Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 77 78 [79] 80 81 ... 107

Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1115281 times)

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4a
« Reply #1170 on: January 15, 2018, 02:28:08 PM »

I think it can be balanced out by having a short charge-up and long cooldown.  Like 20 RPM.
Logged

Delta7

  • Commander
  • ***
  • Posts: 131
  • forum idiot
    • View Profile
    • my personal DA account
Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4a
« Reply #1171 on: January 15, 2018, 08:44:02 PM »

A general DPM nerf, both to fire rate and damage output would help to balance this weapon while still retaining it's new intended role as a hybrid EMP assault and point defense weapon.
Logged
warning: may be prone to random outbursts of stupidity

DrakonST

  • Captain
  • ****
  • Posts: 341
  • Lizard-Wizard
    • View Profile
Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4a
« Reply #1172 on: January 20, 2018, 10:52:43 AM »

Spoiler
40351575 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lwjgl.util.vector.Vector2f.sub(Vector2f.java:210)
   at com.fs.starfarer.combat.systems.EmpArcEntity.<init>(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnEmpArc(Unknown Source)
   at data.scripts.plugins.MS_EMPFlakSmall.flakEMPExplode(MS_EMPFlakSmall.java:217)
   at data.scripts.plugins.MS_EMPFlakSmall.advance(MS_EMPFlakSmall.java:372)
   at com.fs.starfarer.title.ooOO.K$Oo.super(Unknown Source)
   at com.fs.starfarer.combat.A.new.o00000(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]

I think "MS_EMPFlakSmall" it is the gun "Polarizer" from yours mod. In fight against "Knight Templars" after her shots a game has crash.
Logged
I a Russian. And i communicate with the help of Promt Translate. And I am a color-blind person.

AxleMC131

  • Admiral
  • *****
  • Posts: 1722
  • Amateur World-Builder
    • View Profile
Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4a
« Reply #1173 on: January 20, 2018, 11:52:39 AM »

@DrakonST it's a known bug with the new Polarizer scripting, when used against (or with?) the Knights Templar.

... But I thought Shadow fixed that in the latest patch?  ??? Make sure you're using the latest version of the mod (0.6.4a)
Logged

DrakonST

  • Captain
  • ****
  • Posts: 341
  • Lizard-Wizard
    • View Profile
Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4a
« Reply #1174 on: January 20, 2018, 11:58:49 AM »

@DrakonST it's a known bug with the new Polarizer scripting, when used against (or with?) the Knights Templar.

... But I thought Shadow fixed that in the latest patch?  ??? Make sure you're using the latest version of the mod (0.6.4a)
I don't trust. The bug is alive. He is alive! Somebody please, kill him! I have lost because of it more than 5 hours of a game!  :P
Spoiler
[close]

Ah... I didn't see updating about plugins...
« Last Edit: January 20, 2018, 12:03:06 PM by DrakonST »
Logged
I a Russian. And i communicate with the help of Promt Translate. And I am a color-blind person.

MShadowy

  • Admiral
  • *****
  • Posts: 911
    • View Profile
Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4a
« Reply #1175 on: January 20, 2018, 11:07:04 PM »

Well, the original bug was resolved, only for a new and more sinister bug to replace it. This has probably been resolved by now in the source; there appears to have been some kind of weird interaction between the EMP flak bursting and the Priwen Burst Shield going off that caused the emp lightning part of the script to aim at null Vector2fs. I put in a null check that should prevent it from occurring in the future.

Unfortunately I'm completely exhausted so it'll have to be posted in the morning.
Logged

MShadowy

  • Admiral
  • *****
  • Posts: 911
    • View Profile
Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4b
« Reply #1176 on: January 21, 2018, 08:46:03 AM »

Alright, the bugs are finally squashed so Shadowyards 0.6.4b is ready to download.


0.6.4b Changelog

  • Fire rate of both Polarizers reduced to 30 shots/minute
  • Small Polarizer AoE increased to 30 (from 25)
  • Fixed another bug with the Polarizers that could cause a ctd when fighting Templars
  • Added the Lockdown HMG (weapon courtesy of Soren)
    • A collaboration between the League and the SRA, the lockdown is a ballistic mounted emp machine gun

Cheers!

