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Author Topic: [0.9.1a] Sylphon RnD 0.9.10 - The inevitable Valestri nerf  (Read 201209 times)

solardawning

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Re: [0.9a] Sylphon RnD 0.9.4b
« Reply #225 on: March 01, 2019, 11:51:39 AM »

What Silver is reporting is actually the biggest reason I prefer the Replekia over the Metafalica. Any guns you install in the Replekia (whether Sylphon large energy weapons or ones from vanilla or other mods) do NOT have this problem with tracking targets.

This problem is unique to the Metafalica's weapons.
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Nia Tahl

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Re: [0.9a] Sylphon RnD 0.9.4b
« Reply #226 on: March 01, 2019, 03:26:56 PM »

So Nicke and I did a bunch of code digging to see if there was an issue with the script and we eventually stumbled upon a funky little script interaction that caused the Phira projectiles to be misaligned. Next patch will give the Metafalica's guns the intended accuracy. Turns out it actually wasn't just the AI being incompetent.

Spoiler
[close]
« Last Edit: March 01, 2019, 03:33:08 PM by Nia Tahl »
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My mods: Sylphon RnD - Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
It's all in the presentation

Wyvern

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Re: [0.9a] Sylphon RnD 0.9.4b
« Reply #227 on: March 01, 2019, 03:38:52 PM »

Nice!  Thanks for taking the time to look into this; I'll be glad to have it fixed - the Metafalica is one of my current favorite flagships.
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Wyvern is 100% correct about the math.

Nia Tahl

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Re: [0.9a] Sylphon RnD 0.9.4c
« Reply #228 on: March 01, 2019, 03:43:17 PM »

And here's the patch to fix the Metafalica's guns, alongside a bunch of balance changes.

Bunch of nerfs to a couple of balance outliers.

Changelog:
Spoiler
0.9.4c
Changes:
- Reworked Raphiel to fire in larger bursts with lower per-missile damage. Less effective against armour now, but gained a bit more firepower against shields.

Balancing:
- Lowered Adloquium's per-shot damage and lowered refire delay to make the burst damage less abusive
- Lowered Catharsis armor and shield values
- Lowered Disavowal range by 50su and fixed flux values
- Lowered Celika's dissipation from 300 to 250 and shield efficiency from 0.7 to 0.9
- Removed Exalt ammo regeneration and upped base ammo to compensate (subject to further change depending on how they perform)
- Halved RoF for Celemency pulse
- Changed the Catharsis' missile battery to fragmentation damage

Bugfixes:
- Fixed an issue with the Metafalica's guns that caused them to fire off-target
- Fixed an issue with the Metafalica's burst rounds that caused them to sometimes reorient

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My mods: Sylphon RnD - Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
It's all in the presentation

Shad

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Re: [0.9a] Sylphon RnD 0.9.4c
« Reply #229 on: March 02, 2019, 02:03:47 AM »

A lot of very nice changes. Fixes to Metafalica make it easier to control without doing 5 things at once. Raphiel can help in overloading frigates quickly. Disavowal no longar has insane flux efficiency. Adloquium is no longer a "boom headshot" instakill weapon.

Catharisis got hit by the nerf hammer very hard. A nerf to both weapons and survivability. It is still a 24 OP 1/wing fighter. While vanilla doesn't really offer a similar fighter, at 25 OP level there's a strong competition in other mods, such as Tyrador's and Neutrino's (not to mention the cheaper Wanzers like Valiants). The old Catharisis was a little too good compared to them, but the new one is firmly behind.

Sad to see Exalts be nerfed into irrelevance. They were one of my favorite missiles. But the AI has no clue how to properly use the variable damage, so starts firing from 4000 away. By the time it gets close most of its ammo is wasted. Before, you had the reloads to give an occasional salvo throughout the battle, now, they are just dead weight. And considering they are some the most expensive missile systems in the game at 7/14/28 OP cost, they are just not worth putting on ships.

Just to compare: Hurricane MIRV and new Exalt 12 both give 10 salvos a mid-range. Hurricane give 500x9 HE damage. Exalt will give 100/200/300 x 12 HE Damage, making it worse even at point blank (especially considering the lower armor penetration), and much worse at longer ranges. MIRVs are also harder to dodge/counter with PD. And MIRV is cheaper.
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Nia Tahl

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Re: [0.9a] Sylphon RnD 0.9.4c
« Reply #230 on: March 02, 2019, 03:51:56 AM »

Both Exalt and Catharsis nerfs are very much the nuclear option right now. I'll bring both up in power till they feel reasonable. Exalts will see a major OP discount probably and get some more ammo.
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My mods: Sylphon RnD - Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
It's all in the presentation

Iota Latte

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Re: [0.9a] Sylphon RnD 0.9.4c
« Reply #231 on: March 04, 2019, 02:33:20 AM »

