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Messages - MShadowy

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1
Hello, I was wondering if you would know a solution to the crash I am having with Shadowyards?
It crashes upon making a new save with the mod enabled.

I have tried updating to the lastest version of sw, and tried renaming the variant file from 'ms_ninurta_standard' to 'ms_ninurta_Standard', but neither fixed the crash.
Forgive me if those are stupid ways to fix it, since I don't know much at all about Starsector modding, and was not able to figure out where the mod files referenced ms_ninurta_standard.

It's a problem with one of the system gen files (specifically, Gigas;) it's been fixed in dev, but I've been held up on release because of new content I haven't had time to complete.

Its (argh) a great mod, its (aaaargh!) just a shame there's so much confusion between its and it's. So I went through the "descriptions" file and fixed it (and ONLY that, nothing else was changed). If that particular mistake is also a pet peeve of yours, feel free to place the corrected file in   wherever-you-installed-starsector\mods\Shadowyards\data\strings
Ah, and it seems I can't just attach a .csv file, so I've had to put it in an archive.

Thanks; I'll have to see how I can merge this into the existing csv (again, due to added content.) I'm normally pretty good at catching the difference between its and it's, but spreadsheets actually make it a little harder for me to catch most of the time.

i dont know why but either th ai doesnt know how to use these ships properly or their ship loadout is bad. because every time i see them fight they always end up gettnig demolished by anything above a trash pirate fleet.

I mean, I can give the ship fits a look, I guess? They usually seem to do alright, but they are pretty squishy under their shields, so it's easy for things going wrong to go really wrong for them.

2
Mods / Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
« on: November 12, 2022, 09:26:45 AM »
You're correct, it's not; giving it a look, it's probably a result of some missing tags (particularly "no_dealer"), which I have just fixed.

3
At the very least I'd say it's worth thinking over; aside from some updates to the ships graphics (which have not made it yet into the general release build) the Tartarus is one of the only ships of it's age that has seen few significant changes. Even with the changes to it's mount types it's functionally pretty much the same ship that it was when it was originally created, and a lot of that comes down to the ship system, which is admittedly a pretty defining feature of the ship. The only vessel that I think has seen fewer changes is the Seski, and that's largely because I haven't figured out how to make the ship system I wanted for it.

While I probably will not be reconsidering the Tartarus' overall function for the next release, I'll likely look at it after that, though at this point I'm absolutely unsure what I should do about it, if anything.

4
It has been removed, but I neglected to update the text. Sorry.

5
Alrighty then. So, Gabloc, I am still working on the mod, I just don't have a lot of time to put into it these days; it is not abandoned. I'm largely held up on the content side of things as I am just too busy with other projects to sit down and come up with assets.

As for Titann's post well... it seems pretty obvious you're frustrated by the general mobility of the faction. So, in order: it is true that the Skadi is pretty fast for a capital ship, but it is also fairly OP starved in comparison to the Astral and the Legion, at least in the current public release, and the standard versions ship system at least doesn't really stand out. The Charybdis is only really fast because of it's ship system; without that it'd be stuck with an otherwise moderately above average baseline speed. Generally, though I'd need more information to be sure, it sounds like you might be poorly set up to actually fight them, since it seems like you're not able to pin them down.

As far as your comment on the frigates goes, I will say that I find your contention that you'd need super-frigates to deal with them to be a pretty significant overstatement. Most of them are not particularly exceptional, with the rather obvious exceptions of the Shamash and Ninurta. Also, as an aside, none of the frigates have cruiser amounts of loiter time. Three of them (the Enlil, the Inanna, and the pirate Southpaw) reach destroyer levels of CR, but these ships also are either awkward messes (the Inanna, which is basically a sideways Brawler) or arguably don't really benefit much from having 300 seconds of combat readiness to begin with (the Enlil and Southpaw are both fragile enough to make that somewhat risky.) It's also noteworthy that this flight time is not particularly unusual even for vanilla frigates, as the Brawler and Vanguard both have 300 second deployment times, and the Monitor 360 seconds, though I'd say only the Monitor really benefits from being able to stick on field for so long just because of how good a speed bump it is. All the rest of the SRA's frigates have pretty typical peak CR times of between 120 to 240 seconds.

