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Author Topic: [0.8.1a] Outer Rim Alliance v0.77 (2017/03/03)  (Read 52530 times)
Sy
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« Reply #105 on: May 13, 2017, 08:05:43 AM »

is Bliss supposed to have such crazy high OP? at 75, it's way above all other frigates. the closest one in vanilla are Hyperion with 65 and Scarab with 60.

Bliss is more expensive than frigate average, but not by a huge amount. the rough amount of OP needed to fill all its weapon slots is also only ~5 above combat frigates like Lasher or Wolf, both of which have 55 OP.

if it needs the OP for balance reasons, i'd say it'd be better to buff some of its base stats a bit and take OP down to 60 or 65. at the moment, getting max flux and max vents on pretty much any loadout seems like a no-brainer, and i still often have enough OP to spare to get several impactful hullmods (and this is without +10% OP from skill).
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Troika
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« Reply #106 on: May 27, 2017, 10:48:26 PM »

This causes a crash on launch. Something about a missing system in ship data.
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Midnight Kitsune
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« Reply #107 on: May 27, 2017, 11:23:22 PM »

This causes a crash on launch. Something about a missing system in ship data.
Delete and reinstall the mod first
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Bastion.Systems
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« Reply #108 on: May 28, 2017, 02:32:56 AM »

I think ORA adds too many systems to the game, look at any other mod, the base amount is around 2-3, five systems clumped together is wayyy too much.
Their systems could be spread apart across the sector and that more of them should feature markets from base game factions. (I really like the new SRA placement, makes it possible to interact with them without having to actively seek them out from the edges).
« Last Edit: May 28, 2017, 06:48:05 AM by Bastion.Systems » Logged
Igncom1
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« Reply #109 on: May 28, 2017, 04:07:36 AM »

Yeah I love the ORA systems and all the possible interactions.

Diable Avionics in comparison rarely interact with the sector at large and are often too far away to visit if your not looking to directly interact with them.
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Orikson
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« Reply #110 on: May 28, 2017, 04:09:44 AM »

I think ORA adds too many systems to the game, look at any other mod, the base amount is around 2-3, five systems clumped together wayyy too much.
Their systems could be spread apart across the sector and that more of them should feature markets from base game factions. (I really like the new SRA placement, makes it possible to interact with them without having to actively seek them out from the edges).

Changing the position of ORA systems would require a revamp of the lore around them. Plus, placing markets into Vanilla star systems is usually not ideal.

On the case of outer systems, the introduction of Sustained Burn basically makes their distance redundant.
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Igncom1
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« Reply #111 on: May 28, 2017, 04:18:44 AM »

I think ORA adds too many systems to the game, look at any other mod, the base amount is around 2-3, five systems clumped together wayyy too much.
Their systems could be spread apart across the sector and that more of them should feature markets from base game factions. (I really like the new SRA placement, makes it possible to interact with them without having to actively seek them out from the edges).

Changing the position of ORA systems would require a revamp of the lore around them. Plus, placing markets into Vanilla star systems is usually not ideal.

On the case of outer systems, the introduction of Sustained Burn basically makes their distance redundant.

For supplies maybe, not for fuel however.
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Phearlock
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« Reply #112 on: May 28, 2017, 05:22:15 AM »

If you want to flip the argument. Having a set of systems up in the northeast makes them quite good for resupply and refuel when hunting bounties or doing salvage/survey runs in that quadrant of the galaxy. They're not that far away (compared to most other mod markets), with their largest markets being some of the closest.
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PokerChen
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« Reply #113 on: May 29, 2017, 10:07:30 AM »

 I personally do enjoy ORA and Diable being away from the core systems. Although, the ORA systems are a bit too close together, which reduces the reason to go to the smaller markets (easier to find ships).
 In any case, the actual number of functional systems are smaller (not really worth visiting size 1~4 markets), and if decolonization becomes a thing then ORA will fix itself over the first decade of the game.
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Eternity
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« Reply #114 on: May 30, 2017, 10:10:05 AM »

Merci Tartiflette pour ce mod que je vais tester de suite ;-)

Many thanks Tartiflette for this mod... I will test it immediatly ;-)
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Tartiflette
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« Reply #115 on: June 05, 2017, 09:59:14 AM »


Requires LazyLib

Small update for Nexerelin and some minor balance tweaks.

Changelog:
0.71

BALANCING:

 - Bliss:
   . Fortress Shield now has a cool-down and limited charges that regenerate slowly.
   . OP reduced to 65 from 75.

 - Mirth:
   . Shield efficiency reverted to 0.7 f/dmg from 0.6.
   . Shield arc reduced to 120 deg from 180.

 - Sanctuary:
   . Speed reverted to 60 from 80.