Huston, we have a problem!
A null pointer exception was caused by Sylphon RnD 0.9.4c

starsector.log
57298 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.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)
starsector.log END

known updated mod in same time
-LazyLib 2.4d
-MagicLib 0.23 RC3
-Neutrino Corp 1.85 RC3&RC4
-Tahlan Shipworks 0.3.3d

All the mod I have installed:
-Approlight(pretty new)
-Combat Chatter
-Common Radar
-Console Commands
-Dassault-Mikoyan Engineering
-DIABLEAVIONICS
-DisassembleReassemble_v1.6.5
-GraphicsLib
-LazyLib
-Legacy of Arkgneisis
-Lightshow
-MagicLib
-Neutrino corp
-ORA
-PlanetaryShieldAccessControl
-Ship and Weapon Pack
-sylphon
-tahlan
-UnknownSkies
-UpgradedRotaryWeapons
-Version Checker

Just told me if you need any more info  ;)
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-- 404 FELINE NOT FOUND --

Nia Tahl

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Re: [0.9a] Sylphon RnD 0.9.4c
« Reply #232 on: March 04, 2019, 05:25:06 AM »

There's literally nothing in that error that indicates it was caused by my mod. In fact I can't say which mod caused it at all since it's an entirely unspecific error.
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My mods: Sylphon RnD - Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
It's all in the presentation

LoweN

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Re: [0.9a] Sylphon RnD 0.9.4c
« Reply #233 on: May 10, 2019, 07:28:32 PM »

Hi, I just started playing 0.9.1a - it seems like there's a new (?) bug (I think with this mod?) - whenever I have Sylvian ships under AI control either mine or enemies, campaign, mission, or simulator, it causes the game to crash with the following error in starsector.log:

304311 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.system.do.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.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)

It can take a little while to happen, it seems like the ships need to have enemy on sensor contact.

Running a ton of mods but I think it's due to this one because it's always/only Sylvian ships that do it, so far at least.
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Lawkey

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Re: [0.9a] Sylphon RnD 0.9.4c
« Reply #234 on: May 10, 2019, 10:09:21 PM »

Hello,I am one of the translators of your mod (to Chinese).The predecessor translated "nullspace" as the meaning like "zero dimension space".but I don't think it's appropriate.I think "nihility space"might be better.Please tell me which is better .Thank you.
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Nia Tahl

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Re: [0.9a] Sylphon RnD 0.9.4c
« Reply #235 on: May 11, 2019, 03:39:48 AM »

@Lawkey:
Technically both translations are fine, really. The way it should be understood is as "nothing space" since it's a space/dimension with nothing in it

@LoweN:
I'll see if I can figure out what's up with that.
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My mods: Sylphon RnD - Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
It's all in the presentation

Nia Tahl

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Re: [0.9a] Sylphon RnD 0.9.4c
« Reply #236 on: May 11, 2019, 03:59:07 AM »

alright, found the error. I'm adding a download for a preliminary update to the first post
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My mods: Sylphon RnD - Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
It's all in the presentation

JustinCase

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Re: [0.9a] Sylphon RnD 0.9.4c
« Reply #237 on: May 14, 2019, 02:10:45 AM »

Hi, I just started playing 0.9.1a - it seems like there's a new (?) bug (I think with this mod?) - whenever I have Sylvian ships under AI control either mine or enemies, campaign, mission, or simulator, it causes the game to crash with the following error in starsector.log:

304311 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.system.do.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.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)

It can take a little while to happen, it seems like the ships need to have enemy on sensor contact.

Running a ton of mods but I think it's due to this one because it's always/only Sylvian ships that do it, so far at least.

The bug is still there. I used the 0.9.4c version. It is appeared when I attacked this enemy fleet.: SRD_Mariana_cargo, SRD_Buffalo, SRD_Furika

Spoiler
168936 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.system.do.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.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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Nia Tahl

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Re: [0.9a] Sylphon RnD 0.9.4c
« Reply #238 on: May 14, 2019, 03:02:03 AM »

Try reading my previous post maybe?
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My mods: Sylphon RnD - Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
It's all in the presentation

rosamy

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Re: [0.9a] Sylphon RnD 0.9.4c
« Reply #239 on: May 14, 2019, 04:02:06 AM »

I decided to grab the preliminary update, but am still having crash issues specifically with Sylphon ships, specifically when enemies are detected by sensors during combat. Issues only started after moving to 0.9.1a, and only with Sylphon Ships.

3200585 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.system.do.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.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)


Modlist:
Lightshow
Arsenal Expansion
Autosave
Celestial Mount Circle
Combat Chatter
Common Radar
Dassault-Mikoyan Engineering
Diable Avionics
Gladiator Society
Hazard Mining Incorporated
High Tech Armada
LazyLib
Leading Pip
Legacy of Arkgneisis
MagicLib
Neutrino
Nexerelin
Outer Rim Alliance
Portrait Pack
Scy Nation
SkilledUp
Sylphon
Tyrador Safeguard Coalition
Underworld
Unknown Skies
Upgraded Rotary Weapons
Version Checker
Vesperon Combine
GraphicsLib
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