during the engagement, but it might still be able to support the carrier. On their twelve fighters, we took out five for sure. The confusion prevent confirming the destruction of four others, and they were all damaged to some extend.

[CDR A'Holia]: That's not very good... Not for a fully prepared force expecting an attack.

[CPT Athos]: You mean they completely outsmarted us and we got beaten for it?

[CDR A'Holia]: Not really, even knowing their capacities, I don't think we would have done anything differently. They just used their equipment and forces to the best of their potential, and maximized their chances to achieve a very specific objective. One thing is certain, I'll NEVER underestimate them.

[CMD Nillian]: I have to admit LT, when I first read your briefings about the Skolls, I thought they were greatly exaggerated.

[LT Gomez]: I've been surprised by them too. But we can see their hardware isn't really better than our. Very different yes, and maybe we don't have the right tools to defend ourselves against their tech, but not better. On the other hand if all their officers are as good as this one, they are far, far above your average pirate!

[CDR A'Holia]: Indeed. Okay, while they are leaving us a bit of time to catch our breath, I want all search and rescue operations finished within two hours. In the meantime, try to restore the maximum of the Vigor's propulsion and...

[Communication incoming]

[CDR A'Holia]: Yes?

[LT Hol]: Commodore, Detection here, the Skolls are moving toward us, and the carrier just launched two new wings. They are bigger, probably bombers.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Nanao-kun on January 28, 2015, 02:37:39 PM
Really interesting reads, these are.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: ahrenjb on January 28, 2015, 03:10:42 PM
It's a little fragile for the AI, but works ok if managed carefully. The only reason I don't use the armored variants as fleet ships is their burn rate is just so low. It's hard for me to stomach anything below 4-5.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on January 28, 2015, 04:06:41 PM
I quite understand... And I lowered the burn rate precisely for that reason! I think the burn rate is one of the most powerful balancing factor with the combat speed (and precisely for the same reasons) but is often overlooked. The armored Sthenos can win reliably in duel versus any other cruisers, so I gave it a low burn rate for a cruiser. Same goes for the Nemean Lion that is close to a Paragon in fighting power. No really, I know it is excruciatingly slow, but it just blow up anything that comes close. It's my go-to ship when I try to defend a system against a Templar crusade.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: ahrenjb on January 28, 2015, 05:02:08 PM
Oh absolutely, burn speed is certainly a powerful balancing factor. I think the burn speeds on your ships are very appropriate, actually. I think ships with lower burn rates are going to really find their place when the campaign is more complete. I don't know exactly what Alex has in mind, but I like to imagine that the late to endgame involves capturing and controlling your own planets or even systems, building and upgrading stations, etc. Obviously with this addition would come the ability to construct your own AI fleets and assign AI commanders to them. If I were building a system defense fleet, burn speed wouldn't be a huge priority and ships with that 1-3 burn speed would be acceptable. Ships like the Nemean Lion would be phenomenal in this regard.

They would also be useful when assembling large system attack fleets. It might take a while to get to your destination, but you used tugs and probably brought all the supplies needed along for a longer sustained war, and you're going up against some of the most powerful fleets in the game. Quick response fleets and patrol fleets would naturally utilize ships that could get around quicker. Anyway, didn't mean to get too off topic. Just meant to say that while the current game sort of discourages the use of very slow ships, the end product might not, so I'm glad to see them in place.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on January 30, 2015, 02:55:58 AM
(http://i.imgur.com/dahOUg6.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.87DEV2.rar)
Require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0).
Require LazyWizzard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).

New dev up, some way too improved weapons have been toned down a bit, some other slightly improved. The biggest changes:

 - The Vibrating Beam becomes the Burst Repeater Beam. It has a clip reload mechanic close to what we might get with 0.65.2. Because of this it's a great PD against swarm of missiles but is much less powerful against continuous incoming threats has iit doesn't have time to reload.

 - The Hacking comlink now destroy any missile after roughly one second. That explosion can damage nearby missiles depending on the size of the destroyed one. It's good against slow incoming threats but much less so against fast missiles.

 - The Laser torpedoes now deal High-Explosive damage, and have more beam. These do less individual damage so it only deal slightly less damage to armor and hull but much less to shields. On the other hand it's still terrific against small and medium ships. I'm not sure about that change so tell me what you think.

Added the Keto Siege Carrier: A powerful all-in-one solution for fighter fleets. Reasonably fast, long range attack capacity, not very customizable and quite fragile for a capital ship. It's still a tad rough though.

Also added the mission that conclude the story chapter from the recent teasers. It also prelude some significant changes in the Scy political landscape.

Spoiler
Code
V0.87
WIP

New content:

 - Keto Siege Carrier: A capital sized 4 decked carrier equipped with a built-in Astrapios artillery canon capable of disabling several ships at once from standoff range

Weapons re-balancing:

DEV 2

 - Small Autonailer: range decreased from 350 to 300, flux requirement increased from 50 to 100.
 - Burst Nailer: range decreased form 650 to 600.
 - Small Flak: ammo increased from 40 to 60, turn rate decreased from 40 to 30 deg/sec.
 - Small Kinetic Accelerator: fire rate reduced from 60 to 48, flux usage reduced from 250 to 240, projectile speed reduced from 1000 to 800.
 - Medium Kinetic Accelerator: fire rate reduced from 30 to 24, flux usage reduced from 400 to 350, DPS reduced from 250 to 200, projectile speed reduced from 1100 to 900.
 - Large Kinetic Accelerator: fire rate reduced from 30 to 24, flux usage reduced from 1000 to 800, DPS reduced from 500 to 400, projectile speed reduced from 1000 to 900.
 - Small Mortar Gun: damage per shot reduced from 250 to 200, fire rate raised from 40 to 48, dps unchanged, flux usage unchanged.
 - Medium Mortar Gun: DPS reduced from 275 to 250, range reduced from 800 to 700.
 - Large Mortar Gun: DPS reduced from 650 to 500, flux reduced from 1250 to 1000.
 - Ricochet Gun: Range increased from 850 to 1000.
 - Manticore Swarm Launcher: Damage per missile reduced from 500 to 300.
 - Manticore Phase Missile Launcher: Damage per missile increased from 1500 to 2000, launching range increased from 2500 to 6000.
 - Laser Torpedoes: Detonation range reduced from 500 to 250, damage per beam reduced from 500 Energy to 200 High Explosive, emp per beam reduced from 150 to 100, number of beams increased from 5/7/9 to 8/10/12.
 - Hacking Commlink: detonate missiles after a second, the explosion can take out nearby missiles.
 - SCPB: get a clip reloading mechanic instead of a shot by shot ammo regeneration. Same stats otherwise.

 - Vibrating Beam now become Burst Repeater Beam: a PD weapon with long range, limited charges and a clip reload mechanic

[close]

[EDIT] Oops, I linked the previous DEV! My bad, if anyone downloaded the mod in the first half hour, please retry. Sorry about that... :-\
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Lcu on January 30, 2015, 06:11:27 AM
Nice bit of lore you've written there, that is actually an interesting interpretation for the battles we commonly encounter in the game.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: ahrenjb on January 30, 2015, 11:04:56 AM
One idea I had for the laser torpedos would be to keep them as energy damage, which feels right for the weapon, but instead of the laser emissions going in every direction, restricting them to a narrower cone in front of the missile. Maybe 90 degrees or so, but toning the total damage down.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on January 30, 2015, 11:22:19 AM
It was my first idea, but when I tried it didn't had the result I expected: If I tone down the damage enough to avoid overloading a cruiser in two small torpedoes, it become quite weak against armor. Problem is, that makes the bombers useless too! I tried this way because it's the least of two evils. Btw, the attack cone is already much narrower than 90 degrees. Aren't you mixing them with Mayorate laser missiles?
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Wyvern on January 30, 2015, 11:48:57 AM
Here's a hint on adjusting damage vs. armor separately from damage vs. shields: beam weapons calculate damage reduction from armor based on 1/2 the instantaneous DPS of the beam.

So, a beam weapon that fires continuously at 100 DPS will be reduced by armor as if it were a projectile weapon dealing 50 damage per shot.
A beam weapon that fires at 300DPS but is only active for a third of a second every second, for a total sustained dps versus shields of still just 100, will be reduced by armor as if it dealt 150 damage per shot.
A beam weapon that blips on for just a tenth of a second (pretty sure this is the lowest interval the game supports) for 1000DPS will be reduced by armor as if it dealt 500 damage per shot, and thus cut through armor far more effectively than the continuous beam would.

So, in short, if you've got a beam that's supposed to burst for, say, 1000 damage versus shields, and you want it to cut through armor better than a plasma cannon does, try making it deal 5000DPS with a duration of 1/5 of a second.  Alternatively, if you want armor to just shrug it off, spread that 1000 damage across several seconds.
Title: Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
Post by: Tartiflette on January 30, 2015, 12:02:03 PM
I'm very well aware of this ( and it's true for vanilla, but not SS+). But that's not the problem since these aren't beam! We cannot, and probably will never be able to, spawn beams ex-nihilo, they can only be produced by a weapon. I used trickery and black magic to obtain something similar: in this case, invisible fast missiles with a trail that looks like a beam  ;)
Title: Re: [0.65.1a] Scy V0.86(released 01/12) + V0.87(in-development)
Post by: TartarusMkII on January 31, 2015, 12:39:47 AM
https://www.dropbox.com/s/4esps59bgyi9nfk/haxbullshit1.jpg?dl=0

(https://www.dropbox.com/s/4esps59bgyi9nfk/haxbullshit1.jpg?dl=0)

This has happened again. I just started the game and accidentally fell into Acheron. This consistently ruins my games. Please make this stop. I really like using your mod, your ships, etc. But this is just one more thing that breaks the game for me.
Title: Re: [0.65.1a] Scy V0.86(released 01/12) + V0.87(in-development)
Post by: Tartiflette on January 31, 2015, 01:09:34 AM
The new version will have a new method for that, but I have to spawn something for you to kill and loot fuel! Otherwise you would just have been stuck in there without fuel and could only wait until your supplies were expended.
Title: Re: [0.65.1a] Scy V0.86(released 01/12) + V0.87(in-development)
Post by: TartarusMkII on January 31, 2015, 01:11:15 AM
Sure I totally agree, but like.. WHy does the fleet have to be so large? lol
Title: Re: [0.65.1a] Scy V0.86(released 01/12) + V0.87(in-development)
Post by: Tartiflette on January 31, 2015, 01:19:37 AM
Because if you have a large fleet you need a lot of fuel to loot? From my perspective it's worse to loose at level 40 stuck with a huge fleet (or having to scuttle all the ships) because I didn't gave you enough fuel to loot, than loosing early game after less than two hours because there is too much. Anyway I'm trying a different spawning method now.
Title: Re: [0.65.1a] Scy V0.86(released 01/12) + V0.87(in-development)
Post by: Histidine on January 31, 2015, 02:28:17 AM
The strategic map renders of that battle are gorgeous, how did you do them?
Title: Re: [0.65.1a] Scy V0.86(released 01/12) + V0.87(in-development)
Post by: Tartiflette on January 31, 2015, 03:08:29 AM
Photoshop, photoshop and photoshop... And a bit of patience of course ^^
Unlike your writing, I wanted a less descriptive style closer to the point of view of the Commodore: a good awareness of the ships positions, but less details about "who hit who with what". It's a 60 seconds battle, the emphasis needed to be on the chaos and the lack of control on the events. To that end I needed less words and more illustrations. It's not that hard to do once you prepared the first slice with everything separated in layers to be moved around.

Btw I vaguely started to work on a clean PDF with all the texts and illustrations from the story of the inspection...

[edit] I finished to work on the new bandits fleets that comes after you if you drift to Acheron without fuel, they are now dependent on your level, your fleet size (beware if you are flying a heavy freighter fleet) , and your relationships: You could have to face a small Templar fleet if you are hostile with them.
Title: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: Tartiflette on January 31, 2015, 02:56:06 PM
(http://i.imgur.com/syCdJFy.jpg)

(http://i.imgur.com/eySafgx.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.87b.rar)
Require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0).
Require LazyWizzard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
Compatible with LazyWizzard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).

Since I received no complains about the Dev Version, I might as well release it officially (with added bugfixes and polish)! So what to expect this time? Plenty!

The Lamia destroyer received a significant redesign, as well as a new shiny armored version. The old chassis has been converted into a destroyer sized carrier that can deploy a pair of beefy drones.
Spoiler
(http://i.imgur.com/IoqtojJ.jpg)
(http://i.imgur.com/338xZCq.jpg)
(http://i.imgur.com/hfgaxFx.jpg)
[close]

The so underwhelming Vibrating Beam has been converted into a new much more useful Burst Repeater Beam: a long range PD with a clip mechanic: it reload all it's 10 shots magazine 5 seconds after the last shot. Might be OP for now but I prefer to have some feedback before doing anything.
Spoiler
(http://i.imgur.com/CDLluu0.jpg)
[close]

And finally, when the Scy navy need to project the maximum firepower for the cheapest price, it can now rely on the Keto class Siege Carrier! Four decks (yes, four, don't believe what the ship codex says) and the Astrapios long range artillery to deal with any opponent from afar while never putting your crew in danger... Except the pilots of course!
Spoiler
(http://i.imgur.com/kC5cuZe.jpg)
(http://i.imgur.com/C2xybzY.jpg)
[close]

Also in this update, a significant weapon re-balancing. Mostly on the "more power" side (hence the name of the update  ;D) I'll let you check the changelog for the detail.

Like the Nemean Lion, the Keto has a bit of a story attached there (http://fractalsoftworks.com/forum/index.php?topic=8010.msg151622#msg151622), there (http://fractalsoftworks.com/forum/index.php?topic=8010.msg151694#msg151694), there (http://fractalsoftworks.com/forum/index.php?topic=8010.msg151894#msg151894), there (http://fractalsoftworks.com/forum/index.php?topic=8010.msg152183#msg152183), and there (http://fractalsoftworks.com/forum/index.php?topic=8010.msg152434#msg152434). These are concluded by a new mission.

Also, to the Linux users here, I finally found out why you were still having capitalization problems with each update: Bitbucket don't see the difference when I upload renamed files and don't overwrite them! Quite inconvenient. I changed some files to force the upload, but I'm not sure if I found all of them so if there is still a problem, I apologize and I'd appreciate to know which files I need to modify.

And of course, bufixes, polish, bugfixes, polish, bugfixes, polish...

CHANGELOG
Spoiler
Code
V0.87
31/01/2015

New content:

 - Keto Siege Carrier: A capital sized 4 decked carrier equipped with a built-in Astrapios artillery canon capable of disabling several ships at once from standoff range

 - New Lamia class destroyer design and weapon layout: more compact, has slightly better armor but it's shield is now frontal.

 - Armored Lamia: a Lamia destroyer with a 3 part modular armor on the front and sides. It looses the missile mount but the frontal armor hold an Enhanced focus beam (akin to the Armored Sthenos cruiser). The side armors also have anti-missiles launchers.

 - Argus destroyer sized carrier: converted "old" lamia into a carrier with a medium missile launcher for support roles. Slightly slower than the Lamia to avoid endless kiting. It can launch and rebuild a pair of support drones equipped with light miniguns.

 - Drones: all drones have been changed to something... different. More in line with the rest of the ships, bigger but also tougher.

Weapons re-balancing:

 - Small Autonailer: range decreased from 350 to 300, flux requirement increased from 50 to 100.
 - Small Flak: ammo increased from 40 to 60, turn rate decreased from 40 to 30 deg/sec.
 - Medium burst nailer: reduced the total damage from 1800frag to 1000 but increased it's precision, range decreased form 650 to 600.
 - Hacking Commlink: detonate missiles after a second, the explosion can take out nearby missiles.
 - Vibrating Beam now become Burst Repeater Beam: a PD weapon with long range, limited charges and a clip reload mechanic

 - Energy blaster: buffed the emp damage per shot from 20 to 50, decreased the turn rate from 50 degrees/second to 20, increased the recoil recovery rate from 0.05 deg/sec to 1, increased the range from 450 to 500.
 - Penetrator Railgun: buffed ammo from 120 to 200, reduced the turn rate from 30 to 10, decreased it's precision and slightly reduced it's range from 850 to 700
 - Slasher Beam: increased range from 600 to 800, raised ammo count from 40 to 60, High-explosive damage from 700 to 1000, energy consumption from 950 to 1500.
 - Focused Pulse Beam: added 200 EMP dps while firing, raised the turn rate from 10 to 20deg/sec, ammo count from 32 to 48, energy damage from 1000 to 1250, energy usage from 1500 to 2000.

 - Small mortar gun: increased it's range from 450 to 600, damage per shot reduced from 250 to 200, increased it's fire rate from 30 to 48 shots per minute, increased it's precision and ammo count from 100 to 120, and it's projectile speed from 550 to 650.
 - Medium mortar gun: reduced it's turn rate from 30 to 20, increased it's range from 600 to 700, it's fire rate from 20 to 30 shots per minute, it's ammo from 50 to 90, it's projectile speed from 550 to 600, DPS reduced from 275 to 250.
 - Large mortar gun: increased it's fire rate from 15 to 30 shots per minute, increased it's ammo from 50 to 180, slightly reduced it's precision, DPS reduced from 650 to 500, flux reduced from 1250 to 1000.

 - Small kinetic accelerator: increased it's range from 450 to 600, increased it's ammo count from 90 to 180, fire rate reduced from 60 to 48, flux usage reduced from 250 to 240, projectile speed reduced from 1000 to 800.
 - Medium kinetic accelerator: increased it's range from 600 to 800, reduced the turn rate from 30 to 20, added perfect accuracy, raised ammo count from 60 to 90, fire rate reduced from 30 to 24, flux usage reduced from 400 to 350, DPS reduced from 250 to 200, projectile speed reduced from 1100 to 900.
 - Large kinetic accelerator: reduced the turn rate from 20 to 10, added perfect accuracy, raised ammo count from 80 to 180, fire rate increased from 20 to 24, flux usage reduced from 1000 to 800, DPS reduced from 500 to 400, projectile speed reduced from 1000 to 900.

 - Ricochet gun: since the secondary shot is a medium mortar projectile, it gain the same buffs as that weapon, range increased from 850 to 1000.
 - SCPB: reduced it's flux build up from 1500 to 1000, increased it's EMP damage from 67 to 330, it now use a clip mechanic instead of a continuous ammo regeneration.
 - ORION Artillery: prevented the friendly fires for good this time!
 - Area Scorcher now has a proximity detonation.

 - Rockets: raised their health from 50 to 150 hit-points.
 - Laser Torpedoes: Reduced the spreading of the lasers for the medium and large versions, detonation range reduced from 500 to 250, damage per beam reduced from 500 to 150, emp per beam reduced from 150 to 100, number of beams increased from 5/7/9 to 8/10/12.
 - Manticore Swarm Missiles: kinetic damage raised from 250 to 300.
 - Manticore Phased Torpedo: energy damage raised from 1000 to 2000, launching range increased from 2500 to 6000.

 - Siren main gun: raised kinetic damage from 1000 to 2000, and ammo count from 15 to 30, allied AI ships no longer teleport the ships if they hit the hull but deal EMP damage.

 - Reduced the effectiveness of the damage reduction from modular armors

Other changes:

Improved descriptions for most weapons. Huge proofreading everywhere.

Increased the collisions radius of most ships for a better AI behavior.

Removed the Hydra's flight deck that was redundant with the new Argus destroyer.

Corrected the engines animation not properly restarting after a flame-out.

The Manticore carrier now a drone ship-system.

Changed the recovery cost for most combat ships, down for the frigates and cruisers, up for the destroyers.

Seriously reduced the recovery cost of all wings.

Custom AI for the Precision Gears ship system.
 
New venting AI, less prone to vent just next to an enemy.

Slightly raised the venting rate of most ships.

Somewhat made the frigates more fragile (still very dangerous with the weapon boost).

All ships with modular armor now have the High Maintenance hull-mod built-in.

The position of Acheron is now more random due to the presence of many more modded systems.

Loot fleets spawned if the player fall in Acheron out of fuel are now scaled along the player level and fleet size.

Acheron and Tartarus systems reworked, all planets now have proper names.

New hull-mod icons
[close]
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: Tartiflette on January 31, 2015, 04:32:25 PM
Hum, to the 9 people that downloaded the mod so quickly, well thank you... But I made a tiny weeny mistake I though I corrected on the Keto. You can re-download the mod to have a version that doesn't have weird collisions problem with it's shield. Or you can replace the data/config/twig/keto.json with this file (don't forget to change back it's extension)

Sorry about that and I promise, one day I'll have a clean release without a hour-one patch. Have a good game!

[attachment deleted by admin]
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: TartarusMkII on January 31, 2015, 06:27:47 PM
Hey Tartiflette, I wanted to ask you a bit about SS and SCY. This isn't really about feedback, and by no means a complaint, but I'd love to know what advice you can give me.

I am having issues getting very far in SS+ for various reasons, but my play style usually defaults to picking a faction, using their stations as a base and fighting their enemies. I can't do that with SCY, and I used to dislike that until I really saw how strong SCY could be. I agree that it'd be a bit too cheesy to be able to get reputation with SCY so easily. So I do trade with them frequently and hunt bounties in Acheron to get SCY to like me as much as I can.

But I wanted to know, if it's so hard to get in good graces with SCY, what purposes to the large SCY ships serve? I have only ever been able to get a Hydra and various freighter ships (aside from the occasional escort or destroyer in the black market.)

How would you intend for players to acquire them normally?

Thanks!
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: Tartiflette on February 01, 2015, 12:22:11 AM
I... I don't know what to say. I'm sorry to hear that but you are obviously having a much harder time with the game than most, did you tried to watch some "Let's Play" videos? Maybe you are doing something wrong or missed some important bit?

As for Scy rep, in all my playt-hroughs they are the easiest faction to gain reputation with:
They post bounties, they have five stations with very low stocks that are always having trade disruptions or food shortage to take advantage of, you can even do in-system trade and make a benefit from it! While their stockpiles are often not huge they even sell cheap fuel and supplies.
In addition you gain free reputation by killing the many other factions bounties that spawn in Acheron witch is borderline cheating. They don't even have an enemy market in their system so you can't loose reputation by trading with someone else. And the cherry on the cake, their often central position that makes them an ideal base of operation where you can sell all the loot for even more reputation (though this is less true in 0.87)

The only way to not gain reputation over time is to actively take hostile actions against them or smuggle stuff in their stations. Hence why your starting reputation is lower.

So no, I won't make it easier to farm reputation with them, if anything I'll make it harder!
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: TartarusMkII on February 01, 2015, 01:36:05 AM
Yea, I did not mean to make it harder of course- and yea it just seems I am bad at the game.

But I had the idea that someone once said that you can only get standings up so high through trade before hitting a limit. Also, I don't really avoid Acheron for this reason, but I -seriously- fear your Hax defenders. If I am low on fuel, I will generally not go around that area even if I do auto save, just to prevent breaking my game.

Otherwise, I am very happy with SCY, and while SCY really makes me feel like the core tech is useless, burn speeds too low, etc, I think I would still feel that way even without SCY.
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: Tartiflette on February 01, 2015, 02:32:25 AM
The Hax fleets have been seriously reworked, you don't have to fear them that much now (actually they might have become a rep farming exploit early game). Also I believe the max standing gain while trading is friendly, or even welcoming if you help with events, witch allow you to buy everything but the most advanced cruisers and the capital-ships.
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: Nanao-kun on February 01, 2015, 11:35:15 AM
I'm not quite sure how a person would run out of fuel in hyperspace so easily. I've never had a problem gathering rep with Scy either. :-\
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: Histidine on February 01, 2015, 05:53:06 PM
The Intel map lets you know how far you can go on your current tank (see the numbers and scale at the bottom). If you forget, it's quite easy to see whether you're going to fall short ahead of time and make a detour for gas.
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: WKOB on February 01, 2015, 11:51:50 PM
Alright, the design of the Keto is pretty damned sweet. I might actually fly that thing.
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: Tartiflette on February 02, 2015, 02:00:57 AM
Fire the main gun and enjoy the fireworks!
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: ahrenjb on February 02, 2015, 09:50:04 AM
Does this update require a new game?
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: Tartiflette on February 02, 2015, 10:22:10 AM
I really don't know, I think it does not. But worst case scenario you have the save transfer mod (http://fractalsoftworks.com/forum/index.php?topic=8950.0) to deal with this.
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: vaio on February 02, 2015, 12:17:40 PM
Fatal Null crash (in refit Run Simulation) vs. SCY khalkotauroi in Scy V0.87
Spoiler
57850 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 34
57850 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 35
57885 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 36
57885 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 37
57886 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 38
57886 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 39 - last
67233 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 22, FP2: 1296, maxFP1: 80, maxFP2: 120
153209 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 22, FP2: 1296, maxFP1: 80, maxFP2: 120
208575 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 31, FP2: 1296, maxFP1: 80, maxFP2: 120
216115 [Thread-5] FATAL scy.twig.campaign.SCY_PersistentRootShip  - Unable to spawn nodes
java.lang.NullPointerException
   at scy.twig.campaign.SCY_PersistentRootShip.initHost(SCY_PersistentRootShip.java:90)
   at scy.twig.campaign.SCY_PersistentRootShip.advance(SCY_PersistentRootShip.java:150)
   at com.fs.starfarer.combat.entities.ship.A.J.advance(Unknown Source)
   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.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.void.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
260605 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  -
260605 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Checking whether to spawn trade fleet
260605 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Maximum number of trade fleets already in play (100)
262168 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking market updates
288740 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 22, FP2: 1296, maxFP1: 80, maxFP2: 120
293302 [Thread-5] FATAL scy.twig.campaign.SCY_PersistentRootShip  - Unable to spawn nodes
java.lang.NullPointerException
   at scy.twig.campaign.SCY_PersistentRootShip.initHost(SCY_PersistentRootShip.java:90)
   at scy.twig.campaign.SCY_PersistentRootShip.advance(SCY_PersistentRootShip.java:150)
   at com.fs.starfarer.combat.entities.ship.A.J.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.?00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.ui.impl.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.void.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
401721 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 22, FP2: 1296, maxFP1: 80, maxFP2: 120
405338 [Thread-5] FATAL scy.twig.campaign.SCY_PersistentRootShip  - Unable to spawn nodes
java.lang.NullPointerException
   at scy.twig.campaign.SCY_PersistentRootShip.initHost(SCY_PersistentRootShip.java:90)
   at scy.twig.campaign.SCY_PersistentRootShip.advance(SCY_PersistentRootShip.java:150)
   at com.fs.starfarer.combat.entities.ship.A.J.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.?00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.ui.impl.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.void.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
459561 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 22, FP2: 1296, maxFP1: 80, maxFP2: 120
463620 [Thread-5] FATAL scy.twig.campaign.SCY_PersistentRootShip  - Unable to spawn nodes
java.lang.NullPointerException
   at scy.twig.campaign.SCY_PersistentRootShip.initHost(SCY_PersistentRootShip.java:90)
   at scy.twig.campaign.SCY_PersistentRootShip.advance(SCY_PersistentRootShip.java:150)
   at com.fs.starfarer.combat.entities.ship.A.J.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.?00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.ui.impl.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.void.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
492267 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.SCY_khalkotauroiMainGunOutput.advance(SCY_khalkotauroiMainGunOutput.java:222)
   at com.fs.starfarer.combat.entities.ship.A.G.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.super(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.void.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Earlier in Scy V0.86 (in refit Run Simulation) vs. SCY nemean Lion was Null crash too.
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: Tartiflette on February 02, 2015, 12:54:24 PM
There is a bug from TwigLib about simu in campaign, I can't do anything until Debido comes back. From my testings it only crashes if you just bought them. If you go to the campaign map then back in refit you should be fine. Also, I just realized I forgot to remove the Khalkotauroi from the opposing available ships, so don't deploy this one against you either. (I'm waiting a bit to see if there are other critical bugs to fix and I'll release a patched version)

Anyway, thanks for the report.
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: vilehydra on February 02, 2015, 07:51:04 PM
If I update to this version of SCY will it update the save I currently have going or would it make it incompatible and require me to start a new game?
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: Tartiflette on February 02, 2015, 11:43:28 PM
I believe it's save compatible. But worst case scenario you have the save transfer mod (http://fractalsoftworks.com/forum/index.php?topic=8950.0) to deal with this.
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: DinoZavarski on February 03, 2015, 12:35:42 AM
I noticed that all links in the topic actually point to the latest version. Is it possible to get old one? I want to download 0.66, the latest that works with 0.6.2 game (i managed to backport most updates in several other mods, but can't figure how to make new mod compatible with old shaderlib).

I know it's an old and unsupported version. Unfortunately i was a bit drunk when i brought the game on new year eve, so it was quite easy for them to fool me that the 0.65.1a patch you are given as download instead of a working game when you purchase is the actual 0.65.1a. When i found how to install 0.65.1 i have already spend many hours in fixing mods to make them Linux compatible, hunting various game-crashing typos and actually playing the game. It seems to convert my save i'll have to make several abandoned mods i really like compatible with the new version, so i decided to do it when 0.65.2 is out.
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: Midnight Kitsune on February 03, 2015, 12:59:58 AM
I noticed that all links in the topic actually point to the latest version. Is it possible to get old one? I want to download 0.66, the latest that works with 0.6.2 game (i managed to backport most updates in several other mods, but can't figure how to make new mod compatible with old shaderlib).

I know it's an old and unsupported version. Unfortunately i was a bit drunk when i brought the game on new year eve, so it was quite easy for them to fool me that the 0.65.1a patch you are given as download instead of a working game when you purchase is the actual 0.65.1a. When i found how to install 0.65.1 i have already spend many hours in fixing mods to make them Linux compatible, hunting various game-crashing typos and actually playing the game. It seems to convert my save i'll have to make several abandoned mods i really like compatible with the new version, so i decided to do it when 0.65.2 is out.
Hey Dino, go here: http://fractalsoftworks.com/forum/index.php?topic=8975.0 for a large chunk of all the 0.62 mods
Also, welcome to the forums!
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: Lcu on February 03, 2015, 05:51:38 AM
Tartiflette, you should try writing more of the hunts for SCY, but this time in a different POV, maybe by Tri-Tach, or even mod factions!
Or maybe this should be done in the Embassy thread.
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: Tartiflette on February 03, 2015, 06:08:17 AM
Mmh, I probably won't, not because it's a bad idea, quite the contrary, but more because the next season will probably be the last (OMG spoilers!!!!!) Though it will certainly feature other factions.
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: DinoZavarski on February 03, 2015, 06:10:17 AM
Hey Dino, go here: http://fractalsoftworks.com/forum/index.php?topic=8975.0 for a large chunk of all the 0.62 mods

Thank you, downloaded 0.66b and two more mods for 0.6.2 i did not have.

Just spend ~2 hours making them work (mostly - waiting game loading to crash, with a lot of mods load time of more than 10 min seems to be normal for SS). May PM angrytigerp later to ask if he is interested in version of 0.66b (and of the other 2) with all typos that prevent game from loading fixed. Will wait until i check for other, gamebreaking typhos (like variant names, etc) that appear only ingame however.
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: AMDAMK on February 03, 2015, 06:10:35 PM
Hey Dino, go here: http://fractalsoftworks.com/forum/index.php?topic=8975.0 for a large chunk of all the 0.62 mods

Thank you, downloaded 0.66b and two more mods for 0.6.2 i did not have.

Just spend ~2 hours making them work (mostly - waiting game loading to crash, with a lot of mods load time of more than 10 min seems to be normal for SS). May PM angrytigerp later to ask if he is interested in version of 0.66b (and of the other 2) with all typos that prevent game from loading fixed. Will wait until i check for other, gamebreaking typhos (like variant names, etc) that appear only ingame however.



10min to load? Nope, not normal, not even with much mods.

Java updatet to newest version?
Give VMPfile enough space (when available and possible)?

Spoiler
Maybe some of this kind can help? (http://fractalsoftworks.com/forum/index.php?topic=8257.msg142465#msg142465)
[close]


Sooo, enough off topic [....] ?
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: Midnight Kitsune on February 03, 2015, 10:25:51 PM
Hey Dino, go here: http://fractalsoftworks.com/forum/index.php?topic=8975.0 for a large chunk of all the 0.62 mods

Thank you, downloaded 0.66b and two more mods for 0.6.2 i did not have.

Just spend ~2 hours making them work (mostly - waiting game loading to crash, with a lot of mods load time of more than 10 min seems to be normal for SS). May PM angrytigerp later to ask if he is interested in version of 0.66b (and of the other 2) with all typos that prevent game from loading fixed. Will wait until i check for other, gamebreaking typhos (like variant names, etc) that appear only ingame however.



10min to load? Nope, not normal, not even with much mods.

Java updatet to newest version?
Give VMPfile enough space (when available and possible)?

Spoiler
Maybe some of this kind can help? (http://fractalsoftworks.com/forum/index.php?topic=8257.msg142465#msg142465)
[close]


Sooo, enough off topic [....] ?
Don't forget, he is on Linux
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: AMDAMK on February 04, 2015, 06:21:30 AM
Hey Dino, go here: http://fractalsoftworks.com/forum/index.php?topic=8975.0 for a large chunk of all the 0.62 mods

Thank you, downloaded 0.66b and two more mods for 0.6.2 i did not have.

Just spend ~2 hours making them work (mostly - waiting game loading to crash, with a lot of mods load time of more than 10 min seems to be normal for SS). May PM angrytigerp later to ask if he is interested in version of 0.66b (and of the other 2) with all typos that prevent game from loading fixed. Will wait until i check for other, gamebreaking typhos (like variant names, etc) that appear only ingame however.



10min to load? Nope, not normal, not even with much mods.

Java updatet to newest version?
Give VMPfile enough space (when available and possible)?

Spoiler
Maybe some of this kind can help? (http://fractalsoftworks.com/forum/index.php?topic=8257.msg142465#msg142465)
[close]


Sooo, enough off topic [....] ?
Don't forget, he is on Linux


Oh, i don't know that.
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: Tartiflette on February 04, 2015, 07:51:39 AM
Well, when someone is complaining about typos and capitalization troubles, it's usually a Linux user...

[edit] Sorry about those typos btw, I only discovered recently that bit-bucket don't make the difference between capitalization, and was never uploading my correctly renamed files.
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: Taverius on February 04, 2015, 08:29:40 AM
[edit] Sorry about those typos btw, I only discovered recently that bit-bucket don't make the difference between capitalization, and was never uploading my correctly renamed files.
It might be your git settings rather than github/bitbucket - I never had issues with linux when I was modding KSP with a bitbucket or github trunk :)
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: Tartiflette on February 04, 2015, 09:03:03 AM
I don't know, the files appear and are selected in the commit, but after I pushed them, nothing changed on bitbucket... Will ask google to be sure though.
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: Taverius on February 08, 2015, 06:40:02 PM
So ... after killing Scys for fun a few times, I actually went in as a friendly and explored the system - though this is in a Neutrino game, I'll do the Scy playthrough after that.

I enjoyed the parked prototype, and the various planet/station/trading screen descriptions. Did notice some spellos and broken grammar, are the Scy star systems at a place where you feel its worthwile if I gave the text a sanity pass? Not that my english is great, but I might be able to help.
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: TartarusMkII on February 08, 2015, 06:57:42 PM
Did notice some spellos...
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: Cycerin on February 08, 2015, 11:12:54 PM
"Noice Spell-O's, m8"
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: Tartiflette on February 09, 2015, 12:20:12 AM
Zut, zut zut zut saperlipopette! (excuse my potty mouth) I really did tried to get rid of those with this release, corrected so many but it seems that me and Open Office aren't that much a good team. I had some propositions to help me with that, I suppose I may ask them again. Though it's not a small job, I have 30 default pages of text in the mod (and twice that in Lore)!
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: WKOB on February 09, 2015, 03:57:36 AM
I'm good for it, if you need another hand.
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: Jay2Jay on February 09, 2015, 08:39:36 AM
Zut, zut zut zut saperlipopette! (excuse my potty mouth) I really did tried to get rid of those with this release, corrected so many but it seems that me and Open Office aren't that much a good team. I had some propositions to help me with that, I suppose I may ask them again. Though it's not a small job, I have 30 default pages of text in the mod (and twice that in Lore)!

Step 1:copy
Step 2: paste in a word editing program
Step 3: profit.
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: Tartiflette on February 09, 2015, 10:08:35 AM
That's exactly what I did, but apparently some managed to slip by.
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: HeartofDiscord on February 09, 2015, 01:33:30 PM
Hey, nice update, does it break saves?
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: Tartiflette on February 09, 2015, 02:03:05 PM
I don't think so, I didn't have any complains about that...
Title: Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
Post by: HeartofDiscord on February 09, 2015, 02:08:39 PM
I don't think so, I didn't have any complains about that...
Just tested it on a test save to be sure, and it works fine. Just wanted to be sure, and I didn't know I had a throwaway save to test with. Had to jump through a lot of hoops to fix saves recently is all. Thanks for the quick response.
Title: [0.65.2a] Scy V0.88 Compatibility Update (13/02/2015)
Post by: Tartiflette on February 12, 2015, 03:38:18 PM
(http://i.imgur.com/xwvbC6H.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.88.rar)
Require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0).
Require LazyWizzard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
Compatible with LazyWizzard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).

And here we go again, compatibility update! A small one this time, only weapons stuff to use the clip mechanic and CR timer on ships. Check the changelog for the detail.

Spoiler
Code
V0.88
13/02/2015
Compatibility update with Starsector 0.65.2
Ballistic weapons now use clips: "normal" ones have low ammo but rapid clip loading, while "special" ones have a lot ammo but their DPS drop sharply once they expended it and only fire on regen.
Ships have somewhat shorter peak efficiency timer, but loose CR slightly slower than vanilla.

The Keto fighter bays are now properly placed on the sprite.
Slightly buffed Keto's sub-ships health.
Minor touch-ups here and there concerning station sprites or sounds.
Some preparation work for the next big update.
[close]
Title: Re: [0.65.2a] Scy V0.88 Compatibility Update (13/02/2015)
Post by: HeartofDiscord on February 12, 2015, 03:45:36 PM
(http://i.imgur.com/xwvbC6H.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.88.rar)
Require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0).
Require LazyWizzard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
Compatible with LazyWizzard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).

And here we go again, compatibility update! A small one this time, only weapons stuff to use the clip mechanic and CR timer on ships. Check the changelog for the detail.

Spoiler
Code
V0.88
13/02/2015
Compatibility update with Starsector 0.65.2
Ballistic weapons now use clips: "normal" ones have low ammo but rapid clip loading, while "special" ones have a lot ammo but their DPS drop sharply once they expended it and only fire on regen.
Ships have somewhat shorter peak efficiency timer, but loose CR slightly slower than vanilla.

The Keto fighter bays are now properly placed on the sprite.
Slightly buffed Keto's sub-ships health.
Minor touch-ups here and there concerning station sprites or sounds.
Some preparation work for the next big update.
[close]
Awesome stuff man, amazingly fast update
Title: Re: [0.65.2a] Scy V0.88 Compatibility Update (13/02/2015)
Post by: Morion on February 15, 2015, 01:55:39 PM
Here is a bug - Heavy Lamia destroyer launch its anti-missiles if enemy fighters is near, and they floating in space without target.
New carrier is amazing and look like AI can handle it.
Title: Re: [0.65.2a] Scy V0.88 Compatibility Update (13/02/2015)
Post by: Tartiflette on February 15, 2015, 03:57:43 PM
That it does, though I'd have to write a custom weapon script to avoid it. Since more often that not fighters are accompanied with missiles, and it's ammo regenerate, I don't think it's a big deal: at worst they are ready to engage new missiles as soon as they come close.
As for the carrier, the only thing that make the AI handle it is that you can't interrupt the firing. And with that long range, the AI try to keep it's distances. I really had to work around it's limitations but I think it turned out okay. And it better had to, because while super useful I don't think it's a ship very fun to fly yourself (it's so much stylish to blow stuff up in Tisiphone frig or Sthenos cruiser ;D).
Anyway, thanks for the report, and I'm glad to hear you are enjoying the mod!
Title: Re: [0.65.2a] Scy V0.88 Compatibility Update (13/02/2015)
Post by: DefiasOne on February 17, 2015, 06:36:34 AM
Does it play nice with other mods as well, like Blackrock and such ? Maybe even Starsector+ ?
Title: Re: [0.65.2a] Scy V0.88 Compatibility Update (13/02/2015)
Post by: Tartiflette on February 17, 2015, 07:17:45 AM
It sure does! I never play without either myself.
Title: Re: [0.65.2a] Scy V0.88 Compatibility Update (13/02/2015)
Post by: DefiasOne on February 17, 2015, 07:25:30 AM
Sweet, currently I'm trying to get the game to run with SCY, Blackrock, and Neutrino., but so far it keeps crashing. I have the latest shaderlib and lazylib. So thats why I ask :)

Not sure where to post this so might as well post it here:
91 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
   at org.dark.shaders.light.LightShader.initCombat(LightShader.java:604)
   at org.dark.shaders.util.ShaderHook.init(ShaderHook.java:93)
   at com.fs.starfarer.title.ooOO.float$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.B.null(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
   at com.fs.starfarer.title.OoOO.Oöo000(Unknown Source)
   at com.fs.starfarer.B.null.class$super(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

LE: Switching back to ShaderLib 1.03 from 1.04 fixed it.
Title: Re: [0.65.2a] Scy V0.88 Compatibility Update (13/02/2015)
Post by: Dark.Revenant on February 17, 2015, 09:13:03 AM
You have to update the game to the hotfix that was released yesterday.
Title: Re: [0.65.2a] Scy V0.88 Compatibility Update (13/02/2015)
Post by: DefiasOne on February 17, 2015, 09:43:02 AM
Oh, didn't notice that hotfix  ::)

LE: Now I'm getting out of memory errors... :(
Title: Re: [0.65.2a] Scy V0.88 Compatibility Update (13/02/2015)
Post by: Midnight Kitsune on February 17, 2015, 11:26:27 AM
Oh, didn't notice that hotfix  ::)

LE: Now I'm getting out of memory errors... :(
Did you change your vmparams/ .bat file to their needed settings?
Title: Re: [0.65.2a] Scy V0.88 Compatibility Update (13/02/2015)
Post by: DefiasOne on February 17, 2015, 11:29:52 AM
Anything larger than 1024 for the xms and xmx settings results in the game refusing to start. Guess 4 gigs of ram just isn't enough o.O....
Title: Re: [0.65.2a] Scy V0.88 Compatibility Update (13/02/2015)
Post by: Tartiflette on February 17, 2015, 11:49:44 AM
If it crashes above 1024MB on launch, that means you aren't using Java 64bits. There is a stickied thread in the support section with the instructions.
Title: Re: [0.65.2a] Scy V0.88 Compatibility Update (13/02/2015)
Post by: DefiasOne on February 17, 2015, 11:52:34 AM
Yeah... forgot about the x64 issue ::), haven't played SS for a while now. Replaced the jre folder with 64bit version and now it runs  ;D Thanks.
Title: Re: [0.65.2a] Scy V0.88 Compatibility Update (13/02/2015)
Post by: Tartiflette on February 17, 2015, 05:41:27 PM
(http://i.imgur.com/i2xF6JH.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.89b.rar)
Require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0).
Require LazyWizzard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
Compatible with LazyWizzard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Play nicely with other mods including Dark.Revenant's Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)

An even smaller update, only stuff to stay consistent with vanilla:
- No ammo on standard weapons.
- Clips on special weapons, usually small but with a decent regeneration. In other words, they are weaker in slugfest but are just the same with hit 'n run tactics.
- Some very special weapons still have a hard ammo cap, namely the Siren Main Gun and the ORION Artillery.
- The weapon that changed most is the Small Autonailer: it now has a small clip loading half as fast as it is depleted, but gain a significant range boost.

