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News: New blog post: Revisiting the Economy (01/03/18); Starsector 0.8.1a is out!
 
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Author Topic: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4b  (Read 396918 times)
AxleMC131
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« Reply #1155 on: December 05, 2017, 08:34:27 PM »

For some reason that I cannot fathom, making any edits to the weapon data file in your mod causes my game to crash. This bugs (heh) me since I am quite fond of switching around damage types, ammunition count, ect. for ship systems, weapons, ect. in both the vanilla game and various mods i have downloaded.

Might be something to do with what program you're using to edit files and how you're doing it. Certain programs automatically adjust CSV files and such when you save through them, thereby causing them to become unreadable by the game.

What have you been using to edit CSV files?
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Delta7
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« Reply #1156 on: December 06, 2017, 02:10:56 PM »

notepad Tongue
not even notepad++, just notepad. and it works fine with all of the other mods.

edit: actually, that might be the case... i tried making an edit, undoing that edit so it's identical to the original and saving it anyways... game crash. what program should i try?
« Last Edit: December 06, 2017, 02:12:53 PM by Delta7 » Logged

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MajorTheRed
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« Reply #1157 on: December 06, 2017, 02:24:48 PM »

So far I use WordPad for modding and get no problem.
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Delta7
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« Reply #1158 on: December 06, 2017, 03:47:01 PM »

Actually I downloaded notepad++ (haven't had it since my last computer) and it works just fine. Anyways, thanks for the help, much appreciated.
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AxleMC131
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« Reply #1159 on: December 06, 2017, 08:51:03 PM »

@Delta7 I'd strongly recommend you use a proper spreadsheet program, like Excel or LibreOffice. Seriously, once you look at a CSV file in one of those you'll be wondering how you ever managed to not bleed from your ears trying to fiddle with them in a plain text editor.  Cool
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"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
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MShadowy
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« Reply #1160 on: December 09, 2017, 04:10:49 PM »

Okie dokie, Shadowyards 0.6.3 is ready for release; this time we've added the Minarette-class missile destroyer.


So many missiles!

=download 0.6.3=

We also have a pretty decent number of fixes and (thanks to MesoTroniks help) have substantially filled out the SRA's roster of sound effects. The full changelog is below.

0.6.3 Changelog

  • Wraith refit time increased to 6 seconds (from 4) and Crawler beam dps reduced to 70 (from 85) and impact reduced to 15 (from 50)
  • Reduced Deva and Murti beam sweep offset to 5° (from 10°)
  • Reduced armor bonus and increased Health bonus of League Refit
    • Armor values are now Frigates: 30, Destroyers: 100, Cruiser: 200, Capital: 400 (from 50, 200, 500, 1000)
    • Health values are now FF: 100, DD: 200, CV: 400, BB: 800 (from 25, 100, 250, 500)
  • Lambent Fuel capacity reduced to 450 (from 600), Crew required increased to 8 (from 2), supplies/month and supplies/rec increased to 6 (from 2)
  • Fixed a bug in the Clades retro drive AI which would cause a crash when the ship was fitted with a Shield Bypass
  • Adjusted the SWACS system visual effects
  • Added the Minarette-class missile destroyer
    • 3 Medium Missile mounts, a missile autoforge... more than enough to explode anything that moves (twirls spoaceship)
  • Shamash's Phase Mass Projector range increased to 600 (from 500) and bug causing a damage overflow issue was resolved
  • Added the no flux hullmod to all SRA fighters
  • Neriad primary weapon arc broadened to 40° (from 5°)
  • Improved system graphics for the rings around Yajna
  • Anar now has bunches of Nebulae all over the place, oh no! Also got around to properly removing Berins Stash
  • Weapons sounds for the Urumi, Trishula, Splinter, Black Cap and Barrago have now been added (credit to MesoTroniks for his help)

Thank you all for your patience, and I hope you like the release.
« Last Edit: December 09, 2017, 04:36:40 PM by MShadowy » Logged
Bastion.Systems
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« Reply #1161 on: December 11, 2017, 08:49:55 AM »

Honestly, the tournament is like Christmas for SS modding.
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MShadowy
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« Reply #1162 on: December 11, 2017, 07:40:22 PM »

Indeed. And on that note!

A quick bugfix update with some bonus graphics fixins is ready! Shadowyards 0.6.3a is now available.


0.6.3a Changelog

  • Fixed the Vardr's inexplicable and terrible default variants
    • How the hell did I manage this?
  • Fixed a typo in the Murti and Deva files which were causing the beams to occasionally glitch out
  • Fixed some strange issues with the descriptions messing up for some of the ship systems
  • Updated the graphics for the old missile launchers; the Shrike, Black Cap, Tusk and Splinter launchers are now all up to spec

Enjoy!
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A Random Jolteon
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« Reply #1163 on: December 12, 2017, 07:27:55 AM »

           
    • How the hell did I manage this?
    [/li][/list]
    Brute force and stubbornness? Wink Thx for the update. Downloading it now.
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    MShadowy
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    « Reply #1164 on: December 12, 2017, 10:29:50 AM »

    Brute force and stubbornness? Wink Thx for the update. Downloading it now.

