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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Author Topic: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns  (Read 129251 times)

Snowblind

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Re: [0.9.1a] Tahlan Shipworks 0.3.7b - Ready broadsides!
« Reply #180 on: September 09, 2019, 03:46:19 AM »

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.
I have the same bug with the Izanami's system, but the details are a little different.

When shooting beams* that it has while it's system is active breaks things. The beam weapons stop functioning, they appear to come off cooldown immediately (even though they no longer fire at all), and remain locked in the position they were fired in until they eventually return to a neutral position. Graphical glitches happen for a bit, including a zone in which ships visually become black that looks like it follows the beam turrets/where the beams would be if they were fired by the turrets. Worst of all, the shields of ships nearby become invisible and don't give that ship any flux when fired upon (and don't appear to generate any shield upkeep flux either). Ships that are some distance away don't bug out. The bug was still present when I disabled every mod but this one and it's two required mods and tested the Izanami in sim. And yes, I disabled Graphics Lib for the last test - the weird visual glitches with ships going black went away, but every other bug remained (including invisible and invulnerable shields).

Unfortunately, I don't know when this bug started appearing - I updated a whole bunch of mods (including this one) in preparation for a new playthrough with the Izanami super ship start, and before that I had never used the Izanami.

*I tried both the super ship start Izunami's HE beams and vanilla phase lances. Behavior was identical with both.
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.7b - Ready broadsides!
« Reply #181 on: September 09, 2019, 04:39:23 AM »

The shield issue should be fixed in the most current version.

Edit: looking into this further and might have a fix for the whole thing. Might require some additional changes, though.
« Last Edit: September 09, 2019, 05:08:50 AM by Nia Tahl »
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My mods: Sylphon RnD - Tahlan Shipworks - Trailer Moments
It's all in the presentation

Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.7b - Ready broadsides!
« Reply #182 on: September 09, 2019, 05:17:07 AM »

Here's a tentative fix for the bug (I hope):

link removed cause outdated

Let me know if it works for you.
« Last Edit: September 09, 2019, 09:37:43 AM by Nia Tahl »
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My mods: Sylphon RnD - Tahlan Shipworks - Trailer Moments
It's all in the presentation

Modo44

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Re: [0.9.1a] Tahlan Shipworks 0.3.7b - Ready broadsides!
« Reply #183 on: September 09, 2019, 07:45:16 AM »

So far so good. Thank you for taking a look.
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.7b - Ready broadsides!
« Reply #184 on: September 09, 2019, 09:32:02 AM »

Here's a second fix:

main post has fixed version now

Previous one was having issues with weapons no longer doing damage again. This one should hopefully fix everything. Also slightly changes the behaviour of the Izanami's system.
« Last Edit: September 09, 2019, 04:46:37 PM by Nia Tahl »
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My mods: Sylphon RnD - Tahlan Shipworks - Trailer Moments
It's all in the presentation

Modo44

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Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
« Reply #185 on: September 09, 2019, 09:50:34 AM »

Ahh, so that's why Blackrock seemed to have invincible fighters. I thought it was just my bad build. They are dying quicker now.

No more visual glitches, as far as I can tell.
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Snowblind

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Re: [0.9.1a] Tahlan Shipworks 0.3.7b - Ready broadsides!
« Reply #186 on: September 09, 2019, 02:42:24 PM »

The visual glitches are gone, but now my weapons are doing no...
Here's a second fix:
...

OK, all good I think. Nothing buggy is showing up during sim testing after I pop the Izanami's ability.
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Orcling

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Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
« Reply #187 on: September 14, 2019, 11:36:30 PM »

For the custom bounties, do i somehow have to activate them or do they work on their own if i have Vayras sector on?
Couple years into the campaign and i haven't seen any of the ships displayed in them.
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Hrothgar

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Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
« Reply #188 on: September 15, 2019, 12:56:46 AM »

You have latest Vayra sector?

They spawn very lazily, you need to be patient if you have 3.0.4 sector.
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Ced23Ric

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Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
« Reply #189 on: September 15, 2019, 01:48:44 AM »

After playing through Nexelerin with every faction mod that's currently available for 9.1a, with Varya's and all extensions, Ruthless Sector, etc. pp., I am coming by to say: Thank you for the Great Houses gear and ships. They have become absolute mainstays of my fleet, and never failed to perform admirably - and the Dominators with the AI's tendency to ram EVERYTHING, including Star Fortresses, have been a constant source of entertainment. I've seen a Dominator SLAM into wreckage and kill an enemy frigate with the makeshift projectile that created.

If the GH get more kit, heck, if they become their own faction, I will not be sad at all.

Thanks so much, Nia. You're a good noodle.
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Orcling

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Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
« Reply #190 on: September 15, 2019, 07:26:20 AM »

So I got my hands on a Izanami and i must say, this thing is overpowered as all hell. Sure, only 2 mediums and a bunch of small guns but the Chrono Rupture is just absolutely broken and overpowered. It's basically a full Flux Vent if you have Resistant Flux Conduits. This is just my opinion but you should put some Flux Cost on the Chrono Rupture- maybe 2k or 3k, as it is i just activate it when my flux is full, Vent, then go right back to shooting. I also don't think a cruiser should have 110 base speed.
Otherwise, I absolutely love the new ships and I'm absolutely terrified when I bump into a pirate revenge fleet with 3 Castigators.
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
« Reply #191 on: September 15, 2019, 08:07:38 AM »

Izanami isn't really meant to be balanced and the system already has a flux cost. It's just meant to be a fun ship.
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My mods: Sylphon RnD - Tahlan Shipworks - Trailer Moments
It's all in the presentation

Orcling

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Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
« Reply #192 on: September 15, 2019, 09:22:34 AM »

Izanami isn't really meant to be balanced and the system already has a flux cost. It's just meant to be a fun ship.

If that's your goal then yeah, flying that ship is fun as hell  ;D
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Wyvern

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Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
« Reply #193 on: September 15, 2019, 09:54:08 AM »

Hm... Maybe it'd make more sense for the Izanami to be a unique bounty flagship rather than a normally available vessel, then?
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Wyvern is 100% correct about the math.

Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
« Reply #194 on: September 15, 2019, 03:20:42 PM »

Hm... Maybe it'd make more sense for the Izanami to be a unique bounty flagship rather than a normally available vessel, then?

That's indeed something I've been considering, but will see.
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My mods: Sylphon RnD - Tahlan Shipworks - Trailer Moments
It's all in the presentation
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