Changelog
Spoiler
Code
V0.89
18/02/2015
Further tweaks to ammo due to the HotPatch
The basic weapons are now unlimited
The advanced ones keep their clips, though now they have much less ammo stack and more ammo regen
Some very special ones (ORION artillery, Siren Main Gun) still have a hard limit on ammo.

The weapon that changed most is the Small Autonailer: it now has a small clip loading half as fast as it is depleted, but gain a significant range boost.
[close]
Title: Re: [0.65.2aRC2] Scy V0.89 Compatibility Update... Again (18/02/2015)
Post by: Sleeeper on February 17, 2015, 09:00:52 PM
Some case mismatches in Linux crashing game :P

[sounds/SCY/sfx_weapons/SCY_KBeam_arcs.ogg]
[sounds/SCY/sfx_weapons/SCY_KBeam_loop.ogg]
[sounds/SCY/sfx_weapons/SCY_KBeam_intro.ogg]

.json has 'KBeam' and files have 'Kbeam'
Title: Re: [0.65.2aRC2] Scy V0.89 Compatibility Update... Again (18/02/2015)
Post by: Tartiflette on February 18, 2015, 12:39:56 AM
Aw COME ON! Again? Why the hell bittbucket don't upload the renamed files? It does that every single update with those!
[edit] sneakily uploaded a corrected version (I hope)
Title: Re: [0.65.2a] Scy V0.89 Compatibility Update... Again (18/02/2015)
Post by: TartarusMkII on February 18, 2015, 03:07:42 AM
Hey, having an issue: I am using SS+ as well as pretty much all of the faction mods that are up to date for 65.2a-rc2 (which is not many.)

I started my game as Tachyon and then raided my way around some vanilla systems until I got to Acheron. I went into Acheron, killed a bounty, then went to Tartarus. It seems to work fine, the system is alive and well, but when I try to view the trade screen of Elysee, I just get a blank screen, and I can't get out of the menu.
Title: Re: [0.65.2a] Scy V0.89 Compatibility Update... Again (18/02/2015)
Post by: Tartiflette on February 18, 2015, 05:10:39 AM
That's weird! You can't trade with Elysee directly, you have to dock to Hephaistos for that, but you should have the option to leave. I don't know what to say, it works fine with everyone else...
Title: Re: [0.65.2a] Scy V0.89 Compatibility Update... Again (18/02/2015)
Post by: Toxcity on February 18, 2015, 07:58:56 AM
Thanks for the update. One thing though is that when I use the loadsave command, a lamia prototype is loaded into my fleet.
Title: Re: [0.65.2a] Scy V0.89 Compatibility Update... Again (18/02/2015)
Post by: TartarusMkII on February 18, 2015, 07:17:42 PM
Bonjour,

So I loaded up SS to see if I had simply made a mistake. In my save, I am resting at Elysee- I can go to Elysee and leave just fine. When I go to Hephestos (or how ever you spell it ^^;), I do have all the normal options, like trading, repairs, and leaving. But once I press the button to trade, nothing ever loads, the UI does not generate any further.

My mods:

Does anyone have any clue? I'll try doing this with a fresh save and see what happens.


So, in a fresh save I don't have any issue. I'm trying to think of anything I did that would be so drastic...

The only things I have done in this save has been raided pirates, bought Try-Tachyon ships, and I have a salvaged Exigency frigate.

I'll try going to any other SCY station... Hm, I am also noticing a lot more large generic pirate fleets in Tartarus that I would have never seen before this big wave of updates. Right now, two large fleets and one small.

Anyway, I visited the volitiles plant and had no issue. Traveling back to Hephaistos.. Yea, I can do it now. Something about the moment itself was keeping me from doing it that I have now passed.

I notice that there are two or three large mercenaries following me for bounties, and they greatly out number my small fleet, so I suspect something else might be wrong. I'll take this to the SS+ thread. Thanks again =P


edit -

I took it to the SS+, and:

This is not the only report that has been made on Scy's markets.  You should take up mod-specific problems on their individual threads.
Title: Re: [0.65.2a] Scy V0.89 Compatibility Update... Again (18/02/2015)
Post by: HeartofDiscord on February 20, 2015, 03:21:43 AM
...
Idk man, that happened to me at the main Diktat planet. Docked, traded, got locked in the UI, and when I reloaded it was fine. I think it is an SS+ thing. I have no idea though. The point is, Diktat is vanilla, so idk whats up.

Also, I have noticed some weirdness in tartarus as well; tons of pirates, not much SCY. Odd, its usually one of the safest systems.
Title: Re: [0.65.2a] Scy V0.89 Compatibility Update... Again (18/02/2015)
Post by: Tartiflette on February 20, 2015, 05:29:27 AM
I noticed that too with SS+, but after a while Scy catch up and the system is swarming with fleets.
Title: Re: [0.65.2a] Scy V0.89 Compatibility Update... Again (18/02/2015)
Post by: TartarusMkII on February 20, 2015, 12:58:27 PM
I think it has to do with new code for how pirates spawn, I THINK it's from SS+. But either way, I guess I am okay with it, really.
Title: Re: [0.65.2a] Scy V0.89 Compatibility Update... Again (18/02/2015)
Post by: vilehydra on February 22, 2015, 12:15:05 AM
Any chance at a fast capital ship? I love the SCY doctrine of high burn speed and hit and run. One thing  I think SCY fleets would benefit would be a fast capital ship, because I can't really find any good capital ships to keep pace with my fleets.

Title: Re: [0.65.2a] Scy V0.89 Compatibility Update... Again (18/02/2015)
Post by: Tartiflette on February 22, 2015, 12:40:32 AM
The Keto is very fast for a capital... Granted it's not a Battleship but still.

A true fast capitalship wouldn't fit very well in the faction: they are all about using minimal resources to get the best result, but they can't take on big fleets unless taking great risks. If I give them a fast battlecruiser, they will be able to steamroll everyone but the biggest defense fleets since they are faster and can pick their fights. This is exactly why I gave the Nemean Lion a burn speed of 1: that ship is a beast, stronger than a Paragon if well equipped, but comes with the price tag of a whole decent fleet, high maintenance, and anchor your fleet! A true defensive ship. The Keto on the other hand is fast, but fragile and don't have much firepower by itself. With the right wing complement it can deal a lot of damage, but won't stand toe to toe even a cruiser.

So nope, sorry but not planned nor desirable IMO.
Title: Re: [0.65.2a] Scy V0.89 Compatibility Update... Again (18/02/2015)
Post by: LB on March 07, 2015, 01:52:40 AM
Area Scorcher prioritizes frigates above fighter wings, which is undesirable behavior, I think. Ideally it would prioritize fighter wings -> armor-stripped ships -> unshielded ships, but that ain't happening at the moment.

It's also super-niche, I have a hard time finding any ship build that it does really well on. I might move the stats around and see how it works as a lower-damage suppression weapon you can fire constantly, as opposed to a high-cost heavy flak, which would give it a lot more general use cases.
Title: Re: [0.65.2a] Scy V0.89 Compatibility Update... Again (18/02/2015)
Post by: Tartiflette on March 07, 2015, 03:28:30 AM
It's absolutely terrific against carrier and missile heavy Cruisers/Capitals because it prevent them from fulfilling their role. Having one against an Onslaught almost completely neuter the rocket spam, and and Astral becomes a huge practice target.

I'll test it with a anti_fighter flag but I fear it would loose too much time tracking small targets instead of concentrating on their carrier. I'm interested in hearing about your result playing with the variables. Right now it's true it produce a lot of flux but the damage potential is quite impressive too: the tool tip use the damage used in auto-resolve, but the real damage potential is 4000 frag per second for 1000 flux/sec, but of course some is always lost.

Be warned, you'll need to modify the projectilesEffectPlugin.java and recompile to change the total damage or the number of sub shots as it override the weapon_data values.
Title: Re: [0.65.2a] Scy V0.89 Compatibility Update... Again (18/02/2015)
Post by: Tartiflette on March 17, 2015, 01:35:34 AM
(http://i.imgur.com/QVH2GGE.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.9dev.rar)

UPDATED   Require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0).   UPDATED
Require LazyWizzard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
Compatible with LazyWizzard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0).
Play nicely with other mods including Dark.Revenant's Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)

I'm not completely done with the 0.9 update, but since only flavor things are missing I decided to release it early. The most notable new things are Nexerelin compatibility (yay!), new spy fleets roaming around that drop valuable Intelligence Data Chips (only when NOT using Nexerelin though), and a new very special frigate:

(http://i.imgur.com/qppYLZV.jpg)

This ship is clearly tailored for dueling and excel at taking down capital-ships alone. However it's quite weak against multiple targets and can't be deployed very often. I think it's a bit too powerful right now even in AI hands so tell me what you think.

Complete changelog
Spoiler
Code
SCY v0.9
WIP
 - Added Stymphalian Bird frigate:
          Next generation frigate of immense power but extreme rarity.
          Specifically designed to take on Capital ships, fares much worse against fighters and other frigates.
          (You can imagine the damned child of an Hyperion and a Nevermore)
 - Nexerelin compatibility
 - Intel Chip commodity. Very valuable and only droped by some specific Scy fleets
 - Spy fleets. Well, those fleets.

BALANCE

 - Nerfed the Megeara: Teleporter, three charges instead of two, but recharge delay raised from 10 to 30 seconds
                       Phase, upkeep raised to 7.5% flux per second from 5%.
 - Baliuses FP reduced from 7 to 5.
 - Significantly buffed the Telchine miner ship hull and armor
 - The siren now only deploy two drones at once

BUGFIXES

 - The minigun is now no longer animated while venting or at max flux
 - better placement logic for the random position of Acheron
[close]
Title: Re: [0.65.2a] Scy V0.9_DEV New (last?) ship! (17/03/2015)
Post by: Debido on March 17, 2015, 05:32:41 PM
Hello fellow SCY denizens

Anyone having issues? Bugs? No TwigLib errors?
Title: Re: [0.65.2a] Scy V0.9_DEV New (last?) ship! (17/03/2015)
Post by: Sabaton on March 18, 2015, 12:45:44 PM
 Wtf 10 max fuel? Clearly that thing wasnt meant to leave the doorstep on its own.
Title: Re: [0.65.2a] Scy V0.9_DEV New (last?) ship! (17/03/2015)
Post by: WKOB on March 18, 2015, 12:47:48 PM
I think it makes sense, being such a specialized and compact craft, it would ideally be transported through hyperspace and then 'unleashed' within the system.
Title: Re: [0.65.2a] Scy V0.9_DEV New (last?) ship! (17/03/2015)
Post by: Tartiflette on March 19, 2015, 12:44:24 AM
Wtf 10 max fuel? Clearly that thing wasnt meant to leave the doorstep on its own.
Megaera, Medusa, Tisiphone and Stymphalian birds frigates are all specialized combat only ships, and have no cargo whatsoever and only 10 fuel. It's my explanation as to how Scy managed to build such powerful compact ships. On the other hand the Centaur freighter or the Talos frigates are fast too and have decent cargo themselves. Or with SS+ you can sacrifice some OP to install a cargo on them. It's a mater of choices ^^
Title: Re: [0.65.2a] Scy V0.9_DEV New (last?) ship! (17/03/2015)
Post by: Tartiflette on March 24, 2015, 01:03:20 AM
@Tartiflette

If there is a weapon tag that enforces missile PD only, that could work. Then other stats could be left be and OP could maybe get knocked up a bit. Then you have an expensive solution to missile defense, assuming ALL you want out of that slot is premium missile defense. As it stands right now, the repeater beams can be used as dual-purpose weapons in frigate-frigate combat as it's highly unlikely a frigate will spit out enough missiles to overwhelm the repeaters, providing a viable anti-ship weapon that outranges most frigates' guns but is really heavy on the flux for frigates to use for any length of time. Then they get more unwieldy as you get into bigger fights with higher missile volumes and the fact that they probably still outrange your actual guns forcing you into fights with flux already built up unless you actively toggle them as and when, instead of simply leaving them autofiring all the time. In capital ship fights, the fact that their range only just lags behind weapons like the HAG, the Mk IX or the Mjolnir while outranging the Autopulse means they start firing almost the same time your main guns do and beams do little to ships of this size unless you really go overboard (see beam Paragon or Templar Longinus) and the ones that can't even withstand repeater beams are likely also the ones that aren't suited to combat anyway so at this point, they're only depleting their charges unnecessarily and driving your flux up.

We shouldn't highjack Blackrock thread so I'll continue here. I'm thinking changing it completely again, probably back to a vibrating beam but one that works this time. There is already four PD weapons in Scy : Auto Nailer, Small Flak, Hacking comlink and Burst Nailer. Adding the Burst repeater Beam as a PD was a mistake as the premium super PD solution is supposed to be the Minigun with the PD AI hullmod. The idea was a weapon that is good against small swarms of missiles like those damned Hornets but weak against torpedoes or continuous incoming threats. The problem is that I somewhat changed the Autonailer to that behavior too, and the range is way too  long compared to any other PD capable weapon for the same cost. As you said, it's only drawback is the flux that raise sharply on small ships.

The Vibrating beam was a terrible weapon because it had to be locked when firing, had a hard time killing anything with the slightest armor and was useless as PD. Maybe the same weapon with a much higher flux efficiency and damage could be ok, but the best would be to find a way to make it fire continuously, and that's what I'll try. I might buff the Slasher beam too for the same reason.
Title: Re: [0.65.2a] Scy V0.9_DEV New (last?) ship! (17/03/2015)
Post by: Deathfly on March 24, 2015, 06:52:05 AM
but the best would be to find a way to make it fire continuously

Got an idea in my mind, will gonna to try.
Title: Re: [0.65.2a] Scy V0.9_DEV New (last?) ship! (17/03/2015)
Post by: Tartiflette on March 24, 2015, 06:59:07 AM
Too late, it's working nicely now ^^
Title: Re: [0.65.2a] Scy V0.9_DEV New (last?) ship! (17/03/2015)
Post by: Deathfly on March 24, 2015, 07:17:50 AM
never mind, I had done for it too. and now I have a vibrating HIL to play with.

but, wait, I thing I should go back to the missile AI now...
Title: Re: [0.65.2a] Scy V0.9_DEV New (last?) ship! (17/03/2015)
Post by: Gotcha! on March 24, 2015, 07:21:26 AM
What a flawless pearl this mod has become. :o
The ships look absolutely stunning, and the weapon special effects... mind blowing!
Title: Re: [0.65.2a] Scy V0.9_DEV New (last?) ship! (17/03/2015)
Post by: Tartiflette on March 24, 2015, 07:40:45 AM
Well thank you, glad you like it!
Title: Re: [0.65.2a] Scy V0.9_DEV New (last?) ship! (17/03/2015)
Post by: Sabaton on March 28, 2015, 04:56:22 AM
 I still remember the first time this mod was launched, I looked at it with disbelief, never thought you'd create such a well polished mod with so many unique ships.

 Before I thought I've seen them all, teleporting Karkinoses, exigency ships that turned your reapers right back at your face, Valkirians that rained hell if you just as much thought of not approaching them from behind.

 Then came the Nemean Lion oddball, kicking ass in one form, hiding from the mean sector in the other, never thought I'd see modular ships in this game, so far you're the only to try.
 Speaking of lions, in the codex there's another entry about an experimental Nemean that lacks armor and goes faster, whats up with that?
 
 Another of my favorites is the Keto, ever since Shadowyards introduced the Charybdis I've never come across another carrier that could be of direct use in the field and didn't make me regret I wasn't flying something else.

 And now lets talk about the bird frigate.
 I've noticed a trend among modders, to have kick ass skill demanding frigates. Theres the Imaginos, Excelsior, Maximus, Venom X and now the Bird.
 What it could use is a side screen ui indicator showing just how much the ship is overcharged and for what duration. Just like when hitting burn drive.
 As it stands right now the visual effects on the frigate are kinda hard to observe mid fight and you really need to know everything at all times since one mistake will bust the frigate wide open.

 
Title: Re: [0.65.2a] Scy V0.9_DEV New (last?) ship! (17/03/2015)
Post by: Tartiflette on March 28, 2015, 06:58:20 AM
Thank you very much! It's been a long journey but I'm glad people start to see Scy as "polished" instead of the mass of weird stuff called a faction it was at the beginning ^^

Speaking of lions, in the codex there's another entry about an experimental Nemean that lacks armor and goes faster, whats up with that?
It's an armorless version that have a very small chance to spawn in AI fleets, but sadly I can't make it look different from the campaign map. So I guess it's a surprise when you find it.

Quote
And now lets talk about the bird frigate.
 I've noticed a trend among modders, to have kick ass skill demanding frigates. Theres the Imaginos, Excelsior, Maximus, Venom X and now the Bird.
 What it could use is a side screen ui indicator showing just how much the ship is overcharged and for what duration. Just like when hitting burn drive.
 As it stands right now the visual effects on the frigate are kinda hard to observe mid fight and you really need to know everything at all times since one mistake will bust the frigate wide open.
Agreed, the current glow isn't the best visual cue. I'll try to add an UI indicator but that's not sure I can manage it: the system isn't "active" when overcharged and I don't think you can display a side message then. And I can't use the normal system charge bar since you must be able to reuse it immediately. I may add a sound but the trick is to interrupt it when the system is reused. In any case, it's on the to-do list!
Title: Re: [0.65.2a] Scy V0.9_DEV New (last?) ship! (17/03/2015)
Post by: Sabaton on March 28, 2015, 08:49:23 AM
I'll try to add an UI indicator but that's not sure I can manage it: the system isn't "active" when overcharged and I don't think you can display a side message then. And I can't use the normal system charge bar since you must be able to reuse it immediately. I may add a sound but the trick is to interrupt it when the system is reused. In any case, it's on the to-do list!

 Not sure how you could possibly add a timer for a system byproduct yes.
Title: Re: [0.65.2a] Scy V0.9_DEV New (last?) ship! (17/03/2015)
Post by: Nanao-kun on March 28, 2015, 11:48:27 AM
By the way Tartiflette, you mentioned being a professional right? Do you have your own website or anything? Just wondering.
Title: Re: [0.65.2a] Scy V0.9_DEV New (last?) ship! (17/03/2015)
Post by: Tartiflette on March 28, 2015, 12:22:22 PM
Well I'm a 3d animator for the VFX industry so most of my work is part of something bigger I can't put online. I do have a (very) outdated Deviant-art (http://ccpotteranimator.deviantart.com/), but pretty much every non-professional artwork I made these past 2 years is either here or in my sketchbooks.
Title: Re: [0.65.2a] Scy V0.9_DEV New (last?) ship! (17/03/2015)
Post by: Nanao-kun on March 28, 2015, 12:26:55 PM
Well I'm a 3d animator for the VFX industry so most of my work is part of something bigger I can't put online. I do have a (very) outdated Deviant-art (http://ccpotteranimator.deviantart.com/), but pretty much every non-professional artwork I made these past 2 years is either here or in my sketchbooks.
Ah, I see. Thanks for answering.
Title: Re: [0.65.2a] Scy V0.89 Compatibility Update... Again (18/02/2015)
Post by: EI on March 28, 2015, 07:07:48 PM
Spoiler
(http://i.imgur.com/qppYLZV.jpg)

This ship is clearly tailored for dueling and excel at taking down capital-ships alone. However it's quite weak against multiple targets and can't be deployed very often. I think it's a bit too powerful right now even in AI hands so tell me what you think.
[close]

This ship... O-O

Apparently looks like the Neutrino Pile-driver! )O)

(http://i.imgur.com/vMghN.png)
Title: Re: [0.65.2a] Scy V0.9_DEV2refined Stymphalian bird Frigate (30/03/2015)
Post by: Tartiflette on March 29, 2015, 04:33:09 PM
New DEV version, with a refined Stymphalian Bird frigate and a LOT of polish on things that worked less than correctly. But please be warned, this one WILL BREAK SAVES!


WARNING This update will break saves, and some weapons will NOT be transferred using Dark.Revenant's Save Transfer mod WARNING
(http://i.imgur.com/QVH2GGE.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.9dev4.rar)
WARNING This update will break saves, and some weapons will NOT be transferred using Dark.Revenant's Save Transfer mod WARNING


UPDATED   Require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0).   UPDATED
Require LazyWizzard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
Compatible with LazyWizzard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0).
Play nicely with other mods including Dark.Revenant's Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)


I still have some work before calling it complete but we are nearing it. The highlights of this new Dev are:
 - The Burst Repeater Beam PD is reverted to the old Vibrating Beam, but with a major buff and better behavior. It can fire continuously and is more efficient than a Tactical Laser. On the other hand it still has troubles against any armor and is completely useless as PD.
 - The Telchine Miner ship received a significant boost to it's main weapon: it now tear any ship to shred at a constant rate whether it's a frigate or a capital-ship. It's still unable to deal the slightest damage to shield however. It's still definitively a civilian ship, but an annoying one...
 - The Atfi fighters are now equipped with short range missiles instead of Coasting ones. The Interceptors wings for both fighter types also received a buff to their main weapon.
 - The Medusa frigate received a massive boost to it's EMP Nova ship-system, turning it into an ace-up-the-sleeve if you can use it at the right time. It's unlikely to survive though. The system AI still need some work though.
 - And finally the Stymphalian Bird super-frig has been a bit refined: the main gun has a shorter range making it more dangerous to use, but the system can be used more often. I still need to improve the feedback of the Overcharge. done and uploaded

Did I warned everyone that this update will brake save? They won't perfectly transfer either because I finally got around unifying all the weapons old IDs with the more recent names: the transfer won't be able to find those weapons that changed. Also the mission variants using those weapon will crash the game, please reset those.

CHANGELOG
Spoiler
Code
v0.9
WIP

 - Added Stymphalian Bird frigate: Next generation frigate of immense power but extreme rarity. Specifically designed to take on Capital ships, fares much worse against fighters and other frigates. (You can imagine the damned child of an Hyperion and a Nevermore)

 - Added Dual Laser Torpedo rack for 5 OP, reduced single Laser Torpedo to 3 OP from 4
 - Nexerelin compatibility
 - Intel Chip commodity. Very valuable and only dropped by some specific Scy fleets
 - Spy fleets. Well, those fleets.

BALANCE

 - Nerfed the Megeara:
Teleporter, three charges instead of two, but recharge delay raised from 10 to 30 seconds
Phase, upkeep raised to 7.5% flux per second from 5%.
 - Baliuses FP reduced from 7 to 5.
 - Significantly buffed the Telchine miner ship hull and armor
 - Buffed Telchine's Deconstruction beam to reduce the target's HP 1% per second: same speed for a capital ship or a fighter. Still useless against shielded targets.
 - The siren now only deploy two drones at once
 - Slasher beam flux usage reduced to 313 FPS from 645 (near 1:1 ratio), also has a new hit visual effect.
 - Burst Repeater Beam reverted to Vibrating beam but now fire continuously, with a much better flux efficiency and range. It's now a potent support weapon against frigates and destroyers, but not efficient against fighters.
 - Corrected Medium and Large HeMor flux requirement.
 - Slightly reduced the Focus Beam flux requirement.
 - Vastly buffed the Medusa frigate's EMP Nova ship system: in addition to overloading every ships in a 1500 SU radius, the EMP also disable some weapons and engines, causing flameouts and confusion in the enemy fleet... And your own allies if you didn't took care to hold them back!
 - Interceptor fighters flak now fire continuously.
 - All Atfi wings received short range missiles instead of coasting missiles

BUGFIXES/IMPROVEMENTS

 - Improved feedback on the effect of various hullmods and ship-systems
 - The minigun is no longer animated while venting or at max flux.
 - Improved placement logic for the random position of Acheron.
 - Some offseted hardpoint sprites have been corrected.
 - The Siren main gun now properly affect Twig ships.
 - Hacking Commlink now properly affect Twig ships.
 - Miner ship's drone's GravGuns now properly affect Twig ships.
 - Anti-missiles now target nearby fighters if there aren't any missiles to intercept.
 - Built-in hull-mods no longer clutter the list.
 - Improved AI for the Precision Gear ship-system: it no longer activate when retreating or when the targets a way out of range even with the system active.
 - The Talos shield now unfold at normal speed when not using the Stasis Shield ship-system. Behavior improved and the shield can be modified by other weapons/ship systems.
 - added SS+ "Drive Shunt" to the incompatible hullmods list

 - General cleanup of unused scripts and non matching names. Lot of "under-the-hood" improvements and some preparations for future SS+ integration
[close]

And now let's see how many people ask if it will break saves or complain that Save Transfer didn't worked...
Title: Re: [0.65.2a] Scy V0.9_DEV 2 refined Stymphalian Bird Frigate (30/03/2015)
Post by: Toxcity on March 29, 2015, 04:59:57 PM
I haven't downloaded the new dev but, in regards to the Burst Repeater Beam there is a PD_ONLY tag.
Title: Re: [0.65.2a] Scy V0.9_DEV 3 refined Stymphalian Bird Frigate (30/03/2015)
Post by: Tartiflette on March 30, 2015, 06:13:52 AM
Working on improving the visual effect of the Overcharge:
Spoiler
(http://i.imgur.com/yV0tSRF.gif)
[close]
In addition to the current red hot tubes, I added some small random sparkles, a big trail and I'm working on adding a sound.

[EDIT] Sound's working  8)!
[EDIT2] Uploaded since only a handful of people got the Dev 2 already.
Title: Re: [0.65.2a] Scy V0.9_DEV2refined Stymphalian bird Frigate (30/03/2015)
Post by: Deathfly on March 30, 2015, 10:00:46 AM
- The Burst Repeater Beam PD is reverted to the old Vibrating Beam, but with a major buff and better behavior. It can fire continuously and is more efficient than a Tactical Laser. On the other hand it still has troubles against any armor and is completely useless as PD.

Something goes wrong. Vibrating Beam in auto fire now aim perfect to missiles...
In fact, when they strat vibrating and aim off target, AI will stop firing and this will reset the variable p.
Title: Re: [0.65.2a] Scy V0.9_DEV 3 refined Stymphalian Bird Frigate (30/03/2015)
Post by: Tartiflette on March 30, 2015, 10:22:09 AM
Huh? That's unexpected... It wasn't the case when the vibration was less wide but I can see how it could act like that now. Mmmh, I'll add a small cooldown then to prevent it from being too good as a PD and maybe make the vibration start quicker. Gotta test it further, thanks for the heads up!

[EDIT] okay I think I got something nice now: I slightly reduced the turn rate, increased the delay from 0.5s to 1s and added 0.25s charge-up and down. Now it's okay to kill Pillums at long range, but can't track fast moving missiles. The damage against normal targets is unaffected. I just uploaded (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.9dev4.rar) yet another patch because the weapon is quite OP without this change.
Title: Re: [0.65.2a] Scy V0.9_DEV 4 refined Stymphalian Bird Frigate (30/03/2015)
Post by: Tartiflette on April 01, 2015, 08:45:35 AM
While Acheron serve it's role of being a dead end when you don't know how to access to Tartarus, it's pretty barren and boring. That's sad because there is a lot of space to add stuff. And that's exactly what I did: You can now find there two stations, an old almost abandoned pirate hideout, and the independent Prism Freeport. The main trade items of this station are weapons and ships. Lots of very high-end weapons and ships from all origins... But the prices are also very, very high-end!

(http://i.imgur.com/be7SZXll.jpg) (http://i.imgur.com/be7SZXl.jpg)
(I'm aware of the typo, it's corrected now)
Title: Re: [0.65.2a] Scy V0.9_DEV 4 refined Stymphalian Bird Frigate (30/03/2015)
Post by: Deathfly on April 01, 2015, 09:24:55 AM
Done more test on new Vibrating Beam and...well, I think this one is OK for me now. But you may want to nerf it again I guess.
If I insist to make them act as PD, I will install both PD AI and Adv. Turret Gyros so it can keep a perfect aiming about 0.8~1 sec before it begin vibrating and aim off target. this will make them do about 100~150 dmg and it is enough for destroy most missiles. So it act as an burst PD have infinite charges and a lower turn rate.
Considering it's OP cost, it is fine IMO.
Title: Re: [0.65.2a] Scy V0.9_DEV 4 refined Stymphalian Bird Frigate (30/03/2015)
Post by: Tartiflette on April 01, 2015, 09:54:59 AM
Yeah, it's fine by me, PD AI plus advanced turrets plus the weapons OP cost, that's a very inefficient setup compared to dedicated PD weapons.
Title: Re: [0.65.2a] Scy V0.9_DEV 4 refined Stymphalian Bird Frigate (30/03/2015)
Post by: JDCollie on April 02, 2015, 12:05:22 PM
I haven't gotten very far with Scy ships due to the difficulty with quickly raising their rep (compared to factions with enemy planets/bases in the same sector) but I can say that I love the weapons. The Vibration Laser is one of my favorite new harassment/pressure weapons, and the small auto-nailers have edged out shredders on most of my ships :D
Title: Re: [0.65.2a] Scy V0.9_DEV 4 refined Stymphalian Bird Frigate (30/03/2015)
Post by: Tartiflette on April 02, 2015, 06:27:58 PM
I have to say, I never have had any trouble to raise rep with Scy compared to other factions: you can't lose reputation with them when trading with their enemies, their stations often have shortages/famines (even allowing for in-system trading) and most of all, you gain reputation for killing any other faction's bounty in Acheron! All in all it's the the faction I raise my rep the quickest in every play-through I tried recently.
Title: Re: [0.65.2a] Scy V0.9_DEV 4 refined Stymphalian Bird Frigate (30/03/2015)
Post by: Tartiflette on April 03, 2015, 01:14:58 PM
I've been reworking the Kalkotauroi's main gun to make it more AI friendly. I converted it to a normal beam weapon instead of a burst one, reduced the flux requirement and increased the base damage without The Accelerators pods. That required a significant rework of the animation, and here's the result:

Spoiler
(http://i.imgur.com/SToU9uL.gif)
[close]

As a bonus it's also quite more optimized that the previous one.
Title: Re: [0.65.2a] Scy V0.9_DEV 4 refined Stymphalian Bird Frigate (30/03/2015)
Post by: Nanao-kun on April 03, 2015, 01:20:35 PM
Woah. Nice.
Title: Re: [0.65.2a] Scy V0.9_DEV 5 Increased Scy presence in the sector (05/04/2015)
Post by: Tartiflette on April 04, 2015, 04:21:37 PM
(http://i.imgur.com/QVH2GGE.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.9dev5.rar)

Require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0).
Require LazyWizzard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
Compatible with LazyWizzard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0).
Play nicely with other mods including Dark.Revenant's Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)

Okay, unless I missed some nasty bugs, this is probably the last Dev version for 0.9. All that is missing is a final sanity check on all the texts and the probably fairly large Lore post I intend to do. Since it might take a while, enjoy Scy in it's near final form!

Since the last update I massively reworked a LOT of scripts and animation to reduce my mod's memory footprint. Also I added some life to Acheron with two stations, one with a very interesting market (http://fractalsoftworks.com/forum/index.php?topic=8010.msg158123#msg158123). In addition, Elysee now spawn very fast spy fleets that patrol a bit everywhere in the sector. If you manage to catch them though they can drop some valuable loot.
I also changed some stuff balance wise, mostly prices and Ordinance Points. The Khalkotauroi and Siren cruisers received some much needed attention to make them more AI friendly.

Everything's in the CHANGELOG
Spoiler
Code
v0.9
WIP

 - Added Stymphalian Bird frigate: Next generation frigate of immense power but extreme rarity. Specifically designed to take on Capital ships, fares much worse against fighters and other frigates. (You can imagine the damned child of an Hyperion and a Nevermore)

 - Added Dual Laser Torpedo rack for 6 OP, reduced single Laser Torpedo to 3 OP from 4

 - Nexerelin compatibility

 - Intel Chip commodity. Very valuable and only droped by some specific Scy fleets

 - Spy fleets. Well, those fleets.

 - Scy is now suspicious with most factions instead of inhospitable.

 - Reworked Acheron system, with a pirate hideout and a special independent station that can sell military grade hulls from any faction at a huge mark up price.

 - New backgrounds for both Acheron and Tartarus.


BALANCE

 - Nerfed the Megeara:
Teleporter, three charges instead of two, but recharge delay raised from 10 to 30 seconds
Phase, upkeep raised to 7.5% flux per second from 5%.
 - Baliuses FP reduced from 7 to 5.
 - Significantly buffed the Telchine miner ship hull and armor
 - Buffed Telchine's Deconstruction beam to reduce the target's HP 1% per second: same speed for a capital ship or a fighter. Still useless against shielded targets.
 - The siren now only deploy two drones at once
 - Slasher beam flux usage reduced to 313 FPS from 645 (near 1:1 ratio), also has a new hit visual effect.
 - Burst Repeater Beam reverted to Vibrating beam but now fire continuously, with a much better flux efficiency and range.
(It's now a potent support weapon against frigates, but not efficient against fighters.)
 - Corrected Medium and Large HEMor flux requirement.
 - Slightly reduced the Focus Beam flux requirement.
 - Vastly buffed the Medusa frigate's EMP Nova ship system:
In addition to overloading every ships in a 1500 SU radius, the EMP also disable some weapons and engines, causing flameouts and confusion in the enemy fleet...
And your own ships too if you didn't took care to hold them back!
 - Interceptor fighters flak now fire continuously.
 - All Atfi wings received short range missiles instead of coasting missiles
 - All prices have been adjusted to be in line with vanilla:
Frigates and destroyers are slightly more expensive
Cruisers are less expensive
Weapons are far cheaper.
 - Reduced the OP cost of small missile weapons across the board.
 - slightly nerfed the Coasting missiles health and speed toward Harpoons values (250 speed instead of 300, 175hp instead of 250).
 - Slightly buffed the rockets health from 50 hp to 75 hp, reduced the acceleration from 250 su.s-2 to 100.
 - Increased rocket damage from 100 to 200 High Explosive damage.
 - Severely reduced the OP cost for mounting EMP sweeper missile from 15 to 10.
 - Increased Laser Torpedo Launcher's ammo from 10 to 15 missiles, decreased the reloading delay from 10s to 6s.
 - Reduced the OP cost for mounting Heavy Modular Swarmers from 26 to 20.
 - Singularity Torpedo Launcher's ammo raised from 8 to 15 missiles, OP cost reduced from 30 to 25
 - Small flak DPS raised from 67 to 100, OP cost reduced from 8 to 6.
 - Small KAcc and HEMor OP cost reduced from 8 to 6.
 - Medium KAcc OP cost raised from 12 to 13.
 - Changed the Khalkotauroi's main weapon from a burst beam to a normal beam,
 - Changed the damage type to Energy, was High Explosive for the base 200dps and Energy for the bonus 600 dps from the Accelerators pods.
 - Raised the base damage without accelerators from 200 to 400 dps, reduced it's flux produced from 2000 to 400 flux/s but the accelerators now also produce flux.
 - Reduced the Khalkotauroi flux capacity from 30000 to 20000.
 - Nerfed drones speed and accelerations.
 - converted the Centaurs haulers' hardpoint from medium ballistic to medium universal
 - Reduced the OP available of most ships due to the OP cost reduction of most weapon. On average, -10 to -20.


BUGFIXES/IMPROVEMENTS

 - Improved feedback on the effect of various hullmods and ship-systems, smoothed some effects on activation and deactivation.
 - The minigun is no longer animated while venting or at max flux.
 - Improved placement logic for the random position of Acheron.
 - Some offseted hardpoint sprites have been corrected.
 - The Siren main gun now properly affect Twig ships.
 - Hacking Commlink now properly affect Twig ships.
 - Miner ship's drone's GravGuns now properly affect Twig ships.
 - Anti-missiles now target nearby fighters if there aren't any missiles to intercept.
 - Built-in hull-mods no longer clutter the list.
 - Improved AI for the Precision Gear ship-system: it no longer activate when retreating or when the targets a way out of range even with the system active.
 - The Talos shield now unfold at normal speed when not using the Stasis Shield ship-system. Behavior improved and the shield can be modified by other weapons/ship systems.
 - Added SS+ "Drive Shunt" to the list of incompatible hullmods.
 - Improved the Manticore's Phase Missile launcher animation.
 - Extensive modifications and optimization of the Khalkotauroi's main weapon's animation due to the switch to a standard beam.
 - Extensive modifications and optimization of the siren's main weapon's animation to prevent it from playing in full when the ship is overloaded mid-chargeup/don't have enough flux room once charged.
 - corrected the Keto's main gun appearing "on" in refit.
 - Optimized blinkers, with more variations between them
 - Optimized Medusa's lightnings deco, randomized the animation.


 - General cleanup of unused scripts and non matching names. Lot of "under-the-hood" improvements and some preparations for future SS+ integration
[close]
Title: Re: [0.65.2a] Scy V0.9_DEV 5 Increased Scy presence in the sector (05/04/2015)
Post by: Deathfly on April 05, 2015, 11:19:28 PM
Just for sure. Singularity Torpedo should not do any direct damage on hit, right?
This one make me feel wired. ???
Title: Re: [0.65.2a] Scy V0.9_DEV 5 Increased Scy presence in the sector (05/04/2015)
Post by: Tartiflette on April 06, 2015, 05:32:01 AM
Nope, it only does the EMP on impact, plus what collision damage result from the effect. Now that you remind me of it, I intended to change the formula to be less dependent of the mass of the target, since many mods aren't that consistent with vanilla on that front. Maybe something based on the number of armor cells since I can't rely on the ships collision radius or hull and armor to determine it's size.
Title: Re: [0.65.2a] Scy V0.9_DEV 5 Increased Scy presence in the sector (05/04/2015)
Post by: Cycerin on April 06, 2015, 08:46:23 AM
Base Hull HP tends to be a good indicator of both mass and size.
Title: Re: [0.65.2a] Scy V0.9_DEV 5 Increased Scy presence in the sector (05/04/2015)
Post by: Tartiflette on April 06, 2015, 09:22:15 AM
But I can't rely too much on it, because of factions like Crystanite, Blue, Red, P9 etc that have really different hull balances. I'll probably mix several sources to get a global idea.
Title: Re: [0.65.2a] Scy V0.9_DEV 5 Increased Scy presence in the sector (05/04/2015)
Post by: Tartiflette on April 08, 2015, 07:26:42 AM
I didn't planned for it, but here's a new weapon:
Spoiler
(http://i.imgur.com/F6rVyfQ.gif)
[close]

(http://i.imgur.com/w1RQeSg.jpg)

For the most part it's just an excuse to have a larger mini-gun that has a good animation.  ;D
Title: Re: [0.65.2a] Scy V0.9_DEV 5 Increased Scy presence in the sector (05/04/2015)
Post by: Shuka on April 08, 2015, 02:32:44 PM
Wow cool stuff I'm going to have to download this.
Title: Re: [0.65.2a] Scy V0.9_DEV 5 Increased Scy presence in the sector (05/04/2015)
Post by: Tartiflette on April 12, 2015, 04:16:59 AM
The Manticore MIRV torpedo was way too powerful: 2 x 8 x 300 High Explosive damage by heatseekers missiles? That stuff was really broken! So I reworked it a bit, with a new smoother animation and a pair of torpedoes that only drop small low yield bombs in a carpet pattern. Enjoy your undiscriminating fleet bombardment:
Spoiler
(http://i.imgur.com/4kYitK8.gif)
[close]
Title: Re: [0.65.2a] Scy V0.9_DEV 5 Increased Scy presence in the sector (05/04/2015)
Post by: Tartiflette on April 14, 2015, 04:41:33 PM
So I heard DatonKallandor is bashing Scy in the little fenced garden that is now the SomethingAweful forum (http://forums.somethingawful.com/showthread.php?threadid=3570400&userid=0&perpage=40&pagenumber=73#post443990253), but refuses to post his complains here where it they can be discussed. Lets pass on the petty attitude that is to dismiss someone's work while preventing the author to reply: This is internet, everything's fair game I suppose. However, since a friend sent me his posts, that doesn't prevent me to reply to him here and try to get something positive out of his rant:

Quote from: DatonKallandor
Note that SCY is ludicrously overpowered - it's pretty much the perfect example of artist mod. Incredibly pretty and well crafted with a *** ton of unique weapon and ship effects (both visual and gameplay), but the balance is just hilarious. If you play Nexerelin and you start SCY you've basically won immediately.

Quote from: DatonKallandor
Ludicrous burn speeds (pretty much everything they've got is at least one category faster than it's class, sometimes more) and incredibly powerful weapons say hello (massive kinetic spike damage from almost tachyon lance range that also teleports the target in front of your guns after they overload, is just one example).

Quote from: DatonKallandor
It's not a grievance, it's just a warning to someone considering picking up SCY for a Nexerelin game. The burn speed alone will make SCY kick everyone's ass on the strategic layer because their fleets will simply out-run and/or catch up to everyone else.

As expected, I disagree with most of your points. While usually you aren't "wrong" beyond mixing facts and personal opinion, this time you are pushing it.

   In Nexerelin, I never ever saw Scy win a game, or even become a big player. They get driven out early game pretty often actually. On the other hand, whatever faction I took, vanilla or not, I won. I think you can see the common denominator there.

   Scy isn't faster than Vanilla... Or more precisely it is faster than a barebone vanilla ships, but those can compensate with engines hullmods. Hulmods that Scy ships can't mount, making them the equivalent to a fleet with unstable injectors or augmented engines on all ships. Besides some ships aren't faster than their vanilla counterparts, namely the armored ones. And since those can't mount engines mods either, big fleets are actually slower than average! Same goes for combat speed; do I need to mention that since they have a single engine, they are even more susceptible to flameouts? So the result is: small Scy fleets are marginally faster than their vanilla counterparts, and big ones are the same speed or slower if they got a Nemean Lion capital-ship in tow, the slowest ship in the game including mods. Sure having pre-boosted engines will help the early game a lot, but soon you'll find that you have to either only grind small fleets or invest in slow and expensive ships.

   Weapons have higher average damage per shot than vanilla on average, that's true. However almost every single one of them have at least a vanilla equivalent that does more damage, for less flux and better range. The exception being the weapons that are far too removed from vanilla to compare adequately, some built-in ones and maybe the small HeMor. Sure I made a lot of fancy visuals effects, and that makes them look and feel strong. Stronger than they actually are because cold hard numbers put them just below the best vanilla ones. Also they have lower than average range, witch cancel most of the ships speed advantage, plus horrible OP cost and flux stat. But maybe you didn't realized that the weapons tooltip display the flux for sustained fire and not maximum dps? Here's the rule of thumb I used compared to the best weapons vanilla offers: 50-80% range, 50-80% speed, 150-200% damage, 50-75% rate of fire, 150-200% flux, 125-150% OP cost. Sure the 200% damage do wonders and is just compensated by the other worse stats, but Scyan ships also have exactly half the weapon mounts of vanilla ships, plus/minus one.

   Now there is the Siren teleporter gun problem that I can agree with. Of course it has less than half the Tachyon Lance range, half the damage to shields (and not even hard flux), deals exactly 0 damage to hulls, is ammo starved and is the main weapon of an expensive cruiser that has only 4 other small turrets... Still it can be powerful in fleet battles and quite frustrating to oppose. But surprise, I already tackled this problem on my end. Now the teleporter shells are loaded only if a ships system is activated, with a long cooldown and limited to 5 charges with 50s regen. (and as a system it can't get buffed by extended magazines)

So sure there are still some rough spots, equipments that are a bit too good, but calling the whole mod "ludicrously overpowered" is defamatory at best. I don't pretend Scy is underpowered either though. It used to be (voluntary) quite weak and I slowly worked them up to what I believe is a pretty good spot around mid-tech.

