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Author Topic: [0.95.1a] Outer Rim Alliance v0.95rc1 (2023/01/07)  (Read 491634 times)

Tartiflette

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Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
« Reply #195 on: July 01, 2019, 11:12:57 AM »


Maintenance update: more buffs (albeit no that many) and a bit more content to explore.

Changelog:
Spoiler
0.86

BALANCING:
 - ORA blueprint packages prices lowered to vanilla levels.
 - Ascension-class Newton Slinger system effect significantly stronger.
 - Invocation Launcher EMP damage raised to 2500 from 1000.
 - Eschewal Projector flux to fire lowered to 360 from 500 (0.9 f/dmg from 1.25).
 - Calling Scatterer:
   . Range increased to 900 from 700.
   . Projectiles slightly faster.
   . Projectiles slightly harder to shoot down.
   . Sustained fire-rate doubled (1000 dps from 500).
 - Sempiternal Repeater:
   . Initial flux/shot reduced to 66 from 75, maximum flux  per shot now 200 (1 f/dmg).
   . Accuracy slightly improved
 - Elevation-class cruiser system changed to Micro Burn from High Energy Focus.
 - Revelation-class cruiser OP amount raised to 170 from 150.
 - Beatitude-class cruiser OP amount raised to 195 from 180.
 - Enlightenment-class battleship:
   . Hull points raised to 20000 from 16000.
   . Flux dissipation raised to 1400 from 1200.
   . Flux capacity raised to 30000 from 22500.
 - Recital Deliverer now less accurate during sustained bursts.

BUGFIXES/IMPROVEMENTS:
 - Added New Beginnings compatibility.
 - Shuffled around the systems, added a bit more content to them for a more dynamic experience.
[close]

Download available in the Original Post
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namad

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Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
« Reply #196 on: July 02, 2019, 07:07:10 AM »

BUGFIXES/IMPROVEMENTS:
 - Added New Beginnings compatibility.
 - Shuffled around the systems, added a bit more content to them for a more dynamic experience.



What does "Shuffled around the systems, added a bit more content to them for a more dynamic experience." mean?
Do you mean the corvus mode star systems are changed? which would mean this patch is not save game compatible?
Or do you mean the ship systems? or do you mean the systems are changed only when using the new beginnings option?
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Tartiflette

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Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
« Reply #197 on: July 02, 2019, 07:51:51 AM »

It means the star systems changed a bit. And that won't be reflected in existing saves.
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Wyvern

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Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
« Reply #198 on: August 09, 2019, 11:40:43 PM »

The Elevation should probably either have the "CARRIER, COMBAT" tag removed, or the "NO_AUTO_ESCORT" tag added.

...Unless the actual intent is for it to be bad under AI control in fleet situations?  I can't really rule out the notion that it was meant as a good player flagship without also being a competitive fleet element.

Edit: Probably best to remove "CARRIER, COMBAT" - I tested with adding "NO_AUTO_ESCORT", and while it resulted in better AI behavior in general, it still defaults to 'fighter strike' when you select one and try to assign it a target to go kill.  Eliminate is a much more sensible default command for a ship like the Elevation.
« Last Edit: August 19, 2019, 04:42:55 PM by Wyvern »
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Wyvern is 100% correct about the math.

Taverius

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Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
« Reply #199 on: August 19, 2019, 04:38:53 PM »

Given the abundance of small mounts for PD, the small PD weapons need to be a lot more available. I've found 4, in a black market, in cycle 209, and I've been scouring all the markets non-stop. Nothing else to say so far, its early days.

Also, shouldn't the front mount on the Elevation be a Hardpoint? Its weird having an exposed turret, with its reduced HP, and only having like 3deg angle on it.
« Last Edit: August 19, 2019, 05:00:45 PM by Taverius »
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Taverius

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Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
« Reply #200 on: August 20, 2019, 03:25:34 PM »

The side turret arcs on the bliss aren't symmetrical, which would explain why it always favoured one side under AI use. That's not a trick to make the AI use it right? Because they are symmetrical on the Harmony.

I know you haven't been working on this faction for neeeearly as long as your others, but just for feedback's sake, I really want a cheap PD i can use to fill slots. I'm using a generic faction one for now but its OP2->0 and that feels like cheating.

Also and more importantly, its not purple, which is frankly an affront. So pretty please, with an Onslaught on top, a cheap OP3 version of the Choir?

Ok, I didn't go super duper far in - stopped at cruisers, so keep that in mind - I was impressed with the science cruiser, good player ship, and in general I liked all of them, mostly had issues with weapons. Its not that the ORA weapons are bad, they're pretty strong, but they're very niche, and there's a dearth of non-beam low flux high range energy weapons outside of mod factions.

I mean I was mostly fighting [REDACTED] and pirates/ludd/cabal, the odd Diable expedition, and its really hard to nail down enermies so they'll die.

In the end I had to use a mix of all kinds of mod things to get the required low-flux, 750/1000 range 'i poke you with hard flux' weapons so that things would stay still long enough to die, ORA isnt super slow but not exactly mobile either.

