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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping  (Read 630341 times)

DinoZavarski

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Re: [0.9a] Arsenal Expansion v1.5.3b - Systems
« Reply #285 on: January 19, 2019, 11:21:44 PM »

In data/weapons/proj/ae_blacksmith_lance_old.proj you reference graphics/missiles/missile_mirv_warhead.png that does not exist.

The bug actually is present for some tile (at least 2 previous updates), but for various reasons (strains of laziness) i had no chance to report it earlier.
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tindrli

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Re: [0.9a] Arsenal Expansion v1.5.3b - Systems
« Reply #286 on: January 20, 2019, 07:36:23 AM »

Does anyone else have a problem with IX Battlegroup fights? i colonized one of their system and every time i go to my base to clean it up from IX battlegroup fleets game get stucked after i kill all of them or they retreat. my ships just stop. they dont follow any orders except FULL RETREAT. is there a way to forcefully end a battle after an obvious victory?

thanx in advance
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Inventor Raccoon

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Re: [0.9a] Arsenal Expansion v1.5.3c - Systems
« Reply #287 on: January 21, 2019, 02:46:57 PM »

Another hotfix, hopefully the last. Fixed a quest not starting properly, and the issue with the unused Blacksmith projectile. Should work fine with existing saves.
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Retry

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Re: [0.9a] Arsenal Expansion v1.5.3c - Systems
« Reply #288 on: January 25, 2019, 11:41:41 AM »

I'm enjoying this mod so far.  I'm especially liking the Flourish, which feels like a high-tech Lasher in some sense.

I do have a few miscellaneous questions:

Could the weapons added by this mod (if any) be added and labeled somewhere clearly on the front page?  I like knowing which mod added what, it often gets hard to track when I've got a lot of mods enabled.

The IX Battlegroup, is there any backstory or other such lore as to why they're so antisocial to the rest of the sector?

The Promise arc was a nice touch, I actually thought it was a Vanilla thing until I couldn't find it on the official wiki.  Is there plans to expand that quest line's story arc in the future or will it remain a one-mission side-quest?

Making the Paragon an IX ship is an interesting choice.  I would have thought something like an Odyssey would have been more thematic for a "lightning war" doctrine capital.  Then again, AI isn't so great with Odysseys, and the IX Paragon skin is quite pretty and smooth.
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Avanitia

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Re: [0.9a] Arsenal Expansion v1.5.3c - Systems
« Reply #289 on: January 25, 2019, 11:56:05 AM »

The IX Battlegroup, is there any backstory or other such lore as to why they're so antisocial to the rest of the sector?

Copied from Arsenal Expansion's descriptions.csv (you won't see it unless you have Nexerelin enabled and give away any market to Ninth):

Spoiler
Before the Collapse, the Domain Ninth Battlegroup were a specialized section of the Domain Navy, focusing their efforts on tactics that somewhat deviated from the classic "Decisive Battle" doctrine, instead employing liberal use of hit-and-run tactics, ambushes and overwhelming first strikes to strike terror among rebel forces. Later in their existence, their activities shifted to primarily operating in smaller legions in joint operations with other battlegroups.

In cycle 70, a Ninth Battlegroup task force limped itself into the Persean Sector, having been cut off from the rest of their forces and the Sixth Battlegroup they had been co-operating with. Negotiations with the newly-formed Hegemony suddenly turned violent for currently classified reasons, resulting in a massive battle over the skies of Jangala that led to the IX strike fleets being scattered and retreating to the fringe systems, where they promptly declared war on the organized polities of the Sector, and have since adopted an isolationist policy, prefering the seclusion of their high-tech fortresses, raiding Sector convoys, scavenging and trading with the free captains of the Sector.
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Codyrex123

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Re: [0.9a] Arsenal Expansion v1.5.3c - Systems
« Reply #290 on: January 31, 2019, 05:06:03 AM »

So whenever I hover over a ninth battlegroup fleet, the game immediately crashes, heres the log that I'm getting, I haven't been able to test if its with every fleet but I know at least two have caused it.
I can confirm that I have the most recent version, and that I'm using a heavily modded game.

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:258)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
   at com.fs.starfarer.campaign.C.super(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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)
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Inventor Raccoon

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Re: [0.9a] Arsenal Expansion v1.5.3d - Systems
« Reply #291 on: February 08, 2019, 10:18:43 AM »

1.5.3d out. Balance tweaks for the fleetbuilding tournament (and regular game, of course!) Vanquish has been buffed slightly. Anti-Ship Mine Bays have also been somewhat buffed.

