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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: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)  (Read 243782 times)

Sinosauropteryx

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Re: [0.9.1a] Kingdom of Terra (v0.10.1) - Hotfix
« Reply #165 on: August 27, 2020, 05:26:51 PM »

Hey, welcome back Ed, that was a sweet tournament right? I totally agree.

I suppose I should post this here too while I'm at it:

HOTFIX released today, v0.10.1
Save compatible.
- Bugfix: Vanilla known weapon blueprints were being wiped from pirate/indie factions. This is no longer the case.
- Version file should be a little more accurate.
- Ammonite codex description added.
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Skrimp

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Re: [0.9.1a] Kingdom of Terra (v0.10.1) - Hotfix
« Reply #166 on: August 29, 2020, 08:53:20 AM »

Small Bug report:
Hello, really loving how unique the ships and weapons are from this mod, but I've encountered a Fatal Null crash during ship combat specifically when the Rhino ship gets in range (more details below). I will post whatever you want from the log file, it's just I don't know what i'm looking for. If you need something from it just let me know what and where I can find it.

The problem is with the Rhino ship and only crashes when the ship gets in range to start attacking. I've narrowed down what I believe to be the cause and it seems to crash when you have the drill linked with other weapons set to autofire. As long as the drill is on its own hotkey the crash doesn't occur and everything works fine. The current setup that causes the crash that I've tested is: Drill > Plasma Flamer > Plasma Flamer [Linked | Autofire]. This causes a crash as soon as the ship tries to fire its weapons.

I believe the plasma flamers come from the ship/weapon pack mod. It could also just be a mod conflict because I have quite a few of those enabled.

So this isn't a huge issue but I just wanted to point it out so you're aware of it.  ;)

Modlist:
All the Libs, Adjusted Sector, ApproLight, Aresenal Expansion, Autosave, Better Colonies, Capture Officers/Crew, Combat Analytics, Combat Chat, Commis.. Crew, Console Commands, Diable Av, ED Shipyrd, Gates Awakened, HMI, Hullmods Exp, Indus Evol, Kadur, Terra, Missing Ships, Neutrino, Nexel, Ruthless Sec, ScalarTech, Ship/weapon Pack, SkilledUp, Starship Legends, Supply Forging, Terraforming/Station Construc, Transfer All Items, Unkn Skies, NewGamePlus, Vayra Sec, Vayra Ship Pack

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Sinosauropteryx

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Re: [0.9.1a] Kingdom of Terra (v0.10.1) - Hotfix
« Reply #167 on: August 29, 2020, 05:42:24 PM »

Thanks for the bug report! I was able to isolate and fix the problem.

It's not something that's easy to put out a hotfix for, and avoiding the crash can be done in game, so expect it to be fixed in the next content update.
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FatalStrings

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Re: [0.9.1a] Kingdom of Terra (v0.10.1) - Hotfix
« Reply #168 on: November 10, 2020, 08:12:11 PM »

Bug Report: when ever I beat a terran raider camp station, the game refuse to acknowledge my victory, I am forced to do a full retreat just to get out of combat.
this only happens on terran raider camp stations. Pirate, Luddic Path, and Colony stations doesn't have this issue.

my Mod list:
Spoiler
Lazy Lib
Magic Lib
Graphics Lib

Leading Pip
LightShow
Version Checker
Combat Chatter
Common Radar
Speed up
Capture Officers and Crew

Unknown Skies
Industrial Evolution
Terraforming And station Construction
Fleet tester
Practice Targets
Another Portrait Pack
Interesting Portrait Pack

Seeker
Vayra's Ship Pack
Tahlan Shipworks
Ship/Weapon Pack
Diable Avionics
Dassault-Mikoyan Engineering
Black Rock
SCY
Kingdom of terra

Vayra's Sector
Nexelerin
[close]

Your mod is cool, and fills the 'melee ships' niche very well, I hope this helps.