And yes, this is a attempt to flush you out of your Armchair Specialist salon into the real world to discuss your issues because even if I disagree, it do double-check all my numbers each time, witch can't be a bad thing.

[EDIT] I stand corrected, there was one ship that was 1 burn faster than it's vanilla equivalent with Augmented Engines: the Xanthus sub-capital freighter. An augmented Atlas has 1500 cargo with burn 4, a Xanthus is burn 5 for 1200 cargo. A tiny bit too good then, it's now burn 4.
Title: Re: [0.65.2a] Scy V0.9_DEV 5 Increased Scy presence in the sector (05/04/2015)
Post by: Histidine on April 14, 2015, 08:32:47 PM
It could be because one gets SS+ bonuses and the other doesn't, but ExigencyCorp in my current Nexerelin game is tearing up equal or superior Scy fleets in autoresolve.
Title: Re: [0.65.2a] Scy V0.9_DEV 5 Increased Scy presence in the sector (05/04/2015)
Post by: Dark.Revenant on April 14, 2015, 11:29:37 PM
FYI: autoresolve essentially doesn't care about level bonuses.
Title: Re: [0.65.2a] Scy V0.9_DEV 5 Increased Scy presence in the sector (05/04/2015)
Post by: cpmartins on April 15, 2015, 08:47:28 AM
Caring what people on SA think. The literal shithole of the internet.
It was good about 6 years ago. Now? Well, let's just say my 10bux have been going unused since back then.

BTW I don't find Scy unbalanced. It does what it does well and I like it very much, bot aesthetically and balance-wise.
The only fleets I have trouble assessing strength in a fully modded SS+ game are Blackrock ones with their "surprise buttsecks" battleships. Still love it to death though, especially when I'm the one doing it >:)
Title: Re: [0.65.2a] Scy V0.9_DEV 5 Increased Scy presence in the sector (05/04/2015)
Post by: Sabaton on April 16, 2015, 12:18:36 AM
 You do understand the fact that that idiot just made a bunch of nonsense about your mod to present to his other private club friends and maybe get a thumbs up or whatever the hell they have.?
 This behaviour is just like all the people that have fraudulently taken down you tube videos on account of copyright infringements that weren't actually there.
 They never come out of their hole because they know they're wrong and will only talk smack as long as they're safe from consequence. I'm sure this deuche will post a reply on his stupid forum where only his buddies can see it like the coward he is.

Title: Re: [0.65.2a] Scy V0.9_DEV 5 Increased Scy presence in the sector (05/04/2015)
Post by: Tartiflette on April 16, 2015, 12:54:38 AM
In this case he might come: he is present on this forum too. Apparently, he just insist on talking about vanilla here, and only discuss mods on SA (witch frankly don't make any sense). Besides, even if he doesn't reply here, other players present on both places might see this and have all the elements to make their own opinion about Scy instead of just reading "Dis is OP trash, nerf it!".

But more to the mod: 0.9 is nearly there, probably this week. I just want to finish this damn lore update and all the descriptions modifications that comes with it. Yeah I know, most people don't care much about that part but I do, and if even 1% of the other players care too then it's worth it. I already uploaded pdf on the OP that is about the 3 Hegemony-side missions against Scy.

If anyone has some issue or complain about Scy, now's the time to share it!
Title: Re: [0.65.2a] Scy V0.9_DEV 5 Increased Scy presence in the sector (05/04/2015)
Post by: Sabaton on April 16, 2015, 03:01:57 AM
 I care about the lore, the in game codex is my best friend.

 
Title: Re: [0.65.2a] Scy V0.9_DEV 5 Increased Scy presence in the sector (05/04/2015)
Post by: Alex on April 16, 2015, 09:27:58 AM
(Let's please not bash other people or forums. I don't want to have to start handing out official warnings, and this is extremely close to warranting it. "idiots", "sh*thole", etc, plus tearing someone down where they may not see it doesn't exactly afford one the moral high ground when tearing them down for essentially the same perceived offense.)
Title: Re: [0.65.2a] Scy V0.9_DEV 5 Increased Scy presence in the sector (05/04/2015)
Post by: xenoargh on April 16, 2015, 09:36:00 AM
Where's the Like button? 

Totally agree with Alex- be nice to the people who make the cool toys, and represent us as the generally-nice people we actually are around here, guys :)
Title: Re: [0.65.2a] Scy V0.9_DEV 5 Increased Scy presence in the sector (05/04/2015)
Post by: Unreal_One on April 16, 2015, 02:38:53 PM
Scy isn't faster than Vanilla... Or more precisely it is faster than a barebone vanilla ships, but those can compensate with engines hullmods. Hulmods that Scy ships can't mount, making them the equivalent to a fleet with unstable injectors or augmented engines on all ships. Besides some ships aren't faster than their vanilla counterparts, namely the armored ones. And since those can't mount engines mods either, big fleets are actually slower than average! Same goes for combat speed; do I need to mention that since they have a single engine, they are even more susceptible to flameouts? So the result is: small Scy fleets are marginally faster than their vanilla counterparts, and big ones are the same speed or slower if they got a Nemean Lion capital-ship in tow, the slowest ship in the game including mods. Sure having pre-boosted engines will help the early game a lot, but soon you'll find that you have to either only grind small fleets or invest in slow and expensive ships.

But that argument is true about AI fleets, in which case, Scy will almost universally be faster. The AI will rarely have Aug Engines installed on all their slowest ships, while a Scy fleet can't really help but do so.
Title: Re: [0.65.2a] Scy V0.9_DEV 5 Increased Scy presence in the sector (05/04/2015)
Post by: Tartiflette on April 16, 2015, 03:09:05 PM
As I said, this is only true for the small fleets, the bigger ones will have slow ships that on the contrary make them just as fast or even slower than vanilla AI fleets. And since Scy need a significant advantage to win a battle (especially in AI vs AI), only those fleets will be a menace so I don't think it's game-breaking. It's more an advantage for fleeing and never be caught in a fight they don't want rather than an offensive edge. From all my testing I can say they are difficult to completely obliterate as they flee, but not very hard to repel when they attack.
Title: Re: [0.65.2a] Scy V0.9_DEV 5 Increased Scy presence in the sector (05/04/2015)
Post by: Cathair on April 16, 2015, 10:14:37 PM
Edit: You know what, ignore me, Alex already said everything that really needed saying.

Starsector's modding community is generally one of the better ones out there, would be great if people could keep things in perspective so that it could stay that way.
Title: Re: [0.65.2a] Scy V0.90 Unleashed update (23/04/2015)
Post by: Tartiflette on April 23, 2015, 12:23:15 AM
(http://i.imgur.com/hvAAvMx.jpg)

https://youtu.be/jo8G2yKtcUU

(http://i.imgur.com/I3Pvg57.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.90.rar)

Require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0).
Require LazyWizzard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
Compatible with LazyWizzard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0).
Play nicely with other mods including Dark.Revenant's Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)

This update will break 0.89 saves but not 0.9_DEV2 and later saves.

It took some time to wrap it but Scy 0.9 is finally here! If you didn't tried any DEV version, you'll discover the Stymphalian Bird elite frigate, the Heavy Minigun medium weapon, the Prism Freeport high-end marker, find valuable Intelligence Chips and experience a smoother, more polished mod overall. You can check the changelog as long as my arm to the bottom. I also finished a huge Lore overhaul. You can read it by downloading these two fancy (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/THE_LORE.pdf) illustrated PDF (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/THE_HUNT.pdf), or check the jpeg versions in the OP. Finally I set my mind on the use of "Scy" and "Scyan" in the descriptions: it's Scyan for all uses as adjective with the sole exception of "Scy Nation". Sorry for the changes all over the place these past DEV, any other case left would be a typo.
Spoiler
(http://i.imgur.com/qppYLZV.jpg)

(http://i.imgur.com/w1RQeSg.jpg)

(http://i.imgur.com/be7SZXl.jpg)
[close]

You should know that this is the final content update: As of now, the mod feels pretty complete to me and can stand on it's own next to any other or vanilla. That doesn't mean I'll stop working on Scy (after all, it's still version 0.9 for a reason), but there probably wont be any large update like this one in the future except for game compatibility. Instead I'll focus more on the final balancing rough spots, or improve the ship-systems AI, that kind of things. I might also resume my little talks with Dark.Revenant about a potential SS+ integration someday. In the meantime, have fun!

Changelog
Spoiler
Code
v0.9
23/04/2015

 - Added the Heavy Minigun: bigger cousin of the Light Minigun: unsuitable to point defense, but okay at pressuring shield and murderous against ships' hull once their armor gives in.

 - Added Stymphalian Bird frigate: Next generation frigate of immense power but extreme rarity.
        Specifically designed to take on Capital ships, fares much worse against fighters and other frigates.
        (You can imagine the damned offspring of an Hyperion and a Nevermore).

 - Added Dual Laser Torpedo rack for 6 OP (reduced single Laser Torpedo to 3 OP from 4).

 - Nexerelin compatibility.

 - Intel Chip commodity. Very valuable and only dropped by some specific Scy fleets.

 - Spy fleets. Well, those fleets.

 - Scy is now suspicious with most factions instead of inhospitable.

 - Reworked Acheron system, with a pirate hideout and a special independent station that can sell military grade hulls from any faction at a huge mark up price.

 - New backgrounds for both Acheron and Tartarus.


BALANCE

 - Nerfed the Megeara:
        Teleporter, three charges instead of two, but recharge delay raised from 10 to 30 seconds,
        Phase, upkeep raised to 7.5% flux per second from 5%,
 - Baliuses FP reduced from 7 to 5.
 - Significantly buffed the Telchine miner ship hull and armor.
 - Buffed Telchine's Deconstruction beam to reduce the target's HP 1% per second: same speed for a capital ship or a fighter. Still useless against shielded targets.
 - The siren now only deploy two drones at once.
 - Slasher beam flux usage reduced to 313 FPS from 645 (near 1:1 ratio), also has a new hit visual effect.
 - Burst Repeater Beam reverted to Vibrating beam but now fire continuously, with a much better flux efficiency and range.
        It's now a potent support weapon against frigates and destroyers, but not efficient against fighters.
 - Corrected Medium and Large HeMor flux requirement.
 - Slightly reduced the Focus Beam flux requirement.
 - Vastly buffed the Medusa frigate's EMP Nova ship system:
        In addition to overloading every ships in a 1500 SU radius, the EMP also disable some weapons and engines, causing flameouts and confusion in the enemy fleet...
        And your own allies too if you didn't took care to hold them back!
 - Interceptor fighters flak now fire continuously.
 - All Atfi wings received short range missiles instead of coasting missiles.
 - All prices have been adjusted to be in line with vanilla:
Frigates and destroyers are slightly more expensive,
Cruisers are less expensive,
Weapons are far cheaper.
 - Reduced the OP cost of small missile weapons across the board.
 - slightly nerfed the Coasting missiles health and speed toward Harpoons values (250 speed instead of 300, 175hp instead of 250).
 - Slightly buffed the rockets health from 50 hp to 75 hp, reduced the acceleration from 250 su.s-2 to 100.
 - Increased rocket damage from 100 to 200 High Explosive damage.
 - Severely reduced the OP cost for mounting EMP sweeper missile from 15 to 10.
 - Increased Laser Torpedo Launcher's ammo from 10 to 15 missiles, decreased the reloading delay from 10s to 6s.
 - Reduced the OP cost for mounting Heavy Modular Swarmers from 26 to 20.
 - Singularity Torpedo Launcher's ammo raised from 8 to 15 missiles, OP cost reduced from 30 to 25.
 - Small flak DPS raised from 67 to 100, OP cost reduced from 8 to 6.
 - Small KAcc and HEMor OP cost reduced from 8 to 6.
 - Medium KAcc OP cost raised from 12 to 13.
 - Changed the Khalkotauroi's main weapon from a burst beam to a normal beam,
 - Changed the damage type to Energy, was High Explosive for the base 200dps and Energy for the bonus 600 dps from the Accelerators pods.
 - Raised the base damage without accelerators from 200 to 400 dps, reduced it's flux produced from 2000 to 400 flux/s but the accelerators now also produce flux.
 - Reduced the Khalkotauroi flux capacity from 30000 to 20000.
 - The Siren Teleporter gun now need to be "loaded" via a ship system in order to teleport it's target.
        The system has 5 ammo and a very slow regen
        If not loaded, the main gun act as an anti shield EMP weapon that deals no damage to hulls. 5 ammo with decent regen.
 - Nerfed drones speed and accelerations.
 - Converted the Centaurs haulers' hardpoint from medium ballistic to medium universal.
 - Reduced the OP available of most ships, due to the OP cost reduction of most weapon. On average, -10 to -20.
 - Light minigun now has a short charge-up, that makes it slightly less potent as a point defense as the rotation is dampened.
 - Reduced dps from 250 to 200 frag, reduced flux produced from 200 to 100, raised "splinters" dps to 50 Energy from 5 High Explosive plus 20 Kinetic.
 - Changed the Singularity torpedo pulling calculation, now based on ship class instead of hull mass to avoid issue with other mods' balance.
 - Increased it's yield when hitting shields, nerfed the effect for objects away from the epicenter.
 - Reworked Manticore's Mirv torpedo: it now drop small bombs instead of spawning 8 heat-seekers missiles.
 - Reduced the Manticore's Phase Torpedo regen rate from 3s to 5s.
 - Assault Shield ship-system is now time limited but much more efficient to avoid AI spamming.
 - Adjusted range values for all Manticores built-in missiles launchers.
 - Slightly reduced some frigates hull values,
 - Slightly reduced some destroyers/cruiser flux capacity.
 - Nerfed the EMP Sweeper missiles when attacking multiple enemies:
        It can only deal EMP damage to a single target at once instead of all targets in range.
        Still deals the same total EMP damage when dealing with a single target.

BUGFIXES/IMPROVEMENTS

 - Improved feedback on the effect of various hullmods and ship-systems, smoothed some effects on activation and deactivation.
 - Improved placement logic for the random position of Acheron.
 - Removed the bandits fleets that pursued you if you got to Acheron without fuel (no longer relevant since you can buy fuel at the new stations).
 - Some offseted hard-point sprites have been corrected.
 - The Siren main gun now properly affect Twig ships.
 - Hacking Commlink now properly affect Twig ships.
 - Singularity Torpedoes now properly affect Twig ships.
 - Miner ship's drone's GravGuns now properly affect Twig ships.
 - Anti-missiles now target nearby fighters if there aren't any missiles to intercept.
 - Built-in hull-mods no longer clutter the list.
 - Improved AI for the Precision Gear ship-system: it no longer activate when retreating or when the targets a way out of range even with the system active.
 - The Talos shield now unfold at normal speed when not using the Stasis Shield ship-system. Behavior improved and the shield can be affected by other weapons/ship systems (like some ICE weapons).
 - Added SS+ "Drive Shunt" to the list of incompatible engines hullmods.
 - Improved the Manticore's Phase Missile launcher animation.
 - Extensive modifications and optimization of the Khalkotauroi's main weapon's animation due to the switch to a standard beam.
 - Extensive modifications and optimization of the siren's main weapon's animation to prevent it from playing in full when the ship is overloaded mid-chargeup/don't have enough flux room once charged.
 - Corrected a bug with the Singularity's damage that made the AI ignore it.
 - Corrected the Keto's main gun appearing "on" in refit.
 - Optimized blinkers, with more variations between them.
 - Optimized Medusa's lightnings deco, randomized the animation.
 - Optimized many weapons animations.
 - All animated muzzles are now independent from their weapon and no longer create artifacts from damage decals.
 - New fancy animation script for the miniguns, they spin up and down smoothly, are no longer animated while venting, and stop where they should instead of alway going back to the first frame.
 - Scy ships now take incoming missiles into account when deciding if they should vent. They should also try to get farther away from Cruisers and Capital-ships before venting.
 - Pierce Railgun subtle redesign.
 - Custom missile AIs are now properly affected by ECCM, up to three times more precise with it (namely: Heavy Modular Swarmer missiles, Lasers Torpedoes, Coasting Missiles, Manticore MIRV Torpedoes).
 - Improved weapons tooltip descriptions to be more helpful.
 - Adjusted all variants "quality factor" for fleet more coherent with their market stability.
 - Corrected the descriptions according to the modified Lore.
 - Added new interaction image and dialogue to all Scyan stations and planets.
 - New missile AI for the rockets, they should hit smaller moving targets much more reliably, especially with ECCM.

 - General cleanup of unused scripts and non matching names. Lot of "under-the-hood" improvements and some preparations for future SS+ integration.
[close]
Title: Re: [0.65.2a] Scy V0.90 Unleashed update (23/04/2015)
Post by: ValkyriaL on April 23, 2015, 10:17:05 AM
Really nice update, sad to hear that you only have polishing left, id love some more ships, (why wouldn't i?) but considering the quality they have already, i doubt 1.0 is far away. :-*
Title: Re: [0.65.2a] Scy V0.90 Unleashed update (23/04/2015)
Post by: Deathfly on April 23, 2015, 08:57:08 PM
Really nice update, sad to hear that you only have polishing left, id love some more ships, (why wouldn't i?) but considering the quality they have already, i doubt 1.0 is far away. :-*

You ALWAYS love MORE ships. always:)
Title: Re: [0.65.2a] Scy V0.90 Unleashed update (23/04/2015)
Post by: Silver Silence on April 24, 2015, 04:46:49 AM
Really nice update, sad to hear that you only have polishing left, id love some more ships, (why wouldn't i?) but considering the quality they have already, i doubt 1.0 is far away. :-*

You ALWAYS love MORE ships. always:)

So many ships that in the end, he trimmed half the ships out of his mod to reduce bloat (which makes me a sad).
Title: Re: [0.65.2a] Scy V0.90 Unleashed update (23/04/2015)
Post by: Tartiflette on April 24, 2015, 06:20:41 AM
So many ships that in the end, he trimmed half the ships out of his mod to reduce bloat (which makes me a sad).
That... may have been my fault for the most part.
Title: Re: [0.65.2a] Scy V0.91 Starsector + Integration (30/04/2015)
Post by: Tartiflette on April 30, 2015, 12:40:57 AM
Well...

(http://i.imgur.com/aRHxCsV.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.91.rar)

Require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0).
Require LazyWizzard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
Compatible with LazyWizzard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0).
Integrated to Dark.Revenant's Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)

Small update. I corrected a nasty bug in my missiles AI. Oh also Scy is now STARSECTOR+ INTEGRATED!  ;D

Changelog:
Spoiler
Code
V0.91
30/04/2015

IMPROVEMENT:

 - SS+ integration

BUGFIXES:

 - Corrected a potential NPE in all missiles AI, and improved their tracking when fired away from the target

BALANCE:

 - All Sufi wings FP raised from 4-5-6 to 5-6-7.
 - Tobo are now in wing of 2 from 3, FP down from 8 to 6, supplies from 1 to 0.75 per bomber, CR per bomber from 8 to 10, Shield arc raised from 90 to 120.
 - Minor changes in some interaction dialogs and descriptions.
 - That is all
[close]
Title: Re: [0.65.2a] Scy V0.91 Starsector+ Integration (30/04/2015)
Post by: whatdoesthisbuttondo on April 30, 2015, 10:24:56 AM
Quote
java.lang.RuntimeException: Error loading [graphics/SCY/weapons/SCY_kaccMkiii/SCY_kaccMkIII_hardpoint_000.png] resource, not found in ...

Looks like upper/lowercase issue to me, as the file is actually named SCY_kaccMkiii_hardpoint_000.png

Edit: Indeed, after putting the proper name in the .wpn file, it works fine.
Title: Re: [0.65.2a] Scy V0.91 Starsector+ Integration (30/04/2015)
Post by: Doom101 on May 01, 2015, 01:49:56 PM
Excellent mod, just discovered it after being led here by SS+ ( i've been away for quite awhile and needed to update) read through the lore as i do for all the factions, and while it was really well structured i have to admit your spelling leaves quite a lot to be desired. As an english buff and massive nerd i'd be willing to proofread it and send you a list of corrections if you're not against it. Not sure how easy it would be to correct for you though seeing as how the entirety of your lore is in pictures not text.

anyway looking forward to seeing these guys in my new game. your carriers looks especially fun.
Title: Re: [0.65.2a] Scy V0.91 Starsector+ Integration (30/04/2015)
Post by: Tartiflette on May 01, 2015, 02:06:00 PM
Looks like upper/lowercase issue to me, as the file is actually named SCY_kaccMkiii_hardpoint_000.png
My bad, I'll upload a corrected version tomorrow for the other Linux players.

As an english buff and massive nerd i'd be willing to proofread it and send you a list of corrections if you're not against it. Not sure how easy it would be to correct for you though seeing as how the entirety of your lore is in pictures not text.
I'm not about to refuse any help on that mater! Seems that Open Office didn't caught all my mistakes. If you grab the PDF versions you can directly copy-paste the text and edit it in whatever software you use, that should be more convenient than rewriting everything. Thanks in advance!  :)
Title: Re: [0.65.2a] Scy V0.91 Starsector+ Integration (30/04/2015)
Post by: Doom101 on May 01, 2015, 02:25:44 PM

As an english buff and massive nerd i'd be willing to proofread it and send you a list of corrections if you're not against it. Not sure how easy it would be to correct for you though seeing as how the entirety of your lore is in pictures not text.
I'm not about to refuse any help on that mater! Seems that Open office didn't caught all my mistakes. If you grab the PDF versions you can directly copy-paste the text and edit it in whatever software you use, that should be more convenient than rewriting everything. Thanks in advance!  :)

Ah yes Open Office, it leaves much to be desired, well actually it's okay but unlike other editors it doesn't look at context for grammar, among other things. It might take me a little while but I'll get it to you sooner rather than later. ( have to play some SS among other things :D)
Title: Re: [0.65.2a] Scy V0.92 Minor logistic fix (03/05/2015)
Post by: Tartiflette on May 03, 2015, 03:18:50 AM
Uploaded a small fix for the case issue on Linux as well as some small logistic adjustments.
You can get it here (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.92.rar) or follow the link in the OP. This shouldn't break any save.
Micro changelog:
Spoiler
Code
V0.92
03/05/2015

BUGFIXES

 - Corrected a name case issue for Linux users.

BALANCE
 - Converted the Orthrus two small Universals to small ballistic.
 - Reduced the Manticore number of drones from 4 to 2.
 - Raised the overall fleet and supply footprint of the Erymantian Boars (both), Sthenos (both), Manticore Carriers, Orthruses, Lealapses, Arguses, Armored Lamia.
[close]
Title: Re: [0.65.2a] Scy V0.92 Starsector+ Integration, minor logistic fixes (03/05/2015)
Post by: steelrealm on May 04, 2015, 08:05:55 AM
Not sure if this is a really bug or not, but I've noticed that the 'Vibrating Beam', although designated a Point Defence weapon, does not typically fire upon incoming missiles. It seems to focus exclusively on further away ships or occasionally fighters.
Title: Re: [0.65.2a] Scy V0.92 Starsector+ Integration, minor logistic fixes (03/05/2015)
Post by: Tartiflette on May 04, 2015, 08:40:39 AM
Yeah, that was a leftover in it's description from when it actually was a PD. It's corrected in the last version I uploaded I believe.
Title: Re: [0.65.2a] Scy V0.92 Starsector+ Integration, minor logistic fixes (03/05/2015)
Post by: Shedovv on May 04, 2015, 04:02:28 PM
Your Missions are broke *sob*. I had SCY as a faction in my game for quite some time but seeing as I have Hiigaran's, Valkyrian's, Interstellar Imperium, Black Rock, Neutrino, Exigency, Mayorate, P9 Colony Group, Shadowyards and Citadel installed. I only got around to playing SCY. But before I start to play I decided to go back here and read the fancy back-story etc you have made and it was most sad when I was reading through it saw that an in-game made mission happens here and decided to pause to actually play through the mission only to be greeted by a crash. It says something about the SCY wormhole in the small message that pops up after the crash, if need be I can pull up a log (i'd do it right away but I am lazy) later.
Title: Re: [0.65.2a] Scy V0.92 Starsector+ Integration, minor logistic fixes (03/05/2015)
Post by: Tartiflette on May 05, 2015, 12:36:45 AM
Wow, that bug has been there since November!??? I uploaded (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.92b.rar) a fixed version in the OP, or you can simply replace the 01_trail folder in data/missions with this one.


[attachment deleted by admin]
Title: Re: [0.65.2a] Scy V0.92b Starsector+ Integration, mission fix (05/05/2015)
Post by: Shedovv on May 08, 2015, 02:33:54 PM
In that screenshot of yoru there's a High-End Seller who apparently sells everything thats in game. Where did that come from?

I believe there's a Twig Lib bug that causes the game to Crash on Mission 2.
Title: Re: [0.65.2a] Scy V0.92b Starsector+ Integration, mission fix (05/05/2015)
Post by: Tartiflette on May 08, 2015, 03:34:16 PM
I have no problem on the mission 2, are you sure you have the lastest TwigLib?
The High-end seller is in the Prism Freeport found in Tartarus. (or in Hyperspace if you play with Nexerelin)
Title: Re: [0.65.2a] Scy V0.92b Starsector+ Integration, mission fix (05/05/2015)
Post by: Shedovv on May 09, 2015, 12:07:18 AM
I have no problem on the mission 2, are you sure you have the lastest TwigLib?
The High-end seller is in the Prism Freeport found in Tartarus. (or in Hyperspace if you play with Nexerelin)

Lol been seeing the Prism several times, never bothered to dock.

I am almost certain, but let me double check by installing a newest version, if that stuff remains I tell you.

EDIT: For whatever reasons I had suddenly doubles of some of the mod folders in my mod's folder, after deleting those "copies" which TwigLib and SCY also had, the crash did not occur during the mission. So there's that.
Title: Re: [0.65.2a] Scy V0.92b Starsector+ Integration, mission fix (05/05/2015)
Post by: Tartiflette on May 09, 2015, 02:25:27 AM
Glad to hear that, I was reaaaally puzzled for a moment.
Title: Re: [0.65.2a] Scy V0.93 Fighters and missile boost (19/05/2015)
Post by: Tartiflette on May 19, 2015, 12:43:15 AM
(http://i.imgur.com/BshbpPv.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.93b.rar)

Require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0).
Require LazyWizzard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
Compatible with LazyWizzard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0).
Integrated to Dark.Revenant's Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)

Another small update, mostly around fighters and missiles balance. The SuFi has gone under a redesign phase and gained a turret in trade of one of it's hard-points, and all fighters weapons have been shuffled around. The AtFi got a Burst Thrusters ship-system like the Weapons Platform drones built on the same chassis, which give them a nice punch in the thick of the battle. Missiles have been a bit buffed: The Coasting Missiles are now "remote controlled", that is only one volley per launcher can be in flight at any time. On the other hand they are now as damaging as a Harpoon so beware. Rockets are now far more precise and should really hit their target reliably now. Laser torpedoes received a small buff to the number or ray produced too. Finally the Khalkotauroi and the Siren cruisers finally use often and correctly their main weapons.

Changelog:
Spoiler
Code
V0.93

NEW CONTENT
 - SuFi redesign: it lost a hardpoint but gained a full coverage turret to help it in it's escort role.
 - Also added a new fighter beam weapon.

BALANCING
 - Coasting missiles are now "remote controlled". That is only one volley per weapon can be in flight at any time.
 - Coasting missiles damage increased from 400 to 750. (now effectively a long range Harpoon that can't be spammed on vulnerable targets)
 - New very accurate AI for the guided Rockets.
 - Decreased Rockets launching speed and top speed but increased their maneuverability. Also increased their cooldown.
 - Shuffled all fighters load-outs.
 - Various adjustments on fighter weapons.
 - Increased the number of rays emitted by all the Laser Torpedoes warhead.

BUGFIXES/IMPROVEMENTS
 - Small adjustments to the coasting missile AI.
 - Finally fixed the Siren and Khalkotauroi cruiser not using their main weapons at their full potential.
 - Removed the built-in weapon of the Baliuses, added a universal slot instead.
[close]
Title: Re: [0.65.2a] Scy V0.93 Fighters and Missiles boost (19/05/2015)
Post by: Tartiflette on May 20, 2015, 12:14:03 AM
Oops tiny mistake in this update (as usual :-X ), it seems I was too eager to release it for Everlazy's (https://www.youtube.com/channel/UCIbVTPQmeJtE_xKn3jZx6yw) next play-through... The best weapon Scy has to offer never spawn in markets, and that's just sad. Anyway, I updated the uploaded mod so you can re-download it, or simply overwrite the data/weapons/weapon_data.csv with this one (it won't break anything):

Sorry about that.

[attachment deleted by admin]
Title: Re: [0.65.2a] Scy V0.93 Fighters and Missiles boost (19/05/2015)
Post by: davdav on May 31, 2015, 10:10:49 AM
I've got thie error trying to engage an enemy :

90029 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.SCY_minigunAnimation.advance(SCY_minigunAnimation.java:36)
   at com.fs.starfarer.combat.entities.ship.oOOO.void.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.G.o00000(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.?0000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.private.null(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.?O000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.?O000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.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.?0000(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)

Somebody got an idea ?
Title: Re: [0.65.2a] Scy V0.93 Fighters and Missiles boost (19/05/2015)
Post by: Tartiflette on May 31, 2015, 11:34:03 AM
Damned, I thought I prevented Miniguns from crashing when mounted in hidden mounts, seems I failed. Can you try to use this version of the jar? If everything's working again I will upload a full version tomorrow.

[attachment deleted by admin]
Title: Re: [0.65.2a] Scy V0.93 Fighters and Missiles boost (19/05/2015)
Post by: davdav on May 31, 2015, 12:34:53 PM
Damned, I thought I prevented Miniguns from crashing when mounted in hidden mounts, seems I failed. Can you try to use this version of the jar? If everything's working again I will upload a full version tomorrow.

Sorry, I can't test any more, I avoided the concerned fleet.
Title: Re: [0.65.2a] Scy V0.93c Hidden mount fix (01/06/2015)
Post by: Tartiflette on May 31, 2015, 11:28:09 PM
(http://i.imgur.com/BshbpPv.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.93c.rar)

A quick patch to fix the hidden mount crash with the miniguns weapons.
Title: Re: [0.65.2a] Scy V0.93c Hidden mount fix (01/06/2015)
Post by: 19_30s on June 11, 2015, 07:59:49 AM
Hello Tartiflette!Thank you for your work to accomplish the fakebeams!Deathfly is my friend,I have made a mod with the idea,and I'll take the code on my use.However there is a long-time work for translation.Anyway,thank you! ;)
Title: Re: [0.65.2a] Scy V0.93c Hidden mount fix (01/06/2015)
Post by: Tartiflette on June 15, 2015, 09:17:25 AM
(http://i.imgur.com/TiXpvaG.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.94RC2.rar)

Require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0).
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0), including Corvus mode.
Integrated to Dark.Revenant's Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)

It's that time of the month again, but with a bit more stuff this time!
The badly overpowered Orthrus lost one of its missile hardpoints:

(http://i.imgur.com/9J3umOcl.jpg) (http://i.imgur.com/9J3umOc.jpg)

And the deployment cost has been reduced accordingly. However, to avoid breaking any saves, the previous version is still available as the "Advanced" Orthrus:

(http://i.imgur.com/tkQdpCsl.jpg) (http://i.imgur.com/tkQdpCs.jpg)

This one has been nerfed in every way but it's combat effectiveness (no point in keeping it otherwise). It cost a lot more to maintain, can't really be deployed multiple times in a row and has no cargo capacity. Basically it's a Cruiser in Destroyer's cloth.

I also improved the effect and balance of the Laser Torpedoes:
Spoiler
(http://i.imgur.com/NrIn09z.gif)
[close]

Now they look like what the name suggest  ;D All versions have been nerfed, mostly in reload time to avoid spamming, but also in damage per ray. They still chew Frigates and Destroyers pretty well, but won't kill Cruisers that easily now. They also deal soft flux to shields witch is a significant nerf in itself.

The Prism Freeport received a much needed custom sprite to live up to it's description:

(http://i.imgur.com/uHo61FVl.jpg) (http://i.imgur.com/uHo61FV.jpg)

And lastly, Scy is now compatible with Nexerelin's Corvus mode. Please note that if you are using SS+, the new "standard" Orthrus won't spawn in AI fleets until DarkRevenant update his mod. It should appear in markets normally though.

CHANGELOG:
Spoiler
Code
v0.94b
18/06/2015

BUGFIXES/IMPROVEMENTS
 - Area Scorcher proximity fuse based on the distance to the center and not to the collision radius. Improves it's efficiency against big targets
 - Fake Beams are now generated through a plugin instead of using a dummy missile.

v0.94
15/06/2015

NEW CONTENT
 - New Orthrus hull, see balancing.
 - Nexerelin's Corvus Mode Compatibility.

BALANCING
 - Seriously nerfed the Laser Torpedoes: -15% firepower for all, -50% firerate except for the large launcher, -30% engagement range.
 - Orthrus rework: Now exist in two variants, the common standard one, and the advanced one.
Standard Orthrus:
 - Removed one medium missile hardpoint.
 - Booster Ship-system replaced by Stasis Shield
 - -25% CR recovery cost
Advanced Orthrus:
 - +25% CR per deployment cost.
 - +20% CR recovery cost.
 - CR timer reduced to 180 from 240.
 - Cargo reduced to 0 from 50.
 - Fuel reduced to 10 from 75.
 - Crew complement raised to 50 from 40.
 - Speed reduced to 85 from 110.
 - burn reduced to 6 from 7.
 - Hull reduced to 4000 from 5000.
 - armor reduced to 250 from 300.

BUGFIXES/IMPROVEMENTS
 - Removed the particles generated by the Focus Beam.
 - Reduced the amount of particles generated by the Heavy Minigun.
 - Prevented the Minigun's muzzle flashes from remaining on the battlefield in SS+ Arcade.
 - The laser torpedo now make sure to have it's target in sight before detonating.
 - Added new "fake beams" for the Laser Torpedoes that hit instantly and are far better looking.
 - Corrected a wrong variant in one of the missions.
 - Refined some default variants.
 - New Prism Freeport sprite.
[close]
Title: Re: [0.65.2a] Scy V0.94 New Orthrus, new Laser Torpedoes (15/06/2015)
Post by: Delta7 on June 19, 2015, 11:51:20 AM
please include a .ZIP version of the download for those of us who do not want to put up with the *** winrar gives us and who 7zip does not seem to work for.
Title: Re: [0.65.2a] Scy V0.94 New Orthrus, new Laser Torpedoes (15/06/2015)
Post by: Dark.Revenant on June 19, 2015, 12:04:14 PM
7zip has worked on every computer with every operating system I have ever used in the past almost-decade, whether it be at home, at work, or in college.
Title: Re: [0.65.2a] Scy V0.94 New Orthrus, new Laser Torpedoes (15/06/2015)
Post by: Dratai on July 13, 2015, 12:03:29 PM
So with the latest update, with SS+ and the mods for it-
I installed everything fresh when I updated my mods, but SCY is throwing me this error when I try to start a new campaign.

Code
101631 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.IllegalAccessError: tried to access field data.scripts.world.BaseSpawnPoint.sector from class data.scripts.world.SCY_systems.SCY_spyFleets
java.lang.IllegalAccessError: tried to access field data.scripts.world.BaseSpawnPoint.sector from class data.scripts.world.SCY_systems.SCY_spyFleets
at data.scripts.world.SCY_systems.SCY_spyFleets.<init>(SCY_spyFleets.java:30)
at data.scripts.world.SCY_systems.SCY_tartarus.generate(SCY_tartarus.java:262)
at data.scripts.world.SCY_gen.ScyGeneration(SCY_gen.java:36)
at data.scripts.world.SCY_gen.initStarSystems(SCY_gen.java:28)
at data.scripts.world.SCY_gen.generate(SCY_gen.java:24)
at data.scripts.SCY_modPlugin.initSCY(SCY_modPlugin.java:185)
at data.scripts.SCY_modPlugin.onNewGame(SCY_modPlugin.java:130)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.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)

So there's something wrong with either your spawn function or your category for spyfleets.
Or it's for Nexellerin which I haven't installed because I didn't feel like playing with it. Meaning it's also possible your mod requires Nexellerin now, so if that's the case you may want to notify people of that now.
Title: Re: [0.65.2a] Scy V0.94 New Orthrus, new Laser Torpedoes (15/06/2015)
Post by: Tartiflette on July 13, 2015, 12:57:03 PM
Are you sure you have the latest version 0.94RC2 ??? Because I recall squashing this bug a while ago, and it's working fine on my end. If you aren't using it already, I cannot recommend enough Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0) to make sure you are up to date.
Title: Re: [0.65.2a] Scy V0.94 New Orthrus, new Laser Torpedoes (15/06/2015)
Post by: Dratai on July 13, 2015, 01:55:28 PM
Well that requires setting up version checker for something I (re)downloaded the latest of ten minutes before making that post.
So if you have squashed it, I apologize- but then the latest manual downloads aren't the latest at all.
Thanks anyway, I'll give it another shot.

Edit: It says 0.94RC2 on the folder I installed, so it should be up to date.
Title: Re: [0.65.2a] Scy V0.94 New Orthrus, new Laser Torpedoes (15/06/2015)
Post by: Tartiflette on July 13, 2015, 05:00:30 PM
I'm sorry you're having troubles, but I just tried Scy & vanilla, Scy & SS+, Scy & SS+ & all the integrated factions with both my dev version and the one to download without so much of a hiccup. And I really don't understand how it can fail there precisely, unless some other mod modify a comon script. In any case I'm uploading my current version. Not much stuff to show beside an even less buggy Laser Torpedo and a more consistent SCPB damage. I hope it solves your issue but I can't count on it.

(http://i.imgur.com/XFn1pO9.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.95RC2.rar)

Require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0).
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0), including Corvus mode.
Integrated to Dark.Revenant's Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)

Changelog
Spoiler
Code
v0.95
14/07/2015

BUGFIXES/IMPROVEMENTS
 - Laser torpedoes should no longer randomly "miss-fire" against shields.
 - Now correctly preventing sales on the Prism Freeport's High-End Market. Also improved the weapon offer for more consistent amounts available.

BALANCING
 - SCPB now has half the fire rate to avoid it randomly skipping some damage, better sustained damage but much lower bust DPS, and better flux efficiency.
 - Reduced the logistic impact of Scy ships, mostly the small ones. Reduced some buying prices.
[close]
Title: Re: [0.65.2a] Scy V0.95 Maintenance patch (14/07/2015)
Post by: Dratai on July 14, 2015, 05:36:16 AM
Well I can now run it with just SS+ or without other things- after completely tearing out java an reinstalling it, must've been a bug in the system- it struggles to run with other SS+ factions with the same issue though. I'm going to have a look at which of the factions integrated in SS+ is throwing SCY the error and alert Dark.Revenant, I guess.
Thanks a lot for all the good work, though. Scy's always been in my top 2 factions.

edit: Turns out the mayorate faction is what conflicts with SCY. So I guess I'll just turn that one off until it's no longer
Quote
"slightly out of date"

I'm sorry for bothering you when some other mod was the one throwing yours the error without me realizing, they used to function together at an earlier version. And once again, thanks a bunch.
Title: Re: [0.65.2a] Scy V0.95 Maintenance patch (14/07/2015)
Post by: Tartiflette on July 14, 2015, 06:19:49 AM
Wow, good catch! I totally forgot about Mayorate (shame on me), good to know. Thank you for finding that problem source; maybe you can report it in the Mayorate thread instead of SS+, after all it's not DR job to maintain all mods  ::)
And glad to hear you are enjoying Scy!
Title: Re: [0.65.2a] Scy V0.95 Maintenance patch (14/07/2015)
Post by: Dratai on July 14, 2015, 07:13:31 AM
Poke, got a bit of Trouble writing fast, currently on phone. As you may have noticed on the time it took to write the message on the mayorate thread. Will be home again soon. Also updated Java cause I thought it may have been that but no dice. xD

Edit: Alright, now home.
I only have rudimentary coding skills (meaning I usually understand what's in a code but it takes me forever to make anything at all without a reference point. what a dunce, right?) But if you need any help I'll have a gander.
Title: Re: [0.65.2a] Scy V0.95 Maintenance patch (14/07/2015)
Post by: Tartiflette on July 14, 2015, 01:03:35 PM
(http://i.imgur.com/XFn1pO9.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.95RC2.rar)

Require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0).
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0), including Corvus mode.
Integrated to Dark.Revenant's Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)

Let's hope this fixes these issues. If not, I'm removing the Spy fleets, they only exists for flavor anyway.
Title: Re: [0.65.2a] Scy V0.95 Maintenance patch (14/07/2015)
Post by: Dratai on July 14, 2015, 01:34:12 PM
Everything appears to check out.
Game isn't throwing any more fatal errors at me from loading a fresh campaign.
Even with other factions.

Sorry again for the inconvenience and thanks for the fine work.
Title: Re: [0.65.2a] Scy V0.95 Maintenance patch (14/07/2015)
Post by: Tartiflette on July 20, 2015, 09:03:02 AM
It's been a while since I added anything to Scy. (I blame Seeker (http://fractalsoftworks.com/forum/index.php?topic=9428.msg162684#msg162684)) So here's something. Not yet sure I should keep both. While having distinct role and feeling, they are still very similar:

(http://i.imgur.com/HxHgryI.jpg)

The Heavy ENB is an neat intermediary between the vanilla Heavy Blaster and Plasma Cannon. A gap that only the Autopulse vaguely occupy.

(http://i.imgur.com/naLlmeq.jpg)

The Converted Heavy ENB act as a large Triple Energy Blaster: A short ranged, high alpha, emp charged cheap Mjolnir. Easy to mount, but without much staying power.

Spoiler
(http://i.imgur.com/slwTzS6.gif)
[close]

I'm also trying a significant Ordinance Points re-balancing: Scy weapons were highly damaging, but short ranged, ludicrously flux heavy, and hard to mount. Thus quite inferior to Vanilla weapons. In addition the high OP on the ship allowed them to use the best vanilla or modded weapons (including the Templar ones) without trouble. I didn't liked that much but there is an easy fix: now most Scy weapons are in the vanilla low bracket of OP cost: If you are ready to cope with the flux cost, they are a fair bargain on any ship. In addition, all ships OP have been significantly reduced, making vanilla and modded weapons much less attractive, especially early game.
Title: Re: [0.65.2a] Scy V0.95 Maintenance patch (14/07/2015)
Post by: Nanao-kun on July 20, 2015, 02:13:56 PM
They look pretty good.
Title: Re: [0.65.2a] Scy V0.95 Maintenance patch (14/07/2015)
Post by: Takion Kasukedo on July 20, 2015, 02:20:45 PM
So, I have noticed when I tried to play Nexerelin with this new SCY patch, I had to revert to the older one, due to the fatal "null" error coming up

I had this with a few other mods on, namely, Diable, Citadel, Hiigaran, Valkyrians and a few more.

I tested it by itself, and everytime I tried to start a new game, it would come up with the fatal "null" error.

Spoiler
115991 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.save.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.ui.D.O00O.showNewGameOptionsPanel(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.NewGameDialogPluginImpl.init(NewGameDialogPluginImpl.java:70)
   at com.fs.starfarer.ui.D.O00O.Óoo000(Unknown Source)
   at com.fs.starfarer.ui.D.O00O.<init>(Unknown Source)
   at com.fs.starfarer.ui.D.O00O.<init>(Unknown Source)
   at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.ôOÒ000(Unknown Source)
   at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.new.Òôo000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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)
[close]

I'm not sure if above consists of this but, eh, I dunno.


