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Messages - Morion

Pages: [1]
1
Mods / Re: [0.65.2a] Scy V0.88 Compatibility Update (13/02/2015)
« 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.

2
Mods / Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
« 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.

3
Mods / Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
« 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.

4
Mods / Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« on: November 05, 2013, 10:38:08 AM »


Blackrock has successfully developed a military-grade, destroyer-sized phase cloak. Look out for the Asura-class Monitor in the future!

While the phase cloak is inefficient, the ship design compensates: on each flank of the vessel, three prominent capacitors can store excess flux. In a pinch, the capacitors can then be shut off from the reactor circuit and ejected into space, allowing an instant drop in hard flux. This allows the ship to pump out lethal amounts of damage if unchecked, thanks to its built-in Linear Pulse Cannon.

Phase cloak ship! It's that I lacked so much when was fighting with Tri-Tachion last time. And again with interesting implementation. I will look forward to play with this new toy. Also it would be good to see some frigate as well.

5
Mods / Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« on: October 24, 2013, 10:51:52 AM »
Thanks Magician, I know about it and going to try it. I just ryed to find cause of lags that I got while was playing Exerelin with Kadur and Blackrock.

6
Mods / Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« on: October 21, 2013, 11:17:44 AM »
Hi Cycerin, lately I have plaid with Blackrock mostly, and it's just great. First time I tried it, it seemed overpowered to me. But now I think it's pretty balanced, and it's good to hear that you going to change that AI can't use properly.

Were is one bad thing that happened to me. While playing Blackrock with Exerelin two times I got lags and "outofmemory" error when tried to save game. May be it coincidence, but I got it when was refiting Destinova.

Spoiler
3561425 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/background1.jpg into existing tex id 315
3561697 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 504,93 MB of texture data so far
3561698 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/background1.jpg (using cast)
3711340 [Thread-6] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 11, FP2: 17, maxFP1: 80, maxFP2: 120
3845011 [Thread-6] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 11, FP2: 12, maxFP1: 95, maxFP2: 105
4698899 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_ExelBR_3795173154787570618...
5039229 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.OutOfMemoryError: Java heap space
java.lang.OutOfMemoryError: Java heap space
   at java.lang.AbstractStringBuilder.<init>(AbstractStringBuilder.java:45)
   at java.lang.StringBuffer.<init>(StringBuffer.java:91)
   at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:131)
   at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:53)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:229)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:208)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:171)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:116)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:229)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:208)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:171)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:116)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:43)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:88)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.wri teItem(AbstractCollectionConverter.java:64)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.marshal(CollectionConverter.java:55)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:229)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:208)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:171)
[close]

7
And about this “save bug”. I also got it while plaing Exerelin with SHI, Junk Pirets and Blackrock mods. I had got error when tried to load save. After restarting, game loaded it without problem. After a while game started lagging and going unplaybale and won't load the save after restarting.
May be it helps, I also played Exerelin with Kadur and SHI, Kadur and Blackrock. With Blackrock I got same issue, but and didn't play with Blackrock alone yet.
 I'm running 32bit Java, going to enable 64bit.

Some logs:
Spoiler
24534972 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 523,69 MB of texture data so far
24534973 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/background4.jpg (using cast)
24534974 [Thread-6] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 0, FP2: 2328, maxFP1: 80, maxFP2: 120
24534991 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/background3.jpg into existing tex id 316
24535263 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 535,69 MB of texture data so far
24535264 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/background3.jpg (using cast)
24748767 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Z2_860278598152936105...
24756371 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
24787087 [Thread-6] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 48, FP2: 73, maxFP1: 80, maxFP2: 120
25019139 [Thread-6] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 48, FP2: 15, maxFP1: 120, maxFP2: 80
25505510 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Z2_860278598152936105...
25514339 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
25519555 [Thread-6] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 44, FP2: 97, maxFP1: 80, maxFP2: 120
25590890 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_Z2_860278598152936105...
25631409 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
25631410 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Java heap space
java.lang.OutOfMemoryError: Java heap space
   at java.util.Arrays.copyOfRange(Arrays.java:3209)
   at java.lang.String.<init>(String.java:215)
   at java.lang.StringBuffer.toString(StringBuffer.java:585)
   at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:133)
   at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
   at com.thoughtworks.xstream.core.ReferenceByXPathUnmarshaller.getReferenceKey(ReferenceByXPathUnmarshaller.java:37)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:55)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
[close]

Spoiler
963355 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.combat.SensorArrayEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
963574 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_neriadjets_SHIP_SYSTEM not found
963575 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_booster_SHIP_SYSTEM not found
963575 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id burstjets_drone_SHIP_SYSTEM not found
963575 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id shrimpsensor_SHIP_SYSTEM not found
963576 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_swflares_SHIP_SYSTEM not found
963576 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_drivecharger_SHIP_SYSTEM not found
963576 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_swacs_SHIP_SYSTEM not found
963576 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
963577 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
963577 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_mimirskimmir_SHIP_SYSTEM not found
963577 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
963577 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_phaseanchor_SHIP_SYSTEM not found
963577 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_phasemine_SHIP_SYSTEM not found
963578 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_displacer_SHIP_SYSTEM not found
963578 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
963578 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_siegemode_SHIP_SYSTEM not found
963580 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
963589 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 229,68 MB of texture data so far
963589 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
963740 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
966180 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_Z2_860278598152936105...
1013229 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
1013230 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Java heap space
java.lang.OutOfMemoryError: Java heap space
   at java.util.Arrays.copyOf(Arrays.java:2882)
   at java.lang.AbstractStringBuilder.expandCapacity(AbstractStringBuilder.java:100)
   at java.lang.AbstractStringBuilder.append(AbstractStringBuilder.java:390)
   at java.lang.StringBuilder.append(StringBuilder.java:119)
   at com.thoughtworks.xstream.XStreamException.<init>(XStreamException.java:65)
   at com.thoughtworks.xstream.converters.reflection.ObjectAccessException.<init>(ObjectAccessException.java:22)
   at com.thoughtworks.xstream.converters.reflection.SerializationMethodInvoker.callR eadResolve(SerializationMethodInvoker.java:71)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:235)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
[close]