Finally, comparing the SRA to the Templar seems highly questionable to me. They are, flatly, just not on that level. They might situationally be very hard to fight if you lack a similar level of mobility or enough numbers to bog them down, but they simply don't have that level of punch or durability, and their mobility isn't enough to make up for the difference.

6
The PD CEPC's are intended to be cheap and aren't especially good, but the faction does have a few decent PD options; the Polarizer's are basically electromagnetic flak and are fairly okay at dealing with missiles and the Urumi is a burst laser equivalent, but the factions premier PD option is probably the Storm Blaster.

7
The Mimir is definitely tricky in some respects. That being said, the Lock Drive is not really intended to be analogous to the Plasma Jets -- if anything its closest cousin in the vanilla mobility systems would be the Burn Drive. It also has some real strengths that neither of those drive systems possess; in particular it is extremely fast, much faster than most comparable systems, which gives you opportunities to jump in if you see a good opportunity to pounce, or to rapidly retreat.

I probably won't give the ship the ability to keep it's shields up (for a couple reasons, for one it might make it a little too good as a tool for retreat, but also it would make it much easier to crash into things and could easily leave you overloaded in an especially vulnerable position.) That being said, I may look into increasing the damage mitigation the system provides while it's up, particularly when colliding.

8
Mods / Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
« on: September 29, 2021, 09:32:44 AM »
The Organs thing is still pretty incomplete, despite having been in the mod for quite some time; I haven't quite been able to get the things working as intended.

A lot of the other issues people have been posting about in my absence have been dealt with in dev, I'm just stalled on finishing up new content and largely too busy to actually get back to the mod. I'm not sure when I'll have a moment to finish the next version.

9
Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: September 29, 2021, 09:30:03 AM »
Ah damn. I've been so busy I hadn't even realized this had happened. Take as long a break as you need, Cyc.

10
It's a peculiarity from adding the ship onto the market in a sort of side script to the main market update script; I'm not entirely sure how to fix it just yet, but it's a fairly minor issue as well.

11
It's not really intended to be anti-fighter weapon, but I guess I can fiddle with it.

As for the build, I can give it a try, but the Ninurta is kind of intended to be a monster. I'm not sure if I can deal with super-stronk builds for it without kinda ruining it.

12
Oh.

Uh, well the Yardies have stations in Yma and Askonia, and the mod adds three systems where they have at least some presence, Anar, Gigas, and Yajna.

13
The stations blueprintss should become available occasionally in Yardie military markets; also if the SRA likes you enough you just gain the ability to build them without having to get the blueprint.

14
Some of the additions won't get into the game without starting a new campaign, but it'll be fine to continue your current one if you don't mind missing what essentially amounts to some flavor stuff.

15
Okay, this should be the final release candidate for this version of Shadowyards; thank you very much for all your patience.


Changelog 0.9.5-rc4

Spoiler
  • The Carmine (Redwings) should show up in SRA military and black markets and in Redwings fleets, as in retrospect there wasn't much reason to keep it from showing up while the mission string that would put it in game isn't even implemented yet
  • Finally seem to have resolved the ongoing Mimir vector crash bug, with thanks to President Matt Damon on the discord
  • Redwings Command no longer makes Euripides a military market, and as such its uh... military market has been removed
    • Please note that this will not effect existing saves
  • Some adjustments to Modular Fabricators and their sub industries in order to prevent possible issues with industry ids getting confused
  • Went over the Elysium (P)'s description to make it less clunky
  • Replaced the Potnia-bis' flare launcher with a damper system
  • Fixed an issue with the Tartarus' colission radius being smaller than its shield
  • Shikomes should no longer kill themselves with their mini-lances, and re-added the trails for the shot
  • Gave Theramin a custom planet class, Irradiated Terran, and a matching planet graphic
  • Theramin once again has its Radiation Absorbers, to help deal with it's newly gained Irradiated condition
[close]

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