EDIT -1-

OK so it's not this or any of them at all, it's the game itself being a total b*tch not letting me run Nexerelin with the latest patch or Starsector +

Basically, I can't start a new game with any mods, plus I have the latest patch of Starsector.
Title: Re: [0.65.2a] Scy V0.95 Maintenance patch (14/07/2015)
Post by: Histidine on July 21, 2015, 12:43:01 AM
Are you using the RC2 release of Starsector 0.65.2a (check your installer filename or the top-right corner of the screen ingame)?

Failing that, try doing a clean reinstall of Starsector + any mods.
Title: Re: [0.65.2a] Scy V0.95 Maintenance patch (14/07/2015)
Post by: Tartiflette on July 21, 2015, 03:26:20 AM
Also, could it be possible you installed the "Patch" version of the Nexerelin mod on a version that was too old? Try to download the full version of the latest Nexerelin just to be sure.
Title: Re: [0.65.2a] Scy V0.95 Maintenance patch (14/07/2015)
Post by: Luna on July 21, 2015, 11:34:07 AM
Ooh, the animation on the Heavy ENB is awesome.
Title: Re: [0.65.2a] Scy V0.95 Maintenance patch (14/07/2015)
Post by: Takion Kasukedo on July 22, 2015, 11:16:04 AM
Yep, RC2 and I am using the latest Nexerelin

It's working now, since I had a clean install as backup.
Title: Re: [0.65.2a] Scy V0.95 Maintenance patch (14/07/2015)
Post by: Tartiflette on July 22, 2015, 04:38:35 PM
Great, glad to hear everything is working now!
Title: Re: [0.65.2a] Scy V0.95 Maintenance patch (14/07/2015)
Post by: Tartiflette on July 23, 2015, 02:23:34 AM
(http://i.imgur.com/ZTPq4e4.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.96DEV4.rar)

Require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0).
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0), including Corvus mode.
Integrated to Dark.Revenant's Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)

Okay so I tried something here, kinda a side-step in balance: I wanted to keep Scy combat capability mostly intact while making their weapons more attractive on vanilla ships and vanilla weapons less attractive on Scy ships. To that end I reduced the OP cost of the weapons a fair bit, making them cheap but flux hungry alternatives to vanilla weapons. Conversely, Scy ships now have less OP available and can't mount the best vanilla weapons that easily. In addition I readjusted all ships shields efficiency and flux capacity. They now can absorb exactly as much damage as midline ships, but have twice the flux room to fire. On the other hand the passive dissipation has been further reduced forcing the ships to vent as often as before.

All in all, this should make Scy ships a tad better at low level (especially the Talos frigate and the cruisers) while lowering a bit their scaling with player skills.

Finally there are the two weapons I showed a few days back. While I want to, I'm still unsure it's a good idea to keep both as they are very similar, so please send me some feedback on this.

[EDIT] New version up, with more tweaks and a new optimization pass.

CHANGELOG:
Spoiler
Code
v0.96
WIP

NEW CONTENT
 - Added the Heavy ENB: An up-sized energy version of the Triple Energy Blaster that can fire continuously for moderate damage. Used as a cheaper Plasma cannon with constant pressure.
 - Added the Converted Heavy ENB: A ballistic conversion of the Heavy ENB in the same fashion as it's medium sized counterpart. Short-ranged and ammo limited, but higher burst damage and very easy to install. Used as a Mjolnir knock-off with better armor penetration.

BALANCING
 - Significant weapon balance tweaks:
   . The combat stats of most weapons didn't changed, however their OP cost has been lowered to low-tier vanilla.
   . Scy weapons are cheap to install but short ranged and very flux hungry.
   . This should make them competitive alternatives to vanilla weapons, powerful but sharply raising the risk of overloads.
 - All Scy ships have had their OP amount reduced accordingly, making them a bit starved when installing higher tier vanilla weapons.
 - Significant shield balance tweaks:
   . All shields are now in line with vanilla in the amount of damage they can soak. A bit down for the frigates (except for the Talos), slightly up for the cruisers, significantly up for the capital-ships.
   . Passive Flux dissipation while the shields are online further reduced.
   . Given the now reduced OP that scale less with the Player levels, this should makes Scy ships better in the early game but equivalent later on.

BUGFIXES/IMPROVEMENTS
 - Removal of deprecated features, CSV clean-up, sounds clean-up...
 - Slight graphic upgrade for the Triple Energy Blaster, the Focused Pulse Beam, the Enhanced Focused Pulse Beam, the Anti-missiles launcher, the Burst Nailer, the SCPB.
 - Significant cleanup in the scripts, should result is a small performance improvement during large battles, less particles clipping and more consistent effects with unstable frame-rates.
 - Added lights info for ShaderLib users.
[close]
Title: Re: [0.65.2a] Scy V0.95 Maintenance patch (14/07/2015)
Post by: OOZ662 on July 26, 2015, 07:45:00 PM
My fleet is a Lamia Armored Destroyer and a Centaur Freighter. The Lamia lost all its armored plates in a very recent engagement (friggen Shepherd frigate and its stupid little beam drones peeled it like an onion in seconds...at least it helped me catch up), then I attempted to retreat/flee from a huge pirate force that caught me on a turn. Upon clicking the option to attempt to disengage...

Code
1419337 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 15, FP2: 114, maxFP1: 160, maxFP2: 240
1420032 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.ArithmeticException: / by zero
java.lang.ArithmeticException: / by zero
at data.hullmods.SCY_ArmorPlating.advanceInCombat(SCY_ArmorPlating.java:73)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.Ò00000(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.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)

Up to date Starsector install, all mods up to date: SCY v0.95, BRDY, Radar, Imperium, Lazy/Twig/Music/ShaderLib, Nexerelin, SS+, Version Checker. I also updated Starsector's JRE to v1.8.0_51 for the heck of it, so I dunno if that borked things.

EDIT: On a side note, it seems weird to me for the Keto to only have one flight deck. Is there some background scripting to buff that or is it only as effective as destroyer-class carriers?
Title: Re: [0.65.2a] Scy V0.95 Maintenance patch (14/07/2015)
Post by: Tartiflette on July 27, 2015, 12:24:21 AM
The one decked Keto thing is because I had to make compromises for the autoresolve combat: You can't add or remove flight-decks to a ship whatsoever. They were supposed to all be attached to the Twig part, but then they aren't "present" in autoresolve and the tooltip said 0 flight decks. My compromise was to keep one flight-deck on the main hull and the rest on the separate part that is never taken into account in autoresolve. Only in player combat the additional parts are properly spawned and it's a 4 decked carrier.

As for your crash, I'll look into it. It seems to be a division by 0 witch support your description of a peeled off Lamia, it shouldn't be too hard to fix.
Title: Re: [0.65.2a] Scy V0.95 Maintenance patch (14/07/2015)
Post by: Tartiflette on July 27, 2015, 04:03:33 AM
A bit double post but:
(http://i.imgur.com/ZTPq4e4.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.96DEV6.7z)

Require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0).
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0), including Corvus mode.
Integrated to Dark.Revenant's Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)

Okay, squashed that bug, yay! I'll keep it in DEV for now because I received no feedback on the new balance and weapons, and I'm still unsure if I went too far (It's all save compatible so if you don't like it, you can revert to the previous version and only have to tweak your variants). Since the first DEV I added Shaderlib's lights for all weapons, cleaned up a lot of scripts, and had a second round of optimization, mostly around the missiles AI and the particle effects. I also changed the Euryale's "Weapons Targeting Network" system to a passive ability with better visual cues on the effect, and given her some drones system instead.

CHANGELOG:
Spoiler
Code
v0.96
WIP

NEW CONTENT
 - Added the Heavy ENB: An up-sized energy version of the Triple Energy Blaster that can fire continuously for moderate damage. Used as a cheaper Plasma cannon with constant pressure.
 - Added the Converted Heavy ENB: A ballistic conversion of the Heavy ENB in the same fashion as it's medium sized counterpart. Short-ranged and ammo limited, but higher burst damage and very easy to install. Used as a Mjolnir knock-off with better armor penetration.

BALANCING
 - Significant weapon balance tweaks:
   . The combat stats of most weapons didn't changed, however their OP cost has been lowered to low-tier vanilla.
   . Scy weapons are now cheap to install but short ranged and very flux hungry.
   . This should make them competitive alternatives to vanilla weapons, powerful but sharply raising the risk of overloads.
 - All Scy ships have had their OP amount reduced accordingly, making them a bit starved when installing higher tier vanilla weapons.
 - Significant shield balance tweaks:
   . All shields are now in line with vanilla in the amount of damage they can soak. A bit down for the frigates (except for the Talos), slightly up for the cruisers, significantly up for the capital-ships.
   . Passive Flux dissipation while the shields are online further reduced.
   . Given the now reduced OP that scale less with the Player levels, this should makes Scy ships better in the early game but equivalent later on.
 - Euryale's "Networked targeting system" is now passive with an explicit AOE visual cue. The ship now has a drone ship-system. Small buff to it's effect: 25/20/15/10% damage and range bonus from 20/15/10/5%.

BUGFIXES/IMPROVEMENTS
 - Corrected a CTD inducing error when the Modular Armor hullmod applied it's bonus to a ship that had all it's armors stripped off in a previous engagement.
 - Removal of deprecated features, CSV clean-up, sounds clean-up.
 - Slight graphic upgrade for the Triple Energy Blaster, the Focused Pulse Beam, the Enhanced Focused Pulse Beam, the Anti-missiles launcher, the Burst Nailer, the SCPB.
 - Significant cleanup in the scripts, should result is a small performance improvement during large battles, less particles clipping and more consistent effects with unstable frame-rates.
 - Reworked missiles flight pattern for the Coasting Missiles, the Heavy Modular Swarmer and the Anti-Missiles. Small performance improvement.
 - Added lights info for ShaderLib users.
 - Changelog cleanup. (because why not?)
[close]
Title: Re: [0.65.2a] Scy V0.95 Maintenance patch (14/07/2015)
Post by: OOZ662 on July 27, 2015, 08:30:35 AM
This was the first time I'd ever used Nexerelin or SCY, so I installed the non-DEV version just to get used to it. I think I'll give the dev version a shot.

One thing I noticed in v0.95 was that it feels like there's a lack of SCY medium kinetic weapons. I haven't looked through the Codex for them so it might just be my markets, but the only one I've found is the piercing railgun that fires once a week and very inaccurately. I look hungrily at the miniguns and their frag damage wishing I could load some sabots... ;D (That would be horribly overkill from a balance standpoint but...)

EDIT: Seems like some new graphics were forgotten in the DEV5 version.
Code
76763 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/SCY/hullmods/SCY_CIC.png ] as texture with id [graphics/SCY/hullmods/SCY_CIC.png ]
76879 [Thread-10] ERROR com.fs.graphics.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Error loading [graphics/SCY/hullmods/SCY_CIC.png ] resource, not found in [C:\Program Files\Starsector\starsector-core\..\mods\Starsector Plus,C:\Program Files\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files\Starsector\starsector-core\..\mods\Nexerelin,C:\Program Files\Starsector\starsector-core\..\mods\SCY,C:\Program Files\Starsector\starsector-core\..\mods\TwigLib,C:\Program Files\Starsector\starsector-core\..\mods\Version Checker,C:\Program Files\Starsector\starsector-core\..\mods\MusicLib,C:\Program Files\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]

68600 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/SCY/weapons/deco/SCY_euryaleSystem_000.png] as texture with id [graphics/SCY/weapons/deco/SCY_euryaleSystem_000.png]
68838 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [graphics/SCY/weapons/deco/SCY_euryaleSystem_000.png] resource, not found in [C:\Program Files\Starsector\starsector-core\..\mods\Starsector Plus,C:\Program Files\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files\Starsector\starsector-core\..\mods\Nexerelin,C:\Program Files\Starsector\starsector-core\..\mods\SCY,C:\Program Files\Starsector\starsector-core\..\mods\TwigLib,C:\Program Files\Starsector\starsector-core\..\mods\Version Checker,C:\Program Files\Starsector\starsector-core\..\mods\MusicLib,C:\Program Files\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]

I copied another hullmod icon to get past the first but I don't think I can do that with the second. Also looks like there's a space at the end of the first one's filename, but that doesn't seem to make a difference.
Title: Re: [0.65.2a] Scy V0.95 Maintenance patch (14/07/2015)
Post by: Tartiflette on July 27, 2015, 09:20:52 AM
And that's what you get when you want to release a fix fast and don't check if the download version works ><
Anyway, it should be okay now.

As for the weapons, there are two medium kinetic: The Medium KAcc and the Pierce Railgun, the KAcc being a better all-rounder (and cheaper) than the Pierce Railgun witch is only better at overloading ships with very good shields. Also, do check the descriptions of the weapons: the Minigun does 100 additional energy DPS on average, witch makes it decent against pretty much anything that do not have a heavy armor, and terrific against fighters.
Title: Re: [0.65.2a] Scy V0.95 Maintenance patch (14/07/2015)
Post by: Tartiflette on August 03, 2015, 04:20:31 AM
No more bug? I suppose I can release it then:
(http://i.imgur.com/hKe8o1V.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.96RC1.7z)

Require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0).
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0), including Corvus mode.
Integrated to Dark.Revenant's Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)

For those that didn't follow the progress closely:
 - Two new large weapons (Energy and Balistic): both are up-scaled Triple Energy Blasters but with it's unique flavor.
 - New Ordinance Point balance: instead of being expensive to mount inefficient short-ranged but damaging alternatives to vanilla weapons, Scyans weapons are now cheap to mount inefficient short-ranged but damaging alternatives. That should make them competitive on vanilla ships, if you are willing to cope with the flux requirement.
 - In the same idea, Scyan ships now have much less OP available, making top tier vanilla weapon much less attractive on them.
 - Scyan weapons now have Light info for those who use Shaderlib (witch is NOT required to run the mod).
 - Shields have been tweaked around, slightly buffed for the large ships and nerfed for some frigates, though passive flux dissipation while they are up has been further reduced.

CHANGELOG:
Spoiler
Code
V0.96
03/08/2015

NEW CONTENT
 - Added the Heavy ENB: An up-sized energy version of the Triple Energy Blaster that can fire continuously for moderate damage. Used as a cheaper Plasma cannon with constant pressure.
 - Added the Converted Heavy ENB: A ballistic conversion of the Heavy ENB in the same fashion as it's medium sized counterpart. Short-ranged and ammo limited, but higher burst damage and very easy to install. Used as a Mjolnir knock-off with better armor penetration.

BALANCING
 - Significant weapon balance tweaks:
   . The combat stats of most weapons didn't changed, however their OP cost has been lowered to low-tier vanilla.
   . Scy weapons are now cheap to install but short ranged and very flux hungry.
   . This should make them competitive alternatives to vanilla weapons, powerful but sharply raising the risk of overloads.
 - All Scy ships have had their OP amount reduced accordingly, making them a bit starved when installing higher tier vanilla weapons.
 - Significant shield balance tweaks:
   . All shields are now in line with vanilla in the amount of damage they can soak. A bit down for the frigates (except for the Talos), slightly up for the cruisers, significantly up for the capital-ships.
   . Passive Flux dissipation while the shields are online further reduced.
   . Given the now reduced OP that scale less with the Player levels, this should makes Scy ships better in the early game but equivalent later on.
 - Euryale's "Networked targeting system" is now passive with an explicit AOE visual cue. The ship now has a drone ship-system. Small buff to it's effect: 25/20/15/10% damage and range bonus from 20/15/10/5%.

BUGFIXES/IMPROVEMENTS
 - Corrected a CTD inducing error when the Modular Armor hullmod applied it's bonus to a ship that had all it's armors stripped off in a previous engagement.
 - Removal of deprecated features, CSV clean-up, sounds clean-up.
 - Slight graphic upgrade for the Triple Energy Blaster, the Focused Pulse Beam, the Enhanced Focused Pulse Beam, the Anti-missiles launcher, the Burst Nailer, the SCPB.
 - Significant cleanup in the scripts, should result is a small performance improvement during large battles, less particles clipping and more consistent effects with unstable frame-rates.
 - Reworked missiles flight pattern for the Coasting Missiles, the Heavy Modular Swarmer and the Anti-Missiles. Small performance improvement.
 - Added lights info for ShaderLib users.
 - All fighters variants have their own hull with the weapons built-in to prevent those from (rarely) dropping in the post-battle loot.
 - Changelog cleanup. (because why not?)
[close]
Title: Re: [0.65.2a] Scy V0.96 New Weapons, Ordinance Points re-balance (03/08/2015)
Post by: Eternity on August 03, 2015, 12:42:18 PM
Thank you Tartiflette !

[EDIT] By the way the link on the first post is not correct (with rar archive) ! can you fix it ;-) the other one on your last post is correct (7z)
Title: Re: [0.65.2a] Scy V0.96 New Weapons, Ordinance Points re-balance (03/08/2015)
Post by: Tartiflette on August 03, 2015, 12:50:56 PM
Heh, that would explain the low amount of downloads today... >< And of course when I test the release post's download, it's the OP one that doesn't work! *sigh* Anyway, thanks for the tip.
Title: Re: [0.65.2a] Scy V0.95 Maintenance patch (14/07/2015)
Post by: Pengu1n on August 04, 2015, 04:15:08 PM
EDIT: Seems like some new graphics were forgotten in the DEV5 version.
Code
76763 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/SCY/hullmods/SCY_CIC.png ] as texture with id [graphics/SCY/hullmods/SCY_CIC.png ]
76879 [Thread-10] ERROR com.fs.graphics.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Error loading [graphics/SCY/hullmods/SCY_CIC.png ] resource, not found in [C:\Program Files\Starsector\starsector-core\..\mods\Starsector Plus,C:\Program Files\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files\Starsector\starsector-core\..\mods\Nexerelin,C:\Program Files\Starsector\starsector-core\..\mods\SCY,C:\Program Files\Starsector\starsector-core\..\mods\TwigLib,C:\Program Files\Starsector\starsector-core\..\mods\Version Checker,C:\Program Files\Starsector\starsector-core\..\mods\MusicLib,C:\Program Files\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]

68600 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/SCY/weapons/deco/SCY_euryaleSystem_000.png] as texture with id [graphics/SCY/weapons/deco/SCY_euryaleSystem_000.png]
68838 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [graphics/SCY/weapons/deco/SCY_euryaleSystem_000.png] resource, not found in [C:\Program Files\Starsector\starsector-core\..\mods\Starsector Plus,C:\Program Files\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files\Starsector\starsector-core\..\mods\Nexerelin,C:\Program Files\Starsector\starsector-core\..\mods\SCY,C:\Program Files\Starsector\starsector-core\..\mods\TwigLib,C:\Program Files\Starsector\starsector-core\..\mods\Version Checker,C:\Program Files\Starsector\starsector-core\..\mods\MusicLib,C:\Program Files\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]

I copied another hullmod icon to get past the first but I don't think I can do that with the second. Also looks like there's a space at the end of the first one's filename, but that doesn't seem to make a difference.

Hi, just wanted to let you know I'm getting this same error any time I attempt updating the mod to any of the V0.96 options. Have tried messing around with files to try to get around these changes (interested in seeing how the OP rebalance changes things up) but I'm really not experienced enough w/ Java and SS in particular to make much headway.

Anything I can do to help make this easier to bugfix?
Title: Re: [0.65.2a] Scy V0.96 New Weapons, Ordinance Points re-balance (03/08/2015)
Post by: OOZ662 on August 04, 2015, 04:21:06 PM
I stopped getting that error as soon as that version was reuploaded. Been playing 0.96 just fine for the past day. Completely delete the old version and install the full version fresh.
Title: Re: [0.65.2a] Scy V0.96 New Weapons, Ordinance Points re-balance (03/08/2015)
Post by: Pengu1n on August 04, 2015, 04:56:16 PM
Well, I figured out how to get reportable information out of the game (starsector.log not working for some reason) and got the following:

Code
 17546 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [graphics/SCY/hullmods/SCY_CIC.png ] resource, not found in [Ungodly long list of mod directories goes here, can provide on request,../starfarer.res/res,CLASSPATH]
 java.lang.RuntimeException: Error loading [graphics/SCY/hullmods/SCY_CIC.png ] resource, not found in [Ungodly long list of mod directories goes here, can provide on request,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Ó00000(Unknown Source)
at com.fs.util.C.Ô00000(Unknown Source)
at com.fs.graphics.TextureLoader.Ò00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.H.o00000(Unknown Source)
at com.fs.starfarer.loading.void.super(Unknown Source)
at com.fs.A.super.new(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:744)

If that's different than the error you were getting earlier, OOZ, my mistake.
Title: Re: [0.65.2a] Scy V0.96 New Weapons, Ordinance Points re-balance (03/08/2015)
Post by: Tartiflette on August 04, 2015, 05:17:01 PM
Yup, that log say that you are missing a hullmod icon, one that was missing in DEV5 but is present in the more recent downloads. Delete the previous SCY folder before copying the newest one and you should be fine.
Title: Re: [0.65.2a] Scy V0.96 New Weapons, Ordinance Points re-balance (03/08/2015)
Post by: Pengu1n on August 04, 2015, 05:36:10 PM
Yup, that log say that you are missing a hullmod icon, one that was missing in DEV5 but is present in the more recent downloads. Delete the previous SCY folder before copying the newest one and you should be fine.

I appreciate the fact that this is probably the most common solution to the sort of problem I'm presenting, but I've done exactly that three times in a row now, probably upwards of 10 times today total, having downloaded SCY_0.96RC1.7z from both the link a few posts up and on the front page of the thread. Each time I remove the mod directory entirely, unpack the 7z file and start SS, ensuring the mod is in the enabled list each time. Each time I get the same results. If I disable SCY in the mod manager, the game starts up fine, but I of course can't load my save.

Hope this helps clear things up, and apologies if this comes across as confrontational, this is just proving rather frustrating.

EDIT: I should probably say that I've gone into the mod's files and confirmed the image in question is indeed present and accounted for.
Title: Re: [0.65.2a] Scy V0.96 New Weapons, Ordinance Points re-balance (03/08/2015)
Post by: Tartiflette on August 04, 2015, 05:48:40 PM
... Hum, I really don't know what to say. The games says it's not present, but if it is I can't figure what is wrong.
Title: Re: [0.65.2a] Scy V0.96 New Weapons, Ordinance Points re-balance (03/08/2015)
Post by: Pengu1n on August 04, 2015, 06:25:23 PM
I am running both Nexerelin and SS+. I don't know why it would work like this, but do you know if either of them (or the utility mods like Console Commands, Update Checker, etc.) would somehow change how SCY loads? Because I'm honestly not sure what to do at this point other than maybe completely reinstall SS from scratch, which seems a bit extreme.
Title: Re: [0.65.2a] Scy V0.96 New Weapons, Ordinance Points re-balance (03/08/2015)
Post by: Histidine on August 04, 2015, 09:22:24 PM
Filename case sensitivity?
Title: Re: [0.65.2a] Scy V0.96 New Weapons, Ordinance Points re-balance (03/08/2015)
Post by: Pengu1n on August 04, 2015, 09:53:25 PM
Filename case sensitivity?

Not on my end, unfortunately.

EDIT: Fresh installation of SS, only modifications to startup script set available memory to 4gb and added version checker jar as instructed. This instance of the game has only ever been started without mods or with only Lazylib/Shaderlib/Twiglib enabled. Enabled SCY in the mod manager, and it throws the same error as before. I don't know if there are any more possible variables I can remove at this point.
Title: Re: [0.65.2a] Scy V0.96 New Weapons, Ordinance Points re-balance (03/08/2015)
Post by: OOZ662 on August 05, 2015, 01:56:50 AM
I'm curious if it's some edge case of that space at the end causing a problem. As mentioned in my original report of those errors, that error states it's looking for a filename with a space at the very end (whereas the other error I had didn't); perhaps some systems interpret around it and a few don't for whatever reason.
Title: Re: [0.65.2a] Scy V0.96 New Weapons, Ordinance Points re-balance (03/08/2015)
Post by: Tartiflette on August 05, 2015, 02:32:33 AM
I re-uploaded a version with a completely different name. If that don't solve the problem, nothing will.
Title: Re: [0.65.2a] Scy V0.96 New Weapons, Ordinance Points re-balance (03/08/2015)
Post by: Pengu1n on August 05, 2015, 10:10:32 AM
That seems to have done it, actually. I'm up and running, first try. Chalk it up to an oddity about the Mac version of SS?
Title: Thanks
Post by: Ratheden on August 24, 2015, 04:44:57 AM
Thanks a lot for the work you put into this mod.

I use the Argus and Hydra for nearly every game, that is if they are on sale when i visit.

While i do use other vessels, those two are my favorite.

Thanks again,
Ratheden
Title: Re: [0.65.2a] Scy V0.96 New Weapons, Ordinance Points re-balance (03/08/2015)
Post by: HELMUT on September 06, 2015, 04:31:29 PM
So i just finished my Nexerelin SCY campaign, and it was pretty fun. Early game was quite rough though.

My main issue during early/mid game was to keep my ships alive. Until the armored ones, SCY ships can't take many hits, their shields are very crappy even if it's kinda offset by their huge flux pool. Most importantly, the narrow shield arcs make them extremely vulnerable to flanking, even more so as their ships tends to be very long.

Fighting factions like Blackrock or Exigency as SCY is a nightmare, missiles flying around the shields and hitting the very vulnerable engines was the death sentence for many of my ships. SCY handle outnumbered battles even worse than Neutrinos. Installing insulated engines is hard too, as they tends to be starved on OPs. Ships like the Alecto and the Euryale are pretty good early on, thanks to their unusual shield coverage that prevent them from losing their engines too easily. I also deployed quite a lot my Centaur freighters in combat. They can't defend themselves but the medium mount that can support a LRM bring much needed help in early battle.

I wasn't sure at first what kind of guns i should get, especially since SCY have truckload of them. KAcc and HEMor hurt very hard and are cheap despite the crappy range. My favorite was probably the triple blaster, short range but wreck shields and armors. It can kill enemy ships very quickly and reduce the number of opponents that can surround you, which felt like a pretty successful strategy. Most of the time, battle with SCY felt like a race. Unlike factions like Exigency or II that can take their time to kill you, SCY must wreck everything, right at the beginning.

By the end of the game, my fleet consisted of two Nemean lions, a Keto and 2 armored Stheno that i deployed beforehand so that they aren't stuck behind the rest of the fleet. Behind, a carrier Manticore, an Euryale that somehow managed to survive the whole campaign, and a truckload of fighters. Of course i went beyond my logistic limit, i didn't needed ships with full CR, i needed more ships to atomize the enemy fleet in one go, otherwise things started to get ugly.

The Nemean lion is an awesome front-liner. Yes, its burn speed is atrociously slow but it's probably the best brawler in the game, i managed to win a duel against a Neutrino Jackhammer with my triple heavy ENB loadout. Also ridiculously tough, even when venting, the PDs on the armor plates are still functioning, intercepting any possible incoming missiles. For the guns, i wasn't convinced by the experimental ones like the Ricochet or Orion cannon, not reliable enough. As said earlier, i used the triple ENB with its 700 DPS goodness and constant fire rate. However i switched later one for three plasma cannons for faster kills, especially against other capital ships.

The Keto was a bit underwhelming. Sure the 4 launch bays are handy but the Manticore could prove roughly the same for a smaller logistic footprint. Also i rarely saw it using its main gun, and when i did there were a lot of missing.

The two armored Sthenos weren't doing anything flashy or anything but their presence prevented my 2 Lions from being overwhelmed from every sides. They fulfilled their supportive role pretty well.

For the fighters, the Combat Sufi is probably the big winner here. The pinpoint accuracy at 550 range with the Minigun make it a beast at intercepting everything of its size and sometimes bigger. Same thing for the Combat Afti, while they couldn't intercept fighters as well as the Sufi, their blasters and missiles wrecked everything bigger. The Interceptor variants weren't that bad, the hacking com links were handy to disable the engines of fleeing ships. No love for the PD variants though, i mean, i have miniguns already!

So yeah, that was an enjoyable game. SCY struggle pretty hard at the beginning but once the steamroller is launched, it wrecks everything. Too bad the Templars were wiped out early, i'm curious to know how a slugfest between those two factions would have turned.
Title: Re: [0.65.2a] Scy V0.96 New Weapons, Ordinance Points re-balance (03/08/2015)
Post by: Tartiflette on September 06, 2015, 11:50:35 PM
Thanks for the extensive feedback Helmut, always appreciated!
In general it matches my own feelings, with the very tough start if you play a pure Scy fleet that smooth out later on. It's pretty much the intention, and I don't think I'll change anything dramatically, especially since they work so well in combination with a couple of mid or low tech vanilla ships. If your early fleet consist of a Enforcer tank and a few harasser frigates like the Tisiphone, everything will be alright.

The only thing I'm thinking that could help early on without changing the high level balance (and prevent a lot of frustrating ship losses) would be to reduce the time needed to repair their engine. Since it's standardized across the same class, and there's only one, we could imagine the engineering section is quite efficient at repairing it. Maybe I could nudge up it's resistance to emp too... Or put the Insulated Engines hull-mod as built-in and be done with it.

I'd be curious to hear about your issues with the Ricochet Gun and the Orion Artillery. Some people LOVE the Ricochet Gun because it's terrific against frigates swarms and front shields. It's not something I would mount on a Nemean Lion, but on an escort Stenos? Definitively! As for the contrary the Orion Artillery is a very good choice for the Nemean Lion due to it's long range and it's variable damage type. It has a lot of troubles against small targets due to the weird leading required but it can really hurt capital ships, withering their shields at long range and wrecking their armor once close.

As for the Keto, Maybe I could add a single large turret somewhere? Or maybe the issue is that the Manticore Carrier is just too good. I'm not sure. The Astrapios main gun could use some work too.

Thanks again for sharing your thoughts, I'll mull that over and probably nudge a couple of things around.
Title: Re: [0.65.2a] Scy V0.96 New Weapons, Ordinance Points re-balance (03/08/2015)
Post by: HELMUT on September 07, 2015, 04:47:51 AM
Insulated engines, faster repair... This could definitely help. I was more thinking about a slightly larger shield arc to cover the sides better, especially for the longer ships. SCY destroyers/unarmored cruisers tends to have a pretty short lifespan early to mid-game and while i haven't tried later, i don't think they become magically more survivable in larger battles.

For the more experimental weapons, the damage they deal didn't felt reliable to me. For a while i had two Manticore, with a Ricochet and an Orion. They both missed an awful lot and when they hit, the damage felt very weak. I'd rather mount a reliable source of damage in the form of a KAcc or a HEMor. The Orion may have one of the longest range among the ballistic weapons, but at only 300 DPS, it's one of the weakest as well. I made a test with a triple Orion lion against an Onslaught and ran out of ammo just after finally stripping its armor. Even with expanded magazine, this is going to be a problem in large battles.

Same thing for the other "weird" weapons. I tried the Area scorcher on a Sthenos later on but quickly realized that i didn't actually needed it. The Area scorcher is pretty good at intercepting missiles and unarmored fighters, however most of my heavier ships were already covered in built-in miniguns, which fulfilled the same role. I even tested it compared to the Guardian PD (vanilla one, not the buffed SS+ version) and found the Guardian better, it turn faster and can actually hurt the shielded threats.

Didn't tried too much the medium ones outside of the triple "normals" (HEMor/KAcc/Blaster). SCY ships tends to be starved with medium ballistic/energy mounts so i couldn't afford to spend them with weird, unreliable weapons that deal soft flux.

I think the Keto is good... I think. That thing is reasonably tough and covered with miniguns, so a very good PD platform. The main gun and the large missile mount allow for long range support, the launch bays can keep a fighter fleet constantly resupplied. So it's a good ship but i think my fleet just didn't needed it. A cheaper Manticore still allowed my fighters to be resupplied at a reasonable rate and with my strategy of "plowing" trough the enemy fleet in one go, they weren't supposed to actually resupply in the first place. Plus removing the Keto gave me the space to squeeze in another Sthenos or even a Lion for more dakka.

I'm not sure, perhaps the Atrapios need to fire a bit faster to land its hit? I think it's roughly fine as it is, i'm pretty sure there's other kind of SCY fleet where the Keto have its place.
Title: Re: [0.65.2a] Scy V0.96 New Weapons, Ordinance Points re-balance (03/08/2015)
Post by: Tartiflette on September 07, 2015, 07:53:09 AM
Well, the Keto is a fast capital carrier, two of them can support a hell of a lot of fighters while maintaining a pretty high burn speed.

I'll take another look at the Orion artillery: since the removal of most of the ammo, it may need a buf to compete. On the other hand, most of the more unusual weapons find their place in AI fleets because you can't really know what you will face, and there always a nasty surprise waiting to jump on the player (I remember being wrecked by a couple of Singularity Torpedoes that I didn't saw coming, or fleet heavy on the Focused Pulse Beams that picked my frigates easily)

Didn't tried too much the medium ones outside of the triple "normals" (HEMor/KAcc/Blaster). SCY ships tends to be starved with medium ballistic/energy mounts so i couldn't afford to spend them with weird, unreliable weapons that deal soft flux.
Time to think about a new Cruiser... Something like an oversized Enforcer but faster and less armored? Maybe 5/6 medium turrets and 2 small ones (or something more radical: 4 medium hardpoints, 2 medium turrets and only drones for PD). Just enough to play around with funky loadouts.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on September 11, 2015, 08:55:35 AM
(http://i.imgur.com/c7ph5Tp.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.97RC2.7z)

Require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0).
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0), including Corvus mode.
Integrated to Dark.Revenant's Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)

Small update to address most of Helmut's feedback and some more of my own. The main change is that the Manticore Carrier lost one of it's flight decks, but gained a large missile hard-point. On the other hand, the more expensive, rare and further stripped down from it's weapon Manticore Extended Carrier appeared (witch is mostly the same as the previous one, without two small turrets and no drone system).

(http://i.imgur.com/bP6xgyfm.jpg) (http://i.imgur.com/bP6xgyf.jpg)

In addition, Scy started to sell it's patented lightweight plating to regular ship-builders, allowing any ship to gain a decent boost to their engines performances at the cost of a large part of their armor when mounting this new hull-mod. Beyond that a lot of the exotic large weapons received a buff, from tiny for the HEMor to huge for the Orion Artillery, plus Scyan engines are now more resistant to flameouts and get repaired faster.

Changelog:
Spoiler
Code
V0.97
11/09/2015

NEW CONTENT
 - Added the Lightweight Plating hullmod: dramatically reduce the armor strength, but raise the engine performances a fair deal. Stronger effect on bigger ships, moderate OP cost.
 - Added a new Manticore Carrier, converted the previous one into the Manticore Extended Carrier:
   . The normal Manticore Carrier now has only two flight-decks but gains a large sideway missile hardpoint.
   . The Extended one loose two small turrets, most of it's cargo, it's drone ship-system has been replaced by flares and is a bit more expensive and much rarer.

BALANCING
 - Hemor mkIII: damage raised to 650 per shot from 500, flux cost raised to 2000 from 1500, rate of fire lowered to 24 rpm from 25, slightly improved precision. (in line with the Hellbore)
 - KAcc mkIII: damage raised to 550 per shot from 500, range raised to 850 from 800. (in line with the Gauss cannon)
 - Orion Artillery: minor graphical change of the projectile, rate of fire raised to 60 rpm from 30, ammo raised to 300 from 60, flux per shot lowered to 500 from 900, ordinance points raised to 25 from 24, autofire range raised to 2000 from 1200 (beware of the missed shots).
 - Ricochet Gun: fire rate raised to 40 from 30, ammo count doubled to 30, ammo regen doubled to 18 rpm, ordinance cost lowered to 20 from 21, slightly better precision.
 - Area Scorcher: ammo limitation removed, ordinance cost reduced to 18 from 20, raised the turn speed to 30deg/s from 15.
 - Heavy Modular Swarmer: damage per missile raised to 75 from 50.
 - Astrapios (Keto's super-weapon): rate of fire raised to 4 rpm from 3, projectile speed increased to 2000 from 1500, sub-shots damage significantly buffed.

 - Tobo wings: launch the large version of the Laser Torpedo instead of the smallest. Assault Shield ship-system removed, shield switched to omni, width increased to 120deg from 90.
 - Added the Insulated engines hull-mod effect to the Scyan Engineering hullmod, also decreased the engines repair time.
 - Slightly reduced turn speed of the Lamia, the Euryale and the Hydra.

BUGFIXES/IMPROVEMENTS
 - Reverted the SCPB to it's former rate of fire, though with some small adjustments: 3 shots bursts, less armor penetration.
 - Corrected some issues with the Tobo's torpedo launcher sometimes hitting itself.
 - Corrected a typo that prevented the Siren's ship-system from displaying it's description.
 - Minor graphical change on the Singularity and Laser torpedoes for better readability.
[close]
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: The Soldier on September 11, 2015, 04:35:29 PM
I'm feeling that the Area Scorcher is pretty pitiful right now.  It's a glorified flak cannon that doesn't do too much a better job than it since there's no way to set it to do PD duties and the DPS, while impressive at 1000 frag damage, is spread out over such a large area that it becomes nearly worthless against fighters.  I can't find a reason to use it.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: HELMUT on September 11, 2015, 04:58:48 PM
As you said, it is a glorified flak cannon and while it is a very situational weapon (especially for SCY and their already excellent point defenses with the miniguns), it's very good at swatting swarm of lrms and unshielded fighters. But yeah, very situational.

However it is indeed set as fire support instead of PD for this version. Pretty sure it was PD before, that would make sense. Also i noticed some of its damage ignored the armor of the target, dealing very small hull damage with each shot, is that intended?

Another weird thing, the AI never fire the Orion cannon against frigates.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on September 12, 2015, 12:00:24 AM
I'm feeling that the Area Scorcher is pretty pitiful right now.  It's a glorified flak cannon that doesn't do too much a better job than it since there's no way to set it to do PD duties and the DPS, while impressive at 1000 frag damage, is spread out over such a large area that it becomes nearly worthless against fighters.  I can't find a reason to use it.

Mmh? The Area Scorcher has never been nerfed, on the contrary it's something like 6 times better than the initial version (twice the damage, half the flux, no ammo) and technically it deals 2000dps but with the spreading I figured less than half would hit. And it was never PD because it doesn't work well: having a ship that is consistently shooting itself when the missiles are close or other allied ships when trying to "help" them is definitively not a good idea! It's not a weapon suited for any enemies, but against some of the worst opponent of Scy, say Exigency (purely random choice, no hard feeling >:(), it can really help. Nevermind, there's something wrong with the damage script.

Another weird thing, the AI never fire the Orion cannon against frigates.
As for the Orion Artillery, it's so bad at leading I always put the ASSAULT flag to avoid wasting ammo on fast targets.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on September 12, 2015, 05:23:52 AM
So hum yeah, there was indeed an issue with the Area Scorcher no properly dealing damage to large ships but it only became obvious when I tried to rework the way the sub shots get dispersed. I also for some reason had not implemented a proximity fuse with missiles, that is also corrected. And now the firing ship cannot hit itself, though it's allies will get hurt. Since it gave the weapon a huge boost, I reverted all the changes I made except for the turn rate that really was necessary, and now it's a more than decent weapon against missile or fighter focused fleets. So:

(http://i.imgur.com/c7ph5Tp.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.97RC3.7z)

Require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0).
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0), including Corvus mode.
Integrated to Dark.Revenant's Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)

Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Takion Kasukedo on September 13, 2015, 10:37:15 AM
I do not know why this error keeps popping up but I can't use SCY at all because of it

Spoiler
11809 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading ship hull [E:\Starsector\Starsector+, Nexerelin - (5) - Copy\starsector-core\..\mods\SCY\data\hulls\SCY_highEndFighter.ship]
11809 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [E:\Starsector\Starsector+, Nexerelin - (5) - Copy\starsector-core\..\mods\SCY\data\hulls\SCY_highEndFighter.ship]
12690 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.Object$Oo] with id [SCY_FIGHTER_QUADTRAIL] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.Object$Oo] with id [SCY_FIGHTER_QUADTRAIL] not found
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.super(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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)
[close]

Happens everytime and it's very irritating.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Gothars on September 13, 2015, 10:45:28 AM
I get an error, too:

Spoiler
42797 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 776,98 MB of texture data so far
42797 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/shaders/distortions/ripple/0060.PNG (using cast)
42812 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id SCY_burstThrusters_SHIP_SYSTEM not found
42813 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
42813 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
42813 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
42813 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id SCY_hullBreaker_drone_SHIP_SYSTEM not found
42813 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id brphasecloak_SHIP_SYSTEM not found
42813 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
42813 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id lucifergenerator_SHIP_SYSTEM not found
42813 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id scalarcloak_SHIP_SYSTEM not found
42814 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
42817 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 776,99 MB of texture data so far
42817 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
42993 [Thread-5] ERROR com.fs.starfarer.combat.D  - org.lwjgl.opengl.OpenGLException: Out of memory (1285)
org.lwjgl.opengl.OpenGLException: Out of memory (1285)
   at org.lwjgl.opengl.Util.checkGLError(Util.java:59)
   at org.lwjgl.opengl.WindowsContextImplementation.setSwapInterval(WindowsContextImplementation.java:113)
   at org.lwjgl.opengl.ContextGL.setSwapInterval(ContextGL.java:232)
   at org.lwjgl.opengl.DrawableGL.setSwapInterval(DrawableGL.java:86)
   at org.lwjgl.opengl.Display.setSwapInterval(Display.java:1129)
   at org.lwjgl.opengl.Display.setVSyncEnabled(Display.java:1142)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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)
[close]
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: OOZ662 on September 13, 2015, 10:49:52 AM
The first is something missing having to do with fighter trails. The second one is Out of Memory, which I don't think the mod can fix. If you haven't edited the vmparams file and/or switched to 64bit Java if possible (http://fractalsoftworks.com/forum/index.php?topic=8726.0) then that should fix it, though I don't think OpenGL itself threw the errors back when I had that problem.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Gothars on September 13, 2015, 12:07:29 PM
That was it, thx! (Wonder why it ran fine before...)

e/ I think I haven't said it in a while: Scy ships are so cool and the mod is awesome! Thank you Tartiflette!
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: The Soldier on September 13, 2015, 03:19:12 PM
The Scy ships are indeed awesome - running with them in one of my Nexerelin playthroughs right now.  Although I might switch sides when beat back the enemy to their last station, heh.  Give me a chance to go up against what I've been using the entire time. :)

The buff to the Heavy Modular Swarmer is nice - I've got a Sthenos running one with Expanded Missile Racks, and the swarm is so much that I'm pretty sure it rivals Exigency. :D

By the way, for the command destroyer, what are the exact buffs that it gives?
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Eternity on September 13, 2015, 10:21:32 PM
Hi Tartiflette,

Thank for the update ;-)

Here your ships picture with half the size for the same quality and size (using jpegmini)

(http://i.imgur.com/KlUSjKXl.jpg) (http://imgur.com/KlUSjKX)
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on September 13, 2015, 11:34:10 PM
I do not know why this error keeps popping up but I can't use SCY at all because of it
Happens everytime and it's very irritating.
Okay, the immediate reason I can think of for this could be that you didn't completely removed the mod before installing the new version (that's always good practice). If that doesn't work, maybe you can try removing all your variants in the missions and resetting them. I don't think it should matter but you never know. Keep me posted it that doesn't solve your issue.