    It was more a question of how did I make them so bad initially, haha.
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    A Random Jolteon
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    « Reply #1165 on: December 13, 2017, 09:55:08 AM »

    Brute force and stubbornness? Wink Thx for the update. Downloading it now.

    It was more a question of how did I make them so bad initially, haha.
    Uh...lack of sleep + laziness? (CEPC BULLET SPAM IS AWESOME)
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    00lewnor
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    « Reply #1166 on: December 30, 2017, 01:02:18 AM »

    Not sure if this is intentional or not but the Shadowyards phase ships have different built in hull mods to vanilla ships; they all share the delicate machinery hull mod that speeds up CR degradation after peak time but vanilla ships have the phase field hull mod that negates sensor profile which Shadowyard ships don't have and Shadowyard ships have the high maintenance mod (increased monthly supply cost) that vanilla ships don't.
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    Delta7
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    « Reply #1167 on: December 31, 2017, 03:14:27 PM »

    Curious, how can I make a specific weapon fighter exclusive, or undo the fighter exclusivity, as well as causing that weapon to spawn for sale at markets?
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    AxleMC131
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    « Reply #1168 on: December 31, 2017, 03:42:05 PM »

    Curious, how can I make a specific weapon fighter exclusive, or undo the fighter exclusivity, as well as causing that weapon to spawn for sale at markets?

    Add the "SYSTEM" tag in the csv file. That'll stop it being accessed by the player in refit screen, and also stop it spawning in markets, but if you've got it equipped on a fighter they can still use it.

    Same thing with built-in weapons for ships, though in that case you tend to also want the "SHOW_IN_CODEX" tag, as by default SYSTEM weapons won't appear in the codex.

    As for "how to undo fighter exclusivity", just remove the SYSTEM tag again.



    In general, mods with a weapon available both on ships in one form and fighters in another form will have two instances of the weapon (say "weapon" and "weapon_fighter"), one of which will be the usual weapon and the other will possibly have adjusted stats and the SYSTEM tag.

    For reference, check the Swarmer SRM Launcher and fighter-variant in the stock game files.
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    "I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
    - Johnson "Johnny" Parker
    MShadowy
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    « Reply #1169 on: January 07, 2018, 04:23:33 PM »

    Shadowyards 0.6.4 is now ready for release! This one adds quite a bit, maybe it could have jumped up more versions, haha.


    =download Shadowyards 0.6.4=



    The new style Polarizers and the Shikome in action

    0.6.4 Changelog
       
    • Added derelict gates to Gigas and Yajna; Gigas' has been partly disassembeled by the SRA for research purposes
    • Further fixed Yajna's rings (I totally forgot about the ones dividing the system)
    • Implemented an improved version of the TAG system AI (tongo assisted)
    • Added the Anu-class Shuttle and the Cetus-class Freighter
      • Both fitted with Siren flares
    • Added the Skolopendra-class Phase Cruiser (an extensively modified Cetus)
      • Decently fast but has miserable acceleration
      • Comes with the Ammofeeder system
    • Added the Shikome-class Elite Fighter
    • The Southpaws shield efficiency has been improved to 0.9 (from 1.15)
    • The Potnia-bis basic stats have been modestly improved
      • Hitpoints to 3000 (from 2500), Armor to 350 (from 300), flux to 7000 (from 6000), dissipation to 300 (from 250)
    • The Ashnans "Loader" Drones have been renamed to being "Stevedore" drones
    • Improved the Mimir's Nidhoggr Lance weapon
      • Now applies even ticks of damage (20% of the shot base damage) at regular intervals
      • Added a sanity check that adjusts the shots damage downward as it penetrates through a ship
      • The weapon no longer autocharges, so the AI should hopefully waste less shots
      • Generally improved visual effects
    • Polarizers now function as a kind of EMP flak; their damage, emp, fire rate and flux usage has been adjusted considerably
      • Polarizer: 50 damage/shot, 500 emp/shot, 60 flux/shot, chargeup of 0.15 and cooldown of 0.6 (from 150, 800, 1000, 0.35, 5)
      • Heavy Polarizer: 150 damage/shot, 1500 emp/shot, 200 flux/shot, chargeup 0f 0.25 and cooldown of 0.75 (from 800, 4000, 2500, 0.35, Cool
    • Finally remembered to set up the Vardr's engine section correctly
    • New Explosion sound effects for SRA ships

    Have fun, all!
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