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Author Topic: [0.9.1a] ED Shipyard 2.1.2 (crash fix)  (Read 145180 times)

Ed

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Re: [0.9.1a] ED Shipyard 1.6.0 (updated 07/10/2019)
« Reply #60 on: October 10, 2019, 05:47:21 PM »

Ok looks like it has been fixed, the fix will be up in the 1.7 version
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Ed

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Re: [0.9.1a] ED Shipyard 1.6.0 (updated 07/10/2019)
« Reply #61 on: October 12, 2019, 06:52:49 PM »

New version up!

FAT patch notes

Spoiler
-Added Dobermann
-Added Beagle
-Fixed AI tags of Chin and Collie
-Fixed Autofit tags in the fighter wings, they should autofit correctly now (thanks Nia)
-Changed Shield Bash to 200 kinetic 200 emp from 300 kinetic 100 emp per hit and lowered push to 500 from 600
-Wurgandal should be showing up in Independent markets now (fixed issue with the tags)
-Wurgandal base price reduced to 2 million from 10 million
-Nerfed Wurgandal main ship OP to 200 from 228
-Nerfed Wurgandal shield and weapon modules flux capacitors by 1500 flux each
-Nerfed Wurgandal max crew to 2000 from 4000
-Nerfed Wurgandal max cargo to 1500 from 2500
-Nerfed Wurgandal max fuel to 600 from 800
-Nerfed Wurgandal Tyrant Maw range to 3000 from 10000, lowered flux per second to 2400 from 2500
-Nerfed Wurgandal Tyrant Eye range increase to 60% from 200%, and Sensor range to 120% from 200%, lowered flux per second to 600 from 1500
-Wurgandal Hangar Module system changed from Reserve Deployment to Ammofeed
-Replaced the Tyrant Maw Burst Wave
-Wurgandal AI can now use the Tyrant Maw
-Fixed a serious flaw in the Tyrant Eye AI
-Tyrant Eye now affects Tyrant Maw
-Safety Removal no longer increases acceleration and deceleration (affects both Saluki and Leonberger)
-Nerfed Leonberger acceleration, deceleration and turn rate by about 80%
-Nerfed Leonberger armor to 1200 from 1800
-Buffed Leonberger armormodules armor to 1800 from 1200
-Nerfed Leonberger shieldmodule armor to 200 from 1200
-Nerfed Leonberger fuel use, to 20 f/ly from 10 f/ly
-Nerfed Leonberger Turrets which had 360 rotation to a max of 240
-Nerfed Saluki fuel use, to 8 f/ly from 4 f/ly
-Nerfed Saluki Armor to 750 from 800
-Nerfed Saluki Hull to 5000 from 6000
-Nerfed Saluki Flux dissipation to 750 from 900
-Nerfed Dust missiles (Papillon payload) lowering HE dmg to 300 from 600 and EMP to 600 from 1200, lowered OP cost to 1 from 3
-Groenendael, Leonberger, Saluki and Bernard are now harder to find
-Nerfed Bernard fuel use, to 50 f/ly from 25 f/ly
-Fixed a crash on PD Only Weapons hullmod, the hullmod now also accepts some modded PD weapons it rejected before
-Use of omni shield conversion and converted hangars that were too exploitable are now blocked by special hullmods
-Fixed more embarrassing typos
[close]
« Last Edit: October 12, 2019, 07:23:24 PM by Ed »
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dub

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Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
« Reply #62 on: October 14, 2019, 05:50:38 PM »

I can't seem to find any of the ships for sale at independant stations but I see them in the codex
do you need to start a new game to play with the new ships?
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Ed

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Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
« Reply #63 on: October 14, 2019, 07:14:51 PM »

They should appear even if you already started the playthrough, try to reset the markets by console command or just wait a bit for them to reset, most of my ships are quite rare, should take a while to see them
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dub