By the way, for the command destroyer, what are the exact buffs that it gives?
What the tooltip tries to say is that it gives 25/20/15/10% more damage and range to all nearby allies. I should have rewrote it with the values showing in yellow like all the other do now... Will be done next time!

Hi Tartiflette,

Thank for the update ;-)

Here your ships picture with half the size for the same quality and size (using jpegmini)
Nope, no thank you, I like my images without jpeg artifacts all over the place and goes to great length to keep them high quality. The miniature is there for those who have (funnily: like me) a bad internet connection and avoid tanking people's data plan on mobile.

That was it, thx! (Wonder why it ran fine before...)
Where you running it alone with vanilla? If that's the case, I may have finally breach 1GB memory barrier! That's... unfortunate, but not unexpected given the stupid amount of decorative weapons my ships use: Compared to vanilla I only have as much ships and weapon as a "faction/era", but if you count the decorative and twig parts I'm getting close of doubling amount of assets, thus the memory troubles.

I already reduced a lot the use of frame animations, but I have a couple left that could help reducing the footprint... Problem is, I also planned to add some content too witch would be worse in the end!
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Gothars on September 14, 2015, 01:43:27 AM
Where you running it alone with vanilla?

Not quite, the lowest profile I tried was still with Nexerelin and all the extra libraries.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: OOZ662 on September 14, 2015, 02:56:44 AM
Unless you REALLY beefed something up, I doubt it. I haven't tried the latest version yet, but I ran the last cleanly alongside Nexerelin, SS+, BRDY, Imperium, and various utility mods with the heap set at 1,300MB. I do, however, use 32bit Java and Dark.Revenant claims it will only go to 1GB.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on September 14, 2015, 03:07:49 AM
well, Nexerelin can require various amounts of memory depending on the sector's setup and layout, so it may just have been a bad configuration. The VMparams are supposed to go up to 2GB with 32bits Java like any other program I believe.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: OOZ662 on September 14, 2015, 03:18:58 AM
Java's pretty finicky, so it depends on the system. Running 32bit Java on a 64bit machine with plenty of RAM to throw around will top off at about 4GB as it's large address aware, however on a 32bit machine it will become unstable under 2GB. Where depends on the system; some say 1.8GB, some say 1.6GB, my dinosaur crashes around 1,400MB even with spare system RAM open. I seem to recall this is due to Java requiring a perfectly sequential chunk of RAM address space; the OS has to shove things up and down RAM addresses to accommodate such a large permanently sequential area.

For reference I run Nexerelin with the default system/planet/station number settings.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Gothars on September 14, 2015, 05:20:34 AM
Might also have something to do with Win10, I just updated.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Takion Kasukedo on September 15, 2015, 05:01:04 PM
It's always a new copy and it's not from a copied Starsector folder, so I don't know what's up
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on September 15, 2015, 11:41:09 PM
It's always a new copy and it's not from a copied Starsector folder, so I don't know what's up
Then I don't know either because the only way this error could happen is that you still have the old fighter hulls files present in your game. And it's not something that's supposed to come from a saved file or variant because it would crash earlier. I saw someone once that had two folders of some mods, or maybe you extracted Scy in a non-empty temporary folder prior to copying it over?
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Takion Kasukedo on September 17, 2015, 11:56:11 PM
I'll see if I can try again soon, if it doesn't work again then I dunno. :-\
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: The Soldier on September 18, 2015, 04:40:16 AM
I just realized how good the ORION Artillery is.  Damn, with three of those mounted on the Neman Lion, it can face off against an Onslaught in a proper dual and come out on top.  However, I'm finding that the autotargeting AI is pretty poor with this weapon (even with Level 10 Gunnery Implants and the Autotarget AI hull mod) - it always overestimates the speed of the projectile, and undershoots the target at most ranges.  Can something be done about that?

Oh, and EMP Sweeper missiles are insanely rare in Nexerelin.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on September 18, 2015, 05:27:34 AM
I just realized how good the ORION Artillery is.  Damn, with three of those mounted on the Neman Lion, it can face off against an Onslaught in a proper dual and come out on top.  However, I'm finding that the autotargeting AI is pretty poor with this weapon (even with Level 10 Gunnery Implants and the Autotarget AI hull mod) - it always overestimates the speed of the projectile, and undershoots the target at most ranges.  Can something be done about that?

Oh, and EMP Sweeper missiles are insanely rare in Nexerelin.
I use the average speed for the autoaim, meaning it's most accurate near the maximum range but under-lead when the target get closer, and given the variable speed, it won't get any better with skills. Unless I write a complete custom targeting AI it can't be much more precise than that.
Right now the stages are based on the distance travelled. I could base them on the time flown, but then the projectile would get kinetic extremely close to the launcher, witch would certainly upset the balance while improving the aiming because it would get faster sooner. Maybe worth testing.
I'm also working on a small (secret ;D) change that could improve it's accuracy a tiny bit, but it's for after 0.7 comes out at best.

As for the EMP Sweeper, they are often available in the Prism Freeport, but not that much otherwise I agree. However I'm planning on completely reworking that weapon (that is removing it completely and doing something else around the same idea). I find it useful but too unreliable and unpredictable due to the complexity of it's mechanic. It also can be exploited in the player's hands.
What I'm thinking for now is to launch a single relatively fast torpedo that doesn't arc all over the place, but mirv into two heatseeker subshots going left and right witch will zap the targeted ship, and only this one. The effect would be much more controlable that way, and the weapon more consistent in its behavior against any target.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Foxer360 on September 22, 2015, 05:18:16 PM
Spoiler
https://www.youtube.com/watch?v=iFJmBOw0plw
[close]

 :-X
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: NightfallGemini on September 22, 2015, 11:45:27 PM
I'm both sad and happy that you're reworking the EMP missiles. They're overpowered as hell in player hands, sure, but running into enemies with EMP sweepers is obnoxious as hell and has caused a few reloads for me.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on September 23, 2015, 12:09:25 AM
:-X
And now I remember why I had that seemingly counter-productive line of code stopping the effect of the beam at 1% hull...

I'm both sad and happy that you're reworking the EMP missiles. They're overpowered as hell in player hands, sure, but running into enemies with EMP sweepers is obnoxious as hell and has caused a few reloads for me.
Witch is the sign of a badly designed weapon for me. But I'm keeping the idea, just changing the implementation into a more controllable form.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: 603bill on October 04, 2015, 08:12:43 AM
Found a bug with the Nemean Lion, where whenever the armor is folded up, weapons that recharge ammo can build charges beyond the normal limits.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on October 04, 2015, 08:41:29 AM
Interesting..... I'll look it up, but you should probably not expect a fix before Starsector's update. Thanks for the report!

[EDIT] Took only a few minutes to solve, but damn how come I didn't thought of that when writing the script >< Anyway since it's pretty hard to exploit I won't upload a fix immediately. I'm in the middle of something big for 0.7 and it would be quite some work to revert those changes.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: HeartofDiscord on October 07, 2015, 07:19:29 PM
Any chance we could get a setting to make the location of Tartarus fixed? Like maybe to the upper left of Corvus where there's that big empty spot? (There is no other mod planet I'm aware of in that general area, seems like a good spot.)
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on October 07, 2015, 11:05:38 PM
Mmmh, that's not a bad idea... I'll look into making it toggle-able for the next update. Thanks!
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: HeartofDiscord on October 08, 2015, 02:02:28 AM
Mmmh, that's not a bad idea... I'll look into making it toggle-able for the next update. Thanks!
Sounds good man, I look forward to it.

I'd like to say, I've never messed with the laser torpedoes much until recently, and dang if they aren't crazy. I want to say they might be a pinch too strong, but I'm not sure what would be a good way to do something about it. Firstly, they are incredibly good against smaller ships. The energy damage is interesting because on that small scale, its what makes them great. They can knock down shields and still have ammo left over, and because of the shotgun like effect, very very little of the damage is wasted, and you can overload and kill a ship with the same missile.

The other side of this coin is that they are still overshadowed by reapers against bigger targets that aren't as nimble or can toggle shields as fast. The maneuverability is wasted on bigger ships where the HE damage is more useful. They break the stalemate of beam heavy ships unable to end a fight with each other early game, and I really really like that. Maybe add one more OP to them, I'm not sure.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: HELMUT on October 08, 2015, 04:48:03 AM
The problem with laser torpedoes is actually that shotgun effect. They spread damage all over the target, which is pretty bad against heavily armored ships. I also feel they tends to detonate earlier against bigger ships, spreading the damage even further (happened a lot against sideways Conquests), probably because they take in account the shield around the ship.

It kinda fill the role the Atropos was supposed to do. It's generally good against destroyers and light cruisers, but fall off later against bigger targets.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on October 08, 2015, 05:38:17 AM
Good points. I think the best solution would be to set the engagement range to the center of the target and not to the edge of the shield. That way they would detonate farther from small targets, and closer to big ones.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: HeartofDiscord on October 08, 2015, 10:23:06 AM
Well the wide spread could be used to spread that EMP damage, not sure how useful that'd really be though. Im not sure how wide it gets with the bigger ships exactly though, I haven't used them that much. I think as long as there isn't really much of a gap between the shots its fine.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on October 08, 2015, 10:43:33 AM
It's not that the spreading get wider,  it's just that the torpedo detonate farther from larger ships than smaller ones, thus roughly scoring the same amount of hits on both. That mean more hits per armor cell on small targets, making the weapon exponentially better the smaller it's target is. I've tried some changes forcing them to detonate closer to large ships and the results are promising. I even had to nerf the damage a bit for the smaller versions.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Gothars on October 08, 2015, 10:48:07 AM
That they explode earlier against bigger ships seems like an advantage to me, since this way they better avoid the often heavier PD of these ships.

They look and sound very impressive BTW, and are very fun to use. Best weapon of the mod IMHO.

Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on October 08, 2015, 11:55:29 AM
Thanks! The new behavior detonate at roughly the same distance against shielded targets, but closer to the hull if their shield is down; witch more often than not means the ship's either overloaded or very high on flux. That still leaves a decent range against most PD weapons, and they aren't that easily destroyed to begin with, but give them a better kick against heavily armored targets. I think it's better that way, but if the feedback says otherwise I'll revert the change.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: OOZ662 on October 08, 2015, 02:26:38 PM
Personally I find it hard to distinguish what SCY missiles are coming at me. Vanilla missiles are all very colorful and have different shapes while in the chaos of the battlefield the only telling traits between SCY missiles seems to be their size and possibly speed. That's not necessarily a bad thing, just some feedback.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on October 08, 2015, 03:11:09 PM
That is something being addressed for the post 0.7a update.  ;)
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Mazuo on October 08, 2015, 07:17:48 PM
I really like laser torpedoes for their look and effect, but I still fear they're way too strong against frigates and probably a little too powerful against destroyers.  It just seems really one-sided when a frigate can get shields up in time, try to use PD against them and still just be instantly overloaded or even disabled.

I've had to remove them from some of the ships in my fleet to not feel like I'm just cheesing my way through some frigate-heavy fleets.  I'm sure this is already known and being addressed, just wanted to add my two cents now that I've been playing Starsector again more recently.  Perhaps they could travel a little more slowly or track slightly worse or even both.  Really great-looking though and quite novel.

Not sure I entirely understand the pathing of EMP sweepers, nor their actual efficacy, but they sure are really cool.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: The Soldier on October 08, 2015, 07:24:43 PM
@Mazuo
The Laser Torpedoes don't really do that in my version.  The beams come from a single location, and they're not going to be tracking the target to zip in from the side.  I also rarely see them outright overload a 0-flux frigate as well.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: NightfallGemini on October 08, 2015, 08:42:27 PM
Don't worry about feeling cheaty with laser torps. They fall off mid to late game when you're fighting big ships. Still good, but not as much of a win button.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on October 08, 2015, 11:16:36 PM
They tend to overload and badly damage (D) ships in one shot, but struggle once you start taking on something else than pirates with better ship or, if you are playing with SS+, leveled captains. I won't do any major change before 0.7a and it's captains come out, but I reduced a bit the damage of the small versions that you tend to use early game. I kept the large one very dangerous for small ships since it's pretty difficult to mount. On the other hand, the engagement range got uniformed when before the smaller ones had to come closer.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Mazuo on October 09, 2015, 12:29:42 AM
Seems fair enough.  I'll keep my eye on it still, but the minor changes sound good.  But yes, I'm playing with SS+ and not only against early pirates just fyi.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on October 09, 2015, 12:47:07 AM
If they prove still too powerful, I have one last major trick up my sleeve to tone them down against small ships: I could create all the rays at the same time, meaning they could no longer overload AND damage a target in one go.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: HeartofDiscord on October 09, 2015, 01:44:22 AM
If they prove still too powerful, I have one last major trick up my sleeve to tone them down against small ships: I could create all the rays at the same time, meaning they could no longer overload AND damage a target in one go.
Noooooo thats what makes them so cool.

Also have I lost it? I didn't know there were big and small versions. Or am I missing something?
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on October 09, 2015, 02:43:42 AM
The small launchers have a shorter range, smaller payload and create less rays than the medium and large ones.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: zoe_zucchini on October 09, 2015, 04:09:53 PM
How is the Stymphalian Bird supposed to be used? The weapon description makes it sound like the spear thrower can be charged, but I'm not sure how to do so?
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on October 09, 2015, 11:08:01 PM
When you use its teleport system, you will notice the ship is getting redder, with electric arcs and a pinkish glow for a few seconds. During that time all it's systems are enhanced: It fly and turn faster, and you can use a "charged" ability. If you raise the shield, it will unfold instantly with a much larger arc. If you vent, the flux will be dissipated much faster (I raised that further in the unreleased dev). If you need to, you can teleport again without waiting any delay. And if you fire the main gun, it will be a much MUCH more powerful shot. Beware though, the effect only last a moment and the effect get weaker the more you wait after the initial teleportation. 
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: HeartofDiscord on October 10, 2015, 03:53:56 PM
So I just had an interesting bug, wherein upon loading a save, the entire Tartarus/Archeron system moved halfway across the map. Upon reloading the save again, it was back where it should be. (I think)
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: The Soldier on October 10, 2015, 04:30:56 PM
So I just had an interesting bug, wherein upon loading a save, the entire Tartarus/Archeron system moved halfway across the map. Upon reloading the save again, it was back where it should be. (I think)
Nope, it's supposed to move around.  At least, if I've kept track of development.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: HeartofDiscord on October 10, 2015, 06:50:44 PM
So I just had an interesting bug, wherein upon loading a save, the entire Tartarus/Archeron system moved halfway across the map. Upon reloading the save again, it was back where it should be. (I think)
Nope, it's supposed to move around.  At least, if I've kept track of development.
Huh. Well it has random starting locations, but I didn't know it actually moved. I mean it was also in different locations upon loading the exact save twice.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: The Soldier on October 10, 2015, 06:55:01 PM
Huh. Well it has random starting locations, but I didn't know it actually moved. I mean it was also in different locations upon loading the exact save twice.
Yup, pretty sure that's supposed to happen.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: HeartofDiscord on October 10, 2015, 07:37:55 PM
Also, are the Hydra shuttles the same as the Valkyrie shuttles? The description isn't as transparent.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on October 10, 2015, 11:10:02 PM
So I just had an interesting bug, wherein upon loading a save, the entire Tartarus/Archeron system moved halfway across the map. Upon reloading the save again, it was back where it should be. (I think)
IIRC (I haven't touched that piece of code in a while) the location is randomized for every loading if you play in dev mode. It was a faster way to test the placement than to recreate a character every-time.

Also, are the Hydra shuttles the same as the Valkyrie shuttles? The description isn't as transparent.
They are, I think I noted somewhere I needed to clarify the description...
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: HeartofDiscord on October 12, 2015, 12:40:47 AM
Going to put a bit more of unwanted thoughts here. After some more use, I think laser torpedos would be fine with 1000-2000 damage taken off each size So like 4k to 3k, 5k to 4k etc. Anymore would gimp them too much, and I think any changes other than that would lose what makes them special; if you generate all the laser bursts at the same time, they lose the practicality against shields, and if you take away the EMP, they lose the practicality against big stuff. Although I would say if you wanted to take it further, EMP would be my first choice as what to go next.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on October 12, 2015, 01:01:25 AM
That's exactly their current yield in my dev version  ;D But the new dispersion improved them a bit against large targets... Witch isn't bad.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: HeartofDiscord on October 12, 2015, 10:27:54 AM
Awesome, sounds good
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: iceone on October 23, 2015, 10:53:59 PM
248124 [Thread-5] INFO  org.lazywizard.console.Console  - Added 1 of ship SCY_keto_armorFL_Hull to player fleet.
256849 [Thread-5] INFO  org.lazywizard.console.Console  - Running command "addship SCY_keto_armorFR 1"
256849 [Thread-5] DEBUG org.lazywizard.console.commands.AddShip  - Try #1: SCY_keto_armorFR
256850 [Thread-5] DEBUG org.lazywizard.console.commands.AddShip  - Try #2: SCY_keto_ArmorFR
256850 [Thread-5] DEBUG org.lazywizard.console.commands.AddShip  - Try #3: SCY_keto_ArmorFR
256850 [Thread-5] DEBUG org.lazywizard.console.commands.AddShip  - Try #4: SCY_keto_armorFR_Hull
256850 [Thread-5] INFO  org.lazywizard.console.Console  - Added 1 of ship SCY_keto_armorFR_Hull to player fleet.
259748 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-campaign_system_corvus.ogg]
276943 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 3, FP2: 6645, maxFP1: 160, maxFP2: 240
278334 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.SCY_maskEffect.advance(SCY_maskEffect.java:49)
   at com.fs.starfarer.combat.entities.ship.oOOO.void.advance(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)
 :-[
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: joe130794 on October 24, 2015, 03:45:22 AM
@iceone  is lazywizard enabled?
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on October 27, 2015, 12:29:24 AM
Sorry for the late reply, but I managed to spawn a Keto in campaign without problem. The log mention the armor bits, did you tried to spawn those specifically? Because that ain't going to work: they are linked to their parent ships with persistent campaign data and stuff and can't be used alone.
The exact command for adding the ship is addShip SCY_keto_Hull.

[EDIT] Wip changelog, it won't be released before 0.7 though.
Code
v0.98

NEW CONTENT
 - Replaced all the "Assault Shield" ship-systems by the new "Engine Jump-start" system:
   . Allows to instantly restart your flamed out engine.
   . Only one charge with a long cool-down.
   . Can fail at low CR.
   . Applied to the Manticores cruisers, Armored Stheno, Orthrus Standard, Balius freighter/tanker and Lealaps frigate.

BALANCING
 - Reduced the benefit of the "Scyan Engineering" hull-mod for the engines health and repair rate to 25% from 50.
 - Reduced the turn speed and turn acceleration of all ships by roughly 50/40/30/20%. (still above vanilla afterward!)
 - Reduced the turning damping of the "Secondary Thrusters" ship-system to 75% reduction, from 90%.
 - Stymphalian Bird frigate: Raised the amount of OP from 40 to 45, raised it's flush flux ability when venting in Overcharge mode.
 - Minor OP reduction on non-combat ships, variants adjusted.
 - Laser Torpedoes: Improved the detonation range calculation (explode closer to ships with their shield down), reduced the damage of the small and medium ones.
 - Converted Heavy ENB: ammo raised to 18 from 9, regeneration rate reduced to 20 ammo/min from 30, OP reduced to 18 from 20, slightly raised it's precision, raised it's turn rate to 10 deg/s from 5.
 - Heavy ENB: Flux requirement reduced to 900 f/s from 1000, raised it's turn rate to 7 deg/s from 5.
 - SCPB: raised the ammo to 4 from 3.
 - Manticore Swarm missiles: Damage reduced to 200 Kinetic per missile from 300, increased range by 20% to 3000, now reload in 6 missiles clips, removed the energy cost to fire.
 - Manticore MIRV: re-written the deployment script to assure most sub-shots will actually hit the target, Subshots damage raised to 300 from 200, removed the energy cost to fire.
 - Manticore Phase: Missile damage raised to 3000 Energy from 2000, reloads in 8 seconds from 5.
 - Most beams weapons now have a growing speed matching vanilla.

BUGFIXES/IMPROVEMENTS
 - Fixed an issue with the Nemean Lion's system allowing regenerating weapons to reload more ammo than their maximum.
 - Minor graphic update for the Anti-missiles.
 - Graphic update for the SCPB beam.
 - Improved missiles AI:
   . Benefit a lot more from ECCM.
   . Closer to vanilla flight pattern.
   . Better target selection when the launching ship doesn't have one.
   . Much better precision for the anti-missiles.
 - Completely rewrote the Slasher Beam to fix a recurrent issue where it wouldn't slash on fast turning ships.
 - Randomized the starting position of the Miniguns' barrels, added some minor random variations in their spin-up and spin-down rates.
 - Rewritten all the hull-mods descriptions with actual numbers instead of adjectives.
 - Prevented an issue occurring when the Telchine's beam dealt the last hit on very high HP targets.
 - Corrected a mistake that made the Erymantian Boar's dish rotate extremely slowly.
 - Adjusted some erroneous collision radii, especially with Twig ships.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on October 28, 2015, 04:07:06 AM
Code
 - Replaced the Burst Nailer with... a much angrier Burst Nailer:
   . 8 shots clip of buckshot fury that can be unloaded in under 2seconds.
   . Very high burst FRAG damage but long reload time and anemic range.
   . Do NOT point on self!

(http://i.imgur.com/lHW6Nyu.jpg)
Spoiler
(http://i.imgur.com/8pqJ5Jt.gif)
Remember that Firefox slightly accelerate gifs, it's slower in-game.
[close]

Because nothing beats dual-wield auto-shotguns, IN SPACE!
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Funk on October 28, 2015, 04:27:13 AM
That looks like fun :D
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: OOZ662 on October 30, 2015, 03:46:53 PM
Are the Erymantian Boar's front missile launchers supposed to be invisible? I haven't launched mine into a real battle yet, but in the simulator and on the refit screen they don't show up. A slight silhouette of them appears when you mouse over them during refit.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on October 30, 2015, 05:03:54 PM
Yes they are hidden. It looked really weird with some launchers so I used the most efficient fix I could find. ^^
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Flying_Whale on November 01, 2015, 12:23:29 PM
Hello everyone. Could anyone say, where can I find (and buy, if it's possible) SCY ships?
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on November 01, 2015, 02:08:13 PM
Heh, it's been a while since someone struggled to find their planet ^^ All I'll say is, just follow the fleets...
Speaking of that planet, it isn't absolutely necessary to have it hidden now that I changed the lore, maybe I'll change that in the future.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Namelessjake on November 02, 2015, 04:00:14 PM
The best way I found to find the planet is to store everything but a single fast ship and tail the fleets home. Just make sure you're quick enough to outrun them if you get too close.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Flying_Whale on November 03, 2015, 07:38:28 AM
Sorry Flying_Whale, I removed this to avoid spoilers.
-G
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on November 03, 2015, 08:20:10 AM
Flying_Whale, could you remove that message? Everyone is avoiding to reveal the trick and I'd like to keep it that way!
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: The Soldier on November 03, 2015, 08:33:43 AM
I feel like it's a lot easier than one would think.  When I first found it, it was the first thing I tried because it was so out of place compared to the normal vanilla systems.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Megas on November 05, 2015, 03:18:24 PM
Jumped through hoops to get Scy running; details unimportant, because you want feedback, which will not be much for now due to limited time played.

* Scy needs more memory than standard.  It loads on my computer, but about ten to twenty seconds later, it freezes (probably due to lack of memory) and I need to terminate Starsector.  So far, I got around this problem by loading the game in dev mode, but no fullscreen and no sound are bummers.  At least it is playable in dev mode.  I did not load any other mods aside from the required libraries.  It might be helpful to update the OP with memory requirements.

* The dark blue color used by Scy makes the text very hard to read and hard to find Scy units on the map.  The color should be brighter.

* I only tried two weapons so far...
Double Rockets:  At least they track better than Harpoons, and cost less OP (at least until 0.7a).  Not fond of low total damage, but at least it is reliable.
Light Kacc:  Probably more effective than light dual AC due to better accuracy and shot damage.  Not as much range.

More comments after I play more.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: The Soldier on November 05, 2015, 03:23:18 PM
* The dark blue color used by Scy makes the text very hard to read and hard to find Scy units on the map.  The color should be brighter.
It's designed like that.  The Scy in lore are supposed to be hard to detect, but since there's no current way to accomplish that, Tartiflette has made them hard to see on the campaign map.  I believe he said he'll have a 99% chance of changing that to be more visible once the 0.7a update hits with sensors and such.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: OOZ662 on November 05, 2015, 03:23:54 PM
I run Blackrock, Radar, Nexerelin with default universe settings (and sometimes a bit more), SCY, StarSector Plus, Templars, and Tiandong with 1,300MB of heap space on a 32bit OS. I can't imagine you're out of memory with just SCY unless you're using the default vmparams settings. Starsector.log will tell you either what the problem is or the last thing trying to load when it stops. Other than that, there shouldn't be any hoops to jump through besides installing the prerequisite mods.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Megas on November 05, 2015, 03:50:32 PM
Part of the "hoops" involved getting spare hardware and a new version of 7-zip (when an older version I had didn't work) before I can get unlock Scy.  Then more hoops when I had trouble running Scy with the bare necessities.  No need to go into more gory details.

Dark blue text is like an interface screw.  I can clearly see the text and blue, but the dark color makes it a real pain to read.  I know the stuff is there, but trying to discern details is frustrating when I strain my eyes trying to read what I know is there.

P.S. The dark color persists at the market too, so trying to browse the market is a pain too!
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Midnight Kitsune on November 05, 2015, 03:59:07 PM
I run Blackrock, Radar, Nexerelin with default universe settings (and sometimes a bit more), SCY, StarSector Plus, Templars, and Tiandong with 1,300MB of heap space on a 32bit OS. I can't imagine you're out of memory with just SCY unless you're using the default vmparams settings. Starsector.log will tell you either what the problem is or the last thing trying to load when it stops. Other than that, there shouldn't be any hoops to jump through besides installing the prerequisite mods.
Agreed with OOZ here as I run a much similar mod list (no SCY but Exi, Shadowyards and Neutrino) on the default 1024 settings with a crap integrated card. Also, SS has a tendency to freeze at the beginning (at least with me) because of the shear list of mods and info. You can see if it is truely loading by either opening the log file in baretail (with follow tail checked) or by looking at the java.exe's memory usage in Task Manager. If it is going up then that means that it is loading. (Although this might be for me only as my comp has a potato for a GFX card
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Blaze on November 05, 2015, 04:03:34 PM
SCY is bigger than most faction mods, the only mods I have that's bigger is SS+ and Ironclads. So yeah, the bigger it is, the longer the load time.

To change the color, open up SCY/data/world/factions/Scy.factions file with a text editor and change the color entry.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Megas on November 05, 2015, 04:11:00 PM
Clarification:  SCY loads fine, and I see the Starsector title screen.  However, as I browse the Codex or try to test drive stuff in the simulator, the game freezes.  These problems do not occur when I load the game in devmode instead.

At least SCY loads even without devmode.  Other mods like Valkyrians and maybe a few others I cannot remember now cannot fully load and never make it to the title screen.

To change the color, open up SCY/data/world/factions/Scy.factions file with a text editor and change the color entry.
Don't tempt me!
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on November 05, 2015, 04:12:26 PM
Jumped through hoops to get Scy running; details unimportant, because you want feedback, which will not be much for now due to limited time played.
For what it's worth me saying it, I appreciate it.

Quote
* Scy needs more memory than standard.  It loads on my computer, but about ten to twenty seconds later, it freezes (probably due to lack of memory) and I need to terminate Starsector.  So far, I got around this problem by loading the game in dev mode, but no fullscreen and no sound are bummers.  At least it is playable in dev mode.  I did not load any other mods aside from the required libraries.  It might be helpful to update the OP with memory requirements.
Not a bat idea, the next version will have a bit less content but that won't make a huge difference (and I plan for more anyway ><)

* The dark blue color used by Scy makes the text very hard to read and hard to find Scy units on the map.  The color should be brighter.
It's designed like that.  The Scy in lore are supposed to be hard to detect, but since there's no current way to accomplish that, Tartiflette has made them hard to see on the campaign map.  I believe he said he'll have a 99% chance of changing that to be more visible once the 0.7a update hits with sensors and such.
And indeed it's the case in my Dev. They will have a color super close to what IFed had, for added nostalgia.

[...]Dark blue text is like an interface screw.  I can clearly see the text and blue, but the dark color makes it a real pain to read.  I know the stuff is there, but trying to discern details is frustrating when I strain my eyes trying to read what I know is there.

P.S. The dark color persists at the market too, so trying to browse the market is a pain too!
Well, if you are willing to hop one last hoop, I'm linking the file with the color I'm using right now. Just extract it on top of the SCY folder and it will override just the faction file.

[attachment deleted by admin]
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Megas on November 05, 2015, 07:46:32 PM
Still playing Scy; have not seen everything.  Here are a few powerful standouts I noticed so far.

* Lightweight Armor(?) hullmod:  For a player who can kite with long-range weapons, avoid taking hits, and has Damage Control 10 (for hull regeneration), this is an extremely powerful hullmod.  Best in a chain-flagship fleet, where the player intends to pilot every ship in the fleet one-at-a-time.  Possibly not so good for AI and fleet actions because cannot AI kite like the player to make the armor penalty worth it.

* Piercing Railgun:  This is like a super kinetic AM-blaster for the purpose of overloading shields.  It is easy to overload the AI with two or more of these then finish it off with something.  Damage it does to armor and hull is not too shabby either.  Probably too strong.

* Heavy EMB:  Not overpowered per se, but probably underpriced for what it does, despite awful accuracy.  This is much like a plasma cannon that trades accuracy for much cheaper OP cost.  Probably worth more than 20 OP, but perhaps comparable to the ballistics' Mjolnir (which has less DPS, but better accuracy, flux cost, and range).  This is a heavy weapon I would gladly use instead of Heavy Blaster if I have OP to spare.  For a heavy universal, I might pick Mjolnir over this, but maybe not.

Will post more if I find more to comment on.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on November 06, 2015, 12:17:52 AM
* Lightweight Armor(?) hullmod:  For a player who can kite with long-range weapons, avoid taking hits, and has Damage Control 10 (for hull regeneration), this is an extremely powerful hullmod.  Best in a chain-flagship fleet, where the player intends to pilot every ship in the fleet one-at-a-time.  Possibly not so good for AI and fleet actions because cannot AI kite like the player to make the armor penalty worth it.
Mmh, indeed it is. My first instinct would be to add a CR reduction as well, but that doesn't sounds logical... Unless I justifies it by saying the stronger acceleration strain the hardware a lot more? Maybe that would suffice?

Quote
* Piercing Railgun:  This is like a super kinetic AM-blaster for the purpose of overloading shields.  It is easy to overload the AI with two or more of these then finish it off with something.  Damage it does to armor and hull is not too shabby either.  Probably too strong.
It's main limitation is the limited ammo before having to reload. I could look into reducing the regen and force installing expanded magazines to use it to it's full potential. It's flux/dps ratio is also much lower than the usual Scyan weapon while still having a decent range; I need to correct that. Finally, I should probably reduce the armor penetration.

Quote
* Heavy EMB:  Not overpowered per se, but probably underpriced for what it does, despite awful accuracy.  This is much like a plasma cannon that trades accuracy for much cheaper OP cost.  Probably worth more than 20 OP, but perhaps comparable to the ballistics' Mjolnir (which has less DPS, but better accuracy, flux cost, and range).  This is a heavy weapon I would gladly use instead of Heavy Blaster if I have OP to spare.  For a heavy universal, I might pick Mjolnir over this, but maybe not.
This one's tricky, because the armor penetration is a big liability compared to the Plasma Cannon. I could lower the Flux/dps ratio though, for a supposedly cheap alternative weapon it's really efficient.

Thank you, so far having a new pair of eyes to look over the balance has been insightful.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Megas on November 06, 2015, 06:10:32 AM
So far, I am only testing weapons as I find them with standard hulls.

Lightweight Armor is primarily a player-only buff because the AI is not savvy enough to do what the player can with so much speed.  This is like stacking both engine hullmods when that used to be possible.  I cannot do this with every ship without giving something more important.  I do not use this on frigates - they are plenty fast, and most lack the range to kite (and the one who can, Brawler, has no PD to speak of).  For ships like a player-controlled Dominator or capital, it has just because a speedy murderous kiting machine that can play keep-away and snipe with long-range weapons.  For an AI that is meant to tank, the armor penalty probably more than offsets the speed bonus.  When I use Dominator, I usually kite-and-snipe from maximum range, and I avoid taking hits.  When AI uses Dominator, it needs to soak hits as it deals damage.  Sure, it tries to hang back when it can, but it will never kite as effectively as a player.

If the armor needs to be weakened, probably reduce the bonus for bigger ships.  Bigger ships tend to have more OP to spare for luxuries, and a flat +25 bonus is a larger boost to bigger ships than it is for smaller ships.


For railgun, the regen seems fast enough for ammo to not be a factor.  Actually, I had enough ammo to kill whatever was there before I ran out.

I tried more weapons, and railgun is not the only offender.  Large Kacc is also effective at overloading ships, and it is cheaper than Gauss Cannon.  AI simply cannot deal with large spikes of damage to its shield, and the railgun and larger Kaccs overload more reliably than most stock weapons.  Scy kinetics may look balanced on paper, but they effectively exploit an AI weakness.  Compare AM Blaster to IR Pulse Laser - AM Blaster costs more OP and has worse stats than IR Pulse Laser, yet it is more effective at killing bigger ships because AI cannot handle spike damage to shields.


One more thing before I need to go:  Laser Torpedoes, at least larger grades, overshadow the rest of Scy's missiles.  When combined with Missile Specialization 10, Laser Torpedoes are unfair (more than Reapers), about as bad as Templars' Clarents.

I will provide more feedback when I can.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on November 06, 2015, 07:08:51 AM
If the armor needs to be weakened, probably reduce the bonus for bigger ships.  Bigger ships tend to have more OP to spare for luxuries, and a flat +25 bonus is a larger boost to bigger ships than it is for smaller ships.
Agreed it's a larger bonus, but in term of cost loosing half the armor is a much bigger deal for capitals too. I could add a bump to the OP cost, have a +30/25/20/15 speed bonus instead of a flat 25, and -30% peak efficiency time? Actually the CR timer reduction will be mandatory because of the Safety Override coming in 0.7: combining the two would be just disgusting.

Quote
For railgun, the regen seems fast enough for ammo to not be a factor.  Actually, I had enough ammo to kill whatever was there before I ran out.
Yeah, I'll do what I said previously then.

Quote
I tried more weapons, and railgun is not the only offender.  Large Kacc is also effective at overloading ships, and it is cheaper than Gauss Cannon.  AI simply cannot deal with large spikes of damage to its shield, and the railgun and larger Kaccs overload more reliably than most stock weapons.
I'm not sure to agree with this one. Granted the Large KAcc does 40% more damage per shot, but with 33% less fire-rate. Sure they tend to overload targets with bad shields easily, but that only count for the last shot. Given it's much shorter range you'd have started firing earlier with a Gauss, and probably overloaded the target sooner, than when using a Large KAcc. I could slightly reduce the damage per shot, but I don't intend to make big changes on that one.

Quote
One more thing before I need to go:  Laser Torpedoes, at least larger grades, overshadow the rest of Scy's missiles.  When combined with Missile Specialization 10, Laser Torpedoes are unfair (more than Reapers), about as bad as Templars' Clarents.
Damned this weapon is way too difficult to balance. I reduced the damage in my dev, but only a little. Their main disadvantage with their main competitor, the Hurricane, it that it doesn't reload. I'll way for 0.7 to come out because there is a lot of changes coming for the missiles apparently. I rarely use Missile tech 10 so I'm not sure of the balance at high level.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Gothars on November 06, 2015, 08:00:54 AM
The Laser Torpedoes are very fun to use and visually impressive, please don't nerf the individual torpedoes. Better adjust things like magazine size, OP cost and availability.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on November 06, 2015, 08:33:21 AM
Well he is talking about the large ones. Those are a fair bit stronger than the small and medium one so I have a bit of margin there. I may simply flatten the difference in output.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Megas on November 06, 2015, 09:56:00 AM
Small torpedoes do not seem to be that overpowering compared to large ones, but I have not tried them much.

Medium torpedoes is when things start to get unfair when you can launch two or more at a time and have Missile Specialization bonuses.  Dominator can laser torpedo just as viciously as Reaper Aurora.

Large torpedoes are even nastier, but only the Conquest (and some Scy ships?) can mount-and-fire more than one at a time, and I am not sure they have enough boom compared to Cyclone Reaper (not enough playtime yet to check).

However, out of all of Scy's missiles, Laser Torpedo is a clear winner.  Rocket Racks are okay for small mounts, but for bigger mounts, I will take torpedoes instead - they are simply more effective all-around than the other Scy missiles.

With missile specialization, (bigger) laser torpedoes just makes things disappear.  Shields overload like nothing, and ships die.

Before I forget, the singularity torpedo is a lemon.  The torpedo is easily intercepted, and even if it connects, the damage is weak and the suction seems insignificant.  I prefer rocket racks or the heavy swarmers over it, but even they are no match for laser torpedoes.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on November 06, 2015, 10:04:10 AM
However, out of all of Scy's missiles, Laser Torpedo is a clear winner.  Rocket Racks are okay for small mounts, but for bigger mounts, I will take torpedoes instead - they are simply more effective all-around than the other Scy missiles.
I guess I can raise their fire-rate and slightly their damage the bigger they are. Btw, Scyan missiles get sharply better when using ECCM but the Laser Torpedoes are the ones that benefit the least of it. That could even up a bit the balance.

Quote
Before I forget, the singularity torpedo is a lemon.  The torpedo is easily intercepted, and even if it connects, the damage is weak and the suction seems insignificant.  I prefer rocket racks or the heavy swarmers over it, but even they are no match for laser torpedoes.
Well, technically it's an anti-fighter/anti-missile weapon, though a really convoluted one. Against some type of enemies (often modded ones like the Templars or Exi) they can be quite nasty. I'll see if I can buff it's base damage a bit though.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Megas on November 06, 2015, 07:38:42 PM
More comments after more playing:

The Laser Torpedo is overpowered.  The main reasons are the torpedo tracks well enough and it does not need a direct hit to inflict as much damage as a Reaper.  By the time the torpedo is in PD range, it explodes and irradiates the nearby target, and the total damage is extremely high.

Suggestions to weaken the Laser Torpedoes:


Re:  Large Kacc:  It is similar to the Mark IX autocannon in terms of (sub-par) DPS and OP cost, but the Kacc is much more accurate, and high damage per shot makes it more likely to overload AI ships.  Because of its slow fire-rate, it is very vent-spam friendly.  The stats are balanced on paper, but in practice, the kacc is very friendly to tricks that exploit various game mechanics.  I am not sure what can be done to tweak the kacc that does not utterly change the weapon (or make it too weak).  For instance, firing weaker shots at a faster rate would probably fix it, but it probably will not feel the same weapon anymore.

Re:  Heavy EMB:  Unless you fight enemies with armor regeneration, armor penetration (or lack of) is not a big deal.  The armor will be gone, eventually.  The OP is cheap enough and the DPS high enough that I consider mounting this instead of Heavy Blaster.  The only thing keeping the Heavy EMB from being overpowered (or rather, grossed underpriced) is awful accuracy.  Even then, I still think it is worth more than 20 OP (but no more than 25 OP as long as Mjolnir remains as-is).  I posted elsewhere that stock heavy weapons are weak enough (in 0.65) that Heavy Blaster is usually my weapon of choice in a heavy energy mount.


Other weapon comments:
Small minigun:  With IPDAI, this is fun long-range PD that is effective, though a bit wasteful of flux use and OP cost.  Stops missiles quickly and chews up fighters effectively.

<medium frag spray-gun>:  Not as reliable PD as flak, but has more range and it mauls unarmored targets.  Decent gun.

<HE versions of Kacc>:  Fires a bit too slow, and high damage is not as helpful (because punching a hole through armor does not paralyze a ship like overloading shields).

Ricochet gun:  Novel gun, but it really needs to be used within a narrow and precise range to make the most of it.  This may be a good reason not to install ITU.  I think I will stick with stock Hellbores or HAGs instead of this.

ORION:  This gun is a pain to use, and probably a bit underpowered compared to other weapons of similar cost (such as Mjolnir).  The range stat and aiming sights are deceptive; due to variable speed, the shots disappear before they reach the edge of my sights.  Overall, I would not use this if I have better.  Also, limited ammo kills it prolonged battles.


Played some of the Scy ships a bit, mostly the capitals...
* The Lion capital is very flexible, thanks to mostly universal mounts.  It may not necessarily be the most heavily-armed ship, but it can hyper-specialize in roles that are very effective against the AI.  All of its mounts can be mounted with Laser Torpedoes and it will demolish any fleet that does not have lots of fighters.  Funnily enough, with an all-missile configuration, Paragon will not raise shields until torpedoes are launched, which is sometimes too late for the Paragon.  I tried all Reapers too, and while they worked, they were not as efficient as Laser Torpedoes.  If I want unlimited ammo instead, one option is an extreme range configuration with three Gauss Cannons for kinetics, two or four Pilums for HE, and miniguns (and possible flak) for PD.  Give the Lion lightweight armor hullmod, and when stacked with max Helmsmanship, the Lion can kite from absurdly long range.

* The other capital, the siege carrier seems kind of fun; feels a bit like the Titan from IFed.  The main gun is the classic very slow yet very powerful BFG.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Megas on November 07, 2015, 07:35:23 AM
Tried more Scy ships.  In general, the smaller ships are sub-par compared to standard, due to small forward shields and lack of mounts.

Frigates:
Both Alecto and Lealaps are probably best configured by filling all mounts with dual laser torpedoes, alpha-strike as much as possible (no need to aim), then retreat.  Currently, Alecto is the better missile ship than Lealaps due to costing less Logistics.  Stock Mercury costs less Logistics than both, but has horrid CR deployment cost, so Alecto is still useful.  Lealaps is completely overshadowed (an extra mount is not worth 0.5 more Logistics) until 0.7a arrives, which does away with Logistics.

Tisiphone seems like a poor Brawler imitator.  Its system is annoying to use - press F every time I want to use a missile.

Talos is decent.  It needs to choose between PD or enough firepower to kill ships, and it can do one well at the expense of the other.

Destroyers:
Lamia is mediocre.  It is a frigate in a destroyer frame.  It has bad shield coverage, and it needs two mounts for PD.  That leaves two more for frigate-level firepower.  The armored version is better, until its nose gets blown off, then it is crippled.  If the unarmored version had a medium universal, or the shield was omni, the Lamia may be more useful.  Armored version would be more useful if its beam weapon was not destroyed when its nose gets blown off.

Orthrus only redeeming feature is three medium missile mounts.  That is a lot of boom!  Just put three medium laser torpedoes, alpha-strike away, then get out!  For a more traditional assault, Pilums backed by Lights Needlers is usable, but not a great idea due to poor defenses.

Argus is surprisingly good, but still not great, for a destroyer-sized carrier.  It is nimble and it plays a bit like a Shepherd with a flight deck.


