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Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 986382 times)

Deathfly

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1335 on: January 27, 2020, 09:32:14 PM »

Errrr....more bugs FIXED!


Download Neutrino corp 1.86-RC3

1.86-RC3

Fix some known bugs.

Spoiler
changelog since 1.86

1.86-RC3

BUG FIX

- Fix a memory leak cause by Mammut.

- Fix a bug cause Nausicaa got stick on its drones.

1.86-RC2

CONTENT CHANGES

- Did I mentioned all photon weapons had a new photon-ish VFX? No?

BALANCE CHANGES

- Drache
-> Lower the OP cost to 25.

- Mammut
-> While actived, the Guardian Shield will push enemy ship out, or push Mammut back if it covered a station.

BUG FIX

- Fix a bug cause Mammut can not move.

- Fix a bug cause Antiproton Beam show under all ships. (Opps, test code leak.)

- Fix a potential NPE when Mammut shows in a battle while your ally engage it first.

1.86-RC1

CONTENT CHANGES

- Rework implement method for Neutronium Plating VFX, so it will no longer remove all light effects from GraphicLib.

BALANCE CHANGES

- Adjusted hull price to conform the vanilla price change.

- Neutronium Plating
-> Increase max armor damage reduction beyond 100% while actived. To gain a better protection against low DPH fire.

- Vice
-> Shipsystem change into Siege Mode.

- Criticality
-> Reaction Control System change into a right-click system. With 0.5 second active during and 1 second cooldown.
-> Reaction Control System now provide "evade" effect that prevent ship hit by incoming fire while actived.
-> Shipsystem change into Quantum Disruptor.

- Miter
-> Reaction Control System change same as Criticality.
-> Shipsystem change into Interdictor Array.

- Jackhammer
-> Remove 4 hidden medium energy slots.
-> OP reduse from 350 to 320.

- Unsung
-> Remove all hidden weapon slots.
-> OP reduse to 450

- Antiproton Beam
-> Reduce EMP arc chance surely this time.
-> Increase armor piercing for individual beam by 5 times so the final weapon armor piercing capability match to the spec stat, to gain a reasonable anti-fighter capability.

- DERP Launcher
-> There was a bug that result the explosion AoE block out not only missiles, but also ballistic projectiles. Now with a newly added VFX, it become a feature.

- Phased Array Cannon
-> Reduce flux per shot from 18000 to 14400.
-> Now fire as a 5 beams array.
-> Extremely effective against armor. 25% of damage result hard flux on shield.

- Schwarzgeist
-> Swap Shield with Phase Clock.

- Drache
-> Swap Shield with Phase Clock.
-> Graviton Inversion Device now hold 5 x 1250 kinetic damage ordnances instead of 3 x 1500.
-> Shipsystem change into Phase Ordnance Deliver System. Enable deliver ordnances while phasing.

- Floh
-> Shipsystem change into Rotte Drone, release a pair of powerful attack drones.

- Gepard Eins and Gepard Drei
-> Shipsystem change into Rotte Drone, release a pair of powerful attack drones.
-> Add a new right-click system, Evasive Maneuver. A fighter version Reaction Control System.


KNOWN ISSUE

- Mission "Random Combat Sim" and "Stop! Hammer Time!" don't work properly unless you enter campaign once after game started.
[close]
« Last Edit: January 27, 2020, 09:42:17 PM by Deathfly »
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Code and decode almost everythings with a genomics approach.
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TimeDiver

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1336 on: January 27, 2020, 11:17:57 PM »

New bug report for v1.85-RC3 (CTD upon attempting to spawn Neutrino ships in the simulator):
Code
5107321 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: neutrino_rotte]
java.lang.RuntimeException: neutrino_rotte]
at com.fs.starfarer.loading.specs.M.createSystemAI(Unknown Source)
at com.fs.starfarer.combat.ai.FighterAI.<init>(Unknown Source)
at com.fs.starfarer.launcher.ModManager.pickShipAIPlugin(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.ooOO.ÒO0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.ooOO.ÓO0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.ooOO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Problem loading class [data.scripts.AIs.ShipSystems.Neutrino_FighterDroneSystemAI]
at com.fs.starfarer.loading.scripts.ScriptStore.Ó00000(Unknown Source)
at com.fs.starfarer.loading.specs.M.getAIScript(Unknown Source)
... 14 more
Caused by: java.lang.NullPointerException
at data.scripts.AIs.ShipSystems.Neutrino_FighterDroneSystemAI.<init>(Neutrino_FighterDroneSystemAI.java:25)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
... 16 more
Addendum: Replacing Neutrino_FighterDroneSystemAI.class from RC2's .jar file into RC3's and re-compressing it as a .zip file seems to work, for the short-term.
« Last Edit: January 27, 2020, 11:30:05 PM by TimeDiver »
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Deathfly