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Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
« Reply #64 on: October 14, 2019, 08:03:33 PM »

thank you
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Damienov

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Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
« Reply #65 on: October 15, 2019, 12:20:02 AM »

I cant seem to insert any fighter wing into the Groendael fighter slot, is it a bug or just me?

using the 1.7.0 ED Shipyard version btw
« Last Edit: October 15, 2019, 12:21:45 AM by Damienov »
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Ed

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Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
« Reply #66 on: October 15, 2019, 07:15:30 AM »

I cant seem to insert any fighter wing into the Groendael fighter slot, is it a bug or just me?

using the 1.7.0 ED Shipyard version btw
Check the built in hullmods
it only accepts drone fighters with low OP cost
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Damienov

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Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
« Reply #67 on: October 15, 2019, 06:33:47 PM »

Ah no wonder, been driving me nuts lol, thanks
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Ed

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Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
« Reply #68 on: October 15, 2019, 07:26:09 PM »

Ah no wonder, been driving me nuts lol, thanks
I am changing it to less draconian, instead of flat out removing the LPCs i will instead give a chance your fighters malfunction based on how out of the requirements they are, so you will be able to equip 10 OP drones, if you don't mind their engines failing now and then, and you will be able to use crewed fighters if you are ok with their guns and shields exploding half of the time :)
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Damienov

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Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
« Reply #69 on: October 16, 2019, 01:12:59 AM »

Ah no wonder, been driving me nuts lol, thanks
I am changing it to less draconian, instead of flat out removing the LPCs i will instead give a chance your fighters malfunction based on how out of the requirements they are, so you will be able to equip 10 OP drones, if you don't mind their engines failing now and then, and you will be able to use crewed fighters if you are ok with their guns and shields exploding half of the time :)
with this in mind, maybe a reverse?
perhaps a new mod that reduce the fighter bay slot by X amount to make the fighter bay accommodate normal LPC
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Ed

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Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
« Reply #70 on: October 16, 2019, 06:24:05 AM »

This is a neat idea, i was going to add a hullmod later that removes the limitation, but was trying to figure out a drawback for it, this could be it.
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captinjoehenry

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Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
« Reply #71 on: October 16, 2019, 09:35:30 AM »

Another thing that would be nice would be if you could use less than 8 point manned fighters if you have the Unmaned fighter mod.  As that converts all manned fighters into drones at a replacement speed penalty.
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iamlenb

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Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
« Reply #72 on: October 16, 2019, 12:29:48 PM »

Another thing that would be nice would be if you could use less than 8 point manned fighters if you have the Unmaned fighter mod.  As that converts all manned fighters into drones at a replacement speed penalty.

And now I'm imagining some fighters in their bay, a large Matrix style octopus drone rips the human from the cockpit; they're screaming as they're shredded into biofuel for the launch, a small Roomba wanders into the fighter in place of the pilot.  Blood everywhere as the Roomba fighter lazily meanders off the flight deck, the octopus drone moves on to the next launch bay clacking it's surgical shredtacles menacingly.

I like it.  I'm thinking about a Roomba fighter that has a randomwalk battlefield AI.
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Ed

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Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
« Reply #73 on: October 16, 2019, 12:43:34 PM »

Another thing that would be nice would be if you could use less than 8 point manned fighters if you have the Unmaned fighter mod.  As that converts all manned fighters into drones at a replacement speed penalty.
Oh yeah i haven't tested it yet, they might actually work together, from which mod is it?
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captinjoehenry

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Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
« Reply #74 on: October 16, 2019, 12:52:55 PM »

Another thing that would be nice would be if you could use less than 8 point manned fighters if you have the Unmaned fighter mod.  As that converts all manned fighters into drones at a replacement speed penalty.
Oh yeah i haven't tested it yet, they might actually work together, from which mod is it?
Well it doesn't work out of the box sadly.  I can check in a few hours and get back to you on what mod it is though.
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