8
Mods / Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« on: October 17, 2013, 08:21:17 AM »
Wow! Fast. Cool ships and mod overall.

9
A little late answer, but better late than never.  ;)
About Phase Shunt: solution can be to force AI to deselect their target before using Phase Shunt, and after using it, lock on same or any ship. AI already often doing so, that’s why sometimes it use Phase Shunt correctly and sometimes just put ship’s stern in the way of missiles. I think it can be crucial for balance. Kadur ship is strong in 1 to 1 combat, even sometimes too strong for such fast ships, but in real fight they often get hits at stern because of poor maneuverability. And Phase Shunt potentially can solve it, and make some Kadur ships overpowered, may be.

About corvettes: Yes, I was talking mostly about Myrmidon and Immortal. I found out that they actually have turrets :o even some vanilla fighters have one, I never looked so closely, LoL. I have tested corvettes as escort/support for other ships, mostly frigates and destroyers and there are some results:
Phalanx, as I think, supposed to be antimissile/fighter escort corvette. It’s not very effective at that role. Its two fixed Light Railgun Arrays can present a thread only for lightest fighters like Talon or Wasp, it just too weak. Sling ABM also not very good. It can be very effective as antimissile weapon, but only if missiles are flying directly to ship with those systems, they even can protect ship from swarm of unguided missiles. But, if missiles are flying around ship, Sling ABM have hard time shooting them down. Battlescape life of Phalanx corvettes are longer than of other two, mostly because they keep distance to enemy ships and be able to effectively use shields (their weaponry don’t generate much flux). May be, they even don’t need to increase survivability, but firepower must be increased. I think it need 2 Light Railgun Arrays in turrets and antifighter missiles (vanilla, you need 2-3 of them), or 2 Strike Cannons (perhaps not a good choice, Phalanx with them most likely will try to attack bigger ships and will be destroyed).

Main compline with Myrmidons and Immortals are tracking speed of main gun, it’s too slow, can’t compensate maneuvers of corvette and thus, can’t effectively shoot even at destroyers. I think, concept of Myrmidons and Immortals is long rage support craft. In that situation is better to have main gun in fixed mount and turret with antimissile/fighter weapon (they are vulnerable to heavy fighters now), it can be Light Railgun Array or Strike Cannon, or even some vanilla weapon.

Also, did you think about adding flare/active flare launchers to all corvettes?

About drones: I mean using drones like tiny fighters without crew, deploy and support like fighters, if it possible of course.

More about Buzzard, it have same problem as Myrmidons and Immortals, to slow main gun. May be better to give Buzzard special ability “Augmented Turret System”?

10
Hi Vayra I really like you mod and want to say few words, those words may be a little weird, because my English is not good enough. Kadur ships looks naturally in vanilla not like they from mod. And I can't say that some of them are ugly, so I can't help to find them  :)
Balance is good now, but not perfect and there is some bugs:
First, there is a “feature” with Phase Shunt, when the ship have selected enemy, Phase Shunt turns ship in different direction. It's main weakness of Kadur ships for now.
Another little bug: Demolisher Rail Cannon haven't shown in fixed ballistic and universal mounts.

Balance of medium guns is good, I even think that Heavy Mauler is better than Twinned Coilgun, it generates less flux. Big flux generation is also the reason why I sometimes change Twinned Reilguns for different weapon (I like Hypervelocity Driver).
Balance of small guns is questioned, they just don’t have good equivalent, need more testing... But if you thinking about how to nerf them – flux/10 OP is the best way.

I need to say that corvettes are useless, although they have good firepower, but get destroyed too easily.  They just too big, can be tracked by anti-ship missiles and have lower survivability than frigates. They almost can't use shield, because of fast flux build up, better give them more armor.  And 5 crew members is just too much, even if corvettes be powerful, I can't justify so big losses. But their main weakness is that they use fighter logic and attack too straightness, they must maneuver like frigates. They must be more like Tempest, but smaller. But I don't think they haven enough maneuverability to do so. I even not sure is it a good idea to add corvettes, heavy fighters is enough.
May be corvette with turret will be more interesting, mostly like support.
Have you think about drones? I mean, if Kadur worry about peoples life so much, they can use some kind of heavy drones, or even robot fighters.

Buzzard frigates can't use their Redemptor Coilgun, i think it's too slow. Hephaestus Assault Gun works much better. Instaling Hephaestus is part of my plan to alter Insurgensy ship desings, "Ace High" is soo weird.

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