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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] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1115437 times)

Reh

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1110 on: June 15, 2017, 10:29:57 AM »

How is the update process going? I can't play StarSector without my favourite faction. :)
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Hazard

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1111 on: June 15, 2017, 10:43:38 AM »

As far as I know, the current mod-version works just fine with SS 0.8.1.
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peperoni_playboy

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1112 on: June 15, 2017, 11:03:36 AM »

it is, I've been playing with it on 0.8.1 with no problems. any 0.8 mods should work fine with 0.8.1
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Reh

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1113 on: June 15, 2017, 11:10:59 AM »

Thank you for letting me know guys. I'm off to get me some of those Mimirs then. :D
« Last Edit: June 15, 2017, 11:15:10 AM by Reh »
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Lopunny Zen

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1114 on: June 16, 2017, 10:16:01 PM »

wow the heavy fighters are terrible. They do nothing to other fighters at all. Also why are their small carriers so flimsy? They have the same flux gens but the slots are kinda bad and everything
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Bastion.Systems

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1115 on: June 18, 2017, 02:10:37 AM »

I think it would be cool if Solidarity(P) had shielded cargo holds just like the Mule(P).
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ANGRYABOUTELVES

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1116 on: June 19, 2017, 05:10:54 PM »

The reason some people keep complaining that the pirate SRA ships keep showing up so often is because, in an otherwise unmodded game, they are. The msp_potniaBis_FS and the ms_clade_P_FS have 10 weight each in the pirates.faction escortMedium role, and in a vanilla game there are NO ships in pirates.faction flagged to fill that role. So whenever the fleet generation code making a pirate fleet looks for a ship to fill the escortMedium role, in a vanilla game it falls back to a combatMedium ship. In a game with SRA only it'll always use a SRA ship. It doesn't matter how low you set the weights, those two ships will just keep showing up all the time unless they're removed from the escortMedium role.

Mods that add ships to the pirate escortMedium role will dilute the concentration of SRA ships in this role, so I think this is why different people have different perceptions of how common SRA pirate ships are; they actually are experiencing drastically different amounts of SRA pirate ships, depending on whether or not their mod setup includes mods which add ships to the pirates escortMedium role. For example, Underworld adds 8 Shark variants to the pirates.faction escortMedium role, with 1 weight each, and BRDY adds 2 silverfish and 2 zabrus variants, with 1 weight each. Dropping the two SRA ships in that role down to 1-3 weight each would bring the proportions in line with those two mods, but still won't help in the situation that someone is running a game with SRA as the only mod.
« Last Edit: June 19, 2017, 05:19:19 PM by ANGRYABOUTELVES »
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Krelian

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1117 on: June 20, 2017, 03:04:37 PM »

still no news? I really miss my CAS beams :(
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ANGRYABOUTELVES

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1118 on: June 20, 2017, 03:05:54 PM »

still no news? I really miss my CAS beams :(
The 0.8a update works fine in 0.8.1a. You could be using it right now.
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StarSchulz

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1119 on: June 20, 2017, 09:48:02 PM »

The heavy fighters are the skinwalkers, right? they seem more anti-ship than anti-fighter, like the warthog. i think if you want to do anti-fighter stuff you might want to look at the trans-atmospheric or the 0 cost interceptor wing.




Otherwise, i'm finally getting around to learning how the Shadowyards ships and weapons work. loving them and their new engines!
« Last Edit: June 20, 2017, 09:50:29 PM by StarSchulz »
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StarSchulz

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1120 on: June 21, 2017, 08:05:06 PM »

Spoiler
133184 [Thread-4] INFO  org.histidine.chatter.ChatterDataManager  - Assigning character freespace_human1 to officer Daw Pillai
133185 [Thread-4] INFO  org.histidine.chatter.ChatterDataManager  - Assigning character freespace_human2 to officer Kora Gurbal
134542 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalStateException: Zero length vector
java.lang.IllegalStateException: Zero length vector
   at org.lwjgl.util.vector.Vector.normalise(Vector.java:91)
   at data.shipsystems.scripts.MS_mimirSlideDrive.apply(MS_mimirSlideDrive.java:127)
   at com.fs.starfarer.combat.systems.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)
[close]

