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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Caymon Joestar

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1
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: March 13, 2024, 03:29:20 PM »
Adding in a few bugs in 2.9.1.

  • Dampened S-modded on prebuild in is not giving the increase to deployment.
  • All four of the new ships are not effected by the pilot skill Support Doctrine.
  • The built in micro missiles systems on the ships and the not the small micro missile launcher only does one reload at a time.  It only does the reload when the full bank is empty vs cycling the reloads so you are seeing a large drop in missiles. Also with 2.9.1 Ashes of the Dominion skill Unstoppable Force is no longer interacting correctly after the update.


Just played for a little bit so far but I did notice the Ashfall is wildly mobile after the ability is used.  I looked at the file and it might be because it has the frigate version of that ability.  It currently is using diableavionics_evasion and it might be better if it had diableavionics_heavyflicker could remove the extra mobility boost.  It seems like the mass might be reduced after the use of diableavionics_evasion or it is just part of that skill.


Edit: The built in S-modded version of Dampened Mounts do not seem to work at all right now as it does not adjust Op or adjust deployment costs.  I did check with TMI and it still shows the range change.
micro missile reload isn't a bug and also isn't working the way you state. You can see in the tooltip of the missile that it reloads one volley at a time, not the full ammo, kind of similar to the autopulse laser which reloads one shot at a time. You can't see the ammo reload progress unless you have fully depleted the ammo but it is happening in the background. Easily testable with simulation with one of the missions. Fire maelstrom's array once then wait 20 seconds, you suddenly have full ammo again.
Smod dampened mounts are a bit weird and doesn't apply its dp and op changes without spending some time on the campaign map but it is working as far as I can tell (ibis costing 2 op instead of 4, recson v costing 8 instead of 12).
Support doctrine is working for me with the new ships. Ashfall goes from 25 to 20, riptide from 24 to 19, etc. Should note that built in dampened perfectly counteracts both cruisers dp reduction from support doctrine so in this case you would see no change in dp from either source.
No idea about the aotd interaction since I don't use that mod.

The smod dampened mounts not applying the smod op reduction is a limitation of the game, the easiest way to fix it is just remove or add a hullmod and that will apply the op reduction.

Support doctrine has always worked by reducing then applying any dp increase.

And the Aotd thing isn’t really my problem to fix, I don’t use the mod nor do I know how it works so you want to take it up with the aotd author to fix

2
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: March 12, 2024, 02:09:57 PM »
Recent update Save compatible?

Yes

3
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: March 12, 2024, 01:22:13 PM »
V2.9.1 is out

A new small weapon, the Glowfang equation Rifle
Buffs to the ashfall and adjustments to the arcs for the riptide, ashfall and polarV
Maelstorm dp now 40
Small buffs for some ships
Storm dp down to 23 from 26
Riptide DP increased to 24 from 22
Ashfall dp decreased to 25 from 28
Ashfall now has more Hull and Armor
and others i cant remember atm

still thinking on what to do for Adv avionics and smod dampered mounts

5
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.0
« on: March 11, 2024, 08:18:22 PM »
I noticed this error when checking my game logs. Not sure if diable is the cause, but it obviously mentions diable so there's a decent chance it's the cause:

There’s no ship in this diable version called stolas, you may have a different mod that adds it, I do not know why it uses the same prefix thought. I’ll double check just to be safe

6
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.0
« on: March 11, 2024, 08:07:40 PM »
@Caymon Joestar: very cool! Would you like this moved to Mods/added to the mod index?

Yes please and thank you

7
Mods / Re: [0.95a] Girls Frontline Portrait Pack v1.4
« on: March 10, 2024, 11:39:17 PM »
Hey it's me again

I stopped being lazy long enough to update both the portrait packs to 0.96 and add 60 new portraits to Part 2

You can grab the new versions at the download links in one of my previous posts.

An update to .97 available?

It works if you change the game version numbers

8
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.0
« on: March 08, 2024, 02:27:01 PM »
Wow, cool, Its a shame really what happened to the other version
No malware or zip bombs tho?

None, I looked over the code and recompiled the jar just to be sure and couldn’t find any out of place code before putting it up.
The src is still included if you wish to confirm it for yourself

9
Mods / [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: March 08, 2024, 01:15:05 PM »

Because of recent events with the previous maintainer, I have taken over the role

I have looked through and recompiled the mod to make sure there wasnt any code out of place.

Reverted the ships and fighters stats of the previous to that of 2.7.0. Weapon balance are still the same and would like Feedback on whetever or not to revert those also or at least which specific weapons

Added 4 New ships (2 Cruisers, 1 Destroyer, 1 Frigate) that was planned to be added in before that blew up so I'm adding them here, I would like feedback on the balance of these new ships so if you could, try them out and see if they're too strong or not.

Spoiler









[close]

(Should be Save comp if you are/were using the previous version before)
(Will update the thread later)

Credit to Tartiflette and all those credited on the mod, Tart's patreon: https://www.patreon.com/tartiflette

Credits:
FlashFrozen for the original mod and most designs.
Tartiflette for the artworks, scripting and post 0.7 implementation.
Debido for the Thunderbolt scripts.
Zone51 for the Glowfang Equation Rifle sprite and implemention

10
Mods / Re: [0.9.6] Caymon's Ship Pack v1.2.1
« on: February 23, 2024, 12:42:31 PM »
So...huh is this still work for 0.97? will we get a update?

