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Messages - Gwyvern

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Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.8.4 [9/2/20]
« on: September 08, 2020, 05:39:10 PM »
Yeah there's been issues with the ARS stations for ages now, I cant be assed though because the next major version is going to replace them entirely.

Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.8.4 [9/2/20]
« on: September 02, 2020, 06:49:35 PM »

Basically an electric boogaloo of v1.8.2 since the Linux fix un-fixed itself between versions without my notice, also fixed my Patreon link again, sorry for the confusion.

Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.8.3 [9/1/20]
« on: September 02, 2020, 06:12:15 PM »
Patreon is still showing the 1.8.0v

Not the newest updated version...

I never made new changelogs for the patches because they were all singular fixes that I felt didn't warrant them, the download is updated though, but you probably have a point, I should keep a top post up to date with more clear signage.

EDIT: Done

Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.8.3 [9/1/20]
« on: September 01, 2020, 02:15:29 AM »
We can't download the newest version of LoA on patreon because patreon wants us to log into patreon.

Apologies, I'm still not very well acquainted with how Patreon works, the problem should be fixed now.

Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.8.3 [9/1/20]
« on: August 31, 2020, 09:12:27 PM »
Version 1.8.3

This is just a brief update fixing version checker compatibility after bitbucket broke it, I will no longer be hosting the mod on bitbucket, but in exchange I have renewed support for the Nexus link so that you may download it from there, as well as the new Patreon Link.

Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.8.2 [8/28/20]
« on: August 28, 2020, 05:05:42 PM »
Just a quick update to fix a typo that totally broke Linux

It's fixed now.

Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.8.1 [8/26/20]
« on: August 27, 2020, 03:13:54 PM »
There was more than one impossible Burke variant - both Supports, and the mt versions of Assault, Basic and Elite all reference non existent weapon slots.

They work fine, did you delete the mod before re-installing?

The issue with the pirate support variant, is that it was somehow based on the standard Burke, which has a completely different set of slots to the Pirate Burke

Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.8.1 [8/26/20]
« on: August 26, 2020, 06:58:51 AM »
Just patched to 1.8.1 to fix a crash involving an impossible variant file for the Burke P

Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.8.0 [8/26/20]
« on: August 26, 2020, 06:07:15 AM »
If any of you are coming to complain that your Ediths aren't listening to your orders, redownload the mod, that was my bad.

Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.8.0 [8/26/20]
« on: August 26, 2020, 05:04:48 AM »

This update probably isn't save safe, but I don't know that for sure.

Sorry for the delay, work has kept me far too busy for my liking, and unfortunately seems like it will continue to do so for the forseeable future, that said, this is a fairly large update compared to what was initially just going to be a post-torunament balance pass, I'm fairly excited because for the first time ever, my tests aren't full of anomalies and the ships feel pretty good while the faction's overall performance is nominal, have a change log!

- Reworked hull credit costs across the entire ARS

- Modulated Injector has been removed

- In its place, Flooded Injectors has been added, functioning as an alternative to Safety Overrides specifically tuned for ARS hulls which should in theory open up the possibility of running viable, short-range builds.

- Omni Loader now properly halves the flux cost for most weapons (Before It did not, oops)

- Omni Loader AI tweaks should lead to fewer instances of ships fluxing themselves out for no reason.

- Osmond DP/Maint reduced to 13/13 from 14/14

- Macnamara DP/Maint reduced to 25/25 from 27/27

- Alastair base speed increased to 55 from 50

- King Base Speed increased to 65 from 60

- King Flux Capacity Reduced to 9000 from 10000

- Walsh Flux dissipation reduced to 120 from 125

- Walsh DP/Maint increased to 6/6 from 5/5

- Sherman hull raised to 2250 from 2000

- Sherman armor raised to 600 from 500

- Burke's subsystem no longer requires flux to activate

- Lyons DP/Maint increased to 22/22 from 20/20

- Alastair's Web activation cost reduced by 50% for both ships that use it

- Added the Mossaic class torpedo, an armor cracking missile with unpredictable homing and a wide area of effect

- Siege Cannons now use the warhead behavior of the new Mosaic class Torpedo

- Siege Cannons cooldown raised to 25s from 20s

- Heavy Electron Rifle flux/shot reduced to 600 from 800

- Renamed EM Spear to Shield Pike

- Renamed EM Pike to Shield Lance

- Both of the above have been reworked into damage-dealing energy weapons with a secondary EMP component, and tachyon-style shield piercing.

