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Messages - Fuzzlewhumper

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Mods / Re: [0.95.1a] Junk Yard Dogs - V 1.65 - 02/09/22
« on: February 09, 2022, 09:08:33 PM »
Attempting to hover over Faraday cage has repeatedly crashed me consistently with a Fatal:Conversion = 'm'. 

Edit :Can I safely remove this hullmod from the .csv?

I Experienced the same issue.

I resolved by going to the file: mods/junk yard dogs 1.65/data/hullmods/hull_mods.csv

I went to line 13 in a text editor.

Deleted the red highlighted %:
Faraday Cage,JYD_reinforcedhull,0,,JYD,special,special,7000,TRUE,,,1,2,3,4,data.scripts.hullmods.JYD_reinforcedhull,Decreases the ship's hull by %s % making room for a shock absorbing faraday cage that reduces EMP damage by %s and increases the ship's personnel chance of surviving sustained damage by %s.,EMP hardened Hull,graphics/JYD/hullmods/JYD_reinforcedhull.png

I Saved and started the game. The issue didn't happen again for me.

2
Quote
Ah! Yes, unfortunately, this must be friendly fire... To help me find the culprit easier, can you tell me the weapon used by your IW-201 bomber? There may be around 4 or 5 variants of the same bomber with different loadouts, you see!

I deleted that save, I was happily testing stuff out and seeing what did what. Beyond the ship name and the fighter I picked, I'll just tell you what visually was happening if that's of use.
The bombers would launch and take up position just behind my ship. The enemy was about 6 ship lengths away from me and the bombers launched these little pebble looking things that drift along without tracking. When they get close to the enemy, they explode into several smaller fast shrapnel things and do damage to the enemy.

Now, what was happening to me, the little pebble things smacked into the back of my ship and exploded... Kaput ... dead as a door nail. :)

I'll trying figuring out which of the bombers it was again, I really liked those missiles. :)

Oh, as for the not enough places to get stuff, I've been marching around liberating pirate bases with marines and giving the stations/worlds to my sponsor. Maybe I'll get me some sweet ships and missiles soon. The low level stuff is cool, but the higher tier stuff is going to be a screen of missile goodness I'm thinking. :)

3
I'm enjoying the mod but I do have some things about it that 'feel' like they're not as intended.

The home system has everything on the one and only world, the pathers are triggered from the start. I don't have a problem with it, just mentioning it as feeling odd when compared to the other faction starts (I've not tried them all, It may be more common than I think).
Was more common than I thought, never mind. :)

The IW-365 ship (as bought from the open market on the starting world) lacks the Minimal Armor Package included with the large carrier group start. I'm suggesting adding a blueprint at the start that includes what you wish it to include for the player to start off with. (P.A.C.K. starts the player with a blueprint for its ships 24,000 value - don't know what all it includes). Something to consider so a player can make bought ships from the station have the same load outs.

Again on the IW-365 ship (but this may not be specific to the ship and more specific to the fighter I chose to pair it with). I bought IW-201 Bomber's for this ship. First combat, before the enemy has had a chance to reach my back line and kill this ship, the ship is destroyed. I restarted to see why and paid close attention. The missiles sent out by the IW-201 KILLED the mother ship (IW-365) they were launched from. Friendly fire? This feels more like a bug than intended behavior.

Thanks for the mod, enjoying it! :)

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