Also if for some reason the issue is from a different mod, I apologize in advance.
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Sinosauropteryx

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Re: [0.9.1a] Kingdom of Terra (v0.10.1) - Hotfix
« Reply #169 on: November 11, 2020, 05:52:34 AM »

Hey, thanks for the bug report!

What is probably happening is that one or more module ships are retreating somewhere in the battle. This is a vanilla bug, any retreating module ship will put the battle in a soft lock, forcing the player to retreat. Unfortunately, because it's vanilla there's not much I can do at this point.

The good news is Alex will be fixing this bug in the next update. In the meantime, instead of retreating, here is the solution I suggest (and personally use).
LazyWizard's Console Commands

When you get into that locked battle state, press Ctrl + Backspace, then type "endcombat" without quotes. It will award a victory instead of defeat/retreat.

If there's something else happening - like if you're sure there are NO module ships retreating, but still locking up - let me know.
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FatalStrings

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Re: [0.9.1a] Kingdom of Terra (v0.10.1) - Hotfix
« Reply #170 on: November 12, 2020, 10:33:55 PM »

Thanks for the tip man.
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Sinosauropteryx

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Re: [0.9.1a] Kingdom of Terra (v0.11) - Big Bitey Boi
« Reply #171 on: November 24, 2020, 04:58:59 PM »

Update time!!!

Featuring this hull-crunching capital, the Rex-class fast battleship.

Thanks to yourleader for the idea! Check out his concept art here.

Also included, these two conversion ships:

Credit goes to Unnamed_Shadow for the Hammerhead suggestion.

And these two large weapons:


And a slew of other changes. Most notably:
- No more soft lock bug! (Turns out, there was something I could do about it)
- No more fleet spam in Nexerelin / Vayra's Mod!
- More planets around Garghool!

For full changes see here:
Changelog
Nov 24, 2020: v0.11 released.
- New ship: Rex-class fast battleship.
- Conversion ships: Hammerhead (KoT), Kite (KoT).
- New weapons: Avalauncher, Drill Factory.
- Basilisk, Urchin: Spin speed is no longer tied to frame rate; should spin and throw spikes more consistently in laggy battles.
- Rhino:  AI improved. Numerous nerfs (to offset now very powerful AI-controlled Rhino).
 -- Top speed w/ system reduced (230 -> 155)
 -- Drill damage reduced (4800 -> 3000) - also affects Mammoth
 -- Hull: 7500 -> 6500
 -- Armor: 750 -> 550
- Bee shooter: Projectile speed buffed (1000 -> 1400)
- BUGFIX: Enemy module ships retreating should no longer soft-lock the game. (Tentative fix - may revert if it messes up other mods)
- Campaign level changes:
-- Faction aggression, war decs, and bad rep events in Nexerelin/Vayra's Sector have been toned down. (no giant fleet spam - hopefully)
-- Neoterra's heavy industry variant should no longer show up in industry list (unless you're on Neoterra).
-- The faction's home system has been overhauled and expanded.
-- Neoterra: Size 9 -> size 7. grug bad at counting
-- Added caveman characters to Combat Chatter.
[close]

This update should be save compatible, but some content (like home system changes) requires a new save.
« Last Edit: November 24, 2020, 08:11:13 PM by Sinosauropteryx »
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Agalyon

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Re: [0.9.1a] Kingdom of Terra (v0.11) - Big Bitey Boi
« Reply #172 on: November 25, 2020, 10:45:12 AM »

You really have the most consistent high quality content updates, I gotta say. The conversions look nice too, they look natural like they were meant for it. I guess in a lot of ways the basic pieces of ships convert well to bones and the like, such as the "spine" of the hammerhead. Excited to try everything out!
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Agalyon

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Re: [0.9.1a] Kingdom of Terra (v0.11) - Big Bitey Boi
« Reply #173 on: January 27, 2021, 02:22:11 PM »

Hey, I've noticed a bug where the Basilisk sometimes doesn't spin when its ship system is used. I cant figured out whats causing it, sometimes it happens several times in a row, sometimes it only happens once or twice.