They could also do with a courier for flavor for chasing things down in pursuit, I was using BRDY robberflies just because it takes so long to cap pursuit points with ORA frigates.
« Last Edit: August 21, 2019, 04:24:16 AM by Taverius »
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No faction is truly established without a themed Buffalo (TAG) variant.

Ed

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Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
« Reply #201 on: September 13, 2019, 03:55:24 PM »

Hello, I am making a weapon with a shockwave effect, mind if i check your code to see how you did your Invocation effect?
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Tartiflette

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Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
« Reply #202 on: September 17, 2019, 05:23:24 AM »

Ok I completely missed those posts, sorry about that.
Given the abundance of small mounts for PD, the small PD weapons need to be a lot more available. I've found 4, in a black market, in cycle 209, and I've been scouring all the markets non-stop. Nothing else to say so far, its early days.
Sadly that's an issue with the game in general. Factions that use vanilla weapons tend to have very little market availability for their custom ones.

stuff...
Agreed on a cheap PD weapon.
The Ascention should be your pursuit frigate, it is faster than average and slows down enemies in range.
As for loadouts, despite the higher cost, beams are very much viable on ORA ships, just not the absolute best they would without it. A fleet that mixes some beam pressure ships with a bunch of faster hard hitting ones would probably  be ideal.

Hello, I am making a weapon with a shockwave effect, mind if i check your code to see how you did your Invocation effect?
Sure go ahead, it's CC for that reason.
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Dwarden

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Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
« Reply #203 on: September 22, 2019, 02:44:32 PM »

narrowed one of two MIRV related java exceptions to "Outer Rim Alliance"
==
Code
30045 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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)
any ideas / solutions to fix ?

i see mirv used only in .proj files for missile so i guess something wrong in that definition?
« Last Edit: September 22, 2019, 03:00:53 PM by Dwarden »
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Innominandum

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Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
« Reply #204 on: September 22, 2019, 03:42:26 PM »

narrowed one of two MIRV related java exceptions to "Outer Rim Alliance"
==
Code
30045 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
any ideas / solutions to fix ?

i see mirv used only in .proj files for missile so i guess something wrong in that definition?
Might be related to this http://fractalsoftworks.com/forum/index.php?topic=15634 or someone dragging new mod versions without deleting the old versions mod folder first which i doubt you did. If it really were a mirv issue then the weapons name should be listed after spec details [weapon_name] like in the following errors
Getting this when hover over a fleet not sure if this mod is doing it:
Code
16164 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [MSS_big_rotary] not found in weapon_data.csv
16164 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [ms_instantFlak] not found in weapon_data.csv
16166 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
Hi, I've just experienced a crash and I think Blackrock might be to blame (my favourite mod btw ;) ):
I do run a ton of other mods though but I see that achilles is from BRDY
Code
1553862 [Thread-4] WARN  com.fs.starfarer.ui.impl.CargoTooltipFactory  - Error figuring out MIRV spec details for [achilles_mrm]
org.json.JSONException: JSONObject["emp"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
but here it isn't. The only other relatable error log is from this topic http://fractalsoftworks.com/forum/index.php?topic=13528 and it pretty much seems to have been an issue of copy pasting updates without deleting the folder first. 
« Last Edit: September 22, 2019, 04:03:10 PM by Hastur »
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Dwarden

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Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
« Reply #205 on: September 22, 2019, 03:54:50 PM »

i always doing byte compare of files when updating mods so it doesn't feel like leftovers issues ...

anyway loading only those mods (in this case ORA) separate w/o anything else (ofc the needed lazylib,magiclib)  equals same error
« Last Edit: September 22, 2019, 04:01:17 PM by Dwarden »
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Innominandum

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Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
« Reply #206 on: September 22, 2019, 04:11:38 PM »

i always doing byte compare of files when updating mods so it doesn't feel like leftovers issues ...

anyway loading only those mods (in this case ORA) separate w/o anything else (ofc the needed lazylib,magiclib)  equals same error
I don't honestly know what the trick to this is but try to just delete the folder of the mod and re-download it, i just tried it myself and the game loads and starts without problems. There is something related to this in regards to weapon id's being changed in weapon_data.csv being able to lead to such errors when the old weapons_data file wasn't deleted first, or better said it was mentioned once in the forum.
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Dwarden

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Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
« Reply #207 on: September 22, 2019, 05:11:01 PM »

the game starts and works fine, this is about java exception in starsector.log
and as i wrote before, the ORA files are latest and only them (no other mod active)
« Last Edit: September 22, 2019, 05:12:35 PM by Dwarden »
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Tartiflette

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Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
« Reply #208 on: September 22, 2019, 11:40:24 PM »

As I mentioned on discord, this is either an outdated version of the game (0.9.1 RC8) or an outdated version of the mod/overwriting the old mod folder instead of delete and extract. If you are certain it's not any of those, then a clean reinstall is in order, including deleting all mods.
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Dwarden

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Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
« Reply #209 on: September 23, 2019, 02:13:27 AM »

As I mentioned on discord, this is either an outdated version of the game (0.9.1 RC8) or an outdated version of the mod/overwriting the old mod folder instead of delete and extract. If you are certain it's not any of those, then a clean reinstall is in order, including deleting all mods.

everything is latest
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