Yeah it still works for 0.97, you just gotta change the verison number for now

I'll release an update eventually when i get the chance

11
Mods / Re: [0.97a] The Knights of Ludd
« on: February 16, 2024, 09:37:19 PM »
I am Alpharius and I want to know if this faction can beat 10 of the finest Thoraxes in an 10v10 100 point system style tournament match.

12
Mods / Re: [0.9.6] Caymon's Ship Pack v1.2.1
« on: October 25, 2023, 02:53:34 PM »
Unfortunately. I already reinstalled it. And it doesn't seem to help.

So i make do with removing the motorhead from my blueprint selection by editing the save file.

 Previously ships from amazigh ship foundry caused the same bug. I removed the mod a while ago and start a new game. Only to be haunted by this bug again seemingly by this mod.

Fortunately it seems motorhead is the only problematic ship. The Cetan for example works just fine. I can only wait and see if this bug appears again some other time.

Alternatively. Is it possible to remove this mod mid-save?

Can’t really remove it mid-save but you can prob go in and stop the Motörhead from spawning in fleets and just console command it is in if you wanna use one. Is it just happening in the patrol fleets?

I feel like I've been trying to get myself a torchwood for cycles now. Some of your remnant ships are rare spawns, which is ki9nda cool.

Have you considered doing your own version of "the infernal machine" with tiered, high priced upgrades that fork and do funky things?

Of what ships? The torchwood? I suppose but that involves a lot of work and etc and it would prob have to be its own thing rather than a special version of say the torchwood or guts or etc.

Not Impossible in the future but not atm no

13
Mods / Re: [0.9.6] Caymon's Ship Pack v1.2.1
« on: October 25, 2023, 05:49:07 AM »
Hello. I'd like to report that the motorhead heavy pirate mech seems kinda bugged.

Whenever i select the motorhead for my colony's patrol fleets. The game crashes shortly after I re-generate the typical heavy patrol list a few times. I've tested this many times already so I'm fairly confident that something is wrong with the motorhead.

The error log itself didn't say what mod causes the crash. But again. Through repeated testing I can conclude that the motorhead bricks my game one way or another.

1138391 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.getStatus(Unknown Source)
   at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.A.OoOO.?00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.ui.n.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.g.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.supersuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.oOoo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.J.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.F.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Make sure you’re on the latest version and reinstall the mod, idk what could be causing that issue

14
Mods / Re: [0.9.6] Caymon's Ship Pack v1.2.1
« on: October 02, 2023, 03:05:30 AM »
Bad news barer.  After 100s of mods installed fresh install and going through all of them five at a time it seems your mod is the culprit.

Added broken log that includes your mod on the break.  :)


10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_midline_head_deco] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_lowtech_RGun] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_ThunderBoltdeco] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_lowtech_LGun] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [drg_fissure_spike_dummy] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_Pilum_Alter] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_Shouldermissile] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [drg_fissure_breach_dummy] not found in weapon_data.csv
10857 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_lowtech_head] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [radgun] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_shoulderdecoR] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_shoulderdecoL] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_tridentalterdeco] not found in weapon_data.csv
10858 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [csp_scattershotdeco] not found in weapon_data.csv

you're not on the latest version of the mod, update it to the latest version. Its referencing decos for fighters and weapons for fighters and a ship that are no longer exist in the latest version.

15
Mods / Re: [0.9.6] Caymon's Ship Pack v1.2.1
« on: June 01, 2023, 08:29:01 AM »
Hi! Really enjoying a lot of your ships. Wanted to note one thing that seems like it might be a bug: The Ruination "Stealth Bomber Frigate" has two built-in "Mini-Torpedo Launcher". This weapon has about the same firing rate as replenishment rate. They fire 2 rockets every 6.5 seconds and restock 6 rockets every 20 seconds, so their DPS is 203 (198). Haven't used it enough to guess whether it's intended to fire faster or reload slower, though.

EDIT: Having tested it out a bit, my guess would be both? Each launcher is comparable to a Heavy Mortar, with the benefit of no flux, better range and moderate tracking but at the cost of being susceptible to PD and slightly lower DPS (203/198 vs 220). A brawler equipped with two mortars is gonna have well enough OP left to get neutral flux, and it's only 5 DP deploy, but doesn't have extra slots for PD. Overall I'd *probably* take the Ruination over such a brawler just for durability. But, that's a bad way to build a brawler, so that's damning with faint praise. Maybe the issue with the Mini-Torpedo Launchers is just a simple typo and you know exactly how it should be and if so, go for that, but otherwise I guess my suggestion would be something like Refire Delay 6.5s>4s, reload size 6>4; that'd make it a solid damage-dealer upfront that still would lose a fair bit of DPS as the battle goes on.

The intent was that it's a support frigate with the built in's being good for larger ships rather than smaller ones (this is why it doesnt use it against frigates) not really meant to be the same role as a brawler.
But yeah someone already brought attention to that issue with the launchers and it'll be fixed in the next update.

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