It sorta just locks in place, the jets flare, but it cant move or turn, and goes back to normal when the system ends.
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Chairman Suryasari

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Re: [0.9.1a] Kingdom of Terra (v0.11) - Big Bitey Boi
« Reply #174 on: January 27, 2021, 05:59:50 PM »

This mod give me cosmic horror and Metal Slug vibe at the same time.
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Shura_Takahara

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Re: [0.9.1a] Kingdom of Terra (v0.11) - Big Bitey Boi
« Reply #175 on: February 24, 2021, 02:38:19 AM »

This mod give me cosmic horror and Metal Slug vibe at the same time.

yeah.is hella scary seeing a huge dynosaur head coming your way to chew your ship to bits.i use a lot the ships from the kingdoms.and it must be hella horrible to the pirates to die that way.
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Sinosauropteryx

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Re: [0.9.1a] Kingdom of Terra (v0.12) - Almost All Aesthetic
« Reply #176 on: March 16, 2021, 01:13:08 PM »

You know what time it is.

This update is almost entirely decorative in nature. (Does that mean I'm out of ideas?? You be the judge.)

First, the biggest sprite reworks: The Basilisk and the Urchin.

The old sprites
[close]

Also: The Monster's new fist, repurposed from an ancient (or modern? who can tell) giant stone statue.

The old one was literally the ship in the SS discord server pic. How embarassing!

(also, note that his biceps are now showing over his hands.)
[close]

As well: The Mammoth is now woolly, as one would expect of a mammoth, if not a spaceship.

This ugly greebling is still there, underneath the new coat
[close]

Also: These snakes now have noses, as was requested by one fellow like a year ago. (The weapons poke out from under them.)

Pre-rhinoplasty
[close]

Other sprites have been touched up, but mostly in terms of contrast, edges, little things.

Aside from ship sprites, the cave-sexes have been evened out with 4 new grugette portraits. Neoterra also has a new, panoramic view, and interactions with the Kingdom administrators (commissions, AI cores) have been translated into ungabunga.

And, yes, some minor mechanical changes too.

Full changelog here
- Basilisk, Urchin: Sprite reworks.
- Monster, Mammoth, Queen, Rhino, Quetz, Hatchling: Sprite touchups/additions.
- Basilisk, Urchin: Fixed a bug where the ship would stay in place instead of spinning, and an AI bug that would stop the AI from using its system.
- Carcharos SRM, slingshot bombers: No longer used by pirates.
- AI & physics improved across the board to better account for phase ships.
- Drill Factory, Avalauncher now contribute to mining in Nexerelin.
- Drill Factory now has a primary arming stage, like Squalls.
- 4 new caveladies added to portrait roster.
- More NPC interactions translated into cave-speak.
- Scenic art and more lore added to Neoterra.
[close]
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Sinosauropteryx

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Re: [0.9.1a] Kingdom of Terra (v0.12) - Almost All Aesthetic
« Reply #177 on: March 16, 2021, 01:23:42 PM »

And here's an extra treat, for those who like to see how sausage is made. Concept art!
Enter if you dare. Big images inside.
Basilisk evolution
[close]
Rhino
[close]
Mammoth
[close]
Trilobite
[close]
Drill factory
[close]
Pulverizer
[close]
Quetzalcoatl early napkin math, flag, notes. Some of those To-Dos were never actually done.

[close]
[close]
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Yubbin

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Re: [0.9.1a] Kingdom of Terra (v0.12) - Almost All Aesthetic
« Reply #178 on: March 16, 2021, 01:33:25 PM »

This update looks amazing, great job!
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Melanoc3tus II

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Re: [0.9.1a] Kingdom of Terra (v0.12) - Almost All Aesthetic
« Reply #179 on: March 17, 2021, 04:45:52 AM »

Honestly, I much preferred the old Monster fist. Not sure about the Basilisk and Urchin either. But the other changes are nice.
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