Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 8 9 [10] 11 12 ... 22

Author Topic: [0.9.1a] ED Shipyard 2.1.2 (crash fix)  (Read 145160 times)

Ed

  • Captain
  • ****
  • Posts: 439
    • View Profile
Re: [0.9.1a] ED Shipyard 1.9.0a (updated 06/11/2019)
« Reply #135 on: November 12, 2019, 11:35:58 AM »

I never seen it happen if you manage to make a video of it would be greatly appreciated and would help fixing the issue.

Will get at it right away :)

Here's the thing in action:
https://youtu.be/CJv654wzyjA?t=116
ooohhh, damn i didn't notice that before
I will work to fix this for next release, thank you for making the video.
Logged
Check out my ships

Ed

  • Captain
  • ****
  • Posts: 439
    • View Profile
Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
« Reply #136 on: November 13, 2019, 06:23:18 AM »

Version 1.9.2

Spoiler
-Added 48 shot Dust Missile
-Added Neutrino Beam Medium PD
-The Retriever's Shield Field now costs 400 hard flux per second, this cost is added to the damage accumulation of the shield, and will increase over time until the shield is disabled
-Halved the speed of Dust Missiles, they are easier to shot down, but they no longer get stuck in loops
-Fixed an Inconsistency on the Pomeranian bounds polygon
-Nerfed the Dobermann OP to 180 from 240
-Remade the Leonberger engines
-Remodeled Groenendael
-Doubled the amount of guns on the Groenendael, the large weapons were converted to Universals
-Increased Groenendael deployment cost to 72 from 64 to compensate for the increase in firepower and flexibility
-Increased Groenendael mass to 4500 from 3000
-Reworked Grand Salvo, the system will now work on any combat speed, and it no longer kills the engines, but deals less damage overall dealing 75 HE dmg per shot, 20 shots per sec and 8 sec -duration, theorethical 12000 dmg if every single shot hit
-Fixed a glitch that locked the Wurgandal in perpetual siege mode if the Maw was interrupted with Venting
-Fixed a glitch with the Maltese and Terrier drones not being removed from the game when landing
-Increased Papillon engagement and attack run range to compensate for the changes in the Dust
-Increased Terrier reload amount, small weapons are fully reloaded, medium reload 25% of max ammo and large reloads 10% of max ammo from 50%/20%/5%
-Increased Maltese hull healing by 0.5/1/2/4 points based on the size of he ship being healed, but only if the ship being healed has not lost any CR since the battle started
-The Maltese now gives a higher priority to damaged ships nearby instead of beelining for the most damaged all the time
-Greatly reduced the prices of Groenendael, Leonberger, Rottweiler, Beagle, Dobermann and Collie
[close]
Logged
Check out my ships

WASP103

  • Ensign
  • *
  • Posts: 27
    • View Profile
Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
« Reply #137 on: November 13, 2019, 06:17:22 PM »

Version 1.9.2

That was quick :D

Works like a charm :)

Edit:
The Terriers seem to prefer reloading my autopulse lasers and paladin/burst PD lasers instead of the dust missile pods.
Can you somehow influence and make them prefer reloading missiles instead of the self-replenishing stuff? <3
« Last Edit: November 14, 2019, 03:47:57 AM by WASP103 »
Logged

Rawne233

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
« Reply #138 on: November 14, 2019, 11:05:35 AM »

Thanks so much for the quick fix. Grand Salvo works like a charm even on 2x speed.
Logged

Ed

  • Captain
  • ****
  • Posts: 439
    • View Profile
Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
« Reply #139 on: November 14, 2019, 06:47:24 PM »

Version 1.9.2

That was quick :D

Works like a charm :)

Edit:
The Terriers seem to prefer reloading my autopulse lasers and paladin/burst PD lasers instead of the dust missile pods.
Can you somehow influence and make them prefer reloading missiles instead of the self-replenishing stuff? <3

Strange they were already supposed to give priority to non-replenishing stuff, i will investigate.

Thanks so much for the quick fix. Grand Salvo works like a charm even on 2x speed.

No prob, hope you have fun mowing down whatever you are fighting :)
Logged
Check out my ships

WASP103

  • Ensign
  • *
  • Posts: 27
    • View Profile
Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
« Reply #140 on: November 15, 2019, 05:10:23 AM »

Strange they were already supposed to give priority to non-replenishing stuff, i will investigate.

I was using a vanilla odyssey class with 2x autopulse, 1x paladin, few small pd pulse lasers and 3 medium dust pods. the pods stayed empty throughout the entire engagement, despite terriers terriering away all the time.
I used the enhanced magazines hullmod if that's related.