BUGFIXES/IMPROVEMENTS:

 - RC2: fixed Nexerelin generation.
 - RC2: Shufffled around the systems.
 - Reduced most ships' FP, should make them available at lower reputation levels.
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Tartiflette
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« Reply #116 on: June 14, 2017, 10:59:00 PM »


Requires LazyLib

Update in preparation for the 3rd Tournament.

Changelog:
0.72

BALANCING:

 - Choir Emitter:
   . Slightly raised the probability of disabling a missile,
   . Better chance to destroy a missile outright.
   . Effect significantly compounded by the ECCM hullmod.
   . Slightly raised the projectile's hit radius.
   . Doubled EMP damage against ships at 70 per shot.
   . Doubled flux requirements.
   . Random AOE removed.

 - Invocation:
   . Second stage reworked as a shockwave AOE.
   . Fire-rate reduced to 10rpm from 15.
   . Damage per shot raised to 2500 from 3x500. (417dps from 300)
   . Flux per shot raised to 3750 from 1500. (625fps from 300)

BUGFIXES/IMPROVEMENTS:

 - Changed some of the smaller market to non-economy ones.
 - Baked Lum'en's coriolis ring into the station sprite since it was vanishing upon loading a save.
« Last Edit: June 20, 2017, 12:06:43 AM by Tartiflette » Logged

 
Tartiflette
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« Reply #117 on: June 15, 2017, 01:22:18 PM »

Turns out there is a mod compatibility issue. Uploaded a fixed version so download the mod again to fix it.
« Last Edit: June 15, 2017, 11:49:45 PM by Tartiflette » Logged

 
kerghnox
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« Reply #118 on: June 19, 2017, 06:45:23 PM »

Game crashes whenever I try to sort by name in the planet tab. The crash still happens when ORA + LazyLib and GraphicsLib are the only mods enabled.
Code:
77711 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 10 (exception)
77711 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 11 (exception)
77711 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 12 (exception)
77711 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 13 (exception)
77711 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 14 (exception)
77712 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 15 (exception)
77712 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 16 (exception)
78016 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - 48 out of a maximum 50 trade fleets in play
78017 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Picked market [Ragnar Complex] to spawn trade fleet from
78017 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Will send trade fleet to market [Eldfell]
78017 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Delivering: [], bringing back [Food]; volume: 60
78017 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Creating trade fleet of tier 1 for market [Ragnar Complex] (volume: 60)
78018 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 20 point economy fleet from [Ragnar Complex] to [Eldfell]
78156 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 5 out of a maximum 13 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.BountyPirateFleetManager]
78157 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate raiders] at hyperloc Vector2f[-51.010162, -10496.24]
78396 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [chicomoztoc|tigra_city]: trade (s: 10, l: 2), smuggling: (s: 0, l: 0)
78628 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 29 out of a maximum 30 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.PirateFleetManager]
78631 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate attack fleet] at hyperloc Vector2f[3300.0, -500.0]
78739 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 6 out of a maximum 13 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.BountyPirateFleetManager]
78741 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate attack fleet] at hyperloc Vector2f[400.0, -9400.0]
78978 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Salamanca by 0.0040069437, is now 0.17403217
78979 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Salamanca by 0.0040069437, is now 0.17703737
79008 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_main_menu.ogg]
79145 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 34 out of a maximum 35 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.LuddicPathFleetManager]
79146 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[-17200.0, -7500.0]
79168 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
79168 [Thread-10] INFO  sound.OooO  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
79260 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 6 out of a maximum 13 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.BountyPirateFleetManager]
79261 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate scout] at hyperloc Vector2f[397.02985, -9395.82]
93524 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
93560 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.campaign.CustomCampaignEntity cannot be cast to com.fs.starfarer.campaign.CampaignPlanet
java.lang.ClassCastException: com.fs.starfarer.campaign.CustomCampaignEntity cannot be cast to com.fs.starfarer.campaign.CampaignPlanet
at com.fs.starfarer.campaign.ui.MarketConditionsWidget.ÖÖÔ000(Unknown Source)
at com.fs.starfarer.campaign.ui.MarketConditionsWidget.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.MarketConditionsWidget.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.OOoO.if.return$new(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.OOoO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.B.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.O0OO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.String.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.if.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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)
93670 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [campaign_music_part_2_v28.ogg]
93670 [Thread-10] INFO  sound.OooO  - Playing music with id [campaign_music_part_2_v28.ogg]
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Tartiflette
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« Reply #119 on: June 20, 2017, 12:07:52 AM »

Okay, I missed one buggy station when I was trying to make some of the markets non-economy. Fixed it as well as fixed the Lum'en Station loosing its coriolis ring upon loading a save.

While this update won't break your save, the fix will only apply on a new game. Use Save Transfer to keep your progress.
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