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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - Foxer360

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16
Mods / Re: [0.7a] Citadel v0.8.3 - No More Crashes (Dev 2) [6/7/2015]
« on: December 02, 2015, 05:25:59 PM »
Phew, fixed some of those hopefully persistent errors that people were getting. Not a lot else to say, other than finals week is looming for me.

<click the flag to download dev version>

Changelog
Spoiler
Code
0.8.3 (Dev 2)
-Fixed lacking faction-features in the campaign. Oops.
-Adjusted ship logistical values/burn speeds accordingly.
-Rebalanced Tacit
     -400 -> 300 flux dissipation
     -80 -> 75 speed, 80 -> 50 acceleration
[close]

17
Hmm, I'm quite bogged down right now, but I'll take a look at this. Seems like I don't have a defined officers file at a glance.

In the meantime, I have been fixing other things! Expect a new dev sometime soon, within a week perhaps.

18
Modding Resources / Re: [0.7a] ShaderLib Beta 1.1.0
« on: November 29, 2015, 11:42:10 AM »
the only not working mod is citadel.

Make sure you download the 0.7a Citadel patch from this post only. I'm not gonna update the main thread until there is a proper release.

http://fractalsoftworks.com/forum/index.php?topic=6442.msg170372#msg170372

19
Huh, did you nerf some of the citadel weapons? They seem to have far less punch then usual.

Just the Plasma Blaster and Concussion Laser.

The Citadel ships are also very slow, since their burn speeds are still 0.65.2a

Ack, gonna fix that in the very-soon-dev release!

I get this error in the log when I try to start a new game with Citadel:

-snip-

Hmm, this dev is only compatible for 0.7a. I think you might be a Starsector hotfix version off, or perhaps trying to play it in 0.65a, since it's referring to an incorrect star-generation line (that has to tell the game the new star corona size and strength) in the code.

20
Indeed it does. Or should. Citadel, located somewhere to the upper left of the hyperspace map.

21
The Nova was born for Safety Overrides

Alright, a new dev version just to tide anyone hungry for a quick release. A little unpolished, not finished, but it's there!

<click the flag to download dev version>

Changelog
Spoiler
Code
-UPDATED for 0.7a (WIP)
-Fixed some of those damn Linux errors. 'Bout time.
-Revamped fighter balance and weapons
-Updated all fighter art
-Updated nearly all texts to conform better to Starsector's own writing style.
-Updated Meteor SRM art
-Playing with Plasma Blaster balance, should fire with more accuracy at the cost of some damage.
-Improved Rondure Sprite
-Buffed shields of Driver: (0.9 -> 0.8 flux per damage)
   Torus: (0.9 -> 0.6 flux per damage)
   Tacit: (1.1 -> 0.9 flux per damage)
-Buffed flux cap of Nova: (12000 -> 14000)
    Adumbral: (9000 -> 11000)
    Tacit: (5500 -> 6000)
Buffed armor of Tacit: (250 ->600)
Buffed dissipation of Tacit: (350 -> 400)
      Nova: (500 -> 600)
Nerfed disspation of Driver: (600 > 550)
Buffed speed of Tacit: (60 -> 80)
Buffed ordnance points of Tacit: (90 -> 110)
-Nerfed weapons: Concussion Beam: Less damage (1/2), less charges (10 -> 3)
[close]

22
Modding / Re: System Map of the known Modiverse - 0.7a
« on: November 24, 2015, 02:15:03 PM »
Nice job Tarti! I'll reserve position 42 for Citadel if that's alright.

23
My apologies, it makes it hard to test for these things without a Linux playtester. I think most of those are fixed in the dev version, but I thank you regardlessly! Bleh, there is something to be said about sloppy work here.

No problems, it's even in my signature. :D I wonder if there's anyone else playing on Linux except for me.

Slightly off, but how would you propose a (modding) feature to Alex? I haven't done such a thing yet and would like to write a demo code for detecting miscapitalization - which then could officially be used to pop up an error showing the mismatch even on NTFS. I think a Java File would return the name case sensitively as NTFS in real is case sensitve, it's Windows what ignores the capitalization. Try saving the same file with lower and upper case extensions from a Linux and read/delete it from a Windows hahaha.