Tried to join a shadowyards fleet in battle, and got this. game crashed as soon as i hit continue, after join battle. now, for some odd reason when i loaded save and did the *exact* same thing, i didnt get an error, and the game let me in the fight without crashing. i tried another 10 times but couldn't get it to happen again. thought i'd leave it here in case you have any idea what it means.

dk1332

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1121 on: June 21, 2017, 08:48:02 PM »

Spoiler
133184 [Thread-4] INFO  org.histidine.chatter.ChatterDataManager  - Assigning character freespace_human1 to officer Daw Pillai
133185 [Thread-4] INFO  org.histidine.chatter.ChatterDataManager  - Assigning character freespace_human2 to officer Kora Gurbal
134542 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalStateException: Zero length vector
java.lang.IllegalStateException: Zero length vector
   at org.lwjgl.util.vector.Vector.normalise(Vector.java:91)
   at data.shipsystems.scripts.MS_mimirSlideDrive.apply(MS_mimirSlideDrive.java:127)
   at com.fs.starfarer.combat.systems.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)
[close]

Tried to join a shadowyards fleet in battle, and got this. game crashed as soon as i hit continue, after join battle. now, for some odd reason when i loaded save and did the *exact* same thing, i didnt get an error, and the game let me in the fight without crashing. i tried another 10 times but couldn't get it to happen again. thought i'd leave it here in case you have any idea what it means.

Judging from what I see in that log, the error is connected with the combat chatter mod. Maybe some sort of bug from that mod instead of this mod? (Then again its probably vice versa)
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00lewnor

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1122 on: June 26, 2017, 02:38:12 PM »

I think I've found a bug: Kobold wings don't register as out of ordinance the way bombers, but do only when the carrier gives an engage order.

When ordered to regroup they behave fine, launching rockets until they run out then their icon goes dark, like a bomber, and then land on the carrier to re-arm however; when the carrier orders fighters to engage they continue to escort the carrier and launch rockets (not moving towards the target, intentional?) but when they run out, their icon remains illuminated and they continue to escort the carrier until the order is switched to regroup whereupon their icon blacks out and they land to re-arm.
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MShadowy

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Re: (0.8.1a) Shadowyards Reconstruction Authority 0.6.2
« Reply #1123 on: June 28, 2017, 10:04:24 PM »

Blerf, alright tired but 0.6.2 is ready.


0.6.2 Changelog

  • Added Vardr-class battleship
    • Ship system: Cyclic Plasma Thrusters; stops forward momentum but greatly increases lateral mobility while up
  • Revised Morningstar sprite, making it larger and beefier
  • Revised some segments of the Mimir sprite
  • Further refined the stripe style, leaving it slightly cooler and darker and with fewer stripes
  • Berin's Stash in Anar and Maks Hole in Yajna have been removed from the campaign
  • Added a beam sweep effect to the Deva and Murti
  • Urumi base damage/sec increased to 400 (from 250)
  • Retouched many of the weapon sprites:
    • All CEPC's have had their sprites updated, as well as the Wavepulse, Heavy and Light Polarizers, Urumi, Trishula, Deva and Murti

Enjoy, mehopes.
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Zenobious

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Re: (0.8.1a) Shadowyards Reconstruction Authority 0.6.2
« Reply #1124 on: June 28, 2017, 11:08:16 PM »

  • Added Vardr-class battleship
I immediately started a new game to give this thing a spin and.... it's showing up as a cruiser in-game, with cruiser costs for hullmods and whatnot. Looks like the hullsize entry in its .ship file is wrong?

Looks beautiful though. Nice to see a shadowyards ship that's more capable of brawling. Beam sweep effects are appreciated too!
« Last Edit: June 29, 2017, 12:32:33 PM by Zenobious »
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