Changelog
Spoiler
Version 1.5.3d (Feb 8)
- Vanqush - opened up fighter bay previously locked to mining pods, rearmost medium changed from ballistic to composite, reduced price (265000 > 245000), reduced maintenance/deploy cost (45 > 40)
- Anti-Ship Mine Bays - increased mine lifetime (10 seconds > 20 seconds)
[close]

Main post updated with the download.
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CaveBacon

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Re: [0.9a] Arsenal Expansion v1.5.3d - Systems
« Reply #292 on: February 09, 2019, 04:19:27 PM »

I'm having the same problem fighting the the ninth battlegroup as tindrli is experiencing.
I was able to get around the issue with the Console Commands Mod (specifically, the "EndCombat", and "EndCombat enemy" commands).
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ArnaudB

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Re: [0.9a] Arsenal Expansion v1.5.3d - Systems
« Reply #293 on: February 17, 2019, 02:55:44 AM »

I have a problem where I called Omicron and he showed up, telling he'd return the favor... but I cannot leave or disengage from his fleet. Am I forced to kill him or what? It looks like a bug.
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Histidine

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Re: [0.9a] Arsenal Expansion v1.5.3d - Systems
« Reply #294 on: March 07, 2019, 06:31:50 AM »

(Reposting from Discord, in case you haven't seen it)

Is it intentional that the Vanquish's side weapons can fire on the opposite broadside? (See the Mauler, Thumper and Vulcan)
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emeticus

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Re: [0.9a] Arsenal Expansion v1.5.3d - Systems
« Reply #295 on: March 08, 2019, 01:03:35 AM »

I'm having the same problem fighting the the ninth battlegroup as tindrli is experiencing.
I was able to get around the issue with the Console Commands Mod (specifically, the "EndCombat", and "EndCombat enemy" commands).

Same here, combat vs these fleet never ends so my game is stuck. On the plus side it made me learn about the console!
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Inventor Raccoon

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Re: [0.9a] Arsenal Expansion v1.5.3e - Systems
« Reply #296 on: April 21, 2019, 05:04:18 PM »

New update, main post updated. Replaced the Ninth Battlegroup fortresses with a single fortified system, the Eyrie. Also a new ship, the Clio, a little escort frigate that can buff nearby allies like the Theseus.
Spoiler
Code
Version 1.5.3e (Apr 2 - Apr 21)
- IXBG partial rework: randomly generated fortresses replaced by a single fortified system, the Eyrie
- Added ae_settings.ini config file to allow disabling the Eyrie and Ninth Battlegroup
- Added Clio-class frigate
- Mini-flak cannon - now has ammo system (2 shots, 1 shot regained per 2 seconds), reduced OP cost to 6, reduced autofit value to reduce spawn frequency
[close]
Note there's now a "ae_settings.ini" file in the mod's folder - there's an option to switch off the Eyrie and Ninth Battlegroup in there, if you'd rather not play with them.
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Inventor Raccoon

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Re: [0.9a] Arsenal Expansion v1.5.3e - Systems
« Reply #297 on: April 21, 2019, 06:12:43 PM »

... I may have forgotten to include the Clio's description. Fixed that up, updated download!
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Singrana

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Re: [0.9a] Arsenal Expansion v1.5.3e - Systems
« Reply #298 on: May 06, 2019, 04:33:10 AM »

just wanted to whine about how strong the cackle is per OP cost, its basically my ideal anti strikecraft and anti larger ship fighter, i use vortex with cackle piranha, cackle flash, cackle cackle, cackle kopesh and astral with 6x kopesh, i use mostly vanilla power level mods, strongest competitor to cackle im using would be the super fighter in shadowyards or the falx super interceptor from SWP (also 14 op and should be nerfed a bit, but not as much as cackle)
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Inventor Raccoon

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Re: [0.9.1a] Arsenal Expansion v1.5.3f - Systems
« Reply #299 on: May 10, 2019, 03:06:58 PM »

1.5.3f out. Quick 0.9.1a compatibility update, with some minor tweaks.

Spoiler
Version 1.5.3f (May 9-10)
- 0.9.1a compatibility - adjusted ship prices and bomber refit times
- Artillery Swarmer now has an ammo system, increased OP cost (4 > 5)
- Fixed Clio missing default role
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> CLICK HERE TO DOWNLOAD <
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