P.s.: actually it was slow because I tested every mod at the same time - 1.1 GBs of texture data according to StarSector. It really takes a long time to load and load and load... :D IIRC 4 of the mods had this style of issue and I also encountered a weird Java 8 compilation bug.

Heh, alright then! Sorry it didn't work out, otherwise yeah, I'm sure you'd have created a pretty invaluable tool. Guess the only solution to this is preciseness!

24
Hi!

The mod does not work on Linux (or on anything using a case-sensitive file system) by default due to the usual upper/lowercase problem. :)

Problematic file(s) + referenced in code:

[...]


This is going painfully slow, it would be nice if Alex implemented some warning mechanism for nonperfect matches on case insensitive filesystems (khmmm windows).

My apologies, it makes it hard to test for these things without a Linux playtester. I think most of those are fixed in the dev version, but I thank you regardlessly! Bleh, there is something to be said about sloppy work here.

25
Mods / Re: [0.6.2a] The Nomads (v1.0 RC4)
« on: October 24, 2015, 04:05:25 PM »
Perhaps soon is the wrong word, but regardless, something's going to need to happen eventually in order to replace this. It works, but just barely, and also has a few annoying bugs hidden around. It's still a great tool and is the basis of every mod here, but unfortunately Trylobot is not in the mood to code from what I remember.

26
I've recently tried your mod the first time, I think my all time favorite SS weapon will be the zeus, awesome sound/visuals :)

A minor caveat in case you didn't notice: the massive emp damage makes it close to useless on AI ships (they'll almost never at shields to raise hard flux, only on exposed armor/hull).
I sticked 1 on 3 sunders and watched them for an entire 500k bounty battle with multiple capitals, they got less than 10 total shots off. My guess would be this is only the case when
damage type is not kinetic and EMP damage>normal damage. I've changed it to 7500 flux, 3500 energy, and 3500 emp/shot at 6 a minute, works like a charm.

Thank you! I love to see that make people happy :)

And this is quite interesting feedback... Hah, kudos for catching that distinction in weapon damage types. Seems like a change is in order. :D

Speaking of change... have a indev changelog! (It's a little short, but school and other such things are keeping me quite busy)

Spoiler
-Revamped fighter balance and weapons
-Updated all fighter art
-Updated nearly all texts to conform better to Starsector's own writing style.
-Updated Meteor SRM art
-Playing with Plasma Blaster balance, should fire with more accuracy at the cost of some damage.
-Improved Rondure Sprite
-Buffed shields of Driver: (0.9 -> 0.6 flux per damage) (Dubious)
         Torus: (0.9 -> 0.6 flux per damage)   (Less dubious)
-Buffed flux cap of Nova: (12000 -> 13000)
          Adumbral: (9000 -> 11000)
-Nerfed weapons: Concussion Beam: Less damage (1/2), less charges (10 -> 3)
[close]

27
Announcements / Re: Starsector 0.7a (In Development) Patch Notes
« on: October 19, 2015, 05:50:46 PM »
I wonder if they might be kinetic torps given the sprite and name.

It says they do HE damage in the screenshot though.

28
Blog Posts / Re: Expanded Battles
« on: October 10, 2015, 12:51:36 AM »
Yep, 6-way battles.  Also, multiplayer is confirmed!  In fact, Starsector's campaign will be transitioning to MMO-style!

Oh boy, I can already feel the spiders and fetch quests.

29
Blog Posts / Re: Expanded Battles
« on: October 02, 2015, 03:38:56 PM »
Eeeeee! Multifleet battles! Stellar mosh pits! Space orgies! Oh, be still my beating heart~!

G-great work Alex, I can't wait for this positively amazing feature (in addition to officers and ship AI)!

30
Fan Media & Fiction / Re: Starsector in Robocraft
« on: September 29, 2015, 02:09:28 AM »
here is the MAD
http://www.bilibili.com/video/av2498471/(there are delay issue between music and picture?

better try the MAD's download
http://pan.baidu.com/s/1bnwcPjh
choose and click ?? for download

Huh... can't see any of the pictures. But that's a nice video! Always good to see other people spread the love of Starsector ^^ I do remember seeing you a few times in battles a month ago too. Too bad I de-synced and had to leave the game.


Spoiler
[close]

 :-X

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