Edit: Okay, had to do a version update to fix a messed up variant (I accidentally used the wrong Thunder wing for the Morningstar L Overload); you may want to redownload it if you got it before this edit and don't have Arsenal Expansion active.
« Last Edit: January 21, 2018, 09:36:22 AM by MShadowy »
Logged

ValkyriaL

  • Admiral
  • *****
  • Posts: 2145
  • The Guru of Capital Ships.
    • View Profile
Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4b
« Reply #1177 on: January 22, 2018, 05:25:59 PM »

Looking good! :)
Logged

Blothorn

  • Commander
  • ***
  • Posts: 116
    • View Profile
Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4b
« Reply #1178 on: February 12, 2018, 09:37:55 PM »

Another balance nitpick: the Sargasso is essentially a better, cheaper Condor--both have a maintenance cost of 8, but the Sargasso has a deployment cost of 8 rather than 10, and 1.45 fuel use rather than 2. Meanwhile, I think the Sargasso is far more dangerous: 80 OP vs. 45 is huge for fitting expensive drones and hull mods, and 70 vs. 45 top speed gives the Sargasso much greater tactical flexibility. The Sargasso is substantially more fragile, but I find that rarely matters for a carrier--neither is really suited for close engagement, and I think the Sargasso's superior speed and shield more than compensate.

I do not think the ship itself is OP (although 80 OP is a lot for a fast carrier)--I think it is no better than the Drover, and worse in several respects. However, its cost of 8 should put it in the bottom-tier of destroyers, and I think its capabilities put it near the top. I would argue for either bumping its costs up to ~11, severely reducing its capabilities (if leaving both fighter bays untouched, something like dropping it down to 40-50 OP and downgrading the medium mount), or some compromise between the two.
Logged

Harmful Mechanic

  • Admiral
  • *****
  • Posts: 1340
  • On break.
    • View Profile
Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4b
« Reply #1179 on: February 13, 2018, 07:56:26 AM »

I actually agree with the new guy here: Sargassos are amazing, and should be balanced closer to the Drover than the Condor. Given how much fun the current version is, bumping costs up to something more like the Drover is probably the easiest fix.
Logged

Kwbr

  • Commander
  • ***
  • Posts: 128
    • View Profile
Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.4b
« Reply #1180 on: February 17, 2018, 05:07:21 PM »

is the Enlil(L) you can start with using randomized starting ships in nexerelin meant to have a railgun on one of its synergy mounts? dunno if that's actually something controlled by this mod but it seemed a little odd when i first saw it :P
Logged

MShadowy

  • Admiral
  • *****
  • Posts: 911
    • View Profile
Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
« Reply #1181 on: May 02, 2018, 02:47:51 PM »

After a pretty sizeable delay, Shadowyards version 0.7 is now ready for download.


Added this release are the Delphi-class cruiser and Semele tanker, as well as a number of balance tweaks. It's about time I hit 0.7, eh?

0.7 Changelog

  • Added the Semele-class Tanker
  • Added the Delphi-class Cruiser
  • Adjusted the Sargassos fuel/ly to 2.2 (from 1.45) and supplies per month and deployment to 12 (from 8)
  • Added Civilian Grade Hull hullmod to the Cetus
  • Enlils Medium Synergy hardpoint changed to Energy
  • Inanna changes:
    • Slot layout changed to 2x medium, 2x small (from 1x medium, 4x small)
    • High Energy Focus changed to GAt system
  • CEPC OP cost increased to 6 (from 5)
  • Ships variants updated
  • Adjusted the stats of the Shikome's Combat Shell system
    • Time Dilation speed reduced to 3x (from 4x)
    • Active time reduced to 4 seconds, down time reduced to 1 second (from 5, 2)
  • Fixed incorrect lore text for the Deva

Enjoy!
« Last Edit: May 02, 2018, 03:07:19 PM by MShadowy »
Logged

JDCollie

  • Captain
  • ****
  • Posts: 261
    • View Profile
    • My Youtube Channel
Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
« Reply #1182 on: May 02, 2018, 08:31:08 PM »

After a pretty sizeable delay, Shadowyards version 0.7 is now ready for download.

My favorite faction gets an update? Joyous day!
Logged

Bastion.Systems

  • Captain
  • ****
  • Posts: 412
  • Special Circumstances LCU
    • View Profile
Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
« Reply #1183 on: May 03, 2018, 06:25:02 AM »

Sweet Space Jesus be praised
Logged

Regularity

  • Commander
  • ***
  • Posts: 104
    • View Profile
Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
« Reply #1184 on: May 22, 2018, 09:29:35 AM »

So, I'm playing with SRA (with the AI improvement mod, note sure if it matters) but once thing I've noticed is a bug where Wraith Drone Fighters will simply circle a target without firing. Looking at the code, I suspect the issue is the very tiny 0/5 degree firing arc on its forward cannon, meaning it can't actually aim its guns at objects it's circling. Or even objects slightly off-center.

Could you maybe consider expanding their firing arcs a bit more so they won't get stuck like that?
Logged
Pages: 1 ... 77 78 [79] 80 81 ... 107