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Messages - Sinosauropteryx

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16
My 0.95 vanilla save file seems to have been made completely inaccessible by a bug.

Long log in pastebin. (posting in spoiler caused forum to freak out)

https://pastebin.com/euhUM13n

17
Quick hotfix.

v0.13.1
- Tentative fix to crash involving Queen's bee bombs.

Get here

18
Sometimes, even after all D-mods are removed by the Field Repairs skill every-two-months effect, the ship is still named as (D). It seems to me like if you acquire the ship with D-mods, the (D) will stay, whereas if you add D-mods to a ship by losing and recovering it, the (D) will be removed properly. (But I can't say for sure - only that the (D) is removed sometimes, not always.)

Edit: Checking again, the description also contains the "D-mod" text.
Example
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19

Despite having stabilized the jump points, the gas planet in Galatia still references the system being cut off from hyperspace in its refusal to be colonized.
Whether this is actually a bug and it should be colonizable, or a lore mismatch (maybe they still don't want to colonize, because it happened once and they think it could happen again), I can't say.

20
Bug Reports & Support / Re: [.95a rc11]Autofire groups not saving.
« on: March 29, 2021, 07:37:04 PM »
To add to this report (because I think this bug is related, and perhaps the same problem):

When using auto-assign on the weapon groups, the autofire buttons do not appear to change, but upon exit and reentering the weapon group screen, they will change to the auto-assign defaults (what you'd expect - PD on auto, missiles off auto, etc).
It looks like a purely visual bug, but could mess with your expectations if you go auto-assign -> change some, but not all autofire groups.

21

Forgive me if this is intentional, but shouldn't this be a Luddic Church owned system? (The Wiki seems to think so, and in-game lore supports it)

22
Mods / Re: [0.9.1a] Kingdom of Terra (v0.12) - Almost All Aesthetic
« on: March 29, 2021, 07:39:08 AM »
Compatibility update!

And a few new things. Namely these upstanding barflies


and these cottage industries


One of which produces these


Full changelog here:
Spoiler
v0.13
- werks wiff 0.95
- Neoterra changes:
 -- Farming replaced with Hunting & Gathering industry, supplying food and exotic beasts
 -- New commodity, exotic beasts, found exclusively on Neoterra
 -- Subterranean Foundries increases planet's fleet size by 1.5x
 -- Anomalous Interior adds large bonus to ground defense; partially offset by downgrade of Heavy Batteries to Heavy Boulders (total change x3 -> x5)
- Caveman mass-immigration. Planets captured or colonized by KoT will gain Decivilized Subpopulation after (10 * planet size) days. This can be reversed if another faction recaptures the planet before this time. (Planet capture/transfer requires Nexerelin or similar.)
- New dockside bar art & description for KoT planets. Meet contacts in style
- Mammoth: Wool patches have been tweaked graphically to clash less with damage and engine flames
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Download HERE



man this is one of the few shipmods I actually like, cool stuff, feels more lorefriendly than it should be :D
LOL. It's certainly a square rock hammered into a round hole, but lovingly so.
Thank you!

23
Mods / Re: [0.9.1a] Kingdom of Terra (v0.12) - Almost All Aesthetic
« on: March 28, 2021, 07:00:59 PM »
Rhino is a strong boy. But then only the player can do truly insane things with it, just like he can phase ships, SO ships, and others.

Hmmmm... maybe I could reduce its PPT, if it's abuseable, since that won't affect most AI controlled Rhinos. Personally, I've found piloting the Rhino to be a high-risk proposition, there were always enough missiles and EMP flying around to stop it from lasting too many fights. (But I'm not an expert pilot.) It was also significantly nerfed already not too long ago. I'll keep an eye out to see if anyone else thinks it's too good as a player ship.

P.S. 0.95 update soon!

24
Modding / Re: The black magic behind "modules on modules"
« on: March 27, 2021, 10:37:01 PM »
Quick update, if anyone is using this code (looking at you, Ed), it was broken by the 0.95a patch - here's a solution.

In your hullmod, find the line in the big for loop that reads
Code
float angle = normalizeAngle(seg[f].ship.getFacing() - seg[f].ship.getParentStation().getFacing());

and replace with this line
Code
float angle = seg[f].ship.getStationSlot().getAngle() - (ship.getAngularVelocity() * amount);

25
Mods / Re: [0.9.1a] Kingdom of Terra (v0.12) - Almost All Aesthetic
« on: March 19, 2021, 02:58:55 PM »
I don't think so, I've never seen one. Are you having trouble with any ship in particular? Are you using an all-KoT fleet?

