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Messages - Deathfly

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31
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.8)
« on: June 05, 2017, 11:39:33 PM »
Update for 0.8.1a and this should fix most bugs.


Download Neutrino corp 1.84-RC2

Spoiler
RC2
------------------------------------------------
CONTENT CHANGES
- Compatible update with 0.8.1a (OK, in fact I done nothing but the compatible checks).


BALANCE CHANGES
- Most fighters' HP reduced. But I change those too many times so can't remember what have done now...

- Banshee and Banshee Norn speed increase to 50 su

- Jackhammer, Hildolfr, and Mammut speed increase to 30 su

- Miter
 ->PPT reduced to 360 sec(from 420)
 ->Armor reduced to 500 (from 600)
 ->Speed increase to 35

- Pile-Driver(C) remove the built-in Drohne wing and a flight deck.

- Reaction Control System
 ->Have 4 changes max.(was 8 )
 ->Regenerate 1 change every 4 seconds (was 1 every 3 sec)
 ->Moving behavior changed. Have a much greater acceleration but will loose acceleration after 0.1 sec.
 ->Max speed bonus now is 600% max speed.(was flat 400su)

- Misery and Bane will target missiles while there is not enemy ships in range (like the Devastator Cannon)

- Floh now have fighter role that will make it more aggressive.

BUG FIX
 -Fix some potential ID miss match issue that may cause CTD occasional.
 -Fix the CTD related to Mammut by cover the shield into module.
[close]



32
Mods / Re: [0.8a] Neutrino Corp. (v. 1.84RC1)
« on: May 31, 2017, 01:47:57 AM »
OK, thanks for figure our a way to fix this bug and sorry for the late reply(really a little too busy in real life but I still keep a eye on here).
Anyway, this is a little strange since, yeah, the projectile's ID is "neut_neutronpulseburst_shot" and that's not much up the file name but it can still work on my side so I ignore this from long ago.
But anyway, I will fix that up.
And about TheEND, it was supposed to stop build up flux when the flux level over 80%(not a bug but a feature) but I will reconsider about it later.
The Falken have a very low chance to stock on any Neutrino's open market, and someone already spoilered how to got an Unsung, but the others joke(or meme?) ships will not appear in campaign.

33
General Discussion / Re: [0.8a][Guide] Armor and You
« on: May 09, 2017, 01:07:58 AM »
Guardian PD System: 1000 DPS -> 500 armor penetration
A thing about Guardian is it is a quintuple beam so the Dps are distributing evenly on five beams.
So the AP is 1000/5 = 200 DPS -> 100 armor penetration (So it will not fry frigates too easily).

34
When a MIRV(with vanilla AI) targeted to a figher, if the 2nd stage separate after the tageted fighter landed, it will cause a CTD.
http://fractalsoftworks.com/forum/index.php?topic=2345.msg207876#msg207876
java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.combat.entities.Ship
   at com.fs.starfarer.combat.ai.missile.MissileAI.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.dosuper.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.dosuper.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)

35
Mods / Re: [0.8a] Neutrino Corp. (v. 1.84RC1)
« on: May 04, 2017, 10:54:26 AM »
Ok, I had reproduced this one. When a MIRV targeted to a figher, if the 2nd stage separate after the tageted fighter landed. that will crash.
Since this is a vanilla bug so either I write a new custom AI or Alex fix the MIRV AI can fix this. (And I already make phase missile system AI skip fighers in the released mod so that crash is really rare, but still can happen.)

Well, I will report this bug and think about a custom AI.

36
Mods / Re: [0.8a] Neutrino Corp. (v. 1.84RC1)
« on: May 04, 2017, 08:19:46 AM »
I am guessing this is linked to a Neutrino missile?

Hmm, I think no. The only Neutrino missile that use vanilla MIRV AI is the phase missile. And I am quite sure that it wouldn't try to shoot out a ship.
But anyway, I will keep an eye on it.

Or maybe you can sent the save to me so I can have a try to reproduct it.

Hmm... something went wrong...

Ah, that's a really rare thing that a random vector return (0f, 0f). Will add a zero check in next release.

37
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.8)
« on: May 01, 2017, 03:03:01 AM »
Compatibility update out!


Download Neutrino corp 1.84-RC1

Spoiler
RC1
------------------------------------------------
CONTENT CHANGES
- Compatible update with 0.8a

- New destroyer, Miter class. An unshield fast destroyer design for pursue.
 ->Have 1 large enery hardpoint, 2 medium energy hardpoints, 1 medium energy turret and 2 small enery turrets.
 ->Armer with Reaction Control System.

- Banshee's broadside small synergy hidden slots removed.
- Hildolfr's slot count reduced to 2/6/8(L/M/S)
- Unsung's hideout now procedural generate.
- Corona Australis move to -15200, -3400.
- Colossus ranamed as Mammut

BALANCE CHANGES
- All ships fuel usage and capability rebalanced.
 ->Neutrino ship cost more fuels then vanilla ship in general.

- All ships op count rebalanced to meet the vanilla charge.
 -More inline with vanilla ships.

-Some burn speed change in line of vanilla.
 ->Banshee and Banshee Norn now burn 8.
 ->Jackhammer and Hildolfr now burn 7.
 ->Nausicaa and Mammut now burn 6.
 -Singularity and Criticality now burn 10.

- Antiphotons Beam
 ->Turn rate increase to 30
 ->Now fire a shorter 400 damage burst.

