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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Author Topic: [0.9.1a] Diable Avionics 2.04 (2019/05/14)  (Read 454687 times)

Takion Kasukedo

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Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
« Reply #585 on: June 09, 2017, 05:01:12 PM »

I feel like I may gatecrash the joke.

Spoiler
It would be unreasonable to make a Battlecruiser like the Maelstrom with all of those missiles as fast as an Odyssey, especially knowing the Maelstrom is kind of a Support/Attack role, instead of exploration. Mabye up the speed by a little, but not Odyssey-Class levels of speed.
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Hazard

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Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
« Reply #586 on: June 09, 2017, 05:27:40 PM »

Yep, putting it in the same ballpark with the Conquest would be just fine.
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Mr. Nobody

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Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
« Reply #587 on: June 11, 2017, 07:55:34 AM »

Ok, i know this is a stupid thing to ask, but after all is Tartiflette we're talking about so he might just have the code stashed into some folder already:
With Diable we have ships that transform.
With the Stations we have ships that break.
How long till we have ships that can combine?
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On the left half of the Bell curve

Troika

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Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
« Reply #588 on: June 11, 2017, 01:41:22 PM »

I'm using Nexerelin and for some reason Diable Avionic's systems arn't spawning, and they also can't be joined from a new game (fatal crash: null).

I am 99% sure this is a mod conflict with something else on my enabled mods list, which is as follows:



-Lightshow for SWP
-Arsenal Expansion
-BRDY
-Combat Chatter
-Console Commands
-Diable Avionics
-Disassemble/Reassemble
-Hegemony EA
-IBO Mobile Suits
-Interstellar Imperium
-Lazylib
-Neutrino Corporation (they have the same bug, incidentially)
-Nexerelin
-ORA
-SCY
-Shadowyards
-SWP
-Underworld
-Unknown Skies
-Upgraded Rotary Weapons
-Audioplus
-Graphicslib
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peperoni_playboy

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Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
« Reply #589 on: June 11, 2017, 02:21:43 PM »

are you sure you're using the latest versions of those mods? neutrino and diable both got updates to make them nexerelin compatible.
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Troika

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Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
« Reply #590 on: June 11, 2017, 02:32:34 PM »

Welp.
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Lopunny Zen

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Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
« Reply #591 on: June 11, 2017, 06:16:57 PM »

its really hard to find ways to gain trust for these people. Can their be a way to get them to like you better aside from ai cores and whatnot?
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Troika

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Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
« Reply #592 on: June 11, 2017, 06:34:03 PM »

Maelstrom isn't too awful to get faster if you've invested in the nav skills and such. Likewise, it's slow speed is deceptive, since the teleport gives it some extra mobility and charges pretty fast.
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Andimar

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Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
« Reply #593 on: June 12, 2017, 03:23:36 AM »

I'm getting the same problem as Troika, with a fresh new install of the newest Starsector version with only the very latest version of the Nexerelin, Diable Avionics and LazyLib mods enabled (also just re-downloaded to be certain).

Here's the log:

Code
111944 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - 12 out of a maximum 50 trade fleets in play
111944 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Picked market [Gilead] to spawn trade fleet from
111944 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Will send trade fleet to market [Kazeron]
111945 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Delivering: [Food,Domestic Goods,Crew], bringing back [Supplies,Hand Weapons]; volume: 5332
111945 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Creating trade fleet of tier 3 for market [Gilead] (volume: 5332)
111947 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 46 point economy fleet from [Gilead] to [Kazeron]
111947 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 16 out of a maximum 20 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.MercFleetManager]
111948 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [bounty hunter] at hyperloc Vector2f[11000.0, -7500.0]
111948 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 16 out of a maximum 32 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.LuddicPathFleetManager]
111950 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[598.33203, -9833.332]
111950 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 16 out of a maximum 40 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.PirateFleetManager]
111952 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate scout] at hyperloc Vector2f[-7016.421, 284.07428]
112018 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 17 out of a maximum 20 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.MercFleetManager]
112022 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [mercenary patrol] at hyperloc Vector2f[-6000.0, 400.0]
112023 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 17 out of a maximum 32 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.LuddicPathFleetManager]
112024 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[138.06506, -9397.52]
112024 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 17 out of a maximum 40 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.PirateFleetManager]
112027 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate raiders] at hyperloc Vector2f[-5998.568, 395.7161]
112028 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator  - Created MarketProcurementMission: hand_weapons to Nachiketa
112030 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.missions.FactionCommissionMissionCreator  - Created FactionCommissionMission: Diable Avionics
112395 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.getLocationDescription(BreadcrumbSpecial.java:212)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.getLocatedString(BreadcrumbSpecial.java:120)
at com.fs.starfarer.api.impl.campaign.events.PersonBountyEvent.getTokenReplacements(PersonBountyEvent.java:467)
at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.addTokensToList(BaseEventPlugin.java:394)
at com.fs.starfarer.api.impl.campaign.events.PersonBountyEvent.getHighlights(PersonBountyEvent.java:480)
at com.fs.starfarer.campaign.CampaignEngine.reportEventStage(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.PersonBountyEvent.startEvent(PersonBountyEvent.java:129)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPersonBountiesIfNeeded(CoreEventProbabilityManager.java:120)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:109)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.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(Unknown Source)