One more weapon comment:
Vibrating Beam is a nice alternative to Tactical Laser.  Beam seems to travel faster, and the extra damage is nice.  The vibration is a bit annoying; if I need accuracy badly enough, I switch off autofire off for a moment, then toggle it back on to reset accuracy.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on November 07, 2015, 08:44:22 AM
Curently testing those changes:
Code
 - Pierce Railgun:
   . Now fire 10 bullets instead of 5.
   . Damage per bullet reduced to 100 from 200. (burst DPS maintained).
   . Ammo reduced to 6 shots from 10.
   . Clip regen slightly reduced at 12 sec from 10.
   . Flux per shot raised to 1750 from 1400. (still slightly more efficient than the average Scyan weapon)

 - Medium KAcc:
   . Damage per shot reduced to 450 from 500.
   . Flux per shot reduced to 750 from 875.
   . OP cost reduced to 10 from 11.

 - Large KAcc:
   . Damage per shot reduced to 450 from 550.
   . Flux per shot reduced to 1500 from 2000.
   . OP cost reduced to 20 from 21.

 - Singularity Torpedo:
   . Raised the pull effect against non-fighters entities 4 times, and 2 times for Fighters.
   . Smoothed out the falloff range
   . Raised the range at which fighters get flamed out to 400 from 200.

 - Rockets:
   . Raised their damage from Medium sized launchers to 300 from 250.
   . Raised their damage from Large sized launchers to 350 from 250.
   . Reduced the cool-down of the Pod launchers by 2 seconds.

 - Coasting Missiles:
   . Raised their damage from Medium sized launchers to 800 from 750.
   . Raised their damage from Large sized launchers to 850 from 750.

 - Laser Torpedoes:
   . Improved the detonation range calculation (explode closer to ships with their shield down)
   . Reduced the damage of the Large ones to 3600 from 5000.
   . Reduced the damage of the Medium ones to 3300 from 4000.

Other weapon comments:
Small minigun:  With IPDAI, this is fun long-range PD that is effective, though a bit wasteful of flux use and OP cost.  Stops missiles quickly and chews up fighters effectively.

<medium frag spray-gun>:  Not as reliable PD as flak, but has more range and it mauls unarmored targets.  Decent gun.

<HE versions of Kacc>:  Fires a bit too slow, and high damage is not as helpful (because punching a hole through armor does not paralyze a ship like overloading shields).

Ricochet gun:  Novel gun, but it really needs to be used within a narrow and precise range to make the most of it.  This may be a good reason not to install ITU.  I think I will stick with stock Hellbores or HAGs instead of this.

ORION:  This gun is a pain to use, and probably a bit underpowered compared to other weapons of similar cost (such as Mjolnir).  The range stat and aiming sights are deceptive; due to variable speed, the shots disappear before they reach the edge of my sights.  Overall, I would not use this if I have better.  Also, limited ammo kills it prolonged battles.

Sounds fine by me. If all weapons were better than the vanilla ones it would only mean they are OP, right now I feel they are decent alternatives, sometimes better when fitting specific builds.

Tried more Scy ships.  In general, the smaller ships are sub-par compared to standard, due to small forward shields and lack of mounts.

Frigates:
Both Alecto and Lealaps are probably best configured by filling all mounts with dual laser torpedoes, alpha-strike as much as possible (no need to aim), then retreat.  Currently, Alecto is the better missile ship than Lealaps due to costing less Logistics.  Stock Mercury costs less Logistics than both, but has horrid CR deployment cost, so Alecto is still useful.  Lealaps is completely overshadowed (an extra mount is not worth 0.5 more Logistics) until 0.7a arrives, which does away with Logistics.

Tisiphone seems like a poor Brawler imitator.  Its system is annoying to use - press F every time I want to use a missile.

Talos is decent.  It needs to choose between PD or enough firepower to kill ships, and it can do one well at the expense of the other.

Destroyers:
Lamia is mediocre.  It is a frigate in a destroyer frame.  It has bad shield coverage, and it needs two mounts for PD.  That leaves two more for frigate-level firepower.  The armored version is better, until its nose gets blown off, then it is crippled.  If the unarmored version had a medium universal, or the shield was omni, the Lamia may be more useful.  Armored version would be more useful if its beam weapon was not destroyed when its nose gets blown off.

Orthrus only redeeming feature is three medium missile mounts.  That is a lot of boom!  Just put three medium laser torpedoes, alpha-strike away, then get out!  For a more traditional assault, Pilums backed by Lights Needlers is usable, but not a great idea due to poor defenses.

Argus is surprisingly good, but still not great, for a destroyer-sized carrier.  It is nimble and it plays a bit like a Shepherd with a flight deck.

Most of your issues with the Alectos and Lealaps will be gone when the Alecto will only have Hybrids mounts.

The Tisiphone is much faster and maneuverable than a Brawler, and definitively not fulfilling the same role. The Brawler try to mimic gun for gun a destroyer at the expense of it's defenses when the Tisiphone is designed to out-maneuver it's target, hit hard and retreat. I agree with the system being problematic to use, and I may have some ideas to correct that but it won't be for the post 0.7 update.

The Lamia will get probably Hybrid mounts too.

As for the shield, there are hullmods for that. In general, Scyan ships have poor armor and shields, and you generally have enough OP to only compensate for one. But unlike most of the vanilla ships, you don't need, and a can't, spend points on engine hull-mods. I don't think it's a real issue: you just need to equip them accordingly to your play-style. Given your taste for kiting, I imagined you'd love the Lamia and it's 1700 range HVDs/Maulers goodness when using the system and ITU.
In any case, I very much intend to keep the ships average with a couple of exceptions.

Note that this is also true for the weapons: an okay Minigun becomes great as a PD, the Super Charged Pulse Beam dearly need it's extended magazines, the Triple Energy Blaster really shine with range hull-mods etc

Quote
One more weapon comment:
Vibrating Beam is a nice alternative to Tactical Laser.  Beam seems to travel faster, and the extra damage is nice.  The vibration is a bit annoying; if I need accuracy badly enough, I switch off auto-fire off for a moment, then toggle it back on to reset accuracy.
The AI is actually pretty good at doing that against missiles and fighters.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Megas on November 07, 2015, 10:03:44 AM
The problem with smaller Scy ships is they underperform compared to standard ships.  Bad shield combined with few mounts make smaller Scy ships underpowered.  It is fine if you want to create an NPC faction or a hard difficulty faction for masochist players.

If the goal of Scy is vanilla balanced, ships range from underpowered (many small ships) to somewhat unbalanced (capitals), and the weapons are generally balanced or slightly overpowered, except for the Laser Torpedo, which is overpowered by outperforming the best standard missiles (and competing with Templars' Clarents in effectiveness).

Adding omni shield (which cuts shield arc too short) and Extended Shields (to compensate for lost arc) together are never worth it - they cost too much OP.
The OP is better spent on better weapons and hullmods.  Better yet, use a superior hull instead, like an Enforcer over Lamia.

I am aware the 'Phone is faster than the Brawler.  Still not much help with no PD aside from its (unreliable) ship system.  Currently, I would take Brawler over this any day.  Then again, I almost never use Brawler because it is a dead ship flying due to no PD, incomplete shield coverage, and Accelerated Ammo Feeder.  Well, I suppose no ammo feeder is a plus for the 'Phone - it does not commit suicide by driving up flux.

Lamia simply lacks mounts.  The mediums are HVD and Mauler, small mounts are Vulcans (great PD and finisher), and the nose is either Salamander or the builtin beam weapon.  Combined with poor shield and no other redeeming qualities, it is simply a matter of why use this instead of a cheaper Brawler or a more powerful destroyer like Enforcer?  Bad as the Hammerhead is, I might even prefer it over Lamia.

Precision Gears sound great until it guts your other stats like fire rate.  Half DPS is awful when trying to bash shields down or when PD tries to shoot down missiles or fighters that are swarming around.  Precision Gears is an option of last resort; something to use if I cannot beat a monster like a Paragon any other way.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on November 07, 2015, 11:03:52 AM
[...] It is fine if you want to create an NPC faction or a hard difficulty faction for masochist players. [...]

It's kinda the goal here: extra challenge but with very satisfying weapons to fire and ships to fly. They are not meant for steam-rolling huge Hegemony fleets at all.
Also technically their shields are not bad: they have a poor efficiency coupled to a very large Flux pool. They can soak exactly as much punishment as their vanilla counterpart before overloading. Now on the other hand,  their coverage is nothing to brag about...

I though about converting all the shields to omni but the one issue I have with it is that my ships are elongated, and a shield put sideways goes very far from the hull. That doesn't look very good, and it catch a lot of stray bullets/missiles. If we had elliptic shields however, I would gladly convert them.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Megas on November 07, 2015, 11:13:18 AM
By bad shields, I meant poor coverage and fixed forward, much like a Hound or Cerberus with Front Shield Generator.  Now that you mention it, they also have bad efficiency, but I never noticed it much because the hulls have plenty of flux and the shields do not extend very far to block stuff that PD fails to intercept.  I suppose that is why the faction has dedicated support ships for defense, and seems to be designed more for fleet action than self-reliance.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Megas on November 07, 2015, 07:28:28 PM
After seeing that Heavy ENB costs 24 OP and not 20 OP, I take back what I said about it.  While it is strong, it is a nice energy competitor to Mjolnir.  Also, Heavy ENB has significant fade distance after max range, so it can be used to snipe, at least before 0.7a makes fading shots hit for soft flux.  Heavy ENB is still powerful enough worthy of a heavy energy slot.

Just noticed that the Scy beams reach max range instantly, unlike standard beams.  That makes Scy beams more useful sometimes.  The Vibrating Beam is effective PD if they shoot.

Just tried super charged pulsed beam, and it is fun and effective.  It is better than standard beams, but I think all of them aside from Phase Lance and maybe Guardian PD are too weak for killing things bigger than PD targets.  Super charged pulsed beam is still a beam, and I probably prefer the cheaper heavy ENB over it.  The pulsed beam is something to use for amusement, or if you have nothing better.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on November 07, 2015, 10:44:38 PM
After seeing that Heavy ENB costs 24 OP and not 20 OP, I take back what I said about it.  While it is strong, it is a nice energy competitor to Mjolnir.  Also, Heavy ENB has significant fade distance after max range, so it can be used to snipe, at least before 0.7a makes fading shots hit for soft flux.  Heavy ENB is still powerful enough worthy of a heavy energy slot.

There's two Heavy ENB: normal and "converted". The latter being a Ballistic weapon with a shorter range, a stronger burst damage but limited ammo with regen and indeed 20OP.

Quote
Just noticed that the Scy beams reach max range instantly, unlike standard beams.  That makes Scy beams more useful sometimes.  The Vibrating Beam is effective PD if they shoot.

That is gone with the next version for a few of them, including the vibrating beam though it's still much faster than a Tac Laser.

Quote
Just tried super charged pulsed beam, and it is fun and effective.  It is better than standard beams, but I think all of them aside from Phase Lance and maybe Guardian PD are too weak for killing things bigger than PD targets.  Super charged pulsed beam is still a beam, and I probably prefer the cheaper heavy ENB over it.  The pulsed beam is something to use for amusement, or if you have nothing better.

Well, it's pretty damn fun to use as you noticed (even more so in the next version) and while it struggle against large targets, it will swat down frigates like flies... Until you run out of ammo.

I'm away for a few days, bad timing I know, and I'm not sure I will be able to check the forum, so my apologies if I don't reply.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Megas on November 08, 2015, 07:37:54 PM
I meant "Heavy EMB", the one that fits in the heavy energy mount.  After playing it more, it is somewhat overpowered by having much longer range than other energy weapons.  While listed range is 700, its generous fade means its maximum range is much further.  I know 0.7a will nerf this a bit with soft flux only past max range.  My suggestion to bring this in-line is just make the shots disappear quickly after its 700 range.  Aside from that, it is competitive with Mjolnir.

Few more comments before I need to go:

Small Flak is handy, better anti-missile than Vulcan when ready, but slow fire rate makes it provide intermittent defense.

Area Scorcher seems to do the job it was designed to do.  It barely scratches most ships, but for anti-missile... this thing takes out an entire swarm of missiles in one shot.  It is like a gigantic flak cannon.  Only problem: you need to aim and fire at the incoming missiles manually to stop them.  A suggestion to make this more useful at its job is make the game consider area scorcher a point defense weapon, similar to Guardian PD.  That way, ships that want to sacrifice a heavy mount for PD can mount an area scorcher and forget about incoming missiles.

I was not impressed with "Converted Heavy EMB".  Standard (and some of your other Scy) ballistics offer stiff competition for a heavy ballistic mount, but CHEMB's short range really hurts it.  I guess its role is to pile a bunch of burst damage now then run away.

More later.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Megas on November 09, 2015, 01:11:38 PM
More weapon comments:
"Converted Heavy EMB" is not bad per se, but part of the reason to use ballistics (over energy) is long range and possibly specialized damage types when advantageous.  Hellbore, HAG, and Mjolnir are already great weapons, and some of the Scy ships have good enough flux stats to make Storm Needler really shine.  It takes something powerful or unique to displace the good standard ballistic options.  For example, Heavy Kacc is Gauss Cannon's concentrated kinetic damage on a budget - great for overloading and paralyzing ships.  Area Scorcher could theoretically be the ballistic's answer to Guardian PD (if it had PD tag), offering something none of the standard ballistics do.  Ricohet and ORION are exotic weapons that may not be the best, but perform well enough to be useful for those who attempt trick shots.  The only thing CHEMB might do is offer high burst damage on the cheap, but if you have enough anti-shield firepower, then stock HE weapons or Mjolnir are more effective.

Tried the hacking beam weapon.  If the weapon could be judged only by its Codex stats, who in their right mind would use it?  It offered some surprises.  One, the beam does hard flux damage!  Not much, but some.  Two, if the beam connects, it seems to randomize the hit location (or spawn a secondary invisible attack on the target).  Anything with less than 360 shields will take damage and/or suffer shutdowns.  The only other weapon I have seen do this was the Raven missile from the (dead) Gedune faction mod.  This weapon is effective against most frigates and some destroyers, and it offers passable PD.  It is not that great against fighter wings or bigger ships.  Overall, this weapon is not too bad, but I prefer the more versatile Vibrating Beam over this.


More ship comments:
Found a few more ships the game did not want to cough up when I first played Scy:

Megaera is like a ghost, and it feels like a mini-Hyperion.  Only one fixed hardpoint, but given what it has, it can perform alright and not care much about no PD.  It is a useful playership.  Have not tested this under AI control.

Siren is novel, if not very powerful.  It seems to be based around clever use of its main gun, rather than beating the enemy quickly.

Sthenos is Spartan - minimal but effective.  Gauss Cannon, two Heavy Maulers, and your choice of small ballistic PD is simple yet brutally effective (at kiting, at least).  Armored adds two more beamers, unarmored is a speed demon.  As a playership, I prefer the unarmored version for its speed.  (Armored version has too low burn speed to be practical.)  It is one of the few Scy ships I would not mind integrating with my fleet of high-powered ships.

Khalkotauroi would be a fun ship to use, but its six fragile capacitors is too much of a weakness to tolerate when looking for powerful ships to use.

The rest of the cruisers seem okay, but nothing special.


One thing I forgot about the Nemean Lion battle fortress: lack of burn speed.  I did not realize (at first) it had a base burn of 1.  Combined with no Augmented Engines, it is very, very slow!  I would not use this ship at all in the campaign unless an enemy fleet was right on top of my storage.  It is fun to use in the simulator, though, just to see what it can do.

I tried Precision Gears on the Lamia some more, and while Gears lets the Lamia play a mean kiting game, slower fire rate means peak performance becomes a bigger problem.  Lamia is not that bad of a ship, just not very fun to use for some reason (probably due to competition like Enforcer or Medusa).
Title: Re: [0.65.2a] Scy V0.98 DEV Trimming time (13/11/2015)
Post by: Tartiflette on November 13, 2015, 02:14:35 AM
(http://i.imgur.com/IVCBScD.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.98DEV1.7z)

Require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0).
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0), including Corvus mode.
Integrated to Dark.Revenant's Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)

Not save compatible!

I'm releasing my current dev because why not (and because Starsector's update is still out of sight). It was meant to be released after 0.7, there is enough changes that it isn't compatible with saves and may create odd behavior with SS+ (not sure about that one though). It still works perfectly with Nexerelin however.

Changelog:
Spoiler
Code
v0.98

NEW CONTENT
 - Replaced all the "Assault Shield" ship-systems by the new "Engine Jump-start" system:
   . Allows to instantly restart your flamed out engine.
   . Only one charge with a long cool-down.
   . Can fail at low CR.
   . Applied to the Manticores cruisers, Armored Stheno, Orthrus, Balius freighter/tanker and Lealaps frigate.
 - Replaced the Burst Nailer with... a much angrier Burst Nailer:
   . 8 shots clip of buckshot fury that can be unloaded in under 4seconds.
   . Very high burst FRAG damage but long reload time and anemic range.
   . Do NOT point on self!

REMOVED CONTENT
 - Medusa frigate: redundant name, extremely specialized use with little reward.
 - Lamia Prototype: old design.
 - Orthrus Advanced: overpowered.
 - Manticore Carrier extended: redundant.
 - Nemean Lion Unfinished: useless.

BALANCING
 - Most Scyan ships now have OMNI shields.
 - Reduced the "Scyan Engineering" hull-mod buff to the engines health and repair rate to 25% from 50%.
 - Standard Orthrus has now the Secondary Thrusters hull-mod.
 - Reduced the turn speed and turn acceleration of all ships by roughly 50/40/30/20%. (still above vanilla afterward!)
 - Reduced the turning damping of the "Secondary Thrusters" ship-system to -75%, from -90%.
 - Stymphalian Bird frigate: Raised the amount of OP from 40 to 45, raised it's flush flux ability when venting in Overcharge mode.
 - Minor OP reduction for the non-combat ships, variants adjusted.
 - Most beams weapons now have a growing speed matching vanilla.
 - Converted Heavy ENB:
   . Ammo raised to 18 from 9,
   . Regeneration rate reduced to 20 ammo/min from 30,
   . OP reduced to 18 from 20,
   . Slightly raised it's precision,
   . Raised it's turn rate to 10 deg/s from 5.
 - Heavy ENB: raised it's turn rate to 7 deg/s from 5.
 - SCPB: raised the ammo to 4 from 3.
 - Manticore Swarm missiles:
   . Damage reduced to 200 Kinetic per missile from 300,
   . Increased range by 20% to 3000,
   . Reload in 6 missiles clips,
   . Removed the energy cost to fire.
 - Manticore MIRV:
   . Re-written the deployment script to ensure most sub-shots will actually hit the target,
   . Subshots damage raised to 300 from 200,
   . Removed the energy cost to fire.
 - Manticore Phase:
   . Missile damage raised to 3000 Energy from 2000,
   . Reloads in 8 seconds from 5.
 - Pierce Railgun:
   . Now fire 10 bullets instead of 5.
   . Damage per bullet reduced to 100 from 200. (burst DPS maintained).
   . Ammo reduced to 6 shots from 10.
   . Clip regen slightly reduced at 12 sec from 10.
   . Flux per shot raised to 1750 from 1400. (still slightly more efficient than the average Scyan weapon)
   . OP cost raised to 16 from 14.
 - Medium KAcc:
   . Damage per shot reduced to 450 from 500.
   . Flux per shot reduced to 750 from 875.
   . OP cost reduced to 10 from 11.
 - Large KAcc:
   . Damage per shot reduced to 450 from 550.
   . Flux per shot reduced to 1500 from 2000.
   . OP cost reduced to 20 from 21.
 - Singularity Torpedo:
   . Raised the pull effect against non-fighters entities 4 times, and 2 times for Fighters.
   . Smoothed out the falloff range
   . Raised the range at which fighters get flamed out to 400 from 200.
 - Rockets:
   . Raised their damage from Medium sized launchers to 300 from 250.
   . Raised their damage from Large sized launchers to 350 from 250.
   . Reduced the cool-down of the Pod launchers by 2 seconds.
 - Coasting Missiles:
   . Raised their damage from Medium sized launchers to 800 from 750.
   . Raised their damage from Large sized launchers to 850 from 750.
 - Laser Torpedoes:
   . Improved the detonation range calculation. (explode closer to ships with their shield down)
   . Reduced the damage of the Large ones to 3600 from 5000.
   . Reduced the damage of the Medium ones to 3300 from 4000.

BUGFIXES/IMPROVEMENTS
 - Fixed an issue with the Nemean Lion's system allowing regenerating weapons to reload more ammo than their maximum.
 - Minor graphic update for the Anti-missiles.
 - Graphic update for the SCPB beam.
 - Improved missiles AI:
   . Benefit a lot more from ECCM.
   . Closer to vanilla flight pattern.
   . Better target selection when the launching ship doesn't have one.
   . Much better precision for the anti-missiles.
 - Completely rewrote the Slasher Beam to fix a recurrent issue where it wouldn't slash on fast turning ships.
 - Randomized the starting position of the Miniguns' barrels, added some minor random variations in their spin-up and spin-down rates.
 - Rewritten all the hull-mods descriptions with actual numbers instead of adjectives.
 - Prevented an issue occurring when the Telchine's beam dealt the last hit on very high HP targets.
 - Corrected a mistake that made the Erymantian Boar's dish rotate extremely slowly.
 - Adjusted some erroneous collision radii, especially with Twig ships.
 - Somewhat reworked the missions that were balanced for a much earlier version of the mod.
[close]
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Pengu1n on November 18, 2015, 05:11:47 PM
Quote
REMOVED CONTENT
 - Medusa frigate: redundant name, extremely specialized use with little reward.
 - Lamia Prototype: old design.
 - Orthrus Advanced: overpowered.
 - Manticore Carrier extended: redundant.
 - Nemean Lion Unfinished: useless.

Would suggest removing the ship variant definitions that reference these ships as well, as they were crashing my game until I read the logs closely enough.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on November 18, 2015, 11:54:26 PM
But........ I did?? ??? Did you removed completely the old mod folder before extracting the new one? Also, did you reset/deleted your missions variants? Those don't go away automatically and could be crashing your game.

Anyway, I found a couple of minor issues on my end, so DEV 2:

(http://i.imgur.com/IVCBScD.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.98DEV2.7z)

Require Debido's TwigLib (http://fractalsoftworks.com/forum/index.php?topic=8266.0).
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0), including Corvus mode.
Integrated to Dark.Revenant's Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)

Not save compatible with 0.97!
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Pengu1n on November 19, 2015, 11:10:05 PM
But........ I did?? ??? Did you removed completely the old mod folder before extracting the new one? Also, did you reset/deleted your missions variants? Those don't go away automatically and could be crashing your game.

[list of the offending variant files in the 0.98 Dev1 version of the mod, filenames changed to prevent their loading...]

MacBook-Pro:SCY user$ find . -iname '*.nope'
./data/variants/SCY_lamiaPrototype_standard.variant.nope
./data/variants/SCY_manticoreCarrierEx_recon.variant.nope
./data/variants/SCY_manticoreCarrierEx_veteran.variant.nope
./data/variants/SCY_medusa_recon.variant.nope
./data/variants/SCY_medusa_veteran.variant.nope
./data/variants/SCY_nemeanLion_prototype.variant.nope
./data/variants/SCY_orthrusStandard_combat.variant.nope
./data/variants/SCY_orthrusStandard_elite.variant.nope
./data/variants/SCY_orthrusStandard_recon.variant.nope
./data/variants/SCY_orthrusStandard_veteran.variant.nope

[After removing the mod directory and re-extracting the 0.98 Dev1 archive. Using the Medusa as an example...]

MacBook-Pro:SCY user$ find . -iname '*medusa*'
./data/hulls/SCY_medusa.ship
./data/variants/SCY_medusa_recon.variant
./data/variants/SCY_medusa_veteran.variant

Not sure what's going on here. In any case, the files aren't present in 0.98 Dev2, so I'm not going to spend any more time wondering about it.

Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on November 20, 2015, 01:59:51 PM
Well, good news is I have Scy up and running in 0.7

(http://i.imgur.com/a6BIRi8l.jpg) (http://i.imgur.com/a6BIRi8.jpg)

Bad news is that there is a blocking bug in the game that prevent using armored ships. That will certainly be corrected in the 0.7.1 patch, but in the meantime, Scy isn't playable at all. :(
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: SpaceRiceBowl on November 20, 2015, 02:29:32 PM
Damn, was really looking to face the armored behemoth that is the cap ship against the new hegemony elite onslaught.  :(
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: The Soldier on November 20, 2015, 02:37:02 PM
With the new update, how with Tartarus move around the map?  Will it be positioned in specific spots in hyperspace (like the more open areas, like the usual systems are), or could it land in the middle of a nebula?  Or will it even move at all?
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on November 20, 2015, 02:47:33 PM
I think in a first time I'll let it completely random. I kinda like the idea that you may need to wait for a storm to calm before reaching the system (given the numerous access, it's unlikely all would be locked at once). If that's too tedious, I'll make a (long) list of possible emplacements and a script that choose one randomly each time.

On the other hand, it will probably allow me to make a nice release directly, instead of a stop-gap compatibility update first. I have some plans to use the detection stuff, and the terrains. Plus I'd love to expand a bit some texts here and there. (and there still that old plan for the final V1.0 I announced long ago and hope to finish soon-ish) ;D
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Toxcity on November 20, 2015, 03:31:48 PM
So how is System Override going to work on Scy ships? They really don't need the speed boost, and the no venting would be more of a liability (at least among the frigates). I'm guessing you won't be able to install it.

Also how is Scy going to apply to sensors? Are they just going to have less sensor profile (due to the whole stealthy thing)?
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Alex on November 20, 2015, 03:34:36 PM
(That screenshot looks really cool.)
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: The Soldier on November 20, 2015, 04:02:40 PM
Indeed it does - it gives it the perspective that the nearby sun is in the distance - not like the top-down view, but a long ways back into space. :)

I guess the Scy ships would have a shorter detection range, but in return might have less sensor strength to balance it out.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on November 20, 2015, 04:05:15 PM
So how is System Override going to work on Scy ships? They really don't need the speed boost, and the no venting would be more of a liability (at least among the frigates). I'm guessing you won't be able to install it.
As you said, between the no-vent being a liability, the doubled dissipation that don't help much given low base, the shorter peak time, and the high OP cost on ship that don't have much room, I think I'll do nothing: It's just a bad idea to use it so no point in preventing its use.

Quote
Also how is Scy going to apply to sensors? Are they just going to have less sensor profile (due to the whole stealthy thing)?
I have a few ideas, but the one that I think I'll try first is to have the ships engines more detectable. Stay still and you get slightly stealthier, but run around at full burn and you are bright as a star. Also they might get influenced a bit more by terrains, in both good and bad.

(That screenshot looks really cool.)
Thanks! I have to say, my static corona texture is far prettier with your animated one on top.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Toxcity on November 20, 2015, 04:09:10 PM
That engine-sensor mechanic sounds awesome. Can't wait to play Starsector borderlands again!
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Surge on November 20, 2015, 04:49:08 PM
I hope we get a working version of scy soon. My fleet won't be the same without scyan miniguns.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: The Soldier on November 20, 2015, 04:49:26 PM
Speaking of coronas, will Tartarus have a star-like corona that induces crisping of ships?  I almost don't expect it will since it's a Brown Dwarf (some brown dwarfs have surface temperatures cold enough to freeze water - their corona is going to be hotter, but not nearly enough to do damage as larger stars would), but hey, anything's possible.  I'll still expect that it has that "difficult to approach" option like other large masses have, however.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on November 21, 2015, 04:57:03 AM
I hope we get a working version of scy soon. My fleet won't be the same without scyan miniguns.
Well, it's up to Alex now: depends only when he thinks 0.7.1 ready. Last time it was two weeks after the fupdate, but the release was far buggier and less balanced (by that I mean it was still pretty clean but this release is night spotless) So it may either take more time if he wants to collect more feedback before committing new changes, or less if he feels the game don't need any yet.

Yes, that wasn't a very helpful reply. (and I don't blame Alex for anything since the method I need isn't used by vanilla and is only available because he goes out of his way to help modders.)

Speaking of coronas, will Tartarus have a star-like corona that induces crisping of ships?  I almost don't expect it will since it's a Brown Dwarf (some brown dwarfs have surface temperatures cold enough to freeze water - their corona is going to be hotter, but not nearly enough to do damage as larger stars would), but hey, anything's possible.  I'll still expect that it has that "difficult to approach" option like other large masses have, however.
It will have a small corona just below the Antimatter Collector. The trick here is that Magnetic Storms will raise it and envelop the station, making it sometimes dangerous to reach. I also thought about raising sharply the fuel production while there is a storm.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Toxcity on November 24, 2015, 02:40:41 PM
I know SO on Scy ships was already discussed, but if you were to put SO on a Scy ship (or encounter one with SO for some reason) how would you be able to tell? I'm assuming that the custom engines don't change color.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on November 24, 2015, 02:52:38 PM
I know SO on Scy ships was already discussed, but if you were to put SO on a Scy ship (or encounter one with SO for some reason) how would you be able to tell? I'm assuming that the custom engines don't change color.
They do  ;) (It's not as visible as vanilla, but in the other hand the effect is much less noticeable: SO multiply low stats and add a small value to already high ones)
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: StarSchulz on November 26, 2015, 09:03:42 PM
Can't wait till this updates! this is definitely my favorite mod. I just can't get enough of how awesome the ships and animations look  8)
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on December 02, 2015, 06:23:18 AM
Updated and expanded captains portraits (because I have nothing more interesting to show while waiting for 0.7.1):

(http://i.imgur.com/CEfkdzz.png)
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: StarSchulz on December 02, 2015, 04:26:20 PM
Still very nice! the one at the bottom left has quite the funny expression :P
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Chaos Farseer on December 02, 2015, 08:52:23 PM
Been playing around with SCY ships in 0.65.2a, and I've noticed that the Nemean Lion reloads all of its ballistic and energy weapons whenever it closes its armor. Which is cool, although it somehow allows the Super-Charged Pulse Beam to exceed its maximum ammo. It appears that the amount of additional ammo the SCPB gains is proportional to how long the armor is closed (either from the Lion's Hide or venting). Is that intentional?
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on December 03, 2015, 12:28:57 AM
Been playing around with SCY ships in 0.65.2a, and I've noticed that the Nemean Lion reloads all of its ballistic and energy weapons whenever it closes its armor. Which is cool, although it somehow allows the Super-Charged Pulse Beam to exceed its maximum ammo. It appears that the amount of additional ammo the SCPB gains is proportional to how long the armor is closed (either from the Lion's Hide or venting). Is that intentional?
Try to use the latest dev version (http://fractalsoftworks.com/forum/index.php?topic=8010.msg168383#msg168383), I corrected those issues in there. Be aware that this update will brake your saves.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: NightfallGemini on December 03, 2015, 04:36:26 AM
Wait... the Lion can create more ammo?! How the hell did I never notice that?
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Tartiflette on December 03, 2015, 05:57:46 AM
Not really, but with Debido we had to find some hacky way to prevent the 3 large weapons from firing when closed: it store the ammo count and set it to 0, but I forgot to cap the ammo count from regenerating weapons.
Title: Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
Post by: Chaos Farseer on December 03, 2015, 07:42:52 AM
Oh, right. And there's the Save Transfer mod, so I have no excuses. Will try that in a bit. Thanks!
Title: [0.7.1a] Scy V0.98 Ambushed Update (06/12/2015)
Post by: Tartiflette on December 05, 2015, 03:51:04 PM
Well, it took way more time that I liked, but:

(http://i.imgur.com/PMJ68lq.jpg)

(http://i.imgur.com/I4T2Xof.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.98RC2.7z)

Requires LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).

Also require this temporary fix version of TwigLib while Debido update the main one:
(http://i.imgur.com/p9V4jGx.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/TwigLib.7z)

Some of the major changes with this update:

 - Scyan ships are now as stealthy as their lore suggest. That is they get an instant 33% stealth boost while laying still in ambush. Their engines however emit a distinctive signature that makes them 33% more visible when moving around.

 - A few ships have been removed, mostly old and rare variants that were only present because of nostalgia. Namely the Medusa, the Lamia Prototype, the Advanced Orthrus, the Manticore Extended Carrier and the Unfinished Nemean Lion.

 - A fair few Universal mounts are now Hybrids, which allowed me to convert the Slasher Beam and the Focused Pulse Beam into Energy weapons.

 - And last but not least, all descriptions have been thoroughly corrected thanks to the intervention of the ever awesome Mesotronik!

Full changelog:
Spoiler
Code
SCY
v0.98

Compatible with Starsector 0.7.1a:
 - Terrain effects in the numerous rings and asteroid fields of Tartarus and Acheron.
 - Random location of the system adjusted to never end in Deep Hyperspace.
 - Hybrid mounts on a lot of ships, Armored version generally have more versatile weapon mounts types.
 - Slasher Beams and Focus Beams are now Energy weapons.
 - Scyan ships are 33% stealthier when still, but 33% more visible when moving.
 - Massive proofreading thanks to Mesotronik

NEW CONTENT
 - Replaced all the "Assault Shield" ship-systems by the new "Engine Jump-start" system:
   . Allows to instantly restart your flamed out engine.
   . Only one charge with a long cool-down.
   . Can fail at low CR.
   . Applied to the Manticores cruisers, Armored Stheno, Orthrus, Balius freighter/tanker and Lealaps frigate.
 - Replaced the Burst Nailer with... a much angrier Burst Nailer:
   . 8 shots clip of buckshot fury that can be unloaded in under 4seconds.
   . Very high burst FRAG damage but long reload time and anemic range.
   . Do NOT point on self!
 - Minimal Preparation hull-mod:
   . Halve the maintenance cost of the ship out of CR recovery.
   . Halve the repair rate.
   . Reduce the maximum CR by 33% and clamp it at 39%.
 - Intelligence Broker markets: Sell high value Intelligence chips, but require a very good standing get access to.

REMOVED CONTENT
 - Medusa frigate: redundant name, extremely specialized use with little reward.
 - Lamia Prototype: old design.
 - Orthrus Advanced: overpowered.
 - Manticore Carrier extended: redundant.
 - Nemean Lion Unfinished: useless.

BALANCING
 - Most Scyan ships now have OMNI shields.
 - Reduced the "Scyan Engineering" hull-mod buff to the engines health and repair rate to 25% from 50%.
 - Standard Orthrus has now the Secondary Thrusters hull-mod.
 - Reduced the turn speed and turn acceleration of all ships by roughly 50/40/30/20%. (still above vanilla afterward!)
 - Reduced the turning damping of the "Secondary Thrusters" ship-system to -75%, from -90%.
 - Stymphalian Bird frigate: Raised the amount of OP from 40 to 45, raised it's flush flux ability when venting in Overcharge mode.
 - Minor OP reduction for the non-combat ships, variants adjusted.
 - Most beams weapons now have a growing speed matching vanilla.
 - Converted Heavy ENB:
   . Ammo raised to 18 from 9,
   . Regeneration rate reduced to 20 ammo/min from 30,
   . OP reduced to 18 from 20,
   . Slightly raised it's precision,
   . Raised it's turn rate to 10 deg/s from 5.
 - Heavy ENB: raised it's turn rate to 7 deg/s from 5.
 - SCPB: raised the ammo to 4 from 3.
 - Manticore Swarm missiles:
   . Damage reduced to 200 Kinetic per missile from 300,
   . Increased range by 20% to 3000,
   . Reload in 6 missiles clips,
   . Removed the energy cost to fire.
 - Manticore MIRV:
   . Re-written the deployment script to ensure most sub-shots will actually hit the target,
   . Subshots damage raised to 300 from 200,
   . Removed the energy cost to fire.
 - Manticore Phase:
   . Missile damage raised to 3000 Energy from 2000,
   . Reloads in 8 seconds from 5.
 - Pierce Railgun:
   . Now fire 10 bullets instead of 5.
   . Damage per bullet reduced to 100 from 200. (burst DPS maintained).
   . Ammo reduced to 6 shots from 10.
   . Clip regen slightly reduced at 12 sec from 10.
   . Flux per shot raised to 1750 from 1400. (still slightly more efficient than the average Scyan weapon)
   . OP cost raised to 16 from 14.
 - Medium KAcc:
   . Damage per shot reduced to 450 from 500.
   . Flux per shot reduced to 750 from 875.
   . OP cost reduced to 10 from 11.
 - Large KAcc:
   . Damage per shot reduced to 450 from 550.
   . Flux per shot reduced to 1500 from 2000.
   . OP cost reduced to 20 from 21.
 - Singularity Torpedo:
   . Raised the pull effect against non-fighters entities 4 times, and 2 times for Fighters.
   . Smoothed out the falloff range
   . Raised the range at which fighters get flamed out to 400 from 200.
 - Rockets:
   . Raised their damage from Medium sized launchers to 300 from 250.
   . Raised their damage from Large sized launchers to 350 from 250.
   . Reduced the cool-down of the Pod launchers by 2 seconds.
 - Coasting Missiles:
   . Raised their damage from Medium sized launchers to 800 from 750.
   . Raised their damage from Large sized launchers to 850 from 750.
 - Laser Torpedoes:
   . Improved the detonation range calculation. (explode closer to ships with their shield down)
   . Reduced the damage of the Large ones to 3600 from 5000.
   . Reduced the damage of the Medium ones to 3300 from 4000.

BUGFIXES/IMPROVEMENTS
 - Fixed an issue with the Nemean Lion's system allowing regenerating weapons to reload more ammo than their maximum.
 - Minor graphic update for the Anti-missiles.
 - Graphic update for the SCPB beam.
 - Improved missiles AI:
   . Benefit a lot more from ECCM.
   . Closer to vanilla flight pattern.
   . Better target selection when the launching ship doesn't have one.
   . Much better precision for the anti-missiles.
 - Completely rewrote the Slasher Beam to fix a recurrent issue where it wouldn't slash on fast turning ships.
 - Randomized the starting position of the Miniguns' barrels, added some minor random variations in their spin-up and spin-down rates.
 - Rewritten all the hull-mods descriptions with actual numbers instead of adjectives.
 - Prevented an issue occurring when the Telchine's beam dealt the last hit on very high HP targets.
 - Corrected a mistake that made the Erymantian Boar's dish rotate extremely slowly.
 - Adjusted some erroneous collision radii, especially with Twig ships.
 - Somewhat reworked the missions that were balanced for a much earlier version of the mod.
 - Fixed a crash occurring when no weapon were mounted in the Keto's missile slot.
 - Prism Freeport's High End market now require a neutral relationship or above.
 - Prism Freeport's High End market tariff now decrease as your reputation with the Independents rises. From 200% when Neutral to 100% when Cooperative
[close]
Title: Re: [0.7.1a] Scy V0.98 Ambushed Update (06/12/2015)
Post by: Toxcity on December 05, 2015, 03:58:10 PM
Finally an update! I didn't see it included in the patch notes, so I was wondering if they offered commissions.
Title: Re: [0.7.1a] Scy V0.98 Ambushed Update (06/12/2015)
Post by: JohnDoe on December 05, 2015, 10:48:37 PM
Thanks for the update!
Title: Re: [0.7.1a] Scy V0.98 Ambushed Update (06/12/2015)
Post by: JohnDoe on December 05, 2015, 11:32:46 PM
By the way, not that I'm complaining, but isn't vibrating beam a little bit too strong? At 1.5 damage per flux it's the most efficient energy damage weapon in the entire game (not counting missiles) by a large margin, and it reaches a comfortable 800 range. The only downside I can think of is its difficulty in targeting missiles.
Title: Re: [0.7.1a] Scy V0.98 Ambushed Update (06/12/2015)
Post by: Tartiflette on December 06, 2015, 12:55:59 AM
By the way, not that I'm complaining, but isn't vibrating beam a little bit too strong? At 1.5 damage per flux it's the most efficient energy damage weapon in the entire game (not counting missiles) by a large margin, and it reaches a comfortable 800 range. The only downside I can think of is its difficulty in targeting missiles.
Their main drawback is the terrible armor penetration even by beam standard. It start stable so that help a bit but once it's in vibration it's around 25% as efficient as a Tactical Laser at breaching armor. They are however twice as strong against hulls and shields, but cost more and have less range. I could probably lower their range to 700 though, it's a tad long once you add some Range hull-mods.

Finally an update! I didn't see it included in the patch notes, so I was wondering if they offered commissions.
They do.
Title: Re: [0.7.1a] Scy V0.98 Ambushed Update (06/12/2015)
Post by: JohnDoe on December 06, 2015, 07:56:21 AM
Bug: When you sell your last Scy ship in your fleet, your detection range modifier won't reset and you're stuck with it.

Spoiler
(http://i.imgur.com/aQKnJ5m.png)
[close]
Title: Re: [0.7.1a] Scy V0.98 Ambushed Update (06/12/2015)
Post by: Tartiflette on December 06, 2015, 08:10:05 AM
Arg! That might be tricky to solve... I also noticed that after getting a Scyan commission you get some reputation drops because I didn't removed the relation status with the Knights of Ludd. And some flavor texts missing... I suppose a hotfix is in order.
Title: Re: [0.7.1a] Scy V0.98 Ambushed Update (06/12/2015)
Post by: StarSchulz on December 06, 2015, 09:42:54 AM
Here are a couple things i noticed:

Scy ships have no engine trails

The armor pieces that fall off of an allied ship [ not mine ] are shown with a green box, and i can give commands to them.


Otherwise, this is awesome! i have been waiting for this mod to update!

Title: Re: [0.7.1a] Scy V0.98 Ambushed Update (06/12/2015)
Post by: Tartiflette on December 06, 2015, 10:17:25 AM
Scy ships have no engine trails
Yup, that's a consequence from their custom engines, not sure it should be changed.
Quote
The armor pieces that fall off of an allied ship [ not mine ] are shown with a green box, and i can give commands to them.
I couldn't reproduce this. I mean yes the armor bits are in your fleet (that's a limitation from my Twiglib fix for now) and you can assign them orders they will never follow, but not after they fall off. Are you sure you didn't selected one that was still attached in the map? Because the UI has quite a large offset between the real position and the icon position.
Title: Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
Post by: Tartiflette on December 06, 2015, 11:41:29 AM
Hotfix up! Also I noticed that I have 30% less downloads for Twiglib than Scy, that must be a lot of unhappy player... Remember that TwigLib is required to make Scy run.

(http://i.imgur.com/I4T2Xof.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.98RC3.7z)

Requires LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).
Also require this temporary fix version of TwigLib while Debido update the main one:
(http://i.imgur.com/p9V4jGx.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/TwigLib.7z)
Code
v0.98b

BUGFIXES/IMPROVEMENTS
 - Fixed the sensor debuff remaining after selling your last Scyan ship.
 - Fixed the relation with the now absent Knight of Ludd Faction.
 - Fixed some flavor texts gone missing with the updated markets.
 - Added more possible locations for the Acheron system.
Title: Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
Post by: Elijah on December 06, 2015, 12:28:26 PM
The mod is really great. I also really liked the story. Thank you, Tartiflette!!
Title: Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
Post by: Tartiflette on December 06, 2015, 12:31:47 PM
Thanks! (and glad to see some people are reading it ><) Also I forgot to mention that the hotfix won't break saves, but will only take effect on a new game.
Title: Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
Post by: Surge on December 06, 2015, 01:53:00 PM
Honestly I'm starting to wonder where starsector modding would be without tartiflette doing all these crazy things, the transforming diable fighters, the twiglib nemean lion, the scyan miniguns, the engine reboot, he's always pushing what you can do with these mods.
Title: Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
Post by: Snrasha on December 06, 2015, 01:54:27 PM
Haste to try. Play with 10 factions and more in Nexerelin is so funny.  Thank you!
Title: Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
Post by: Tartiflette on December 06, 2015, 02:25:10 PM
Honestly I'm starting to wonder where starsector modding would be without tartiflette doing all these crazy things, the transforming diable fighters, the twiglib nemean lion, the scyan miniguns, the engine reboot, he's always pushing what you can do with these mods.
Thanks, I suppose I can reasonably consider myself part of this little group that like to push the envelope of the game. Though I insist that it is a common effort. Scy wouldn't have gone far without Debido, Dark.Revenant, Mesotronik, Histidine, 19_30, SniZupGun, SilentStormp and a few others... Now that being said, Scy is but a training exercise for Seeker.  ;D
Title: Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
Post by: StarSchulz on December 06, 2015, 03:10:55 PM
Ill see if i can get a screenshot.