I'm uploading a video right now where I caught it for you. And I even managed to get the mike working on this. :)

https://youtu.be/SGSVkWsV9PM
« Last Edit: November 15, 2019, 05:30:11 AM by WASP103 »
Logged

Ed

  • Captain
  • ****
  • Posts: 439
    • View Profile
Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
« Reply #141 on: November 15, 2019, 06:43:27 AM »

Strange they were already supposed to give priority to non-replenishing stuff, i will investigate.

I was using a vanilla odyssey class with 2x autopulse, 1x paladin, few small pd pulse lasers and 3 medium dust pods. the pods stayed empty throughout the entire engagement, despite terriers terriering away all the time.
I used the enhanced magazines hullmod if that's related.

I'm uploading a video right now where I caught it for you. And I even managed to get the mike working on this. :)

https://youtu.be/SGSVkWsV9PM

Ok i found the problem, it should be working next release, soon after i finish the new ships
Logged
Check out my ships

WASP103

  • Ensign
  • *
  • Posts: 27
    • View Profile
Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
« Reply #142 on: November 15, 2019, 08:18:19 AM »

Ok i found the problem, it should be working next release, soon after i finish the new ships

Awesome! :)
Hey, I really like your mod and I'd love to help with a bit of bugfinding. If you feel that It's too much and it pulls you down, then just let me know please.

If it's welcome however, I got some more bugs I can reproduce and I'd happily share my findings :)

Logged

Ed

  • Captain
  • ****
  • Posts: 439
    • View Profile
Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
« Reply #143 on: November 15, 2019, 12:55:17 PM »

Ok i found the problem, it should be working next release, soon after i finish the new ships

Awesome! :)
Hey, I really like your mod and I'd love to help with a bit of bugfinding. If you feel that It's too much and it pulls you down, then just let me know please.

If it's welcome however, I got some more bugs I can reproduce and I'd happily share my findings :)
I am always looking for feedback, tell me everything you find
Logged
Check out my ships

WASP103

  • Ensign
  • *
  • Posts: 27
    • View Profile
Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
« Reply #144 on: November 15, 2019, 03:25:05 PM »

I am always looking for feedback, tell me everything you find

Awesome. Narrated these two finds. Not sure if the latter is intended by lore as in „heat seeking missiles can’t find heat signature to lock on to“ but your mod, your lore ;)

https://youtu.be/-pYntHteiM0
Logged

I_is_nublet

  • Lieutenant
  • **
  • Posts: 51
    • View Profile
Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
« Reply #145 on: November 15, 2019, 03:34:49 PM »

Quote
Awesome. Narrated these two finds. Not sure if the latter is intended by lore as in „heat seeking missiles can’t find heat signature to lock on to“ but your mod, your lore

Watched it, you are super observant! I try to be, but I wouldn't have noticed these kinds of AI behavior and their impact on my own ship with the lasers for sure. Good finds :)
Logged

Ed

  • Captain
  • ****
  • Posts: 439
    • View Profile
Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
« Reply #146 on: November 15, 2019, 06:16:57 PM »


Awesome. Narrated these two finds. Not sure if the latter is intended by lore as in „heat seeking missiles can’t find heat signature to lock on to“ but your mod, your lore ;)

Oh wow i was trying to understand why they would not release the missiles sometimes... that explains everything
For the PD laser i have no idea how it can hit the shields, i use vanilla PD beams for the Papillons and they have no special AI
I will try to figure out something to fix those
Logged
Check out my ships

WASP103

  • Ensign
  • *
  • Posts: 27
    • View Profile
Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
« Reply #147 on: November 16, 2019, 12:30:03 AM »

Quote from: Ed link=topic=16479.msg272036#msg272036
Oh wow i was trying to understand why they would not release the missiles sometimes... that explains everything
For the PD laser i have no idea how it can hit the shields, i use vanilla PD beams for the Papillons and they have no special AI
I will try to figure out something to fix those

Maybe the answer lies in how the wasps‘ laseres are implemented. Or the paladin for that matter. It can shoot over friendly shields/ships as well. Good hunt! :)

Watched it, you are super observant! I try to be, but I wouldn't have noticed these kinds of AI behavior and their impact on my own ship with the lasers for sure. Good finds :)
Hey thanks for the kudos! :) Much appreciated!
« Last Edit: November 16, 2019, 01:10:02 AM by WASP103 »
Logged

Ed

  • Captain
  • ****
  • Posts: 439
    • View Profile
Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
« Reply #148 on: November 16, 2019, 06:51:41 PM »

1.9.4 Update tomorrow
Logged
Check out my ships

WASP103

  • Ensign
  • *
  • Posts: 27
    • View Profile
Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
« Reply #149 on: November 17, 2019, 12:31:07 AM »

1.9.4 Update tomorrow

Whoop whoop
Logged
Pages: 1 ... 8 9 [10] 11 12 ... 22