The main things I would say for most of the melee ships is to use close-range bursty weapons, build for quick kills (more torpedoes and harpoons, fewer pilums/salamanders) and to expect some losses, especially under AI control - so Bulkheads might be to your liking. If you're having problems with friendly fire/bonking, you can try to stagger deployment so they are more spread out.

26
Mods / Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
« on: March 17, 2021, 08:14:52 PM »
After playing with VIC for a bit I have some feedback.

1. Very cool mod, love it! Polished, clean art and great lore.

2. The PD arc emitter has so far been an auto-include on every single build. First I put it on because it was a novelty and I loved the idea...but soon discovered it was a mistake not to include it. It's a no-brainer - it outpaces every other PD option, being more OP- and flux-efficient, with 360 coverage, perfect accuracy, EMP-immune, no availability problems (don't even have to purchase!), doesn't require mounts to be a certain type or location or even to exist. But more than just being overstatted, it works while overloaded (!!!) and venting, completely eliminating the normal way of punishing those things. Cool hullmod, and well implemented, but at the very least there should be situations where it's wrong to put it on a ship, imo.

3. That Pruflas looks awful familiar...
Separated at birth?
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27
Mods / Re: [0.9.1a] Kingdom of Terra (v0.12) - Almost All Aesthetic
« on: March 17, 2021, 06:26:48 AM »
I knew at least one wouldn't like it! As with all things.

You can replace the new image and ship files with the old, from the previous build. Just swap out these 2 files:
Kingdom of Terra/graphics/ships/modules/KT_monster_righthand.png
Kingdom of Terra/data/hulls/KT_monster_righthand.ship

This should work with the Urchin as well (swapping out files for all 3 body parts, and ignore KT_urchin_dummy). The Basilisk has a new decorative weapon on it, so the process is a little more involved if you have a save file with the new update, but let me know and I'll walk you through it.

28
Mods / Re: [0.9.1a] Kingdom of Terra (v0.12) - Almost All Aesthetic
« on: March 16, 2021, 01:23:42 PM »
And here's an extra treat, for those who like to see how sausage is made. Concept art!
Enter if you dare. Big images inside.
Basilisk evolution
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Rhino
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Mammoth
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Trilobite
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Drill factory
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Pulverizer
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Quetzalcoatl early napkin math, flag, notes. Some of those To-Dos were never actually done.

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29
Mods / Re: [0.9.1a] Kingdom of Terra (v0.12) - Almost All Aesthetic
« on: March 16, 2021, 01:13:08 PM »
You know what time it is.

This update is almost entirely decorative in nature. (Does that mean I'm out of ideas?? You be the judge.)

First, the biggest sprite reworks: The Basilisk and the Urchin.

The old sprites
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Also: The Monster's new fist, repurposed from an ancient (or modern? who can tell) giant stone statue.

The old one was literally the ship in the SS discord server pic. How embarassing!

(also, note that his biceps are now showing over his hands.)
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As well: The Mammoth is now woolly, as one would expect of a mammoth, if not a spaceship.

This ugly greebling is still there, underneath the new coat
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Also: These snakes now have noses, as was requested by one fellow like a year ago. (The weapons poke out from under them.)

Pre-rhinoplasty
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Other sprites have been touched up, but mostly in terms of contrast, edges, little things.

Aside from ship sprites, the cave-sexes have been evened out with 4 new grugette portraits. Neoterra also has a new, panoramic view, and interactions with the Kingdom administrators (commissions, AI cores) have been translated into ungabunga.

And, yes, some minor mechanical changes too.

Full changelog here
- Basilisk, Urchin: Sprite reworks.
- Monster, Mammoth, Queen, Rhino, Quetz, Hatchling: Sprite touchups/additions.
- Basilisk, Urchin: Fixed a bug where the ship would stay in place instead of spinning, and an AI bug that would stop the AI from using its system.
- Carcharos SRM, slingshot bombers: No longer used by pirates.
- AI & physics improved across the board to better account for phase ships.
- Drill Factory, Avalauncher now contribute to mining in Nexerelin.
- Drill Factory now has a primary arming stage, like Squalls.
- 4 new caveladies added to portrait roster.
- More NPC interactions translated into cave-speak.
- Scenic art and more lore added to Neoterra.
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30
It's an algorithmically simplified version of the ship's normal contrails.
If the ship's engines are symmetrical, shouldn't they simplify into a 180 degree contrail? Why bias one side or the other?

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