- The antimissiles on the Tisiphone frigate make the out of ammo sound and don't fire, but it still says it has 50.

- Recon variant of the Argus support carrier has expanded magazines, but it has no weapons with ammo.


What i meant before was that when the broken armor pieces should have been yellow for allies, or blue for destroyed, they were green the whole time.
Title: Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
Post by: Surge on December 07, 2015, 11:10:35 AM
I'm noticing that it's near impossible to do procurement contracts with scy installed, at least half of them, in some cases all of them, are for large numbers of scy intelligence chips. Is this intended or an unavoidable consequence?
Title: Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
Post by: Tartiflette on December 07, 2015, 11:21:20 AM
I'm trying a couple of solutions there, without much success sadly (I'll probably have to make them a non-economy item). But there is a couple of legal ways to obtain them...
Title: Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
Post by: Surge on December 07, 2015, 11:46:12 AM
Sadly I don't know of any way to acquire 100+ of them, and I usually plan on supplementing my bounty hunting with some hauling until I have a large enough fleet to take on pretty much anything so this is really stonewalling my progress.
Title: Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
Post by: Toxcity on December 07, 2015, 11:54:06 AM
For me, it's more that they are only available in a good amount in certain areas. It's kind of the same problem with cloned organs in Shadowyards. Hopefully you can find a way to lower the number of missions that require them.
Title: Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
Post by: Tartiflette on December 07, 2015, 02:02:47 PM
Sadly I don't know of any way to acquire 100+ of them, and I usually plan on supplementing my bounty hunting with some hauling until I have a large enough fleet to take on pretty much anything so this is really stonewalling my progress.
Maybe you didn't got access to the right sub-market then? ^^
Title: Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
Post by: Garmine on December 08, 2015, 03:57:44 AM
Also I noticed that I have 30% less downloads for Twiglib than Scy, that must be a lot of unhappy player... Remember that TwigLib is required to make Scy run.

Looking around other mods I think the TwigLib depedency/download gets lost among the banners in the OP. Other mods like to have big red letters yelling "pl0x install LazyLib". On the other hand, TwigLib is only required by Scy AFAIK while most mods use LazyLib. So maybe some people just download LazyLib once because they see it everywhere / nothing works without it and ShaderLib because it makes things shiny don't care about what is really written in the OPs. Including other depedencies, sadly.

Most likely if more mods used TwigLib then it wouldn't be a problem like in the case of LazyLib.

IMO the best you can do is have big red letters yelling "pl0x install TwigLib" above it's download banner.

P.s.: check out the e.g. Neutrino OP to see what I refer to in my post :)
Title: Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
Post by: Tartiflette on December 08, 2015, 05:12:53 AM
Well Neutrino is for me the poster child of obscure OP where you don't know what is needed or how to get the mod.
Title: Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
Post by: Ranakastrasz on December 08, 2015, 09:41:07 AM
Lightweight plating seems to increase deployment cost by a flat 15%, rather than 15% of the base deployment cost. Is this intentional? If so, It seems like it removes a majority of the benefits you might otherwise get from the hullmod.
~Assuming Lightweight plating is infact added by this mod. Might be mistaken.
It's from Scy (as well as Minimal Preparation) And it was intentional. While I see your point, I fear it could become way too powerful at high level when you have a reduced deployment cost, a good ship and can manage to only take hits to your shields. Safeties Override + Lightweight Plating builds would be straight up unfair (they might already be).
Hmm. I suppose I see the point. The armor reduction is only a large penalty if you aren't using shield-focused ships, and the speed boost could get rather silly through stacking *Everything*. I thought that the reduction in armor, and CR duration was enough, especially if you stack it with safety overrides. -60% -20%, or something. I can't remember the exact numbers. That kinda cripples your ability to fight for very long, even if you get a blindingly fast interception frigate. That, and the OP point cost. Safety overrides gives you something like 60 seconds with a frigate, from 3 minutes, and that will probably cut it to 40 seconds at best. I am not certain if the CR decay rate also increases, but if it does, its even more of a penalty, such that stacking, unless you use the speed in that 40 second window to it's maximum potential, will degrade VERY quickly.

I would suggest updating the tooltip to make it a bit more clear however. "Flat 15%" or "Base 15%" or something.
Title: Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
Post by: OOZ662 on December 08, 2015, 10:59:27 AM
You got a "Re: " stuck in your topic title, ya silly.
Title: Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
Post by: Nanao-kun on December 08, 2015, 11:28:02 AM
Until you can figure it out, is there any way to disable the intel chips?
Title: Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
Post by: Garmine on December 08, 2015, 04:37:38 PM
Well Neutrino is for me the poster child of obscure OP where you don't know what is needed or how to get the mod.

Hmm it's cleanish for me. Nevermind then :)
/me is a special snowflake
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: Tartiflette on December 09, 2015, 12:11:01 AM
DOWNLOAD
REQUIREMENT
Mod:
(http://i.imgur.com/I4T2Xof.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.98RC4.7z)

Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0) Corvus mode.
Integrated with Dark.Revenant's Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)
LazyWizard's
(http://i.imgur.com/Wun4rbC.png) (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Fixed version of Debido's
(http://i.imgur.com/p9V4jGx.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/TwigLib.7z)



Quick Hotfix, episode two:
 -Correct the assignments flooded with Intelligence Chips,
 - Fixed the Anti-Missile ship-system not working,
 - Probably prevented Acheron to spawn on top of hyperspace Station (I hope, it's hard to test that)

Changelog:
Spoiler
Code
v0.98c

BALANCING
 - Vibrating Beam:
   . Range decreased to 650.
 - Precision Gear ship-system:
   . Speed now reduced by 50% instead of a flat -25.
   . Rate of Fire no longer reduced.
   . Weapons recoil reduced.

BUGFIXES/IMPROVEMENTS
 - Commissions are no longer flooded with Intelligence Chips requests.
 - Corrected some variants.
 - Fixed the Anti-Missile ship-system not working.
 - Probably corrected the issue with the Acheron system sometime spawning above Hyperspace Stations.
[close]
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: Deathfly on December 09, 2015, 01:13:24 AM
LOL to that LazyLab banner.
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: Surge on December 09, 2015, 07:15:35 PM
So...does tartarus still change position after it spawns because it's spawned in my new game far up in the top left corner of the map and I cannot see any way to justify that trip through deep hyperspace.
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: StarSchulz on December 09, 2015, 10:46:46 PM
I'm looking at what appear to be two medium ballistic mounts on the erymanthian boar [ armored ] design, but i can't equip any weapons. i am pretty sure they are weapon mounts, anyway.


Oh, and - How do you pronounce the names of the star systems "Acheron" and "Tartarus" ?
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: Tartiflette on December 09, 2015, 11:42:18 PM
So...does tartarus still change position after it spawns because it's spawned in my new game far up in the top left corner of the map and I cannot see any way to justify that trip through deep hyperspace.
It does (obviously) but it shouldn't move farther that 6000 units (that's three small grid lines) away from another hyperspace point... Unless the floating text labels in Hyper are still considered as Entities. Didn't checked that ><".

I'm looking at what appear to be two medium ballistic mounts on the erymanthian boar [ armored ] design, but i can't equip any weapons. i am pretty sure they are weapon mounts, anyway.
Oh, and - How do you pronounce the names of the star systems "Acheron" and "Tartarus" ?
Those are the Armor mounts, you can't mount a weapon in there because they have a built-in one. (And I can't show it in refit due to the hackish way TwigLib works)
As for the names:
https://en.wikipedia.org/wiki/Tartarus
https://en.wikipedia.org/wiki/Acheron
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: AeusDeif on December 10, 2015, 02:10:47 AM
first: beautiful mod, beautiful ships. the designs seem very straightforward and functional like something from the mind of an engineer. the drive graphics are unique.

I started a trading character and bought a Centaur freighter easily. Felt a bit overpowered -- 11 burn speed, a big weapon, economical. Seems like it should be a destroyer, not a frigate. Maybe lower the cargo space? Was there some trade off that I wasn't seeing like low flux? Maybe it shouldn't be available to civilians if it's meant to be that good.
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: Tartiflette on December 10, 2015, 02:49:24 AM
first: beautiful mod, beautiful ships. the designs seem very straightforward and functional like something from the mind of an engineer. the drive graphics are unique.

I started a trading character and bought a Centaur freighter easily. Felt a bit overpowered -- 11 burn speed, a big weapon, economical. Seems like it should be a destroyer, not a frigate. Maybe lower the cargo space? Was there some trade off that I wasn't seeing like low flux? Maybe it shouldn't be available to civilians if it's meant to be that good.
Its main weakness is that it has paper armor and sub-par PD compared to a Hound (and an ineficient shield). Though now that I put omni shields on all ships, that's less of an issue. I might change its ship-system to Engine Jump-start then.
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: AeusDeif on December 10, 2015, 04:36:35 AM
first: beautiful mod, beautiful ships. the designs seem very straightforward and functional like something from the mind of an engineer. the drive graphics are unique.

I started a trading character and bought a Centaur freighter easily. Felt a bit overpowered -- 11 burn speed, a big weapon, economical. Seems like it should be a destroyer, not a frigate. Maybe lower the cargo space? Was there some trade off that I wasn't seeing like low flux? Maybe it shouldn't be available to civilians if it's meant to be that good.
Its main weakness is that it has paper armor and sub-par PD compared to a Hound (and an ineficient shield). Though now that I put omni shields on all ships, that's less of an issue. I might change its ship-system to Engine Jump-start then.

well, with a medium mount i'd think it can mount a pretty good PD weapon, but I do kind of see how that limits the options
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: Tartiflette on December 10, 2015, 05:08:55 AM
I't a hardpoint, not a turret, PD won't be very efficient in there.
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: Surge on December 10, 2015, 01:21:05 PM
Unless you run Exigency and can mount one of their medium PD missile arrays on it.
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: Tartiflette on December 10, 2015, 01:46:00 PM
Or SS+. But then it's not a combat ship so it's no longer a problem I guess. You can either make it survivable, or combat oriented, but not both.
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: StarSchulz on December 13, 2015, 07:28:08 PM
So, is it intentional that you can mine on Elysee with nexerelin installed? i thought a big fleet of scy ships told you to stay away and to go to hephaistos if you wanted to trade  ::)
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: FabianClasen on December 16, 2015, 09:20:16 AM
Hey i dont know, if this is the right place to post his, but i got a few Exceptions when using SCY Ships, that have scy package name in them.
I thought, maybe this is helpful. (using ss 0.7.1a, ss+ 3.0.0, scy 0.98)

Spoiler
124251 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 72, FP2: 44, maxFP1: 300, maxFP2: 200
124380 [Thread-5] FATAL scy.twig.campaign.SCY_PersistentRootShip  - Unable to spawn nodes
java.lang.NullPointerException
   at scy.twig.campaign.SCY_PersistentRootShip.initHost(SCY_PersistentRootShip.java:56)
   at scy.twig.campaign.SCY_PersistentRootShip.advance(SCY_PersistentRootShip.java:164)
   at com.fs.starfarer.combat.entities.ship.super.J.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.?0000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.int.Object(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.o?000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.?0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
125365 [Thread-11] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [Fusillade.ogg]
125365 [Thread-11] INFO  sound.H  - Playing music with id [Fusillade.ogg]
219370 [Thread-11] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [UndyingLegacy.ogg]
219370 [Thread-11] INFO  sound.H  - Playing music with id [UndyingLegacy.ogg]
219637 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.SCY_khalkotauroiMainGunAnimation.advance(SCY_khalkotauroiMainGunAnimation.java:176)
   at com.fs.starfarer.combat.entities.ship.super.void.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.o00000(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(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.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)
[close]
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: Tartiflette on December 16, 2015, 09:45:03 AM
Did you used the (temporary)  fixed TwigLib I provided? Not the "official" one?
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: FabianClasen on December 16, 2015, 03:50:35 PM
Did you used the (temporary)  fixed TwigLib I provided? Not the "official" one?

I wasn't sure, but just got your version from the initial post to be sure, tried again and got the same exception.
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: Tartiflette on December 16, 2015, 04:25:50 PM
Hum, that is puzzling then. I'll have to investigate why this is happening and any detail would help: Did it concerned damaged ships, or brand new ones? Did it happen in the simulator, the mission, the campaign? Also, does this happened in a new game or an imported save?
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: Taverius on December 16, 2015, 09:34:31 PM
Text notes again.

Ships
Spoiler
Alecto
Last paragraph "However the doctrine ... but ..." either 'However' and 'therefore'/'so' or get rid of the 'However'.


Lealaps
Last paragraph "... point, Lealapse frigates ...".


Stymphalian Bird
3rd paragraph "... other pretend that ..." um. I don't think that's the right word. 'contend' maybe? "... been severely denied ..." 'categorically'? 'repeatedly'? Or even 'been refuted'.


Tisiphone
2nd paragraph "... the cargo hold has been omitted as the fuel cell storage ..." is it supposed to be 'as has the fuel cell storage'? Or, 'the cargo hold and fuel cell storage have been omitted'.
"... the crew has to wears ...".


Hydra
1st paragraph "During its pirate time, ..." um. Something doesn't flow here, 'During its pirating times' maybe?
"... bring back, the Scyan ..." 'so the Scyan' probably.
"... that is capable ..." 'was'?


Lamia [Armored]
2nd paragraph " ... added although rather lightweight is ..." I would enclose 'although rather lightweight' in parentheses or hyphens, and maybe swap to 'albeit'. Or even 'The (admittedly/rather/albeit lightweight) protection added is enough'.
"... engine so much that would prevent it from pursuing ..." 'engine enough to prevent'.


Orthus
1st paragraph: "... any retribution these ships ..." add a comma after 'retribution' I think.


Khalkutauroi
1st paragraph: "... It even has the nasty reputation to kill the crew even before breaching the hull, ..." 'The weapon can reputedly kill a ship's crew without the need of a hull breach,' maybe.
2nd paragraph: "... can be destroyer ..." 'destroyed' :P
3rd paragraph: "For theses reasons ..."


Manticore Carrrier
2nd paragraph: "Beyond that modification, the ..." 'these modifications' seems more appropriate.

Siren
3rd paragraph: "... large engine. So other ..." 'engine, so'
" ... Especially [...] transpired." 'A Siren is capable of capturing a high-ranking officer, together with their ship, without leaving [a] trace of what transpired.'

Keto
2nd paragraph: "... able to accelerate heavy ..." 'of accelerating'
" ... plasma bolt charged ..." 'bolt's'
3rd paragraph: "... is that with all this equipment already fitted to the hull that there is not many conventional weapon mounts." 'with all this equipment already fitted to the hull, there is little space left for conventional weapon mounts'

Nemean Lion
3rd paragraph: ". And secondly" Get rid of the 'and', you never start a sentence with 'and'

Outpost
2nd paragraph: "... placed it there ..." 'them' I think?
[close]


Wings
Spoiler
Afti
2nd paragraph: "... speed, the Afties are ..." Pretty sure the plural would be 'Aftis'? 'Afties' sounds like a nickname or term of endearment rather than a plural. You could also use 'Afti wings', since you use 'Afties/Aftis' in the next sentence too.


Sufi
Again, I think the plural would be 'Sufis'.
[close]


Weapons
Spoiler
Light Minigun
1st paragraph: The constant representing the speed of light is a lower-case c.

Medium Burst-Nailer
3rd paragraph: "And in close combat ..." the and thing again

Singularity Torpedo Launcher
2nd paragraph: "... not effect multi-thousand ..." 'affect'.
[close]
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: Troika on December 16, 2015, 09:58:34 PM
The Keto really feels kinda weak and squishy, compared to most other capital ships. Mabye it needs some tuning?
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: OOZ662 on December 16, 2015, 10:50:38 PM
Text notes again.

I messaged Tartiflette with an offer to copyedit a few months ago but apparently someone else was already on it.
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: Tartiflette on December 16, 2015, 11:45:00 PM
Text notes again. ...
See? Not much to correct left!  ;D

I messaged Tartiflette with an offer to copyedit a few months ago but apparently someone else was already on it.
Yeah he corrected 99% of those typos/weird sentence construction, and only a couple slipped through. That's an impressive feat on his part.

The Keto really feels kinda weak and squishy, compared to most other capital ships. Mabye it needs some tuning?
It's a Carrier first and foremost, with cruiser speed and a very long range weapon. If it's engaged in direct combat, you are not using it right  ;)
And it's not that squishy: It has nearly as much hull than the Conquest, only half the armor but with the benefit from sub-parts to tank hits, and exactly as much shield strength (less efficient but more flux capacity).
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: OOZ662 on December 17, 2015, 07:17:22 AM
Oh shoot, the corrections were put in?  I ended up having to drop SCY for RAM and didn't get to see them...
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: FabianClasen on December 17, 2015, 10:28:55 AM
Hum, that is puzzling then. I'll have to investigate why this is happening and any detail would help: Did it concerned damaged ships, or brand new ones? Did it happen in the simulator, the mission, the campaign? Also, does this happened in a new game or an imported save?

It happened in a campaign, new game, on several occasions; those are keypoints i remember:

* All occurred after starting a battle with 2 of my unused (scy) ships, one of which is a stock fit
* One time i engaged pirates with no damage in both fleets
* Several times i joined a battle between fleets, including already damaged enemies
* In all occurrences the battle managed to start and the exception was thrown in the midst of battle
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: valefore on December 17, 2015, 01:54:29 PM
Code
780638 [Thread-5] FATAL scy.twig.campaign.SCY_PersistentRootShip  - Unable to spawn nodes
java.lang.NullPointerException
at scy.twig.campaign.SCY_PersistentRootShip.initHost(SCY_PersistentRootShip.java:56)
at scy.twig.campaign.SCY_PersistentRootShip.advance(SCY_PersistentRootShip.java:164)
at com.fs.starfarer.combat.entities.ship.super.void.advance(Unknown Source)
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.ai.admiral.DeploymentManager.int.Object(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.o?0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.??0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
874845 [Thread-11] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [TheFlagship.ogg]
874845 [Thread-11] INFO  sound.H  - Playing music with id [TheFlagship.ogg]
875171 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.SCY_khalkotauroiMainGunAnimation.advance(SCY_khalkotauroiMainGunAnimation.java:176)
at com.fs.starfarer.combat.entities.ship.super.void.advance(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.o00000(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.advance(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.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)

Getting the same thing also. Multiple mods are enabled and happens when fighting a bounty fleet with mostly Scy ships.
Going to try to reinstall SCY and twiglib like you said. Will erase post if it solves.
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: Tartiflette on December 17, 2015, 03:09:54 PM
That is really weird. Can one of you send me a save just before it happens and the list of the mods you are using? (Via dropbox or any file hosting website)
I can imagine a couple of convoluted scenario where this could occur, but I'd really need to check them. I guess I know what I'll spend some portion of my weekend doing T__T
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: valefore on December 17, 2015, 04:30:23 PM
I'm not familiar with file hosting but I'll do some mod compatibility testing this evening.

I suspect it has to do with that specific ship in the log (probably SCY_khalkotauroiMainGunAnimation, also in FabianClasen's error log) since I seem to get the error when facing that ship directly. 2 crashes were in front of the guy while 1 time was not (but it was probably somewhere else on the map).
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: valefore on December 17, 2015, 11:51:58 PM
This is very weird. So I do get the crash error when I fight the Khalkotauroi right when it tries to fire its weapon I'm guessing. The weird part is, I can fight the same cruiser fine in the simulator.

So I'm as confused as you are. Although I don't really know coding.
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: Tartiflette on December 17, 2015, 11:55:00 PM
It's really improbable that it is a problem with mod compatibility (I won't say impossible because I saw some weird bugs before, but...). That ship is a bog standard multi-part ship, the same as every other: I have yet to understand why this one fails, and more importantly, why it fails mid-battle and not upon launch.
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: Tartiflette on December 19, 2015, 03:35:12 AM
This is very weird. So I do get the crash error when I fight the Khalkotauroi right when it tries to fire its weapon I'm guessing. The weird part is, I can fight the same cruiser fine in the simulator.
* All occurred after starting a battle with 2 of my unused (scy) ships, one of which is a stock fit
* One time i engaged pirates with no damage in both fleets
* Several times i joined a battle between fleets, including already damaged enemies
* In all occurrences the battle managed to start and the exception was thrown in the midst of battle

 I have yet to manage to reproduce this, however I noticed that the save Valefore sent me was one or two versions of the mod behind (and thus I couldn't load it). I'd try to correct that first. I cannot recommend enough using LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0). It's now a standard mod that only need to be ticked in the launcher to work.
 I also removed the link to the release post from the OP. It was there for the people interested in checking what the latest release added, but it could be confusing and maybe that's the link you used.
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: valefore on December 19, 2015, 05:12:42 AM
Quote
I have yet to manage to reproduce this, however I noticed that the save Valefore sent me was one or two versions of the mod behind (and thus I couldn't load it). I'd try to correct that first. I cannot recommend enough using LazyWizard's Version Checker.

I've never sent any save file... because I don't know how to. If you got a save, it wasn't from me.
I just got the error again so I'll look into dropbox. If my vpn is nice to me, I would be able to do something.

Also, I'm pretty sure the mod is up to date (says 0.98c, also redownloaded it) and I do use version checker.
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: Tartiflette on December 19, 2015, 05:42:57 AM
Sorry, that was FabianClasen that sent me his file... But still I didn't managed to reproduce this issue. I fought with and against that ship in campaign, with and without damage and it behave correctly. I'm sorry that you are having issues, and I do not want to look like I don't care, but I just don't know what is going on.
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: valefore on December 19, 2015, 05:46:45 AM
I had an idea so did some more testing. Turns out I do not get a crash with the Khalkorauroi when I face it in the Missions simluator. However, when I start the Nexerelin campaign mode and face it in the simulator, the game crashes. It crashes when it tries to fire its main gun. I didn't actually fight the cruiser in real combat but I suspect the same thing will happen.
So yes, I think it is a compatibility problem.

https://www.dropbox.com/s/c2996evy7p6some/SCY%20save%20valefore.7z?dl=0

This is actually nothing special as it is just a basic save right after creating the Nexerelin world.

Mods are:
Lazylib v2.1
Nexerelin v0.7.0.0 (0.7e2 beta, although the error happened right before this version too)
SCY Nation v0.9.8RC4
Shaderlib v1.1.2 (Edit: Sharderlib can be disabled and the error still happens)
Twiglib v0.6.7 (temp fix or something downloaded from this thread)
Version Checker v1.6 (obviously, this has nothing to do with the error and can be disabled)

Version checker shows all mods are up to date. Although for some, the ones on this site have higher versions than those registering in version checker.
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: valefore on December 19, 2015, 05:49:43 AM
Quote
I fought with and against that ship in campaign, with and without damage and it behave correctly.

Edit: I have redownloaded all the relevant mods and the error still occures. The only other reason I can think of now is either my rig (AMD graphics) or java (Java 8 64 bit). But like always, weird things happen in computers.

Quote
I'm sorry that you are having issues, and I do not want to look like I don't care, but I just don't know what is going on.

It is completely okay. It is not a big issue to start with, and I am still greatly benefiting from your free mod. I really like a lot of the ships and weapons by the way.
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: Tartiflette on December 20, 2015, 01:57:13 AM
Okay, I reproduced the issue, apparently it is occurring if you fight Scy before ever loading your save once, only in Nexerelin and only in procedural mode... I'll probably try to get something more substantial for an update, but in the meantime you can replace the jar with    this one (https://www.dropbox.com/s/bm8znvm1oc5f47n/SCY_code.jar?dl=0)    in SCY/jars. If you can confirm that you not longer have the crash in a new game, that would be great.
Title: Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
Post by: valefore on December 21, 2015, 12:06:19 AM
Thanks a bunch! Works like a charm I think, at least in the simulator. Now I can try getting the cruiser myself hehe.
Title: Re: [0.7.1a] Scy V0.98D Nexerelin compatible again. (21/12/2015)
Post by: Tartiflette on December 21, 2015, 12:16:00 AM
Thanks a bunch! Works like a charm I think, at least in the simulator. Now I can try getting the cruiser myself hehe.
Great! Pfiuu, in the end that was a simple but very sneaky mistake.

DOWNLOAD
REQUIREMENT
Mod:
(http://i.imgur.com/I4T2Xof.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.98RC5.7z)




Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0) and Corvus mode.
Integrated with Dark.Revenant's Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)
LazyWizard's
(http://i.imgur.com/Wun4rbC.png) (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Fixed version of Debido's
(http://i.imgur.com/p9V4jGx.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/TwigLib.7z)

So yeah: small costs adjustments, and restored Nexerelin compatibility.

Changelog:
Spoiler
Code
v0.98d

BALANCING:
 - Significant deployment cost adjustments:
  . Frigates are slightly more expensive,
  . Cruisers and above are cheaper and can be deployed more often.
 - Centaur (both):
  . Speed reduced to 140 from 150,
  . Flux capacity reduced to 2000 from 2800,
  . Shield switched to frontal from omni.

BUGFIXES/IMPROVEMENT
 - Corrected a game-breaking incompatibility between Scy and Nexerelin.
[close]
Title: Re: [0.7.1a] Scy V0.98D Nexerelin compatible again. (21/12/2015)
Post by: Troika on December 21, 2015, 05:21:02 AM
It might just be me, but it feels like the Keto is extremely fragile and underpowered compared to other things in it's weight class. The main gun is ok if it hits, but this is countered by the fact that it's slow and cumbersome and it can quickly be stripped of most of it's offensive capability since the various parts of the ship are quite easy to destroy. Also, under player control, depending on the mods you have fitted, the main gun actually has more range than you can actually fit onscreen.

Nemean Lion seems good, though I wish the armored shell was more durable.
Title: Re: [0.7.1a] Scy V0.98D Nexerelin compatible again. (21/12/2015)
Post by: Tartiflette on December 21, 2015, 06:00:01 AM
It might just be me, but it feels like the Keto is extremely fragile and underpowered compared to other things in it's weight class. The main gun is ok if it hits, but this is countered by the fact that it's slow and cumbersome and it can quickly be stripped of most of it's offensive capability since the various parts of the ship are quite easy to destroy. Also, under player control, depending on the mods you have fitted, the main gun actually has more range than you can actually fit onscreen.

Nemean Lion seems good, though I wish the armored shell was more durable.

 The only comparable ship is the Astral (I never balance my mod against other mod!) And frankly, it's power comes mainly from the fact that the missile balance has been (imo) thrown out of the window in vanilla. It used to be a tough nut to crack, but now it vaporize anything that come close too.
 I'm not sure I will change the Keto, at least not beyond buffing the gun and flight-deck health a bit. I had a lot of fun playing carrier fleets with that ship as the core, sniping targets at extreme range to create opportunities for my fighters. And in AI control I find it behaving quite well, trying to stay out of range of the bulk of the enemy force. I mean, it's not a battleship, it's not even a battlecruiser: it's a carrier with a nasty bite.

 As for the Nemean Lion: free armor + flux-free PD + damage reduction while venting + active PD while venting... You lose some plates easily, but you really have to make a big mistake to loose the whole ship! ^^
Title: Re: [0.7.1a] Scy V0.98D Nexerelin compatible again. (21/12/2015)
Post by: FabianClasen on December 21, 2015, 09:21:35 AM
Well that was one elusive Bug then. May have not been a big thing to fix, but surely to reproduce. Thanks for the effort.
Title: Re: [0.7.1a] Scy V0.98D Nexerelin compatible again. (21/12/2015)
Post by: Takion Kasukedo on December 22, 2015, 04:05:05 PM
Hmm, so I managed to purchase the Nemean Lion in the Freeport during a playthough, but...

I have noticed the Lion's Hide ability is tied to the shield instead of the doors.

Is it normal, temporary or irrgeular for it to do that, instead of having closed doors which can re-open with those hydraulic jack mounts like in the information?
Title: Re: [0.7.1a] Scy V0.98D Nexerelin compatible again. (21/12/2015)
Post by: Tartiflette on December 22, 2015, 05:15:06 PM
It's tied to both. The doors close and the shield get an absorption boost, you can raise or lower it as you wish.
Title: Re: [0.7.1a] Scy V0.98D Nexerelin compatible again. (21/12/2015)
Post by: Sleeeper on December 22, 2015, 08:34:47 PM
When player is involved in battle and there are Scy allied ships, modular pieces on them belong to player instead of allied ship's faction.
(http://s18.postimg.org/57aqis8d1/screenshot_1450845726.jpg) (http://s18.postimg.org/a5y8xbc61/screenshot_1450845726.png)


(http://s18.postimg.org/jcgjklhed/screenshot_1450845488.jpg) (http://s18.postimg.org/cm02b5u8p/screenshot_1450845488.png)
In this case i'm retreated from battle but it doesn't end until green armor pieces are gone.
Title: Re: [0.7.1a] Scy V0.98D Nexerelin compatible again. (21/12/2015)
Post by: Takion Kasukedo on December 22, 2015, 09:43:46 PM
It's tied to both. The doors close and the shield get an absorption boost, you can raise or lower it as you wish.

Hmm, that's strange...

Well, the doors don't close on the Nemean Lion in my playthrough when the ability is in use, i'll see if it can be reproduced.
Title: Re: [0.7.1a] Scy V0.98D Nexerelin compatible again. (21/12/2015)
Post by: Tartiflette on December 23, 2015, 12:31:28 AM
When player is involved in battle and there are Scy allied ships, modular pieces on them belong to player instead of allied ship's faction.
Know bug related to a vanilla bug, it will be corrected in 0.7.2 but in the meantime there's nothing I can do. Even vanilla allied drones also appear on your side.

It's tied to both. The doors close and the shield get an absorption boost, you can raise or lower it as you wish.

Hmm, that's strange...

Well, the doors don't close on the Nemean Lion in my playthrough when the ability is in use, i'll see if it can be reproduced.
More bug T___T... It work in my version so make sure you have all the latest mod, twiglib fix and lazylib if you don't use Version Checker.
Title: Re: [0.7.1a] Scy V0.98D Nexerelin compatible again. (21/12/2015)
Post by: Unbroken on December 25, 2015, 08:55:05 AM
Quick question/observation: are laser torpedoes supposed to deal half damage to shields? I've found that the dual rack consistently deals no more than 1500 damage at best, and I'm not sure why. Once in a blue moon though, they'll do almost three times that (http://postimg.org/image/i33cpxp2p/full/) for no obvious reason.

I've also been finding that the torpedoes are more temperamental and less reliable with the new detonation code. They still pop a long distance out from the target if the target is narrow sort of like this (http://postimg.org/image/grj8s6l01/full/) or this, vs. small moving targets (http://postimg.org/image/8ypwwp8o3/full/). Also, I've had instances where they explode in my face (http://postimg.org/image/hoccf79ap/full/), usually when I close the distance to give enemy PD less time to shoot the torpedo down.

If this is the intended behaviour, then I'll need to be a lot more careful when slinging these things around the battlemap.
Title: Re: [0.7.1a] Scy V0.98D Nexerelin compatible again. (21/12/2015)
Post by: Nanao-kun on December 25, 2015, 09:17:46 AM
Quick question/observation: are laser torpedoes supposed to deal half damage to shields? I've found that the dual rack consistently deals no more than 1500 damage at best, and I'm not sure why. Once in a blue moon though, they'll do almost three times that (http://postimg.org/image/i33cpxp2p/full/) for no obvious reason.
Are those damages from firing at the exact the same ship?
Title: Re: [0.7.1a] Scy V0.98D Nexerelin compatible again. (21/12/2015)
Post by: Unbroken on December 25, 2015, 11:11:01 AM
Quick question/observation: are laser torpedoes supposed to deal half damage to shields? I've found that the dual rack consistently deals no more than 1500 damage at best, and I'm not sure why. Once in a blue moon though, they'll do almost three times that (http://postimg.org/image/i33cpxp2p/full/) for no obvious reason.
Are those damages from firing at the exact the same ship?

Yeah. I stuck to using an Atlas for testing, since it's the vanilla equivalent of a target dummy. Its LMGs are useful for figuring out how close you are to it as well. I tried the Dram out later on as a smaller, more mobile target. I wasn't able to reproduce that level of damage at all except in that one case with the Atlas.
Title: Re: [0.7.1a] Scy V0.98D Nexerelin compatible again. (21/12/2015)
Post by: StarSchulz on December 28, 2015, 05:17:07 PM
I asked a while ago why there were weapon mounts on the ship sprites that were unused, but only now really understood what you meant. I bought a Keto and noticed that all those weapon slots were filled with light mini-guns. i guess you can't fit stuff that is meant to fall off and be destroyed at some point. still awesome, i put an aggressive officer in my Keto and it is wrecking fleets with me!


EDIT: Heres a question, If i increase the hull or armor of my Scyan ship, do the twig pieces gain hull and armor too?
Title: Re: [0.7.1a] Scy V0.98D Nexerelin compatible again. (21/12/2015)
Post by: miljan on December 31, 2015, 06:56:28 AM
This is a very impressive mod, just started playing it. Are there any similar mods that add animations and destructible parts to ships?
Title: Re: [0.7.1a] Scy V0.98D Nexerelin compatible again. (21/12/2015)
Post by: SpaceRiceBowl on December 31, 2015, 08:17:16 AM
As far as I know, Tartiflette's modular ships are completely unique in the Starsector modding scene. Though I do hope more mods start utilizing Twig-Lib and having destructible modular ships.
Title: Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
Post by: Tartiflette on January 09, 2016, 10:22:02 AM
DOWNLOAD
REQUIREMENT
Mod:
(http://i.imgur.com/I4T2Xof.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.98RC6.7z)




Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0) and Corvus mode.
Integrated with Dark.Revenant's Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)
LazyWizard's
(http://i.imgur.com/Wun4rbC.png) (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Fixed version of Debido's
(http://i.imgur.com/p9V4jGx.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/TwigLib.7z)

Some fixes for the Laser torpedoes, they should deal more consistent damages and miss-fire less often, plus a some other minor tweaks and adjustments...
Changelog:
Spoiler
Code
v0.98e

BALANCING:
 - Various changes in the modular armors:
   . Two third more hull on average.
   . One third less armor on average.
   . Should be more vulnerable to light weapons fire but more resistant to high damage ones like missiles.

BUGFIXES/IMPROVEMENT:
 - Corrected a few issues with the Laser Torpedoes:
   . Fixed some cases where not all beam dealt their damage.
   . Prevented most cases of friendly-fire/miss-fires.
   . Fixed a rare issue where the torpedo could "survive" it's detonation if the target died to the first few beams and there were no other enemy ship nearby.
   . Simplified the detonation range calculation.
   . Prevented detonation too far from oddly shaped ships.
   . FakeBeam now behave like all vanilla beams (in this case that mean they now ignore the side of the shields). 
 - Small performance improvement and slightly smoother behavior for all missiles AIs.
[close]
Title: Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
Post by: Unbroken on January 09, 2016, 11:16:05 AM
Some fixes for the Laser torpedoes, they should deal more consistent damages and miss-fire less often, plus a some other minor tweaks and adjustments...
Changelog:
Spoiler
Code
v0.98e

BALANCING:
 - Various changes in the modular armors:
   . Two third more hull on average.
   . One third less armor on average.
   . Should be more vulnerable to light weapons fire but more resistant to high damage ones like missiles.

BUGFIXES/IMPROVEMENT:
 - Corrected a few issues with the Laser Torpedoes:
   . Fixed some cases where not all beam dealt their damage.
   . Prevented most cases of friendly-fire/miss-fires.
   . Fixed a rare issue where the torpedo could "survive" it's detonation if the target died to the first few beams and there were no other enemy ship nearby.
   . Simplified the detonation range calculation.
   . Prevented detonation too far from oddly shaped ships.
   . FakeBeam now behave like all vanilla beams (in this case that mean they now ignore the side of the shields). 
 - Small performance improvement and slightly smoother behavior for all missiles AIs.
[close]

Cool, thanks Tartiflette! I'll give them a whirl again - here's hoping they've got that wonderful all-purpose strike capability back.
Title: Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
Post by: Garmine on January 13, 2016, 05:35:31 AM
Just reading the Lore. Holy ### it is awesome.

... and it's over :'C Thank you for the read! :)
Title: Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
Post by: Tartiflette on January 13, 2016, 07:03:20 AM
Thanks! But get ready to read it again as I'll have a thoroughly proofread version up someday (soontm). ;D
Title: Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
Post by: Garmine on January 13, 2016, 07:29:19 AM
Thanks! But get ready to read it again as I'll have a thoroughly proofread version up someday (soontm). ;D

Haha, alright! Would love to read more of these too ^^

(Who needs exams anyways ?!)
Title: Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
Post by: ahrenjb on January 16, 2016, 08:14:24 PM
I'm having a problem with the ORION artillery that makes it basically useless unless manually controlled. I mounted 3 on a Nemean Lion thinking it would be a good long range artillery platform, but if they are set to an autofire weapon group the AI will fire them at targets far beyond the maximum range of the weapon. I think it may be a problem with the projectiles lifespan. The stated range of the weapon is 2000, but when mounted on the Nemean Lion which should provide a 25% range bonus and equipped with an Integrated Targeting Unit which should bring the bonus to 50% providing an effective range of over 3000, but the projectiles never make it that far. They seem to complete degrade by 2600, and don't do full damage until well under that (~2400 or less). This is a huge problem when it comes to using the weapon the AI will fire them at around 4000 (when the "In Range" indicator turns on, I'm not exactly sure how the range bonus stacking works in SS, but that may actually be what the range should be), wasting all the ammunition without landing a hit.

Not sure what to do here, or if anyone else has reported this.
Title: Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
Post by: Tartiflette on January 19, 2016, 12:09:44 AM
The Orion is pretty old code and quite hackish. However I spent a good chunk of my Sunday trying to find another way to get the benefits from skills and hullmods without a hint of success. Due to the way projectiles spawning are handled I have some very problematic collisions issues, AI leading is far worse, the inherited velocity of the ship is messing the acceleration calculation, and the skills having contradictory effects make the whole thing a huge pain to setup.

The short version is that I'm seriously thinking about removing that weapon. (It's not like it would be a big loss anyway)
Title: Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
Post by: ahrenjb on January 19, 2016, 11:39:31 AM
That's too bad, it's a neat weapon, and one of the few in its range class even without hullmods and bonuses working correctly. Understandable that it would be difficult given the unique nature of the projectile. Could it maybe be re-tooled into something similar, but more "compatible" with existing game mechanics?
Title: Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
Post by: Blaze on January 20, 2016, 05:24:14 PM
A recursive missile with MIRV AI?
Title: Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
Post by: Taverius on January 20, 2016, 07:15:20 PM
More like a recursive unguided rocket, but yeah that might work.
Title: Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
Post by: Tartiflette on January 20, 2016, 11:29:14 PM
A recursive missile would have the same collisions issues at high speed: it would fly through a ship during the few frames it's not colliding with anything when spawned.
Title: Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
Post by: Taverius on January 21, 2016, 04:20:16 AM
Is it possible to be pretend-recursive and instead just flicker the engine on and off?
Title: Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
Post by: Tartiflette on January 21, 2016, 06:24:24 AM
I should have been clearer: the projectiles are so fast at the end of their course (especially with +50% projectile speed from skills) that they travel a lot in a single frame at 30fps. Enough to pass through a frigate or, when spawning them along the way, an entire cruiser. That's why I have to use a PROJECTILE_AS_BEAM that is meant to prevent that issue, and not spawn a new projectile with each acceleration.

I can code a script that catch every ORION projectiles and store their current stage, calculate manually the speed and damage bonuses, store the drifting inherited from the ship etc, but it's very involed for a single weapon in a mod that already has a pretty big impact on performances. Finding an elegant way to solve my issues is what is blocking me.

And if I did coded it the complex way I'm not even sure it would behave correctly with other mods systems or hullmods, while the blunt method I currently uses ignore all of that.
Title: Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
Post by: Lakis on January 21, 2016, 03:17:36 PM
Hey, I saw the digital camo ship and thought to myself.... where's the Death Key!?
Title: Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
Post by: grinningsphinx on January 30, 2016, 11:48:27 AM
So i tested out the keto siege carrier....and its very underwhelming.

100 maintenance for 1 flight deck??

It has Integrated Point defence AI which you are paying a TON of OP for on a capital ship, but has zero small universals or hybrid batteries..... Please tell me that it isnt there to solely support the singular light mini gun????

1 large missile and 4 hybrids do not compensate for this ships shortcomings, especially when ranked with other supercarriers of less cost. Even the Charybibdis has 2 flight decks, and has a large energy mount to boot.
Title: Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
Post by: Marcus Garvey on January 30, 2016, 11:57:19 AM
I'm not sure you actually tested it out. It has 4 flight decks(3 are on the breakaway right arm so they're not included on the stats page), and a crazy built in gun with 2000 range that will oneshot overload anything other than a paragon, and kill anything unshielded in one or two shots. It's honestly borderline overpowered even with the massive maintenance, I had to remove it from my fleet as it was making everything such a onesided stomp. I ran mine with a pair of lightning guns on the front hybrid mounts and with a steady(or cautious? I forget) level 20 officer it was crushing things pretty effortlessly.
Title: Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
Post by: Tartiflette on January 30, 2016, 12:23:18 PM
I'm not sure you actually tested it out. It has 4 flight decks(3 are on the breakaway right arm so they're not included on the stats page), and a crazy built in gun with 2000 range that will oneshot overload anything other than a paragon, and kill anything unshielded in one or two shots. It's honestly borderline overpowered even with the massive maintenance, I had to remove it from my fleet as it was making everything such a onesided stomp. I ran mine with a pair of lightning guns on the front hybrid mounts and with a steady(or cautious? I forget) level 20 officer it was crushing things pretty effortlessly.
Don't forget the 5 others built-in small miniguns that provide a top notch PD coverage and are still functional when the ship is venting or overloaded. ^^

And I'm currently looking at nerfing the Keto's main gun. It's quite powerful at level 1 but becomes completely silly with skills. On the other hand I'll probably reduce the cost a fair bit. (I also have to try flying a Keto with some Diable Wanzers jut for fun)
Title: Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
Post by: Nanao-kun on January 30, 2016, 01:05:42 PM
The Keto's problem is that its true ability isn't actually visible without using it. I'd ignored it for a while because I never realized it's true power.
Title: Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
Post by: samsaq on January 30, 2016, 02:27:32 PM
Hello this might be a somewhat stupid question, but, where are the Scy? I can't check for them on my intel screen as the star system is off the map, and I can't find a way to get it to scroll, and I currently think they might be in the Tartarus System, but there's only a star and I have no idea how to use that as a jump point....

Edit: Tartarus eliminated, its just at the edge of another system.

