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Author Topic: [0.9.1a] ED Shipyard 2.1.2 (crash fix)  (Read 145171 times)

BigBeans

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Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« Reply #270 on: September 13, 2020, 04:05:11 PM »

The biggest balance issues was the dust missile and seems you've hit it with the nerf bat pretty good.

Grand Barrage having no friendly fire will make it much more useable.

Any plans for more P-skins or anything?
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Ed

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Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« Reply #271 on: September 13, 2020, 07:08:44 PM »

I have Dreadnought-sized plans for pirates, but thats after the 2.0 update
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Nick XR

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Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« Reply #272 on: September 13, 2020, 11:57:28 PM »

I like the new plates-of-armor look, it's more in line with the SS aesthetic, so the ships feel right at home in the universe.  As for the rest, the ships looked amazing before and they look amazing now, so :shrug:  more of a compliment than feedback :)

Ed

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Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« Reply #273 on: September 14, 2020, 08:02:23 PM »

I like the new plates-of-armor look, it's more in line with the SS aesthetic, so the ships feel right at home in the universe.  As for the rest, the ships looked amazing before and they look amazing now, so :shrug:  more of a compliment than feedback :)

thanks :)

Also current progress (green = implemented)



I think i will make a small beta release after i finish this page and go for a second round (Retriever, Groen, etc...) for the actual 2.0 release
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cathar

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Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« Reply #274 on: September 15, 2020, 03:56:38 AM »

The new sprites are looking mighty fine. Very glad you came back to this, looking forward to version 2.0.
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Ed

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Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« Reply #275 on: September 15, 2020, 04:57:05 AM »

The new sprites are looking mighty fine. Very glad you came back to this, looking forward to version 2.0.
:)
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daisuke6000

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Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« Reply #276 on: September 24, 2020, 09:05:59 PM »

is there a way to spawn with console command the ship and weapon blueprint i want to try a only ED shipyard tech run to test out the full capacity of the mod ?
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Ed

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Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« Reply #277 on: September 25, 2020, 05:35:34 PM »

is there a way to spawn with console command the ship and weapon blueprint i want to try a only ED shipyard tech run to test out the full capacity of the mod ?
If you get the BETA in the discord there are blueprint packs, here are the commands to get them

additem ed_exploration_ship_package
additem ed_support_ship_package
additem ed_frontline_ship_package
additem ed_exotic_ship_package
additem ed_c_weapon_package
additem ed_u_weapon_package
additem ed_drone_package
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daisuke6000

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Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« Reply #278 on: September 25, 2020, 09:17:16 PM »

thx a lot   ;D

i Will look for the beta in the discord since im using the one from  here

Edit : when testing the mod it give me this error

fatal: slot id [WS0004] not found on hull [edshipyard_wurgandal] check starsector.log for more info 

it happen when trying to enter the test fleet mission

Edit 2: test the wurgandal in campaing and in battle it work perfectly it seem that the only crash or bug is when entering the fleet test mission after that the mod work perfectly 10/10 one of the best ship pack in the game
« Last Edit: September 26, 2020, 01:05:55 AM by daisuke6000 »
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Ed

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Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« Reply #279 on: September 26, 2020, 06:13:30 AM »

thx a lot   ;D

i Will look for the beta in the discord since im using the one from  here

Edit : when testing the mod it give me this error

fatal: slot id [WS0004] not found on hull [edshipyard_wurgandal] check starsector.log for more info 

it happen when trying to enter the test fleet mission

Edit 2: test the wurgandal in campaing and in battle it work perfectly it seem that the only crash or bug is when entering the fleet test mission after that the mod work perfectly 10/10 one of the best ship pack in the game

The previous wurg had that weapon slot, i removed it in the new version, seems like your game tried using the old variant of the Wurg for some reason, did you delete the old mod before placing the new one? or did you overwrite it when updating to the BETA? You should always delete the old version or things can get mixed.
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daisuke6000

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Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« Reply #280 on: September 26, 2020, 09:47:30 PM »

thx a lot   ;D

i Will look for the beta in the discord since im using the one from  here

Edit : when testing the mod it give me this error

fatal: slot id [WS0004] not found on hull [edshipyard_wurgandal] check starsector.log for more info 

it happen when trying to enter the test fleet mission

Edit 2: test the wurgandal in campaing and in battle it work perfectly it seem that the only crash or bug is when entering the fleet test mission after that the mod work perfectly 10/10 one of the best ship pack in the game

The previous wurg had that weapon slot, i removed it in the new version, seems like your game tried using the old variant of the Wurg for some reason, did you delete the old mod before placing the new one? or did you overwrite it when updating to the BETA? You should always delete the old version or things can get mixed.

yes it was that it apear the mod is now working 100 perfectly it wierd because after instaling the beta version i deleted the old one but after re-downloading and reloading the game it all work perfectly  :)
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Ed

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Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« Reply #281 on: September 27, 2020, 02:12:38 PM »

2.0 release, please tell me if there are any problems.


IT IS PROBABLY NOT SAVE COMPATIBLE WITH THE BETA
« Last Edit: September 27, 2020, 03:39:41 PM by Ed »
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Artay

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Re: [0.9.1a] ED Shipyard 2.0 (finally!)
« Reply #282 on: September 28, 2020, 12:09:47 AM »

How exactly was Tyrant Maw reworked? Could you share any specifics, please?  :)
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Ed

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Re: [0.9.1a] ED Shipyard 2.0 (finally!)
« Reply #283 on: September 28, 2020, 05:36:04 AM »

How exactly was Tyrant Maw reworked? Could you share any specifics, please?  :)
You start without it and need to charge energy before using it
The circle in the center of the wurg measures this energy
You charge up the circle by keeping the ship's flux high
Overloading resets the counter, so be careful
Once the circle is filled you can fire
It no longer costs CR to fire.
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Artay

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Re: [0.9.1a] ED Shipyard 2.0 (finally!)
« Reply #284 on: September 28, 2020, 07:43:50 AM »

Nice. I really didn't like the fact that it reduced CR after firing, now it seems perfect.
On a side, I think you missed changing its description on that large image in Ships spoiler.
Thanks for the update, Ed.
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