- Rod MRM Damage reduced to 160 from 200

- Reworked Incendiary weapons, they now have a very fast firing cycle but are slaved to a small magazine that reloads very slowly, allowing great bursts of HE damage at a fairly hefty flux cost, while retaining their poor sustained damage

- Bullpup Autocannon's OP cost reduced to 5 from 6, flux per shot reduced to 100 from 120

- Reworked some hullmod icons

- Reworked variants to account for new content and balance changes.

- Added support for the Reverse Engineering and Duplication features added by Industrial Evolution

- The ARS will from now on be limited to relations of SUSPICIOUS or worse with Astarat's Volkov Industrial Conglomerate

- All new IBB coming soon to a SWP near you

- two new portraits available for player use

- Adjusted some REDACTED content

Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.7.1 [5/11/20]
« on: August 01, 2020, 03:06:42 AM »
When trying to load the save. Start a new game? Appreciate the quick replies!

com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.RuntimeException
cause-message       : Ship hull spec [al_king] not found!
method              : com.fs.starfarer.loading.specs.HullVariantSpec.readResolve()
class               : com.fs.starfarer.loading.specs.HullVariantSpec
required-type       : com.fs.starfarer.loading.specs.HullVariantSpec
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 266224
class[1]            : com.fs.starfarer.campaign.fleet.FleetMember
class[2]            : java.util.LinkedHashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[3]            : com.fs.starfarer.campaign.util.CollectionView
class[4]            : com.fs.starfarer.campaign.fleet.CampaignFleetView
class[5]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[6]            : com.fs.starfarer.campaign.CharacterStats
class[7]            : com.fs.starfarer.rpg.Person
class[8]            : com.fs.starfarer.campaign.econ.Market
class[9]            : com.fs.starfarer.loading.specs.FactionProduction
class[10]           : com.fs.starfarer.campaign.Faction
class[11]           : com.fs.starfarer.campaign.econ.Submarket
class[12]           : java.util.ArrayList
converter-type[2]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[13]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[14]           : com.fs.starfarer.campaign.econ.reach.MainWorkTask2
class[15]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[16]           : com.fs.starfarer.campaign.econ.Economy
class[17]           : com.fs.starfarer.campaign.CampaignPlanet
class[18]           : com.fs.util.container.repo.ObjectRepository
class[19]           : com.fs.starfarer.campaign.StarSystem
class[20]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[21]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[22]           : com.fs.starfarer.campaign.Hyperspace
class[23]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   :
version             : not available

Oh lord, how long has it been since you *properly* updated a mod? the ID for the king has not had an al_ prefix in a very VERY long time.

This is why you always always ALWAYS delete a mod entirely before updating it.

You can try deleting your mission saves just in case an old variant is still kicking around in there, if that doesn't fix your save then i'm afraid its irrevocably broken, and time for a new one.

Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.7.1 [5/11/20]
« on: July 31, 2020, 05:39:18 PM »
This happened when I was in hyperspace.

[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [al_king] variant [al_king_elite]: slot id [WS0016] not found for weapon [al_bullpup]
java.lang.RuntimeException: Ship hull [al_king] variant [al_king_elite]: slot id [WS0016] not found for weapon [al_bullpup]

Delete the mod from your directory entirely then redownload and install the mod.

Suggestions / Re: Option to forbid blueprints.
« on: June 25, 2020, 07:44:02 PM »
It would indeed be cool to have a great degree of agency to which our own faction's field ships.

Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.7.1 [5/11/20]
« on: May 28, 2020, 06:06:47 AM »
Quick question about the Champion, I kept it around and loaded all the weapons system blueprints off of it, but there’s no more prompts except for a message telling me that I have taken all of the possible blueprints you can get from the ship. I can restore it, but I’m wondering if there’s some sort of event that occurs with the ship so that I should not. This is specifically because I doubt the secret flagship you pull up from the void would have something as basic as flare launchers as it’s special ability, and it’s description says it can phase but it has an omni-shield as a defensive drive. Do I need to store it, is there an event that hasn’t fired, us there something wrong with my game? Also I like the implication as the ship has the same faction identification (ISS) as the fleet you play as during the Alistair’s Folly mission.

There's no event, restoring it fixes everything.


Yeah the old sprites were kind of a mess. If you squint and don't look at them too hard, then it will probably look more interesting and eye-catching than the new ones, but once you take the time to sit down and examine them, you realize that what was so 'interesting' about the old sprites was that they were sort of an unmitigated disaster of high-fidelity nonsense that did little beyond the aforementioned catching of the eye, almost like the toy aisle of a grocery store.

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