Edit 2: Well damn, I guess I found the Scy....... Accidental clicking when trying to go through jump point gamma to get to Tartarus..... GG great mod..
Title: Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
Post by: Very Good on February 14, 2016, 12:00:06 PM
Would that be possible to make the armor plate benefit from skill that regenerate health/armor?Also the armor plate benefit from skill?Or maybe only for the end tier ship?
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: Tartiflette on February 29, 2016, 12:06:33 AM

DOWNLOAD
REQUIREMENT
Mod:
(http://i.imgur.com/EaampUO.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.99RC1.7z)




Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0) and Corvus mode.
Integrated with Dark.Revenant's Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)
LazyWizard's
(http://i.imgur.com/Wun4rbC.png) (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Fixed version of Debido's
(http://i.imgur.com/p9V4jGx.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/TwigLib.7z)

Small update for 0.7.2, with a couple of fixes for some long standing issues. The Keto's main gun no longer can one-shot ships and only deals additional EMP damage, but that Secondary attack pierce shields and has a rather large area of effect. The ORION artillery has been significantly nerfed because now it get the benefits from skills and hullmods, as well as being slightly better handled by the AI.

Full Changelog:
Spoiler
v0.99

STARSECTOR 0.7.2 compatibility

BALANCING:
 - Keto's Astrapios:
   . Subshots removed
   . Now deals up to 3000 EMP damage in the area of impact through shields.
   . Friendly fire possible.
 - ORION Artillery:
   . Range reduced to 1500 from 2000,
   . Flux per shot raised to 700 from 500,
   . Rate of fire reduced to 40 rounds per minute from 60.

BUGFIXES/IMPROVEMENT:
 - ORION Artillery:
   . Now properly benefits from skills and hullmods.
   . Slightly better auto-aim.
[close]
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: SierraTangoDelta on February 29, 2016, 09:23:29 AM
Do the Light Minigun weapons not target missiles? I have one installed on a ship and it doesn't seem to ever shoot at incoming rockets/missiles, just enemy fighters and drones.
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: HELMUT on February 29, 2016, 09:32:17 AM
It's not a point defence weapon, you'll need the IPDAI hullmod so it can shoot down missiles. It's a bit expensive, but at least missiles won't be bothering you anymore.
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: SierraTangoDelta on February 29, 2016, 08:46:14 PM
Hah oh wow, my bad. I saw 'fragmentation' and my brain just went 'oh yeah its a PD weapon'.
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: Surge on February 29, 2016, 09:08:24 PM
It's a damn good weapon though, remember it also does a small amount of energy damage on top of being ridiculously flux efficient, pin-point precise, reasonably well ranged, and having good DPS.
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: SierraTangoDelta on March 01, 2016, 10:24:21 AM
Yeah I have two mounted on my Blackrock Gonodactylus, a ship that normal has problems with point defense, and it's much better off now.
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: Marcus Garvey on March 01, 2016, 09:01:11 PM
Would it be possible to give a little bit of temporal shell-style bullet time after phase teleporting with the Stymphalian Bird? Makes sense thematically and would make it a little easier to make those clutch spear shots, even just a second would be pretty neat.
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: Tartiflette on March 01, 2016, 11:28:37 PM
Would it be possible to give a little bit of temporal shell-style bullet time after phase teleporting with the Stymphalian Bird? Makes sense thematically and would make it a little easier to make those clutch spear shots, even just a second would be pretty neat.
That's a pretty good suggestion, I'll see what I can do.
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: Tartiflette on March 02, 2016, 01:04:49 AM
So, I once declared that Scy 1.0 would be the release I updated all the sprites to a higher quality bar than the current one. (was it really two years ago already Oo?) And since I'm seriously running out of version numbers, I suppose I really have to get it done now. Problem is, I'm not sure what the extend of the change should be... I tried a lot of things and it mostly came down to this two contenders:

Spoiler
(http://i.imgur.com/mGQMy5p.jpg)
[close]

One rule though, don't ask for something "in-between" those two: it doesn't work at all as they have contradictory aspects and techniques, and it would take as much work as doing both of them so this is a big no-way.

So, which one do you guys prefer?
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: Surge on March 02, 2016, 01:09:48 AM
I'm rather torn, I quite like the current art style and think of how distinct it is as a feature, but a kitbash style is an exciting direction to take things in and I'd like to see more.
I think, somewhat reluctantly, that I'll cast my vote to keep to keep the current art style but refine it, and then encourage you to make and show off some kitbash versions if you want to, because I'm definitely interested in seeing what some of our favorite ships would look like in that style.
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: spartan117pr on March 02, 2016, 01:17:13 AM
Hands down way of the pimp imo. That bash example just doesnt even feel like a scy ship  :'(
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: 19_30s on March 02, 2016, 02:03:39 AM
So, I once declared that Scy 1.0 would be the release I updated all the sprites to a higher quality bar than the current one. (was it really two years ago already Oo?) And since I'm seriously running out of version numbers, I suppose I really have to get it done now. Problem is, I'm not sure what the extend of the change should be... I tried a lot of things and it mostly came down to this two contenders:

Spoiler
(http://i.imgur.com/mGQMy5p.jpg)
[close]

One rule though, don't ask for something "in-between" those two: it doesn't work at all as they have contradictory aspects and techniques, and it would take as much work as doing both of them so this is a big no-way.

So, which one do you guys prefer?
;D nice work.I prefer  the pimp.The way of bash doesn't look like a ship,but something like a platform or else.
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: sycspysycspy on March 02, 2016, 02:16:36 AM
So, I once declared that Scy 1.0 would be the release I updated all the sprites to a higher quality bar than the current one. (was it really two years ago already Oo?) And since I'm seriously running out of version numbers, I suppose I really have to get it done now. Problem is, I'm not sure what the extend of the change should be... I tried a lot of things and it mostly came down to this two contenders:

Spoiler
(http://i.imgur.com/mGQMy5p.jpg)
[close]

One rule though, don't ask for something "in-between" those two: it doesn't work at all as they have contradictory aspects and techniques, and it would take as much work as doing both of them so this is a big no-way.

So, which one do you guys prefer?
I prefer bash, it fits perfect with vanilla art style, and why don't you start  a poll instead?
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: Taverius on March 02, 2016, 02:23:02 AM
Pimp, hands down.
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: Tartiflette on March 02, 2016, 03:22:50 AM
I'm rather torn, I quite like the current art style and think of how distinct it is as a feature, but a kitbash style is an exciting direction to take things in and I'd like to see more.
I think, somewhat reluctantly, that I'll cast my vote to keep to keep the current art style but refine it, and then encourage you to make and show off some kitbash versions if you want to, because I'm definitely interested in seeing what some of our favorite ships would look like in that style.
So both... T______T More seriously it matches pretty well my dillema.

Hands down way of the pimp imo. That bash example just doesnt even feel like a scy ship  :'(
Well, "not looking like a Scy ship" is the goal here. I was never really satisfied by the style, and the more years pass, the worse my I think they are. Also, I since became quite proeficient at matching vanilla with only light kitbashing and it pains me that my main mod is so far from what I can do.

;D nice work.I prefer  the pimp.The way of bash doesn't look like a ship,but something like a platform or else.
I'll take that as a compliment since that fits the ship's description... But I do hear the concern, that's what I meant by a "lack of personality".

I prefer bash, it fits perfect with vanilla art style, and why don't you start  a poll instead?
Two reasons: First I can't setup a poll in a poll-less thread without the help of a moderator. Second, because ultimately I get to choose. I'm looking more for a general feeling rather than a precise count, for example if most people have a tiny preference for option one but a few hate it with a passion, I might opt for the second style to avoid completely alienating some players.
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: Surge on March 02, 2016, 03:59:05 AM
I'm rather torn, I quite like the current art style and think of how distinct it is as a feature, but a kitbash style is an exciting direction to take things in and I'd like to see more.
I think, somewhat reluctantly, that I'll cast my vote to keep to keep the current art style but refine it, and then encourage you to make and show off some kitbash versions if you want to, because I'm definitely interested in seeing what some of our favorite ships would look like in that style.
So both... T______T More seriously it matches pretty well my dillema.

Hands down way of the pimp imo. That bash example just doesnt even feel like a scy ship  :'(
Well, "not looking like a Scy ship" is the goal here. I was never really satisfied by the style, and the more years pass, the worse my I think they are. Also, I since became quite proeficient at matching vanilla with only light kitbashing and it pains me that my main mod is so far from what I can do.

;D nice work.I prefer  the pimp.The way of bash doesn't look like a ship,but something like a platform or else.
I'll take that as a compliment since that fits the ship's description... But I do hear the concern, that's what I meant by a "lack of personality".

I prefer bash, it fits perfect with vanilla art style, and why don't you start  a poll instead?
Two reasons: First I can't setup a poll in a poll-less thread without the help of a moderator. Second, because ultimately I get to choose. I'm looking more for a general feeling rather than a precise count, for example if most people have a tiny preference for option one but a few hate it with a passion, I might opt for the second style to avoid completely alienating some players.

Well I definitely think the pimp style is best going forward, but you yourself said that the kitbashes are fun, so I'm just encouraging you to do that at your discretion if you enjoy it, because I'm certainly interested in the results.
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: Toxcity on March 02, 2016, 05:37:02 AM
I honestly prefer bash, but I wonder how the TWIGLib armor would look with it.
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: HELMUT on March 02, 2016, 06:54:02 AM
Honestly... None of them.

Don't mistake me, that pimp variant is very good, better than the original. That kitbashed one too, is impressive as well despite that strange Tri-tachyon feel. But i kinda like the old, functional and soulless SCY metal boxes.

It's true, it could be better, that dry aesthetic we're used to could be improved into something sexier. But SCY is already one of the best and most complete mods around, does it really needs that?

And more importantly, i'd be more hype about a campaign integration of Seeker first, even a basic one, than a lifting of SCY.
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: Ahne on March 02, 2016, 06:56:16 AM
I have to agree with Helmut, i like the original the most even though the pimp variant fits the starsector style more it doesn't make any big difference for me, the mod is complete in my eyes and i like the style and the look it has right now : )
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: BuckCake on March 02, 2016, 07:10:17 AM
I'm going to go with pimped, I like the rugged functionality of Scy compared to the organic, 3d-printed look of vanilla sprites.
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: Cycerin on March 02, 2016, 07:39:37 AM
I'm facing a similar dilemma with BRDY, and I've decided to slowly "pimp" the ships over time. Perhaps you could do something similar - a slightly hands-off approach that doesnt make the ships stand out in too much of a bad way compared to the old ones?
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: Tartiflette on March 02, 2016, 08:15:27 AM
About the "Why do that now and not work on Seeker?" I have a good reason:

I want to 'finish' Scy. That is to add the last 2 ships, and then only maintain the mod. I've been tending to do that recently while focussing my efforts on Diable with FlashFrozen: No major content updates, only adjustements. (And btw, Diable will probably soon enter that phase too)

But to finish it, Scy needs maps for ShaderLib. And I'm not going to do that if all the ships are going to change. So here I am, one last step left to be done with it, but a big one. And I'd like to take it soon.
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: Cycerin on March 02, 2016, 08:42:00 AM
In that case, I think you should do a mix of updating the sprites and bashing in or imitating vanilla stuff "where it counts", eg. to make them blend in more. Straight up bashing is a waste of the vision you already laid down for the faction.
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: SpaceRiceBowl on March 02, 2016, 10:48:27 AM
For some reason, the Orion artillery has nearly 300 shots per minute for me.
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: Tartiflette on March 02, 2016, 11:36:43 AM
For some reason, the Orion artillery has nearly 300 shots per minute for me.
Did I misplaced a number at the last minute? Yes I did, good job me!

In that case, I think you should do a mix of updating the sprites and bashing in or imitating vanilla stuff "where it counts", eg. to make them blend in more. Straight up bashing is a waste of the vision you already laid down for the faction.
One rule though, don't ask for something "in-between" those two: it doesn't work at all as they have contradictory aspects and techniques, and it would take as much work as doing both of them so this is a big no-way.
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: Dark.Revenant on March 02, 2016, 12:41:08 PM
Do pimped, but make it look more like bashed, and also can you add cutie marks to all of the ships? Oh, and make sure everything is done at 2x resolution so you can zoom in on the ship without it looking blurry :).

Spoiler
Kill me.
[close]
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: sirboomalot on March 02, 2016, 01:01:03 PM
If you have  to change it, pimp looks better imo than bash, but I personally kinda liked the original style. Perhaps something in between pimp and the original?

I think my main problems with pimp are the loss of the paint-job and the rounded roof; which while fancy seems to change the feel of the ship.

Bash meanwhile feels like an entirely different faction, you went from boxes to curves and while both are awesome in their own way the faction itself has already established itself as being rather boxy. It brings to mind images of a person walking into a barber shop, and an utterly different person walking back out claiming to be the same person.

Why not both?
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: sycspysycspy on March 02, 2016, 05:42:54 PM
About the "Why do that now and not work on Seeker?" I have a good reason:

I want to 'finish' Scy. That is to add the last 2 ships, and then only maintain the mod. I've been tending to do that recently while focussing my efforts on Diable with FlashFrozen: No major content updates, only adjustements. (And btw, Diable will probably soon enter that phase too)

But to finish it, Scy needs maps for ShaderLib. And I'm not going to do that if all the ships are going to change. So here I am, one last step left to be done with it, but a big one. And I'd like to take it soon.

I hope you could improve the sprite of seeker if possible, since seeker's art style is quite similar to Scy's. Since that is the last few steps to finish a mod, I guess no need to rush.
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: SierraTangoDelta on March 02, 2016, 09:55:34 PM
Why do nearly all the SCY ships have horrible shield damage to flux ratios?
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: Tartiflette on March 03, 2016, 12:36:43 AM
Why do nearly all the SCY ships have horrible shield damage to flux ratios?
Because they have a HUGE flux capacity to soak that flux: Two to three times more than vanilla (and an horrendous flux dissipation).

I hope you could improve the sprite of seeker if possible, since seeker's art style is quite similar to Scy's. Since that is the last few steps to finish a mod, I guess no need to rush.
What do you mean "similar"? The only ship that could vaguely reminds you of Scy is the Clipper, but it's the only one with that look: every anomaly and artifact is quite unique in shape, style and mechanic...
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: Mr. Nobody on March 03, 2016, 01:15:30 AM
Pimp looks nicer but the one you posted kinda lose some of the "feel" found in the details (especially with the hull's paintjob becoming full blue from blue and white), however the new engine (and the part where the engine attach to the ship) look good

I'd say keeping the overall sprites and just smooth them around the edges (anti aliasing and stuff) with little touches here and there is the better option IMO.
Title: Re: [0.7.2a] Scy V0.99b (03/03/2016)
Post by: Tartiflette on March 03, 2016, 01:26:18 AM
DOWNLOAD
REQUIREMENT
Mod:
(http://i.imgur.com/EaampUO.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.99RC2.7z)




Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0) and Corvus mode.
Integrated with Dark.Revenant's Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)
LazyWizard's
(http://i.imgur.com/Wun4rbC.png) (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Debido's
(http://i.imgur.com/MBNHRMH.png) (http://fractalsoftworks.com/forum/index.php?topic=8266.0)

Small patch for the ORION Artillery, tweak to the Stymphalian Bird frigate and compatibility with the new TwigLib.

CHANGELOG
Spoiler
v0.99b

BALANCING:
 - Stymphalian Bird:
   . Now has a small time dilation when exiting the experimental phase teleporter instead of the speed boost.

BUGFIXES/IMPROVEMENT:
 - ORION Artillery:
   . Now properly set to 40 rounds per minute.
 - Compatibility with the latest TwigLib.
[close]
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: sycspysycspy on March 03, 2016, 02:40:20 AM
What do you mean "similar"? The only ship that could vaguely reminds you of Scy is the Clipper, but it's the only one with that look: every anomaly and artifact is quite unique in shape, style and mechanic...
Sorry, it's my bad, I only watched the trailer and the last scene left me a very strong impression.
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: SierraTangoDelta on March 03, 2016, 10:54:21 AM
Why do nearly all the SCY ships have horrible shield damage to flux ratios?
Because they have a HUGE flux capacity to soak that flux: Two to three times more than vanilla (and an horrendous flux dissipation).

The biggest offender of the horrible damage-flux ratio is the Siege Carrier, it has a 1.9 flux to damage ratio, which is frankly complete and total garbage for a ship of that size, and it easily gets taken down by just a few destroyers and a cruiser

Title: Re: [0.7.2a] Scy V0.99b (03/03/2016)
Post by: Tartiflette on March 03, 2016, 01:01:15 PM
Paragon: 0.6 shield efficiency x 25000 base flux capacity = 41666 damage resistance
Nemean Lion: 2 shield efficiency x 45000 base flux capacity = 22500 damage resistance
Astral: 0.6 shield efficiency x 12000 base flux capacity = 20000 damage resistance
Odysee: 0.8 shield efficiency x 15000 base flux capacity = 18750 damage resistance
Onslaught: 1 shield efficiency x 17000 base flux capacity = 17000 damage resistance
Keto: 1.9 shield efficiency x 28600 base flux capacity = 15052 damage resistance
Conquest: 1.4 shield efficiency x 20000 base flux capacity = 14285 damage resistance

Same goes for the rest:
Aurora: 18750 shield resistance
Stheno: 17000 shield resistance
Eagle: 12500 shield resistance
Dominator: 10000 shield resistance

Erymanthian Boar: 9176 shield resistance
Gryphon: 6250 shield resistance

So no, Scyan shields are not especially weak.
Title: Re: [0.7.2a] Scy V0.99b (03/03/2016)
Post by: arcibalde on March 03, 2016, 02:06:10 PM
Pimp definitely. I i wouldn't say its that far from vanilla then again my abstinence from playing Starsector for a year or more (couldn't say how much but it's a lot) influence heavily my memory of vanilla ships looks ;D
Title: Re: [0.7.2a] Scy V0.99b (03/03/2016)
Post by: Toxcity on March 03, 2016, 02:16:33 PM
If you're running a fleet with a Siege Carrier don't you usually have some escorts for it. Like at least some frigates/destroyers to protect it if things go a bit awry.
Title: Re: [0.7.2a] Scy V0.99b (03/03/2016)
Post by: Surge on March 03, 2016, 04:36:14 PM
Yeah this isn't Diable, your carrier is gonna need escorts.
Title: Re: [0.7.2a] Scy V0.99b (03/03/2016)
Post by: Mr. Nobody on March 05, 2016, 09:38:35 AM
So i've noticed a thing with the modular armor while playing 0.7.1a (haven't updated yet, waiting for all the mods to complete the transition first):

Even if it's installed on allied, non-player ships it still default to being "player owned".

This means that if i call a general retreat my ships will escape but since the allied armor is tied to the ships they will never be able to leave the battlefield meaning that the battle will continue until the enemy  ships or the armor is destroyed.

Let's just say this is somewhat annoying.

It is possible to make the allies modular armor to be NPC owned instead of player owned?
Title: Re: [0.7.2a] Scy V0.99b (03/03/2016)
Post by: Tartiflette on March 05, 2016, 09:48:28 AM
So i've noticed a thing with the modular armor while playing 0.7.1a (haven't updated yet, waiting for all the mods to complete the transition first):

Even if it's installed on allied, non-player ships it still default to being "player owned".

This means that if i call a general retreat my ships will escape but since the allied armor is tied to the ships they will never be able to leave the battlefield meaning that the battle will continue until the enemy  ships or the armor is destroyed.

Let's just say this is somewhat annoying.

It is possible to make the allies modular armor to be NPC owned instead of player owned?
That was not possible in 0.7.1, and that is corrected in 0.7.2.
Title: Re: [0.7.2a] Scy V0.99b (03/03/2016)
Post by: ANGRYABOUTELVES on March 05, 2016, 06:19:02 PM
Is the Orion Artillery supposed to be able to oneshot battleships?
Title: Re: [0.7.2a] Scy V0.99b (03/03/2016)
Post by: Abyz on March 05, 2016, 07:58:47 PM
Is that what one shot killed my medusa?? Haha
Title: Re: [0.7.2a] Scy V0.99b (03/03/2016)
Post by: ANGRYABOUTELVES on March 05, 2016, 08:17:44 PM
Is that what one shot killed my medusa?? Haha
Was it an orange glowing thing moving very, very fast? Something like this?
Spoiler
(http://i.imgur.com/hlDUZLr.jpg)
(http://i.imgur.com/fw0oBKY.jpg)
(http://i.imgur.com/yFg1CUD.jpg)
(http://i.imgur.com/Tc9CFev.jpg)
[close]

Two shots to overload, one shot to kill. I've gone back and replayed this fight a couple of times, sometimes it only takes 1 shot to overload, sometimes it takes 4 shots, but the thing fires so fast it doesn't really matter. Take a look at how much armor was destroyed in that single shot.

This cannot possibly be intended.
Title: Re: [0.7.2a] Scy V0.99b (03/03/2016)
Post by: Surge on March 05, 2016, 08:21:01 PM
the ORION seems to be a bit of a problem child lately.
Title: Re: [0.7.2a] Scy V0.99b (03/03/2016)
Post by: Tartiflette on March 06, 2016, 12:37:58 AM
Is that what one shot killed my medusa?? Haha
[...]
Two shots to overload, one shot to kill. I've gone back and replayed this fight a couple of times, sometimes it only takes 1 shot to overload, sometimes it takes 4 shots, but the thing fires so fast it doesn't really matter. Take a look at how much armor was destroyed in that single shot.

This cannot possibly be intended.
the ORION seems to be a bit of a problem child lately.
Skills are the problem. They make anything with one high stat stupidly strong. I'll have to do the damage calculation manually.
Title: Re: [0.7.2a] Scy V0.99b (03/03/2016)
Post by: Mr. Nobody on March 06, 2016, 05:08:32 AM
Skills are the problem. They make anything with one high stat stupidly strong. I'll have to do the damage calculation manually.

How so exactly? Ordnance Expertise gives 10% more damage at max level, a weapon that fire a 100 damage shot every second has a DPS of 100, same with a weapon that fire a 200 damage shot every two seconds; with the 10% additional damage both weapons have a DPS of 110.

Yet the 2nd weapon is somehow stronger (assuming that in both cases all the shots hit the target)?

Is there something i am missing? Only thing i can think of is if the Orion count as a missile then it gets a additional 20% damage with maxed missile specialization but i don't think it is the case.
Title: Re: [0.7.2a] Scy V0.99b (03/03/2016)
Post by: Tartiflette on March 06, 2016, 05:27:20 AM
Skills are the problem. They make anything with one high stat stupidly strong. I'll have to do the damage calculation manually.

How so exactly? Ordnance Expertise gives 10% more damage at max level, a weapon that fire a 100 damage shot every second has a DPS of 100, same with a weapon that fire a 200 damage shot every two seconds; with the 10% additional damage both weapons have a DPS of 110.

Yet the 2nd weapon is somehow stronger (assuming that in both cases all the shots hit the target)?

Is there something i am missing? Only thing i can think of is if the Orion count as a missile then it gets a additional 20% damage with maxed missile specialization but i don't think it is the case.
The kinetic damage is based on the projectile speed, but skills can increase that. Also skills can increase the bullet damage and there is a small inconsistency in the API that made the projectile gain High-Explosive damage with each step instead of reducing it.
Title: Re: [0.7.2a] Scy V0.99b (03/03/2016)
Post by: ANGRYABOUTELVES on March 06, 2016, 06:16:41 AM
The kinetic damage is based on the projectile speed, but skills can increase that. Also skills can increase the bullet damage and there is a small inconsistency in the API that made the projectile gain High-Explosive damage with each step instead of reducing it.
And by "small inconsistency" you mean game-breaking bug. :P
Title: Re: [0.7.2a] Scy V0.99b (03/03/2016)
Post by: Tartiflette on March 06, 2016, 06:33:18 AM
And by "small inconsistency" you mean game-breaking bug. :P
Not exactly:
projectile.getBaseDamage() returns the damage before the modifiers
projectile.getDamage() returns the effective damage after modifiers
projectile.setDamage() modifies BaseDamage.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Tartiflette on March 06, 2016, 02:03:24 PM
DOWNLOAD
REQUIREMENT
Mod:
(http://i.imgur.com/EaampUO.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/SCY_0.99RC3.7z)




Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0) and Corvus mode.
Integrated with Dark.Revenant's Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)
LazyWizard's
(http://i.imgur.com/Wun4rbC.png) (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Debido's
(http://i.imgur.com/MBNHRMH.png) (http://fractalsoftworks.com/forum/index.php?topic=8266.0)

Final fix (I hope, before you guys break it again :-[) for the ORION artillery. Now the damage shouldn't one-shot anything anymore. As a treat to compensate the losses incurred, I slightly buffed the speed of most ships, and a few got +1 burn speed. They should be in that awkward spot where they are not that faster than most vanilla fast ships but cannot mount any engine mods anymore.
 
In addition the whole lore has been rewritten in proper English this time, with a few extra details. Big thanks to Mesotronik that did the bulk of the work on this one.

(http://i.imgur.com/bfvKdlm.png)
(http://i.imgur.com/5WgjhJP.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/THE_LOREV02.pdf)(http://i.imgur.com/dB1S7FM.png) (http://imgur.com/a/r5W0m)
     
(http://i.imgur.com/9VKYNdK.png)
(http://i.imgur.com/5WgjhJP.png) (https://bitbucket.org/CodingTartiflette/scy-nation-mod/downloads/THE_HUNTV02.pdf)(http://i.imgur.com/dB1S7FM.png) (http://imgur.com/a/Kvfrd#6cFG7kT)

CHANGELOG
Spoiler
v0.99c

BALANCING:
 - Most ships received a small buff to their max speed, and some got +1 burn speed.

BUGFIXES/IMPROVEMENT:
 - ORION Artillery:
   . No longer dealing stupidly high amounts of damage at stupidly long range distances with high level characters.
[close]
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Cordacc on March 10, 2016, 04:52:30 PM
What exactly is the reasoning behind both Scy capital ships having a burn speed of 9? It's not like they're particularly fast in combat and getting chased around by burn 9 capital ships seems a bit much. Even 8 would be fine for a fast ship as no vanilla and almost no mod capital ships go higher than 7 burn. I think a few neutrino go to 8, but that's it as far as I'm aware of.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: SierraTangoDelta on March 10, 2016, 10:27:42 PM
The whole point of SCY is that they're supposed to be fast raider kind of guys.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Cordacc on March 10, 2016, 10:51:12 PM
The whole point of SCY is that they're supposed to be fast raider kind of guys.
I totally understand that, it just mechanically means that Scy is the only faction I will never ever fight in early or midgame, because if you've bought even one 8 burn level cruiser and the Scy are hostile to you, then you can have a 9 burn fleet with capital ships in it that you have 100% no chance of defeating following you around until it inevitably catches you. With no chance of escaping you just have to sorta watch as a fleet about 5x your strength slowly but surely catches up and destroys everything you've been working on. I just think 9 is one too high for capital ships as it effectively makes them faster than not only every other capital ship but faster pretty much every other cruiser as well.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: JohnDoe on March 10, 2016, 10:55:25 PM
You could always retreat. As you said they're not particularly fast in combat.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Cordacc on March 10, 2016, 11:20:12 PM
Right, but even if I retreat they're still faster and stronger so they can just keep chasing me.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Tartiflette on March 10, 2016, 11:52:42 PM
What exactly is the reasoning behind both Scy capital ships having a burn speed of 9? It's not like they're particularly fast in combat and getting chased around by burn 9 capital ships seems a bit much. Even 8 would be fine for a fast ship as no vanilla and almost no mod capital ships go higher than 7 burn. I think a few neutrino go to 8, but that's it as far as I'm aware of.
Only the Keto has a burn of 9, and it's a support carrier. The much more dangerous Nemean Lion is burn 7 like every other vanilla capital-ships.
Most Scyan ships have +1 burn compared to the fast vanilla ships of their class, and the carriers have +2. That is because they can't mount augmented engines or unstable injector and will be stuck at this speed. Since their firepower is somewhat limited, they have to use their speed advantage to jump on weaker fleets.
The exceptions to this rule are the armored ships that have the burn speed of a vanilla ship and are stuck at this rate, limiting their speed optimization.

I suppose I could reduce the Keto's burn to 8 but then it will feel like a straight downgrade from the Astral without any redeeming ability since the nerf of the main gun.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Cordacc on March 11, 2016, 12:06:32 AM
I suppose I could reduce the Keto's burn to 8 but then it will feel like a straight downgrade from the Astral without any redeeming ability since the nerf of the main gun.

That is a very good point, I hadn't really thought about it that way. I guess my response was a little bit too knee-jerk to a Capital ship with 9 burn. It does only have 110 op (with, yes, some built in systems) so it's definitely paying for the 9 burn with some stats.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Tartiflette on March 11, 2016, 12:18:33 AM
That is a very good point, I hadn't really thought about it that way. I guess my response was a little bit too knee-jerk to a Capital ship with 9 burn. It does only have 110 op (with, yes, some built in systems) so it's definitely paying for the 9 burn with some stats.
I can understand the surprise though, and depending on the wing complement it can be a very nasty one. But if it's fleet was burn 9, you really encountered a bad roll. A fleet with a Keto should have a few cruisers, and several Scyan cruisers have a burn of 8. So you really met the fastest fleet configuration possible with Scyan ships.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Surge on March 11, 2016, 03:39:10 AM
You've inspired me, I'm gonna build a Keto fleet with a burn speed of 9 in Nexerlin for the hell of it.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Tartiflette on March 14, 2016, 12:50:27 AM
Pasted from SS+ the thread:
Oh damn it I always forget that EMP goes through shields now.

Now if you'll pardon me for a second I think I'm gonna need to crunch some numbers to compare the shields between them
Spoiler
Shield upkeep: 350 on Keto to 420 on Astal
Shield arc: 360 on Astral to 90 on Keto
Flux/damage: 0.6 on Astral to 1.9 on Keto
Flux capacity: 28600 on Keto to 12000 on Astral
Effective shield HP: 20000 on Astral to 15052 on Keto
[close]
I...I honestly expected the Keto to come out much better there. Doesn't help that the Keto will have ass for vent rate because of the insane amount of flux capacity. Help me out here guys the Keto is looking more and more unappealing even with the current 9 burn speed the more I compare it to the Astral. Twiglib makes it hard to compare armor and hull stats because of the ablative arms but I don't think they impact speed and I know they don't impact shields.
Yes the shield is worse, Scy usually is closer to mid-tech for their shield capacity. That's why I think the burn 8 Keto is slightly worse than the Astral, although I may nudge the efficiency up a bit. But the issue with the burn 9 was that it's a capital-ship that can match the speed of some frigates fleets given how ubiquitous the Brawler has become, and that shouldn't be a thing, ever.

 As for the venting, don't forget that the Scyan Engineering hullmod gives a massive bonus to the vent rate! If you max out the flux vents on top of that it will be done in an instant.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Argonic82 on March 15, 2016, 10:22:14 PM
Hi, I'm having a bug that causes a crash whenever I fight Scy fleets, I'm not sure exactly what mod is causing it but I've only seen it when fighting Scy ships so I think that they have something to do with it. Anyway, here is the tail end of my log file:

Code
305308 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [SkeletonCrew.ogg]
305308 [Thread-10] INFO  sound.H  - Playing music with id [SkeletonCrew.ogg]
305732 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: db.twiglib.core.SubNode cannot be cast to db.twiglib.core.RootShipAPI
java.lang.ClassCastException: db.twiglib.core.SubNode cannot be cast to db.twiglib.core.RootShipAPI
at db.twiglib.TwigUtils.getChildNodesAsShips(TwigUtils.java:58)
at data.scripts.util.BRDYTwig.empTargetTwig(BRDYTwig.java:20)
at data.scripts.weapons.ScalaronPulseOnHit.onHit(ScalaronPulseOnHit.java:40)
at com.fs.starfarer.combat.entities.Missile.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.o0OO.A.D.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OO.OoOO.super(Unknown Source)
at com.fs.starfarer.combat.o0OO.OoOO.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)
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Weltall on March 15, 2016, 10:42:26 PM
Not 100% sure, since I do not understand as much as the modders, but since it keeps mentioning it; Have you installed the latest Twiglib (http://fractalsoftworks.com/forum/index.php?topic=8266.0)?
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Argonic82 on March 16, 2016, 07:19:22 AM
Not 100% sure, since I do not understand as much as the modders, but since it keeps mentioning it; Have you installed the latest Twiglib (http://fractalsoftworks.com/forum/index.php?topic=8266.0)?

Yeah, I already checked that everything was up to date.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Tartiflette on March 16, 2016, 07:30:20 AM
Yeah, I already checked that everything was up to date.
Oh, I would have though it was caused by either an up-to-date Scy with an outdated TwigLib or vice-versa. Well, I'll take a look tonight.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Argonic82 on March 16, 2016, 10:00:57 AM
Yeah, I already checked that everything was up to date.
Oh, I would have though it was caused by either an up-to-date Scy with an outdated TwigLib or vice-versa. Well, I'll take a look tonight.

Here is some more detail on the bug:

I first experienced it in a battle with some pirates who had a number of Scy ships, this was a one off occurrence of the bug because after I reloaded from my save I did not see that fleet again. The second and third time it happened was with the same Scy fleet. I had saved and there was a Scy strike fleet that was hostile to me passing by, I engaged it and when I fired on one of the ships with a Scalaron cannon mounted on my Nevermore I instantly got the crash. I reloaded and tried engaging the fleet again and the exact same thing happened, crash on a Scalaron shot hitting a Scy ship. Later on I encountered a Scy Hit fleet and had no choice but to engage, at this point I no longer had the Scalaron cannon equipped and I don't think any of the other ships in my fleet had one either, this time I did not get any crashes. So yeah, I think it might be something about the Scalaron and TwigLib not interacting properly.

Anyway, I hope the extra detail helps a bit. :)
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Tartiflette on March 17, 2016, 01:20:10 AM
So yeah, I think it might be something about the Scalaron and TwigLib not interacting properly.
Yup, that's an outdated TwigLib for sure. It work fine in my version and the lines index of the Log don't match.
Title: Re: [0.7.2a] Scy V0.99 Better ORION Artillery. (29/02/2016)
Post by: Dudley Dickerson on March 17, 2016, 01:42:56 AM
So, I once declared that Scy 1.0 would be the release I updated all the sprites to a higher quality bar than the current one. (was it really two years ago already Oo?) And since I'm seriously running out of version numbers, I suppose I really have to get it done now. Problem is, I'm not sure what the extend of the change should be... I tried a lot of things and it mostly came down to this two contenders:

Spoiler
(http://i.imgur.com/mGQMy5p.jpg)
[close]

One rule though, don't ask for something "in-between" those two: it doesn't work at all as they have contradictory aspects and techniques, and it would take as much work as doing both of them so this is a big no-way.

So, which one do you guys prefer?

Definitely bashed in my opinion. I like my games to be aesthetically consistent so that the suspension of disbelief isn't broken. If there's some graphic sticking out from the rest, it's impossible not to notice.
Either way both look amazing. Can't wait.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Argonic82 on March 17, 2016, 05:06:31 AM
So yeah, I think it might be something about the Scalaron and TwigLib not interacting properly.
Yup, that's an outdated TwigLib for sure. It work fine in my version and the lines index of the Log don't match.

Are you sure? Is 6.10 not the latest version? Because that is what I have and it's the latest version I see in the TwigLib thread.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Tartiflette on March 17, 2016, 05:15:41 AM
Are you sure? Is 6.10 not the latest version? Because that is what I have and it's the latest version I see in the TwigLib thread.
It is. Did you completely removed it the last time you updated your twiglib, or redownloading it again?
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Argonic82 on March 17, 2016, 05:43:19 AM
Are you sure? Is 6.10 not the latest version? Because that is what I have and it's the latest version I see in the TwigLib thread.
It is. Did you completely removed it the last time you updated your twiglib, or redownloading it again?

It's all freshly installed, I've only been playing Starsector for a couple weeks and I started a new game with mods like a week ago so everything is fresh.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Tartiflette on March 17, 2016, 05:57:34 AM
It's all freshly installed, I've only been playing Starsector for a couple weeks and I started a new game with mods like a week ago so everything is fresh.
Well, the last Twiglib update was 5 days ago... And it works for me, that strongly suggest you have something outdated. Anyway, that's an issue with Twiglib rather than Scy so maybe you should also poke Debido in his thread too?
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Tartiflette on March 19, 2016, 02:07:44 AM
(http://i.imgur.com/5g5U5L9.png)

Still trying stuff for the redesign. I said I wouldn't mix bash and rework, but that engine looked too good.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: ANGRYABOUTELVES on March 19, 2016, 02:23:27 AM
I'd say go with either Pimp or BashPimp, up to you. I think BashPimp looks ever so slightly better, but they both look really nice. I don't like the Full KitBash because it discards the most defining feature of Scy's visual design, the blockiness. If it's a geometric shape, mostly straight lines and hard angles with an oversized pointy engine, it looks like a Scy ship. Full KitBash just has too many curves.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Taverius on March 19, 2016, 03:09:36 AM
I still prefer Pimped.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Gothars on March 19, 2016, 03:54:17 AM
I like the "pimped" front  and the "bash-pimped" rear.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Mr. Nobody on March 19, 2016, 04:03:33 AM
Either Pimped or Bash+Pimped with a preference for Pimped

Only thing i don't like (or at least: would miss) is the loss of variety/detail in the paintjob (blue+white vs all blue)
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Bastion.Systems on March 19, 2016, 04:45:15 AM
Very cool designs, the new engine assembly looks very good.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: ValkyriaL on March 19, 2016, 09:20:28 AM
I'd say try the Original front and the bash pimped rear for that true SCY feel and coloring.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: SierraTangoDelta on March 19, 2016, 11:45:12 AM
I agree with ValkyriaL, go with the original front half of the ship, and use the engine/back from the Bash+Pimped design.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Mr. Nobody on March 19, 2016, 11:52:20 AM
I agree with ValkyriaL, go with the original front half of the ship, and use the engine/back from the Bash+Pimped design.

What about Bash+Pimped back but with the 4 "bits" at the sides gray instead of blue? Would that work?
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Tartiflette on March 19, 2016, 11:56:26 AM
[...]for that true SCY feel and coloring.
That is exactly what I want to get somewhat rid of...
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Mr. Nobody on March 19, 2016, 12:09:41 PM
WELP! If getting rid of SCY aesthetics is what you're going for (Kornheiser_WHY.jpg) then go full kitbash.

Though i personally find it quite ugly, many ships already are very bulbous and curvy.

Spoiler
(and if we want to go full sperg, SCY is stealthy lorewise and curves make you ping on radars like crazy because no matter where it is in relation to you, with curves the radar will end up always finding a flat surface to reflect on)
[close]
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Tartiflette on March 19, 2016, 12:27:29 PM
(and if we want to go full sperg, SCY is stealthy lorewise and curves make you ping on radars like crazy because no matter where it is in relation to you, with curves the radar will end up always finding a flat surface to reflect on)
Well, if we want to go full sperg, the sector mustn't be using radars because it would be slow: the detection method is obviously faster than the speed of light. Besides that method of detection would be the worst in space because with the power required your ship would be a beacon for targeting, and passive detection of heat is twice as fast.

Also the phase ships have an active method to decrease their signature, thus using similar shapes and hull style can only fit better with the lore...

(that being said, the first style was blocky to remind modern day stealth ships)
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Tartiflette on March 21, 2016, 07:31:30 AM
(http://i.imgur.com/sfhzDaj.png)

   Because at some point I have to settle on something, and that last version wasn't so bad, here is the new look of the Scyan ships. Also I never intended to get rid of the stripes, and I think they look even better that way instead of blue on grey. Although now I have that weird feeling of dejà-vu when looking at Scy and Diable... Red, Blue, hum...

   Anyway this is more work than either full kitbash or just partial rework, not to mention almost all ships will need some serious modifications now, so don't expect anything to come out soon.

   And since it's a good occasion to trim down the less useful stuff, I intend to remove several ships: The Megaera phase frigate, the Euryale command destroyer, the three Manticore support cruiser (the carrier will probably be redone from scratch) and probably the Balius Tanker. To compensate I'm thinking about adding two more interesting ships (more on that later), and eventually adding back the Manticores' built-in weapons as modular ones.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: HELMUT on March 21, 2016, 07:46:42 AM
(http://i.imgur.com/sfhzDaj.png)
(https://media.giphy.com/media/tsgNNs93oIbwk/giphy.gif)
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Bastion.Systems on March 21, 2016, 07:57:59 AM
I really really like the striped ones!
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Weltall on March 21, 2016, 08:11:33 AM
So amazingly viewtiful.. T_T they look awesomelicious! But definitely I will miss Manticores, especially the MIRV ones. I always had in my fleet at least one of these and actually at times I used one of them as a flagship, standing behind the lines and raining the enemies with missiles :3 Every 10 seconds, my enemies cringed! MWAHAHAHAHA... ahem.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Dudley Dickerson on March 21, 2016, 08:25:00 AM
I don't know why, but I like the look of the original triangular engines the most. Either way they all look gorgeous to me.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Tartiflette on March 21, 2016, 08:34:06 AM
So amazingly viewtiful.. T_T they look awesomelicious! But definitely I will miss Manticores, especially the MIRV ones. I always had in my fleet at least one of these and actually at times I used one of them as a flagship, standing behind the lines and raining the enemies with missiles :3 Every 10 seconds, my enemies cringed! MWAHAHAHAHA... ahem.
Well, if I make those weapons modular, you will be able to launch them four by four from an Erymanthian Boar... Although they probably will have limited ammo and less fire rate. Or maybe a bomber variant??? Now that would be evil.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Cycerin on March 21, 2016, 10:25:13 AM
I like the two striped ones the most. They look very flat and boxy still, but I think the stripe breaks it up a bit. I would still like to see scy ships shaded so that they look more like a polygon and less like a box, with some sort of subtle depth to the top, perhaps with a prismic or tetrahedon impression to the overall shape? idk

The ship to the top right has the best impression of depth to me, as it appears mostly flat but slightly wedge shaped or slanted towards the front. The engine also looks better.

SCY ships would benefit from small fins, radiators or antennae off to the sides too, especially if they appear to be "below" or diagonally pointed downwards, to break up the overall boxy shapes.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Abyz on March 21, 2016, 03:47:42 PM
Very sharp!
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Alphascrub on March 21, 2016, 09:04:05 PM
(http://i.imgur.com/5g5U5L9.png)

Still trying stuff for the redesign. I said I wouldn't mix bash and rework, but that engine looked too good.

Personally I like the full bash pimped the most. The pimped is cool alright especially if you want a more utilitarian look. The full Kitbash is ok but it has a lot going on. Which isn't a bad thing I guess it just feels kind of flat to me even though it has more detail.  Overall I think they all look better than the original.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: spartan117pr on March 21, 2016, 10:29:55 PM
The full kitbash wouldnt be that bad really if it just didnt have the bulbous areas around the larger mounts tbh.  Its just so different from the scy we know and love that it feels like an impostor.  :'(
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Ratheden on March 31, 2016, 12:58:15 AM

Bash+Pimp has my vote.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Surge on March 31, 2016, 09:53:46 AM
I'll be honest, I'm gonna miss the old flying bricks.
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Tartiflette on March 31, 2016, 02:21:17 PM
Browsing my old files I stumbled on this project than never panned out, so I might as well share it. Back when Gedune was still active, we tried to make a cross-faction mini campaign missions mod, with a bit of story attached. (it's kinda rough so sorry for the many typos/grammar errors and such)

Spoiler
(http://i.imgur.com/uWpxsZO.jpg)
(http://i.imgur.com/g4HXDDi.jpg)
[close]
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Mr. Nobody on March 31, 2016, 11:07:26 PM
I'm going on a limb and say "mayorate".

Either that or Shadowyards
Title: Re: [0.7.2a] Scy V0.99c (05/03/2016)
Post by: Tartiflette on April 02, 2016, 03:40:07 AM