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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: [0.96a] Tahlan Shipworks  (Read 1104211 times)

Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
« Reply #165 on: September 03, 2019, 04:05:02 PM »

rare spawns in independent fleets and markets
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
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Wyvern

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Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
« Reply #166 on: September 03, 2019, 11:21:34 PM »

Minor typo in the Fray Cannon description: "fully integrated into the ship's hell" - should be "hull".
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Wyvern is 100% correct about the math.

Ass-Haggis

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Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
« Reply #167 on: September 04, 2019, 03:50:52 AM »

If the Cuchulainn doesn't essentially function as a flying laser sword I will only be slightly upset, ship's art's cool yo!
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Starareo

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Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
« Reply #168 on: September 04, 2019, 08:34:17 AM »

Anyone have experience with the Yukikaze and Korikaze AI? As in, does the AI know to stick them relatively close together for bonuses?
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.6c - Now with more Vayra shenanigans
« Reply #169 on: September 04, 2019, 11:52:58 AM »

no
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
It's all in the presentation

Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.7 - Ready broadsides!
« Reply #170 on: September 04, 2019, 12:45:10 PM »

0.3.7 is here and it brings new ships once again.



Here's the star of this one, the Nibelung-class battleship, for all your broadside-lovers


Changelog:
Quote
0.3.7
Additions:
- Bronco-class missile destroyer
- Nibelung-class battleship
- Some new Nex start options
- Valacor heavy fighter
- The return of the Bento (LP)

Vayra's Sector stuff:
- Boss-variant Niebelung with custom bounty
- Added some rare flagship options

Balancing:
- Lowered Efreet DPS slightly
- Lowered Efreet range from 1200 to 1100

Fixes:
- Fixed wrong scaling math on some ship systems

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

Dreamslayer

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Re: [0.9.1a] Tahlan Shipworks 0.3.7 - Ready broadsides!
« Reply #171 on: September 05, 2019, 07:40:17 AM »

I think ive found a bug with the Nibelung in conjungtion with the Vayra Unique Bounties. Needless to say it crashes when it chooses the Unique Nibelung.

7692061 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique bounty data list contains: [tahlan_bounty_hresvelgr, tahlan_bounty_virtue_prudence, tahlan_bounty_eden, tahlan_bounty_virtue_courage, tahlan_bounty_scathach, tahlan_bounty_nibelung]
7692061 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - picking unique bounty
7692061 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - picked unique bounty: tahlan_bounty_nibelung
7692065 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [Starsea.ogg]
7692073 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
7692312 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [FearMachine.ogg]
7692313 [Thread-10] INFO  sound.null  - Playing music with id [FearMachine.ogg]
7692457 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.addToFleet(VayraUniqueBountyIntel.java:582)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.createFleet(VayraUniqueBountyIntel.java:551)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.spawnFleet(VayraUniqueBountyIntel.java:464)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.<init>(VayraUniqueBountyIntel.java:127)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:367)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:304)
   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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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.7a - Ready broadsides!
« Reply #172 on: September 05, 2019, 07:59:58 AM »

Small patch that, amongst others, fixes that Nibelung bounty bug.

Changelog:
Quote
0.3.7a
Changes:
- Unified the hullmods of all Legio Infernalis ships

Balancing:
- Reduced DP of Hresvelgr variants to 45

Bugfixes:
- Fixed bug with Unique Nibelung bounty
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
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matveich

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Re: [0.9.1a] Tahlan Shipworks 0.3.7a - Ready broadsides!
« Reply #173 on: September 07, 2019, 10:00:29 AM »

It looks there is a name mismatch between tahlan_nibelung_cover_l_Normal in tahlan_texture.csv and tahlan_Nibelung_cover_L_Normal in maps/weapon_normals.
This prevents the game from loading:
Code
[graphics/tahlan/maps/weapon_normals/tahlan_nibelung_cover_l_Normal.png] resource, not found in 
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.7a - Ready broadsides!
« Reply #174 on: September 07, 2019, 11:47:35 AM »

ugh, *** linux. Will fix it eventually, I suppose
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.7b - Ready broadsides!
« Reply #175 on: September 08, 2019, 07:56:40 AM »

New patch. Mostly just some bugsquashing
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Modo44

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Re: [0.9.1a] Tahlan Shipworks 0.3.7b - Ready broadsides!
« Reply #176 on: September 08, 2019, 11:19:26 PM »

I updated all the mods after a long weekend, and something broke either in Tahlan, or in Tahlan+GraphicsLib.

The Izanami special ability combined with its Atrapos Lances started causing graphical glitches. After the first use of Chrono Rupture while Atrapos is firing, the ship usually turns black, every Atrapos shot turns into a black "shadow" that hides effects, and all shield effects disappear for all ships for the rest of the battle. Venting shows the Izanami again, but then it's back to black.

Tried disabling everything but the shaders in GraphicsLib, but it did not help. It does not matter what other ships are in a battle. 1 on 1 in simulation also brings out this bug.
« Last Edit: September 08, 2019, 11:27:09 PM by Modo44 »
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Nicke535

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Re: [0.9.1a] Tahlan Shipworks 0.3.7b - Ready broadsides!
« Reply #177 on: September 09, 2019, 01:56:35 AM »

I updated all the mods after a long weekend, and something broke either in Tahlan, or in Tahlan+GraphicsLib.

The Izanami special ability combined with its Atrapos Lances started causing graphical glitches. After the first use of Chrono Rupture while Atrapos is firing, the ship usually turns black, every Atrapos shot turns into a black "shadow" that hides effects, and all shield effects disappear for all ships for the rest of the battle. Venting shows the Izanami again, but then it's back to black.

Tried disabling everything but the shaders in GraphicsLib, but it did not help. It does not matter what other ships are in a battle. 1 on 1 in simulation also brings out this bug.

Sounds distinctly like an issue with your GraphicsLib installation; this sounds like OpenGL messing itself up quite royally. The Izanami triggering it is most likely due to it having a big distortion being triggered, though I'm not sure.

Modo44

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Re: [0.9.1a] Tahlan Shipworks 0.3.7b - Ready broadsides!
« Reply #178 on: September 09, 2019, 03:25:07 AM »

I tried disabling the shaders (so effectively all of GraphicsLib), but that only solved the "ship goes black" issue. The shields still disappear at the same time. Now I am really confused.
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.7b - Ready broadsides!
« Reply #179 on: September 09, 2019, 03:41:11 AM »

It's not that. Had a similar thing happen before, but no clue what might be causing this issue.

The issue seems to be related to beams in some way, so I recommend just using projectile-based weapons for the time being. Recent patch changed the medium mounts to hybrids, anyhow (forgot to add that to the patch notes)
« Last Edit: September 09, 2019, 03:44:51 AM by Nia Tahl »
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
It's all in the presentation
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