-Heavy Pulsar Beam
 ->Fire rate reduced, DPS reduce to 350

-Bane
 ->DPH reduce to 75

-Advance Photon Torpedo
 ->Sub warhead speed increase.

-Javelin Torpedo
 ->Max speed increase to 350. Maneuverability reduced.

-Fighter wings rebalance
 -> Drache wing now have one bomber per wing. Gepard how have 2 fighters wing and 4 fighers wing. Floh now one corvette per wing.
 -> Schwarzgeist now carrying 5 shots of Photon Torpedo and 8 shots of Sapper SRM.
 -> Drache's Graviton Inversion Device damage reduced to 5000.

-Banshee
 -> Own a figher bay.
 -> Ship system replaced by Missile Autoforge

-Hildolfr
 -> Ship system replaced by Reserve Deployment

-Pile-Driver(C)
 -> Now have 2+1 figher bays, with a Drohne wing built-in.
 -> Ship system replaced by Targeting Feed

-Pile-Driver
 ->Now have one figher bay, with a Drohne wing built-in.
 ->Ship system replaced by Active Swarmer Flares

 
- And maybe something I can not remembered.
[close]


38
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.8)
« on: March 28, 2017, 11:19:52 PM »
My advice is stop right there. That something you can't and will never want to handle.

39
General Discussion / Re: Have anyone heard about Fairy Empire Mod?
« on: March 21, 2017, 10:55:16 PM »
Yeah, that's a TC mod from China and the moder still trying to update is but seems like it will not finish until 0.8. And unfortunately, there is no plan to translate it into English ATM.
IIRC the last version is 0.34 for SS 0.6.2a. And the only English translate one is 0.33 for SS 0.54.1a.

40
Modding / Re: How how HOW do modders make custom sounds???
« on: March 21, 2017, 01:12:43 AM »
If you already have sound files that don't need anymore modification, you can check here to download some coder to convenience your file into ogg.
And make sure to code them into monaural 44100Hz 32bit.
https://www.xiph.org/downloads/

If you don't have any sound source, you can try to grab some real life gun fire sound record or game SFX as source. Or, your can use instrument sound mix with tone generator to make your own source. Then modulate, remix and equalize it.
You can check this post out.
http://fractalsoftworks.com/forum/index.php?topic=6552.0

41
Modding / Re: How how HOW do modders make custom sounds???
« on: March 21, 2017, 12:39:49 AM »
I can't get it. Are you asking how to organize a sounds.json, or how to generate/remix a new ogg sound file for mod's SFX, or both?

42
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.8)
« on: March 11, 2017, 01:45:29 AM »
For Linux/Mac user, you can try to use this hot fix Jar to overwrite the old one (and hope it can really fix thing up).
https://bitbucket.org/Deathfly/neutrino-corp/downloads/Neutrino%20corp%201.83-RC4.8%20Linux_and_Mac%20compatibility%20hot%20fix,%20take%201.zip

43
You should declare and initial the field "ROF_BONUS" in class "FluxPurgeAmmoStats" and reference that field in both "apply" and "getStatusData".

And the code should looks like this.

Spoiler
Code
package data.shipsystems.scripts;

import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.impl.combat.BaseShipSystemScript;

public class FluxPurgeAmmoStats extends BaseShipSystemScript {

//    public static final float VENT_BONUS = 200f;
    public static final float MAX_PERCENT = 150f;
    private float FLUX_LEVEL = 0;
    private float ROF_BONUS = 0;

    @Override
    public void apply(MutableShipStatsAPI stats, String id, State state, float effectLevel) {

        if (!(stats.getEntity() instanceof ShipAPI)) {
            return;
        }
        ShipAPI ship = (ShipAPI) stats.getEntity();
        FLUX_LEVEL = ship.getFluxTracker().getFluxLevel();
        ROF_BONUS = FLUX_LEVEL * MAX_PERCENT;
        stats.getBallisticRoFMult().modifyPercent(id, ROF_BONUS);
        stats.getFluxDissipation().modifyPercent(id, ROF_BONUS);
    }

    @Override
    public void unapply(MutableShipStatsAPI stats, String id) {
        stats.getBallisticRoFMult().unmodify(id);
        stats.getFluxDissipation().unmodify(id);
    }

    @Override
    public StatusData getStatusData(int index, State state, float effectLevel) {

        if (index == 0) {
            return new StatusData("flux dissipation increaced by " + (int) (ROF_BONUS) + "%", false);
        }
        if (index == 1) {
            return new StatusData("ballistic rof increaced by "+(int)ROF_BONUS +"%", false);
        }
        return null;
    }
}
[close]

44
"ROF_BONUS" is a local field of the method called "apply", not a field for class "FluxPurgeAmmoStats" so you cann't reference it in the method "getStatusData", another method of class "FluxPurgeAmmoStats".

To do so, you should declare the field "ROF_BONUS" in class "FluxPurgeAmmoStats". like what had you done for the "VENT_BONUS" and "MAX_PERCENT.

45
Modding Resources / Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
« on: March 06, 2017, 12:32:56 AM »
Is there a breakdown or tutorial on making a weapon somewhere? The ship stuff is pretty well explained on the wiki and in the program but I'm having trouble finding out anything about making weapons.

That's very close to the ship editing. You should input the image, set the offsets, and editing a lot of thing in the strings edit mode. But somehow there are a lot of different between each weapon type so it is hard to make a "How to" guide, sorry. 

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