Nvm Version checker tells me there are yet new versions of Diable and Nexerelin. Damn.

Edit2: Aaaaand it works!
« Last Edit: June 12, 2017, 07:41:03 AM by Andimar »
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Troika

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Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
« Reply #594 on: June 14, 2017, 10:01:57 AM »

How about a capital ship that carries four Versant derivatives (no FTL drives so more guns/armor/engines/etc can be fit on the frame) as battleriders?
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Tartiflette

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Re: [0.8.1a] Diable Avionics 1.84 (15/06/2017)
« Reply #595 on: June 14, 2017, 10:58:49 PM »

Require LazyWizard's LazyLib

Patch in preparation for the 3rd Tournament
Spoiler

1.84

BALANCING:
 - Most combat ships' shield efficiency raised by 10%.

 - Haze:
   . New sprite.
   . Gained 3 small turrets but medium central one no longer reaches the rear.
   . OP raised to 180 from 145.
   . Ship-system now reduces the weapons accuracy when in use.

 - Advanced Avionics hullmod:
   . No longer affects weapon ranges.
   . Now raises the ships' acceleration over time.
   . Ships base accelerations adjusted accordingly.
   . Still affects auto-aim accuracy, weapons turn rates and recoil.
   . Now compatible with Safety Override.

 - Dampened Mounts hullmod:
   . Extends the range of all weapons by 200su.
   . Built-in the Maelstrom and the Pandemonium (replaces built-in Targeting Core).

 - Uhlan Artillery:
   . Range reduced to 1000su from 1200.

 - SRAB:
   . Shots hp reduced to 300 from 450.

 - Burchel:
   . Charges regeneration reduced to 30rpm from 45.
   . Flux requirement raised to 350fps from 300.

 - Calm:
   . Now has four built-in micro-missiles launchers.
   . OP reduced accordingly.

BUGFIXES/IMPROVEMENTS:

 - Wanzer Servicing Gantry hullmod:
   . Now actually does something.

 - All missile AIs reworked/optimized.
[close]

This update shouldn't break your save but some existing variants might be messy.
« Last Edit: June 15, 2017, 11:44:38 PM by Tartiflette »
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adimetro00

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Re: [0.8.1a] Diable Avionics 1.84 (15/06/2017)
« Reply #596 on: June 14, 2017, 11:16:42 PM »

Tartiflette, are you still going on with the ships' sprite rework? Cause i want the crisper sprites on the other ships, espwcially the big ones.
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Orikson

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Re: [0.8.1a] Diable Avionics 1.84 (15/06/2017)
« Reply #597 on: June 15, 2017, 01:12:45 AM »

Tartiflette, are you still going on with the ships' sprite rework? Cause i want the crisper sprites on the other ships, espwcially the big ones.

The current info given on the work plan is that the Gust is receiving a new sprite from FlashFrozen.

A few weapons are deemed to be in need of a touch up.

No other plans has been informed of.
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Hussar

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Re: [0.8.1a] Diable Avionics 1.84 (15/06/2017)
« Reply #598 on: June 15, 2017, 09:06:46 AM »

So I have updated the DA and game is fine and dandy till I have tried to fight one of DA's fleets:

Spoiler
52275 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.DiableAvionicsUniversalDecksUpgrade.advanceInCombat(DiableAvionicsUniversalDecksUpgrade.java:41)
   at com.fs.starfarer.combat.entities.Ship.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(Unknown Source)
[close]
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Troika

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Re: [0.8.1a] Diable Avionics 1.84 (15/06/2017)
« Reply #599 on: June 15, 2017, 10:57:43 AM »

Much to my annoyance, it seems the only way to really get the Pandemonium to stay consistently flux stable is to fill all the medium mounts with missile launchers. Pretty much anything else has it overload in seconds.
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