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1337 on: January 27, 2020, 11:28:14 PM »

New bug report for v1.85-RC3 (CTD upon attempting to spawn Neutrino ships in the simulator):

Guy, you are quick. There was a silent fix after this release out to fix up this file impair issue. Please redownload the file. Sorry for the inconvenient.
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A not-so-noob functional geneticist
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Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

TimeDiver

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1338 on: January 27, 2020, 11:35:17 PM »

Whoops. Guess I jumped the proverbial gun a bit; didn't even realize that the 'Date modified' field for RC3's .jar file was a half-hour newer than the one in my 'mods' folder.
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lechibang

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1339 on: January 27, 2020, 11:36:44 PM »

maintenance updates aside, is there any plans to update the ship sprites and/or weapons? they didn't age well in my opinion.
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Blue phoenix

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1340 on: February 02, 2020, 09:19:04 AM »

After having sunk more than a hundred hours of playtime into a campaign with this mod on, I haven't encountered any ship from this mod. I have although found a few fighters.
Don't know if it's RNG or a bug, just thought i'd report it.
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TimeDiver

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1341 on: February 02, 2020, 10:17:42 AM »

After having sunk more than a hundred hours of playtime into a campaign with this mod on, I haven't encountered any ship from this mod. I have although found a few fighters.
Don't know if it's RNG or a bug, just thought i'd report it.
You did start a new campaign, did you not? Unlike a Fallout or Elder Scrolls (Oblivion, Skyrim) game, most of the content has to be pre-generated, or else the most you'll see are weapons from the faction in question*.

* - When the game's variant randomizer throws in those weapons, or a random market spawns them in their inventory.
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Blue phoenix

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1342 on: February 02, 2020, 03:31:27 PM »

After having sunk more than a hundred hours of playtime into a campaign with this mod on, I haven't encountered any ship from this mod. I have although found a few fighters.
Don't know if it's RNG or a bug, just thought i'd report it.
You did start a new campaign, did you not? Unlike a Fallout or Elder Scrolls (Oblivion, Skyrim) game, most of the content has to be pre-generated, or else the most you'll see are weapons from the faction in question*.

* - When the game's variant randomizer throws in those weapons, or a random market spawns them in their inventory.
It's possible that I added this mod shortly after starting the campaign, thanks for the answer.
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Vind

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1343 on: February 12, 2020, 01:41:02 PM »

I was able to buy some fighter-class Pulsed Beam Guns from open Neutrino shop.
Not a big deal but they are worthless for ships with 8.15 DPS and refire delay of 40 seconds.
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hollow

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1344 on: February 24, 2020, 09:42:59 AM »

just wondering

is the adventure battleship in the mod??

I can't seem to find it
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Pandora

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1345 on: February 28, 2020, 07:09:49 AM »

I feel kind dumb about asking this, but if I add this to an already running campaign, I can't get any of the ships or anything here?

And by that I mean, can I find any blue prints or even produce the ships if I were to put this in a running campaign?
« Last Edit: February 28, 2020, 07:19:56 AM by Pandora »
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RoquetheRogue

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1346 on: February 28, 2020, 07:25:45 AM »

I feel kind dumb about asking this, but if I add this to an already running campaign, I can't get any of the ships or anything here?

And by that I mean, can I find any blue prints or even produce the ships if I were to put this in a running campaign?

No you wont, you need a fresh game for things to spawn, sorryt.
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Pandora

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1347 on: February 28, 2020, 07:40:58 AM »

OH! If I were to use new game plus with a new campaign. Would these ships appear on the new start? Or would using Newgame Plus conflict with it?
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RoquetheRogue

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1348 on: February 28, 2020, 01:20:10 PM »


Not sure, I don't use newgame plus, however, if you do a normal new game, everything will spawn, it will probably work with newgame plus too. But I don't use it, so I don't truly know.
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Pandora

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1349 on: February 28, 2020, 02:47:47 PM »

Gonna test it out then, that would be fun little bit of information!
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